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James S. Lipscomb

dblp:51/757 · DBLP profile ↗
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5ranked-venue papers
1as first author
0since 2021 · last 2004
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 2Artificial intelligence and machine learning · 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.

Computer graphics and multimedia
2 papers
Multimedia systems and quality of experience · 99% Geometric modeling and processing · 1%
Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 90% Interaction techniques and input · 10%
Computer networks
1 paper
Content delivery and video streaming · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%

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

TopicWeightPapersLastEvidence papers
Content delivery and video streaming
interactive multimedia
0.012001
The HotMedia architecture: progressive and interactive rich media for the Internet · IEEE Trans. Multim. 2001
Collaborative and social computing
multi-user virtual environments
0.011992
Interactive simulation in a multi-person virtual world · CHI 1992
Collaborative and social computing
collaborative virtual environments
0.011992
Interactive simulation in a multi-person virtual world · CHI 1992
Distributed systems › distributed system architecture
client-server systems
0.011992
Interactive simulation in a multi-person virtual world · CHI 1992
Interaction techniques and input › spatial interaction › 3d interaction
3d manipulation
0.011978
Making nested rotations convenient for the user · SIGGRAPH 1978

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

just-in-time component fetching · 0.1flexible-object simulation · 0.0dialogue management · 0.0coordinate transformation · 0.0
YearPublicationVenuePosition
2004 A per-object-granularity tracking mechanism and systemfor interactive TV viewership estimation and program rating in real time
Liang-Jie Zhang, Lurng-Kuo Liu, James S. Lipscomb, Qun Zhou 0005, Dong Xie 0003, Jen-Yao Chung
Multim. Syst.3
2001 The HotMedia architecture: progressive and interactive rich media for the Internet
abstract
HotMedia is a novel scalable solution for delivering interactive rich media over the Internet. It is a delivery-suitable file format that can contain heterogeneous compositions of media bit streams as well as meta-data that define the behavior, composition, and interaction semantics. This enables the creation of lightweight single-file representations of interactive, multiphase presentations involving multiple media-type content. The HotMedia client has a smart content algorithm that infers types from the incoming data stream and fetches the media renderer components, user-interface components, and hyper-linked action components, all just-in-time, resulting in progressive and contest driven enrichment of the user experience. Internet users get a simple initial experience with minimal latency followed by enrichment of this experience. HotMedia has an open and extensible architecture, which enables and encourages the inclusion of new media-types, user-interfaces, and hyper-linked actions. By separating media-rendering from action-performing, it lets all media handle the same actions. HotMedia can also track on the server-side, user interactions and user-experience associated parameters. In its simplest usage HotMedia requires no more than a regular web server for delivery and no client-side preinstallation.
Keeranoor G. Kumar, James S. Lipscomb, A. Ramchandra, S. S. P. Chang, W. L. Gaddy, Ross H. Leung, Steve Wood, Liang-Jie Zhang, Jeane Chen, Jai Menon 0002
IEEE Trans. Multim.2
1992 Interactive simulation in a multi-person virtual world
abstract
A multi-user Virtual World has been implemented combining a flexible-object simulator with a multisensory user interface, including hand motion and gestures, speech input and output, sound output, and 3-D stereoscopic graphics with head-motion parallax. The implementation is based on a distributed client/server architecture with a centralized Dialogue Manager. The simulator is inserted into the Virtual World as a server. A discipline for writing interaction dialogues provides a clear conceptual hierarchy and the encapsulation of state. This hierarchy facilitates the creation of alternative interaction scenarios and shared multiuser environment.
Christopher F. Codella, Reza Jalili, Lawrence Koved, J. Bryan Lewis, Daniel T. Ling, James S. Lipscomb, David A. Rabenhorst, Chu P. Wang, V. Alan Norton, Paula Sweeney, Greg Turk
CHI6
1991 A trainable gesture recognizer
James S. Lipscomb
Pattern Recognit.1
1978 Making nested rotations convenient for the user
abstract
Subimage motion in a three-dimensional computer graphic system is much easier for the user to control if the subimage moves the same direction as his hand while he manipulates the control device. The implementation of such coordinated motion of hand and subimage implies modification of the normal procedure for calculating transformations. The convenience of such manipulation also depends on appropriate selection or design of the input device.
Edward G. Britton, James S. Lipscomb, Michael E. Pique
SIGGRAPH2