Difference between revisions of "CSE190W2013Paper"
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This presentation accounts for 15% of your total grade in the course. Each presenter will be graded on the following criteria: | This presentation accounts for 15% of your total grade in the course. Each presenter will be graded on the following criteria: | ||
− | * The presenter's understanding of the article. | + | * The presenter's understanding of the article, including ability to convey material to the audience. |
− | * The quality of the slides. | + | * The quality of the slides: layout, structure. |
− | * The quality of the | + | * The quality of the performance: audience connection, entertainment factor, timing, q&a. |
===Questions for Presentation and Q&A=== | ===Questions for Presentation and Q&A=== | ||
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| Andrew | | Andrew | ||
| Biofeedback game design: using direct and indirect physiological control to enhance game interaction | | Biofeedback game design: using direct and indirect physiological control to enhance game interaction | ||
+ | |- | ||
+ | | Arick | ||
+ | | Augmented perception of satiety: controlling food consumption by changing apparent size of food with augmented reality | ||
|- | |- | ||
| Bryan | | Bryan | ||
| Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture | | Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture | ||
|- | |- | ||
− | | | + | | Edward |
+ | | Digits: freehand 3D interactions anywhere using a wrist-worn gloveless sensor | ||
+ | |- | ||
+ | | Haronid | ||
| D-Flow: Immersive Virtual Reality and Real-Time Feedback for Rehabilitation | | D-Flow: Immersive Virtual Reality and Real-Time Feedback for Rehabilitation | ||
+ | |- | ||
+ | | Joey | ||
+ | | Predator-prey vision metaphor for multi-tasking virtual environments | ||
+ | |- | ||
+ | | Justina | ||
+ | | Breaking the status quo: Improving 3D gesture recognition with spatially convenient input devices | ||
|- | |- | ||
| Ken | | Ken | ||
| Cooking support with information projection onto ingredient | | Cooking support with information projection onto ingredient | ||
+ | |- | ||
+ | | Kevin | ||
+ | | Piivert: Percussion-based interaction for immersive virtual environments | ||
|- | |- | ||
| Kit | | Kit | ||
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| Miguel | | Miguel | ||
| The King-Kong Effects: Improving Sensation of walking in VR with visual and tactile vibrations at each step | | The King-Kong Effects: Improving Sensation of walking in VR with visual and tactile vibrations at each step | ||
+ | |- | ||
+ | | Nico | ||
+ | | Increasing Agent Physicality to Raise Social Presence and Elicit Realistic Behavior | ||
+ | |- | ||
+ | | Spencer | ||
+ | | Dense and Dynamic 3D Selection for Game-Based Virtual Environments | ||
|- | |- | ||
| Stephen | | Stephen |
Latest revision as of 20:57, 12 March 2013
Contents |
Paper Presentation
Each student must give a 15 minute presentation (+ 3 min. Q&A) on a paper of their choice from the field of 3D user interfaces. The paper must be at least from the year 2000, the more recent the better.
It is required that the presentation be accompanied by a slide presentation. The slide presentation can be done on your own laptop with a VGA output (please test before class), or it can be emailed or given to the instructor on a USB thumb drive (Powerpoint or PDF format only).
Grading
This presentation accounts for 15% of your total grade in the course. Each presenter will be graded on the following criteria:
- The presenter's understanding of the article, including ability to convey material to the audience.
- The quality of the slides: layout, structure.
- The quality of the performance: audience connection, entertainment factor, timing, q&a.
Questions for Presentation and Q&A
Here are some questions to help guide your presentation:
- What did the author(s) study? What issue about this topic were the author(s) trying to better understand?
- Why do we care about this topic?
- What methods did the author(s) use? Why are these methods suited to better understand the problem at hand?
- What are the main conclusions from this work?
Here are some general questions for the Q&A section:
- What part of the work was confusing to you?
- What parts were well explained and what parts were poorly explained?
- What type of previous studies is this work building on?
- What is the next step after this work?
- Are there other implications of this work that the authors haven’t considered?
How to Find a Paper
Here is an incomplete list of qualifying conference proceedings. Note that in order to download the full PDF versions of the papers you will need to be logged in to UCSD's campus network.
- IEEE Virtual Reality (VR)
- IEEE Symposium on 3D User Interfaces (3DUI)
- ACM SIGCHI Conference on Human Factors in Computing Systems
- ACM Symposium on Virtual Reality Software and Technology (VRST)
- ACM SIGGRAPH
- SIGGRAPH Asia
Structuring Your Presentation
When you read through a few papers, you will quickly find that most follow this structure:
- Introduction, motivation, hypothesis
- Related work done in the past, and how it relates to the paper
- Methodology
- Results
- Conclusions
Unless you have good reasons not to, your presentation should mimic this structure.
Note that you don't have to cover everything in the paper. Often, that would take an hour or longer to do! Just focus on the one or two main novel concepts the paper reports on, but explain those well enough so that the audience gets the idea.
List of Presented Papers
Presentations dates are listed on the course schedule.
First Name | Paper Title |
---|---|
Alisha | Simultaneous categorical and spatio-temporal 3D gestures using Kinect |
Alvin | 3D-2D spatiotemporal registration for sports motion analysis |
Amell | Lightweight Palm and Finger Tracking for Real-Time 3D Gesture Control |
Andrew | Biofeedback game design: using direct and indirect physiological control to enhance game interaction |
Arick | Augmented perception of satiety: controlling food consumption by changing apparent size of food with augmented reality |
Bryan | Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture |
Edward | Digits: freehand 3D interactions anywhere using a wrist-worn gloveless sensor |
Haronid | D-Flow: Immersive Virtual Reality and Real-Time Feedback for Rehabilitation |
Joey | Predator-prey vision metaphor for multi-tasking virtual environments |
Justina | Breaking the status quo: Improving 3D gesture recognition with spatially convenient input devices |
Ken | Cooking support with information projection onto ingredient |
Kevin | Piivert: Percussion-based interaction for immersive virtual environments |
Kit | CaveUDK: a VR game engine middleware |
Kristina | The acute cognitive benefits of casual exergame play |
Matteo | A discussion of cybersickness in virtual environments |
Miguel | The King-Kong Effects: Improving Sensation of walking in VR with visual and tactile vibrations at each step |
Nico | Increasing Agent Physicality to Raise Social Presence and Elicit Realistic Behavior |
Spencer | Dense and Dynamic 3D Selection for Game-Based Virtual Environments |
Stephen | An experimental analysis of the impact of Touch Screen Interaction techniques for 3-D positioning tasks |
Suman | Real-time Panoramic Mapping and Tracking on Mobile Phones |
Thinh | 3D Multi-view Autostereoscopic Display and Its Key Technologie |
Velu | Touché: Enhancing Touch Interaction on Humans, Screens, Liquids, and Everyday Objects |
Vivek | Olfactory feedback system to improve the concentration level based on biological information |