Enylton Machado Coelho

dblp:96/6652 · DBLP profile ↗
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6ranked-venue papers
2as first author
0since 2021 · last 2008
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorHuman-computer interaction and ubiquitous computing · 4 · 2 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
6 papers
Visualization and visual analytics · 49% Virtual and augmented reality · 35% Rendering · 9%
Human-computer interaction and pervasive computing
4 papers
Usability and user experience research · 53% Immersive interaction · 35% User interface design and tools · 12%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Performance modeling and evaluation · 100%

Topics — the 10 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
video visualization
0.222008
Effects of Video Placement and Spatial Context Presentation on Path Reconstruction Tasks with Contextualized Videos · IEEE Trans. Vis. Comput. Graph. 2008
Contextualized Videos: Combining Videos with Environment Models to Support Situational Understanding · IEEE Trans. Vis. Comput. Graph. 2007
Virtual and augmented reality
augmented reality
0.122004
An On-line Evaluation System for Optical See-through Augmented Reality · VR 2004
Estimating and Adapting to Registration Errors in Augmented Reality Systems · VR 2002
Virtual and augmented reality › augmented reality
augmented reality interaction
0.112005
Supporting interaction in augmented reality in the presence of uncertain spatial knowledge · UIST 2005
Virtual and augmented reality › augmented reality
optical see-through augmented reality
0.012004
An On-line Evaluation System for Optical See-through Augmented Reality · VR 2004
Rendering
scene graph
0.012004
OSGAR: A Scene Graph with Uncertain Transformations · ISMAR 2004
Geometric modeling and processing › registration
registration error
0.012002
Estimating and Adapting to Registration Errors in Augmented Reality Systems · VR 2002
Performance modeling and evaluation › numerical algorithms › numerical error analysis
error estimation
0.012002
Estimating and Adapting to Registration Errors in Augmented Reality Systems · VR 2002
Performance modeling and evaluation › statistical analysis
statistical estimation
0.012002
Estimating and Adapting to Registration Errors in Augmented Reality Systems · VR 2002
Usability and user experience research
user study
0.012008
Effects of Video Placement and Spatial Context Presentation on Path Reconstruction Tasks with Contextualized Videos · IEEE Trans. Vis. Comput. Graph. 2008
Visualization and visual analytics
spatial understanding
0.012007
Contextualized Videos: Combining Videos with Environment Models to Support Situational Understanding · IEEE Trans. Vis. Comput. Graph. 2007

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

user study · 0.2path reconstruction task · 0.2uncertainty propagation · 0.1scene graph · 0.1statistical characterization of registration errors · 0.1video texture projection · 0.1probabilistic error estimation · 0.1design space analysis · 0.1convex hull · 0.1
YearPublicationVenuePosition
2008 Effects of Video Placement and Spatial Context Presentation on Path Reconstruction Tasks with Contextualized Videos
abstract
Many interesting and promising prototypes for visualizing video data have been proposed, including those that combine videos with their spatial context (contextualized videos). However, relatively little work has investigated the fundamental design factors behind these prototypes in order to provide general design guidance. Focusing on real-time video data visualization, we evaluated two important design factors--video placement method and spatial context presentation method--through a user study. In addition, we evaluated the effect of spatial knowledge of the environment. Participants' performance was measured through path reconstruction tasks, where the participants followed a target through simulated surveillance videos and marked the target paths on the environment model. We found that embedding videos inside the model enabled realtime strategies and led to faster performance. With the help of contextualized videos, participants not familiar with the real environment achieved similar task performance to participants that worked in that environment. We discuss design implications and provide general design recommendations for traffic and security surveillance system interfaces.
Doug A. Bowman, David M. Krum, Enylton Machado Coelho, Tonya L. Smith-Jackson, David Bailey, Sarah Peck, Swethan Anand, Trevor Kennedy, Yernar Abdrazakov
IEEE Trans. Vis. Comput. Graph.4
2007 Contextualized Videos: Combining Videos with Environment Models to Support Situational Understanding
abstract
Multiple spatially-related videos are increasingly used in security, communication, and other applications. Since it can be difficult to understand the spatial relationships between multiple videos in complex environments (e.g. to predict a person's path through a building), some visualization techniques, such as video texture projection, have been used to aid spatial understanding. In this paper, we identify and begin to characterize an overall class of visualization techniques that combine video with 3D spatial context. This set of techniques, which we call contextualized videos, forms a design palette which must be well understood so that designers can select and use appropriate techniques that address the requirements of particular spatial video tasks. In this paper, we first identify user tasks in video surveillance that are likely to benefit from contextualized videos and discuss the video, model, and navigation related dimensions of the contextualized video design space. We then describe our contextualized video testbed which allows us to explore this design space and compose various video visualizations for evaluation. Finally, we describe the results of our process to identify promising design patterns through user selection of visualization features from the design space, followed by user interviews.
David M. Krum, Enylton Machado Coelho, Doug A. Bowman
IEEE Trans. Vis. Comput. Graph.3
2005 Supporting interaction in augmented reality in the presence of uncertain spatial knowledge
abstract
A significant problem encountered when building Augmented Reality (AR) systems is that all spatial knowledge about the world has uncertainty associated with it. This uncertainty manifests itself as registration errors between the graphics and the physical world, and ambiguity in user interaction. In this paper, we show how estimates of the registration error can be leveraged to support predictable selection in the presence of uncertain 3D knowledge. These ideas are demonstrated in osgAR, an extension to OpenSceneGraph with explicit support for uncertainty in the 3D transformations. The osgAR runtime propagates this uncertainty throughout the scene graph to compute robust estimates of the probable location of all entities in the system from the user's viewpoint, in real-time. We discuss the implementation of selection in osgAR, and the issues that must be addressed when creating interaction techniques in such a system.
Enylton Machado Coelho, Blair MacIntyre, Simon J. Julier
UIST1
2004 OSGAR: A Scene Graph with Uncertain Transformations
abstract
An important problem for augmented reality is registration error. No system can be perfectly tracked, calibrated or modeled. As a result, the overlaid graphics are not aligned perfectly with objects in the physical world. This can be distracting, annoying or confusing. In this paper, we propose a method for mitigating the effects of registration errors that enables application developers to build dynamically adaptive AR displays. Our solution is implemented in a programming toolkit called OSGAR. Built upon OpenSceneGraph (OSG), OSGAR statistically characterizes registration errors, monitors those errors and, when a set of criteria are met, dynamically adapts the display to mitigate the effects of the errors. Because the architecture is based on a scene graph, it provides a simple, familiar and intuitive environment for application developers. We describe the components of OSGAR, discuss how several proposed methods for error registration can be implemented, and illustrate its use through a set of examples.
Enylton Machado Coelho, Blair MacIntyre, Simon J. Julier
ISMAR1
2004 An On-line Evaluation System for Optical See-through Augmented Reality
Nassir Navab, Siavash Zokai, Yakup Genc, Enylton Machado Coelho
VR4
2002 Estimating and Adapting to Registration Errors in Augmented Reality Systems
abstract
All augmented reality (AR) systems must deal with registration errors. While most AR systems attempt to minimize registration errors through careful calibration, registration errors can never be completely eliminated in any realistic system. In this paper, we describe a robust and efficient statistical method for estimating registration errors. Our method generates probabilistic error estimates for points in the world, in either 3D world coordinates or 2D screen coordinates. We present a number of examples illustrating how registration error estimates can be used in AR interfaces, and describe a method for estimating registration errors of objects based on the expansion and contraction of their 2D convex hulls.
Blair MacIntyre, Enylton Machado Coelho, Simon J. Julier
VR2