- Spatial Media Group, Computer Arts Lab.
- Web site
- Courses - Undergraduate
- A06: Human Interface & Virtual Reality
- Courses - Graduate
- ITA01: Computer Music, ITC02: Intro. to Sound & Audio, ITA10: Spatial Hearing and Virtual 3-D Sound, Creative Factory Seminar: Methods, tools, and devices to design and produce 3D objects
- Spatial Media
- Educational Background, Biography
- 1980: Sc.B., EE, Brown University (Providence, RI). Additional studies in photography at Rhode Island School of Design.
1988: M.S., CS, University of Washington (Seattle, WA)
1991: Ph.D., EECS, Northwestern University (Evanston, IL)
- Current Research Theme
- Interactive multimedia, including virtual & mixed reality, spatial audio & stereotelephony, stereography, ubicomp (ubiquitous computing), mobile computing, and digital typography
- Key Topic
- Affiliated Academic Society
- ACM, IEEE, TUG (TeX Users Group), VRSJ (Virtual Reality Society of Japan), 3D Forum: the Forum for Advancement of Three Dimensional Image Technology and Arts
- bicycling, snowboarding, swimming, table tennis, movies, reading
- School days' Dream
- When I was young, I wanted to be a "space ranger," and explore new planets.
- Current Dream
- Distributed privacy.
- "Life is short."
- Favorite Books
- Brian Green, "The Hidden Reality: Parallel Universes and the Deep Laws of the Cosmos"
- Messages for Students
- "Think for yourself."
- Publications other than one's areas of specialization
- I do ♥ Aizu!"
- Hypermedia and Electronic Publishing
Through innovations in digital typography and electronic publishing, computers enable new styles of reading. Audio and music, animation, video, multimedia, hypermedia, and live documents extend traditional literacy. Enhanced capabilities include character articulation, word-sized graphs and images, textual animation, spatial browsing, stereographic display, complementary multimedia, dynamic interaction, and duplex reading. A document can be considered a database, through which almost arbitrary slices can be made, reprojecting contents according to reader initiative.
- Mobile-Ambient Mixed Virtuality Systems
Ambient media refers to a space's expressive channels, typically driven through fixed-location, public display equipment, such as computer screens, projection systems, stereo speakers, loudspeaker arrays, etc. Mobile media, in contrast, is portable but basically personal. "Mobile ambient" applications integrate these interaction styles, featuring cross-scale interactivity that exploits both personal mobile devices and location-based public displays. For particular instance, sensors on smartphones and tablets can measure orientation, which data can modulate ambient displays, including whirling of panoramic and turnoramic images and spatial sound, as well as avatar or rigged model attributes in augmented virtuality or mixed reality scenes.
Dissertation and Published Works
Michael Cohen, Rasika Ranaweera, Hayato Ito, Shun Endo, Sascha Holesch, & Julián Villegas. "Twin Spin": Steering Karaoke (or anything else) with Smartphone Wands Deployable as Spinnable Affordances. MC2R: SIG-MOBILE Mobile Computing and Communications Review, 16(4):4-5, February 2013. www.sigmobile.org/pubs/mc2r, http://doi.acm.org/10.1145/2436196.2436199.
Michael Cohen and Owen Noel Newton Fernando. Awareware: Narrowcasting Attributes for Selective Attention, Privacy, and Multipresence. In Panos Markopoulos, Boris de Ruyter, andWendy Mackay, editors, Awareness Systems: Advances in Theory, Methodology and Design, Human-Computer Interaction Series, chapter 11, pages 259¬-289. Springer, 2009. Human Computer Interaction, ISBN 1-84882-476-9, ISBN 978-1-84882-476-8, ISSN 1571-5035, EISBN 978-1-84882-477-5.
Michael Cohen, Noor Alamshah Bolhassan, & Owen Newton Fernando. A Multiuser Multiperspective Stereographic QTVR Browser Complemented by Java3D Visualizer and Emulator. Presence: Teleoperators and Virtual Environments, 16(4):414-438, August 2007. issn 1054-7460, www.mitpressjournals.org/doi/pdf/10.1162/pres.16.4.414.
Michael Cohen. Virtual reality. In Barry Max Brandenberger, Jr., editor, Mathematics, pages 129-135. Macmillan Reference USA, New York, 2002. Volume 4; ISBN 0-02-865565-6 & 0-02-865561-3.
Michael Cohen. Exclude and Include for Audio Sources and Sinks: Analogs of mute & solo are deafen & attend. Presence: Teleoperators and Virtual Environments, 9(1):84-96, February 2000. ISSN 1054-7460, www.mitpressjournals.org/doi/pdf/10.1162/105474600566637
Michael Cohen & Nobuo Koizumi. Virtual gain for audio windows. Presence: Teleoperators and Virtual Environments, 7(1):53-66, February 1998. ISSN 1054-7460.
Michael Cohen. Adaptive character generation and spatial expressiveness. TUGboat: Communications of the TEX Users Group, 15(3):192-198, September 1994. www.tug.org/TUGboat/tb15-3/tb44cohen.pdf.
Michael Cohen. Throwing, pitching, and catching sound: Audio windowing models and modes. IJMMS: J. of Person-Computer Interaction, 39(2):269-304, August 1993. ISSN 0020-7373Michael Cohen. Quantity of presence: Beyond person, number, and pronouns. In Tosiyasu L. Kunii and Annie Luciani, editors, Cyberworlds, chapter 19, pages 289-308. Springer-Verlag, Tokyo, 1998. ISBN 4-431-70207-5.
Michael Cohen and Elizabeth M. Wenzel. The design of multidimensional sound interfaces. In Woodrow Barfield and Thomas A. Furness III, editors, Virtual Environments and Advanced Interface Design, chapter 8, pages 291-346. Oxford University Press, 1995. ISBN 0-19-507555-2.