Paul Lapides
University of Calgary
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Publication
Featured researches published by Paul Lapides.
human-robot interaction | 2008
Paul Lapides; Ehud Sharlin; Mario Costa Sousa
We describe a new method for controlling a group of robots in three-dimensional (3D) space using a tangible user interface called the 3D Tractus. Our interface maps the task space into an interactive 3D space, allowing a single user to intuitively monitor and control a group of robots. We present the use of the interface in controlling a group of virtual software bots and a physical Sony AIBO robot dog in a simulated Explosive Ordnance Disposal (EOD) environment involving a bomb hidden inside of a building. We also describe a comparative user study we performed where participants were asked to use both the 3D physical interface and a traditional 2D graphical user interface in order to try and demonstrate the benefits and drawbacks of each approach for HRI tasks.
sketch based interfaces and modeling | 2006
Lisa Streit; Paul Lapides; Mario Costa Sousa; Ehud Sharlin
Modeling realistic looking plants is still a complex problem requiring specification of plant structure, geometry and surface characteristics. Modeling a collection of plants is more problematic especially since each plant is slightly different. Altering the shape of branches and stems is one of the most dramatic and natural methods of creating differing instances of the same plant type. We present a sketch-based interface for modeling plant variations through specification of branch and stem shape. Our system is based on interaction with the 3D Tractus: a new physical interface we developed to support direct 3D sketching. The 3D strokes from the 3D Tractus are used as input to a biologically-based modeling method that mimics natural growth variation factors of real plants.
international conference on human computer interaction | 2011
John Harris; James Everett Young; Nicole Sultanum; Paul Lapides; Ehud Sharlin; Mario Costa Sousa
We present our ongoing design of Snakey, a tangible user interface (TUI) dedicated to the field of reservoir geosciences and engineering. Our design of Snakey emphasizes intuitive manipulation and interaction with 3D curves, common to underground well path exploration and planning. Snakey is not designed to replace the traditional CAD reservoir well path planning tools, but rather to augment them with tangible and collaborative interaction, facilitating spatial exploration during the multi-stage planning processes involved in well path design. Our short paper presents design goals and prototyping solutions relating to Snakeys physicality, sensing technology, input/output mapping, and multi-modal feedback, as well as our findings from a preliminary evaluation of the latest Snakey prototype in a design critique session by experienced reservoir engineers.
advanced visual interfaces | 2012
Paul Lapides; Nicole Sultanum; Ehud Sharlin; Mario Costa Sousa
In this paper we present a novel mixed reality tracking system for collaborative tabletop applications that uses decorative markers and embedded application markers to create a continuous and seamless tracking space for mobile devices. Users can view and interact with mixed reality datasets on their mobile device, such as a tablet or smartphone, from distances both far and very near to the tabletop. We implement the tracking system in the context of a collaborative reservoir engineering tool that brings together many experts who need a private workspace to interact with unique datasets, which is supported by our system.
Archive | 2011
John Harris; James Everett Young; Nicole Sultanum; Paul Lapides; Ehud Sharlin; Mario Costa Sousa
We present Snakey, a tangible user interface (TUI) designed for the field of reservoir engineering. The Snakey interface focuses on intuitive manipulation and interaction with 3D curves common to underground well path planning. Our paper discusses design goals and prototyping solutions relating to the physical materials, sensing technology, input/output mapping, and multimodal information feedback of the Snakey TUI. The paper also discusses a design critique of the latest prototype interface performed by domain experts (experienced reservoir engineers) and concludes by outlining our findings regarding the next steps required to improve the current Snakey interface
computer games | 2010
Paul Lapides; Ehud Sharlin; Mario Costa Sousa
Computer games have become increasingly cooperative social activities that are often being played with several collocated gamers, frequently in front of spectators who react and participate in the gameplay experience. Physical controllers are enriching the gaming interface by allowing players to use their bodies to control the game. We highlight another gameplay theme: in-game authorship of content, the ability to create new expressive content as part of the gameplay. We propose a new design framework for cooperative games that encompasses these three themes: social engagement between players, expressive physical interaction within the game environment, and in-game creation and authoring of sharable content. These elements may be combined in various ways, and we propose prototypes for three games based on these themes: a comic strip game, a movie karaoke game, and a virtual competition game.
ieee international workshop on horizontal interactive human computer systems | 2006
Paul Lapides; Ehud Sharlin; Mario Costa Sousa; Lisa Streit
human factors in computing systems | 2015
Paul Lapides; Apoorve Chokshi; M. Sheelagh T. Carpendale; Saul Greenberg
human-robot interaction | 2009
Paul Lapides; Ehud Sharlin; Saul Greenberg
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction | 2011
Paul Lapides; Ehud Sharlin; Mario Costa Sousa