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Renata M. Sheppard

dblp:20/143 · DBLP profile ↗
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9ranked-venue papers
3as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3

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
Immersive interaction · 48% Collaborative and social computing · 48% Design research and methods · 5%
Computer graphics and multimedia
2 papers
Multimedia systems and quality of experience · 77% Virtual and augmented reality · 23%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Distributed systems · 100%
Computer networks
1 paper
Edge and fog computing · 100%

Topics — the 5 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › remote collaboration
geographically distributed collaboration
0.232008
Tele-immersive dance (TED): evolution in progress · ACM Multimedia 2008
Advancing interactive collaborative mediums through tele-immersive dance (TED): a symbiotic creativity and design environment for art and computer science · ACM Multimedia 2008
New digital options in geographically distributed dance collaborations with TEEVE: tele-immersive environments for everybody · ACM Multimedia 2007
Immersive interaction › telepresence
tele-immersion
0.232008
Tele-immersive dance (TED): evolution in progress · ACM Multimedia 2008
Advancing interactive collaborative mediums through tele-immersive dance (TED): a symbiotic creativity and design environment for art and computer science · ACM Multimedia 2008
New digital options in geographically distributed dance collaborations with TEEVE: tele-immersive environments for everybody · ACM Multimedia 2007
Multimedia systems and quality of experience › quality of service
qos-qoe mapping
0.112009
Quality of experience in distributed interactive multimedia environments: toward a theoretical framework · ACM Multimedia 2009
Distributed systems › distributed interactive applications › collaborative computing
real-time collaboration
0.112009
MobileTI: a portable tele-immersive system · ACM Multimedia 2009
Virtual and augmented reality
3d video
0.012009
MobileTI: a portable tele-immersive system · ACM Multimedia 2009

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

video acquisition · 0.3time synchronization · 0.3networking · 0.3qos-qoe mapping methodology · 0.2psychophysical modeling · 0.2user study · 0.2laban movement analysis · 0.1
YearPublicationVenuePosition
2013 Beautiful dance moves: mapping movement, technology & computation
abstract
This Creativity & Cognition 2013 workshop explores emerging methods for mapping movement, technology and computation. We invite participants that are interested in bodily experience within computational knowledge representation. The title Beautiful Dance Moves, references the challenge of representing embodied movement knowledge within computational models. While human movement itself focuses on bodily experience, developing computational models for movement requires abstraction and representation of lived embodied cognition. Mappings between movement and its rich personal and cultural meanings provide an underexplored research domain that can provide insight within computational modeling. Many fields, including Interaction Design, have been inspired by recent developments within Neuroscience validating the primacy of movement in cognitive development and human intelligence. This has spawned a growing interest in experiential principles of movement awareness and mindfulness, while simultaneously fueling the need for developing computational models that can describe movement intelligence with greater rigour. This workshop seeks to explore an equal and richly nuanced epistemological partnership between movement experience and movement cognitive and computational representation.
Thecla Schiphorst, Renata M. Sheppard, Lian Loke, Chyi-Cheng Lin
Creativity & Cognition2
2010 Human-to-dancer interaction: designing for embodied performances in a participatory installation
abstract
In this article we describe the creation and exhibit of a participatory installation performance. Graffiti Dance allows the audience to graffiti paint with light onto a buildings side and receive immediate local feedback from a set of dancers choreographed to respond to the movement on the public display. The installation is a holistic experience using a plurality of sources (syndicated news Images and Twitter) and local influences (from mobile uploads) that reflect our understanding of the world around us, how we speak out in public forums, and how we interpret the creative act. We present the results of the performance from the perspective of the audience and the dancers and present new directions for future performances.
David A. Shamma, Renata M. Sheppard, Jürgen Scheible
Conference on Designing Interactive Systems2
2009 Graffiti dance: interaction of light, information, and environment
abstract
Graffiti Dance creates a collaborative space for the voice of a local community to express a statement about the world around them. Several participants become graffiti artists, painting with an arsenal of lights via virtual graffiti mechanisms. Colors, images, and terms from popular sources (syndicated news Images & Twitter) and local influences (from mobile uploads) are suggested for use in the graffiti. Participants and viewers watch the graffiti's creation and receive feedback provided by a set of dancers who interact with the virtual (light) and physical space. Graffiti Dance presents a holistic experience using a plurality of sources that reflects our understanding of the world around us, how we speak out in public forums, and how we interpret the creative act.
David A. Shamma, Jürgen Scheible, Renata M. Sheppard
Creativity & Cognition3
2009 Quality of experience in distributed interactive multimedia environments: toward a theoretical framework
abstract
The past decades have witnessed a rapid growth of Distributed Interactive Multimedia Environments (DIMEs). Despite their intensity of user-involved interaction, the existing evaluation frameworks remain very much system-centric. As a step toward the human-centric paradigm, we present a conceptual framework of Quality of Experience (QoE) in DIMEs, to model, measure, and understand user experience and its relationship with the traditional Quality of Service (QoS) metrics. A multi-displinary approach is taken to build up the framework based on the theoretical results from various fields including psychology, cognitive sciences, sociology, and information technology. We introduce a mapping methodology to quantify the correlations between QoS and QoE, and describe our controlled and uncontrolled studies as illustrating examples. The results present the first deep study to model the multi-facet QoE construct, map the QoS-QoE relationship, and capture the human-centric quality modalities in the context of DIMEs.
Wanmin Wu, Ahsan Arefin, Raoul Rivas, Klara Nahrstedt, Renata M. Sheppard, Zhenyu Yang 0006
ACM Multimedia5
2009 MobileTI: a portable tele-immersive system
abstract
We present MobileTI, a portable tele-immersive system that merges 3D video representations of users in real time to enable remote collaboration across geographical distances. With portability as a main goal, we address the challenges in the camera setup, time synchronization, video acquisition, and networking in the design and implementation of the system. Having been deployed in public performances, MobileTI proves to be effective, efficient, and user-friendly. Our experimental findings in terms of technical performance and user feedback are presented.
Wanmin Wu, Raoul Rivas, Ahsan Arefin, Shu Shi, Renata M. Sheppard, Bach D. Bui, Klara Nahrstedt
ACM Multimedia5
2008 WiiView: A view control interface for 3D tele-immersive environments
abstract
In this demonstration, we present WiiView, a view control interface for 3D tele-immersive (3DTI) environments. This interface allows the user to intuitively manipulate the virtual camera and graphical objects in a 3D tele-immersive virtual space, thus significantly enhancing the viewing experience for users in 3DTI collaboration. We have used WiiView in a dance class for creative choreography in Spring 2008 at University of Illinois at Urbana-Champaign. It allows for great flexibility, usability, and portability, as the dancers reported. Furthermore, the interface has become an interesting creativity tool for digital choreographers, as it creates a new element in the design space when dancers control the virtual view change and perform physical body movement simultaneously.
Morihiko Tamai, Wanmin Wu, Renata M. Sheppard, Mahsa Kamali, Klara Nahrstedt
ICME3
2008 Advancing interactive collaborative mediums through tele-immersive dance (TED): a symbiotic creativity and design environment for art and computer science
abstract
The Tele-immersive Dance Environment (TED) is a geographically distributed, real-time 3-D virtual room where multiple participants interact independent of physical distance. TED, a highly interactive collaborative environment, offers digital options with multiple viewpoints, enhancing the creative movement composition involved with dance choreography. A symbiotic relationship for creativity and design exists between dance artists and computer scientists as the tele-immersive environment is analyzed as a creativity and learning tool. We introduce the advancements of the interactive digital options, new interface developments, user study results, and the possibility of a computational model for human creativity through Laban Movement Analysis.
Renata M. Sheppard, Mahsa Kamali, Raoul Rivas, Morihiko Tamai, Zhenyu Yang 0006, Wanmin Wu, Klara Nahrstedt
ACM Multimedia1
2008 Tele-immersive dance (TED): evolution in progress
abstract
We demonstrate the Tele-immersive Dance Environment (TED), a geographically distributed, real-time 3-D virtual room where multiple participants interact independent of physical distance. TED, a highly interactive collaborative environment, offers digital options with multiple viewpoints, enhancing the creative movement composition involved with dance choreography. We present the advancements of the interactive digital options, new interface developments, and user study results.
Renata M. Sheppard, Mahsa Kamali, Morihiko Tamai, Raoul Rivas, Zhenyu Yang 0006, Wanmin Wu, Klara Nahrstedt
ACM Multimedia1
2007 New digital options in geographically distributed dance collaborations with TEEVE: tele-immersive environments for everybody
abstract
The study of 3D Tele-immersion impact on remote collaborative work represents a very interesting and challenging research topic. In this paper, we introduce the latest accomplishments of TEEVE research which merges computer science with dance choreography. This collaborative research model is ideal for creative, interdisciplinary problem solving. TEEVE offers an entirely new interface for dance choreography as a creative tool and alternative performance venue.
Renata M. Sheppard, Wanmin Wu, Zhenyu Yang 0006, Klara Nahrstedt, Lisa Wymore, Gregorij Kurillo, Ruzena Bajcsy, Katherine Mezur
ACM Multimedia1