Publications

(2026). Effects of Field-of-View Restriction and Peripheral Teleportation on Path Integration during Virtual Locomotion. IEEE Transactions on Visualization and Computer Graphics (Proc. IEEE ISMAR 2026).
(2026). Revenge of the Sick: A Meta-Analysis of Washout Periods in Cybersickness Research. IEEE Transactions on Visualization and Computer Graphics.
(2026). Can AR Embedded Visualizations Foster Appropriate Reliance on AI in Spatial Decision-Making? A Comparative Study of AR X-Ray vs. 2D Minimap. Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems.
(2025). Enhancing Foveated Rendering with Weighted Reservoir Sampling. The 18th ACM SIGGRAPH Conference on Motion, Interaction, and Games (MIG ‘25).
(2025). Peripheral Teleportation: A Rest Frame Design to Mitigate Cybersickness During Virtual Locomotion. IEEE Transactions on Visualization and Computer Graphics (Proc. IEEE VR 2025).
(2025). Reduction of Motion Complexity as an Objective Indicator of Cybersickness in Virtual Reality. 2025 IEEE Conference Virtual Reality and 3D User Interfaces (VR).
(2024). Invisible Mesh: Effects of X-Ray Vision Metaphors on Depth Perception in Optical-See-Through Augmented Reality. 2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR).
(2024). Walk Me Through It: Using Impossible Spaces to Embody Graph Traversal Algorithms. 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).
(2024). Build Your Own Trigonometric Adventure in Virtual Reality. 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).
(2023). Like a Rolling Stone: Effects of Space Deformation During Linear Acceleration on Slope Perception and Cybersickness. 2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR).