- Interactive and Immersive Displays
- Design Education and Practice
- Innovative Human-Technology Interaction
- Augmented Reality Applications
- Tactile and Sensory Interactions
- Architecture and Computational Design
- Virtual Reality Applications and Impacts
- Spatial Cognition and Navigation
- Olfactory and Sensory Function Studies
- Data Visualization and Analytics
- Music Technology and Sound Studies
- BIM and Construction Integration
- Creativity in Education and Neuroscience
- Manufacturing Process and Optimization
- Product Development and Customization
- Context-Aware Activity Recognition Systems
- Multisensory perception and integration
- Child Development and Digital Technology
- Usability and User Interface Design
- 3D Surveying and Cultural Heritage
- Biochemical Analysis and Sensing Techniques
- Color perception and design
- Modular Robots and Swarm Intelligence
- Advanced Chemical Sensor Technologies
- Human Motion and Animation
University of Colorado Boulder
2002-2025
Atlas Scientific (United States)
2024
Georgia Institute of Technology
2009-2022
University of Colorado System
1997-2022
National University of Singapore
2013-2020
Atlanta Technical College
2008-2011
University of California, Los Angeles
2011
Emory University
2009
University of Toronto
2009
Indian Institute of Science Bangalore
2009
Article Free Access Share on Ambiguous intentions: a paper-like interface for creative design Authors: Mark D. Gross College of Architecture and Planning Institute Cognitive Science, University Colorado at Denver Boulder, CO COView Profile , Ellen Yi-Luen Do Architecture, Georgia Technology, Atlanta, GA GAView Authors Info & Claims UIST '96: Proceedings the 9th annual ACM symposium User software technologyNovember 1996Pages 183–192https://doi.org/10.1145/237091.237119Published:01 November...
In the same way that we experience real-world through a range of senses, experiencing virtual environment multiple sensory modalities may augment both our presence within scenario and reaction to it. this paper, present Season Traveller, multisensory reality (VR) narration journey four seasons mystical realm. By adding olfactory haptic (thermal wind) stimuli, extend traditional audio-visual VR technologies achieve enhanced engagement interactive experiences. Using subjective measures...
Wearable technology, specifically e-textiles, offers the potential for interacting with electronic devices in a whole new manner. However, some may find operation of system that employs non-traditional on-body interactions uncomfortable to perform public setting, impacting how readily form mobile technology be received. Thus, it is important interaction designers take into consideration implications gesture when designing wearable interfaces. In this study, we explore third-party perceptions...
In this paper, we present and evaluate Ambiotherm, a wearable accessory for Head Mounted Displays (HMD) that provides thermal wind stimuli to simulate real-world environmental conditions, such as ambient temperatures enhance the sense of presence in Virtual Reality (VR). Ambiotherm consists Ambient Temperature Module is attached user's neck, Wind Simulation focused towards face, Control utilizing Bluetooth communication. We demonstrate with two VR environments, hot desert, snowy mountain,...
Similar to the concept of a cocktail or mocktail, we present Vocktail (a.k.a. Virtual Cocktail) - an interactive drinking utensil that digitally simulates multisensory flavor experiences. The system utilizes three common sensory modalities, taste, smell, and visual (color), create virtual flavors augment existing beverage. is coupled with mobile application enables users customized sensations by configuring each stimuli via Bluetooth. consists glass seamlessly fused into 3D printed...
Designing a data physicalization requires myriad of different considerations. Despite the cross-disciplinary nature these considerations, research currently lacks synthesis across communities sits upon, including their approaches, theories, and even terminologies. To bridge synergistically, we present design space that describes analyzes physicalizations according to three facets: context (end-user considerations), structure (the physical artifact), interactions (interactions with both...
The "wearability" of wearable technology addresses the factors that affect degree comfort wearer experiences while wearing a device, including physical, psychological, and social aspects. While physical psychological aspects have been investigated since early in development field computing, wearability less fully-explored. As becomes increasingly common on commercial market, is becoming an ever-more-important variable contributing to success or failure new products. Here we present analysis...
Mobile Music Touch (MMT) helps teach users to play piano melodies while they perform other tasks. MMT is a lightweight, wireless haptic music instruction system consisting of fingerless gloves and mobile Bluetooth enabled computing device, such as phone. Passages be learned are loaded into the phone played repeatedly user performs As each note plays, vibrators on finger in activate, indicating which used note. We present two studies efficacy MMT. The first measures 16 subjects' ability...
Among the five primary senses, sense of taste is least explored as a form digital media applied in Human--Computer Interface. This article presents an experimental instrument, Digital Lollipop, for digitally simulating sensation (gustation) by utilizing electrical stimulation on human tongue. The system capable manipulating properties electric currents (magnitude, frequency, and polarity) to formulate different stimuli. To evaluate effectiveness this method, was experimentally tested two...
With the continuous advancements in computing and media, technology has widened to include multisensory experiences digital interactions. Although there are quite a lot of systems auditory, vision, haptic domains, remarkably few attempts been made sense taste. Thus, this paper, we discuss importance sensation taste as form immersive media current problems simulating sensations digitally. Furthermore, review various state art technologies approaches for Finally, present simulate...
This pictorial presents our material-driven inquiry into carbon-coated paper and kirigami structures. We investigated two variations of this their affordances for tangible interaction; particularly electrical, haptic, visual aspects when shaped three-dimensional forms through cutting, folding, bending. Through exploration, we uncovered distinct between the types sensing folds bends, due to differences in material compositions. From these insights, propose three applications that showcase...
This pictorial presents a design investigation at the intersection of paper and computer vision for tangible interfaces. Through this exploration, we uncovered various characteristics that connect interactions with concealing revealing printed fiducial markers detection-particularly through affordances craft fiber. We illustrate variety structures construct deconstruct markers. also demonstrate how these enable untethered functional physical inputs, such as push buttons sliders. showcase...
We present PianoTouch, a wearable, wireless haptic piano instruction system, composed of (1) five small vibration motors, one for each finger, fitted inside glove, (2) Bluetooth module mounted on the and (3) music output from laptop. Users hear feel vibrations indicating which finger is used to play note. investigate system's potential passive learning, i.e. learning playing automatically while engaged in everyday activities. In preliminary study, four subjects learned two songs initially...
We present Mechamagnets, a technique for facilitating the design and fabrication of haptic functional inputs physical interfaces. This consists set 3D printed spatial constraints which facilitate different movements, as well unpowered profiles created by embedding static magnets in parts. propose Mechamagnets taxonomy to map space this designers makers. Furthermore, we leverage use instrumenting these objects with linear Hall effect sensors create digital inputs. showcase series novel...
Fostering data visualization literacy (DVL) as part of childhood education could lead to a more literate society. However, most work in DVL for children relies on formal educational context (i.e., teacher-led approach) that limits children's engagement with classroom-based environments and, consequently, ability ask questions about and explore topics they find personally meaningful. We how curiosity-driven, child-led approach can provide agency when are authoring visualizations. This paper...
This paper reports on our progress and findings in building a Web annotation system for non-immersive 3D virtual environments. Over the last two years, we developed tested systems collaborating designers to comment models. Our first system, Redliner [12] lets design team members browse leave text annotations surfaces three-dimensional Experience with Redliner, including user evaluations different settings, led us develop Space Pen [13], second improved interaction capabilities. It goes...