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Chelsea Tymms

dblp:185/2761 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 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.

Computer graphics and multimedia
2 papers
Computational fabrication · 85% Visualization and visual analytics · 15%
Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › visual encoding
visual texture
0.112020
Appearance-preserving tactile optimization · ACM Trans. Graph. 2020
Haptics and multimodal interaction
tactile perception
0.112018
A Quantitative Perceptual Model for Tactile Roughness · ACM Trans. Graph. 2018

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

strain fields · 0.7psychophysical experiment · 0.7elasticity simulation · 0.7optimization · 0.4neural network models · 0.4
YearPublicationVenuePosition
2020 Appearance-preserving tactile optimization
abstract
Textures are encountered often on various common objects and surfaces. Many textures combine visual and tactile aspects, each serving important purposes; most obviously, a texture alters the object's appearance or tactile feeling as well as serving for visual or tactile identification and improving usability. The tactile feel and visual appearance of objects are often linked, but they may interact in unpredictable ways. Advances in high-resolution 3D printing enable highly flexible control of geometry to permit manipulation of both visual appearance and tactile properties. In this paper, we propose an optimization method to independently control the tactile properties and visual appearance of a texture. Our optimization is enabled by neural network-based models, and allows the creation of textures with a desired tactile feeling while preserving a desired visual appearance at a relatively low computational cost, for use in a variety of applications.
Chelsea Tymms, Siqi Wang 0003, Denis Zorin
ACM Trans. Graph.1
2018 A Quantitative Perceptual Model for Tactile Roughness
abstract
Everyone uses the sense of touch to explore the world, and roughness is one of the most important qualities in tactile perception. Roughness is a major identifier for judgments of material composition, comfort, and friction, and it is tied closely to manual dexterity. The advent of high-resolution 3D printing technology provides the ability to fabricate arbitrary 3D textures with surface geometry that confers haptic properties. In this work, we address the problem of mapping object geometry to tactile roughness. We fabricate a set of carefully designed stimuli and use them in experiments with human subjects to build a perceptual space for roughness. We then match this space to a quantitative model obtained from strain fields derived from elasticity simulations of the human skin contacting the texture geometry, drawing from past research in neuroscience and psychophysics. We demonstrate how this model can be applied to predict and alter surface roughness, and we show several applications in the context of fabrication.
Chelsea Tymms, Esther P. Gardner, Denis Zorin
ACM Trans. Graph.1
2016 Interactive Modeling of Mechanical Objects
abstract
Abstract Objects with various types of mechanical joints are among the most commonly built. Joints implement a vocabulary of simple constrained motions (kinematic pairs) that can be used to build more complex behaviors. Defining physically correct joint geometry is crucial both for realistic appearance of models during motion, as these are typically the only parts of geometry that stay in contact, and for fabrication. Direct design of joint geometry often requires more effort than the design of the rest of the object geometry, as it requires design of components that stay in precise contact, are aligned with other parts, and allow the desired range of motion. We present an interactive system for creating physically realizable joints with user‐controlled appearance. Our system minimizes or, in most cases, completely eliminates the need for the user to manipulate low‐level geometry of joints. This is achieved by automatically inferring a small number of plausible combinations of joint dimensions, placement and orientation from part geometry, with the user making the final high‐level selection based on object semantic. Through user studies, we demonstrate that functional results with a satisfying appearance can be obtained quickly by users with minimal modeling experience, offering a significant improvement in the time required for joint construction, compared to standard modeling approaches.
Francisca Gil Ureta, Chelsea Tymms, Denis Zorin
Comput. Graph. Forum2