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Leonard D. Brown

dblp:62/5855 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2010
0000-0002-5193-4183ORCID · verified

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

Human-computer interaction and ubiquitous computing · 4 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 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.

Human-computer interaction and pervasive computing
4 papers
Interaction techniques and input · 50% User interface design and tools · 21% Immersive interaction · 19%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.012003
A New Collaborative Infrastructure: SCAP · VR 2003
Virtual and augmented reality
immersive interaction
0.012003
A New Collaborative Infrastructure: SCAP · VR 2003
Immersive interaction
augmented reality interaction
0.012003
A widget framework for augmented interaction in SCAPE · UIST 2003
Virtual and augmented reality
augmented reality
0.012002
A Testbed for Precise Registration, Natural Occlusion and Interaction in an Augmented Environment Using a Head-Mounted Projective Display (HMPD) · VR 2002
User interface design and tools › interactive visualization
magic lens
0.012010
An evaluation of physical affordances in augmented virtual environments: Dataset grounding and Magic Lens · VR 2010
Collaborative and social computing
shared spaces
0.012003
A New Collaborative Infrastructure: SCAP · VR 2003
Collaborative and social computing
remote collaboration
0.012002
A Testbed for Precise Registration, Natural Occlusion and Interaction in an Augmented Environment Using a Head-Mounted Projective Display (HMPD) · VR 2002

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

head-mounted projective display · 0.2user study · 0.1information gathering task · 0.1calibration · 0.1stereoscopic collaboration · 0.0mathematical framework · 0.0
YearPublicationVenuePosition
2010 An evaluation of physical affordances in augmented virtual environments: Dataset grounding and Magic Lens
abstract
In this paper, we quantify the effects of two physical affordances on user interaction in an augmented virtual environment: the grounding of datasets on a workbench and the augmentation of a Magic Lens interface tool. We investigated the effects of these affordances on subjects' performance and behavior in an information gathering task. Our results indicated that grounding had a significant main effect and that there was significant interaction between grounding and interface factors. Specifically, subjects tended to perform better with some level of affordance than none at all, although performance with grounded datasets decreased in the presence of augmented Magic Lens. Further, both affordance factors influenced behavior by reducing head mobility.
Leonard D. Brown, Hong Hua
VR1
2003 A widget framework for augmented interaction in SCAPE
abstract
We have previously developed a collaborative infrastructure called SCAPE - an acronym for Stereoscopic Collaboration in Augmented and Projective Environments - that integrates the traditionally separate paradigms of virtual and augmented reality. In this paper, we extend SCAPE by formalizing its underlying mathematical framework and detailing three augmented Widgets constructed via this framework: CoCylinder, Magnifier, and CoCube. These devices promote intuitive ways of selecting, examining, and sharing synthetic objects, and retrieving associated documentary text. Finally we present a testbed application to showcase SCAPE's capabilities for interaction in large, augmented virtual environments.
Leonard D. Brown, Hong Hua, Chunyu Gao
UIST1
2003 A New Collaborative Infrastructure: SCAP
abstract
This paper presents a multi-user collaborative infrastructure, SCAPE (an acronym for Stereoscopic Collaboration in Augmented and Projective Environments), which is based on recent advancement in head-mounted projective display (HMPD) technology. The SCAPE mainly consists of a 3'/spl times/5' interactive workbench and a 12'/spl times/12'/spl times/9' room-sized walk-through display environment, multiple head-tracked HMPDs, multi-modality interface devices, and a generic application-programming interface (API) designed to coordinate the components. The infrastructure provides a shared space in which multiple users can simultaneously interact with a 3D synthetic environment from their individual viewpoints. We detail the SCAPE implementation and include an application example that demonstrates major interface and cooperation features.
Hong Hua, Leonard D. Brown, Chunyu Gao, Narendra Ahuja
VR2
2002 A Testbed for Precise Registration, Natural Occlusion and Interaction in an Augmented Environment Using a Head-Mounted Projective Display (HMPD)
abstract
A head-mounted projective display (HMPD) consists of a pair of miniature projection lenses, beam splitters and displays mounted on the helmet and retro-reflective sheeting materials placed strategically in the environment. This has recently been proposed as an alternative to existing 3D visualization devices. In this paper, we first briefly review HMPD technology, including its featured capabilities and the recent development in both display implementations and applications. Then the implementation of a testbed for playing a "Go" game with a remote opponent in a 3D augmented environment is described. The testbed not only demonstrates the capabilities of virtual-real augmentation and registration, the natural occlusion of virtual objects by real ones, interaction with augmented environments and networking collaboration, but also embodies part of our long-term objective to develop a collaborative framework in 3D augmented environments. Through the testbed, major calibration issues, such as accommodation/convergence considerations and determination of viewing transformations, are studied and discussed in detail. Both calibration methods and results are included, which are applicable to other applications. Finally, experimental results of the testbed implementation are presented.
Hong Hua, Chunyu Gao, Leonard D. Brown, Narendra Ahuja, Jannick P. Rolland
VR3