Brian C. McCann

dblp:198/4121 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 2

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
Virtual and augmented reality · 77% Visualization and visual analytics · 23%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 77% Health and well-being technologies · 23%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
virtual environment
0.412019
An Information-Theoretic Approach to the Cost-benefit Analysis of Visualization in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2019
Visualization and visual analytics
visualization theory
0.412019
An Information-Theoretic Approach to the Cost-benefit Analysis of Visualization in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality
immersive content generation
0.312017
Immerj: A novel system for democratizing immersive storytelling · VR 2017
Virtual and augmented reality
immersive interaction
0.312017
Immerj: A novel system for democratizing immersive storytelling · VR 2017
Virtual and augmented reality › interactive storytelling
immersive storytelling
0.312017
Immerj: A novel system for democratizing immersive storytelling · VR 2017
Immersive interaction
virtual reality
0.312017
An immersive approach to visualizing perceptual disturbances · VR 2017

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

information theory · 0.4cognitive science theory · 0.4human-centered design · 0.3
YearPublicationVenuePosition
2019 An Information-Theoretic Approach to the Cost-benefit Analysis of Visualization in Virtual Environments
abstract
Visualization and virtual environments (VEs) have been two interconnected parallel strands in visual computing for decades. Some VEs have been purposely developed for visualization applications, while many visualization applications are exemplary showcases in general-purpose VEs. Because of the development and operation costs of VEs, the majority of visualization applications in practice have yet to benefit from the capacity of VEs. In this paper, we examine this status quo from an information-theoretic perspective. Our objectives are to conduct cost-benefit analysis on typical VE systems (including augmented and mixed reality, theater-based systems, and large powerwalls), to explain why some visualization applications benefit more from VEs than others, and to sketch out pathways for the future development of visualization applications in VEs. We support our theoretical propositions and analysis using theories and discoveries in the literature of cognitive sciences and the practical evidence reported in the literatures of visualization and VEs.
Min Chen 0001, Kelly P. Gaither, Nigel W. John, Brian C. McCann
IEEE Trans. Vis. Comput. Graph.4
2017 Immerj: A novel system for democratizing immersive storytelling
abstract
Immersive technologies such as 360° cameras and head-mounted displays (HMDs) have become affordable to the average consumer, opening up new audiences for storytellers. However, existing immersive post-production software often requires too great a technical or financial investment for smaller creative shops, including most of the country's newspapers and local broadcast journalism organizations. Game engines, for example, are unnecessarily complicated for simple 360° video projects. Introducing Immerj - an open-source abstraction layer simplifying the Unity3D game engine's interface for immersive content creators. Our primary collaborator, Professor R.B. Brenner, director of the School of Journalism at the University of Texas at Austin, organized hands-on demos with our team and journalists and designers from some of the top news organizations all over the country in order to follow a human-centered design process. In just over one year, a small team of undergraduate researchers at the Texas Advanced Computing Center (TACC) has created a potentially disruptive democratization of technology.
Sarang S. Bhadsavie, Xie Hunt Shannon Yap, Justin Segler, Rahul Jaisimha, Nishant Raman, Yengzhou Feng, Sierra J. Biggs, Micah Peoples, Robert B. Brenner, Brian C. McCann
VR10
2017 An immersive approach to visualizing perceptual disturbances
abstract
Through their experience with the ICERT REU program at the Texas Advanced Computing Center (TACC), two undergraduate students from the University of Puerto Rico and the University of Florida have initiated a collaboration between their home institutions and TACC exploring the possibility of using immersion to simulate perceptual disturbances. Perceptual disturbances are subjective in nature, and difficult to communicate verbally. Often caretakers or those closest to sufferers have difficulty understanding the nature of their suffering. Immersion provides an exciting opportunity to directly communicate percepts with clinicians and loved ones. Here, we present a prototype environment meant to simulate some of the perceptual disturbances associated with seizures and epilepsy. Following further validation of our approach, we hope to promote awareness and empathy for these often jarring phenomena.
Grace M. Rodriguez, Marvis Cruz, Andrew J. Solis, Patricia Ordóñez 0002, Brian C. McCann
VR5