Rudy Darken

dblp:95/6331 · also Rudolph P. Darken · DBLP profile ↗
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11ranked-venue papers
7as first author
0since 2021 · last 2005
0000-0002-6750-5455ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 9 · 6 first-authorGraphics, computer vision, multimedia, augmented reality and games · 6 · 3 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.

Computer graphics and multimedia
4 papers
Virtual and augmented reality · 56% Visualization and visual analytics · 33% Multimedia systems and quality of experience · 11%
Human-computer interaction and pervasive computing
6 papers
Interaction techniques and input · 50% Immersive interaction · 26% User interface design and tools · 16%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 10 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
immersive virtual environments
0.112005
Virtual Reality and Spatial Ability · VR 2005
Visualization and visual analytics
spatial ability
0.112005
Virtual Reality and Spatial Ability · VR 2005
Interaction techniques and input › spatial interaction › navigation
virtual reality navigation
0.021996
Wayfinding Strategies and Behaviors in Large Virtual Worlds · CHI 1996
A Toolset for Navigation in Virtual Environments · ACM Symposium on User Interface Software and Technology 1993
Virtual and augmented reality › navigation
virtual environment navigation
0.011999
Map Usage in Virtual Environments: Orientation Issues · VR 1999
Immersive interaction
virtual reality locomotion
0.011997
The Omni-Directional Treadmill: A Locomotion Device for Virtual Worlds · ACM Symposium on User Interface Software and Technology 1997
Interaction techniques and input › spatial interaction › navigation
wayfinding
0.011996
Wayfinding Strategies and Behaviors in Large Virtual Worlds · CHI 1996
Virtual and augmented reality
immersive interaction
0.012004
Teaching Virtual Reality: Why and How? · VR 2004
Accessibility and assistive technology
assistive navigation
0.011993
A Toolset for Navigation in Virtual Environments · ACM Symposium on User Interface Software and Technology 1993
Interaction techniques and input › spatial interaction › navigation
spatial navigation
0.011999
Map Usage in Virtual Environments: Orientation Issues · VR 1999
User interface design and tools
multimedia interface design
0.011997
Designing Interactive Multimedia (Panel) · ACM Multimedia 1997

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

user study · 0.0mental rotation assessment · 0.0controlled experiment · 0.0informal user study · 0.0
YearPublicationVenuePosition
2005 Virtual Reality and Spatial Ability
abstract
Published in: IEEE Proceedings. VR 2005. Virtual Reality, 2005
Hannes Kaufmann, Albert A. Rizzo, Gerard Jounghyun Kim, Rudy Darken, Robert Astur, Frank Tendick
VR4
2005 Mixed-dimension interaction in virtual environments
abstract
In this paper, we present a study to show that matching the dimensionality of interaction techniques with the dimensional demands of the task results in an interface that facilitates superior performance on interaction tasks without sacrificing performance on 2D tasks in favor of 3D tasks and vice versa. We describe the concept of dimensional congruence and how to identify the dimensional characteristics of a task so that appropriate interaction techniques can be applied. We constructed a prototypical application in a Virtual Environment Enclosure (VEE) using a hand-held device to show how this might be done in this type of apparatus. We then describe a study that evaluates both 2D and 3D tasks as performed using typical 2D and 3D interaction techniques. Results show that an appropriate mix of 2D and 3D interaction techniques is preferred over exclusive use of one or the other. The challenge lies not in selecting independent interaction techniques for specific tasks, but rather in constructing an overall interface that mixes 2D and 3D interactions appropriately.
Rudy Darken, Richard Durost
VRST1
2004 Panel session: great principles in computing
abstract
Questions and answers about the great principles framework for computing and its impact on the organization and content of curriculum, with special attention to communicating our field, teaching programming, and appealing to a diverse audience.
Peter J. Denning, Rudy Darken, Eric Roberts 0001, Mark Guzdial
SIGCSE2
2004 Teaching Virtual Reality: Why and How?
Rudy Darken, Grigore C. Burdea, William R. Sherman, Robert J. Stone
VR1
2003 This Year in the MOVES Institute
abstract
A presentation as an invited speaker for IEEE Cyberworlds 2003, the International Conference on Cyberworlds, Singapore.
Michael Zyda, Donald P. Brutzman, Rudy Darken, John Hiles, Ted G. Lewis, Alex Mayberry, Russell Shilling, Joe Sullivan, Alex Callahan, Margaret J. Davis
CW3
1999 Map Usage in Virtual Environments: Orientation Issues
abstract
Navigation tasks in large virtual environments often call for the use of a virtual map. However, all maps are not alike. Performance on navigation tasks in general has been shown to vary depending on the orientation of the map with respect to the user's frame of reference. This paper reports the results of an experiment investigating orientation issues of virtual maps for use during navigation tasks. Participants were given a virtual map in either a north-up or forward-up configuration. Performance on search tasks was measured in terms of search time and errors. Results indicate that targeted search tasks (tasks requiring only the egocentric reference frame) are best served by a forward-up alignment while primed and naive search tasks (tasks requiring information from the world reference frame) prefer a north-up alignment. Both types of maps are affected by the ability of user to perform mental rotations.
Rudy Darken, Helsin Cevik
VR1
1997 Designing Interactive Multimedia (Panel)
Lori L. Scarlatos, Rudy Darken, Komei Harada, Carrie Heeter, Richard Muller, Ben Shneiderman
ACM Multimedia2
1997 The Omni-Directional Treadmill: A Locomotion Device for Virtual Worlds
abstract
Article Free Access Share on The omni-directional treadmill: a locomotion device for virtual worlds Authors: Rudolph P. Darken Department of Computer Science, Naval Postgraduate School, Monterey, CA Department of Computer Science, Naval Postgraduate School, Monterey, CAView Profile , William R. Cockayne Department of Computer Science, Naval Postgraduate School, Monterey, CA Department of Computer Science, Naval Postgraduate School, Monterey, CAView Profile , David Carmein Virtual Space Devices, Inc., Bloomington, MN Virtual Space Devices, Inc., Bloomington, MNView Profile Authors Info & Claims UIST '97: Proceedings of the 10th annual ACM symposium on User interface software and technologyOctober 1997 Pages 213–221https://doi.org/10.1145/263407.263550Published:01 October 1997Publication History 207citation1,526DownloadsMetricsTotal Citations207Total Downloads1,526Last 12 Months165Last 6 weeks10 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
Rudy Darken, William R. Cockayne, David Carmein
ACM Symposium on User Interface Software and Technology1
1996 Wayfinding Strategies and Behaviors in Large Virtual Worlds
abstract
People have severe problems wayfinding in large virtual worlds. However, current implementations of virtual worlds provide little support for effective wayfinding. We assert that knowledge about human wayfinding in the physical world can be applied to construct aids for wayfinding in virtual worlds. An experiment was conducted to determine whether people use physical world wayfinding strategies in large virtual worlds. The study measures subject performance on a complex searching task in a number of virtual worlds with differing environmental cues. The results show that subjects in the treatment without any additional cues were often disoriented and had extreme difficulty completing the task. In general, subjects ’ wayfinding strategies and behaviors were strongly influenced by the environmental cues in ways suggested by the underlying design principles.
Rudy Darken, John L. Sibert
CHI1
1996 Navigating large virtual spaces
abstract
As important as navigation is to human performance in virtual worlds, it is an often overlooked problem in the design process. This article reports an experiment intended to show that real‐world wayfinding and environmental design principles are effective in designing virtual worlds that support skilled wayfinding behavior. The study measures participant performance on a complex searching task in a number of virtual worlds with differing environmental cues. The worlds are augmented with either a radial grid, a map, or both a grid and a map. The control condition provided no additional navigational cues. The results showed that navigational performance was superior under both map treatments as compared to the control and grid conditions. The grid was, however, shown to provide superior directional information as compared to the other conditions. The control condition provided the worst performance, with participants often becoming disoriented and experiencing extreme difficulty completing the tasks.
Rudy Darken, John L. Sibert
Int. J. Hum. Comput. Interact.1
1993 A Toolset for Navigation in Virtual Environments
abstract
Maintaining knowledge of current position and orientation is frequently a problem for people in virtual environments. In this paper we present a toolset of techniques based on principles of navigation derived from real world analogs. We include a discussion of human and avian navigation behaviours and show how knowledge about them were used to design our tools. We also summarize an informal study we performed to determine how our tools influenced the subjects'navigation behaviour. We conclude that principles extracted from real world navigation aids such as maps can be seen to apply in virtual environments.
Rudy Darken, John L. Sibert
ACM Symposium on User Interface Software and Technology1