Ivana Tosic

Ivana Tosic

Ivana Tosic is a research scientist at Google. Before that, she was a research group leader at Ricoh Innovations, Corp. (Menlo Park, California), where she led the Computational Optics Group. From 2009 to 2011, she was a postdoctoral researcher at the Redwood Center for Theoretical Neuroscience working with Prof. Bruno Olshausen. Ivana obtained her PhD degree from EPFL, Switzerland, in 2009 in computer science and communication systems. Her PhD advisor was Prof. Pascal Frossard. Before joining EPFL, she obtained her Dipl.Ing. degree from the Department of Telecommunications at the Faculty of Electronic Engineering, University of Nis, Serbia. Ivana is an Associate Editor for IEEE Transactions on Computational Imaging. She served as a Technical Committee Member for conferences including ICIP, ICASSP, EUSIPCO, etc. Her research interests include include machine learning, AR/VR, computational imaging, medical imaging, multi-view/3D image processing, binocular vision and scene understanding.
Authored Publications
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    Online-EYE: multimodal implicit eye tracking calibration for XR
    Baosheng James Hou
    Lucy Abramyan
    Prasanthi Gurumurthy
    Khushman Patel
    Haley Adams
    Andrea Colaco
    Ken Pfeuffer
    Hans Gellersen
    Karan Ahuja
    2025
    Preview abstract Unlike other inputs for VR that work out of the box, eye tracking typically requires custom calibration per user or session. We present a multimodal inputs approach for implicit calibration of eye tracker in VR, leveraging UI interaction for continuous, background calibration. Our method analyzes gaze data alongside controller interaction with UI elements, and employing ML techniques it continuously refines the calibration matrix without interrupting users from their current tasks. Potentially eliminating the need for explicit calibration. We demonstrate the accuracy and effectiveness of this implicit approach across various tasks and real time applications achieving comparable eye tracking accuracy to native, explicit calibration. View details
    Effect of latency on simulator sickness in smartphone virtual reality
    David Morris Hoffman
    Nikhil Balram
    Journal of the Society for Information Display, 27 (2021), pp. 561-572
    Preview abstract Virtual reality (VR) technologies have experienced rapid development in recent years, leading to low-cost consumer smartphone VR systems (with 3DoF tracking). One issue with the smartphone VR systems, which rely on existing generic displays, is simulator sickness, which arises due to factors that induce sensory conflicts, especially related to visual–vestibular conflict. Display update latency with respect to head position is one of the most widely implicated factors for simulator sickness. However, studies of the effects of latency on simulator sickness have given inconsistent results. Moreover, these studies were done on systems with latencies much higher than current smartphone VR systems. Therefore, it is hard to generalize those results to today's VR systems. To address this, we present in this paper a study on the effect of latency on simulator sickness for latency levels around 20 ms. We present a systematic evaluation of simulator sickness in smartphone VR, testing for a difference between conditions with latencies of 18 and 28 ms, on a task of natural game playing in smartphone VR. We noted differences between individuals in their reported simulator sickness for the two latency conditions but no sample-wide significant difference. View details