Daniel F. Keefe
Bio: Daniel F. Keefe is an academic researcher from University of Minnesota. The author has contributed to research in topics: Visualization & Data visualization. The author has an hindex of 25, co-authored 131 publications receiving 2362 citations. Previous affiliations of Daniel F. Keefe include Brown University & Boston Scientific Corporation.
Papers published on a yearly basis
••01 Mar 2001
TL;DR: CavePainting’s 3D brush strokes, color pickers, artwork viewing mode, and interface are described and several works of art created using the system are presented along with feedback from artists.
Abstract: CavePainting is an artistic medium that uses a 3D analog of 2D brush strokes to create 3D works of art in a fully immersive Cave environment. Physical props and gestures are used to provide an intuitive interface for artists who may not be familiar with virtual reality. The system is designed to take advantage of the 8 ft. x 8 ft. x 8 ft. space in which the artist works. CavePainting enables the artist to create a new type of art and provides a novel approach to viewing this art after it has been created. In this paper, we describe CavePainting’s 3D brush strokes, color pickers, artwork viewing mode, and interface. We also present several works of art created using the system along with feedback from artists. Artists are excited about this form of art and the gestural, full-body experience of creating it. CR Categories and Subject Descriptors: I.3.6 [Computer Graphics]: Methodology and Techniques - Interaction Techniques; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Virtual Reality; J.5 [Arts and Humanities]: Fine Arts Additional Key Words: 3D painting, 3D modeling, gestures, tangible user interface, Cave
••01 Mar 2001
TL;DR: This paper presents a set of interaction techniques for hands-free multi-scale navigation through virtual environments and indicates that motions such as walking and leaning are both appropriate for navigation and are effective in cognitively simplifying complex virtual environment interactions since functionality is more evenly distributed across the body.
Abstract: This paper presents a set of interaction techniques for hands-free multi-scale navigation through virtual environments. We believe that hands-free navigation, unlike the majority of navigation techniques based on hand motions, has the greatest potential for maximizing the interactivity of virtual environments since navigation modes are offloaded from modal hand gestures to more direct motions of the feet and torso. Not only are the users’ hands freed to perform tasks such as modeling, notetaking and object manipulation, but we also believe that foot and torso movements may inherently be more natural for some navigation tasks. The particular interactions that we developed include a leaning technique for moving small and medium distances, a foot-gesture controlled Step WIM that acts as a floor map for moving larger distances, and a viewing technique that enables a user to view a full 360 degrees in only a three-walled semi-immersive environment by subtly amplifying the mapping between their torso rotation and the virtual world. We formatively designed and evaluated our techniques in existing projects related to archaeological reconstructions, free-form modeling, and interior design. In each case, our informal observations have indicated that motions such as walking and leaning are both appropriate for navigation and are effective in cognitively simplifying complex virtual environment interactions since functionality is more evenly distributed across the body.
TL;DR: This work is presented at the I1 World Congress for Integrative Medicine & Health 2017 a global forum for exploring the future of comprehensive patient care in Washington, DC.
Abstract: I1 World Congress for Integrative Medicine & Health 2017 A global forum for exploring the future of comprehensive patient care Benno Brinkhaus, Torkel Falkenberg, Aviad Haramati, and Stefan N. Willich Institute for Social Medicine, Epidemiology and Health Economics, Charité – Universitätsmedizin Berlin, Berlin, Germany; Department of Neurobiology Care Sciences and Society, Division of Nursing, Research Group Integrative Care, Karolinska Institutet, Stockholm, Sweden; I C – The Integrative Care Science Center, Järna, Sweden; Department of Biochemistry, Molecular and Cellular Biology, Georgetown University, Medical Center, Washington, DC, USA; Department of Medicine, Georgetown University Medical Center, Washington, DC, USA BMC Complementary and Alternative Medicine 2017, 17(Suppl 1):I1
TL;DR: This topical review identifies ways in which VR can be used either alone or in combination with other treatments for persistent pain and discusses several potential applications of VR as a behavioral intervention for persistence pain.
Abstract: Recent research indicates that immersive virtual reality (VR) can be used tool in treating acute pain [10,25,23]. For example, VR-based behavioral interventions have been used to decrease acute pain among individuals undergoing painful medical procedures (e.g. wound cleaning of burn injuries [14,15,22,10], urological endoscopies (36)), physical therapy (e.g. for blunt force trauma , for burned skin [12,13]), and dental pain [11,5], and experimental pain in healthy volunteers (e.g. thermal pain) [17,18]. Although these data suggest that VR has promise as a tool to help reduce acute pain, there has been limited investigation on the use of VR in the treatment of patients with persistent pain. The purpose of this topical review is to identify and highlight ways in which VR can be used either alone or in combination with other treatments for persistent pain. The review is divided into three parts. First, we briefly describe VR methods currently used in the management of acute pain. Second, we discuss several potential applications of VR as a behavioral intervention for persistent pain. Third, we highlight important future directions for research in this area.
TL;DR: Lift-Off is presented, an immersive 3D interface for creating complex models with a controlled, handcrafted style for virtual reality (VR), and results are positive, with the visual style of the resulting models of animals and other organic subjects as well as architectural models matching what is possible with traditional fine art media.
Abstract: Three-dimensional modeling has long been regarded as an ideal application for virtual reality (VR), but current VR-based 3D modeling tools suffer from two problems that limit creativity and applicability: (1) the lack of control for freehand modeling, and (2) the difficulty of starting from scratch. To address these challenges, we present Lift-Off , an immersive 3D interface for creating complex models with a controlled, handcrafted style. Artists start outside of VR with 2D sketches, which are then imported and positioned in VR. Then, using a VR interface built on top of image processing algorithms, 2D curves within the sketches are selected interactively and “lifted” into space to create a 3D scaffolding for the model. Finally, artists sweep surfaces along these curves to create 3D models. Evaluations are presented for both long-term users and for novices who each created a 3D sailboat model from the same starting sketch. Qualitative results are positive, with the visual style of the resulting models of animals and other organic subjects as well as architectural models matching what is possible with traditional fine art media. In addition, quantitative data from logging features built into the software are used to characterize typical tool use and suggest areas for further refinement of the interface.
01 Jan 2004
TL;DR: Comprehensive and up-to-date, this book includes essential topics that either reflect practical significance or are of theoretical importance and describes numerous important application areas such as image based rendering and digital libraries.
Abstract: From the Publisher: The accessible presentation of this book gives both a general view of the entire computer vision enterprise and also offers sufficient detail to be able to build useful applications. Users learn techniques that have proven to be useful by first-hand experience and a wide range of mathematical methods. A CD-ROM with every copy of the text contains source code for programming practice, color images, and illustrative movies. Comprehensive and up-to-date, this book includes essential topics that either reflect practical significance or are of theoretical importance. Topics are discussed in substantial and increasing depth. Application surveys describe numerous important application areas such as image based rendering and digital libraries. Many important algorithms broken down and illustrated in pseudo code. Appropriate for use by engineers as a comprehensive reference to the computer vision enterprise.
••27 Jul 2009
TL;DR: This paper proposes an easy-to-use and inexpensive system that facilitates 3-D articulated user-input using the hands that uses a single camera to track a hand wearing an ordinary cloth glove that is imprinted with a custom pattern.
Abstract: Articulated hand-tracking systems have been widely used in virtual reality but are rarely deployed in consumer applications due to their price and complexity. In this paper, we propose an easy-to-use and inexpensive system that facilitates 3-D articulated user-input using the hands. Our approach uses a single camera to track a hand wearing an ordinary cloth glove that is imprinted with a custom pattern. The pattern is designed to simplify the pose estimation problem, allowing us to employ a nearest-neighbor approach to track hands at interactive rates. We describe several proof-of-concept applications enabled by our system that we hope will provide a foundation for new interactions in modeling, animation control and augmented reality.
TL;DR: Cardiorespiratory training and, to a lesser extent, mixed training reduce disability during or after usual stroke care; this could be mediated by improved mobility and balance.
Abstract: Stroke patients have impaired physical fitness and this may exacerbate their disability. It is not known whether improving physical fitness after stroke reduces disability. Objectives The primary aims were to establish whether physical fitness training reduces death, dependence and disability after stroke. The secondary aims included an investigation of the effects of fitness training on secondary outcome measures (including, physical fitness, mobility, physical function, health and quality of life, mood and the incidence of adverse events). Randomised controlled trials were included when an intervention represented a clear attempt to improve either muscle strength and/or cardiorespiratory fitness, and whose control groups comprised either usual care or a non-exercise intervention. A total of 12 trials were included in the review. No trials reported death and dependence data. Two small trials reporting disability showed no evidence of benefit. The remaining available secondary outcome data suggest that cardiorespiratory training improves walking ability (mobility). Observed benefits appear to be associated with specific or 'task-related' training.
TL;DR: This paper reflects on the combined experience of conducting twenty-one design studies, conducts an extensive literature survey of related methodological approaches that involve a significant amount of qualitative field work, and compares design study methodology to that of ethnography, grounded theory, and action research.
Abstract: Design studies are an increasingly popular form of problem-driven visualization research, yet there is little guidance available about how to do them effectively. In this paper we reflect on our combined experience of conducting twenty-one design studies, as well as reading and reviewing many more, and on an extensive literature review of other field work methods and methodologies. Based on this foundation we provide definitions, propose a methodological framework, and provide practical guidance for conducting design studies. We define a design study as a project in which visualization researchers analyze a specific real-world problem faced by domain experts, design a visualization system that supports solving this problem, validate the design, and reflect about lessons learned in order to refine visualization design guidelines. We characterize two axes - a task clarity axis from fuzzy to crisp and an information location axis from the domain expert's head to the computer - and use these axes to reason about design study contributions, their suitability, and uniqueness from other approaches. The proposed methodological framework consists of 9 stages: learn, winnow, cast, discover, design, implement, deploy, reflect, and write. For each stage we provide practical guidance and outline potential pitfalls. We also conducted an extensive literature survey of related methodological approaches that involve a significant amount of qualitative field work, and compare design study methodology to that of ethnography, grounded theory, and action research.
••01 Jul 2008
TL;DR: This paper surveys glove systems and their applications, analyzes the characteristics of the devices, provides a road map of the evolution of the technology, and discusses limitations of current technology and trends at the frontiers of research.
Abstract: Hand movement data acquisition is used in many engineering applications ranging from the analysis of gestures to the biomedical sciences. Glove-based systems represent one of the most important efforts aimed at acquiring hand movement data. While they have been around for over three decades, they keep attracting the interest of researchers from increasingly diverse fields. This paper surveys such glove systems and their applications. It also analyzes the characteristics of the devices, provides a road map of the evolution of the technology, and discusses limitations of current technology and trends at the frontiers of research. A foremost goal of this paper is to provide readers who are new to the area with a basis for understanding glove systems technology and how it can be applied, while offering specialists an updated picture of the breadth of applications in several engineering and biomedical sciences areas.