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Lauren Cairco

dblp:71/4924 · also Lauren Cairco Dukes · DBLP profile ↗
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12ranked-venue papers
3as first author
0since 2021 · last 2016
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 10 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 8 · 2 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
6 papers
Immersive interaction · 24% Personal fabrication and tangible interfaces · 21% User interface design and tools · 14%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 100%

Topics — the 15 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Personal fabrication and tangible interfaces
tangible interaction
0.422014
A demonstration of tablet-based interaction panels for immersive environments · VR 2014
Tablet-based interaction panels for immersive environments · VR 2014
Virtual and augmented reality › avatar
avatar animation
0.212014
Effects of Virtual Human Animation on Emotion Contagion in Simulated Inter-Personal Experiences · IEEE Trans. Vis. Comput. Graph. 2014
Virtual and augmented reality › display
display calibration
0.212014
Automated calibration of display characteristics (ACDC) for head-mounted displays and arbitrary surfaces · VR 2014
Virtual and augmented reality › display
head-mounted display calibration
0.212014
Automated calibration of display characteristics (ACDC) for head-mounted displays and arbitrary surfaces · VR 2014
Virtual and augmented reality
virtual reality
0.212014
Effects of Virtual Human Animation on Emotion Contagion in Simulated Inter-Personal Experiences · IEEE Trans. Vis. Comput. Graph. 2014
User interface design and tools
authoring tools
0.212014
Development of a scenario builder tool for scaffolded virtual patients · VR 2014
Learning and educational technologies › medical education
virtual patients
0.212014
Development of a scenario builder tool for scaffolded virtual patients · VR 2014
Games and playful interaction
serious games
0.212013
Serious games for training, rehabilitation and workforce development · VR 2013
Immersive interaction
virtual reality interaction
0.122014
A demonstration of tablet-based interaction panels for immersive environments · VR 2014
Tablet-based interaction panels for immersive environments · VR 2014
Immersive interaction › head-mounted display
head-mounted projection display
0.112016
Head mounted projection for enhanced gaze in social interactions · VR 2016
Collaborative and social computing › computer-mediated communication
emotional contagion
0.112014
Effects of Virtual Human Animation on Emotion Contagion in Simulated Inter-Personal Experiences · IEEE Trans. Vis. Comput. Graph. 2014
User interface design and tools › prototyping
rapid prototyping
0.112014
Tablet-based interaction panels for immersive environments · VR 2014
Virtual and augmented reality
immersive interaction
0.012013
Serious games for training, rehabilitation and workforce development · VR 2013
Virtual and augmented reality › immersive interaction
virtual reality training
0.012013
Serious games for training, rehabilitation and workforce development · VR 2013
Health and well-being technologies
rehabilitation
0.012013
Serious games for training, rehabilitation and workforce development · VR 2013

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

multi-touch sensing · 0.4user-centered design · 0.4scenario builder · 0.4positive and negative affect survey · 0.4differential emotions survey · 0.4retroreflective projection · 0.2head tracking · 0.2wireless communication · 0.2rapid prototyping · 0.2geometric distortion correction · 0.2electrodermal activity sensing · 0.2electro-dermal activity sensing · 0.2camera-based calibration · 0.2kinect sensing · 0.2
YearPublicationVenuePosition
2016 Head mounted projection for enhanced gaze in social interactions
abstract
Projected displays can present life-sized imagery of a virtual human character that can be seen by multiple observers. However, typical projected displays can only render that virtual human from a single viewpoint, regardless of whether head tracking is employed. This results in the virtual human being rendered from an incorrect perspective for most individuals. This could cause perceptual miscues, such as the “Mona Lisa” effect, causing the virtual human to appear as if it is simultaneously gazing and pointing at all observers regardless of their location. This may be detrimental to training scenarios in which all trainees must accurately assess where the virtual human is looking or pointing. We discuss our investigations into the presentation of eye gaze using REFLCT, a previously introduced head mounted projective display. REFLCT uses head tracked, head mounted projectors and retroreflective screens to present personalized, perspective correct imagery to multiple users without the occlusion of a traditional head mounted display. We examined how head mounted projection for enhanced presentation of eye gaze might facilitate or otherwise affect social interactions during a multi-person guessing game of “Twenty Questions”.
David M. Krum, Sin-Hwa Kang, Thai Phan, Lauren Cairco, Mark T. Bolas
VR4
2014 An Eye Tracking Evaluation of a Virtual Pediatric Patient Training System for Nurses
Toni Bloodworth Pence, Lauren Cairco, Larry F. Hodges, Nancy Meehan, Arlene Johnson
IVA2
2014 Development of a scenario builder tool for scaffolded virtual patients
abstract
Simulation training using virtual patients can provide many benefits for nursing and medcial students in learning patient interaction skills, especially since virtual patients can represent a wide range of patient scenarios and demographics that are not typically represented through roleplay or clinical rotations. However, creation of a single virtual patient scenario may take six months or more, so it is difficult to provide many unique scenarios during the course of a nurse's education. In this work, I propose the user-centered design, creation, and evaluation of a scenario-builder tool to enable nursing faculty to create their own scenarios, reducing development costs.
Lauren Cairco, Larry F. Hodges
VR1
2014 Automated calibration of display characteristics (ACDC) for head-mounted displays and arbitrary surfaces
abstract
In this document we present a method for calibrating head-mounted displays and other display surfaces using an automated, low-cost camera system. A unique aspect of this method is that the calibration of geometric distortions, field of view, and chromatic aberration are achieved without the need for a priori knowledge of the display system's intrinsic parameters. This method operates by capturing and storing the pixel space locations of a series of real world control points. These control points are then used as ground truth references by which virtual space transformations can be automatically generated for a display system.
J. Adam Jones, Lauren Cairco, Mark T. Bolas
VR2
2014 Tablet-based interaction panels for immersive environments
abstract
With the current widespread interest in head mounted displays, we perceived a need for devices that support expressive and adaptive interaction in a low-cost, eyes-free manner. Leveraging rapid prototyping techniques for fabrication, we have designed and manufactured a variety of panels that can be overlaid on multi-touch tablets and smartphones. The panels are coupled with an app running on the multi-touch device that exchanges commands and state information over a wireless network with the virtual reality application. Sculpted features of the panels provide tactile disambiguation of control widgets and an onscreen heads-up display provides interaction state information. A variety of interaction mappings can be provided through software to support several classes of interaction techniques in virtual environments. We foresee additional uses for applications where eyes-free use and adaptable interaction interfaces can be beneficial.
David M. Krum, Thai Phan, Lauren Cairco, Mark T. Bolas
VR3
2014 A demonstration of tablet-based interaction panels for immersive environments
abstract
Our demo deals with the need in immersive virtual reality for devices that support expressive and adaptive interaction in a low-cost, eyes-free manner. Leveraging rapid prototyping techniques for fabrication, we have developed a variety of panels that can be overlaid on multi-touch tablets and smartphones. The panels are coupled with an app running on the multi-touch device that exchanges commands and state information over a wireless network with the virtual reality application. Sculpted features of the panels provide tactile disambiguation of control widgets and an onscreen heads-up display provides interaction state information. A variety of interaction mappings can be provided through software to support several classes of interaction techniques in virtual environments. We foresee additional uses for applications where eyes-free use and adaptable interaction interfaces can be beneficial.
David M. Krum, Thai Phan, Lauren Cairco, Mark T. Bolas
VR3
2014 Effects of Virtual Human Animation on Emotion Contagion in Simulated Inter-Personal Experiences
abstract
We empirically examined the impact of virtual human animation on the emotional responses of participants in a medical virtual reality system for education in the signs and symptoms of patient deterioration. Participants were presented with one of two virtual human conditions in a between-subjects experiment, static (non-animated) and dynamic (animated). Our objective measures included the use of psycho-physical Electro Dermal Activity (EDA) sensors, and subjective measures inspired by social psychology research included the Differential Emotions Survey (DES IV) and Positive and Negative Affect Survey (PANAS). We analyzed the quantitative and qualitative measures associated with participants’ emotional state at four distinct time-steps in the simulated interpersonal experience as the virtual patient’s medical condition deteriorated. Results suggest that participants in the dynamic condition with animations exhibited a higher sense of co-presence and greater emotional response as compared to participants in the static condition, corresponding to the deterioration in the medical condition of the virtual patient. Negative affect of participants in the dynamic condition increased at a higher rate than for participants in the static condition. The virtual human animations elicited a stronger response in negative emotions such as anguish, fear, and anger as the virtual patient’s medical condition worsened.
Yanxiang Wu, Sabarish V. Babu, Rowan Armstrong, Jeffrey W. Bertrand, Tania Roy, Shaundra B. Daily, Lauren Cairco, Larry F. Hodges, Tracy Fasolino
IEEE Trans. Vis. Comput. Graph.8
2013 SIDNIE: scaffolded interviews developed by nurses in education
abstract
One of the most common clinical education methods for teaching patient interaction skills to nursing students is role-playing established scenarios with their classmates. Unfortunately, this is far from simulating real world experiences that they will soon face, and does not provide the immediate, impartial feedback necessary for interviewing skills development. We present a system for Scaffolded Interviews Developed by Nurses In Education (SIDNIE) that supports baccalaureate nursing education by providing multiple guided interview practice sessions with virtual characters. Our scenario depicts a mother who has brought in her five year old child to the clinic. In this paper we describe our system and report on a preliminary usability evaluation conducted with nursing students.
Lauren Cairco, Toni Bloodworth Pence, Larry F. Hodges, Nancy Meehan, Arlene Johnson
IUI1
2013 Serious games for training, rehabilitation and workforce development
abstract
We present a set of demonstrations of current work in the Clemson University Virtual Environments Group involving the development and testing of interactive virtual environments for applications in training, rehabilitation and workforce development. All of these applications are designed to leverage commodity hardware such as HDTVs, game controllers, and the Kinect sensor.
Jeffrey W. Bertrand, Lauren Cairco, Patrick S. Dukes, Elham Ebrahimi, Austen L. Hayes, Naja A. Mack, Jerome McClendon, Dhaval Parmar, Toni Bloodworth Pence, Blair Shannon, Aliceann Wachter, Yanxiang Wu, Sabarish V. Babu, Larry F. Hodges
VR2
2009 Picking Up Artifacts: Storyboarding as a Gateway to Reuse
Shahtab Wahid, Stacy M. Branham, Lauren Cairco, D. Scott McCrickard, Steve Harrison 0001
INTERACT (2)3
2008 Improving retention and graduate recruitment through immersive research experiences for undergraduates
abstract
Research experiences for undergraduates are considered an effective means for increasing student retention and encouraging undergraduate students to continue on to graduate school. However, managing a cohort of undergraduate researchers, with varying skill levels, can be daunting for faculty advisors. We have developed a program to engage students in research and outreach in visualization, virtual reality, networked robotics, and interactive games. Our program immerses students into the life of a lab, employing a situated learning approach that includes tiered mentoring and collaboration to enable students at all levels to contribute to research. Students work in research teams comprised of other undergraduates, graduate students and faculty, and participate in professional development and social gatherings within the larger cohort. Results from our first two years indicate this approach is manageable and effective for increasing students' ability and desire to conduct research.
Teresa A. Dahlberg, Tiffany Barnes, Audrey Rorrer, Eve Powell, Lauren Cairco
SIGCSE5
2007 Shakespearean karaoke
abstract
Traditionally, students study plays by reading from a book. However, reading dialogue on paper does not always communicate the various emotions and actions that help people understand the significance of the person-to-person interactions that are represented.
Lauren Cairco, Sabarish V. Babu, Amy Banic, Catherine A. Zanbaka, Larry F. Hodges
VRST1