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Chris Shaw 0002

dblp:s/ChrisShaw2 · also Chris D. Shaw, Christopher D. Shaw · DBLP profile ↗
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23ranked-venue papers
6as first author
0since 2021 · last 2015
0000-0002-6940-7971ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 13 · 2 first-authorHuman-computer interaction and ubiquitous computing · 13 · 4 first-authorArtificial intelligence and machine learning · 2Databases, data management, data science and information retrieval · 1 · 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.

Human-computer interaction and pervasive computing
6 papers
Health and well-being technologies · 65% Human-robot interaction · 18% Immersive interaction · 11%
Computer graphics and multimedia
6 papers
Geometric modeling and processing · 41% Virtual and augmented reality · 33% Visualization and visual analytics · 20%

Topics — the 16 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › chronic illness management
chronic pain management
0.212015
The Virtual Meditative Walk: Virtual Reality Therapy for Chronic Pain Management · CHI 2015
Health and well-being technologies › mental health technology
virtual reality therapy
0.212015
The Virtual Meditative Walk: Virtual Reality Therapy for Chronic Pain Management · CHI 2015
Human-robot interaction
emotion expression
0.112009
CALLY: the cell-phone robot with affective expressions · HRI 2009
Immersive interaction
virtual reality
0.122015
The Virtual Meditative Walk: Virtual Reality Therapy for Chronic Pain Management · CHI 2015
On temporal-spatial realism in the virtual reality environment · UIST 1991
Geometric modeling and processing › deformation
free-form deformation
0.012003
Twister: a space-warp operator for the two-handed editing of 3D shapes · ACM Trans. Graph. 2003
Visualization and visual analytics
flow visualization
0.012001
Minimally Immersive Flow Visualization · IEEE Trans. Vis. Comput. Graph. 2001
Virtual and augmented reality
immersive visualization
0.012001
Minimally Immersive Flow Visualization · IEEE Trans. Vis. Comput. Graph. 2001
Geometric modeling and processing › computer-aided design › computer-aided geometric design
freeform surface design
0.011994
Two-handed Polygonal Surface Design · ACM Symposium on User Interface Software and Technology 1994
Geometric modeling and processing › shape modeling
surface modeling
0.011994
Two-handed Polygonal Surface Design · ACM Symposium on User Interface Software and Technology 1994
Interaction techniques and input › spatial interaction
3d interaction
0.011994
Two-handed Polygonal Surface Design · ACM Symposium on User Interface Software and Technology 1994
Interaction techniques and input
two-handed input
0.011994
Two-handed Polygonal Surface Design · ACM Symposium on User Interface Software and Technology 1994
Virtual and augmented reality › virtual reality
VR application development
0.011993
Decoupled Simulation in Virtual Reality with the MR Toolkit · ACM Trans. Inf. Syst. 1993
Rendering
perceptual rendering
0.012001
Minimally Immersive Flow Visualization · IEEE Trans. Vis. Comput. Graph. 2001
Virtual and augmented reality › virtual reality
virtual reality systems
0.011992
The decoupled simulation model for virtual reality systems · CHI 1992
User interface design and tools
computer-aided design
0.011994
Two-handed Polygonal Surface Design · ACM Symposium on User Interface Software and Technology 1994
Virtual and augmented reality › immersive display
head-mounted display
0.011991
On temporal-spatial realism in the virtual reality environment · UIST 1991

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

user study · 0.2mindfulness-based stress reduction · 0.2biofeedback · 0.2participatory design workshop · 0.1weighted screw displacement average · 0.0real-time deformation · 0.0stereopsis · 0.0proprioception · 0.03d interaction · 0.0toolkit architecture · 0.0simulation model · 0.0decoupled simulation model · 0.0low-pass filter · 0.0kalman filter · 0.0tracking · 0.0
YearPublicationVenuePosition
2015 The Virtual Meditative Walk: Virtual Reality Therapy for Chronic Pain Management
abstract
Because the nature of chronic pain is complex, pharmacological analgesics are often not enough to achieve an ideal treatment plan. Virtual Reality (VR) technologies have emerged within medical research in recent years for treating acute pain, and proved to be an effective strategy based on pain distraction. This paper describes a VR system designed for chronic pain patients. The system incorporates biofeedback sensors, an immersive virtual environment, and stereoscopic sound titled the "Virtual Meditative Walk" (VMW). It was designed to enable chronic pain patients to learn Mindfulness-based stress reduction (MBSR), a form of meditation. By providing real-time visual and sonic feedback, VMW enables patients to learn how to manage their pain. A proof-of-concept user study was conducted to investigate the effectiveness of the VR system with chronic pain patients in clinical settings. Results show that the VMW was more effective in reducing perceived pain compared to the non-VR control condition.
Diane Gromala, Xin Tong 0004, Amber Choo, Mehdi Karamnejad, Chris Shaw 0002
CHI5
2014 Employing a Parametric Model for Analytic Provenance
abstract
We introduce a propagation-based parametric symbolic model approach to supporting analytic provenance. This approach combines a script language to capture and encode the analytic process and a parametrically controlled symbolic model to represent and reuse the logic of the analysis process. Our approach first appeared in a visual analytics system called CZSaw. Using a script to capture the analyst’s interactions at a meaningful system action level allows the creation of a parametrically controlled symbolic model in the form of a Directed Acyclic Graph (DAG). Using the DAG allows propagating changes. Graph nodes correspond to variables in CZSaw scripts, which are results (data and data visualizations) generated from user interactions. The user interacts with variables representing entities or relations to create the next step’s results. Graph edges represent dependency relationships among nodes. Any change to a variable triggers the propagation mechanism to update downstream dependent variables and in turn updates data views to reflect the change. The analyst can reuse parts of the analysis process by assigning new values to a node in the graph. We evaluated this symbolic model approach by solving three IEEE VAST Challenge contest problems (from IEEE VAST 2008, 2009, and 2010). In each of these challenges, the analyst first created a symbolic model to explore, understand, analyze, and solve a particular subproblem and then reused the model via its dependency graph propagation mechanism to solve similar subproblems. With the script and model, CZSaw supports the analytic provenance by capturing, encoding, and reusing the analysis process. The analyst can recall the chronological states of the analysis process with the CZSaw script and may interpret the underlying rationale of the analysis with the symbolic model.
Victor Y. Chen, Cheryl Z. Qian, Robert F. Woodbury, John Dill, Chris Shaw 0002
ACM Trans. Interact. Intell. Syst.5
2011 A Deeper Look at the Use of Telemetry for Analysis of Player Behavior in RTS Games
André Gagné, Magy Seif El-Nasr, Chris Shaw 0002
ICEC3
2009 CALLY: the cell-phone robot with affective expressions
abstract
This poster describes a robot cell-phone named CALLY with which we are exploring the roles of facial and gestural expressions of robotic products in the human computer interaction. We discuss non-verbal anthropomorphic affect features as media for building emotional relationships between a user and a product, and introduce new types of robotic products in the market that may be capable of establish intimacy by applying such features. A couple of social robot application ideas generated from the early phase of our project are also presented with their usage scenarios and implementations. CALLY was used in our initial participatory design workshop and helped participants generate new application ideas.
Ji-Dong Yim, Chris Shaw 0002
HRI2
2006 Punctuated simplification of man-made objects
Justin Jang, Peter Wonka, William Ribarsky, Chris Shaw 0002
Vis. Comput.4
2005 Bender: a virtual ribbon for deforming 3D shapes in biomedical and styling applications
abstract
In contrast to machined mechanical parts, the 3D shapes encountered in biomedical or styling applications contain many tubular parts, protrusions, engravings, embossings, folds, and smooth bends. It is difficult to design and edit such features using the parameterized operations or even free-form deformations available in CAD or animation systems. The Bender tool proposed here complements previous solutions by allowing a designer holding a 6 DoF 3D tracker in each hand to control the position and orientation of the ends of a stretchable virtual ribbon, which is used to grab the shape in its vicinity and to deform it in realtime, as the designer continues to move, bend, and twist the ribbon. To ensure realtime performance and intuitive control of the ribbon, we model its centerline as a circular biarc and perform adaptive refinement of the triangle-mesh approximation of the surface. To produce a natural and predictable warp, we use the initial and final shapes of the ribbon to define a one-parameter family of screw-motions. The deformation of a surface point is computed by finding its locally closest projection, or projections, on the biarc and by applying the corresponding screws, weighted by a function that decays with the distance to the projection. The combination of these solutions leads to an easy-to-use and effective tool for the direct manipulation of organic or stylized shapes.
Ignacio Llamas, Alexander Powell, Jarek Rossignac, Chris Shaw 0002
Symposium on Solid and Physical Modeling4
2005 GVis: A Scalable Visualization Framework for Genomic Data
abstract
This paper describes a framework we have developed for the visual analysis of large-scale phylogeny hierarchies populated with the genomic data of various organisms. This framework allows the user to quickly browse the phylogeny hierarchy of organisms from the highest level down to the level of an individual genome for the desired organism of interest. Based on this framework, the user can initiate gene-finding and gene-matching analyses and view the resulting annotated coding potential graphs in the same multi-scale visualization framework, permitting correlative analysis and further investigation. This paper introduces our framework and describes the data structures and algorithms that support it.
Jin Hong 0003, Dong Hyun Jeong, Chris Shaw 0002, William Ribarsky, Mark Borodovsky, Chang Geun Song
EuroVis3
2003 Multiple Camera Considerations in a View-Dependent Continuous Level of Detail Algorithm
Bradley P. Kram, Chris Shaw 0002
Graphics Interface2
2003 Finger Sculpting with Digital Clay: 3D Shape Input and Output through a Computer-Controlled Real Surfac
abstract
The NSF Digital Clay project is focused on the design, prototyping, integration, and validation of a computer-controlled physical device capable of taking any of a wide range of possible shapes in response to changes in a digital 3D model or to changes in the pressure exercised upon it by human hands. Although it clearly is a natural and unavoidable evolution of 3D graphical user interfaces, its unprecedented capabilities constitute a major leap in technologies and paradigms for 3D display, for 3D input, and for collaborative 3D design. In this paper, we provide an overview of the Digital Clay project and discuss the challenges, design choices, and initial solutions for a new finger sculpting interface designed for the Digital Clay and prototyped using conventional 3D I/O hardware.
Jarek Rossignac, Mark Allen, Wayne J. Book, Ari Glezer, Imme Ebert-Uphoff, Chris Shaw 0002, David W. Rosen, Stephen Askins, Paul Bosscher, Joshua Gargus, Ignacio Llamas, Austina Nguyen, Guang Yuan, Haihong Zhu
Shape Modeling International6
2003 Appearance-Preserving View-Dependent Visualization
abstract
In this paper a new quadric-based view-dependent simplification scheme is presented. The scheme provides a method to connect mesh simplification controlled by a quadric error metric with a level-of-detail hierarchy that is accessed continuously and efficiently based on current view parameters. A variety of methods for determining the screen-space metric for the view calculation are implemented and evaluated, including an appearance-preserving method that has both geometry- and texture-preserving aspects. Results are presented and compared for a variety of models.
Justin Jang, William Ribarsky, Chris Shaw 0002, Peter Wonka
IEEE Visualization3
2003 Twister: a space-warp operator for the two-handed editing of 3D shapes
abstract
A free-form deformation that warps a surface or solid may be specified in terms of one or several point-displacement constraints that must be interpolated by the deformation. The Twister approach introduced here, adds the capability to impose an orientation change, adding three rotational constraints, at each displaced point. Furthermore, it solves for a space warp that simultaneously interpolates two sets of such displacement and orientation constraints. With a 6 DoF magnetic tracker in each hand, the user may grab two points on or near the surface of an object and simultaneously drag them to new locations while rotating the trackers to tilt, bend, or twist the shape near the displaced points. Using a new formalism based on a weighted average of screw displacements , Twister computes in realtime a smooth deformation, whose effect decays with distance from the grabbed points, simultaneously interpolating the 12 constraints. It is continuously applied to the shape, providing realtime graphic feedback. The two-hand interface and the resulting deformation are intuitive and hence offer an effective direct manipulation tool for creating or modifying 3D shapes.
Ignacio Llamas, Joshua Gargus, Jarek Rossignac, Chris Shaw 0002
ACM Trans. Graph.5
2001 Situational visualization
abstract
In this paper, we introduce a new style of visualization called Situational Visualization, in which the user of a robust, mobile visualization system uses mobile computing resources to enhance the experience and understanding of the surrounding world. Additionally, a Situational Visualization system allows the user to add to the visualization and any underlying simulation by inputting the user's observations of the phenomena of interest, thus improving the quality of visualization for the user and for any other users that may be connected to the same database. Situational Visualization allows many users to collaborate on a common set of data with real-time acquisition and insertion of data. In this paper, we present a Situational Visualization system we are developing called Mobile VGIS, and present two sample applications of Situational Visualization
David M. Krum, William Ribarsky, Chris Shaw 0002, Larry F. Hodges, Nickolas Faust
VRST3
2001 Minimally Immersive Flow Visualization
abstract
This paper describes a minimally immersive interactive system for flow visualization of multivariate volumetric data. The system, SFA, uses perceptually motivated rendering to increase the quantity and clarity of information perceived. Proprioception, stereopsis, perceptually motivated shape visualization, and three-dimensional interaction are combined in SFA to allow the three-dimensional volumetric visualization, manipulation, navigation, and analysis of multivariate, time-varying flow data.
David S. Ebert, Chris Shaw 0002
IEEE Trans. Vis. Comput. Graph.2
2000 Procedural shape generation for multi-dimensional data visualization
David S. Ebert, Randall M. Rohrer, Chris Shaw 0002, Pradyut Panda, James M. Kukla, D. Aaron Roberts
Comput. Graph.3
1999 Interactive Lens Visualization Techniques
abstract
The paper describes new techniques for minimally immersive visualization of 3D scalar and vector fields, and visualization of document corpora. In our glyph based visualization system, the user interacts with the 3D volume of glyphs using a pair of button-enhanced 3D position and orientation trackers. The user may also examine the volume using an interactive lens, which is a rectangle that slices through the 3D volume and displays scalar information on its surface. A lens allows the display of scalar data in the 3D volume using a contour diagram, and a texture based volume rendering.
Chris Shaw 0002, James A. Hall, David S. Ebert, D. Aaron Roberts
IEEE Visualization1
1998 Pain and Fatigue in Desktop VR
Chris Shaw 0002
Graphics Interface1
1997 Interactive Volumetric Information Visualization
David S. Ebert, Chris Shaw 0002, Amen Zwa, Ethan L. Miller, D. Aaron Roberts
Graphics Interface2
1997 THRED: A Two-Handed Design System
Chris Shaw 0002, Mark Green 0001
Multim. Syst.1
1996 Two-handed Interactive Stereoscopic Visualization
abstract
This paper describes a minimally immersive interactive system for visualization of multivariate volumetric data. The system, SFA, uses glyph-based volume rendering which does not suffer the initial costs of isosurface rendering or voxel-based volume rendering, while offering the capability of viewing the entire volume. Glyph rendering also allows the simultaneous display of multiple data values per volume location. Two-handed interaction using three-space magnetic trackers and stereoscopic viewing are combined to produce a minimally immersive volumetric visualization system that enhances the user's three-dimensional perception of the data. We describe the usefulness of this system for visualizing volumetric scalar and vector data. SFA allows the three-dimensional volumetric visualization, manipulation, navigation, and analysis of multivariate, time-varying volumetric data, increasing the quantity and clarity of the information conveyed from the visualization system.
David S. Ebert, Chris Shaw 0002, Amen Zwa, Cindy Starr
IEEE Visualization2
1994 Two-handed Polygonal Surface Design
abstract
This paper describes a Computer Aided Design system for sketching free-form polygonal surfaces such as terrains and other natural objects. The user manipulates two 3D position and orientation trackers with three buttons, one for each hand. Each hand has a distinct role to play, with the dominant hand being responsible for picking and manipulation, and the less-dominant hand being responsible for context setting of various kinds. The less-dominant hand holds the workpiece, sets which refinement level that can be picked by the dominant hand, and generally acts as a counterpoint to the dominant hand. In this paper, the architecture of the system is outlined, and a simple surface is shown.
Chris Shaw 0002, Mark Green 0001
ACM Symposium on User Interface Software and Technology1
1993 Decoupled Simulation in Virtual Reality with the MR Toolkit
abstract
The Virtual Reality (VR) user interface style allows natural hand and body motions to manipulate virtual objects in 3D envu-onments using one or more 3D input devices.This style is best suited to application areas where traditional two-dimensional styles fall short, such as scientific visualization, architectural visualization, and remote manipulation.Currently, the programming effort required to produce a VR application is too large, and many pitfalls must be avoided in the creation of successful VR programs.In this article we describe the Decoupled Simulation Model reality
Chris Shaw 0002, Mark Green 0001, Jiandong Liang, Yunqi Sun
ACM Trans. Inf. Syst.1
1992 The decoupled simulation model for virtual reality systems
abstract
The Virtual Reality user interface style allows the user to manipulate virtual objects in a 3D environment using 3D input devices. This style is best suited to application areas where traditional two dimensional styles fall short, but the current programming effort required to produce a VR application is somewhat large. We have built a toolkit called MR, which facilitates the development of VR applications. The toolkit provides support for distributed computing, head-mounted displays, room geometry, performance monitoring, hand input devices, and sound feedback. In this paper, the architecture of the toolkit is outlined, the programmer's view is described, and two simple applications are described.
Chris Shaw 0002, Jiandong Liang, Mark Green 0001, Yunqi Sun
CHI1
1991 On temporal-spatial realism in the virtual reality environment
abstract
The Polhemus Isotrak is often used as an orientation and position tracking device in virtual reality environments. When it is used to dynamically determine the user's viewpoint and line of sight ( e.g. in the case of a head mounted display) the noise and delay in its measurement data causes temporal-spatial distortion, perceived by the user as jittering of images and lag between head movement and visual feedback. To tackle this problem, we first examined the major cause of the distortion, and found that the lag felt by the user is mainly due to the delay in orientation data, and the jittering of images is caused mostly by the noise in position data. Based on these observations, a predictive Kalman filter was designed to compensate for the delay in orientation data, and an anisotropic low pass filter was devised to reduce the noise in position data. The effectiveness and limitations of both approaches were then studied, and the results shown to be satisfactory. 1 Introduction In recen...
Jiandong Liang, Chris Shaw 0002, Mark Green 0001
UIST2