Publication statistics

Pub. period:1997-2011
Pub. count:29
Number of co-authors:46



Co-authors

Number of publications with 3 favourite co-authors:

Chadwick A. Wingrave:5
Doug A. Bowman:4
Ivan Poupyrev:3

 

 

Productive colleagues

Joseph J. LaViola's 3 most productive colleagues in number of publications:

Doug A. Bowman:68
Ivan Poupyrev:37
David H. Laidlaw:30
 
 
 

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Joseph J. LaViola

Picture of Joseph J. LaViola.
Has also published under the name of:
"Joseph J. LaViola2"

I am the SAIC Faculty Fellow and Assistant Professor in the Department of Electrical Engineering and Computer Science at the University of Central Florida. My interests include pen-based computing, 3D user interfaces for games, human motion estimation, virtual reality, and interactive computer graphics. I am also an adjunct assistant professor (Research) in the Brown University Computer Science Department.

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Publications by Joseph J. LaViola (bibliography)

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2011
 
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LaViola, Joseph J. and Litwiller, Tad (2011): Evaluating the benefits of 3d stereo in modern video games. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2345-2354.

We present a study that investigates user performance benefits of 3D stereo in modern video games. Based on an analysis of several video games that are best suited for use with commercial 3D stereo drivers and vision systems, we chose five modern titles focusing on racing, first and third person shooter, and sports game genres. For each game, quantitative and qualitative measures were taken to determine if users performed better and learned faster in the experimental group (3D stereo display) than in the control group (2D display). A game experience pre-questionnaire was used to classify participants into beginner, intermediate, and advanced gameplay categories to ensure prior game experience did not bias the experiment. Our results indicate that although participants preferred playing in 3D stereo for the games we tested, it does not provide any significant advantage in overall user performance. In addition, users' learning rates were comparable in the 3D stereo display and 2D display cases.

© All rights reserved LaViola and Litwiller and/or their publisher

2010
 
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Bragdon, Andrew, Zeleznik, Robert, Reiss, Steven P., Karumuri, Suman, Cheung, William, Kaplan, Joshua, Coleman, Christopher, Adeputra, Ferdi and LaViola, Joseph J. (2010): Code bubbles: a working set-based interface for code understanding and maintenance. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 2503-2512.

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 and maintain a simultaneous view of such fragments. We propose a novel user interface metaphor for code understanding based on collections of lightweight, editable fragments called bubbles, which form concurrently visible working sets. We present the results of a qualitative usability evaluation, and the results of a quantitative study which indicates Code Bubbles significantly improved code understanding time, while reducing navigation interactions over a widely-used IDE, for two controlled tasks.

© All rights reserved Bragdon et al. and/or their publisher

 
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Wingrave, Chadwick A., Rose, Jeremy, Langston, Todd and LaViola, Joseph J. (2010): Early explorations of CAT: canine amusement and training. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 2661-2670.

Cross-species computer applications have a history of blended science and humor, despite the real potential for improving the canine-human bond. New activities available to humans in the electronic age can be used to improve this bond. By using a serious games approach, this project motivates the human to spend time with their canine in healthy and informative ways. An iterative design process, with a canine behavior expert, has produced a prototype focused on calm, healthy and enjoyable games for both canine and human. Formative results and guidelines are reported, as are current and future directions.

© All rights reserved Wingrave et al. and/or their publisher

 
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Cheema, Salman and LaViola, Joseph J. (2010): Towards intelligent motion inferencing in mathematical sketching. In: Proceedings of the 2010 International Conference on Intelligent User Interfaces 2010. pp. 289-292.

We present a new approach for creating dynamic illustrations to assist in the understanding of concepts in physics and mathematics using pen-based interaction. Our approach builds upon mathematical sketching by combining the ability to make associations between handwritten mathematics and free-form drawings with an underlying physics engine. This combination lets users create animations without having to directly specify object behavior with position functions through time, yet still supports writing the mathematics needed to formulate a problem. This functionality significantly expands the capabilities of mathematical sketching to support a wider variety of dynamic illustrations. We describe our approach to creating this mathematical sketching/physics engine fusion and discuss how it provides a foundation for using mathematical sketching in intelligent tutoring systems.

© All rights reserved Cheema and LaViola and/or their publisher

 
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Gupta, Prince, Lobo, Niels da Vitoria and LaViola, Joseph J. (2010): Markerless tracking using Polar Correlation of camera optical flow. In: Lok, Benjamin, Klinker, Gudrun and Nakatsu, Ryohei (eds.) IEEE Virtual Reality Conference, VR 2010 March 20-24, 2010, Waltham, Massachusetts, USA. pp. 223-226.

 
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Hoffman, Michael, Varcholik, Paul and LaViola, Joseph J. (2010): Breaking the status quo: Improving 3D gesture recognition with spatially convenient input devices. In: Lok, Benjamin, Klinker, Gudrun and Nakatsu, Ryohei (eds.) IEEE Virtual Reality Conference, VR 2010 March 20-24, 2010, Waltham, Massachusetts, USA. pp. 59-66.

 
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Chertoff, Dustin B., Goldiez, Brian and LaViola, Joseph J. (2010): Virtual Experience Test: A virtual environment evaluation questionnaire. In: Lok, Benjamin, Klinker, Gudrun and Nakatsu, Ryohei (eds.) IEEE Virtual Reality Conference, VR 2010 March 20-24, 2010, Waltham, Massachusetts, USA. pp. 103-110.

 
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Wingrave, Chadwick A., Williamson, Brian, Varcholik, Paul, Rose, Jeremy, Miller, Andrew, Charbonneau, Emiko, Bott, Jared N. and LaViola, Joseph J. (2010): The Wiimote and Beyond: Spatially Convenient Devices for 3D User Interfaces. In IEEE Computer Graphics and Applications, 30 (2) pp. 71-85.

 Cited in the following chapter:

3D User Interfaces: [/encyclopedia/3d_user_interfaces.html]


 
 
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Wingrave, Chadwick A. and LaViola, Joseph J. (2010): Reflecting on the Design and Implementation Issues of Virtual Environments. In Presence: Teleoperators and Virtual Environments, 19 (2) pp. 179-195.

 
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Xiong, Yiyan and LaViola, Joseph J. (2010): A ShortStraw-based algorithm for corner finding in sketch-based interfaces. In Computers & Graphics, 34 (5) pp. 513-527.

2009
 
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Bragdon, Andrew, Zeleznik, Robert, Williamson, Brian, Miller, Timothy and LaViola, Joseph J. (2009): GestureBar: improving the approachability of gesture-based interfaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2269-2278.

GestureBar is a novel, approachable UI for learning gestural interactions that enables a walk-up-and-use experience which is in the same class as standard menu and toolbar interfaces. GestureBar leverages the familiar, clean look of a common toolbar, but in place of executing commands, richly discloses how to execute commands with gestures, through animated images, detail tips and an out-of-document practice area. GestureBar's simple design is also general enough for use with any recognition technique and for integration with standard, non-gestural UI components. We evaluate GestureBar in a formal experiment showing that users can perform complex, ecologically valid tasks in a purely gestural system without training, introduction, or prior gesture experience when using GestureBar, discovering and learning a high percentage of the gestures needed to perform the tasks optimally, and significantly outperforming a state of the art crib sheet. The relative contribution of the major design elements of GestureBar is also explored. A second experiment shows that GestureBar is preferred to a basic crib sheet and two enhanced crib sheet variations.

© All rights reserved Bragdon et al. and/or ACM Press

 
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Leal, Anamary, Wingrave, Chadwick A. and LaViola, Joseph J. (2009): Initial explorations into the user experience of 3D file browsing. In: Proceedings of the HCI09 Conference on People and Computers XXIII 2009. pp. 339-344.

We present an initial exploration into the usability of 3D file browsing. To explore the 3D file browsing technique design space, we analyzed the existing literature and developed three representative 3D file browsing techniques that cover many of their characteristics. Block3D uses a priority weighting scheme to elevate and display files in a grid-based structure. Cluster3D uses sets of animated racks to display files. LTreeCube3D visualizes files and directories using groups of semi-transparent cubes within a larger cube-like structure. We conducted an experiment exploring the affect these 3D file browsing technique have on users in a manual file searching task. Our evaluation is based on task completion time and a post-questionnaire used to gather subjective feedback on each technique in terms of user preference. The results indicate that users completed the manual file search task significantly faster using Block3D than both LTreeCube3D and Cluster3D. Although subjective ranking showed users preferred the Block3D technique, user feedback also showed merits of the other techniques.

© All rights reserved Leal et al. and/or their publisher

 
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Wingrave, Chadwick A., LaViola, Joseph J. and Bowman, Doug A. (2009): A natural, tiered and executable UIDL for 3D user interfaces based on Concept-Oriented Design. In ACM Transactions on Computer-Human Interaction, 16 (4) p. 21.

3D User Interface (3DUI) design and development requires practitioners (designers and developers) to represent their ideas in representations designed for machine execution rather than natural representations, hampering development of effective 3DUIs. As such, Concept-Oriented Design (COD) was created as a theory of software development for both natural and executable design and development. Instantiated in the toolkit Chasm, Chasm is a natural, tiered, executable User Interface Description Language (UIDL) for 3DUIs resulting in improved understandability, as well as reduced complexity and reuse. Chasm's utility is shown through evaluations by domain experts, case studies of long-term use, and an analysis of spaces.

© All rights reserved Wingrave et al. and/or ACM Press

 
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Bott, Jared N., Crowley, James G. and LaViola, Joseph J. (2009): One Man Band: A 3D Gestural Interface for Collaborative Music Creation. In: IEEE Virtual Reality Conference 2009 VR 2009 14-18 March, 2009, Lafayette, Louisiana, USA. pp. 273-274.

2008
 
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LaViola, Joseph J., Leal, Anamary, Miller, Timothy S. and Zeleznik, Robert (2008): Evaluation of Techniques for Visualizing Mathematical Expression Recognition Results. In: Proceedings of the 2008 Conference on Graphics Interface May 28-30, 2008, Windsor, Ontario, Canada. pp. 131-138.

We present an experimental study that evaluates four different techniques for visualizing the machine interpretation of handwritten mathematics. Typeset in Place puts a printed form of the recognized expression in the same location as the handwritten mathematics. Adjusted Ink replaces what was written with scaled-to-fit, cleaned up handwritten characters using an ink font. The Large Offset technique scales a recognized printed form to be just as wide as the handwritten input, and places it below the handwritten mathematical expression. The Small Offset technique is similar to Large Offset but the printed form is set to be a fixed size which is generally small compared to the written expression. Our experiment explores how effective each technique is with assisting users in identifying and correcting recognition mistakes with different types and quantities of mathematical expressions. Our evaluation is based on task completion time and a comprehensive post-questionnaire used to solicit reactions on each technique. The results of our study indicate that, although each technique has advantages and disadvantages depending on the complexity of the handwritten mathematics, subjects took significantly longer to complete the recognition task with Typeset in Place and generally preferred Adjusted Ink or Small Offset.

© All rights reserved LaViola et al. and/or their publisher

 
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LaViola, Joseph J., Forsberg, Andrew S., Huffman, John and Bragdon, Andrew (2008): The Influence of Head Tracking and Stereo on User Performance with Non-Isomorphic 3D Rotation. In: Liere, Robert van and Mohler, Betty J. (eds.) Proceedings of the 16th Eurographics Symposium on Virtual Environments - EGVE 2008 2008, Eindhoven, The Netherlands. pp. 111-118.

 
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LaViola, Joseph J. (2008): Bringing VR and Spatial 3D Interaction to the Masses through Video Games. In IEEE Computer Graphics and Applications, 28 (5) pp. 10-15.

 Cited in the following chapter:

3D User Interfaces: [/encyclopedia/3d_user_interfaces.html]


 
2007
 
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Lemmerman, Dmitri K. and LaViola, Joseph J. (2007): Effects of Interaction-Display Offset on User Performance in Surround Screen Virtual Environments. In: Sherman, William R., Lin, Ming C. and Steed, Anthony (eds.) IEEE Virtual Reality Conference, VR 2007 10-14 March, 2007, Charlotte, NC, USA. pp. 303-304.

 
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LaViola, Joseph J. (2007): Advances in Mathematical Sketching: Moving Toward the Paradigm's Full Potential. In IEEE Computer Graphics and Applications, 27 (1) pp. 38-48.

 
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LaViola, Joseph J. (2007): An initial evaluation of MathPad2: A tool for creating dynamic mathematical illustrations. In Computers & Graphics, 31 (4) pp. 540-553.

2006
 
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Katzourin, Michael, Ignatoff, Daniel, Quirk, Lincoln, LaViola, Joseph J. and Jenkins, Odest Chadwicke (2006): Swordplay: Innovating Game Development through VR. In IEEE Computer Graphics and Applications, 26 (6) pp. 15-19.

2005
 
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Bowman, Doug A., Kruijff, Ernst, LaViola, Joseph J. and Poupyrev, Ivan (2005): 3D User Interfaces: Theory and Practice. Addison-Wesley Professional

Here's what three pioneers in computer graphics and human-computer interaction have to say about this book: “What a tour de force—everything one would want—comprehensive, encyclopedic, and authoritative.” —Jim Foley “At last, a book on this important, emerging area. It will be an indispensable reference for the practitioner, researcher, and student interested in 3D user interfaces.” —Andy van Dam “Finally, the book we need to bridge the dream of 3D graphics with the user-centered reality of interface design. A thoughtful and practical guide for researchers and product developers. Thorough review, great examples.” —Ben Shneiderman As 3D technology becomes available for a wide range of applications, its successful deployment will require well-designed user interfaces (UIs). Specifically, software and hardware developers will need to understand the interaction principles and techniques peculiar to a 3D environment. This understanding, of course, builds on usability experience with 2D UIs. But it also involves new and unique challenges and opportunities. Discussing all relevant aspects of interaction, enhanced by instructive examples and guidelines, 3D User Interfaces comprises a single source for the latest theory and practice of 3D UIs. Many people already have seen 3D UIs in computer-aided design, radiation therapy, surgical simulation, data visualization, and virtual-reality entertainment. The next generation of computer games, mobile devices, and desktop applications also will feature 3D interaction. The authors of this book, each at the forefront of research and development in the young and dynamic field of 3D UIs, show how to produce usable 3D applications that deliver on their enormous promise. Coverage includes: The psychology and human factors of various 3D interaction tasks Different approaches for evaluating 3D UIs Results from empirical studies of 3D interaction techniques Principles for choosing appropriate input and output devices for 3D systems Details and tips on implementing common 3D interaction techniques Guidelines for selecting the most effective interaction techniques for common 3D tasks Case studies of 3D UIs in real-world applications To help you keep pace with this fast-evolving field, the book’s Web site, www.3dui.org, will offer information and links to the latest 3D UI research and applications.

© All rights reserved Bowman et al. and/or Addison-Wesley Professional

 Cited in the following chapter:

3D User Interfaces: [/encyclopedia/3d_user_interfaces.html]


 
2004
 
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Bowman, Doug A., Kruijff, Ernst, LaViola, Joseph J. and Poupyrev, Ivan (2004): 3D User Interfaces: Theory and Practice. Addison-Wesley Professional

Here's what three pioneers in computer graphics and human-computer interaction have to say about this book: “What a tour de force—everything one would want—comprehensive, encyclopedic, and authoritative.” —Jim Foley “At last, a book on this important, emerging area. It will be an indispensable reference for the practitioner, researcher, and student interested in 3D user interfaces.” —Andy van Dam “Finally, the book we need to bridge the dream of 3D graphics with the user-centered reality of interface design. A thoughtful and practical guide for researchers and product developers. Thorough review, great examples.” —Ben Shneiderman As 3D technology becomes available for a wide range of applications, its successful deployment will require well-designed user interfaces (UIs). Specifically, software and hardware developers will need to understand the interaction principles and techniques peculiar to a 3D environment. This understanding, of course, builds on usability experience with 2D UIs. But it also involves new and unique challenges and opportunities. Discussing all relevant aspects of interaction, enhanced by instructive examples and guidelines, 3D User Interfaces comprises a single source for the latest theory and practice of 3D UIs. Many people already have seen 3D UIs in computer-aided design, radiation therapy, surgical simulation, data visualization, and virtual-reality entertainment. The next generation of computer games, mobile devices, and desktop applications also will feature 3D interaction. The authors of this book, each at the forefront of research and development in the young and dynamic field of 3D UIs, show how to produce usable 3D applications that deliver on their enormous promise. Coverage includes: The psychology and human factors of various 3D interaction tasks Different approaches for evaluating 3D UIs Results from empirical studies of 3D interaction techniques Principles for choosing appropriate input and output devices for 3D systems Details and tips on implementing common 3D interaction techniques Guidelines for selecting the most effective interaction techniques for common 3D tasks Case studies of 3D UIs in real-world applications To help you keep pace with this fast-evolving field, the book’s Web site, www.3dui.org, will offer information and links to the latest 3D UI research and applications.

© All rights reserved Bowman et al. and/or Addison-Wesley Professional

 Cited in the following chapter:

Aesthetic Computing: [/encyclopedia/aesthetic_computing.html]


 
2003
 
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LaViola, Joseph J. (2003): An Experiment Comparing Double Exponential Smoothing and Kalman Filter-Based Predictive Tracking Algorithms. In: IEEE Virtual Reality Conference 2003 VR 2003 22-26 March, 2003, Los Angeles, CA, USA. pp. 283-284.

2002
 
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Zeleznik, Robert C., LaViola, Joseph J., Feliz, Daniel Acevedo and Keefe, Daniel F. (2002): Pop Through Button Devices for VE Navigation and Interaction. In: VR 2002 2002. pp. 127-134.

2001
 
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Bowman, Doug A., Kruijff, Ernst, LaViola, Joseph J. and Poupyrev, Ivan (2001): An Introduction to 3D User Interface Design. In Presence: Teleoperators and Virtual Environments, 10 (1) pp. 96-108.

 
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Keefe, Daniel F., Feliz, Daniel Acevedo, Moscovich, Tomer, Laidlaw, David H. and LaViola, Joseph J. (2001): CavePainting: a fully immersive 3D artistic medium and interactive experience. In: SI3D 2001 2001. pp. 85-93.

2000
 
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van Dam, Andries, Forsberg, Andrew S., Laidlaw, David H., LaViola, Joseph J. and Simpson, Rosemary Michelle (2000): Immersive VR for Scientific Visualization: A Progress Report. In IEEE Computer Graphics and Applications, 20 (6) pp. 26-52.

1997
 
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Forsberg, Andrew S., LaViola, Joseph J., Markosian, Lee and Zeleznik, Robert C. (1997): Seamless Interaction in Virtual Reality. In IEEE Computer Graphics and Applications, 17 (6) pp. 6-9.

 
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Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/joseph_j__laviola.html

Publication statistics

Pub. period:1997-2011
Pub. count:29
Number of co-authors:46



Co-authors

Number of publications with 3 favourite co-authors:

Chadwick A. Wingrave:5
Doug A. Bowman:4
Ivan Poupyrev:3

 

 

Productive colleagues

Joseph J. LaViola's 3 most productive colleagues in number of publications:

Doug A. Bowman:68
Ivan Poupyrev:37
David H. Laidlaw:30
 
 
 

Upcoming Courses

Affordances: Designing Intuitive User Interfaces

89% booked. Starts in 6 days
 
 
 

User Experience: The Beginner's Guide

84% booked. Starts in 11 days
 
 
 
 
 

Featured chapter

Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess

User Experience and Experience Design !

 
 

Our Latest Books

Kumar and Herger 2013: Gamification at Work: Designing Engaging Business Software...
by Janaki Mythily Kumar and Mario Herger

 
Start reading

Whitworth and Ahmad 2013: The Social Design of Technical Systems: Building technologies for communities...
by Brian Whitworth and Adnan Ahmad

 
Start reading

Soegaard and Dam 2013: The Encyclopedia of Human-Computer Interaction, 2nd Ed....
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 
 
 
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