Dan R. Olsen
Brigham Young University
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Dan R. Olsen.
human factors in computing systems | 2001
Dan R. Olsen; S. Travis Nielsen
Group meetings and other non-desk situations require that people be able to interact at a distance from a display surface. This paper describes a technique using a laser pointer and a camera to accomplish just such interactions. Calibration techniques are given to synchronize the display and camera coordinates. A series of interactive techniques are described for navigation and entry of numbers, times, dates, text, enumerations and lists of items. The issues of hand jitter, detection error, slow sampling and latency are discussed in each of the interactive techniques.
intelligent user interfaces | 2003
Jerry Alan Fails; Dan R. Olsen
Perceptual user interfaces (PUIs) are an important part of ubiquitous computing. Creating such interfaces is difficult because of the image and signal processing knowledge required for creating classifiers. We propose an interactive machine-learning (IML) model that allows users to train, classify/view and correct the classifications. The concept and implementation details of IML are discussed and contrasted with classical machine learning models. Evaluations of two algorithms are also presented. We also briefly describe Image Processing with Crayons (Crayons), which is a tool for creating new camera-based interfaces using a simple painting metaphor. The Crayons tool embodies our notions of interactive machine learning
systems man and cybernetics | 2005
Jacob W. Crandall; Michael A. Goodrich; Dan R. Olsen; Curtis W. Nielsen
The ability of robots to autonomously perform tasks is increasing. More autonomy in robots means that the human managing the robot may have available free time. It is desirable to use this free time productively, and a current trend is to use this available free time to manage multiple robots. We present the notion of neglect tolerance as a means for determining how robot autonomy and interface design determine how free time can be used to support multitasking, in general, and multirobot teams, in particular. We use neglect tolerance to 1) identify the maximum number of robots that can be managed; 2) identify feasible configurations of multirobot teams; and 3) predict performance of multirobot teams under certain independence assumptions. We present a measurement methodology, based on a secondary task paradigm, for obtaining neglect tolerance values that allow a human to balance workload with robot performance.
user interface software and technology | 2000
Dan R. Olsen; Sean Jefferies; S. Travis Nielsen; William Moyes; Paul Fredrickson
The XWeb project addresses the problem of interacting with services by means of a variety of interactive platforms. Interactive clients are provided on a variety of hardware/software platforms that can access and XWeb service. Creators of services need not be concerned with interactive techniques or devices. The cross platform problems of a network model of interaction, adaptation to screen size and supporting both speech and visual interfaces in the same model are addressed.
ACM Transactions on Graphics | 1986
Dan R. Olsen
A User Interface Management System (UIMS) called MIKE that does not use the syntactic specifications found in most UIMSs is described. Instead, MIKE provides a default syntax that is automatically generated from the definition of the semantic commands that the interaction is to support. The default syntax is refined using an interface editor that allows modification of the presentation of the interface. It is shown how active pictures can be created by adding action expressions to the viewports of MIKEs windowing system. The implications of MIKEs command-based dialogue description are discussed in terms of extensible interfaces, device and dialogue-style independence, and system support functions.
human factors in computing systems | 2004
Dan R. Olsen; Stephen Bart Wood
A goal of human-robot interaction is to allow one user to operate multiple robots simultaneously. In such a scenario the robots provide leverage to the users attention. The number of such robots that can be operated is called the fan-out of a human-robot team. Robots that have high neglect tolerance and lower interaction time will achieve higher fan-out. We define an equation that relates fan-out to a robots activity time and its interaction time. We describe how to measure activity time and fan-out. We then use the fan-out equation to compute interaction effort. We can use this interaction effort as a measure of the effectiveness of a human-robot interaction design. We describe experiments that validate the fan-out equation and its use as a metric for improving human-robot interaction.
interactive 3d graphics and games | 1987
Gregory M. Nielson; Dan R. Olsen
Three dimensional input techniques have long remained a problem in computer graphics because of the two dimensional nature of our display and interaction media. The most successful approaches to date are based upon specialized input hardware ranging from special rooms in which three dimensional manipulations can be performed [Suth 681 to simple multiaxis joysticks with an additional joint to support an additional degree of freedom [Brit 781. As well as a host of others.
user interface software and technology | 2007
Dan R. Olsen
The development of user interface systems has languished with the stability of desktop computing. Future systems, however, that are off-the-desktop, nomadic or physical in nature will involve new devices and new software systems for creating interactive applications. Simple usability testing is not adequate for evaluating complex systems. The problems with evaluating systems work are explored and a set of criteria for evaluating new UI systems work is presented.
international conference on computer graphics and interactive techniques | 1987
B Betts; David Burlingame; Gerhard Fischer; Jim Foley; Mark Green; David J. Kasik; Stephen T. Kerr; Dan R. Olsen; James J. Thomas
This written report summarizes the discussions an d conclusions of the goals and objectives group at th e ACM/SIGGRAPH Workshop on Software Tools for Use r Interface Development . The report is organized into th e following sections : e Section 1 — Overview of group goals and discussions Section 2 — Definition and characteristics of a UIM S ® Section 3 — Criteria used to develop a taxonomy of a UIM S Section 4 — Tasks and tools fo r user interface developmen t o Section 5 — Suggested topics and areas of research
systems, man and cybernetics | 2003
Michael A. Goodrich; Dan R. Olsen
Advances in robot technology and artificial intelligence have increased the range of robot applications as well as the importance of supporting human interaction with robots and robot teams. Previous work by the authors has highlighted the importance of creating neglect tolerant autonomy and efficient interfaces. In this paper, lessons learned from evaluating neglect tolerance and interface efficiency are compiled into a set of principles for efficient interaction. Emphasis is placed on designing efficient interfaces, but many of the principles require autonomy levels that support the principles. Each principle is illustrated by an example and motivated by citing relevant factors from cognitive information processing.