Rob Lindeman

Rob Lindeman


Research Focus & Metrics

Academic Career Length

30Years (1997-Present)

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

Representative Publications

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17 April 2018 in Frontiers in Robotics and AI
Verified
Journal Article
Open access
PDF file
ADArindam Dey
Arindam Dey
Mark BillinghurstMark Billinghurst
Mark Billinghurst
RLRob Lindeman
Rob Lindeman
JSJ. Edward Swan
J. Edward Swan
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 their application areas. The primary contribution of the review is to present the broad landscape of user-based AR research, and to provide a high-level view of how that landscape has changed. We summarize the high-level contributions from each category of papers, and present examples of the most influential user studies. We also identify areas where there have been few user studies, and opportunities for future research. Among other things, we find that there is a growing trend toward handheld AR user studies, and that most studies are conducted in laboratory settings and do not involve pilot testing. This research will be useful for AR researchers who want to follow best practices in designing their own AR user studies.

19 April 2018
Verified
Conference Paper
Open access
PDF file
TPThammathip Piumsomboon
Thammathip Piumsomboon
Gun LeeGun Lee
Gun Lee
JHJonathon D. Hart
Jonathon D. Hart
BEBarrett Ens
Barrett Ens
RLRob Lindeman
Rob Lindeman
Mark BillinghurstMark Billinghurst
Mark Billinghurst

1 January 2017
Verified
Conference Paper
Closed access
TPThammathip Piumsomboon
Thammathip Piumsomboon
Gun LeeGun Lee
Gun Lee
RLRob Lindeman
Rob Lindeman
Mark BillinghurstMark Billinghurst
Mark Billinghurst
Eye tracking technology in a head-mounted display has undergone rapid advancement in recent years, making it possible for researchers to explore new interaction techniques using natural eye movements. This paper explores three novel eye-gaze-based interaction techniques: (1) Duo-Reticles, eye-gaze selection based on eye-gaze and inertial reticles, (2) Radial Pursuit, cluttered-object selection that takes advantage of smooth pursuit, and (3) Nod and Roll, head-gesture-based interaction based on the vestibulo-ocular reflex. In an initial user study, we compare each technique against a baseline condition in a scenario that demonstrates its strengths and weaknesses.

2 December 2005 in Virtual Reality
Verified
Journal Article
Closed access
PDF file
RLRob Lindeman
Rob Lindeman
YYYasuyuki Yanagida
Yasuyuki Yanagida
HNHaruo Noma
Haruo Noma
KHKenichi Hosaka
Kenichi Hosaka

1 January 1999
Verified
Conference Paper
Open access
PDF file
RLRob Lindeman
Rob Lindeman
JSJohn L. Sibert
John L. Sibert
JHJames K. Hahn
James K. Hahn
This paper reports empirical results from a study into the useof 2D widgets in 3D immersive virtual environments. Severalresearchers have proposed the use of 2D interaction techniques in3D environments, however little empirical work has been done totest the usability of such approaches. We present the results oftwo experiments conducted on low-level 2D manipulation tasks withinan immersive virtual environment. We empirically show that theaddition of passive-haptic feedback for use in precise UImanipulation tasks can significantly increase user performance.Furthermore, users prefer interfaces that provide a physicalsurface, and that allow them to work with interface widgets in thesame visual field of view as the objects they are modifying.

15 October 2016
Verified
Conference Paper
Open access
PDF file
EKErnst Kruijff
Ernst Kruijff
AMAlexander Marquardt
Alexander Marquardt
CTChristina Trepkowski
Christina Trepkowski
RLRob Lindeman
Rob Lindeman
AHAndre Hinkenjann
Andre Hinkenjann
Bernhard RieckeBernhard Riecke
Bernhard Riecke
When navigating larger virtual environments and computer games, natural walking is often unfeasible. Here, we investigate how alternatives such as joystick- or leaning-based locomotion interfaces (\"human joystick\") can be enhanced by adding walking-related cues following a sensory substitution approach. Using a custom-designed foot haptics system and evaluating it in a multi-part study, we show that adding walking related auditory cues (footstep sounds), visual cues (simulating bobbing head-motions from walking), and vibrotactile cues (via vibrotactile transducers and bass-shakers under participants' feet) could all enhance participants' sensation of self-motion (vection) and involement/presence. These benefits occurred similarly for seated joystick and standing leaning locomotion. Footstep sounds and vibrotactile cues also enhanced participants' self-reported ability to judge self-motion velocities and distances traveled. Compared to seated joystick control, standing leaning enhanced self-motion sensations. Combining standing leaning with a minimal walking-in-place procedure showed no benefits and reduced usability, though. Together, results highlight the potential of incorporating walking-related auditory, visual, and vibrotactile cues for improving user experience and self-motion perception in applications such as virtual reality, gaming, and tele-presence.