Jason Leigh

ORCID: 0000-0001-7693-2814
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About
Contact & Profiles
Research Areas
  • Data Visualization and Analytics
  • Distributed and Parallel Computing Systems
  • Augmented Reality Applications
  • Virtual Reality Applications and Impacts
  • Interactive and Immersive Displays
  • Computer Graphics and Visualization Techniques
  • Multimedia Communication and Technology
  • Scientific Computing and Data Management
  • Peer-to-Peer Network Technologies
  • Advanced Optical Imaging Technologies
  • Advanced Data Storage Technologies
  • Parallel Computing and Optimization Techniques
  • Video Analysis and Summarization
  • Semantic Web and Ontologies
  • Advanced Optical Network Technologies
  • Cloud Computing and Remote Desktop Technologies
  • Interconnection Networks and Systems
  • Network Traffic and Congestion Control
  • Geological Modeling and Analysis
  • Optical Network Technologies
  • Speech and dialogue systems
  • Social Robot Interaction and HRI
  • Usability and User Interface Design
  • Cloud Computing and Resource Management
  • Image and Video Quality Assessment

University of Hawaiʻi at Mānoa
2015-2024

University of Hawaii System
2015-2023

University of Hawaii at Hilo
2022

Honolulu University
2021

University of Hawaii–West Oahu
2020

University of Illinois Chicago
2007-2017

Northern Illinois University
2015

Pacific Biosciences (United States)
2015

University of Illinois Urbana-Champaign
2001-2014

Argonne National Laboratory
2002-2014

This paper describes the design, evaluation, and lessons learned from a project involving implementation of an immersive virtual environment for children called NICE (Narrative-based, Immersive, Constructionist/Collaborative Environments). The goal was to construct testbed exploration reality as learning medium within context primary educational reform themes past three decades. With focus on informal education domains with social content, embraces constructivist approach learning,...

10.1162/105474699566215 article EN PRESENCE Virtual and Augmented Reality 1999-06-01

High speed bulk data transfer is an important part of many data-intensive scientific applications. This paper describes aggressive scheme, called Reliable Blast UDP (RBUDP), intended for extremely high bandwidth, dedicated- or Quality-of-Service-enabled networks, such as optically switched networks. also provides analytical model to predict RBUDP's performance and compares the results our against implementation RBUDP. Our show that RBUDP performs efficiently over dedicated networks able...

10.1109/clustr.2002.1137760 article EN 2003-06-26

Hybrid Reality Environments represent a new kind of visualization spaces that blur the line between virtual environments and high resolution tiled display walls. This paper outlines design implementation CAVE2<sup>TM</sup> Environment. CAVE2 is world's first near-seamless flat-panel-based, surround-screen immersive system. Unique to it will enable users simultaneously view both 2D 3D information, providing more flexibility for mixed media applications. cylindrical system 24 feet in diameter...

10.1117/12.2005484 article EN Proceedings of SPIE, the International Society for Optical Engineering/Proceedings of SPIE 2013-03-04

Current web-based collaboration systems, such as Google Hangouts, WebEx, and Skype, primarily enable single users to work with remote collaborators through video conferencing desktop mirroring. The original SAGE software, developed in 2004 adopted at over one hundred international sites, was

10.4108/icst.collaboratecom.2014.257337 article EN 2014-01-01

This paper describes the NICE project, an immersive learning environment for children implemented in CAVE and related multi-user virtual reality (VR) technologies. The project provides engaging setting where construct cultivate simple ecosystems, collaborate via networks with other remotely-located children, create stories from their interactions real world.

10.1109/vrais.1998.658487 article EN 2002-11-27

The authors present the experiences at Electronic Visualization Laboratory (EVL) in introducing computational scientists to use of virtual reality as a research tool. They describe environment, CAVE. then several applications currently being developed EVL using CAVE and conclude with discussion on possible paths follow making an effective tool for visualization.< <ETX xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">&gt;</ETX>

10.1109/vrais.1993.378262 article EN 1993-01-01

This architecture/infrastructure of parallel optical networks couples data exploration, visualization, and collaboration technologies through IP at multi-gigabit speeds.

10.1145/948383.948410 article EN Communications of the ACM 2003-11-01

Abstract The CAVE, a walk-in virtual reality environment typically consisting of 4–6 3 m-by-3 m sides room made rear-projected screens, was first conceived and built in 1991. In the nearly two decades since its conception, supporting technology has improved so that current CAVEs are much brighter, at higher resolution, have dramatically graphics performance. However, rear-projection-based must be housed 10 m-by-10 (allowing space behind screen walls for projectors), which limits their...

10.2478/s13531-010-0002-5 article EN cc-by-nc-nd Open Engineering 2010-11-02

Constructing integrative visualizations that simultaneously cater to a variety of data types is challenging. Hybrid-reality environments blur the line between virtual and tiled display walls. They incorporate high-resolution, stereoscopic displays, which can be used juxtapose large, heterogeneous datasets while providing range naturalistic interaction schemes. thus empower designers construct more effectively mash up 2D, 3D, temporal, multivariate datasets.

10.1109/mcg.2013.37 article EN IEEE Computer Graphics and Applications 2013-04-11

Abstract Social network analysis is the study of patterns interaction between social entities. The field attracting increasing attention from diverse disciplines including sociology, epidemiology, and behavioral ecology. An important sociological phenomenon that draws analysts emergence communities, which tend to form, evolve, dissolve gradually over a period time. Understanding this evolution crucial sociologists domain scientists, often leads better appreciation system under study....

10.1111/j.1467-8659.2011.01955.x article EN Computer Graphics Forum 2011-06-01

This position paper on Indigenous Protocol (IP) and Artificial Intelligence (AI) is a starting place for those who want to design create AI from an ethical that centers concerns. Each community will have its own particular approach the questions we raise in what follows. What written here not substitute establishing maintaining relationships of reciprocal care support with specific communities. Rather, this document offers range ideas take into consideration when entering conversations which...

10.11573/spectrum.library.concordia.ca.00986506 article EN 2020-01-01

The Scalable Adaptive Graphics Environment (SAGE) is specialized middleware for enabling data, high-definition video and extremely high-resolution graphics to be streamed in real-time from remotely distributed rendering storage clusters scalable display walls over ultra-high-speed networks. In this paper, we present the SAGE architecture, focusing on its dynamic streaming capability. framework, multiple visualization applications can large tiled displays viewed at same time. application...

10.1145/1188455.1188568 article EN 2006-01-01

A solid-state dynamic parallax barrier autostereoscopic display mitigates some of the restrictions present in static systems, such as fixed view-distance range, slow response to head movements, and stereo operating mode. By dynamically varying parameters real time, viewers may move closer faster laterally than with a system, can switch between 3D 2D modes by disabling on per-pixel basis. Moreover, Dynallax output four independent eye channels when two are present, both head-tracked receive...

10.1109/tvcg.2007.70627 article EN IEEE Transactions on Visualization and Computer Graphics 2008-03-27

Large high-resolution displays are becoming increasingly common in research settings, providing data scientists with visual interfaces for the analysis of large datasets. Numerous studies have demonstrated unique perceptual and cognitive benefits afforded by these analytics information visualization tasks. However, effects on knowledge discovery exploratory still poorly understood. We present results a small-scale study to better understand how display size resolution affect insight....

10.1145/2702123.2702406 article EN 2015-04-17

We present an approach to applying virtual reality in architectural design and collaborative visualization which emphasizes the use of multiple perspectives. These perspectives, including mental models as well visual viewpoints, allow be applied earlier, more creative, phases process, rather than just a walkthrough final design. CALVIN, prototype interface implements these ideas, has been created using CAVE theatre.

10.1109/vrais.1996.490535 article EN Proceedings of the IEEE Virtual Reality Annual International Symposium 1996-01-01

The paper describes a system, Imsovision, for visualizing object-oriented software in virtual reality Environment. A visualization language (COOL) is defined that maps C++ source code to visual representation. Our aim develop with few metaphors and constructs, but the ability represent variety of elements no ambiguity or loss meaning. In addition, has maximally use potential used media. design OO system its attributes are represented visualization. Class information, relationships between...

10.1109/wpc.2001.921711 article EN 2002-11-13

No abstract available.

10.1145/262171.262264 article FR ACM SIGGRAPH Computer Graphics 1997-08-01

The development of applications and tools for high-performance "computational grids" is complicated by the heterogeneity frequently dynamic behavior underlying resources; complexity themselves, which often combine aspects supercomputing distributed computing; need to achieve high levels performance. Globus toolkit has been developed with goal simplifying this application task, providing implementations various core services deemed essential computing. In paper, we describe two large toolkit:...

10.1109/hpdc.1998.709959 article EN 2002-11-27

This paper describes the design and implementation of CAVERNsoft G2, a toolkit for building collaborative virtual reality applications. G2's special emphasis is on providing tools to support high-performance computing data intensive systems that are coupled collaborative, immersive environments.This broad range services, demonstrates how they currently being used in volume visualization application.

10.1145/502390.502394 article EN 2000-10-22
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