For those of us who create AR content this paper is an important one. It examines the engagement with virtual characters, and where they are placed within an AR experience effects if a user will actually interact with them based on where they are in their field of view. It makes sense that people off in the periphery would get less attention (gaze), but there is more to their findings than what you'd think.
A researcher at Illusioneering Lab is looking for participants in a VR study on the influence of field-of-view modification techniques have on the virtual reality user experience. Helping science better understand the effects of VR and how to create better, more comfortable experiences is its own reward. But a gift card is also nice, too.
We came across this research study from a current student that we'd like to help get them a few more participants. It shouldn't take more than a minute to fill in, and if you want to lend a hand you can go right to the survey here.
This paper might be a bit technical for some, but we learned quite a lot that we know will help us talk about applications of smart virtual agents that we hadn't considered. One example we hadn't considered was the use of AR when testing in-home virtual agents as a way to track their "movement" within the space. Another things we enjoyed was seeing the citations. Every good paper has just as interesting references to dive deeper into the topic, and we've added a few of these to our reading list.