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Scott S. Fisher

dblp:06/677 · DBLP profile ↗
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5ranked-venue papers
1as first author
1since 2021 · last 2024
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 since 2021

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
2 papers
Collaborative and social computing · 45% Wearable and physiological sensing · 42% Ubiquitous computing and smart environments · 13%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing
lifelogging
0.112012
Extending the lifelog to non-human subjects: ambient storytelling for human-object relationships · ACM Multimedia 2012
Ubiquitous computing and smart environments › automotive computing
automotive sensing
0.012012
Extending the lifelog to non-human subjects: ambient storytelling for human-object relationships · ACM Multimedia 2012

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

sensor-based lifelogging · 0.1playful interaction design · 0.1
YearPublicationVenuePosition
2024 Estuary: A Framework For Building Multimodal Low-Latency Real-Time Socially Interactive Agents
abstract
The rise in capability and ubiquity of generative artificial intelligence (AI) technologies has enabled its application to the field of Socially Interactive Agents (SIAs). Despite significant interest in leveraging modern AI-powered components in real-time SIA research, substantial friction remains due to the absence of a standardized and universal SIA framework. As such, we developed Estuary: a multimodal (text, audio, and soon video) framework which facilitates the development of low-latency, real-time SIAs. Estuary seeks to reduce repeat work between studies and to provide a flexible platform that can be run entirely off-cloud to maximize configurability, controllability, reproducibility of studies, and speed of agent response times. We achieve this by constructing a robust multimodal framework which incorporates current and future components seamlessly into a modular and interoperable architecture.
Spencer Lin, Basem Rizk, Miru Jun, Andy Artze, Caitlin Sullivan, Sharon Mozgai, Scott S. Fisher
IVA7
2018 Immersive Design Fiction: Using VR to Prototype Speculative Interfaces and Interaction Rituals within a Virtual Storyworld
abstract
Immersive design fiction is a novel approach that embeds speculative interactions within a rich virtual reality (VR) storyworld. Immersive design fictions use VR to translate new design opportunities into story-driven, embodied experiences by positioning the participant as a character in a narrative world. This paper presents a case study of an immersive design fiction that depicts a fictionalized reimagining of an industry partner's work practices. This VR experience explores speculative interfaces for creative work and collaboration in the context of a fictional workplace environment. By placing design fictions within rich immersive contexts such as room-scale VR, researchers and practitioners can go beyond prototyping imagined interfaces to also speculate about the interaction rituals and surrounding social context within an experiential storyworld. This approach makes methodological and theoretical contributions to design fiction research by demonstrating a toolkit for exploring and reflecting upon the intersections between speculation, embodiment, and narrative context.
Joshua McVeigh-Schultz, Max Kreminski, Keshav Prasad, Perry Hoberman, Scott S. Fisher
Conference on Designing Interactive Systems5
2012 Extending the lifelog to non-human subjects: ambient storytelling for human-object relationships
abstract
In this paper, we describe an approach to lifelogging that positions everyday objects, vehicles, and built environments as worthy of their own lifelog systems. We use this approach to anchor what we call ambient storytelling, and we argue that this methodology opens up new opportunities to design for rich and enduring relationships between humans and non-humans. We will explore this research approach through a series of examples, including: (1) a building that learns about its occupants and reveals its lifelog through playful solicitation and reciprocation, (2) story-objects that reveal backstory to their users, and (3) an automotive-sensor system and lifelog platform that facilitates context-specific playful interaction between a driver and their car. In this last example, we were interested in how a vehicle-based lifelog could augment drivers' existing propensities to project character onto their cars. In each of these examples, we reposition the concept of the lifelog to consider the "lives" of objects and the relationship between humans and non-humans as a worthwhile area of research.
Joshua McVeigh-Schultz, Jennifer Stein, Jeff Watson, Scott S. Fisher
ACM Multimedia4
2001 Panel 1: Relating Real and Virtual Space in Art
Scott S. Fisher, Atau Tanaka, Laurent Mignonneau
VR1
1990 A System for Three-Dimensional Acoustic Visualization in a Virtual Environment Workstation
abstract
The authors describe the real-time acoustic display capabilities developed for the virtual environment workstation (VIEW) project. The acoustic display is capable of generating localized acoustic cues in real time over headphones. An auditor symbology, a related collection of representational auditory objects or icons, can be designed using the auditory cue editor, which links both discrete and continuously varying acoustic parameters with information or events in the display. During a given display scenario, the symbology can be dynamically coordinated in real time with three-dimensional visual objects, speech, and gestural displays. The types of displays feasible with the system range from simple warnings and alarms to the acoustic representation of multidimensional data or events.>
Elizabeth M. Wenzel, Scott S. Fisher, Philip K. Stone, Scott H. Foster
IEEE Visualization2