Mar González-Franco

Orcid: 0000-0001-6165-4495

Affiliations:
  • Google Labs
  • Microsoft Research, Redmond, WA, USA (former)


According to our database1, Mar González-Franco authored at least 76 papers between 2010 and 2024.

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Bibliography

2024
Guidelines for Productivity in Virtual Reality.
Interactions, 2024

EmBARDiment: an Embodied AI Agent for Productivity in XR.
CoRR, 2024

Geometry Fidelity for Spherical Images.
CoRR, 2024

PARSE-Ego4D: Personal Action Recommendation Suggestions for Egocentric Videos.
CoRR, 2024

Hovering Over the Key to Text Input in XR.
CoRR, 2024

Augmented Object Intelligence: Making the Analog World Interactable with XR-Objects.
CoRR, 2024

Design Principles and Challenges for Gaze + Pinch Interaction in XR.
IEEE Computer Graphics and Applications, 2024

Ecological Validity and the Evaluation of Avatar Facial Animation Noise.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2024

XDTK: A Cross-Device Toolkit for Input & Interaction in XR.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2024

WindowMirror: An Opensource Toolkit to Bring Interactive Multi-Window Views into XR.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2024

Hands-on, Hands-off: Gaze-Assisted Bimanual 3D Interaction.
Proceedings of the 37th Annual ACM Symposium on User Interface Software and Technology, 2024

Demonstrating XDTK: Prototyping Multi-Device Interaction and Arbitration in XR.
Proceedings of the Adjunct Proceedings of the 37th Annual ACM Symposium on User Interface Software and Technology, 2024

Augmented Object Intelligence with XR-Objects.
Proceedings of the 37th Annual ACM Symposium on User Interface Software and Technology, 2024

Diffuse, Attend, and Segment: Unsupervised Zero-Shot Segmentation using Stable Diffusion.
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2024

Virtual Games, Real Interactions: A Look at Cross-reality Asymmetrical Co-located Social Games.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024

Intent-driven input device arbitration for XR.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024

2023
Making the MetAverse A Reality: Challenges And Opportunities.
IEEE Commun. Mag., September, 2023

VALID: a perceptually validated Virtual Avatar Library for Inclusion and Diversity.
Frontiers Virtual Real., March, 2023

Social XR: The Future of Communication and Collaboration (Dagstuhl Seminar 23482).
Dagstuhl Reports, 2023

Avatars in Work Meetings: Correlation Between Photorealism and Appeal.
CoRR, 2023

IEEE VR 2023 Workshops.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

XR and AI: AI-Enabled Virtual, Augmented, and Mixed Reality.
Proceedings of the Adjunct Proceedings of the 36th Annual ACM Symposium on User Interface Software and Technology, 2023

The Work Avatar Face-Off: Knowledge Worker Preferences for Realism in Meetings.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2023

Embodying Physics-Aware Avatars in Virtual Reality.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Hearing the Way Forward: Exploring Ambient Navigational Awareness with Reduced Cognitive Load through Spatial Audio-AR.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Beyond Audio: Towards a Design Space of Headphones as a Site for Interaction and Sensing.
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023

2022
VGTC Virtual Reality Significant New Researcher Award.
IEEE Trans. Vis. Comput. Graph., 2022

Two-In-One: A Design Space for Mapping Unimanual Input into Bimanual Interactions in VR for Users with Limited Movement.
ACM Trans. Access. Comput., 2022

Editorial: Simulating virtual humans and crowds for virtual reality.
Frontiers Virtual Real., 2022

Follow Your Nose: Extended Arm Reach After Pinocchio Illusion in Virtual Reality.
Frontiers Virtual Real., 2022

HeadBox: A Facial Blendshape Animation Toolkit for the Microsoft Rocketbox Library.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

AllTogether: Effect of Avatars in Mixed-Modality Conferencing Environments.
Proceedings of the CHIWORK 2022: Symposium on Human-Computer Interaction for Work, Durham, NH, USA, June 8, 2022

Characterizing and Predicting Engagement of Blind and Low-Vision People with an Audio-Based Navigation App.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
CoolMoves: User Motion Accentuation in Virtual Reality.
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 2021

Story CreatAR: a Toolkit for Spatially-Adaptive Augmented Reality Storytelling.
Proceedings of the IEEE Virtual Reality and 3D User Interfaces, 2021

Demonstrating HapticBots: Distributed Encountered-type Haptics for VR with Multiple Shape-changing Mobile Robots.
Proceedings of the UIST '21: The Adjunct Publication of the 34th Annual ACM Symposium on User Interface Software and Technology, 2021

HapticBots: Distributed Encountered-type Haptics for VR with Multiple Shape-changing Mobile Robots.
Proceedings of the UIST '21: The 34th Annual ACM Symposium on User Interface Software and Technology, 2021

X-Rings: A Hand-mounted 360° Shape Display for Grasping in Virtual Reality.
Proceedings of the UIST '21: The 34th Annual ACM Symposium on User Interface Software and Technology, 2021

Locomotion Vault: the Extra Mile in Analyzing VR Locomotion Techniques.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Using Facial Animation to Increase the Enfacement Illusion and Avatar Self-Identification.
IEEE Trans. Vis. Comput. Graph., 2020

Introduction to the Special Issue on SAP 2020.
ACM Trans. Appl. Percept., 2020

Avatar Embodiment. A Standardized Questionnaire.
Frontiers Virtual Real., 2020

The Rocketbox Library and the Utility of Freely Available Rigged Avatars.
Frontiers Virtual Real., 2020

Measuring System Visual Latency through Cognitive Latency on Video See-Through AR devices.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020

The Self-Avatar Follower Effect in Virtual Reality.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020

Haptic PIVOT: On-Demand Handhelds in VR.
Proceedings of the UIST '20: The 33rd Annual ACM Symposium on User Interface Software and Technology, 2020

Social AR: Reimagining and Interrogating the Role of Augmented Reality in Face to Face Social Interactions.
Proceedings of the Companion Publication of the 2020 ACM Conference on Computer Supported Cooperative Work and Social Computing, 2020

Asymmetry of Grasp in Haptic Perception.
Proceedings of the SAP '20: ACM Symposium on Applied Perception 2020, 2020

MoveBox: Democratizing MoCap for the Microsoft Rocketbox Avatar Library.
Proceedings of the IEEE International Conference on Artificial Intelligence and Virtual Reality, 2020

SnapMove: Movement Projection Mapping in Virtual Reality.
Proceedings of the IEEE International Conference on Artificial Intelligence and Virtual Reality, 2020

2019
Avatar Embodiment Enhances Haptic Confidence on the Out-of-Body Touch Illusion.
IEEE Trans. Haptics, 2019

Individual Differences in Embodied Distance Estimation in Virtual Reality.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

CapstanCrunch: A Haptic VR Controller with User-supplied Force Feedback.
Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology, 2019

Mise-Unseen: Using Eye Tracking to Hide Virtual Reality Scene Changes in Plain Sight.
Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology, 2019

Demonstration of TORC: A Virtual Reality Controller for In-Hand High-Dexterity Finger Interaction.
Proceedings of the Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology, 2019

Accessible by Design: An Opportunity for Virtual Reality.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2019

TORC: A Virtual Reality Controller for In-Hand High-Dexterity Finger Interaction.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

I'm a Giant: Walking in Large Virtual Environments at High Speed Gains.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
The uncanny valley of haptics.
Sci. Robotics, 2018

Avatar Embodiment. Towards a Standardized Questionnaire.
Frontiers Robotics AI, 2018

Expanding the sense of touch outside the body.
Proceedings of the 15th ACM Symposium on Applied Perception, 2018

2017
Stereoscopic First Person View System for Drone Navigation.
Frontiers Robotics AI, 2017

Immersive Mixed Reality for Manufacturing Training.
Frontiers Robotics AI, 2017

Pulse and vital sign measurement in mixed reality using a HoloLens.
Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, 2017

2016
Violating body movement semantics: Neural signatures of self-generated and external-generated errors.
NeuroImage, 2016

Assessing 3D scan quality through paired-comparisons psychophysics test.
CoRR, 2016

Immersive Augmented Reality Training for Complex Manufacturing Scenarios.
CoRR, 2016

Assessing 3D Scan Quality Through Paired-comparisons Psychophysics.
Proceedings of the 2016 ACM Conference on Multimedia Conference, 2016

2015
Augmenting Remote Presence For Interactive Dashboard Collaborations.
Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces, 2015

Framework for remote collaborative interaction in virtual environments based on proximity.
Proceedings of the 2015 IEEE Symposium on 3D User Interfaces, 2015

2014
Comparison of SSVEP BCI and Eye Tracking for Controlling a Humanoid Robot in a Social Environment.
Presence Teleoperators Virtual Environ., 2014

How to Build an Embodiment Lab: Achieving Body Representation Illusions in Virtual Reality.
Frontiers Robotics AI, 2014

Non-linear modeling of eye gaze perception as a function of gaze and head direction.
Proceedings of the Sixth International Workshop on Quality of Multimedia Experience, 2014

Empowering patients to perform physical therapy at home.
Proceedings of the 36th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2014

2011
Motor imagery based brain-computer interface: A study of the effect of positive and negative feedback.
Proceedings of the 33rd Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2011

2010
The contribution of real-time mirror reflections of motor actions on virtual body ownership in an immersive virtual environment.
Proceedings of the IEEE Virtual Reality Conference, 2010


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