Mary C. Whitton

ORCID: 0000-0003-2880-2550
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Tactile and Sensory Interactions
  • Augmented Reality Applications
  • Evacuation and Crowd Dynamics
  • Computer Graphics and Visualization Techniques
  • Interactive and Immersive Displays
  • Visual perception and processing mechanisms
  • Human-Automation Interaction and Safety
  • Advanced Optical Imaging Technologies
  • Teleoperation and Haptic Systems
  • Scientific Computing and Data Management
  • Human Motion and Animation
  • Spatial Cognition and Navigation
  • Advanced Vision and Imaging
  • Simulation and Modeling Applications
  • Distributed and Parallel Computing Systems
  • 3D Shape Modeling and Analysis
  • scientometrics and bibliometrics research
  • Research Data Management Practices
  • Visual Attention and Saliency Detection
  • Balance, Gait, and Falls Prevention
  • Geological Modeling and Analysis
  • 3D Modeling in Geospatial Applications
  • Digital Radiography and Breast Imaging
  • Modular Robots and Swarm Intelligence

University of North Carolina at Chapel Hill
2014-2024

University of North Carolina Health Care
2003-2024

Mississippi State University
2021-2022

University College London
2002-2021

University of South Australia
2021

University of Minnesota
2021

Nara Institute of Science and Technology
2021

Technical University of Munich
2021

University of Florida
2021

University of Northern Colorado
2019

Article Free Access Share on Walking > walking-in-place flying, in virtual environments Authors: Martin Usoh Department of Computer Science, University College London, Gower Street, London WC1E 6BT, UK UKView Profile , Kevin Arthur North Carolina, CB #3175, Chapel Hill, NC NCView Mary C. Whitton Rui Bastos Anthony Steed Mel Slater Frederick P. Brooks Authors Info & Claims SIGGRAPH '99: Proceedings the 26th annual conference graphics and interactive techniquesJuly 1999 Pages...

10.1145/311535.311589 article EN 1999-01-01

A common measure of the quality or effectiveness a virtual environment (VE) is mount presence it evokes in users. Presence often defined as sense being there VE. There has been much debate about best way to presence, and researchers need, have sought, that reliable, valid, sensitive, objective.We hypothesized degree VE seems real, would evoke physiological responses similar those evoked by corresponding real environment, greater response. To examine this, we conducted three experiments,...

10.1145/566570.566630 article EN 2002-07-01

A common measure of the quality or effectiveness a virtual environment (VE) is mount presence it evokes in users. Presence often defined as sense being there VE. There has been much debate about best way to presence, and researchers need, have sought, that reliable, valid, sensitive, objective. We hypothesized degree VE seems real, would evoke physiological responses similar those evoked by corresponding real environment, greater response. To examine this, we conducted three experiments,...

10.1145/566654.566630 article EN ACM Transactions on Graphics 2002-07-01

Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual augmented reality research development. While originally, the RV three dimensions of supporting taxonomy (extent world knowledge, reproduction fidelity, extent presence metaphor) were intended characterize capabilities visual display technology, researchers have embraced while largely ignoring taxonomy. Considering leaps technology made over last 25 years, revisiting is...

10.3389/frvir.2021.647997 article EN cc-by Frontiers in Virtual Reality 2021-03-24

Virtual reality users wearing head-mounted displays can experience the illusion of walking in any direction for infinite distance while, reality, they are a curvilinear path physical space. This is accomplished by introducing unnoticeable rotations to virtual environment-a technique called redirected walking. paper gives an overview research that has been performed since was first practically demonstrated 15 years ago.

10.1109/mcg.2018.111125628 article EN IEEE Computer Graphics and Applications 2018-01-12

Article Free Access Share on Technologies for augmented reality systems: realizing ultrasound-guided needle biopsies Authors: Andrei State Departments of Computer Science and University North Carolina at Chapel Hill CB #3175 Sitterson Hall, Hill, NC NCView Profile , Mark A. Livingston William F. Garrett Gentaro Hirota Mary C. Whitton Etta D. Pisano Department Radiology, 503 Old Infirmary 226, #7510, Henry Fuchs Authors Info & Claims SIGGRAPH '96: Proceedings the 23rd annual conference...

10.1145/237170.237283 article EN 1996-08-01

Previous research has shown that even low end-to-end latency can have adverse effects on performance in virtual environments (VE). This paper reports an experiment investigating the effect of other metrics VE effectiveness: physiological response, simulator sickness, and self-reported sense presence. The used study includes two rooms: first is normal non-threatening; second designed to evoke a fear/stress response. Participants were assigned either (/spl sim/50 ms) or high sim/90 group....

10.1109/vr.2003.1191132 article EN 2003-12-08

Walking-in-place techniques for locomotion in virtual environments typically have two problems that impact their usability: system latency (particularly troublesome when starting and stopping locomotion), the fact change user's viewpoint may not be smooth continuous. This paper describes a new WIP interface improves both continuity of synthesized environment. By basing avatar motion on speed heel while walking place, we create direct mapping from foot-motion to is responsive, intuitive, easy...

10.1109/3dui.2008.4476598 article EN 2008-03-01

We report on the design and results of an experiment investigating factors influencing Slater's Plausibility Illusion (Psi) in virtual environments (VEs). Slater proposed Psi Place (PI) as orthogonal components experience which contribute to realistic response a VE. PI corresponds traditional conception presence "being there," so there exists substantial body previous research relating PI, but very little Psi. developed this investigate plausibility illusion using subjective matching...

10.1109/tvcg.2017.2657158 article EN IEEE Transactions on Visualization and Computer Graphics 2017-01-27

This paper describes a method for allowing people to virtually move around CAVE™ without ever having turn face the missing back wall. We describe method, and report pilot study of 28 participants, half whom moved through virtual world using hand-held controller, other used new technique called 'Redirected Walking in Place' (RWP). The results show that current instantiation RWP does not result lower frequency looking towards However, also sense presence environment is significantly negatively...

10.5555/509709.509729 article EN Eurographics 2002-05-30

Article Free Access Share on MMR: an interactive massive model rendering system using geometric and image-based acceleration Authors: Daniel Aliaga Lucent Technologies Bell Laboratories, Murray Hill, NJ Department of Computer Science, University North Carolina at Chapel Hill HillView Profile , Jon Cohen Dept. Johns Hopkins University, Baltimore., MD Andrew Wilson Eric Baker Hansong Zhang Silicon Graphics Inc., Mountain View, CA Carl Erikson Kenny Hoff Tom Hudson Wolfgang Stuerzlinger York...

10.1145/300523.300554 article EN 1999-04-26

Many Virtual Environments require walking interfaces to explore virtual worlds much larger than available real-world tracked space. We present a model for generating locomotion speeds from Walking-In-Place (WIP) inputs based on biomechanics. By employing gait principles, our - called Gait-Understanding-Driven (GUD WIP) creates output which better match those evident in Real Walking, and respond variations step frequency, including realistic starting stopping. The by implementation...

10.1109/vr.2010.5444812 article EN 2010-03-01

We report on a user study evaluating Redirected Free Exploration with Distractors (RFED), large-scale, real-walking, locomotion interface, by comparing it to Walking-in-Place (WIP) and Joystick (JS), two common interfaces. The between-subjects compared navigation ability in RFED, WIP, JS interfaces VEs that are more than times the dimensions of tracked space. were evaluated based wayfinding metrics results suggest participants using RFED significantly better at navigating through virtual...

10.1109/vr.2011.5759437 article EN IEEE Virtual Reality Conference 2011-03-01

Slow gait speed and interlimb asymmetry are prevalent in a variety of disorders. Current approaches to locomotor retraining emphasize the need for appropriate feedback during intensive, task-specific practice. This paper describes design feasibility testing integrated virtual environment rehabilitation treadmill (IVERT) system intended provide real-time, intuitive regarding training. The IVERT integrates an instrumented, split-belt with front-projection, immersive environment. novel adaptive...

10.1109/tnsre.2011.2120623 article EN IEEE Transactions on Neural Systems and Rehabilitation Engineering 2011-06-01

Passive haptic feedback in virtual environments is compelling, but changes to objects require associated real objects. Recent work suggests that by leveraging visual dominance, space can be warped map a variety of onto single object. However, it unknown whether users interact with as effectively an unwarped one. We present study which we measured task performance using the Fitts'-law-based ISO 9241-9 multidirectional tapping task. With few caveats, results suggest for certain tasks, are no...

10.1109/3dui.2012.6184193 article EN 2012-03-01

Background and Purpose Persistent deficits in gait speed spatiotemporal symmetry are prevalent following stroke can limit the achievement of community mobility goals. Rehabilitation improve speed, but has shown limited ability to symmetry. The incorporation combined visual proprioceptive feedback regarding potential be effective at improving gait. Case Description A 60-year-old man (18 months poststroke) a 53-year-old woman (21 each participated training Each patient performed 18 sessions (6...

10.2522/ptj.20110206 article EN Physical Therapy 2012-01-07

To compare and evaluate locomotion interfaces for users who are (virtually) moving on foot in VEs, we performed a study to characterize task behavior performance with different visual interfaces. In both computer-generated environment corresponding real environment, participants walked targets walls stopped as close them they could without making contact. each of five experimental conditions used combination one three (really walking, walking-in-place, joystick flying), (head-mounted...

10.1109/vr.2005.25 article EN 2006-10-11

Users in virtual environments often find navigation more difficult than the real world. Our new locomotion interface, Improved Redirection with Distractors (IRD), enables users to walk larger-than-tracked space VEs without predefined waypoints. We compared IRD current best really walking, by conducting a user study measuring navigational ability. results show that can through are larger tracked and point targets complete maps of no worse when walking.

10.1109/vr.2010.5444816 article EN 2010-03-01

Presence has been studied in the context of virtual environments for nearly thirty years, but field yet to reach consensus on even basic issues definition and measurement, there are many open research questions. We gather these questions systematically group them according what we believe five key constructs that inform user experience environments: immersion, coherence, Place Illusion, Plausibility presence. also report design results a study investigated effects immersion coherence...

10.1109/tvcg.2020.2983701 article EN IEEE Transactions on Visualization and Computer Graphics 2020-04-02

This work addresses <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">cybersickness</i> , a major barrier to successful long-exposure immersive virtual reality (VR) experiences since user discomfort frequently leads prematurely ending such experiences. Starting from sensory conflict theory, we posit that if vibrating floor delivers vestibular stimuli minimally match the vibration characteristics of scenario, size between visual and senses will...

10.1109/tvcg.2021.3067773 article EN cc-by IEEE Transactions on Visualization and Computer Graphics 2021-03-24

The cost effective development of collaboration technology requires evaluation methods that consider group practices and can be used early in a system's life-cycle. To address this challenge, we developed survey to evaluate based on innovation diffusion theory (E. Rogers, 1995). proposes five attributes innovations influence adoption: relative advantage, compatibility, complexity, trialability observability. Selecting items from existing surveys related these attributes, prototype...

10.1109/enabl.2001.953399 article EN 2002-11-13
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