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Victoria Interrante

Publications and source records attributed to Victoria Interrante.

10 recordsLinked to original sources

Context or Digits? Balancing Memorability and Efficiency in Virtual Reality Authentication

We present Adaptive Direction-Based Authentication (ADBA), a knowledge-based authentication method for Virtual Reality that decouples users' needs temporally by enforcing password creation based on virtual environment context while supporting both context- and digit-based entries during authentication. This design prioritizes memorability for new passwords and offers both efficient and memorable options to support users' evolving needs. We conducted a remote longitudinal study with 66 participants comparing ADBA against 6-digit PINs over 2-3 weeks. The results demonstrated that ADBA achieved superior memorability and lower perceived task load. Interestingly, no participant chose to enter via digits in the study, yet they still perceived ADBA to be highly efficiency despite longer objective entry times. ADBA also provided security benefits through randomly-generated digit representations, though some degree of password homogeneity was observed in specific virtual environments. Our findings suggest that ADBA offers solid advantages to the traditional PINs, and successfully addresses the tradeoffs between efficiency, memorability, and security under the usage scenarios considered in the study.

cs.CR

Secure Text Entry using a Virtual Radial Keyboard with Dynamically Resized Keys and Non-Intrusive Randomization

As virtual reality (VR) becomes more widely adopted, secure and efficient text entry is an increasingly critical need. In this paper, we identify a vulnerability in a state-of-the-art secure VR text entry method and introduce a novel virtual radial keyboard designed to achieve a balance between security with usability. Keys are arranged alphabetically in a circular layout, with each key selected by controller rotation and dynamically expanding to facilitate precise selection. A randomized rotation mechanism shifts the keyboard after each keystroke, preserving relative key positions while disrupting absolute spatial mappings to protect against inference attacks. We conducted a within-subject study (N=30) comparing our method with the prior secure technique and a standard QWERTY keyboard. Results showed that the radial keyboard significantly improves resistance to keystroke prediction attacks while incurring a tradeoff in entry speed and subjective workload due to the unfamiliar non-QWERTY layout. However, both quantitative trends and qualitative feedback indicate strong potential for performance improvements with practice. We also discuss design implications, possible interface refinements, and directions for future work, including layout variations and visual enhancements.

cs.HC

Enhancing Foveated Rendering with Weighted Reservoir Sampling

Spatiotemporal sensitivity to high frequency information declines with increased peripheral eccentricity. Foveated rendering exploits this by decreasing the spatial resolution of rendered images in peripheral vision, reducing the rendering cost by omitting high frequency details. As foveation levels increase, the rendering quality is reduced, and traditional foveated rendering systems tend not to preserve samples that were previously rendered at high spatial resolution in previous frames. Additionally, prior research has shown that saccade landing positions are distributed around a target location rather than landing at a single point, and that even during fixations, eyes perform small microsaccades around a fixation point. This creates an opportunity for sampling from temporally neighbouring frames with differing foveal locations to reduce the required rendered size of the foveal region while achieving a higher perceived image quality. We further observe that the temporal presentation of pixels frame-to-frame can be viewed as a data stream, presenting a random sampling problem. Following this intuition, we propose a Weighted Reservoir Sampling technique to efficiently maintain a reservoir of the perceptually relevant high quality pixel samples from previous frames and incorporate them into the computation of the current frame. This allows the renderer to render a smaller region of foveal pixels per frame by temporally reusing pixel samples that are still relevant to reconstruct a higher perceived image quality, while allowing for higher levels of foveation. Our method operates on the output of foveated rendering, and runs in under 1\,ms at 4K resolution, making it highly efficient and integrable with real-time VR and AR foveated rendering systems.

cs.GR

Can AR Embedded Visualizations Foster Appropriate Reliance on AI in Spatial Decision-Making? A Comparative Study of AR X-Ray vs. 2D Minimap

Artificial Intelligence (AI) and indoor sensing increasingly support decision-making in spatial environments. However, traditional visualization methods impose a substantial mental workload when viewers translate this digital information into real-world spaces, leading to inappropriate reliance on AI. Embedded visualizations in Augmented Reality (AR), by integrating information into physical environments, may reduce this workload and foster more appropriate reliance on AI. To assess this, we conducted an empirical study (N = 32) comparing an AR embedded visualization (X-ray) and 2D Minimap in AI-assisted, time-critical spatial target selection tasks. Surprisingly, evidence shows that the embedded visualization led to greater inappropriate reliance on AI, primarily as over-reliance, due to factors like perceptual challenges, visual proximity illusions, and highly realistic visual representations. Nonetheless, the embedded visualization demonstrated benefits in spatial mapping. We conclude by discussing empirical insights, design implications, and directions for future research on human-AI collaborative decision in AR.

cs.HC

Peripheral Teleportation: A Rest Frame Design to Mitigate Cybersickness During Virtual Locomotion

Mitigating cybersickness can improve the usability of virtual reality (VR) and increase its adoption. The most widely used technique, dynamic field-of-view (FOV) restriction, mitigates cybersickness by blacking out the peripheral region of the user's FOV. However, this approach reduces the visibility of the virtual environment. We propose peripheral teleportation, a novel technique that creates a rest frame (RF) in the user's peripheral vision using content rendered from the current virtual environment. Specifically, the peripheral region is rendered by a pair of RF cameras whose transforms are updated by the user's physical motion. We apply alternating teleportations during translations, or snap turns during rotations, to the RF cameras to keep them close to the current viewpoint transformation. Consequently, the optical flow generated by RF cameras matches the user's physical motion, creating a stable peripheral view. In a between-subjects study (N = 90), we compared peripheral teleportation with a traditional black FOV restrictor and an unrestricted control condition. The results showed that peripheral teleportation significantly reduced discomfort and enabled participants to stay immersed in the virtual environment for a longer duration of time. Overall, these findings suggest that peripheral teleportation is a promising technique that VR practitioners may consider adding to their cybersickness mitigation toolset.

cs.HC

Enhancing Well-Being Through Positive Technology: VR Forest Bathing

The growing demand for accessible therapeutic options has led to the exploration of Virtual Reality (VR) as a platform for forest bathing, which aims to reduce stress and improve cognitive functions. This paper brings together findings from three studies by the authors. The first study compared environments with and without plant life to examine how biomass influences stress reduction. The second study focused on the differences between low-fidelity and high-fidelity VR environments, while the third explored whether the benefits of VR forest bathing come from being immersed in realistic environments or simply from viewing something beautiful. The results showed no significant differences between environments with and without biomass, but highlighted the positive effects of high-fidelity VR environments and realistic nature over abstract art. The paper also covers how VR nature experiences may boost executive functioning and well-being in older adults and discusses the potential of generative AI to create customized VR environments. It concludes with a call for further collaborative research to refine VR forest bathing for stress relief and cognitive enhancement.

cs.HC

Tap into Reality: Understanding the Impact of Interactions on Presence and Reaction Time in Mixed Reality

Enhancing presence in mixed reality (MR) relies on precise measurement and quantification. While presence has traditionally been measured through subjective questionnaires, recent research links presence with objective metrics like reaction time. Past studies examined this correlation with varying technical factors (object realism and behavior) and human conditioning, but the impact of interaction remains unclear. To answer this question, we conducted a within-subjects study (N=50) to explore the correlation between presence and reaction time across two interaction scenarios (direct and symbolic) with two tasks (selection and manipulation). We found that presence scores and reaction times are correlated (correlation coefficient of $-0.54$), suggesting that the impact of interaction on reaction time correlates with its effect on presence.

cs.HC

Reaction Time as a Proxy for Presence in Mixed Reality with Distraction

Distractions in mixed reality (MR) environments can significantly influence user experience, affecting key factors such as presence, reaction time, cognitive load, and Break in Presence (BIP). Presence measures immersion, reaction time captures user responsiveness, cognitive load reflects mental effort, and BIP represents moments when attention shifts from the virtual to the real world, breaking immersion. However, the effects of distractions on these elements remain insufficiently explored. To address this gap, we have presented a theoretical model to understand how congruent and incongruent distractions affect all these constructs. We conducted a within-subject study (N=54) where participants performed image-sorting tasks under different distraction conditions. Our findings show that incongruent distractions significantly increase cognitive load, slow reaction times, and elevate BIP frequency, with presence mediating these effects.

cs.HC

Investigating the Correlation Between Presence and Reaction Time in Mixed Reality

Measuring presence is critical to improving user involvement and performance in Mixed Reality (MR). \emph{Presence}, a crucial aspect of MR, is traditionally gauged using subjective questionnaires, leading to a lack of time-varying responses and susceptibility to user bias. Inspired by the existing literature on the relationship between presence and human performance, the proposed methodology systematically measures a user's reaction time to a visual stimulus as they interact within a manipulated MR environment. We explore the user reaction time as a quantity that can be easily measured using the systemic tools available in modern MR devices. We conducted an exploratory study (N=40) with two experiments designed to alter the users' sense of presence by manipulating \emph{place illusion} and \emph{plausibility illusion}. We found a significant correlation between presence scores and reaction times with a correlation coefficient -0.65, suggesting that users with a higher sense of presence responded more swiftly to stimuli. We develop a model that estimates a user's presence level using the reaction time values with high accuracy of up to 80\%. While our study suggests that reaction time can be used as a measure of presence, further investigation is needed to improve the accuracy of the model.

cs.HC

A Multisensory Approach to Virtual Reality Stress Reduction

Forest bathing is a nature immersion practice that reduces stress, restores mental resources, and has a wide variety of use cases in the treatment of mental illnesses. Since many people who need the benefits of forest bathing have little access to nature, virtual reality (VR) is being explored as a tool for delivering accessible immersive nature experiences via virtual nature environments (VNE's). Research on VNE's mainly utilizes the audiovisual capabilities of VR, but since forest bathing is a fully multisensory experience, further investigations into the integration of other sensory technologies, namely smell and temperature, are essential for the future of VNE research.

cs.HC