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J. Michael Moshell

dblp:32/2411 · DBLP profile ↗
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16ranked-venue papers
5as first author
0since 2021 · last 2011
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 12 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-authorSystems, architecture and hardware · 1Theory of computation · 1 · 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.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 65% Computer animation and physical simulation · 23% Rendering · 12%
Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 50% Collaborative and social computing · 50%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
mixed reality
0.012003
MIXED FANTASY: Exhibition of Entertainment Research for Mixed Reality · ISMAR 2003
Collaborative and social computing › multi-user virtual environments
shared virtual worlds
0.012000
Virtual Drama as a Learning Medium: The Caracol Time Travel Project · VR 2000
Learning and educational technologies › immersive learning
virtual reality learning environment
0.012000
Virtual Drama as a Learning Medium: The Caracol Time Travel Project · VR 2000
Virtual and augmented reality
augmented reality
0.012003
MIXED FANTASY: Exhibition of Entertainment Research for Mixed Reality · ISMAR 2003
Rendering
real-time rendering
0.012003
MIXED FANTASY: Exhibition of Entertainment Research for Mixed Reality · ISMAR 2003
Virtual and augmented reality
tracking
0.012003
MIXED FANTASY: Exhibition of Entertainment Research for Mixed Reality · ISMAR 2003
Computer animation and physical simulation
physically-based modeling
0.011993
Modeling soil: realtime dynamic models for soil slippage and manipulation · SIGGRAPH 1993
Computer animation and physical simulation
real-time simulation
0.011993
Modeling soil: realtime dynamic models for soil slippage and manipulation · SIGGRAPH 1993
Automata and formal languages
cellular automata
0.011979
Bus Automata and Immediate Languages · Inf. Control. 1979
Computational complexity › computational models
parallel computation models
0.011979
Bus Automata and Immediate Languages · Inf. Control. 1979

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

distributed algorithm · 0.0volume conservation · 0.0newtonian physics · 0.0
YearPublicationVenuePosition
2011 Supporting children's learning with body-based metaphors in a mixed reality environment
abstract
We describe an approach to designing immersive learning experiences for children using body-based metaphors. Previous research shows benefits for learning through physical interactions in virtual spaces (e.g., [1, 16])---here we look specifically at using mixed reality to embed children as elements within the systems they are attempting to learn. Using gross body-movements the children are able to test predictions and have their intuitions challenged, laying the foundation for deeper conceptual understanding. We present data from a study we conducted comparing the mixed reality experience with a desktop version of the same simulation. Results suggest that children's interactions with designs supporting body-based metaphors can lead them to better grasp the "deep structure" of the learning domain.
Robb Lindgren, J. Michael Moshell
IDC2
2011 Towards a computational model of character status in interactive storytelling
abstract
In computer-based interactive narrative, a key challenge is the conflict between user agency and authorial control of the story quality. In this paper, we use the constructs of character status and status shifts from improvisational and interactive theatre to further engage users in the creative process of co-creating the story. Based on the cognitive semantics theory of force dynamics, we develop a computational model of status shifts.
Jichen Zhu, Kenneth E. Ingraham, J. Michael Moshell, Santiago Ontañón
Creativity & Cognition3
2011 Back-Leading through Character Status in Interactive Storytelling
Jichen Zhu, Kenneth E. Ingraham, J. Michael Moshell
ICIDS3
2003 MIXED FANTASY: Exhibition of Entertainment Research for Mixed Reality
abstract
This exhibition presents a Mixed Reality experience that applies basic research to the media industries of entertainment, training and informal education. Contributing areas of research include tracking, registration, rendering, real-time and distributed algorithms, and adaptations of existing as well as the creation of new forms of artistic convention.
Christopher B. Stapleton, Charles E. Hughes, J. Michael Moshell
ISMAR3
2001 The Caracol Time Travel Project
abstract
Abstract Virtual drama is based on the use of a shareable virtual world as a stage setting, with avatars controlled by actors and audience members. The Caracol Time Travel Project was an experiment in the use of virtual drama for learning about archaeology. Eighteen undergraduate students at the University of Central Florida used a locally developed Java‐based system for sharing VRML worlds. They designed and constructed a virtual drama to teach basic concepts of Mesoamerican archaeology and the cultural history of the ancient Maya for middle schools. This paper presents their story design and details of the system we developed to support interaction in this shared virtual world. We then discuss performance issues, lessons learned and newer features that we did not have available at the time. Copyright © 2001 John Wiley & Sons, Ltd.
Charles E. Hughes, J. Michael Moshell, Dean Reed, Diane Z. Chase, Arlen Chase
Comput. Animat. Virtual Worlds2
2000 Virtual Drama as a Learning Medium: The Caracol Time Travel Project
abstract
Virtual drama is based on the use of a shareable virtual world as a stage setting, with avatars controlled by actors and audience members. In this experiment, students built a virtual world to teach concepts of Mesoamerican archaeology and the cultural history of the ancient Maya.
J. Michael Moshell, Charles E. Hughes, Dean Reed, Diane Z. Chase, Arlen Chase
VR1
1997 Shared Virtual Worlds for Education: The ExploreNet Experiment
Charles E. Hughes, J. Michael Moshell
Multim. Syst.2
1996 The virtual academy: A simulated environment for constructionist learning
abstract
The Virtual Academy is an educational model based on multiage teams of students and adults working through the Internet to build and use virtual worlds for educational purposes. These collaborations are mediated by a range of tools ranging from electronic mail to hypermedia and video links, and result in the creation of simulation‐based role‐playing adventure games within the ExploreNet software environment ExploreNet is an Internet‐based multimedia, multiuser domain constructed specifically for educational experimentation. This article describes the Virtual Academy Model, the ExploreNet software system, and an experiment conducted in the spring of 1995. The article describes the evolution of features of ExploreNet's user interface and their relevance to collaborative work by children.
J. Michael Moshell, Charles E. Hughes
Int. J. Hum. Comput. Interact.1
1995 Distributed Database Designs and Computation Strategies for Networked Interactive Simulations
Kien A. Hua, J. Michael Moshell
J. Parallel Distributed Comput.3
1993 Modeling soil: realtime dynamic models for soil slippage and manipulation
abstract
A physically based model of an object is a mathematical representation of its behavior, which incorporates principles of Newtonian physics. Dynamic soil models are required in animations and realtime interactive simulations in which changes of natural terrain are involved. Analytic methods, based on soil properties and Newtonian physics, are presented in the paper to model soil slippage and soil manipulations. These methods can be used to calculate the evolution of a given soil configuration under the constraint of volume conservation and to simulate excavating activities such as digging, cutting, piling, carrying or dumping soil. Numerical algorithms with linear time and space complexities are also developed to meet the requirement of realtime computer simulation.
J. Michael Moshell
SIGGRAPH2
1992 Networked Virtual Environments
abstract
The Virtual Environment Realtime Network (VERN) is an object oriented testbed for the interconnection of environments over a network of graphical workstations. VERN is based on extensions to the networking technology of the DARPA sponsored SIMNET combined combat training system and the Distributed Interactive Simulation protocol being developed as a DOD standard. It allows for multiple participants to interact in an environment. sharing ideas and solving problems, regardless of their physical locations. Furthermore, dramatic reconstructions of historical events for education or entertainment will be possible. Indeed, much of the impact of VERN is likely to result from the ability of participants to learn from each other even if they and their machines are separated by long distances.
Brian S. Blau, Charles E. Hughes, J. Michael Moshell, Curtis Lisle
SI3D3
1983 Programming environments for pre-college instruction (Special Session)
abstract
This session features two presentations and demonstrations of computer software/hardware systems for teaching problem solving techniques and programming concepts. Several computers will be available for hands-on demonstration at the conclusion of the session.
William E. Baird, Charles E. Rughes, J. Michael Moshell
SIGCSE3
1981 Computer whatcha-maycallit: Insights into universal computer education
abstract
A year's work on the NSF/University of Tennessee High School Computer Science Project (HSCS) has indicated that it may indeed be possible to dissociate computer skills from the scary, elitist traditions of science and math curricula in high schools. Teachers and students remote from the traditional science/math constituency are learning to play/work with the computer. The development of HSCS is chronicled and some likely scenarios for its arrival on the high school scene are presented. The essential context is that of a race between declining computer hardware costs and declining support for public education. HSCS is succeeding because it exploits computing's unique ability to bridge between the worlds of play, study and employment.
J. Michael Moshell, Charles E. Hughes, C. R. Gregory, Robert M. Aiken
SIGCSE1
1980 Computer science curriculum for high school students
abstract
This paper describes a current project to design an Introductory Computer Science Course for High School students. Problems concerning the choice of hardware, the selection of software, programming language(s) and the overall design of the curriculum are discussed. In addition, some previous related research is summarized and a plan for future activities is outlined.
Robert M. Aiken, Charles E. Hughes, J. Michael Moshell
SIGCSE3
1979 Bus Automata and Immediate Languages
J. Michael Moshell, Jerome Rothstein
Inf. Control.1
1978 An integrated small computer laboratory using a central disk storage facility
abstract
One of the most important developments in the 70's has been the introduction of microcomputers.The impact of these systems presents a major challenge for computer educators today and in the foreseeable future.We must ask ourselves, "How can we best utilize such systems?",as well as, "How can we most effectively integrate microsystems into our Computer Science curriculum?" (1) Today it is possible to purchase an "off-theshelf" computer system for $595 (2) and this price will continue to decrease.The incorporation of minicomputer courses and laboratories in Computer Science Departments is still young (3,4), yet we're already facing a new era of computing with microsystems.Having worked with large systems for many years, we must now respond to different challenges and opportunities offered by small systems, e.g., the inherent restrictions of a smaller system versus its accessibility and availability for student "hands-on" experience.Though educators have tried to adapt to this rapid change in technology, only recently have articles appeared describing experiences in integrating micro-systems in Computer Science curricula (5,6).Though each paper covers different topics in varying degrees of depth, almost all the authors agree that having a micro-lab facility provides students with exposure to concepts and problems such as:actual hardware -computer operation -
J. Michael Moshell, Charles E. Hughes, Robert M. Aiken
SIGCSE1