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Dane M. Coffey

dblp:17/8316 · DBLP profile ↗
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6ranked-venue papers
5as first author
0since 2021 · last 2015
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-author

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
3 papers
Interaction techniques and input · 50% User interface design and tools · 24% Immersive interaction · 20%
Computer graphics and multimedia
3 papers
Visualization and visual analytics · 100%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
direct manipulation
0.212013
Design by Dragging: An Interface for Creative Forward and Inverse Design with Simulation Ensembles · IEEE Trans. Vis. Comput. Graph. 2013
Visualization and visual analytics › visual analytics
immersive analytics
0.112012
A user study to understand motion visualization in virtual reality · VR 2012
Visualization and visual analytics › data visualization › animated visualization
motion visualization
0.112012
A user study to understand motion visualization in virtual reality · VR 2012
Visualization and visual analytics
scientific visualization
0.112012
A user study to understand motion visualization in virtual reality · VR 2012
Visualization and visual analytics
volume visualization
0.112012
Interactive Slice WIM: Navigating and Interrogating Volume Data Sets Using a Multisurface, Multitouch VR Interface · IEEE Trans. Vis. Comput. Graph. 2012
Interaction techniques and input › spatial interaction › navigation
virtual reality navigation
0.112012
Interactive Slice WIM: Navigating and Interrogating Volume Data Sets Using a Multisurface, Multitouch VR Interface · IEEE Trans. Vis. Comput. Graph. 2012
Immersive interaction › 3d user interface
world-in-miniature
0.112012
Interactive Slice WIM: Navigating and Interrogating Volume Data Sets Using a Multisurface, Multitouch VR Interface · IEEE Trans. Vis. Comput. Graph. 2012
Visualization and visual analytics
ensemble visualization
0.012013
Design by Dragging: An Interface for Creative Forward and Inverse Design with Simulation Ensembles · IEEE Trans. Vis. Comput. Graph. 2013
Interaction techniques and input › touch interaction
multi-touch interaction
0.012012
Interactive Slice WIM: Navigating and Interrogating Volume Data Sets Using a Multisurface, Multitouch VR Interface · IEEE Trans. Vis. Comput. Graph. 2012
Usability and user experience research
user study
0.012012
A user study to understand motion visualization in virtual reality · VR 2012

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

finite element analysis · 0.3computational fluid dynamics · 0.3as-rigid-as-possible shape manipulation · 0.3user study · 0.3overview+detail visualization · 0.3
YearPublicationVenuePosition
2015 Principles, interactions and devices for real-world immersive modeling
Mark Mine, Arun Yoganandan, Dane M. Coffey
Comput. Graph.3
2013 Design by Dragging: An Interface for Creative Forward and Inverse Design with Simulation Ensembles
abstract
We present an interface for exploring large design spaces as encountered in simulation-based engineering, design of visual effects, and other tasks that require tuning parameters of computationally-intensive simulations and visually evaluating results. The goal is to enable a style of design with simulations that feels as-direct-as-possible so users can concentrate on creative design tasks. The approach integrates forward design via direct manipulation of simulation inputs (e.g., geometric properties, applied forces) in the same visual space with inverse design via 'tugging' and reshaping simulation outputs (e.g., scalar fields from finite element analysis (FEA) or computational fluid dynamics (CFD)). The interface includes algorithms for interpreting the intent of users' drag operations relative to parameterized models, morphing arbitrary scalar fields output from FEA and CFD simulations, and in-place interactive ensemble visualization. The inverse design strategy can be extended to use multi-touch input in combination with an as-rigid-as-possible shape manipulation to support rich visual queries. The potential of this new design approach is confirmed via two applications: medical device engineering of a vacuum-assisted biopsy device and visual effects design using a physically based flame simulation.
Dane M. Coffey, Chi-Lun Lin, Arthur G. Erdman, Daniel F. Keefe
IEEE Trans. Vis. Comput. Graph.1
2012 A user study to understand motion visualization in virtual reality
abstract
Studies of motion are fundamental to science. For centuries, pictures of motion have factored importantly in making scientific discoveries possible. Today, there is perhaps no tool more powerful than interactive virtual reality (VR) for conveying complex space-time data to scientists, doctors, and others; however, relatively little is known about how to design virtual environments in order to best facilitate these analyses. In designing virtual environments for presenting scientific motion data (e.g., 4D data captured via medical imaging or motion tracking) our intuition is most often to “reanimate” these data in VR, displaying moving virtual bones and other 3D structures in virtual space as if the viewer were watching the data being collected in a biomechanics lab. However, recent research in other contexts suggests that although animated displays are effective for presenting known trends, static displays are more effective for data analysis.
Dane M. Coffey, Fedor Korsakov, Marcus Ewert, Haleh Hagh-Shenas, Lauren Thorson, Daniel F. Keefe
VR1
2012 Visualizing Motion Data in Virtual Reality: Understanding the Roles of Animation, Interaction, and Static Presentation
abstract
Abstract We present a study of interactive virtual reality visualizations of scientific motions as found in biomechanics experiments. Our approach is threefold. First, we define a taxonomy of motion visualizations organized by the method (animation, interaction, or static presentation) used to depict both the spatial and temporal dimensions of the data. Second, we design and implement a set of eight example visualizations suggested by the taxonomy and evaluate their utility in a quantitative user study. Third, together with biomechanics collaborators, we conduct a qualitative evaluation of the eight example visualizations applied to a current study of human spinal kinematics. Results suggest that visualizations in this style that use interactive control for the time dimension of the data are preferable to others. Within this category, quantitative results support the utility of both animated and interactive depictions for space; however, qualitative feedback suggest that animated depictions for space should be avoided in biomechanics applications.
Dane M. Coffey, Fedor Korsakov, Marcus Ewert, Haleh Hagh-Shenas, Lauren Thorson, Arin M. Ellingson, David J. Nuckley, Daniel F. Keefe
Comput. Graph. Forum1
2012 Interactive Slice WIM: Navigating and Interrogating Volume Data Sets Using a Multisurface, Multitouch VR Interface
abstract
We present Interactive Slice World-in-Miniature (WIM), a framework for navigating and interrogating volumetric data sets using an interface enabled by a virtual reality environment made of two display surfaces: an interactive multitouch table, and a stereoscopic display wall. The framework addresses two current challenges in immersive visualization: 1) providing an appropriate overview+detail style of visualization while navigating through volume data, and 2) supporting interactive querying and data exploration, i.e., interrogating volume data. The approach extends the WIM metaphor, simultaneously displaying a large-scale detailed data visualization and an interactive miniature. Leveraging the table+wall hardware, horizontal slices are projected (like a shadow) down onto the table surface, providing a useful 2D data overview to complement the 3D views as well as a data context for interpreting 2D multitouch gestures made on the table. In addition to enabling effective navigation through complex geometries, extensions to the core Slice WIM technique support interacting with a set of multiple slices that persist on the table even as the user navigates around a scene and annotating and measuring data via points, paths, and volumes specified using interactive slices. Applications of the interface to two volume data sets are presented, and design decisions, limitations, and user feedback are discussed.
Dane M. Coffey, Nicholas Malbraaten, Trung Bao Le, Iman Borazjani, Fotis Sotiropoulos, Arthur G. Erdman, Daniel F. Keefe
IEEE Trans. Vis. Comput. Graph.1
2011 Slice WIM: a multi-surface, multi-touch interface for overview+detail exploration of volume datasets in virtual reality
abstract
We present Slice WIM, a method for overview+detail visualization of volume datasets that explores the potential of new interfaces made possible by a virtual reality (VR) environment made of two display surfaces: an interactive multi-touch table, and a stereoscopic display wall. Slice WIM displays a miniature version of the 3D dataset within a head-tracked stereoscopic view such that it appears to float directly above the multi-touch table. Multi-touch gestures on the table are then used to navigate through the dataset and to set slices (cutting planes) through the data. Leveraging the unique table+wall hardware setup, horizontal slices through the data are projected (like a shadow) down onto the table surface, providing a useful 2D data overview to complement the 3D views as well as a data context for interpreting 2D multi-touch gestures made on the table. We demonstrate several strategies for interacting with 2D "shadow slices" on the table surface as a method for controlling the WIM and exploring volumetric datasets. Applications of the interface to explore two different volume datasets are presented, and design decisions and limitations are discussed along with feedback from both casual users and domain scientists.
Dane M. Coffey, Nicholas Malbraaten, Trung Bao Le, Iman Borazjani, Fotis Sotiropoulos, Daniel F. Keefe
SI3D1