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Matt Gottsacker

Publications and source records attributed to Matt Gottsacker.

6 recordsLinked to original sources

Transition Techniques for Externally-Guided Multi-Scale Viewpoint Changes

Extended reality (XR) is increasingly used to help users understand complex virtual environments through multiple viewpoints across different immersion levels, positions, and scales. While numerous techniques address viewpoint transitions for self-guided exploration, many scenarios require externally-guided transitions where a system or presenter controls the user's viewpoint, leaving the user with limited spatial knowledge and control over the transition process, which can increase susceptibility to disorientation and discomfort. We present three transition techniques for externally-guided multi-scale XR viewpoint changes and evaluate them against a fade-to-black baseline in a within-subjects study (N=20). Participants transitioned between world-in-miniature, street-level, and indoor destination views. We combined spatial recall measures, standardized questionnaires, and semi-structured interviews to assess orientation, workload, comfort, and continuity. Results showed that in our setup, techniques externalizing reference frames and the user's pose improved multi-scale spatial recall relative to a fade, while same-scale recall was insensitive to transition technique. We conclude with design implications for multi-scale XR viewpoint transitions.

cs.HC

ReVoicer: Conversational Voice Annotation for Human-Centered, LLM-Assisted Peer Review

We present ReVoicer, a prototype system that supports peer reviewers by letting them converse with a paper as they read it. The reviewer highlights a passage and speaks (or types) a train-of-thought comment. A large language model then cleans the comment using the surrounding prose as context, tags it by comment type, and anchors it to the passage. After the reviewer finishes reading, ReVoicer checks the accumulated notes against a venue-specific rubric and reports coverage gaps to assist with further reflection. Then ReVoicer drafts a review composed from the reviewer's comments, written to a style guide distilled from the reviewer's past reviews. We describe the system's design rationale and implementation, and we outline plans for future evaluations.

cs.HC

From One World to Another: Interfaces for Efficiently Transitioning Between Virtual Environments

Personal computers and handheld devices provide keyboard shortcuts and swipe gestures to enable users to efficiently switch between applications, whereas today's virtual reality (VR) systems do not. In this work, we present an exploratory study on user interface aspects to support efficient switching between worlds in VR. We created eight interfaces that afford previewing and selecting from the available virtual worlds, including methods using portals and worlds-in-miniature (WiMs). To evaluate these methods, we conducted a controlled within-subjects empirical experiment (N=22) where participants frequently transitioned between six different environments to complete an object collection task. Our quantitative and qualitative results show that WiMs supported rapid acquisition of high-level spatial information while searching and were deemed most efficient by participants while portals provided fast pre-orientation. Finally, we present insights into the applicability, usability, and effectiveness of the VR world switching methods we explored, and provide recommendations for their application and future context/world switching techniques and interfaces.

cs.HC

XR-First Design for Productivity: A Conceptual Framework for Enabling Efficient Task Switching in XR

A core component of completing tasks efficiently in computer-supported knowledge work is the ability for users to rapidly switch their focus (and interaction) across different applications using various shortcuts and gestures. This feature set has been explored in research, and several modern consumer extended reality (XR) headsets now support loading multiple applications windows at once. However, many XR applications that are useful for knowledge work involve rich spatial information, which window-based metaphors do not sufficiently represent nor afford appropriate interaction. In modern XR headsets, such immersive applications run as siloed experiences, requiring the user to fully exit one before starting another. We present a vision for achieving an XR-first, user-centric paradigm for efficient context switching in XR to encourage and guide future research and development of XR context- and task-switching interfaces.

cs.HC

Examining the Effects of Immersive and Non-Immersive Presenter Modalities on Engagement and Social Interaction in Co-located Augmented Presentations

Head-worn augmented reality (AR) allows audiences to be immersed and engaged in stories told by live presenters. While presenters may also be in AR to have the same level of immersion and awareness as their audience, this symmetric presentation style may diminish important social cues such as eye contact. In this work, we examine the effects this (a)symmetry has on engagement, group awareness, and social interaction in co-located one-on-one augmented presentations. We developed a presentation system incorporating 2D/3D content that audiences can view and interact with in AR, with presenters controlling and delivering the presentation in either a symmetric style in AR, or an asymmetric style with a handheld tablet. We conducted a within- and between-subjects evaluation with 12 participant pairs to examine the differences between these symmetric and asymmetric presentation modalities. From our findings, we extracted four themes and derived strategies and guidelines for designers interested in augmented presentations.

cs.HC

Decoupled Hands: An Approach for Aligning Perspectives in Collaborative Mixed Reality

When collaborating relative to a shared 3D virtual object in mixed reality (MR), users may experience communication issues arising from differences in perspective. These issues include occlusion (e.g., one user not being able to see what the other is referring to) and inefficient spatial references (e.g., "to the left of this" may be confusing when users are positioned opposite to each other). This paper presents a novel technique for automatic perspective alignment in collaborative MR involving co-located interaction centered around a shared virtual object. To align one user's perspective on the object with a collaborator's, a local copy of the object and any other virtual elements that reference it (e.g., the collaborator's hands) are dynamically transformed. The technique does not require virtual travel and preserves face-to-face interaction. We created a prototype application to demonstrate our technique and present an evaluation methodology for related MR collaboration and perspective alignment scenarios.

cs.HC