@article{watson_spjut_kim_lee_yoo_shirley_raymond_potel_2024, title={Is Less More? Rendering for Esports}, volume={44}, ISSN={["1558-1756"]}, DOI={10.1109/MCG.2024.3361733}, number={2}, journal={IEEE COMPUTER GRAPHICS AND APPLICATIONS}, author={Watson, Benjamin and Spjut, Josef and Kim, Joohwan and Lee, Byungjoo and Yoo, Mijin and Shirley, Peter and Raymond, Rulon and Potel, Mike}, year={2024}, pages={110–116} } @article{gavane_watson_2023, title={Eye-Based Point Rendering for Dynamic Multiview Effects}, volume={6}, ISSN={["2577-6193"]}, DOI={10.1145/3585513}, abstractNote={Eye-based point rendering (EPR) can make multiview effects much more practical by adding eye (camera) buffer resolution efficiencies to improved view-independent rendering (iVIR). We demonstrate this very successfully by applying EPR to dynamic cube-mapped reflections, sometimes achieving nearly 7× speedups over iVIR and traditional multiview rendering (MVR), with nearly equivalent quality. Our application to omnidirectional soft shadows is less successful, demonstrating that EPR is most effective with larger shader loads and tight eye buffer to off-screen (render target) buffer mappings. This is due to EPR's eye buffer resolution constraints limiting points and shading calculations to the sampling rate of the eye's viewport. In a 2.48 million triangle scene with 50 reflective objects (using 300 off-screen views), EPR renders environment maps with a 49.40ms average frame time on an NVIDIA 1080 Ti GPU. In doing so, EPR generates up to 5x fewer points than iVIR, and regularly performs 50× fewer shading calculations than MVR.}, number={1}, journal={PROCEEDINGS OF THE ACM ON COMPUTER GRAPHICS AND INTERACTIVE TECHNIQUES}, author={Gavane, Ajinkya and Watson, Benjamin}, year={2023}, month={May} } @article{kim_madhusudan_watson_boudaoud_tarrazo_spjut_2022, title={Display Size and Targeting Performance: Small Hurts, Large May Help}, DOI={10.1145/3550469.3555396}, abstractNote={Which display size helps gamers win? Recommendations from the research and PC gaming communities are contradictory. We find that as display size grows, targeting performance improves. When size increases from 13′′ to 26′′, targeting time drops by over 3%. Further size increases from 26′′ through 39′′, 52′′ and 65′′, bring more modest improvements, with targeting time dropping a further 1%. While such improvements may not be meaningful for novice gamers, they are extremely important to skilled and competitive players. To produce these results, 30 gamers participated in a targeting task as we varied display size by placing a display at varying distances. We held field of view constant by varying viewport size, and resolution constant by rendering to a fixed-size off-screen buffer. This paper offers further experimental detail, and examines likely explanations for the effects of display size.}, journal={PROCEEDINGS SIGGRAPH ASIA 2022}, author={Kim, Joohwan and Madhusudan, Arjun and Watson, Benjamin and Boudaoud, Ben and Tarrazo, Roland and Spjut, Josef}, year={2022} } @article{riahi_watson_2021, title={Am I Playing Better Now? The Effects of G-SYNC in 60Hz Gameplay}, volume={4}, ISSN={["2577-6193"]}, DOI={10.1145/3451269}, abstractNote={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 unable to discern when G-SYNC was in use, but scored higher with G-SYNC and were affected emotionally. We build on that study with the first examination of G-SYNC's effects at the 60Hz frame rate more common in PC gaming and on emerging consoles. Though G-SYNC's effects are less at 60Hz than they were at 30Hz, G-SYNC can still improve the performance of veteran players, particularly when games are challenging. G-SYNC's effects on emotion and experience were limited.}, number={1}, journal={PROCEEDINGS OF THE ACM ON COMPUTER GRAPHICS AND INTERACTIVE TECHNIQUES}, author={Riahi, Maryam and Watson, Benjamin Allen}, year={2021}, month={May} } @article{watson_spjut_kim_listman_kim_wimmer_putrino_lee_2021, title={Esports and High Performance HCI}, DOI={10.1145/3411763.3441313}, abstractNote={Competitive esports is a growing worldwide phenomenon now rivaling traditional sports, with over 450 million views and 1 billion US dollars in revenue each year. For comparison, Major League Baseball has 500 million views and $10 billion in revenue, FIFA Soccer 900 million and $1.6 billion. Despite this significant popularity, much of the world remains unaware of esports — and in particular, research on and for esports is still extremely scarce compared to esports’ impact and potential. The Esports and High Performance HCI (EHPHCI) workshop will begin addressing that research gap. In esports, athletes compete through the computer interface. Because this interface can make the difference between winning and losing, esports athletes are among the most expert computer interface users in the world, as other athletes are experts in using balls and shoes in traditional sports. The premise of this workshop is that people will apply esports technology broadly, improving performance in a wide range of human activity. The workshop will gather experts in engineering, human factors, psychology, design and the social and health sciences to discuss this deeply multidisciplinary enterprise.}, journal={EXTENDED ABSTRACTS OF THE 2021 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'21)}, author={Watson, Benjamin and Spjut, Josef and Kim, Joohwan and Listman, Jennifer and Kim, Sunjun and Wimmer, Raphael and Putrino, David and Lee, Byungjoo}, year={2021} } @article{wu_watson_2021, title={Multiscale Sensor Fusion for Display-Centered Head Tracking}, DOI={10.1109/VRW52623.2021.00143}, abstractNote={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 tracking solutions, we can mitigate the weaknesses of one solution with the strengths of another and improve head tracking overall. We built such a combination of two widely available and low-cost trackers, a Tobii Eye Tracker and a Kinect. The resulting system is more effective than Kinect at short range, and than the Tobii at a more distant range. In this paper, we discuss how we accomplish this sensor fusion and compare our combined system to an existing mechanical tracker to evaluate its accuracy across its combined range.}, journal={2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021)}, author={Wu, Tianyu and Watson, Benjamin}, year={2021}, pages={522–523} } @article{christensen_bae_watson_talamadupula_spjut_joines_2019, title={UIBK: User Interactions for Building Knowledge}, DOI={10.1145/3308557.3313122}, abstractNote={This half-day workshop seeks to bring together practitioners and academics interested in the challenges of structuring interactions for subject matter experts (SMEs) who are providing knowledge and/or feedback to an AI system, but are not well-versed in the underlying algorithms. Since the information provided by SMEs directly effects the efficacy of the final system, collecting the correct data is a problem that navigates issues ranging from curating data that may be tainted to structuring data collection tasks in such a way as to mitigate user boredom. The goal of this workshop is to discuss methods and new paradigms for productively interacting with users while collecting knowledge.}, journal={PROCEEDINGS OF THE 24TH INTERNATIONAL CONFERENCE ON INTELLIGENT USER INTERFACES: COMPANION (IUI 2019)}, author={Christensen, Johanne and Bae, Juhee and Watson, Benjamin and Talamadupula, Kartik and Spjut, Josef and Joines, Stacy}, year={2019}, pages={131–132} } @article{bae_watson_2014, title={Reinforcing Visual Grouping Cues to Communicate Complex Informational Structure}, volume={20}, ISSN={["1941-0506"]}, DOI={10.1109/tvcg.2014.2346998}, abstractNote={In his book Multimedia Learning [7], Richard Mayer asserts that viewers learn best from imagery that provides them with cues to help them organize new information into the correct knowledge structures. Designers have long been exploiting the Gestalt laws of visual grouping to deliver viewers those cues using visual hierarchy, often communicating structures much more complex than the simple organizations studied in psychological research. Unfortunately, designers are largely practical in their work, and have not paused to build a complex theory of structural communication. If we are to build a tool to help novices create effective and well structured visuals, we need a better understanding of how to create them. Our work takes a first step toward addressing this lack, studying how five of the many grouping cues (proximity, color similarity, common region, connectivity, and alignment) can be effectively combined to communicate structured text and imagery from real world examples. To measure the effectiveness of this structural communication, we applied a digital version of card sorting, a method widely used in anthropology and cognitive science to extract cognitive structures. We then used tree edit distance to measure the difference between perceived and communicated structures. Our most significant findings are: 1) with careful design, complex structure can be communicated clearly; 2) communicating complex structure is best done with multiple reinforcing grouping cues; 3) common region (use of containers such as boxes) is particularly effective at communicating structure; and 4) alignment is a weak structural communicator.}, number={12}, journal={IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS}, author={Bae, Juhee and Watson, Benjamin}, year={2014}, month={Dec}, pages={1973–1982} } @inbook{christensen_bae_watson_rappa_2014, title={Understanding Which Graph Depictions Are Best for Viewers}, ISBN={9783319116495 9783319116501}, ISSN={0302-9743 1611-3349}, url={http://dx.doi.org/10.1007/978-3-319-11650-1_17}, DOI={10.1007/978-3-319-11650-1_17}, abstractNote={We use data from a study of three different graph depictions: node-link, centered matrix, and quilts to explore how pathfinding time is influenced by the graph structure, measured by the number of nodes, links, skips and layers. We use regressions to determine the influence of these attributes. Furthering this idea, we begin to explore how individual users navigate through graphs.}, booktitle={Smart Graphics}, publisher={Springer International Publishing}, author={Christensen, Johanne and Bae, Ju Hee and Watson, Ben and Rappa, Micheal}, year={2014}, pages={174–177} } @inbook{watson_berube_hristov_strohecker_betz_allen_burczyk_howard_mcgee_gymer_et al._2013, title={VIA - Visualizing Individual Actions to Develop a Sustainable Community Culture through Cycling}, ISBN={9783642393501 9783642393518}, ISSN={0302-9743 1611-3349}, url={http://dx.doi.org/10.1007/978-3-642-39351-8_35}, DOI={10.1007/978-3-642-39351-8_35}, abstractNote={Improving the sustainability of our society requires significant change in our collective behavior. But today, individuals in our society have no regular way of seeing that collective behavior, or how their own behavior compares to it. We are creating a research network that will study how new technologies such as mobiles and visualization can encourage individuals to change their behavior to improve sustainability. In Winston-Salem NC, network members will use new technologies to engage the community about its use of transportation—especially biking—and study how that communication affects sustainability awareness and behavior.}, booktitle={Distributed, Ambient, and Pervasive Interactions}, publisher={Springer Berlin Heidelberg}, author={Watson, Benjamin and Berube, David and Hristov, Nickolay and Strohecker, Carol and Betz, Scott and Allen, Louise and Burczyk, Matthew and Howard, Amber and McGee, William Anthony and Gymer, Matthew and et al.}, year={2013}, pages={316–325} } @inproceedings{watson_berube_hristov_strohecker_betz_allen_burczyk_howard_mcgee_gymer_et al._2013, title={VIA - visualizing individual actions to develop a sustainable community culture through cycling}, volume={8028}, booktitle={Lecture Notes in Computer Science. Lecture Notes in Artificial Intelligence}, author={Watson, B. and Berube, D. and Hristov, N. and Strohecker, C. and Betz, S. and Allen, L. and Burczyk, M. and Howard, A. and McGee, W. A. and Gymer, M and et al.}, year={2013}, pages={316–325} } @article{bezerianos_dragicevic_fekete_bae_watson_2010, title={GeneaQuilts: A System for Exploring Large Genealogies}, volume={16}, ISSN={["1941-0506"]}, DOI={10.1109/tvcg.2010.159}, abstractNote={GeneaQuilts is a new visualization technique for representing large genealogies of up to several thousand individuals. The visualization takes the form of a diagonally-filled matrix, where rows are individuals and columns are nuclear families. After identifying the major tasks performed in genealogical research and the limits of current software, we present an interactive genealogy exploration system based on GeneaQuilts. The system includes an overview, a timeline, search and filtering components, and a new interaction technique called Bring & Slide that allows fluid navigation in very large genealogies. We report on preliminary feedback from domain experts and show how our system supports a number of their tasks.}, number={6}, journal={IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS}, author={Bezerianos, Anastasia and Dragicevic, Pierre and Fekete, Jean-Daniel and Bae, Juhee and Watson, Ben}, year={2010}, pages={1073–1081} } @article{vanegas_aliaga_wonka_mueller_waddell_watson_2010, title={Modelling the Appearance and Behaviour of Urban Spaces}, volume={29}, ISSN={["1467-8659"]}, DOI={10.1111/j.1467-8659.2009.01535.x}, abstractNote={Abstract}, number={1}, journal={COMPUTER GRAPHICS FORUM}, author={Vanegas, C. A. and Aliaga, D. G. and Wonka, P. and Mueller, P. and Waddell, P. and Watson, B.}, year={2010}, pages={25–42} } @article{sharlin_watson_sutphen_liu_lederer_frazer_2009, title={A tangible user interface for assessing cognitive mapping ability}, volume={67}, ISSN={["1095-9300"]}, DOI={10.1016/j.ijhcs.2008.09.014}, abstractNote={Wayfinding, the ability to recall the environment and navigate through it, is an essential cognitive skill relied upon almost every day in a person's life. A crucial component of wayfinding is the construction of cognitive maps, mental representations of the environments through which a person travels. Age, disease or injury can severely affect cognitive mapping, making assessment of this basic survival skill particularly important to clinicians and therapists. Cognitive mapping has also been the focus of decades of basic research by cognitive psychologists. Both communities have evolved a number of techniques for assessing cognitive mapping ability. We present the Cognitive Map Probe (CMP), a new computerized tool for assessment of cognitive mapping ability that increases consistency and promises improvements in flexibility, accessibility, sensitivity and control. The CMP uses a tangible user interface that affords spatial manipulation. We describe the design of the CMP, and find that it is sensitive to factors known to affect cognitive mapping performance in extensive experimental testing.}, number={3}, journal={INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES}, author={Sharlin, Ehud and Watson, Benjamin and Sutphen, Steve and Liu, Lili and Lederer, Robert and Frazer, John}, year={2009}, month={Mar}, pages={269–278} } @article{watson_wonka_2008, title={Procedural methods for urban modeling}, volume={28}, ISSN={["0272-1716"]}, DOI={10.1109/mcg.2008.57}, abstractNote={Simulation of our man-made environment, especially cities, is becoming an increasingly important research problem in computer graphics. This special issue captures a good snapshot of work in this emerging area.}, number={3}, journal={IEEE COMPUTER GRAPHICS AND APPLICATIONS}, author={Watson, Benjamin and Wonka, Peter}, year={2008}, pages={16–17} } @article{watson_mueller_wonka_sexton_veryovka_fuller_2008, title={Procedural urban modeling in practice}, volume={28}, ISSN={["1558-1756"]}, DOI={10.1109/MCG.2008.58}, abstractNote={Film and game studios can no longer meet audience demand for visual content by increasing production budgets. Instead they are turning to procedural modeling, particularly for modeling cities. The authors review procedural modeling, examine the CityEngine tool, and study the use of procedural urban modeling in Electronic Arts' Need for Speed games.}, number={3}, journal={IEEE COMPUTER GRAPHICS AND APPLICATIONS}, author={Watson, Benjamin and Mueller, Pascal and Wonka, Peter and Sexton, Chris and Veryovka, Oleg and Fuller, Andy}, year={2008}, pages={18–26} } @article{watson_2006, title={Broadening our collaboration with design}, volume={26}, ISSN={["1558-1756"]}, DOI={10.1109/mcg.2006.99}, abstractNote={Computer graphics researchers have been collaborating successfully with engineers, architects, and artists for decades, focusing on better tools for model and image creation. Graphics researchers have already developed a wide range of procedural (automatic) modeling techniques, but with few exceptions, these focus on modeling natural objects, such as plants, terrains, and water. The next generation of tools must automate modeling of the most common and complex elements of digital content: manmade artifacts such as cities, buildings, vehicles, and furniture. Creating these tools require a new and close collaboration with architects as well as urban and industrial designers}, number={5}, journal={IEEE COMPUTER GRAPHICS AND APPLICATIONS}, author={Watson, Benjamin}, year={2006}, pages={18–21} } @article{ren_gao_li_chen_watson_2006, title={IDGraphs: Intrusion detection and analysis using stream compositing}, volume={26}, ISSN={["1558-1756"]}, DOI={10.1109/MCG.2006.36}, abstractNote={IDGraphs is an interactive visualization system, supporting intrusion detection over massive network traffic streams. It features a novel time-versus-failed-connections mapping that aids in discovery of attack patterns. The number of failed connections (SYN-SYN/ACK) is a strong indicator of suspicious network flows. IDGraphs offers several flow aggregation methods that help reveal different attack patterns. The system also offers high visual scalability through the use of Histographs. The IDGraphs intrusion detection system detects and analyzes a variety of attacks and anomalies, including port scanning, worm outbreaks, stealthy TCP SYN flooding, and some distributed attacks. In this article, we demonstrate IDGraphs using a single day of NetFlow network traffic traces collected at edge routers at Northwestern University which has several OC-3 links.}, number={2}, journal={IEEE COMPUTER GRAPHICS AND APPLICATIONS}, author={Ren, P and Gao, Y and Li, ZC and Chen, Y and Watson, B}, year={2006}, pages={28–39} } @article{sharlin_watson_kitamura_kishino_itoh_2004, title={On tangible user interfaces, humans and spatiality}, volume={8}, ISSN={1617-4909 1617-4917}, url={http://dx.doi.org/10.1007/S00779-004-0296-5}, DOI={10.1007/S00779-004-0296-5}, number={5}, journal={Personal and Ubiquitous Computing}, publisher={Springer Science and Business Media LLC}, author={Sharlin, Ehud and Watson, Benjamin and Kitamura, Yoshifumi and Kishino, Fumio and Itoh, Yuichi}, year={2004}, month={Jul} } @inbook{sharlin_itoh_watson_kitamura_sutphen_liu_kishino_2004, title={Spatial Tangible User Interfaces for Cognitive Assessment and Training}, ISBN={9783540233398 9783540278351}, ISSN={0302-9743 1611-3349}, url={http://dx.doi.org/10.1007/978-3-540-27835-1_11}, DOI={10.1007/978-3-540-27835-1_11}, abstractNote={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 beyond some of its current limitations. Spatial TUIs exploit human innate spatial and tactile ability in an intuitive and direct manner, affording interaction paradigms that are practically impossible using current interface technology. As proof-of-concept we examine implementations in the field of cognitive assessment and training. In this paper we use Cognitive Cubes, a novel TUI we developed, as an applied test bed for our beliefs, presenting promising experimental results for cognitive assessment of spatial ability, and possibly for training purposes.}, booktitle={Biologically Inspired Approaches to Advanced Information Technology}, publisher={Springer Berlin Heidelberg}, author={Sharlin, Ehud and Itoh, Yuichi and Watson, Benjamin and Kitamura, Yoshifumi and Sutphen, Steve and Liu, Lili and Kishino, Fumio}, year={2004}, pages={137–152} }