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James F. Cremer

dblp:92/5466 · DBLP profile ↗
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14ranked-venue papers
2as first author
0since 2021 · last 2011
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 1 first-authorArtificial intelligence and machine learning · 6 · 1 first-authorHuman-computer interaction and ubiquitous computing · 4Systems, architecture and hardware · 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.

Computer graphics and multimedia
4 papers
Virtual and augmented reality · 84% Geometric modeling and processing · 12% Computer animation and physical simulation · 4%
Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 77% Immersive interaction · 23%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational social science and digital humanities · 100%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.122009
A Virtual Peer for Investigating Social Influences on Children's Bicycling · VR 2009
Steering Behaviors for Autonomous Vehicles in Virtual Environments · VR 2005
Learning and educational technologies › pedagogical agents
virtual peer
0.112011
An Immersive Virtual Peer for Studying Social Influences on Child Cyclists' Road-Crossing Behavior · IEEE Trans. Vis. Comput. Graph. 2011
Virtual and augmented reality
virtual environment
0.112005
Steering Behaviors for Autonomous Vehicles in Virtual Environments · VR 2005
Immersive interaction
virtual reality
0.012011
An Immersive Virtual Peer for Studying Social Influences on Child Cyclists' Road-Crossing Behavior · IEEE Trans. Vis. Comput. Graph. 2011
Computational social science and digital humanities › social computing
social behavior analysis
0.012009
A Virtual Peer for Investigating Social Influences on Children's Bicycling · VR 2009
Virtual and augmented reality › virtual environment
virtual urban environments
0.012005
Steering Behaviors for Autonomous Vehicles in Virtual Environments · VR 2005
Geometric modeling and processing › computer-aided design
constraint-based modeling
0.011999
Interactive Manipulation of Articulated Objects with Geometry Awareness · ICRA 1999
Robotics › Legged, aerial and field robots › bipedal robot
bipedal walking control
0.011989
Algorithmic control of walking · ICRA 1989
Robotics › Legged, aerial and field robots
legged robots
0.011989
Algorithmic control of walking · ICRA 1989
Computer animation and physical simulation › rigid body simulation
articulated body dynamics
0.011989
The architecture of Newton, a general-purpose dynamics simulator · ICRA 1989
Computer animation and physical simulation
rigid body simulation
0.011989
The architecture of Newton, a general-purpose dynamics simulator · ICRA 1989
Robotics › Motion planning and robot control › trajectory planning
joint trajectory generation
0.011989
Algorithmic control of walking · ICRA 1989

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

reactive controller · 0.2pilot study · 0.2action-based controller · 0.2reactive controllers · 0.1action-based controllers · 0.1steering behaviors · 0.1path planning · 0.1symbolic factorization · 0.0sparse cholesky factorization · 0.0nonlinear optimization · 0.0newton simulation · 0.0impact modeling · 0.0equation of motion formulation · 0.0constrained optimization · 0.0
YearPublicationVenuePosition
2011 Effects of scale change on distance perception in virtual environments
abstract
We conducted a series of experiments to investigate effects of scale changes on distance perception in virtual environments. All experiments were carried out in an HMD. Participants first made distance estimates with feedback in a virtual tunnel (adaptation) and then made distance estimates without feedback in a differently-scaled virtual environment (test). We examined several types of scale changes, including changing the size of (1) the tunnel, (2) the targets, and (3) the separation of the two targets. Changes in target size always affected distance estimates at test. When the targets became smaller, participants overshot distance and when the targets became larger, participants undershot distance. Changes in the size of the tunnel or the separation between the targets (without a change in the size of the targets) had a minimal effect on distance estimates. These results indicate that distance estimates at test were strongly influenced by familiar size cues for distance. The discussion focuses on the stability of calibration processes and mechanisms for cue integration for perceiving distance in virtual environments.
Tien Dat Nguyen, Christine Ziemer, Timofey Grechkin, Benjamin Chihak, Jodie M. Plumert, James F. Cremer, Joe K. Kearney
ACM Trans. Appl. Percept.6
2011 An Immersive Virtual Peer for Studying Social Influences on Child Cyclists' Road-Crossing Behavior
abstract
The goal of our work is to develop a programmatically controlled peer to bicycle with a human subject for the purpose of studying how social interactions influence road-crossing behavior. The peer is controlled through a combination of reactive controllers that determine the gross motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a keyboard interface that allows an experimenter to initiate the virtual bicyclist's actions during the course of an experiment. The virtual bicyclist's repertoire of behaviors includes road following, riding alongside the human rider, stopping at intersections, and crossing intersections through specified gaps in traffic. The virtual cyclist engages the human subject through gaze, gesture, and verbal interactions. We describe the structure of the behavior code and report the results of a study examining how 10- and 12-year-old children interact with a peer cyclist that makes either risky or safe choices in selecting gaps in traffic. Results of our study revealed that children who rode with a risky peer were more likely to cross intermediate-sized gaps than children who rode with a safe peer. In addition, children were significantly less likely to stop at the last six intersections after the experience of riding with the risky than the safe peer during the first six intersections. The results of the study and children's reactions to the virtual peer indicate that our virtual peer framework is a promising platform for future behavioral studies of peer influences on children's bicycle riding behavior.
Sabarish V. Babu, Timofey Grechkin, Benjamin Chihak, Christine Ziemer, Joe K. Kearney, James F. Cremer, Jodie M. Plumert
IEEE Trans. Vis. Comput. Graph.6
2010 How does presentation method and measurement protocol affect distance estimation in real and virtual environments?
abstract
We conducted two experiments that compared distance perception in real and virtual environments in six visual presentation methods using either timed imagined walking or direct blindfolded walking, while controlling for several other factors that could potentially impact distance perception. Our presentation conditions included unencumbered real world, real world seen through an HMD, virtual world seen through an HMD, augmented reality seen through an HMD, virtual world seen on multiple, large immersive screens, and photo-based presentation of the real world seen on multiple, large immersive screens. We found that there was a similar degree of underestimation of distance in the HMD and large-screen presentations of virtual environments. We also found that while wearing the HMD can cause some degree of distance underestimation, this effect depends on the measurement protocol used. Finally, we found that photo-based presentation did not help to improve distance perception in a large-screen immersive display system. The discussion focuses on points of similarity and difference with previous work on distance estimation in real and virtual environments.
Timofey Grechkin, Tien Dat Nguyen, Jodie M. Plumert, James F. Cremer, Joe K. Kearney
ACM Trans. Appl. Percept.4
2009 A Virtual Peer for Investigating Social Influences on Children's Bicycling
abstract
The goal of our work is to develop a programmatically controlled peer to ride with a human subject for the purpose of studying how social interactions influence riding behavior. The peer is controlled through a combination of reactive controllers that determine the gross motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a keyboard interface that allows an experimenter to initiate the virtual bicyclist's actions during the course of an experiment. The virtual bicyclist's repertoire of behaviors includes road following, riding alongside the human rider, stopping at intersections, and crossing intersections through specified gaps. The virtual cyclist engages the human subject through gaze, gesture, and verbal interactions. We describe the structure of the behavior code and report the results of a pilot study examining how 10- and 12-year-old children interact with a peer cyclist. Results of the pilot study showed that the presence of the peer had a significant influence on the size of the gaps taken as well as time left to spare between the participant and the trailing car in the crossed gap.
Sabarish V. Babu, Timofey Grechkin, Benjamin Chihak, Christine Ziemer, Joe K. Kearney, James F. Cremer, Jodie M. Plumert
VR6
2005 Steering Behaviors for Autonomous Vehicles in Virtual Environments
abstract
This paper presents steering behaviors that control autonomous vehicles populating roadways in virtual urban environments. Behavior programming is facilitated by a set of representations of the environment that use convenient frames of reference in natural coordinate systems. Roadway surfaces are modeled as three-dimensional ribbons that make the local orientation of the road explicit and allow relative distances on the road to be simply computed. Roads and intersections are connected to form a ribbon network. An egocentric representation called a path melds road and intersection segments into a single, continuous ribbon that captures the vehicle’s shortterm plan of navigation. A topological structure called a route supports wayfinding. We describe how the interrelated ribbon, path, and route representations are used to build multi-component behaviors that plan routes and safely navigate through traffic filled road networks – tracking lanes, shifting lanes to avoid congestion, anticipating lane changes needed to make turns dictated by the route, negotiating intersections, and respecting the rules of the road.
Hongling Wang, Joe K. Kearney, James F. Cremer, Peter Willemsen 0001
VR3
2005 Distance perception in real and virtual environments
abstract
We conducted three experiments to compare distance perception in real and virtual environments. In Experiment 1, adults estimated how long it would take to walk to targets in real and virtual environments by starting and stopping a stopwatch while looking at a target person standing between 20 and 120 ft away. The real environment was a large grassy lawn in front of a university building. We replicated this scene in our virtual environment using a nonstereoscopic, large-screen immersive display system. We found that people underestimated time to walk in both environments for distances of 40 to 60 ft and beyond. However, time-to-walk estimates were virtually identical across the two environments, particularly when people made real environment estimates first. In Experiment 2, 10- and 12-year-old children and adults estimated time to walk in real and virtual environments both with and without vision. Adults underestimated time to walk in both environments for distances of 60 to 80 ft and beyond. Again, their estimates were virtually identical in the real and virtual environment both with and without vision. Twelve-year-olds' time-to-walk estimates were also very similar across the two environments under both viewing conditions, but 10-year-olds exhibited greater underestimation in the virtual than in the real environment. A third experiment showed that adults' time-to-walk estimates were virtually identical to walking without vision. We conclude that distance perception may be better in virtual environments involving large-screen immersive displays than in those involving head-mounted displays (HMDS).
Jodie M. Plumert, Joe K. Kearney, James F. Cremer, Kara Recker
ACM Trans. Appl. Percept.3
2002 Real-Time Extendible-Resolution Display of On-line Dynamic Terrain
Yefei He, James F. Cremer, Yiannis E. Papelis
Graphics Interface2
2000 Geometrically-Aware Interactive Object Manipulation
abstract
This paper describes formulation and management of constraints, and a nonlinear optimization algorithm that together enable interactive geometrically aware manipulation of articulated objects. Going beyond purely kinematic or dynamic approaches, our solution method directly employs geometric constraints to ensure non‐interpenetration during object manipulation. We present the formulation of the inequality constraints used to ensure nonpenetration, describe how to manage the set of active inequality constraints as objects move, and show how these results are combined with a nonlinear optimization algorithm to achieve interactive geometrically aware object manipulation. Our optimization algorithm handles equality and inequality constraints and does not restrict object topology. It is an efficient iterative algorithm, quadratically convergent, with each iteration bounded by O(nnz(L)), where nnz(L) is the number of non‐zeros in L, a Cholesky factor of a sparse matrix.
Min-Hyung Choi, James F. Cremer
Comput. Graph. Forum2
1999 Geometric Awareness for Interactive Object Manipulation
Min-Hyung Choi, James F. Cremer
Graphics Interface2
1999 Interactive Manipulation of Articulated Objects with Geometry Awareness
abstract
Techniques for interactive 3D manipulation of articulated objects in cluttered environments should be geometrically aware, going beyond basic inverse or forward kinematics to allow contact while preventing interpenetration. This paper describes a general purpose interactive object manipulation technique using nonlinear optimization. The method converts geometry awareness into sets of inequality constraints and handles nonlinear equality and inequality constraints efficiently without restricting object topology. Our iterative algorithm has a quadratic convergence rate and each iteration can be solved in O(n/sub nz/(L)), where n/sub nz/(L) is the number of non-zeros in L, a Cholesky factor of a sparse matrix. To promote additional speedup, symbolic factorization is separated from numerical computation. Our approach provides a framework for using optimization techniques in interactive tools for building and manipulating models in constrained, cluttered environments.
Min-Hyung Choi, James F. Cremer
ICRA2
1996 Simulation and scenario support for virtual environments
James F. Cremer, Joe K. Kearney, Hyeong-Seok Ko
Comput. Graph.1
1993 Programming mechanical simulations
abstract
Abstract This paper examines the control of complex physical objects in simulation. We introduce a programming paradigm that allows a simulation to be treated as a multi‐level constraint solver. The control programmer is given the ability to specify constraints on the controlled response of mechanisms and to conditionally change these constraints dependent on the state of system. The approach facilitates the development of model‐based, event‐driven control programs. The usefulness of the paradigm is demonstrated through the simulation of a hopping robot.
Joe K. Kearney, Stuart A. Hansen, James F. Cremer
Comput. Animat. Virtual Worlds3
1989 The architecture of Newton, a general-purpose dynamics simulator
abstract
The architecture of Newton, a general-purpose system for simulating the dynamics of complex physical objects, is described. The system automatically formulates and analyzes equations of motion, and performs automatic modification of this system of equations when necessitated by changes in kinematic relationships between objects. Impact and temporary contact are handled, although only using simple models. User-directed influence of simulations is achieved using Newton's module, which can be used to experiment with the control of many-degree-of-freedom articulated objects. >
James F. Cremer, A. James Stewart
ICRA1
1989 Algorithmic control of walking
abstract
The authors suggest that there are two components required in most control schemes: an algorithmic component which takes a high-level goal and generates joint trajectories, and a dynamics component which takes these joint trajectories and generates the required joint torques. The joint torques are then sent to the mechanism, which (it is hoped) achieves the high-level goal. An approach is presented which simplifies the programming of the algorithmic component for high-degree-of-freedom objects. Instead of supplying a complete set of joint trajectories as a function of time, the algorithm controls other, more intuitive, degrees of freedom. The degrees of freedom are automatically converted to the more conventional joint trajectories. The algorithm can underconstrain the object, in which case constrained optimization is used in converting to joint trajectories. This approach is applied to generate joint trajectories for a walking biped. The walking algorithm, is presented along with the results from testing with the authors' Newton simulation system (ibid., vol.3, p.1806-11).>
A. James Stewart, James F. Cremer
ICRA2