John Quarles

Orcid: 0000-0002-4790-167X

Affiliations:
  • University of Texas at San Antonio, TX, USA


According to our database1, John Quarles authored at least 87 papers between 2005 and 2023.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2023
Visual Cues for a Steadier You: Visual Feedback Methods Improved Standing Balance in Virtual Reality for People with Balance Impairments.
IEEE Trans. Vis. Comput. Graph., November, 2023

Reduction of cybersickness in head mounted displays use: A systematic review and taxonomy of current strategies.
Frontiers Virtual Real., March, 2023

IEEE VR 2023 Message from the Program Chairs and Guest Editors.
IEEE Trans. Vis. Comput. Graph., 2023

LiteVR: Interpretable and Lightweight Cybersickness Detection using Explainable AI.
Proceedings of the IEEE Conference Virtual Reality and 3D User Interfaces, 2023

IEEE VR 2023 Message from the Program Chairs.
Proceedings of the IEEE Conference Virtual Reality and 3D User Interfaces, 2023

You Make Me Sick! The Effect of Stairs on Presence, Cybersickness, and Perception of Embodied Conversational Agents.
Proceedings of the IEEE Conference Virtual Reality and 3D User Interfaces, 2023

Virtual Functional Mobility Assessment: A Pilot Study in People with Parkinson's Disease.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

Auditory, Vibrotactile, or Visual? Investigating the Effective Feedback Modalities to Improve Standing Balance in Immersive Virtual Reality for People with Balance Impairments Due to Type 2 Diabetes.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2023

The Eyes Have It: Visual Feedback Methods to Make Walking in Immersive Virtual Reality More Accessible for People With Mobility Impairments While Utilizing Head-Mounted Displays.
Proceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility, 2023

2022
A Wheelchair Locomotion Interface in a VR Disability Simulation Reduces Implicit Bias.
IEEE Trans. Vis. Comput. Graph., 2022

Vibrotactile Feedback to Make Real Walking in Virtual Reality More Accessible.
CoRR, 2022

Standing Balance Improvement Using Vibrotactile Feedback in Virtual Reality.
Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology, 2022

Auditory Feedback for Standing Balance Improvement in Virtual Reality.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2022

You're in for a Bumpy Ride! Uneven Terrain Increases Cybersickness While Navigating with Head Mounted Displays.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2022

BRDF-based Irradiance Image Estimation to Remove Radiometric Differences for Stereo Matching.
Proceedings of the 17th International Joint Conference on Computer Vision, 2022

Use of Scaling to Improve Reach in Virtual Reality for People with Parkinson's Disease.
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022

Auditory Feedback to Make Walking in Virtual Reality More Accessible.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2022

Towards Forecasting the Onset of Cybersickness by Fusing Physiological, Head-tracking and Eye-tracking with Multimodal Deep Fusion Network.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2022

PMPNet: Pixel Movement Prediction Network for Monocular Depth Estimation in Dynamic Scenes.
Proceedings of the 26th International Conference on Pattern Recognition, 2022

TMVNet : Using Transformers for Multi-view Voxel-based 3D Reconstruction.
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops, 2022

2021
VR Disability Simulation Reduces Implicit Bias Towards Persons With Disabilities.
IEEE Trans. Vis. Comput. Graph., 2021

DiVRsify: Break the Cycle and Develop VR for Everyone.
CoRR, 2021

VR Sickness Prediction from Integrated HMD's Sensors using Multimodal Deep Fusion Network.
CoRR, 2021

DiVRsify: Break the Cycle and Develop VR for Everyone.
IEEE Computer Graphics and Applications, 2021

CyberSense: A Closed-Loop Framework to Detect Cybersickness Severity and Adaptively apply Reduction Techniques.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Cybersickness Prediction from Integrated HMD's Sensors: A Multimodal Deep Fusion Approach using Eye-tracking and Head-tracking Data.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2021

2020
Static Rest Frame to Improve Postural Stability in Virtual and Augmented Reality.
Frontiers Virtual Real., 2020

Automatic Detection of Cybersickness from Physiological Signal in a Virtual Roller Coaster Simulation.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

GingerVR: An Open Source Repository of Cybersickness Reduction Techniques for Unity.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Automatic Detection and Prediction of Cybersickness Severity using Deep Neural Networks from user's Physiological Signals.
Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality, 2020

Studying Adversarial Attacks on Behavioral Cloning Dynamics.
Proceedings of the 32nd IEEE International Conference on Tools with Artificial Intelligence, 2020

2019
Accessibility of Virtual Reality for Persons with Disabilities.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Play It Safe: An Educational Cyber Safety Game for Children in Elementary School.
Proceedings of the 11th International Conference on Virtual Worlds and Games for Serious Applications, 2019

The Usability of the Microsoft HoloLens for an Augmented Reality Game to Teach Elementary School Children.
Proceedings of the 11th International Conference on Virtual Worlds and Games for Serious Applications, 2019

3D Interaction with Virtual Objects in Real Water.
Proceedings of the 11th International Conference on Virtual Worlds and Games for Serious Applications, 2019

Augmented Reality for Children in a Confirmation Task: Time, Fatigue, and Usability.
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology, 2019

Generating EEG signals of an RSVP Experiment by a Class Conditioned Wasserstein Generative Adversarial Network.
Proceedings of the 2019 IEEE International Conference on Systems, Man and Cybernetics, 2019

A Semi-Supervised Wasserstein Generative Adversarial Network for Classifying Driving Fatigue from EEG signals.
Proceedings of the 2019 IEEE International Conference on Systems, Man and Cybernetics, 2019

Energy-Oriented Designs of an Augmented-Reality Application on a VUZIX Blade Smart Glass.
Proceedings of the Tenth International Green and Sustainable Computing Conference, 2019

Evaluation of Virtual Reality Tracking Systems Underwater.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2019

Virtual Ability Simulation: Applying Rotational Gain to the Leg to Increase Confidence During Physical Rehabilitation.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2019

2018
The Impact of a Location-Sensing Electronic Health Record on Clinician Efficiency and Accuracy: A Pilot Simulation Study.
Appl. Clin. Inform., 2018

Investigating the reason for increased postural instability in virtual reality for persons with balance impairments.
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology, 2018

"Virtual ability simulation" to boost rehabilitation exercise performance and confidence for people with disability.
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology, 2018

Towards Joint Attention Training for Children with ASD - a VR Game Approach and Eye Gaze Exploration.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Reverse Disability Simulation in a Virtual Environment.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Cybersickness-Provoking Virtual Reality Alters Brain Signals of Persons with Multiple Sclerosis.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

2017
Information recall in a mobile VR disability simulation.
Proceedings of the 9th International Conference on Virtual Worlds and Games for Serious Applications, 2017

Information recall in a virtual reality disability simulation.
Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, 2017

Virtual humans for temperature visualization in a tangible augmented reality educational game.
Proceedings of the 2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality, 2017

Towards usable underwater virtual reality systems.
Proceedings of the 2017 IEEE Virtual Reality, 2017

Information recall in VR disability simulation.
Proceedings of the 2017 IEEE Symposium on 3D User Interfaces, 2017

2016
Head Tracking Latency in Virtual Environments Revisited: Do Users with Multiple Sclerosis Notice Latency Less?
IEEE Trans. Vis. Comput. Graph., 2016

The effects of cybersickness on persons with multiple sclerosis.
Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology, 2016

Gaitzilla: A game to study the effects of virtual embodiment in gait rehabilitation.
Proceedings of the 2016 IEEE Symposium on 3D User Interfaces, 2016

Visual feedback to improve the accessibility of head-mounted displays for persons with balance impairments.
Proceedings of the 2016 IEEE Symposium on 3D User Interfaces, 2016

2015
Mobility impaired users respond differently than healthy users in virtual environments.
Comput. Animat. Virtual Worlds, 2015

Applying latency to half of a self-avatar's body to change real walking patterns.
Proceedings of the 2015 IEEE Virtual Reality, 2015

Shark punch: A virtual reality game for aquatic rehabilitation.
Proceedings of the 2015 IEEE Virtual Reality, 2015

"I Built It!" - Exploring the effects of customizable virtual humans on adolescents with ASD.
Proceedings of the 2015 IEEE Virtual Reality, 2015

Haptics-Enabled Surgical Training System with Guidance Using Deep Learning.
Proceedings of the Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being, 2015

Get off the Couch: An Approach to Utilize Sedentary Commercial Games as Exergames.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

How 3D Virtual Humans Built by Adolescents with ASD Affect Their 3D Interactions.
Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility, 2015

2014
A unique way to increase presence of mobility impaired users - Increasing confidence in balance.
Proceedings of the 2014 IEEE Virtual Reality, 2014

Virtual Humans for Inter-Ethnic Variability Training in Sedation and Analgesia.
Proceedings of the Medicine Meets Virtual Reality 21 - NextMed, 2014

The Effects of Avatars on Presence in Virtual Environments for Persons with Mobility Impairments.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2014

Usability issues with 3D user interfaces for adolescents with high functioning autism.
Proceedings of the 16th international ACM SIGACCESS conference on Computers & accessibility, 2014

Game cane: An assistive 3DUI for rehabilitation games.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2014

2013
Experiences in mixed reality-based collocated after action review.
Virtual Real., 2013

Converting Sedentary Games to Exergames: A Case Study with a Car Racing Game.
Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications, 2013

How Does Usability Impact Motivation in Augmented Reality Serious Games for Education?
Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications, 2013

The effects of VEs on mobility impaired users: presence, gait, and physiological response.
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology, 2013

Consider your clutter: Perception of virtual object motion in AR.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2013

Background Motion, Clutter, and the Impact on Virtual Object Motion Perception in Augmented Reality.
Proceedings of the Joint Virtual Reality Conference of EGVE, 2013

Underwater Mixed Environments.
Proceedings of the Virtual Realities, 2013

Latency and avatars in Virtual Environments and the effects on gait for persons with mobility impairments.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2013

2012
Exercise-based interaction techniques for a virtual reality car racing game.
Proceedings of the 2012 IEEE Virtual Reality, 2012

2011
Programming from the Reader's Perspective: Toward an Expectations Approach.
Proceedings of the 19th IEEE International Conference on Program Comprehension, 2011

Work tut chairs.
Proceedings of the 10th IEEE International Symposium on Mixed and Augmented Reality, 2011

2010
A mixed reality approach for interactively blending dynamic models with corresponding physical phenomena.
ACM Trans. Model. Comput. Simul., 2010

2009
Scaffolded learning with mixed reality.
Comput. Graph., 2009

Comprehensive tutorials.
Proceedings of the Science & Technology Proceedings, 2009

2008
A Mixed Reality Approach for Merging Abstract and Concrete Knowledge.
Proceedings of the IEEE Virtual Reality Conference 2008 (VR 2008), 2008

Collocated AAR: Augmenting After Action Review with Mixed Reality.
Proceedings of the 7th IEEE and ACM International Symposium on Mixed and Augmented Reality, 2008

Tangible User Interfaces Compensate for Low Spatial Cognition.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2008

2006
Mixed reality: are two hands better than one?
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2006

2005
A Pipeline for Rapidly Incorporating Real Objects into a Mixed Environment.
Proceedings of the Fourth IEEE / ACM International Symposium on Mixed and Augmented Reality (ISMAR 2005), 2005


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