Arun Kulshreshth

Orcid: 0000-0002-1151-6868

According to our database1, Arun Kulshreshth authored at least 26 papers between 2012 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

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Bibliography

2023
Networked Virtual Reality and Enhanced Sensing for Remote Classes and Presentations.
Proceedings of the Everyday Virtual and Augmented Reality, 2023

Study of Visual Guidance Cues in VR Field Trips at High Schools.
Proceedings of the 29th ACM Symposium on Virtual Reality Software and Technology, 2023

Exploring the Usefulness of Visual Indicators for Monitoring Students in a VR-based Teaching Interface.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

Detecting Distracted Students in an Educational VR Environment Utilizing Machine Learning on EEG and Eye-Gaze Data.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

Comparing Visualizations to Help a Teacher Effectively Monitor Students in a VR Classroom.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2023

Internal Distraction Detection Utilizing EEG Data in an Educational VR Environment.
Proceedings of the ACM Symposium on Applied Perception 2023, 2023

2022
Detecting distracted students in educational VR environments using machine learning on eye gaze data.
Comput. Graph., 2022

Detecting Internal Distraction in an Educational VR Environment Using EEG Data.
Proceedings of the Symposium on Spatial User Interaction, 2022

2021
Visual Indicators for Monitoring Students in a VR class.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

An Interface for Enhanced Teacher Awareness of Student Actions and Attention in a VR Classroom.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Supervised vs Unsupervised Learning on Gaze Data to Classify Student Distraction Level in an Educational VR Environment.
Proceedings of the SUI '21: Symposium on Spatial User Interaction, 2021

Deep Learning on Eye Gaze Data to Classify Student Distraction Level in an Educational VR Environment.
Proceedings of the ICAT-EGVE 2021, 2021

2020
Exploring Eye Gaze Visualization Techniques for Identifying Distracted Students in Educational VR.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020

2019
Gaze Data Visualizations for Educational VR Applications.
Proceedings of the Symposium on Spatial User Interaction, 2019

Exploring the Effects of Stereoscopic 3D on Gaming Experience Using Physiological Sensors.
Proceedings of the Symposium on Spatial User Interaction, 2019

2018
Designing Immersive Video Games Using 3DUI Technologies - Improving the Gamer's User Experience
Human-Computer Interaction Series, Springer, ISBN: 978-3-319-77952-2, 2018

A comparison of eye-head coordination between virtual and physical realities.
Proceedings of the 15th ACM Symposium on Applied Perception, 2018

2017
Enhancing the Gaming Experience Using 3D Spatial User Interface Technologies.
IEEE Computer Graphics and Applications, 2017

2016
AnalyticalInk: An Interactive Learning Environment for Math Word Problem Solving.
Proceedings of the 21st International Conference on Intelligent User Interfaces, 2016

Dynamic Stereoscopic 3D Parameter Adjustment for Enhanced Depth Discrimination.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Enhanced Depth Discrimination Using Dynamic Stereoscopic 3D Parameters.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

Exploring 3D User Interface Technologies for Improving the Gaming Experience.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Exploring the usefulness of finger-based 3D gesture menu selection.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Evaluating performance benefits of head tracking in modern video games.
Proceedings of the 1st Symposium on Spatial User Interaction, 2013

Poster: Real-time markerless kinect based finger tracking and hand gesture recognition for HCI.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2013

2012
Evaluating user performance in 3D stereo and motion enabled video games.
Proceedings of the International Conference on the Foundations of Digital Games, 2012


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