Rajiv Khadka

Dr. Rajiv Khadka

orcid

Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

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

Representative Publications

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11 April 2022 in Frontiers in Virtual Reality
Verified
Journal Article
Open access
SKShishir Khanal
Shishir Khanal
UMUma Shankar Medasetti
Uma Shankar Medasetti
MMMustafa Mashal
Mustafa Mashal
BSBruce Savage
Bruce Savage
RKRajiv Khadka
Rajiv Khadka
This study presents a systematic review of the literature on virtual reality (VR), augmented reality (AR) and Mixed Reality (MR) used in disaster management. We consider the factors such as publication type, publication year, application domain, and technology used. We surveyed papers from 2009 to 2019 available in the Web of Science and Google Scholar database, and 84 research articles were selected for the review study. After an extensive review of the literature, it was found that the XR technology is applied extensively in computer simulation modeling, interaction techniques, training, infrastructure assessment and reconnaissance, and public awareness areas of disaster management. We found diverse advantages, opportunities, and challenges of XR usage for disaster management, which are discussed in detail. Furthermore, current research gaps in the field of XR technology for disaster management technology, which are needed to better support disaster management, are identified and discussed in an effort to provide direction to the future research.

1 March 2019
Verified
Conference Paper
Closed access
AGAnushka Godse
Anushka Godse
RKRajiv Khadka
Rajiv Khadka
ABAmy Banic
Amy Banic
In the real world, prior research in the field of perception and action has shown that individuals visually perceive objects differently based on their actual performance of an action on those objects, especially for sporting activities. For example, a golfer who performs well on putting a ball into the hole, will perceive that ball as larger (easier to hit) and the hole as larger (easier to put the ball in). We asked the following research question, can manipulation of visual perception of objects influence actual performance in the real world? Virtual objects are easily manipulated in Virtual Reality environments, therefore we investigated the use of Virtual Reality training where the properties of objects, such as size, were manipulated to influence perception on a golf putting task. In this paper, we present the results of our experimental user study. Putting performance increased after virtual reality training exposure when virtual objects were larger (perceived as easier to hit) and decreased when virtual objects were smaller (more difficult to hit). Our research has the potential to broaden the study of how virtual reality training can be used to improve sports training in a unique way.

1 March 2019
Verified
Conference Paper
Closed access
RKRajiv Khadka
Rajiv Khadka
ABAmy Banic
Amy Banic
This paper presents a novel interaction technique to combine multiple inputs and output modalities with a 3D printed open disc which is tracked and augmented with a virtual information. Props have been used in virtual and augmented environments to provide tangible associations to virtual elements. When used in a larger immersive environment or where a user is walking around, users may not have the capability to set these objects/props down or are limited to the number of hands, so users are reduced to the capability of using only two props or controllers. In our technique, users can instead use their body to store and organize the virtual objects associated with tangible props by physically hanging them on or attaching them to the body. This type of interaction is well-suited for both immersive visualizations and immersive virtual environments. In this paper, we present the results of an experimental evaluation of our Body Prop Interaction technique for each type of immersive environment and corresponding task type, demonstrating more effective usage in each scenario than a joystick or gesture-based interaction.

8 June 2019
Verified
Book Chapter
Closed access
PDF file
ABAngela Benavides
Angela Benavides
RKRajiv Khadka
Rajiv Khadka
ABAmy Banic
Amy Banic

1 March 2020
Verified
Conference Paper
Closed access
RKRajiv Khadka
Rajiv Khadka
ABAmy Banic
Amy Banic
As tasks in Virtual and Augmented Reality applications become increasingly complex, there is a need to better organize information or virtual objects within the virtual environment. For example, 3D Widget or menus may need to hide information from the user until it is needed. Users may need to organize their own virtual objects or tools by storing them until usage is needed or carry with them to another location. For these scenarios and others, there may be benefits to associating or storing virtual objects in relation to one’s own avatar (Egocentric) or in relation to the other virtual objects in the environment (Exocentric). This paper presents the results of a user study comparing the effects of Egocentric and Exocentric Virtual Object Storage Techniques on cognition in a virtual environment. Participants performed a task that enabled them to store virtual objects using different Virtual Object Storage Techniques. As participants completed their tasks, we measured task and cognition performance. We found that the egocentric technique improves task performance, increases accuracy, and reduces cognitive workload during memory task for virtual object storage in comparison to the exocentric technique in a virtual environment.