Kevin Ponto

Kevin Ponto
University of Wisconsin–Madison | UW · Wisconsin Institutes for Discovery

PhD

About

75
Publications
14,555
Reads
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591
Citations
Additional affiliations
September 2012 - present
University of Wisconsin–Madison
Position
  • Professor (Assistant)
March 2007 - September 2010
University of California, San Diego
Position
  • PhD Student

Publications

Publications (75)
Article
Recent advances in consumer technology have enabled a new means for 3D capture of real world environments and objects through the adoption of depth sensors within tablets and mobile phones. While traditional methods to capture 3D objects are often cost-prohibitive, the ability to have commodity grade scanning technologies readily available creates...
Article
Background and Objectives Emerging trends in aging-in-place and increasing needs for home health care highlight the importance of researching older adults' daily lives as they unfold within their residential environments. However, studies that examine how older adults interact with their home environments are scarce as homes are fluid and private s...
Article
Full-text available
Quantification of gait changes in response to altered environmental stimuli may allow for improved understanding of the mechanisms that influence gait changes and fall occurrence in older adults. This study explored how systematic manipulation of a single dimension of one’s environment affects spatiotemporal gait parameters. A total of 20 older adu...
Article
Full-text available
We used a sociotechnical systems approach—which conceptualizes a system of interacting people, technologies, and tasks, to identify individual differences in personal health information management (PHIM) that can inform the design of patient-friendly environments, tools, and technologies. We conducted a secondary thematic analysis of data collected...
Article
The recent rise of consumer virtual reality (VR) hardware raises important questions in the field of online marketing: what makes 3D VR more informative and playful than conventional 2D media such as a still image and a video, and how it affects the online purchase decision-making process. In this study, we mainly focus on three interface features—...
Article
Virtual reality, augmented reality, and other forms of virtual environments have the potential to dramatically change how individuals work, learn, and interact with each other. A key objective of human factors research and practice is to determine how these environments should be designed to maximize performance efficiency, ensure health and safety...
Article
Full-text available
Properly and thoroughly documenting a crime scene is of utmost importance in solving a crime, yet the process is often difficult and labor intensive. 3D scanning technology allows for the rapid acquisition of highly detailed 3D models of a physical environment. In recent years, adoption of 3D scanning technology has increased amongst crime scene in...
Article
Sixty percent of the US population manages at least one chronic illness. For these patients, personal health information management (PHIM) is an integral part of daily life, and largely occurs within the home. However, the way in which the home supports PHIM has not been systematically investigated. The present study examined how members of the dia...
Preprint
Full-text available
We are using LEGO for a variety of new tasks like surveys, data capture, and data visualization. We have found that LEGO is a low-tech high-touch approach to mapping and data visualization. Through two projects we explore how standard LEGO sets can be used with both children and adults to gather information, present it in an appealing way, and cata...
Article
While interest in using 3D scanning technology for crime scene investigation (CSI) has grown in recent years, a number of barriers still remain that prevent its wide adoption in the criminal justice system. One such barrier comes from the lack of tools that can validate a 3D scan and verify that it has not been manipulated. While a great deal of re...
Conference Paper
Full-text available
Viewers of virtual reality appear to have an incorrect sense of space when performing blind directed-action tasks, such as blind walking or blind throwing. It has been shown that various manipulations can influence this incorrect sense of space, and that the degree of misperception varies by person. It follows that one could measure the degree of m...
Chapter
Much of patient care takes places in patients’ homes, but we do know very little about how patients deal with their health and chronic illness condition(s) while at home and how the physical environment can have an impact on their care. In this study, we focus on patients’ management of their personal health information management (PHIM) in the hom...
Conference Paper
Full-text available
Managing one's own healthcare has been progressively changing from occurring at hospitals and healthcare facilities to one's own day-today living environment. Due to this change, studying how people care for themselves becomes more challenging as visiting people in their living environments is intrusive and often logistically challenging. LiDAR sca...
Article
Managing chronic illness requires personal health information management (PHIM) to be performed by lay individuals. Paramount to understanding the PHIM process is understanding the sociotechnical system in which it frequently occurs: the home environment. We combined distributed cognition theory and the patient work system model to investigate how...
Conference Paper
Full-text available
Distance misperception (sometimes, distance compression) in immersive virtual environments is an active area of study, and the recent availability of consumer-grade display and tracking technologies raises new questions. This work explores the plausibility of measuring misperceptions within the small tracking volumes of consumer-grade technology, w...
Article
This study examined how individuals with and without neck pain performed exercises under the influence of altered visual feedback in virtual reality. Chronic neck pain (n=9) and asymptomatic (n=10) individuals were recruited for this cross-sectional study. Participants performed head rotations while receiving programmatically manipulated visual fee...
Article
In this article, the authors apply two interrelated methods of distant reading, Scaled Entity Search (SES) and query comparison, to early cinema history. By querying the thirty-five thousand filmographic records of Einar Lauritzen and Gunnar Lundquist's American Film-Index, which were digitized by Paul C. Spehr and Susan Dalton in the 1990s, throug...
Conference Paper
This paper presents a proof-of-concept system that enables the integrated virtual and physical traversal of a space through locomotion, automatic treadmill, and stage based flying system. The automatic treadmill enables the user to walk or run without manual intervention while the flying system enables the user to control their height above the sta...
Conference Paper
Previous approaches to rendering large point clouds on immersive displays have generally created a trade-off between interactivity and quality. While these approaches have been quite successful for desktop environments when interaction is limited, virtual reality systems are continuously interactive, which forces users to suffer through either low...
Conference Paper
Distance has been shown to be incorrectly estimated in virtual environments relative to the same estimation tasks in a real environment. This work describes a preliminary exploration of Perceptual Space Warping, which influences perceived distance in virtual environments by using a vertex shader to warp geometry. Empirical tests demonstrate signifi...
Conference Paper
Full-text available
Physical simulations provide a rich source of time-variant three-dimensional data. Unfortunately, the data generated from these types of simulation are often large in size and are thereby only experienced through pre-rendered movies from a fixed viewpoint. Rendering of large point cloud data sets is well understood, however the data requirements fo...
Article
This paper introduces the SafeHome Simulator system, a set of immersive Virtual Reality Training tools and display systems to train patients in safe discharge procedures in captured environments of their actual houses. The aim is to lower patient readmission by significantly improving discharge planning and training. The SafeHOME Simulator is a pro...
Article
The physical spaces within which the work of health occurs - the home, the intensive care unit, the emergency room, even the bedroom - influence the manner in which behaviors unfold, and may contribute to efficacy and effectiveness of health interventions. Yet the study of such complex workspaces is difficult. Health care environments are complex,...
Article
This study was a proof of concept for virtual exertions, a novel method that involves the use of body tracking and electromyography for grasping and moving projections of objects in virtual reality (VR). The user views objects in his or her hands during rehearsed co-contractions of the same agonist-antagonist muscles normally used for the desired a...
Conference Paper
Full-text available
Figure 1: Shows comparison images between the proposed method and the method described in [2]. Note how objects in the left image seem transparent due to undersampling, while a similar view on the right appears solid. ABSTRACT This document introduces a new application for rendering massive LiDAR point cloud data sets of interior environments withi...
Conference Paper
Full-text available
To accelerate the design of home care technologies, the Living Environments Laboratory uses a 6-sided CAVE and other visualization spaces to recreate every home environment on earth. We employ a LiDAR to capture actual home environments; the point clouds are then processed to enable the virtual renditions of these spaces to be experienced in CAVE a...
Article
This article uses scaled entity search (SES), a data mining technique and interpretive framework, to study the historically dynamic role of local radio broadcasters in the United States. The authors model the technique by searching for more than two thousand individual radio call letters and discussing the call signs with the highest number of page...
Article
Full-text available
This paper presents the design considerations, specifications, and lessons learned while building DSCVR, a commodity hybrid reality environment. Consumer technology has enabled a reduced cost for both 3D tracking and screens, enabling a new means for the creation of immersive display environments. However, this technology also presents many challen...
Conference Paper
Full-text available
Search has been unfairly maligned within digital humanities big data research. While many digital tools lack a wide audience due to the uncertainty of researchers regarding their operation and/or skepticism towards their utility, search offers functions already familiar and potentially transparent to a range of users. To adapt search to the scale o...
Conference Paper
Full-text available
Description: This paper describes a fast and efficient algorithm to obtain planar models from high density 3D pointclouds using spatial hashing. Abstract Light Detection And Ranging (LiDAR) scanners have enabled the high fidelity capture of physical environments. These devices output highly accurate pointcloud datasets which often comprise hundreds...
Article
Full-text available
This paper investigates altering visual feedback during neck movement through control-display (C-D) gain for a head-mounted display, for the purpose of determining the just noticeable difference (JND) for encouraging individuals with kinesiophobia (i.e. fear avoidance of movement due to chronic pain) to effectively perform therapeutic neck exercise...
Article
Objective: In this study, we compared how users locate physical and equivalent three-dimensional images of virtual objects in a cave automatic virtual environment (CAVE) using the hand to examine how human performance (accuracy, time, and approach) is affected by object size, location, and distance. Background: Virtual reality (VR) offers the pr...
Conference Paper
Full-text available
This paper utilizes muscle exertions as a means to effect and study the behavior of participants in a virtual environment. Participants performed a simple lifting task both physically using an actual weight and virtually. In the virtual environment participants were presented with two different types of virtual presentation methods, one in which th...
Conference Paper
This project aims to enable the study of group process in simulated environments that are often inaccessible to physically study. We choose to study the inventory management technique, known as Kanban in a simulated operating room. A multi-viewer immersive 3D VR is used to simulate the scenario. Fourteen participants tested the 15-minute activity i...
Conference Paper
Full-text available
This paper introduces a distributed approach for playback of video content at resolutions of 4K (digital cinema) and well beyond. This approach is designed for scalable, high-resolution, multi-tile display environments, which are controlled by a cluster of machines, with each node driving one or multiple displays. A preparatory tiling pass separate...
Article
As informatics applications grow from being data collection tools to platforms for action, the boundary between what constitutes informatics applications and therapeutic interventions begins to blur. Emerging computer-driven technologies such as virtual reality (VR) and mHealth apps may serve as clinical interventions. As part of a larger project i...
Conference Paper
Full-text available
This paper introduces the concept of virtual exertions, which utilizes real-time feedback from electromyograms (EMG), combined with tracked body movements, to simulate forceful exertions (e.g. lifting, pushing, and pulling) against projections of virtual reality objects. The user acts as if there is a real object and moves and contracts the same mu...
Article
Accelerating the design of technologies to support health in the home requires 1) better understanding of how the household context shapes consumer health behaviors and (2) the opportunity to afford engineers, designers, and health professionals the chance to systematically study the home environment. We developed the Living Environments Laboratory...
Article
Full-text available
The perception of objects, depth, and distance has been repeatedly shown to be divergent between virtual and physical environments. We hypothesize that many of these discrepancies stem from incorrect geometric viewing parameters, specifically that physical measurements of eye position are insufficiently precise to provide proper viewing parameters....
Conference Paper
Full-text available
Virtual spaces have proven to be a valuable means to visualize and inspect 3D environments. Unfortunately, adding objects to 3D scenes while inside of an immersive environment is often difficult as the means used to acquire models from repositories are built for standard computer interfaces and are generally not available during a users session. We...
Conference Paper
Full-text available
The SculptUp system enables the rapid creation of 3D models. All of the models in Figure 3 were created in under five minutes. Scenes such as Figure 1 and 4 could be easily created in ways that would be extremely difficult in traditional modeling systems.
Conference Paper
The increasing prevalence of distributed human microtasking, crowdsourcing, has followed the exponential increase in data collection capabilities. The large scale and distributed nature of these microtasks produce overwhelming amounts of information that is inherently noisy due to the nature of human input. Furthermore, these inputs create a consta...
Article
Full-text available
Externally observing the experience of a participant in a virtual environment is generally accomplished by viewing an egocentric perspective. Monitoring this view can often be difficult for others to watch due to unwanted camera motions that appear unnatural and unmotivated. We present a novel method for reducing the unnaturalness of these camera m...
Article
Full-text available
Direct replay of the experience of a user in a virtual environment is difficult for others to watch due to unnatural camera motions. We present methods for replaying and summarizing these egocentric experiences that effectively communicate the user's observations while reducing unwanted camera movements. Our approach summarizes the viewpoint path a...
Article
Full-text available
Virtual Reality environments have the ability to present users with rich visual representations of simulated environments. However, means to interact with these types of illusions are generally unnatural in the sense that they do not match the methods humans use to grasp and move objects in the physical world. We demonstrate a system that enables u...
Article
This paper presents an approach for empowering collaborative workspaces through ultra-high resolution tiled display environments concurrently interfaced with multiple multi-touch devices. Multi-touch table devices are supported along with portable multi-touch tablet and phone devices, which can be added to and removed from the system on the fly. Ev...
Article
Motivation: The Larger Challenge Previous Work Related to Collaborative Technologies A Cyber - Collaboratory for Imaging Genetics Visual Analytics Approach Conclusions References
Conference Paper
This paper presents an immediate-mode, integrated approach to image fusion and visualization of multi-band satellite data, drawing from the computational resources of networked, high-resolution, tiled display environments. The presented workflow enables researchers to intuitively and interactively experiment with all tunable parameters, exposed thr...
Conference Paper
High-resolution image collections pose unique challenges to analysts tasked with managing the associated data assets and deriving new information from them. While significant progress has been made towards rapid automated filtering, alignment, segmentation, characterization, and feature identification from image collections, the extraction of new i...
Article
In this paper, we present a technique for the interactive visualization and interrogation of multi-dimensional giga-pixel imagery. Co-registered image layers representing discrete spectral wavelengths or temporal information can be seamlessly displayed and fused. Users can freely pan and zoom, while swiftly transitioning through data layers, enabli...
Conference Paper
Full-text available
Geospatial information systems provide an abundance of information for researchers and scientists. Unfortunately this type of data can usually only be analyzed a few megapixels at a time, giving researchers a very narrow view into these voluminous data sets. We propose a distributed data gathering and visualization system that allows researchers to...
Article
Full-text available
The CAVE, a walk-in virtual reality environment typically consisting of 4–6 3 m-by-3 m sides of a room made of rear-projected screens, was first conceived and built in 1991. In the nearly two decades since its conception, the supporting technology has improved so that current CAVEs are much brighter, at much higher resolution, and have dramatically...
Conference Paper
Full-text available
Recent technological advances in terrestrial laser scanning (TLS) allow for rapid collection of massive amounts of point cloud data for various cultural heritage, archaeological, and engineering applications. Commercial packages designed to edit these data in 3D environments are generally proprietary, require high-end computing platforms to run eff...
Article
A visual analytics technique for the intuitive, hands-on analysis of massive, multi-dimensional and multi-variate data is presented. This multi-touch-based technique introduces a set of metaphors such as wiping, scratching, sandblasting, squeezing and drilling, which allow for rapid analysis of global and local characteristics in the data set, acco...
Conference Paper
Full-text available
Tiled display environments present opportune workspaces for displaying multimedia content. Often times, displaying this kind of audio/visual information requires a substantial amount of network bandwidth. In this paper we present a method for distributing the decoding over the entire display environment, allowing for substantially less network over...
Article
Leonardo da Vinci was a strong advocate for using sketches to stimulate the human imagination. Sketching is often considered to be integral to the process of design, providing an open workspace for ideas. For these same reasons, children use sketching as a simple way to express visual ideas. By merging the abstraction of human drawings and the free...
Article
Full-text available
This paper introduces a mixed reality workspace that allows users to combine physical and computer-generated artifacts, and to control and simulate them within one fused world. All interactions are captured, monitored, modeled and represented with pseudo-real world physics. The objective of the presented research is to create a novel system in whic...