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Robert V. Kenyon

dblp:k/RobertVKenyon · DBLP profile ↗
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13ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 8Human-computer interaction and ubiquitous computing · 6 · 1 first-authorArtificial intelligence and machine learning · 3Applied, interdisciplinary, general and emerging computing · 2Software engineering, systems software and programming languages · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
5 papers
Virtual and augmented reality · 85% Visualization and visual analytics · 15%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Parallel and multicore computing · 48% High-performance computing · 48% Distributed systems · 4%
Human-computer interaction and pervasive computing
2 papers
Wearable and physiological sensing · 82% Collaborative and social computing · 18%

Topics — the 11 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.222009
Scalable Vision-based Gesture Interaction for Cluster-driven High Resolution Display Systems · VR 2009
The Effects of Scene Complexity, Stereovision, and Motion Parallax on Size Constancy in a Virtual Environment · VR 2007
High-performance computing
cluster computing
0.112009
Scalable Vision-based Gesture Interaction for Cluster-driven High Resolution Display Systems · VR 2009
Parallel and multicore computing
parallel computing
0.112009
Scalable Vision-based Gesture Interaction for Cluster-driven High Resolution Display Systems · VR 2009
Virtual and augmented reality
depth perception
0.112007
The Effects of Scene Complexity, Stereovision, and Motion Parallax on Size Constancy in a Virtual Environment · VR 2007
Wearable and physiological sensing
postural stability
0.012001
Effects of Field of View on Balance in an Immersive Environment · VR 2001
Visualization and visual analytics › display technology
tiled display wall
0.012009
Scalable Vision-based Gesture Interaction for Cluster-driven High Resolution Display Systems · VR 2009
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.011999
Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment · VR 1999
Visualization and visual analytics › perception
visual perception
0.012007
The Effects of Scene Complexity, Stereovision, and Motion Parallax on Size Constancy in a Virtual Environment · VR 2007
Virtual and augmented reality › virtual environment
immersive virtual environments
0.012001
Effects of Field of View on Balance in an Immersive Environment · VR 2001
Virtual and augmented reality › immersive display
CAVE
0.011998
Modeling and Analysis of a Virtual Reality System with Time Petri Nets · ICSE 1998
Virtual and augmented reality
virtual environment
0.011998
Modeling and Analysis of a Virtual Reality System with Time Petri Nets · ICSE 1998

Methods — techniques the papers use, named apart from their topics

scanning tree · 0.2region and scale partitioning · 0.2user study · 0.1quantitative analysis · 0.1controlled experiment · 0.1within-subjects experiment · 0.1time petri nets · 0.0cabernet toolset · 0.0
YearPublicationVenuePosition
2019 The Effects of Time Expansion on English as a Second Language Individuals
John S. Novak III, Daniel Bunn, Robert V. Kenyon
INTERSPEECH3
2018 Effects of User Controlled Speech Rate on Intelligibility in Noisy Environments
John S. Novak III, Robert V. Kenyon
INTERSPEECH2
2017 Application of Human Augmentics: A Persuasive Asthma Inhaler
Brent Grossman, Steve Conner, Giselle Mosnaim, Joshua Albers, Jason Leigh, Steve Jones 0001, Robert V. Kenyon
J. Biomed. Informatics7
2013 On-line audio dilation for human interaction
John S. Novak III, Jason Archer, Valeriy Shafiro, Robert V. Kenyon, Jason Leigh
INTERSPEECH4
2010 Self versus Environment Motion in Postural Control
abstract
To stabilize our position in space we use visual information as well as non-visual physical motion cues. However, visual cues can be ambiguous: visually perceived motion may be caused by self-movement, movement of the environment, or both. The nervous system must combine the ambiguous visual cues with noisy physical motion cues to resolve this ambiguity and control our body posture. Here we have developed a Bayesian model that formalizes how the nervous system could solve this problem. In this model, the nervous system combines the sensory cues to estimate the movement of the body. We analytically demonstrate that, as long as visual stimulation is fast in comparison to the uncertainty in our perception of body movement, the optimal strategy is to weight visually perceived movement velocities proportional to a power law. We find that this model accounts for the nonlinear influence of experimentally induced visual motion on human postural behavior both in our data and in previously published results.
Kalpana Dokka, Robert V. Kenyon, Emily A. Keshner, Konrad P. Kording
PLoS Comput. Biol.2
2009 Scalable Vision-based Gesture Interaction for Cluster-driven High Resolution Display Systems
abstract
We present a coordinated ensemble of scalable computing techniques to accelerate a number of key tasks needed for vision-based gesture interaction, by using the cluster driving a large display system. A hybrid strategy that partitions the scanning task of a frame image by both region and scale is proposed. Based on this hybrid strategy, a novel data structure called a scanning tree is designed to organize the computing nodes. The level of effectiveness of the proposed solution was tested by incorporating it into a gesture interface controlling a ultra-high-resolution tiled display wall.
Xun Luo, Robert V. Kenyon
VR2
2007 The Effects of Scene Complexity, Stereovision, and Motion Parallax on Size Constancy in a Virtual Environment
abstract
In this paper, the effects of three visual factors: scene complexity, stereovision and motion parallax on correct perception of a virtual object's size were analyzed in an immersive virtual environment. We designed a controlled experiments set to incorporate visual conditions that reflected all twelve different configuration combinations of the three visual factors. Under each visual condition, subject performed the task of making judgments of the sizes of a virtual object displayed at five different distances from him/her. A total number of eighteen subjects participated in our study. The subjects' judgments and the corresponding actual sizes of the virtual object were recorded. Based on the collected data, two quantitative measures of subjects' performance were derived and analyzed. The results of our experiments were consistent across the majority of the subject population and suggested that scene complexity and stereovision could have significant impact on the performance of a user of virtual environments to make correct judgments on a virtual object's size. On the contrary, motion parallax, either produced by the virtual environment or by the observer, might not be a significant factor in determining that performance
Xun Luo, Robert V. Kenyon, Derek G. Kamper, Dan Sandin, Thomas A. DeFanti
VR2
2001 Effects of Field of View on Balance in an Immersive Environment
abstract
With technological progress, wide field-of-view (FOV) displays will become increasingly common. Wide FOVs provide a more immersive environment and produce stronger self-motion perception. The objective of this study was to investigate the relationships between FOV and scene content on postural stability in an immersive environment. 10 subjects were tested using two different scenes (a simple radial pattern and a "meaningful" city scene) at six FOVs (30/spl deg/, 60/spl deg/, 90/spl deg/, 120/spl deg/, 150/spl deg/ 180/spl deg/) using a within-subjects design. Subjects exhibited more postural disturbance with increasing FOV. A surprisingly large increase in disturbance was found for the interval between 150/spl deg/ and 180/spl deg/ using the city scene. No statistically significant difference was found for effects of scene content. Two groups (postural stable group and postural unstable group) were identified during experiment. These groups performed differently in the two scene conditions. Future research plans are described.
Henry Been-Lirn Duh, James Jeng-Weei Lin, Robert V. Kenyon, Donald E. Parker, Thomas A. Furness
VR3
1999 Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment
abstract
We assessed the effects of network latency and jitter on a cooperative teleoperation task in a collaborative virtual environment. Two remote partners worked together to manipulate shared virtual objects over a network. The task was to minimize the time to transfer a ring through one of four paths with the least number of collisions. The performance of human subjects was measured and analyzed quantitatively as a function of network latency: 10 and 200 msec delays with and without jitter. Jitter had the greatest impact on coordination performance when the latency was high and the task was difficult. These results are discussed in light of current and future CVE tasks.
Kyoung Shin Park, Robert V. Kenyon
VR2
1998 Modeling and Analysis of a Virtual Reality System with Time Petri Nets
abstract
The design, implementation, and testing of virtual environments is complicated by the concurrency and real-time features of these systems. Therefore, the development of formal methods for modeling and analysis of virtual environments is highly desirable. In the past, Petri net models have led to good empirical results in the automatic verification of concurrent and real-time systems. We applied a timed extension of Petri nets to modeling and analysis of the CAVE/sup TM/ virtual environment at the University of Illinois at Chicago. We report on our time Petri net model and on empirical studies that we conducted with the Cabernet toolset from Politecnico di Milano. Our experiments uncovered a flaw in the way a shared buffer is used by CAVE processes. Due to an erroneous synchronization on the buffer, different CAVE walls can simultaneously display images based on different input information. We conclude from our empirical studies that Petri net-based tools can effectively support the development of reliable virtual environments.
Rajesh Mascarenhas, Dinkar Karumuri, Ugo A. Buy, Robert V. Kenyon
ICSE4
1998 Estimation of time-varying delay time in nonstationary linear systems: an approach to monitor human operator adaptation in manual tracking tasks
abstract
Adaptability is one of man's advantages over machines. Perhaps one of the reasons for our limited understanding about human adaptation during manual tracking tasks is that we have only limited tools to identify the model coefficients (especially delay time) of an adapting human operator. In this paper, we introduce a discrete time recursive delay identifier (RDI) capable of simultaneously estimating a human operator's nonstationary delay time and linear model coefficients. At its core lies the extended Kalman filter (EKF). Our goal to obtain fractional delay time estimates was realized by using the bicubic interpolation scheme as part of the EKF to provide subsample magnitude and derivative estimates of the observed input/output time series. While this theoretically limits the RDI applicability to band-limited or differentiable signals, this is seldom a concern in practice. Based on data from simulated and experimental time varying tracking tasks, we show the RDI's potential to substantially increase our understanding about human adaptations thus perhaps offering new avenues for machine adaptation.
Erwin R. Boer, Robert V. Kenyon
IEEE Trans. Syst. Man Cybern. Part A2
1996 The wavelet transform and the suppression theory of binocular vision for stereo image compression
abstract
In this paper we present a method for compression of stereo images. The proposed scheme is a frequency domain approach based on the suppression theory of binocular vision. By using the information in the frequency domain, complex disparity estimation techniques can be avoided. The wavelet transform is used to obtain a multiresolution analysis of the stereo pair by which the subbands convey the necessary frequency domain information.
William D. Reynolds Jr., Robert V. Kenyon
ICIP (2)2
1993 The effects of field of view size on the control of roll motion
abstract
Human operator characteristics were measured during a fixed-base visual tracking task where the field of view (FOV) varied from 10 degrees to 120 degrees . Using the critical tracking (CT) task, five subjects were tested at 10 degrees , 20 degrees , 40 degrees , 80 degrees , and 120 degrees FOV. The measured effective time delay declined exponentially as the FOV increased. The corresponding root-mean-squared (RMS) error followed a U-shaped curve with the majority of the RMS reduction at 40 degrees FOV. A second experiment, in which two subjects were tested at 10 degrees , 40 degrees , and 120 degrees FOV, used a time-invariant plant to allow the measurement of human describing-function parameters. The crossover frequency, increased at least 5% and the RMS error dropped by at least 20% at a FOV of 40 degrees or 120 degrees compared to 10 degrees . The results from these two experiments show that a FOV as small as 40 degrees can produce performance improvements of the same magnitude as a FOV as large as 120 degrees . In the final experiment, where only the central 10 degrees of the scene rotated, performance was unexpectedly best at 10 degrees and poorest at 40 degrees and 80 degrees .>
Robert V. Kenyon, Edward W. Kneller
IEEE Trans. Syst. Man Cybern.1