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Dan Maynes-Aminzade

dblp:42/3151 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2007
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5 · 2 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.

Human-computer interaction and pervasive computing
3 papers
User interface design and tools · 42% Interaction techniques and input · 35% Personal fabrication and tangible interfaces · 18%
Computer graphics and multimedia
1 paper
Computational photography and imaging · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › sensor-based interaction
camera-based interaction
0.112007
Eyepatch: prototyping camera-based interaction through examples · UIST 2007
Computational photography and imaging › projector-camera systems
projector calibration
0.012004
Automatic projector calibration with embedded light sensors · UIST 2004
Personal fabrication and tangible interfaces › tabletop interfaces
tabletop tangible interface
0.012002
The actuated workbench: computer-controlled actuation in tabletop tangible interfaces · UIST 2002
Haptics and multimodal interaction
haptic feedback
0.012002
The actuated workbench: computer-controlled actuation in tabletop tangible interfaces · UIST 2002

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

gray-coded binary patterns · 0.1embedded light sensors · 0.1deployment study · 0.1image prewarping · 0.0image pre-warping · 0.0magnetic actuation · 0.0
YearPublicationVenuePosition
2007 Eyepatch: prototyping camera-based interaction through examples
abstract
Cameras are a useful source of input for many interactive applications, but computer vision programming is difficult and requires specialized knowledge that is out of reach for many HCI practitioners. In an effort to learn what makes a useful computer vision design tool, we created Eyepatch, a tool for designing camera-based interactions, and evaluated the Eyepatch prototype through deployment to students in an HCI course. This paper describes the lessons we learned about making computer vision more accessible, while retaining enough power and flexibility to be useful in a wide variety of interaction scenarios.
Dan Maynes-Aminzade, Terry Winograd, Takeo Igarashi
UIST1
2005 Improving proactive information systems
abstract
Proactive contextual information systems help people locate information by automatically suggesting potentially relevant resources based on their current tasks or interests. Such systems are becoming increasingly popular, but designing user interfaces that effectively communicate recommended information is a challenge: the interface must be unobtrusive, yet communicate enough information at the right time to provide value to the user. In this paper we describe our experience with the FXPAL Bar, a proactive information system designed to provide contextual access to corporate and personal resources. In particular, we present three features designed to communicate proactive recommendations more effectively: translucent recommendation windows increase the user's awareness of particularly highly-ranked recommendations, query term highlighting communicates the relationship between a recommended document and the user's current context, and a novel recommendation digest function allows users to return to the most relevant previously recommended resources. We present empirical evidence supporting our design decisions and relate lessons learned for other designers of contextual recommendation systems.
Daniel Billsus, David M. Hilbert, Dan Maynes-Aminzade
IUI3
2004 Automatic projector calibration with embedded light sensors
abstract
Projection technology typically places several constraints on the geometric relationship between the projector and the projection surface to obtain an undistorted, properly sized image. In this paper we describe a simple, robust, fast, and low-cost method for automatic projector calibration that eliminates many of these constraints. We embed light sensors in the target surface, project Gray-coded binary patterns to discover the sensor locations, and then prewarp the image to accurately fit the physical features of the projection surface. This technique can be expanded to automatically stitch multiple projectors, calibrate onto non-planar surfaces for object decoration, and provide a method for simple geometry acquisition.
Johnny C. Lee, Paul H. Dietz, Dan Maynes-Aminzade, Ramesh Raskar, Scott E. Hudson
UIST3
2002 Techniques for Interactive Audience Participation
abstract
At SIGGRAPH in 1991, Loren and Rachel Carpenter unveiled an interactive entertainment system that allowed members of a large audience to control an onscreen game using red and green reflective paddles. In the spirit of this approach, we present a new set of techniques that enable members of an audience to participate, either cooperatively or competitively, in shared entertainment experiences. Our techniques allow audiences with hundreds of people to control onscreen activity by (1) leaning left and right in their seats, (2) batting a beach ball while its shadow is used as a pointing device, and (3) pointing laser pointers at the screen. All of these techniques can be implemented with inexpensive, off the shelf hardware. Me have tested these techniques with a variety of audiences; in this paper we describe both the computer vision based implementation and the lessons we learned about designing effective content for interactive audience participation.
Dan Maynes-Aminzade, Randy F. Pausch, Steven M. Seitz
ICMI1
2002 The actuated workbench: computer-controlled actuation in tabletop tangible interfaces
abstract
The Actuated Workbench is a device that uses magnetic forces to move objects on a table in two dimensions. It is intended for use with existing tabletop tangible interfaces, providing an additional feedback loop for computer output, and helping to resolve inconsistencies that otherwise arise from the computer's inability to move objects on the table. We describe the Actuated Workbench in detail as an enabling technology, and then propose several applications in which this technology could be useful.
Gian Pangaro, Dan Maynes-Aminzade, Hiroshi Ishii 0001
UIST2