Rudolph Darken - Academia.edu (original) (raw)
Papers by Rudolph Darken
This thesis done in cooperation with the MOVES Institute Approved for public release; distributio... more This thesis done in cooperation with the MOVES Institute Approved for public release; distribution is unlimited A HYPERMEDIA REPRESENTATION OF A TAXONOMY
* For example, a virtual environment that could be used to train a person to effectively navigate... more * For example, a virtual environment that could be used to train a person to effectively navigate in a generic city would probably have little impact on that person's ability to navigate in a generic forest.
The Journal of Defense Modeling and Simulation: Applications, Methodology, Technology, 2006
Delta3D, the open source game and simulation engine built for military training, is continuing to... more Delta3D, the open source game and simulation engine built for military training, is continuing to be improved to meet the requirements of the military users. The most recent upgrades, available in versions 1.4 and later, include adding capability for After Action Review, integration with SCORM-compliant learning management systems (LMS's), and distributed interactive simulation (DIS) networking. Additionally, more applications, created by both government users and civilian companies, continue to be built using Delta3D and its expanding capabilities With these added features, Delta3D has become the engine of choice for several military simulations, including programs of record. The developers and program managers of these programs were attracted by its advanced technical features, its lack of proprietary vendor lock-in and licensing fees, and the ability to quickly produce sophisticated applications using Delta3D. This paper discusses the current state of Delta3D version 1.4 and ...
Presence: Teleoperators and Virtual Environments, 1993
Virtual environment research involves a number of related problems from a variety of domains. A j... more Virtual environment research involves a number of related problems from a variety of domains. A joint research at the George Washington University and the Naval Research Laboratory is bringing together issues from these domains to study the factors that contribute to an integrated virtual environment. The research can be divided into three general categories: human factors, motion control, and sound synchronization. Human factors issues involve the development of new paradigms for movement and navigation, essential for performance of general tasks in virtual spaces. Novel approaches to motion control are being explored to help users of virtual environments interact and control virtual objects. This involves both interactive control as well as automation through evolutionary approaches. The sounds being generated as a result of these motions are modeled with compositional techniques to parameterize and synchronize them to the events in the environment. The research is being approache...
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The Department of Defense (DoD) relies heavily on mathematical models and computer simulations to... more The Department of Defense (DoD) relies heavily on mathematical models and computer simulations to analyze and acquire new weapon systems. Models and simulations help decision makers understand the differences between systems and provide insights into the implications of weapon system tradeoffs. Given this key role, the credibility of simulations is paramount. For combat models, this is gained through the verification, validation, and accreditation process required of DoD analytical models prior to their use in weapon systems acquisition and other studies. The nature of nondeterministic human behavior makes validation of models of human behavior representation contingent on the judgments of subject matter experts that are routinely acquired using a face validation methodology. In an attempt to better understand the strengths and weaknesses of assessing human behavior representation using experts and the face validation methodology, the authors conducted experiments to identify issues critical to utilizing human experts for the purpose of ascertaining ways to enrich the validation process for models relying on human behavior representation. The research was limited to the behaviors of individuals engaged in close combat in an urban environment. This paper presents the study methodology, data analysis, and recommendations for mitigating attendant problems with validation of human behavior representation models.
Proceedings of the 10th annual ACM symposium on User interface software and technology - UIST '97, 1997
involves fine movements over short distances such as sidestepping or turning in place. *. as oppo... more involves fine movements over short distances such as sidestepping or turning in place. *. as opposed to navigation which implies not only the motor elements associated with movement but also the cognitive elements of wayfinding.
Researchers at the Naval Air Warfare Center Training Systems Divisions (NAWCTSD) in Orlando, FL h... more Researchers at the Naval Air Warfare Center Training Systems Divisions (NAWCTSD) in Orlando, FL have developed a testbed for the Conning Officer Virtual Environment (COVE) Ship-handling simulator. The purpose of this task analysis was to provide a workable document that they could use in the development of pier side ship-handling scenarios for their simulator. The task analysis not only identified the general procedures and methodologies used by a conning officer during pier side ship-handling evolutions but also provided inventories of the perceptual cues that were used specifically for these evolutions. The approach taken was to use a Goals, Operators, Methods, Selection Rules (GOMS)-like model to represent the logical sequence of methods used by the conning officer. Critical Cue Inventories (CCI) were then developed to supplement the GOMS model by providing a list of the cues used along with detailed descriptions of why the cue was used and how it was visually or audibly identifi...
Proceedings of the SIGCHI conference on Human factors in computing systems common ground - CHI '96, 1996
People have severe problems wayfinding in large virtual worlds. However, current implementations ... more People have severe problems wayfinding in large virtual worlds. However, current implementations of virtual worlds provide little support for effective wayfinding. We assert that knowledge about human wayfinding in the physical world can be applied to construct aids for wayfinding in virtual worlds. An experiment was conducted to determine whether people use physical world wayfinding strategies in large virtual worlds. The study measures subject performance on a complex searching task in a number of virtual worlds with differing environmental cues. The results show that subjects in the treatment without any additional cues were often disoriented and had extreme difficulty completing the task. In general, subjects' wayfinding strategies and behaviors were strongly influenced by the environmental cues in ways suggested by the underlying design principles.
In our attempts to construct virtual environments that simulate certain aspects of the real world... more In our attempts to construct virtual environments that simulate certain aspects of the real world, several significant technical shortfalls have limited our ability to elicit human behavior in the VE that approximates human behavior in the real world. Among these shortfalls are display issues and the insertion of the trainee in the training environment. Observable differences between the training environment and the real environment can severely limit the ability to induce stress and consequently to train complex tasks. These issues are exacerbated in a deployed setting where footprint matters most. Our training problem involves skilled helicopter pilots and the ability to train at sea. The objective is to construct a training system suitable for deployed use that is low cost, small footprint, and that can be shown to have quantitative value as a training device. This paper will describe a mixed reality appended trainer solution that uses a Chromakey technique to mix the real enviro...
It is clear that the way the military prepares for combat is rapidly changing. Doctrine and missi... more It is clear that the way the military prepares for combat is rapidly changing. Doctrine and mission objectives are changing at a faster rate than ever before. The operational tempo is faster than it has been in the past. Yet leadership demands a prepared military force no performance drop-off is acceptable. In fact, we will need to discover how to train in novel ways, in novel places, on novel tasks, to meet the requirements. While technology is not the whole answer to the puzzle, it must play a part. Determining how simulation and gaming technologies can be brought to bear on readiness will be key. Measures of effectiveness that equate to readiness are also needed. Much of what is done today is subjective in nature. There needs to be an improved mix of subjective and objective measures that can be used to roll up readiness from the individual on up to an entire force. Identifying opportunities for simulation and gaming that really improve individual and team performance and that ar...
PsycEXTRA Dataset
The Department of Defense (DoD) relies heavily on mathematical models and computer simulations to... more The Department of Defense (DoD) relies heavily on mathematical models and computer simulations to analyze and acquire new weapon systems. Models and simulations help decision makers understand the differences between systems and provide insights into the implications of weapon system tradeoffs. Given this key role, the credibility of simulations is paramount. For combat models, this is gained through the verification, validation, and accreditation process required of DoD analytical models prior to their use in weapon systems acquisition and other studies. The nature of nondeterministic human behavior makes validation of models of human behavior representation contingent on the judgments of subject matter experts that are routinely acquired using a face validation methodology. In an attempt to better understand the strengths and weaknesses of assessing human behavior representation using experts and the face validation methodology, the authors conducted experiments to identify issues critical to utilizing human experts for the purpose of ascertaining ways to enrich the validation process for models relying on human behavior representation. The research was limited to the behaviors of individuals engaged in close combat in an urban environment. This paper presents the study methodology, data analysis, and recommendations for mitigating attendant problems with validation of human behavior representation models.
Proceedings of the fifth ACM international conference on Multimedia - MULTIMEDIA '97, 1997
This paper presents contrasting metaphors and paradigms for designing interactive media interface... more This paper presents contrasting metaphors and paradigms for designing interactive media interfaces. Multimedia interface designers and researchers with diverse backgrounds discuss their own design approaches and important design 'issues. Discussion of these issues is continued beyond this paper through a web site:
IEEE Proceedings. VR 2005. Virtual Reality, 2005.
VR technology provides unique assets for assessing, training and rehabilitating spatial abilities... more VR technology provides unique assets for assessing, training and rehabilitating spatial abilities. Its capacity for creating, presenting, and manipulating dynamic three-dimensional (3D) objects and environments in a consistent manner enables the precise measurement of human interactive performance with these stimuli. VE spatial ability testing and training systems may provide ways to target cognitive processes beyond what exists with methods relying on 2D pencil and paper representations of 3D objects (or methods using actual real objects) that are typically found with traditional tools in this area. Traditional methods are often limited by poor depth, motion, and 3D cues needed for proper stimulus delivery. In addition they have limited capacity for the precise measurement of responses. VR offers the potential to address these variables in an ecologically valid manner (functional simulations) without the loss of experimental control common with naturalistic studies in this area relying on observational methods. The following panelists will briefly describe their research in this area and will actively participate in a dialog with the audience on the status of VR relevant to user spatial ability: Hannes Kaufmann will describe his efforts in developing Construct3D, an Augmented Reality (AR) application for geometry education, as a tool for training and improving students' spatial abilities. A brief overview of the potential of Construct3D for educating spatial abilities will be given. At VR 2005 he will also report about an ongoing evaluation with 250 students where pre-/post-tests of spatial abilities will be conducted before/after six hours of geometry education with Construct3D. A hands-on report about experiences and indepth research on a series of standard spatial ability tests (MRT, MCT, DAT:SR, PSVT:R, OPT) will be given. Strategies of solving spatial tasks are also a matter of research in the ongoing project and findings will be summarized. Skip Rizzo will discuss a series of research trials using both an Immersadesk and CRT monitor 3D VR system to deliver cognitive component-based scenarios that target hands-on assessment and training of visuospatial skills including spatial rotation, depth perception, 3D field dependency, static and dynamic manual target tracking in 3D space, and visual field-specific reaction time. This research has produced results demonstrating training improvements in both young and elderly subjects. One study on training produced enhanced performance levels in females relative to males as measured on a standard paper and pencil visuospatial test of mental rotation. A PC version of these applications has now been created that can deliver such 3D stereoscopic stimuli on a standard computer CRT monitor.
Proceedings. 2003 International Conference on Cyberworlds
The MOVES Institute's mission is research, application, and education in the grand challenges of ... more The MOVES Institute's mission is research, application, and education in the grand challenges of modeling, virtual environments, and simulation. Specialties are 3D visual simulation, networked virtual environments, computergenerated autonomy, human-performance engineering, immersive technologies, defense /entertainment collaboration, and evolving operational modeling.
Conference companion on Human factors in computing systems - CHI '95, 1995
The spatial nature of large-scale virtual worlds introduces wayfinding problems which are often o... more The spatial nature of large-scale virtual worlds introduces wayfinding problems which are often overlooked in the design process. In order to design and build useful virtual worlds in which real work can take place, these issues must be addressed. The research described here is a study of human wayfinding in virtual worlds and how real world solutions can be applied to virtual world design. The objective of this work is to develop design principles which will lead to a design methodology for virtual worlds in which wayfinding problems are alleviated.
Proceedings of the ACM symposium on Virtual reality software and technology - VRST '05, 2005
In this paper, we present a study to show that matching the dimensionality of interaction techniq... more In this paper, we present a study to show that matching the dimensionality of interaction techniques with the dimensional demands of the task results in an interface that facilitates superior performance on interaction tasks without sacrificing performance on 2D tasks in favor of 3D tasks and vice versa. We describe the concept of dimensional congruence and how to identify the dimensional characteristics of a task so that appropriate interaction techniques can be applied. We constructed a prototypical application in a Virtual Environment Enclosure (VEE) using a hand-held device to show how this might be done in this type of apparatus. We then describe a study that evaluates both 2D and 3D tasks as performed using typical 2D and 3D interaction techniques. Results show that an appropriate mix of 2D and 3D interaction techniques is preferred over exclusive use of one or the other. The challenge lies not in selecting independent interaction techniques for specific tasks, but rather in constructing an overall interface that mixes 2D and 3D interactions appropriately.
FIE'99 Frontiers in Education. 29th Annual Frontiers in Education Conference. Designing the Future of Science and Engineering Education. Conference Proceedings (IEEE Cat. No.99CH37011
We present the design and implementation of two virtual worlds-a QuickTime VR model of a power pl... more We present the design and implementation of two virtual worlds-a QuickTime VR model of a power plant and a VRML model of a power grid-to be used in electric power systems courses. These educational aids provide an economical and accessible way to help students relate and differentiate the mathematical description of a device and its actual appearance. The paper also briefly describes the technologies behind these virtual worlds and their deployment via the World Wide Web.
Our study of collaborative land navigation in the real-world provides input for our design of the... more Our study of collaborative land navigation in the real-world provides input for our design of the human computer interface of a virtual learning environment. Study findings reinforce the applicability of the Recognition-Primed Decision-Making model to the land navigation domain. Also, study of the interpersonal communication between team members informs our understanding of the relationship between tutor and student. Finally, we found that knowledge elicitation based upon narrative form generates valuable descriptive knowledge quite naturally and that team members exchanged information through the storytelling medium.
Theoretical Issues in Ergonomics Science, 2009
Given a specific training problem, how much is known about choosing the best mix of technologies ... more Given a specific training problem, how much is known about choosing the best mix of technologies and methods that are both cost effective and that also meet given requirements? Beyond technical specifications of systems and components, a theoretically thorough method is still not used for identifying training requirements and how to best fit technology to meet those requirements. What is needed is a way to 'bound' training systems so that it can be clearly stated what they are and are not best used for. What are their limits? What are their strengths? The method described in this paper is based on a well-developed taxonomy of human performance. It is linked to conventional task analysis techniques to show how to identify what tasks a training system can be used for. An example is used to illustrate the method, but it has been applied to many training simulators. The process is meant to objectively link training requirements to technologies in a repeatable fashion such that training system builders, buyers and users can better understand the limits of their system.
International Journal of Human-Computer Interaction, 1996
This thesis done in cooperation with the MOVES Institute Approved for public release; distributio... more This thesis done in cooperation with the MOVES Institute Approved for public release; distribution is unlimited A HYPERMEDIA REPRESENTATION OF A TAXONOMY
* For example, a virtual environment that could be used to train a person to effectively navigate... more * For example, a virtual environment that could be used to train a person to effectively navigate in a generic city would probably have little impact on that person's ability to navigate in a generic forest.
The Journal of Defense Modeling and Simulation: Applications, Methodology, Technology, 2006
Delta3D, the open source game and simulation engine built for military training, is continuing to... more Delta3D, the open source game and simulation engine built for military training, is continuing to be improved to meet the requirements of the military users. The most recent upgrades, available in versions 1.4 and later, include adding capability for After Action Review, integration with SCORM-compliant learning management systems (LMS's), and distributed interactive simulation (DIS) networking. Additionally, more applications, created by both government users and civilian companies, continue to be built using Delta3D and its expanding capabilities With these added features, Delta3D has become the engine of choice for several military simulations, including programs of record. The developers and program managers of these programs were attracted by its advanced technical features, its lack of proprietary vendor lock-in and licensing fees, and the ability to quickly produce sophisticated applications using Delta3D. This paper discusses the current state of Delta3D version 1.4 and ...
Presence: Teleoperators and Virtual Environments, 1993
Virtual environment research involves a number of related problems from a variety of domains. A j... more Virtual environment research involves a number of related problems from a variety of domains. A joint research at the George Washington University and the Naval Research Laboratory is bringing together issues from these domains to study the factors that contribute to an integrated virtual environment. The research can be divided into three general categories: human factors, motion control, and sound synchronization. Human factors issues involve the development of new paradigms for movement and navigation, essential for performance of general tasks in virtual spaces. Novel approaches to motion control are being explored to help users of virtual environments interact and control virtual objects. This involves both interactive control as well as automation through evolutionary approaches. The sounds being generated as a result of these motions are modeled with compositional techniques to parameterize and synchronize them to the events in the environment. The research is being approache...
[
The Department of Defense (DoD) relies heavily on mathematical models and computer simulations to... more The Department of Defense (DoD) relies heavily on mathematical models and computer simulations to analyze and acquire new weapon systems. Models and simulations help decision makers understand the differences between systems and provide insights into the implications of weapon system tradeoffs. Given this key role, the credibility of simulations is paramount. For combat models, this is gained through the verification, validation, and accreditation process required of DoD analytical models prior to their use in weapon systems acquisition and other studies. The nature of nondeterministic human behavior makes validation of models of human behavior representation contingent on the judgments of subject matter experts that are routinely acquired using a face validation methodology. In an attempt to better understand the strengths and weaknesses of assessing human behavior representation using experts and the face validation methodology, the authors conducted experiments to identify issues critical to utilizing human experts for the purpose of ascertaining ways to enrich the validation process for models relying on human behavior representation. The research was limited to the behaviors of individuals engaged in close combat in an urban environment. This paper presents the study methodology, data analysis, and recommendations for mitigating attendant problems with validation of human behavior representation models.
Proceedings of the 10th annual ACM symposium on User interface software and technology - UIST '97, 1997
involves fine movements over short distances such as sidestepping or turning in place. *. as oppo... more involves fine movements over short distances such as sidestepping or turning in place. *. as opposed to navigation which implies not only the motor elements associated with movement but also the cognitive elements of wayfinding.
Researchers at the Naval Air Warfare Center Training Systems Divisions (NAWCTSD) in Orlando, FL h... more Researchers at the Naval Air Warfare Center Training Systems Divisions (NAWCTSD) in Orlando, FL have developed a testbed for the Conning Officer Virtual Environment (COVE) Ship-handling simulator. The purpose of this task analysis was to provide a workable document that they could use in the development of pier side ship-handling scenarios for their simulator. The task analysis not only identified the general procedures and methodologies used by a conning officer during pier side ship-handling evolutions but also provided inventories of the perceptual cues that were used specifically for these evolutions. The approach taken was to use a Goals, Operators, Methods, Selection Rules (GOMS)-like model to represent the logical sequence of methods used by the conning officer. Critical Cue Inventories (CCI) were then developed to supplement the GOMS model by providing a list of the cues used along with detailed descriptions of why the cue was used and how it was visually or audibly identifi...
Proceedings of the SIGCHI conference on Human factors in computing systems common ground - CHI '96, 1996
People have severe problems wayfinding in large virtual worlds. However, current implementations ... more People have severe problems wayfinding in large virtual worlds. However, current implementations of virtual worlds provide little support for effective wayfinding. We assert that knowledge about human wayfinding in the physical world can be applied to construct aids for wayfinding in virtual worlds. An experiment was conducted to determine whether people use physical world wayfinding strategies in large virtual worlds. The study measures subject performance on a complex searching task in a number of virtual worlds with differing environmental cues. The results show that subjects in the treatment without any additional cues were often disoriented and had extreme difficulty completing the task. In general, subjects' wayfinding strategies and behaviors were strongly influenced by the environmental cues in ways suggested by the underlying design principles.
In our attempts to construct virtual environments that simulate certain aspects of the real world... more In our attempts to construct virtual environments that simulate certain aspects of the real world, several significant technical shortfalls have limited our ability to elicit human behavior in the VE that approximates human behavior in the real world. Among these shortfalls are display issues and the insertion of the trainee in the training environment. Observable differences between the training environment and the real environment can severely limit the ability to induce stress and consequently to train complex tasks. These issues are exacerbated in a deployed setting where footprint matters most. Our training problem involves skilled helicopter pilots and the ability to train at sea. The objective is to construct a training system suitable for deployed use that is low cost, small footprint, and that can be shown to have quantitative value as a training device. This paper will describe a mixed reality appended trainer solution that uses a Chromakey technique to mix the real enviro...
It is clear that the way the military prepares for combat is rapidly changing. Doctrine and missi... more It is clear that the way the military prepares for combat is rapidly changing. Doctrine and mission objectives are changing at a faster rate than ever before. The operational tempo is faster than it has been in the past. Yet leadership demands a prepared military force no performance drop-off is acceptable. In fact, we will need to discover how to train in novel ways, in novel places, on novel tasks, to meet the requirements. While technology is not the whole answer to the puzzle, it must play a part. Determining how simulation and gaming technologies can be brought to bear on readiness will be key. Measures of effectiveness that equate to readiness are also needed. Much of what is done today is subjective in nature. There needs to be an improved mix of subjective and objective measures that can be used to roll up readiness from the individual on up to an entire force. Identifying opportunities for simulation and gaming that really improve individual and team performance and that ar...
PsycEXTRA Dataset
The Department of Defense (DoD) relies heavily on mathematical models and computer simulations to... more The Department of Defense (DoD) relies heavily on mathematical models and computer simulations to analyze and acquire new weapon systems. Models and simulations help decision makers understand the differences between systems and provide insights into the implications of weapon system tradeoffs. Given this key role, the credibility of simulations is paramount. For combat models, this is gained through the verification, validation, and accreditation process required of DoD analytical models prior to their use in weapon systems acquisition and other studies. The nature of nondeterministic human behavior makes validation of models of human behavior representation contingent on the judgments of subject matter experts that are routinely acquired using a face validation methodology. In an attempt to better understand the strengths and weaknesses of assessing human behavior representation using experts and the face validation methodology, the authors conducted experiments to identify issues critical to utilizing human experts for the purpose of ascertaining ways to enrich the validation process for models relying on human behavior representation. The research was limited to the behaviors of individuals engaged in close combat in an urban environment. This paper presents the study methodology, data analysis, and recommendations for mitigating attendant problems with validation of human behavior representation models.
Proceedings of the fifth ACM international conference on Multimedia - MULTIMEDIA '97, 1997
This paper presents contrasting metaphors and paradigms for designing interactive media interface... more This paper presents contrasting metaphors and paradigms for designing interactive media interfaces. Multimedia interface designers and researchers with diverse backgrounds discuss their own design approaches and important design 'issues. Discussion of these issues is continued beyond this paper through a web site:
IEEE Proceedings. VR 2005. Virtual Reality, 2005.
VR technology provides unique assets for assessing, training and rehabilitating spatial abilities... more VR technology provides unique assets for assessing, training and rehabilitating spatial abilities. Its capacity for creating, presenting, and manipulating dynamic three-dimensional (3D) objects and environments in a consistent manner enables the precise measurement of human interactive performance with these stimuli. VE spatial ability testing and training systems may provide ways to target cognitive processes beyond what exists with methods relying on 2D pencil and paper representations of 3D objects (or methods using actual real objects) that are typically found with traditional tools in this area. Traditional methods are often limited by poor depth, motion, and 3D cues needed for proper stimulus delivery. In addition they have limited capacity for the precise measurement of responses. VR offers the potential to address these variables in an ecologically valid manner (functional simulations) without the loss of experimental control common with naturalistic studies in this area relying on observational methods. The following panelists will briefly describe their research in this area and will actively participate in a dialog with the audience on the status of VR relevant to user spatial ability: Hannes Kaufmann will describe his efforts in developing Construct3D, an Augmented Reality (AR) application for geometry education, as a tool for training and improving students' spatial abilities. A brief overview of the potential of Construct3D for educating spatial abilities will be given. At VR 2005 he will also report about an ongoing evaluation with 250 students where pre-/post-tests of spatial abilities will be conducted before/after six hours of geometry education with Construct3D. A hands-on report about experiences and indepth research on a series of standard spatial ability tests (MRT, MCT, DAT:SR, PSVT:R, OPT) will be given. Strategies of solving spatial tasks are also a matter of research in the ongoing project and findings will be summarized. Skip Rizzo will discuss a series of research trials using both an Immersadesk and CRT monitor 3D VR system to deliver cognitive component-based scenarios that target hands-on assessment and training of visuospatial skills including spatial rotation, depth perception, 3D field dependency, static and dynamic manual target tracking in 3D space, and visual field-specific reaction time. This research has produced results demonstrating training improvements in both young and elderly subjects. One study on training produced enhanced performance levels in females relative to males as measured on a standard paper and pencil visuospatial test of mental rotation. A PC version of these applications has now been created that can deliver such 3D stereoscopic stimuli on a standard computer CRT monitor.
Proceedings. 2003 International Conference on Cyberworlds
The MOVES Institute's mission is research, application, and education in the grand challenges of ... more The MOVES Institute's mission is research, application, and education in the grand challenges of modeling, virtual environments, and simulation. Specialties are 3D visual simulation, networked virtual environments, computergenerated autonomy, human-performance engineering, immersive technologies, defense /entertainment collaboration, and evolving operational modeling.
Conference companion on Human factors in computing systems - CHI '95, 1995
The spatial nature of large-scale virtual worlds introduces wayfinding problems which are often o... more The spatial nature of large-scale virtual worlds introduces wayfinding problems which are often overlooked in the design process. In order to design and build useful virtual worlds in which real work can take place, these issues must be addressed. The research described here is a study of human wayfinding in virtual worlds and how real world solutions can be applied to virtual world design. The objective of this work is to develop design principles which will lead to a design methodology for virtual worlds in which wayfinding problems are alleviated.
Proceedings of the ACM symposium on Virtual reality software and technology - VRST '05, 2005
In this paper, we present a study to show that matching the dimensionality of interaction techniq... more In this paper, we present a study to show that matching the dimensionality of interaction techniques with the dimensional demands of the task results in an interface that facilitates superior performance on interaction tasks without sacrificing performance on 2D tasks in favor of 3D tasks and vice versa. We describe the concept of dimensional congruence and how to identify the dimensional characteristics of a task so that appropriate interaction techniques can be applied. We constructed a prototypical application in a Virtual Environment Enclosure (VEE) using a hand-held device to show how this might be done in this type of apparatus. We then describe a study that evaluates both 2D and 3D tasks as performed using typical 2D and 3D interaction techniques. Results show that an appropriate mix of 2D and 3D interaction techniques is preferred over exclusive use of one or the other. The challenge lies not in selecting independent interaction techniques for specific tasks, but rather in constructing an overall interface that mixes 2D and 3D interactions appropriately.
FIE'99 Frontiers in Education. 29th Annual Frontiers in Education Conference. Designing the Future of Science and Engineering Education. Conference Proceedings (IEEE Cat. No.99CH37011
We present the design and implementation of two virtual worlds-a QuickTime VR model of a power pl... more We present the design and implementation of two virtual worlds-a QuickTime VR model of a power plant and a VRML model of a power grid-to be used in electric power systems courses. These educational aids provide an economical and accessible way to help students relate and differentiate the mathematical description of a device and its actual appearance. The paper also briefly describes the technologies behind these virtual worlds and their deployment via the World Wide Web.
Our study of collaborative land navigation in the real-world provides input for our design of the... more Our study of collaborative land navigation in the real-world provides input for our design of the human computer interface of a virtual learning environment. Study findings reinforce the applicability of the Recognition-Primed Decision-Making model to the land navigation domain. Also, study of the interpersonal communication between team members informs our understanding of the relationship between tutor and student. Finally, we found that knowledge elicitation based upon narrative form generates valuable descriptive knowledge quite naturally and that team members exchanged information through the storytelling medium.
Theoretical Issues in Ergonomics Science, 2009
Given a specific training problem, how much is known about choosing the best mix of technologies ... more Given a specific training problem, how much is known about choosing the best mix of technologies and methods that are both cost effective and that also meet given requirements? Beyond technical specifications of systems and components, a theoretically thorough method is still not used for identifying training requirements and how to best fit technology to meet those requirements. What is needed is a way to 'bound' training systems so that it can be clearly stated what they are and are not best used for. What are their limits? What are their strengths? The method described in this paper is based on a well-developed taxonomy of human performance. It is linked to conventional task analysis techniques to show how to identify what tasks a training system can be used for. An example is used to illustrate the method, but it has been applied to many training simulators. The process is meant to objectively link training requirements to technologies in a repeatable fashion such that training system builders, buyers and users can better understand the limits of their system.
International Journal of Human-Computer Interaction, 1996