Calvin Rubens

dblp:170/4812 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 4 · 1 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 · 42% Personal fabrication and tangible interfaces · 39% Immersive interaction · 12%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
telepresence
0.412019
LightBee: A Self-Levitating Light Field Display for Hologrammatic Telepresence · CHI 2019
Personal fabrication and tangible interfaces
programmable materials
0.312018
GridDrones: A Self-Levitating Physical Voxel Lattice for Interactive 3D Surface Deformations · UIST 2018
Human-robot interaction › multi-robot systems › spatial formation
proxemics
0.112019
LightBee: A Self-Levitating Light Field Display for Hologrammatic Telepresence · CHI 2019
Immersive interaction
3d user interface
0.112018
GridDrones: A Self-Levitating Physical Voxel Lattice for Interactive 3D Surface Deformations · UIST 2018
Immersive interaction
3d display
0.112016
BitDrones: Towards Using 3D Nanocopter Displays as Interactive Self-Levitating Programmable Matter · CHI 2016

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

light field rendering · 0.8drone control · 0.8voxel lattice deformation · 0.3shape morphing · 0.3
YearPublicationVenuePosition
2020 Flying LEGO Bricks: Observations of Children Constructing and Playing with Programmable Matter
abstract
In this paper, we present a case study that explores how children could learn to interact with programmable matter. Flying drone swarms enable physical visualizations of complex data and simulation of physical objects and processes, e.g., planetary movements. The swarms can be digitally controlled as an ensemble as a form of (sparse) "programmable matter." We worked with the toy company LEGO®, to design and evaluate a "build and fly" experience with 240 children in a public exhibition. The children decorated a bendable handheld controller with LEGO® bricks and then used this controller to animate the flight of a 10-drone swarm. Results indicate that children enjoyed the constructive play and performance aspects of the system. Four main patterns of player behavior emerged, which we discuss in relation to possible improvements to the system. We provide implications for design of programmable matter systems for supporting child play experiences.
Calvin Rubens, Sean Braley, Julie Torpegaard, Nicklas Lind, Roel Vertegaal, Timothy Merritt 0001
TEI1
2019 LightBee: A Self-Levitating Light Field Display for Hologrammatic Telepresence
abstract
LightBee is a novel "hologrammatic" telepresence system featuring a self-levitating light field display. It consists of a drone that flies a projection of a remote user's head through 3D space. The movements of the drone are controlled by the remote user's head movements, offering unique support for non-verbal cues, especially physical proxemics. The light field display is created by a retro-reflective sheet that is mounted on the cylindrical quadcopter. 45 smart projectors, one per 1.3 degrees, are mounted in a ring, each projecting a video stream rendered from a unique perspective onto the retroreflector. This creates a light field that naturally provides motion parallax and stereoscopy without requiring any headset nor stereo glasses. LightBee allows multiple local users to experience their own unique and correct perspective of the remote user's head. The system is currently one-directional: 2 small cameras mounted on the drone allow the remote user to observe the local scene.
Xujing Zhang, Sean Braley, Calvin Rubens, Timothy Merritt 0001, Roel Vertegaal
CHI3
2018 GridDrones: A Self-Levitating Physical Voxel Lattice for Interactive 3D Surface Deformations
abstract
We present GridDrones, a self-levitating programmable matter platform that can be used for representing 2.5D voxel grid relief maps capable of rendering unsupported structures and 3D transformations. GridDrones consists of cube-shaped nanocopters that can be placed in a volumetric 1xnxn mid-air grid, which is demonstrated here with 15 voxels. The number of voxels and scale is only limited by the size of the room and budget. Grid deformations can be applied interactively to this voxel lattice by manually selecting a set of voxels, then assigning a continuous topological relationship between voxel sets that determines how voxels move in relation to each other and manually drawing out selected voxels from the lattice structure. Using this simple technique, it is possible to create unsupported structures that can be translated and oriented freely in 3D. Shape transformations can also be recorded to allow for simple physical shape morphing animations. This work extends previous work on selection and editing techniques for 3D user interfaces.
Sean Braley, Calvin Rubens, Timothy Merritt 0001, Roel Vertegaal
UIST2
2016 BitDrones: Towards Using 3D Nanocopter Displays as Interactive Self-Levitating Programmable Matter
abstract
We present BitDrones, a toolbox for building interactive real reality 3D displays that use nano-quadcopters as self-levitating tangible building blocks. Our prototype is a first step towards interactive self-levitating programmable matter, in which the user interface is represented using Catomic structures. We discuss three types of BitDrones: PixelDrones, equipped with an RGB LED and a small OLED display; ShapeDrones, augmented with an acrylic mesh spun over a 3D printed frame in a larger geometric shape; and DisplayDrones, fitted with a thin-film 720p touchscreen. We present a number of unimanual and bimanual input techniques, including touch, drag, throw and resize of individual drones and compound models, as well as user interface elements such as self-levitating cone trees, 3D canvases and alert boxes. We describe application scenarios and depict future directions towards creating high-resolution self-levitating programmable matter.
Antonio Gomes 0001, Calvin Rubens, Sean Braley, Roel Vertegaal
CHI2