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Larry J. Leifer

dblp:81/2588 · DBLP profile ↗
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11ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

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

Artificial intelligence and machine learning · 5Human-computer interaction and ubiquitous computing · 5 · 1 since 2021Systems, architecture and hardware · 3Graphics, computer vision, multimedia, augmented reality and games · 2Databases, data management, data science and information retrieval · 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
5 papers
Collaborative and social computing · 77% Human-robot interaction · 14% Accessibility and assistive technology · 7%
Artificial intelligence
3 papers
Motion planning and robot control · 100%

Topics — the 11 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › computer-supported cooperative work › developer collaboration
pair programming
0.112012
Group hedonic balance and pair programming performance: affective interaction dynamics as indicators of performance · CHI 2012
Accessibility and assistive technology
assistive technology
0.012000
Control Strategies for a Split-Wheel Car-Steering Simulator for Upper Limb Stroke Therapy · ICRA 2000
Robotics › Motion planning and robot control › robot control
operational space control
0.011999
ProVAR Assistive Robot System Architecture · ICRA 1999
Robotics › Motion planning and robot control
robot control
0.011999
ProVAR Assistive Robot System Architecture · ICRA 1999
Human-robot interaction
assistive robotics
0.011999
ProVAR Assistive Robot System Architecture · ICRA 1999
Human-robot interaction
robot programming
0.011998
Adaptive Motion Generation with Exploring Behavior for Service Robots · ICRA 1998
Haptics and multimodal interaction
haptic interaction
0.012000
Control Strategies for a Split-Wheel Car-Steering Simulator for Upper Limb Stroke Therapy · ICRA 2000
Human-robot interaction › assistive robotics
assistive manipulation
0.011999
ProVAR Assistive Robot System Architecture · ICRA 1999
Robotics › Motion planning and robot control
motion planning
0.011998
Adaptive Motion Generation with Exploring Behavior for Service Robots · ICRA 1998
Robotics › Motion planning and robot control
path planning
0.011985
A Proximity Metric for Continuum Path Planning · IJCAI 1985
Robotics › Motion planning and robot control › manipulator motion planning
path planning for continuum arms
0.011985
A Proximity Metric for Continuum Path Planning · IJCAI 1985

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

laboratory experiment · 0.1group hedonic balance measure · 0.1operational space formulation · 0.0direct-manipulation simulation · 0.0java · 0.0VRML · 0.0force measurement · 0.0control algorithm · 0.0empirical study · 0.0proximity metric · 0.0path planning · 0.0
YearPublicationVenuePosition
2021 Synchrony within Triads using Virtual Reality
abstract
Synchrony, the natural time-dependence of behavior in human interaction, is a pervasive feature of communication. However, most studies of synchrony have focused on dyadic interaction. In the current work, we explore synchrony in three-person teams using immersive virtual reality. Participants spent about two hours collaborating on four separate design tasks. The tracking data from the VR system allowed precise measurement of head and hand movements, facilitating calculation of synchrony. Results replicated previous work that found nonverbal synchrony in dyads in immersive VR. Moreover, we manipulated the context of the task environment, an informal garage or a traditional conference room. The environment for the task influenced synchrony, with higher levels occurring in the conference room than the garage. We also explored different methods of extending synchrony from dyads to triads, and explore the relationship of synchrony to turn taking and gaze. This paper provides theoretical insights about nonverbal synchrony and how design work functions in triads and provides suggestions for designers of VR to support good collaboration.
Mark Roman Miller, Neeraj S. Sonalkar, Ade Mabogunje, Larry J. Leifer, Jeremy N. Bailenson
Proc. ACM Hum. Comput. Interact.4
2020 Capturing Passenger Experience in a Ride-Sharing Autonomous Vehicle: The Role of Digital Assistants in User Interface Design
abstract
Autonomous ride-sharing services have the potential to disrupt future transportation ecosystems. It is critical to understand factors that influence user experience in autonomous vehicles (AVs) to design for widespread adoption. We conducted an on-road driving study in a mock AV to examine how the amount of information provided by an in-vehicle digital assistant, and the manner in which information is delivered, can impact one's overall AV experience. Passengers were divided into two cohorts, based on their assigned in-vehicle digital assistant (Lilly vs. Julie). Through a mixed-methods analysis, the data showed that quantity and quality of information presented via the digital assistant had a significant impact on one's confidence in an AV's driving capability and willingness to ride again. These findings highlight that although the two cohorts were identical with respect to the actual vehicle driven, differences in in-vehicle digital assistant design can alter passengers’ perceptions of their overall AV experience.
Benjamin S. Alpers, Kali Cornn, Lauren E. Feitzinger, Usman Khaliq, So Yeon Park, Bardia Beigi, Daniel Joseph Hills-Bunnell, Trevor Hyman, Kaustubh Deshpande, Rieko Yajima, Larry J. Leifer, Lauren Aquino Shluzas
AutomotiveUI11
2012 Group hedonic balance and pair programming performance: affective interaction dynamics as indicators of performance
abstract
Inspired by research on the role of affect in marital interactions, the authors examined whether affective interaction dynamics occurring within a 5-minute slice can predict pair programming performance. In a laboratory experiment with professional programmers, Group Hedonic Balance, a measure of the balance between positive and negative expressed affect, accounted for up to 35% of the variance in not only subjective but also objective pair programming performance. Implications include a new set of methods to study pair programming interactions and recommendations to improve pair programming performance.
Malte F. Jung, Jan Chong, Larry J. Leifer
CHI3
2000 Control Strategies for a Split-Wheel Car-Steering Simulator for Upper Limb Stroke Therapy
abstract
The need for effective and low-cost ways of facilitating upper limb therapy for individuals recovering from stroke has led to the Driver's Simulation Environment for Arm Therapy (Driver's SEAT). This assistive device is an upper limb one-degree-of-freedom robotic therapy device that incorporates a modified PC-based driving simulator. This paper describes the novel use of a driving simulator to implement an upper limb bimanual exercise task and presents control algorithms that use torque feedback as a method of encouraging the preferential use of one limb over another. The key feature is a split steering wheel, which allows us to measure the tangential forces applied to the wheel by the subjects' impaired and unimpaired upper limbs independently. We present experimental results to show Driver's SEAT's ability to measure bilateral forces and quantify tracking performance.
Michelle J. Johnson, H. F. Machiel Van der Loos, Charles G. Burgar, Peggy Shor, Larry J. Leifer
ICRA5
1999 Cooperative Medical Decision Making and Learning by the Sharing of Web-Based Electronic Notebooks and Logs
abstract
The Stanford Health Information Network for Education (SHINE) integrates online bibliographic systems, drug databases, guideline texts, textbooks, journals, medical images, digital videos, and knowledge-based systems formerly accessible individually through the Z39.50 protocol, SQL language, HTTP protocol and full-text search engines. Using a mediator-and-wrapper-based approach, SHINE is able to integrate with the patient's electronic medical record (EMR) system to support just-in-time medical information for medical decision making and education. We developed web-based electronic notebook and log recording systems. By organizing, reviewing, and sharing the log records, users can share and manage their learning experience. The electronic notebook works as a tool for inter-person communication, personal note keeping, group file sharing, and EMR system reference linking. We also discuss SHINE's system infrastructure, which was designed to support the information sharing and linking.
Mark C. Tsai, Parvati Dev, Larry J. Leifer, Kenneth L. Melmon
CBMS3
1999 ProVAR Assistive Robot System Architecture
abstract
This paper describes the implementation of a robot control architecture designed to combine a manipulation task design environment with a motion controller that uses the operational space formulation to define and implement arm trajectories and object manipulation. The ProVAR desktop manipulation system is an assistive robot for individuals with a severe physical disability, such as quadriplegia as a result of a high-level spinal cord injury. ProVAR allows non-technical operators access to the robot's capabilities through a direct-manipulation simulation/preview user interface. The novel interface concept is based on two built-in characters to play the roles of helpful consultant and down-to-earth robot arm. This team-based interface concept was chosen to maximize user performance and comfort in controlling the inherently complex mechatronic technology. This paper describes our design decisions and rationale.
H. F. Machiel Van der Loos, J. Joseph Wagner, Niels Smaby, Kyong-Sok Chang, O. Madrigal, Larry J. Leifer, Oussama Khatib
ICRA6
1998 Adaptive Motion Generation with Exploring Behavior for Service Robots
abstract
The authors develop an interface system for service robots. In order to assure adaptability to lightly structured environments and easy programming of new tasks, we propose an automatic adaptive motion generation methodology and introduce it in the context of an interface system for an assistive rehabilitation robot. The implementation of the robot interface system using VRML and Java shows the effectiveness of the proposed method.
Jun Ota 0001, H. F. Machiel Van der Loos, Larry J. Leifer
ICRA3
1994 SHARE: A Methodology and Environment for Collaborative Product Development
abstract
The SHARE project seeks to apply information technologies in helping design teams gather, organize, re-access, and communicate both informal and formal design information to establish a "shared understanding" of the design and design process. This paper presents the visions of SHARE, along with the research and strategies undertaken to build an infrastructure toward its realization. A preliminary prototype environment is being used by designers working on a variety of industry sponsored design projects. This testbed continues to inform and guide the development of NoteMail, MovieMail, and Xshare, as well as other components of the next generation SHARE environment that will help distributed design teams work together more effectively on the Internet.
George Toye, Mark R. Cutkosky, Larry J. Leifer
Int. J. Cooperative Inf. Syst.3
1989 The electronic design notebook: performing medium and processing medium
Fred Lakin, John Wambaugh, Larry J. Leifer, Dave Cannon, Cecilia Sivard
Vis. Comput.3
1988 A Framework for Understanding the Workspace Activity of Design Teams
abstract
Small group design sessions were empirically studied to understand better collaborative workspace activity. A conventional view of workspace activity may be characterized as concerned only with storing information and conveying ideas through text and graphics. Empirical evidence shows that this view is deficient in not accounting for how the workspace is used: a) in a group setting, rather than by an individual, and b) as part of a process of constructing artifacts, rather than just a medium for the resulting artifacts themselves. An understanding of workspace activity needs to include the role of gestural activity, and the use of the workspace to develop ideas and mediate interaction. A framework that helps illustrate an expanded view of workspace activity is proposed and supported with empirical data.
John C. Tang, Larry J. Leifer
CSCW2
1985 A Proximity Metric for Continuum Path Planning
Charles E. Buckley, Larry J. Leifer
IJCAI2