Tinsley A. Galyean

dblp:60/2517 · DBLP profile ↗
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6ranked-venue papers
2as first author
0since 2021 · last 2016
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-authorHuman-computer interaction and ubiquitous computing · 5 · 2 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging computing · 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.

Computer graphics and multimedia
3 papers
Computer animation and physical simulation · 35% Rendering · 35% Geometric modeling and processing · 20%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › physically based rendering › wave optics rendering › computer-generated holography
holographic rendering
0.011995
Rendering interactive holographic images · SIGGRAPH 1995
Geometric modeling and processing › shape modeling
volumetric modeling
0.011991
Sculpting: an interactive volumetric modeling technique · SIGGRAPH 1991
Interaction techniques and input › spatial interaction › 3d interaction
3d input
0.011991
Sculpting: an interactive volumetric modeling technique · SIGGRAPH 1991
Interaction techniques and input
direct manipulation
0.011991
Sculpting: an interactive volumetric modeling technique · SIGGRAPH 1991
Virtual and augmented reality › virtual environment
interactive virtual environments
0.011995
Multi-level direction of autonomous creatures for real-time virtual environments · SIGGRAPH 1995

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

marching cubes · 0.0incremental surface update · 0.0layered architecture · 0.0behavior-based control · 0.0voxel data structures · 0.0voxel data structure · 0.0
YearPublicationVenuePosition
2016 Mobile Devices for Early Literacy Intervention and Research with Global Reach
abstract
Extensive work focuses on the uses of technology at scale for post-literate populations (e.g., MOOC, learning games, Learning Management Systems). Little attention is afforded to non-literate populations, particularly in the developing world. This paper presents an approach using mobile devices with the ultimate goal to reach 770 million people. We developed a novel platform with a cloud backend to deliver educational content to over a thousand marginalized children in different countries: specifically, in remote villages without schools, urban slums with overcrowded schools, and at-risk, rural schools. Here we describe the theoretical basis of our system and results from case studies in three educational contexts. This model will help researchers and designers understand how mobile devices can help children acquire basic skills and aid each other's learning when the benefit of teachers is limited or non-existent.
Cynthia Breazeal, Robin Morris, Stephanie Gottwald, Tinsley A. Galyean, Maryanne Wolf
L@S4
1995 Guided Navigation of Virtual Environments
abstract
This paper presents a new methodology for navigating virtual environments called “The River Analogy.” This analogy provides a new way of thinking about the user's relationship to the virtual environment; guiding the user's continuous and direct input within both space and time allowing a more narrative presentation. The paper then presents the details of how this analogy was applied to a VR experience that is now part of the permanent collection at the Chicago Museum of Science and Industry.
Tinsley A. Galyean
SI3D1
1995 Multi-level direction of autonomous creatures for real-time virtual environments
abstract
There have been several recent efforts to build behavior-based autonomous creatures.While competent autonomous action is highly desirable, there is an important need to integrate autonomy with "directability".In this paper we discuss the problem of building autonomous animated creatures for interactive virtual environments which are also capable of being directed at multiple levels.We present an approach to control which allows an external entity to "direct" an autonomous creature at the motivational level, the task level, and the direct motor level.We also detail a layered architecture and a general behavioral model for perception and action-selection which incorporates explicit support for multi-level direction.These ideas have been implemented and used to develop several autonomous animated creatures.
Bruce Blumberg, Tinsley A. Galyean
SIGGRAPH2
1995 Rendering interactive holographic images
Mark Lucente, Tinsley A. Galyean
SIGGRAPH2
1992 CINEMA: A System for Procedural Camera Movements
abstract
This paper presents a general system for camera movement upon which a wide variety of higher-level methods and applications can be built.In addition to the basic commands for camera placement, a key attribute of the CINEMA system is the ability to inquire information directly about the 3D world through which the camera is moving.With this information high-level procedures can be written that closely correspond to more natural camera specifications.Examples of some high-level procedures are presented.In addition, methods for overcoming deficiencies of this procedural approach are proposed.
Steven Mark Drucker, Tinsley A. Galyean, David Zeltzer
SI3D2
1991 Sculpting: an interactive volumetric modeling technique
abstract
We present a new interactive modeling technique based on the notion of sculpting a solid material. A sculpting tool is controlled by a 3D input device and the material is represented by voxel data; the tool acts by modifying the values in the voxel array, much as a "paint" program's "paintbrush" modifies bitmap values. The voxel data is converted to a polygonal surface using a "marching-cubes" algorithm; since the modifications to the voxel data are local, we accelerate this computation by an incremental algorithm and accelerate the display by using a special data structure for determining which polygons must be redrawn in a particular screen region. We provide a variety of tools: one that cuts away material, one that adds material, a "sandpaper" tool, a "heat gun," etc. The technique provides an intuitive direct interaction, as if the user were working with clay or wax. The models created are free-form and may have complex topology; however, they are not precise, so the technique is appropriate for modeling a boulder or a tooth but not for modeling a crankshaft.
Tinsley A. Galyean, John F. Hughes
SIGGRAPH1