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Marissa Díaz

dblp:83/5210 · also Marissa Díaz Pier · DBLP profile ↗
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3ranked-venue papers
3as first author
0since 2021 · last 2006
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 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
1 paper
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
multimodal interaction
0.012003
Capturing Water and Sound Waves to Interact with Virtual Nature · ISMAR 2003
Virtual and augmented reality › immersive interaction › 3d interaction
virtual environment interaction
0.012003
Capturing Water and Sound Waves to Interact with Virtual Nature · ISMAR 2003

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

wave sensing · 0.0microphone input · 0.0
YearPublicationVenuePosition
2006 Multi-User Networked Interactive Augmented Reality Card Game
abstract
Many efforts to improve interaction in virtual and augmented reality applications do so by including tactile elements to create a link between virtual objects and actions. It is also important to add collaboration, expanding single user interaction to networked user to user interaction. In this paper, we describe a networked virtual card game for multiple users based on a collaborative virtual environment. This game is a networked augmented reality game that uses an inexpensive tangible card flipping device allowing the system to be used in homes, museums, schools. The game is easy to set up and capable of hosting several remote users in a distributed system. We constructed two card flipping devices so we can show complete experimental results with two computers and their corresponding hardware interfaces
Marissa Díaz, Moises Alencastre-Miranda, Lourdes Muñoz-Gómez, Isaac Rudomín
CW1
2005 Designing Interfaces for art applications
abstract
Imagination and creativity have always marked the path in the world of aesthetics; artists, designers and other creative individuals have found in the realm of computers a new canvas where illusions can come true, where new worlds can be designed and explored and where imagination can supersede or control the rules of physics. In this regard, one can speak of cyberart: it is a very expansive concept that includes the creation of interactive worlds. These worlds, by definition, need a way for users to become part of the art piece by modifying it trough time. Interactive techniques commonly used when developing human computer interfaces (HCI) for traditional virtual reality applications are not always suited for art applications. This is so because each art installation is unique and reflects the artist's point of view. This paper describes a particular interactive art piece, "Fluids" and how we solved the particular interface issues involved. We also discuss the process we followed for developing interaction hardware that must meet the requirements of this medium.
Marissa Díaz, Isaac Rudomín
CW1
2003 Capturing Water and Sound Waves to Interact with Virtual Nature
abstract
To improve the interaction of people with virtually generated environments we need first to break the barriers that prevent the user from getting an experience as close to reality as possible. The main problem is to give the user the sensation that his/her presence affects the virtual world and then to let the user perceive that the actions he/she takes on the real world can change the virtual one in a smooth natural way in order to achieve virtual biofeedback. Interacting with virtual nature can transport us out from reality. We developed an interactive application with two interfaces on which the user can pretend to be the wind and interact with a virtual pond. Our application makes the user believe and feel that he/she is modifying a 3D virtual pond by the interaction with a small water receptacle in the real world using innovative wave-sensing device. The user, by speaking to a microphone, can also interact with a virtual tree by making it move according to his/her wishes. The physics for the tree are calculated to present the user's action as a wind force making this an entertaining experience.
Marissa Díaz, Leonardo Escalona, Isaac Rudomín, Daniel Rivera
ISMAR1