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Robert F. Dickerson

dblp:91/5272 · DBLP profile ↗
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12ranked-venue papers
2as first author
0since 2021 · last 2016
—ORCID · none

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

Computer networks · 7 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 3

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
8 papers
Interaction techniques and input · 33% Wearable and physiological sensing · 21% Ubiquitous computing and smart environments · 17%
Computer graphics and multimedia
3 papers
Audio and music processing · 88% Computer animation and physical simulation · 9% Virtual and augmented reality · 3%
Computer networks
2 papers
Internet of things and sensor networks · 100%
Databases, data mining, and information retrieval
2 papers
Recommender systems · 85% Information retrieval · 15%

Topics — the 23 heaviest of 32, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › input sensing › tracking › hand tracking
fingertip tracking
0.212016
SymmetriSense: Enabling Near-Surface Interactivity on Glossy Surfaces using a Single Commodity Smartphone · CHI 2016
Interaction techniques and input › sensor-based interaction
near-surface interaction
0.212016
SymmetriSense: Enabling Near-Surface Interactivity on Glossy Surfaces using a Single Commodity Smartphone · CHI 2016
Interaction techniques and input
touch and gesture input
0.212016
SymmetriSense: Enabling Near-Surface Interactivity on Glossy Surfaces using a Single Commodity Smartphone · CHI 2016
Audio and music processing › speech processing
speech classification
0.212014
RESONATE: reverberation environment simulation for improved classification of speech models · IPSN 2014
Audio and music processing
speech processing
0.212014
RESONATE: reverberation environment simulation for improved classification of speech models · IPSN 2014
Wearable and physiological sensing › vital sign monitoring
heart rate monitoring
0.222012
MusicalHeart: a hearty way of listening to music · SenSys 2012
Septimu2 - earphones for continuous and non-intrusive physiological and environmental monitoring · SenSys 2012
Audio and music processing
sound event detection
0.212013
Auditeur: a mobile-cloud service platform for acoustic event detection on smartphones · MobiSys 2013
Ubiquitous computing and smart environments
mobile sensing
0.212013
Auditeur: a mobile-cloud service platform for acoustic event detection on smartphones · MobiSys 2013
Internet of things and sensor networks
wireless body area network
0.212013
BodySim: a multi-domain modeling and simulation framework for body sensor networks research and design · SenSys 2013
Recommender systems › music recommendation
context-aware music recommendation
0.112012
MusicalHeart: a hearty way of listening to music · SenSys 2012
Wearable and physiological sensing › earable sensing
earphone-based sensing
0.112012
MusicalHeart: a hearty way of listening to music · SenSys 2012
Ubiquitous computing and smart environments
environmental sensing
0.112012
Septimu2 - earphones for continuous and non-intrusive physiological and environmental monitoring · SenSys 2012
Health and well-being technologies › health monitoring
wellness monitoring
0.112012
SEPTIMU: continuous in-situ human wellness monitoring and feedback using sensors embedded in earphones · IPSN 2012
Human-AI interaction › virtual agents
virtual human
0.122006
Interpersonal Scenarios: Virtual \approx Real? · VR 2006
Experiences in Using Immersive Virtual Characters to Educate Medical Communication Skills · VR 2005
Collaborative and social computing
interpersonal communication
0.122007
Comparing Interpersonal Interactions with a Virtual Human to Those with a Real Human · IEEE Trans. Vis. Comput. Graph. 2007
Interpersonal Scenarios: Virtual \approx Real? · VR 2006
Collaborative and social computing › social interaction
virtual human interaction
0.112007
Comparing Interpersonal Interactions with a Virtual Human to Those with a Real Human · IEEE Trans. Vis. Comput. Graph. 2007
Learning and educational technologies › medical education
virtual patients
0.112006
Interpersonal Scenarios: Virtual \approx Real? · VR 2006
Performance modeling and evaluation
simulation
0.012013
BodySim: a multi-domain modeling and simulation framework for body sensor networks research and design · SenSys 2013
Health and well-being technologies › health monitoring
continuous health monitoring
0.012012
SEPTIMU: continuous in-situ human wellness monitoring and feedback using sensors embedded in earphones · IPSN 2012
Information retrieval
web search
0.012008
MetroNet: Case Study for Collaborative Data Sharing on the World Wide Web · IPSN 2008
Privacy and data protection
privacy-preserving data sharing
0.012008
MetroNet: Case Study for Collaborative Data Sharing on the World Wide Web · IPSN 2008
Learning and educational technologies
medical education
0.012006
Interpersonal Scenarios: Virtual \approx Real? · VR 2006
Virtual and augmented reality › virtual environment
immersive virtual environments
0.012005
Experiences in Using Immersive Virtual Characters to Educate Medical Communication Skills · VR 2005

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

energy-aware feature selection · 0.5cloud offloading · 0.5simulation · 0.3multi-domain modeling · 0.3reflection symmetry · 0.2computer vision · 0.2data fusion · 0.2reverberation simulation · 0.2wearable sensing · 0.1photodiode · 0.1infrared sensing · 0.1inertial sensing · 0.1gyroscope · 0.1activity level detection · 0.1acoustic sensing · 0.1accelerometer · 0.1nonverbal behavior analysis · 0.1controlled experiment · 0.1
YearPublicationVenuePosition
2016 SymmetriSense: Enabling Near-Surface Interactivity on Glossy Surfaces using a Single Commodity Smartphone
abstract
Driven to create intuitive computing interfaces throughout our everyday space, various state-of-the-art technologies have been proposed for near-surface localization of a user's finger input such as hover or touch. However, these works require specialized hardware not commonly available, limiting the adoption of such technologies. We present SymmetriSense, a technology enabling near-surface 3-dimensional fingertip localization above arbitrary glossy surfaces using a single commodity camera device such as a smartphone. SymmetriSense addresses the localization challenges in using a single regular camera by a novel technique utilizing the principle of reflection symmetry and the fingertip's natural reflection casted upon surfaces like mirrors, granite countertops, or televisions. SymmetriSense achieves typical accuracies at sub-centimeter levels in our localization tests with dozens of volunteers and remains accurate under various environmental conditions. We hope SymmetriSense provides a technical foundation on which various everyday near-surface interactivity can be designed.
Chungkuk Yoo, Inseok Hwang 0001, Eric Rozner, Yu Gu 0001, Robert F. Dickerson
CHI5
2015 Holmes: A Comprehensive Anomaly Detection System for Daily In-home Activities
abstract
Advances in wireless sensor networks have enabled the monitoring of daily activities of elderly people. The goal of these monitoring applications is to learn normal behavior in terms of daily activities and look for any deviation, i.e., Anomalies, so that alerts can be sent to relatives or caregivers. However, human behavior is very complex, and many existing anomaly detection systems are too simplistic which cause many false alarms, resulting in unreliable systems. We present Holmes, a comprehensive anomaly detection system for daily in-home activities. Holmes accurately learns a resident's normal behavior by considering variability in daily activities based not only on a per day basis, but also considering specific days of the week, different time periods such as per week and per month, and collective, temporal, and correlation based features. This approach of learning complicated normal behaviors reduces false alarms. Also, based on resident and expert feedback, Holmes learns semantic rules that explain specific variations of activities in specific scenarios to further reduce false alarms. We evaluate Holmes using data collected from our own deployed system, public data sets, and data collected by a senior safety system provider company from an elderly resident's home. Our evaluation shows that compared to state of the art systems, Holmes reduces false positives and false negatives by at least 46% and 27%, respectively.
Enamul Hoque 0002, Robert F. Dickerson, Sarah Masud Preum, Mark A. Hanson, Adam T. Barth, John A. Stankovic
DCOSS2
2014 RESONATE: reverberation environment simulation for improved classification of speech models
Robert F. Dickerson, Enamul Hoque 0002, Philip Asare, Shahriar Nirjon, John A. Stankovic
IPSN1
2013 Auditeur: a mobile-cloud service platform for acoustic event detection on smartphones
abstract
Auditeur is a general-purpose, energy-efficient, and context-aware acoustic event detection platform for smartphones. It enables app developers to have their app register for and get notified on a wide variety of acoustic events. Auditeur is backed by a cloud service to store user contributed sound clips and to generate an energy-efficient and context-aware classification plan for the phone. When an acoustic event type has been registered, the smartphone instantiates the necessary acoustic processing modules and wires them together to execute the plan. The phone then captures, processes, and classifies acoustic events locally and efficiently. Our analysis on user-contributed empirical data shows that Auditeur's energy-aware acoustic feature selection algorithm is capable of increasing the device lifetime by 33.4%, sacrificing less than 2% of the maximum achievable accuracy. We implement seven apps with Auditeur, and deploy them in real-world scenarios to demonstrate that Auditeur is versatile, 11.04% - 441.42% less power hungry, and 10.71% - 13.86% more accurate in detecting acoustic events, compared to state-of-the-art techniques. We present a user study to demonstrate that novice programmers can implement the core logic of interesting apps with Auditeur in less than 30 minutes, using only 15 - 20 lines of Java code.
Shahriar Nirjon, Robert F. Dickerson, Philip Asare, Qiang Li 0025, Dezhi Hong, John A. Stankovic, Pan Hu 0003, Guobin Shen, Xiaofan Jiang 0001
MobiSys2
2013 BodySim: a multi-domain modeling and simulation framework for body sensor networks research and design
abstract
Modeling and simulation play important roles in engineering research and design. These techniques are especially helpful in the early phases where limited detail is available about the design and where design changes are less costly. In addition, high-fidelity models can be employed at the later stages to complement testing. Models are also important research tools for understanding complex phenomena.
Philip Asare, Robert F. Dickerson, Xianyue Wu, John C. Lach, John A. Stankovic
SenSys2
2012 SEPTIMU: continuous in-situ human wellness monitoring and feedback using sensors embedded in earphones
abstract
A mobile phone, as a pervasive device, has great potential in human wellness monitoring. In this demo, we first present the design and implementation of our hardware - SEPTIMU. SEPTIMU consists of a small baseboard and a pair of tiny sensor boards embedded inside conventional earphones. The baseboard provides power conversion and data communication through the normal audio jack interface. The embedded sensor board is 1×1cm2 and integrates 3-axis accelerometer, gyroscope, thermometer, photodiode and microphone. Secondly, we evaluate SEPTIMU using a mobile application that continuously monitors body posture and provides feedback to the user.
Dezhi Hong, Ben Zhang 0003, Qiang Li 0025, Shahriar Nirjon, Robert F. Dickerson, Guobin Shen, Xiaofan Jiang 0001, John A. Stankovic
IPSN5
2012 Septimu2 - earphones for continuous and non-intrusive physiological and environmental monitoring
abstract
Mobile phones have become an ideal platform for physiological and environmental sensing. A number of research and commercial smartphone "accessories" have emerged in recent years that try to extend the sensing capabilities of a mobile phone. However, the major drawback of these devices is that they either require the user to act in some specific way or change their lifestyle and habit to some extent. In this demo, we present Septimu V2 (Septimu2) -- a novel non-intrusive physiological and environmental sensing platform which is fully embedded in a conventional earphone, works with existing smartphones, and does not require the user to change habits in any way. Septimu2 is a continuation of [1], and integrates a suite of new sensors. In addition to 3-axis accelerometer and gyroscope, Septimu2 incorporates remote IR temperature sensor, IR LED, IR photodiode and two additional microphones. The baseboard performs signal condition and sends the data to cellphone via Bluetooth. Septimu2 enables a number of applications, including heart-rate monitoring, fine grained posture detection, and external sound source localization and classification.
Pan Hu 0003, Guobin Shen, Xiaofan Jiang 0001, Shao-Fu Shih, Donghuan Lu, Feng Zhao 0001, Dezhi Hong, Qiang Li 0025, Shahriar Nirjon, Robert F. Dickerson, John A. Stankovic
SenSys10
2012 MusicalHeart: a hearty way of listening to music
abstract
MusicalHeart is a biofeedback-based, context-aware, automated music recommendation system for smartphones. We introduce a new wearable sensing platform, Septimu, which consists of a pair of sensor-equipped earphones that communicate to the smartphone via the audio jack. The Septimu platform enables the MusicalHeart application to continuously monitor the heart rate and activity level of the user while listening to music. The physiological information and contextual information are then sent to a remote server, which provides dynamic music suggestions to help the user maintain a target heart rate. We provide empirical evidence that the measured heart rate is 75% -- 85% correlated to the ground truth with an average error of 7.5 BPM. The accuracy of the person-specific, 3-class activity level detector is on average 96.8%, where these activity levels are separated based on their differing impacts on heart rate. We demonstrate the practicality of MusicalHeart by deploying it in two real world scenarios and show that MusicalHeart helps the user achieve a desired heart rate intensity with an average error of less than 12.2%, and its quality of recommendation improves over time.
Shahriar Nirjon, Robert F. Dickerson, Qiang Li 0025, Philip Asare, John A. Stankovic, Dezhi Hong, Ben Zhang 0003, Xiaofan Jiang 0001, Guobin Shen, Feng Zhao 0001
SenSys2
2008 MetroNet: Case Study for Collaborative Data Sharing on the World Wide Web
abstract
We demonstrate MetroNet, which is an application that illustrates collaborative data sharing on the Wide Wide Web. MetroNet has two parts. First, our sensors gather data about pedestrian foot traffic in front of and into stores, which is made available online to shopkeepers. Second, this sensor data can be made public, at the discretion of the shopkeeper, for use by city planners, other shopkeepers, or residents of the city. MetroNet is an application through which we study fundamental problems of sharing data on the Web, such as search, data fusion, and privacy.
Robert F. Dickerson, Jiakang Lu, Jingyuan Li 0006, Billy Chantree, John A. Stankovic, Kamin Whitehouse
IPSN1
2007 Comparing Interpersonal Interactions with a Virtual Human to Those with a Real Human
abstract
This paper provides key insights into the construction and evaluation of interpersonal simulators--systems that enable interpersonal interaction with virtual humans. Using an interpersonal simulator, two studies were conducted that compare interactions with a virtual human to interactions with a similar real human. The specific interpersonal scenario employed was that of a medical interview. Medical students interacted with either a virtual human simulating appendicitis or a real human pretending to have the same symptoms. In Study I (n = 24), medical students elicited the same information from the virtual and real human, indicating that the content of the virtual and real interactions were similar. However, participants appeared less engaged and insincere with the virtual human. These behavioral differences likely stemmed from the virtual human's limited expressive behavior. Study II (n = 58) explored participant behavior using new measures. Nonverbal behavior appeared to communicate lower interest and a poorer attitude toward the virtual human. Some subjective measures of participant behavior yielded contradictory results, highlighting the need for objective, physically-based measures in future studies.
Andrew Raij, Kyle Johnsen 0001, Robert F. Dickerson, Benjamin Lok, Marc S. Cohen, Margaret Duerson, Rebecca Rainer Pauly, Amy O. Stevens, Peggy Wagner, D. Scott Lind
IEEE Trans. Vis. Comput. Graph.3
2006 Interpersonal Scenarios: Virtual \approx Real?
abstract
This paper reports on a study to examine the similarities and differences in experiencing an interpersonal scenario with real and virtual humans. A system that allows medical students to interview a life-size virtual patient using natural speech and gestures was used as a platform for this comparison. Study participants interviewed either a virtual patient or a standardized patient, an actor trained to represent a medical condition. Subtle yet substantial differences were found in the participants’ rapport with the patient and the flow of the conversation. The virtual patient’s limited expressiveness was a significant source of these differences. However, overall task performance was similar, as were perceptions of the educational value of the interaction.
Andrew Raij, Kyle Johnsen 0001, Robert F. Dickerson, Benjamin Lok, Marc S. Cohen, Thomas Bernard, Christopher E. Oxendine, Peggy Wagner, D. Scott Lind
VR3
2005 Experiences in Using Immersive Virtual Characters to Educate Medical Communication Skills
abstract
University of Florida This paper presents a system which allows medical students to experience the interaction between a patient and a medical doctor using natural methods of interaction with a high level of immersion. We also present our experiences with a pilot group of medical and physician assistant students at various levels of training. They interacted with projector-based life-sized virtual characters using gestures and speech. We believe that natural interaction and a high level of immersion facilitates the education of communication skills. We present the system details as well as the participants ’ performance and opinions. The study confirmed that the level of immersion contributed significantly to the experience, and participants reported that the system is a powerful tool for teaching and training. Applying the system to formal communication skills evaluation and further scenario development will be the focus of future research and refinement.
Kyle Johnsen 0001, Robert F. Dickerson, Andrew Raij, Benjamin Lok, Jonathan Jackson, Min C. Shin, Jonathan Hernandez, Amy O. Stevens, D. Scott Lind
VR2