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Nicholas Burtnyk

dblp:45/3665 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2009
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 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
2 papers
Interaction techniques and input · 66% User interface design and tools · 26% Usability and user experience research · 8%
Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
large display interaction
0.012004
A remote control interface for large displays · UIST 2004
Interaction techniques and input › spatial interaction › navigation
3d navigation
0.012002
StyleCam: interactive stylized 3D navigation using integrated spatial & temporal controls · UIST 2002
Interaction techniques and input › spatial interaction
camera control
0.012002
StyleCam: interactive stylized 3D navigation using integrated spatial & temporal controls · UIST 2002
Usability and user experience research › experimental design
controlled experiment
0.012004
A remote control interface for large displays · UIST 2004

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

controlled experiment · 0.0
YearPublicationVenuePosition
2009 Toward the Digital Design Studio: Large Display Explorations
abstract
Inspired by our automotive and product design customers using large displays in design centers, visualization studios, and meeting rooms around the world, we have been exploring the use and potential of large display installations for almost a decade. Our research has touched on many aspects of this rich design space, from individual tools to complete systems, and has generally moved through the life cycle of a design artifact: from the creation phase, through communication and collaboration, to presentation and dissemination. As we attempt to preserve creative flow through the phases, we introduce social structures and constraints that drive the design of possible point solutions in the larger context of a digital design studio trail environment built in the lab. Although many of the interactions presented are viable across several design phases, this article focuses primarily on facilitating collaboration. We conclude with critical lessons learned of both what avenues have been fruitful and which roads to avoid. This article lightly covers the whole design process and attempts to inform readers of key factors to consider when designing for designers.
Azam Khan, Justin Matejka, George W. Fitzmaurice, Gordon Kurtenbach, Nicholas Burtnyk, William Buxton
Hum. Comput. Interact.5
2006 ShowMotion: camera motion based 3D design review
abstract
We describe a new interactive system for 3D design review, built to exploit the visual perception cue of motion parallax, in order to enhance shape perception and aesthetic evaluation. Traditional CAD applications typically use "bookmarked" static views for design evaluation. In our system, we replace static views with moving "shots" interspersed with cinematic visual transitions. Furthermore, users can access shots by picking object features on the 3D model, which invokes a spatial search over all shots, selects the ones deemed relevant to the feature, and plays back those shots. In this paper we describe the rationale behind this system, the main components, the implementation of the search technique, and the initial user evaluation of the system.
Nicholas Burtnyk, Azam Khan, George W. Fitzmaurice, Gordon Kurtenbach
SI3D1
2004 A remote control interface for large displays
abstract
We describe a new widget and interaction technique, known as a "Frisbee," for interacting with areas of a large display that are difficult or impossible to access directly. A frisbee is simply a portal to another part of the display. It consists of a local "telescope" and a remote "target". The remote data surrounded by the target is drawn in the telescope and interactions performed within it are applied on the remote data. In this paper we define the behavior of frisbees, show unique affordances of the widget, and discuss design characteristics. We have implemented a test application and report on an experiment that shows the benefit of using the frisbee on a large display. Our results suggest that the frisbee is preferred over walking back and forth to the local and remote spaces at a distance of 4.5 feet.
Azam Khan, George W. Fitzmaurice, Don Almeida, Nicholas Burtnyk, Gordon Kurtenbach
UIST4
2002 FaST Sliders: Integrating Marking Menus and the Adjustment
Michael J. McGuffin, Nicholas Burtnyk, Gordon Kurtenbach
Graphics Interface2
2002 StyleCam: interactive stylized 3D navigation using integrated spatial & temporal controls
abstract
This paper describes StyleCam, an approach for authoring 3D viewing experiences that incorporate stylistic elements that are not available in typical 3D viewers. A key aspect of StyleCam is that it allows the author to significantly tailor what the user sees and when they see it. The resulting viewing experience can approach the visual richness and pacing of highly authored visual content such as television commercials or feature films. At the same time, StyleCam allows for a satisfying level of interactivity while avoiding the problems inherent in using unconstrained camera models. The main components of StyleCam are camera surfaces which spatially constrain the viewing camera; animation clips that allow for visually appealing transitions between different camera surfaces; and a simple, unified, interaction technique that permits the user to seamlessly and continuously move between spatial-control of the camera and temporal-control of the animated transitions. Further, the user's focus of attention is always kept on the content, and not on extraneous interface widgets. In addition to describing the conceptual model of StyleCam, its current implementation, and an example authored experience, we also present the results of an evaluation involving real users.
Nicholas Burtnyk, Azam Khan, George W. Fitzmaurice, Ravin Balakrishnan, Gordon Kurtenbach
UIST1