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James N. Templeman

dblp:09/3385 · DBLP profile ↗
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5ranked-venue papers
1as first author
0since 2021 · last 2007
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author

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.

Human-computer interaction and pervasive computing
5 papers
Immersive interaction · 54% Interaction techniques and input · 26% User interface design and tools · 20%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 89% Rendering · 11%

Topics — the 9 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality locomotion
0.112007
Pointman - A New Control for Simulating Tactical Infantry Movements · VR 2007
User interface design and tools
display techniques
0.011999
The Next Generation: Novel Techniques for Display and Interaction (Panel) · VR 1999
Immersive interaction
virtual reality interaction
0.012007
Pointman - A New Control for Simulating Tactical Infantry Movements · VR 2007
Interaction techniques and input › input sensing › tracking
head tracking
0.011995
Pre-Screen Projection: From Concept to Testing of a New Interaction Technique · CHI 1995
User interface design and tools › design guidelines
interface design guidelines
0.012001
The Effect of 3D Widget Representation and Simulated Surface Constraints on Interaction in Virtual Environments · VR 2001
Virtual and augmented reality
navigation
0.011995
Pre-Screen Projection: From Concept to Testing of a New Interaction Technique · CHI 1995
Rendering
hidden surface removal
0.011979
Some raster graphics extensions to the Core System · SIGGRAPH 1979
Rendering › surface rendering
polygon rendering
0.011979
Some raster graphics extensions to the Core System · SIGGRAPH 1979
Rendering
raster graphics
0.011979
Some raster graphics extensions to the Core System · SIGGRAPH 1979

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

gamepad control mapping · 0.1empirical study · 0.0controlled experiment · 0.0empirical evaluation · 0.0pixel array display · 0.0color look-up table · 0.0
YearPublicationVenuePosition
2007 Pointman - A New Control for Simulating Tactical Infantry Movements
abstract
Pointmantrade is a new virtual locomotion control that uses a conventional dual joystick gamepad combined with a tracked head-mounted display and sliding foot pedals. Unlike conventional gamepad control mappings for first person shooter games, Pointman allows users to independently specify their avatar's direction of movement and heading of the upper body. The motivation is to develop inexpensive virtual infantry training simulators that allow users to execute realistic tactical infantry movements.
James N. Templeman, Linda E. Sibert, Robert C. Page, Patricia S. Denbrook
VR1
2001 The Effect of 3D Widget Representation and Simulated Surface Constraints on Interaction in Virtual Environments
abstract
The paper reports empirical results from two studies of effective user interaction in immersive virtual environments. The use of 2D interaction techniques in 3D environments has received increased attention recently. We introduce two new concepts to the previous techniques: the use of 3D widget representations; and the imposition of simulated surface constraints. The studies were identical in terms of treatments, but differed in the tasks performed by subjects. In both studies, we compared the use of two-dimensional (2D) versus three-dimensional (3D) interface widget representations, as well as the effect of imposing simulated surface constraints on precise manipulation tasks. The first study entailed a drag-and-drop task, while the second study looked at a slider-bar task. We empirically show that using 3D widget representations can have mixed results on user performance. Furthermore, we show that simulated surface constraints can improve user performance on typical interaction tasks in the absence of a physical manipulation surface. Finally, based on these results, we make some recommendations to aid interface designers in constructing effective interfaces for virtual environments.
Robert W. Lindeman, John L. Sibert, James N. Templeman
VR3
1999 The Next Generation: Novel Techniques for Display and Interaction (Panel)
Lawrence J. Rosenblum, Mark T. Bolas, Scott Foster, Douglas Stoll, Susumu Tachi, James N. Templeman
VR6
1995 Pre-Screen Projection: From Concept to Testing of a New Interaction Technique
abstract
Pre-screen projection is a new interaction technique that allows a user to pan and zoom integrally through a scene simply by moving his or her head relative to the screen. The underlying concept is based on real-world visual perception, namely, the fact that a person’s view changes as the head moves. Pre-screen projection tracks a user’s head in three dimensions and alters the display on the screen relative to head position, giving a natural perspective effect in response to a user’s head movements. Specifically, projection of a virtual scene is calculated as if the scene were in front of the screen. As a result, the visible scene displayed on the physical screen expands (zooms) dramatically as a user moves nearer. This is analogous to the real world, where the nearer an object is, the more rapidly it visually expands as a person moves toward it. Further, with pre-screen projection a user can navigate (pan and zoom) around a scene integrally, as one unified activity, rather than performing panning and zooming as separate tasks. This paper describes the technique, the real-world metaphor on which it is conceptually based, issues involved in iterative development of the technique, and our approach to its empirical evaluation in a realistic application testbed.
Deborah Hix, James N. Templeman, Robert J. K. Jacob
CHI2
1979 Some raster graphics extensions to the Core System
abstract
The Core System is a proposed standard subroutine package for line-drawing graphics. We present some Core System extensions for use with raster graphics equipment. The extensions, which are upward-compatible with the present Core System, provide filled polygons, display of arrays of pixels, use of a color look-up table, and hidden-surface or hidden-edge removal. The extensions are being intergrated into an existing Core System implementation.
James D. Foley, James N. Templeman, Dara Dastyar
SIGGRAPH2