David B. Anderson
Mitsubishi Electric
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Featured researches published by David B. Anderson.
international conference on computer graphics and interactive techniques | 2000
David B. Anderson; James L. Frankel; Joe Marks; Aseem Agarwala; Paul A. Beardsley; Jessica K. Hodgins; Darren Leigh; Kathy Ryall; Eddie Sullivan; Jonathan S. Yedidia
Construction toys are a superb medium for geometric models. We argue that such toys, suitably instrumented or sensed, could be the inspiration for a new generation of easy-to-use, tangible modeling systems—especially if the tangible modeling is combined with graphical-interpretation techniques for enhancing nascent models automatically. The three key technologies needed to realize this idea are embedded computation, vision-based acquisition, and graphical interpretation. We sample these technologies in the context of two novel modeling systems: physical building blocks that self-describe, interpret, and decorate the structures into which they are assembled; and a system for scanning, interpreting, and animating clay figures.
Presence: Teleoperators & Virtual Environments | 1997
Richard C. Waters; David B. Anderson; John W. Barrus; David C. Brogan; Michael A. Casey; Stephan G. Mckeown; T. Nitta; Ilene B. Sterns; William S. Yerazunis
Diamond Park is a social virtual reality system in which multiple geographically separated users can speak to each other and participate in joint activities. The central theme of the park is cycling. Human visitors to the park are represented by 3D animated avatars and can explore a square mile of 3D terrain. In addition to human visitors, the park hosts a number of computer simulations, including tour buses and autonomous animated figures. Diamond Park is implemented using a software platform called Spline, which makes it easy to build virtual worlds where multiple people interact with each other and with computer simulations in a 3D visual and audio environment. Spline performs all the processing necessary to maintain a distributed, modifiable, and extendable model of a virtual world that is shared between the participants. For more information visit http://www.merl.com.
IEEE Spectrum | 1997
David B. Anderson; Michael A. Casey
Although the spotlight of virtual reality research has been on providing views of simulated scenes and objects, some researchers have chosen to study how to fool other senses: hearing, touch, and even smell, into perceiving what is not there. They have good reason: the virtual environments that are best at stimulating multiple senses are also best at evoking a feeling of presence and immersion. Next to sight, hearing is the sense on which people rely the most. So sounds, too, can play an extremely critical role in a distributed virtual environment (DVE). The virtual reality (VR) experience is more satisfying when sound adds to or reinforces other DVE information. The paper discusses the variety of sound in VR systems and considers the selection of software and hardware for these uses of audio in DVE systems.
user interface software and technology | 1999
David B. Anderson; James L. Frankel; Joe Marks; Darren Leigh; Eddie Sullivan; Jonathan S. Yedidia; Kathy Ryall
We describe a tangible interface for building virtual structures using physical building blocks. We demonstrate two applications of our system. In one version, the blocks are used to construct geometric models of objects and structures for a popular game, Quake II™. In another version, buildings created with our blocks are rendered in different styles, using intelligent decoration of the building model.
conference on information and knowledge management | 1999
David B. Anderson; Emily Anderson; Joe Marks; Ken Perlin; David Ratajczak; Kathy Ryall
Scheduling, routing, and layout tasks are examples of hard operations-research problems that have broad application in industry. Typical algorithms for these problems combine some form of gradient descent to find local minima with some strategy for escaping nonoptimal local minima and traversing the search space. Our idea is to divide these two subtasks cleanly between human and computer: in our paradigm of human-guided sample search the computer is responsible only for finding local minima using a simple search method; using information visualization, the human identifies promising regions of the search space for the computer to explore, and also intervenes to help it escape nonoptimal local minima. This is a specific example of a more general strategy, that of combining heuristic-search and information-visualization techniques in an interactive system. We are applying our approach to the problem of capacitated vehicle routing with time windows (CVRTW). We describe the design and implementation of our initial prototype, some preliminary results, and our plans for future work.
Archive | 1996
David B. Anderson; Richard C. Waters
Archive | 1997
Richard C. Waters; David B. Anderson
Archive | 1994
David B. Anderson
Archive | 1998
David B. Anderson; Richard C. Waters
Archive | 2000
David B. Anderson; James L. Frankel; Joseph Marks