Publications

The experiment environment for Older Adult Physical Activity research. The virtual scenes were originally from Grand Theft Auto V (GTA 5) [and were modified for the experiment.

A: Transitions between each pair of AOIs in PE and equivalent VR. The size of each colored area denotes the proportion of gaze shift between AOIs. The bar graphs at the bottom show the percentage of fixation time on each AOI. B: Average percentage of hand preparation time. Participant took longer to prepare a throw in VR. C: Hand velocity at ball release (Cheng & Chukoskie 2023).

The experiment environment for Older Adult Physical Activity research. The virtual scenes were originally from Grand Theft Auto V (GTA 5) [and were modified for the experiment.

The Spanish learning process in the game involves interactions among game characters (NPCs) providing language learning cues, participants, and researchers offering feedback. The process follows the steps marked with numbers from one to eight (Qian et al. 2024).

The experiment environment for Older Adult Physical Activity research. The virtual scenes were originally from Grand Theft Auto V (GTA 5) [and were modified for the experiment.

Baseline-subtracted pupil diameter data triggered on different hand event types (grabbing and placing) in solo (top) and collaborative (bottom) conditions by group (Simmons et al. 2024).

The experiment environment for Older Adult Physical Activity research. The virtual scenes were originally from Grand Theft Auto V (GTA 5) [and were modified for the experiment.

Data from one non-autistic participant (of 11), showing control and condition tasks while viewing the target hand. Top graph: Synchronization of participant’s hand (blue) and virtual hand (green) with the target hand (red dashed line), with regions indicating gaze focus (target, virtual hand, elsewhere). Middle graph: Left and right pupil sizes as arousal measures. Bottom graph: DTW analysis of real hand synchronization with the target hand (Rengarajan et al. 2023).

Nasri, M., Kosa, M., Chukoskie, L., Moghaddam, M., & Harteveld, C. (2024). Exploring eye tracking to detect cognitive load in complex virtual reality training. In 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (pp. 51-54). IEEE.

Qian, Y., & Chukoskie, L. (2024). Evaluating the cognitive impact of exergames in community-dwelling older adults: A rapid review and meta-analysis. OSF.

Simmons, T., Snider, J., & Chukoskie, L. (2024). The effects of social presence on gaze, movement, arousal, and blink rate in autism: A cooperative virtual reality game-based approach. IEEE Transactions on Games.

Cheng, M., & Chukoskie, L. (2024). Goal-directed throwing and visuomotor integration in virtual reality: A comparison between autistic and non-autistic individuals. In Proceedings of the 2024 Symposium on Eye Tracking Research and Applications (pp. 1-7).

Qian, Y., Schwartz, A., Jung, A., Zhang, Y., Seitz, U., Wilds, G., Kim, M., Kramer, A. F., & Chukoskie, L. (2024). The effects of aerobic exercise and foreign language learning integration on cognitive and language outcomes in older adults. Brain Sciences, 14(6), 572. MDPI.

Qian, Y., Schwartz, A. M., Zhang, Y., Jung, A., Wilds, G., Seitz, U., Kim, M., Kramer, A. F., & Chukoskie, L. (2024). Investigating the combined effects of aerobic exercise and foreign language learning on cognitive and language outcomes in older adults. In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (pp. 1-7).

Cheng, M., & Chukoskie, L. (2023). Differences in visual-proprioceptive accuracy and visuomotor performance in immersive virtual reality and the physical world: a pilot study. In: 2023 IEEE Conference on Games; August 2023; Boston, MA.

Qian, Y., Prajapati, S., Schwartz, A., Jung, A., Seitz, U., Van Alfen, J., Lewis, L., Kim, M., Kramer, A., & Chukoskie, L. (2023). Integrated Aerobic Exercise into Adult Second Language Learning in Virtual Reality Game. In: 2023 IEEE Conference on Games; August 2023; Boston, MA.

Mohan, N., Simmons, T., Khedkar, A., Yang, D., & Chukoskie, L. (2023). Measuring gaze behavior to characterize spatial awareness skill in Rocket League. In: 2023 IEEE Conference on Games; August 2023; Boston, MA.

Rengarajan, S., Cannon, J., Baron, B., Mohan, N., & Chukoskie, L. (2023). Measuring the interaction of conflict-minimizing and goal-seeking motor imperatives in autism spectrum disorder. In C. Harteveld, S. Sutherland, G. Troiano, H. Lukosch, & S. Meijer (Eds.), Simulation and gaming for social impact. ISAGA 2022 (Lecture Notes in Computer Science, Vol. 13622). Springer, Cham.

Simmons, T., Snider, T., & Chukoskie, L. (2023). The Effects of Social Presence on Gaze, Movement, and Arousal in Autism: A Cooperative Virtual Reality Game-Based Approach. In: 2023 IEEE Conference on Games; August 2023; Boston, MA .

Artiran, S., Ravisankar, R., Luo, S., Chukoskie, L., & Cosman, P. (2022). Measuring Social Modulation of Gaze in Autism Spectrum Condition With Virtual Reality Interviews. IEEE Transactions on Neural Systems and Rehabilitation Engineering, 30, 2373-2384.

Rengarajan, S., Cannon, J., Baron, B., Mohan, N., & Chukoskie, L. (2022). Measuring the Interaction of Conflict-Minimizing and Goal-Seeking Motor Imperatives in Autism Spectrum Disorder. International Simulation and Gaming Association Conference; ISAGA 2022: Simulation and Gaming for Social Impact, 185-198.

Hollister, B., Nair, P., Hill-Lindsay, S., & Chukoskie, L. (2022). Engagement in Online Learning: Student Attitudes and Behavior During COVID-19. Frontiers in Education—Digital Learning Innovations, 7(851019), 1-16.

Takarae, Y., Zanesco, A., Keehn, B., Chukoskie, L., Müller, R-A., & Townsend, J. (2022). EEG microstates suggest atypical resting-state network activity in high-functioning children and adolescents with autism spectrum development. Developmental Science, 25(4), e13231.

Mahanama, B., Jayawardana, Y., Rengarajan, S., Jayawardana, G., & Chukoskie, L., Snider, J., & Jayarathna, S. (2022). Eye Movement and Pupil Measures: A Review. Frontiers in Computer Science – Human-Media Interaction, 3(733531), 1-22. Outstanding Article Award—2022 Computer Science Editor’s Pick.

Adamos, T., Chukoskie, L., Townsend, J., & Trauner, D. (2022). Spatial attention in children with perinatal stroke. Behavioral Brain Research, 417(24), 113614.

Wang, Y., Xiong, H., Liu, S., Jung, A., Stone, T., & Chukoskie, L. (2021). Simulation game based on an agent-based model to demonstrate the transmission of COVID-19 and effectiveness of different public health strategies. Frontiers in Computer Science – Human Media Interaction, 3(642321), 1-8.

Artiran, S., Chukoskie, L., Jung, A., Miller, I., & Cosman, P.C. (2021). HMM-based Detection of Head Nods to Evaluate Conversational Engagement from Head Motion Data. In: 29th European Signal Processing Conference (EUSIPCO 2021).

Tepencelik, O.N., Wei, W., Chukoskie, L., Cosman, P.C., & Dey, S. (2021). Head and Body Orientation Estimation with Privacy Preserving LiDAR Sensors in Surveillance Settings. In: 29th European Signal Processing Conference (EUSIPCO 2021).

Suarez, N.A., Roshdy, E., Bakke, D., Chiba, A.A., & Chukoskie, L. (2021). Hands-on Learning in a Hands-off World: Project-based learning as a method of student engagement and support during the COVID-19 crisis. In: COVID-19 and Education Book. Santa Rosa, California: Informing Science Press; 2021.

Snider, J., Spence, R., Engler, A.-M., Moran, R., Hacker, S., Chukoskie, L., Townsend, J., & Hill, L. (2021). Distraction ‘hangover’: Characterization of the delayed return to baseline driving risk after distracting behaviors. Human Factors: The Journal of the Human Factors and Ergonomics Society, 2021.

Matsuno, M., Auzene, D., & Chukoskie, L. (2020). “All bets are off”: Flexible engagement with music-listening technologies by autistic adults. Psychology of Music, 2020. DOI: 10.1177/0305735620971037.

Hill, L., Townsend, J., Snider, J., Spence, R., Engler, A.-M., Moran, R., Hacker, S., & Chukoskie, L. (2020). Distraction ‘Hangover’: Characterization of the Delayed Return to Baseline Driving Risk After Distracting Behaviors. Retrieved from https://escholarship.org/uc/item/5139392p.

Venuprasad, P., Xu, L., Huang, E., Gilman, A., Chukoskie, L., & Cosman, P. (2020). Analyzing Gaze Behavior Using Object Detection and Unsupervised Clustering. Eye Tracking Research Association Meeting, June 2020 (meeting in Stuttgart postponed to 2021).

Amit, M., Chukoskie, L., Skalsky, A., Garudadri, H., & Ng, T.-N. (2019). Flexible Pressure Sensors for Objective Assessment of Motor Disorders. Advanced Functional Materials, 2019. DOI: 10.1002/adfm.201905241.

Snider, J., & Chukoskie, L. (2019). Gaze-based video games for assessment of attention outside the lab. In: IEEE-NIH Healthcare Innovations and Point-of-Care Technologies, Bethesda, MD. November 20-21, 2019.

Venuprasad, P., Dobhal, T., Paul, A., Nguyen, T.M.N., Gilman, A., Cosman, P., & Chukoskie, L. (2019). Characterizing Joint Attention Behavior during Real World Interactions using Automated Object and Gaze Detection. Eye Tracking Research Association Meeting, June 2019, Denver. [Plenary presentation].

Simmons, T., Snider, J., Amit, M., Ng, T.-N., Townsend, J., & Chukoskie, L. (2019). An Objective System for Quantifying the Effect of Cognitive Load on Movement in Individuals with Autism Spectrum Disorder. In: IEEE Neural Engineering, March 2019. [Plenary presentation + poster].

Suarez, N.A., Samano, M., Yu, S., Snyder, S., & Chukoskie, L. (2019). Research-Practice Partnerships in STEM Informal Learning Environments. In: 21st CENTURY EDUCATION: THE LEARNER, THE ENVIRONMENT. OECD Publications; 2019.

Chukoskie, L., Westerfield, M., & Townsend, J. (2018). A Novel Approach to Training Attention and Gaze in ASD: A Feasibility and Efficacy Pilot Study. Developmental Neurobiology, 2018. doi: 10.1002/dneu.22563.

Chukoskie, L., Guo, S., Ho, E., Zheng, Y., Chen, Q., Meng, V., … & Cosman, P. (2018). Quantifying Gaze Behavior during Real World Interactions using Automated Object, Face and Fixation Detection. IEEE Transactions on Cognitive and Developmental Systems, 10(4), 1143-1152.

Guo, S., Ho, E., Zheng, Y., Chen, Q., Meng, V., Cao, J., Wu, S., Chukoskie, L., & Cosman, P. (2018). Using Face and Object Detection to Quantify Looks During Social Interactions. In: IEEE International Symposium on Biomedical Imaging, 2018.

Townsend, J., & Chukoskie, L. (2018). Autism Spectrum Disorder: A Cognitive Neuroscience Perspective. In: Handbook of Medical Neuropsychology, 2nd Edition. Carol Armstrong, Ed..

Chukoskie, L., Nguyen J., & Townsend, J. (2017). Gaze-contingent games for neurocognitive therapy: More than meets the eye? In: Communication by Gaze Interaction (COGAIN) Symposium Proceedings. Wuppertal, Germany; August 21, 2017.

Naviaux, R.K., Curtis, B., Li, K., Naviaux, J.C., Bright, A.T., Reiner, G.E., Westerfield, M., Goh S., Alaynick, W.A., Wang L., Capperelli, E.V., Adams, C., Sun, J., Jain, S., He, F., Arellano, D.A., Mash, L.E., Chukoskie, L., Lincoln, A., & Townsend, J. (2017). Low dose suramin in autism spectrum disorder: a small phase I/II, randomized clinical trial. Annals of Clinical Translational Neurology. 26;4(7):491-505.