Stephen W. Bailey

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In this work, we present a method of “Walking In Place” (WIP) on the Nintendo Wii Fit Balance Board to explore a virtual environment. We directly compare our method to joystick locomotion and normal walking. The joystick proves inferior to physically walking and to WIP on the Wii Balance Board (WIP--Wii). Interestingly, we find that physically(More)
This experiment investigates the perceived differences in the quality of animation generated using motion capture data using a Vicon motion capture system and a Microsoft Kinect sensor. The Kinect uses a depth map camera to determine the position of users and objects within the view of the camera. Using this information, the depth map can be processed to(More)
The trend in immersive virtual environments (VEs) is to include the users in a more active role by having them interact with the environment and objects within the environment. Studying action and perception in VEs, then, becomes an increasingly interesting and important topic to study. We chose to study a user's ability to judge errors in self-produced(More)
  • Jeffrey A Newman, Alexandra Abate, Filipe B Abdalla, Sahar Allam, Steven W Allen, Réza Ansari +59 others
  • 2014
Ongoing and near-future imaging-based dark energy experiments are critically dependent upon photo-metric redshifts (a.k.a. photo-z's): i.e., estimates of the redshifts of objects based only on flux information obtained through broad filters. Higher-quality, lower-scatter photo-z's will result in smaller random errors on cosmological parameters; while(More)
This experiment investigates source point localization using only auditory cues. The idea is to determine how well humans can localize and reason about space using only sound cues, and to determine how different sound cues effect performance in such tasks. The findings from this line of research can be used in enhancing audio in virtual environments. This(More)
We present the results of applying new object classification techniques to the supernova search of the Nearby Supernova Factory. In comparison to simple threshold cuts, more sophisticated methods such as boosted decision trees, random forests, and support vector machines provide dramatically better object discrimination: we reduced the number of(More)
The Nearby Supernova Factory (SNfactory) is an international project to discover and study a large sample of type Ia supernovae in the redshift range 0.03 < z < 0.08. Follow-up spectro-photometric observations are performed using the dedicated Supernovae Integral-Field Spectrograph, mounted since 2004 on 2.2 m UH telescope. The goal is to acquire for each(More)
We present a new depth from defocus method based on the assumption that a per pixel blur estimate (related with the circle of confusion), while ambiguous for a single image, behaves in a consistent way when applied over a focal stack of two or more images. This allows us to fit a simple analytical description of the circle of confusion to the different per(More)
McManus et al. [2011] studied a user's ability to judge errors in self-produced motion; more specifically, throwing. We now take the first step towards discriminating what cues subjects are using in order to make their judgments. The endpoint of the ball is one such cue; the restricted field of view (FOV) of the head mounted display (HMD) makes it difficult(More)