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[1] Design Patterns, Principles, and Strategies for Sustainable HCI Workshop Summaries / Knowles, Bran / Clear, Adrian K. / Mann, Samuel / Blevis, Eli / Håkansson, Maria Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3581-3588
ACM Digital Library Link
Summary: This workshop will bring together researchers in the Sustainable HCI (SHCI) field to reflect on sustainability challenges in HCI and collaboratively collate and develop a set of strategies for increasing and accelerating positive impact. We will explore 5 key questions towards this, and produce a collaborative position statement. Our key objective for the workshop will be to begin developing a series of design patterns, which we will ground with 'field trips' to areas of socio-ecological challenge. These design patterns will serve to provide a resource for practitioners and researchers wishing to adopt a sustainable approach to their work, and provide a touchstone for critique and evaluation of this work. The design patterns will contribute to an evolving, wiki-based repository and form the basis for several collaborative papers.

[2] Expanding the Boundaries: A SIGCHI HCI & Sustainability Workshop Workshop Summaries / Clear, Adrian K. / Preist, Chris / Joshi, Somya / Nathan, Lisa P. / Mann, Samuel / Nardi, Bonnie A. Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2373-2376
ACM Digital Library Link
Summary: Following a challenge issued to the Sustainable HCI (SHCI) community to broaden its boundaries to increase breadth and depth of impact [16] this workshop will explore 5 key questions to encourage SHCI research to play a broader role in tackling global sustainability issues and to support the societal change that this will require. Out of this, it will produce a map of existing and future research agendas, and a collaborative position statement. It will also provide an environment of support and challenge to allow individuals working in this research area to consider their personal practice and the difficulties (both practical and emotional) they may encounter.

[3] Wearable Computing, 3D Aug* Reality, Photographic/Videographic Gesture Sensing, and Veillance Student Design Challenge / Mann, Steve / Feiner, Steve / Harner, Soren / Ali, Mir Adnan / Janzen, Ryan / Hansen, Jayse / Baldassi, Stefano Proceedings of the 2015 International Conference on Tangible and Embedded Interaction 2015-01-15 p.497-500
ACM Digital Library Link
Summary: Wearable computers and Generation-5 Digital Eye Glass easily recognize a user's own gestures, forming the basis for shared AR (Augmediated Reality). This Studio-workshop presents the latest in wearable AR, plus an historical perspective with new insights. Participants will sculpt 3D objects using hand gestures and create Unity 3D art+game objects using computational lightpainting.
    Participants will also learn how to use 3D gesture-based AR to visualize and understand real-world phenomena, including being able to see sound waves, see radio waves, and see sight itself, through abakographic user-interfaces that interact with "sightfields" (time-reversed lightfields). Participants will also surveilluminescent devices that change color when watched by a camera. Long exposure photographs made with such devices generate "sightpaintings" that show what a camera can "see".

[4] What have we learned?: a SIGCHI HCI & sustainability community workshop Workshop summaries / Silberman, M. Six / Blevis, Eli / Huang, Elaine / Nardi, Bonnie A. / Nathan, Lisa P. / Busse, Daniela / Preist, Chris / Mann, Samuel Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.143-146
ACM Digital Library Link
Summary: The role and influence of HCI research in addressing the challenges of sustainability remains unclear despite ongoing interest. Sustainability-oriented paper authors, workshop participants, SIG attendees, and panelists have made ambitious predictions about the contributions of the CHI community and identified critical directions for the field. But have lessons from the past decade of HCI & Sustainability research been taken substantively into practice, within and beyond the CHI community? Have they had a significant positive influence on the vitality of the world's ecosystems? If not, how can we re-orient? This workshop is a venue for taking concrete action to integrate what we have learned about sustainability -- from within and beyond HCI -- into a common framework to guide the community toward more influential contributions and more rigorous evaluations of HCI & Sustainability research.

[5] CHI at the barricades: an activist agenda? Panels / Busse, Daniela K. / Borning, Alan / Mann, Samuel / Hirsch, Tad / Nathan, Lisa P. / Parker, Andrea Grimes / Shneiderman, Ben / Nunez, Bryan Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2407-2412
ACM Digital Library Link
Summary: Technology plays an increasingly important role in enabling activist agendas, supporting activist activities and self-organization, bringing people together on causes they support and developing tools and platforms to scaffold activist activities. This panel explores both the role of HCI in activism and activism in HCI.

[6] Changing perspectives on sustainability: healthy debate or divisive factions? SIGs / Busse, Daniela / Mann, Samuel / Nathan, Lisa / Preist, Chris Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2505-2508
ACM Digital Library Link
Summary: This year's Sustainability SIG invites participants to apply the conference theme "changing perspectives" to sustainability research and practice within the human computer interaction community. As the number of sustainability-oriented endeavors in the field continues to grow, so does the number of critiques on the work undertaken. Perspectives continue to shift concerning how the HCI community "should" attend to the monumental ecosystem changes societies face in the coming decades. For such an enormous problem, is it best to concentrate our limited resources (time, money, people) on compatible approaches in order to build on each other's findings? Do recent critiques risk sundering a nascent community of scholars? Or is it misguided to privilege a limited number of approaches to addressing a complex, problematic situation?

[7] POST-SUSTAINABILITY: a CHI sustainability community workshop Workshop summaries / Preist, Chris / Busse, Daniela K. / Nathan, Lisa P. / Mann, Samuel Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.3251-3254
ACM Digital Library Link
Summary: The goal of this workshop is to raise awareness, spark discussion, and start shaping a research agenda in the field of Sustainable HCI. There are three interrelated imperatives for this Post Sustainability workshop. First motivated by the desire to move sustainable HCI (or Sustainable Interaction Design SID) "beyond persuasion". Second, the desire to move the sustainability of SID beyond an overly simplistic focus on single resource reduction. Third, the challenge of adaption to environmental impacts on society, potentially including societal contraction or collapse. The workshop will consist of a structured brainstorming session to construct a research agenda and then participants will, in groups, begin to develop action plans to realise this agenda.

[8] Embroidery modeling and rendering Real world modeling / Chen, Xinling / McCool, Michael / Kitamoto, Asanobu / Mann, Stephen Proceedings of the 2012 Conference on Graphics Interface 2012-05-28 p.131-139
ACM Digital Library Citation
Summary: Embroidery is a traditional non-photorealistic art form in which threads of different colours stitched into a base material are used to create an image. We explore techniques for automatically producing embroidery layouts from line drawings and for rendering those layouts in real time on potentially deformable 3D objects with hardware acceleration. Layout of stitches is based on automatic extraction of contours from line drawings followed by a set of stitch-placement procedures based on traditional embroidery techniques. Rendering first captures the lighting environment on the surface of the target object and renders the embroidery as an image in texture space. Stitches are rendered in texture space using a lighting model suitable for threads at a resolution that avoids geometric and highlight aliasing, and with alpha-mapped per-stitch boundary antialiasing. Stitches are also rendered in layers to capture the 2.5D nature of embroidery. A filtered texture pyramid is constructed from the resulting texture and applied to the 3D object, using hardware accelerated scale-dependent antialiasing. Aliasing of fine stitch structure and highlights is avoided by this process. The result is a realistic embroidered image that properly responds to lighting in real time.

[9] Social sustainability: an HCI agenda Panels / Busse, Daniela / Blevis, Eli / Beckwith, Richard / Bardzell, Shaowen / Sengers, Phoebe / Tomlinson, Bill / Nathan, Lisa / Mann, Samuel Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.1151-1154
ACM Digital Library Link
Summary: The panel will capture some of the breadth and depth of the current CHI discourse on Social Sustainability, and discuss a forward-looking research agenda.

[10] Chi 2012 sustainability community invited SIG: inventory of issues and opportunities SIGs / Blevis, Eli / Busse, Daniela / Mann, Samuel / Pan, Yue / Thomas, John Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.1181-1184
ACM Digital Library Link
Summary: This year's CHI Sustainability Community's SIG is designed to broaden participation and also designed to collect an inventory of issues and opportunities to broaden the reach and scope of HCI's role in securing a sustainable future.

[11] Simple, sustainable living Workshop summaries / Håkansson, Maria / Leshed, Gilly / Blevis, Eli / Nathan, Lisa / Mann, Samuel Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2795-2798
ACM Digital Library Citation
Summary: The goal of this workshop is to better understand how to design for simpler lifestyles as part of a more holistic understanding of what it means to be sustainable. This goal takes us beyond what has been previously emphasized in sustainable HCI or at the confines of environmental sustainability. Instead, we discuss the possibilities of an alternative framing of technologies, economies, cultural norms, social mechanisms, and everyday practices that may be needed for simple, sustainable living. We posit that achieving simple, sustainable living may be a matter of thoughtfully embracing positive complexity and avoiding negative complexity. These require careful decisions about design, choice, and use of technology, as well as taking a broader perspective on sustainability.

[12] Hydraulikos: ice, water, and steam as user-interfaces Musical keynotes / Mann, Steve / Janzen, Ryan Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012 v.9 p.27-28
ACM Digital Library Link
Summary: In 2001 the term "Natural User Interface" (NUI) was coined to denote the use of wearable computing or of physical matter (solids, liquids, and gases) as direct user interfaces for metaphor-free computing ["Intelligent Image Processing", S. Mann, John Wiley & Sons, Inc., 2001]. An example of NUI is the idioscope, a highly expressive musical instrument based on continuous ("undigital") scratch input ["Natural Interfaces for Musical Expression...", S. Mann, in Proc. NIME 2007, Jun6-10, New York, NY, USA.].
    Human beings are "cyborgs" in the sense that we usually experience nature indirectly, through technologies like shoes, clothing, or smartphones. In fact we're often forbidden from interacting directly with the world around us, e.g. simply removing our shoes to feel the earth beneath our feet is likely to have us stopped by police or security guards.
    Natural User-Interfaces challenge this layer of indirection, and use direct physical contact with multisensory primordial input devices such as solids, liquids, and gases.
    H2O (dihydrogen monoxide) is the only chemical substance that we commonly and directly experience in all three of these states-of-matter. Thus H2O is a natural choice for a natural user-interface.
    H2O is not the same thing as water: it is more general than water in the sense that it can also exist as ice or steam. We explore ice and steam as primordial natural user interfaces.
    Our ultimate goal is the creation of a centre for Cyborg-Environment Interaction (CEI) as a research trajectory exploring the relationship between nature and technology. Presently, we will celebrate the solid and gaseous states of H2O through ice mallets and steam pipes, in a performance entitled "Sublime Sublimation".

[13] Hydraulikos: nature and technology and the centre for cyborg-environment interaction (CEI) Musical keynotes / Mann, Steve Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012 v.9 p.29-32
ACM Digital Library Link
Summary: Technology has put us out of touch with nature. A goal of the CCEI (the Centre for Nature and Technology) is to invent, research, study, and teach technologies that facilitate connection with our natural world. One project of CCEI is Hydraulikos, the Water Labs, for people to touch and be touched by the most primordial of all media = water. Hydraulikos aims to be a place where science, quantum physics, and fluid mechanics come together with nature, the environment, the arts, culture and society, health, wellness, and innovation, as therapy for the mind and body... where music meets math, and the compartmentalized silos of academia are washed away with lateral thinking in a setting where the boundary between work and play can also dissolve.
    Past projects include "Hands Across the Water" and "Hands Across the Harbour" using WOIP (Water Over Internet Protocol) to connect people through water as an Internet-connected medium that's at once both broad and deep.
    Ontario's Great Lakes hold 80% of North America's freshwater; it has often been said that Ontario is water capital of the world. Thus we need an Ontario-based entity like Hydraulikos that celebrates water at all ontological levels.

[14] INTERNET Encyclopedia of Human-Computer Interaction 2011-12-17
Keywords: hci-sites:resources |  hci-sites:articles |  hci-sites:1st_choice | 
Keywords: Encyclopedia and Glossary interaction design, information architecture, usability, user experience, human-computer interaction, information visualization, ethnography, emotional design, social media
www.interaction-design.org/encyclopedia/
1. Interaction Design
	+ Lowgren, Jonas
2. Human Computer Interaction (HCI)
	+ Carroll, John M.
3. User Experience and Experience Design
	+ Hassenzahl, Marc
4. Social Computing
	+ Erickson, Thomas
5. Visual Representation
	+ Blackwell, Alan
6. Data Visualization for Human Perception
	+ Few, Stephen
7. Bifocal Display
	+ Spence, Robert
	+ Apperley, Mark
8. Contextual Design
	+ Holtzblatt, Karen
	+ Beyer, Hugh R.
9. Action Research
	+ Kock, Ned
10. End-User Development
	+ Burnett, Margaret M.
	+ Scaffidi, Christopher
12. Affective Computing
	+ Höök, Kristina
13. Requirements Engineering
	+ Sutcliffe, Alistair G.
14. Context-Aware Computing
	+ Schmidt, Albrecht
15. Usability Evaluation
	+ Cockton, Gilbert
16. Activity Theory
	+ Kaptelinin, Victor
17. Disruptive Innovation
	+ Christensen, Clayton M.
18. Open User Innovation
	+ von Hippel, Eric
19. Visual Aesthetics
	+ Tractinsky, Noam
20. Tactile Interaction
	+ Challis, Ben
21. Somaesthetics
	+ Shusterman, Richard
22. Card Sorting
	+ Hudson, William
23. Wearable Computing
	+ Mann, Steve
24. Socio-Technical System Design
	+ Whitworth, Brian
	+ Ahmad, Adnan
25. Semiotics
	+ de Souza, Clarisse Sieckenius
26. Aesthetic Computing
	+ Fishwick, Paul A.
27. Computer Supported Cooperative Work
	+ Grudin, Jonathan
	+ Poltrock, Steven
28. Phenomenology
	+ Gallagher, Shaun
29. Formal Methods
	+ Dix, Alan J.
Summary: Welcome to a new type of encyclopedia! It's free, it includes videos, commentaries, and lots more. All chapters are written by leading figures within each subject. As such, it's different from the Wikipedia.

[15] User-interfaces based on the water-hammer effect: water-hammer piano as an interactive percussion surface Audio and video / Mann, Steve / Janzen, Ryan / Huang, Jason / Kelly, Matthew / Ba, Lei Jimmy / Chen, Alexander Proceedings of the 5th International Conference on Tangible and Embedded Interaction 2011-01-22 p.1-8
ACM Digital Library Link
Summary: Water hammer, a well known phenomenon occurring in water pipes and plumbing fixtures, is generally considered destructive and undesirable. We propose the use of water hammer for a musical instrument akin to hammered percussion instruments like hammered dulcimer, piano, etc. In one embodiment, the instrument comprises an array of mouths each for being struck with the open palm or fingers, each mouth connected to a separate hydraulic resonator. In another embodiment, we use a basin or pool of water as a multitouch user-interface where sounds made by water are acoustically sensed by an array of hydrophones (underwater listening devices). Using water itself as a touch surface creates a fun and playful user interface medium that captures the fluidity of the water's ebb and flow.

[16] Multisensor broadband high dynamic range sensing: for a highly expressive step-based musical instrument Audio and video / Mann, Steve / Janzen, Ryan E. / Hobson, Tom Proceedings of the 5th International Conference on Tangible and Embedded Interaction 2011-01-22 p.21-24
ACM Digital Library Link
Summary: We propose the use of multiple sensors of different sensitivity that simultaneously sense the same signal. Outputs of these sensors are then combined in a way that allows the simultaneous sensing of large-signal and small-signal phenomena. This sensing methodology is applied to the andantephone, a musical instrument that allows a player to physically step through the notes of a song as if they were walking along the song's timeline. When you stop walking the music stops. If you walk faster the music plays faster. A new, more expressive design of andantephone was created using a wideband complementary set of geophones to detect seismic waves transmitted from human footsteps. Each tile in the andantephone has one or more high-frequency piezoelectric geophones that respond to small-signals, as well as one or more low-frequency carbon geophones that respond to large-signals. These sensors are subsequently connected to a real-time frequency-shifting system that shifts each geophone's output to the correct musical pitch or chord for a particular note in a song. The proposed HDR sensing principle may be applied to many different sensing scenarios.

[17] Geometric Displacement on Plane and Sphere Geometric Techniques / Fourquet, Elodie / Cowan, William / Mann, Stephen Proceedings of the 2008 Conference on Graphics Interface 2008-05-28 p.193-202
Summary: This paper describes a new algorithm for geometric displacement mapping. Its key idea is that all occluded solutions for an eye ray lie in two-dimensional manifolds perpendicular to the underlying surface to which the height map is applied. The manifold depends only on the eye position and surface geometry, and not on the height field. A simple stepping algorithm, moving along the surface within a manifold renders a curve of pixels to the view plane, which reduces height map rendering to a set of one-dimensional computations that can be done in parallel. The curves on the view plane for two specific underlying manifolds, a plane and a sphere, are straight lines. In this paper we focus on the specific geometry of simple underlying surfaces for which the geometry is more intuitive and the sampling of the rendered image direct.

[18] Natural Interfaces for Musical Expression: Physiphones and a Physics-Based Organology / Mann, Steve NIME 2007: New Interfaces for Musical Expression 2007-06-06 p.118-123
www.nime.org/proceedings/2007/nime2007_118.pdf

[19] symSpline: symmetric two-handed spline manipulation Interaction methods / Latulipe, Celine / Mann, Stephen / Kaplan, Craig S. / Clarke, Charlie L. A. Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.1 p.349-358
ACM Digital Library Link
Summary: We introduce symSpline: a symmetric, dual-mouse technique for the manipulation of spline curves. In symSpline, two cursors control the positions of the ends of the tangent to an edit point. By moving the tangent with both mice, the tangent and the edit point can be translated while the curvature of the spline is adjusted simultaneously, according to the length and angle of the tangent. We compare the symSpline technique to two asymmetric dual-mouse spline manipulation techniques and to a standard single-mouse technique. In a spline matching experiment, symSpline outperformed the two asymmetric dual-mouse techniques and all three dual-mouse techniques proved to be faster than the single-mouse technique. Additionally, symSpline was the technique most preferred by test participants.

[20] Augmented Reality Chinese Checkers / Cooper, Nicholas / Keatley, Aaron / Dahlquist, Maria / Mann, Simon / Slay, Hannah / Zucco, Joanne / Smith, Ross / Thomas, Bruce H. Proceedings of the 2004 International Conference on Advances in Computer Entertainment Technology 2004-09-02 p.117-126
ACM Digital Library Link
Summary: This paper presents an application, Augmented Reality Chinese Checkers that we created to investigate user interface issues for table top projected augmented reality entertainment applications. A new tangible interaction device, the wireless button enhanced fiducial, is introduced to support selection tasks in mixed reality environments. The Augmented Reality Chinese Checkers game is built on a framework which can be used to create other computer supported collaborative games. The system is built using the Passive Detection Framework to track the 6 degrees of freedom position in real time of marked objects in the environment. The game supports up to six players at a time.

[21] Distortion Minimization and Continuity Preservation in Surface Pasting Meshes and Surfaces / Leung, Rick / Mann, Stephen Proceedings of the 2003 Conference on Graphics Interface 2003-06-11 p.193-200
www.graphicsinterface.org/cgi-bin/DownloadPaper
GI Online Paper
Summary: Surface pasting is a hierarchical modeling technique capable of adding local details to tensor product B-spline surfaces without incurring significant computational costs. In this paper, we describe how the continuity conditions of this technique can be improved through the use of least squares fitting and the application of some general B-spline continuity properties. More importantly, we address distortion issues inherent to the standard pasting technique by using an alternative mapping of the interior control points.

[22] Introduction to Mediated Reality / Mann, Steve / Barfield, Woodrow International Journal of Human-Computer Interaction 2003 v.15 n.2 p.205-208
[23] Exploring design through wearable computing art(ifacts) Interactive Posters / Garabet, Angela / Mann, Steve / Fung, James Proceedings of ACM CHI 2002 Conference on Human Factors in Computing Systems 2002-04-20 v.2 p.634-635
ACM Digital Library Link
Summary: Usability is taken into account in design, however analysis of underlying technological values (such as trust, privacy, security) might become overlooked. In this paper, we illustrate how performance art can be used to elicit information about device design and usage. Wearable computing devices or art(ifacts) were used to spark behavior and debate. It was found that the degree of acceptability of the design was related to the perceived control the wearer had over the device. We suggest that what is learned from performance art can be incorporated into future design.

[24] INTERNET Knowledge Media Design Institute / Alleyne, Joel / Baber, Zaheer / Baecker, Ronald / Balakrishnan, Ravin / Berry, Brent / Birnholtz, Jeremy / Boler, Megan / Brett, Clare / Buliung, Ron / Caidi, Nadia / Chan, Leslie / Chignell, Mark / Choo, Chun Wei / Clement, Andrew / Consens, Mariano / Danahy, John / Deibert, Ronald / de Kerckhove, Derrick / de Lara, Eyal / Dryer, Marc / Easterbrook, Steve / Eysenbach, Gunther / Fiume, Eugene / Fox, Mark / Garrett, Frances / Goldfarb, Avi / Gotlieb, Calvin / Hewitt, Jim / Hirst, Graeme / Hockema, Stephen / Hyman, Avi / Hoinkes, Rodney / Jacobsen, H.-Arno / Jadad, Alex / Jamieson, Gregory / Jenkinson, Jodie / Jones, Charles / Kaplan, Louis / Kolodny, Harvey / Koudas, Nick / Lancashire, Ian / Logan, Bob / Luke, Robert / Lyons, Kelly / Mann, Steve / Martimianakis, Tina / Marziali, Elsa / Milgram, Paul / Moller, Henry / Moore, Gale / Murty, Vijaya Kumar / Muter, Paul / Mylopoulos, John / Penn, Gerald / Pennefather, Peter / Phillips, David / Plataniotis, Kostas / Ratto, Matt / Ryan, David / Saroiu, Stefan / Scheffel-Dunand, Dominique / Shafrir, Uri / Singh, Karan / Slotta, Jim / Cantwell, Brian / Spence, Ian / Steele, Lisa / Timmerman, Peter / Treviranus, Jutta / Trifonas, Peter / Truong, Khai / Vicente, Kim / Wellman, Barry / Wensley, Anthony / Wilson-Pauwels, Linda / Wolfe, David / Woodruff, Earl / Woolridge, Nicholas / Wright, Robert / Yu, Eric 2001-01-01 Canada, Ontario, Toronto University of Toronto
Keywords: hci-sites:laboratories |  education:programs |  labs lab laboratory
www.kmdi.utoronto.ca/
Summary: Research Themes:
  • Knowledge media for learning - the application of computer, communications, and cognitive sciences to knowledge building, problem solving, planning, education, and training, especially to facilitate collaborative, distance and multimedia-based learning
  • Technologies for knowledge media - research and development of technologies and the technological infrastructure required to construct knowledge media, including interactive computer graphics, scientific visualization, hypertext, multimedia, databases, natural language processing, and artificial intelligence
  • Human-centred design - the design science of human-computer interaction and of the creation of innovative computer systems and interfaces appropriate for human use, and more generally in the human factors of complex real-world systems and t echnologies, as rooted in research from applied cognitive science, psychology, and sociology
  • Knowledge media, culture, and society - reflection and analysis of the social implications of the increasing reliance on new technologies. As information and new media technologies challenge fundamental beliefs, this area of research deals broadly with such issues as the nature of communities and institutions, work and employment, the balance of public and private good, privacy, copyright and intellectual property.

[25] An Improved Parametric Side-Vertex Triangle Mesh Interpolant Meshing Techniques / Mann, Stephen Proceedings of the 1998 Conference on Graphics Interface 1998-06-18 p.35-42
www.graphicsinterface.org/cgi-bin/DownloadPaper
Summary: There are many schemes for fitting triangular surface patches to a triangular net of data. In general, local schemes produce surfaces with poor surface quality. Although variational techniques construct surfaces of higher quality, such techniques tend to be computationally expensive. In this paper, I will present modifications to Nielson's side-vertex method that improve its surface quality without resorting to variational techniques.
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