Robert J. Teather

Orcid: 0009-0007-4572-1820

Affiliations:
  • Carleton University, Ottawa, Ontario, Canada


According to our database1, Robert J. Teather authored at least 79 papers between 2007 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
Low-Fi VR Controller: Improved Mobile Virtual Reality Interaction via Camera-Based Tracking.
Proceedings of the 2023 ACM Symposium on Spatial User Interaction, 2023

2022
The reality of remote extended reality research: Practical case studies and taxonomy.
Frontiers Comput. Sci., 2022

Multi-Touch Smartphone-Based Progressive Refinement VR Selection.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

IMPReSS: Improved Multi-Touch Progressive Refinement Selection Strategy.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

Augmented Reality Fitts' Law Input Comparison Between Touchpad, Pointing Gesture, and Raycast.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

Effects of Field of View on Dynamic Out-of-View Target Search in Virtual Reality.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2022

Comparing the Fidelity of Contemporary Pointing with Controller Interactions on Performance of Personal Space Target Selection.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2022

Massively Multiplayer Online Role-Playing Games on Promoting Social Well-Being in the COVID-19 Pandemic.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

2021
Virtual reality and augmented reality in social learning spaces: a literature review.
Virtual Real., 2021

Evaluation of 3D Pointing Accuracy in the Fovea and Periphery in Immersive Head-Mounted Display Environments.
IEEE Trans. Vis. Comput. Graph., 2021

Selection Performance Using a Smartphone in VR with Redirected Input.
Proceedings of the SUI '21: Symposium on Spatial User Interaction, 2021

Motion Sickness Conditioning to Reduce Cybersickness.
Proceedings of the SUI '21: Symposium on Spatial User Interaction, 2021

Adaptic: A Shape Changing Prop with Haptic Retargeting.
Proceedings of the SUI '21: Symposium on Spatial User Interaction, 2021

2020
Evaluating discrete viewpoint control to reduce cybersickness in virtual reality.
Virtual Real., 2020

A Fitts' Law Evaluation of Visuo-haptic Fidelity and Sensory Mismatch on User Performance in a Near-field Disc Transfer Task in Virtual Reality.
ACM Trans. Appl. Percept., 2020

NIDIT: Workshop on Novel Input Devices and Interaction Techniques.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Text Entry in Virtual Reality: Implementation of FLIK Method and Text Entry Testbed.
Proceedings of the HCI International 2020 - Late Breaking Papers: Virtual and Augmented Reality, 2020

CountMarks: Multi-finger Marking Menus for Mobile Interaction with Head-Mounted Displays.
Proceedings of the HCI International 2020 - Late Breaking Papers: Multimodality and Intelligence, 2020

Camera-Based Selection with Cardboard Head-Mounted Displays.
Proceedings of the HCI International 2020 - Late Breaking Papers: Virtual and Augmented Reality, 2020

Text Input in Virtual Reality Using a Tracked Drawing Tablet.
Proceedings of the HCI International 2020 - Late Breaking Papers: Virtual and Augmented Reality, 2020

Selection Performance Using a Scaled Virtual Stylus Cursor in VR.
Proceedings of the 45th Graphics Interface Conference 2020, 2020

2019
Towards a Framework on Accessible and Social VR in Education.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Camera-Based Selection with Cardboard HMDs.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Circles: exploring multi-platform accessible, socially scalable VR in the classroom.
Proceedings of the Decision and Game Theory for Security - 10th International Conference, 2019

Assessing the Value of 3D Software Experience with Camera Layout in Virtual Reality.
Proceedings of the 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality, 2019

2018
An empirical comparison of first-person shooter information displays: HUDs, diegetic displays, and spatial representations.
Entertain. Comput., 2018

Look to Go: An Empirical Evaluation of Eye-Based Travel in Virtual Reality.
Proceedings of the Symposium on Spatial User Interaction, 2018

Session details: Session H1: Prediction, Adaptation, and Bias.
Proceedings of the 44th Graphics Interface Conference, Toronto, Canada, May 8-11, 2018., 2018

EZCursorVR: 2D Selection with Virtual Reality Head-Mounted Displays.
Proceedings of the 44th Graphics Interface Conference, Toronto, Canada, May 8-11, 2018., 2018

Viewpoint Snapping to Reduce Cybersickness in Virtual Reality.
Proceedings of the 44th Graphics Interface Conference, Toronto, Canada, May 8-11, 2018., 2018

2017
Tilt-Touch synergy: Input control for "dual-analog" style mobile games.
Entertain. Comput., 2017

A head coupled cursor for 2D selection in virtual reality.
Proceedings of the 5th Symposium on Spatial User Interaction, 2017

Head vs. eye-based selection in virtual reality.
Proceedings of the 5th Symposium on Spatial User Interaction, 2017

The eyes don't have it: an empirical comparison of head-based and eye-based selection in virtual reality.
Proceedings of the 5th Symposium on Spatial User Interaction, 2017

Haptic feedback with HaptoBend: utilizing shape-change to enhance virtual reality.
Proceedings of the 5th Symposium on Spatial User Interaction, 2017

Haptobend: shape-changing passive haptic feedback in virtual reality.
Proceedings of the 5th Symposium on Spatial User Interaction, 2017

Player performance with different input devices in virtual reality first-person shooter games.
Proceedings of the 5th Symposium on Spatial User Interaction, 2017

VR Collide! Comparing Collision-Avoidance Methods Between Co-located Virtual Reality Users.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

A Fitts' Law Evaluation of Video Game Controllers: Thumbstick, Touchpad and Gyrosensor.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

An arm-mounted inertial controller for 6DOF input: Design and evaluation.
Proceedings of the 2017 IEEE Symposium on 3D User Interfaces, 2017

2016
SIVARG: Spatial Interaction in Virtual/Augmented Reality and Games.
Proceedings of the 2016 ACM on Interactive Surfaces and Spaces, 2016

2015
INSPECT: extending plane-casting for 6-DOF control.
Hum. centric Comput. Inf. Sci., 2015

Factors Affecting Mouse-Based 3D Selection in Desktop VR Systems.
Proceedings of the 3rd ACM Symposium on Spatial User Interaction, 2015

Effects of Bezel Size in Large Tiled Display Gaming.
Proceedings of the 3rd ACM Symposium on Spatial User Interaction, 2015

Differences in Perspective and Software Scaling.
Proceedings of the 3rd ACM Symposium on Spatial User Interaction, 2015

Uniform vs. non-uniform scaling of shooter games on large displays.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

Effects of interior bezel size and configuration on gaming performance with large tiled displays.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

Evaluating the effectiveness of HUDs and diegetic ammo displays in first-person shooter games.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

Workshop proposal: Game UI design, evaluation, and user research.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

Serious mods: A case for modding in serious games pedagogy.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

The Avatar Affordances Framework: Mapping Affordances and Design Trends in Character Creation Interfaces.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
Depth cues and mouse-based 3D target selection.
Proceedings of the 2nd ACM Symposium on Spatial User Interaction, 2014

Visual aids in 3D point selection experiments.
Proceedings of the 2nd ACM Symposium on Spatial User Interaction, 2014

HoloLeap: towards efficient 3D object manipulation on light field displays.
Proceedings of the 2nd ACM Symposium on Spatial User Interaction, 2014

Comparing Order of Control for Tilt and Touch Games.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

Position vs. velocity control for tilt-based interaction.
Proceedings of the Graphics Interface 2014, 2014

Scale effects in "bullet hell" games.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Diagetic vs. non-diagetic game displays.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Performance of modern gaming input devices in first-person shooter target acquisition.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Fishtank fitts: a desktop VR testbed for evaluating 3D pointing techniques.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Is 60 FPS better than 30?: the impact of frame rate and latency on moving target selection.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Screen scaling: effects of screen scale on moving target selection.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Up- and downwards motions in 3D pointing.
Proceedings of the 1st Symposium on Spatial User Interaction, 2013

Novel metrics for 3D remote pointing.
Proceedings of the 1st Symposium on Spatial User Interaction, 2013

Effects of stereo and head tracking in 3d selection tasks.
Proceedings of the 1st Symposium on Spatial User Interaction, 2013

Pointing at 3d target projections with one-eyed and stereo cursors.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
A system for evaluating 3D pointing techniques.
Proceedings of the 18th ACM Symposium on Virtual Reality Software and Technology, 2012

FittsTilt: the application of Fitts' law to tilt-based interaction.
Proceedings of the Nordic Conference on Human-Computer Interaction, 2012

Poster: Evaluation of a 3D UI with different input technologies.
Proceedings of the IEEE Symposium on 3D User Interfaces 2012, 2012

Poster: Investigating one-eyed and stereo cursors for 3D pointing tasks.
Proceedings of the IEEE Symposium on 3D User Interfaces 2012, 2012

2011
Pointing at 3D targets in a stereo head-tracked virtual environment.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2011

2010
Evaluating haptic feedback in virtual environments using ISO 9241-9.
Proceedings of the IEEE Virtual Reality Conference, 2010

Touchscreens vs. traditional controllers in handheld gaming.
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010

2009
Effects of Latency and Spatial Jitter on 2D and 3D Pointing.
Proceedings of the IEEE Virtual Reality Conference 2009 (VR 2009), 2009

Effects of tracking technology, latency, and spatial jitter on object movement.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2009

2008
Assessing the Effects of Orientation and Device on 3D Positioning.
Proceedings of the IEEE Virtual Reality Conference 2008 (VR 2008), 2008

Exaggerated head motions for game viewpoint control.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

Assessing the Effects of Orientation and Device on (Constrained) 3D Movement Techniques.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2008

2007
Guidelines for 3D positioning techniques.
Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, November 15, 2007


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