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Aaron Stafford

dblp:87/3505 · DBLP profile ↗
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3ranked-venue papers
3as first author
0since 2021 · last 2008
—ORCID · none

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

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

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
3 papers
Collaborative and social computing · 60% Immersive interaction · 22% Interaction techniques and input · 18%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › remote collaboration
mixed-space collaboration
0.122008
HOG on a WIM · VR 2008
Implementation of god-like interaction techniques for supporting collaboration between outdoor AR and indoor tabletop users · ISMAR 2006
Virtual and augmented reality
immersive interaction
0.112008
HOG on a WIM · VR 2008
Virtual and augmented reality › navigation
world in miniature
0.112008
HOG on a WIM · VR 2008
Collaborative and social computing › collaborative systems
collaborative navigation
0.112008
Efficiency of techniques for mixed-space collaborative navigation · ISMAR 2008
Virtual and augmented reality
augmented reality
0.112006
Implementation of god-like interaction techniques for supporting collaboration between outdoor AR and indoor tabletop users · ISMAR 2006
Virtual and augmented reality › augmented reality › mobile augmented reality
outdoor augmented reality
0.112006
Implementation of god-like interaction techniques for supporting collaboration between outdoor AR and indoor tabletop users · ISMAR 2006
Interaction techniques and input › surface computing
tabletop interaction
0.012008
HOG on a WIM · VR 2008
Interaction techniques and input
gesture input
0.012006
Implementation of god-like interaction techniques for supporting collaboration between outdoor AR and indoor tabletop users · ISMAR 2006

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

speech interaction · 0.2gesture interaction · 0.2wireless network transmission · 0.1video-based rendering · 0.1camera capture · 0.1visual cues · 0.1user study · 0.1audio cues · 0.1
YearPublicationVenuePosition
2008 Efficiency of techniques for mixed-space collaborative navigation
abstract
This paper describes the results of a study conducted to determine the efficiency of visual cues for a collaborative navigation task in a mixed-space environment. The task required a user with an exocentric view of a virtual room to navigate a fully immersed user with an egocentric view to an exit. The study compares natural hand-based gestures, a mouse-based interface and an audio only technique to determine their relative efficiency on task completion times. The results show that visual cue-based collaborative navigation techniques are significantly more efficient than an audio-only technique.
Aaron Stafford, Bruce H. Thomas, Wayne Piekarski
ISMAR1
2008 HOG on a WIM
abstract
This paper presents a new interaction metaphor for mixed space collaboration: HOG on a WIM. Hand of god (HOG) on a world in miniature (WIM) is the first collaborative WIM. It enables a table-top display user to collaborate with a virtual reality (VR) user. The tabletop display user has a god's eye view of the virtual world and communicates with the VR user through natural gestures and speech. The VR user controls a WIM to navigate and manipulate the virtual world with the aid of the tabletop display user's guidance.
Aaron Stafford, Wayne Piekarski, Bruce H. Thomas
VR1
2006 Implementation of god-like interaction techniques for supporting collaboration between outdoor AR and indoor tabletop users
abstract
This paper presents a new interaction metaphor we have termed "god-like interaction". This is a metaphor for improved communication of situational and navigational information between outdoor users, equipped with mobile augmented reality systems, and indoor users, equipped with tabletop projector display systems. Physical objects are captured by a series of cameras viewing a table surface indoors, the data is sent over a wireless network, and is then reconstructed at a real-world location for outdoor augmented reality users. Our novel god-like interaction metaphor allows users to communicate information using physical props as well as natural gestures. We have constructed a system that implements our god-like interaction metaphor as well as a series of novel applications to facilitate collaboration between indoor and outdoor users. We have extended a well-known video based rendering algorithm to make it suitable for use on outdoor wireless networks of limited bandwidth. This paper also describes the limitations and lessons learned during the design and construction of the hardware that supports this research.
Aaron Stafford, Wayne Piekarski, Bruce H. Thomas
ISMAR1