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Daniel S. Coming

dblp:29/1715 · DBLP profile ↗
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8ranked-venue papers
3as 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 · 7 · 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.

Computer graphics and multimedia
3 papers
Virtual and augmented reality · 55% Geometric modeling and processing · 26% Visualization and visual analytics · 20%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 54% Collaborative and social computing · 23% Wearable and physiological sensing · 16%

Topics — the 8 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
head-mounted display
0.212015
Accuracy of Pedometry on a Head-mounted Display · CHI 2015
Virtual and augmented reality
immersive visualization
0.112011
Immersive ParaView: A community-based, immersive, universal scientific visualization application · VR 2011
Visualization and visual analytics
scientific visualization
0.112011
Immersive ParaView: A community-based, immersive, universal scientific visualization application · VR 2011
Virtual and augmented reality › virtual environment
immersive training
0.112009
Immersive Training for Two-Person Radiological Surveys · VR 2009
Virtual and augmented reality › immersive interaction
virtual reality training
0.112009
Immersive Training for Two-Person Radiological Surveys · VR 2009
Collaborative and social computing › social interaction
multi-user interaction
0.112009
Immersive Training for Two-Person Radiological Surveys · VR 2009
Geometric modeling and processing › spatial data structures
bounding volume hierarchy
0.112008
Velocity-Aligned Discrete Oriented Polytopes for Dynamic Collision Detection · IEEE Trans. Vis. Comput. Graph. 2008
Geometric modeling and processing
collision detection
0.112008
Velocity-Aligned Discrete Oriented Polytopes for Dynamic Collision Detection · IEEE Trans. Vis. Comput. Graph. 2008

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

user study · 0.2comparative evaluation · 0.2virtual simulation · 0.2multi-user interaction techniques · 0.2community-based software · 0.1velocity-aligned bounding volumes · 0.1spherical coverings · 0.1
YearPublicationVenuePosition
2015 Accuracy of Pedometry on a Head-mounted Display
abstract
The accuracy of pedometry varies depending on where an inertial sensor is located on the body. Motivated by the increasing popularity of wearable computing, this paper investigates the accuracy with which pedometry can be achieved on a head-mounted device: something previous research has not investigated. A study with 16 subjects compares the accuracy of pedometry for walking and running with an inertial sensor located at the head, pocket and hand/arm. Our study did not detect a significant difference in step counting accuracy between sensor locations, which demonstrates the feasibility of pedometry-based apps for head-mounted displays.
Ilias Apostolopoulos, Daniel S. Coming, Eelke Folmer
CHI2
2011 Immersive ParaView: A community-based, immersive, universal scientific visualization application
abstract
The availability of low-cost virtual reality (VR) systems coupled with a growing population of researchers accustomed to newer interface styles makes this a ripe time to help domain science researchers cross the bridge to utilizing immersive interfaces. The logical next step is for scientists, engineers, doctors, etc. to incorporate immersive visualization into their exploration and analysis workflows. However, from past experience, we know having access to equipment is not sufficient. There are also several software hurdles to overcome. Obstacles must be lowered to provide scientists, engineers, and medical professionals low-risk means of exploring technologies beyond their desktops.
Nikhil Shetty, Aashish Chaudhary, Daniel S. Coming, William R. Sherman, Patrick O'Leary, Eric T. Whiting, Simon Su
VR3
2010 VFire: Immersive wildfire simulation and visualization
Roger V. Hoang, Matthew R. Sgambati, Timothy J. Brown, Daniel S. Coming, Frederick C. Harris Jr.
Comput. Graph.4
2010 RIST: Radiological Immersive Survey Training for two simultaneous users
Steven Koepnick, Roger V. Hoang, Matthew R. Sgambati, Daniel S. Coming, Evan A. Suma, William R. Sherman
Comput. Graph.4
2009 Immersive Training for Two-Person Radiological Surveys
abstract
Civil Support Teams (CST) must be ready to respond to a variety of potential situations involving dangerous materials. For many of these materials, standard real-world training methods can be successfully employed. Training involving radiological agents, however, poses a greater challenge than for other agents due to a lack of materials that can suitably mimic the situation without the danger of the real material. To address the need of providing a good training system for learning how to behave when responding to a radiological threat, we have developed a CST immersive training system. Our system simulates a radiological threat in a virtual environment and allows users to practice surveying the threat using virtual representations of the world and necessary equipment. We developed novel multi-user interaction techniques to enable simultaneous training for two CST members. The 92ndCST tested the system and provided feedback throughout the development process. The team learned to use the system with little coaching, quickly learned to navigate and interact via wand controls, and ultimately performed a successful demonstration of a radiological survey using our system for their superior officers.
Steven Koepnick, Derek Norpchen, William R. Sherman, Daniel S. Coming
VR4
2008 Velocity-Aligned Discrete Oriented Polytopes for Dynamic Collision Detection
abstract
We propose an acceleration scheme for many-body dynamic collision detection at interactive rates. We use the Velocity-Aligned Discrete Oriented Politope (VADOP), a tight bounding volume representation that offers fast update rates and which is particularly suitable for applications with many fast-moving objects. The axes selection that determines the shape of our bounding volumes is based on spherical coverings. We demonstrate that we can robustly detect collisions that are missed by pseudo-dynamic collision detection schemes, with even greater performance due to substantial collision pruning by our bounding volumes.
Daniel S. Coming, Oliver G. Staadt
IEEE Trans. Vis. Comput. Graph.1
2007 Stride scheduling for time-critical collision detection
abstract
We present an event-based scheduling method for time-critical collision detection that meets real-time constraints by balancing and prioritizing computation spent on inter-section tests without starvation. We test each potentially colliding pair of objects at a different frequency, with un-bounded temporal resolution. We show that believability is preserved by adaptively prioritizing intersection tests to re-duce errors in collision detection, using information about the objects and scene. Through the combination of kinetic sweep and prune with stride scheduling we continuously interleave rendering, broad phase collision pruning, nar-row phase intersection testing, and collision response. Our method accrues no per-frame overhead and is interruptible at any point in collision detection, even the broad phase. 1
Daniel S. Coming, Oliver G. Staadt
VRST1
2006 Kinetic sweep and prune for multi-body continuous motion
Daniel S. Coming, Oliver G. Staadt
Comput. Graph.1