627 citations · 2.1k across the 13 of their papers we have counts for
13 papers
Deep Motion Masking for Secure, Usable, and Scalable Real-Time Anonymization of Virtual Reality Motion Data
Vivek Nair, Wenbo Guo, James F. O'Brien +2
Virtual reality (VR) and "metaverse" systems have recently seen a resurgence in interest and investment as major technology companies continue to enter the space. However, recent s…
Inferring Private Personal Attributes of Virtual Reality Users from Head and Hand Motion Data
Vivek Nair, Christian Rack, Wenbo Guo +8
Motion tracking "telemetry" data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demon…
Results of the 2023 Census of Beat Saber Users: Virtual Reality Gaming Population Insights and Factors Affecting Virtual Reality E-Sports Performance
Vivek Nair, Viktor Radulov, James F. O'Brien
The emergence of affordable standalone virtual reality (VR) devices has allowed VR technology to reach mass-market adoption in recent years, driven primarily by the popularity of V…
Animating Fracture
James F. O'Brien, Jessica K. Hodgins
We have developed a simulation technique that uses non-linear finite element analysis and elastic fracture mechanics to compute physically plausible motion for three-dimensional, s…
Combining Active and Passive Simulations for Secondary Motion
James F. O'Brien, Victor B. Zordan, Jessica K. Hodgins
Objects that move in response to the actions of a main character often make an important contribution to the visual richness of an animated scene. We use the term "secondary motion…
Animating Explosions
Gary D. Yngve, James F. O'Brien, Jessica K. Hodgins
In this paper, we introduce techniques for animating explosions and their effects. The primary effect of an explosion is a disturbance that causes a shock wave to propagate through…