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Catherine A. Zanbaka

dblp:23/6278 · DBLP profile ↗
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8ranked-venue papers
5as first author
0since 2021 · last 2007
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-authorHuman-computer interaction and ubiquitous computing · 6 · 4 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 · 93% Visualization and visual analytics · 7%
Human-computer interaction and pervasive computing
5 papers
Human-AI interaction · 34% Collaborative and social computing · 34% Immersive interaction · 23%

Topics — the 13 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-AI interaction › virtual agents
virtual human
0.122007
Social responses to virtual humans: implications for future interface design · CHI 2007
Can a virtual cat persuade you?: the role of gender and realism in speaker persuasiveness · CHI 2006
Virtual and augmented reality
spatial cognition
0.122005
Comparison of Path Visualizations and Cognitive Measures Relative to Travel Technique in a Virtual Environment · IEEE Trans. Vis. Comput. Graph. 2005
Effects of Travel Technique on Cognition in Virtual Environments · VR 2004
Virtual and augmented reality
locomotion techniques
0.122004
Colorplate: Effects of Travel Technique on Cognition in Virtual Environments · VR 2004
Effects of Travel Technique on Cognition in Virtual Environments · VR 2004
Immersive interaction
virtual reality
0.112007
Student Panel: Building the Future of and a Career in VR · VR 2007
Virtual and augmented reality
depth perception
0.112005
Objective Measures for the Effectiveness of Augmented Reality · VR 2005
Virtual and augmented reality › virtual environment
immersive virtual environments
0.112005
Comparison of Path Visualizations and Cognitive Measures Relative to Travel Technique in a Virtual Environment · IEEE Trans. Vis. Comput. Graph. 2005
Virtual and augmented reality › immersive interaction › 3d interaction
locomotion in virtual environments
0.112005
Comparison of Path Visualizations and Cognitive Measures Relative to Travel Technique in a Virtual Environment · IEEE Trans. Vis. Comput. Graph. 2005
Virtual and augmented reality
immersive interaction
0.012004
Effects of Travel Technique on Cognition in Virtual Environments · VR 2004
Computing education
computing careers
0.012007
Student Panel: Building the Future of and a Career in VR · VR 2007
Immersive interaction › avatar
virtual characters
0.012006
Can a virtual cat persuade you?: the role of gender and realism in speaker persuasiveness · CHI 2006
Visualization and visual analytics › geospatial visualization
route visualization
0.012005
Comparison of Path Visualizations and Cognitive Measures Relative to Travel Technique in a Virtual Environment · IEEE Trans. Vis. Comput. Graph. 2005
Visualization and visual analytics
visual analytics
0.012005
Comparison of Path Visualizations and Cognitive Measures Relative to Travel Technique in a Virtual Environment · IEEE Trans. Vis. Comput. Graph. 2005
Usability and user experience research
user performance
0.012004
Effects of Travel Technique on Cognition in Virtual Environments · VR 2004

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

user study · 0.1controlled experiment · 0.1social facilitation paradigm · 0.1attitude change assessment · 0.1presence questionnaire · 0.1between-subjects experiment · 0.1
YearPublicationVenuePosition
2007 Social responses to virtual humans: implications for future interface design
abstract
Do human-human social interactions carry over to human-virtual human social interactions? How does this affect future interface designers? We replicated classical tests of social influence known as the social facilitation and inhibition effects. Social facilitation/inhibition theory states that when in the presence of others, people perform simple tasks better and complex tasks worse. Participants were randomly assigned to perform both simple and complex tasks alone and in the presence of either a real human, a projected virtual human, or a virtual human in a head-mounted display. Our results showed participants were inhibited by the presence of others, whether real or virtual. That is, participants performed worse on the complex task, both in terms of percent correct and reaction times, when in the presence of others than when alone. Social facilitation did not occur with the real or virtual human. We discuss these results and their implications for future interface designers.
Catherine A. Zanbaka, Amy Banic, Paula Goolkasian, Larry F. Hodges
CHI1
2007 Student Panel: Building the Future of and a Career in VR
Benjamin Lok, Nicholas F. Polys, Kyle Johnsen 0001, Sharif Razzaque, Catherine A. Zanbaka
VR5
2007 Shakespearean karaoke
abstract
Traditionally, students study plays by reading from a book. However, reading dialogue on paper does not always communicate the various emotions and actions that help people understand the significance of the person-to-person interactions that are represented.
Lauren Cairco, Sabarish V. Babu, Amy Banic, Catherine A. Zanbaka, Larry F. Hodges
VRST4
2006 Can a virtual cat persuade you?: the role of gender and realism in speaker persuasiveness
abstract
This study examines the roles of gender and visual realism in the persuasiveness of speakers. Participants were presented with a persuasive passage delivered by a male or female person, virtual human, or virtual character. They were then assessed on attitude change and their ratings of the argument, message, and speaker. The results indicated that the virtual speakers were as effective at changing attitudes as real people. Male participants were more persuaded when the speaker was female than when the speaker was male, whereas female participants were more persuaded when the speaker was male than when the speaker was female. Cross gender interactions occurred across all conditions, suggesting that some of the gender stereotypes that occur with people may carry over to interaction with virtual characters. Ratings of the perceptions of the speaker were more favorable for virtual speakers than for human speakers. We discuss the application of these findings in the design of persuasive human computer interfaces.
Catherine A. Zanbaka, Paula Goolkasian, Larry F. Hodges
CHI1
2005 Objective Measures for the Effectiveness of Augmented Reality
abstract
Augmented reality (AR) systems present a mixture of virtual and real objects. The challenge for AR system evaluators is how to tell whether the virtual world is effective at conveying the sense of reality. It may never be possible or even necessary to determine whether the user is truly fooled in all situations or is merely suspending disbelief, but one can objectively measure the effectiveness of an AR environment with a task-based approach. We present the results of our first such experiment, involving low-level perceptual tasks of recognition and depth matching.
Mark A. Livingston, Catherine A. Zanbaka, J. Edward Swan II, Harvey S. Smallman
VR2
2005 Comparison of Path Visualizations and Cognitive Measures Relative to Travel Technique in a Virtual Environment
abstract
We describe a between-subjects experiment that compared four different methods of travel and their effect on cognition and paths taken in an immersive virtual environment (IVE). Participants answered a set of questions based on Crook's condensation of Bloom's taxonomy that assessed their cognition of the IVE with respect to knowledge, understanding and application, and higher mental processes. Participants also drew a sketch map of the IVE and the objects within it. The users' sense of presence was measured using the Steed-Usoh-Slater Presence Questionnaire. The participants' position and head orientation were automatically logged during their exposure to the virtual environment. These logs were later used to create visualizations of the paths taken. Path analysis, such as exploring the overlaid path visualizations and dwell data information, revealed further differences among the travel techniques. Our results suggest that, for applications where problem solving and evaluation of information is important or where opportunity to train is minimal, then having a large tracked space so that the participant can walk around the virtual environment provides benefits over common virtual travel techniques.
Catherine A. Zanbaka, Benjamin Lok, Sabarish V. Babu, Amy Banic, Larry F. Hodges
IEEE Trans. Vis. Comput. Graph.1
2004 Effects of Travel Technique on Cognition in Virtual Environments
Catherine A. Zanbaka, Benjamin Lok, Sabarish V. Babu, Dan Xiao, Amy Banic, Larry F. Hodges
VR1
2004 Colorplate: Effects of Travel Technique on Cognition in Virtual Environments
Catherine A. Zanbaka, Benjamin Lok, Sabarish V. Babu, Dan Xiao, Amy Banic, Larry F. Hodges
VR1