Interaction in virtual and augmented reality is inherently spatial and embodied. Immersive user interfaces leverage the rich sensory resources of the human body and enable compelling interactive experiences using physical motion, gestures, and tangible objects. However, these emerging interaction paradigms also introduce design and implementation challenges for usability, ease of use, and physical fatigue. The Illusioneering Lab researches novel spatial techniques. develops enabling technologies, and investigates how embodied interaction be applied in immersive applications for health, rehabilitation, training, and entertainment.
Selected Publications
Effects of Personalized Avatar Texture Fidelity on Identity Recognition in Virtual Reality J. Thomas, M. Azmandian, S. Grunwald, D. Le, D. Krum, S. Kang, and E. Suma Rosenberg. International Conference on Artificial Reality and Telexistence & Eurographics Symposium on Virtual Environments, pp. 97–100, 2017. @inproceedings{icat2017, title = {Effects of Personalized Avatar Texture Fidelity on Identity Recognition in Virtual Reality}, author = {J. Thomas and M. Azmandian and S. Grunwald and D. Le and D. Krum and S. Kang and E. Suma Rosenberg}, url = {https://illusioneering.cs.umn.edu/papers/thomas-icat2017.pdf}, year = {2017}, date = {2017-01-01}, booktitle = {International Conference on Artificial Reality and Telexistence & Eurographics Symposium on Virtual Environments}, pages = {97–100}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } |
Acting the Part: The Role of Gesture on Avatar Identity A. Feng, G. Lucas, S. Marsella, E. Suma, C. Chiu, D. Casas, and A. Shapiro. ACM SIGGRAPH Conference on Motion in Games, pp. 49–54, 2014. @inproceedings{mig2014, title = {Acting the Part: The Role of Gesture on Avatar Identity}, author = {A. Feng and G. Lucas and S. Marsella and E. Suma and C. Chiu and D. Casas and A. Shapiro}, url = {https://illusioneering.cs.umn.edu/papers/feng-mig2014.pdf}, year = {2014}, date = {2014-01-01}, booktitle = {ACM SIGGRAPH Conference on Motion in Games}, pages = {49–54}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } |
E. Suma, D. Krum, B. Lange, S. Koenig, A. Rizzo, and M. Bolas. Computers & Graphics, 37 (3), pp. 193–201, 2013. @article{cag2013, title = {Adapting User Interfaces for Gestural Interaction with the Flexible Action and Articulated Skeleton Toolkit}, author = {E. Suma and D. Krum and B. Lange and S. Koenig and A. Rizzo and M. Bolas}, url = {http://www.sciencedirect.com/science/article/pii/S0097849312001756}, year = {2013}, date = {2013-01-01}, journal = {Computers & Graphics}, volume = {37}, number = {3}, pages = {193–201}, keywords = {}, pubstate = {published}, tppubtype = {article} } |
S. Finkelstein, T. Barnes, Z. Wartell, and E. Suma. IEEE VR Workshop on Virtual and Augmented Assive Technology, 2013. @inproceedings{vaat2013, title = {Evaluation of the Exertion and Motivation Factors of a Virtual Reality Exercise Game for Children with Autism}, author = {S. Finkelstein and T. Barnes and Z. Wartell and E. Suma}, url = {https://illusioneering.cs.umn.edu/papers/finkelstein-vaat2013.pdf}, year = {2013}, date = {2013-01-01}, booktitle = {IEEE VR Workshop on Virtual and Augmented Assive Technology}, howpublished = {Workshop Paper}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } |
Designing Informed Game-Based Rehabilitation Tasks Leveraging Advances in Virtual Reality B. Lange, S. Koenig, C. Chang, E. McConnell, E. Suma, M. Bolas, and A. Rizzo. Disability and Rehabilitation, 34 (22), pp. 1863–1870, 2012. @article{dab2012, title = {Designing Informed Game-Based Rehabilitation Tasks Leveraging Advances in Virtual Reality}, author = {B. Lange and S. Koenig and C. Chang and E. McConnell and E. Suma and M. Bolas and A. Rizzo}, url = {http://informahealthcare.com/doi/abs/10.3109/09638288.2012.670029}, year = {2012}, date = {2012-01-01}, journal = {Disability and Rehabilitation}, volume = {34}, number = {22}, pages = {1863–1870}, keywords = {}, pubstate = {published}, tppubtype = {article} } |
Astrojumper: Motivating Exercise with an Immersive Virtual Reality Exergame S. Finkelstein, A. Nickel, Z. Lipps, Z. Wartell, T. Barnes, and E. Suma. Presence: Teleoperators & Virtual Environments, 20 (1), pp. 78–92, 2011. @article{presence2011, title = {Astrojumper: Motivating Exercise with an Immersive Virtual Reality Exergame}, author = {S. Finkelstein and A. Nickel and Z. Lipps and Z. Wartell and T. Barnes and E. Suma}, url = {http://www.mitpressjournals.org/doi/abs/10.1162/pres_a_00036}, year = {2011}, date = {2011-01-01}, journal = {Presence: Teleoperators & Virtual Environments}, volume = {20}, number = {1}, pages = {78–92}, keywords = {}, pubstate = {published}, tppubtype = {article} } |
B. Lange, E. Suma, B. Newman, T. Phan, C. Chang, A. Rizzo, and M. Bolas. HCI International, pp. 243–252, 2011. @inproceedings{hcii2011, title = {Leveraging unencumbered full body control of animated virtual characters for game-based rehabilitation}, author = {B. Lange and E. Suma and B. Newman and T. Phan and C. Chang and A. Rizzo and M. Bolas}, url = {https://link.springer.com/chapter/10.1007%2F978-3-642-22024-1_27}, year = {2011}, date = {2011-01-01}, booktitle = {HCI International}, pages = {243–252}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } |
FAAST: The Flexible Action and Articulated Skeleton Toolkit E. Suma, B. Lange, A. Rizzo, D. Krum, and M. Bolas. IEEE Virtual Reality, pp. 247–248, 2011. @inproceedings{vr2011faast, title = {FAAST: The Flexible Action and Articulated Skeleton Toolkit}, author = {E. Suma and B. Lange and A. Rizzo and D. Krum and M. Bolas}, url = {https://illusioneering.cs.umn.edu/papers/suma-vr2011-faast.pdf}, year = {2011}, date = {2011-01-01}, booktitle = {IEEE Virtual Reality}, pages = {247–248}, howpublished = {Poster}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } |