Rudolph Darken - Academia.edu (original) (raw)

Papers by Rudolph Darken

Research paper thumbnail of Early Synthetic Prototyping

MOVES Institute Research ProjectEarly Synthetic Prototyping (ESP) is a new concept the Army is ex... more MOVES Institute Research ProjectEarly Synthetic Prototyping (ESP) is a new concept the Army is exploring that will use game environments to assess novel designs and concepts early in the acquisition cycle. ESP is a process and tools that enable Soldiers to assess emerging technologies within game scenarios to provide feedback to decision makers. Acquisition, science and technology, and industry partners will develop scenarios and models and place them on the network for Soldiers to play and assess. This allows an unbounded increase in ideas to be explored at minimal cost. The goal is to engage the whole Army in defining the future of the Army and to ensure that the Soldier remains the centerpiece of future development

Research paper thumbnail of A Hypermedia Representation of a Taxonomy of Usability Characteristics in Virtual Environments

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

Research paper thumbnail of Second Reader

Approved for public release; distribution is unlimited. REPORT DOCUMENTATION PAGE Form ApprovedOM... more Approved for public release; distribution is unlimited. REPORT DOCUMENTATION PAGE Form ApprovedOMB No. 0704-0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to

Research paper thumbnail of Approved for public release; distribution is unlimited

Public reporting burden for this collection of information is estimated to average 1 hour per res... more Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington

Research paper thumbnail of Delta3D: A Complete Open Source Game and Simulation Engine for Building Military Training Systems

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 ...

Research paper thumbnail of Remembering Nat Durlach

Presence: Teleoperators and Virtual Environments, 2016

In the early 1990s, I was a graduate student at George Washington University and working at the N... more In the early 1990s, I was a graduate student at George Washington University and working at the Naval Research Laboratory in Washington, D.C. in one of the first VE labs established there. Through a mutual colleague, I met Terry Allard, who was then a program officer with the Office of Naval Research (ONR). Terry took an interest in my dissertation research, which had to do with spatial orientation and navigation in large virtual spaces. Shortly thereafter, there was interest at ONR in creating a research program based on some of those ideas. Terry contacted me and said that he wanted to pair me up with his mentor from when he was a graduate student at MIT, and that we should get together and brainstorm what such a research program might be about. That mentor, of course, was Nat Durlach. I was a very green researcher at the time, still a year or two away from completing my doctorate. I knew of Nat’s research in spatialized audio but I had not crossed paths with him up to that point. What did I know about Nat Durlach? I found out. Reflecting back, it was one of those moments when you realize how little you really know and how small your world actually is. I contacted Nat, we talked on the phone, and he invited me to spend a couple of days at MIT with him and his team. I arrived there the morning of our first face-to-face meeting and was shown into a small conference room. In walked Nat with a pad of paper and a fistful of black pens. I should have realized that was a hint of what I was in for. After introductions and a few opening comments, we set to work. Mike Zyda often uses the term ‘‘clear thinker’’ to refer to a person who can quickly and efficiently organize vast amounts of complex information into something comprehensible. By that definition, Nat was the clearest thinker I ever met. He probed me for hours about what I knew, what I thought I knew, and what I didn’t know. We argued about what topics were foundational knowledge and which were not. We formulated theoretic approaches and associated research questions and talked about prioritization. He was deeply concerned about measurement, both developing valid measures and ensuring that they were reliable and reproducible. I was schooled on what it meant to be a scientist and on what constituted good science. Nat scribbled furiously with his black pens, drafting page after page, methodically working through the problems we identified. Everyone in the room participated. There was real energy there. We were excited about what we were doing. He had the rare ability to organize and relate many ideas simultaneously in his mind because I recall that our notes from the meeting were surprisingly structured and readable. In the end, we had crafted a document that was an important contribution to Terry’s new program. In subsequent years, Nat and I were given the opportunity to explore some of the ideas that we had proposed. A number of experiments resulted and I was able to see how he executed a study and presented the results in a way that had meaning and practical utility. He became a leader in the larger ONR-funded VETT (Virtual Environment Training Technology) program that investigated the use of VEs for training in a much wider context. In that role, he had a unique capacity to drive a discussion to a specific point, and just when you thought you had the issue resolved, he’d say something that made you realize how big the problem actually was and that you’d only been looking at one small part of it.

Research paper thumbnail of A Hybrid Virtual Environment Interface To Electronic Warfare Information

Since the end of World War II and the introduction of widespread use of radar, sonar, infrared se... more Since the end of World War II and the introduction of widespread use of radar, sonar, infrared sensors and other electronic surveillance systems, the task of information processing for military command and control operations has become excessively complex. A primary bottleneck in this scenario is in the use of traditional techniques for visualization and interaction with C3I information. This type of information gathered from the three-dimensional world is visualized on two-dimensional displays requiring conscious interpretation by the operator to reconstruct an accurate image of the physical world. We have developed an electronic warfare (EW) visualization workstation that displays EW information on a tactical 2D display concurrently with an immersive 3D display. The 3D display is intended to augment the tactical display when spatial information is paramount to performance of a task or comprehension of the current tactical situation. It is instantly available for use and can be easily removed from the operator’s immediate work area. This hybrid interface allows EW data to be viewed in its most natural form, lessening the need for excessive interpretation of complex data. This paper describes the design and implementation of the EW workstation as well as future directions for development.

Research paper thumbnail of An Open Strategy for the Acquisition of Models and Simulations

Research paper thumbnail of Spatial Orientation, Wayfinding, and Representation

Human Factors and Ergonomics, 2014

* 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.

Research paper thumbnail of The omni-directional treadmill

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.

Research paper thumbnail of A Handheld Computer as an Interaction Device to a Virtual Environment

A fundamental problem hindering the advancement of virtual world development is that of interacti... more A fundamental problem hindering the advancement of virtual world development is that of interaction techniques. There is contention between 2D and 3D techniques and uncertainty as to which is appropriate and when. We have developed a simple mechanism to address this problem whereby the user performs tasks appropriate to 2D interfaces with the 3Com PalmPilot handheld computer. The use of a wireless serial connection allows for unencumbered immersion in CAVE-like environments. Our implementation utilizes Bamboo, a dynamically extensible virtual environment toolkit, which enables our design to accommodate new user interfaces on the fly. We are in the early stages of analyzing these tasks and techniques for usability and efficiency. The paper reports techniques that we have implemented, and the specifics of using Bamboo and a PalmPilot for virtual world applications. CR Categories: H.5.2 [Information Interfaces and Presentation]: User Interfaces - GUI; I.3.7 [Computer Graphics]: Three-D...

Research paper thumbnail of Wayfinding strategies and behaviors in large virtual worlds

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.

Research paper thumbnail of Combined Arms Training: Measures and Methods for a Changing World

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...

Research paper thumbnail of A Validation Methodology for Human Behavior Representation Models

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.

Research paper thumbnail of Designing interactive multimedia (panel)

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:

Research paper thumbnail of Virtual reality and spatial ability

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.

Research paper thumbnail of This year in the MOVES institute

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.

Research paper thumbnail of Panel session

ACM SIGCSE Bulletin, 2004

Questions and answers about the great principles framework for computing and its impact on the or... more Questions and answers about the great principles framework for computing and its impact on the organization and content of curriculum, with special attention to communicating our field, teaching programming, and appealing to a diverse audience.

Research paper thumbnail of Wayfinding in large-scale virtual worlds

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.

Research paper thumbnail of <title>VR + AI = intelligent environments: a synergistic approach to engineering design support</title>

Stereoscopic Displays and Virtual Reality Systems III, 1996

Both VR and AI have the potential to be huge productivity enhancers for engineering design, and i... more Both VR and AI have the potential to be huge productivity enhancers for engineering design, and in complementary ways. VR is a visualization tool allowing users to comprehend complex spatial relationships among many variables. AI is an exploration tool capable of finding and exploiting relationships which are very difficult to visualize, but is most effective with few variables. Using engineering design as an example, we explore how VR and AI might be integrated to yield productivity gains greater than either might alone. The typical engineering design cycle for a complex system involves multiple passes through design, simulation, and analysis phases. VR is used to visualize a design simulation while AI is used to assist in the subsequent redesign. The role of the VR subsystem is twofold; it visualizes the data for analysis and problem diagnosis such that it is easily comprehended by the engineer, and it provides a mechanism by which the engineer can describe how the design is to be improved in the next iteration. The AI subsystem then acts on the redesign descriptions to suggest design modifications. These suggestions are integrated with direct modifications from the user, and the redesigned system is simulated again. The synthesis between the VR and AI subsystems results in a closed loop design system capable of effectively undertaking complex engineering design tasks.

Research paper thumbnail of Early Synthetic Prototyping

MOVES Institute Research ProjectEarly Synthetic Prototyping (ESP) is a new concept the Army is ex... more MOVES Institute Research ProjectEarly Synthetic Prototyping (ESP) is a new concept the Army is exploring that will use game environments to assess novel designs and concepts early in the acquisition cycle. ESP is a process and tools that enable Soldiers to assess emerging technologies within game scenarios to provide feedback to decision makers. Acquisition, science and technology, and industry partners will develop scenarios and models and place them on the network for Soldiers to play and assess. This allows an unbounded increase in ideas to be explored at minimal cost. The goal is to engage the whole Army in defining the future of the Army and to ensure that the Soldier remains the centerpiece of future development

Research paper thumbnail of A Hypermedia Representation of a Taxonomy of Usability Characteristics in Virtual Environments

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

Research paper thumbnail of Second Reader

Approved for public release; distribution is unlimited. REPORT DOCUMENTATION PAGE Form ApprovedOM... more Approved for public release; distribution is unlimited. REPORT DOCUMENTATION PAGE Form ApprovedOMB No. 0704-0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to

Research paper thumbnail of Approved for public release; distribution is unlimited

Public reporting burden for this collection of information is estimated to average 1 hour per res... more Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington

Research paper thumbnail of Delta3D: A Complete Open Source Game and Simulation Engine for Building Military Training Systems

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 ...

Research paper thumbnail of Remembering Nat Durlach

Presence: Teleoperators and Virtual Environments, 2016

In the early 1990s, I was a graduate student at George Washington University and working at the N... more In the early 1990s, I was a graduate student at George Washington University and working at the Naval Research Laboratory in Washington, D.C. in one of the first VE labs established there. Through a mutual colleague, I met Terry Allard, who was then a program officer with the Office of Naval Research (ONR). Terry took an interest in my dissertation research, which had to do with spatial orientation and navigation in large virtual spaces. Shortly thereafter, there was interest at ONR in creating a research program based on some of those ideas. Terry contacted me and said that he wanted to pair me up with his mentor from when he was a graduate student at MIT, and that we should get together and brainstorm what such a research program might be about. That mentor, of course, was Nat Durlach. I was a very green researcher at the time, still a year or two away from completing my doctorate. I knew of Nat’s research in spatialized audio but I had not crossed paths with him up to that point. What did I know about Nat Durlach? I found out. Reflecting back, it was one of those moments when you realize how little you really know and how small your world actually is. I contacted Nat, we talked on the phone, and he invited me to spend a couple of days at MIT with him and his team. I arrived there the morning of our first face-to-face meeting and was shown into a small conference room. In walked Nat with a pad of paper and a fistful of black pens. I should have realized that was a hint of what I was in for. After introductions and a few opening comments, we set to work. Mike Zyda often uses the term ‘‘clear thinker’’ to refer to a person who can quickly and efficiently organize vast amounts of complex information into something comprehensible. By that definition, Nat was the clearest thinker I ever met. He probed me for hours about what I knew, what I thought I knew, and what I didn’t know. We argued about what topics were foundational knowledge and which were not. We formulated theoretic approaches and associated research questions and talked about prioritization. He was deeply concerned about measurement, both developing valid measures and ensuring that they were reliable and reproducible. I was schooled on what it meant to be a scientist and on what constituted good science. Nat scribbled furiously with his black pens, drafting page after page, methodically working through the problems we identified. Everyone in the room participated. There was real energy there. We were excited about what we were doing. He had the rare ability to organize and relate many ideas simultaneously in his mind because I recall that our notes from the meeting were surprisingly structured and readable. In the end, we had crafted a document that was an important contribution to Terry’s new program. In subsequent years, Nat and I were given the opportunity to explore some of the ideas that we had proposed. A number of experiments resulted and I was able to see how he executed a study and presented the results in a way that had meaning and practical utility. He became a leader in the larger ONR-funded VETT (Virtual Environment Training Technology) program that investigated the use of VEs for training in a much wider context. In that role, he had a unique capacity to drive a discussion to a specific point, and just when you thought you had the issue resolved, he’d say something that made you realize how big the problem actually was and that you’d only been looking at one small part of it.

Research paper thumbnail of A Hybrid Virtual Environment Interface To Electronic Warfare Information

Since the end of World War II and the introduction of widespread use of radar, sonar, infrared se... more Since the end of World War II and the introduction of widespread use of radar, sonar, infrared sensors and other electronic surveillance systems, the task of information processing for military command and control operations has become excessively complex. A primary bottleneck in this scenario is in the use of traditional techniques for visualization and interaction with C3I information. This type of information gathered from the three-dimensional world is visualized on two-dimensional displays requiring conscious interpretation by the operator to reconstruct an accurate image of the physical world. We have developed an electronic warfare (EW) visualization workstation that displays EW information on a tactical 2D display concurrently with an immersive 3D display. The 3D display is intended to augment the tactical display when spatial information is paramount to performance of a task or comprehension of the current tactical situation. It is instantly available for use and can be easily removed from the operator’s immediate work area. This hybrid interface allows EW data to be viewed in its most natural form, lessening the need for excessive interpretation of complex data. This paper describes the design and implementation of the EW workstation as well as future directions for development.

Research paper thumbnail of An Open Strategy for the Acquisition of Models and Simulations

Research paper thumbnail of Spatial Orientation, Wayfinding, and Representation

Human Factors and Ergonomics, 2014

* 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.

Research paper thumbnail of The omni-directional treadmill

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.

Research paper thumbnail of A Handheld Computer as an Interaction Device to a Virtual Environment

A fundamental problem hindering the advancement of virtual world development is that of interacti... more A fundamental problem hindering the advancement of virtual world development is that of interaction techniques. There is contention between 2D and 3D techniques and uncertainty as to which is appropriate and when. We have developed a simple mechanism to address this problem whereby the user performs tasks appropriate to 2D interfaces with the 3Com PalmPilot handheld computer. The use of a wireless serial connection allows for unencumbered immersion in CAVE-like environments. Our implementation utilizes Bamboo, a dynamically extensible virtual environment toolkit, which enables our design to accommodate new user interfaces on the fly. We are in the early stages of analyzing these tasks and techniques for usability and efficiency. The paper reports techniques that we have implemented, and the specifics of using Bamboo and a PalmPilot for virtual world applications. CR Categories: H.5.2 [Information Interfaces and Presentation]: User Interfaces - GUI; I.3.7 [Computer Graphics]: Three-D...

Research paper thumbnail of Wayfinding strategies and behaviors in large virtual worlds

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.

Research paper thumbnail of Combined Arms Training: Measures and Methods for a Changing World

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...

Research paper thumbnail of A Validation Methodology for Human Behavior Representation Models

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.

Research paper thumbnail of Designing interactive multimedia (panel)

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:

Research paper thumbnail of Virtual reality and spatial ability

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.

Research paper thumbnail of This year in the MOVES institute

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.

Research paper thumbnail of Panel session

ACM SIGCSE Bulletin, 2004

Questions and answers about the great principles framework for computing and its impact on the or... more Questions and answers about the great principles framework for computing and its impact on the organization and content of curriculum, with special attention to communicating our field, teaching programming, and appealing to a diverse audience.

Research paper thumbnail of Wayfinding in large-scale virtual worlds

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.

Research paper thumbnail of <title>VR + AI = intelligent environments: a synergistic approach to engineering design support</title>

Stereoscopic Displays and Virtual Reality Systems III, 1996

Both VR and AI have the potential to be huge productivity enhancers for engineering design, and i... more Both VR and AI have the potential to be huge productivity enhancers for engineering design, and in complementary ways. VR is a visualization tool allowing users to comprehend complex spatial relationships among many variables. AI is an exploration tool capable of finding and exploiting relationships which are very difficult to visualize, but is most effective with few variables. Using engineering design as an example, we explore how VR and AI might be integrated to yield productivity gains greater than either might alone. The typical engineering design cycle for a complex system involves multiple passes through design, simulation, and analysis phases. VR is used to visualize a design simulation while AI is used to assist in the subsequent redesign. The role of the VR subsystem is twofold; it visualizes the data for analysis and problem diagnosis such that it is easily comprehended by the engineer, and it provides a mechanism by which the engineer can describe how the design is to be improved in the next iteration. The AI subsystem then acts on the redesign descriptions to suggest design modifications. These suggestions are integrated with direct modifications from the user, and the redesigned system is simulated again. The synthesis between the VR and AI subsystems results in a closed loop design system capable of effectively undertaking complex engineering design tasks.