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David Birchfield

dblp:72/3577 · DBLP profile ↗
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12ranked-venue papers
3as first author
0since 2021 · last 2010
0000-0002-2774-6756ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-authorHuman-computer interaction and ubiquitous computing · 6

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
4 papers
Learning and educational technologies · 42% Immersive interaction · 29% Collaborative and social computing · 19%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 39% Audio and music processing · 39% Multimedia analysis and retrieval · 22%

Topics — the 5 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
mixed reality
0.112009
SMALLab: a mixed-reality environment for embodied and mediated learning · ACM Multimedia 2009
Learning and educational technologies
embodied learning
0.112009
SMALLab: a mixed-reality environment for embodied and mediated learning · ACM Multimedia 2009
Audio and music processing › music technology
digital musical instruments
0.012004
Composing the digital rainstick · ACM Multimedia 2004
Collaborative and social computing
collaborative learning
0.012009
SMALLab: a mixed-reality environment for embodied and mediated learning · ACM Multimedia 2009
Collaborative and social computing › museum experience
museum visitor engagement
0.012008
Mixed-reality learning in the art museum context · ACM Multimedia 2008

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

neural network · 0.1generative art · 0.1sensor data mapping · 0.1generative mechanism · 0.1mixed-reality installation · 0.1
YearPublicationVenuePosition
2010 Applying game design principles to social skills learning for students in special education
abstract
Growing evidence suggests that games can be a highly effective and motivating framework for learning. Digital games are increasingly prevalent in today's classrooms, and game-based learning is emerging as a successful means of reaching students who often struggle to succeed through more traditional approaches. For example, students with autism face a unique set of challenges and goals in the context of classroom learning. Principles of well-designed games offer a powerful framework for designing new types of learning experiences for students with autism. Moreover, recent innovations in computing interfaces have also lead to new forms of socio-collaborative experiences with digital media. This article introduces our recent case study in applying game-based learning in Special Education. We will present the learning scenario goals and implementation, focusing on how this work successfully applied well-designed game principles to this context. We briefly describe our evaluation methodology and preliminary results.
Lisa M. Tolentino, Philippos Savvides, David Birchfield
FDG3
2010 Culturally sensible digital place-making: design of the mediated xicanindio resolana
abstract
Mediated XicanIndio Resolana is an interactive rhetorical space where multiple participants engage in three rounds of verbal discourse surrounding a special topic (Figure 1.1). In this space, discourse is coupled with the manipulation of digital media through cultural interaction protocols and symbolic gestures. Our aim is to use this system to conduct social and cultural work in middle and high school classrooms. As a design team that includes Chicano and Native American designers, we seek to express respectful and appropriate design sensibilities that derive from indigenous epistemologies. To achieve this we have sought critical feedback through our cross-cultural partnerships with members of various indigenous communities.
Christopher Martinez, Randy Kemp, David Birchfield, Ellen Campana, Todd Ingalls, Gkisedtanamoogk
TEI3
2009 Stratification: embodied poetry works by high school students
abstract
In this art submission we describe a collection of twelve multimedia art works that combine sound, images and animation. These works are the result of collaborative creative practice between media artists and students in the context of two high school Language Arts classes for non-Native English speakers. The works were created, in part, by the students physically acting out aspects of the composition within SMALLab, a mixed reality environment for multimodal composition. We call the works "Embodied Poetry" because of this physical action aspect. The title of the collection, Stratification, refers to the layers of meaning within human language. The theme of the collection is English Idioms and the works incorporate both literal and figurative meanings. Examples of idioms include "bringing home the bacon," "fighting a losing battle", and "cutting through red tape." These works were created in an everyday educational setting, with the goal of improving student learning. Nevertheless, they should be viewed as works of art. For us, the artistic contribution of this work includes the pieces themselves and also the guided creative process by which they were created. Thus, for the exhibit we will showcase the works themselves and a documentary describing the process.
Sarah Hatton, Ellen Campana, Andreea Danielescu 0001, David Birchfield
Creativity & Cognition4
2009 SMALLab: a mixed-reality environment for embodied and mediated learning
abstract
In this video presentation, we introduce the Situated Multimedia Arts Learning Lab [SMALLab], a mixed-reality learning environment that supports interactive engagement through full body 3D movements and gestures within a collaborative, computationally mediated space. The video begins by describing the holistic approach to embodied and mediated learning developed by our transdisciplinary research team, grounded in understandings derived from research in the learning sciences, digital media and human computer interaction. We then outline the three core tenets of effective learning exemplified by our research -- embodiment, multimodality and collaboration. The video next demonstrates the design and functionality of the physical and digital components of SMALLab. We conclude by illustrating our partner collaborations with K12 teachers and students with four scenarios depicting Geography, Physics, Language Arts and Chemistry learning modules.
Aisling Kelliher, David Birchfield, Ellen Campana, Sarah Hatton, Mina Johnson-Glenberg, Christopher Martinez, Loren Olson, Philippos Savvides, Lisa M. Tolentino, Kelly Phillips, Sibel Uysal
ACM Multimedia2
2008 Mixed-reality learning in the art museum context
abstract
We describe the realization of two interactive, mixed-reality installations arising from a partnership of K-12, university, and museum participants. Our goal was to apply emerging technologies to produce an innovative, hands-on arts learning experience within a conventional art museum. Suspended Animation, a Reflection on Calder is a mixed-reality installation created in response to a sculpture by Alexander Calder. Another Rack for Peto was created in response to a painting by John Frederick Peto. Both installations express formal aspects of the original artworks, and allow visitors to explore specific conceptual themes through their interactions. The project culminated in a six-month exhibition where the original artworks were presented alongside these new installations. We present data that the installations were well received by an audience of 25,000 visitors.
David Birchfield, Brandon Mechtley, Sarah Hatton, Harvey D. Thornburg
ACM Multimedia1
2008 Real-Time Multi-view Object Tracking in Mediated Environments
Huan Jin, Gang Qian, David Birchfield
MMM3
2007 Mediated education in a creative arts context: research and practice at Whittier Elementary School
abstract
Many students' learning styles are not well served by traditional classroom educational approaches. While interactive media tools can be effective in addressing shortcomings in traditional approaches, few projects provide practical solutions that support collaborative, discovery-based educational models while simultaneously addressing different student learning styles.
Aaron Cuthbertson, Sarah Hatton, Gary Minyard, Harper Piver, Christopher Todd, David Birchfield
IDC6
2005 Context-Aware Dynamic Presentation Synthesis for Exploratory Multimodal Environments
abstract
In this paper, we develop a novel real-time, interactive, automatic multimodal exploratory environment that dynamically adapts the media presented, to user context. There are two key contributions of this paper – (a) development of multimodal user-context model and (b) modeling the dynamics of the presentation to maximize coherence. We develop a novel user-context model comprising interests, media history, interaction behavior and tasks, that evolves based on the specific interaction. We also develop novel metrics between media elements and the user context. The presentation environment dynamically adapts to the current user context. We develop an optimal media selection and display framework that maximizes coherence, while constrained by the user-context, user goals and the structure of the knowledge in the exploratory environment. The experimental results indicate that the system performs well. The results also show that user-context models significantly improve presentation coherence.
Harini Sridharan, Ankur Mani, Hari Sundaram, Jennifer Brungart, David Birchfield
ICME5
2005 Interfaces for networked media exploration and collaborative annotation
abstract
In this paper, we present our efforts towards creating interfaces for networked media exploration and collaborative annotation. The problem is important since online social networks are emerging as conduits for exchange of everyday experiences. These networks do not currently provide media-rich communication environments. Our approach has two parts -- collaborative annotation, and a media exploration framework. The collaborative annotation takes place through a web based interface, and provides to each user personalized recommendations, based on media features, and by using a common sense inference toolkit. We develop three media exploration interfaces that allow for two-way interaction amongst the participants -- (a) spatio-temporal evolution, (b) event cones and (c) viewpoint centric interaction. We also analyze the user activity to determine important people and events, for each user. We also develop subtle visual interface cues for activity feedback. Preliminary user studies indicate that the system performs well and is well liked by the users.
Preetha Appan, Bageshree Shevade, Hari Sundaram, David Birchfield
IUI4
2005 Design of a Pressure Sensitive Floor for Multimodal Sensing
abstract
Visualization and knowledge of detailed pressure information can play a vital role in multimodal sensing of human movement. We have designed a high-resolution pressure sensing floor prototype with a sensor density of one sensor per square centimeter that can provide real-time information about the location of the performer on the floor as well as the amount of pressure being exerted on the floor. Hardware and software have been developed for detecting, collecting, transmitting and rendering a graphical representation of the pressure data gathered from the sensors. This prototype can be easily reconfigured to cover large floor areas, and integrates closely with video, audio and motion-based sensing technologies to facilitate robust multimodal sensing. In our demonstrations, we show that the system accurately captures and transmits pressure information, and we illustrate how this forms a basis for a variety of applications including use in rehabilitation, virtual reality, entertainment, and children activity centers.
Prashant Srinivasan, David Birchfield, Gang Qian, Assegid Kidané
IV2
2005 Interactions: an interactive multimedia installation
abstract
Interactions is an interactive multimedia installation designed and realized by the author. The installation utilizes two neural network artist agents that act as virtual artists to manipulate a body of images, texts, and sounds collected from the internet as directed by audience participants. The piece addresses issues including competition in the arts, machine learning in media, the role of popular acceptance in art, and the relationship between raw materials and style in creating media.
David Birchfield
ACM Multimedia1
2004 Composing the digital rainstick
abstract
This paper describes work on a composed instrument, the digital rainstick. The instrument is an acoustic rainstick that is augmented by five sensors that send real time performance data to the computer. A generative mechanism creates sound outputs that extend the sonic and expressive means of the rainstick, while collaborating with the performer to generate a compelling musical form that unfolds over the duration of the piece. The design and implementation of the hardware and software tools are first described, followed by a discussion of the results of this work.
David Birchfield
ACM Multimedia1