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Kelly Dobson

dblp:63/5342 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2010
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 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
1 paper
Immersive interaction · 50% Wearable and physiological sensing · 50%
Computer graphics and multimedia
1 paper
Audio and music processing · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing › motion capture
motion capture gloves
0.012001
An immersive, multi-user, musical stage environment · SIGGRAPH 2001
Audio and music processing › music technology › computer music
gesture-sound mapping
0.012001
An immersive, multi-user, musical stage environment · SIGGRAPH 2001

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

ultrasonic tracking · 0.1accelerometer sensing · 0.1
YearPublicationVenuePosition
2010 iCalm: wearable sensor and network architecture for wirelessly communicating and logging autonomic activity
abstract
Widespread use of affective sensing in healthcare applications has been limited due to several practical factors, such as lack of comfortable wearable sensors, lack of wireless standards, and lack of low-power affordable hardware. In this paper, we present a new low-cost, low-power wireless sensor platform implemented using the IEEE 802.15.4 wireless standard, and describe the design of compact wearable sensors for long-term measurement of electrodermal activity, temperature, motor activity, and photoplethysmography. We also illustrate the use of this new technology for continuous long-term monitoring of autonomic nervous system and motion data from active infants, children, and adults. We describe several new applications enabled by this system, discuss two specific wearable designs for the wrist and foot, and present sample data.
Rich Fletcher, Kelly Dobson, Matthew S. Goodwin, Hoda Eydgahi, Oliver Wilder-Smith, David Fernholz, Yuta Kuboyama, Elliott Bruce Hedman, Ming-Zher Poh, Rosalind W. Picard
IEEE Trans. Inf. Technol. Biomed.2
2005 Wearable body organs: critical cognition becomes (again) somatic
abstract
Three factors involved in cognition - the individual, the collective, and the objective reality - are related and investigated through the safe facilitation offered by Wearable Body Organs. Each device is adaptable to its current user and the community it is active in, made by the person and community, becoming another plane of experience. We return to a body based knowledge and communication, and simultaneously breech our once assumed body boundaries.
Kelly Dobson
Creativity & Cognition1
2004 Blendie
abstract
Blendie is an interactive, sensitive, intelligent, voice controlled blender with a mind of its own. Materials are a 1950's Osterizer blender altered with custom made hardware and software for sound analysis and motor control. People induce the blender to spin by sounding the sounds of its motor in action. If they make their voice sufficiently blender-like, then Blendie will begin to pitch-track and power-match their voice with its own motor body. For example, a person may growl low pitch blender-like sounds to get it to spin slowly, and the person may growl blenderstyle at higher pitches to speed up Blendie. The experience for the participant is to speak the language of the machine, to resonate with the machine, and thus to more deeply understand and connect with it. The action may also bring about personal revelations in the participant, because in sounding with the blender one is likely to perform gesture and sound expressions not previously accessed which may open up unfound emotions or thoughts or feelings. An empathic opportunity is made manifest emphasizing and utilizing the aspects of motorized machines that are not what have been traditionally designed into them intentionally - i.e. their incredible sound and vibration - but that nevertheless have large roles in our interaction and approach to them. http://web.media.mit.edu/~monster/blendie.
Kelly Dobson
Conference on Designing Interactive Systems1
2001 An immersive, multi-user, musical stage environment
abstract
A multi-user, polyphonic sensor stage environment that maps position and gestures of up to four performers to the pitch and articulation of distinct notes is presented. The design seeks to provide multiple players on a stage with the feeling of a traditional acoustic instrument by giving them complete control over the instrument's expressive parameters and a clear causal connection between their actions and the resulting sound. The positions of the performers are determined by a custom ultrasonic tracking system, while hand motions are measured by custom-made gloves containing accelerometer units. Furthermore, juggling clubs are illuminated dynamically to make complex juggling patterns more apparent. The system is currently on tour with the Flying Karamazov Brothers juggling troupe.
Matthew Reynolds, Bernd Schöner, Joey Richards, Kelly Dobson, Neil Gershenfeld
SIGGRAPH4