| Illustrative Visualization Techniques for Hurricane Advisory Information |
Jun 2010 |
9 pages |
| Authors:
Chad A Steed; T J Jankun-Kelly; Swan; J E II; NAVAL RESEARCH LAB STENNIS SPACE CENTER MS MAPPING CHARTING AND GEODESY BRANCH
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 | We have developed new illustrative visualization techniques inspired by artistic brush strokes for graphically representing the National Oceanic and Atmospheric Administration (NOAA) National Hurricane Center's (NHC) hurricane advisory statements. To address the complexity of the advisory information and the limitations of traditional map displays, our techniques offer enhanced representations that map advisory data attributes to the visual features in brush strokes. By condensing the information into a single, comprehensible image, ... |
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| Visual Analysis of North Atlantic Hurricane Trends Using Parallel Coordinates and Statistical Techniques |
07-Jul-2008 |
21 pages |
| Authors:
Chad A Steed; Patrick J Fitzpatrick; T J Swan Jankun-Kelly; J E II; NAVAL RESEARCH LAB STENNIS SPACE CENTER MS MARINE GEOSCIENCES DIV
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 | The integration of automated statistical analysis capabilities with a highly interactive, multivariate visualization interface is presented in this paper. Innovative visual interaction techniques such as dynamic axis scaling, conjunctive parallel coordinates, statistical indicators, and aerial perspective shading are exploited to enhance the utility of classical parallel coordinate plots. Moreover, the system facilitates statistical processes such as stepwise regression and correlation analysis to assist in the identification and quantification of the ... |
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| Egocentric Depth Judgements in Optical, See-Through Augmented Reality |
Jun-2007 |
15 pages |
| Authors:
J E II; Mark A Livingston; Swan; Adam Jones; Eric Kolstad; Harvey S Smallman; MISSISSIPPI STATE UNIV MISSISSIPPI STATE DEPT OF COMPUTER SCIENCE
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 | A fundamental problem in optical, see-through augmented reality (AR) is characterizing how it affects the perception of spatial layout and depth. This problem is important because AR system developers need to both place graphics in arbitrary spatial relationships with real-world objects, and to know that users will perceive them in the same relationships. Furthermore, AR makes possible enhanced perceptual techniques that have no real-world equivalent, such as x-ray vision, where ... |
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| A Perceptual Matching Technique for Depth Judgements in Optical, See-Through Augmented Reality |
Mar 2006 |
10 pages |
| Authors:
Swan; J E II; Mark A Livington; Harvey S Smallman; Dennis Brown; Yohan Baillot; Joseph L Gabbard; Deborah Hix; MISSISSIPPI STATE UNIV MISSISSIPPI STATE DEPT OF COMPUTER SCIENCE
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 | A fundamental problem in optical, see-through augmented reality (AR) is characterizing how it affects the perception of spatial layout and depth. This problem is important because AR system developers need to both place graphics in arbitrary spatial relationships with real-world objects, and to know that users will perceive them in the same relationships. Furthermore, AR makes possible enhanced perceptual techniques that have no real-world equivalent, such as x-ray vision, where ... |
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| Toward Disambiguating Multiple Selections for Frustum-Based Pointing |
Mar 2006 |
10 pages |
| Authors:
Greg Schmidt; Dennis G Brown; Erik B Tomlin; Swan; J E II; Yohan Baillot; NAVAL RESEARCH LAB WASHINGTON DC INFORMATION TECHNOLOGY DIV
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 | Selection is a fundamental user operation in 3D environments. These environments often simulate or augment the real world, and a part of that simulation is the ability to select objects for observation and manipulation. Many user interfaces for these applications depend on six-degree-of-freedom tracking devices. Such devices have limited accuracy and are susceptible to noise, giving an imprecision that makes object selections difficult and hard to repeat. This difficulty is ... |
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| Applying a Testing Methodology to Augmented Reality Interfaces to Simulation Systems |
Jan-2005 |
7 pages |
| Authors:
Yohan Baillot; Dennis Brown; J E II; Mark A Livingston; Swan; Greg S Schmidt; Brian Goldiez; NAVAL RESEARCH LAB WASHINGTON DC VIRTUAL REALITY LAB
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 | Mobile augmented reality (AR) combines 3D spatially registered graphics and sounds with a user's perception of the real world. Combining mobile AR with computer simulation promises to revolutionize practicing and training for many tasks, especially those that are naturally conducted in the real world. However, to achieve this potential, the field needs a much better understanding of how users perceive and comprehend information that is mediated by an AR display. ... |
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| Evaluating System Capabilities and User Performance in the Battlefield Augmented Reality System |
Aug 2004 |
10 pages |
| Authors:
Mark A Livingston; Swan; J E II; Simon J Julier; Yohan Baillot; Dennis Brown; Lawrence J Rosenblum; Joseph L Gabbard; Tobias H Hollerer; Deborah Hix; NAVAL RESEARCH LAB WASHINGTON DC VIRTUAL REALITY LAB
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 | We describe a first experiment in evaluating the system capabilities of the Battlefield Augmented Reality System, an interactive system designed to present military information to dismounted warfighters. We describe not just the current experiment, but a methodology of both system evaluation and user performance measurement in the system, and show how both types of tests will be useful in system development. We summarize results in a perceptual experiment being used ... |
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| A Cost-Effective Usability Evaluation Progression for Novel Interactive Systems |
Jan-2004 |
11 pages |
| Authors:
Yohan Baillot; Dennis Brown; J E II; Mark A Livingston; Simon J Julier; Joseph L Gabbard; Deborah Swan Hix; Tobias H Hoellerer; VIRGINIA POLYTECHNIC INST AND STATE UNIV BLACKSBURG SYSTEMS RESEARCH CENTER
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 | This paper reports on user interface design and evaluation for a mobile, outdoor, augmented reality (AR) application. This novel system, called the Battlefield Augmented Reality System (BARS), supports information presentation and entry for situation awareness in an urban war fighting setting. To our knowledge, this is the first time extensive use of usability engineering has been systematically applied to development of a real-world AR system. Our BARS team has applied ... |
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| Resolving Multiple Occluded Layers in Augmented Reality |
10-Oct-2003 |
11 pages |
| Authors:
Mark A Livingston; Swan; J E II; Joseph L Gabbard; Tobias H Hollerer; Deborah Hix; Simon J Julier; Yohan Baillot; Dennis Brown; NAVAL RESEARCH LAB WASHINGTON DC
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 | A useful function of augmented reality (AR) systems is their ability to visualize occluded infrastructure directly in a user's view of the environment. This is especially important for our application context, which utilizes mobile AR for navigation and other operations in an urban environment. A key problem in the AR field is how to best depict occluded objects in such a way that the viewer can correctly infer the depth ... |
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| Usability Engineering for Complex Interactive Systems Development |
Jun 2003 |
14 pages |
| Authors:
Joseph L Gabbard; Deborah Hix; Swan; J E II; Mark A Livingston; Tobias H Hollerer; Simon J Julier; Dennis Brown; Yohan Baillot; VIRGINIA POLYTECHNIC INST BLACKSBURG
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 | Usability engineering is a cost-effective, user centered process that ensures a high level of effectiveness, efficiency, and safety in complex interactive systems. This paper presents a brief description of usability engineering activities, and discusses our experiences with leading usability engineering activities for three very different types of interactive applications: a responsive workbench-based command and control application called Dragon, a wearable augmented reality application for urban warfare called Battlefield Augmented Reality ... |
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| A Comparative Study of User Performance in a Map-Based Virtual Environment |
Jan-2003 |
9 pages |
| Authors:
Swan; J E II; Joseph L Gabbard; Deborah Hix; Robert S Schulman; Keun P Kim; NAVAL RESEARCH LAB WASHINGTON DC ADVANCED INFORMATION TECHNOLOGY BRANCH
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 | We present a comparative study of user performance with tasks involving navigation, visual search, and geometric manipulation, in a map-based battlefield visualization virtual environment (VE). Specifically, our experiment compared user performance of the same task across four different VE platforms: desktop, cave, workbench, and wall. Independent variables were platform type, stereopsis (stereo, mono), movement control mode (rate, position), and frame of reference (egocentric, exocentric). Overall results showed that users performed ... |
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| Evaluation of the ShapeTape Tracker for Wearable, Mobile Interaction |
Jan-2003 |
3 pages |
| Authors:
Lawrence Rosenblum; Simon Julier; Yohan Baillot; Dennis Brown; J E II; Mark A Livingston; Swan; Greg S Schmidt; Joshua J Eliason; NAVAL RESEARCH LAB WASHINGTON DC VIRTUAL REALITY LAB
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 | In this paper we describe two engineering experiments designed to evaluate the effectiveness of Measurand's ShapeTape for wearable, mobile interaction. Our initial results suggest that the ShapeTape is not appropriate for interactions which require a high degree of accuracy. However, ShapeTape is capable of reproducing the qualitative motion the user is performing and thus could be used to support 3D gesture-based interaction. |
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| An Augmented Reality System for Military Operations in Urban Terrain |
05-Dec-2002 |
9 pages |
| Authors:
Mark A Livingston; Lawrence J Rosenblum; Simon J Julier; Dennis Brown; Yohan Baillot; Swan; J E II; Joseph L Gabbard; Deborah Hix; NAVAL RESEARCH LAB WASHINGTON DC ADVANCED INFORMATION TECHNOLOGY BRANCH
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 | Many future military operations are expected to occur in urban environments. These complex, 3D battlefields introduce many challenges to the dismounted warfighter. Better situational awareness is required for effective operation in urban environments. However, delivering this information to the dismounted warfighter is extremely difficult. For example, maps draw a user's attention away from the environment and cannot directly represent the three-dimensional nature of the terrain. To overcome these difficulties, we ... |
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| Integration of a Commodity Cluster into an Existing 4-Wall Display System |
Jan-2002 |
5 pages |
| Authors:
J E II; Swan; Greg S Schmidt; Douglas B Maxwell; Aaron Bryden; Ian Roth; NAVAL RESEARCH LAB WASHINGTON DC VIRTUAL REALITY LAB
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 | Not all virtual reality applications today require the power or expense of single large visualization supercomputers. Factors such as frame rate and polygon count have a major impact upon the performance of a VR application. Increasingly, low cost commodity consumer electronics and computing technology are becoming powerful enough to present an acceptable level of graphics performance. Already, commodity PCs are driving virtual reality workbenches with stereo and tracking options. The ... |
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| Usability Engineering: Domain Analysis Activities for Augmented Reality Systems |
Jan-2002 |
14 pages |
| Authors:
Simon Julier; Marco Lanzagorta; Dennis Brown; J E II; Swan; Joseph L Gabbard; Deborah Hix; Mark Livingston; VIRGINIA POLYTECHNIC INST AND STATE UNIV BLACKSBURG SYSTEMS RESEARCH CENTER
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 | This paper discusses our usability engineering process for the Battlefield Augmented Reality System (BARS). Usability engineering is a structured, iterative, stepwise development process. Like the related disciplines of software and systems engineering, usability engineering is a combination of management principals and techniques, formal and semiformal evaluation techniques, and computerized tools. BARS is an outdoor augmented reality system that displays heads-up battlefield intelligence information to a dismounted warrior. The paper discusses ... |
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