Evan A. Suma

According to our database1, Evan A. Suma authored at least 78 papers between 2005 and 2018.

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Bibliography

2018
15 Years of Research on Redirected Walking in Immersive Virtual Environments.
IEEE Computer Graphics and Applications, 2018

General Chair Message.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Virtual Content Creation Using Dynamic Omnidirectional Texture Synthesis.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Redirected Walking in Irregularly Shaped Physical Environments with Dynamic Obstacles.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Dynamic Omnidirectional Texture Synthesis for Photorealistic Virtual Content Creation.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2018

Individualized Calibration of Rotation Gain Thresholds for Redirected Walking.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2018

2017
Just-in-time, viable, 3-D avatars from scans.
Journal of Visualization and Computer Animation, 2017

Rapid creation of photorealistic virtual reality content with consumer depth cameras.
Proceedings of the 2017 IEEE Virtual Reality, 2017

An evaluation of strategies for two-user redirected walking in shared physical spaces.
Proceedings of the 2017 IEEE Virtual Reality, 2017

Just-in-time, viable, 3d avatars from scans.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

View-dependent virtual reality content from RGB-D images.
Proceedings of the 2017 IEEE International Conference on Image Processing, 2017

Effects of Personalized Avatar Texture Fidelity on Identity Recognition in Virtual Reality.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2017

2016
Estimation of detection thresholds for audiovisual rotation gains.
Proceedings of the 2016 IEEE Virtual Reality, 2016

A realistic walking model for enhancing redirection in virtual reality.
Proceedings of the 2016 IEEE Virtual Reality, 2016

Program chair message.
Proceedings of the 2016 IEEE Virtual Reality, 2016

The redirected walking toolkit: a unified development platform for exploring large virtual environments.
Proceedings of the 2nd IEEE Workshop on Everyday Virtual Reality, 2016

Real-time 3D rendering using depth-based geometry reconstruction and view-dependent texture mapping.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

Rapid Photorealistic Blendshape Modeling from RGB-D Sensors.
Proceedings of the 29th International Conference on Computer Animation and Social Agents, 2016

Revisiting detection thresholds for redirected walking: combining translation and curvature gains.
Proceedings of the ACM Symposium on Applied Perception, 2016

Automated path prediction for redirected walking using navigation meshes.
Proceedings of the 2016 IEEE Symposium on 3D User Interfaces, 2016

2015
Evaluating visual query methods for articulated motion video search.
Int. J. Hum.-Comput. Stud., 2015

Designing a collaborative visual analytics system to support users' continuous analytical processes.
HCIS, 2015

Foreword to Computers & Graphics special section on spatial user interaction (SUI).
Computers & Graphics, 2015

Towards context-sensitive reorientation for real walking in virtual reality.
Proceedings of the 2015 IEEE Virtual Reality, 2015

Making small spaces feel large: infinite walking in virtual reality.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

Blendshapes from commodity RGB-D sensors.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

Creating near-field VR using stop motion characters and a touch of light-field rendering.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

Rapid photorealistic blendshapes from commodity RGB-D sensors.
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, February 27, 2015

Physical Space Requirements for Redirected Walking: How Size and Shape Affect Performance.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2015

2014
Rapid avatar capture and simulation using commodity depth sensors.
Journal of Visualization and Computer Animation, 2014

MuVR: A Multi-User Virtual Reality platform.
Proceedings of the 2014 IEEE Virtual Reality, 2014

Automatic acquisition and animation of virtual avatars.
Proceedings of the 2014 IEEE Virtual Reality, 2014

An enhanced steering algorithm for redirected walking in virtual environments.
Proceedings of the 2014 IEEE Virtual Reality, 2014

A raycast approach to hybrid touch / motion capturevirtual reality user experience.
Proceedings of the 2nd ACM Symposium on Spatial User Interaction, 2014

Real-time and robust grasping detection.
Proceedings of the 2nd ACM Symposium on Spatial User Interaction, 2014

Make your own avatar.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

Rapid avatar capture and simulation using commodity depth sensors.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

Acting the part: the role of gesture on avatar identity.
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06, 2014

Countering user deviation during redirected walking.
Proceedings of the ACM Symposium on Applied Perception, 2014

2013
Adapting user interfaces for gestural interaction with the flexible action and articulated skeleton toolkit.
Computers & Graphics, 2013

Flexible spaces: A virtual step outside of reality.
Proceedings of the 2013 IEEE Virtual Reality, 2013

Rapid generation of personalized avatars.
Proceedings of the 2013 IEEE Virtual Reality, 2013

Fusing depth, color, and skeleton data for enhanced real-time hand segmentation.
Proceedings of the 1st Symposium on Spatial User Interaction, 2013

Flexible spaces: Dynamic layout generation for infinite walking in virtual environments.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2013

2012
Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture.
IEEE Trans. Vis. Comput. Graph., 2012

Augmented reality using personal projection and retroreflection.
Personal and Ubiquitous Computing, 2012

A taxonomy for deploying redirection techniques in immersive virtual environments.
Proceedings of the 2012 IEEE Virtual Reality, 2012

Interactive game-based rehabilitation using the Microsoft Kinect.
Proceedings of the 2012 IEEE Virtual Reality, 2012

Virtual reality to go: A USC ICT Mixed Reality Lab demonstration.
Proceedings of the 2012 IEEE Virtual Reality, 2012

Immersive training games for smartphone-based head mounted displays.
Proceedings of the 2012 IEEE Virtual Reality, 2012

Unobtrusive measurement of subtle nonverbal behaviors with the Microsoft Kinect.
Proceedings of the 2012 IEEE Virtual Reality, 2012

Spatial Misregistration of Virtual Human Audio: Implications of the Precedence Effect.
Proceedings of the Intelligent Virtual Agents - 12th International Conference, 2012

Comparability of narrow and wide field-of-view head-mounted displays for medium-field distance judgments.
Proceedings of the ACM Symposium on Applied Perception 2012, 2012

Poster: Spatial misregistration of virtual human audio: Implications of the precedence effect.
Proceedings of the IEEE Symposium on 3D User Interfaces 2012, 2012

2011
Sharing and Stretching Space with Full Body Tracking.
Proceedings of the Whole Body Interaction, 2011

Astrojumper: Motivating Exercise with an Immersive Virtual Reality Exergame.
Presence, 2011

FAAST: The Flexible Action and Articulated Skeleton Toolkit.
Proceedings of the IEEE Virtual Reality Conference, 2011

Leveraging change blindness for redirection in virtual environments.
Proceedings of the IEEE Virtual Reality Conference, 2011

A design for a smartphone-based head mounted display.
Proceedings of the IEEE Virtual Reality Conference, 2011

Leveraging Unencumbered Full Body Control of Animated Virtual Characters for Game-Based Rehabilitation.
Proceedings of the Virtual and Mixed Reality - Systems and Applications, 2011

Development and evaluation of low cost game-based balance rehabilitation tool using the microsoft kinect sensor.
Proceedings of the 33rd Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2011

Effects of redirection on spatial orientation in real and virtual environments.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2011

2010
Evaluation of the Cognitive Effects of Travel Technique in Complex Real and Virtual Environments.
IEEE Trans. Vis. Comput. Graph., 2010

RIST: Radiological Immersive Survey Training for two simultaneous users.
Computers & Graphics, 2010

Exploiting change blindness to expand walkable space in a virtual environment.
Proceedings of the IEEE Virtual Reality Conference, 2010

Astrojumper: Designing a virtual reality exergame to motivate children with autism to exercise.
Proceedings of the IEEE Virtual Reality Conference, 2010

A continuous analysis process between desktop and collaborative visual analytics environments.
Proceedings of the IEEE Conference on Visual Analytics Science and Technology, 2010

Astrojumper: motivating children with autism to exercise using a VR game.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

Effects of travel technique and gender on a divided attention task in a virtual environment.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2010

2009
Real Walking Increases Simulator Sickness in Navigationally Complex Virtual Environments.
Proceedings of the IEEE Virtual Reality Conference 2009 (VR 2009), 2009

cMotion: A New Game Design to Teach Emotion Recognition and Programming Logic to Children using Virtual Humans.
Proceedings of the IEEE Virtual Reality Conference 2009 (VR 2009), 2009

Selection performance based on classes of bimanual actions.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2009

2008
Scalable and interactive visual analysis of financial wire transactions for fraud detection.
Information Visualization, 2008

A Sketch-Based Approach for Detecting Common Human Actions.
Proceedings of the Advances in Visual Computing, 4th International Symposium, 2008

2007
Can Immersive Virtual Humans Teach Social Conversational Protocols?
Proceedings of the IEEE Virtual Reality Conference, 2007

WireVis: Visualization of Categorical, Time-Varying Data From Financial Transactions.
Proceedings of the IEEE Symposium on Visual Analytics Science and Technology, 2007

Comparison of Travel Techniques in a Complex, Multi-Level 3D Environment.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2007

2005
Interactive virtual client for teaching occupational therapy evaluative processes.
Proceedings of the ACM SIGACCESS Conference on Computers and Accessibility, 2005


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