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Henry J. Gardner

dblp:02/3797 · also Henry Gardner · DBLP profile ↗
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19ranked-venue papers
1as first author
1since 2021 · last 2021
0000-0002-8613-8777ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 14 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1Software engineering, systems software and programming languages · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
6 papers
Immersive interaction · 34% Ubiquitous computing and smart environments · 17% Interaction techniques and input · 16%
Computer graphics and multimedia
6 papers
Audio and music processing · 77% Virtual and augmented reality · 17% Geometric modeling and processing · 6%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 13 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality
0.512021
Spatial Anchor Based Indoor Asset Tracking · VR 2021
Audio and music processing › music technology
musical interaction
0.422016
Intelligent Agents and Networked Buttons Improve Free-Improvised Ensemble Music-Making on Touch-Screens · CHI 2016
Exploring percussive gesture on iPads with ensemble metatone · CHI 2014
Games and playful interaction
serious games
0.412019
Fantasy Gaming and Virtual Heritage · VR 2019
Immersive interaction › virtual reality
virtual heritage
0.412019
Fantasy Gaming and Virtual Heritage · VR 2019
Audio and music processing › music technology › computer music
live coding
0.212014
Coding livecoding · CHI 2014
Interaction techniques and input
touch interaction
0.212014
Exploring percussive gesture on iPads with ensemble metatone · CHI 2014
Computer vision › 3D vision
camera calibration
0.212013
Single-shot extrinsic calibration of a generically configured RGB-D camera rig from scene constraints · ISMAR 2013
Computer vision › 3D vision › camera calibration
extrinsic calibration
0.212013
Single-shot extrinsic calibration of a generically configured RGB-D camera rig from scene constraints · ISMAR 2013
Virtual and augmented reality
fiducial markers
0.112021
Spatial Anchor Based Indoor Asset Tracking · VR 2021
Immersive interaction
virtual reality
0.112019
Fantasy Gaming and Virtual Heritage · VR 2019
Geometric modeling and processing › registration
2d/3d registration
0.012013
Single-shot extrinsic calibration of a generically configured RGB-D camera rig from scene constraints · ISMAR 2013
Algorithms and data structures › decision tree › decision tree learning
classification and regression tree
0.012013
Non-parametric decision trees and online HCI · CHI 2013
Embedded and real-time systems
cyber-physical systems
0.012010
Programming with time: cyber-physical programming with impromptu · OOPSLA 2010

Methods — techniques the papers use, named apart from their topics

spatial anchors · 1.0fiducial marker tracking · 1.0survey · 0.5controlled study · 0.5user study · 0.4practice-based exploration · 0.4statistical learning · 0.3sparse point cloud reconstruction · 0.3scene constraint optimization · 0.3point cloud registration · 0.3video coding · 0.2transition-matrix visualization · 0.2classification and regression trees · 0.2classification and regression tree · 0.2
YearPublicationVenuePosition
2021 Spatial Anchor Based Indoor Asset Tracking
abstract
Indoor asset tracking is an essential task in many areas of industry such as shipping and warehousing. Widely-used asset tracking technologies typically require supporting infrastructure (signal transponders) to communicate with active tags on the assets. Continuous asset tracking in large indoor spaces like warehouses can be costly, and reliable reference points are needed to calculate asset positions accurately. In this paper, we describe an indoor asset tracking technique for augmented reality (AR) that combines the use of (passive) fiducial markers together with flexible spatial anchors. Our approach, called SABIAT, continuously tracks the approximate location of an asset using spatial anchors and, when needed, the precise location of that asset using fiducial markers. We have applied our SABIAT technique to build a demonstrator system, AR-IPS, to show how assets can be tracked and located inside of a large, multi-level building.
Wennan He, Mingze Xi, Henry J. Gardner, Ben Swift, Matt Adcock
VR3
2020 3D Human Pose Estimation with 2D Human Pose and Depthmap
Xuanying Zhu, Henry J. Gardner, Hongdong Li
ICONIP (4)4
2020 Disruption and creativity in live coding
abstract
Live coding is an artistic performance practice where computer music and graphics are created, displayed and manipulated in front of a live audience together with projections of the (predominantly text based) computer code. Although the pressures of such performance practices are considerable, until now only familiar programming aids (for example syntax highlighting and textual overlays) have been used to assist live coders. In this paper we integrate an intelligent agent into a live coding system and examine how that agent performed in two contrasting modes of operation-as a recommender, where on request the the agent would generate (but not execute) domain-appropriate code transformations in the performer's text editor, and as a disruptor, where the agent generated and immediately executed changes to the code and the streaming music being performed. A within-subjects study of six live coders suggested that participants of the study preferred the agent's disruptive mode as a mechanism for enhancing the creativity of their live coding performances.
Ushini Attanayake, Ben Swift, Henry J. Gardner, Andrew Sorensen
VL/HCC3
2019 Two Human-Like Imitation-Learning Bots with Probabilistic Behaviors
abstract
We present details of two imitation-learning, game-playing agents - "SVMBot" and "PETBot" - that feature probabilistic modelling of some low-level combat behaviours. Both bots used a support-vector-machine approach for aiming and a novel, probabilistic model for jumping behaviours. PET-Bot also used a probability-estimation-tree (PET) technique for combat movement. The bots were developed for the FPS game Unreal Tournament 2004 and one of each was submitted to the qualification round (SVMBot) and the final round (PETBot) of the 2009 2K BotPrize competition where they obtained good results. They were then compared with each other as independent variables in a human-computer-interaction (HCI) between-subjects experiment.
Chris Pelling, Henry J. Gardner
CoG2
2019 Fantasy Gaming and Virtual Heritage
abstract
Virtual worlds are increasingly being developed to provide a navigable space for museum collections. The Virtual Sydney Rocks (VSR) [3] is one such virtual world that has been constructed as an authentic representation of the area of first European settlement in Australia 230 years ago - from a time just before its settlement until the present day. We constructed two versions of a game for children in order to motivate interaction with, and learning of, the historical content of the VSR. One of these game versions contained a number of fantasy design elements with the idea that their inclusion would motivate children to engage with VSR content in a pleasurable way. A preliminary study with a small number of school-aged children was not able to show that the inclusion of fantasy elements affected either the comprehension of historical facts or the quality of moral judgements made by the children. This study did, however, provide some evidence that interactivity with the relevant parts of the virtual world may have affected the retention of historical facts.
Wanqi Zhao, Kit Devine, Henry J. Gardner
VR3
2016 Intelligent Agents and Networked Buttons Improve Free-Improvised Ensemble Music-Making on Touch-Screens
abstract
We present the results of two controlled studies of free-improvised ensemble music-making on touch-screens. In our system, updates to an interface of harmonically-selected pitches are broadcast to every touch-screen in response to either a performer pressing a GUI button, or to interventions from an intelligent agent. In our first study, analysis of survey results and performance data indicated significant effects of the button on performer preference, but of the agent on performance length. In the second follow-up study, a mixed-initiative interface, where the presence of the button was interlaced with agent interventions, was developed to leverage both approaches. Comparison of this mixed-initiative interface with the always-on button-plus-agent condition of the first study demonstrated significant preferences for the former. The different approaches were found to shape the creative interactions that take place. Overall, this research offers evidence that an intelligent agent and a networked GUI both improve aspects of improvised ensemble music-making.
Charles P. Martin, Henry J. Gardner, Ben Swift, Michael A. Martin
CHI2
2016 Evidence from the surgeons: gesture control of image data displayed during surgery
abstract
We gathered ethnographic evidence from surgeons about the concept of gesture-based control over the display of their patients’ radiographic scan data during surgery. This would give the surgeons direct access to their patients’ scan data without compromising their sterile working field and without needing to rely on other clinicians to interpret display instructions. Our approach involved interviewing surgeons and observing them in the operating theatre. We included evidence from earlier publications in this field and we used a grounded theory approach to analyse our data. Our findings address diversity across the surgical specialties, preoperative versus intraoperative use of the data, preferences for simple natural gestures, the role of another person controlling the display, broad system constraints and the willingness of surgeons to collaborate with their time and effort in this research.
Duncan Stevenson, Henry J. Gardner, Wendell Neilson, Edwin Beenen, Sivakumar Gananadha, James Fergusson, Phillip Jeans, Peter Mews, Hari Bandi
Behav. Inf. Technol.2
2014 Exploring percussive gesture on iPads with ensemble metatone
abstract
Percussionists are unique among western classical instrumentalists in that their artistic practice is defined by an approach to interaction rather than their instruments. While percussionists are accustomed to exploring non-traditional objects to create music, these objects have yet to encompass touch-screen computing devices to any great extent. The proliferation and popularity of these devices now presents an opportunity to explore their use in combining computer-generated sound together with percussive interaction in a musical ensemble.
Charles P. Martin, Henry J. Gardner, Ben Swift
CHI2
2014 Coding livecoding
abstract
Livecoding is an artistic programming practice in which an artist's low-level interaction can be observed with sufficiently high fidelity to allow for transcription and analysis. This paper presents the first reported "coding" of livecoding videos. From an identified corpus of videos available on the web, we coded performances of two different livecoding artists, recording both the (textual) programming edit events and the musical effect of these edits. Our analysis includes a novel, transition-matrix visualisation of the textual and musical dimensions of this data to create a "performer fingerprint". We show how detailed transcriptions of livecoding videos can be made which, we hope, will provide a foundation for further research into describing and understanding livecoding.
Ben Swift, Andrew Sorensen, Michael A. Martin, Henry J. Gardner
CHI4
2014 Networked livecoding at VL/HCC 2013
abstract
Network connectivity offers the potential for a group of musicians to play together over the network. This paper describes a trans-Atlantic networked musical livecoding performance between Andrew Sorensen in Germany (at the Schloss Daghstuhl conference on Collaboration and Learning through Live Coding) and Ben Swift in San Jose (at YL/HCC) in September 2013. In this paper we describe the infrastructure developed to enable this performance.
Ben Swift, Henry J. Gardner, Andrew Sorensen
VL/HCC2
2013 Non-parametric decision trees and online HCI
abstract
This paper proposes that online HCI studies (such as web-surveys and remotely monitored usability tests) can benefit from statistical data analysis using modern statistical learning methods such as classification and regression trees (CARTs). Applying CARTs to the often large amount of data yielded by online studies can easily provide clarity concerning the most important effects underlying experimental data in situations where myriad possible factors are under consideration. The feedback provided by such an analysis can also provide valuable reflection on the experimental methodology. We discuss these matters with reference to a study of 1300 participants in a structured experiment concerned with head-interaction techniques for first-person-shooter games.
Torben Sko, Henry J. Gardner, Michael A. Martin
CHI2
2013 Improving ICT support for aboriginal land councils in New South Wales
abstract
A pilot case-study of the ICT systems of two self-managed Aboriginal councils in the Australian state of New South Wales has been undertaken in order to assess the nature and potential of software interventions. Our study indicates that the development of task-driven software interfaces could significantly support the processes and activities of Aboriginal council management and could contribute to alleviating the stress associated with current systems. Our vision is to develop these interfaces together with networking support for peer-to-peer collaboration between councils, compliance agencies and trusted advisers. The workflows themselves would be built and refined in a collaborative fashion between users together with some automated support.
Peter Radoll, Sebastian Fleissner, Duncan Stevenson, Henry J. Gardner
ICTD (2)4
2013 Studying a Head Tracking Technique for First-Person-Shooter Games in a Home Setting
Torben Sko, Henry J. Gardner, Michael A. Martin
INTERACT (4)2
2013 Single-shot extrinsic calibration of a generically configured RGB-D camera rig from scene constraints
abstract
With the increasing use of commodity RGB-D cameras for computer vision, robotics, mixed and augmented reality and other areas, it is of significant practical interest to calibrate the relative pose between a depth (D) camera and an RGB camera in these types of setups. In this paper, we propose a new single-shot, correspondence-free method to extrinsically calibrate a generically configured RGB-D camera rig. We formulate the extrinsic calibration problem as one of geometric 2D-3D registration which exploits scene constraints to achieve single-shot extrinsic calibration. Our method first reconstructs sparse point clouds from a single-view 2D image. These sparse point clouds are then registered with dense point clouds from the depth camera. Finally, we directly optimize the warping quality by evaluating scene constraints in 3D point clouds. Our single-shot extrinsic calibration method does not require correspondences across multiple color images or across different modalities and it is more flexible than existing methods. The scene constraints can be very simple and we demonstrate that a scene containing three sheets of paper is sufficient to obtain reliable calibration and with a lower geometric error than existing methods.
Jiaolong Yang, Yuchao Dai, Hongdong Li, Henry J. Gardner, Yunde Jia
ISMAR4
2012 Temporal Presence Variation in Immersive Computer Games
abstract
Increasingly, the sophistication of modern computer-gaming systems is becoming comparable to that of immersive, virtual reality (VR) environments, and the popular VR research topic of “presence” is now being explored in the context of computer games. The explosion of popularity of networked gameplay and the movement of computing infrastructure on to the Internet and the cloud mean that technical anomalies such as network latency, dropouts, and so on, may increasingly disrupt players' experience of presence. In this article, a study of these “Breaks in Presence” (BIPs), which examines a networked, first-person-shooter game in an immersive virtual environment, is presented. Our study investigates how participants react to BIPs in terms of their impact on participants' levels of presence and in terms of the time needed for participants to recover from BIPs. Four distinct BIP types, which were selected because of their practical significance and because of their relevance to an established model for presence, were tested. The effects of two contrasting game modes (a low-involvement “navigation game” and a high-involvement “combat game”) on the perceptions of these BIPs are analyzed. As part of our experimental procedure a new video-cued-recall slider technique is introduced. Our study shows that participants experience different levels of impact and recovery from BIPs and that the perceptions of impact of BIPs depend on the overall sense of presence as well as being task dependent. The article shows that recovery time seems to be a well-defined concept and that an overall measure of recovery time exhibits believable correlations with overall presence, with the overall number of BIPs (including “spontaneous” BIPs) and with user characteristics. The article also shows that the slider data for recovery time from BIPs provide evidence for a smooth variation of presence during an immersive experience. It is found that perceptions of impact and recovery time behave differently and that, intriguingly, recovery time appears to be much more independent of game mode than impact is. Evidence is found of strong carry-over effects in participants' recollections of the impact of BIPs from one game experience to the next is found. Results from our slider technique appear to show general agreement with results from a postexperiment questionnaire, and our study motivates the usefulness of our slider technique for future experiments.
Jaeyong Chung, Henry J. Gardner
Int. J. Hum. Comput. Interact.2
2010 Programming with time: cyber-physical programming with impromptu
abstract
The act of computer programming is generally considered to be temporally removed from a computer program's execution. In this paper we discuss the idea of programming as an activity that takes place within the temporal bounds of a real-time computational process and its interactions with the physical world. We ground these ideas within the con- text of livecoding -- a live audiovisual performance practice. We then describe how the development of the programming environment "Impromptu" has addressed our ideas of programming with time and the notion of the programmer as an agent in a cyber-physical system.
Andrew Sorensen, Henry J. Gardner
OOPSLA2
2009 Head Tracking in First-Person Games: Interaction Using a Web-Camera
Torben Sko, Henry J. Gardner
INTERACT (1)2
2008 A surround interface using the Wii controller with multiple sensor bars
abstract
A previous paper [Schou and Gardner 2007] has described a project to port a games engine into a two-walled Immersive Projection Theatre (IPT) and to interact with that environment using the Nintendo "Wii" Remote[Nintendo 2008]. In the present work, we update this project to describe how Wii controllers have now been demonstrated to work with a custom-built, multiple "Sensor Bar" array to achieve a greater coverage of the IPT.
Torben Schou, Henry J. Gardner
VRST2
2004 Design Patterns in Scientific Software
Henry J. Gardner
ICCSA (3)1