Benjamin Watson
YOU?
Author Swipe
Procedural city modeling Open
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are not trying to reproduce existing cities, but to generate artificial cities that are convincing and plausible by capturing developmental be…
Urban Complexity + Emergence: Procedural Modeling of City Activity and Form Open
Cities are immense and extremely difficult to conceptualize, let alone model, and previousdigitally based efforts have often failed to capture the complexity and indeterminacy of urbanorganizations. Architects and designers have had troubl…
Agent-based visualization of streaming text Open
We present a visualization infrastructure that maps data elements to agents, which have behaviors parameterized by those elements. Dynamic visualizations emerge as the agents change position, alter appearance and respond to one other. Agen…
Spatial tangible user interfaces for cognitive assessment and training Open
This paper discusses Tangible User Interfaces (TUIs) and their potential impact on cognitive assessment and cognitive training. We believe that TUIs, and particularly a subset that we dub spatial TUIs, can extend human computer interaction…
View article: Real‐time per‐pixel predistortion for head‐tracked light field displays
Real‐time per‐pixel predistortion for head‐tracked light field displays Open
The latest light‐field displays (LFDs) have improved greatly with head tracking but continue to be based on the approximate pinhole model, meaning that cross‐talk is often visible at large viewing angles and when virtual objects are distan…
Building a Bridge: Exploring the Intersection of Social Work, Architecture, and Regional and City Planning for Stronger Communities Open
As defined by the World Health Organization, interprofessional practice is the “collaborative practice that happens when multiple health workers from different professional backgrounds work together with patients, families, carers, and com…
The Evolution of Consumer Payments in Australia: Results from the 2022 Consumer Payments Survey Open
The Reserve Bank conducted its sixth triennial Consumer Payments Survey (CPS), which provides detailed information on how Australians make their payments. The 2022 CPS provides the first comprehensive snapshot of consumer payment behaviour…
20‐1: <i>Invited Paper:</i> Rethinking Display Requirements for Esports and High Interactivity Applications Open
Media technology is continuing its transition from passive streaming to participatory interactive experiences, including well‐known applications such as web browsing, video conferencing and gaming, as well as emerging and more demanding us…
Toward Understanding Display Size for FPS Esports Aiming Open
Gamers use a variety of different display sizes, though for PC gaming in particular, monitors in the 24 to 27 inch size range have become most popular. Particularly popular among many PC gamers, first person shooter (FPS) games represent a…
RESOLVING LANGUAGE BARRIERS WITHIN THE CONTEXT OF GLOBAL CO-HABITATION, WITH NEW EDUCATIONAL SUPPORT STRATEGIES FOR RESPONSIBLE INNOVATION Open
This paper focuses on resolving language barriers within the context of co-habitation for displaced communities, specifically between Syrian immigrant parents and Turkish teachers within the Turkish education system. It has been often repo…
Esports and expertise Open
Historically, much research and development in human computer interaction has focused on atomic and generalizable tasks, where task completion time indicates productivity. However, the emergence of competitive games and esports reminds us …
The Esports Frontier: Rendering for Competitive Games Open
Real-time graphics is commonly thought of as anything exceeding about 30 fps, where the interactivity of the application becomes fluid enough for high rates of interaction. Inspired by esports and competitive gaming, where players regularl…
The Shortcomings of Video Conferencing Technology, Methods for Revealing Them, and Emerging XR Solutions Open
Video conferencing has become a central part of our daily lives, thanks to the COVID-19 pandemic. Unfortunately, so have its many limitations, resulting in poor support for communicative and social behavior and ultimately, “Zoom fatigue.” …
Better Frame Rates or Better Visuals? An Early Report of Esports Player Practice in Dota 2 Open
Esports athletes often reduce visual quality to improve latency and frame rate, and increase their in-game performance. Little research has examined the effects of this visuo-spatial tradeoff on performance, but we could find no work study…
Aesthetics for Communicative Visualization: a Brief Review Open
We present a brief and somewhat selective review of research on the applied value of aesthetics for communicative visualization. Because aesthetics research in the field of visualization is relatively new, we survey aesthetics research in …
Better Frame Rates or Better Visuals? An Early Report of Player Practice in Esports Open
Esports athletes often reduce visual quality to improve latency and frame rate, and increase their in-game performance. While limited research has examined the effects of this visuo-spatial tradeoff on performance, we could find no work st…
Am I Playing Better Now? Open
G-SYNC technology matches formerly regular display refreshes to irregular frame updates, improving frame rates and interactive latency. In a previous study of gaming at the 30Hz frame rates common on consoles, players of Battlefield 4 were…
Multiscale Sensor Fusion for Display-Centered Head Tracking Open
Emerging display usage scenarios require head tracking both at short (<1m) and modest (<3m) ranges. Yet it is difficult to find low-cost, unobtrusive tracking solutions that remain accurate across this range. By combining multiple head tra…
Machine learning training to support diversity of opinion Open
Drawing from a small qualitative study of users during a training task for a machine learning system, we explore the implications of restricting the collection of training data to categorical labels alone in domains where subjectivity may …
Talk2Hand: Knowledge Board Interaction in Augmented Reality Easing Analysis with Machine Learning Assistants Open
Analysts now often use machine learning (ML) assistants, but find them difficult to use, since most have little ML expertise. Talk2Hand improves the usability of ML assistants by supporting interaction with them using knowledge boards, whi…
Hi-D Maps: An Interactive Visualization Technique for Multi-Dimensional Categorical Data Open
In this paper, we present Hi-D maps, a novel method for the visualization of multi-dimensional categorical data. Our work addresses the scarcity of techniques for visualizing a large number of data-dimensions in an effective and space-effi…
The Effects of Adaptive Synchronization on Performance and Experience in Gameplay Open
Adaptive synchronization (Async) is a recent display technology that lowers frame time mean and variation by altering communication between display and GPU. While conventional graphics systems introduce delay to match irregular GPU frame r…
Adaptive Frameless Rendering with NVIDIA OptiX Open
We implement adaptive frameless rendering (AFR) on NVIDIA OptiX, a real-time ray tracing API taking advantage of NVIDIA GPUs including their latest RTX functionality. OptiX is a parallel system that sits on top of NVIDIA's better-known CUD…
Real-Time View Independent Rasterization for Multi-View Rendering Open
Existing graphics hardware parallelizes view generation poorly, placing many multi-view effects - such as soft shadows, defocus blur, and reflections - out of reach for real-time applications. We present emerging solutions that address thi…