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Richard M. Levy

dblp:141/3961 · DBLP profile ↗
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4ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Human-computer interaction and ubiquitous computing · 2Artificial 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
1 paper
Immersive interaction · 44% Learning and educational technologies · 44% Ubiquitous computing and smart environments · 13%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 87% High-performance computing · 13%

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

TopicWeightPapersLastEvidence papers
Learning and educational technologies › informal learning
museum learning
0.612022
New Media and Space: An Empirical Study of Learning and Enjoyment Through Museum Hybrid Space · IEEE Trans. Vis. Comput. Graph. 2022
Immersive interaction
virtual reality
0.612022
New Media and Space: An Empirical Study of Learning and Enjoyment Through Museum Hybrid Space · IEEE Trans. Vis. Comput. Graph. 2022
Parallel and multicore computing › parallel computing › parallel rendering
cluster-based rendering
0.012001
Lightning-2: a high-performance display subsystem for PC clusters · SIGGRAPH 2001
Parallel and multicore computing › parallel computing › parallel rendering
sort-last compositing
0.012001
Lightning-2: a high-performance display subsystem for PC clusters · SIGGRAPH 2001
High-performance computing
cluster computing
0.012001
Lightning-2: a high-performance display subsystem for PC clusters · SIGGRAPH 2001

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

experimental study · 0.6depth compositing · 0.0color keying · 0.0
YearPublicationVenuePosition
2022 New Media and Space: An Empirical Study of Learning and Enjoyment Through Museum Hybrid Space
abstract
A museum hybrid space combines physical artifacts co-located with virtual and augmented reality displays. Although the technology exists to provide museums with hybrid space, there are no empirical studies on effectiveness of the museum hybrid space in terms of learning and enjoyment. This article takes an experimental approach and measures the enjoyment and learning (dependent variables) of participants in response to selected environments (independent variables) including a traditional environment (based on photos and labels), a video-enhanced environment (based on projected video clips), and a VR-enhanced environment (based on video game). The main outcome of this article is demonstrating that the use of VR technology and the resulting hybrid space (i.e., VR-enhanced environment) results in novel museum experiences that provide greater impacts on audience in terms of learning and enjoyment.
Farzan Baradaran Rahimi, Jeffrey E. Boyd, Richard M. Levy, Jennifer R. Eiserman
IEEE Trans. Vis. Comput. Graph.3
2020 A Game Design Plot: Exploring the Educational Potential of History-Based Video Games
abstract
The number of video games that are developed based on real historical events and evidence is increasing. These history-based video games provide learning opportunities to players, but a certain type of such games-first- and third-person shooters-has not been carefully examined for their potentials. Knowing what players say about their game experience-even if the information and knowledge are inaccurate-helps researchers understand what type of learning could happen with such games. In this article, we propose a systematic approach to assessing games as learning environments, using the method of comparing the authenticity of popular history-based video games. Through a qualitative data analysis, we studied players' comments on the web-based communication services, such as game forums, digital distribution platforms, and discussion websites. Casual players' conversations on these websites showed that there exist several learning potentials in the games for players, including building their understanding about history and historical forces of the time, through personally relating to specific events, social artifacts, and places.
Farzan Baradaran Rahimi, Beaumie Kim, Richard M. Levy, Jeffrey E. Boyd
IEEE Trans. Games3
2015 Bubble Play: An Interactive Learning Medium for Young Children
abstract
This paper describes the creation of a game-based, bio-inspired, and interactive learning medium for 7-8 year-old children, called Bubble Play, which runs on a typical PC. In this experimental medium, four tasks, namely Color Combination, Arithmetic Operation, Word Formation, and Object Creation can be understood and modeled as a sophisticated translation of the spatial production systems of bubbles. Although Bubble Play has not yet been formally evaluated, its objective is that basic knowledge and skills are acquired by a player through systematic interaction with simulated spatial objects. Bubble Play promotes systems thinking by requiring players' use of visual concepts and is designed to support instruction in basic mathematics and language skills.
Rojin Vishkaie, Richard M. Levy
CW2
2001 Lightning-2: a high-performance display subsystem for PC clusters
abstract
Clusters of PCs are increasingly popular as cost-effective platforms for supercomputer-class applications. Given recent performance improvements in graphics accelerators, clusters are similarly attractive for demanding graphics applications. We describe the design and implementation of Lightning-2, a display subsystem for such a cluster. The system scales in both the number of rendering nodes and the number of displays supported, and allows any pixel data generated from any node to be dynamically mapped to any location on any display. A number of image-compositing functions are supported, including color-keying and depth-compositing. A distinguishing feature of the system is its platform independence: it connects to graphics accelerators via an industry-standard digital video port and requires no modifications to accelerator hardware or device drivers. As a result, rendering clusters that utilize Lightning-2 can be upgraded across multiple generations of graphics accelerators with little effort. We demonstrate a renderer that achieves 106 Mtri/s on an 8-node cluster using Lightning-2 to perform sort-last depth compositing.
Gordon Stoll, Matthew Eldridge, Dan Patterson, Art Webb, Steven Berman, Richard M. Levy, Chris Caywood, Milton Taveira, Stephen Hunt, Pat Hanrahan
SIGGRAPH6