Joshua Newn
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Joshua Newn has a total of 77 co-authors. Here are the top co-authors by number of shared publications:
Eduardo Velloso
10 shared publications- Hans Gellersen
Lancaster University, Lancaster, United Kingdom and Aarhus University, Aarhus, Denmark
9 shared publications - Eduardo Velloso
School of Computer Science, The University of Sydney, Sydney, New South Wales, Australia
8 shared publications Frank Vetere
7 shared publications- Ludwig Sidenmark
University of Toronto, Toronto, Ontario, Canada
6 shared publications - Frank Vetere
University of Melbourne, Melbourne, VIC, Australia
5 shared publications
Latest Publications
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-24
Gaze and Speech in Multimodal Human-Computer Interaction: A Scoping Review
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-24
Open AccessGaze and Speech in Multimodal Human-Computer Interaction: A Scoping Review
- Open Access
- 24 September 2024
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 8 (MHCI) , 1-33
Understanding the Impact of the Reality-Virtuality Continuum on Visual Search Using Fixation-Related Potentials and Eye Tracking Features
While Mixed Reality allows the seamless blending of digital content in users' surroundings, it is unclear if its fusion with physical information impacts users' perceptual and cognitive resources differently. While the fusion of digital and physical objects provides numerous opportunities to present additional information, it also introduces undesirable side effects, such as split attention and increased visual complexity. We conducted a visual search study in three manifestations of mixed reality (Augmented Reality, Augmented Virtuality, Virtual Reality) to understand the effects of the environment on visual search behavior. We conducted a multimodal evaluation measuring Fixation-Related Potentials (FRPs), alongside eye tracking to assess search efficiency, attention allocation, and behavioral measures. Our findings indicate distinct patterns in FRPs and eye-tracking data that reflect varying cognitive demands across environments. Specifically, AR environments were associated with increased workload, as indicated by decreased FRP - P3 amplitudes and more scattered eye movement patterns, impairing users' ability to identify target information efficiently. Participants reported AR as the most demanding and distracting environment. These insights inform design implications for MR adaptive systems, emphasizing the need for interfaces that dynamically respond to user cognitive load based on physiological inputs.
- 24 September 2024
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 8 (MHCI) , 1-33
Open AccessUnderstanding the Impact of the Reality-Virtuality Continuum on Visual Search Using Fixation-Related Potentials and Eye Tracking Features
While Mixed Reality allows the seamless blending of digital content in users' surroundings, it is unclear if its fusion with physical information impacts users' perceptual and cognitive resources differently. While the fusion of digital and physical objects provides numerous opportunities to present additional information, it also introduces undesirable side effects, such as split attention and increased visual complexity. We conducted a visual search study in three manifestations of mixed reality (Augmented Reality, Augmented Virtuality, Virtual Reality) to understand the effects of the environment on visual search behavior. We conducted a multimodal evaluation measuring Fixation-Related Potentials (FRPs), alongside eye tracking to assess search efficiency, attention allocation, and behavioral measures. Our findings indicate distinct patterns in FRPs and eye-tracking data that reflect varying cognitive demands across environments. Specifically, AR environments were associated with increased workload, as indicated by decreased FRP - P3 amplitudes and more scattered eye movement patterns, impairing users' ability to identify target information efficiently. Participants reported AR as the most demanding and distracting environment. These insights inform design implications for MR adaptive systems, emphasizing the need for interfaces that dynamically respond to user cognitive load based on physiological inputs.
- Open Access
- 27 August 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Computer-Human Interaction
HeadShift: Head Pointing with Dynamic Control-Display Gain
Head pointing is widely used for hands-free input in head-mounted displays (HMDs). The primary role of head movement in an HMD is to control the viewport based on absolute mapping of head rotation to the 3D environment. Head pointing is conventionally supported by the same 1:1 mapping of input with a cursor fixed in the centre of the view, but this requires exaggerated head movement and limits input granularity. In this work, we propose to adopt dynamic gain to improve ergonomics and precision, and introduce the HeadShift technique. The design of HeadShift is grounded in natural eye-head coordination to manage control of the viewport and the cursor at different speeds. We evaluated HeadShift in a Fitts’ Law experiment and on three different applications in VR, finding the technique to reduce error rate and effort. The findings are significant as they show that gain can be adopted effectively for head pointing while ensuring that the cursor is maintained within a comfortable eye-in-head viewing range.
- 27 August 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Computer-Human Interaction
Open AccessHeadShift: Head Pointing with Dynamic Control-Display Gain
Head pointing is widely used for hands-free input in head-mounted displays (HMDs). The primary role of head movement in an HMD is to control the viewport based on absolute mapping of head rotation to the 3D environment. Head pointing is conventionally supported by the same 1:1 mapping of input with a cursor fixed in the centre of the view, but this requires exaggerated head movement and limits input granularity. In this work, we propose to adopt dynamic gain to improve ergonomics and precision, and introduce the HeadShift technique. The design of HeadShift is grounded in natural eye-head coordination to manage control of the viewport and the cursor at different speeds. We evaluated HeadShift in a Fitts’ Law experiment and on three different applications in VR, finding the technique to reduce error rate and effort. The findings are significant as they show that gain can be adopted effectively for head pointing while ensuring that the cursor is maintained within a comfortable eye-in-head viewing range.
- Open Access
- 20 May 2024
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 8 (ETRA) , 1-20
GazeSwitch: Automatic Eye-Head Mode Switching for Optimised Hands-Free Pointing
This paper contributes GazeSwitch, an ML-based technique that optimises the real-time switching between eye and head modes for fast and precise hands-free pointing. GazeSwitch reduces false positives from natural head movements and efficiently detects head gestures for input, resulting in an effective hands-free and adaptive technique for interaction. We conducted two user studies to evaluate its performance and user experience. Comparative analyses with baseline switching techniques, Eye+Head Pinpointing (manual) and BimodalGaze (threshold-based) revealed several trade-offs. We found that GazeSwitch provides a natural and effortless experience but trades off control and stability compared to manual mode switching, and requires less head movement compared to BimodalGaze. This work demonstrates the effectiveness of machine learning approach to learn and adapt to patterns in head movement, allowing us to better leverage the synergistic relation between eye and head input modalities for interaction in mixed and extended reality.
- 20 May 2024
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 8 (ETRA) , 1-20
Open AccessGazeSwitch: Automatic Eye-Head Mode Switching for Optimised Hands-Free Pointing
This paper contributes GazeSwitch, an ML-based technique that optimises the real-time switching between eye and head modes for fast and precise hands-free pointing. GazeSwitch reduces false positives from natural head movements and efficiently detects head gestures for input, resulting in an effective hands-free and adaptive technique for interaction. We conducted two user studies to evaluate its performance and user experience. Comparative analyses with baseline switching techniques, Eye+Head Pinpointing (manual) and BimodalGaze (threshold-based) revealed several trade-offs. We found that GazeSwitch provides a natural and effortless experience but trades off control and stability compared to manual mode switching, and requires less head movement compared to BimodalGaze. This work demonstrates the effectiveness of machine learning approach to learn and adapt to patterns in head movement, allowing us to better leverage the synergistic relation between eye and head input modalities for interaction in mixed and extended reality.
- Open Access
- 6 October 2023
- Published by Association for Computing Machinery (ACM)
- p. 212-215
Biofeedback-Driven Multiplayer Games: Leveraging Social Awareness and Physiological Signals for Play
This paper proposes the formalisation of social awareness as a design dimension for multiplayer biofeedback-driven games. The CHI Play community has shown a growing interest in exploring the potential of biofeedback and physiological sensing for playful experiences and player-computer interaction. Building on existing multiplayer games that integrate biofeedback for play in the literature, we demonstrate how awareness complements existing multiplayer game design dimensions (mode, setting) and further propose research and design directions to advance this area of study.
- 6 October 2023
- Published by Association for Computing Machinery (ACM)
- p. 212-215
Open AccessBiofeedback-Driven Multiplayer Games: Leveraging Social Awareness and Physiological Signals for Play
This paper proposes the formalisation of social awareness as a design dimension for multiplayer biofeedback-driven games. The CHI Play community has shown a growing interest in exploring the potential of biofeedback and physiological sensing for playful experiences and player-computer interaction. Building on existing multiplayer games that integrate biofeedback for play in the literature, we demonstrate how awareness complements existing multiplayer game design dimensions (mode, setting) and further propose research and design directions to advance this area of study.
- 2 October 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 29 (11) , 4740-4750
Comparing Gaze, Head and Controller Selection of Dynamically Revealed Targets in Head-Mounted Displays
This paper presents a head-mounted virtual reality study that compared gaze, head, and controller pointing for selection of dynamically revealed targets. Existing studies on head-mounted 3D interaction have focused on pointing and selection tasks where all targets are visible to the user. Our study compared the effects of screen width (field of view), target amplitude and width, and prior knowledge of target location on modality performance. Results show that gaze and controller pointing are significantly faster than head pointing and that increased screen width only positively impacts performance up to a certain point. We further investigated the applicability of existing pointing models. Our analysis confirmed the suitability of previously proposed two-component models for all modalities while uncovering differences for gaze at known and unknown target positions. Our findings provide new empirical evidence for understanding input with gaze, head, and controller and are significant for applications that extend around the user.
- 2 October 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 29 (11) , 4740-4750
Comparing Gaze, Head and Controller Selection of Dynamically Revealed Targets in Head-Mounted Displays
This paper presents a head-mounted virtual reality study that compared gaze, head, and controller pointing for selection of dynamically revealed targets. Existing studies on head-mounted 3D interaction have focused on pointing and selection tasks where all targets are visible to the user. Our study compared the effects of screen width (field of view), target amplitude and width, and prior knowledge of target location on modality performance. Results show that gaze and controller pointing are significantly faster than head pointing and that increased screen width only positively impacts performance up to a certain point. We further investigated the applicability of existing pointing models. Our analysis confirmed the suitability of previously proposed two-component models for all modalities while uncovering differences for gaze at known and unknown target positions. Our findings provide new empirical evidence for understanding input with gaze, head, and controller and are significant for applications that extend around the user.
- 26 August 2023
- Published by Springer Nature
- p. 68-79
Exploring Eye Expressions for Enhancing EOG-Based Interaction
- 26 August 2023
- Published by Springer Nature
- p. 68-79
Exploring Eye Expressions for Enhancing EOG-Based Interaction
- Open Access
- 19 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-18
Speech-Augmented Cone-of-Vision for Exploratory Data Analysis
Mutual awareness of visual attention is crucial for successful collaboration. Previous research has explored various ways to represent visual attention, such as field-of-view visualizations and cursor visualizations based on eye-tracking, but these methods have limitations. Verbal communication is often utilized as a complementary strategy to overcome such disadvantages. This paper proposes a novel method that combines verbal communication with the Cone of Vision to improve gaze inference and mutual awareness in VR. We conducted a within-group study with pairs of participants who performed a collaborative analysis of data visualizations in VR. We found that our proposed method provides a better approximation of eye gaze than the approximation provided by head direction. Furthermore, we release the first collaborative head, eyes, and verbal behaviour dataset. The results of this study provide a foundation for investigating the potential of verbal communication as a tool for enhancing visual cues for joint attention.
- 19 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-18
Open AccessSpeech-Augmented Cone-of-Vision for Exploratory Data Analysis
Mutual awareness of visual attention is crucial for successful collaboration. Previous research has explored various ways to represent visual attention, such as field-of-view visualizations and cursor visualizations based on eye-tracking, but these methods have limitations. Verbal communication is often utilized as a complementary strategy to overcome such disadvantages. This paper proposes a novel method that combines verbal communication with the Cone of Vision to improve gaze inference and mutual awareness in VR. We conducted a within-group study with pairs of participants who performed a collaborative analysis of data visualizations in VR. We found that our proposed method provides a better approximation of eye gaze than the approximation provided by head direction. Furthermore, we release the first collaborative head, eyes, and verbal behaviour dataset. The results of this study provide a foundation for investigating the potential of verbal communication as a tool for enhancing visual cues for joint attention.
- Open Access
- 19 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-15
Vergence Matching: Inferring Attention to Objects in 3D Environments for Gaze-Assisted Selection
Gaze pointing is the de facto standard to infer attention and interact in 3D environments but is limited by motor and sensor limitations. To circumvent these limitations, we propose a vergence-based motion correlation method to detect visual attention toward very small targets. Smooth depth movements relative to the user are induced on 3D objects, which cause slow vergence eye movements when looked upon. Using the principle of motion correlation, the depth movements of the object and vergence eye movements are matched to determine which object the user is focussing on. In two user studies, we demonstrate how the technique can reliably infer gaze attention on very small targets, systematically explore how different stimulus motions affect attention detection, and show how the technique can be extended to multi-target selection. Finally, we provide example applications using the concept and design guidelines for small target and accuracy-independent attention detection in 3D environments.
- 19 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-15
Open AccessVergence Matching: Inferring Attention to Objects in 3D Environments for Gaze-Assisted Selection
Gaze pointing is the de facto standard to infer attention and interact in 3D environments but is limited by motor and sensor limitations. To circumvent these limitations, we propose a vergence-based motion correlation method to detect visual attention toward very small targets. Smooth depth movements relative to the user are induced on 3D objects, which cause slow vergence eye movements when looked upon. Using the principle of motion correlation, the depth movements of the object and vergence eye movements are matched to determine which object the user is focussing on. In two user studies, we demonstrate how the technique can reliably infer gaze attention on very small targets, systematically explore how different stimulus motions affect attention detection, and show how the technique can be extended to multi-target selection. Finally, we provide example applications using the concept and design guidelines for small target and accuracy-independent attention detection in 3D environments.
- Open Access
- 19 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-14
Classifying Head Movements to Separate Head-Gaze and Head Gestures as Distinct Modes of Input
Head movement is widely used as a uniform type of input for human-computer interaction. However, there are fundamental differences between head movements coupled with gaze in support of our visual system, and head movements performed as gestural expression. Both Head-Gaze and Head Gestures are of utility for interaction but differ in their affordances. To facilitate the treatment of Head-Gaze and Head Gestures as separate types of input, we developed HeadBoost as a novel classifier, achieving high accuracy in classifying gaze-driven versus gestural head movement (F1-Score: 0.89). We demonstrate the utility of the classifier with three applications: gestural input while avoiding unintentional input by Head-Gaze; target selection with Head-Gaze while avoiding Midas Touch by head gestures; and switching of cursor control between Head-Gaze for fast positioning and Head Gesture for refinement. The classification of Head-Gaze and Head Gesture allows for seamless head-based interaction while avoiding false activation.
- 19 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-14
Open AccessClassifying Head Movements to Separate Head-Gaze and Head Gestures as Distinct Modes of Input
Head movement is widely used as a uniform type of input for human-computer interaction. However, there are fundamental differences between head movements coupled with gaze in support of our visual system, and head movements performed as gestural expression. Both Head-Gaze and Head Gestures are of utility for interaction but differ in their affordances. To facilitate the treatment of Head-Gaze and Head Gestures as separate types of input, we developed HeadBoost as a novel classifier, achieving high accuracy in classifying gaze-driven versus gestural head movement (F1-Score: 0.89). We demonstrate the utility of the classifier with three applications: gestural input while avoiding unintentional input by Head-Gaze; target selection with Head-Gaze while avoiding Midas Touch by head gestures; and switching of cursor control between Head-Gaze for fast positioning and Head Gesture for refinement. The classification of Head-Gaze and Head Gesture allows for seamless head-based interaction while avoiding false activation.