Adam Williams

Mr. Adam Williams

orcid

Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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17 September 2020 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
AWAdam Williams
Adam Williams
JGJason Garcia
Jason Garcia
FOFrancisco Ortega
Francisco Ortega
The primary objective of this research is to understand how users manipulate virtual objects in augmented reality using multimodal interaction (gesture and speech) and unimodal interaction (gesture). Through this understanding, natural-feeling interactions can be designed for this technology. These findings are derived from an elicitation study employing Wizard of Oz design aimed at developing user-defined multimodal interaction sets for building tasks in 3D environments using optical see-through augmented reality headsets. The modalities tested are gesture and speech combined, gesture only, and speech only. The study was conducted with 24 participants. The canonical referents for translation, rotation, and scale were used along with some abstract referents (create, destroy, and select). A consensus set of gestures for interactions is provided. Findings include the types of gestures performed, the timing between co-occurring gestures and speech (130 milliseconds), perceived workload by modality (using NASA TLX), and design guidelines arising from this study. Multimodal interaction, in particular gesture and speech interactions for augmented reality headsets, are essential as this technology becomes the future of interactive computing. It is possible that in the near future, augmented reality glasses will become pervasive.

4 November 2020 in Proceedings of the ACM on Human-Computer Interaction
Verified
Journal Article
Open access
AWAdam Williams
Adam Williams
FOFrancisco Ortega
Francisco Ortega
This research establishes a better understanding of the syntax choices in speech interactions and of how speech, gesture, and multimodal gesture and speech interactions are produced by users in unconstrained object manipulation environments using augmented reality. The work presents a multimodal elicitation study conducted with 24 participants. The canonical referents for translation, rotation, and scale were used along with some abstract referents (create, destroy, and select). In this study time windows for gesture and speech multimodal interactions are developed using the start and stop times of gestures and speech as well as the stoke times for gestures. While gestures commonly precede speech by 81 ms we find that the stroke of the gesture is commonly within 10 ms of the start of speech. Indicating that the information content of a gesture and its co-occurring speech are well aligned to each other. Lastly, the trends across the most common proposals for each modality are examined. Showing that the disagreement between proposals is often caused by a variation of hand posture or syntax. Allowing us to present aliasing recommendations to increase the percentage of users' natural interactions captured by future multimodal interactive systems.

29 November 2022
Verified
Conference Paper
Open access
XZXiaoyan Zhou
Xiaoyan Zhou
AWAdam Williams
Adam Williams
FOFrancisco Ortega
Francisco Ortega
As augmented reality (AR) technology and hardware become more mature and affordable, researchers have been exploring more intuitive and discoverable interaction techniques for immersive environments. This paper investigates multimodal interaction for 3D object manipulation in a multi-object AR environment. To identify the user-defined gestures, we conducted an elicitation study involving 24 participants and 22 referents using an augmented reality headset. It yielded 528 proposals and generated a winning gesture set with 25 gestures after binning and ranking all gesture proposals. We found that for the same task, the same gesture was preferred for both one and two-object manipulation, although both hands were used in the two-object scenario. We present the gestures and speech results, and the differences compared to similar studies in a single object AR environment. The study also explored the association between speech expressions and gesture stroke during object manipulation, which could improve the recognizer efficiency in augmented reality headsets.

Verified
Journal Article
Open access
PDF file
AWAdam Williams
Adam Williams
JGJason Garcia
Jason Garcia
FZFernando De Zayas
Fernando De Zayas
FHFidel Hernandez
Fidel Hernandez
Julia SharpJulia Sharp
Julia Sharp
FOFrancisco Ortega
Francisco Ortega
Gesture elicitation studies are a popular means of gaining valuable insights into how users interact with novel input devices. One of the problems elicitation faces is that of legacy bias, when elicited interactions are biased by prior technologies use. In response, methodologies have been introduced to reduce legacy bias. This is the first study that formally examines the production method of reducing legacy bias (i.e., repeated proposals for a single referent). This is done through a between-subject study that had 27 participants per group (control and production) with 17 referents placed in a virtual environment using a head-mounted display. This study found that over a range of referents, legacy bias was not significantly reduced over production trials. Instead, production reduced participant consensus on proposals. However, in the set of referents that elicited the most legacy biased proposals, production was an effective means of reducing legacy bias, with an overall reduction of 11.93% for the chance of eliciting a legacy bias proposal.

11 May 2024
Verified
Conference Paper
Open access
XZXiaoyan Zhou
Xiaoyan Zhou
Anil Ufuk BatmazAnil Ufuk Batmaz
Anil Ufuk Batmaz
AWAdam Williams
Adam Williams
DSDylan Schreiber
Dylan Schreiber
FOFrancisco Ortega
Francisco Ortega
Immersive environments enable users to engage in embodied interaction, enhancing the sensemaking processes involved in completing tasks such as immersive analytics. Previous comparative studies on immersive analytics using augmented and virtual realities have revealed that users employ different strategies for data interpretation and text-based analytics depending on the environment. Our study seeks to investigate how augmented and virtual reality influences sensemaking processes in quantitative immersive analytics. Our results, derived from a diverse group of participants, indicate that users demonstrate comparable performance in both environments. However, it was observed that users exhibit a higher tolerance for cognitive load in VR and travel further in AR. Based on our findings, we recommend providing users with the option to switch between AR and VR, thereby enabling them to select an environment that aligns with their preferences and task requirements.

1 September 2022 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
AWAdam Williams
Adam Williams
FOFrancisco R. Ortega
Francisco R. Ortega
Elicitation studies have become a popular method of participatory design. While traditionally used to examine unimodal gesture interactions, elicitation has started being used with other novel interaction modalities. Unfortunately, there has been no work that examines the impact of referent display on elicited interaction proposals. To address that concern this work provides a detailed comparison between two elicitation studies that were similar in design apart from the way that participants were prompted for interaction proposals (i.e., the referents). Based on this comparison the impact of referent display on speech and gesture interaction proposals are each discussed. The interaction proposals between these elicitation studies were not identical. Gesture proposals were the least impacted by referent display, showing high proposal similarity between the two works. Speech proposals were highly biased by text referents with proposals directly mirroring text-based referents an average of 69.36% of the time. In short, the way that referents are presented during elicitation studies can impact the resulting interaction proposals; however, the level of impact found is dependent on the modality of input elicited.