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F. David Fracchia

dblp:37/5162 · DBLP profile ↗
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13ranked-venue papers
2as first author
1since 2021 · last 2021
0000-0002-7049-7097ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 9 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3Theory of computation · 2 · 1 first-authorSoftware engineering, systems software and programming languages · 1

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
Rendering · 47% Visual content generation and editing · 24% Visualization and visual analytics · 16%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
non-photorealistic rendering
0.012003
Effective toon ink rendering for episodic television · SIGGRAPH 2003
Rendering › non-photorealistic rendering
toon shading
0.012003
Effective toon ink rendering for episodic television · SIGGRAPH 2003
Visualization and visual analytics › focus+context visualization
distortion-oriented views
0.011995
3-Dimensional Pliable Surfaces: For the Effective Presentation of Visual Information · ACM Symposium on User Interface Software and Technology 1995
Visualization and visual analytics
information visualization
0.011995
3-Dimensional Pliable Surfaces: For the Effective Presentation of Visual Information · ACM Symposium on User Interface Software and Technology 1995
Computer animation and physical simulation
2d animation
0.012003
Effective toon ink rendering for episodic television · SIGGRAPH 2003

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

gaussian curves · 0.0
YearPublicationVenuePosition
2021 Players' Stories and Secrets in Animal Crossing: New Horizons-Exploring Design Factors for Positive Emotions and Social Interactions in a Multiplayer Online Game
abstract
Animal Crossing is an online multiplayer game that supports social communication and collaboration. Its recent version, New Horizons, is immensely popular having sold over 32 million copies worldwide, with many players attracted to the opportunities it provides to remotely socialize during the COVID-19 pandemic. To understand players' increased positive emotions and social interactions, we surveyed 119 of them betweenMay and December 2020 and conducted remote interviews with 25 respondents. We identified the social dynamics among players and with non-player characters (NPCs), and analyzed how positive social interactions were facilitated under player-generated narratives and game-determined narratives. Based on our empirical analyses, we have extended our understanding of how to create positive, safe, and friendly interactions: (1)the design of mood-improving game worlds with flexible game tasks, (2) implementation of game-determined activities with social implications, (3) provision of player rewards to reinforce their social interactions, and (4)creation of opportunities to integrate NPCs' game-determined narratives into player-generated narratives.
Xin Tong 0004, Diane Gromala, Carman Neustaedter, F. David Fracchia, Yisen Dai, Zhicong Lu
Proc. ACM Hum. Comput. Interact.4
2003 Effective toon ink rendering for episodic television
abstract
No abstract available.
Gordon Farrell, Julia Taylor-Hell, F. David Fracchia
SIGGRAPH3
2003 Effective asset management for episodic television and features
abstract
No abstract available.
Allan G. Rempel, Dean Broadland, Sonja Struben, F. David Fracchia
SIGGRAPH4
2001 A spectrally based framework for realistic image synthesis
Yinlong Sun, F. David Fracchia, Mark S. Drew, Thomas W. Calvert
Vis. Comput.2
1999 Cognitive design elements to support the construction of a mental model during software exploration
Margaret-Anne D. Storey, F. David Fracchia, Hausi A. Müller
J. Syst. Softw.2
1996 Breaking the Myth: a Picture is NOT (always) Worth a 1, 000 Words
Robert Braham, F. David Fracchia, Andrew S. Glassner, Barbara Mones-Hattal, Russ Rose, Nahum D. Gershon
IEEE Visualization2
1996 Case Study: Visual Access for Landscape Event Based Temporal Data
abstract
As ecological awareness increases there has been a shift towards more integrated forest management. Accurate modeling of future states of forested landscapes will allow better planning for safeguarding our forest resource for future generations. We present an initial exploration into providing visual access to information generated by SELES (Spatially Explicit Landscape Event Simulator). We explore the application of our visual access distortion technique to a block of temporal data created from a sequence of landscape event based information. This type of access extends the possibilities of visual exploration for temporal and spatial interrelations in a data set.
Sheelagh Carpendale, Andrew Fall, David J. Cowperthwaite, Joseph Fall, F. David Fracchia
IEEE Visualization5
1995 Graph Folding: Extending Detail and Context Viewing into a Tool for Subgraph Comparisons
Sheelagh Carpendale, David J. Cowperthwaite, F. David Fracchia, Thomas C. Shermer
GD3
1995 3-Dimensional Pliable Surfaces: For the Effective Presentation of Visual Information
abstract
A fundamental issue in user interface design is the effective use of available screen space, commonly referred to as the screen real estate problem.This paper presents a new distortion-based viewing tool for exploring large information spaces through the use of a three-dimensional pliable surface.Arbitrarily-shaped regions (foci) on the surface may be selected and pulled towards or pushed away from the viewer thereby increasing or decreasing the level of detail contained within each region.Furthermore, multiple foci are smoothly blended together such that there is no loss of context.The manipulation and blending of foci is accomplished using a fairly simple mathematical model based on gaussian curves.The significance of this approach is that it utilizes precognitive perceptual cues about the three-dimensional surface to make the distortions comprehensible, and allows the user to interactively control the location, shape, and extent of the distortion in very large graphs or maps.
Sheelagh Carpendale, David J. Cowperthwaite, F. David Fracchia
ACM Symposium on User Interface Software and Technology3
1995 A Visualization Tool for Studying the Development of the Moss Physcomitrella patens
abstract
The investigation of mechanisms responsible for the morphogenesis of complex biological organisms is an important area in biology. P. patens is an especially suitable plant for this research because it is a rather simple organism, facilitating its observation, yet it possesses developmental phenomena analogous to those which occur in higher plants, allowing the extrapolation of hypotheses to more complex organisms. The visualization consists of three components: biological data collection, computer-modelling (using L-systems), and model verification. The simulated developmental process is quite realistic and provides an excellent means for verifying the underlying hypotheses of morphogenesis.
F. David Fracchia, Neil W. Ashton
IEEE Visualization1
1995 Propositional n-traces: Visualizing a Problem in Philosophic Logic
abstract
As part of an inter-disciplinary effort, we are visually exploring a current problem in philosophical logic related to information processing. Given a set of inconsistent sentences or inputs, a processor cannot unambiguously infer any specific consequence. Traces represent subsets of possible consequences which can be inferred classically from partitions of the set of inputs. We are interested in the relationship between a given set of Boolean inputs and its respective trace(s). We have developed a visualization paradigm which allows us to view and explore this relationship effectively.
Nathalie Prevost, Ray E. Jennings, Loki Jörgenson, F. David Fracchia
IEEE Visualization4
1995 Visualizing Two- and Three-Dimensional Models of Meristematic Growth
F. David Fracchia
WG1
1994 Case Study: Integrating Spatial Data Display with Virtual Reconstruction
abstract
In the process of archaeological excavation, a vast amount of data, much of it three-dimensional in nature, is recorded. In recent years, computer graphics techniques have been applied to the task of visualizing such data. In particular, data visualization has been used to accomplish the virtual reconstruction of site architecture and to enable the display of spatial data distributions using three-dimensional models of site terrain. In the case we present here, these two approaches are integrated in the modeling of a prehistoric pithouse. In order to better visualize artifact distributions in the context of site architecture, surface data is displayed as a layer in a virtual reconstruction viewable at interactive rates. This integration of data display with the architectural model has proven valuable in identifying correlations between distributions of different artifact categories and their spatial proximity to significant architectural features.>
Philip Peterson, Brian Hayden, F. David Fracchia
IEEE Visualization3