Connor DeFanti

HC
3papers
47citations
Novelty45%
AI Score22

3 Papers

HCDec 11, 2021
UrbanRama: Navigating Cities in Virtual Reality

Shaoyu Chen, Fabio Miranda, Nivan Ferreira et al.

Exploring large virtual environments, such as cities, is a central task in several domains, such as gaming and urban planning. VR systems can greatly help this task by providing an immersive experience; however, a common issue with viewing and navigating a city in the traditional sense is that users can either obtain a local or a global view, but not both at the same time, requiring them to continuously switch between perspectives, losing context and distracting them from their analysis. In this paper, our goal is to allow users to navigate to points of interest without changing perspectives. To accomplish this, we design an intuitive navigation interface that takes advantage of the strong sense of spatial presence provided by VR. We supplement this interface with a perspective that warps the environment, called UrbanRama, based on a cylindrical projection, providing a mix of local and global views. The design of this interface was performed as an iterative process in collaboration with architects and urban planners. We conducted a qualitative and a quantitative pilot user study to evaluate UrbanRama and the results indicate the effectiveness of our system in reducing perspective changes, while ensuring that the warping doesn't affect distance and orientation perception.

CVSep 4, 2019
Beyond Photo Realism for Domain Adaptation from Synthetic Data

Kristofer Schlachter, Connor DeFanti, Sebastian Herscher et al.

As synthetic imagery is used more frequently in training deep models, it is important to understand how different synthesis techniques impact the performance of such models. In this work, we perform a thorough evaluation of the effectiveness of several different synthesis techniques and their impact on the complexity of classifier domain adaptation to the "real" underlying data distribution that they seek to replicate. In addition, we propose a novel learned synthesis technique to better train classifier models than state-of-the-art offline graphical methods, while using significantly less computational resources. We accomplish this by learning a generative model to perform shading of synthetic geometry conditioned on a "g-buffer" representation of the scene to render, as well as a low sample Monte Carlo rendered image. The major contributions are (i) a dataset that allows comparison of real and synthetic versions of the same scene, (ii) an augmented data representation that boosts the stability of learning and improves the datasets accuracy, (iii) three different partially differentiable rendering techniques where lighting, denoising and shading are learned, and (iv) we improve a state of the art generative adversarial network (GAN) approach by using an ensemble of trained models to generate datasets that approach the performance of training on real data and surpass the performance of the full global illumination rendering.

HCApr 27, 2016
A Collaborative Untethered Virtual Reality Environment for Interactive Social Network Visualization

Sam Royston, Connor DeFanti, Ken Perlin

The increasing prevalence of Virtual Reality technologies as a platform for gaming and video playback warrants research into how to best apply the current state of the art to challenges in data visualization. Many current VR systems are noncollaborative, while data analysis and visualization is often a multi-person process. Our goal in this paper is to address the technical and user experience challenges that arise when creating VR environments for collaborative data visualization. We focus on the integration of multiple tracking systems and the new interaction paradigms that this integration can enable, along with visual design considerations that apply specifically to collaborative network visualization in virtual reality. We demonstrate a system for collaborative interaction with large 3D layouts of Twitter friend/follow networks. The system is built by combining a 'Holojam' architecture (multiple GearVR Headsets within an OptiTrack motion capture stage) and Perception Neuron motion suits, to offer an untethered, full-room multi-person visualization experience.