Ross Tredinnick

dblp:134/6276 · also Ross D. Tredinnick · DBLP profile ↗
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10ranked-venue papers
4as first author
4since 2021 · last 2025
0000-0003-0540-9561ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 7 · 4 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 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 · 63% Rendering · 20% Visualization and visual analytics · 17%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 62% Design research and methods · 15% User interface design and tools · 15%

Topics — the 14 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › augmented reality display
augmented reality head-mounted display
0.812024
Exploring the Design Space of Optical See-through AR Head-Mounted Displays to Support First Responders in the Field · CHI 2024
Immersive interaction › augmented reality interaction
augmented reality interaction techniques
0.812024
Exploring the Design Space of Optical See-through AR Head-Mounted Displays to Support First Responders in the Field · CHI 2024
Virtual and augmented reality › immersive display
virtual reality display
0.422017
Uni-CAVE: A Unity3D plugin for non-head mounted VR display systems · VR 2017
Progressive feedback point cloud rendering for virtual reality display · VR 2016
Virtual and augmented reality › immersive display
CAVE
0.322017
Uni-CAVE: A Unity3D plugin for non-head mounted VR display systems · VR 2017
CAVE visualization of the IceCube neutrino detector · VR 2014
Rendering › point-based rendering
point cloud rendering
0.212016
Progressive feedback point cloud rendering for virtual reality display · VR 2016
Rendering
progressive rendering
0.212016
Progressive feedback point cloud rendering for virtual reality display · VR 2016
User interface design and tools
design guidelines
0.212024
Exploring the Design Space of Optical See-through AR Head-Mounted Displays to Support First Responders in the Field · CHI 2024
Design research and methods › user research
interview study
0.212024
Exploring the Design Space of Optical See-through AR Head-Mounted Displays to Support First Responders in the Field · CHI 2024
Visualization and visual analytics › 3d visualization
point cloud visualization
0.212015
Experiencing interior environments: New approaches for the immersive display of large-scale point cloud data · VR 2015
Visualization and visual analytics
scientific visualization
0.212014
CAVE visualization of the IceCube neutrino detector · VR 2014
Immersive interaction › embodiment
virtual embodiment
0.212014
Assessing exertions: How an increased level of immersion unwittingly leads to more natural behavior · VR 2014
Virtual and augmented reality
immersive display
0.112015
Experiencing interior environments: New approaches for the immersive display of large-scale point cloud data · VR 2015
Wearable and physiological sensing
electromyography
0.112014
Assessing exertions: How an increased level of immersion unwittingly leads to more natural behavior · VR 2014
Wearable and physiological sensing › electromyography
surface electromyography
0.112014
Assessing exertions: How an increased level of immersion unwittingly leads to more natural behavior · VR 2014

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

interviews · 1.5design probe · 1.5unity3d · 0.3cluster rendering · 0.3reprojection · 0.2feedback-driven rendering · 0.2LiDAR data processing · 0.2surface electromyography · 0.2interactive VR application · 0.2
YearPublicationVenuePosition
2025 Breaking Barriers in Accessibility: Mobile AR Solutions for Home Assessments
abstract
This study evaluates augmented reality (AR) tools for spatial measurement in the Augmented Reality Home Assessment Tool, designed for consumer-grade mobile phones. The tool provides a reliable home assessment method based on residents’ functional limitations. A mixed-methods study with a convergent parallel design compared AR and traditional methods across speed, accuracy, ease of use, and user confidence. Learnability was tested through repeated measures with 32 participants in a within-subjects design. Results showed AR tools were faster, more accurate, easier to use, and boosted confidence, though a slight learning curve was noted. Qualitative methods, including think-aloud protocols, interviews, and observations, identified usability concerns related to information accessibility, user control, and cognitive aspects. Findings highlight the potential of phone-based AR for identifying residential barriers, supporting high-quality self-assessment for users familiar with mobile technology.
Jung-Hye Shin, Hande Deniz, Rachael Shields, Ross Tredinnick, Bilgehan Çagiltay, Bryce Sprecher, Jenny Lee, Beth Fields, Kevin Ponto
Int. J. Hum. Comput. Interact.4
2024 Exploring the Design Space of Optical See-through AR Head-Mounted Displays to Support First Responders in the Field
abstract
First responders (FRs) navigate hazardous, unfamiliar environments in the field (e.g., mass-casualty incidents), making life-changing decisions in a split second. AR head-mounted displays (HMDs) have shown promise in supporting them due to its capability of recognizing and augmenting the challenging environments in a hands-free manner. However, the design space have not been thoroughly explored by involving various FRs who serve different roles (e.g., firefighters, law enforcement) but collaborate closely in the field. We interviewed 26 first responders in the field who experienced a state-of-the-art optical-see-through AR HMD, as well as its interaction techniques and four types of AR cues (i.e., overview cues, directional cues, highlighting cues, and labeling cues), soliciting their first-hand experiences, design ideas, and concerns. Our study revealed both generic and role-specific preferences and needs for AR hardware, interactions, and feedback, as well as identifying desired AR designs tailored to urgent, risky scenarios (e.g., affordance augmentation to facilitate fast and safe action). While acknowledging the value of AR HMDs, concerns were also raised around trust, privacy, and proper integration with other equipment. Finally, we derived comprehensive and actionable design guidelines to inform future AR systems for in-field FRs.
Kexin Zhang 0002, Brianna R. Cochran, Ruijia Chen, Lance Hartung, Bryce Sprecher, Ross Tredinnick, Kevin Ponto, Suman Banerjee 0001, Yuhang Zhao 0001
CHI6
2023 Utilizing AR as a Tool for Assessing Accessibility in the Home
abstract
Home modification interventions can remedy deficiencies in the home environments of the growing number of older adults that want to age in place. Unfortunately, performing an assessment of a home environment is a difficult process, often requiring numerous measurements from a skilled practitioner. To address these gaps in practice, we used an iterative co-design process to develop a first prototype of a novel augmented reality home assessment tool (ARHAT) that can be utilized more rapidly by both individuals in and outside of health care, as well as performed either on or off-site. The aim of this work is to create a tool for major stakeholders involved in supporting housing design and aging in place, thereby reaching and making a difference in the lives of more older adults.
Kevin Ponto, Ross Tredinnick, Rachael Shields, Beth Fields, Jung-Hye Shin
VRST2
2023 Waddle: using virtual penguin embodiment as a vehicle for empathy and informal learning
abstract
This paper presents, Waddle, a virtual experience to promote informal learning by embodying the user as an Adélie Penguin to partake in a narrative-based virtual reality application that shares the story of the lives of these unique animals. We test the effects of this experience on informal learning and empathy, an important component for fostering social engagement with ecology. The research demonstrates that the developed experience is able to support informal learning, virtual embodiment, and is able to create a positive change in empathy.
Kevin Ponto, Ross Tredinnick, Monae Verbeke, Kaldan Kopp, Luke Swanson, David J. Gagnon
VRST2
2017 Uni-CAVE: A Unity3D plugin for non-head mounted VR display systems
abstract
Unity3D has become a popular, freely available 3D game engine for design and construction of virtual environments. Unfortunately, the few options that currently exist for adapting Unity3D to distributed immersive tiled or projection-based VR display systems rely on closed commercial products. Uni-CAVE aims to solve this problem by creating a freely-available and easy to use Unity3D extension package for cluster-based VR display systems. This extension provides support for head and device tracking, stereo rendering and display synchronization. Furthermore, Uni-CAVE enables configuration within the Unity environment enabling researchers to get quickly up and running.
Ross Tredinnick, Brady Boettcher, Sam Solovy, Kevin Ponto
VR1
2016 Progressive feedback point cloud rendering for virtual reality display
abstract
Previous approaches to rendering large point clouds on immersive displays have generally created a trade-off between interactivity and quality. While these approaches have been quite successful for desktop environments when interaction is limited, virtual reality systems are continuously interactive, which forces users to suffer through either low frame rates or low image quality. This paper presents a novel approach to this problem through a progressive feedback-driven rendering algorithm. This algorithm uses reprojections of past views to accelerate the reconstruction of the current view. The presented method is tested against previous methods, showing improvements in both rendering quality and interactivity.
Ross Tredinnick, Markus Broecker, Kevin Ponto
VR1
2015 Experiencing interior environments: New approaches for the immersive display of large-scale point cloud data
abstract
This document introduces a new application for rendering massive LiDAR point cloud data sets of interior environments within highresolution immersive VR display systems. Overall contributions are: to create an application which is able to visualize large-scale point clouds at interactive rates in immersive display environments, to develop a flexible pipeline for processing LiDAR data sets that allows display of both minimally processed and more rigorously processed point clouds, and to provide visualization mechanisms that produce accurate rendering of interior environments to better understand physical aspects of interior spaces. The work introduces three problems with producing accurate immersive rendering of Li-DAR point cloud data sets of interiors and presents solutions to these problems. Rendering performance is compared between the developed application and a previous immersive LiDAR viewer.
Ross Tredinnick, Markus Broecker, Kevin Ponto
VR1
2015 Virtualizing living and working spaces: Proof of concept for a biomedical space-replication methodology
Patricia Flatley Brennan, Kevin Ponto, Gail R. Casper, Ross Tredinnick, Markus Broecker
J. Biomed. Informatics4
2014 Assessing exertions: How an increased level of immersion unwittingly leads to more natural behavior
abstract
This paper utilizes muscle exertions as a means to affect and study the behavior of participants in a virtual environment. Participants performed a simple lifting task both physically using an actual weight and virtually. In the virtual environment participants were presented with two different types of virtual presentation methods, one in which the weights were shown as a 3D model in the Immersive Visuals scenario and one in which the weights were shown as a simple line in the bland scenario. In the virtual scenarios, the object is only lifted when the participant's muscle activity, measured by surface EMG, exceeds a calibrated minimum level as described in previous literature. We found that while participants were able to perceive the difference for various weights both physically and virtually, we found no significant differences in the perceived efforts between the presentation methods. However, while the participants subjectively indicated that their effort was the same for each of these presentation methods, we found significant differences in the muscle activity between the two virtual presentation methods. For all primary mover muscle groups and weights, the more immersive virtual presentation method led to exertions that were much more approximate to the exertions used for the physical weights.
Kevin Ponto, Karen B. Chen, Ross Tredinnick, Robert G. Radwin
VR3
2014 CAVE visualization of the IceCube neutrino detector
abstract
Neutrinos are nearly massless, weakly interacting particles that come from a variety of sources including the sun, radioactive decay and cosmic rays. Neutrinos are unique cosmic messengers that provide new ways to explore the Universe as well as opportunities to better understand the basic building blocks of matter. IceCube, the largest operating neutrino detector in the world, is located in the ice sheet at the South Pole. This paper describes an interactive VR application for visualization of the IceCube's neutrino data within a C6 CAVE system. The dynamic display of data in a true scale recreation of the light sensor system allows events to be viewed from arbitrary locations both forward and backward in time. Initial feedback from user experiences within the system have been positive, showing promise for both further insight into analyzing data as well as opportunities for physics and neutrino education.
Ross Tredinnick, James Vanderheiden, Clayton Suplinski, James Madsen
VR1