Dennis G. Brown

dblp:11/5510 · DBLP profile ↗
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9ranked-venue papers
4as first author
2since 2021 · last 2025
0009-0003-9782-1568ORCID · reported

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

Human-computer interaction and ubiquitous computing · 8 · 4 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-authorSoftware engineering, systems software and programming languages · 2 · 2 first-author · 2 since 2021
YearPublicationVenuePosition
2025 Large Language Models as Visualization Agents for Immersive Binary Reverse Engineering
abstract
Immersive virtual reality (VR) offers affordances that may reduce cognitive complexity in binary reverse engineering (RE), enabling embodied and external cognition to augment the RE process through enhancing memory, hypothesis testing, and visual organization. In prior work, we applied a cognitive systems engineering approach to identify an initial set of affordances and implemented a VR environment to support RE through spatial persistence and interactivity. In this work, we extend that platform with an integrated large language model (LLM) agent capable of querying binary analysis tools, answering technical questions, and dynamically generating immersive 3D visualizations in alignment with analyst tasks. We describe the system architecture and our evaluation process and results. Our pilot study shows that while LLMs can generate meaningful 3D call graphs (for small programs) that align with design principles, output quality varies widely. This work raises open questions about the potential for LLMs to function as visualization agents, constructing 3D representations that reflect cognitive design principles without explicit training.
Dennis G. Brown, Samuel Mulder
VISSOFT1
2024 A Cognitive Approach to Improving Binary Reverse Engineering with Immersive Virtual Reality
abstract
Through its affordances, immersive virtual reality (VR) offers a means to apply embodied and external cognition from the physical realm to solving analytical problems that are typically only conceptual. We present an example of executing a structured analysis following the tenets of cognitive systems engineering to derive immersive affordances applicable to a difficult analytical problem, in our case, reverse engineering (RE) binary programs. We conducted a basic cognitive task analysis of the problem to reveal features of its cognitive model and their associated fundamental cognitive phenomena, and then we mapped those concepts to immersive affordances associated with those concepts. We implemented a subset of those affordances in a VR system facilitating discovery of features of a binary program. Feedback from RE practitioners drove the initial development of the system and we are preparing for a formal effectiveness study to inform the direction of future research.
Dennis G. Brown, Julian Bauer, Luke Wittbrodt, Samuel Mulder
VISSOFT1
2006 Augmented Reality for Urban Skills Training
abstract
Warfighters develop and maintain their skills through training. Since fully-manned live training in the real world is often too expensive (by many measures), scientists have developed many types of training systems ranging from classroom sessions to those using virtual reality. Recently, researchers have used augmented reality (AR) to insert virtual entities into the real world, attempting to create a low cost, repeatable, and effective substitute for fully-manned live training. However, very little evaluation of the effectiveness of AR for training has been performed. We performed a pilot study to evaluate the use of wearable AR in teaching urban skills, specifically, room clearing in teams. Eight teams of two were briefed on room clearing techniques, given hands-on instruction, and then allowed to practice those techniques with or without the AR system. After this instructional period, subjects performed several room clearing scenarios against real people using infrared-based practice weapons that logged the number of hits on the subjects and the enemy and neutral forces. During these trials, a subject matter expert evaluated how well the subjects applied the room-clearing techniques. In this paper, we describe the pilot study in more detail, including the hardware and software testbed, and then provide an analysis of the results of the pilot study.
Dennis G. Brown, Joseph T. Coyne, Roy Stripling
VR1
2006 A Perceptual Matching Technique for Depth Judgments in Optical, See-Through Augmented Reality
abstract
A fundamental problem in optical, see-through augmented reality (AR) is characterizing how it affects the perception of spatial layout and depth. This problem is important because AR system developers need to both place graphics in arbitrary spatial relationships with real-world objects, and to know that users will perceive them in the same relationships. Furthermore, AR makes possible enhanced perceptual techniques that have no real-world equivalent, such as x-ray vision, where AR users are supposed to perceive graphics as being located behind opaque surfaces. This paper reviews and discusses techniques for measuring egocentric depth judgments in both virtual and augmented environments. It then describes a perceptual matching task and experimental design for measuring egocentric AR depth judgments at medium- and far-field distances of 5 to 45 meters. The experiment studied the effect of field of view, the x-ray vision condition, multiple distances, and practice on the task. The paper relates some of the findings to the well-known problem of depth underestimation in virtual environments, and further reports evidence for a switch in bias, from underestimating to overestimating the distance of AR-presented graphics, at 23 meters. It also gives a quantification of how much more difficult the x-ray vision condition makes the task, and then concludes with ideas for improving the experimental methodology.
J. Edward Swan II, Mark A. Livingston, Harvey S. Smallman, Dennis G. Brown, Yohan Baillot, Joseph L. Gabbard, Deborah Hix
VR4
2003 A Tracker Alignment Framework for Augmented Reality
abstract
To achieve accurate registration, the transformations which locate the tracking system components with respect to the environment must be known. These transformations relate the base of the tracking system to the virtual world and the tracking system's sensor to the graphics display. In this paper we present a unified, general calibration method for calculating these transformations. A user is asked to align the display with objects in the real world. Using this method, the sensor to display and tracker base to world transformations can be determined with as few as three measurements.
Yohan Baillot, Simon J. Julier, Dennis G. Brown, Mark A. Livingston
ISMAR3
2003 Resolving Multiple Occluded Layers in Augmented Reality
abstract
A useful function of augmented reality (AR) systems is their ability to visualize occluded infrastructure directly in a user's view of the environment. This is especially important for our application context, which utilizes mobile AR for navigation and other operations in an urban environment. A key problem in the AR field is how to best depict occluded objects in such a way that the viewer can correctly infer the depth relationships between different physical and virtual objects. Showing a single occluded object with no depth context presents an ambiguous picture to the user. But showing all occluded objects in the environments leads to the "Superman's X-ray vision" problem, in which the user sees too much information to make sense of the depth relationships of objects. Our efforts differ qualitatively from previous work in AR occlusion, because our application domain involves far-field occluded objects, which are tens of meters distant from the user. Previous work has focused on near-field occluded objects, which are within or just beyond arm's reach, and which use different perceptual cues. We designed and evaluated a number of sets of display attributes. We then conducted a user study to determine which representations best express occlusion relationships among far-field objects. We identify a drawing style and opacity settings that enable the user to accurately interpret three layers of occluded objects, even in the absence of perspective constraints.
Mark A. Livingston, J. Edward Swan II, Joseph L. Gabbard, Tobias Höllerer, Deborah Hix, Simon J. Julier, Yohan Baillot, Dennis G. Brown
ISMAR8
2003 Evaluation of the ShapeTape Tracker for Wearable, Mobile Interaction
abstract
We describe two engineering experiments designed to evaluate the effectiveness of Measurand's ShapeTape for wearable, mobile interaction. Our initial results suggest that the ShapeTape is not appropriate for interactions which require a high degree of accuracy. However, ShapeTape is capable of reproducing the qualitative motion the user is performing and thus could be used to support 3D gesture-based interaction.
Yohan Baillot, Joshua J. Eliason, Greg S. Schmidt, J. Edward Swan II, Dennis G. Brown, Simon J. Julier, Mark A. Livingston, Lawrence J. Rosenblum
VR5
2003 An Event-Based Data Distribution Mechanism for Collaborative Mobile Augmented Reality and Virtual Environments
abstract
The full power of mobile augmented and virtual reality systems is realized when these systems are connected to one another to immersive virtual environments, and to remote information servers. Connections are usually made through wireless networks. However, wireless networks cannot guarantee connectivity and their bandwidth can be highly constrained. The authors present a robust event-based data distribution mechanism for mobile augmented reality and virtual environments. It is based on replicated databases, pluggable networking protocols, and communication channels. We demonstrate the mechanism in the Battlefield Augmented Reality System (BARS) situation awareness system, which is composed of several mobile augmented reality systems, immersive and desktop-based virtual reality systems, a 2D map-based multi-modal system, handheld PCs, and other sources of information.
Dennis G. Brown, Simon J. Julier, Yohan Baillot, Mark A. Livingston
VR1
2001 User interface management techniques for collaborative mobile augmented reality
Tobias Höllerer, Steven K. Feiner, Drexel Hallaway, Blaine Bell, Marco Lanzagorta, Dennis G. Brown, Simon J. Julier, Yohan Baillot, Lawrence J. Rosenblum
Comput. Graph.6