Visual Computing Seminar Schedule
Spring Semester, 2011
We meet each Friday at 2:30 pm, in McAdams 119, unless indicated in red below.
Jan. 14 — Open Date
Jan.
21
—
Brian Malloy, An
Approach to Dynamic
Object Visualization in C++
Programs
Feb. 4 —
Donald House, Mesh Colors
Feb. 11 — Casey
Johnson, Tony Liu, and Nick Kinerd, Production Focus on the Making of Spider Fight
Feb. 18 — Open Date
Feb. 25 — Ryan
Prestridge, Matias Volente, Production
Focus
on
the
Making
of
LiFe
Mar. 4
— Robert
Geist,
TEXNH Trees: A New Course in Data Structures
Mar. 11 — Brandon
Pelfrey, Adaptive Neighbor Pairing
for Smoothed
Particle Hydrodynamics, with Donald House
Mar. 18 — Open Date
Mar. 25 — Spring Break
Apr. 1 — Christopher
Corsi,
Methods for Computing Tire/Track
Intersections, with Robert Geist, and James Mike Westall
Apr. 8 — James
Mike
Westall,
Processing NASCAR Trackpass Video Data, with Christopher Corsi
Apr. 15 — Yolanda
Rankin, IBM Research - Almaden, More
than Just a Game: Critical In-Game
Interactions that Facilitate Second Language Acquisition
Apr. 22 — Cem
Yuksel, Cornell University, Developing
Efficient
Graphics Technologies for
Physically-based Modeling
Apr. 29
— Brandon Pelfrey and Jerry Tessendorf, Recovering Geometry from Multiple Views
Abstract:
When
people use avatars in online virtual worlds, do
they
respond to being in the presence of another virtual human the same way
they would the presence of another person? To investigate this
question we designed a study to determine the social effects virtual
human observers had on people using avatars. These social effects,
called social inhibition/facilitation, have been observed and studied
in human-to-human interaction. Social inhibition/facilitation
theory states that a person in the presence of another person will
generally perform a simple task better and a complex task
worse. For our study, we evaluated both simple and complex math
tasks. The participants were measured on performance and response
times of completing the tasks using their avatars, both in the presence
of a virtual human and alone.