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Bernard D. Adelstein

dblp:93/5962 · DBLP profile ↗
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11ranked-venue papers
3as first author
0since 2021 · last 2009
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 9 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 7Artificial intelligence and machine learning · 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
8 papers
Usability and user experience research · 66% Immersive interaction · 34%
Computer graphics and multimedia
5 papers
Virtual and augmented reality · 100%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Usability and user experience research › experimental design
human-subject experiments
0.232007
Tutorial 2: Conducting Human Subject Experiments with Virtual and Augmented Reality · VR 2007
Conducting Human-Subject Experiments with Virtual and Augmented Reality · VR 2006
Conducting Human-Subject Experiments with Virtual and Augmented Reality · VR 2004
Usability and user experience research › evaluation methodology
self-report measures
0.112007
Demand Characteristics in Assessing Motion Sickness in a Virtual Environment: Or Does Taking a Motion Sickness Questionnaire Make You Sick? · IEEE Trans. Vis. Comput. Graph. 2007
Immersive interaction
virtual reality
0.112007
Demand Characteristics in Assessing Motion Sickness in a Virtual Environment: Or Does Taking a Motion Sickness Questionnaire Make You Sick? · IEEE Trans. Vis. Comput. Graph. 2007
Immersive interaction › virtual reality › cybersickness
VR sickness
0.112007
Demand Characteristics in Assessing Motion Sickness in a Virtual Environment: Or Does Taking a Motion Sickness Questionnaire Make You Sick? · IEEE Trans. Vis. Comput. Graph. 2007
Virtual and augmented reality › tracking
3d object tracking
0.011999
Sensor Spatial Distortion, Visual Latency, and Update Rate Effects on 3D Tracking in Virtual Environments · VR 1999
Virtual and augmented reality
virtual environment
0.011999
Sensor Spatial Distortion, Visual Latency, and Update Rate Effects on 3D Tracking in Virtual Environments · VR 1999
Virtual and augmented reality › virtual environment
immersive virtual environments
0.012006
Conducting Human-Subject Experiments with Virtual and Augmented Reality · VR 2006
Immersive interaction
virtual reality experience
0.012006
Demand Characteristics of a Questionnaire Used to Assess Motion Sickness in a Virtual Environment · VR 2006
Performance modeling and evaluation
benchmarking
0.011992
A Testbed for Characterizing Dynamic Response of Virtual Environment Spatial Sensors · ACM Symposium on User Interface Software and Technology 1992

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

simulator sickness questionnaire · 0.1experimental design · 0.1controlled experiment · 0.1pre-post experimental design · 0.1cooper-harper controllability scale · 0.0
YearPublicationVenuePosition
2009 Perception of image motion during head movement
abstract
We examined human perception of head-referenced image motion during concurrent head movement. The visual stimulus was a checkerboard image in a head mounted display that moved from side-to-side. Observers rated the magnitude of the checkerboard motion while either rotating their head about a vertical axis (yaw), about a horizontal axis (pitch), or holding it still. In Experiment 1, we tested four image oscillation frequencies (0.25, 0.5, 1, and 2 Hz) while holding the head motion frequency constant at 0.5 Hz. In Experiment 2, we tested three head motion frequencies (0.25, 0.5, and 1 Hz) while holding the image oscillation frequency constant at 1 Hz. Across all image and head motion frequencies, perceptual sensitivity to image motion was reduced by about 45% during horizontal head movement. During vertical head movement, perceptual sensitivity was reduced by about 25% when head and image motion were of the same frequency. Compared with when the head was still, horizontal and vertical head movements produced a downward shift of about 10% in overall motion magnitude estimation response. Findings from this study provide virtual environment developers with a quantitative description of the influence of concurrent head movement on the perception of frontoparallel image motion.
Li Li 0026, Bernard D. Adelstein, Stephen R. Ellis
ACM Trans. Appl. Percept.2
2007 Tutorial 2: Conducting Human Subject Experiments with Virtual and Augmented Reality
J. Edward Swan II, Stephen R. Ellis, Bernard D. Adelstein
VR3
2007 Demand Characteristics in Assessing Motion Sickness in a Virtual Environment: Or Does Taking a Motion Sickness Questionnaire Make You Sick?
abstract
The experience of motion sickness in a virtual environment may be measured through pre and postexperiment self-reported questionnaires such as the Simulator Sickness Questionnaire (SSQ). Although research provides converging evidence that users of virtual environments can experience motion sickness, there have been no controlled studies to determine to what extent the user's subjective response is a demand characteristic resulting from pre and posttest measures. In this study, subjects were given either SSQ's both pre and postvirtual environment immersion, or only postimmersion. This technique tested for contrast effects due to demand characteristics in which administration of the questionnaire itself suggested to the participant that the virtual environment may produce motion sickness. Results indicate that reports of motion sickness after immersion in a virtual environment are much greater when both pre and postquestionnaires are given than when only a posttest questionnaire is used. The implications for assessments of motion sickness in virtual environments are discussed.
Sean D. Young, Bernard D. Adelstein, Stephen R. Ellis
IEEE Trans. Vis. Comput. Graph.2
2006 Conducting Human-Subject Experiments with Virtual and Augmented Reality
abstract
Summary form only for tutorial. As virtual and augmented reality hardware and software have grown more mature over the past decade, the focus of the field is shifting away from the basic engineering technology, and towards the science and applications of VR and AR techniques. Increasingly, virtual and augmented reality researchers are conducting human-subject experiments, both to understand the way humans perceive, manipulate, and cognate with VR and AR information, and to quantify the utility of VR and AR in different application contexts.
J. Edward Swan II, Stephen R. Ellis, Bernard D. Adelstein
VR3
2006 Demand Characteristics of a Questionnaire Used to Assess Motion Sickness in a Virtual Environment
abstract
The experience of motion sickness in a virtual environment may be measured through pre- and post-experiment self-reported questionnaires such as the Simulator Sickness Questionnaire (SSQ). Although research provides converging evidence that users of virtual environments can experience motion sickness, there have been no controlled studies to determine to what extent the user’s subjective response is a demand characteristic resulting from pre- and post-test measures. In this study, subjects were given either SSQ’s both pre and post virtual environment immersion, or only post immersion. This technique was used to test for contrast effects due to demand characteristics in which administration of the questionnaire itself suggests to the participant that the virtual environment may produce motion sickness. Results indicate that reports of motion sickness after immersion in a virtual environment are much greater when both pre and post questionnaires are given than when only a post test questionnaire is used. The implications for assessments of motion sickness in virtual environments are discussed.
Sean D. Young, Bernard D. Adelstein, Stephen R. Ellis
VR2
2005 Human-Centered Fidelity Metrics for Virtual Environment Simulations
Katerina Mania, Heinrich H. Bülthoff, Douglas W. Cunningham, Bernard D. Adelstein, Nadia Magnenat-Thalmann, Nicholaos Mourkoussis, Tom Troscianko, J. Edward Swan II
VR4
2004 Conducting Human-Subject Experiments with Virtual and Augmented Reality
abstract
Provides an abstract of the tutorial presentation and a brief professional biography of the presenter. The complete presentation was not made available for publication as part of the conference proceedings.
J. Edward Swan II, Joseph L. Gabbard, Deborah Hix, Steve Ellis, Bernard D. Adelstein
VR5
2003 Sensitivity to haptic-audio asynchrony
abstract
The natural role of sound in actions involving mechanical impact and vibration suggests the use of auditory display as an augmentation to virtual haptic interfaces. In order to budget available computational resources for sound simulation, the perceptually tolerable asynchrony between paired haptic-auditory sensations must be known. This paper describes a psychophysical study of detectable time delay between a voluntary hammer tap and its auditory consequence (a percussive sound of either 1, 50, or 200 ms duration). The results show Just Noticeable Differences (JNDs) for temporal asynchrony of 24 ms with insignificant response bias. The invariance of JND and response bias as a function of sound duration in this experiment indicates that observers cued on the initial attack of the auditory stimuli.
Bernard D. Adelstein, Durand R. Begault, Elizabeth M. Wenzel
ICMI1
2000 Rotation and direction judgment from visual images head-slaved in two and three degrees-of-freedom
abstract
The contribution to spatial awareness of adding a roll degree-of-freedom (DOF) to telepresence camera platform yaw and pitch was examined in an experiment where subjects judged direction and rotation of stationary target markers in a remote scene. Subjects viewed the scene via head-slaved camera images in a head-mounted display. Elimination of the roll DOF affected rotation judgment, but only at extreme yaw and pitch combinations, and did not affect azimuth and elevation judgement. Systematic azimuth overshoot occurred regardless of roll condition. Observed rotation misjudgments are explained by kinematic models for eye-head direction of gaze.
Bernard D. Adelstein, Stephen R. Ellis
IEEE Trans. Syst. Man Cybern. Part A1
1999 Sensor Spatial Distortion, Visual Latency, and Update Rate Effects on 3D Tracking in Virtual Environments
abstract
We examined the effects of human 3D tracking performance of several common defects of immersing virtual environments: spatial sensor distortion, visual latency and low update rates. Results show: removal of relatively small static distortion had minor effects on tracking accuracy; an adapted Cooper-Harper controllability scale proved the most sensitive subjective indicator of simulation degradation; and RMS tracking error and subjective impressions were more influenced by changing visual latency than by update rate.
Stephen R. Ellis, Bernard D. Adelstein, S. Baumeler, G. J. Jense, Richard H. Jacoby
VR2
1992 A Testbed for Characterizing Dynamic Response of Virtual Environment Spatial Sensors
abstract
This paper describes a testbed and method for characterizing the dynamic response of the type of spatial displacement transducers commonly used in virtual environment (VE) applications. The testbed consists of a motorized rotary swing arm that imparts known displacement inputs to the VE sensor. The experimental method involves a series of tests in which the sensor is displaced back and forth at a number of controlled frequencies that span the bandwidth of volitional human movement. During the tests, actual swing arm angle and reported VE sensor displacements are collected and time stamped. Because of the time stamping technique, the response time of the sensor can be measured directly, independent of latencies in data transmission from the sensor unit and any processing by the interface applications running on the host computer. Analysis of these experimental results allows sensor time delay and gain characteristics to be determined as a function of input frequency. Results from tests of several differnt VE spatial sensors (Ascension, Logitech, and Polhemus) are presented here to demonstrate use of the testbed and method.
Bernard D. Adelstein, Eric R. Johnston, Stephen R. Ellis
ACM Symposium on User Interface Software and Technology1