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Gregory M. Fitch

dblp:56/7931 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 1

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
2 papers
Immersive interaction · 67% Usability and user experience research · 18% User interface design and tools · 15%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality interaction
0.212014
Behind the Glass: Driver Challenges and Opportunities for AR Automotive Applications · Proc. IEEE 2014
Immersive interaction › augmented reality
augmented reality text legibility
0.112007
Active Text Drawing Styles for Outdoor Augmented Reality: A User-Based Study and Design Implications · VR 2007
Usability and user experience research › user study
user performance study
0.112007
Active Text Drawing Styles for Outdoor Augmented Reality: A User-Based Study and Design Implications · VR 2007
Virtual and augmented reality › augmented reality display
optical see-through display
0.012007
Active Text Drawing Styles for Outdoor Augmented Reality: A User-Based Study and Design Implications · VR 2007

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

user study · 0.1experimental design · 0.1
YearPublicationVenuePosition
2014 Behind the Glass: Driver Challenges and Opportunities for AR Automotive Applications
abstract
As the automotive industry moves toward the car of the future, technology companies are developing cutting-edge systems, in vehicle and out, that aim to make driving safer, more pleasant, and more convenient. While we are already seeing some successful video-based augmented reality (AR) auxiliary displays (e.g., center-mounted backup aid systems), the application opportunities of optical see-through AR as presented on a drivers' windshield are yet to be fully tapped; nor are the visual perceptual and attention challenges fully understood. As we race to field AR applications in transportation, we should first consider the perceptual and distraction issues that are known in both the AR and transportation communities, with a focus on the unique and intersecting aspects for driving applications. This paper describes the some opportunities and driver challenges associated with AR applications in the automotive domain. We first present a basic research space to assist in these inquiries, which delineates head-mounted from heads-up and center-mounted displays; video from optical see-through displays; and world-fixed from screen-fixed AR graphics. We then address benefits of AR related to primary, secondary, and tertiary driver tasks as well as driver perception and cognition challenges inherent in automotive AR systems.
Joseph L. Gabbard, Gregory M. Fitch, Hyungil Kim
Proc. IEEE2
2007 Active Text Drawing Styles for Outdoor Augmented Reality: A User-Based Study and Design Implications
abstract
A challenge in presenting augmenting information in outdoor augmented reality (AR) settings lies in the broad range of uncontrollable environmental conditions that may be present, specifically large-scale fluctuations in natural lighting and wide variations in likely backgrounds or objects in the scene. In this paper, we present a active AR testbed that samples the user's field of view, and collects outdoor illuminance values at the participant's position. The main contribution presented herein is a user-based study (conducted using the testbed) that examined the effects on user performance of four outdoor background textures, four text colors, three text drawing styles, and two text drawing style algorithms for a text identification task using an optical, see-through AR system. We report significant effects for all these variables, and discuss design guidelines and ideas for future work
Joseph L. Gabbard, J. Edward Swan II, Deborah Hix, Si-Jung Kim, Gregory M. Fitch
VR5