Joseph J. LaViola

ORCID: 0000-0003-1186-4130
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About
Contact & Profiles
Research Areas
  • Interactive and Immersive Displays
  • Augmented Reality Applications
  • Virtual Reality Applications and Impacts
  • Tactile and Sensory Interactions
  • Hand Gesture Recognition Systems
  • Human Pose and Action Recognition
  • Educational Games and Gamification
  • Human Motion and Animation
  • Data Visualization and Analytics
  • Spatial Cognition and Navigation
  • Advanced Optical Imaging Technologies
  • Gaze Tracking and Assistive Technology
  • Visual perception and processing mechanisms
  • Computer Graphics and Visualization Techniques
  • Teaching and Learning Programming
  • Software Engineering Research
  • Video Analysis and Summarization
  • Usability and User Interface Design
  • Advanced Vision and Imaging
  • Handwritten Text Recognition Techniques
  • Robotics and Sensor-Based Localization
  • Human-Automation Interaction and Safety
  • Innovative Human-Technology Interaction
  • 3D Surveying and Cultural Heritage
  • Robot Manipulation and Learning

University of Central Florida
2016-2025

Brown University
1999-2015

University of California, Irvine
2013

John Brown University
2003-2007

Fraunhofer USA
1997

Providence College
1997

An important and troublesome problem with current virtual environment (VE) technology is the tendency for some users to exhibit symptoms that parallel of classical motion sickness both during after VE experience. This type sickness, cybersickness, distinct from in user often stationary but has a compelling sense self through moving visual imagery. Unfortunately, there are many factors can cause cybersickness no foolproof method eliminating problem. In this paper, I discuss number primary...

10.1145/333329.333344 article EN ACM SIGCHI Bulletin 2000-01-01

Three-dimensional user interface design is a critical component of any virtual environment (VE) application. In this paper, we present broad overview 3-D interaction and interfaces. We discuss the effect common VE hardware devices on interaction, as well techniques for generic tasks use traditional 2-D styles in environments. divide most user-interaction into three categories: navigation, selection/manipulation, system control. Throughout our focus presenting not only available but also...

10.1162/105474601750182342 article EN PRESENCE Virtual and Augmented Reality 2001-02-01

The unscented Kalman filter is a superior alternative to the extended for variety of estimation and control problems. However, its effectiveness improving human motion tracking virtual reality applications in presence noisy data has been unexplored. In this paper, we present an empirical study comparing performance filtering head hand tracking. Specifically, examine orientation signals, represented with quaternions, which are critical correct viewing perspectives reality. Our experimental...

10.1109/acc.2003.1243440 article EN 2004-02-03

The state space description of some physical systems possess nonlinear equality constraints between variables. In this paper, we consider the problem applying a Kalman filter-type estimator in presence such constraints. We categorize previous approaches into pseudo-observation and projection methods identify two types constraints-those that act on entire distribution those mean distribution. argue approach enforces neither type constraint method first only. propose new utilizes twice-once to...

10.1109/tsp.2007.893949 article EN IEEE Transactions on Signal Processing 2007-06-01

Article Share on CavePainting: a fully immersive 3D artistic medium and interactive experience Authors: Daniel F. Keefe Brown Univ., Providence, RI RIView Profile , Acevedo Feliz Tomer Moscovich David H. Laidlaw Joseph J. LaViola Authors Info & Claims I3D '01: Proceedings of the 2001 symposium Interactive graphicsMarch 2001Pages 85–93https://doi.org/10.1145/364338.364370Published:01 March 2001Publication History 144citation2,008DownloadsMetricsTotal Citations144Total Downloads2,008Last 12...

10.1145/364338.364370 article EN 2001-03-01

Article Share on Hands-free multi-scale navigation in virtual environments Authors: Joseph J. LaViola Brown Univ., Providence, RI RIView Profile , Daniel Acevedo Feliz F. Keefe Robert C. Zeleznik Authors Info & Claims I3D '01: Proceedings of the 2001 symposium Interactive 3D graphicsMarch 2001Pages 9–15https://doi.org/10.1145/364338.364339Published:01 March 2001Publication History 143citation2,063DownloadsMetricsTotal Citations143Total Downloads2,063Last 12 Months83Last 6 weeks7 Get Citation...

10.1145/364338.364339 article EN 2001-03-01

We present mathematical sketching , a novel, pen-based, modeless gestural interaction paradigm for mathematics problem solving. Mathematical derives from the familiar pencil-and-paper process of drawing supporting diagrams to facilitate formulation expressions; however, with sketch, users can also leverage their physical intuition by watching hand-drawn animate in response continuous or discrete parameter changes written formulas. Diagram animation is driven implicit associations that are...

10.1145/1015706.1015741 article EN ACM Transactions on Graphics 2004-08-01

Today's integrated development environments (IDEs) are hampered by their dependence on files and file-based editing. We propose a novel user interface that is based collections of lightweight editable fragments, called bubbles, which when grouped together form concurrently visible working sets. In this paper we describe the design prototype IDE for Java A quantitative evaluation shows developers could expect to view sizeable number functions with relatively few UI operations. qualitative 23...

10.1145/1806799.1806866 article EN 2010-05-01

Developers spend significant time reading and navigating code fragments spread across multiple locations. The file-based nature of contemporary IDEs makes it prohibitively difficult to create maintain a simultaneous view such fragments. We propose novel user interface metaphor for understanding based on collections lightweight, editable called bubbles, which form concurrently visible working sets. present the results qualitative usability evaluation, quantitative study indicates Code Bubbles...

10.1145/1753326.1753706 article EN 2010-04-10

Mobile applications ("apps") developed to promote online safety for children are underutilized and rely heavily on parental control features that monitor restrict their child's mobile activities. This asymmetry in surveillance initiates an interesting research question -- how do themselves feel about such apps? We conducted a qualitative analysis of 736 reviews 37 apps from Google Play were publicly posted written by (ages 8-19). Our results indicate child ratings significantly lower than...

10.1145/3173574.3173698 article EN 2018-04-19

We present a study exploring upper body 3D spatial interaction metaphors for control and communication with Unmanned Aerial Vehicles (UAV) such as the Parrot AR Drone. discuss design implementation of five techniques using Microsoft Kinect, based on inspired by UAVs, to support variety flying operations UAV can perform. Techniques include first-person metaphor where user takes pose like winged aircraft, game controller metaphor, user's hands mimic movements console joysticks, "proxy"...

10.1145/2449396.2449429 article EN 2013-03-19

We present novel algorithms for predictive tracking of user position and orientation based on double exponential smoothing. These algorithms, when compared against Kalman extended filter-based predictors with derivative free measurement models, run approximately 135 times faster equivalent prediction performance simpler implementations. This paper describes these in detail along the Filter tested against. In addition, we describe details a predictor experiment empirical results supporting...

10.1145/769953.769976 article EN 2003-05-22

The Nintendo Wii Remote (Wiimote) has served as an input device in 3D user interfaces (3DUIs) but differs from the general-purpose hardware typically found research labs and commercial applications. Despite this, no one systematically evaluated terms of what it offers 3DUI designers. Experience with Wiimote indicates that it's imperfect harbinger a new class spatially convenient devices, classified spatial data, functionality, commodity design. This tutorial presents techniques for using...

10.1109/mcg.2009.109 article EN IEEE Computer Graphics and Applications 2009-09-28

3D object selection is more demanding when, 1) objects densly surround the target object, 2) significantly occluded, and 3) when dynamically changing location. Most techniques guidelines were developed tested on static or mostly sparse environments. In contrast, games tend to incorporate packed dynamic as part of their typical interaction. With increasing popularity in using hand gestures motion controllers, our current understanding needs revision. We present a study that compared four...

10.1109/tvcg.2012.40 article EN IEEE Transactions on Visualization and Computer Graphics 2012-03-13

Recent advances in digital game technology are making stereoscopic games more popular. Stereoscopic 3D graphics promise a better gaming experience but this potential has not yet been proven empirically. In paper, we present comprehensive study that evaluates player of three comparison with their monoscopic counterparts. We examined 60 participants, each playing one the games, using self-reporting questionnaires and psychophysiological instrument. Our main results (1) stereoscopy increased...

10.1145/2207676.2207690 article EN 2012-05-05

Virtual reality (VR) and 3D user interface (3D UI) research has been going on for more than 20 years, with limited success in being a part of people's everyday lives.VR UIs have useful areas such as simulation training, scientific visualization, medicine, psychological rehabilitation.Our glance at video game history shows three trends that lead us to why Uls VR are starting become so popular. First, once consoles had better graphics sound, interesting stories, let users play much longer,...

10.1109/mcg.2008.92 article EN IEEE Computer Graphics and Applications 2008-08-27

We present a systematic study on the recognition of 3D gestures using spatially convenient input devices. Specifically, we examine linear acceleration-sensing Nintendo Wii Remote coupled with angular velocity-sensing MotionPlus. For study, created gesture database, collecting data 25 distinct totalling 8500 samples. Our experiment explores how number and amount samples used to train two commonly machine learning algorithms, AdaBoost classifier, affect overall accuracy. examined these...

10.1109/vr.2010.5444813 article EN 2010-03-01

We present the development and evaluation of Virtual Experience Test (VET). The VET is a survey instrument used to measure holistic virtual environment experiences based upon five dimensions experiential design: sensory, cognitive, affective, active, relational. Experiential Design (ED) approach enhance presence in environments that goes beyond existing theory (i.e. focus on sensory aspects VE experiences) include affective cognitive factors. To evaluate VET, 62 participants played...

10.1109/vr.2010.5444804 article EN 2010-03-01

GestureBar is a novel, approachable UI for learning gestural interactions that enables walk-up-and-use experience which in the same class as standard menu and toolbar interfaces. leverages familiar, clean look of common toolbar, but place executing commands, richly discloses how to execute commands with gestures, through animated images, detail tips an out-of-document practice area. GestureBar's simple design also general enough use any recognition technique integration standard,...

10.1145/1518701.1519050 article EN 2009-04-04

3D gestural interaction provides a powerful and natural way to interact with computers using the hands body for variety of different applications including video games, training simulation, medicine. However, accurately recognizing gestures so that they can be reliably used in these poses many research challenges. In this paper, we examine state field interfaces by presenting latest strategies on how collect raw gesture data from user analyze correctly recognize users perform. addition,...

10.1155/2013/514641 article EN ISRN Artificial Intelligence 2013-12-18
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