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Daniel C. Zikovitz

dblp:41/984 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2002
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 3

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
3 papers
Immersive interaction · 46% Interaction techniques and input · 29% Haptics and multimodal interaction · 25%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.012000
First Steps with a Rideable Computer · VR 2000
Virtual and augmented reality › immersive display
head-mounted display
0.012002
Perceptual Stability during Head Movement in Virtual Reality · VR 2002
Virtual and augmented reality
immersive display
0.012000
First Steps with a Rideable Computer · VR 2000
Immersive interaction
virtual environment design
0.011999
Vestibular Cues and Virtual Environments: Choosing the Magnitude of the Vestibular Cue · VR 1999

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

psychophysical experiment · 0.1head tracking · 0.1perceptual cue experiments · 0.1motion tracking · 0.1perceptual experiment · 0.0linear summation model · 0.0
YearPublicationVenuePosition
2002 Perceptual Stability during Head Movement in Virtual Reality
abstract
Virtual reality displays introduce spatial distortions that are very hard to correct because of the difficulty of precisely modelling the camera from the nodal point of each eye. How significant are these distortions for spatial perception in virtual reality? In this study, we used a helmet-mounted display and a mechanical head tracker to investigate the tolerance to errors between head motions and the resulting visual display. The relationship between the head movement and the associated updating of the visual display was adjusted by subjects until the image was judged as stable relative to the world. Both rotational and translational movements were tested, and the relationship between the movements and the direction of gravity was varied systematically. Typically, for the display to be judged as stable, subjects needed the visual world to be moved in the opposite direction to the head movement by an amount greater than the head movement itself, during both rotational and translational head movements, although a large range of movement was tolerated and judged as appearing stable. These results suggest that it not necessary to model the visual geometry accurately and suggest circumstances when tracker drift can be corrected by jumps in the display which will pass unnoticed by the user.
P. M. Jaekl, Robert S. Allison, Laurence R. Harris, Urszula Jasiobedzka, H. L. Jenkin, Michael R. M. Jenkin, James E. Zacher, Daniel C. Zikovitz
VR8
2000 First Steps with a Rideable Computer
abstract
Although technologies such as head-mounted displays and CAVEs can be used to provide large immersive visual displays within small physical spaces, it is difficult to provide virtual environments which are as large physically as they are visually. A fundamental problem is that tracking technologies which work well in a small enclosed environment do not function well over longer distances. In this paper, we describe Trike-a 'rideable' computer system which can be used to generate and explore large virtual spaces both visually and physically. This paper describes the hardware and software components of the system and a set of experiments which have been performed to investigate how the different perceptual cues that can be provided with Trike interact within an immersive environment.
Robert S. Allison, Laurence R. Harris, Michael R. M. Jenkin, Greg Pintilie, Fara Redlick, Daniel C. Zikovitz
VR6
1999 Vestibular Cues and Virtual Environments: Choosing the Magnitude of the Vestibular Cue
abstract
The design of virtual environments usually concentrates on constructing a realistic visual simulation and ignores the non-visual cues normally associated with moving through an environment. The lack of the normal complement of cues may contribute to cybersickness and may affect operator performance. Previously (1998) we described the effect of adding vestibular cues during passive linear motion and showed an unexpected dominance of the vestibular cue in determining the magnitude of the perceived motion. Here we vary the relative magnitude of the visual and vestibular cues and describe a simple linear summation model that predicts the resulting perceived magnitude of motion. The model suggests that designers of virtual reality displays should add vestibular information in a ratio of one to four with the visual motion to obtain convincing and accurate performance.
Laurence R. Harris, Michael R. M. Jenkin, Daniel C. Zikovitz
VR3