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Kellogg S. Booth

Bio: Kellogg S. Booth is an academic researcher from University of British Columbia. The author has contributed to research in topics: Presentation & Collaborative learning. The author has an hindex of 39, co-authored 122 publications receiving 6890 citations. Previous affiliations of Kellogg S. Booth include University of California, Berkeley & University of Waterloo.


Papers
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Journal ArticleDOI
TL;DR: The consecutive ones test for the consecutive ones property in matrices and for graph planarity is extended to a test for interval graphs using a recently discovered fast recognition algorithm for chordal graphs.

1,622 citations

Journal ArticleDOI
TL;DR: Two heuristics for space subdivisions using bintrees are examined based on the intuition that surface area is a good estimate of intersection probability and the fact that the optimal splitting plane lies between the spatial median and the object median planes of a volume.
Abstract: Ray tracing requires testing of many rays to determine intersections with objects. A way of reducing the computation is to organize objects into hierarchical data structures. We examine two heuristics for space subdivisions using bintrees, one based on the intuition that surface area is a good estimate of intersection probability, one based on the fact that the optimal splitting plane lies between the spatial median and the object median planes of a volume. Traversal algorithms using cross links between nodes are presented as generalizations of ropes in octrees. Simulations of the surface area heuristic and the cross link scheme are presented. These results generalize to other hierarchical data structures.

407 citations

Proceedings ArticleDOI
01 May 1993
TL;DR: It is concluded thatHead coupling is probably more important than stereo in 3D visualization and that head coupling and stereo combined provide an important enhancement to monitor based computer graphics.
Abstract: The defining characteristics of what we call “Fish Tank Virtual Reality” are a stereo image of a three dimensional (3D) scene viewed on a monitor using a perspective projection coupled to the head position of the observer. We discuss some of the relative merits of this mode of viewing as compared to head mounted stereo displays. In addition, we report the experimental investigation of the following variables: 1) whether or not the perspective view is coupled to the actual viewpoint of the observer, 2) whether stereopsis is employed. Experiment 1 involved the subjective comparison of pairs of viewing conditions and the results suggest that head coupling may be more important than stereo in yielding a strong impression of three dimensionality. Experiment 2 involved subjects tracing a path from a leaf of a 3D tree to the correct root (there were two trees intermeshed). The error rates ranged from 22% in the pictorial display, to 1.3% in the head coupled stereo display. The error rates for stereo alone and head coupling alone were 14.7% and 3.2% respectively. We conclude that head coupling is probably more important than stereo in 3D visualization and that head coupling and stereo combined provide an important enhancement to monitor based computer graphics.

394 citations

Journal ArticleDOI
TL;DR: This work describes the Hipikat tool, a tool that provides developers with efficient and effective access to the group memory for a software development project that is implicitly formed by all of the artifacts produced during the development.
Abstract: Sociological and technical difficulties, such as a lack of informal encounters, can make it difficult for new members of noncollocated software development teams to learn from their more experienced colleagues. To address this situation, we have developed a tool, named Hipikat that provides developers with efficient and effective access to the group memory for a software development project that is implicitly formed by all of the artifacts produced during the development. This project memory is built automatically with little or no change to existing work practices. After describing the Hipikat tool, we present two studies investigating Hipikat's usefulness in software modification tasks. One study evaluated the usefulness of Hipikat's recommendations on a sample of 20 modification tasks performed on the Eclipse Java IDE during the development of release 2.1 of the Eclipse software. We describe the study, present quantitative measures of Hipikat's performance, and describe in detail three cases that illustrate a range of issues that we have identified in the results. In the other study, we evaluated whether software developers who are new to a project can benefit from the artifacts that Hipikat recommends from the project memory. We describe the study, present qualitative observations, and suggest implications of using project memory as a learning aid for project newcomers.

365 citations

Journal ArticleDOI
TL;DR: A set of three experiments conducted to study the benefits of fish tank VR over a traditional workstation graphics display examined two factors that are often associated with human performance in virtual worlds: the lag (or latency) in receiving and processing tracker data arid the rate at which frames are updated.
Abstract: “Fish tank virtual reality” refers to the use of a standard graphics workstation to achieve real-time display of 3D scenes using stereopsis and dynamic head-coupled perspective. Fish tank VR has a number of advantages over head-mounted immersion VR which makes it more practical for many applications. After discussing the characteristics of fish tank VR, we describe a set of three experiments conducted to study the benefits of fish tank VR over a traditional workstation graphics display. These experiments tested user performance under two conditions: (a) whether or not stereoscopic display was used and (b) whether or not the perspective display was coupled dynamically to the positions of a user’s eyes. Subjects using a comparison protocol consistently preferred head coupling without stereo over stereo without head coupling. Error rates in a tree-tracing task similar to one used by Sollenberger and Milgram showed an order of magnitude improvement for head-coupled stereo over a static (nonhead-coupled) display, and the benefits gained by head coupling were more significant than those gained from stereo alone. The final experiment examined two factors that are often associated with human performance in virtual worlds: the lag (or latency) in receiving and processing tracker data arid the rate at which frames are updated. For the tree-tracing task, lag had a larger impact on performance than did frame update rate, with lag having a multiplicative effect on response time. We discuss the relevance of these results for the display of complex 3D data and highlight areas requiring further study,

249 citations


Cited by
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Journal ArticleDOI
06 Jun 1986-JAMA
TL;DR: The editors have done a masterful job of weaving together the biologic, the behavioral, and the clinical sciences into a single tapestry in which everyone from the molecular biologist to the practicing psychiatrist can find and appreciate his or her own research.
Abstract: I have developed "tennis elbow" from lugging this book around the past four weeks, but it is worth the pain, the effort, and the aspirin. It is also worth the (relatively speaking) bargain price. Including appendixes, this book contains 894 pages of text. The entire panorama of the neural sciences is surveyed and examined, and it is comprehensive in its scope, from genomes to social behaviors. The editors explicitly state that the book is designed as "an introductory text for students of biology, behavior, and medicine," but it is hard to imagine any audience, interested in any fragment of neuroscience at any level of sophistication, that would not enjoy this book. The editors have done a masterful job of weaving together the biologic, the behavioral, and the clinical sciences into a single tapestry in which everyone from the molecular biologist to the practicing psychiatrist can find and appreciate his or

7,563 citations

Journal ArticleDOI
TL;DR: Monocle is described, an unsupervised algorithm that increases the temporal resolution of transcriptome dynamics using single-cell RNA-Seq data collected at multiple time points that revealed switch-like changes in expression of key regulatory factors, sequential waves of gene regulation, and expression of regulators that were not known to act in differentiation.
Abstract: Defining the transcriptional dynamics of a temporal process such as cell differentiation is challenging owing to the high variability in gene expression between individual cells. Time-series gene expression analyses of bulk cells have difficulty distinguishing early and late phases of a transcriptional cascade or identifying rare subpopulations of cells, and single-cell proteomic methods rely on a priori knowledge of key distinguishing markers. Here we describe Monocle, an unsupervised algorithm that increases the temporal resolution of transcriptome dynamics using single-cell RNA-Seq data collected at multiple time points. Applied to the differentiation of primary human myoblasts, Monocle revealed switch-like changes in expression of key regulatory factors, sequential waves of gene regulation, and expression of regulators that were not known to act in differentiation. We validated some of these predicted regulators in a loss-of function screen. Monocle can in principle be used to recover single-cell gene expression kinetics from a wide array of cellular processes, including differentiation, proliferation and oncogenic transformation.

4,119 citations

Journal Article
TL;DR: Paul Milgram's research interests include display and control issues in telerobotics and virtual environments, stereoscopic video and computer graphics, cognitive engineering, and human factors issues in medicine.
Abstract: Paul Milgram received the BASc degree from the University of Toronto in 1970, the MSEE degree from the Technion (Israel) in 1973 and the PhD degree from the University of Toronto in 1980 From 1980 to 1982 he was a ZWO Visiting Scientist and a NATO Postdoctoral in the Netherlands, researching automobile driving behaviour From 1982 to 1984 he was a Senior Research Engineer in Human Engineering at the National Aerospace Laboratory (NLR) in Amsterdam, where his work involved the modelling of aircraft flight crew activity, advanced display concepts and control loops with human operators in space teleoperation Since 1986 he has worked at the Industrial Engineering Department of the University of Toronto, where he is currently an Associate Professor and Coordinator of the Human Factors Engineering group He is also cross appointed to the Department of Psychology In 1993-94 he was an invited researcher at the ATR Communication Systems Research Laboratories, in Kyoto, Japan His research interests include display and control issues in telerobotics and virtual environments, stereoscopic video and computer graphics, cognitive engineering, and human factors issues in medicine He is also President of Translucent Technologies, a company which produces "Plato" liquid crystal visual occlusion spectacles (of which he is the inventor), for visual and psychomotor research

4,092 citations

Journal ArticleDOI
TL;DR: A survey of recent publications concerning medical image registration techniques is presented, according to a model based on nine salient criteria, the main dichotomy of which is extrinsic versus intrinsic methods.

3,426 citations

Book ChapterDOI
01 Jan 2001
TL;DR: A wide variety of media can be used in learning, including distance learning, such as print, lectures, conference sections, tutors, pictures, video, sound, and computers.
Abstract: A wide variety of media can be used in learning, including distance learning, such as print, lectures, conference sections, tutors, pictures, video, sound, and computers. Any one instance of distance learning will make choices among these media, perhaps using several.

2,940 citations