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Kelsey A. Vitullo

dblp:237/8733 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-authorArtificial intelligence and machine learning · 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
3 papers
Immersive interaction · 37% Human-robot interaction · 21% Health and well-being technologies · 21%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
telepresence
0.822019
Telesuit: design and implementation of an immersive user-centric telepresence control suit · UbiComp 2019
Telesuit: An Immersive User-Centric Telepresence Control Suit · HRI 2019
Human-robot interaction › teleoperation
telepresence control
0.412019
Telesuit: design and implementation of an immersive user-centric telepresence control suit · UbiComp 2019
Health and well-being technologies
health monitoring
0.112019
Telesuit: An Immersive User-Centric Telepresence Control Suit · HRI 2019
Human-robot interaction › teleoperation
humanoid teleoperation
0.112019
Telesuit: An Immersive User-Centric Telepresence Control Suit · HRI 2019
Wearable and physiological sensing
physiological monitoring
0.112019
Telesuit: design and implementation of an immersive user-centric telepresence control suit · UbiComp 2019

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

physiological sensing · 0.4motion capture · 0.4immersive control · 0.4heart rate sensing · 0.4galvanic skin response sensing · 0.4design · 0.4
YearPublicationVenuePosition
2019 Telesuit: An Immersive User-Centric Telepresence Control Suit
abstract
Telepresence takes place when a user is afforded with the experience of being in a remote environment or virtual world, through the use of immersive technologies. A humanoid robot and a control apparatus that correlates the operator's movements whilst providing sufficient sensory feedback, encompass such immersive technologies. This paper considers the control mechanisms that afford telepresence, the requirements for continuous or extended telepresence control, and the health implications of engaging in complex time-constrained tasks. We present Telesuit - a full-body telepresence control system for operating a humanoid telepresence robot. The suit is part of a broader system that considers the constraints of controlling a dexterous bimanual robotic torso, and the need for modular hardware and software that allows for high-fidelity immersiveness. It incorporates a health-monitoring system that collects information such as respiratory effort, galvanic skin response, and heart rate. This information is consequently leveraged by the platform to adjust the telepresence experience and apply control modalities for autonomy. Furthermore, the design of the Telesuit garment considers both functionality and aesthetics.
Irvin Steve Cardenas, Kelsey A. Vitullo, Michelle Park, Margarita Benitez, Chanjuan Chen, Linda Ohrn-McDaniel
HRI2
2019 Telesuit: design and implementation of an immersive user-centric telepresence control suit
abstract
Telepresence takes place when a user is afforded the experience of being in a remote environment or a virtual world, through the use of immersive technologies. The development of a humanoid robot and a control apparatus that correlates the operator's movements, and provides sufficient sensory feedback, encompass efforts to create such immersive technologies. This paper considers the control mechanisms that afford telepresence, the requirements for continuous or extended telepresence control, and the health implications of engaging in complex time-constrained tasks. We present the Telesuit - a full-body telepresence control system used to operate a humanoid telepresence robot. The suit is part of a larger system that considers the physical constraints of controlling a dexterous bimanual robotic torso, and the need for modular hardware and software that allow for high-fidelity immserviness. It incorporates a health-monitoring system that allows the robotic platform to leverage information such as respiratory effort, galvanic skin response, and heart rate, to adjust the telepresence experience and apply control modalities that automate manipulation tasks. Furthermore, the design of the garment considers both functionality and aesthetics, and sets preface for future implementations of wearable telepresence control systems that integrate into the Internet of Actions (IoA) - allowing operators to interchangeably transition between the physical world and mixed-reality or virtual worlds.
Irvin Steve Cardenas, Margarita Benitez, Kelsey A. Vitullo, Michelle Park, Chanjuan Chen, Linda Ohrn-McDaniel
UbiComp4
2019 A wearable therapy and technology garment for kids: the underlying super hero
abstract
Children today live in a fast-paced, ever-changing and sensory overloaded society. With anxiety and depression in children becoming more present within today's youth, the need to address these concerns including increased health and behavioral issues are imperative. Giving children the right tools to combat these conditions and potentially dangerous disorders will help them traverse their daily lives while assisting them with their physical, mental, and emotional well-being. Depression and anxiety can have negative effects on children that directly affect their learning capabilities and functionalities to do so. Wearable therapy garments were created for these situations and are an easy way to support wellness within these types of conditions. Fabric and clothing can make a big difference in a child's life and apparel can be used to help reduce stress and anxiety disorders through functional garments in a way that can contribute to a happier, healthier, and reduced stress childhood. Hugs have been proven to reduce anxiety, therefore, compression that simulates that feeling has a positive effect on children. Compression garments exist for children, however, how can these garments be elevated with functional wearable technology, and design aesthetic to incorporate fun, kid-friendly design elements that create body positivity and well-being.
Kelsey A. Vitullo, Margarita Benitez
UbiComp1