Tiffany Luong 🌸
Tiffany Luong

Research Scientist

About Me

I am a Research Scientist specializing in human perception and interaction in XR. My work spans empirical user studies — using physiological sensing, motion capture, and gaze tracking to measure user experience, mental workload, and perception — as well as simulation-based research for computer vision and robotics.

I am currently a Research Scientist at Perceptual, a startup researching and building perception and physical reasoning for robotics. Previously, I was a Research Scientist at MIT in the Probabilistic Computing Lab and the Quest For Intelligence initiative. Before that, I was a Postdoctoral Researcher at ETH ZĂĽrich in the SIPLAB, directed by Christian Holz. I did my PhD on Mental Workload in VR jointly at INRIA Rennes, in Anatole LĂ©cuyer’s group, and at b-com.

You can find my CV below. Have a nice visit!

Download CV
Interests
  • Virtual Reality
  • Human Behavior
  • Cognitive Sciences
  • Affective Computing
  • Physiological Computing
  • Mixed Reality
  • Human-Computer Interaction
Education
  • PhD in Computer Science, 2021

    University of Rennes 1 (INRIA and b-com)

  • MSc in Computer Science, 2017

    Arts et Métiers ParisTech

  • Engineering Degree, 2017

    Arts et Métiers ParisTech

  • Classes PrĂ©paratoires aux Grandes Écoles in Maths, Physics, and Engineering, 2014

    Lycée Henri Poincaré, Nancy

Awards
  • 2021 Best Ph. D. Student Award from b-com
  • 2020 International Mobility Grant (3200 €) from MathSTIC (for 4 months at UCL in the Virtual Environments and Computer Graphics group; canceled due to COVID-19)
  • 2020 3DUI Contest Honorable Mention from IEEE VR, Development of a VR application on the theme “Embodiment for the Difference”
  • 2020 Nominee for the Best Ph. D. Student Award from b-com
  • 2019 3DUI Contest Tournament Winner from IEEE VR, Development of an escape room involving passive haptic feedback and “Impossible Spaces” navigation in VR
  • 2018 3DUI Contest Honorable Mention from IEEE VR, Development of 3D user interfaces for 3 given tasks (climbing, flying, tower stacking) in VR
  • 2017 Hackaton in VR First Prize from Inria Rennes, Development of VR application featuring a movie: Harry Potter and the Goblet of Fire
  • 2017 Virtual Fantasy Limited Time First Prize from Laval Virtual, Development of VR application for education: fundamental physics equation in an escape room
Publications
(2024). HistoLab VR: A User Elicitation Study Exploring the Potential of Virtual Reality Game-based Learning for Hazard Awareness. In ACM VRST.
(2024). Detecting Users' Emotional States during Passive Social Media Use. In ACM IMWUT.
(2023). Controllers or Bare Hands? A Controlled Evaluation of Input Techniques on Interaction Performance and Exertion in Virtual Reality. In IEEE Transactions on Visualization and Computer Graphics (TVCG).
(2023). ViGather: Inclusive Virtual Conferencing with a Joint Experience Across Traditional Screen Devices and Mixed Reality Headsets. In ACM Multimedia and Human-Computer Interaction (MHCI).
(2022). Characterizing Physiological Responses to Fear, Frustration, and Insight in Virtual Reality. In IEEE Transactions on Visualization and Computer Graphics (TVCG).
(2022). Demographic and Behavioral Correlates of Cybersickness: A Large Lab-in-the-Field Study of 837 Participants. In International Symposium on Mixed and Augmented Reality (ISMAR).
(2022). ComforTable User Interfaces: Surfaces Reduce Input Error, Time, and Exertion for Tabletop and Mid-air User Interfaces. In International Symposium on Mixed and Augmented Reality (ISMAR).
(2022). Experiencing Herd Immunity in Virtual Reality Increases COVID‑19 Vaccination Intention. In Computers in Human Behavior.
(2022). Virtual Reality Reduces COVID‑19 Vaccine Hesitancy in the Wild: A Randomized Trial. In Scientific Reports.
(2021). A Self-Administered Virtual Reality Intervention Increases COVID-19 Vaccination Intention. In Vaccine.
(2021). A Survey on Affective and Cognitive VR. In IEEE Transactions on Visualization and Computer Graphics (TVCG).
(2020). Towards Real-Time Recognition of Users’ Mental Workload Using Integrated Physiological Sensors Into a VR HMD. In International Symposium on Mixed and Augmented Reality (ISMAR).
(2020). 3Dexterity: Finding Your Place in a 3-Armed World. In IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR, 3DUI track), 3DUI Contest Honorable Mention.
(2020). Introducing Mental Workload Assessment for the Design of Virtual Reality Training Scenarios. In IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR).
(2019). Pyramid Escape: Design of Novel Passive Haptics Interactions for an Immersive and Modular Scenario. In IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR, 3DUI track), 3DUI Contest Award.
(2019). Studying the Mental Effort in Virtual Versus Real Environments. In IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR).
(2018). Toward Intuitive 3D User Interfaces for Climbing, Flying and Stacking. In IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR, 3DUI track), 3DUI Contest Honorable Mention.
Personal Projects