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Byron Lahey

dblp:90/8326 · DBLP profile ↗
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6ranked-venue papers
2as first author
1since 2021 · last 2022
0000-0002-0218-2237ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 6 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

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
2 papers
Haptics and multimodal interaction · 72% Interaction techniques and input · 28%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
virtual environment
0.612022
The Smell Engine: A system for artificial odor synthesis in virtual environments · VR 2022
Haptics and multimodal interaction › olfactory interfaces
olfactory display
0.612022
The Smell Engine: A system for artificial odor synthesis in virtual environments · VR 2022
Haptics and multimodal interaction › multimodal interaction
multimodal virtual environment
0.212022
The Smell Engine: A system for artificial odor synthesis in virtual environments · VR 2022
Interaction techniques and input
gesture input
0.112011
PaperPhone: understanding the use of bend gestures in mobile devices with flexible electronic paper displays · CHI 2011
Interaction techniques and input
mobile interaction
0.112011
PaperPhone: understanding the use of bend gestures in mobile devices with flexible electronic paper displays · CHI 2011
Interaction techniques and input
gesture elicitation
0.012011
PaperPhone: understanding the use of bend gestures in mobile devices with flexible electronic paper displays · CHI 2011

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

user study · 1.3diffusion model · 1.1gesture elicitation study · 0.1
YearPublicationVenuePosition
2022 The Smell Engine: A system for artificial odor synthesis in virtual environments
abstract
Mimicking physical odor sensations virtually can present users with a real - time odor synthesis that approximates what users would smell in a virtual environment, e.g., as they walk around in virtual reality. To this end, we devise a Smell Engine that includes: (i) a Smell Composer framework that allows developers to configure odor sources in virtual space, (ii) a Smell Mixer that dynamically estimates the odor mix that the user would smell, based on diffusion models and relative odor source distances, and (iii) a Smell Controller that coordinates an olfactometer to physically present an approximation of the odor mix to the user’s mask from a set of odorants channeled through controllable flow valves. Through a three - part user study, we found that the Smell Engine can help measure a subject’s olfactory detection threshold and improve their ability to precisely localize odors in the virtual environment, as compared to existing trigger - based solutions.
Alireza Bahremand, Mason Manetta, Jessica Lai, Byron Lahey, Christy Spackman, Brian H. Smith, Richard C. Gerkin, Robert LiKamWa
VR4
2019 Composing Ecosystemically in Responsive Environments with Gestural Media, Objects and Textures
abstract
In this workshop, participants will try their hand at a variety of tangible, embodied, and embedded sensing and feedback technologies including vibrotactile instruments, expressive mechatronics, gesturally modulated fields of light, sound, mist; realtime steerable immersive atmospheres. Working through hands-on experience by theme, participants will be introduced to compositional and experimental methodologies. In the second half of the workshop, participants will compose together some simple "ecosystems" using the Synthesis Center's hardware-software media choreography architecture (sc), in the iStage experimental theater-scale blackbox space.
Brandon Mechtley, Todd Ingalls, Lauren Hayes, Byron Lahey, Jessica J. Rajko, Seth D. Thorn, Robert LiKamWa, Julian Stein, Garrett Laroy Johnson, Emiddio Vasquez, Connor Rawls, Peter Weisman, Assegid Kidané, Sha Xin Wei
TEI4
2019 SWISH: Shifting Weight-based Interfaces for Simulated Hydrodynamics in Mixed-Reality Fluid Vessels
abstract
Mixed-reality haptic devices introduce a gateway to otherwise intangible virtual content, creating a life-like immersive experience. Congruent haptic sensation requires faithful integration of visual stimuli and perceived tactile sensation. Unfortunately, current commercial mixed-reality systems are unable to reproduce the physical sensation of fluid vessels, due to the shifting nature of fluid motion. To this end, we introduce SWISH, a novel type of ungrounded mixed-reality system, capable of affording the users a realistic haptic sensation of fluid behavior. We also present solutions to prominent challenges of rendering haptic fluid behavior, especially in coordinate translation and virtual adaptation to physical limitation. Our virtual-to-physical coupling uses Nvidia Flex's Unreal Engine integration, wirelessly controlling a motorized mechanical actuation system housed in a plastic "vessel''. In this paper we discuss the current state of SWISH and present results from our preliminary user study, followed by a description of our future planned phases.
Shahabedin Sagheb, Alireza Bahremand, Robert LiKamWa, Byron Lahey
TEI4
2011 PaperPhone: understanding the use of bend gestures in mobile devices with flexible electronic paper displays
abstract
Flexible displays potentially allow for interaction styles that resemble those used in paper documents. Bending the display, e.g., to page forward, shows particular promise as an interaction technique. In this paper, we present an evaluation of the effectiveness of various bend gestures in executing a set of tasks with a flexible display. We discuss a study in which users designed bend gestures for common computing actions deployed on a smartphone-inspired flexible E Ink prototype called PaperPhone. We collected a total of 87 bend gesture pairs from ten participants and their appropriateness over twenty actions in five applications. We identified six most frequently used bend gesture pairs out of 24 unique pairs. Results show users preferred bend gestures and bend gesture pairs that were conceptually simpler, e.g., along one axis, and less physically demanding. There was a strong agreement among participants to use the same three pairs in applications: (1) side of display, up/down (2) top corner, up/down (3) bottom corner, up/down. For actions with a strong directional cue, we found strong consensus on the polarity of the bend gestures (e.g., navigating left is performed with an upwards bend gesture, navigating right, downwards). This implies that bend gestures that take directional cues into account are likely more natural to users.
Byron Lahey, Audrey Girouard, Winslow Burleson, Roel Vertegaal
CHI1
2009 Pendaphonics: an engaging tangible pendulum-based sonic interaction experience
abstract
Pendaphonics is a tangible physical-digital-sonic environment and interactive system that motivates children and adults to be physically active and explorative. The development of this system presents a strategy for the design and evaluation of a low-cost, flexible, large scale tangible system that is engaging for children and adults alike. Pendaphonics has been installed in a public new media arts space, where over 200 people have interacted with it. Here, we describe Pendaphonics tangible interaction scenarios, including the broad potential of this system as a compositional and choreographic tool, an educational exhibit, and as an interface that facilitates playful interaction, exploration, discovery and creativity.
Anne-Marie Skriver Hansen, Dan Overholt, Winslow Burleson, Camilla Nørgaard Jensen, Byron Lahey, Kasia Muldner
IDC5
2009 Human-robot interactions to promote play and learning
abstract
Research shows that children construct much of their knowledge through active manipulation of the environment, which allows them to connect abstract concepts to observable outcomes. Despite these findings, although the integration of novel pedagogical technologies into classroom settings has begun, the technologies predominantly have focused on instruction in virtual contexts. To date, however, little is known about novel technologies that step outside of the virtual realm into the physical classroom, thereby leveraging findings on embodied mathematical cognition to influence educational practices. As a first step in filling this gap, we present the Active Learning Environment with Robotics Tangibles (ALERT) framework. Our system relies on human-robot interaction and tangible instruction to motivate and trigger learning in students through a variety of activities that integrate play and instruction in mixed reality environments. Here we describe some of the activities supported by ALERT, and discuss plans for evaluating the pedagogical utility of the system.
Byron Lahey, Natalie Freed, Patrick Lu, Camilla Nørgaard Jensen, Kasia Muldner, Winslow Burleson
IDC1