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Suzanne Weghorst

dblp:20/3869 · DBLP profile ↗
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7ranked-venue papers
1as first author
0since 2021 · last 2004
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3Artificial intelligence and machine learning · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2

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
Interaction techniques and input · 61% Haptics and multimodal interaction · 20% User interface design and tools · 12%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 77% Computer animation and physical simulation · 23%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
surgical simulation
0.012004
Real-Time Finite Element Modeling for Surgery Simulation: An Application to Virtual Suturing · IEEE Trans. Vis. Comput. Graph. 2004
Interaction techniques and input › spatial interaction
3d interaction
0.012000
Non-isomorphic 3D rotational techniques · CHI 2000
Interaction techniques and input
direct manipulation
0.011996
The Go-Go Interaction Technique: Non-Linear Mapping for Direct Manipulation in VR · ACM Symposium on User Interface Software and Technology 1996
Computer animation and physical simulation
finite element method
0.012004
Real-Time Finite Element Modeling for Surgery Simulation: An Application to Virtual Suturing · IEEE Trans. Vis. Comput. Graph. 2004
Haptics and multimodal interaction
haptic rendering
0.012004
Real-Time Finite Element Modeling for Surgery Simulation: An Application to Virtual Suturing · IEEE Trans. Vis. Comput. Graph. 2004
User interface design and tools › user interface design
3d user interface design
0.012000
Non-isomorphic 3D rotational techniques · CHI 2000
Immersive interaction
virtual reality interaction
0.011996
The Go-Go Interaction Technique: Non-Linear Mapping for Direct Manipulation in VR · ACM Symposium on User Interface Software and Technology 1996

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

linear finite element analysis · 0.1constraint-based modeling · 0.1user performance evaluation · 0.0mathematical framework · 0.0
YearPublicationVenuePosition
2004 Real-Time Finite Element Modeling for Surgery Simulation: An Application to Virtual Suturing
abstract
Real-time finite element (FE) analysis can be used to represent complex deformable geometries in virtual environments. The need for accurate surgical simulation has spurred the development of many of the new real-time FE methodologies that enable haptic support and real-time deformation. These techniques are computationally intensive and it has proved to be a challenge to achieve the high modeling resolutions required to accurately represent complex anatomies. The authors present a new real-time methodology based on linear FE analysis that is appropriate for a wide range of surgical simulation applications. A methodology is proposed that is characterized by high model resolution, low preprocessing time, unrestricted multipoint surface contact, and adjustable boundary conditions. These features make the method ideal for modeling suturing, which is an element common to almost every surgical procedure. This paper describes constraints in the context of a Suturing Simulator currently being developed by the authors.
Jeffrey Berkley, George M. Turkiyyah, Daniel Berg, Mark A. Ganter, Suzanne Weghorst
IEEE Trans. Vis. Comput. Graph.5
2000 Non-isomorphic 3D rotational techniques
abstract
This paper demonstrates how non-isomorphic rotational mappings and interaction techniques can be designed and used to build effective spatial 3D user interfaces. In this paper, we develop a mathematical framework allowing us to design non-isomorphic 3D rotational mappings and techniques, investigate their usability properties, and evaluate their user performance characteristics. The results suggest that non-isomorphic rotational mappings can be an effective tool in building high-quality manipulation dialogs in 3D interfaces, allowing our subjects to accomplish experimental tasks 13% faster without a statistically detectable loss in accuracy. The current paper will help interface designers to use non-isomorphic rotational mappings effectively.
Ivan Poupyrev, Suzanne Weghorst, Sidney S. Fels
CHI2
1998 Egocentric Object Manipulation in Virtual Environments: Evaluation of Interaction Techniques
abstract
The acceptance of virtual environment (VE) technology requires scrupulous optimization of the most basic interactions in order to maximize user performance and provide efficient and enjoyable virtual interfaces. Motivated by insufficient understanding of the human factors design implications of interaction techniques and tools for virtual interfaces, this paper presents results of a formal study that compared two basic interaction metaphors for egocentric direct manipulation in VEs, virtual hand and virtual pointer, in object selection and positioning experiments. The goals of the study were to explore immersive direct manipulation interfaces, compare performance characteristics of interaction techniques based on the metaphors of interest, understand their relative strengths and weaknesses, and derive design guidelines for practical development of VE applications.
Ivan Poupyrev, Suzanne Weghorst, Mark Billinghurst, Tadao Ichikawa
Comput. Graph. Forum2
1997 A framework and testbed for studying manipulation techniques for immersive VR
abstract
Developing virtual reality (VR) applications which enable actual work over a period of time requires optimization of the most basic interactions, such as object manipulation, so that the immersed participant can concentrate on higher-level tasks rather than on lowlevel motor activities. This paper presents a framework and experimental testbed for studies of VR object manipulation techniques. The framework provides a systematic task analysis of immersive manipulation and suggests a user-specific non-Euclidean system for the measurement of VR spatial relationships. The Virtual Reality Manipulation Assessment Testbed (VRMAT) is a practical implementation of the framework and is a flexible tool allowing in-depth experimental studies of immersive manipulation. Pilot studies have been conducted to evaluate this framework and testbed and to establish a baseline for further development. Keywords: immersive virtual reality, VR user interfaces, VR manipulation techniques, user studies, experimen...
Ivan Poupyrev, Suzanne Weghorst, Mark Billinghurst, Tadao Ichikawa
VRST2
1996 The Go-Go Interaction Technique: Non-Linear Mapping for Direct Manipulation in VR
abstract
The Go-Go immersive interaction technique uses the metaphor of interactively growing the user’s arm and non-linear mapping for reaching and manipulating distant objects. Unlike others, our technique allows for seamless direct manipulation of both nearby objects and those at a distance.
Ivan Poupyrev, Mark Billinghurst, Suzanne Weghorst, Tadao Ichikawa
ACM Symposium on User Interface Software and Technology3
1994 A resource guide to VR in medicine
T. Emerson, J. Prothero, Suzanne Weghorst
Artif. Intell. Medicine3
1994 Virtual reality in medicine
Suzanne Weghorst
Artif. Intell. Medicine1