Kurtis Thorvald Danyluk

dblp:218/0377 · DBLP profile ↗
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7ranked-venue papers
5as first author
5since 2021 · last 2026
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 1 since 2021
YearPublicationVenuePosition
2026 ThreeTopo: Focused Interactive Navigation for Multi-Pitch Rock Climbing
abstract
We explore new interactions for wayfinding in complex, hazardous environments through the concrete case of multi-pitch rock climbing. Working with seven expert climbers, we derived design principles for navigation tools that support both pre-climb planning and on-the-wall decision making with limited physical and mental bandwidth. We then demonstrate these principles in practice through the creation of a mobile application that incorporates high-fidelity vertical terrain models, spatially-anchored multi-modal annotations, integrated human-scale avatars, and adaptable one-handed interactions. Based on our expert feedback and experiences developing the tool, as well as results from a 3-week public deployment and responses from 16 climbers, we highlight new opportunities for interactive tools for rock climbing as well as other hazardous, high-focus activities.
Ben Pearman, Kurtis Thorvald Danyluk, Wesley Willett
CHI2
2024 Understanding Gesture and Microgesture Inputs for Augmented Reality Maps
abstract
We explore the potential for subtle on-hand gesture and microgesture interactions for map navigation with augmented reality (AR) devices. We describe a design exercise and follow-up elicitation study in which we identified on-hand gestures for cartographic interaction primitives. Microgestures and on-hand interactions are a promising space for AR map navigation as they offers always-available, tactile, and memorable spaces for interaction. Our findings show a clear set of microgesture interaction patterns that are well suited for supporting map navigation and manipulation. In particular, we highlight how the properties of various microgestures align with particular cartographic interaction tasks. We also describe our experience creating an exploratory proof-of-concept AR map prototype which helped us identify new opportunities and practical challenges for microgesture control. Finally, we discuss how future AR map systems could benefit from on-hand and microgesture input schemes.
Kurtis Thorvald Danyluk, Simon Klüber, Aditya Shekhar Nittala, Wesley Willett
Conference on Designing Interactive Systems1
2022 One Week in the Future: Previs Design Futuring for HCI Research
abstract
We explore the use of cinematic “pre-visualization” (previs) techniques as a rapid ideation and design futuring method for human computer interaction (HCI) research. Previs approaches, which are widely used in animation and film production, use digital design tools to create medium-fidelity videos that capture richer interaction, motion, and context than sketches or static illustrations. When used as a design futuring method, previs can facilitate rapid, iterative discussions that reveal tensions, challenges, and opportunities for new research. We performed eight one-week design futuring sprints, in which individual HCI researchers collaborated with a lead designer to produce concept sketches, storyboards, and videos that examined future applications of their research. From these experiences, we identify recurring themes and challenges and present a One Week Futuring Workbook that other researchers can use to guide their own futuring sprints. We also highlight how variations of our approach could support other speculative design practices.
Alexander Ivanov 0004, Tim Au Yeung, Kathryn Blair, Kurtis Thorvald Danyluk, Georgina Freeman, Marcus Friedel, Carmen Hull, Michael Yuk-Shing Hung, Sydney Pratte, Wesley Willett
CHI4
2022 Touch and Beyond: Comparing Physical and Virtual Reality Visualizations
abstract
We compare physical and virtual reality (VR) versions of simple data visualizations and explore how the addition of virtual annotation and filtering tools affects how viewers solve basic data analysis tasks. We report on two studies, inspired by previous examinations of data physicalizations. The first study examines differences in how viewers interact with physical hand-scale, virtual hand-scale, and virtual table-scale visualizations and the impact that the different forms had on viewer's problem solving behavior. A second study examines how interactive annotation and filtering tools might support new modes of use that transcend the limitations of physical representations. Our results highlight challenges associated with virtual reality representations and hint at the potential of interactive annotation and filtering tools in VR visualizations.
Kurtis Thorvald Danyluk, Teoman Ulusoy, Wei Wei 0069, Wesley Willett
IEEE Trans. Vis. Comput. Graph.1
2021 A Design Space Exploration of Worlds in Miniature
abstract
Worlds-in-Miniature (WiMs) are interactive worlds within a world and combine the advantages of an input space, a cartographic map, and an overview+detail interface. They have been used across the extended virtuality spectrum for a variety of applications. Building on an analysis of examples of WiMs from the research literature we contribute a design space for WiMs based on seven design dimensions. Further, we expand upon existing definitions of WiMs to provide a definition that applies across the extended reality spectrum. We identify the design dimensions of size-scope-scale, abstraction, geometry, reference frame, links, multiples, and virtuality. Using our framework we describe existing Worlds-in-Miniature from the research literature and reveal unexplored research areas. Finally, we generate new examples of WiMs using our framework to fill some of these gaps. With our findings, we identify opportunities that can guide future research into WiMs.
Kurtis Thorvald Danyluk, Barrett Ens, Bernhard Jenny, Wesley Willett
CHI1
2019 Evaluating the Performance of Virtual Reality Navigation Techniques for Large Environments
abstract
We present results from two studies comparing the performance of four different navigation techniques (flight, teleportation, world-in-miniature, and 3D cone-drag) and their combinations in large virtual reality map environments. While prior work has individually examined each of these techniques in other settings, our study presents the first direct comparison between them in large open environments, as well as one of the first comparisons in the context of current-generation virtual reality hardware. Our first study compared common techniques (flight, teleportation, and world-in-miniature) for search and navigation tasks. A follow-up study compared these techniques against 3D cone drag, a direct-manipulation navigation technique used in contemporary tools like Google Earth VR. Our results show the strength of flight as a stand-alone navigation technique, but also highlight five specific ways in which viewers can combine teleportation, world-in-miniature, and 3D cone drag with flight, drawing on the relative strengths of each technique to compensate for the weaknesses of others.
Kurtis Thorvald Danyluk, Wesley Willett
CGI1
2019 Look-From Camera Control for 3D Terrain Maps
abstract
We introduce three lightweight interactive camera control techniques for 3D terrain maps on touch devices based on a look-from metaphor (Discrete Look-From-At, Continuous Look-From-Forwards, and Continuous Look-From-Towards). These techniques complement traditional touch screen pan, zoom, rotate, and pitch controls allowing viewers to quickly transition between top-down, oblique, and ground-level views. We present the results of a study in which we asked participants to perform elevation comparison and line-of-sight determination tasks using each technique. Our results highlight how look-from techniques can be integrated on top of current direct manipulation navigation approaches by combining several direct manipulation operations into a single look-from operation. Additionally, they show how look-from techniques help viewers complete a variety of common and challenging map-based tasks.
Kurtis Thorvald Danyluk, Bernhard Jenny, Wesley Willett
CHI1