Number of co-authors:19
Number of publications with 3 favourite co-authors:Larry F. Hodges:3R. Troy Surdick:1Albert N. Badre:1
Elizabeth Thorpe Davis's 3 most productive colleagues in number of publications:Christopher D. Wic..:75Doug A. Bowman:68Larry F. Hodges:54
Civilization advances by extending the number of important operations which we can perform without thinking of them.
-- Alfred North Whitehead
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Elizabeth Thorpe Davis
Personal Homepage: prism.gatech.edu/~ed15/davis.html
Current place of employment: Georgia Tech School of Psychology
Elizabeth Thorpe Davis is associate professor at Georgia Tech School of Psychology.Her research has both a basic and an applied flavor. The basic research extends our understanding of how humans process perceptual information about whether something is there, what it is, and where it is. Specifically, she study the interface between perception and attention by comparing predictions derived from competing models to the actual behavioral data. This interface between perception and attention is a key factor in visual perception, cognitive neuroscience, and applied research on display design and HCI program visualizations.
The applied research uses the knowledge gained from basic research to predict, control, and enhance human perception and performance in human computer interaction (HCI) settings -- providing yet another test-bed for the models. Elizabeth Thorpe Davis has Ph.D in Experimental Psychology from Columbia University (1979).
Publications by Elizabeth Thorpe Davis (bibliography)
Reed, Bina, Rhodes, Philippa, Kraemer, Eileen, Davis, Elizabeth Thorpe and Hailston, Kenneth (2006): The effect of comparison cueing and exchange motion on comprehension of program visualizations. In: Proceedings of the ACM Symposium on Software Visualization 2006. pp. 181-182.
We describe an experiment that evaluates the effect of two attributes of an algorithm animation: presence of cueing (flashing) to indicate to the viewer that two data elements have been compared, and type of animation (arcing move or grow/shrink) to indicate that two data elements have exchanged values. We evaluate the impact of these attributes both on perception of the animated changes and on viewer comprehension of the depicted algorithm, as measured by the number of correctly answered questions in two question sets: "traditional" (comprehension) questions and "popup" (perception) questions. No significant effect on comprehension was observed for either flash cueing or exchange motion, though we note that comparison and exchange behaviors were redundantly cued in the animation studied. Significant effects were found for flash cueing and "move" versus "grow" in the perceptual questions displayed in popup windows.
© All rights reserved Reed et al. and/or ACM Press
Bowman, Doug A., Davis, Elizabeth Thorpe, Hodges, Larry F. and Badre, Albert N. (1999): Maintaining Spatial Orientation during Travel in an Immersive Virtual Environment. In Presence: Teleoperators and Virtual Environments, 8 (6) pp. 618-631.
Surdick, R. Troy, Davis, Elizabeth Thorpe, King, Robert A. and Hodges, Larry F. (1997): The Perception of Distance in Simulated Visual Displays: A Comparison of the Effectiveness and Accuracy of Multiple Depth Cues Across Viewing Distances. In Presence: Teleoperators and Virtual Environments, 6 (5) pp. 513-531.
Davis, Elizabeth Thorpe, Corso, Gregory M., Barfield, Woodrow, Eggleston, Robert G., Ellis, Stephen, Ribarsky, Bill and Wickens, Christopher D. (1994): Human Perception and Performance in 3D Virtual Environments. In: Proceedings of the Human Factors and Ergonomics Society 38th Annual Meeting 1994. pp. 230-234.
Virtual environments have the potential to become very significant tools both in the civilian and military sectors. They offer a new human-computer interface in which users actively participate and are totally immersed in a computer-generated 3D virtual world. Important applications of virtual environments include the scientific visualization of complex data sets, the operation of remotely manipulated vehicles or teleoperators, the display of aircraft locations for air traffic control, simulated flight training, simulated driving training, teleoperated surgery as well as medical training and skill acquisition in surgery. Because virtual environments offer greater flexibility than most traditional HCI interfaces, those and other tasks may be better handled by virtual environments than by more traditional HCI interfaces. For example, virtual reality technology offers the capability of 3D or 2D representations, egocentric or exocentric 3D viewpoint, stereoscopic or monoscopic views, dynamically changing or relatively static representations as well as the availability of multi-sensory information (e.g., visual, auditory, and tactile inputs) and of perceptual-motor interactions. Yet, current VR systems still suffer from technical limitations that may restrict their usefulness. These technical limitations include poor spatio-temporal resolution of visual, auditory, and haptic images; cross-sensory image registration; and inaccuracy of head and eye tracking devices. Some of these limitations may be overcome by advances in the technology while other limitations may be overcome by cleverly adapting the VE system to exploit the capabilities and limitations of human perception. In all applications of virtual environments, human spatial perception plays a crucial role. For example, distance, elevation, and azimuth information is used to determine where objects are located. Yet, the perceived spatial location of an object may be ambiguous within a given display. Stereoscopic displays can provide humans with visual cues to disambiguate this information. But, there are other ways to resolve this ambiguity, such as the use of other visual cues or of other sensory modalities (e.g., auditory and haptic senses). Moreover, determination of the "best" perceptual cues and the "best" sensory modalities may be task dependent.
© All rights reserved Davis et al. and/or Human Factors Society
Kirkland, B. Arthur, Davis, Elizabeth Thorpe, Yager, Dean, Surdick, Troy and Hochstein, Allison (1993): Effects of Contrast on Perceived Size of Visual Patterns: Theory, Data, and Implications. In: Proceedings of the Human Factors and Ergonomics Society 37th Annual Meeting 1993. pp. 1355-1359.
The perceived spatial frequency of a visual pattern can vary with changes in contrast. Because size is inversely related to spatial frequency and because perceived size is an important distance cue, this has implications for task performance in a variable contrast environment. These environments are common in everyday situations, such as driving in the fog, and in the use of night vision devices. Understanding the underlying visual mechanisms of this effect would help us design systems that compensate for the effect. This understanding also could further develop models of the human low-level visual processes. However, most testing of perceived size and contrast has been done at relatively high contrast levels. This research is conducted at contrast levels near detection threshold. This range allows a more thorough testing of different models of contrast detection. We tested two versions of a multiple spatial-frequency channels model of contrast perception. One model assumes a single set of channels functioning throughout the dynamic range of contrasts used here, the other assumes two sets of channels based on the parvo and magnocellular systems. Our results support the hypothesis that there is a single set of channels at work in the contrast range tested.
© All rights reserved Kirkland et al. and/or Human Factors Society
Hodges, Larry F. and Davis, Elizabeth Thorpe (1993): Geometric Considerations for Stereoscopic Virtual Environments. In Presence: Teleoperators and Virtual Environments, 2 (1) pp. 34-43.
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