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Chadwick A. Wingrave

dblp:27/6709 · DBLP profile ↗
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10ranked-venue papers
4as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-authorHuman-computer interaction and ubiquitous computing · 9 · 4 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
7 papers
Interaction techniques and input · 48% User interface design and tools · 23% Ubiquitous computing and smart environments · 14%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 12 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › spatial interaction › 3d interaction
3d selection
0.322013
Automatic 3D selection technique assignment using real-time scenario analysis · VR 2013
Dense and Dynamic 3D Selection for Game-Based Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2012
Ubiquitous computing and smart environments
adaptive interaction
0.212013
Automatic 3D selection technique assignment using real-time scenario analysis · VR 2013
Interaction techniques and input › spatial interaction
3d interaction
0.122008
Tiered Developer-Centric Representations for 3D Interfaces: Concept-Oriented Design in Chasm · VR 2008
Exploring Individual Differences in Raybased Selection; Strategies and Traits · VR 2005
Immersive interaction
3d user interface
0.112009
A natural, tiered and executable UIDL for 3D user interfaces based on Concept-Oriented Design · ACM Trans. Comput. Hum. Interact. 2009
User interface design and tools › user interface specification
user interface description language
0.112009
A natural, tiered and executable UIDL for 3D user interfaces based on Concept-Oriented Design · ACM Trans. Comput. Hum. Interact. 2009
Interaction techniques and input › spatial interaction › 3d interaction
raycasting
0.112005
Exploring Individual Differences in Raybased Selection; Strategies and Traits · VR 2005
Virtual and augmented reality
mixed reality
0.012003
Mixed Reality: The Continuum from Virtual to Augmented Reality · VR 2003
Immersive interaction › virtual reality
immersive virtual environment
0.012001
Design and Evaluation of Menu Systems for Immersive Virtual Environments · VR 2001
Interaction techniques and input › selection techniques
menu system
0.012001
Design and Evaluation of Menu Systems for Immersive Virtual Environments · VR 2001
Virtual and augmented reality › immersive interaction
3d user interfaces
0.012009
A natural, tiered and executable UIDL for 3D user interfaces based on Concept-Oriented Design · ACM Trans. Comput. Hum. Interact. 2009
Usability and user experience research
individual differences
0.012005
Exploring Individual Differences in Raybased Selection; Strategies and Traits · VR 2005
User interface design and tools
menu design
0.012001
Design and Evaluation of Menu Systems for Immersive Virtual Environments · VR 2001

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

case study · 0.3expert evaluation · 0.2user study · 0.2real-time scenario analysis · 0.2autoselection algorithms · 0.2iterative design · 0.1domain expert evaluation · 0.1concept-oriented design · 0.1observational study · 0.1aptitude tests · 0.1
YearPublicationVenuePosition
2013 Exploring Minecraft as a conduit for increasing interest in programming
Christopher Zorn, Chadwick A. Wingrave, Emiko Charbonneau, Joseph J. LaViola Jr.
FDG2
2013 Automatic 3D selection technique assignment using real-time scenario analysis
abstract
Selection in 3D virtual environments can vary wildly depending on the context of the selection. Scene attributes such as object velocity, scene density, and user's cursor velocity can impact the user's ability to accurately select an object. Many 3D selection techniques have been explored, and are usually optimal for a specific set of conditions. As a result, software developers must compromise by choosing a single technique that works well on average, but is lacking in at least one scenario. We present a preliminary study that explores the feasibility of new autoselection algorithms that automatically determines the most appropriate selection technique in real-time, thus leveraging the performance benefits of each technique. We evaluated the techniques across three levels of scene density and three levels of object velocity.
Jeffrey Cashion, Chadwick A. Wingrave, Joseph J. LaViola Jr.
VR2
2012 Dense and Dynamic 3D Selection for Game-Based Virtual Environments
abstract
3D object selection is more demanding when, 1) objects densly surround the target object, 2) the target object is significantly occluded, and 3) when the target object is dynamically changing location. Most 3D selection techniques and guidelines were developed and tested on static or mostly sparse environments. In contrast, games tend to incorporate densly packed and dynamic objects as part of their typical interaction. With the increasing popularity of 3D selection in games using hand gestures or motion controllers, our current understanding of 3D selection needs revision. We present a study that compared four different selection techniques under five different scenarios based on varying object density and motion dynamics. We utilized two existing techniques, Raycasting and SQUAD, and developed two variations of them, Zoom and Expand, using iterative design. Our results indicate that while Raycasting and SQUAD both have weaknesses in terms of speed and accuracy in dense and dynamic environments, by making small modifications to them (i.e., flavoring), we can achieve significant performance increases.
Jeffrey Cashion, Chadwick A. Wingrave, Joseph J. LaViola Jr.
IEEE Trans. Vis. Comput. Graph.2
2010 Exploring strategies and guidelines for developing full body video game interfaces
abstract
We present a Wizard-of-Oz study exploring full body video game interaction. Using the commercial video game Mirror's Edge, players are presented with several different tasks such as running, jumping, and climbing. Following our protocol, participants were given complete freedom in choosing the motions and gestures to compete these tasks. Our experiment results show a mix of natural and constrained gestures adapted to space and field of view restrictions. We present guidelines for future full body interfaces.
Juliet Norton, Chadwick A. Wingrave, Joseph J. LaViola Jr.
FDG2
2009 A natural, tiered and executable UIDL for 3D user interfaces based on Concept-Oriented Design
abstract
3D User Interface (3DUI) design and development requires practitioners (designers and developers) to represent their ideas in representations designed for machine execution rather than natural representations, hampering development of effective 3DUIs. As such, Concept-Oriented Design (COD) was created as a theory of software development for both natural and executable design and development. Instantiated in the toolkit Chasm, Chasm is a natural, tiered, executable User Interface Description Language (UIDL) for 3DUIs resulting in improved understandability, as well as reduced complexity and reuse. Chasm's utility is shown through evaluations by domain experts, case studies of long-term use, and an analysis of spaces .
Chadwick A. Wingrave, Joseph J. LaViola Jr., Doug A. Bowman
ACM Trans. Comput. Hum. Interact.1
2008 Tiered Developer-Centric Representations for 3D Interfaces: Concept-Oriented Design in Chasm
abstract
In our experience, novel ideas for 3D interaction techniques greatly outpace developers' ability to implement them, despite the potential benefit of these ideas. We believe this is due to the inherent implementation complexity of 3D interfaces, without sufficient support from methods and tools. Believing a developer-centric representation could overcome this problem, we investigated developer practices, artifacts and language. This resulted in the theory of concept-oriented design and Chasm, a prototype realization of the theory. The key feature of concept-oriented design is its use of developer-centric representations to create a multi-tiered implementation, ranging from an envisioned behavior expressed in conversational language to low-level code. Evaluation of Chasm by domain experts and its use in multiple case studies has demonstrated that concept-oriented design in Chasm enabled developers to represent an exponential growth in 3D interface complexity with only a linear growth in implementation complexity. Positive comments by developers further support the developer-centric representation.
Chadwick A. Wingrave, Doug A. Bowman
VR1
2005 Exploring Individual Differences in Raybased Selection; Strategies and Traits
abstract
User-centered design is often performed without regard to individual user differences in aptitude and experience. The methodology of this study is an anthropological and observational approach observing users performing a selection task using common virtual environment raybased techniques and analyzes the interaction through psychology aptitude tests, questionnaires and observation. The results of this study show the approach yields useful information about users even in a simple task. The study indicates correlations between performance and aptitude test and user behavior performed to overcome difficulties in the task.
Chadwick A. Wingrave, Ryan Tintner, Bruce N. Walker, Doug A. Bowman, Larry F. Hodges
VR1
2004 Interfaces for Cloning in Immersive Virtual Environments
abstract
Three-dimensional objects in many applications domains, such as architecture and construction, can be extremely complex and can consist of a large number of components. However, many of these complex objects also contain a great deal of repetition. Therefore, cloning techniques, which generate multiple spatially distributed copies of an object to form a repeated pattern, can be used to model these objects more efficiently. Such techniques are important and useful in desktop three-dimensional modeling systems, but we are not aware of any cloning techniques designed for immersive virtual environments (VEs). In this paper, we present an initial effort toward the design and development of such interfaces. We define the design space of the cloning task, and present five novel VE interfaces for cloning, then articulate the design rationale. We have also performed a usability study intended to elicit subjective responses with regard to affordances, feedback, attention, perceived usefulness, ease of use, and ease of learning in these interfaces. The study resulted in four major conclusions. First, slider widgets are better suited for discrete than for continuous numeric input. Second, the attentional requirements of the interface increase with increased degrees-of-freedom associated with widgets. Third, users prefer constrained widget movement, although more degrees-of-freedom allow more efficient parameter setting. Finally, appropriate feedback can reduce the cognitive load. The lessons we learned will influence our continuing design of cloning techniques, and these techniques will ultimately be applied to VE applications for design, construction, and prototyping
Jian Chen 0020, Doug A. Bowman, John F. Lucas, Chadwick A. Wingrave
EGVE4
2003 Mixed Reality: The Continuum from Virtual to Augmented Reality
abstract
Virtual Reality (VR), Augmented Reality (AR) and other realities along the Mixed Reality(MR) continuum use multi-sensory displays and spatial interaction to enable a number of usefuland novel applications. These virtual worlds are able to train, explore and entertain in addition toaugment the real world with information for our everyday lives. To perform tasks such as traveland other interaction, researchers in these worlds have focused heavily on issues of three-dimensionalinteraction, including interaction techniques, user interface metaphors and inputdevices but always with an outlook centric to their particular position along the MR continuum.This has resulted in interfaces tuned to certain MR instances that are not possible in them allbecause of factors such as the display types, tracking issues or interference and limits from thereal world.This panel brings together diverse researchers across the MR continuum to discuss theirresearch and dissect the similarities and differences of each other's fields. The result is anunderstanding of interfaces across these realities and a merger of developing terminology,techniques and tools for future collaborations.Panel members will give a description of their research followed by a short vision of futureinterface research. Audience questions submitted via index cards are heavily encouraged andexpected to shape the panel discussion and direction.
Chadwick A. Wingrave, Deborah Hix, Dieter Schmalstieg, Blair MacIntyre, Doug A. Bowman, Mark R. Mine
VR1
2001 Design and Evaluation of Menu Systems for Immersive Virtual Environments
abstract
Interfaces for system control tasks in virtual environments (VEs) have not been extensively studied. The paper focuses on various types of menu systems to be used in such environments. We describe the design of the TULIP menu, a menu system using Pinch Gloves/sup TM/, and compare it to two common alternatives: floating menus and pen and tablet menus. These three menus were compared in an empirical evaluation. The pen and tablet menu was found to be significantly faster, while users had a preference for TULIP. Subjective discomfort levels were also higher with the floating menus and pen and tablet.
Doug A. Bowman, Chadwick A. Wingrave
VR2