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Brian Knep

dblp:72/3403 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2004
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 4 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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.

Human-computer interaction and pervasive computing
3 papers
Collaborative and social computing · 52% Personal fabrication and tangible interfaces · 38% Interaction techniques and input · 7%
Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 82% Geometric modeling and processing · 18%

Topics — the 5 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
0.011995
Dinosaur Input Device · CHI 1995
Computer animation and physical simulation › animation production
stop-motion animation
0.011995
Dinosaur Input Device · CHI 1995
Personal fabrication and tangible interfaces › tangible interaction
tangible input device
0.011995
Dinosaur Input Device · CHI 1995
Personal fabrication and tangible interfaces
tangible interaction
0.012001
Folk computing: revisiting oral tradition as a scaffold for co-present communities · CHI 2001
Geometric modeling and processing › shape modeling
interactive modeling
0.011991
An object-oriented framework for the integration of interactive animation techniques · SIGGRAPH 1991

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

system design · 0.0conceptual framework · 0.0sensor-based motion capture · 0.0object-oriented delegation hierarchies · 0.0lazy evaluation · 0.0data-dependency networks · 0.0caching · 0.0
YearPublicationVenuePosition
2004 Multi-projectors and implicit interaction in persuasive public displays
abstract
Recent advances in computer video projection open up new possibilities for real-time interactive, persuasive displays. Now a display can continuously adapt to a viewer so as to maximize its effectiveness. However, by the very nature of persuasion, these displays must be both immersive and subtle. We have been working on technologies that support this application including multi-projector and implicit interaction techniques. These technologies have been used to create a series of interactive persuasive displays that are described.
Paul H. Dietz, Ramesh Raskar, Shane Booth, Jeroen van Baar, Kent Wittenburg, Brian Knep
AVI6
2001 Folk computing: revisiting oral tradition as a scaffold for co-present communities
abstract
In this paper, we introduce Folk Computing: an approach for using technology to support co-present community building inspired by the concept of folklore. We also introduce a new technology, called “i-balls,” whose design helped fashion this approach. The design of the i-ball environment is explained in terms of our effort to simultaneously preserve what works about folklore while also using technology to expand its power as a medium for community building.
Richard Borovoy, Brian Silverman, Tim Gorton, Matt Notowidigdo, Brian Knep, Mitchel Resnick, Jeff Klann
CHI5
1995 Dinosaur Input Device
abstract
We present a system for animating an articulate figure using a physical skeleton, or armature, connected to a workstation. The skeleton is covered with sensors that monitor the orientations of the joints and send this information to the computer via custom-built hardware. The system is precise, fast, compact, and easy to use. It lets traditional stop-motion animators produce animation on a computer without requiring them to learn complex software. The working environment is very similar to the traditional environment but without the nuisances of lights, a camera, and delicate foam-latex skin. The resulting animation lacks the artifacts of stop-motion animation, the pops and jerkiness, and yet retains the intentional subtleties and hard stops that computer animation often lacks.
Brian Knep, Craig Hayes, Rick Sayre, Tom Williams 0002
CHI1
1991 An object-oriented framework for the integration of interactive animation techniques
abstract
We present an interactive modeling and animation system that facilitates the integration of a variety of simulation and animation paradigms. This system permits the modeling of diverse objects that change in shape, appearance, and behaviour over time. Our system thus extends modeling tools to include animation controls. Changes can be effected by various methods of control, including scripted, gestural, and behavioral specification. The system is an extensible testbed that supports research in the interaction of disparate control methods embodied in controller objects. This paper discusses some of the issues involved in modeling such interactions and the mechanisms implemented to provide solutions to some of these issues.The system's object-oriented architecture uses delegation hierarchies to let objects change all of their attributes dynamically. Objects include displayable objects, controllers, cameras, lights, renderers, and user interfaces. Techniques used to obtain interactive performance include the use of data-dependency networks, lazy evaluation, and extensive caching to exploit inter- and intra-frame coherency.
Robert C. Zeleznik, David Brookshire Conner, Matthias M. Wloka, Daniel G. Aliaga, Nathan T. Huang, Philip M. Hubbard, Brian Knep, Henry Kaufman, John F. Hughes, Andries van Dam
SIGGRAPH7