John L. Sibert

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Maintaining knowledge of current position and orientationis frequently a problem for people in virtual environments. In this paper we present a toolset of techniques based on principles of navigation derived from real world analogs, We include a discussion of human and avian navigation behaviors and show how knowledge about them were used to design our(More)
INTRODUCTION As important as navigation is to human performance in virtual worlds, support for effective navigation is often overlooked in the design process. This document reports an experiment intended to show that real-world wayfinding and environmental design principles are effective in designing virtual worlds which support skilled wayfinding behavior.(More)
This preliminary study explores the use of Heart Rate Variability (HRV) as an indicator of user state. In the study, a visual display is used to vary the levels of a complexity factor to assess the impact on user mental effort in a monitoring task Mental effort is measured both subjectively and physiologically. Two findings indicate the potential value of(More)
This paper presents empirical results to support the use of vibrotactile cues as a means of improving user performance on a spatial task. In a building-clearing exercise, directional vibrotactile cues were employed to alert subjects to areas of the building that they had not yet cleared, but were currently exposed to. Compared with performing the task(More)
This paper reports empirical results from a study into the useof 2D widgets in 3D immersive virtual environments. Severalresearchers have proposed the use of 2D interaction techniques in3D environments, however little empirical work has been done totest the usability of such approaches. We present the results oftwo experiments conducted on low-level 2D(More)
The study of human-computer interaction within immersive virtual environments requires us to balance what we have learned from the design and use of desktop interfaces with novel approaches to allow us to work effectively in three dimensions. While some researchers have called for revolutionary interfaces for these new environments, devoid of(More)
This paper presents work we have done on the design and implementation of an untethered system to deliver haptic cues for use in immersive virtual environments through a body-worn garment. Our system can control a large number of body-worn vibration units, each with individually controllable vibration intensity. Several design iterations have helped us to(More)
The George Washington User Interface Management System (GWUIMS) has been designed as a test bed for comparing user interface models, as a tool for rapidly prototyping highly interactive graphic user interfaces, and as a vehicle for investigating the applicability of knowledge-based technology to user interface design. The GWUIMS was designed and implemented(More)
Physicians are accustomed to using volumetric datasets for medical assessment, diagnosis and treatment. These modalities can be displayed with 3D computer visualizations for physicians to study the overall shape and internal anatomical structures. Gesture-based interfaces can be beneficial to interact with these kinds of visualizations in a variety of(More)