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Kay M. Stanney

Bio: Kay M. Stanney is an academic researcher from University of Central Florida. The author has contributed to research in topics: Usability & Augmented cognition. The author has an hindex of 32, co-authored 113 publications receiving 5216 citations.


Papers
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Journal ArticleDOI
TL;DR: The challenges each of these factors present to the effective design of virtual environments and systematic approaches to the resolution of each of them are discussed.
Abstract: Virtual environments are envisioned as being systems that will enhance the communication between humans and computers. If virtual systems are to be effective and well received by their users, considerable human-factors research needs to be accomplished. This paper provides an overview of many of these human-factors issues, including human performance efficiency in virtual worlds (which is likely influenced by task characteristics, user characteristics, human sensory and motor physiology, multimodal interaction, and the potential need for new design metaphors); health and safety issues (of which cybersickness and deleterious physiological aftereffects may pose the most concern); and the social impact of the technology. The challenges each of these factors present to the effective design of virtual environments and systematic approaches to the resolution of each of these issues are discussed.

549 citations

BookDOI
10 Sep 2014
TL;DR: The Handbook of Virtual Environments: Design, Implementation, and Applications as mentioned in this paper provides a comprehensive set of contributed articles that address the principles required to define system requirements and design, build, evaluate, implement, and manage the effective use of VE applications.
Abstract: A Complete Toolbox of Theories and Techniques The second edition of a bestseller, Handbook of Virtual Environments: Design, Implementation, and Applications presents systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the principles required to define system requirements and design, build, evaluate, implement, and manage the effective use of VE applications. The contributors provide critical insights and principles associated with their given areas of expertise to provide extensive scope and detail on VE technology and its applications. Whats New in the Second Edition: Updated glossary of terms to promote common language throughout the community New chapters on olfactory perception, avatar control, motion sickness, and display design, as well as a whole host of new application areas Updated information to reflect the tremendous progress made over the last decade in applying VE technology to a growing number of domains This second edition includes nine new, as well as forty-one updated chapters that reflect the progress made in basic and applied research related to the creation, application, and evaluation of virtual environments. Contributions from leading researchers and practitioners from multidisciplinary domains provide a wealth of theoretical and practical information, resulting in a complete toolbox of theories and techniques that you can rely on to develop more captivating and effective virtual worlds. The handbook supplies a valuable resource for advancing VE applications as you take them from the laboratory to the real-world lives of people everywhere.

410 citations

Journal ArticleDOI
01 Oct 1997
TL;DR: It is found, after examination of eight experiments using different VE systems, that the profile of cybersickness is sufficiently different from simulator sickness — with Disorientation being the predominant symptom and Oculomotor the least.
Abstract: Factor analysis of a large number of motion sickness self-reports from exposure to military flight simulators revealed three separate clusters of symptoms. Based on this analysis a symptom profile ...

296 citations

Journal ArticleDOI
TL;DR: JMUI (Journal on Multimodal User Interfaces), Special issue “Best of affective computing and intelligent Guidelines for multimodal user interface design”, characteristics to the design of a user-oriented and guidelines of multimmodal interface design.
Abstract: JMUI (Journal on Multimodal User Interfaces), Special issue “Best of affective computing and intelligent Guidelines for multimodal user interface design. support, human multi-modal information processing. characteristics to the design of a user-oriented and guidelines of multimodal interface design. Artifact lifecycle management, Consumer and user, Interfaces in Automated.Aug 2 Aug 7Los Angeles, CA, USAThursday, 6 August 2015 / HCI International 20152015.hci.international/thursday​CachedDefining and Optimizing User Interfaces Information Complexity for AI Design and Development of Multimodal Applications: A Vision on Key Issues and Traditional Heuristics and Industry Guidelines to Evaluate Multimodal Digital Artifacts

288 citations


Cited by
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01 Jan 1964
TL;DR: In this paper, the notion of a collective unconscious was introduced as a theory of remembering in social psychology, and a study of remembering as a study in Social Psychology was carried out.
Abstract: Part I. Experimental Studies: 2. Experiment in psychology 3. Experiments on perceiving III Experiments on imaging 4-8. Experiments on remembering: (a) The method of description (b) The method of repeated reproduction (c) The method of picture writing (d) The method of serial reproduction (e) The method of serial reproduction picture material 9. Perceiving, recognizing, remembering 10. A theory of remembering 11. Images and their functions 12. Meaning Part II. Remembering as a Study in Social Psychology: 13. Social psychology 14. Social psychology and the matter of recall 15. Social psychology and the manner of recall 16. Conventionalism 17. The notion of a collective unconscious 18. The basis of social recall 19. A summary and some conclusions.

5,690 citations

Journal ArticleDOI
TL;DR: This display is used to evaluate the influence of focus cues on perceptual distortions, fusion failures, and fatigue and shows that when focus cues are correct or nearly correct, the time required to identify a stereoscopic stimulus is reduced, stereoacuity in a time-limited task is increased, and distortions in perceived depth are reduced.
Abstract: Three-dimensional (3D) displays have become important for many applications including vision research, operation of remote devices, medical imaging, surgical training, scientific visualization, virtual prototyping, and more. In many of these applications, it is important for the graphic image to create a faithful impression of the 3D structure of the portrayed object or scene. Unfortunately, 3D displays often yield distortions in perceived 3D structure compared with the percepts of the real scenes the displays depict. A likely cause of such distortions is the fact that computer displays present images on one surface. Thus, focus cues-accommodation and blur in the retinal image-specify the depth of the display rather than the depths in the depicted scene. Additionally, the uncoupling of vergence and accommodation required by 3D displays frequently reduces one's ability to fuse the binocular stimulus and causes discomfort and fatigue for the viewer. We have developed a novel 3D display that presents focus cues that are correct or nearly correct for the depicted scene. We used this display to evaluate the influence of focus cues on perceptual distortions, fusion failures, and fatigue. We show that when focus cues are correct or nearly correct, (1) the time required to identify a stereoscopic stimulus is reduced, (2) stereoacuity in a time-limited task is increased, (3) distortions in perceived depth are reduced, and (4) viewer fatigue and discomfort are reduced. We discuss the implications of this work for vision research and the design and use of displays.

1,459 citations

Journal ArticleDOI
Chris Dede1
02 Jan 2009-Science
TL;DR: Further studies are needed on the capabilities of immersive media for learning, on the instructional designs best suited to each type of immersive medium, and on the learning strengths and preferences these media develop in users.
Abstract: Immersion is the subjective impression that one is participating in a comprehensive, realistic experience. Interactive media now enable various degrees of digital immersion. The more a virtual immersive experience is based on design strategies that combine actional, symbolic, and sensory factors, the greater the participant's suspension of disbelief that she or he is "inside" a digitally enhanced setting. Studies have shown that immersion in a digital environment can enhance education in at least three ways: by allowing multiple perspectives, situated learning, and transfer. Further studies are needed on the capabilities of immersive media for learning, on the instructional designs best suited to each type of immersive medium, and on the learning strengths and preferences these media develop in users.

1,184 citations

Journal ArticleDOI
TL;DR: The current "state of the art" for virtual reality (VR) applications in the field of motor rehabilitation is reviewed and movements learned by people with disabilities in VR transfer to real world equivalent motor tasks in most cases, and in some cases even generalize to other untrained tasks.
Abstract: In this paper, the current "state of the art" for virtual reality (VR) applications in the field of motor rehabilitation is reviewed. The paper begins with a brief overview of available equipment options. Next, a discussion of the scientific rationale for use of VR in motor rehabilitation is provided. Finally, the major portion of the paper describes the various VR systems that have been developed for use with patients, and the results of clinical studies reported to date in the literature. Areas covered include stroke rehabilitation (upper and lower extremity training, spatial and perceptual-motor training), acquired brain injury, Parkinson's disease, orthopedic rehabilitation, balance training, wheelchair mobility and functional activities of daily living training, and the newly developing field of telerehabilitation. Four major findings emerge from these studies: (1) people with disabilities appear capable of motor learning within virtual environments; (2) movements learned by people with disabilities in VR transfer to real world equivalent motor tasks in most cases, and in some cases even generalize to other untrained tasks; (3) in the few studies (n = 5) that have compared motor learning in real versus virtual environments, some advantage for VR training has been found in all cases; and (4) no occurrences of cybersickness in impaired populations have been reported to date in experiments where VR has been used to train motor abilities.

1,094 citations

Journal ArticleDOI
TL;DR: The aim of this review is to address the potential of augmented unimodal and multimodal feedback in the framework of motor learning theories and the reasons for the different impacts of feedback strategies within or between the visual, auditory, and haptic modalities.
Abstract: It is generally accepted that augmented feedback, provided by a human expert or a technical display, effectively enhances motor learning. However, discussion of the way to most effectively provide augmented feedback has been controversial. Related studies have focused primarily on simple or artificial tasks enhanced by visual feedback. Recently, technical advances have made it possible also to investigate more complex, realistic motor tasks and to implement not only visual, but also auditory, haptic, or multimodal augmented feedback. The aim of this review is to address the potential of augmented unimodal and multimodal feedback in the framework of motor learning theories. The review addresses the reasons for the different impacts of feedback strategies within or between the visual, auditory, and haptic modalities and the challenges that need to be overcome to provide appropriate feedback in these modalities, either in isolation or in combination. Accordingly, the design criteria for successful visual, auditory, haptic, and multimodal feedback are elaborated.

966 citations