Kevin Ponto

Dr. Kevin Ponto

University of Wisconsin-Madison, Madison, WI, USA
orcid

Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
5 December 2014 in Human Factors: The Journal of the Human Factors and Ergonomics Society
Verified
Journal Article
Closed access
KCKaren B. Chen
Karen B. Chen
KPKevin Ponto
Kevin Ponto
RTRoss Tredinnick
Ross Tredinnick
RRRobert G. Radwin
Robert G. Radwin
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 activities to suggest exerting forces. Unlike physical objects, virtual objects are images and lack mass. There is currently no practical physically demanding way to interact with virtual objects to simulate strenuous activities. Eleven participants grasped and lifted similar physical and virtual objects of various weights in an immersive 3-D Cave Automatic Virtual Environment. Muscle activity, localized muscle fatigue, ratings of perceived exertions, and NASA Task Load Index were measured. Additionally, the relationship between levels of immersion (2-D vs. 3-D) was studied. Although the overall magnitude of biceps activity and workload were greater in VR, muscle activity trends and fatigue patterns for varying weights within VR and physical conditions were the same. Perceived exertions for varying weights were not significantly different between VR and physical conditions. Perceived exertion levels and muscle activity patterns corresponded to the assigned virtual loads, which supported the hypothesis that the method evoked the perception of physical exertions and showed that the method was promising. Ultimately this approach may offer opportunities for research and training individuals to perform strenuous activities under potentially safer conditions that mimic situations while seeing their own body and hands relative to the scene.

11 May 2024
Verified
Conference Paper
Open access
KZKexin Zhang
Kexin Zhang
BCBrianna R Cochran
Brianna R Cochran
RCRuijia Chen
Ruijia Chen
LHLance Hartung
Lance Hartung
BSBryce Sprecher
Bryce Sprecher
YZYuhang Zhao
Yuhang Zhao
First responders (FRs) navigate hazardous, unfamiliar environments in the field (e.g., mass-casualty incidents), making life-changing decisions in a split second. AR head-mounted displays (HMDs) have shown promise in supporting them due to its capability of recognizing and augmenting the challenging environments in a hands-free manner. However, the design space have not been thoroughly explored by involving various FRs who serve different roles (e.g., firefighters, law enforcement) but collaborate closely in the field. We interviewed 26 first responders in the field who experienced a state-of-the-art optical-see-through AR HMD, as well as its interaction techniques and four types of AR cues (i.e., overview cues, directional cues, highlighting cues, and labeling cues), soliciting their first-hand experiences, design ideas, and concerns. Our study revealed both generic and role-specific preferences and needs for AR hardware, interactions, and feedback, as well as identifying desired AR designs tailored to urgent, risky scenarios (e.g., affordance augmentation to facilitate fast and safe action). While acknowledging the value of AR HMDs, concerns were also raised around trust, privacy, and proper integration with other equipment. Finally, we derived comprehensive and actionable design guidelines to inform future AR systems for in-field FRs.

11 March 2024 in JMIR mHealth and uHealth
Verified
Journal Article
Open access
JSJung-Hye Shin
Jung-Hye Shin
RSRachael Shields
Rachael Shields
JLJenny Lee
Jenny Lee
ZSZachary Skrove
Zachary Skrove
RTRoss Tredinnick
Ross Tredinnick
BFBeth Fields
Beth Fields
Background: Home assessment is a critical component of successful home modifications, enabling individuals with functional limitations to age in place comfortably. A high-quality home assessment tool should facilitate a valid and reliable assessment involving health care and housing professionals, while also engaging and empowering consumers and their caregivers who may be dealing with multiple functional limitations. Unlike traditional paper-and-pencil assessments, which require extensive training and expert knowledge and can be alienating to consumers, mobile health (mHealth) apps have the potential to engage all parties involved, empowering and activating consumers to take action. However, little is known about which apps contain all the necessary functionality, quality appraisal, and accessibility. Objective: This study aimed to assess the functionality, overall quality, and accessibility of mHealth home assessment apps. Methods: mHealth apps enabling home assessment for aging in place were identified through a comprehensive search of scholarly articles, the Apple (iOS) and Google Play (Android) stores in the United States, and fnd.io. The search was conducted between November 2022 and January 2023 following a method adapted from PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses). Reviewers performed a content analysis of the mobile app features to evaluate their functionality, overall quality, and accessibility. The functionality assessment used a home assessment component matrix specifically developed for this study. For overall quality, the Mobile Application Rating Scale (MARS) was used to determine the apps’ effectiveness in engaging and activating consumers and their caregivers. Accessibility was assessed using the Web Content Accessibility Guidelines (WCAG) 2.1 (A and AA levels). These 3 assessments were synthesized and visualized to provide a comprehensive evaluation. Results: A total of 698 apps were initially identified. After further screening, only 6 apps remained. Our review revealed that none of the apps used thoroughly tested assessment tools, offered all the functionality required for reliable home assessment, achieved the “good” quality threshold as measured by the MARS, or met the accessibility criteria when evaluated against WCAG 2.1. However, DIYModify received the highest scores in both the overall quality and accessibility assessments. The MapIt apps also showed significant potential due to their ability to measure the 3D environment and the inclusion of a desktop version that extends the app’s functionality. Conclusions: Our review revealed that there are very few apps available within the United States that possess the necessary functionality, engaging qualities, and accessibility to effectively activate consumers and their caregivers for successful home modification. Future app development should prioritize the integration of reliable and thoroughly tested assessment tools as the foundation of the development process. Furthermore, efforts should be made to enhance the overall quality and accessibility of these apps to better engage and empower consumers to take necessary actions to age in place.

1 January 2023
Verified
Book Chapter
Closed access
PDF file
DLDan Lisowski
Dan Lisowski
KPKevin Ponto
Kevin Ponto
SFShuxing Fan
Shuxing Fan
CPCaleb Probst
Caleb Probst
BSBryce Sprecher
Bryce Sprecher

9 October 2023
Verified
Conference Paper
Open access
KPKevin Ponto
Kevin Ponto
RTRoss Tredinnick
Ross Tredinnick
MVMonae Verbeke
Monae Verbeke
KKKaldan Kopp
Kaldan Kopp
LSLuke Swanson
Luke Swanson
DGDavid Gagnon
David Gagnon

27 July 2022 in International Journal of Information Technology
Verified
Journal Article
Closed access
PDF file
KPKevin Ponto
Kevin Ponto
RTRoss Tredinnick
Ross Tredinnick