Ken Perlin

Ken Perlin
New York University | NYU · Department of Computer Science

About

62
Publications
14,585
Reads
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3,645
Citations
Citations since 2017
19 Research Items
1250 Citations
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2017201820192020202120222023050100150200
2017201820192020202120222023050100150200
2017201820192020202120222023050100150200

Publications

Publications (62)
Article
We translated a well-established laboratory paradigm to study sensory integration into a Head-Mounted-Display (HMD). In the current study, a group of 23 individuals with unilateral vestibular dysfunction and 16 age-matched controls observed moving spheres projected from the Oculus Rift. We confirmed increased visual weighting with an unstable surfa...
Preprint
Full-text available
We developed a novel virtual reality [VR] platform with 3-dimensional sounds to help improve sensory integration and visuomotor processing for postural control and fall prevention in individuals with balance problems related to sensory deficits, such as vestibular dysfunction (disease of the inner ear). The system has scenes that simulate scenario-...
Article
Postural sway does not differentiate between balance disorders. Head kinematics within a salient, immersive environment could potentially help identifying movement patterns that are unique to vestibular dysfunction. We describe a virtual park scene, where participants are asked to avoid a virtual ball approaching their head, to target dynamic balan...
Article
Background: Deficits in sensory integration and fear of falling in complex environments contribute to decreased participation of adults with vestibular disorders. With recent advances in virtual reality technology, head-mounted displays are affordable and allow manipulation of the environment to test postural responses to visual changes. Objectiv...
Preprint
Full-text available
In the context of a classroom lesson, concepts must be visualized and organized in many ways depending on the needs of the teacher and students. Traditional presentation media such as the blackboard or electronic whiteboard allow for static hand-drawn images, and slideshow software may be used to generate linear sequences of text and pre-animated i...
Preprint
Full-text available
Virtual Reality (VR) provides immersive experiences in the virtual world, but it may reduce users' awareness of physical surroundings and cause safety concerns and psychological discomfort. Hence, there is a need of an ambient information design to increase users' situational awareness (SA) of physical elements when they are immersed in VR environm...
Conference Paper
Holojam in Wonderland is a prototype of a new type of performance activity, "Immersive Mixed Reality Theater" (IMRT). With unique and novel properties possessed by neither cinema nor traditional theater, IMRT promises exciting new expressive possibilities for multi-user, participatory, immersive digital narratives. The authors describe the piece, t...
Article
Holojam in Wonderland is a prototype of a new type of performance activity, “Immersive Mixed Reality Theater” (IMRT). With unique and novel properties possessed by neither cinema nor traditional theater, IMRT promises exciting new expressive possibilities for multi-user, participatory, immersive digital narratives. The authors describe the piece, t...
Article
Background: Using Unity for the Oculus Development-Kit 2, we have developed an affordable, portable virtual reality platform that targets the visuomotor domain, a missing link in current clinical assessments of postural control. Here, we describe the design and technical development as well as report its feasibility with regards to cybersickness a...
Conference Paper
Full-text available
We present PhyShare, a new haptic user interface based on actuated robots. Virtual reality has recently been gaining wide adoption, and an effective haptic feedback in these scenarios can strongly support user's sensory in bridging virtual and physical world. Since participants do not directly observe these robotic proxies, we investigate the multi...
Conference Paper
Chalktalk is a computer-based visual language based around real-time interaction with virtual objects in a blackboard-style environment. Its aim is to be a presentation and communication tool, using animation and interactivity to allow easy visualization of complex ideas and concepts. This demonstration will show Chalktalk in action, with focus on...
Article
Full-text available
We present PhyShare, a new haptic user interface based on actuated robots. Virtual reality has recently been gaining wide adoption, and an effective haptic feedback in these scenarios can strongly support user's sensory in bridging virtual and physical world. Since participants do not directly observe these robotic proxies, we investigate the multi...
Conference Paper
Social Media has exploded so rapidly we have to run to keep up. Whilst babies are kept occupied by iPads, kids get lost in smartphones, and teens lock themselves into their own isolating VR world, we see the need for change. We're losing the art of interaction and conversation. In this multi-person simultaneous collaborative VR installation we demo...
Conference Paper
Flock is a shared, immersive, co-located experience made for groups of up to thirty participants. It is a gamified sandbox, an interactive music video and a ritualized LARP (Live Action Role Playing Game) as well as being one of very few examples of works in the new and unique medium of location-based, multi-user VR. This paper will describe the as...
Conference Paper
Full-text available
The rise of ubiquitous sensing enables the harvesting of massive amounts of data from the physical world. This data is often used to drive the behavior of devices, and when presented to users, it is most commonly visualized quantitatively, as graphs and charts. Another approach for the representation of sensor network data presents the data within...
Article
Active Learning Environments with Robotic Tangibles (ALERT) and Robopad, an analogous on-screen virtual spatial programming environment for educational Human Robot Interaction (HRI), have been developed. Evaluations of these in the context of free play and open-ended learning activities show that both systems afford opportunities for young children...
Article
Full-text available
We propose a new approach for interaction in Virtual Reality (VR) using mobile robots as proxies for haptic feedback. This approach allows VR users to have the experience of sharing and manipulating tangible physical objects with remote collaborators. Because participants do not directly observe the robotic proxies, the mapping between them and the...
Article
Substantial advances in virtual reality (VR) technology open an exciting window towards better understanding of subdomains of balance control. Here we studied whether a portable VR headset can be used to test sensory integration for balance. Twenty young adults stood on a Both-Sides-Up (BOSU) ball or floor. Moving spheres were projected from an Ocu...
Article
Just as notebook computers once freed us to take our computers with us, smartphones freed us to walk around with computers in our pockets, and wearables will soon free us from needing to hold a screen at all. Today, as high-quality virtual and augmented reality begins to become available at consumer prices, the 'screen' will soon be all around us....
Article
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 i...
Article
Creating a future where dreams walk among us.
Article
Full-text available
Clayodor (\klei-o-dor\) is a clay-like malleable material that changes smell based on user manipulation of its shape. This work explores the tangibility of shape changing materials to capture smell, an ephemeral and intangible sensory input. We present the design of a proof-of-concept prototype, and discussions on the challenges of navigating smell...
Article
T(ether) is a spatially-aware display system for multi-user, collaborative manipulation and animation of virtual 3D objects. The handheld display acts as a window into virtual reality, providing users with a perspective view of 3D data. T(ether) tracks users' heads, hands, fingers and pinching, in addition to a handheld touch screen, to enable rich...
Conference Paper
Sometime in the coming years -- whether through ubiquitous projection, AR glasses, smart contact lenses, retinal implants or some technology as yet unknown -- we will live in an eccescopic world, where everything we see around us will be augmented by computer graphics, including our own appearance. In a sense, we are just now starting to enter the...
Article
We present Mechanical Force Redistribution (MFR): a method of sensing which creates an anti-aliased image of forces applied to a surface. This technique mechanically focuses the force from a surface onto adjacent discrete forcels (force sensing cells) by way of protrusions (small bumps or pegs), allowing for high-accuracy interpolation between adja...
Article
We present Mechanical Force Redistribution (MFR) Floor Tiles: a method of sensing which creates a seamless, anti-aliased image of forces applied to a floor. This technique mechanically focuses the force from a surface onto adjacent discrete forcels (force sensing cells) by way of protrusions (small bumps or pegs), allowing for high-accuracy interpo...
Article
Full-text available
The present research examined how mode of play in an educational mathematics video game impacts learning, performance, and motivation. The game was designed for the practice and automation of arithmetic skills to increase fluency and was adapted to allow for individual, competitive, or collaborative game play. Participants (N = 58) from urban middl...
Chapter
Full-text available
In this chapter, we will 1. Review the literature on embedded assessment in games for learning, 2. Introduce an approach to improving the diagnostic power of game metrics through learning mechanics and assessment mechanics, 3. Present a case study employing Cognitive Task Analysis for the study of learner behavior in science simulations, 4. Present...
Article
In this paper we describe ClayVision, a new quasi-immersive urban navigation system that rethinks the design conventions of existing Augmented Reality (AR) applications, by aggressively incorporating knowledge from non-Computer Science fields - namely Information Design and Urban Planning. Instead of the prevailing approach of pasting "information...
Conference Paper
ACM SIGGRAPH recognizes Ken Perlin for his broad contributions and impact across computer graphics, ranging from novel mathematical approaches for modeling to hardware interfaces. His creative research approach has produced many innovations in rendering, modeling, animation and user interfaces, and has inspired several new lines of research.
Article
This panel aims wide, showing four complementary aspects of procedural animation technology for computer games. Each panelist will briefly present core ideas of their respective technology, and then the discussion will center around how these complementary techniques can be used together. The panel will conclude with a discussion about opportunitie...
Article
Full-text available
Interactive computer graphics and games are powerful tools that can be used in the educational process. Much research shows that the learning process is highly enhanced when this kind of approach is used in computer science teaching, not only because of the motivation they engender, but also because high end results can be easily generated with rel...
Conference Paper
The basic structure of this course: We alternate between (i) showing and explaining cool and informative pre-baked examples the web site http://mrl.nyu.edu/~perlin, and (ii) interactively developing progressively more advanced applets (ie: fresh-cooked on the spot).We start with simple 2D examples, to get the basics out of the way: user interaction...
Article
We present a non-photorealistic rendering approach to capture and convey shape features of real-world scenes. We use a camera with multiple flashes that are strategically positioned to cast shadows along depth discontinuities in the scene. The projective-geometric ...
Article
We present a "heads-up" shorthand for entering text on a stylus-based computer very rapidly. The innovations are that (i) the stylus need never be lifted from the surface, and that (ii) the user need never stop moving the stylus. Continuous multi-word text of arbitrary length can be written fluidly, even as a single continuous gesture if desired.
Conference Paper
Accurately interpreting and expressing affect is fundamental to empathetic relationships. A platform for sensing and interpreting several aspects of users' nonverbal affective information and responding through an expressive agent has been developed. The platform includes integration of multi-modal affective sensors with a real time inference engin...
Book
The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual...
Article
Two deficiencies in the original Noise algorithm are corrected: second order interpolation discontinuity and unoptimal gradient computation. With these defects corrected, Noise both looks better and runs faster. The latter change also makes it easier to define a uniform mathematical reference standard.
Article
''Acting'' in computer games is not the same as acting in film or theatre-it does not engage us on as deep a level. This difference currently limits the expressivity of games as a medium. We discuss how procedural techniques may change this. In this paper, I briefly review my investigations into procedural methods in computer graphics texture model...
Article
Driven by trends in silicon and software, computer gaming is the medium that will define the recreational and cultural experience of the twenty-first century in the way that motion pictures and their offspring television, defined the recreation of the twentieth. Or so we assert! This panel will debate the truth of the statement that gaming is the d...
Conference Paper
We present methods for synthesizing 3D shape features on subdivision surfaces using multiscale procedural techniques. Multiscale synthesis is a powerful approach for creating surfaces with different levels of detail. Our methods can also blend multiple example multiresolution surfaces, including procedurally-defined surfaces as well as captured mod...
Book
Fractal geometry is a potent language of complex visual form.[...] it reduces mcuh of the staggering compexitywe see in nature to some very simple mathematics. p 567
Article
At Wellesley College, very rarely do the Fine Art and Computer Science faculty cross paths. At least that was the case until last year when we taught an experimental course that brought together the work we were doing in our respective corners of ...
Chapter
This chapter discusses hypertexture and its fundamental concepts, and reviews the essential functions needed to be able to easily modify procedural models. The precursor to hypertexture is solid texture. Solid texturing is the process of evaluating a function over R3 at each visible surface point of a rendered computer graphic (CG) model. There are...
Article
The aim of this short communication is to present a new scheme for drawing hypergraphs (and graphs, of course), which though not explicitly designed for hypergraphs has several advantages over the usual subset and edge standards. The most striking of these is that the drawing process in this scheme is O(v·e) in the number of vertices and edges.
Article
User control of robotic or graphic objects containing many internal degrees of freedom is difficult--existing input devices do not map well onto the parameters of highly articulated objects. When a high degree of precision is not required, as is often the case when driving graphics for 3-D animation, we show that the 3-D position and orientation of...
Article
The authors introduce the concept of a Pixel Stream Editor. This forms the basis for an interactive synthesizer for designing highly realistic Computer Generated Imagery. The designer works in an interactive Very High Level programming environment which provides a very fast concept/implement/view iteration cycle. Naturalistic visual complexity is b...

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Project (1)
Project
The rise of ubiquitous sensing enables the harvesting of massive amounts of data from the physical world. This data is often used to drive the behavior of devices, and when presented to users, it is most commonly visualized quantitatively, as graphs and charts. Another approach for the representation of sensor network data presents the data within a rich, virtual environment. These scenes can be generated based on the physical environment, and their appearance can change based on the state of sensor nodes. By freely exploring these environments, users gain a vivid, multi-modal, and experiential perspective into large, multi-dimensional datasets. This paper presents the concept of "Resynthesizing Reality" through a case study we have created based on a network of environmental sensors deployed at a large-scale wetland restoration site. We describe the technical implementation of our system, present techniques to visualize sensor data within the virtual environment, and discuss potential applications for such Resynthesized Realities.