Arindam Dey

Arindam Dey
University of South Australia | UniSA · School of Information Technology and Mathematical Sciences

Doctor of Philosophy

About

52
Publications
31,058
Reads
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1,484
Citations
Citations since 2017
29 Research Items
1308 Citations
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Introduction
I am a Lecturer in the Co-innovation group of UQ's School of ITEE, primarily focusing on Empathic Extended Reality. I am a proponent of "for good" research with these technologies and aiming to create positive societal impact with my research. I believe in designing solutions for users and accordingly put users ahead of the technology. Most of my work involves user research and statistics. Before joining the University of Queensland in August 2018, I was a Research Fellow at the Empathic Computing Laboratory (UniSA) between 2015 and 2018. Please visit my webpage for more details: https://researchers.uq.edu.au/researcher/22330
Additional affiliations
June 2013 - February 2015
James Cook University
Position
  • Senior Research Officer
March 2009 - March 2013
University of South Australia
Position
  • PhD Student

Publications

Publications (52)
Article
Handheld devices like smartphones and tablets have emerged as one of the most promising platforms for Augmented Reality (AR). The increased usage of these portable handheld devices has enabled handheld AR applications to reach the end-users; hence, it is timely and important to seriously consider the user experience of such applications. AR visuali...
Chapter
Full-text available
The ability to visualize occluded objects or people offers tremendous potential to users of augmented reality (AR). This is especially true in mobile applications for urban environments, in which navigation and other operations are hindered by the urban infrastructure. This “X-ray vision” feature has intrigued and challenged AR system designers for...
Conference Paper
Full-text available
Augmented Reality (AR) applications on mobile devices like smartphones and tablet computers have become increasingly popular. In this paper, for the first time in the AR domain, we present: (1) the influence of different handheld displays and (2) the exocentric depth perception. Unlike egocentric depth perception, exocentric depth perception has no...
Conference Paper
Full-text available
In Virtual Environments (VE), users are often facing tasks that involve direct manipulation of virtual objects at close distances, such as touching, grabbing, placement. In immersive systems that employ head-mounted displays these tasks could be quite challenging, due to lack of convergence of virtual cameras. We present a mechanism that dynamicall...
Conference Paper
Full-text available
Enabling users to accurately perceive the correct depth of occluded objects is one of the major challenges in user interfaces for Mixed Reality (MR). Therefore, several visualization techniques and user evaluations for this area have been published. Our research is fo- cused on photorealistic X-ray type visualizations in outdoor envi- ronments. In...
Article
Virtual Reality (VR) interfaces provide an immersive medium to interact with the digital world. Most VR interfaces require physical interactions using handheld controllers, but there are other alternative interaction methods that can support different use cases and users. Interaction methods in VR are primarily evaluated based on their usability, h...
Article
Researchers have employed hyperscanning, a technique used to simultaneously record neural activity from multiple participants, in real-world collaborations. However, to the best of our knowledge, there is no study that has used hyperscanning in Virtual Reality (VR). The aims of this study were; firstly, to replicate results of inter-brain synchrony...
Article
Full-text available
Hyperscanning is a technique which simultaneously records the neural activity of two or more people. This is done using one of several neuroimaging methods, such as electroencephalography (EEG), functional magnetic resonance imaging (fMRI), and functional near-infrared spectroscopy (fNIRS). The use of hyperscanning has seen a dramatic rise in recen...
Article
This research explores the development of a novel method and apparatus for creating spherical panoramas enhanced with high dynamic range (HDR) for high fidelity Virtual Reality 360 degree (VR360) user experiences. A VR360 interactive panorama presentation using spherical panoramas can provide virtual interactivity and wider viewing coverage; with t...
Article
Augmented Reality (AR) offers an enhanced learning environment which could potentially influence children's experience and knowledge gain during the language learning process. Teaching English or other foreign languages to children with different native language can be difficult and requires an effective strategy to avoid boredom and detachment fro...
Article
Full-text available
Augmented and Virtual Reality provide unique capabilities for Mixed Reality collaboration. This paper explores how different combinations of virtual awareness cues can provide users with valuable information about their collaborator's attention and actions. In a user study (n = 32, 16 pairs), we compared different combinations of three cues: Field-...
Conference Paper
We ran a pilot study to investigate the impact of video placement in augmented reality conferencing on communication, social presence and user preference. In addition, we explored the influence of different tasks, assembly and negotiation. We discovered a correlation between video placement and the type of the tasks, with some significant results i...
Conference Paper
Full-text available
Virtual environments have been proven to be effective in evoking emotions. Earlier research has found that physiological data is a valid measurement of the emotional state of the user. Being able to see one's physiological feedback in a virtual environment has proven to make the application more enjoyable. In this paper, we have investigated the ef...
Article
Full-text available
Augmented Reality (AR) interfaces have been studied extensively over the last few decades, with a growing number of user-based experiments. In this paper, we systematically review 10 years of the most influential AR user studies, from 2005 to 2014. A total of 291 papers with 369 individual user studies have been reviewed and classified based on the...
Conference Paper
In a team, the strong bonds that can form between teammates are often seen as critical for reaching peak performance. This perspective may need to be reconsidered, however, if some team members are autonomous robots since establishing bonds with fundamentally inanimate and expendable objects may prove counterproductive. Previous work has measured e...
Conference Paper
Full-text available
Virtual Reality (VR) interfaces have been shown to be able to trigger different emotions in users. However, earlier VR interfaces did not provide users with their own heart rate feedback and the effect of such a feedback on overall experience has not been investigated. In this research, we investigated whether providing heart rate feedback enhanced...
Conference Paper
Full-text available
This demonstration presents a development of an Augmented Reality (AR) and Virtual Reality (AR) pillar, a novel approach for showing AR and VR content in a public setting. A pillar in a public exhibition venue was converted to a four-sided AR and VR showcase. A cultural heritage theme of Boatbuilders of Pangkor was been featured in an experiment of...
Conference Paper
To improve remote collaboration in video conferencing systems, researchers have been investigating augmenting visual cues onto a shared live video stream. In such systems, a person wearing a head-mounted display (HMD) and camera can share her view of the surrounding real-world with a remote collaborator to receive assistance on a real-world task. W...
Conference Paper
Driving a car is a high cognitive-load task requiring full attention behind the wheel. Intelligent navigation, transportation, and in-vehicle interfaces have introduced a safer and less demanding driving experience. However, there is still a gap for the existing interaction systems to satisfy the requirements of actual user experience. Hand gesture...
Conference Paper
Interfaces for collaborative tasks, such as multiplayer games can enable more effective and enjoyable collaboration. However, in these systems, the emotional states of the users are often not communicated properly due to their remoteness from one another. In this paper, we investigate the effects of showing emotional states of one collaborator to t...
Conference Paper
Full-text available
This paper presents the development of an Augmented Reality (AR) and Virtual Reality (VR) pillar, a novel approach for showing AR and VR content in a public setting. A pillar in a public exhibition venue was converted to a four-sided AR and VR showcase, and a cultural heritage exhibit of "Boatbuilders of Pangkor" was shown. Multimedia tablets and m...
Data
Table S1 ICD‐10‐AM chapters and codes used for defining chronic conditions and injuries from principal diagnosis at discharge for 95 238 emergency presentations, 1 July 2012 to 30 June 2014.
Article
Full-text available
Objective: To describe chronic conditions and injuries as a proportion of total emergency presentations to a large public hospital in regional Queensland, and to investigate differences in presentation rates associated with Indigenous status. Design: Cross-sectional analysis using Emergency Department Information System data between 1 July 2012...
Conference Paper
The tradeoff between speed and precision is one of the challenging problems of travel interfaces. Sometimes users want to travel long distances (e.g., fly) and care less about precise movement, while other times they want to approach nearby objects in a more-precise way (e.g., walk), and care less about how quickly they move. Between these two extr...
Conference Paper
Multi-sensory feedback can potentially improve user experience and performance in virtual environments. As it is complicated to study the effect of multi-sensory feedback as a single factor, we created a design space with these diverse cues, categorizing them into an appropriate granularity based on their origin and use cases. To examine the effect...
Article
Full-text available
Handheld Augmented Reality (HAR) has the potential to introduce Augmented Reality (AR) to large audiences due to the widespread use of suitable handheld devices. However, many of the current HAR systems are not considered very practical and they do not fully answer to the needs of the users. One of the challenging areas in HAR is the in-situ AR con...
Conference Paper
Full-text available
Augmented Reality systems that run interactively and in real time, using high quality graphical displays and sensational cues, can create the illusion of virtual objects appearing to be real. This paper presents the design and implementation of BurnAR, a demonstration which enables users to experience the illusion of seeing their own hands burning,...
Article
Full-text available
Mobile phones provide an interesting all-in-one alternative for 3D input devices in virtual environments. Mobile phones are becoming touch sensitive and spatially aware, and they are now a crucial part of our daily activities. We present Phone-Based Motion Control, a novel one-handed travel technique for a virtual environment. The technique benefit...
Conference Paper
Full-text available
Reliable and unobtrusive eye tracking remains a technical challenge for immersive virtual environment, especially when Head Mounted Displays (HMD) are used for visualization and users are allowed to move freely in the environment. In this work, we provide experimental evidence that gaze direction can be safely approximated by user head rotation, in...
Conference Paper
Full-text available
The calibration of optical see-through head-mounted displays is an important fundament for correct object alignment in augmented reality. Any calibration process for OSTHMDs requires users to align 2D points in screen space with 3D points in the real world and to confirm each alignment. In this poster, we present the results of our empiric evaluati...
Conference Paper
Full-text available
In the past, several systems have been presented that enable users to view occluded points of interest using Augmented Reality X-ray visualizations. It is challenging to design a visualization that provides correct occlusions between occluder and occluded objects while maximizing legibility. We have previously published an Augmented Reality X-ray v...
Conference Paper
Full-text available
Most of today's mobile internet devices contain facilities to display maps of the user's surroundings with points of interest embedded into the map. Other researchers have already explored complementary, egocentric visualizations of these points of interest using mobile mixed reality. Being able to perceive the point of interest in detail within th...

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