activity
20242026
most citedOn the Go with AR: Attention to Virtual and Physical Targets while Varying Augmentation Density

7 citations · 8 across the 8 of their papers we have counts for

collaborators

12 papers

cs.HC2026

Moving Beyond the Flat Screen: Opportunities and Challenges of Extended Reality for Studying Human Brain and Behavior

Tom Bullock, Radha Kumaran, You-Jin Kim +3

Much of what we know about human perception and cognition comes from austere experimental settings: static stimuli presented to sedentary observers on flat monitors, complex respon…

cs.HC2026

Exploring Object Recall in an Object-Rich AR Office Scene

Sangita Kunapuli, Shane Dirksen, Radha Kumaran +4

Augmented reality (AR) changes how users perceive and attend to their surroundings. Prior work suggests AR can reduce attention to the physical world, but it remains unclear whethe…

cs.HC2026

FenceXR: AR Movement Replay for Error-Detection Training and Spatially Grounded Feedback

Avinash Ajit Nargund, Amelia Haruka Harrison, Timothy Robinson +2

Recognizing technical errors in movement is a perceptual skill important to motor learning, but it is challenging for beginners in fast, complex sports like fencing to develop it.…

cs.HC2026

Cross-Modal Guidance for Out-of-View Object Search in Simulated Prosthetic Vision

Adyah Rastogi, Apurv Varshney, Tobias Höllerer +1

Out-of-view guidance is well established in virtual and augmented reality, but its effectiveness may depend on the visual bandwidth available to the user. We test this under simula…

cs.HC2026

SABER: Spatial Attention, Brain, Extended Reality

Tom Bullock, Emily Machniak, You-Jin Kim +9

Tracking moving objects is a critical skill for many everyday tasks, such as crossing a busy street, driving a car or catching a ball. Attention is a key cognitive function that su…

cs.HC2025★ 7 cited

On the Go with AR: Attention to Virtual and Physical Targets while Varying Augmentation Density

You-Jin Kim, Radha Kumaran, Jingjing Luo +3

Augmented reality is projected to be a primary mode of information consumption on the go, seamlessly integrating virtual content into the physical world. However, the potential per…

cs.HC2025

Modeling Object Attention in Mobile AR for Intrinsic Cognitive Security

Shane Dirksen, Radha Kumaran, You-Jin Kim +2

We study attention in mobile Augmented Reality (AR) using object recall as a proxy outcome. We observe that the ability to recall an object (physical or virtual) that was encounter…

cs.HC2025

Navigating the Last Mile: Evaluating Head- and Cane-Mounted Cameras for Egocentric Spatial Awareness

Apurv Varshney, Lucas Nadolskis, Tobias Höllerer +1

Robust navigational guidance is an important XR application for both sighted and non-sighted populations. In this paper, we mainly focus on blind pedestrians, who continue to face…

cs.HC2025★ 1 cited

Agentic Workflows for Conversational Human-AI Interaction Design

Arthur Caetano, Kavya Verma, Atieh Taheri +5

Conversational human-AI interaction (CHAI) have recently driven mainstream adoption of AI. However, CHAI poses two key challenges for designers and researchers: users frequently ha…

cs.CV2024

Prism: Semi-Supervised Multi-View Stereo with Monocular Structure Priors

Alex Rich, Noah Stier, Pradeep Sen +1

The promise of unsupervised multi-view-stereo (MVS) is to leverage large unlabeled datasets, yet current methods underperform when training on difficult data, such as handheld smar…

cs.HC2024

Multimodal 3D Fusion and In-Situ Learning for Spatially Aware AI

Chengyuan Xu, Radha Kumaran, Noah Stier +2

Seamless integration of virtual and physical worlds in augmented reality benefits from the system semantically "understanding" the physical environment. AR research has long focuse…

cs.HC2024

Mazed and Confused: A Dataset of Cybersickness, Working Memory, Mental Load, Physical Load, and Attention During a Real Walking Task in VR

Jyotirmay Nag Setu, Joshua M Le, Ripan Kumar Kundu +5

Virtual Reality (VR) is quickly establishing itself in various industries, including training, education, medicine, and entertainment, in which users are frequently required to car…