Robert C. Zeleznik

dblp:98/5185 · also Bob Zeleznik · DBLP profile ↗
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35ranked-venue papers
11as first author
0since 2021 · last 2018
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 25 · 10 first-authorGraphics, computer vision, multimedia, augmented reality and games · 19 · 8 first-authorArtificial intelligence and machine learning · 2Software engineering, systems software and programming languages · 2Databases, data management, data science and information retrieval · 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
20 papers
Interaction techniques and input · 50% User interface design and tools · 36% Ubiquitous computing and smart environments · 5%
Computer graphics and multimedia
10 papers
Visualization and visual analytics · 86% Geometric modeling and processing · 11% Computer animation and physical simulation · 1%
Software engineering, system software, and programming languages
3 papers
Software maintenance and evolution · 69% Empirical software engineering · 31%
Artificial intelligence
1 paper
Image recognition and object detection · 50% Information extraction and text analysis · 50%

Topics — the 27 heaviest of 38, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Software maintenance and evolution › program comprehension
working sets
0.222010
A research demonstration of code bubbles · ICSE (2) 2010
Code bubbles: rethinking the user interface paradigm of integrated development environments · ICSE (1) 2010
Visualization and visual analytics › interactive data exploration
visual exploration
0.212014
PanoramicData: Data Analysis through Pen & Touch · IEEE Trans. Vis. Comput. Graph. 2014
Interaction techniques and input › input modality › multimodal input
pen and touch input
0.212014
PanoramicData: Data Analysis through Pen & Touch · IEEE Trans. Vis. Comput. Graph. 2014
Interaction techniques and input
pen input
0.122008
Lineogrammer: creating diagrams by drawing · UIST 2008
The Music Notepad · ACM Symposium on User Interface Software and Technology 1998
Interaction techniques and input
gesture input
0.112009
GestureBar: improving the approachability of gesture-based interfaces · CHI 2009
Interaction techniques and input › gesture input
gesture learning
0.112009
GestureBar: improving the approachability of gesture-based interfaces · CHI 2009
Ubiquitous computing and smart environments
walk-up-and-use interfaces
0.112009
GestureBar: improving the approachability of gesture-based interfaces · CHI 2009
Computer vision › Image recognition and object detection
handwriting recognition
0.112007
A Practical Approach for Writer-Dependent Symbol Recognition Using a Writer-Independent Symbol Recognizer · IEEE Trans. Pattern Anal. Mach. Intell. 2007
Natural language and speech › Information extraction and text analysis › document understanding › document image analysis
symbol recognition
0.112007
A Practical Approach for Writer-Dependent Symbol Recognition Using a Writer-Independent Symbol Recognizer · IEEE Trans. Pattern Anal. Mach. Intell. 2007
Interaction techniques and input › sketch-based interaction
3d curve sketching
0.112007
Drawing on Air: Input Techniques for Controlled 3D Line Illustration · IEEE Trans. Vis. Comput. Graph. 2007
Interaction techniques and input › sketch-based interaction
3d sketching
0.112007
Drawing on Air: Input Techniques for Controlled 3D Line Illustration · IEEE Trans. Vis. Comput. Graph. 2007
Haptics and multimodal interaction
haptic feedback
0.112007
Drawing on Air: Input Techniques for Controlled 3D Line Illustration · IEEE Trans. Vis. Comput. Graph. 2007
Data models and query languages › query language
visual query language
0.112014
PanoramicData: Data Analysis through Pen & Touch · IEEE Trans. Vis. Comput. Graph. 2014
User interface design and tools › design guidelines
interaction design guidelines
0.012001
Pop through mouse button interactions · UIST 2001
Interaction techniques and input › input device
mouse input
0.012001
Pop through mouse button interactions · UIST 2001
Interaction techniques and input › spatial interaction › 3d interaction
3d manipulation
0.021994
An Architecture for an Extensible 3D Interface Toolkit · ACM Symposium on User Interface Software and Technology 1994
Interactive Shadows · ACM Symposium on User Interface Software and Technology 1992
Interaction techniques and input › spatial interaction › 3d interaction
3d widgets
0.021994
An Architecture for an Extensible 3D Interface Toolkit · ACM Symposium on User Interface Software and Technology 1994
Interactive Shadows · ACM Symposium on User Interface Software and Technology 1992
Haptics and multimodal interaction › haptic feedback
force feedback
0.011998
An Insidious Haptic Invasion: Adding Force Feedback to the X Desktop · ACM Symposium on User Interface Software and Technology 1998
Geometric modeling and processing
3d scene modeling
0.011996
SKETCH: An Interface for Sketching 3D Scenes · SIGGRAPH 1996
Geometric modeling and processing › shape modeling
sketch-based modeling
0.011996
SKETCH: An Interface for Sketching 3D Scenes · SIGGRAPH 1996
User interface design and tools
user interface toolkit
0.011996
The Lego Interface Toolkit · ACM Symposium on User Interface Software and Technology 1996
Interaction techniques and input › input sensing › tracking
6DOF tracking
0.012002
Pop Through Button Devices for VE Navigation and Interaction · VR 2002
Geometric modeling and processing › shape modeling
interactive modeling
0.011991
An object-oriented framework for the integration of interactive animation techniques · SIGGRAPH 1991
Virtual and augmented reality › virtual environment
immersive virtual environments
0.011996
Aperture Based Selection for Immersive Virtual Environments · ACM Symposium on User Interface Software and Technology 1996
Interaction techniques and input › pen input
pen and sketch input
0.011996
SKETCH: An Interface for Sketching 3D Scenes · SIGGRAPH 1996
Geometric modeling and processing › computer-aided design
constraint-based modeling
0.011994
An Architecture for an Extensible 3D Interface Toolkit · ACM Symposium on User Interface Software and Technology 1994
Interaction techniques and input › spatial interaction
3d interaction
0.011993
An interactive 3D toolkit for constructing 3D widgets · SIGGRAPH 1993

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

controlled experiment · 0.9confirmatory analysis · 0.7direct manipulation · 0.6whiteboard metaphor · 0.6prototype design · 0.4user evaluation · 0.2usability observation · 0.2qualitative usability evaluation · 0.1qualitative pilot evaluation · 0.1constraint inference · 0.1user study · 0.1n-best list pruning · 0.1binary classifier · 0.1adaboost · 0.1gestural interaction · 0.0visual programming · 0.06dof tracking · 0.0prototype delegation · 0.0
YearPublicationVenuePosition
2018 Investigating the Effect of the Multiple Comparisons Problem in Visual Analysis
abstract
The goal of a visualization system is to facilitate dataset-driven insight discovery. But what if the insights are spurious? Features or patterns in visualizations can be perceived as relevant insights, even though they may arise from noise. We often compare visualizations to a mental image of what we are interested in: a particular trend, distribution or an unusual pattern. As more visualizations are examined and more comparisons are made, the probability of discovering spurious insights increases. This problem is well-known in Statistics as the multiple comparisons problem (MCP) but overlooked in visual analysis. We present a way to evaluate MCP in visualization tools by measuring the accuracy of user reported insights on synthetic datasets with known ground truth labels. In our experiment, over 60% of user insights were false. We show how a confirmatory analysis approach that accounts for all visual comparisons, insights and non-insights, can achieve similar results as one that requires a validation dataset.
Emanuel Zgraggen, Zheguang Zhao, Robert C. Zeleznik, Tim Kraska
CHI3
2017 NuSys: Towards a Document IDE for Knowledge Work
abstract
Knowledge workers consume and annotate digital documents such as PDF files, videos, images and text notes - in some cases collaboratively - to form mental models and gain insight. An abundance of software solutions and utilities that were designed to assist users in stages of this process but not in the process as a whole, which makes knowledge work with documents unnecessarily inefficient. In this paper, we introduce ideas on how to streamline common knowledge worker tasks, such as collaboratively searching, gathering and freely arranging fragments of various media documents to gain understanding and then transforming emergent insights into interactive structured visualizations. Furthermore, we present NuSys, an integrated development environment (IDE) specialized for document-centric workflows, that implements the core of these ideas.
Philipp Eichmann, Trent Green, Robert C. Zeleznik, Andries van Dam
DocEng3
2014 PanoramicData: Data Analysis through Pen & Touch
abstract
Interactively exploring multidimensional datasets requires frequent switching among a range of distinct but inter-related tasks (e.g., producing different visuals based on different column sets, calculating new variables, and observing the interactions between sets of data). Existing approaches either target specific different problem domains (e.g., data-transformation or data-presentation) or expose only limited aspects of the general exploratory process; in either case, users are forced to adopt coping strategies (e.g., arranging windows or using undo as a mechanism for comparison instead of using side-by-side displays) to compensate for the lack of an integrated suite of exploratory tools. PanoramicData (PD) addresses these problems by unifying a comprehensive set of tools for visual data exploration into a hybrid pen and touch system designed to exploit the visualization advantages of large interactive displays. PD goes beyond just familiar visualizations by including direct UI support for data transformation and aggregation, filtering and brushing. Leveraging an unbounded whiteboard metaphor, users can combine these tools like building blocks to create detailed interactive visual display networks in which each visualization can act as a filter for others. Further, by operating directly on relational-databases, PD provides an approachable visual language that exposes a broad set of the expressive power of SQL including functionally complete logic filtering, computation of aggregates and natural table joins. To understand the implications of this novel approach, we conducted a formative user study with both data and visualization experts. The results indicated that the system provided a fluid and natural user experience for probing multi-dimensional data and was able to cover the full range of queries that the users wanted to pose.
Emanuel Zgraggen, Robert C. Zeleznik, Steven Mark Drucker
IEEE Trans. Vis. Comput. Graph.2
2010 Code bubbles: a working set-based interface for code understanding and maintenance
abstract
Developers spend significant time reading and navigating code fragments spread across multiple locations. The file-based nature of contemporary IDEs makes it prohibitively difficult to create and maintain a simultaneous view of such fragments. We propose a novel user interface metaphor for code understanding based on collections of lightweight, editable fragments called bubbles, which form concurrently visible working sets. We present the results of a qualitative usability evaluation, and the results of a quantitative study which indicates Code Bubbles significantly improved code understanding time, while reducing navigation interactions over a widely-used IDE, for two controlled tasks.
Andrew Bragdon, Robert C. Zeleznik, Steven P. Reiss, Suman Karumuri, William Cheung 0003, Joshua Kaplan, Christopher Coleman, Ferdi Adeputra, Joseph J. LaViola Jr.
CHI2
2010 Code bubbles: rethinking the user interface paradigm of integrated development environments
abstract
Today's integrated development environments (IDEs) are hampered by their dependence on files and file-based editing. We propose a novel user interface that is based on collections of lightweight editable fragments, called bubbles, which when grouped together form concurrently visible working sets. In this paper we describe the design of a prototype IDE user interface for Java based on working sets. A quantitative evaluation shows that developers could expect to view a sizeable number of functions concurrently with relatively few UI operations. A qualitative user evaluation with 23 professional developers indicates a high level of excitement, interest, and potential benefits and uses.
Andrew Bragdon, Steven P. Reiss, Robert C. Zeleznik, Suman Karumuri, William Cheung 0003, Joshua Kaplan, Christopher Coleman, Ferdi Adeputra, Joseph J. LaViola Jr.
ICSE (1)3
2010 A research demonstration of code bubbles
abstract
Today's integrated development environments (IDEs) are hampered by their dependence on files and file-based editing. We propose a novel user interface that is based on collections of lightweight editable fragments, called bubbles, which when grouped together form concurrently visible working sets. We describe the design of a prototype IDE user interface for Java based on working sets.
Andrew Bragdon, Steven P. Reiss, Robert C. Zeleznik, Suman Karumuri, William Cheung 0003, Joshua Kaplan, Christopher Coleman, Ferdi Adeputra, Joseph J. LaViola Jr.
ICSE (2)3
2010 Hands-on math: a page-based multi-touch and pen desktop for technical work and problem solving
abstract
Students, scientists and engineers have to choose between the flexible, free-form input of pencil and paper and the computational power of Computer Algebra Systems (CAS) when solving mathematical problems. Hands-On Math is a multi-touch and pen-based system which attempts to unify these approaches by providing virtual paper that is enhanced to recognize mathematical notations as a means of providing in situ access to CAS functionality. Pages can be created and organized on a large pannable desktop, and mathematical expressions can be computed, graphed and manipulated using a set of uni- and bi-manual interactions which facilitate rapid exploration by eliminating tedious and error prone transcription tasks. Analysis of a qualitative pilot evaluation indicates the potential of our approach and highlights usability issues with the novel techniques used.
Robert C. Zeleznik, Andrew Bragdon, Ferdi Adeputra, Hsu-Sheng Ko
UIST1
2009 GestureBar: improving the approachability of gesture-based interfaces
abstract
GestureBar is a novel, approachable UI for learning gestural interactions that enables a walk-up-and-use experience which is in the same class as standard menu and toolbar interfaces. GestureBar leverages the familiar, clean look of a common toolbar, but in place of executing commands, richly discloses how to execute commands with gestures, through animated images, detail tips and an out-of-document practice area. GestureBar's simple design is also general enough for use with any recognition technique and for integration with standard, non-gestural UI components. We evaluate GestureBar in a formal experiment showing that users can perform complex, ecologically valid tasks in a purely gestural system without training, introduction, or prior gesture experience when using GestureBar, discovering and learning a high percentage of the gestures needed to perform the tasks optimally, and significantly outperforming a state of the art crib sheet. The relative contribution of the major design elements of GestureBar is also explored. A second experiment shows that GestureBar is preferred to a basic crib sheet and two enhanced crib sheet variations.
Andrew Bragdon, Robert C. Zeleznik, Brian M. Williamson, Timothy S. Miller, Joseph J. LaViola Jr.
CHI2
2008 Evaluation of techniques for visualizing mathematical expression recognition results
Joseph J. LaViola Jr., Anamary Leal, Timothy S. Miller, Robert C. Zeleznik
Graphics Interface4
2008 Online recognition of handwritten mathematical expressions with support for matrices
abstract
We present an online system for recognizing handwritten mathematical matrices in the context of an interactive computational tool called MathPaper. Automatic segmentation and recognition of multiple expressions are supported based on a spacing algorithm that leverages recognized symbol identities, sizes, and relative locations of individual symbols. Matrices with ellipses can be recognized and instantiated with non-ellipsis elements. Both well- and non-well-formed matrices can also be recognized. Matrix elements can be any general mathematical expressions including imbedded matrices. Our recognizer also addresses the poor column alignment problem of handwritten matrices, and allows for slight horizontal overlaps between elements in neighboring columns and different rows.
Chuanjun Li, Robert C. Zeleznik, Timothy S. Miller, Joseph J. LaViola Jr.
ICPR2
2008 Lineogrammer: creating diagrams by drawing
abstract
We present the design of Lineogrammer, a diagram-drawing system motivated by the immediacy and fluidity of pencil-drawing. We attempted for Lineogrammer to feel like a modeless diagramming "medium" in which stylus input is immediately interpreted as a command, text label or a drawing element, and drawing elements snap to or sculpt from existing elements. An inferred dual representation allows geometric diagram elements, no matter how they were entered, to be manipulated at granularities ranging from vertices to lines to shapes. We also integrate lightweight tools, based on rulers and construction lines, for controlling higher-level diagram attributes, such as symmetry and alignment. We include preliminary usability observations to help identify areas of strength and weakness with this approach.
Robert C. Zeleznik, Andrew Bragdon, Chu-Chi Liu, Andrew S. Forsberg
UIST1
2007 A Practical Approach for Writer-Dependent Symbol Recognition Using a Writer-Independent Symbol Recognizer
abstract
We present a practical technique for using a writer-independent recognition engine to improve the accuracy and speed while reducing the training requirements of a writer-dependent symbol recognizer. Our writer-dependent recognizer uses a set of binary classifiers based on the AdaBoost learning algorithm, one for each possible pairwise symbol comparison. Each classifier consists of a set of weak learners, one of which is based on a writer-independent handwriting recognizer. During online recognition, we also use the n-best list of the writer-independent recognizer to prune the set of possible symbols and thus reduce the number of required binary classifications. In this paper, we describe the geometric and statistical features used in our recognizer and our all-pairs classification algorithm. We also present the results of experiments that quantify the effect incorporating a writer-independent recognition engine into a writer-dependent recognizer has on accuracy, speed, and user training time.
Joseph J. LaViola Jr., Robert C. Zeleznik
IEEE Trans. Pattern Anal. Mach. Intell.2
2007 Drawing on Air: Input Techniques for Controlled 3D Line Illustration
abstract
We present Drawing on Air, a haptic-aided input technique for drawing controlled 3D curves through space. Drawing on Air addresses a control problem with current 3D modeling approaches based on sweeping movement of the hands through the air. While artists praise the immediacy and intuitiveness of these systems, a lack of control makes it nearly impossible to create 3D form beyond quick design sketches or gesture drawings. Drawing on Air introduces two new strategies for more controlled 3D drawing: one-handed drag drawing and two-handed tape drawing. Both approaches have advantages for drawing certain types of curves. We describe a tangent preserving method for transitioning between the two techniques while drawing. Haptic-aided redrawing and line weight adjustment while drawing are also supported in both approaches. In a quantitative user study evaluation by illustrators, the one and two-handed techniques performed at roughly the same level, and both significantly outperformed freehand drawing and freehand drawing augmented with a haptic friction effect. We present the design and results of this experiment as well as user feedback from artists and 3D models created in a style of line illustration for challenging artistic and scientific subjects.
Daniel F. Keefe, Robert C. Zeleznik, David H. Laidlaw
IEEE Trans. Vis. Comput. Graph.2
2006 Fluid inking: augmenting the medium of free-form inking with gestures
Robert C. Zeleznik, Timothy S. Miller
Graphics Interface1
2004 MathPad2: a system for the creation and exploration of mathematical sketches
abstract
We present mathematical sketching , a novel, pen-based, modeless gestural interaction paradigm for mathematics problem solving. Mathematical sketching derives from the familiar pencil-and-paper process of drawing supporting diagrams to facilitate the formulation of mathematical expressions; however, with a mathematical sketch, users can also leverage their physical intuition by watching their hand-drawn diagrams animate in response to continuous or discrete parameter changes in their written formulas. Diagram animation is driven by implicit associations that are inferred, either automatically or with gestural guidance, from mathematical expressions, diagram labels, and drawing elements. The modeless nature of mathematical sketching enables users to switch freely between modifying diagrams or expressions and viewing animations. Mathematical sketching can also support computational tools for graphing, manipulating and solving equations; initial feedback from a small user group of our mathematical sketching prototype application, MathPad 2 , suggests that it has the potential to be a powerful tool for mathematical problem solving and visualization.
Joseph J. LaViola Jr., Robert C. Zeleznik
ACM Trans. Graph.2
2002 Pop Through Button Devices for VE Navigation and Interaction
abstract
Presents a novel class of virtual reality input devices that combine pop-through buttons with 6-DOF trackers. Compared to similar devices that use conventional buttons, pop-through devices double the number of potential discrete interaction modes, since each button has two activation states corresponding to light and firm pressure. This additional state per button provides a foundation to address a range of shortcomings with conventional virtual environment (VE) input devices that includes reducing the physical dexterity required to perform interactions, reducing the cognitive complexity of some compound tasks and enabling the design of less obtrusive devices without sacrificing expressive power. Specifically, we present two novel input devices: the FingerSleeve was designed to be minimally obtrusive physically, whereas the TriggerGun was designed to be physically similar to, yet more functional than a conventional hand-held trigger device. Further, we present a set of novel navigation and interaction techniques that leverage the capabilities of our pop-through button devices to improve interaction quality and provide insight into harnessing the potential of pop-through buttons for other tasks. Finally, we discuss how we incorporated one of our devices into a real application.
Robert C. Zeleznik, Joseph J. LaViola Jr., Daniel Acevedo Feliz, Daniel F. Keefe
VR1
2001 Hands-free multi-scale navigation in virtual environments
abstract
This paper presents a set of interaction techniques for hands-free multi-scale navigation through virtual environments. We believe that hands-free navigation, unlike the majority of navigation techniques based on hand motions, has the greatest potential for maximizing the interactivity of virtual environments since navigation modes are offloaded from modal hand gestures to more direct motions of the feet and torso. Not only are the users' hands freed to perform tasks such as modeling, notetaking and object manipulation, but we also believe that foot and torso movements may inherently be more natural for some navigation tasks. The particular interactions that we developed include a leaning technique for moving small and medium distances, a foot-gesture controlled Step WIM that acts as a floor map for moving larger distances, and a viewing technique that enables a user to view a full 360 degrees in only a three-walled semi-immersive environment by subtly amplifying the mapping between th...
Joseph J. LaViola Jr., Daniel Acevedo Feliz, Daniel F. Keefe, Robert C. Zeleznik
SI3D4
2001 Pop through mouse button interactions
abstract
We present a range of novel interactions enabled by a simple modification in the design of a computer mouse. By converting each mouse button to pop through tactile push-buttons, similar to the focus/shutter-release buttons used in many cameras, users can feel, and the computer can sense, two distinct "clicks" corresponding to pressing lightly and pressing firmly to pop through. Despite the prototypical status of our hardware and software implementations, our current pop through mouse interactions are compelling and warrant further investigation. In particular, we demonstrate that pop through buttons not only yield an additional button activation state that is composable with, or even preferable to, techniques such as double-clicking, but also can endow a qualitatively novel user experience when meaningfully and consistently applied. We propose a number of software guidelines that may provide a consistent, systemic benefit; for example, light pressure may invoke default interaction (short menu), and firm pressure may supply more detail (long menu).
Robert C. Zeleznik, Timothy S. Miller, Andrew S. Forsberg
UIST1
2000 Collaboration between Heterogeneous Stand-alone 3-D Graphical Applications
abstract
We describe the Scene‐Graph‐As‐Bus technique (SGAB), the first step in a staircase of solutions for sharing software components for virtual environments. The goals of SGAB are to allow, with minimal effort, independently‐designed applications to share component functionality; and for multiple users to share applications designed for single users.This paper reports on the SGAB design for transparently conjoining different applications by unifying the state information contained in their scene graphs. SGAB monitors and maps changes in the local scene graph of one application to a neutral scene graph representation (NSG), distributes the NSG changes over the network to remote peer applications, and then maps the NSG changes to the local scene graph of the remote application. The fundamental contribution of SGAB is that both the local and remote applications can be completely unaware of each other; that is, both applications can interoperate without code or binary modification despite each having no knowledge of networking or interoperability.
Robert C. Zeleznik, Loring Holden, Michael V. Capps, Howard Abrams, Timothy S. Miller
Comput. Graph. Forum1
1999 An interface for sketching 3D curves
abstract
The ability to specify non planar 3D curves is of fundamental importance in 3D modelling and animation systems. Effective techniques for specifying such curves using 2D input devices are desirable, but existing methods typically require the user to edit the curve from several viewpoints. We present a novel method for specifying 3D curves with 2D input from a single viewpoint. The user rst draws the curve as it appears from the current viewpoint, and then draws its shadow on the oor plane. The system correlates the curve with its shadow to compute the curve's 3D shape. This method is more natural than existing methods in that it leverages skills that many artists and designers have developed from work with pencil and paper.
Jonathan M. Cohen, Lee Markosian, Robert C. Zeleznik, John F. Hughes, Ronen Barzel
SI3D3
1999 The design of 3D haptic widgets
abstract
D interaction with a computer is hard. As human interaction in the real world is quite dependent on haptics, we believe that adding haptics will alleviate many of the problems of 3D interaction with a computer. The naive approach to incorporating haptics would be to simply find existing objects and imitate them. This, however, would not seem to adequately leverage what is possible with a rea- sonably general force feedback device, as it does not take advantage of the ability to provide forces that are not physically based, or to simulate objects and behavior that could have been physically real- ized but weren't, or which would have been prohibitively difficult to physically realize. From our extensive experience with design- ing haptic computer user interfaces and using haptic interfaces in the real world we have abstracted from those interactions certain qualities which we present in this paper. In addition, this paper demonstrates how to use these qualities in the analysis and design of a suite of 3D haptic widgets, most of which are novel and many of which include non-physically based forces.
Timothy S. Miller, Robert C. Zeleznik
SI3D2
1999 UniCam - 2D gestural camera controls for 3D environments
abstract
We present a novel approach to controlling a virtual 3D camera with a 2D mouse or stylus input device that is based on gestural interaction.Our approach to 3D camera manipulation, UniCam, requires only a single-button stylus or mouse to directly invoke specific camera operations within a single 3D view.No 2D widgets or keyboard modifiers are necessary.By gesturally invoking all camera functionality, UniCam reduces the modal nature of typical desktop 3D graphics applications, since remaining mouse or stylus buttons can be used for other application functionality.In addition, the particular choice and refinement of UniCam controls efficiently enables a wide range of camera manipulation tasks, including translation in three-dimensions, orbiting about a point, animated focusing on an object surface, animated navigation around an object, zooming in upon a region, and saving and restoring viewpoints.UniCam's efficiency derives primarily from improved transitions between techniques and to a lesser degree from adaptations of existing techniques.Although we have conducted no formal user evaluations, UniCam is the result of years of iterative development with approximately one hundred users.During this time more conventional modifier key and menu-based implementations were implemented and either refined or rejected.Informally, users appear to require a few hours of training to become proficient with UniCam controls, but then typically choose them almost exclusively even when widget-based controls, such as those provided by an Inventor viewer, are simultaneously available.
Robert C. Zeleznik, Andrew S. Forsberg
SI3D1
1998 The Music Notepad
abstract
Article The music notepad Share on Authors: Andrew Forsberg Brown University, Department of Computer Science, Providence, RI Brown University, Department of Computer Science, Providence, RIView Profile , Mark Dieterich Brown University, Department of Computer Science, Providence, RI Brown University, Department of Computer Science, Providence, RIView Profile , Robert Zeleznik Brown University, Department of Computer Science, Providence, RI Brown University, Department of Computer Science, Providence, RIView Profile Authors Info & Claims UIST '98: Proceedings of the 11th annual ACM symposium on User interface software and technologyNovember 1998 Pages 203–210https://doi.org/10.1145/288392.288608Published:01 November 1998 51citation901DownloadsMetricsTotal Citations51Total Downloads901Last 12 Months16Last 6 weeks4 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Andrew S. Forsberg, Mark Dieterich, Robert C. Zeleznik
ACM Symposium on User Interface Software and Technology3
1998 An Insidious Haptic Invasion: Adding Force Feedback to the X Desktop
abstract
This paper describes preliminary work in a project to add force feedback to user interface elements of the X Window System in an attempt to add true "feel" to the window system's "look and feel".Additions include adding ridges around icons and menu items to aid interaction, alignment guides for moving windows, and other enhancements to window manipulation.The motivation for this system is the observation that people naturally have many skills for and intuitions about a very rich environment of interaction forces in the non-computer world; however, these skills are largely unused in computer applications.We expect that haptic modifications to conventional graphical user interfaces, such as those we present, can lead to gains in performance, intuition, learnability, and enjoyment of the interface.This paper describes details of the implementation of the haptic window system elements, in addition to higher-level haptic design principles and informal observations of users of the system.
Timothy S. Miller, Robert C. Zeleznik
ACM Symposium on User Interface Software and Technology2
1997 Image plane interaction techniques in 3D immersive environments
abstract
This paper presents a set of interaction techniques for use in headtracked immersive virtual environments.With these techniques, the user interacts with the 2D projections that 3D objects in the scene make on his image plane.The desktop analog is the use of a mouse to interact with objects in a 3D scene based on their projections on the monitor screen.Participants in an immersive environment can use the techniques we discuss for object selection, object manipulation, and user navigation in virtual environments.
Jeffrey S. Pierce, Andrew S. Forsberg, Matthew Conway, Seung Hong, Robert C. Zeleznik, Mark R. Mine
SI3D5
1997 Two Pointer Input for 3D Interaction
abstract
We explore a range of techniques that use two hands to control two independent cursors to perform operations in 3D desktop applications. Based on research results in 2D applications, we believe that two-handed input provides the potential for creating more efficient and more fluid interfaces, especially for tasks that are context-sensitive or that have many degrees of freedom. These tasks appear frequently in 3D applications and are commonly broken down into a series of sequential operations, each controlling fewer degrees of freedom -- even though this may dramatically change the character of the task. However, two-handed interaction, in theory, makes it possible to perform the same tasks using half the number of sequential steps since two previously sequential operations can be performed simultaneously. In addition, many forms of two-handed interaction may be simpler to use and to understand since they correspond to common interactions in the physical world. It is significant when ta...
Robert C. Zeleznik, Andrew S. Forsberg, Paul S. Strauss
SI3D1
1996 SKETCH: An Interface for Sketching 3D Scenes
abstract
No abstract available.
Robert C. Zeleznik, Kenneth P. Herndon, John F. Hughes
SIGGRAPH1
1996 The Lego Interface Toolkit
Matthew Ayers, Robert C. Zeleznik
ACM Symposium on User Interface Software and Technology2
1996 Aperture Based Selection for Immersive Virtual Environments
abstract
We present two novel techniques for effectively selecting objects in immersive virtual environments using a single 6 DOF magnetic tracker. These techniques advance the state of the art in that they exploit the participant's visual frame of reference and fully utilize the position and orientation data from the tracker to improve accuracy of the selection task. Preliminary results from pilot usability studies validate our designs. Finally, the two techniques combine to compensate for each other's weaknesses. KEYWORDS: interaction, selection, immersive virtual environments, direct-manipulation, 3D widgets. INTRODUCTION Selection techniques indicate to an application which object or objects a participant wishes to interact with in a virtual environment (VE). We present two novel techniques for selecting objects in a VE called aperture and orientation. The techniques apply to our test application, an immersive VE for visualizing a computational fluid-dynamics dataset in which users selec...
Andrew S. Forsberg, Kenneth P. Herndon, Robert C. Zeleznik
ACM Symposium on User Interface Software and Technology3
1996 Interactive real-time motion blur
Matthias M. Wloka, Robert C. Zeleznik
Vis. Comput.2
1994 An Architecture for an Extensible 3D Interface Toolkit
abstract
This paper presents the architecture for an extensible toolkit used in construction and rapid prototyping of three dimensional interfaces, interactive illustrations, and three dimensional widgets. The toolkit provides methods for the direct manipulation of 3D primitives which can be linked together through a visual programming language to create complex constrained behavior. Features of the toolkit include the ability to visually build, encapsulate, and parameterize complex models, and impose limits on the models. The toolkit's constraint resolution technique is based on a dynamic object model similar to those in prototype delegation object systems. The toolkit has been used to rapidly prototype tools for mechanical modelling, scientific visualization, construct 3D widgets, and build mathematical illustrations.
Marc P. Stevens, Robert C. Zeleznik, John F. Hughes
ACM Symposium on User Interface Software and Technology2
1993 An interactive 3D toolkit for constructing 3D widgets
abstract
Introduction Today's user interfaces for most 3D graphics applications still depend heavily on 2D GUIs and keyboard input. There have been several recent attempts both to extend these user interfaces into 3D and to describe intermediary 3D widgets 1 that control application objects [3; 4; 5; 7; 13; 15]. Even though this style of interaction is a straightforward extension of interaction through intermediary 2D widgets such as dials or sliders, we know of no efforts to develop interactive 3D toolkits akin to UIMX or Garnet [11]. The Brown Graphics Group has had considerable experience using its Unified Graphics Architecture (UGA) system [16] to script 3D widgets such as deformation racks [14], interactive shadows [9], parameterized models, and other constrained 3D geometries. Using this experience, we have developed an interactive toolkit to facilitate the visual programming of the geometry and behavior of such interactive models. The toolkit provides both a co
Robert C. Zeleznik, Kenneth P. Herndon, Daniel C. Robbins, Nate Huang, Tom Meyer, Noah Parker, John F. Hughes
SIGGRAPH1
1992 Three-Dimensional Widgets
abstract
Article Three-dimensional widgets Share on Authors: Brookshire D. Conner View Profile , Scott S. Snibbe View Profile , Kenneth P. Herndon View Profile , Daniel C. Robbins View Profile , Robert C. Zeleznik View Profile , Andries van Dam View Profile Authors Info & Claims I3D '92: Proceedings of the 1992 symposium on Interactive 3D graphicsJune 1992 Pages 183–188https://doi.org/10.1145/147156.147199Online:01 June 1992Publication History 170citation1,946DownloadsMetricsTotal Citations170Total Downloads1,946Last 12 Months70Last 6 weeks6 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
David Brookshire Conner, Scott S. Snibbe, Kenneth P. Herndon, Daniel C. Robbins, Robert C. Zeleznik, Andries van Dam
SI3D5
1992 Interactive Shadows
abstract
It is often difficult in computer graphics applications to understand spatial relationships between objects in a 3D scene or effect changes to those objects without specialized visualization and manipulation techniques. We present a set of three-dimensional tools (widgets) called “shadows” that not only provide valuable perceptual cues about the spatial relationships between objects, but also provide a direct manipulation interface to constrained transformation techniques. These shadow widgets provide two advances over previous techniques. First, they provide high correlation between their own geometric feedback and their effects on the objects they control. Second, unlike some other 3D widgets, they do not obscure the objects they control.
Kenneth P. Herndon, Robert C. Zeleznik, Daniel C. Robbins, David Brookshire Conner, Scott S. Snibbe, Andries van Dam
ACM Symposium on User Interface Software and Technology2
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
SIGGRAPH1