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Dive into the research topics where Timofey Grechkin is active.

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Featured researches published by Timofey Grechkin.


tests and proofs | 2010

How does presentation method and measurement protocol affect distance estimation in real and virtual environments

Timofey Grechkin; Tien Dat Nguyen; Jodie M. Plumert; James F. Cremer; Joseph K. Kearney

We conducted two experiments that compared distance perception in real and virtual environments in six visual presentation methods using either timed imagined walking or direct blindfolded walking, while controlling for several other factors that could potentially impact distance perception. Our presentation conditions included unencumbered real world, real world seen through an HMD, virtual world seen through an HMD, augmented reality seen through an HMD, virtual world seen on multiple, large immersive screens, and photo-based presentation of the real world seen on multiple, large immersive screens. We found that there was a similar degree of underestimation of distance in the HMD and large-screen presentations of virtual environments. We also found that while wearing the HMD can cause some degree of distance underestimation, this effect depends on the measurement protocol used. Finally, we found that photo-based presentation did not help to improve distance perception in a large-screen immersive display system. The discussion focuses on points of similarity and difference with previous work on distance estimation in real and virtual environments.


Journal of Experimental Psychology: Human Perception and Performance | 2013

Perceiving and acting on complex affordances: how children and adults bicycle across two lanes of opposing traffic

Timofey Grechkin; Benjamin Chihak; James F. Cremer; Joseph K. Kearney; Jodie M. Plumert

This investigation examined how children and adults negotiate a challenging perceptual-motor problem with significant real-world implications--bicycling across two lanes of opposing traffic. Twelve- and 14-year-olds and adults rode a bicycling simulator through an immersive virtual environment. Participants crossed intersections with continuous cross traffic coming from opposing directions. Opportunities for crossing were divided into aligned (far gap opens with or before near gap) and rolling (far gap opens after near gap) gap pairs. Children and adults preferred rolling to aligned gap pairs, though this preference was stronger for adults than for children. Crossing aligned versus rolling gap pairs produced substantial differences in direction of travel, speed of crossing, and timing of entry into the near and far lanes. For both aligned and rolling gap pairs, children demonstrated less skill than adults in coordinating self and object movement. These findings have implications for understanding perception-action-cognition links and for understanding risk factors underlying car-bicycle collisions.


IEEE Transactions on Visualization and Computer Graphics | 2011

An Immersive Virtual Peer for Studying Social Influences on Child Cyclists' Road-Crossing Behavior

Sabarish V. Babu; Timofey Grechkin; Benjamin Chihak; Christine J. Ziemer; Joseph K. Kearney; James F. Cremer; Jodie M. Plumert

The goal of our work is to develop a programmatically controlled peer to bicycle with a human subject for the purpose of studying how social interactions influence road-crossing behavior. The peer is controlled through a combination of reactive controllers that determine the gross motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a keyboard interface that allows an experimenter to initiate the virtual bicyclists actions during the course of an experiment. The virtual bicyclists repertoire of behaviors includes road following, riding alongside the human rider, stopping at intersections, and crossing intersections through specified gaps in traffic. The virtual cyclist engages the human subject through gaze, gesture, and verbal interactions. We describe the structure of the behavior code and report the results of a study examining how 10- and 12-year-old children interact with a peer cyclist that makes either risky or safe choices in selecting gaps in traffic. Results of our study revealed that children who rode with a risky peer were more likely to cross intermediate-sized gaps than children who rode with a safe peer. In addition, children were significantly less likely to stop at the last six intersections after the experience of riding with the risky than the safe peer during the first six intersections. The results of the study and childrens reactions to the virtual peer indicate that our virtual peer framework is a promising platform for future behavioral studies of peer influences on childrens bicycle riding behavior.


acm symposium on applied perception | 2016

Revisiting detection thresholds for redirected walking: combining translation and curvature gains

Timofey Grechkin; Jerald Thomas; Mahdi Azmandian; Mark T. Bolas; Evan A. Suma

Redirected walking enables the exploration of large virtual environments while requiring only a finite amount of physical space. Unfortunately, in living room sized tracked areas the effectiveness of common redirection algorithms such as Steer-to-Center is very limited. A potential solution is to increase redirection effectiveness by applying two types of perceptual manipulations (curvature and translation gains) simultaneously. This paper investigates how such combination may affect detection thresholds for curvature gain. To this end we analyze the estimation methodology and discuss selection process for a suitable estimation method. We then compare curvature detection thresholds obtained under different levels of translation gain using two different estimation methods: method of constant stimuli and Greens maximum likelihood procedure. The data from both experiments shows no evidence that curvature gain detection thresholds were affected by the presence of translation gain (with test levels spanning previously estimated interval of undetectable translation gain levels). This suggests that in practice currently used levels of translation and curvature gains can be safely applied simultaneously. Furthermore, we present some evidence that curvature detection thresholds may be lower that previously reported. Our estimates indicate that users can be redirected on a circular arc with radius of either 11.6m or 6.4m depending on the estimation method vs. the previously reported value of 22m. These results highlight that the detection threshold estimates vary significantly with the estimation method and suggest the need for further studies to define efficient and reliable estimation methodology.


Journal of Experimental Child Psychology | 2014

How Children and Adults Learn to Intercept Moving Gaps

Benjamin Chihak; Timofey Grechkin; Joseph K. Kearney; James F. Cremer; Jodie M. Plumert

We used an immersive virtual environment to examine how children and adults learn to intercept moving gaps and whether children and adults benefit from variability of practice. Children (10- and 12-year-olds) and adults attempted to bicycle between two moving vehicle-size blocks without stopping. In Experiment 1, block motions were timed such that if participants maintained a constant speed, they would intercept the gap between the blocks. By the last set of intersections, adults learned to maintain a constant speed throughout the approach to the intersection, 12-year-olds exhibited less variability in time-to-spare when they intercepted the blocks, and 10-year-olds exhibited no significant change across intersection sets. In Experiment 2, block motions during the first eight intersections were timed such that participants needed to either speed up or slow down on all intersections or needed to speed up on half and slow down on half of the intersections. On the last four intersections, all age groups encountered a novel block timing in which no adjustment in speed was necessary to intercept the blocks. The adults performed well regardless of whether they experienced consistent or variable block timings. The 10-year-olds in the variable condition performed better on slow-down trials than their peers in the slow-down condition but performed worse on speed-up trials than their peers in the speed-up condition. Discussion focuses on possible developmental changes in reliance on perceptually available and remembered information in complex perception-action tasks.


tests and proofs | 2011

Effects of scale change on distance perception in virtual environments

Tien Dat Nguyen; Christine J. Ziemer; Timofey Grechkin; Benjamin Chihak; Jodie M. Plumert; James F. Cremer; Joseph K. Kearney

We conducted a series of experiments to investigate effects of scale changes on distance perception in virtual environments. All experiments were carried out in an HMD. Participants first made distance estimates with feedback in a virtual tunnel (adaptation) and then made distance estimates without feedback in a differently-scaled virtual environment (test). We examined several types of scale changes, including changing the size of (1) the tunnel, (2) the targets, and (3) the separation of the two targets. Changes in target size always affected distance estimates at test. When the targets became smaller, participants overshot distance and when the targets became larger, participants undershot distance. Changes in the size of the tunnel or the separation between the targets (without a change in the size of the targets) had a minimal effect on distance estimates. These results indicate that distance estimates at test were strongly influenced by familiar size cues for distance. The discussion focuses on the stability of calibration processes and mechanisms for cue integration for perceiving distance in virtual environments.


ieee virtual reality conference | 2017

An evaluation of strategies for two-user redirected walking in shared physical spaces

Mahdi Azmandian; Timofey Grechkin; Evan Suma Rosenberg

As the focus of virtual reality technology is shifting from singleperson experiences to multi-user interactions, it becomes increasingly important to accommodate multiple co-located users within a shared real-world space. For locomotion and navigation, the introduction of multiple users moving both virtually and physically creates additional challenges related to potential user-on-user collisions. In this work, we focus on defining the extent of these challenges, in order to apply redirected walking to two users immersed in virtual reality experiences within a shared physical tracked space. Using a computer simulation framework, we explore the costs and benefits of splitting available physical space between users versus attempting to algorithmically prevent user-to-user collisions. We also explore fundamental components of collision prevention such as steering the users away from each other, forced stopping, and user re-orientation. Each component was analyzed for the number of potential disruptions to the flow of the virtual experience. We also develop a novel collision prevention algorithm that reduces overall interruptions by 17.6% and collision prevention events by 58.3%. Our results show that sharing space using our collision prevention method is superior to subdividing the tracked space.


Journal of Vision | 2015

Can walking motions improve visually induced rotational self- motion illusions in virtual reality?

Bernhard E. Riecke; Jacob Freiberg; Timofey Grechkin

Illusions of self-motion (vection) can provide compelling sensations of moving through virtual environments without the need for complex motion simulators or large tracked physical walking spaces. Here we explore the interaction between biomechanical cues (stepping along a rotating circular treadmill) and visual cues (viewing simulated self-rotation) for providing stationary users a compelling sensation of rotational self-motion (circular vection). When tested individually, biomechanical and visual cues were similarly effective in eliciting self-motion illusions. However, in combination they yielded significantly more intense self-motion illusions. These findings provide the first compelling evidence that walking motions can be used to significantly enhance visually induced rotational self-motion perception in virtual environments (and vice versa) without having to provide for physical self-motion or motion platforms. This is noteworthy, as linear treadmills have been found to actually impair visually induced translational self-motion perception (Ash, Palmisano, Apthorp, & Allison, 2013). Given the predominant focus on linear walking interfaces for virtual-reality locomotion, our findings suggest that investigating circular and curvilinear walking interfaces offers a promising direction for future research and development and can help to enhance self-motion illusions, presence and immersion in virtual-reality systems.


IEEE Transactions on Visualization and Computer Graphics | 2014

Dynamic Affordances in Embodied Interactive Systems: The Role of Display and Mode of Locomotion

Timofey Grechkin; Jodie M. Plumert; Joseph K. Kearney

We investigated how the properties of interactive virtual reality systems affect user behavior in full-body embodied interactions. Our experiment compared four interactive virtual reality systems using different display types (CAVE vs. HMD) and modes of locomotion (walking vs. joystick). Participants performed a perceptual-motor coordination task, in which they had to choose among a series of opportunities to pass through a gate that cycled open and closed and then board a moving train. Mode of locomotion, but not type of display, affected how participants chose opportunities for action. Both mode of locomotion and display affected performance when participants acted on their choices. We conclude that technological properties of virtual reality system (both display and mode of locomotion) significantly affected opportunities for action available in the environment (affordances) and discuss implications for design and practical applications of immersive interactive systems.


ieee virtual reality conference | 2009

A Virtual Peer for Investigating Social Influences on Children's Bicycling

Sabarish V. Babu; Timofey Grechkin; Benjamin Chihak; Christine J. Ziemer; Joseph K. Kearney; James F. Cremer; Jodie M. Plumert

The goal of our work is to develop a programmatically controlled peer to ride with a human subject for the purpose of studying how social interactions influence riding behavior. The peer is controlled through a combination of reactive controllers that determine the gross motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a keyboard interface that allows an experimenter to initiate the virtual bicyclists actions during the course of an experiment. The virtual bicyclists repertoire of behaviors includes road following, riding alongside the human rider, stopping at intersections, and crossing intersections through specified gaps. The virtual cyclist engages the human subject through gaze, gesture, and verbal interactions. We describe the structure of the behavior code and report the results of a pilot study examining how 10- and 12-year-old children interact with a peer cyclist. Results of the pilot study showed that the presence of the peer had a significant influence on the size of the gaps taken as well as time left to spare between the participant and the trailing car in the crossed gap.

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Evan A. Suma

University of Southern California

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Mahdi Azmandian

University of Southern California

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Mark T. Bolas

University of Southern California

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