A feature article about the perceptual gap between images of real human faces near-human representations.
Abstract: “What makes some near-human characters scary while others are merely laughable? More important, why do some human and humanlike characters fail to arouse our sympathy? Visual artists and roboticists face these questions as they seek to alternately frighten and endear. Recent attempts to create accurate human replicas have brought these questions to the fore with increased urgency.”
A feature detailing how the website Weather Underground manages data, produces weather graphics, and collects crowdsourced information to put together its content.
A feature article for Computer Graphics and Applications, a publication of IEEE.
Abstract: “Consumer sites such as MapQuest, Yahoo! Maps, and Google Maps compete to improve their interfaces and data relevance to better appeal to the browsing public. But innovation in online mapping isn’t limited to these household names. Sites for the public good, such as those the US government manages, provide graphical access to data buried in such sources as the US Department of Agriculture Forest Service and the decennial census. Meanwhile, community mapping sites let the public provide local details, find nearby colleagues, and organize information in ways unknown 10 years ago.”
My first feature article for the “Applications” section of Computer Graphics and Applications, a publication of IEEE (the Institute of Electrical and Electronics Engineers).
Abstract: “Just as online shopping is a bellwether of advanced online technologies, so are museum and gallery showcases for the best in computer display and interface technology. In the first case, commerce demands that speed and reliability get priority, in the latter, technological invisibility is foremost. The museum experience is an unusually tactile, sensual one, and the standard keyboard-mouse-and-screen setup might seem out of place. This trend toward sensual involvement is particularly noticeable in tabletop displays, as they appeal to two aspects of familiar daily life: the horizontal surface as a workspace, and hand gestures (or common objects) as tools for manipulating information.”