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Eddie Sullivan

dblp:55/3892 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2000
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers
Personal fabrication and tangible interfaces · 88% Games and playful interaction · 12%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 59% Geometric modeling and processing · 20% Computer animation and physical simulation · 20%

Topics — the 2 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Personal fabrication and tangible interfaces
tangible user interface
0.011999
Building Virtual Structures with Physical Blocks · ACM Symposium on User Interface Software and Technology 1999
Games and playful interaction › game AI
game content generation
0.011999
Building Virtual Structures with Physical Blocks · ACM Symposium on User Interface Software and Technology 1999

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

vision-based acquisition · 0.1embedded computation · 0.1tangible interaction · 0.0
YearPublicationVenuePosition
2000 Tangible interaction + graphical interpretation: a new approach to 3D modeling
abstract
Construction toys are a superb medium for geometric models. We argue that such toys, suitably instrumented or sensed, could be the inspiration for a new generation of easy-to-use, tangible modeling systems—especially if the tangible modeling is combined with graphical-interpretation techniques for enhancing nascent models automatically. The three key technologies needed to realize this idea are embedded computation, vision-based acquisition, and graphical interpretation. We sample these technologies in the context of two novel modeling systems: physical building blocks that self-describe, interpret, and decorate the structures into which they are assembled; and a system for scanning, interpreting, and animating clay figures.
David B. Anderson, James L. Frankel, Joe Marks, Aseem Agarwala, Paul A. Beardsley, Jessica K. Hodgins, Darren Leigh, Kathy Ryall, Eddie Sullivan, Jonathan S. Yedidia
SIGGRAPH9
1999 Building Virtual Structures with Physical Blocks
abstract
We describe a tangible interface for building virtual structures using physical building blocks. We demonstrate two applications of our system. In one version, the blocks are used to construct geometric models of objects and structures for a popular game, Quake II™. In another version, buildings created with our blocks are rendered in different styles, using intelligent decoration of the building model.
David Anderson 0002, James L. Frankel, Joe Marks, Darren Leigh, Eddie Sullivan, Jonathan S. Yedidia, Kathy Ryall
ACM Symposium on User Interface Software and Technology5