Number of co-authors:24
Number of publications with 3 favourite co-authors:Iulian Radu:Landon LaPorte:Evan Barba:
Maribeth Gandy's 3 most productive colleagues in number of publications:Thad Starner:49Blair MacIntyre:43Jay David Bolter:22
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Publications by Maribeth Gandy (bibliography)
LaPorte, Landon, McLaughlin, Anne Collins, Whitlock, Laura A., Gandy, Maribeth and Trujillo, Amanda K. (2012): Motor skill acquisition in a virtual world by older adults: Relationships between age, physical activity, and performance. In: Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting 2012. pp. 2084-2088. Available online
Increased age and physical activity both affect motor learning (Colcombe&Kramer, 2003). However, it is unknown how differences in age and changes in daily physical activity affect motor skill acquisition and performance in a virtual world, where feedback on motor actions is offered visually via the software. Using a Nintendo Wii interactive gaming console (IGC), we examined motor skill acquisition in a virtual world for older adults ranging from the young-old (65-79) to the oldest-old (over 80), taking into account their daily reports of physical activity. Multi-level modeling will be used to determine how physical activity and age differences interact to predict success in the motor skill acquisition of a complex movement that results in an object throw in the virtual world. Analysis of results is in progress.
© All rights reserved LaPorte et al. and/or Human Factors and Ergonomics Society
Xu, Yan, Gandy, Maribeth, Deen, Sami, Schrank, Brian, Spreen, Kim, Gorbsky, Michael, White, Timothy, Barba, Evan, Radu, Iulian, Bolter, Jay David and MacIntyre, Blair (2008): BragFish: exploring physical and social interaction in co-located handheld augmented reality games. In: Inakage, Masa and Cheok, Adrian David (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2008 December 3-5, 2008, Yokohama, Japan. pp. 276-283. Available online
Dow, Steven, Lee, Jaemin, Oezbek, Christopher, MacIntyre, Blair, Bolter, Jay David and Gandy, Maribeth (2005): Wizard of Oz interfaces for mixed reality applications. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1339-1342. Available online
One important tool for developing complex interactive applications is "Wizard of Oz "(WOz)simulation. WOz simulation allows design concepts,content and partially completed applications to be tested on users without the need to first create a completely working system. In this paper we discuss the integration of wizard interface tools into a Mixed Reality (MR)design environment and show how easier creation and evolution of wizard interfaces can lead to an expanded role for WOz-based testing during the design evolution of MR experiences. We share our experiences designing an audio experience in an historic site,and illustrate the evolution of the wizard interfaces alongside the user experience
© All rights reserved Dow et al. and/or ACM Press
Gandy, Maribeth, MacIntyre, Blair, Presti, Peter, Dow, Steven, Bolter, Jay David, Yarbrough, Brandon and O'Rear, Nigel (2005): AR Karaoke: Acting in Your Favorite Scenes. In: Fourth IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2005 5-8 October, 2005, Vienna, Austria. pp. 114-117. Available online
Dow, Steven, Lee, Jaemin, Oezbek, Christopher, MacIntyre, Blair, Bolter, Jay David and Gandy, Maribeth (2005): Exploring spatial narratives and mixed reality experiences in Oakland Cemetery. In: Lee, Newton (ed.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2005 June 15-15, 2005, Valencia, Spain. pp. 51-60. Available online
Dow, Steven, MacIntyre, Blair, Lee, Jaemin, Oezbek, Christopher, Bolter, Jay David and Gandy, Maribeth (2005): Wizard of Oz support throughout an iterative design process. In IEEE Pervasive Computing, 4 (4) pp. 18-26. Available online
MacIntyre, Blair, Gandy, Maribeth, Dow, Steven and Bolter, Jay David (2004): DART: a toolkit for rapid design exploration of augmented reality experiences. In: Proceedings of the 2004 ACM Symposium on User Interface Software and Technology 2004. pp. 197-206. Available online
In this paper, we describe The Designer\'s Augmented Reality Toolkit (DART). DART is built on top of Macromedia Director, a widely used multimedia development environment. We summarize the most significant problems faced by designers working with AR in the real world, and discuss how DART addresses them. Most of DART is implemented in an interpreted scripting language, and can be modified by designers to suit their needs. Our work focuses on supporting early design activities, especially a rapid transition from story-boards to working experience, so that the experiential part of a design can be tested early and often. DART allows designers to specify complex relationships between the physical and virtual worlds, and supports 3D animatic actors (informal, sketch-based content) in addition to more polished content. Designers can capture and replay synchronized video and sensor data, allowing them to work off-site and to test specific parts of their experience more effectively.
© All rights reserved MacIntyre et al. and/or ACM Press
Gandy, Maribeth, MacIntyre, Blair and Dow, Steven (2004): Making Tracking Technology Accessible in a Rapid Prototyping Environment. In: 3rd IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2004 2-5 November, 2004, Arlington, VA, USA. pp. 282-283. Available online
MacIntyre, Blair, Gandy, Maribeth, Bolter, Jay David, Dow, Steven and Hannigan, Brendan (2003): DART: The Designer's Augmented Reality Toolkit. In: 2003 IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2003 7-10 October, 2003, Tokyo, Japan. pp. 329-330. Available online
Starner, Thad, Auxier, Jake, Ashbrook, Daniel and Gandy, Maribeth (2000): The gesture pendant: a self-illuminating, wearable, infrared computer vision system for home automation control and medical monitoring. In: Proceedings of the 4th IEEE International Symposium on Wearable Computers October 16-17, 2000, Atlanta, USA. pp. 87-94. Available online
In this paper we present a wearable device for control of home automation systems via hand gestures. This solution has many advantages over traditional home automation interfaces in that it can be used by those with loss of vision, motor skills, and mobility. By combining other sources of context with the pendant we can reduce the number and complexity of gestures while maintaining functionality. As users input gestures, the system can also analyze their movements for pathological tremors. This information can then be used for medical diagnosis, therapy, and emergency services.Currently, the Gesture Pendant can recognize control gestures with an accuracy of 95% and user- defined gestures with an accuracy of 97% It can detect tremors above 2HZ within +/- .1 Hz.
© All rights reserved Starner et al. and/or their publisher
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