Roy A. Ruddle

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Participants learned the layout of large-scale "virtual buildings" through extended navigational experience, using "desk-top" (i.e., nonimmersive) virtual environments (VEs). Experiment 1 recreated a study performed in a real building (P. W. Thorndyke & B. Hayes-Roth, 1982). After overcoming initial disorientation, participants ultimately developed(More)
During navigation, humans combine visual information from their surroundings with body-based information from the translational and rotational components of their movement. Theories of navigation focus on the role of visual and rotational body-based information, even though experimental evidence shows they are not sufficient for complex spatial tasks. To(More)
Navigation is the most common interactive task performed in three-dimensional virtual environments (VEs), but it is also a task that users often find difficult. We investigated how body-based information about the translational and rotational components of movement helped participants to perform a navigational search task (finding targets hidden inside(More)
The following abstracts are from recent issues and the forthcoming issue of ACM's <i>Transactions of Computer Human Interaction</i> (ToCHI). They are included here to alert <i>Interactions'</i> readers to what research is being done in the field of Computer Human Interaction. The complete papers, when published, can be found in ACM's Digital Library at(More)
Participants used a helmet-mounted display (HMD) and a desk-top (monitor) display to learn the layouts of two large-scale virtual environments (VEs) through repeated, direct navigational experience. Both VEs were ‘‘virtual buildings’’ containing more than seventy rooms. Participants using the HMD navigated the buildings significantly more quickly and(More)
This study investigated the effect of body-based information (proprioception, etc.) when participants navigated large-scale virtual marketplaces that were either small (Experiment 1) or large in extent (Experiment 2). Extent refers to the size of an environment, whereas scale refers to whether people have to travel through an environment to see the detail(More)
Imagine walking around a cluttered room but then having little idea of where you have traveled. This frequently happens when people move around small virtual environments (VEs), searching for targets. In three experiments, participants searched small-scale VEs using different movement interfaces, collision response algorithms, and Želds of view.(More)
AIMS Virtual slides could replace the conventional microscope. However, it can take 60% longer to make a diagnosis with a virtual slide, due to the small display size and inadequate user interface of current systems. The aim was to create and test a virtual reality (VR) microscope using a Powerwall (a high-resolution array of 28 computer screens) for(More)
Image analysis algorithms are often highly parameterized and much human input is needed to optimize parameter settings. This incurs a time cost of up to several days. We analyze and characterize the conventional parameter optimization process for image analysis and formulate user requirements. With this as input, we propose a change in paradigm by(More)