Ye Pan's research while affiliated with Disney Research and other places

Publications (17)

Article
Full-text available
As part of the open sourcing of the Microsoft Rocketbox avatar library for research and academic purposes, here we discuss the importance of rigged avatars for the Virtual and Augmented Reality (VR, AR) research community. Avatars, virtual representations of humans, are widely used in VR applications. Furthermore many research areas ranging from cr...
Conference Paper
Current consumer virtual reality applications typically represent the user by an avatar comprising a simple head/torso and decoupled hands. In the prior work of Steed et al. it was shown that the presence or absence of an avatar could have a significant impact on the cognitive load of the user. We extend that work in two ways. First they only used...
Article
Full-text available
The use of a self-avatar representation in head-mounted displays has been shown to have important effects on user behavior. However, relatively few studies focus on feet and legs. We implemented a shared virtual reality for consumer virtual reality systems where each user could be represented by a gender-matched self-avatar controlled by multiple t...
Article
Full-text available
A virtual reality scenario called “We Wait” gives people an immersive experience of the plight of refugees waiting to be picked up by a boat on a shore in Turkey to be illegally taken to Europe, crossing a dangerous stretch of sea. This was based on BBC news reporting of the refugee situation, but deliberately depicted as an animation with cartoon-...
Data
Original questions. (PDF)
Article
Full-text available
A self-avatar is known to have a potentially significant impact on the user’s experience of the immersive content but it can also affect how users interact with each other in a shared virtual environment (SVE). We implemented an SVE for a consumer virtual reality system where each user’s body could be represented by a jointed self-avatar that was d...
Data
Information Sheet and Consent Form. (PDF)
Article
Full-text available
Communication technologies are becoming increasingly diverse in form and functionality. A central concern is the ability to detect whether others are trustworthy. Judgments of trustworthiness rely, in part, on assessments of non-verbal cues, which are affected by media representations. In this research, we compared trust formation on three media re...
Conference Paper
The use of a self-avatar inside an immersive virtual reality system has been shown to have important effects on presence, interaction and perception of space. Based on studies from linguistics and cognition, in this paper we demonstrate that a self-avatar may aid the participant’s cognitive processes while immersed in a virtual reality system. In o...
Article
Full-text available
Consumer virtual reality systems are now becoming widely available. We report on a study on presence and embodiment within virtual reality that was conducted 'in the wild', in that data was collected from devices owned by consumers in uncontrolled settings, not in a traditional laboratory setting. Users of Samsung Gear VR and Google Cardboard devic...
Article
Head gaze, or the orientation of the head, is a very important attentional cue in face to face conversation. Some subtleties of the gaze can be lost in common teleconferencing systems, because a single perspective warps spatial characteristics. A recent random hole display is a potentially interesting display for group conversation, as it allows mu...
Article
Telepresence involves the use of virtual reality technology to facilitate apparent physical participation in distant events, including potentially performing tasks, while creating a sense of being in that location. Traditionally, such systems are asymmetric in nature where only one side (participant) is “teleported” to the remote location. In this...
Article
We propose a new video conferencing system that uses an array of cameras to capture a remote user and then show the video of that person on a spherical display. This telepresence system has two key advantages: (i) it can capture a near-correct image for any potential observer viewing direction because the cameras surround the user horizontally; and...
Article
Gaze, attention, and eye contact are important aspects of face to face communication, but some subtleties can be lost in videoconferencing because participants look at a single planar image of the remote user. We propose a low-cost cylindrical videoconferencing system that preserves gaze direction by providing perspective-correct images for multipl...
Article
We report on two experiments that investigate the influence of display type and viewing angle on how people place their trust during avatar-mediated interaction. By monitoring advice seeking behavior, our first experiment demonstrates that if participants observe an avatar at an oblique viewing angle on a flat display, they are less able to discrim...
Conference Paper
The movement of human gaze is very important in face to face conversation. Some of the quality of that movement is lost in videoconferencing because the participants look at a single planar image of the remote person. We use an array of cameras to capture a remote user, and then display video of that person on a spherical display. We compare the sp...

Citations

... Self-avatar in the two conditions of the present study(left panel: normal-weight, right panel: overweight). The rigged self-avatar was taken from the Rocketbox library48 , weight was adjusted using heuristic mesh vertex displacement used in previous research50 . The avatars' faces were concealed by the head-mounted display and a mask, similar to participants' faces.Phases of the VR experiment as seen by the experimenter (left) and the participant (right). ...
... Steed et al. [36] argued the necessity of a self-avatar in VR, as it affects users' cognitive load. Expanding on this work, Pan and Steed [32] conducted further studies and found that the cognitive load of a user is influenced by the type of avatar. Their study had four conditions: no-body avatar, hands-only avatar, full body avatar, and real person. ...
... Adding an (animated) avatar was found to improve the stepping accuracy when walking on stones McManus et al. (2011). In a more recent study, participants who were asked to solve a jigsaw puzzle task while trying to prevent collisions with virtual objects completed the task faster when visualizing an avatar compared to having no virtual representation Pan and Steed (2019). Furthermore, it has been shown that visualizing an animated self-avatar can reduce the time taken to walk over a beam in IVR Pastel et al. (2020). ...
... Este aísla al usuario de su mundo físico 1 para sumergirlo en un entorno virtual tridimensional, de alta riqueza sensorial, recreado con video esférico (de 180° o 360°), con IGC o mezclando ambos recursos (Paíno & Rodríguez, 2019). Este periodismo pretende que el usuario sea testigo de primera mano del acontecimiento noticioso (Da Costa & Brasil, 2017;De la Peña et al., 2010), mientras experimenta distintos grados de presencia, encarnación e interactividad, a la vez que una narrativa viva (storyliving) de no ficción lo envuelve (Baía et al., 2023;Maschio, 2021;Steed et al., 2018;Sundar et al., 2017). ...
... Apart from subjective measures, behavioral measurements are increasingly gaining attention in the study of trust in virtual humans. Experimental methods such as a trust game [9,20,31] and the ask-endorse paradigm [20,31,48] were employed. Additionally, collaborative behavior [48] and mutual gaze during conversations [4] were also used as behavioral clues to investigate trust. ...
... Previous research has shown that the appearance and type of avatars have an impact on cognition and presence [40]. Steed et al. [36] argued the necessity of a self-avatar in VR, as it affects users' cognitive load. Expanding on this work, Pan and Steed [32] conducted further studies and found that the cognitive load of a user is influenced by the type of avatar. ...
... Computer-based palpation training simulators that utilise visual feedback include visualising the colours and texture of tumours (Shafikov et al., 2020) or generating virtual patients (Kotranza and Lok, 2008;Wandner et al., 2010;Rivera-Gutierrez et al., 2012;Maicher et al., 2017;Daher et al., 2020). However, virtual simulators lack the physicality that has been identified as an important aspect of medical training (Chuah et al., 2013;Pan and Steed, 2016). On the other hand, physical simulators, such as manikins, often provide a haptic feedback. ...
... This is very simple for remote participants of an experimental study. There has been growing interest in running experiments in the "wild" (Steed et al., 2016;Mottelson et al., 2021;Radiah et al., 2021;Loetscher et al., 2023), enhanced by the pandemic. However, researchers must always be certain that participants have actually participated rather than only completed questionnaires for monetary gain. ...
... With the development of behavior detection technology such as eye movement or hand detection, user-centered natural cues, such as gesture, eye gaze, or body posture, can be used for collaborative assembly to match face-to-face collaborative experience. In the field of human-computer interaction, the current research has introduced the sharing of head pointing or eye gaze in remote collaboration [21,22], or attaching these behaviors to an avatar in a collaborative virtual environment to enhance the understanding of the intention of local employees [23]. Users find that shared tasks can significantly improve performance. ...
... Our immersive smart classroom system uses a lot of audio/video and display equipment to achieve multiperspective gaze alignment. Gaze alignment is considered one of the key factors to achieve immersive experience and research is being done to improve gaze correction [10,11,12,13]. Our smart classroom system achieves the gaze alignment by capturing and streaming multiple perspectives of each participating node and displaying appropriate perspective at each node/classroom's displays [1,2]. ...