Whether we are standing on a corner in New York City, hiking through the woods of California, or sitting in a living room, our surrounding environment is alive with ecologies of information and communication. A confluence of powerful connected mobile devices, advances in computer vision and sensing, and techniques such as augmented reality (AR) enables exciting new opportunities for interacting with this hidden network of dynamic information and shifts the locus of interaction from the desktop computer to the world around us. My research focuses on techniques, prototypes, and infrastructure to facilitate novel, situated ways of interacting with, within, and through our environment.
Update: I'm currently Technologist in Residence at Greylock Partners and Visiting Lecturer at Stanford University.
I was previously Head of the Interaction Ecologies Group at Nokia. I was previously a visiting scientist at the Smithsonian Institution, postdoctoral research scientist at Columbia University, and 2009 Tech Award Laureate. Details on this work and older research on carbon nanotubes and dye-sensitized solar cells can be found below as well as in my CV and my publications page.

Recent and upcoming

  • Oct 7-10. UIST 2012, Cambridge, MA, USA
  • Nov 5-8. ISMAR 2012, Atlanta, GA, USA

Consider donating time or money to NYCares and NY Sun Works.


Research and Projects
LeafView UMPC and iPhone is an ongoing project to explore additional interfaces and form factors, such as mobile phones and Ultra Mobile PCs, for the Electronic Field Guide, described in more detail below. By providing smaller, more mobile form factors, we hope to provide botanical species identification to a wider population. The system is based on our original LeafView interface to the Electronic Field Guide.
Project Web Site | New York Times Article
Shape Identification on the Microsoft Surface. Surfaces provide a variety of new challenges for user interfaces required to capture, match, and interact with shapes such as leaves. We are experimenting with techniques and algorithms that support natural interaction with shape identification by placing a leaf directly on the surface to initiate shape recognition. Resultant matching species images are directly manipulated for comparison and inspection.

Site Visit by Situated Visualization. We are exploring innovative ways to use visualization in urban design and urban planning site visits. The project explores situated visualization as the emergent product of the progress through site, data, and perception. For example, visualizing geocoded CO data in the physical world (image on left). In collaboration with faculty from the Graduate School of Architecture, Planning, and Preservation, we are developing prototypes for the Manhattanville site in New York City using augmented reality techniques. These ideas were initially explored during Spring 2007 and 2008 classes on 3DUI and at a CHI 2008 workshop. Our ongoing research expands situated visualization techniques developed in a prototype, called SiteLens.
CHI 2009 | CHI 2008 workshop poster and abstract

Shake Menus

Shake Menus. Menus play an important role in both information presentation and system control. We explore the design space of shake menus, which are intended for use in tangible augmented reality. Shake menus are radial menus displayed centered on a physical object and activated by shaking that object. We present several applications for situated visualization and in-situ authoring. Presentation coordinate systems are of particular interest. We conducted a within-subjects user study to compare the speed and efficacy of several alternative methods for presenting shake menus in augmented reality.
ISMAR 2009

crooked river

Crooked River Song Lines. At the Cleveland Ingenuity Festival 2008, in conjunction with Spurse and David Jensenius, we explored coauthoring with and giving voice to the Cuyahoga River and the multiple cultural, social, and physical histories of the river. Sensors were placed in 11 locations along the river to gather sounds which were then composed with stories about the river and played back using transmitters at the festival. Moving through the festival mirrored movement through the virtual space of the river. At the same time, a buoy progressed down the river, reflecting it's geolocated path which through images drawn from historical archives. As a third way of experiencing the river, participants could call into a shared audio space that reflected listening stations along the river.
Project web site .

Visual Hints. In the context of tangible augmented reality, we are investigating and evaluating a technique called visual hints, which are graphical representations in augmented reality of potential actions and their consequences in the augmented physical world. Visual hints enable discovery, learning, and completion of gestures and manipulation in tangible augmented reality. The example image on the left shows a ghosted visual hint of a reeling gesture.
ISMAR 2007 | Video
LeafView is our initial prototype tablet-based user interface to the Electronic Field Guide. It has been field tested on Plummers Island with Smithsonian Institution botanists and at the National Geographic Rock Creek Bioblitz. The system incorporates a wireless camera which sends images to the tablet to be identified using a computer vision algorithm. Context information such as GPS location is stored with the image and the species identification results. Results are displayed using a zoomable user interface. We are currently iterating on a new portable prototype.
Taxon 2006 Taxon 2006 | CHI 2007 | ECCV 2008 | Video
efg
Augmented Reality Electronic Field Guides. In collaboration with UMD and the Smithsonian Institution, we are developing a mobile, augmented reality electronic field guide to assist field botanists in identifying and collecting plant specimens. The system uses computer vision to identify leaves and the user interface is provided by the mobile AR system. We have developed both tangible augmented reality and head movement controlled AR user interface technqiues.
3DUI 2006 | 3DUI Video | XNA Video | Video at Games for Learning Institute | FORA.tv talk
botica Botica is an augmented reality game developed by Marc Eaddy to test the original Goblin v1 augmented reality 3D gaming infrastructure. I contributed to Goblin v1 and the excellent and revised Goblin XNA being developed by Ohan Oda as well as concept design for the AR Racing game.
Goblin v1 poster | Botica avi | INTETAIN 2008
| AR Racing video
I wrote a cosmological visualizer for the "Fat of the Land" exhibit at Grand Arts 2007 with the artist collective, spurse. The system reads in text from speech or other sources and creates vectors across the canvas made from the words. Where vectors cross, a point in a constellation is created. The constellation then feeds into a larger interpretation that generates origami-like cosomologies.
Soba Server

The SOBA Server is a streaming audio server based on the XESS XSB-300E FPGA board. The system encodes analog audio input into 16-bit samples and streams the digitized audio out the ethernet port in RTP packets, ready to be played in real time by an RTP client anywhere on the Internet. The VHDL and code are available in the write-up.

multiscale Multi-scale Fuel Cell Electrodes. In Jim Hone's Lab at Columbia University, I developed a number of system for fabricating multiscale fuel cell electrodes based on a combination of Toray paper, electrospun carbon fibers, and carbon nanotubes. The image to the left is carbon nanotube growth on electrospun fiber on top of Toray paper. Characterization of the system was done in collaboration with Yuhao Sun in Scott Barton's Lab. A poster describing early results is here(2.5 M) and an article describing the work from a biomimetic point of view in Ambidextrous Magazine is here(500K).
ohmic Ohmic Growth of Carbon Nanotubes.The image to the left shows carbon nanotubes grown on carbon paper. In the Hone Research Group at Columbia University, I developed a CVD based system for growing carbon nanotubes that used ohmic heating instead of a thermal reactor. The goal of the project was to investigate this new technique and see if the carbon nanotube clusters were better suited for multiscale fuel cell support electrodes. Electrochecmical and Solid State Letters 2007.
Electrospun Electrospinning Carbon Fibers. As part of the effort to develop multiscale fuel cell electrodes, I built a system to elecrospin carbon fibers. The system used a 30 kV electric field to extrude a fine jet of liquid that solidified in the air and created a fiber mesh under the force of gravity. The fibers were typcially 500 nm in diameter and the mesh looked like a very fine fabric made from white spide silk. A brief tech report on the process is here.
ewb Engineers Without Borders. Engineers without Borders is a national organization that provides engineering solutions in developing parts of the world. I have been a mentor with a group from the Columbia University chapter that is focused on wind and solar energy. They are currently working on a wind project on the Lakota Reservation in South Dakota. A simple visualization of the data is here.
porous tio2

Porosity in Dye Sensitized Solar Cells. Dye-sensitized Solar Cells are the product of biomimetic design with photosynthesis in mind. They hold the promise of inexpesnive and environmentally benign solar energy conversion. In collaboration with Jessika Trancik and Adam Hurst, we experimented with creating bimodal porous structures in the titanium dioxide component of the dsc using polystyrene microspheres.

traveller

Audio Traveler. While backpacking throught the Himalayas, India, and Southeast Asia, I wanted to meet other musicians and collect natural sounds and collaborations. In the process, I made a wearable recording device based on the fine work of an Indian tailor and a minidisc player. The results was a new design, a wonderful set of samples, and a some interesting mixes.

WhoWhere and Lycos. As the CTO of WhoWhere?, Inc. and the Vice President of Technology at Lycos, Inc., I was responsible for new (at the time) ways to access free email, search, and personal web site construction. We provided email to over 10 Million people.
Vizwire
VizWire.  At Interval Research, we built a spatialized, multi-user, mixed-audio collaboration system called SomeWire. Vizwire, developed with Don Charnley, was an experiment using a spatial visual metaphor for arranging an individuals audio around them. A paper discussing this system is here.
Candle Altar
CandleAltar. CandleAltar was part of a series of explorations in public installations that encouraged people to leave a message to be discovered by someone else. This particular exploration was done in collaboration with Oliver Bailey at Interval Research. A technical report on the project is here. The other projects in the series included Video Graffiti at the Electronic Cafe, Palo Alto, CA and Net Graffiti at the Electric Carnival within Lollapalooza 1994.
placeholder
PlaceHolder. Placeholder was a Virtual Reality project produced by Interval Research Corporation and The Banff Centre for The Performing Arts, and directed by Brenda Laurel and Rachel Strickland, which explored a new paradigm for multi-person narrative action in virtual environments at the Banff Centre in 1992. I helped develop the system and improvisational use. There's a bittorrent of the documentary here.