Sean White

dblp:08/6508 · DBLP profile ↗
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19ranked-venue papers
6as first author
1since 2021 · last 2021
0000-0001-5350-5393ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 15 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-authorSystems, architecture and hardware · 3 · 1 first-author · 1 since 2021Software engineering, systems software and programming languages · 2 · 1 since 2021Artificial intelligence and machine learning · 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
12 papers
Interaction techniques and input · 50% Wearable and physiological sensing · 20% Immersive interaction · 15%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Integrated circuit design · 39% Processor architecture and microarchitecture · 39% Electronic design automation · 12%
Computer graphics and multimedia
4 papers
Virtual and augmented reality · 53% Visualization and visual analytics · 40% Rendering · 7%
Software engineering, system software, and programming languages
1 paper
Concurrent programming · 100%
Artificial intelligence
1 paper
Image recognition and object detection · 100%

Topics — the 30 heaviest of 39, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › information visualization
situated visualization
0.222011
Visualization in mixed reality environments · ISMAR 2011
SiteLens: situated visualization techniques for urban site visits · CHI 2009
Immersive interaction › augmented reality
tangible augmented reality
0.222009
Interaction and presentation techniques for shake menus in tangible augmented reality · ISMAR 2009
Visual Hints for Tangible Gestures in Augmented Reality · ISMAR 2007
Interaction techniques and input › spatial interaction › 3d interaction
3d input
0.212013
uTrack: 3D input using two magnetic sensors · UIST 2013
Wearable and physiological sensing
magnetic sensing
0.212013
uTrack: 3D input using two magnetic sensors · UIST 2013
Electronic design automation
physical design
0.112021
Pioneering Chiplet Technology and Design for the AMD EPYC™ and Ryzen™ Processor Families : Industrial Product · ISCA 2021
Virtual and augmented reality › augmented reality › mobile augmented reality
outdoor augmented reality
0.112011
Enabling large-scale outdoor Mixed Reality and augmented reality · ISMAR 2011
Immersive interaction
augmented reality interaction
0.112011
Comparing spatial understanding between touch-based and AR-style interaction · ISMAR 2011
User interface design and tools › visualization
mixed reality visualization
0.112011
Visualization in mixed reality environments · ISMAR 2011
Interaction techniques and input
touch interaction
0.112011
Comparing spatial understanding between touch-based and AR-style interaction · ISMAR 2011
Interaction techniques and input › input device
wearable input device
0.112011
Nenya: subtle and eyes-free mobile input with a magnetically-tracked finger ring · CHI 2011
Authentication and access control
device pairing
0.112011
RhythmLink: securely pairing I/O-constrained devices by tapping · UIST 2011
Concurrent programming › transactional memory
hybrid transactional memory
0.112011
Hybrid NOrec: a case study in the effectiveness of best effort hardware transactional memory · ASPLOS 2011
Concurrent programming
transactional memory
0.112011
Hybrid NOrec: a case study in the effectiveness of best effort hardware transactional memory · ASPLOS 2011
Parallel and multicore computing › transactional memory
hardware transactional memory
0.112011
Hybrid NOrec: a case study in the effectiveness of best effort hardware transactional memory · ASPLOS 2011
Interaction techniques and input › selection techniques › command selection
menu interaction
0.112009
Interaction and presentation techniques for shake menus in tangible augmented reality · ISMAR 2009
Computer vision › Image recognition and object detection › image classification
fine-grained image classification
0.112008
Searching the World's Herbaria: A System for Visual Identification of Plant Species · ECCV (4) 2008
Computer vision › Image recognition and object detection › image classification › fine-grained image classification
plant species identification
0.112008
Searching the World's Herbaria: A System for Visual Identification of Plant Species · ECCV (4) 2008
Interaction techniques and input
gesture input
0.112007
Visual Hints for Tangible Gestures in Augmented Reality · ISMAR 2007
Interaction techniques and input › mobile interaction
mobile interface design
0.112007
Designing a mobile user interface for automated species identification · CHI 2007
Virtual and augmented reality › immersive display
head-mounted display
0.112006
Vertical Vergence Calibration for Augmented Reality Displays · VR 2006
Virtual and augmented reality › 3d display
stereoscopic display
0.112006
Vertical Vergence Calibration for Augmented Reality Displays · VR 2006
Wearable and physiological sensing › on-body sensing
finger-worn sensing
0.012013
uTrack: 3D input using two magnetic sensors · UIST 2013
Rendering
photorealistic rendering
0.012011
Visualization in mixed reality environments · ISMAR 2011
Wearable and physiological sensing › motion sensing
magnetic tracking
0.012011
Nenya: subtle and eyes-free mobile input with a magnetically-tracked finger ring · CHI 2011
Concurrent programming › transactional memory
software transactional memory
0.012011
Hybrid NOrec: a case study in the effectiveness of best effort hardware transactional memory · ASPLOS 2011
User interface design and tools › menu design
radial menu
0.012009
Interaction and presentation techniques for shake menus in tangible augmented reality · ISMAR 2009
Ubiquitous computing and smart environments
urban design
0.012009
SiteLens: situated visualization techniques for urban site visits · CHI 2009
Interaction techniques and input
screen-less interaction
0.011999
Tangible Progress: Less is More in Somewire Audio Spaces · CHI 1999
Interaction techniques and input
mobile interaction
0.012007
Designing a mobile user interface for automated species identification · CHI 2007
Learning and educational technologies
visual prompts
0.012007
Visual Hints for Tangible Gestures in Augmented Reality · ISMAR 2007

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

chiplet integration · 0.5transactional memory · 0.2simulation · 0.2rhythm comparison algorithm · 0.2illustrative visualization · 0.2evaluation with architecture students and faculty · 0.2tilt angle computation · 0.2magnetometer-based position estimation · 0.2image classification · 0.2computer vision · 0.2touch sensing · 0.1pose estimation · 0.1user study · 0.1multi-cue fusion · 0.1comparative user study · 0.1within-subjects user study · 0.1system design · 0.1prototype field testing · 0.1
YearPublicationVenuePosition
2021 Pioneering Chiplet Technology and Design for the AMD EPYC™ and Ryzen™ Processor Families : Industrial Product
abstract
For decades, Moore’s Law has delivered the ability to integrate an exponentially increasing number of devices in the same silicon area at a roughly constant cost. This has enabled tremendous levels of integration, where the capabilities of computer systems that previously occupied entire rooms can now fit on a single integrated circuit.In recent times, the steady drum beat of Moore’s Law has started to slow down. Whereas device density historically doubled every 18-24 months, the rate of recent silicon process advancements has declined. While improvements in device scaling continue, albeit at a reduced pace, the industry is simultaneously observing increases in manufacturing costs.In response, the industry is now seeing a trend toward reversing direction on the traditional march toward more integration. Instead, multiple industry and academic groups are advocating that systems on chips (SoCs) be "disintegrated" into multiple smaller "chiplets." This paper details the technology challenges that motivated AMD to use chiplets, the technical solutions we developed for our products, and how we expanded the use of chiplets from individual processors to multiple product families.
Samuel Naffziger, Noah Beck, Thomas Burd, Kevin Lepak, Gabriel H. Loh, Mahesh Subramony, Sean White
ISCA7
2013 uTrack: 3D input using two magnetic sensors
abstract
While much progress has been made in wearable computing in recent years, input techniques remain a key challenge. In this paper, we introduce uTrack, a technique to convert the thumb and fingers into a 3D input system using magnetic field (MF) sensing. A user wears a pair of magnetometers on the back of their fingers and a permanent magnet affixed to the back of the thumb. By moving the thumb across the fingers, we obtain a continuous input stream that can be used for 3D pointing. Specifically, our novel algorithm calculates the magnet's 3D position and tilt angle directly from the sensor readings. We evaluated uTrack as an input device, showing an average tracking accuracy of 4.84 mm in 3D space - sufficient for subtle interaction. We also demonstrate a real-time prototype and example applications allowing users to interact with the computer using 3D finger input.
Ke-Yu Chen, Kent Lyons, Sean White, Shwetak N. Patel
UIST3
2012 Facet: a multi-segment wrist worn system
abstract
We present Facet, a multi-display wrist worn system consisting of multiple independent touch-sensitive segments joined into a bracelet. Facet automatically determines the pose of the system as a whole and of each segment individually. It further supports multi-segment touch, yielding a rich set of touch input techniques. Our work builds on these two primitives to allow the user to control how applications use segments alone and in coordination. Applications can expand to use more segments, collapses to encompass fewer, and be swapped with other segments. We also explore how the concepts from Facet could apply to other devices in this design space.
Kent Lyons, David H. Nguyen, Daniel Ashbrook, Sean White
UIST4
2011 Hybrid NOrec: a case study in the effectiveness of best effort hardware transactional memory
abstract
Transactional memory (TM) is a promising synchronization mechanism for the next generation of multicore processors. Best-effort Hardware Transactional Memory (HTM) designs, such as Sun's prototype Rock processor and AMD's proposed Advanced Synchronization Facility (ASF), can efficiently execute many transactions, but abort in some cases due to various limitations. Hybrid TM systems can use a compatible software TM (STM) in such cases.
Luke Dalessandro, François Carouge, Sean White, Yossi Lev, Mark Moir, Michael L. Scott, Michael F. Spear
ASPLOS3
2011 Nenya: subtle and eyes-free mobile input with a magnetically-tracked finger ring
abstract
We present Nenya, a new input device in the shape of a finger ring. Nenya provides an input mechanism that is always available, fast to access, and allows analog input, while remaining socially acceptable by being embodied in commonly worn items. Users make selections by twisting the ring and "click" by sliding it along the finger. The ring - the size of a regular wedding band - is magnetic, and is tracked by a wrist-worn sensor. Nenya's tiny size, eyes-free usability, and physical form indistinguishable from a regular ring make its use subtle and socially acceptable. We present two user studies (one- and two-handed) in which we studied sighted and eyes-free use, finding that even with no visual feedback users were able to select from eight targets.
Daniel Ashbrook, Patrick Baudisch, Sean White
CHI3
2011 High-performance power-efficient x86-64 server and desktop processors using the core codenamed "Bulldozer"
Sean White
Hot Chips Symposium1
2011 Enabling large-scale outdoor Mixed Reality and augmented reality
abstract
While there is significant recent progress in technologies supporting augmented reality for small indoor environments, there is still much work to be done for large outdoor environments. This workshop focuses primarily on research that enables high-quality outdoor Mixed Reality (MR) and Augmented Reality (AR) applications. These research topics include, but are not restricted to: — 3D geo-referenced data (images, point clouds, and models) — Algorithms for object recognition from large databases of geo-referenced data — Algorithms for object tracking in outdoor environment — Multi-cue fusion to achieve improved performance of object detection and tracking — Novel representation schemes to facilitate large-scale content distribution — 3D reasoning to support intelligent augmentation — Novel and improved mobile capabilities for data capture (device sensors), processing, and display — Applications, experiences, and user interface techniques. The workshop will also showcase existing prototypes of applications enabled by these technologies: mirror worlds, high-fidelity virtual environments, applications of panoramic imagery, and user studies relating to these media types. This workshop aims to bring together academic and industrial researchers and to foster discussion amongst participants on the current state of the art and future directions for technologies that enable large-scale outdoor MR and AR applications. The workshop will start with a session in which position statements and overviews of the state of the art are presented. In the afternoon, we will follow up with discussion sessions and a short closing session.
Steven K. Feiner, Thommen Korah, Vasu Parameswaran, Matei Stroila, Sean White
ISMAR6
2011 Demo chairs
abstract
We are very happy to present the ISMAR 2011 Demonstrations Program. Demos embody "hello world" - the slogan of this year's ISMAR conference - and have a special place in the consciousness of the community. They provide us with our first glimpse of new ideas, a venue for directly interacting with implemented versions of novel concepts, and an opportunity to engage with the people of this community in the context of their work.
Andreas Simon, Sean White
ISMAR3
2011 Visualization in mixed reality environments
abstract
Mixed and Augmented Reality displays extend the user's perception with computer generated information. This information is typically registered in three-dimensional space, and related to objects and places in the physical world. While individual annotation of objects has historically been a topic of MR research, visualization incorporating multiple related data points or models provides a variety of new research challenges in systems and techniques. For example, photorealistic augmented reality visualization presents data by adapting additionally presented imagery to the real world condition while illustrative visualization techniques aim at enhancing the understanding of augmented scenarios by carefully combining and mediating real and virtual data. Situated visualization techniques present virtual representations of data in relevant locations in the physical scene. A challenge in many of these techniques is the need to correctly communicate the relationships between physical imagery and virtual data.
Sean White, Denis Kalkofen, Christian Sandor
ISMAR1
2011 Comparing spatial understanding between touch-based and AR-style interaction
abstract
There are currently two primary ways of viewing location specific information in-situ on hand-held mobile device screens: using a see-through augmented reality interface and using a touch-based interface with panoramas. The two approaches use fundamentally different interaction metaphors: an AR-style of interacting where the user holds up the device and physically moves it to change views of the world, and a touch-based technique where panorama navigation is independent of the physical world. We have investigated how this difference in interaction technique impacts a user's spatial understanding of the mixed reality world. Our study found that AR-style interaction provided better spatial understanding overall, while touch-based interaction changed the experience to have more similar characteristics to interaction in a separate virtual environment.
Jason Wither, Sean White, Ronald T. Azuma
ISMAR2
2011 RhythmLink: securely pairing I/O-constrained devices by tapping
abstract
We present RhythmLink, a system that improves the wireless pairing user experience. Users can link devices such as phones and headsets together by tapping a known rhythm on each device. In contrast to current solutions, RhythmLink does not require user interaction with the host device during the pairing process; and it only requires binary input on the peripheral, making it appropriate for small devices with minimal physical affordances. We describe the challenges in enabling this user experience and our solution, an algorithm that allows two devices to compare imprecisely-entered tap sequences while maintaining the secrecy of those sequences. We also discuss our prototype implementation of RhythmLink and review the results of initial user tests.
Felix Xiaozhu Lin, Daniel Ashbrook, Sean White
UIST3
2009 SiteLens: situated visualization techniques for urban site visits
abstract
Urban designers and urban planners often conduct site visits prior to a design activity to search for patterns or better understand existing conditions. We introduce SiteLens, an experimental system and set of techniques for supporting site visits by visualizing relevant virtual data directly in the context of the physical site, which we call situated visualization. We address alternative visualization representations and techniques for data collection, curation, discovery, comparison, manipulation, and provenance. A real use scenario is presented and two iterations of evaluation with faculty and students from the Columbia University Graduate School of Architecture, Planning and Preservation provide directions and insight for further investigation.
Sean White, Steven K. Feiner
CHI1
2009 Interaction and presentation techniques for shake menus in tangible augmented reality
abstract
Menus play an important role in both information presentation and system control. We explore the design space of shake menus, which are intended for use in tangible augmented reality. Shake menus are radial menus displayed centered on a physical object and activated by shaking that object. One important aspect of their design space is the coordinate system used to present menu options. We conducted a within-subjects user study to compare the speed and efficacy of several alternative methods for presenting shake menus in augmented reality (world-referenced, display-referenced, and object-referenced), along with a baseline technique (a linear menu on a clipboard). Our findings suggest tradeoffs amongst speed, efficacy, and flexibility of interaction, and point towards the possible advantages of hybrid approaches that compose together transformations in different coordinate systems. We close by describing qualitative feedback from use and present several illustrative applications of the technique.
Sean White, Steven K. Feiner
ISMAR1
2008 Searching the World's Herbaria: A System for Visual Identification of Plant Species
Peter N. Belhumeur, Daozheng Chen, Steven K. Feiner, David Jacobs 0001, W. John Kress, Haibin Ling, Ida C. Lopez, Ravi Ramamoorthi, Sameer Sheorey, Sean White
ECCV (4)10
2007 Designing a mobile user interface for automated species identification
abstract
Biological research in the field is constrained by the speed and difficulty of species determination, as well as by access to relevant information about the species encountered. However, recent work on vision-based algorithms raises the promise of rapid botanical species identification. The potential for mobile vision-based identification provides opportunities for new user interface techniques. To explore these issues, we present LeafView, a Tablet-PC-based user interface for an electronic field guide that supports automated identification of botanical species in the field. We describe a user interface design based on an ethnographic study of botanists, field tests of working prototypes by botanists at the Smithsonian Institution on Plummers Island, Maryland, and observations at an internal exhibition at the Smithsonian at which other staff members tried the prototypes. We present functionality specific to mobile identification and collection in the electronic field guide and use this to motivate discussion of mobile identification in general.
Sean White, Dominic Marino, Steven K. Feiner
CHI1
2007 Visual Hints for Tangible Gestures in Augmented Reality
abstract
Tangible augmented reality (AR) systems imbue physical objects with the ability to act and respond in new ways. In particular, physical objects and gestures made with them gain meaning that does not exist outside the tangible AR environment. The existence of this new set of possible actions and outcomes is not always apparent, making it necessary to learn new movements or gestures. Addressing this opportunity, we present visual hints, which are graphical representations in AR of potential actions and their consequences in the augmented physical world.Visualhintsenable discovery, learning, and completion of gestures and manipulation in tangible AR. Here, we discuss our investigation of a variety of representations of visual hints and methods for activating them. We then describe a specific implementation that supports gestures developed for a tangible AR user interface to an electronic field guide for botanists, and present results from a pilot study.
Sean White, Levi Lister, Steven K. Feiner
ISMAR1
2006 Vertical Vergence Calibration for Augmented Reality Displays
abstract
Stereo and bi-ocular head-mounted displays (HMDs) require the user to fuse two images into a coherent picture of the threedimensional world. The human visual system performs this task constantly, but when the input images contain both real and graphical depictions, the problem becomes more difficult. A vertical disparity in the graphics causes diplopia for users trying to fuse the real and virtual objects simultaneously. We implement three methods to measure and correct this disparity and assess them with a collection of a single model of optical see-through HMD.
Mark A. Livingston, Stephen R. Ellis, Sean White, Steven K. Feiner, Adam Lederer
VR3
1999 Tangible Progress: Less is More in Somewire Audio Spaces
abstract
We developed four widely different interfaces for users of Somewire, a prototype audio-only media space. We informally studied users experiences with the two screen- based interfaces. We prototyped a non-screen-based interface as an example of a novel tangible interface for a communication system. We explored the conflict between privacy and simplicity of representation, and identified two unresolved topics: the role of audio quality and the prospects for scsiling audio spaces beyond a single Workgroup. Finally, we formulated a set of design guidelines for control and representation in audio spaces, as follows: GUIs are not well-suited to audio spaces, users do not require control over localization or other audio attributes, and awareness of other users presence is desirable.
Andrew Singer, Debby Hindus, Lisa Stifelman, Sean White
CHI4
1998 The First Noble Truth of CyberSpace: People are People (even when they MOO)
abstract
This paper presents major findings Corn a large research project designed to carefully characterize what “life in LambdaMOO” (a classic social MUD) is lie for many of its members. A “convergent methodologies” approach embracing qualitative and quantitative, subjective and objective procedures was used. A rich, extensive database was produced, Corn which robust patterns could emerge, be considered in context and assessed with some confidence. Results are discussed in terms of four broad categories of interest: 1) users and use, 2) identity 3) sociality and 4) spatiality. These data should help inform the discourse on, and design of, online communities in the future.
Diane J. Schiano, Sean White
CHI2