Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Amy Catherine Ulinski is active.

Publication


Featured researches published by Amy Catherine Ulinski.


human factors in computing systems | 2007

Social responses to virtual humans: implications for future interface design

Catherine A. Zanbaka; Amy Catherine Ulinski; Paula Goolkasian; Larry F. Hodges

Do human-human social interactions carry over to human-virtual human social interactions? How does this affect future interface designers? We replicated classical tests of social influence known as the social facilitation and inhibition effects. Social facilitation/inhibition theory states that when in the presence of others, people perform simple tasks better and complex tasks worse. Participants were randomly assigned to perform both simple and complex tasks alone and in the presence of either a real human, a projected virtual human, or a virtual human in a head-mounted display. Our results showed participants were inhibited by the presence of others, whether real or virtual. That is, participants performed worse on the complex task, both in terms of percent correct and reaction times, when in the presence of others than when alone. Social facilitation did not occur with the real or virtual human. We discuss these results and their implications for future interface designers.


IEEE Transactions on Visualization and Computer Graphics | 2010

Evaluation of the Cognitive Effects of Travel Technique in Complex Real and Virtual Environments

Evan A. Suma; Samantha L. Finkelstein; Myra Reid; Sabarish V. Babu; Amy Catherine Ulinski; Larry F. Hodges

We report a series of experiments conducted to investigate the effects of travel technique on information gathering and cognition in complex virtual environments. In the first experiment, participants completed a non-branching multilevel 3D maze at their own pace using either real walking or one of two virtual travel techniques. In the second experiment, we constructed a real-world maze with branching pathways and modeled an identical virtual environment. Participants explored either the real or virtual maze for a predetermined amount of time using real walking or a virtual travel technique. Our results across experiments suggest that for complex environments requiring a large number of turns, virtual travel is an acceptable substitute for real walking if the goal of the application involves learning or reasoning based on information presented in the virtual world. However, for applications that require fast, efficient navigation or travel that closely resembles real-world behavior, real walking has advantages over common joystick-based virtual travel techniques.


symposium on 3d user interfaces | 2007

Two Handed Selection Techniques for Volumetric Data

Amy Catherine Ulinski; Catherine A. Zanbaka; Zachary Wartell; Paula Goolkasian; Larry F. Hodges

We developed three distinct two-handed selection techniques for volumetric data visualizations that use splat-based rendering. Two techniques are bimanual asymmetric, where each hand has a different task. One technique is bimanual symmetric, where each hand has the same task. These techniques were then evaluated based on accuracy, completion times, TLX workload assessment, overall comfort and fatigue, ease of use, and ease of learning. Our results suggest that the bimanual asymmetric selection techniques are best used when performing gross selection for potentially long periods of time and for cognitively demanding tasks. However when optimum accuracy is needed, the bimanual symmetric technique was best for selection


ieee virtual reality conference | 2009

Real Walking Increases Simulator Sickness in Navigationally Complex Virtual Environments

Evan A. Suma; Samantha L. Finkelstein; Myra Reid; Amy Catherine Ulinski; Larry F. Hodges

We report on a study in which we investigate the effects of travel technique on simulator sickness in a real and virtual environment. Participants explored either a real maze or a virtual maze using either natural walking or simulated walking. Reported scores for measures of overall simulator sickness, disorientation, nausea, and occulomotor discomfort were all higher in the natural walking condition than either the simulated walking or real world conditions. This indicates that simulated walking is a better choice for reducing simulator sickness during tasks requiring a navigationally complex environment and a long amount of time.


virtual reality software and technology | 2007

Bimanual task division preferences for volume selection

Amy Catherine Ulinski; Zachary Wartell; Larry F. Hodges

Using both hands for 3D interaction allows users to transfer ingrained interaction skills, significantly increase performance on certain tasks, and reduce training [Bowman et al. 2005]. Guiards framework of Bimanual manipulation states that different classes of bimanual actions exist [1997]. The Bimanual Asymmetric classification consists of both hands, performing different actions, coordinated to accomplish the same task. The Bimanual Symmetric classification involves each hand performing identical actions, either synchronously or asynchronously. Latulipe et al. compared a symmetric, dual-mouse technique for manipulation of spline curves, to two asymmetric dual-mouse techniques and a standard single-mouse technique. The symmetric technique performed best and was most preferred by participants [2006].


symposium on 3d user interfaces | 2009

Selection performance based on classes of bimanual actions

Amy Catherine Ulinski; Zachary Wartell; Paula Goolkasian; Evan A. Suma; Larry F. Hodges

We evaluated four selection techniques for volumetric data based on the four classes of bimanual action: symmetric-synchronous, asymmetric-synchronous, symmetric-asynchronous, and asymmetric-asynchronous. The purpose of this study was to determine the relative performance characteristics of each of these classes. In addition, we compared two types of data representations to determine whether these selection techniques were suitable for interaction in different environments. The techniques were evaluated in terms of accuracy, completion times, TLX overall workload, TLX physical demand, and TLX cognitive demand. Our results suggest that symmetric and synchronous selection strategies both contribute to faster task completion. Our results also indicate that no class of bimanual selection was a significant contributor to reducing or increasing physical demand, while asynchronous action significantly increased cognitive demand in asymmetric techniques and decreased ease of use in symmetric techniques. However, for users with greater computer usage experience, accuracy performance differences diminished between the classes of bimanual action. No significant differences were found between the two types of data representations.


virtual reality software and technology | 2007

Shakespearean karaoke

Lauren Cairco; Sabarish V. Babu; Amy Catherine Ulinski; Catherine Zanbaka; Larry F. Hodges

Traditionally, students study plays by reading from a book. However, reading dialogue on paper does not always communicate the various emotions and actions that help people understand the significance of the person-to-person interactions that are represented.


intelligent tutoring systems | 2012

Developmentally appropriate intelligent spatial tutoring for mobile devices

Melissa A. Wiederrecht; Amy Catherine Ulinski

Given the centrality of spatial reasoning to the STEM disciplines, it is commonly acknowledged that it is of great importance that researchers determine effective ways to train our next generation to be spatially literate. Early childhood has been shown to be a very important time in a childs development of spatial skills and it is also known that certain types of interventions can help children develop higher levels of spatial ability. However, teaching young children comes with unique challenges, such as Developmentally Appropriate teaching and open-ended instruction and play. We propose that an Intelligent Tutoring System might be useful to address these challenges and present an initial research plan to design one to teach young children spatial skills in a Developmentally Appropriate, open-ended play-based manner.


ASME 2010 World Conference on Innovative Virtual Reality | 2010

Interface Design and Display Modalities to Improve the Vehicle Inspection Process

Lauren Cairco; Amy Catherine Ulinski; Jerome McClendon; Toni Bloodworth; James Matheison; Larry F. Hodges; Joshua D. Summers

There is a direct need in industry to improve the in-production vehicle inspection process and to support mobility for inspection stations. In this paper we present a novel interface design implemented on three multi-modal prototype systems, in which design was based on results from an initial field study we conducted. The design of these systems incorporate two main objectives: 1) enforce a systematic check on each of the items on the list to reduce missed items and 2) facilitate mobility in that the tools used to assist in inspection can be installed at one area and then later easily moved to another area. Our novel graphical software interface aims to enforce systematic checks through incorporation of a system-directed delivery of the checklist items with options for error correction and support of dynamic inspection, where items identified for inspection may differ among checkpoints. We have designed three hardware configurations that support our interface, with aims to achieve mobility from one inspection area to another, leave both hands free for inspection, and incorporate a more convenient way to refer to the list while conducting an inspection. This paper additionally presents preliminary feedback and suggestions for improvement from a pilot study conducted on our interface implemented on three hardware configurations. In the future we plan to incorporate the suggestions from the pilot study and to conduct a more formal evaluation on our multi-modal systems.Copyright


international conference on ergonomics and health aspects of work with computers | 2011

DeskTop: a design guideline to creating a multi-touch desk prototype

Jerome McClendon; Joshua I. Ekandem; Austen L. Hayes; Amy Catherine Ulinski; Larry F. Hodges

In many multi-touch tables, a projector is used to project an image onto the surface and a camera is used to detect user touches. The optical paths for both the camera and projector limits the physical design of multitouch tables. Our research focuses on the creation of a multi-touch desk that improves on the physical design of past multi-touch tables by using a combination of multiple cameras and a liquid crystal display to create a physical design that is ergonomic, mobile, collaborative/scalable and simplistic in design.

Collaboration


Dive into the Amy Catherine Ulinski's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar

Catherine A. Zanbaka

University of North Carolina at Charlotte

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Evan A. Suma

University of North Carolina at Charlotte

View shared research outputs
Top Co-Authors

Avatar

Paula Goolkasian

University of North Carolina at Charlotte

View shared research outputs
Top Co-Authors

Avatar

Zachary Wartell

University of North Carolina at Charlotte

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge