George Fitzmaurice

George Fitzmaurice

Auto-generated profile, based on publicly available information

George Fitzmaurice

Autodesk Research, Toronto, Ontario, Canada

Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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10 July 2023
Verified
Conference Paper
Open access
VLVivian Liu
Vivian Liu
JVJo Vermeulen
Jo Vermeulen
GFGeorge Fitzmaurice
George Fitzmaurice
JMJustin Matejka
Justin Matejka
Text-to-image AI are capable of generating novel images for inspiration, but their applications for 3D design workflows and how designers can build 3D models using AI-provided inspiration have not yet been explored. To investigate this, we integrated DALL-E, GPT-3, and CLIP within a CAD software in 3DALL-E, a plugin that generates 2D image inspiration for 3D design. 3DALL-E allows users to construct text and image prompts based on what they are modeling. In a study with 13 designers, we found that designers saw great potential in 3DALL-E within their workflows and could use text-to-image AI to produce reference images, prevent design fixation, and inspire design considerations. We elaborate on prompting patterns observed across 3D modeling tasks and provide measures of prompt complexity observed across participants. From our findings, we discuss how 3DALL-E can merge with existing generative design workflows and propose prompt bibliographies as a form of human-AI design history.

29 October 2023
Verified
Conference Paper
Open access
HDHai Dang
Hai Dang
FBFrederik Brudy
Frederik Brudy
GFGeorge Fitzmaurice
George Fitzmaurice
FAFraser Anderson
Fraser Anderson
Crafting a rich and unique environment is crucial for fictional world-building, but can be difficult to achieve since illustrating a world from scratch requires time and significant skill. We investigate the use of recent multi-modal image generation systems to enable users iteratively visualize and modify elements of their fictional world using a combination of text input, sketching, and region-based filling. WorldSmith enables novice world builders to quickly visualize a fictional world with layered edits and hierarchical compositions. Through a formative study (4 participants) and first-use study (13 participants) we demonstrate that WorldSmith offers more expressive interactions with prompt-based models. With this work, we explore how creatives can be empowered to leverage prompt-based generative AI as a tool in their creative process, beyond current "click-once" prompting UI paradigms.

5 May 2012
Verified
Conference Paper
Open access
PDF file
NKNicholas Kong
Nicholas Kong
TGTovi Grossman
Tovi Grossman
BHBjörn Hartmann
Björn Hartmann
MAManeesh Agrawala
Maneesh Agrawala
GFGeorge Fitzmaurice
George Fitzmaurice
Tutorials and sample workflows for complicated, feature-rich software packages are widely available online. As a result users must differentiate between workflows to choose the most suitable one for their task. We present Delta, an interactive workflow visualization and comparison tool that helps users identify the tradeoffs between workflows. We conducted an initial study to identify the set of attributes users attend to when comparing workflows, finding that they consider result quality, their knowledge of commands, and the efficiency of the workflow. We then designed Delta to surface these attributes at three granularities: a high-level, clustered view; an intermediate-level list view that contains workflow summaries; and a low-level detail view that allows users to compare two individual workflows. Finally, we conducted an evaluation of Delta on a small corpus of 30 workflows and found that the intermediate list view provided the best information density. We conclude with thoughts on how such a workflow comparison system could be scaled up to larger corpora in the future.

5 May 2012
Verified
Conference Paper
Open access
PDF file
NBNikola Banovic
Nikola Banovic
FCFanny Chevalier
Fanny Chevalier
TGTovi Grossman
Tovi Grossman
GFGeorge Fitzmaurice
George Fitzmaurice
General-purpose software applications are usually not tailored for a specific user with specific tasks, strategies or preferences. In order to achieve optimal performance with such applications, users typically need to transition to an alternative efficient behavior. Often, features of such alternative behaviors are not initially accessible and first need to be customized. However, few research works formally study and empirically measure what drives a user to customize. In this paper, we describe the challenges involved in empirically studying customization behaviors, and propose a methodology for formally measuring the impact of potential customization factors. We then demonstrate this methodology by studying the impact of different customization factors on customization behaviors. Our results show that increasing exposure and awareness of customization features, and adding social influence can significantly affect the user's customization behavior

11 May 2024
Verified
Conference Paper
Open access
QZQian Zhou
Qian Zhou
DLDavid Ledo
David Ledo
GFGeorge Fitzmaurice
George Fitzmaurice
FAFraser Anderson
Fraser Anderson
Editing character motion in Virtual Reality is challenging as it requires working with both spatial and temporal data using controls with multiple degrees-of-freedom. The spatial and temporal controls are separated, making it difficult to adjust poses over time and predict the effects across adjacent frames. To address this challenge, we propose TimeTunnel, an immersive motion editing interface that integrates spatial and temporal control for 3D character animation in VR. TimeTunnel provides an approachable editing experience via KeyPoses and Trajectories. KeyPoses are a set of representative poses automatically computed to concisely depict motion. Trajectories are 3D animation curves that pass through the joints of KeyPoses to represent in-betweens. TimeTunnel integrates spatial and temporal control by superimposing Trajectories and KeyPoses onto a 3D character. We conducted two studies to evaluate TimeTunnel. In our quantitative study, TimeTunnel reduced the amount of time required for editing motion, and saved effort in locating target poses. Our qualitative study with domain experts demonstrated how TimeTunnel is an approachable interface that can simplify motion editing, while still preserving a direct representation of motion.

11 May 2024
Verified
Conference Paper
Open access
SYSaelyne Yang
Saelyne Yang
JVJo Vermeulen
Jo Vermeulen
GFGeorge Fitzmaurice
George Fitzmaurice
JMJustin Matejka
Justin Matejka
Tutorial videos are a popular help source for learning feature-rich software. However, getting quick answers to questions about tutorial videos is difficult. We present an automated approach for responding to tutorial questions. By analyzing 633 questions found in 5,944 video comments, we identified different question types and observed that users frequently described parts of the video in questions. We then asked participants (N=24) to watch tutorial videos and ask questions while annotating the video with relevant visual anchors. Most visual anchors referred to UI elements and the application workspace. Based on these insights, we built AQuA, a pipeline that generates useful answers to questions with visual anchors. We demonstrate this for Fusion 360, showing that we can recognize UI elements in visual anchors and generate answers using GPT-4 augmented with that visual information and software documentation. An evaluation study (N=16) demonstrates that our approach provides better answers than baseline methods.