Roy A. Ruddle

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36ranked-venue papers
18as first author
7since 2021 · last 2026
0000-0001-8662-8103ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 21 · 11 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 21 · 14 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2Databases, data management, data science and information retrieval · 1
YearPublicationVenuePosition
2026 Identifying OM4AnI's Effectiveness in the Context of Explainable AI
abstract
Scatterplots are widely used in Explainable Artificial Intelligence (XAI) to investigate misclassifications and patterns across instances. However, a significant limitation of scatterplots is overplotting, especially when working with large datasets. Although several quality metrics have been proposed to measure the degree of overplotting, none have been demonstrated to be effective in the context of XAI. This paper aims to evaluate the effectiveness of a quality metric, called OM4AnI, in XAI scenarios. We begin by summarizing two visual patterns—cluster-based and regression-based patterns—that support three common XAI tasks: feature importance, feature dependency, and model accuracy. We also introduce how to select the parameters of OM4AnI based on these patterns. We construct two case studies to identify the effectiveness of OM4AnI using public datasets: Census Income dataset and MNIST dataset. OM4AnI is applied to both scenarios under various visual conditions (e.g., marker size and rendering order) to assess its effectiveness. The results demonstrate that OM4AnI serves as an effective quality metric for these two common XAI scenarios, paving the way for adapting other quality metrics to be scalable within XAI contexts.
Liqun Liu 0003, Leonid V. Bogachev, Mahdi Rezaei 0001, Nishant Ravikumar, Arjun Khara, Mohsen Azarmi, Roy A. Ruddle
PacificVis7
2026 AIS yst : AI -Powered Interactive Visual System to Assist With Fidelity Assessment of Synthetic Tabular Data
abstract
ABSTRACT Evaluating synthetic data produced by generative models remains a critical challenge in sensitive domains such as healthcare and finance. Ensuring that such data is ‘faithful’ to real data is essential for downstream applications and decision‐making, including regulatory compliance. This paper introduces an AI‐powered interactive visual system—AIS yst —designed to assess the fidelity of synthetic tabular datasets. The system supports multilevel comparisons with real datasets, spanning multivariate resemblance analyses based on dimensionality reduction through suitable two‐dimensional projections, bivariate correlation and univariate similarity. AIS yst also integrates an AI assistant by leveraging state‐of‐the‐art large language models to summarize key findings and generate suggestions for improving synthetic data generation models. We validated the capabilities of AIS yst through three case studies, supported by feedback from industrial AI experts who endorsed its broader deployment.
Liqun Liu 0003, Leonid V. Bogachev, Netochukwu Onyiaji, Lukas Cironis, János Gyarmati-szabó, Roy A. Ruddle
Expert Syst. J. Knowl. Eng.6
2026 OM4AnI: A Novel Overlap Measure for Anomaly Identification in Multi-Class Scatterplots
abstract
Scatterplots are widely used across various domains to identify anomalies in datasets, particularly in multi-class settings, such as detecting misclassified or mislabeled data. However, scatterplot effectiveness often declines with large datasets due to limited display resolution. This paper introduces a novel Visual Quality Measure (VQM) - OM4AnI (Overlap Measure for Anomaly Identification) - which quantifies the degree of overlap for identifying anomalies, helping users estimate how effectively anomalies can be observed in multi-class scatterplots. OM4AnI begins by computing anomaly index based on each data point's position relative to its class cluster. The scatterplot is then discretized into a matrix representation by binning the display space into cell-level (pixel-level) grids and computing the coverage for each pixel. It takes into account the anomaly index of data points covering these pixels and visual features (marker shapes, marker sizes, and rendering orders). Building on this foundation, we sum all the coverage information in each cell (pixel) of matrix representation to obtain the final quality score with respect to anomaly identification. We conducted an evaluation to analyze the efficiency, effectiveness, sensitivity of OM4AnI in comparison with six representative baseline methods that are based on different computation granularity levels: data level, marker level, and pixel level. The results show that OM4AnI outperforms baseline methods by exhibiting more monotonic trends against the ground truth and greater sensitivity to rendering order, unlike the baseline methods. It confirms that OM4AnI can inform users about how effectively their scatterplots support anomaly identification. Overall, OM4AnI shows strong potential as an evaluation metric and for optimizing scatterplots through automatic adjustment of visual parameters.
Liqun Liu 0003, Leonid V. Bogachev, Mahdi Rezaei 0001, Nishant Ravikumar, Arjun Khara, Mohsen Azarmi, Roy A. Ruddle
IEEE Trans. Vis. Comput. Graph.7
2024 Tasks and Visualizations Used for Data Profiling: A Survey and Interview Study
abstract
The use of good-quality data to inform decision making is entirely dependent on robust processes to ensure it is fit for purpose. Such processes vary between organisations, and between those tasked with designing and following them. In this article we report on a survey of 53 data analysts from many industry sectors, 24 of whom also participated in in-depth interviews, about computational and visual methods for characterizing data and investigating data quality. The paper makes contributions in two key areas. The first is to data science fundamentals, because our lists of data profiling tasks and visualization techniques are more comprehensive than those published elsewhere. The second concerns the application question "what does good profiling look like to those who routinely perform it?", which we answer by highlighting the diversity of profiling tasks, unusual practice and exemplars of visualization, and recommendations about formalizing processes and creating rulebooks.
Roy A. Ruddle, James A. Cheshire, Sara Johansson 0001
IEEE Trans. Vis. Comput. Graph.1
2023 Using Visualization Methods for Improving Web Navigation
abstract
Using either a search engine or website navigation can pose difficulties for web users in certain situations. Therefore, creating a useful visualization of the website structure can aid web users in navigating through a website. By employing visualization techniques, the website structure can be presented as regions that provide clarity on all pages, links, and labels. To address these challenges, our goal is to identify the top three existing visualization layouts that improve website navigation. To achieve this, we aim to evaluate different types of existing visualization layouts by applying the region mechanism to visualize website structures. Initially, we designed a region mechanism that ensures scalability and ease of navigation and understanding for website structures. Subsequently, we conducted a technical evaluation to assess the performance of 12 existing visualization layouts on a website structure. During the evaluation, we generated 12 layouts for each webpage in the University of London (UoL) website. We then calculated three metrics for each layout: average aspect ratio, visualization area, and label overlapping. Finally, based on the results obtained, we identified the three most suitable visualization layouts for visualizing a website structure. These selections were made based on low aspect ratio and stability, effective control of the visualization area, and support for readability. Overall, this research focuses on improving website navigation by evaluating existing visualization layouts and selecting the most suitable ones. The chosen layouts are determined based on their ability to maintain low aspect ratio, ensure stability, control visualization area, and support readability.
Azzah Alrebdi, Vania Dimitrova, Roy A. Ruddle
IV3
2022 The Effect of Alignment on People's Ability to Judge Event Sequence Similarity
abstract
Event sequences are central to the analysis of data in domains that range from biology and health, to logfile analysis and people's everyday behavior. Many visualization tools have been created for such data, but people are error-prone when asked to judge the similarity of event sequences with basic presentation methods. This article describes an experiment that investigates whether local and global alignment techniques improve people's performance when judging sequence similarity. Participants were divided into three groups (basic versus local versus global alignment), and each participant judged the similarity of 180 sets of pseudo-randomly generated sequences. Each set comprised a target, a correct choice and a wrong choice. After training, the global alignment group was more accurate than the local alignment group (98 versus 93 percent correct), with the basic group getting 95 percent correct. Participants' response times were primarily affected by the number of event types, the similarity of sequences (measured by the Levenshtein distance) and the edit types (nine combinations of deletion, insertion and substitution). In summary, global alignment is superior and people's performance could be further improved by choosing alignment parameters that explicitly penalize sequence mismatches.
Roy A. Ruddle, Jürgen Bernard, Hendrik Lücke-Tieke, Thorsten May, Jörn Kohlhammer
IEEE Trans. Vis. Comput. Graph.1
2021 QualDash: Adaptable Generation of Visualisation Dashboards for Healthcare Quality Improvement
abstract
Adapting dashboard design to different contexts of use is an open question in visualisation research. Dashboard designers often seek to strike a balance between dashboard adaptability and ease-of-use, and in hospitals challenges arise from the vast diversity of key metrics, data models and users involved at different organizational levels. In this design study, we present QualDash, a dashboard generation engine that allows for the dynamic configuration and deployment of visualisation dashboards for healthcare quality improvement (QI). We present a rigorous task analysis based on interviews with healthcare professionals, a co-design workshop and a series of one-on-one meetings with front line analysts. From these activities we define a metric card metaphor as a unit of visual analysis in healthcare QI, using this concept as a building block for generating highly adaptable dashboards, and leading to the design of a Metric Specification Structure (MSS). Each MSS is a JSON structure which enables dashboard authors to concisely configure unit-specific variants of a metric card, while offloading common patterns that are shared across cards to be preset by the engine. We reflect on deploying and iterating the design of OualDash in cardiology wards and pediatric intensive care units of five NHS hospitals. Finally, we report evaluation results that demonstrate the adaptability, ease-of-use and usefulness of QualDash in a real-world scenario.
Mai El-Shehaly, Rebecca Randell, Matthew Brehmer, Lynn McVey, Natasha Alvarado, Chris Gale, Roy A. Ruddle
IEEE Trans. Vis. Comput. Graph.7
2019 Requirements for a quality dashboard: Lessons from National Clinical Audits
Rebecca Randell, Natasha Alvarado, Lynn McVey, Roy A. Ruddle, Chris Gale, Mamas Mamas, Dawn Dowding
AMIA4
2019 Using Dashboard Networks to Visualize Multiple Patient Histories: A Design Study on Post-Operative Prostate Cancer
abstract
In this design study, we present a visualization technique that segments patients' histories instead of treating them as raw event sequences, aggregates the segments using criteria such as the whole history or treatment combinations, and then visualizes the aggregated segments as static dashboards that are arranged in a dashboard network to show longitudinal changes. The static dashboards were developed in nine iterations, to show 15 important attributes from the patients' histories. The final design was evaluated with five non-experts, five visualization experts and four medical experts, who successfully used it to gain an overview of a 2,000 patient dataset, and to make observations about longitudinal changes and differences between two cohorts. The research represents a step-change in the detail of large-scale data that may be successfully visualized using dashboards, and provides guidance about how the approach may be generalized.
Jürgen Bernard, David Sessler, Jörn Kohlhammer, Roy A. Ruddle
IEEE Trans. Vis. Comput. Graph.4
2018 PETMiner - A Visual Analysis Tool for Petrophysical Properties of Core Sample Data
abstract
The aim of the PETMiner software is to reduce the time and monetary cost of analysing petrophysical data that is obtained from reservoir sample cores. Analysis of these data requires tacit knowledge to fill 'gaps' so that predictions can be made for incomplete data. Through discussions with 30 industry and academic specialists, we identified three analysis use cases that exemplified the limitations of current petrophysics analysis tools. We used those use cases to develop nine core requirements for PETMiner, which is innovative because of its ability to display detailed images of the samples as data points, directly plot multiple sample properties and derived measures for comparison, and substantially reduce interaction cost. An 11-month evaluation demonstrated benefits across all three use cases by allowing a consultant to: (1) generate more accurate reservoir flow models, (2) discover a previously unknown relationship between one easy-to-measure property and another that is costly, and (3) make a 100-fold reduction in the time required to produce plots for a report.
David Graham Harrison, Nicholas D. Efford, Quentin J. Fisher, Roy A. Ruddle
IEEE Trans. Vis. Comput. Graph.4
2017 MyWebSteps: Aiding Revisiting with a Visual Web History
abstract
This research addresses the general topic of ‘keeping found things found’ by investigating difficulties people encounter when revisiting webpages, and designing and evaluating a novel tool that addresses those difficulties. The research focused on occasional revisits—webpages that people have previously visited on only one day, a week or more ago (i.e. neither frequently nor recently). A 3-month logging study was combined with a laboratory experiment to identify 10 underlying causes of participants’ revisiting failure. Overall, 61% of the failures occurred when a webpage had originally been accessed via search results, was on a topic a participant often looked at or was on a known but large website. Then, we designed a novel visual Web history tool to address the causes of failure and implemented it as a Firefox add-on. The tool was evaluated in a 3-month field study, helped participants succeed on 96% of revisits, and was also used by some participants to review and reminisce about their ‘travels’ online. Revised versions of the tool have been publicly released as the Firefox add-on MyWebSteps.
Trien V. Do, Roy A. Ruddle
Interact. Comput.2
2017 Visualization System Requirements for Data Processing Pipeline Design and Optimization
abstract
The rising quantity and complexity of data creates a need to design and optimize data processing pipelines-the set of data processing steps, parameters and algorithms that perform operations on the data. Visualization can support this process but, although there are many examples of systems for visual parameter analysis, there remains a need to systematically assess users' requirements and match those requirements to exemplar visualization methods. This article presents a new characterization of the requirements for pipeline design and optimization. This characterization is based on both a review of the literature and first-hand assessment of eight application case studies. We also match these requirements with exemplar functionality provided by existing visualization tools. Thus, we provide end-users and visualization developers with a way of identifying functionality that addresses data processing problems in an application. We also identify seven future challenges for visualization research that are not met by the capabilities of today's systems.
Tatiana von Landesberger, Dieter W. Fellner, Roy A. Ruddle
IEEE Trans. Vis. Comput. Graph.3
2016 Comparing Tangible and Multi-touch Interaction for Interactive Data Visualization Tasks
abstract
Interactive visualization plays a key role in the analysis of large datasets. It can help users to explore data, investigate hypotheses and find patterns. The easier and more tangible the interaction, the more likely it is to enhance understanding. This paper presents a tabletop Tangible User Interface (TUI) for interactive data visualization and offers two main contributions. First, we highlight the functional requirements for a data visualization interface and present a tabletop TUI that combines tangible objects with multi-touch interaction. Second, we compare the performance of the tabletop TUI and a multi-touch interface. The results show that participants found patterns faster with the TUI. This was due to the fact that they adopted a more effective strategy using the tabletop TUI than the multi-touch interface.
Shiroq Al-Megren, Roy A. Ruddle
TEI2
2016 The Design and Evaluation of Interfaces for Navigating Gigapixel Images in Digital Pathology
abstract
This article describes the design and evaluation of two generations of an interface for navigating datasets of gigapixel images that pathologists use to diagnose cancer. The interface design is innovative because users panned with an overview:detail view scale difference that was up to 57 times larger than established guidelines, and 1 million pixel “thumbnail” overviews that leveraged the real estate of high-resolution workstation displays. The research involved experts performing real work (pathologists diagnosing cancer), using datasets that were up to 3,150 times larger than those used in previous studies that involved navigating images. The evaluation provides evidence about the effectiveness of the interfaces and characterizes how experts navigate gigapixel images when performing real work. Similar interfaces could be adopted in applications that use other types of high-resolution images (e.g., remote sensing or high-throughput microscopy).
Roy A. Ruddle, Rhys Thomas, Rebecca Randell, Philip Quirke, Darren Treanor
ACM Trans. Comput. Hum. Interact.1
2015 Visual parameter optimisation for biomedical image processing
abstract
BACKGROUND: Biomedical image processing methods require users to optimise input parameters to ensure high-quality output. This presents two challenges. First, it is difficult to optimise multiple input parameters for multiple input images. Second, it is difficult to achieve an understanding of underlying algorithms, in particular, relationships between input and output. RESULTS: We present a visualisation method that transforms users' ability to understand algorithm behaviour by integrating input and output, and by supporting exploration of their relationships. We discuss its application to a colour deconvolution technique for stained histology images and show how it enabled a domain expert to identify suitable parameter values for the deconvolution of two types of images, and metrics to quantify deconvolution performance. It also enabled a breakthrough in understanding by invalidating an underlying assumption about the algorithm. CONCLUSIONS: The visualisation method presented here provides analysis capability for multiple inputs and outputs in biomedical image processing that is not supported by previous analysis software. The analysis supported by our method is not feasible with conventional trial-and-error approaches.
A. Johannes Pretorius, Roy A. Ruddle
BMC Bioinform.3
2013 Learning to walk in virtual reality
abstract
This article provides longitudinal data for when participants learned to travel with a walking metaphor through virtual reality (VR) worlds, using interfaces that ranged from joystick-only, to linear and omnidirectional treadmills, and actual walking in VR. Three metrics were used: travel time, collisions (a measure of accuracy), and the speed profile. The time that participants required to reach asymptotic performance for traveling, and what that asymptote was, varied considerably between interfaces. In particular, when a world had tight turns (0.75 m corridors), participants who walked were more proficient than those who used a joystick to locomote and turned either physically or with a joystick, even after 10 minutes of training. The speed profile showed that this was caused by participants spending a notable percentage of the time stationary, irrespective of whether or not they frequently played computer games. The study shows how speed profiles can be used to help evaluate participants' proficiency with travel interfaces, highlights the need for training to be structured to addresses specific weaknesses in proficiency (e.g., start-stop movement), and for studies to measure and report that proficiency.
Roy A. Ruddle, Ekaterina P. Volkova, Heinrich H. Bülthoff
ACM Trans. Appl. Percept.1
2012 The Design of a Visual History Tool to Help Users Refind Information within a Website
Trien V. Do, Roy A. Ruddle
ECIR2
2012 Improving Window Manipulation and Content Interaction on High-Resolution, Wall-Sized Displays
abstract
Interaction with high-resolution wall-sized (Powerwall) displays can be a tedious and difficult task due to large display areas and small target sizes. To overcome this, we developed techniques that reduce the precision required to manipulate windows and select data. The manipulation layer speeds up the common tasks of moving and resizing application windows by overlaying them with large, transparent target areas. The Power-Lens magnifies target sizes by automatically appearing once the cursor reaches the region of interest. Two experiments evaluated these techniques against conventional desktop-style interfaces. Experiment 1 showed the window manipulation layer to speed up the tasks of moving and resizing a window by 24% and 27%, respectively. Experiment 2 showed the Power-Lens to speed up the selection of 5 × 5 pixel targets by 18%. Together, our new techniques help to make interaction more fluid on Powerwall displays.
Chris Rooney, Roy A. Ruddle
Int. J. Hum. Comput. Interact.2
2011 Walking improves your cognitive map in environments that are large-scale and large in extent
abstract
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 necessary for navigation. Each participant was provided with full body-based information (walking through the virtual marketplaces in a large tracking hall or on an omnidirectional treadmill), just the translational component of body-based information (walking on a linear treadmill, but turning with a joystick), just the rotational component (physically turning but using a joystick to translate) or no body-based information (joysticks to translate and rotate). In large and small environments translational body-based information significantly improved the accuracy of participants' cognitive maps, measured using estimates of direction and relative straight line distance but, on its own, rotational body-based information had no effect. In environments of small extent, full body-based information also improved participants' navigational performance. The experiments show that locomotion devices such as linear treadmills would bring substantial benefits to virtual environment applications where large spaces are navigated, and theories of human navigation need to reconsider the contribution made by body-based information, and distinguish between environmental scale and extent.
Roy A. Ruddle, Ekaterina P. Volkova, Heinrich H. Bülthoff
ACM Trans. Comput. Hum. Interact.1
2011 Visualization of Parameter Space for Image Analysis
abstract
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 optimizing parameters based on parameter sampling and interactive visual exploration. To save time and reduce memory load, users are only involved in the first step--initialization of sampling--and the last step--visual analysis of output. This helps users to more thoroughly explore the parameter space and produce higher quality results. We describe a custom sampling plug-in we developed for CellProfiler--a popular biomedical image analysis framework. Our main focus is the development of an interactive visualization technique that enables users to analyze the relationships between sampled input parameters and corresponding output. We implemented this in a prototype called Paramorama. It provides users with a visual overview of parameters and their sampled values. User-defined areas of interest are presented in a structured way that includes image-based output and a novel layout algorithm. To find optimal parameter settings, users can tag high- and low-quality results to refine their search. We include two case studies to illustrate the utility of this approach.
A. Johannes Pretorius, Mark-Anthony Bray, Anne E. Carpenter, Roy A. Ruddle
IEEE Trans. Vis. Comput. Graph.4
2010 INSPIRE: A New Method of Mapping Information Spaces
abstract
Information spaces such the WWW are the most challenging type of space that many people navigate during everyday life. Unlike the real world, there are no effective maps of information spaces, so people are forced to rely on search engines which are only suited to some types of retrieval task. This paper describes a new method for creating maps of information spaces, called INSPIRE. The INSPIRE engine is a tree drawing algorithm that uses a city metaphor, comprised of streets and buildings, and generates maps entirely automatically from webcrawl data. A technical evaluation was carried out using data from 112 universities, which had up to 485, 775 pages on their websites. Although they take longer to compute than radial layouts (e.g., the Bubble Tree), INSPIRE maps are much more compact. INSPIRE maps also have desirable aesthetic properties of being orthogonal, preserving symmetry between identical subtrees and being planar.
Roy A. Ruddle
IV1
2009 Using mobile group dynamics and virtual time to improve teamwork in large-scale collaborative virtual environments
Trevor J. Dodds, Roy A. Ruddle
Comput. Graph.2
2009 The benefits of using a walking interface to navigate virtual environments
abstract
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 boxes in a room-sized space). When participants physically walked around the VE while viewing it on a head-mounted display (HMD), they then performed 90% of trials perfectly, comparable to participants who had performed an equivalent task in the real world during a previous study. By contrast, participants performed less than 50% of trials perfectly if they used a tethered HMD (move by physically turning but pressing a button to translate) or a desktop display (no body-based information). This is the most complex navigational task in which a real-world level of performance has been achieved in a VE. Behavioral data indicates that both translational and rotational body-based information are required to accurately update one's position during navigation, and participants who walked tended to avoid obstacles, even though collision detection was not implemented and feedback not provided. A walking interface would bring immediate benefits to a number of VE applications.
Roy A. Ruddle, Simon Lessels
ACM Trans. Comput. Hum. Interact.1
2008 Mobile Group Dynamics in Large-Scale Collaborative Virtual Environments
abstract
We have developed techniques called mobile group dynamics (MGDs), which help groups of people to work together while they travel around large-scale virtual environments. MGDs explicitly showed the groups that people had formed themselves into, and helped people move around together and communicate over extended distances. The techniques were evaluated in the context of an urban planning application, by providing one batch of participants with MGDs and another with an interface based on conventional collaborative virtual environments (CVEs). Participants with MGDs spent nearly twice as much time in close proximity (within 10m of their nearest neighbor), communicated seven times more than participants with a conventional interface, and exhibited real-world patterns of behavior such as staying together over an extended period of time and regrouping after periods of separation. The study has implications for CVE designers, because it shows how MGDs improves groupwork in CVEs.
Trevor J. Dodds, Roy A. Ruddle
VR2
2007 Tutorial 4a: Navigation - Theoretical Foundations and Techniques for Travel
Roy A. Ruddle
VR1
2007 Tutorial 4b: Navigation - Aiding and Evaluating Navigation
Roy A. Ruddle
VR1
2005 The Effect of Trails on First-time and Subsequent Navigation in a Virtual Environment
Roy A. Ruddle
VR1
2005 Navigation: Theoretical Foundations and Techniques for Travel
Roy A. Ruddle
VR1
2005 Aiding and Evaluating Navigation
Roy A. Ruddle
VR1
2004 Changes in Navigational Behaviour Produced by a Wide Field of View and a High Fidelity Visual Scene
abstract
The difficulties people frequently have navigating in virtual environments (VEs) are well known. Usually these difficulties are quantified in terms of performance (e.g., time taken or number of errors made in following a path), with these data used to compare navigation in VEs to equivalent real-world settings. However, an important cause of any performance differences is changes in people’s navigational behaviour. This paper reports a study that investigated the effect of visual scene fidelity and field of view (FOV) on participants’ behaviour in a navigational search task, to help identify the thresholds of fidelity that are required for efficient VE navigation. With a wide FOV (144 degrees), participants spent significantly larger proportion of their time travelling through the VE, whereas participants who used a normal FOV (48 degrees) spent significantly longer standing in one place planning where to travel. Also, participants who used a wide FOV and a high fidelity scene came significantly closer to conducting the search "perfectly" (visiting each place once). In an earlier real-world study, participants completed 93% of their searches perfectly and planned where to travel while they moved. Thus, navigating a high fidelity VE with a wide FOV increased the similarity between VE and real-world navigational behaviour, which has important implications for both VE design and understanding human navigation. Detailed analysis of the errors that participants made during their non-perfect searches highlighted a dramatic difference between the two FOVs. With a narrow FOV participants often travelled right past a target without it appearing on the display, whereas with the wide FOV targets that were displayed towards the sides of participants overall FOV were often not searched, indicating a problem with the demands made by such a wide FOV display on human visual attention.
Simon Lessels, Roy A. Ruddle
EGVE2
2004 The Effect of Environment Characteristics and User Interaction on Levels of Virtual Environment Sicknes
Roy A. Ruddle
VR1
2004 Colorplate: The Effect of Environment Characteristics and User Interaction on Levels of Virtual Environment Sickne
Roy A. Ruddle
VR1
2004 Effects of proprioceptive feedback and environmental characteristics on spatial learning in virtual environments
Roy A. Ruddle, Patrick Péruch
Int. J. Hum. Comput. Stud.1
2002 Implementing flexible rules of interaction for object manipulation in cluttered virtual environments
abstract
Object manipulation in cluttered virtual environments (VEs) brings additional challenges to the design of interaction algorithms, when compared with open virtual spaces. As the complexity of the algorithms increases so does the flexibility with which users can interact, but this is at the expense of much greater difficulties in implementation for developers. Three rules that increase the realism and flexibility of interaction are outlined: collision response, order of control, and physical compatibility. The implementation of each is described, highlighting the substantial increase in algorithm complexity that arises. Data are reported from an experiment in which participants manipulated a bulky virtual object through parts of a virtual building (the piano movers' problem). These data illustrate the benefits to users that accrue from implementing flexible rules of interaction.
Roy A. Ruddle, Justin C. D. Savage, Dylan M. Jones
VRST1
2002 Symmetric and asymmetric action integration during cooperative object manipulation in virtual environments
abstract
Cooperation between multiple users in a virtual environment (VE) can take place at one of three levels. These are defined as where users can perceive each other (Level 1), individually change the scene (Level 2), or simultaneously act on and manipulate the same object (Level 3). Despite representing the highest level of cooperation, multiuser object manipulation has rarely been studied. This paper describes a behavioral experiment in which the piano movers' problem (maneuvering a large object through a restricted space) was used to investigate object manipulation by pairs of participants in a VE. Participants' interactions with the object were integrated together either symmetrically or asymmetrically. The former only allowed the common component of participants' actions to take place, but the latter used the mean. Symmetric action integration was superior for sections of the task when both participants had to perform similar actions, but if participants had to move in different ways (e.g., one maneuvering him/herself through a narrow opening while the other traveled down a wide corridor) then asymmetric integration was superior. With both forms of integration, the extent to which participants coordinated their actions was poor and this led to a substantial cooperation overhead (the reduction in performance caused by having to cooperate with another person).
Roy A. Ruddle, Justin C. D. Savage, Dylan M. Jones
ACM Trans. Comput. Hum. Interact.1
2000 The effects of hyperlinks on navigation in virtual environments
Roy A. Ruddle, Andrew Howes 0001, Stephen J. Payne, Dylan M. Jones
Int. J. Hum. Comput. Stud.1