Dr. Gun Lee is a Senior Lecturer investigating interaction and visualization methods for sharing virtual experiences in Augmented Reality (AR) and immersive 3D environments. Recently, using AR and wearable interfaces to improve remote collaborative experience has been one of his main research themes. Extending this research into sharing richer communication cues and scaling up to a larger group of participants are the next steps he is working on.
Before joining the Empathic Computing Lab, he was a Research Scientist at the Human Interface Technology Laboratory New Zealand (HIT Lab NZ, University of Canterbury), leading mobile and wearable AR research projects. Previously, he also worked at the Electronics and Telecommunications Institute (ETRI, Korea) as a researcher where he developed VR and AR technology for industrial applications, including immersive 3D visualization systems and virtual training systems.
Dr. Lee received his B.S. degree in Computer Science from Kyungpook National University (Korea), and received his Masters and Ph.D. degrees in Computer Science and Engineering at POSTECH (Korea), investigating immersive authoring method for creating VR and AR contents using 3D user interfaces.
Personal website: http://gun-a-lee.appspot.com
SharedSphere is a Mixed Reality based remote collaboration system which not only allows sharing a live captured immersive 360 panorama, but also supports enriched two-way communication and collaboration through sharing non-verbal communication cues, such as view awareness cues, drawn annotation, and hand gestures.
Mirrors are physical displays that show our real world in reflection. While physical mirrors simply show what is in the real world scene, with help of digital technology, we can also alter the reality reflected in the mirror. The Augmented Mirrors project aims at exploring visualisation interaction techniques for exploiting mirrors as Augmented Reality (AR) displays. The project especially focuses on using user interface agents for guiding user interaction with Augmented Mirrors.
Mini-Me is an adaptive avatar for enhancing Mixed Reality (MR) remote collaboration between a local Augmented Reality (AR) user and a remote Virtual Reality (VR) user. The Mini-Me avatar represents the VR user’s gaze direction and body gestures while it transforms in size and orientation to stay within the AR user’s field of view. We tested Mini-Me in two collaborative scenarios: an asymmetric remote expert in VR assisting a local worker in AR, and a symmetric collaboration in urban planning. We found that the presence of the Mini-Me significantly improved Social Presence and the overall experience of MR collaboration.
Head and eye movement can be leveraged to improve the user’s interaction repertoire for wearable displays. Head movements are deliberate and accurate, and provide the current state-of-the-art pointing technique. Eye gaze can potentially be faster and more ergonomic, but suffers from low accuracy due to calibration errors and drift of wearable eye-tracking sensors. This work investigates precise, multimodal selection techniques using head motion and eye gaze. A comparison of speed and pointing accuracy reveals the relative merits of each method, including the achievable target size for robust selection. We demonstrate and discuss example applications for augmented reality, including compact menus with deep structure, and a proof-of-concept method for on-line correction of calibration drift.
We have been developing a remote collaboration system with Empathy Glasses, a head worn display designed to create a stronger feeling of empathy between remote collaborators. To do this, we combined a head- mounted see-through display with a facial expression recognition system, a heart rate sensor, and an eye tracker. The goal is to enable a remote person to see and hear from another person's perspective and to understand how they are feeling. In this way, the system shares non-verbal cues that could help increase empathy between remote collaborators.
Collaborative Virtual Reality have been the subject of research for nearly three decades now. This has led to a deep understanding of how individuals interact in such environments and some of the factors that impede these interactions. However, despite this knowledge we still do not fully understand how inter-personal interactions in virtual environments are reflected in the physiological domain. This project seeks to answer the question by monitoring neural activity of participants in collaborative virtual environments. We do this by using a technique known as Hyperscanning, which refers to the simultaneous acquisition of neural activity from two or more people. In this project we use Hyperscanning to determine if individuals interacting in a virtual environment exhibit inter-brain synchrony. The goal of this project is to first study the phenomenon of inter-brain synchrony, and then find means of inducing and expediting it by making changes in the virtual environment. This project feeds into the overarching goals of the Empathic Computing Laboratory that seek to bring individuals closer using technology as a vehicle to evoke empathy.
This research focuses on visualizing shared gaze cues, designing interfaces for collaborative experience, and incorporating multimodal interaction techniques and physiological cues to support empathic Mixed Reality (MR) remote collaboration using HoloLens 2, Vive Pro Eye, Meta Pro, HP Omnicept, Theta V 360 camera, Windows Speech Recognition, Leap motion hand tracking, and Zephyr/Shimmer Sensing technologies
This research demo aims to address the problem of passive and dull museum exhibition experiences that many audiences still encounter. The current approaches to exhibitions are typically less interactive and mostly provide single sensory information (e.g., visual, auditory, or haptic) in a one-to-one experience.
This project explores techniques to enhance collaborative experience in Mixed Reality environments using 3D reconstructions, 360 videos and 2D images. Previous research has shown that 360 video can provide a high resolution immersive visual space for collaboration, but little spatial information. Conversely, 3D scanned environments can provide high quality spatial cues, but with poor visual resolution. This project combines both approaches, enabling users to switch between a 3D view or 360 video of a collaborative space. In this hybrid interface, users can pick the representation of space best suited to the needs of the collaborative task. The project seeks to provide design guidelines for collaboration systems to enable empathic collaboration by sharing visual cues and environments across time and space.
This project explores how a Mixed Presence Mixed Reality System can enhance remote collaboration. Collaborative Mixed Reality (MR) is a popular area of research, but most work has focused on one-to-one systems where either both collaborators are co-located or the collaborators are remote from one another. For example, remote users might collaborate in a shared Virtual Reality (VR) system, or a local worker might use an Augmented Reality (AR) display to connect with a remote expert to help them complete a task.
The proposed study aims to assist in solving physical tasks such as mechanical assembly or collaborative design efficiently by using augmented reality-based space-time visualization techniques. In particular, when disassembling/reassembling is required, 3D recording of past actions and playback visualization are used to help memorize the exact assembly order and position of objects in the task. This study proposes a novel method that employs 3D-based spatial information recording and augmented reality-based playback to effectively support these types of physical tasks.
Gun A. Lee, Theophilus Teo, Seungwon Kim, and Mark Billinghurst. 2017. Mixed reality collaboration through sharing a live panorama. In SIGGRAPH Asia 2017 Mobile Graphics & Interactive Applications (SA '17). ACM, New York, NY, USA, Article 14, 4 pages. http://doi.acm.org/10.1145/3132787.3139203
Thammathip Piumsomboon, Gun A. Lee, Jonathon D. Hart, Barrett Ens, Robert W. Lindeman, Bruce H. Thomas, and Mark Billinghurst. 2018. Mini-Me: An Adaptive Avatar for Mixed Reality Remote Collaboration. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI '18). ACM, New York, NY, USA, Paper 46, 13 pages. DOI: https://doi.org/10.1145/3173574.3173620
Mikko Kytö, Barrett Ens, Thammathip Piumsomboon, Gun A. Lee, and Mark Billinghurst. 2018. Pinpointing: Precise Head- and Eye-Based Target Selection for Augmented Reality. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI '18). ACM, New York, NY, USA, Paper 81, 14 pages. DOI: https://doi.org/10.1145/3173574.3173655
Thammathip Piumsomboon, Gun A. Lee, and Mark Billinghurst. 2018. Snow Dome: A Multi-Scale Interaction in Mixed Reality Remote Collaboration. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems (CHI EA '18). ACM, New York, NY, USA, Paper D115, 4 pages. DOI: https://doi.org/10.1145/3170427.3186495
Alaeddin Nassani, Huidong Bai, Gun Lee, Mark Billinghurst, Tobias Langlotz, and Robert W. Lindeman. 2018. Filtering Shared Social Data in AR. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems (CHI EA '18). ACM, New York, NY, USA, Paper LBW100, 6 pages. DOI: https://doi.org/10.1145/3170427.3188609
Kim, S., Billinghurst, M., & Lee, G. (2018). The Effect of Collaboration Styles and View Independence on Video-Mediated Remote Collaboration. Computer Supported Cooperative Work (CSCW), 1-39.
Gun Lee, Omprakash Rudhru, Hye Sun Park, Ho Won Kim, and Mark Billinghurst. User Interface Agents for Guiding Interaction with Augmented Virtual Mirrors. In Proceedings of ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 109-116. http://dx.doi.org/10.2312/egve.20171347
Gun Lee, Seungwon Kim, Youngho Lee, Arindam Dey, Thammathip Piumsomboon, Mitchell Norman and Mark Billinghurst. 2017. Improving Collaboration in Augmented Video Conference using Mutually Shared Gaze. In Proceedings of ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, pp. 197-204. http://dx.doi.org/10.2312/egve.20171359
Thammathip Piumsomboon, Gun Lee, Robert W. Lindeman and Mark Billinghurst. 2017. Exploring Natural Eye-Gaze-Based Interaction for Immersive Virtual Reality. In 2017 IEEE Symposium on 3D User Interfaces (3DUI), pp. 36-39. https://doi.org/10.1109/3DUI.2017.7893315
Kunal Gupta, Gun A. Lee and Mark Billinghurst. 2016. Do You See What I See? The Effect of Gaze Tracking on Task Space Remote Collaboration. IEEE Transactions on Visualization and Computer Graphics Vol.22, No.11, pp.2413-2422. https://doi.org/10.1109/TVCG.2016.2593778
Theophilus Teo, Gun A. Lee, Mark Billinghurst, and Matt Adcock. 2018. Hand gestures and visual annotation in live 360 panorama-based mixed reality remote collaboration. In Proceedings of the 30th Australian Conference on Computer-Human Interaction (OzCHI '18). ACM, New York, NY, USA, 406-410. DOI: https://doi.org/10.1145/3292147.3292200
Piumsomboon, T., Dey, A., Ens, B., Lee, G., & Billinghurst, M. (2019). The effects of sharing awareness cues in collaborative mixed reality. Front. Rob, 6(5).
Ens, B., Lanir, J., Tang, A., Bateman, S., Lee, G., Piumsomboon, T., & Billinghurst, M. (2019). Revisiting collaboration through mixed reality: The evolution of groupware. International Journal of Human-Computer Studies.
Piumsomboon, T., Lee, G. A., Irlitti, A., Ens, B., Thomas, B. H., & Billinghurst, M. (2019, April). On the Shoulder of the Giant: A Multi-Scale Mixed Reality Collaboration with 360 Video Sharing and Tangible Interaction. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (p. 228). ACM.
Kim, S., Lee, G., Huang, W., Kim, H., Woo, W., & Billinghurst, M. (2019, April). Evaluating the Combination of Visual Communication Cues for HMD-based Mixed Reality Remote Collaboration. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (p. 173). ACM.
Teo, T., Lawrence, L., Lee, G. A., Billinghurst, M., & Adcock, M. (2019, April). Mixed Reality Remote Collaboration Combining 360 Video and 3D Reconstruction. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (p. 201). ACM.
Kim, S., Billinghurst, M., Lee, G., Norman, M., Huang, W., & He, J. (2019, July). Sharing Emotion by Displaying a Partner Near the Gaze Point in a Telepresence System. In 2019 23rd International Conference in Information Visualization–Part II (pp. 86-91). IEEE.
Teo, T., Lee, G. A., Billinghurst, M., & Adcock, M. (2019, March). Supporting Visual Annotation Cues in a Live 360 Panorama-based Mixed Reality Remote Collaboration. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 1187-1188). IEEE.
Barde, A., Lindeman, R. W., Lee, G., & Billinghurst, M. (2019, August). Binaural Spatialization over a Bone Conduction Headset: The Perception of Elevation. In Audio Engineering Society Conference: 2019 AES INTERNATIONAL CONFERENCE ON HEADPHONE TECHNOLOGY. Audio Engineering Society.
Piumsomboon, T., Lee, G. A., Ens, B., Thomas, B. H., & Billinghurst, M. (2018). Superman vs giant: a study on spatial perception for a multi-scale mixed reality flying telepresence interface. IEEE transactions on visualization and computer graphics, 24(11), 2974-2982.
Hart, J. D., Piumsomboon, T., Lawrence, L., Lee, G. A., Smith, R. T., & Billinghurst, M. (2018, October). Emotion Sharing and Augmentation in Cooperative Virtual Reality Games. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 453-460). ACM.
Kim, S., Billinghurst, M., Lee, C., & Lee, G. (2018). Using Freeze Frame and Visual Notifications in an Annotation Drawing Interface for Remote Collaboration. KSII Transactions on Internet & Information Systems, 12(12).
This paper describes two user studies in remote collaboration between two users with a video conferencing system where a remote user can draw annotations on the live video of the local user’s workspace. In these two studies, the local user had the control of the view when sharing the first-person view, but our interfaces provided instant control of the shared view to the remote users. The first study investigates methods for assisting drawing annotations. The auto-freeze method, a novel solution for drawing annotations, is compared to a prior solution (manual freeze method) and a baseline (non-freeze) condition. Results show that both local and remote users preferred the auto-freeze method, which is easy to use and allows users to quickly draw annotations. The manual-freeze method supported precise drawing, but was less preferred because of the need for manual input. The second study explores visual notification for better local user awareness. We propose two designs: the red-box and both-freeze notifications, and compare these to the baseline, no notification condition. Users preferred the less obtrusive red-box notification that improved awareness of when annotations were made by remote users, and had a significantly lower level of interruption compared to the both-freeze condition.
Hart, J. D., Piumsomboon, T., Lee, G., & Billinghurst, M. (2018, October). Sharing and Augmenting Emotion in Collaborative Mixed Reality. In 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (pp. 212-213). IEEE.
Nassani, A., Bai, H., Lee, G., Langlotz, T., Billinghurst, M., & Lindeman, R. W. (2018, October). Filtering 3D Shared Surrounding Environments by Social Proximity in AR. In 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (pp. 123-124). IEEE.
Altimira, D., Clarke, J., Lee, G., Billinghurst, M., & Bartneck, C. (2017). Enhancing player engagement through game balancing in digitally augmented physical games. International Journal of Human-Computer Studies, 103, 35-47.
Lee, Y., Shin, C., Plopski, A., Itoh, Y., Piumsomboon, T., Dey, A., ... & Billinghurst, M. (2017, June). Estimating Gaze Depth Using Multi-Layer Perceptron. In 2017 International Symposium on Ubiquitous Virtual Reality (ISUVR) (pp. 26-29). IEEE.
Piumsomboon, T., Lee, Y., Lee, G. A., Dey, A., & Billinghurst, M. (2017, June). Empathic mixed reality: Sharing what you feel and interacting with what you see. In 2017 International Symposium on Ubiquitous Virtual Reality (ISUVR) (pp. 38-41). IEEE.
Nassani, A., Lee, G., Billinghurst, M., Langlotz, T., Hoermann, S., & Lindeman, R. W. (2017, October). [POSTER] The Social AR Continuum: Concept and User Study. In 2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) (pp. 7-8). IEEE.
Lee, G., Kim, S., Lee, Y., Dey, A., Piumsomboon, T., Norman, M., & Billinghurst, M. (2017, October). Mutually Shared Gaze in Augmented Video Conference. In Adjunct Proceedings of the 2017 IEEE International Symposium on Mixed and Augmented Reality, ISMAR-Adjunct 2017 (pp. 79-80). Institute of Electrical and Electronics Engineers Inc..
Chen, J., Lee, G., Billinghurst, M., Lindeman, R. W., & Bartneck, C. (2017). The effect of user embodiment in AV cinematic experience.
Lee, Y., Piumsomboon, T., Ens, B., Lee, G., Dey, A., & Billinghurst, M. (2017, November). A gaze-depth estimation technique with an implicit and continuous data acquisition for OST-HMDs. In Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments: Posters and Demos (pp. 1-2). Eurographics Association.
The rapid developement of machine learning algorithms can be leveraged for potential software solutions in many domains including techniques for depth estimation of human eye gaze. In this paper, we propose an implicit and continuous data acquisition method for 3D gaze depth estimation for an optical see-Through head mounted display (OST-HMD) equipped with an eye tracker. Our method constantly monitoring and generating user gaze data for training our machine learning algorithm. The gaze data acquired through the eye-tracker include the inter-pupillary distance (IPD) and the gaze distance to the real andvirtual target for each eye.
Kim, H., Kim, Y., Lee, G., Billinghurst, M., & Bartneck, C. (2017, November). Collaborative view configurations for multi-user interaction with a wall-size display. In Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments (pp. 189-196). Eurographics Association.
Piumsomboon, T., Day, A., Ens, B., Lee, Y., Lee, G., & Billinghurst, M. (2017, November). Exploring enhancements for remote mixed reality collaboration. In SIGGRAPH Asia 2017 Mobile Graphics & Interactive Applications (p. 16). ACM.
Nassani, A., Lee, G., Billinghurst, M., Langlotz, T., & Lindeman, R. W. (2017, November). AR social continuum: representing social contacts. In SIGGRAPH Asia 2017 Mobile Graphics & Interactive Applications (p. 6). ACM.
Kim, H., Lee, G., & Billinghurst, M. (2015, March). Adaptive Interpupillary Distance Adjustment for Stereoscopic 3D Visualization. In Proceedings of the 14th Annual ACM SIGCHI_NZ conference on Computer-Human Interaction (p. 2). ACM.
Lee, G. A., Wong, J., Park, H. S., Choi, J. S., Park, C. J., & Billinghurst, M. (2015, April). User defined gestures for augmented virtual mirrors: a guessability study. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (pp. 959-964). ACM.
Kim, S., Lee, G. A., Ha, S., Sakata, N., & Billinghurst, M. (2015, April). Automatically freezing live video for annotation during remote collaboration. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1669-1674). ACM.
Jose, R., Lee, G. A., & Billinghurst, M. (2016, November). A comparative study of simulated augmented reality displays for vehicle navigation. In Proceedings of the 28th Australian conference on computer-human interaction (pp. 40-48). ACM.
Nassani, A., Kim, H., Lee, G., Billinghurst, M., Langlotz, T., & Lindeman, R. W. (2016, November). Augmented reality annotation for social video sharing. In SIGGRAPH ASIA 2016 Mobile Graphics and Interactive Applications (p. 9). ACM.
Gao, L., Bai, H., Lee, G., & Billinghurst, M. (2016, November). An oriented point-cloud view for MR remote collaboration. In SIGGRAPH ASIA 2016 Mobile Graphics and Interactive Applications (p. 8). ACM.
Gumilar, I., Sareen, E., Bell, R., Stone, A., Hayati, A., Mao, J., ... & Billinghurst, M. (2021). A comparative study on inter-brain synchrony in real and virtual environments using hyperscanning. Computers & Graphics, 94, 62-75.
Jing, A., May, K., Lee, G., & Billinghurst, M. (2021). Eye See What You See: Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration. Frontiers in Virtual Reality, 2, 79.
Hart, J. D., Piumsomboon, T., Lee, G. A., Smith, R. T., & Billinghurst, M. (2021, May). Manipulating Avatars for Enhanced Communication in Extended Reality. In 2021 IEEE International Conference on Intelligent Reality (ICIR) (pp. 9-16). IEEE.
Gumilar, I., Barde, A., Hayati, A. F., Billinghurst, M., Lee, G., Momin, A., ... & Dey, A. (2021, May). Connecting the Brains via Virtual Eyes: Eye-Gaze Directions and Inter-brain Synchrony in VR. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-7).
Barde, A., Gumilar, I., Hayati, A. F., Dey, A., Lee, G., & Billinghurst, M. (2020, December). A Review of Hyperscanning and Its Use in Virtual Environments. In Informatics (Vol. 7, No. 4, p. 55). Multidisciplinary Digital Publishing Institute.
Gumilar, I., Barde, A., Sasikumar, P., Billinghurst, M., Hayati, A. F., Lee, G., ... & Momin, A. (2022, April). Inter-brain Synchrony and Eye Gaze Direction During Collaboration in VR. In CHI Conference on Human Factors in Computing Systems Extended Abstracts (pp. 1-7).
Jing, A., Lee, G., & Billinghurst, M. (2022, March). Using Speech to Visualise Shared Gaze Cues in MR Remote Collaboration. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 250-259). IEEE.
Zou, Q., Bai, H., Zhang, Y., Lee, G., Allan, F., & Mark, B. (2021). Tool-based asymmetric interaction for selection in vr. In SIGGRAPH Asia 2021 Technical Communications (pp. 1-4).
Allison Jing, Kieran May, Brandon Matthews, Gun Lee, and Mark Billinghurst. 2022. The Impact of Sharing Gaze Behaviours in Collaborative Mixed Reality. Proc. ACM Hum.-Comput. Interact. 6, CSCW2, Article 463 (November 2022), 27 pages. https://doi.org/10.1145/3555564
A. Jing, K. Gupta, J. McDade, G. A. Lee and M. Billinghurst, "Comparing Gaze-Supported Modalities with Empathic Mixed Reality Interfaces in Remote Collaboration," 2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Singapore, Singapore, 2022, pp. 837-846, doi: 10.1109/ISMAR55827.2022.00102.
Allison Jing, Kunal Gupta, Jeremy McDade, Gun Lee, and Mark Billinghurst. 2022. Near-Gaze Visualisations of Empathic Communication Cues in Mixed Reality Collaboration. In ACM SIGGRAPH 2022 Posters (SIGGRAPH '22). Association for Computing Machinery, New York, NY, USA, Article 29, 1–2. https://doi.org/10.1145/3532719.3543213
Allison Jing, Brandon Matthews, Kieran May, Thomas Clarke, Gun Lee, and Mark Billinghurst. 2021. EyemR-Talk: Using Speech to Visualise Shared MR Gaze Cues. In SIGGRAPH Asia 2021 Posters (SA '21 Posters). Association for Computing Machinery, New York, NY, USA, Article 16, 1–2. https://doi.org/10.1145/3476124.3488618
Allison Jing, Kieran William May, Mahnoor Naeem, Gun Lee, and Mark Billinghurst. 2021. EyemR-Vis: Using Bi-Directional Gaze Behavioural Cues to Improve Mixed Reality Remote Collaboration. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (CHI EA '21). Association for Computing Machinery, New York, NY, USA, Article 283, 1–7. https://doi.org/10.1145/3411763.3451844
Allison Jing, Kieran William May, Mahnoor Naeem, Gun Lee, and Mark Billinghurst. 2021. EyemR-Vis: A Mixed Reality System to Visualise Bi-Directional Gaze Behavioural Cues Between Remote Collaborators. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (CHI EA '21). Association for Computing Machinery, New York, NY, USA, Article 188, 1–4. https://doi.org/10.1145/3411763.3451545
T. Teo, M. Norman, G. A. Lee, M. Billinghurst and M. Adcock. “Exploring interaction techniques for 360 panoramas inside a 3D reconstructed scene for mixed reality remote collaboration.” In: J Multimodal User Interfaces. (JMUI), 2020.
Z. Li, T. Teo, G. Lee, M. Adcock, M. Billinghurst, H. Koike. “A collaborative 360-degree communication system for VR”. In Proceedings of the 2020 Designing Interactive Systems Conference (DIS2020). ACM, 2020.
T. Teo, G. A. Lee, M. Billinghurst and M. Adcock. “360Drops: Mixed Reality Remove Collaboration using 360° Panoramas within the 3D Scene.” In: ACM SIGGRAPH Conference and Exhibition on Computer Graphics & Interactive Technologies in Asia. (SA 2019), Brisbane, Australia, 2019.
T. Teo, A. F. Hayati, G. A. Lee, M. Billinghurst and M. Adcock. “A Technique for Mixed Reality Remote Collaboration using 360° Panoramas in 3D Reconstructed Scenes.” In: ACM Symposium on Virtual Reality Software and Technology. (VRST), Sydney, Australia, 2019.
T. Teo, L. Lawrence, G. A. Lee, M. Billinghurst, and M. Adcock. (2019). “Mixed Reality Remote Collaboration Combining 360 Video and 3D Reconstruction”. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI '19). ACM, New York, NY, USA, Paper 201, 14 pages.
G. A. Lee, T. Teo, S. Kim, and M. Billinghurst. (2017). “Mixed reality collaboration through sharing a live panorama”. In SIGGRAPH Asia 2017 Mobile Graphics & Interactive Applications (SA 2017). ACM, New York, NY, USA, Article 14, 4 pages.
M. Norman, G. Lee, R. T. Smith and M. Billinqhurst, "A Mixed Presence Collaborative Mixed Reality System," 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Osaka, Japan, 2019, pp. 1106-1107, doi: 10.1109/VR.2019.8797966.
Norman, M., Lee, G., Smith, R. T., & Billinqhurst, M. (2019, March). A mixed presence collaborative mixed reality system. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 1106-1107). IEEE.
Zou, Q., Bai, H., Gao, L., Lee, G. A., Fowler, A., & Billinghurst, M. (2024). Stylus and Gesture Asymmetric Interaction for Fast and Precise Sketching in Virtual Reality. International Journal of Human–Computer Interaction, 1-18.
Cho, H., Yuan, B., Hart, J. D., Chang, E., Chang, Z., Cao, J., ... & Billinghurst, M. (2023, October). An asynchronous hybrid cross reality collaborative system. In 2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (pp. 70-73). IEEE.
Oppert, M. L., Ngo, M., Lee, G. A., Billinghurst, M., Banks, S., & Tolson, L. (2023). Older adults’ experiences of social isolation and loneliness: Can virtual touring increase social connectedness? A pilot study. Geriatric Nursing, 53, 270-279.
Tian, H., Lee, G. A., Bai, H., & Billinghurst, M. (2023). Using virtual replicas to improve mixed reality remote collaboration. IEEE Transactions on Visualization and Computer Graphics, 29(5), 2785-2795.
Michalski, S. C., Gallomarino, N. C., Szpak, A., May, K. W., Lee, G., Ellison, C., & Loetscher, T. (2023). Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention. Virtual Reality, 27(4), 3521-3532.
Jeong, J., Kim, S. H., Yang, H. J., Lee, G. A., & Kim, S. (2023). GazeHand: A Gaze-Driven Virtual Hand Interface. IEEE Access, 11, 133703-133716.
Ablett, D., Cunningham, A., Lee, G. A., & Thomas, B. H. (2023, October). Point & Portal: A New Action at a Distance Technique For Virtual Reality. In 2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) (pp. 119-128). IEEE.