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Mohammad Raihanul Bashar

Publications and source records attributed to Mohammad Raihanul Bashar.

3 recordsLinked to original sources

Evaluating the Vergence-Accommodation Conflict in Gaze-Based 3D Target Selection

State-of-the-art head-mounted displays (HMDs) enable gaze-based selection in virtual environments. Yet, these HMDs suffer from the vergence-accommodation conflict (VAC), which is known to affect interaction performance. The VAC might influence gaze-based selection performance because it directly affects eye-movement behavior. Thus, in this paper, we investigate how the VAC influences gaze-based 3D target selection across varying depth conditions. Our results show that as the (visual) depth increases, user performance significantly decreases with gaze-based selection. Moreover, a previously suggested Variation in Diopter Fitts' law model captured this performance change better relative to a linear model. These findings provide evidence that gaze-based pointing is negatively affected by the VAC and highlight the importance of accounting for depth-dependent factors when designing gaze-based interaction in 3D environments.

cs.HC↗

Play and Learn: Gamified Feedback for Ultrasound-Guided Catheter Insertion Training in Virtual Reality

VR is widely used in procedural medical training, but many simulators prioritize realism over formative feedback. We developed a gamified VR simulator for ultrasound-guided peripheral IV catheter insertion, using aligned visual and auditory feedback such as progress indicators, guidance, and rewards. In studies with novices (N=24) and clinicians (N=12), gamification reduced task time, improved usability, and lowered workload. Qualitative results showed clearer goals and greater confidence for novices, and improved pacing for experts. Overall, gamification can provide effective formative feedback in VR medical training.

cs.HC↗

Eyes on Many: Evaluating Gaze, Hand, and Voice for Multi-Object Selection in Extended Reality

Interacting with multiple objects simultaneously makes us fast. A pre-step to this interaction is to select the objects, i.e., multi-object selection, which is enabled through two steps: (1) toggling multi-selection mode -- mode-switching -- and then (2) selecting all the intended objects -- subselection. In extended reality (XR), each step can be performed with the eyes, hands, and voice. To examine how design choices affect user performance, we evaluated four mode-switching (SemiPinch, FullPinch, DoublePinch, and Voice) and three subselection techniques (Gaze+Dwell, Gaze+Pinch, and Gaze+Voice) in a user study. Results revealed that while DoublePinch paired with Gaze+Pinch yielded the highest overall performance, SemiPinch achieved the lowest performance. Although Voice-based mode-switching showed benefits, Gaze+Voice subselection was less favored, as the required repetitive vocal commands were perceived as tedious. Overall, these findings provide empirical insights and inform design recommendations for multi-selection techniques in XR.

cs.HC↗