Joanne E. Zucco

dblp:74/1784 · DBLP profile ↗
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6ranked-venue papers
1as first author
2since 2021 · last 2025
0000-0003-0310-6364ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 since 2021Artificial intelligence and machine learning · 1 · 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
3 papers
Immersive interaction · 26% Haptics and multimodal interaction · 22% Learning and educational technologies · 22%

Topics — the 5 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
augmented reality annotation
0.812024
Augmented Reality Annotations for Assisting with Decision-Making and Time-Critical Tasking · ISMAR 2024
Human-AI interaction
decision support
0.812024
Augmented Reality Annotations for Assisting with Decision-Making and Time-Critical Tasking · ISMAR 2024
Immersive interaction › virtual reality
virtual reality simulation
0.312025
Smart Pipette: Elevating Laboratory Performance With Tactile Authenticity and Real-Time Feedback · IEEE Trans. Vis. Comput. Graph. 2025
User interface design and tools › prototyping
rapid prototyping
0.112010
Validating Spatial Augmented Reality for interactive rapid prototyping · ISMAR 2010
Interaction techniques and input › input sensing › tracking › hand tracking
finger tracking
0.012010
Validating Spatial Augmented Reality for interactive rapid prototyping · ISMAR 2010

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

comparative study · 0.8annotation design · 0.8user study · 0.1projector-based display · 0.1
YearPublicationVenuePosition
2025 Smart Pipette: Elevating Laboratory Performance With Tactile Authenticity and Real-Time Feedback
abstract
Mastering the correct use of laboratory equipment is a fundamental skill for undergraduate science students involved in laboratory-based training. However, hands-on laboratory time is often limited, and remote students may struggle as their absence from the physical lab limits their skill development. An air displacement micropipette was selected for this investigation, as accuracy and correct technique are essential in generating reliable assay data. Handling small liquid volumes demands hand dexterity and practice to achieve proficiency. This research assesses the importance of tactile authenticity during training by faithfully replicating the micropipette's key physical and operational characteristics. We developed a custom haptic training approach called 'Smart Pipette' which promotes accurate operation and enhances laboratory dexterity training. A comparative user study with 34 participants evaluated the effectiveness of the Smart Pipette custom haptic device against training with off-the-shelf hardware, specifically the Quest VR hand controller, which was chosen because it is held mid-air similar to a laboratory micropipette. Both training conditions are integrated with the same self-paced virtual simulation displayed on a computer screen, offering audiovisual instructions and real-time guidance. Results demonstrated that participants trained with the Smart Pipette custom haptic exhibited increased accuracy and precision while making fewer errors than those trained with off-the-shelf hardware. The Smart Pipette and the Quest VR controller had no significant differences in cognitive load or system usability scores. Tactile authentic interaction devices address challenges faced by online learners, while their applicability extends to traditional classrooms, where real-time feedback significantly enhances overall training performance outcomes.
Juan M. Pieschacon, Maurizio Costabile, Andrew Cunningham, Joanne E. Zucco, G. Stewart Von Itzstein, Ross Smith 0001
IEEE Trans. Vis. Comput. Graph.4
2024 Augmented Reality Annotations for Assisting with Decision-Making and Time-Critical Tasking
abstract
This research explores various Augmented Reality (AR) annotations for supporting performance and decision-making in a time-critical task. The task was designed in collaboration with defence contacts to mimic a command and control scenario, requiring rapid decisions under time pressure. A set of annotations was derived from previous literature, and modifications were made to suit the tasking requirements. The annotations chosen were based on their level of abstraction from least to most abstract: Animations, StickyNotes, Icons, and Highlights. The study compared five conditions (Animations, StickyNotes, Icons, Highlights, and no annotations) for their effectiveness in supporting performance and decision-making in a time-critical task. StickyNotes was found to be the most effective for supporting performance. The study’s results also identify that annotations for assisting with time-critical tasking should be easy and quick to understand, contain sufficient complexity, and not be too abstract in detail.
Jamie Gower, James Baumeister, Bruce H. Thomas, Joanne E. Zucco
ISMAR4
2020 Examining the use of narrative constructs in data videos
abstract
Data videos are a highly impactful method of communication and are becoming a prevalent medium for communicating information. While the majority of current research focuses on the cinematic aspects of data videos, very little is known about the narrative methodologies involved. This paper presents our insights derived from an initial exploration of this area. We present a taxonomy based on the analysis of 70 existing data videos examining their narrative and visual approaches. We propose that our taxonomy can be used to explain the characteristics or design of data videos. Applying this taxonomy, we present our observations, including the trend of popular technologies applied in current data videos, the under-utilization of promising methods, and highlight research opportunities in the field.
Ruochen Cao, Subrata Dey, Andrew Cunningham, James A. Walsh, Ross Smith 0001, Joanne E. Zucco, Bruce H. Thomas
Vis. Informatics6
2010 Validating Spatial Augmented Reality for interactive rapid prototyping
abstract
This paper investigates the use of Spatial Augmented Reality in the prototyping of new human-machine interfaces, such as control panels or car dashboards. The prototyping system uses projectors to present the visual appearance of controls onto a mock-up of a product. Finger tracking is employed to allow real-time interactions with the controls. This technology can be used to quickly and inexpensively create and evaluate interface prototypes for devices. In the past, evaluating a prototype involved constructing a physical model of the device with working components such as buttons. We have conducted a user study to compare these two methods of prototyping and to validate the use of spatial augmented reality for rapid iterative interface prototyping. Participants of the study were required to press pairs of buttons in sequence and interaction times were measured. The results indicate that while slower, users can interact naturally with projected control panels.
Shane Porter, Michael R. Marner, Ross Smith 0001, Joanne E. Zucco, Bruce H. Thomas
ISMAR4
2002 Where Does the Mouse Go? An Investigation into the Placement of a Body-Attached TouchPad Mouse for Wearable Computers
Bruce H. Thomas, Karen Grimmer-Somers, Joanne E. Zucco, Steve Milanese
Pers. Ubiquitous Comput.3
1998 Interactive animation for visualisation of mapping of parallel programs into parallel processors
abstract
Techniques of cartoon animation, when applied to the interface, provide the user with greater visual cues, and convey a feeling of substance to the objects being manipulated. The paper describes the effects used to animate many of the interactions in a structured graphical editor. The editor is used as a tool in a visual parallel programming environment and provides a new large application to test the effectiveness of the concept of animated direct manipulation. Also described are the implementation issues in order to provide animated graphical feedback for direct manipulation.
Joanne E. Zucco, Bruce H. Thomas, Elena Trichina
KES (3)1