Mary C. Whitton

Orcid: 0000-0003-2880-2550

Affiliations:
  • University of North Carolina at Chapel Hill, USA


According to our database1, Mary C. Whitton authored at least 83 papers between 1984 and 2023.

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Bibliography

2023
It Is Time to Let Go of 'Virtual Reality'.
Commun. ACM, October, 2023

Remembering Frederick P. Brooks, Jr. (1931-2022).
IEEE Computer Graphics and Applications, 2023

The Big 50: Celebrating 50 ACM SIGGRAPH Conferences.
IEEE Computer Graphics and Applications, 2023

IEEE VR 2023 Steering Committee Message.
Proceedings of the IEEE Conference Virtual Reality and 3D User Interfaces, 2023

2022
Editorial: Presence and beyond: Evaluating user experience in AR/MR/VR.
Frontiers Virtual Real., 2022

2021
Immersion and Coherence: Research Agenda and Early Results.
IEEE Trans. Vis. Comput. Graph., 2021

Floor-vibration VR: Mitigating Cybersickness Using Whole-body Tactile Stimuli in Highly Realistic Vehicle Driving Experiences.
IEEE Trans. Vis. Comput. Graph., 2021

Revisiting Milgram and Kishino's Reality-Virtuality Continuum.
Frontiers Virtual Real., 2021

Adventures of a Government Researcher.
IEEE Computer Graphics and Applications, 2021

The Design of RenderMan.
IEEE Computer Graphics and Applications, 2021

Introduce Floor Vibration to Virtual Reality.
Proceedings of the SUI '21: Symposium on Spatial User Interaction, 2021

2020
Origins of Global Illumination.
IEEE Computer Graphics and Applications, 2020

History of the Marching Cubes Algorithm.
IEEE Computer Graphics and Applications, 2020

Interactive Graphics in Industry: The Early Days.
IEEE Computer Graphics and Applications, 2020

The Graphics System for the 80's.
IEEE Computer Graphics and Applications, 2020

2019
Implementation and Evaluation of a 50 kHz, $28\mu\mathrm{s}$ Motion-to-Pose Latency Head Tracking Instrument.
IEEE Trans. Vis. Comput. Graph., 2019

Evaluating the Effectiveness of Redirected Walking with Auditory Distractors for Navigation in Virtual Environments.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Check Your Work: Evaluating VE Effectiveness Using Presence.
Proceedings of the VR Developer Gems, 1st Edition, 2019

2018
A Survey of Presence and Related Concepts.
ACM Comput. Surv., 2018

15 Years of Research on Redirected Walking in Immersive Virtual Environments.
IEEE Computer Graphics and Applications, 2018

LUTE: A Locomotion Usability Test Environmentfor Virtual Reality.
Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications, 2018

Immersion and coherence in a stressful virtual environment.
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology, 2018

2017
A Psychophysical Experiment Regarding Components of the Plausibility Illusion.
IEEE Trans. Vis. Comput. Graph., 2017

Coherence changes gaze behavior in virtual human interactions.
Proceedings of the 2017 IEEE Virtual Reality, 2017

Immersion and coherence in a visual cliff environment.
Proceedings of the 2017 IEEE Virtual Reality, 2017

Scene-adaptive high dynamic range display for low latency augmented reality.
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2017

Evaluating and Comparing Game-controller based Virtual Locomotion Techniques.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2017

2013
Advancing the DFC Semantic Technology Platform via HIVE Innovation.
Proceedings of the Metadata and Semantics Research - 7th Research Conference, 2013

Water science software institute: an open source engagement process.
Proceedings of the 5th International Workshop on Software Engineering for Computational Science and Engineering, 2013

Redirected Touching: Training and adaptation in warped virtual spaces.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2013

2012
The Design and Evaluation of a Large-Scale Real-Walking Locomotion Interface.
IEEE Trans. Vis. Comput. Graph., 2012

Scene-motion thresholds during head yaw for immersive virtual environments.
ACM Trans. Appl. Percept., 2012

Reliable forward walking parameters from head-track data alone.
Proceedings of the 2012 IEEE Virtual Reality, 2012

Shader Lamps Virtual Patients: the Physical Manifestation of Virtual Patients.
Proceedings of the Medicine Meets Virtual Reality 19 - NextMed, 2012

Redirected touching: The effect of warping space on task performance.
Proceedings of the IEEE Symposium on 3D User Interfaces 2012, 2012

2011
An initial exploration of conversational errors as a novel method for evaluating virtual human experiences.
Proceedings of the IEEE Virtual Reality Conference, 2011

An evaluation of navigational ability comparing Redirected Free Exploration with Distractors to Walking-in-Place and joystick locomotio interfaces.
Proceedings of the IEEE Virtual Reality Conference, 2011

Perceptually inspired methods for naturally navigating virtual worlds.
Proceedings of the SIGGRAPH Asia 2011 Courses, Hong Kong, December 12-15, 2011, 2011

2010
Lessons about Virtual Environment Software Systems from 20 Years of VE Building.
Presence Teleoperators Virtual Environ., 2010

GUD WIP: Gait-Understanding-Driven Walking-In-Place.
Proceedings of the IEEE Virtual Reality Conference, 2010

Improved Redirection with Distractors: A large-scale-real-walking locomotion interface and its effect on navigation in virtual environments.
Proceedings of the IEEE Virtual Reality Conference, 2010

Getting from Here to There: Locomotion in Virtual Environments.
Proceedings of the DS-RT '10 Proceedings of the 2010 IEEE/ACM 14th International Symposium on Distributed Simulation and Real Time Applications, 2010

Matching actual treadmill walking speed and visually perceived walking speed in a projection virtual environment.
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization, 2010

2009
Evaluation of Reorientation Techniques and Distractors for Walking in Large Virtual Environments.
IEEE Trans. Vis. Comput. Graph., 2009

Relating Scene-Motion Thresholds to Latency Thresholds for Head-Mounted Displays.
Proceedings of the IEEE Virtual Reality Conference 2009 (VR 2009), 2009

The whys, how tos, and pitfalls of user studies.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

Scene-Motion Thresholds Correlate with Angular Head Motions for Immersive Virtual Environments.
Proceedings of the Second International Conference on Advances in Computer-Human Interaction, 2009

2008
Evaluation of Reorientation Techniques for Walking in Large Virtual Environments.
Proceedings of the IEEE Virtual Reality Conference 2008 (VR 2008), 2008

Sensitivity to scene motion for phases of head yaws.
Proceedings of the 5th Symposium on Applied Perception in Graphics and Visualization, 2008

LLCM-WIP: Low-Latency, Continuous-Motion Walking-in-Place.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2008

2007
MACBETH: Management of Avatar Conflict by Employment of a Technique Hybrid.
Int. J. Virtual Real., 2007

Effective Cooperative Haptic Interaction over the Internet.
Proceedings of the IEEE Virtual Reality Conference, 2007

MACBETH: The avatar which I see before me and its movement toward my hand.
Proceedings of the IEEE Virtual Reality Conference, 2007

2006
The Hand Is More Easily Fooled than the Eye: Users Are More Sensitive to Visual Interpenetration than to Visual-Proprioceptive Discrepancy.
Presence Teleoperators Virtual Environ., 2006

How Do We Solve Human Factors for VR and AR Applications?
Proceedings of the IEEE Virtual Reality Conference, 2006

2005
Comparing VE Locomotion Interfaces.
Proceedings of the IEEE Virtual Reality Conference 2005, 2005

The Hand is Slower than the Eye: A Quantitative Exploration of Visual Dominance over Proprioception.
Proceedings of the IEEE Virtual Reality Conference 2005, 2005

The haptic hand: providing user interface feedback with the non-dominant hand in virtual environments.
Proceedings of the Graphics Interface 2005 Conference, 2005


2004
Managing Collaboration in the nanoManipulator.
Presence Teleoperators Virtual Environ., 2004

Designing to support situation awareness across distances: an example from a scientific collaboratory.
Inf. Process. Manag., 2004

2003
Incorporating dynamic real objects into immersive virtual environments.
ACM Trans. Graph., 2003

Evaluating a scientific collaboratory: Results of a controlled experiment.
ACM Trans. Comput. Hum. Interact., 2003

Effects of Handling Real Objects and Self-Avatar Fidelity on Cognitive Task Performance and Sense of Presence in Virtual Environments.
Presence Teleoperators Virtual Environ., 2003

Scientific collaboratories: evaluating their potential.
Interactions, 2003

Making virtual environments compelling.
Commun. ACM, 2003

Effect of Latency on Presence in Stressful Virtual Environments.
Proceedings of the IEEE Virtual Reality Conference 2003 (VR 2003), 2003

Effects of Handling Real Objects and Avatar Fidelity On Cognitive Task Performance in Virtual Environments.
Proceedings of the IEEE Virtual Reality Conference 2003 (VR 2003), 2003

2002
Physiological measures of presence in stressful virtual environments.
ACM Trans. Graph., 2002

Physiological reaction and presence in stressful virtual environments.
Proceedings of the 29th International Conference on Computer Graphics and Interactive Techniques, 2002

Redirected Walking in Place.
Proceedings of the Eighth Eurographics Workshop on Virtual Environments, 2002

2001
Using Innovation Diffusion Theory to Guide Collaboration Technology Evaluation: Work in Progress.
Proceedings of the 10th IEEE International Workshops on Enabling Technologies: Infrastructure for Collaborative Enterprises (WETICE 2001), 2001

Redirected Walking.
Proceedings of the 22nd Annual Conference of the European Association for Computer Graphics, 2001

Designing to Support Collaborative Scientific Research Across Distances: The nanoManipulator Environment.
Proceedings of the Collaborative Virtual Environments, 2001

2000
Enabling distributed collaborative science.
Proceedings of the CSCW 2000, 2000

1999
Walking > Walking-in-Place > Flying, in Virtual Environments.
Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, 1999

MMR: an interactive massive model rendering system using geometric and image-based acceleration.
Proceedings of the 1999 Symposium on Interactive 3D Graphics, 1999

1998
The great paper deadline.
Proceedings of the ACM SIGGRAPH 98 Conference Abstracts and Applications, 1998

1997
Advanced technologies for virtual environments.
Proceedings of the ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97, 1997

1996
Real-Time Incremental Visualization of Dynamic Ultrasound Volumes Using Parallel BSP Trees.
Proceedings of the 7th IEEE Visualization Conference, 1996

Towards Performing Ultrasound-Guided Needle Biopsies from within a Head-Mounted Display.
Proceedings of the Visualization in Biomedical Computing, 4th International Conference, 1996

Technologies for Augmented Reality Systems: Realizing Ultrasound-Guided Needle Biopsies.
Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, 1996

1984
Memory Design for Raster Graphics Displays.
IEEE Computer Graphics and Applications, 1984


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