Cullen D. Jackson

dblp:31/6518 · DBLP profile ↗
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8ranked-venue papers
1as first author
2since 2021 · last 2025
0000-0002-5134-9152ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 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
7 papers
Visualization and visual analytics · 73% Virtual and augmented reality · 27%
Human-computer interaction and pervasive computing
5 papers
Usability and user experience research · 42% Learning and educational technologies · 39% Immersive interaction · 16%

Topics — the 12 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › information visualization
data physicalization
0.912025
Touching the Ground: Evaluating the Effectiveness of Data Physicalizations for Spatial Data Analysis Tasks · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality
immersive interaction
0.512021
A Virtual Reality Memory Palace Variant Aids Knowledge Retrieval from Scholarly Articles · IEEE Trans. Vis. Comput. Graph. 2021
Visualization and visual analytics › scientific visualization › field visualization
vector field visualization
0.132008
Comparing 2D Vector Field Visualization Methods: A User Study · IEEE Trans. Vis. Comput. Graph. 2005
Designer-critiqued comparison of 2D vector visualization methods: a pilot study · SIGGRAPH 2003
Using Visual Design Experts in Critique-Based Evaluation of 2D Vector Visualization Methods · IEEE Trans. Vis. Comput. Graph. 2008
Visualization and visual analytics
visualization evaluation
0.112008
Using Visual Design Experts in Critique-Based Evaluation of 2D Vector Visualization Methods · IEEE Trans. Vis. Comput. Graph. 2008
Usability and user experience research › evaluation methodology
subjective evaluation
0.112008
Using Visual Design Experts in Critique-Based Evaluation of 2D Vector Visualization Methods · IEEE Trans. Vis. Comput. Graph. 2008
Immersive interaction
display comparison
0.112006
CAVE and Fishtank Virtual-Reality Displays: A Qualitative and Quantitative Comparison · IEEE Trans. Vis. Comput. Graph. 2006
Usability and user experience research
user study
0.112006
CAVE and Fishtank Virtual-Reality Displays: A Qualitative and Quantitative Comparison · IEEE Trans. Vis. Comput. Graph. 2006
Visualization and visual analytics › visualization evaluation
user study
0.112005
Comparing 2D Vector Field Visualization Methods: A User Study · IEEE Trans. Vis. Comput. Graph. 2005
Visualization and visual analytics › visualization design
design-by-example
0.012003
Design-by-example: a schema for designing visualizations using examples from art · SIGGRAPH 2003
Visualization and visual analytics
visualization design
0.012003
Design-by-example: a schema for designing visualizations using examples from art · SIGGRAPH 2003
Visualization and visual analytics
scientific visualization
0.012006
CAVE and Fishtank Virtual-Reality Displays: A Qualitative and Quantitative Comparison · IEEE Trans. Vis. Comput. Graph. 2006
Design research and methods › design process
design feedback
0.012003
Designer-critiqued comparison of 2D vector visualization methods: a pilot study · SIGGRAPH 2003

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

user study · 1.2mnemonic device · 1.0image-based memory palace · 1.0empirical user study · 0.9expert evaluation · 0.2quantitative user study · 0.1qualitative user study · 0.1t-test · 0.1inferential confidence intervals · 0.1analysis of variance · 0.1
YearPublicationVenuePosition
2025 Touching the Ground: Evaluating the Effectiveness of Data Physicalizations for Spatial Data Analysis Tasks
abstract
Inspired by recent advances in digital fabrication, artists and scientists have demonstrated that physical data encodings (i.e., data physicalizations) can increase engagement with data, foster collaboration, and in some cases, improve data legibility and analysis relative to digital alternatives. However, prior empirical studies have only investigated abstract data encoded in physical form (e.g., laser cut bar charts) and not continuously sampled spatial data fields relevant to climate and medical science (e.g., heights, temperatures, densities, and velocities sampled on a spatial grid). This paper presents the design and results of the first study to characterize human performance in 3D spatial data analysis tasks across analogous physical and digital visualizations. Participants analyzed continuous spatial elevation data with three visualization modalities: (1) 2D digital visualization; (2) perspective-tracked, stereoscopic "fishtank" virtual reality; and (3) 3D printed data physicalization. Their tasks included tracing paths downhill, looking up spatial locations and comparing their relative heights, and identifying and reporting the minimum and maximum heights within certain spatial regions. As hypothesized, in most cases, participants performed the tasks just as well or better in the physical modality (based on time and error metrics). Additional results include an analysis of open-ended feedback from participants and discussion of implications for further research on the value of data physicalization. All data and supplemental materials are available at https://osf.io/7xdq4/.
Bridger Herman, Cullen D. Jackson, Daniel F. Keefe
IEEE Trans. Vis. Comput. Graph.2
2021 A Virtual Reality Memory Palace Variant Aids Knowledge Retrieval from Scholarly Articles
abstract
We present exploratory research of virtual reality techniques and mnemonic devices to assist in retrieving knowledge from scholarly articles. We used abstracts of scientific publications to represent knowledge in scholarly articles; participants were asked to read, remember, and retrieve knowledge from a set of abstracts. We conducted an experiment to compare participants' recall and recognition performance in three different conditions: a control condition without a pre-specified strategy to test baseline individual memory ability, a condition using an image-based variant of a mnemonic called a "memory palace," and a condition using a virtual reality-based variant of a memory palace. Our analyses show that using a virtual reality-based memory palace variant greatly increased the amount of knowledge retrieved and retained over the baseline, and it shows a moderate improvement over the other image-based memory palace variant. Anecdotal feedback from participants suggested that personalizing a memory palace variant would be appreciated. Our results support the value of virtual reality for some high-level cognitive tasks and help improve future applications of virtual reality and visualization.
Fumeng Yang, Johannes Novotny, David Badre, Cullen D. Jackson, David H. Laidlaw
IEEE Trans. Vis. Comput. Graph.5
2008 Identifying faces across variations in lighting: Psychophysics and computation
abstract
Humans have the ability to identify objects under varying lighting conditions with extraordinary accuracy. We investigated the behavioral aspects of this ability and compared it to the performance of the illumination cones (IC) model of Belhumeur and Kriegman [1998]. In five experiments, observers learned 10 faces under a small subset of illumination directions. We then tested observers' recognition ability under different illuminations. Across all experiments, recognition performance was found to be dependent on the distance between the trained and tested illumination directions. This effect was modulated by the nature of the trained illumination directions. Generalizations from frontal illuminations were different than generalizations from extreme illuminations. Similarly, the IC model was also sensitive to whether the trained images were near-frontal or extreme. Thus, we find that the nature of the images in the training set affects the accuracy of an object's representation under variable lighting for both humans and the model. Beyond this general correspondence, the microstructure of the generalization patterns for both humans and the IC model were remarkably similar, suggesting that the two systems may employ related algorithms.
Michael J. Tarr, Athinodoros S. Georghiades, Cullen D. Jackson
ACM Trans. Appl. Percept.3
2008 Using Visual Design Experts in Critique-Based Evaluation of 2D Vector Visualization Methods
abstract
We describe an experiment in which art and illustration experts evaluated six 2D vector visualization methods. We found that these expert critiques mirrored previously recorded experimental results; these findings support that using artists, visual designers and illustrators to critique scientific visualizations can be faster and more productive than quantitative user studies. Our participants successfully evaluated how well the given methods would let users complete a given set of tasks. Our results show a statistically significant correlation with a previous objective study: designers' subjective predictions of user performance by these methods match users measured performance. The experts improved the evaluation by providing insights into the reasons for the effectiveness of each visualization method and suggesting specific improvements.
Daniel Acevedo Feliz, Cullen D. Jackson, Fritz Drury, David H. Laidlaw
IEEE Trans. Vis. Comput. Graph.2
2006 CAVE and Fishtank Virtual-Reality Displays: A Qualitative and Quantitative Comparison
abstract
We present the results from a qualitative and quantitative user study comparing fishtank virtual-reality (VR) and CAVE displays. The results of the qualitative study show that users preferred the fishtank VR display to the CAVE system for our scientific visualization application because of perceived higher resolution, brightness and crispness of imagery, and comfort of use. The results of the quantitative study show that users performed an abstract visual search task significantly more quickly and more accurately on the fishtank VR display system than in the CAVE. The same study also showed that visual context had no significant effect on task performance for either of the platforms. We suggest that fishtank VR displays are more effective than CAVEs for applications in which the task occurs outside the user's reference frame, the user views and manipulates the virtual world from the outside in, and the size of the virtual object that the user interacts with is smaller than the user's body and fits into the fishtank VR display. The results of both studies support this proposition.
Çagatay Demiralp, Cullen D. Jackson, David B. Karelitz, Song Zhang 0004, David H. Laidlaw
IEEE Trans. Vis. Comput. Graph.2
2005 Comparing 2D Vector Field Visualization Methods: A User Study
abstract
We present results from a user study that compared six visualization methods for two-dimensional vector data. Users performed three simple but representative tasks using visualizations from each method: 1) locating all critical points in an image, 2) identifying critical point types, and 3) advecting a particle. Visualization methods included two that used different spatial distributions of short arrow icons, two that used different distributions of integral curves, one that used wedges located to suggest flow lines, and line-integral convolution (LIC). Results show different strengths and weaknesses for each method. We found that users performed these tasks better with methods that: 1) showed the sign of vectors within the vector field, 2) visually represented integral curves, and 3) visually represented the locations of critical points. Expert user performance was not statistically different from nonexpert user performance. We used several methods to analyze the data including omnibus analysis of variance, pairwise t-tests, and graphical analysis using inferential confidence intervals. We concluded that using the inferential confidence intervals for displaying the overall pattern of results for each task measure and for performing subsequent pairwise comparisons of the condition means was the best method for analyzing the data in this study. These results provide quantitative support for some of the anecdotal evidence concerning visualization methods. The tasks and testing framework also provide a basis for comparing other visualization methods, for creating more effective methods and for defining additional tasks to further understand the tradeoffs among the methods. In the future, we also envision extending this work to more ambitious comparisons, such as evaluating two-dimensional vectors on two-dimensional surfaces embedded in three-dimensional space and defining analogous tasks for three-dimensional visualization methods.
David H. Laidlaw, Robert M. Kirby, Cullen D. Jackson, J. Scott Davidson, Timothy S. Miller, Marco da Silva, William H. Warren, Michael J. Tarr
IEEE Trans. Vis. Comput. Graph.3
2003 Designer-critiqued comparison of 2D vector visualization methods: a pilot study
abstract
No abstract available.
Cullen D. Jackson, Daniel Acevedo Feliz, David H. Laidlaw, Fritz Drury, Eileen Vote, Daniel F. Keefe
SIGGRAPH1
2003 Design-by-example: a schema for designing visualizations using examples from art
abstract
No abstract available.
Eileen Vote, Daniel Acevedo Feliz, Cullen D. Jackson, Jason S. Sobel, David H. Laidlaw
SIGGRAPH3