Project title: Case studies of direct interaction with virtual humans in immersive design environments
Investigators: Dan Amos, Prof Dylan Jones, Proj D-T Pham, Dr Roy Ruddle, and Justin Savage
Funding: EPSRC (1998-2001)
Note: this research took place while Roy Ruddle was employed at Cardiff University
This project studied ways of interacting directly with virtual humans within the context of the types of task performed during the ergonomic design of an automotive factory. The project's research took the form of a series of case studies that investigated the following:
![]() |
A view inside one of the cluttered VEs. Visible are two sides of the boundary wall (coloured orange and magenta), target/distracter cylinders(blue-topped) and other cylinders (green only), and a target (the white square). The horizontal field of view is 48 degrees. |
Widening the field of view to 103 degrees (compared with 45 degrees) produced a three-fold reduction in the number of inefficient searches but did not eliminate the problem. Further invesigations are taking place in a follow-on project understanding disorientation in cluttered virtual environments.
As well as the paper below, results of this research were presented at the:
Ruddle, R. A., & Jones, D. M. (2001). Movement in cluttered virtual environments. Presence: Teleoperators and Virtual Environments, 10, 511-524. Video.
Ruddle, R. A., Huddart, S. A., & Jones, D. M. (1999). Interaction in immersive virtual environments: Rotating objects with an instrumented prop. Proceedings of the Human Factors and Ergonomics Society 43rd Annual Meeting (HFES'99), 1214-1218.
Ruddle, R. A., & Jones, D. M. (2001). Manual and virtual rotation of a three-dimensional object. Journal of Experimental Psychology: Applied, 7, 286-296.
This research was divided into two parts. First, studies were made of the effect of incorporating low-level control intelligence into VE interface software, evaluated using a task in which participants collaborated with an autonomous virtual human to carry an object from one place to another, sometimes having to avoid obstacles en-route (video). The studies showed that automating the low-level aspects of control produced a three-fold reduction in the time it took participants to complete the task. The studies also demonstrated the benefits of providing participants with a tethered rather than a human's-eye view, even when a head-mounted display is being used.
![]() |
![]() |
![]() |
(Experiment 1) |
(Experiment 2) |
(Experiment 3) |
![]() |
![]() |
Ruddle, R. A., Savage, J. C., & Jones, D. M. (2002). Evaluating rules of interaction for object manipulation in cluttered virtual environments. Presence: Teleoperators and Virtual Environments, 11, 591-609.
Ruddle, R. A., Savage, J. C., & Jones, D. M. (2002). Implementing flexible rules of interaction for object manipulation in cluttered virtual environments. Proceedings of the ACM Symposium on Virtual Reality Software and Technology (VRST'02), 89-96.
Ruddle, R. A., Savage, J. C., & Jones, D. M. (2002). Symmetric and asymmetric action integration during cooperative object manipulation in virtual environments. ACM Transactions on Computer-Human Interaction, 9, 285-308.
Ruddle, R. A., Savage, J. C., & Jones, D. M. (2002). Symmetric and asymmetric action integration during cooperative object manipulation in virtual environments. Interactions, 9(6), 9-10.
Ruddle, R. A., Savage, J. C., & Jones, D. M. (2002). Verbal communication during cooperative object manipulation. Proceedings of the ACM Conference on Collaborative Virtual Environments (CVE'02), 120-127.
Ruddle, R. A., Savage, J. C., & Jones, D. M. (2003). Levels of control during a collaborative carrying task. Presence: Teleoperators and Virtual Environments, 12, 140-155.
Providing feedback to help participants: (a) lift virtual objects at the same rate as in the real world, and (b) perceive the forces that heavy virtual objects exert on the human body. The findings from this research were published in Dan Amos' PhD thesis Immersive virtual environments to aid manual lifting simulations.
A meta analysis of all the sickness data was performed, highlighting the impact of looking steeply downwards at one's virtual feet on the severity of symptoms that participants sufffered.
Ruddle, R. A. (2004). The Effect of Environment Characteristics and User Interaction on Levels of Virtual Environment Sickness. Proceedings of IEEE Virtual Reality (VR'04), 141-148. Video.