HCSep 29, 2025
Understanding Cognitive States from Head & Hand Motion DataKaiang Wen, Mark Roman Miller
As virtual reality (VR) and augmented reality (AR) continue to gain popularity, head and hand motion data captured by consumer VR systems have become ubiquitous. Prior work shows that such telemetry can be highly identifying and reflect broad user traits, often aligning with intuitive "folk theories" of body language. However, it remains unclear to what extent motion kinematics encode more nuanced cognitive states, such as confusion, hesitation, and readiness, which lack clear correlates with motion. To investigate this, we introduce a novel dataset of head and hand motion with frame-level annotations of these states collected during structured decision-making tasks. Our findings suggest that deep temporal models can infer subtle cognitive states from motion alone, achieving comparable performance with human observers. This work demonstrates that standard VR telemetry contains strong patterns related to users' internal cognitive processes, which opens the door for a new generation of adaptive virtual environments. To enhance reproducibility and support future work, we will make our dataset and modeling framework publicly available.
HCOct 6, 2017
Rotation Blurring: Use of Artificial Blurring to Reduce Cybersickness in Virtual Reality First Person ShootersPulkit Budhiraja, Mark Roman Miller, Abhishek K Modi et al.
Users of Virtual Reality (VR) systems often experience vection, the perception of self-motion in the absence of any physical movement. While vection helps to improve presence in VR, it often leads to a form of motion sickness called cybersickness. Cybersickness is a major deterrent to large scale adoption of VR. Prior work has discovered that changing vection (changing the perceived speed or moving direction) causes more severe cybersickness than steady vection (walking at a constant speed or in a constant direction). Based on this idea, we try to reduce the cybersickness caused by character movements in a First Person Shooter (FPS) game in VR. We propose Rotation Blurring (RB), uniformly blurring the screen during rotational movements to reduce cybersickness. We performed a user study to evaluate the impact of RB in reducing cybersickness. We found that the blurring technique led to an overall reduction in sickness levels of the participants and delayed its onset. Participants who experienced acute levels of cybersickness benefited significantly from this technique.