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Exhibition user experience research and design for applications of context awareness technologies | 37,485,030 | Exhibition Context Awareness User Study and UI Design for Growth Markets is a collaborative practice of Tsinghua University Industrial Design Department and Nokia Research Center Beijing. The task of the project is to study the user needs and user experiences in exhibitions for the application of uSD card being developed in Nokia, and probe the directions for other possible applications of context awareness technologies. After the key findings of user values and design opportunities concluded from the background studies and field observation, our team have developed several conceptual solutions for application of context awareness technologies, which inspires the Nokia team a lot for their further research. | [
{
"first": "Jikun",
"middle": [],
"last": "Liu",
"suffix": ""
},
{
"first": "Xin",
"middle": [],
"last": "Liu",
"suffix": ""
},
{
"first": "Bingxue",
"middle": [],
"last": "Gao",
"suffix": ""
},
{
"first": "Jun",
"middle": [],
"last": "Cai",
"suffix": ""
},
{
"first": "Jenny",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Qing",
"middle": [],
"last": "Liu",
"suffix": ""
}
] | 2,011 | 10.1007/978-3-642-21660-2_60 | HCI | 104905261 | [] | [
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Multimodal floor for immersive environments | 11,263,092 | We have developed an interactive system that allows untethered users to experience walking on virtual ground surfaces resembling natural materials. The demonstration consists of a multimodal floor interface for providing auditory, tactile and visual feedback to users' steps. It is intended for immersive virtual and augmented reality environments (VE) that provide the impression of walking over natural ground surfaces, such as snow and ice. To date, immersive environments with interactive floor surfaces have been largely focused on visual and auditory feedback linked to a VE simulation (e.g., [Gronbaek 2007]; see also the comparative review in [Miranda and Wanderley 2006]). However, while walking in natural environments, we receive continuous, multisensory information about the nature of the ground we walk on -- the crush of dry leaves, the soft compression of grass. The static nature of floor surfaces in existing VEs typically bears little resemblance to a given natural ground material. This creates a perceptual conflict with the dynamic visual and/or auditory feedback that users are provided in the VE. This project illustrates a novel approach to reconciling such perceptual conflicts, based on multisensory feedback provided through a floor surface in response to users' steps. | [
{
"first": "Alvin",
"middle": [
"W."
],
"last": "Law",
"suffix": ""
},
{
"first": "Jessica",
"middle": [
"W."
],
"last": "Ip",
"suffix": ""
},
{
"first": "Benjamin",
"middle": [
"V."
],
"last": "Peck",
"suffix": ""
},
{
"first": "Yon",
"middle": [],
"last": "Visell",
"suffix": ""
},
{
"first": "Paul",
"middle": [
"G."
],
"last": "Kry",
"suffix": ""
},
{
"first": "Jeremy",
"middle": [
"R."
],
"last": "Cooperstock",
"suffix": ""
}
] | 2,009 | 10.1145/1597956.1597972 | SIGGRAPH '09 | 2083262858 | [
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Coloring 3D Line Fields Using Boy’s Real Projective Plane Immersion | 10,672,861 | We introduce a new method for coloring 3D line fields and show results from its application in visualizing orientation in DTI brain data sets. The method uses Boy's surface, an immersion of RP2 in 3D. This coloring method is smooth and one-to-one except on a set of measure zero, the double curve of Boy's surface. | [
{
"first": "C.",
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"last": "Demiralp",
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},
{
"first": "J.F.",
"middle": [],
"last": "Hughes",
"suffix": ""
},
{
"first": "D.H.",
"middle": [],
"last": "Laidlaw",
"suffix": ""
}
] | 2,009 | 10.1109/TVCG.2009.125 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 2166793263 | [
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Wearable Networks, Creating Hybrid Spaces with Soft Circuits | 1,359,598 | With the emergence of augmented eyeglasses, smart watches, and health and performance monitoring wristbands, wearable computing has moved to the cusp of commonplace consumer technology. These technologies continue a trend already observed within mobile technologies, their exclusivity to the wearer. Users often project an aura of disengagement from their surroundings. To address this issue we developed the Lightning Bug, a light enhanced garment. The Lightning Bug signifies an extension of our existing channels of mobile communication into the directly perceivable realm, by deploying a visible mode of interaction and exchange of information. In a semantic analysis, we investigate the ability of the garment to represent information using different light-patterns, and develop a mode of intuitively interpretable signaling. Considering the established mental models concerning fashion, we further develop a system of controlling the device based on natural behavioral patterns by reading and utilizing the wearer's nonverbal communicative clues. | [
{
"first": "T.",
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"Raune"
],
"last": "Frankjaer",
"suffix": ""
},
{
"first": "Daniel",
"middle": [],
"last": "Gilgen",
"suffix": ""
}
] | 2,014 | 10.1007/978-3-319-07626-3_40 | HCI | 1784529459 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:1359598 | null | null | null | null | null |
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Codepourri: Creating visual coding tutorials using a volunteer crowd of learners | 8,902,080 | A common way to learn is by studying written step-by-step tutorials such as worked examples. However, tutorials for computer programming can be tedious to create since a static text-based format cannot convey what happens as code executes. We created a system called Codepourri that enables people to easily create visual coding tutorials by annotating steps in an automatically-generated program visualization. Using Codepourri, we developed a novel crowdsourcing workflow where learners who are visiting an educational website (www. pythontutor.com) collectively create a tutorial by annotating execution steps in a piece of code and then voting on the best annotations. Since there are far more learners than experts, using learners as a crowd is a potentially more scalable way of creating tutorials. Our experiments with 4 expert judges and 101 learners adding 145 raw annotations to two pieces of textbook Python code show the learner crowd's annotations to be accurate, informative, and containing some insights that even experts missed. | [
{
"first": "Mitchell",
"middle": [],
"last": "Gordon",
"suffix": ""
},
{
"first": "Philip",
"middle": [
"J."
],
"last": "Guo",
"suffix": ""
}
] | 2,015 | 10.1109/VLHCC.2015.7357193 | 2015 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) | 2015 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) | 2207738593 | [
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Model Synthesis: A General Procedural Modeling Algorithm | 8,905,326 | We present a method for procedurally modeling general complex 3D shapes. Our approach can automatically generate complex models of buildings, man-made structures, or urban data sets in a few minutes based on user-defined inputs. The algorithm attempts to generate complex 3D models that resemble a user-defined input model and satisfy various dimensional, geometric, and algebraic constraints to control the shape. These constraints are used to capture the intent of the user and generate shapes that look more natural. We also describe efficient techniques to handle complex shapes and highlight its performance on many different types of models. We compare model synthesis algorithms with other procedural modeling techniques, discuss the advantages of different approaches, and describe as close connection between model synthesis and context-sensitive grammars. | [
{
"first": "P",
"middle": [],
"last": "Merrell",
"suffix": ""
},
{
"first": "D",
"middle": [],
"last": "Manocha",
"suffix": ""
}
] | 2,011 | 10.1109/TVCG.2010.112 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 2113778448 | [
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Analysis for Literary Works Using Wavelets Transform | 64,132,817 | [
{
"first": "Mayumi",
"middle": [],
"last": "Inami",
"suffix": ""
},
{
"first": "Yoshifuru",
"middle": [],
"last": "Saito",
"suffix": ""
},
{
"first": "Kiyoshi",
"middle": [],
"last": "Horii",
"suffix": ""
}
] | 2,008 | JOURNAL OF THE FLOW VISUALIZATION SOCIETY OF JAPAN | 2588243864 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:64132817 | null | null | null | null | null |
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A Study for Postural Evaluation and Movement Analysis of Individuals | 206,584,758 | Researchers have investigated the tracking and recognition of human postures for a long time. Firstly, with the objective of better understanding our movements and behaviors, and then to detect wrong movements and try to help people to perform better. The equipments used to track these movements were invasive, complex and expensive, but with the releasing of off-the-shelf devices, such as the Microsoft Kinect, the study of movement became accessible to everyone. This work presents a study for postural evaluation and movement analysis of individuals to help them to assess and correct their movements during training. One application based on Kinect was developed for physical exercises, more specifically, for CrossFit. We applied it for posture tracking and tested it with individuals to evaluate their posture and movements during a CrossFit session. The results indicate that the application is able to provide the athlete with similar feedback to the coach, showing that it is viable to be used in the absence of an expert. Results also show that the feedback has influence on the correction of the postures of the individuals, making them capable of identifying and correcting wrong gestures during the training. This study points out some very interesting research possibilities for devices that monitor human posture, particularly with regard to the spinal region. | [
{
"first": "Claiton",
"middle": [
"L.",
"V."
],
"last": "Lisboa",
"suffix": ""
},
{
"first": "Luciana",
"middle": [],
"last": "Nedel",
"suffix": ""
},
{
"first": "Anderson",
"middle": [],
"last": "Maciel",
"suffix": ""
}
] | 2,016 | 10.1109/SVR.2016.29 | 2016 XVIII Symposium on Virtual and Augmented Reality (SVR) | 2016 XVIII Symposium on Virtual and Augmented Reality (SVR) | 2505618525 | [
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Cross-Cultural User Experience Design Helping Product Designers to Consider Cultural Differences | 31,950,630 | User experience (UX) designers aim to create a product that causes a pleasant emotional reaction in order to generate an enjoyable memory. However, emotions are subjective and diverse because of cultural differences. As a consequence, cultural differences in UX design are often considered only as theoretical exercises. In this paper, we aim to bridge the gap between theoretical cultural studies and practical application. We analyze established cultural dimensions as well as notes from observational studies, business presentations and ethnographic interviews. Finally, we present “Cultural Personas”, application-oriented tools that characterize derived cultural differences. That supports designers to consider a culturally sensitive UX and thereby to develop better, more enjoyable products. | [
{
"first": "Florian",
"middle": [],
"last": "Lachner",
"suffix": ""
},
{
"first": "Constantin",
"middle": [
"von"
],
"last": "Saucken",
"suffix": ""
},
{
"first": "Florian",
"middle": [
"'Floyd'"
],
"last": "Mueller",
"suffix": ""
},
{
"first": "Udo",
"middle": [],
"last": "Lindemann",
"suffix": ""
}
] | 2,015 | 10.1007/978-3-319-20907-4_6 | HCI | 1855421871 | [
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Automatically Generating Hierarchical Summary for Film Video | 63,879,209 | It is important to properly organize the unstructured video data for content-based video analysis and retrieval. In this paper, we propose a unified approach for film video summarization based on the analysis of video structure and motion attention model. Video shots are firstly grouped into shot clusters. Afterwards, according to the characterization of film video scene, a temporally and spatially integrated strategy is presented to parse shot clusters into semantic scenes in terms of the definition of temporal relationships between two shot clusters. Finally, representative frames and highlight shots are selected from scenes by using motion attention model. The scheme offers an efficient mean for browsing and effectively retrieving film video. | [
{
"first": "Zhao",
"middle": [],
"last": "Ya-qin",
"suffix": ""
}
] | 2,007 | Journal of Image and Graphics | 2359198627 | [] | [
"17773223"
] | false | true | false | https://api.semanticscholar.org/CorpusID:63879209 | null | null | null | null | null |
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Visual modeling and 3D-representation with a complete visual programming language-a case study in manufacturing | 12,929,001 | The main goal of the article is to evaluate the suitability of visual programming languages, i.e., Pictorial Janus (K. Kahn and V. Saraswat, 1990), for the modeling of complex systems and their control strategies. These systems can be seen as networks of communicating objects. Objects select strategies for suitable actions based on incoming messages. Our field of investigation is in computer integrated manufacturing considering the example of a car manufacturing cell. This color sorting assembly buffer (CSAB) schedules jobs in queues. The jobs represent car bodies scheduled in feeder lines for the enameling. Feeder lines collect raw bodies to blocks. Blocks are bodies which are to be enameled by the same color. This organization decreases the cost of expensive change-over-times when changing colors at the enamelling. Blocks of bodies are dislocated from the queue and enameled successively. Contradictory system goals, such as minimizing color changes and preserving the sequence of incoming jobs, have to be regarded by appropriate control strategies. Due to the complexity of this (NP complete) problem and to real time requirements for online control there are no optimal strategies on hand. Consequently, suitable heuristics have to be developed. Often they are designed applying a trial-and-error method. A modeling framework has to support the rapid prototyping of these systems as well as an expressive end user oriented representation. Both are essential requirements since end users need other visualization techniques than experienced designers due to their different knowledge and interests. | [
{
"first": "C.",
"middle": [],
"last": "Geiger",
"suffix": ""
},
{
"first": "R.",
"middle": [],
"last": "Hunstock",
"suffix": ""
},
{
"first": "G.",
"middle": [],
"last": "Lehrenfeld",
"suffix": ""
},
{
"first": "W.",
"middle": [],
"last": "Mueller",
"suffix": ""
},
{
"first": "J.",
"middle": [],
"last": "Quintanilla",
"suffix": ""
},
{
"first": "C.",
"middle": [],
"last": "Tahedl",
"suffix": ""
},
{
"first": "A.",
"middle": [],
"last": "Weber",
"suffix": ""
}
] | 1,996 | 10.1109/VL.1996.545302 | Proceedings 1996 IEEE Symposium on Visual Languages | Proceedings 1996 IEEE Symposium on Visual Languages | 2133539455 | [
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Spatial reliefs: Cross-scale space-scapes | 44,214,547 | Conceived as a peaceful and playful exploration of interstellar space, this augmented reality and sound installation invites the audience to access the experiential dimension of space technologies and how the huge amount of data derived from space exploration can be accessed, appropriated, integrated into the artist's poetics and experienced by the audience. The audience is invited to walk through a softly illuminated room where a few transparent cables come from the ceiling having small augmented reality markers in their extremities. Holding an iPad mini while exploring the space, one will find him/herself immersed in a soundscape populated with 3D models derived from actual micro scale images. The 3D models were generated via parametric design strategies from NASA's Stardust Discovery-class mission's database images of aerogel samples which have captured cosmic dust particles. The soundscape, or the soundtrack for navigating this Augmented Reality interstellar space, is a composition using a combination of sounds derived from images of identified stardust particles in nano scale from the same NASA mission. The installation is a tribute to Helio Oiticica's radical series of red and yellow ‘Spatial Reliefs’ (1960). | [
{
"first": "Clarissa",
"middle": [],
"last": "Ribeiro",
"suffix": ""
},
{
"first": "Mick",
"middle": [],
"last": "Lorusso",
"suffix": ""
},
{
"first": "Herbert",
"middle": [],
"last": "Rocha",
"suffix": ""
}
] | 2,017 | 10.1109/visap.2017.8282368 | 2017 IEEE VIS Arts Program (VISAP) | 2017 IEEE VIS Arts Program (VISAP) | 2785631561 | [
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3D face computational photography using PCA spaces | 18,070,129 | In this paper, we present a 3D face photography system based on a facial expression training dataset, composed of both facial range images (3D geometry) and facial texture (2D photography). The proposed system allows one to obtain a 3D geometry representation of a given face provided as a 2D photography, which undergoes a series of transformations through the texture and geometry spaces estimated. In the training phase of the system, the facial landmarks are obtained by an active shape model (ASM) extracted from the 2D gray-level photography. Principal components analysis (PCA) is then used to represent the face dataset, thus defining an orthonormal basis of texture and another of geometry. In the reconstruction phase, an input is given by a face image to which the ASM is matched. The extracted facial landmarks and the face image are fed to the PCA basis transform, and a 3D version of the 2D input image is built. Experimental tests using a new dataset of 70 facial expressions belonging to ten subjects as training set show rapid reconstructed 3D faces which maintain spatial coherence similar to the human perception, thus corroborating the efficiency and the applicability of the proposed system. | [
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"first": "Jesús",
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"P."
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"last": "Mena-Chalco",
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{
"first": "Ives",
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"last": "Macêdo",
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{
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},
{
"first": "Roberto",
"middle": [
"M."
],
"last": "Cesar",
"suffix": "Jr."
}
] | 2,009 | 10.1007/s00371-009-0373-x | The Visual Computer | The Visual Computer | 2054951759 | [
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Comparing a Scanning Ambiguous Keyboard to the On-screen QWERTY Keyboard | 4,711,371 | [
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"last": "Waddington",
"suffix": ""
},
{
"first": "I. Scott",
"middle": [],
"last": "MacKenzie",
"suffix": ""
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{
"first": "Janet C.",
"middle": [],
"last": "Read",
"suffix": ""
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{
"first": "Matthew",
"middle": [],
"last": "Horton",
"suffix": ""
}
] | 2,017 | 10.14236/ewic/HCI2017.103 | BCS HCI | 2793511009,2798346558 | [
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A New Adder Theory Based on Half Adder and Implementation in COMS Gates | 53,076,757 | This paper proposes a new theory of adder and its basic structure. The new adder of asynchronous structure constructed by half adders, called Parallel Feedback Carry Adder (PFCA) as its carry mode is parallel feedback. In theory, the area consumption of n-bit PFCA is close to O(n) and the average length of carry chain is O(log n). A CMOS gate implementation scheme is implemented. HSPICE simulation results show that PFCA has obvious advantages over RCA, CLA, CSeA in speed and area, especially when n is bigger. | [
{
"first": "Zhanfeng",
"middle": [],
"last": "Zhang",
"suffix": ""
},
{
"first": "Liyuan",
"middle": [],
"last": "Sheng",
"suffix": ""
},
{
"first": "Wenming",
"middle": [],
"last": "Jiang",
"suffix": ""
},
{
"first": "Shuai",
"middle": [],
"last": "Tong",
"suffix": ""
},
{
"first": "Hua",
"middle": [],
"last": "Cao",
"suffix": ""
}
] | 2,010 | 10.5815/ijigsp.2010.02.02 | International Journal of Image, Graphics and Signal Processing | 2097099821 | [
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Inside the mind | 54,167,174 | [] | 2,015 | 10.1145/2745234.2773220 | SIGGRAPH Computer Animation Festival | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:54167174 | null | null | null | null | null |
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Childish Gambino's Pharos: real-time dome projection for live concert | 208,157,516 | Childish Gambino's 2018 Pharos festival was a three-day immersive music event with performances taking place under a 160-footwide inflatable dome in a rugged and remote regional park in New Zealand. Weta Digital worked with 2n Design to produce highfidelity, real-time rendered imagery to Childish Gambino's music. The teams utilized a state-of-the-art projection system and conceived a system architecture that allowed high-resolution interactive visuals to be projected across the interior of the dome. | [
{
"first": "Keith",
"middle": [],
"last": "Miller",
"suffix": ""
},
{
"first": "Alejandro",
"middle": [],
"last": "Crawford",
"suffix": ""
}
] | 2,019 | 10.1145/3306307.3338114 | SIGGRAPH '19 | 2986971105 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:208157516 | 0 | 0 | 0 | 0 | 0 |
|||||
Data Visualization with D3 | 62,191,298 | Thus far when we have been talking about technologies used to create data visualizations we’ve been talking about R. We’ve spent the last two chapters exploring the R environment and learning about the command line. We covered introductory topics in the R language, ranging from data types, functions, and object-oriented programming. We even talked about how to publish our R documents to the Web using RPubs. | [
{
"first": "Tom",
"middle": [],
"last": "Barker",
"suffix": ""
}
] | 2,013 | 10.1007/978-1-4302-5807-0_4 | Pro Data Visualization using R and JavaScript | Pro Data Visualization using R and JavaScript | 2098980796 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:62191298 | null | null | null | null | null |
||||
Visualizing Multivariate Networks: A Hybrid Approach | 684,574 | Multivariate networks are data sets that describe not only the relationships between a set of entities but also their attributes. In this paper, we present a new technique to determine the layout of a multivariate network using geodesic self-organizing map (GeoSOM). During the training process of a GeoSOM, graph distances are non-linearly combined with attribute similarities based on the network's graph distance distribution. The resulted layout has less edge crossings than those generated by the previous methods. We conducted a user study to evaluate the effectiveness of this hybrid approach. The results were compared against the most commonly used glyph-based technique. The user study shows that the hybrid approach helps users draw conclusions from both the relationship and vertex attributes of a multivariate network more quickly and accurately. In addition, users found it easier to compare different relationships of the same set of entities. Finally, the capability of the hybrid approach is demonstrated using the world military expenditures and weapon transfer networks. | [
{
"first": "Yingxin",
"middle": [],
"last": "Wu",
"suffix": ""
},
{
"first": "M.",
"middle": [],
"last": "Takatsuka",
"suffix": ""
}
] | 2,008 | 10.1109/PACIFICVIS.2008.4475480 | 2008 IEEE Pacific Visualization Symposium | 2008 IEEE Pacific Visualization Symposium | 1997217007 | [
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Gesture based automating household appliances | 33,302,023 | Smart homes can be a potential application which provides unobtrusive support for the elderly or disabled that promote independent living. In providing ubiquitous service, specially designed controller is needed. In this paper, a simple gesture based automating controller for various household appliances that includes simple lightings to complex electronic devices is introduced. The system uses the gesture-based recognition system to read messages from the signer and sends command to respective appliances through the household appliances sensing system. A simple server has been constructed to perform simple deterministic algorithm on the received messages to execute matching exercise which in turn triggers specific events. The proposed system offers a new and novel approach in smart home controller system by utilizing gesture as a remote controller. The adapted method of this innovative approach, allows user to flexibly and conveniently control multiple household appliances with simple gestures. | [
{
"first": "Wei",
"middle": [
"Lun"
],
"last": "Ng",
"suffix": ""
},
{
"first": "Chee",
"middle": [
"Kyun"
],
"last": "Ng",
"suffix": ""
},
{
"first": "Nor",
"middle": [
"Kamariah"
],
"last": "Noordin",
"suffix": ""
},
{
"first": "Borhanuddin",
"middle": [
"Mohd"
],
"last": "Ali",
"suffix": ""
}
] | 2,011 | 10.1007/978-3-642-21605-3_32 | HCI | 123678610 | [] | [
"46817381",
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] | false | true | true | https://api.semanticscholar.org/CorpusID:33302023 | 0 | 0 | 0 | 0 | 0 |
|||||
Collaborative use of X-Windows applications in observational astronomy | 22,680,706 | [
{
"first": "Darryn",
"middle": [],
"last": "Lavery",
"suffix": ""
},
{
"first": "Alistair",
"middle": [],
"last": "Kilgour",
"suffix": ""
},
{
"first": "Pete",
"middle": [],
"last": "Sykes",
"suffix": ""
}
] | 1,994 | 10.1017/CBO9780511600821.029 | BCS HCI | 168794475 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:22680706 | null | null | null | null | null |
||||||
Dynamic interaction between deformable surfaces and nonsmooth objects | 206,804,267 | In this paper, we introduce new techniques that enhance the computational performance for the interactions between sharp objects and deformable surfaces. The new formulation is based on a time-domain predictor-corrector model. For this purpose, we define a new kind of (/spl pi/, /spl beta/, I)-surface. The partitioning of a deformable surface into a finite set of (/spl pi/, /spl beta/, I)-surfaces allows us to prune a large number of noncolliding feature pairs. This leads to a significant performance improvement in the collision detection process. The intrinsic collision detection is performed in the time domain. Although it is more expensive compared to the static interference test, it avoids portions of the surfaces passing through each other in a single time step. In order to resolve all the possible collision events at a given time, a penetration-free motion space is constructed for each colliding particle. By keeping the velocity of each particle inside the motion space, we guarantee that the current colliding feature pairs will not penetrate each other in the subsequent motion. A static analysis approach is adopted to handle friction by considering the forces acting on the particles and their velocities. In our formulation, we further reduce the computational complexity by eliminating the need to compute repulsive forces. | [
{
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"Sai-Keung"
],
"last": "Wong",
"suffix": ""
},
{
"first": "George",
"middle": [],
"last": "Baciu",
"suffix": ""
}
] | 2,005 | 10.1109/TVCG.2005.44 | IEEE transactions on visualization and computer graphics | IEEE transactions on visualization and computer graphics | 2163338095 | [
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Investigating the importance of Delaunay-based definition of atomic interactions in scoring of protein-protein docking results. | 43,831,408 | Abstract The approaches taken to represent and describe structural features of the macromolecules are of major importance when developing computational methods for studying and predicting their structures and interactions. This study attempts to explore the significance of Delaunay tessellation for the definition of atomic interactions by evaluating its impact on the performance of scoring protein–protein docking prediction. Two sets of knowledge-based scoring potentials are extracted from a training dataset of native protein–protein complexes. The potential of the first set is derived using atomic interactions extracted from Delaunay tessellated structures. The potential of the second set is calculated conventionally, that is, using atom pairs whose interactions were determined by their separation distances. The scoring potentials were tested against two different docking decoy sets and their performances were compared. The results show that, if properly optimized, the Delaunay-based scoring potentials can achieve higher success rate than the usual scoring potentials. These results and the results of a previous study on the use of Delaunay-based potentials in protein fold recognition, all point to the fact that Delaunay tessellation of protein structure can provide a more realistic definition of atomic interaction, and therefore, if appropriately utilized, may be able to improve the accuracy of pair potentials. | [
{
"first": "Rahim",
"middle": [],
"last": "Jafari",
"suffix": ""
},
{
"first": "Mehdi",
"middle": [],
"last": "Sadeghi",
"suffix": ""
},
{
"first": "Mehdi",
"middle": [],
"last": "Mirzaie",
"suffix": ""
}
] | 2,016 | 10.1016/j.jmgm.2016.04.001 | Journal of molecular graphics & modelling | Journal of molecular graphics & modelling | 2319181418 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:43831408 | null | null | null | null | null |
||||
Feature extraction and identification of Indian currency notes | 18,822,752 | Banknote identification systems, with their wide applications in Automated Teller Machines (ATMs), vending machines and currency recognition aids for the visually impaired, are one of the most widely researched fields today. The present paper proposes a novel technique for recognition of Indian currency banknotes by adopting a modular approach. The proposed work extracts distinct and unique features of Indian currency notes such as central numeral, RBI seal, colour band and identification mark for the visually impaired and employs algorithms optimized for the detection of each specific feature. The proposed technique has been evaluated over a large data set for recognition of Indian banknotes of various denominations and physical conditions including new notes, wrinkled notes and non-uniform illumination. Thorough analysis yields a high true positive rate (desired feature identified correctly) of 95.11% and a low false positive rate (undesired feature recognition minimized) of 0.09765% for emblem recognition, an accuracy of 97.02% for central numeral detection, and 100% accuracies for both recognition of identification mark and colour matching in CIE LAB colour space. | [
{
"first": "Snigdha",
"middle": [],
"last": "Kamal",
"suffix": ""
},
{
"first": "Simarpreet",
"middle": [
"Singh"
],
"last": "Chawla",
"suffix": ""
},
{
"first": "Nidhi",
"middle": [],
"last": "Goel",
"suffix": ""
},
{
"first": "Balasubramanian",
"middle": [],
"last": "Raman",
"suffix": ""
}
] | 2,015 | 10.1109/NCVPRIPG.2015.7490005 | 2015 Fifth National Conference on Computer Vision, Pattern Recognition, Image Processing and Graphics (NCVPRIPG) | 2015 Fifth National Conference on Computer Vision, Pattern Recognition, Image Processing and Graphics (NCVPRIPG) | 2439525172 | [
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Multitasking and Interruption Management in Control Room Operator Work During Simulated Accidents | 46,037,948 | Our everyday life is full of interruptions, which cause problems in different situations. Therefore, efficient management of interruptions is a natural part of our daily activity, and we humans are experts at managing task switching and interruptions. Efficient management of interruptions is required in many tasks and domains such as in health care, aviation, car driving and office work. This paper focusses on control room (CR) operator work in nuclear power plants. CR operators have to manage interruptions in various plant states, and sometimes interruptions cause problems in their work. This paper is divided into two major parts: the first part is a short literature review of effects of multitasking and interruptions in work settings; the second part presents some experimental results of multitasking and interruption management during simulated accidents. Some suggestions are given to improve interruption and multitasking management in safety-critical domains. | [
{
"first": "Jari",
"middle": [],
"last": "Laarni",
"suffix": ""
},
{
"first": "Hannu",
"middle": [],
"last": "Karvonen",
"suffix": ""
},
{
"first": "Satu",
"middle": [],
"last": "Pakarinen",
"suffix": ""
},
{
"first": "Jari",
"middle": [],
"last": "Torniainen",
"suffix": ""
}
] | 2,016 | 10.1007/978-3-319-40030-3_30 | HCI | 2476064900 | [] | [
"5828598"
] | false | true | false | https://api.semanticscholar.org/CorpusID:46037948 | null | null | null | null | null |
|||||
Seeing People in Different Light-Joint Shape, Motion, and Reflectance Capture | 1,833,660 | By means of passive optical motion capture, real people can be authentically animated and photo-realistically textured. To import real-world characters into virtual environments, however, surface reflectance properties must also be known. We describe a video-based modeling approach that captures human shape and motion as well as reflectance characteristics from a handful of synchronized video recordings. The presented method is able to recover spatially varying surface reflectance properties of clothes from multiview video footage. The resulting model description enables us to realistically reproduce the appearance of animated virtual actors under different lighting conditions, as well as to interchange surface attributes among different people, e.g., for virtual dressing. Our contribution can be used to create 3D renditions of real-world people under arbitrary novel lighting conditions on standard graphics hardware. | [
{
"first": "C.",
"middle": [],
"last": "Theobalt",
"suffix": ""
},
{
"first": "N.",
"middle": [],
"last": "Ahmed",
"suffix": ""
},
{
"first": "H.",
"middle": [],
"last": "Lensch",
"suffix": ""
},
{
"first": "M.",
"middle": [],
"last": "Magnor",
"suffix": ""
},
{
"first": "H.-P.",
"middle": [],
"last": "Seidel",
"suffix": ""
}
] | 2,007 | 10.1109/TVCG.2007.1006 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 2113232258 | [
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The Therapeutic Lamp: Treating Small-Animal Phobias | 12,328,097 | We all have an irrational fear or two. Some of us get scared by an unexpected visit from a spider in our house; others get nervous when they look down from a high building. Fear is an evolutionary and adaptive function that can promote self-preservation and help us deal with the feared object or situation. However, when this state becomes excessive, it might develop into psychological disorders such as phobias, producing high anxiety and affecting everyday life. The Therapeutic Lamp is an interactive projection-based augmented-reality system for treating small-animal phobias. It aims to increase patient-therapist communication, promote more natural interaction, and improve the patient's engagement in the therapy. | [
{
"first": "M.",
"middle": [],
"last": "Wrzesien",
"suffix": ""
},
{
"first": "M.",
"middle": [],
"last": "Alcañiz",
"suffix": ""
},
{
"first": "C.",
"middle": [],
"last": "Botella",
"suffix": ""
},
{
"first": "J-M",
"middle": [],
"last": "Burkhardt",
"suffix": ""
},
{
"first": "J.",
"middle": [],
"last": "Bretón-López",
"suffix": ""
},
{
"first": "M.",
"middle": [],
"last": "Ortega",
"suffix": ""
},
{
"first": "D.",
"middle": [
"B."
],
"last": "Brotons",
"suffix": ""
}
] | 2,013 | 10.1109/MCG.2013.12 | IEEE Computer Graphics and Applications | IEEE Computer Graphics and Applications | 1964842809 | [
"13637476",
"26758022",
"29889630",
"10985049",
"1903073"
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] | true | true | true | https://api.semanticscholar.org/CorpusID:12328097 | 0 | 0 | 0 | 1 | 0 |
||||
Panel Proceedings of the 16th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1989, Boston, MA, USA, July 31 - August 4, 1989 | 43,615,144 | [] | 1,989 | 10.1145/77276 | SIGGRAPH | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:43615144 | null | null | null | null | null |
|||||||
ECG signals filtering and analysis using the Compact Genetic Algorithm Based on Abstract Data Types in GPU/CUDA | 214,710,237 | [
{
"first": "A.",
"middle": [],
"last": "Maciel 1",
"suffix": ""
},
{
"first": "R. V.",
"middle": [],
"last": "Vieira 2",
"suffix": ""
}
] | 2,020 | 10.18063/phci.v3i1.1076 | Progress in Human Computer Interaction | Progress in Human Computer Interaction | 3011036823 | [
"196173415",
"25884825"
] | [] | true | false | true | https://api.semanticscholar.org/CorpusID:214710237 | 0 | 0 | 0 | 1 | 0 |
|||||
A New Method for Passive Millimeter Wave Image Registration by Applying Super Resolution | 6,167,437 | The image registration between visual image and passive millimeter wave (PMMW) image is a key technology in terminal guidance and security systems, and feature-based image registration algorithm has been an effective way to align the images from different sensors. Considering the low space resolution and lack of high-frequency of PMMW image, this paper proposed a new combined image registration method with the typical super resolution (SR) algorithms to deal with the PMMW image. The result proved that SR processing could decrease localization error and raise the accuracy of registration. Our study can improve the attack accuracy of missile equipped with scene matching (visual and PMMW image matching) guidance. Furthermore, it is useful in high-accuracy image registration between images from other bands, infrared, for example. | [
{
"first": "Quanliang",
"middle": [],
"last": "Huang",
"suffix": ""
},
{
"first": "Kun",
"middle": [],
"last": "Sun",
"suffix": ""
},
{
"first": "Shuiqing",
"middle": [],
"last": "Liu",
"suffix": ""
}
] | 2,011 | 10.1109/ICIG.2011.128 | 2011 Sixth International Conference on Image and Graphics | 2011 Sixth International Conference on Image and Graphics | 2097533421 | [
"124829806",
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"22568520",
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"15440133"
] | true | true | true | https://api.semanticscholar.org/CorpusID:6167437 | 0 | 0 | 0 | 1 | 0 |
||||
Discovering Petra: archaeological analysis in VR | 42,569,417 | New tools give archaeologists access to formerly inaccessible parts of the archaeological record. The result is a demonstrably improved model for inquiry to pose, and answer, important research questions. We chronicle a collaborative effort (from 1997 to the present) with Petra Great Temple archaeologists to augment traditional analysis approaches. We introduce new archaeological analysis tools that combine novel visualization and interaction techniques within a Cave Automatic Virtual Environment (CAVE). | [
{
"first": "Eileen",
"middle": [],
"last": "Vote",
"suffix": ""
},
{
"first": "Daniel",
"middle": [
"Acevedo"
],
"last": "Feliz",
"suffix": ""
},
{
"first": "David",
"middle": [
"H."
],
"last": "Laidlaw",
"suffix": ""
},
{
"first": "Martha",
"middle": [
"Sharp"
],
"last": "Joukowsky",
"suffix": ""
}
] | 2,002 | 10.1109/MCG.2002.1028725 | IEEE Computer Graphics and Applications | IEEE Computer Graphics and Applications | 2101633538 | [] | [
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An analysis and critique of Research through Design : towards a formalization of a research approach | 490,750 | The field of HCI is experiencing a growing interest in Research through Design (RtD), a research approach that employs methods and processes from design practice as a legitimate method of inquiry. We are interested in expanding and formalizing this research approach, and understanding how knowledge, or theory, is generated from this type of design research. We conducted interviews with 12 leading HCI design researchers, asking them about design research, design theory, and RtD specifically. They were easily able to identify different types of design research and design theory from contemporary and historical design research efforts, and believed that RtD might be one of the most important contributions of design researchers to the larger research community. We further examined three historical RtD projects that were repeatedly mentioned in the interviews, and performed a critique of current RtD practices within the HCI research and interaction design communities. While our critique summarizes the problems, it also shows possible directions for further developments and refinements of the approach. | [
{
"first": "John",
"middle": [],
"last": "Zimmerman",
"suffix": ""
},
{
"first": "Erik",
"middle": [],
"last": "Stolterman",
"suffix": ""
},
{
"first": "Jodi",
"middle": [],
"last": "Forlizzi",
"suffix": ""
}
] | 2,010 | 10.1145/1858171.1858228 | Conference on Designing Interactive Systems | 2119170250 | [
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Zooming and tunneling in Tioga: supporting navigation in multidimensional space | 7,621,526 | The Tioga system applies a boxes and arrows programming notation to allow nonexpert users to graphically construct database applications. Users connect database procedures using a dataflow model. Browsers are used to visualize the resulting data. This paper describes extensions to the Tioga browser protocol. These extensions allow sophisticated, flight-simulator navigation through a multidimensional data space. This design also incorporates wormholes to allow tunneling between different multidimensional spaces. Wormholes are shown to be substantial generalizations of hyperlinks in a hypertext system. These powerful mechanisms for relating data provide users with great flexibility. For example, users can create magnifying glasses that provide an enhanced view of the underlying data. > | [
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{
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] | 1,994 | 10.1109/VL.1994.363622 | Proceedings of 1994 IEEE Symposium on Visual Languages | Proceedings of 1994 IEEE Symposium on Visual Languages | 2126786031 | [
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A Comparison of Visualizations for Identifying Correlation over Space and Time | 196,622,446 | Observing the relationship between two or more variables over space and time is essential in many domains. For instance, looking, for different countries, at the evolution of both the life expectancy at birth and the fertility rate will give an overview of their demographics. The choice of visual representation for such multivariate data is key to enabling analysts to extract patterns and trends. Prior work has compared geo-temporal visualization techniques for a single thematic variable that evolves over space and time, or for two variables at a specific point in time. But how effective visualization techniques are at communicating correlation between two variables that evolve over space and time remains to be investigated. We report on a study comparing three techniques that are representative of different strategies to visualize geo-temporal multivariate data: either juxtaposing all locations for a given time step, or juxtaposing all time steps for a given location; and encoding thematic attributes either using symbols overlaid on top of map features, or using visual channels of the map features themselves. Participants performed a series of tasks that required them to identify if two variables were correlated over time and if there was a pattern in their evolution. Tasks varied in granularity for both dimensions: time (all time steps, a subrange of steps, one step only) and space (all locations, locations in a subregion, one location only). Our results show that a visualization's effectiveness depends strongly on the task to be carried out. Based on these findings we present a set of design guidelines about geo-temporal visualization techniques for communicating correlation. | [
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"first": "Anastasia",
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] | 2,020 | 1907.06399 | 10.1109/TVCG.2019.2934807 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 2960094376,2969516123 | [
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Supporting Learners in Adaptive Learning Environments through the Enhancement of the Student Model | 12,955,164 | This positional paper presents our research aimed at finding some possible research directions towards the enhancement of the use of open student models in the field of Technology Enhanced Learning and Adaptive Systems. Starting from the historical evolution of the learner model, we will describe some possible uses of learner models and propose some possible directions of enhancement. We will present 6 possible directions of research, and 11 dimensions on analysis. The 6 directions have been evaluated against the dimensions, and tentative ranking has been proposed. The result of this analysis will guide the work on open learner models which will be undertaken in the context of the European Union funded project GRAPPLE [1] aimed at building an infrastructure for adaptive learning systems that will adopt the strategy of opening learner models to the course learners and instructors. | [
{
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"last": "Mazzola",
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},
{
"first": "Riccardo",
"middle": [],
"last": "Mazza",
"suffix": ""
}
] | 2,009 | 10.1007/978-3-642-02583-9_19 | HCI | 1873489621 | [
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An interactive method for activity detection visualization | 2,087,899 | Visualizing each time step in an activity from a scientific dataset can aid in understanding the data and phenomena. In this work, we present a Graphical User Interface (GUI) that allows scientists to first graphically model an activity, then detect any activities that match the model, and finally visualize the detected activities in time varying scientific data sets. As a graphical and state based interactive approach, an activity detection framework is implemented by our GUI as a tool for modelling, hypothesis-testing and searching for interested activities from the phenomena evolution of the data set. We demonstrate here some features of our GUI: a histogram is used to visualize the number of activities detected as a function of time and to allow the user to focus on a moment in time; a table is used to give details about the activities and the features participating in them; and finally the user is given the ability to click on the screen to bring up 3D images of the overall activity sequence, single time steps of an activity, or individual feature in an activity. We present examples from applications to two different data sets. | [
{
"first": "Li",
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"last": "Liu",
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},
{
"first": "Sedat",
"middle": [],
"last": "Ozer",
"suffix": ""
},
{
"first": "Karen",
"middle": [],
"last": "Bemis",
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},
{
"first": "Jay",
"middle": [],
"last": "Takle",
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},
{
"first": "Deborah",
"middle": [],
"last": "Silver",
"suffix": ""
}
] | 2,013 | 10.1109/LDAV.2013.6675173 | 2013 IEEE Symposium on Large-Scale Data Analysis and Visualization (LDAV) | 2013 IEEE Symposium on Large-Scale Data Analysis and Visualization (LDAV) | 2062729594 | [
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What Do We Mean by “Interaction”? An Analysis of 35 Years of CHI | 213,488,837 | The notion of interaction is essential to human-computer interaction, yet rarely studied. We use quantitative and qualitative methods to investigate how this notion has been used across 35 years of... | [
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"middle": [],
"last": "HornbækKasper",
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{
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{
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"last": "KnibbeJarrod",
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},
{
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"middle": [],
"last": "VogelDaniel",
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}
] | 2,019 | ACM Transactions on Computer-Human Interaction | 2999998219 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:213488837 | null | null | null | null | null |
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Brain Springs: Fast Physics for Large Crowds in WALL•E | 46,335,817 | A major challenge of making WALLldrE was creating believable physics for human and robot crowds. To do this, Pixar technical directors combined a custom spring-physics system in the Massive software platform with traditional simulation methods. The performance was fast enough to scale for large crowds and maintain interactivity for previews. Computer animation is a developed, thriving field that has benefitted greatly from the techniques of traditional animation and its insights into what elements of motion create appealing characters. Pixar Animation Studios introduced the adaptation of such elements as squash, stretch, follow-through, and anticipation to the field, which guide some of the most successful computer animation to date. However, these elements are often neglected in crowd simulations, where rendering challenges, group behavior, and appearance variation are the dominant focus. | [
{
"first": "P.",
"middle": [],
"last": "Kanyuk",
"suffix": ""
}
] | 2,009 | 10.1109/MCG.2009.59 | IEEE Computer Graphics and Applications | IEEE Computer Graphics and Applications | 2040135071 | [] | [
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Measuring Mobile Emotions: Measuring the Impossible? | 6,777,303 | Emotions as such is a research topic with a lot of coverage in various domains (neuroscience, psychology, medicine, criminology and more recently in user experience research). This workshop addresses multidisciplinary approaches, discussing ways of implementing mobile research about emotions. Particularly, this workshop aims to improve the assessment of emotions in the mobile context of field research. The workshop addresses particularly the state-of-the-art in emotion measurement and investigates the possibilities to apply and adopt these methods in the field of mobile HCI. | [
{
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{
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"last": "Tscheligi",
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},
{
"first": "Lucas",
"middle": [],
"last": "Noldus",
"suffix": ""
}
] | 2,009 | 10.1145/1613858.1613983 | Mobile HCI | 2069593590 | [
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Surface modeling and parameterization with manifolds: Siggraph 2006 course notesAuthor presenation videos are available from the citation page | 8,490,380 | Many diverse applications in different areas of computer graphics, including geometric modeling, rendering and animation, require dealing with sets which cannot be easily represented with a single function on a simple domain in a Euclidean space: Examples include surfaces of nontrivial topology, environment maps, reflection/transmission functions, light fields, configuration spaces of animation skeletons, and others. In most cases these objects are described as collections of functions defined on multiple simple domains, with the functions satisfying various constraints (e.g., join smoothly). The unified mathematical view of many such structures is provided by the theory of smooth manifolds. While the concept is standard in mathematics, it is not broadly known in the graphics community and is often perceived as an impractical and complex abstraction. The goal of this half-day course is to present the basic concepts and definitions of manifold theory, demonstrate their computational nature and close connection to applications, and survey a variety of computer graphics applications in which manifolds appear, with a focus on modeling of surfaces and functions on surfaces. | [
{
"first": "Cindy",
"middle": [],
"last": "Grimm",
"suffix": ""
},
{
"first": "Denis",
"middle": [],
"last": "Zorin",
"suffix": ""
}
] | 2,006 | 10.1145/1185657.1185728 | SIGGRAPH '06 | 1977621266 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:8490380 | null | null | null | null | null |
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Exploring Local Practices of Exchanging Confidential and Sensitive Information in Urban Bangladesh | 207,957,258 | Strategies of hiding information over communication media have long been an interest of CSCW and related communities. Most of the studies in this area have focused on various computational means of data protection and their vulnerabilities, and occasionally on social practices situated in the West. However, communities in the Global South often have a rich trove of vernacular arts and crafts of hiding information that might be leveraged to design novel kinds of privacy-preserving technologies. In this paper, we present findings from our three-month long original ethnographic work with various communities in Dhaka, Bangladesh that reveal a wide range of culturally embedded techniques of hiding confidential and sensitive information from their 'others'. Our analysis demonstrates the dynamic nature of these techniques, the learning process associated with them, and their deep relationship with contextual politics that these communities are embedded in. We further connect our findings to the broader interests of CSCW around otherness, ethics, and democracy, and also discuss their implications for design. | [
{
"first": "S",
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"M",
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{
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{
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{
"first": "Syed",
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],
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] | 2,019 | 10.1145/3359275 | Proceedings of the ACM on Human-Computer Interaction | 2985009384 | [
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Enhanced Star Glyphs for Multiple-Source Data Analysis | 15,591,573 | The analysis of large sums of data can be extremely difficult to perform if the data is not presented graphically. As a result, many graphing techniques have been developed, such as scatter plots, histograms. Generally, the main purpose of graphically displaying data is to do one of two things: First, to find the general average of where most of the data lies. Second, to find the outliers, the data points that are most distant from the others. Our visualization will attempt to find both by using a multitude of common graphing techniques to expand upon the traditional star glyph and create a new way of graphing data. These techniques include clustering, using color as identifiers, and 3D graphing capabilities to present more data that would not be possible of being shown in a two dimensional environment. We apply our techniques to compare several air traffic trajectory predictors currently being analyzed by the U.S. Federal Aviation Administration. | [
{
"first": "Adrian",
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},
{
"first": "Confesor",
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"last": "Santiago",
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},
{
"first": "Andrew",
"middle": [],
"last": "Crowell",
"suffix": ""
},
{
"first": "Eric",
"middle": [],
"last": "Thomas",
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}
] | 2,009 | 10.1109/IV.2009.65 | 2009 13th International Conference Information Visualisation | 2009 13th International Conference Information Visualisation | 2119242715 | [
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Automatic and interactive evolution of vector graphics images with genetic algorithms | 15,596,546 | Vector graphics are popular in illustration and graphic design. Images are composed of discrete geometric shapes, such as circles, squares, and lines. The generation of vector images by evolutionary computation techniques, however, has been given little attention. JNetic is an implementation of a comprehensive evolutionary vector graphics tool. Vector primitives available range from simple geometric shapes (circles, polygons) to spline-based paint strokes. JNetic supports automatic and user-guided evolution, chromosome editing, and high-detail masks. Automatic evolution involves measuring the pixel-by-pixel colour distance between a candidate and target image. Masks can be painted over areas of the target image, which help reproduce the high-detail features within those areas. By creative selection of primitives and colour schemes, stylized interpretations of target images are produced. The system has been successfully used by the authors as a creative tool. | [
{
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"last": "Bergen",
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},
{
"first": "Brian",
"middle": [
"J."
],
"last": "Ross",
"suffix": ""
}
] | 2,011 | 10.1007/s00371-011-0597-4 | The Visual Computer | The Visual Computer | 2085695879 | [
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Acquiring Disaster Prevention Knowledge from Fieldwork Activities in a Region | 5,684,772 | There has been increasing awareness of the need for disaster prevention in Japan. The aim of this research is to ascertain whether a basic knowledge of disaster prevention can be acquired through fieldwork learning activities for purposes of creating a disaster prevention map. We developed a disaster prevention learning support system that facilitated the task of recording information at real locations, and then aggregated it. Using this system, we conducted a classroom exercise at a high school to help students identify the kinds of hazards that are likely to develop in specific areas—based on their features—in the event of a large earthquake. After conducting fieldwork, they returned to the classroom. Under the guidance of their teachers, they referred to the information they had recorded and the knowledge they had acquired to postulate a scenario in which a large earthquake occurred. They further assumed that this earthquake had occurred while they were outdoors. The students then devised evacuation measures using paper simulations. The results of this exercise revealed that the knowledge of disaster prevention acquired through this exercise had practical applications. | [
{
"first": "Hisashi",
"middle": [],
"last": "Hatakeyama",
"suffix": ""
},
{
"first": "Masahiro",
"middle": [],
"last": "Nagai",
"suffix": ""
},
{
"first": "Masao",
"middle": [],
"last": "Murota",
"suffix": ""
}
] | 2,017 | 10.1007/978-3-319-58077-7_35 | HCI | 2612838635 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:5684772 | null | null | null | null | null |
|||||
A graphical programming system with speech input | 19,506,554 | An interactive programming system is described where human speech commands and computer graphic input-output facilities are used for the exchange of information between man and machine. The experimental problem solving environment is one of formulating, specifying, debugging and executing (algebraic) procedures interactively on a small processor. The speech recognition system is a real time, syntax directed, limited vocabulary, highly cost effective scheme specifically tailored to this environment. The data transformation operations of the language are verbally specified and the control flow is specified graphically as a two dimensional directed graph. The semantics of the latter structure is independent of the time sequence of its input. An input restricted (conditional input) pseudo-finite state machine model is used for the continuous syntax checking of the input on an atomic token basis and for directing the speech recognizer. The system has been successfully implemented on a small processor at the University of California, Berkeley. | [
{
"first": "Chacko",
"middle": [
"C."
],
"last": "Neroth",
"suffix": ""
}
] | 1,974 | 10.1145/563182.563211 | SIGGRAPH '74 | 1988972887 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:19506554 | 0 | 0 | 0 | 0 | 0 |
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Predictions on Service Adoption and Utilization Meet Reality. First Results from the sciebo (science box) Project | 34,245,200 | A large academic cloud storage service was launched in the beginning of 2015 by the majority of the public research and applied science universities in the German state of North Rhine-Westphalia (NRW) under the brand name “sciebo”. One year after the start, we will examine if the predictions made on service adoption in the preparatory project phase based on the well-known diffusion model by Rogers apply to reality. This is the first study about the adoption of a specific cloud service at several universities. We identify two factors affecting the speed of diffusion: share of technophiles and the use of marketing measures. Organization size does not seem to influence the speed of diffusion . | [
{
"first": "Raimund",
"middle": [],
"last": "Vogl",
"suffix": ""
},
{
"first": "Holger",
"middle": [],
"last": "Angenent",
"suffix": ""
},
{
"first": "Dominik",
"middle": [],
"last": "Rudolph",
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},
{
"first": "Andreas",
"middle": [],
"last": "Wilmer",
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},
{
"first": "Anne",
"middle": [],
"last": "Thoring",
"suffix": ""
},
{
"first": "Stefan",
"middle": [],
"last": "Stieglitz",
"suffix": ""
},
{
"first": "Christian",
"middle": [],
"last": "Meske",
"suffix": ""
}
] | 2,016 | 10.1007/978-3-319-39483-1_58 | HCI | 2502028522,2482899564 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:34245200 | null | null | null | null | null |
|||||
Rampage: a product of evolution | 51,979,337 | Over the span of more than twenty years, Weta Digital has brought numerous memorable digital characters to the screen. For the feature film Rampage, we leveraged those two decades of experience and improved upon existing internal methods to bring to life contemporary versions of monsters inspired by the 1986 Midway arcade game. The destruction wrought by these creatures also prompted the creation of a highly-detailed debris field in the middle of present day Chicago, where the finale of the story takes place. | [
{
"first": "Erik",
"middle": [],
"last": "Winquist",
"suffix": ""
}
] | 2,018 | 10.1145/3214745.3226050 | SIGGRAPH '18 | 2885089546 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:51979337 | 0 | 0 | 0 | 0 | 0 |
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Reassuring the Elderly Regarding the Use of Mobile Devices for Mobility | 2,386,349 | People facing threats of mobility loss have their self-confidence shaken and tend to reduce their physical activity. As is well-known, the decreased physical activity, particularly for the elderly, is one of the factors that contribute to accelerating the deterioration of their health with consequent loss of autonomy and quality of life. Today, GPS-based technologies available on mobile devices offer many solutions to help guide users around much of the world. However, there are several known factors that act as barriers to the use of these technologies, such as user unfamiliarity with these devices, the complexity of geographical information and the difficulty of typing the origin and destination locations. In this paper we propose a solution for mobile devices that seeks to promote user confidence in daily mobility, especially among the elderly. We present the main system functionalities and the interface design. | [
{
"first": "António",
"middle": [],
"last": "Cunha",
"suffix": ""
},
{
"first": "Paula",
"middle": [],
"last": "Trigueiros",
"suffix": ""
},
{
"first": "Tiago",
"middle": [],
"last": "Lemos",
"suffix": ""
}
] | 2,014 | 10.1007/978-3-319-07446-7_5 | HCI | 174401460 | [] | [
"59337133"
] | false | true | false | https://api.semanticscholar.org/CorpusID:2386349 | null | null | null | null | null |
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The human factors of computer graphics interaction techniques | 16,952,246 | An organization of interaction techniques, based on the user tasks for which the techniques are used, is proposed. It is suggested that task requirements limit the set of techniques that can be considered for a particular application. The characteristics of a variety of techniques are enumerated and many of the considerations important to their effectiveness are discussed. Relevant experimental and experiential comparisons are tabulated. | [
{
"first": "J.",
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"D."
],
"last": "Foley",
"suffix": ""
},
{
"first": "V.",
"middle": [
"L."
],
"last": "Wallace",
"suffix": ""
},
{
"first": "P.",
"middle": [],
"last": "Chan",
"suffix": ""
}
] | 1,984 | 10.1109/MCG.1984.6429355 | IEEE Computer Graphics and Applications | IEEE Computer Graphics and Applications | 2073523764,1735553891 | [
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Mesh quilting for geometric texture synthesis | 53,234,484 | We introduce mesh quilting, a geometric texture synthesis algorithm in which a 3D texture sample given in the form of a triangle mesh is seamlessly applied inside a thin shell around an arbitrary surface through local stitching and deformation. We show that such geometric textures allow interactive and versatile editing and animation, producing compelling visual effects that are difficult to achieve with traditional texturing methods. Unlike pixel-based image quilting, mesh quilting is based on stitching together 3D geometry elements. Our quilting algorithm finds corresponding geometry elements in adjacent texture patches, aligns elements through local deformation, and merges elements to seamlessly connect texture patches. For mesh quilting on curved surfaces, a critical issue is to reduce distortion of geometry elements inside the 3D space of the thin shell. To address this problem we introduce a low-distortion parameterization of the shell space so that geometry elements can be synthesized even on very curved objects without the visual distortion present in previous approaches. We demonstrate how mesh quilting can be used to generate convincing decorations for a wide range of geometric textures. | [
{
"first": "Kun",
"middle": [],
"last": "Zhou",
"suffix": ""
},
{
"first": "Xin",
"middle": [],
"last": "Huang",
"suffix": ""
},
{
"first": "Xi",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Yiying",
"middle": [],
"last": "Tong",
"suffix": ""
},
{
"first": "Mathieu",
"middle": [],
"last": "Desbrun",
"suffix": ""
},
{
"first": "Baining",
"middle": [],
"last": "Guo",
"suffix": ""
},
{
"first": "Heung-Yeung",
"middle": [],
"last": "Shum",
"suffix": ""
}
] | 2,006 | 10.1145/1141911.1141942 | SIGGRAPH 2006 | 2014855903 | [] | [
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] | false | true | false | https://api.semanticscholar.org/CorpusID:53234484 | null | null | null | null | null |
|||||
Reconstructing manifold and non-manifold surfaces from point clouds | 19,002,258 | This paper presents a novel approach for surface reconstruction from point clouds. The proposed technique is general in the sense that it naturally handles both manifold and non-manifold surfaces, providing a consistent way for reconstructing closed surfaces as well as surfaces with boundaries. It is also robust in the presence of noise, irregular sampling and surface gaps. Furthermore, it is fast, parallelizable and easy to implement because it is based on simple local operations. In this approach, surface reconstruction consists of three major steps: first, the space containing the point cloud is subdivided, creating a voxel representation. Then, a voxel surface is computed using gap filling and topological thinning operations. Finally, the resulting voxel surface is converted into a polygonal mesh. We demonstrate the effectiveness of our approach by reconstructing polygonal models from range scans of real objects as well as from synthetic data. | [
{
"first": "J.",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "M.M.",
"middle": [],
"last": "Oliveira",
"suffix": ""
},
{
"first": "A.E.",
"middle": [],
"last": "Kaufman",
"suffix": ""
}
] | 2,005 | 10.1109/VIS.2005.85 | VIS 05. IEEE Visualization, 2005. | VIS 05. IEEE Visualization, 2005. | 2164235114 | [
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Psychophysiological effect of the information technologies on users and a psychophysiological approach for its detection | 40,110,509 | [
{
"first": "Alexander",
"middle": [],
"last": "Burov",
"suffix": ""
}
] | 1,999 | HCI | 1567185532 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:40110509 | null | null | null | null | null |
|||||||
Exploring Instationary Fluid Flows by Interactive Volume Movies | 61,143,998 | Volume rendering offers the unique ability to represent inner object data and to realize enclosed structures “at first glance”. Unlike software-based methods, the use of more and more available special-purpose hardware allows volume rendering at interactive frame rates-a crucial criterion for acceptance in industrial applications, e.g. CFD analysis. Careful optimizations and the exclusive use of hardware-accelerated data manipulation facilities even enable volume rendered movies supporting real time interactivity. This article presents the most important features and implementation issues of an OpenInventor-based stereoscopic, VR-featured volume rendering system for instationary datasets. | [
{
"first": "Thomas",
"middle": [],
"last": "Glau",
"suffix": ""
}
] | 1,999 | 10.1007/978-3-7091-6803-5_27 | Data Visualization ’99 | Data Visualization ’99 | 1555801887 | [] | [
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"18493350",
"5155560",
"7683210",
"4486804"
] | false | true | false | https://api.semanticscholar.org/CorpusID:61143998 | null | null | null | null | null |
||||
Development of spatial abilities by means of didactic computer games | 61,149,866 | [
{
"first": "Šárka",
"middle": [],
"last": "Gergelitsová",
"suffix": ""
},
{
"first": "Tomáš",
"middle": [],
"last": "Holan",
"suffix": ""
}
] | 2,008 | Journal Biuletyn of Polish Society for Geometry and Engineering Graphics | 982121798 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:61149866 | 0 | 0 | 0 | 1 | 0 |
|||||||
Modeling 3D synthetic view dissimilarity | 18,145,661 | We model the dissimilarity among 3D synthetic views and measure the novelty of a view by its dissimilarity to other view(s). Two views are dissimilar if they have different viewing content or viewing orientations. The model evaluates the perceptual cost of mentally reconstructing one view from other view(s). Higher perceptual cost means more dissimilarity. Perceptual cost is related to reaction time of rotation and completion of human mental images. Visual comparisons among dissimilarity measures suggest that our model can better determine how dissimilar one view is to other view(s). | [
{
"first": "Shanghong",
"middle": [],
"last": "Zhao",
"suffix": ""
},
{
"first": "Wei",
"middle": [
"Tsang"
],
"last": "Ooi",
"suffix": ""
}
] | 2,015 | 10.1007/s00371-015-1069-z | The Visual Computer | The Visual Computer | 2043854361 | [
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||||
The Visual Think | 63,345,020 | [
{
"first": "M.",
"middle": [],
"last": "Neal",
"suffix": ""
}
] | 1,988 | IEEE Computer Graphics and Applications | 2490041636 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:63345020 | null | null | null | null | null |
|||||||
Interactive simulation of stylized human locomotion | 13,133,682 | Animating natural human motion in dynamic environments is difficult because of complex geometric and physical interactions. Simulation provides an automatic solution to parts of this problem, but it needs control systems to produce lifelike motions. This paper describes the systematic computation of controllers that can reproduce a range of locomotion styles in interactive simulations. Given a reference motion that describes the desired style, a derived control system can reproduce that style in simulation and in new environments. Because it produces high-quality motions that are both geometrically and physically consistent with simulated surroundings, interactive animation systems could begin to use this approach along with more established kinematic methods. | [
{
"first": "Marco",
"middle": [
"da"
],
"last": "Silva",
"suffix": ""
},
{
"first": "Yeuhi",
"middle": [],
"last": "Abe",
"suffix": ""
},
{
"first": "Jovan",
"middle": [],
"last": "Popović",
"suffix": ""
}
] | 2,008 | 10.1145/1360612.1360681 | SIGGRAPH 2008 | 2089528820 | [
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|||||
Ontological Design to Support Cognitive Plasticity for Creative Immersive Experience in Computer Aided Learning | 13,136,464 | This paper discusses Ontological Design (OD) to support creative and insightful thinking in the increasingly customised modern world, specialised for augmented reality interfaces. The motivation was built upon IBM’s suggestion that capitalising complexity enables creativity, and the latter is the single most important leadership competency to deal with the increasing world complexity. Thus, OD simplifies the customisation processes and reduces anxiety when comes to challenging digital literacy for computer aided learning (CAL) skills. In a mixed reality modern world learners need to constantly adapt to changes into information, knowledge, signification and meaning, skills and competencies. This requires or enables cognitive plasticity bringing back the initial educational target, learning to learn. OI is based on the mediated ways the tools are used to enhance our senses and mind and the interaction as well as the influence our world view. | [
{
"first": "Niki",
"middle": [],
"last": "Lambropoulos",
"suffix": ""
},
{
"first": "Iosif",
"middle": [],
"last": "Mporas",
"suffix": ""
},
{
"first": "Habib",
"middle": [
"M."
],
"last": "Fardoun",
"suffix": ""
},
{
"first": "Iyad",
"middle": [],
"last": "Katib",
"suffix": ""
}
] | 2,015 | 10.1007/978-3-319-20609-7_25 | HCI | 2105877611 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:13136464 | null | null | null | null | null |
|||||
A graphical approach for modeling time-dependent behavior of DSLs | 723,516 | Domain specific languages (DSLs) play a cornerstone role in Model-Driven Software Development for representing models and metamodels. DSLs' abstract syntax are usually defined by a metamodel. In-place model transformations provide an intuitive way to complement metamod-els with behavioral specifications. In this paper we extend in-place rules with a quantitative model of time and with mechanisms that allow designers to state action properties, facilitating the design of real-time complex systems. This approach avoids making unnatural changes to the DSL metamodels to represent behavioral and time aspects. We present the graphical modeling tool we have built for visually specifying these timed specifications. | [
{
"first": "Jose",
"middle": [
"E."
],
"last": "Rivera",
"suffix": ""
},
{
"first": "Francisco",
"middle": [],
"last": "Duran",
"suffix": ""
},
{
"first": "Antonio",
"middle": [],
"last": "Vallecillo",
"suffix": ""
}
] | 2,009 | 10.1109/VLHCC.2009.5295300 | 2009 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) | 2009 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) | 2145068101 | [
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The dynamic graph wall: visualizing evolving graphs with multiple visual metaphors | 33,513,531 | AbstractVisualizing dynamic graphs is challenging due to the many data dimensions to be displayed such as graph vertices and edges with their attached weights or attributes and the additional time dimension. Moreover, edge directions with multiplicities and the graph topology are also important inherent features. However, in many dynamic graph visualization techniques each graph in a sequence is treated the same way, i.e., it is visually encoded in the same visual metaphor or even in the same layout. This visualization strategy can be problematic if the graphs are changing topologically over time, i.e., if a sparse graph becomes denser and denser over time or a star pattern is changing into a dense cluster of connected vertices. Such a dynamic graph data scenario demands for a visualization approach which is able to adapt the applied visual metaphor to each graph separately. In this paper we describe the dynamic graph wall to solve this problem by using multiple visual metaphors for dynamic graphs which are computed automatically by algorithms analysing each individual graph based on a given repertoire of graph features. The biggest issue in this technique for the graph dynamics, however, is the preservation of the viewer’s mental map at metaphor changes, i.e., to guide him through the graph changes with the goal to explore the data for time-varying patterns. To reach this goal we support the analyst by an interactive highlighting feature but we also display graphs in comparative metaphor rows to visually investigate the commonalities and differences over time.Graphical AbstractGraphical Abstract text | [
{
"first": "Michael",
"middle": [],
"last": "Burch",
"suffix": ""
}
] | 2,017 | 10.1007/s12650-016-0360-z | Journal of Visualization | 2323448541 | [] | [
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"69493547",
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] | false | true | false | https://api.semanticscholar.org/CorpusID:33513531 | null | null | null | null | null |
|||||
Grease pencil: integrating animated freehand drawings into 3D production environments | 8,951,731 | Freehand drawing is one of the most flexible and efficient ways of expressing creative ideas. However, it can often also be tedious and technically challenging to animate complex dimensional environments or dynamic choreographies. We present a case study of how freehand drawing tools can be integrated into an end-to-end 3D content creation platform to reap the benefits from both worlds. Creative opportunities and challenges in achieving this type of integration are discussed. We also present examples from short films demonstrating the potential of how these techniques can be deployed in production environments. | [
{
"first": "Joshua",
"middle": [],
"last": "Leung",
"suffix": ""
},
{
"first": "Daniel",
"middle": [
"M."
],
"last": "Lara",
"suffix": ""
}
] | 2,015 | 10.1145/2820903.2820924 | SIGGRAPH Asia Technical Briefs | 2292980787 | [
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Negotiability : A Metafunction to Tailor Access to Data in Groupware | 17,956,412 | Abstract Functions which control access to data in groupware should be designed flexibly by offering different options to end users. However, conflicts might arise among different end users in the process of selecting one of these options. To support users in finding a consensual solution for these conflicts, we propose a metafunction called ‘negotiability’. We propose to define and explore the concept of ‘negotiability’, and discuss its application to access control, concurrency control, and consistency control. We assume that negotiability can play an important role in tailoring these mechanisms and supporting a co-operative use of system's flexibility. | [
{
"first": "Volker",
"middle": [],
"last": "Wulf",
"suffix": ""
}
] | 1,993 | 10.1080/01449299508914641 | HCI (2) | 2019265913 | [
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Movie-in-shadow: your shadow is a display | 15,511,543 | A clock having an hour housing supporting an hour hand integral therewith in a minute housing supporting a minute hand integral therewith. A battery operated timing mechanism in the hour housing has an hour shaft for driving the hour housing in hand and a minute shaft for driving the minute housing in hand. The coupling of the minute shaft includes a threaded shaft end having opposed flats adapted to force-fit in a centrally disposed hole on the inside of the minute housing. A bracket is provided for supporting the timing mechanism in a fixed position such as from a wall. | [
{
"first": "Yugo",
"middle": [],
"last": "Minomo",
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},
{
"first": "Yasuaki",
"middle": [],
"last": "Kakehi",
"suffix": ""
},
{
"first": "Makoto",
"middle": [],
"last": "Iida",
"suffix": ""
},
{
"first": "Takeshi",
"middle": [],
"last": "Naemura",
"suffix": ""
}
] | 2,004 | 10.1145/1186415.1186433 | SIGGRAPH '04 | 2048773761 | [
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Design and Implementation of a Vision-Based Motion Capture System | 14,236,993 | Motion Capture has been widely used in many fields such as animation and game production. This paper describes the scheme and implementation of a self-designed vision-based motion capture system. This system is set up based on a Client/Server network structure. The client software tracks every marker attached to the actor’s body and sends the results to the server in real-time. The server software recovers every joint’s 3D position and shows the capturing results simultaneously. It can also convert the 3D position data into BVH file data. | [
{
"first": "Ming",
"middle": [],
"last": "Liu",
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},
{
"first": "Zhenjiang",
"middle": [],
"last": "Miao",
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{
"first": "Jia",
"middle": [],
"last": "Li",
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{
"first": "Zhan",
"middle": [],
"last": "Xu",
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}
] | 2,009 | 10.1109/ICIG.2009.187 | 2009 Fifth International Conference on Image and Graphics | 2009 Fifth International Conference on Image and Graphics | 2113164468 | [
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Issues and techniques in touch-sensitive tablet input | 9,566,177 | Touch-sensitive tablets and their use in human-computer interaction are discussed. It is shown that such devices have some important properties that differentiate them from other input devices (such as mice and joysticks). The analysis serves two purposes: (1) it sheds light on touch tablets, and (2) it demonstrates how other devices might be approached. Three specific distinctions between touch tablets and one button mice are drawn. These concern the signaling of events, multiple point sensing and the use of templates. These distinctions are reinforced, and possible uses of touch tablets are illustrated, in an example application. Potential enhancements to touch tablets and other input devices are discussed, as are some inherent problems. The paper concludes with recommendations for future work. | [
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{
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Presence in immersive virtual environments | 21,780,332 | Immersive virtual environments (IVEs) provide a tightly coupled human-computer interface; input to the sensory organs of the human participant are directly generated through computer displays, in the visual, auditory, tactile and haptic modalities. Some of the results of a pilot experimental study of presence in IVEs are outlined. This is a contribution to a project involved in constructing a system for architectural walkthrough, where architects and their clients are able to navigate through and effect changes to a virtual building interior. Emphasis is placed on the interface provided by the virtual environment generator (VEG) to the human user, and initially on the problem of the establishment of the presence of the human inside the virtual environment (VE). > | [
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{
"first": "M.",
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] | 1,993 | 10.1109/VRAIS.1993.380793 | Proceedings of IEEE Virtual Reality Annual International Symposium | Proceedings of IEEE Virtual Reality Annual International Symposium | 2737949327,2165428390 | [
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A Virtual Therapeutic Environment with User Projective Agents | 32,820,560 | Today, we see the Internet as more than just an information infrastructure, but a socializing place and a safe outlet of inner feelings. Many personalities develop aside from real world life due to its anonymous environment. Virtual world interactions are bringing about new psychological illnesses ranging from netaddiction to technostress, as well as online personality disorders and conflicts in multiple identities that exist in the virtual world. Presently, there are no standard therapy models for the virtual environment. There are very few therapeutic environments, or tools especially made for virtual therapeutic environments. The goal of our research is to provide the therapy model and middleware tools for psychologists to use in virtual therapeutic environments. We propose the Cyber Therapy Model, and Projective Agents, a tool used in the therapeutic environment. To evaluate the effectiveness of the tool, we created a prototype system, called the Virtual Group Counseling System, which is a therapeutic... | [
{
"first": "Sandra",
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"Yuu"
],
"last": "Ookita",
"suffix": ""
},
{
"first": "Hideyuki",
"middle": [],
"last": "Tokuda",
"suffix": ""
}
] | 2,001 | 10.1089/10949310151088550 | Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society | Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society | 2005566443 | [] | [
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An Active Gazing-Line System for Improving Sign-Language Conversation. | 32,828,903 | [
{
"first": "Shan",
"middle": [],
"last": "Lu",
"suffix": ""
},
{
"first": "Kazuyuki",
"middle": [],
"last": "Imagawa",
"suffix": ""
},
{
"first": "Seiji",
"middle": [],
"last": "Igi",
"suffix": ""
}
] | 1,997 | HCI | 179000243 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:32828903 | null | null | null | null | null |
|||||||
Merging 3-D graphics and imaging: applications and issues | 36,188,871 | [
{
"first": "William",
"middle": [
"R."
],
"last": "Pickering",
"suffix": ""
}
] | 1,993 | 10.1145/166117.166174 | SIGGRAPH '93 | 1987692504 | [] | [
"15152395"
] | false | true | false | https://api.semanticscholar.org/CorpusID:36188871 | null | null | null | null | null |
||||||
Discerning the Quality of Questions in Educational Q&Ausing Textual Features | 15,301,892 | In an information seeking episode, attributes such as relevance, quality, and the nature of the information sought/obtained are directly related to the nature and the quality of the query or question that represents an information need. It is, therefore, imperative that we identify potential problems with such representation to make the information seeking outcome and the experience more successful. In this paper, we investigate the question quality for the educational community question answering (CQA) site Brainly by examining 2,000 questions, of which 1,000 were answered and 1,000 were unanswered. Two human assessors rated the quality of each question on a scale from 1-5 based on factors such as ambiguity, poor syntax, lack of information, complexity, inappropriateness, and inconsistency. We then identified different textual features that are needed to detect question quality. A logistic regression classifier was built to categorize question features based on the rating scale and textual features present in the question. The results show higher ROC curves for ambiguity, lack of information, inappropriateness, complexity and excessive information; and lower ROC values for poor syntax and inconsistency among the questions. The findings demonstrate that the classifier failed to perform when faced with ill-framed or inconsistent phrases in a question. The work described here presents a method for identifying high and low-quality questions, the knowledge of which could be instrumental in helping reformulate users' questions and present them to a system or a community for more successful processes and outcomes. | [
{
"first": "Manasa",
"middle": [],
"last": "Rath",
"suffix": ""
},
{
"first": "Long",
"middle": [
"T."
],
"last": "Le",
"suffix": ""
},
{
"first": "Chirag",
"middle": [],
"last": "Shah",
"suffix": ""
}
] | 2,017 | 10.1145/3020165.3022145 | Proceedings of the 2017 Conference on Conference Human Information Interaction and Retrieval | 2594497365 | [
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Particle Generation from User-specified Transfer Function for Point-based Volume Rendering. | 8,477,418 | In this paper, we propose a technique for generating particles from user-specified transfer function for an effective point-based volume rendering. In general, a volume rendering technique utilizes an illumination model in which the 3D scalar field is characterized as a varying density emitter with a single level of scattering. This model is related to a particle system in which the particles are sufficiently small and of low albedo. A conventional volume rendering technique models the density of particles, not the particles themselves [1]. The density is defined by specifying a transfer function from a scalar data value to an opacity data value. Thus, a given scalar field is described as a continuous semitransparent gel and the accumulating order is important. This results in a considerable computational overhead. On the other hand, our rendering technique represents the 3D scalar fields as a set of particles. The particle density is derived from a userspecified transfer function, and describes the probability that a particle is present at the point. Since the particles can be considered as fully opaque, no alpha blending but only depth comparison is required during the rendering calculation, which is advantageous in the distributed processing. | [
{
"first": "Naohisa",
"middle": [],
"last": "Sakamoto",
"suffix": ""
},
{
"first": "Koji",
"middle": [],
"last": "Koyamada",
"suffix": ""
}
] | 2,005 | 10.1109/VIS.2005.76 | IEEE Visualization | 121899160 | [] | [
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] | false | true | false | https://api.semanticscholar.org/CorpusID:8477418 | null | null | null | null | null |
|||||
Accessing AutoCAD DWG Graphic Files with DWGDirect | 64,397,435 | The data format of AutoCAD DWG files and the main steps for developing the interfaces with DWGDirect C++ Libraries are presented in the paper.DWG file consists of five parts: header,entities,tables,blocks and contingency header,and the information storage of each part is briefly given.DWGDirect,a library developed by the Open Design Alliance,can be used to read and write DWG files without AutoCAD platform.With the method,the realization of how to access part entities for a CAD/CAM software is discussed and a part of C++ codes is introduced also. | [
{
"first": "Xu",
"middle": [],
"last": "Chao",
"suffix": ""
}
] | 2,010 | Journal of Engineering Graphics | 2389417022 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:64397435 | null | null | null | null | null |
||||||
Double- and triple-step incremental linear interpolation | 41,104,379 | Incremental linear interpolation determines the set of n+1 equidistant points on an interval [a,b] where all variables involved (n, a, b, and the set of equidistant points) are integers and n>0. Our method of linear interpolation generalizes the findings of a variable-step line-drawing algorithm. The resulting interpolation algorithm has as many loops as the line-drawing algorithm, but fewer restrictions on its input variables. Furthermore, its benefits over the fixed-step interpolation algorithms are similar to those of the variable-step line-drawing algorithm. That is, the double- and triple-step interpolation algorithm can reduce the number of loop iterations of the double-step interpolation algorithm (by 12.5% on average) while keeping the code complexity, initialization costs, and worst-case performance the same. The improvement in speed over the single-step B5 algorithm is even greater. > | [
{
"first": "Phil",
"middle": [],
"last": "Graham",
"suffix": ""
},
{
"first": "S.",
"middle": [
"Sitharama"
],
"last": "Iyengar",
"suffix": ""
}
] | 1,994 | 10.1109/38.279045 | IEEE Computer Graphics and Applications | IEEE Computer Graphics and Applications | 2024149616 | [] | [
"62552271"
] | false | true | false | https://api.semanticscholar.org/CorpusID:41104379 | null | null | null | null | null |
||||
Distributed frame buffer for rapid dynamic changes to 3D scenes | 18,583,617 | This paper describes a distributed frame buffer architecture, based on the Tiling Algorithm for dynamic modification, and designed to achieve fast display updates in response to dynamic transformations of graphical objects. We report on the overall architecture and some detailed design issues. | [
{
"first": "Derek",
"middle": [],
"last": "Coppen",
"suffix": ""
},
{
"first": "Mel",
"middle": [],
"last": "Slater",
"suffix": ""
},
{
"first": "Allan",
"middle": [],
"last": "Davison",
"suffix": ""
},
{
"first": "David",
"middle": [],
"last": "Hawes",
"suffix": ""
}
] | 1,992 | 10.2312/EGGH/EGGH92/135-142 | Eurographics Workshop on Graphics Hardware | 2294350216 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:18583617 | null | null | null | null | null |
|||||
Nondestructive Testing Evaluation of Aircraft Fuselage Corrosion by Infrared Thermography and Finite Element Method | 44,190,904 | In this paper we are studying the nondestructive investigation of transport aircraft fuselage using infrared thermography and finite element method for a quicker and easier inspection. We will focus on the solution of the heat equation to analyze the evolution of the temperature on the external surfaces of the model. The nondestructive inspection of structures by infrared thermography requires considering some limitations such as dimension, position, thermophysical properties of the defect, temperature, heat flux... To do an investigation of the corrosion within the aircraft structure to be studied, we chose an aluminium fuselage wherein corrosion, resulted from a chemical reaction, was inserted. The simulation is done by changing heat flux and thickness of corrosion to determine the degree of detectability of the infrared thermography method by analysis of the resulted temperature differences for each heat flux value and for each corrosion thickness. | [
{
"first": "Abderrahman",
"middle": [],
"last": "Eddazi",
"suffix": ""
},
{
"first": "Sougrati",
"middle": [],
"last": "Belattar",
"suffix": ""
}
] | 2,017 | 10.1109/cgiv.2017.13 | 2017 14th International Conference on Computer Graphics, Imaging and Visualization | 2017 14th International Conference on Computer Graphics, Imaging and Visualization | 2803790602 | [
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We are the Change that we Seek: Information Interactions During a Change of Viewpoint | 212,429,556 | There has been considerable hype about filter bubbles and echo chambers influencing the views of information consumers. The fear is that these technologies are undermining democracy by swaying opinion and creating an uninformed, polarised populace. The literature in this space is mostly techno-centric, addressing the impact of technology. In contrast, our work is the first research in the information interaction field to examine changing viewpoints from a human-centric perspective. It provides a new understanding of view change and how we might support informed, autonomous view change behaviour. We interviewed 18 participants about a self-identified change of view, and the information touchpoints they engaged with along the way. In this paper we present the information types and sources that informed changes of viewpoint, and the ways in which our participants interacted with that information. We describe our findings in the context of the techno-centric literature and suggest principles for designing digital information environments that support user autonomy and reflection in viewpoint formation. | [
{
"first": "Dana",
"middle": [],
"last": "Mckay",
"suffix": ""
},
{
"first": "Stephann",
"middle": [],
"last": "Makri",
"suffix": ""
},
{
"first": "Marisela",
"middle": [],
"last": "Gutierrez-Lopez",
"suffix": ""
},
{
"first": "Andrew",
"middle": [],
"last": "MacFarlane",
"suffix": ""
},
{
"first": "Sondess",
"middle": [],
"last": "Missaoui",
"suffix": ""
},
{
"first": "Colin",
"middle": [],
"last": "Porlezza",
"suffix": ""
},
{
"first": "Glenda",
"middle": [],
"last": "Cooper",
"suffix": ""
}
] | 2,020 | 10.1145/3343413.3377975 | Proceedings of the 2020 Conference on Human Information Interaction and Retrieval | 3005903748 | [
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An End-to-End Proactive TCP Based on Available Bandwidth Estimation with Congestion Level Index | 37,878,449 | Transmission control protocol (TCP) is one of the core communica-tion protocols of the Internet protocol suite. For this reason, significant enhancements on TCP have been made in both wired and wireless networks. In this paper, we propose an end-to-end proactive TCP based on available bandwidth estimation with congestion level index (CLI), called CLI-based TCP. From the previous TCP schemes, we have found that the TCP sender does not know how much the network is congested because network congestion is represented by only two status, congestion exists or not. Therefore, we define the concept of CLI, outline the procedure of the CLI algorithm, and describe how to realize the CLI-based TCP. In addition, we have shown that CLI-based TCP can handle network congestion more minutely and improve overall TCP performance. Simulation results show that under 90% traffic load, the CLI-based TCP outperforms TCP New Jersey by 49.8% improvement in goodput. | [
{
"first": "Sangtae",
"middle": [],
"last": "Bae",
"suffix": ""
},
{
"first": "Doohyung",
"middle": [],
"last": "Lee",
"suffix": ""
},
{
"first": "Chihoon",
"middle": [],
"last": "Lee",
"suffix": ""
},
{
"first": "Jinwook",
"middle": [],
"last": "Chung",
"suffix": ""
},
{
"first": "Jahwan",
"middle": [],
"last": "Koo",
"suffix": ""
},
{
"first": "Suman",
"middle": [],
"last": "Banerjee",
"suffix": ""
}
] | 2,009 | 10.1007/978-3-642-02559-4_14 | HCI | 1535646067 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:37878449 | null | null | null | null | null |
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Algorithm for analyzing anatomical structure of wood from Brazilian forest species based on digital imaging processes techniques | 40,487,882 | Systems of image analysis constitute an important tool in studying wood and plant anatomy laboratory routines. These systems present significant advantages, i.e., speed, precision, and accuracy in relation to usual methods of cell element mensuration and quantification which depend on microscopes. | [
{
"first": "T.P.",
"middle": [],
"last": "Ribeiro",
"suffix": ""
},
{
"first": "M.T.",
"middle": [],
"last": "Filho",
"suffix": ""
},
{
"first": "P.E.",
"middle": [],
"last": "Cruvinel",
"suffix": ""
}
] | 2,001 | 10.1109/SIBGRAPI.2001.963098 | Proceedings XIV Brazilian Symposium on Computer Graphics and Image Processing | Proceedings XIV Brazilian Symposium on Computer Graphics and Image Processing | 1812129125 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:40487882 | 0 | 0 | 0 | 1 | 0 |
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Spore API: accessing a unique database of player creativity | 20,671,391 | In the video game Spore, players create their own creatures, buildings, and vehicles using intuitive yet powerful editing tools. During the course of game play, these creations are automatically published to our servers and made available in our online catalog for browsing, downloading, and sharing. Players can add tags and write descriptions about their creations, as well as assign ratings, write comments, organize creations into feeds called Sporecasts, or download other players' creations into their own game. Players can also choose to organize the flow of creations into their game by subscribing to Sporecasts and adding other players as buddies. Since its release in September 2008, Spore players have created and published millions of creations resulting in a unique database of player imagination and creativity. | [
{
"first": "Dan",
"middle": [],
"last": "Moskowitz",
"suffix": ""
},
{
"first": "Shalin",
"middle": [],
"last": "Shodhan",
"suffix": ""
},
{
"first": "Michael",
"middle": [],
"last": "Twardos",
"suffix": ""
}
] | 2,009 | 10.1145/1597990.1598052 | SIGGRAPH '09 | 2018011584 | [] | [
"6769625",
"1093757"
] | false | true | true | https://api.semanticscholar.org/CorpusID:20671391 | 0 | 0 | 0 | 0 | 0 |
|||||
Cognitive factors involved in the ability to manipulate a digital camera | 36,456,088 | The purpose of this study is to understand who user' property affects the ability to manipulate a digital camera. The N-back task, the action control scale, usability test, structural test, functional test, protocol analysis and some questioner are used to understand user' distinction. The relationships among each property and performance were cleared by correlation analysis. As a result, functional models about the camera are most important to use well. | [
{
"first": "Keisuke",
"middle": [],
"last": "Ishihara",
"suffix": ""
},
{
"first": "Toshihisa",
"middle": [],
"last": "Doi",
"suffix": ""
},
{
"first": "Sou",
"middle": [],
"last": "Yanagimoto",
"suffix": ""
},
{
"first": "Toshiki",
"middle": [],
"last": "Yamaoka",
"suffix": ""
}
] | 2,013 | 10.1007/978-3-642-39191-0_63 | HCI | 69464350 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:36456088 | null | null | null | null | null |
|||||
Facial Shape Analysis and Sizing System | 46,290,688 | The understanding of shape and size of the human head and faces is vital for design of facial wear products, such as respirators, helmets, eyeglasses and for ergonomic studies. 3D scanning is used to create 3D databases of thousands of humans from different demographics backgrounds. 3D scans have been used for design and analysis of facial wear products, but have not been very effectively utilized for sizing system. The 3D scans of human bodies contain over hundreds of thousand grid points. To be used effectively for analysis and design, these human heads require a compact shape representation. We have developed compact shape representations of head and facial shapes. We propose a sizing system based on cluster analysis along with compact shape representations to come up with different sizes for different facial wear products, such as respirators, helmets, eyeglasses, etc. | [
{
"first": "Afzal",
"middle": [],
"last": "Godil",
"suffix": ""
}
] | 2,009 | 10.1007/978-3-642-02809-0_4 | HCI | 1513328587 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:46290688 | 0 | 0 | 0 | 0 | 0 |
|||||
Multi-image interpolation based on graph-cuts and symmetric optical flow | 6,389,441 | Multi-image interpolation in space and time has recently received considerable attention. Typically, the interpolated image is synthesized by adaptively blending several forward-warped images. Blending itself is a low-pass filtering operation: the interpolated images are prone to blurring and ghosting artifacts as soon as the underlying correspondence fields are imperfect. We address both issues and propose a multi-image interpolation algorithm that avoids blending. Instead, our algorithm decides for each pixel in the synthesized view from which input image to sample. Combined with a symmetrical long-range optical flow formulation for correspondence field estimation, our approach yields crisp interpolated images without ghosting artifacts. | [
{
"first": "Christian",
"middle": [],
"last": "Linz",
"suffix": ""
},
{
"first": "Christian",
"middle": [],
"last": "Lipski",
"suffix": ""
},
{
"first": "Marcus",
"middle": [
"A."
],
"last": "Magnor",
"suffix": ""
}
] | 2,010 | 10.1145/1836845.1836983 | SIGGRAPH '10 | 2110151322 | [
"2430892",
"16721163"
] | [
"438991",
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"21341651",
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] | true | true | true | https://api.semanticscholar.org/CorpusID:6389441 | 0 | 0 | 0 | 1 | 0 |
|||||
A parallel net of (1-NN, K-NN) classifiers for optical inspection of surface defects in ferrites | 59,878,900 | [
{
"first": "A.",
"middle": [],
"last": "Jóźwik",
"suffix": ""
},
{
"first": "Leszek",
"middle": [
"J."
],
"last": "Chmielewski",
"suffix": ""
},
{
"first": "Marek",
"middle": [],
"last": "Sklodowski",
"suffix": ""
},
{
"first": "W.",
"middle": [],
"last": "Cudny",
"suffix": ""
}
] | 1,998 | Machine graphics & vision | 147474584 | [
"123266909",
"118779721"
] | [
"124227701",
"16895854",
"123532783",
"124672998"
] | true | true | true | https://api.semanticscholar.org/CorpusID:59878900 | 0 | 0 | 0 | 1 | 0 |
|||||||
FraudVis: Understanding Unsupervised Fraud Detection Algorithms | 44,160,208 | Discovering fraud user behaviors is vital to keeping online websites healthy. Fraudsters usually exhibit grouping behaviors, and researchers have effectively leveraged this behavior to design unsupervised algorithms to detect fraud user groups. In this work, we propose a visualization system, FraudVis, to visually analyze the unsupervised fraud detection algorithms from temporal, intra-group correlation, inter-group correlation, feature selection, and the individual user perspectives. FraudVis helps domain experts better understand the algorithm output and the detected fraud behaviors. Meanwhile, FraudVis also helps algorithm experts to fine-tune the algorithm design through the visual comparison. By using the visualization system, we solve two real-world cases of fraud detection, one for a social video website and another for an e-commerce website. The results on both cases demonstrate the effectiveness of FraudVis in understanding unsupervised fraud detection algorithms. | [
{
"first": "Jiao",
"middle": [],
"last": "Sun",
"suffix": ""
},
{
"first": "Qixin",
"middle": [],
"last": "Zhu",
"suffix": ""
},
{
"first": "Zhifei",
"middle": [],
"last": "Liu",
"suffix": ""
},
{
"first": "Xin",
"middle": [],
"last": "Liu",
"suffix": ""
},
{
"first": "Jihae",
"middle": [],
"last": "Lee",
"suffix": ""
},
{
"first": "Zhigang",
"middle": [],
"last": "Su",
"suffix": ""
},
{
"first": "Lei",
"middle": [],
"last": "Shi",
"suffix": ""
},
{
"first": "Ling",
"middle": [],
"last": "Huang",
"suffix": ""
},
{
"first": "Wei",
"middle": [],
"last": "Xu",
"suffix": ""
}
] | 2,018 | 10.1109/PacificVis.2018.00029 | 2018 IEEE Pacific Visualization Symposium (PacificVis) | 2018 IEEE Pacific Visualization Symposium (PacificVis) | 2805981484 | [
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Design and evaluation of a hybrid display system for motion-following tasks | 11,942,916 | Hybrid display systems are those that combine different types of displays to exploit the complementary characteristics of the constituent display systems. In this paper, we introduce a hybrid system that combines a stereoscopic optical see-through head-mounted display (HMD) and a large projection display for an application in a multi-user ship painting training scenario. The proposed hybrid system's projection display provides a large FOV and a physical metaphor to the ship surface with natural depth perception, while the HMD provides personal and unoccluded display of the motion training guides. To quantify its effectiveness, we conducted a human subject experiment, comparing the subject's motion following task performance among three different display systems: large projection display, head-mounted display, and hybrid. The preliminary results obtained from the experiment has shown that given the same FOV, the hybrid system performed, despite problems with registration between the real and virtual worlds, up to par with the head-mounted display, and better than the projection display. Thus, it is expected that the hybrid display will result in higher task performance with the larger FOV factor available. | [
{
"first": "Sang-Yoon",
"middle": [],
"last": "Lee",
"suffix": ""
},
{
"first": "Sunghoon",
"middle": [],
"last": "Yim",
"suffix": ""
},
{
"first": "Gerard",
"middle": [
"Jounghyun"
],
"last": "Kim",
"suffix": ""
},
{
"first": "Ungyeon",
"middle": [],
"last": "Yang",
"suffix": ""
},
{
"first": "Chang-Hun",
"middle": [],
"last": "Kim",
"suffix": ""
}
] | 2,007 | 10.1007/978-3-540-73335-5_31 | HCI | 1882938796 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:11942916 | null | null | null | null | null |
|||||
The quest for the ray tracing API | 5,796,242 | Ray tracing has become commodity in rendering and first ray tracing hardware emerges. Hence, the quest for an API is on. The course reviews current efforts and abstractions, especially the interaction of rasterization and ray tracing, cross platform challenges, realtime constraints, and enabling applications beyond image synthesis. | [
{
"first": "A.",
"middle": [],
"last": "Keller",
"suffix": ""
},
{
"first": "I.",
"middle": [],
"last": "Wald",
"suffix": ""
},
{
"first": "T.",
"middle": [],
"last": "Harada",
"suffix": ""
},
{
"first": "D.",
"middle": [],
"last": "Kozlov",
"suffix": ""
},
{
"first": "R.",
"middle": [],
"last": "Karrenberg",
"suffix": ""
},
{
"first": "L.",
"middle": [],
"last": "Peterson",
"suffix": ""
},
{
"first": "T.",
"middle": [],
"last": "Hector",
"suffix": ""
}
] | 2,016 | 10.1145/2897826.2927341 | SIGGRAPH '16 | 2469600229 | [] | [
"3647083"
] | false | true | true | https://api.semanticscholar.org/CorpusID:5796242 | 0 | 0 | 0 | 0 | 0 |
|||||
Multiscale visualization of small world networks | 14,863,041 | Many networks under study in information visualization are "small world" networks. These networks first appeared in the study of social networks and were shown to be relevant models in other application domains such as software reverse engineering and biology. Furthermore, many of these networks actually have a multiscale nature: they can be viewed as a network of groups that are themselves small world networks. We describe a metric that has been designed in order to identify the weakest edges in a small world network leading to an easy and low cost filtering procedure that breaks up a graph into smaller and highly connected components. We show how this metric can be exploited through an interactive navigation of the network based on semantic zooming. Once the network is decomposed into a hierarchy of sub-networks, a user can easily find groups and subgroups of actors and understand their dynamics. | [
{
"first": "D.",
"middle": [],
"last": "Auber",
"suffix": ""
},
{
"first": "Y.",
"middle": [],
"last": "Chiricota",
"suffix": ""
},
{
"first": "F.",
"middle": [],
"last": "Jourdan",
"suffix": ""
},
{
"first": "G.",
"middle": [],
"last": "Melancon",
"suffix": ""
}
] | 2,003 | 10.1109/INFVIS.2003.1249011 | IEEE Symposium on Information Visualization 2003 (IEEE Cat. No.03TH8714) | IEEE Symposium on Information Visualization 2003 (IEEE Cat. No.03TH8714) | 2104075446 | [
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] | true | true | true | https://api.semanticscholar.org/CorpusID:14863041 | 1 | 1 | 1 | 1 | 1 |
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Horizon occlusion culling for real-time rendering of hierarchical terrains | 14,864,742 | We present a technique to perform occlusion culling for hierarchical terrains at run-time. The algorithm is simple to implement and requires minimal pre-processing and additional storage, yet leads to 2-4 times improvement in framerate for views with high degrees of occlusion. Our method is based on the well-known occlusion horizon algorithm. We show how to adapt the algorithm for use with hierarchical terrains. The occlusion horizon is constructed as the terrain is traversed in an approximate front to back ordering. Regions of the terrain are compared to the horizon to determine when they are completely occluded from the viewpoint. Culling these regions leads to significant savings in rendering. | [
{
"first": "B.",
"middle": [],
"last": "Lloyd",
"suffix": ""
},
{
"first": "P.",
"middle": [],
"last": "Egbert",
"suffix": ""
}
] | 2,002 | 10.1109/VISUAL.2002.1183801 | IEEE Visualization, 2002. VIS 2002. | IEEE Visualization, 2002. VIS 2002. | 2127193713 | [
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] | true | true | true | https://api.semanticscholar.org/CorpusID:14864742 | 1 | 1 | 1 | 1 | 1 |
||||
Moving Object’s Shadow Detection and Segmentation Based on Video | 64,430,911 | Shadow detection and segmentation plays an important role in moving object detection and retrieval based on video.To detect and segment the shadow accurately,an algorithm based on body color vector matching is presented.After the foreground is extracted,the luminance test is used to reduce the region that has higher intensity than the background.Then prejudge the shadow area.At last,the shadow area is obtained by body color vector matching.In additional,the luminance step is applied to detect the penumbra.The experimental results show that the algorithm is robust under most situations,and it can improve the speed of detection and segmentation. | [
{
"first": "Kang",
"middle": [],
"last": "Jing",
"suffix": ""
}
] | 2,007 | Journal of Engineering Graphics | 2368880388 | [] | [
"58335007"
] | false | true | false | https://api.semanticscholar.org/CorpusID:64430911 | null | null | null | null | null |
||||||
Talar dome detection and its geometric approximation in CT: Sphere, cylinder or bi-truncated cone? | 31,470,290 | OBJECTIVE ::: The purpose of our study is to give a relatively objective definition of talar dome and its shape approximations to sphere (SPH), cylinder (CLD) and bi-truncated cone (BTC). ::: ::: ::: MATERIALS AND METHODS ::: The "talar dome" is well-defined with the improved Dijkstra's algorithm, considering the Euclidean distance and surface curvature. The geometric similarity between talar dome and ideal shapes, namely SPH, CLD and BTC, is quantified. 50 unilateral CT datasets from 50 subjects with no pathological morphometry of tali were included in the experiments and statistical analyses were carried out based on the approximation error. ::: ::: ::: RESULTS ::: The similarity between talar dome and BTC was more prominent, with smaller mean, standard deviation, maximum and median of the approximation error (0.36±0.07mm, 0.32±0.06mm, 2.24±0.47mm and 0.28±0.06mm) compare with fitting to SPH and CLD. In addition, there were significant differences between the fitting error of each pair of models in terms of the 4 measurements (p-values<0.05). The linear regression analyses demonstrated high correlation between CLD and BTC approximations (R2=0.55 for median, R2>0.7 for others). Color maps representing fitting error indicated that fitting error mainly occurred on the marginal regions of talar dome for SPH and CLD fittings, while that of BTC was small for the whole talar dome. ::: ::: ::: CONCLUSION ::: The successful restoration of ankle functions in displacement surgery highly depends on the comprehensive understanding of the talus. The talar dome surface could be well-defined in a computational way and compared to SPH and CLD, the talar dome reflects outstanding similarity with BTC. | [
{
"first": "Junbin",
"middle": [],
"last": "Huang",
"suffix": ""
},
{
"first": "He",
"middle": [],
"last": "Liu",
"suffix": ""
},
{
"first": "Defeng",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "James",
"middle": [
"F."
],
"last": "Griffith",
"suffix": ""
},
{
"first": "Lin",
"middle": [],
"last": "Shi",
"suffix": ""
}
] | 2,017 | 10.1016/j.compmedimag.2016.06.002 | Computerized medical imaging and graphics : the official journal of the Computerized Medical Imaging Society | Computerized medical imaging and graphics : the official journal of the Computerized Medical Imaging Society | 2493934100 | [] | [
"206145871"
] | false | true | false | https://api.semanticscholar.org/CorpusID:31470290 | null | null | null | null | null |
||||
What Makes Learning and Understanding in Virtual Teams So Difficult? | 22,693,608 | The ideas presented in this article are especially challenged by critical questions raised by the other authors in this special issue. One of the core questions throughout the different studies is whether participants in distributed learning groups are able to successfully work on a common task and achieve a type of interaction that leads them to educationally relevant higher-level discussion and learning. This article discusses the central findings of these studies in light of the recent research on computer-supported collaborative learning. At the beginning of the article, typical problems and challenges related to learning in virtual teams are described. In the end of the discussion, some conclusions are made toward various mechanisms that different studies suggest for supporting and structuring learning in virtual teams. The conclusion is that research on distributed learning groups needs to consider a complex set of variables: cognitive, social, emotional, motivational, and contextual variables inter... | [
{
"first": "Päivi",
"middle": [],
"last": "Häkkinen",
"suffix": ""
}
] | 2,004 | 10.1089/109493104323024465 | Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society | Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society | 2080333169 | [] | [
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] | false | true | false | https://api.semanticscholar.org/CorpusID:22693608 | null | null | null | null | null |
||||
Natural Walking in Virtual Reality | 58,694,308 | [
{
"first": "Niels",
"middle": [
"Christian"
],
"last": "Nilsson",
"suffix": ""
}
] | 2,019 | 10.1007/978-3-319-08234-9_201-1 | Encyclopedia of Computer Graphics and Games | 2781564580 | [] | [
"208016025",
"208032880"
] | false | true | false | https://api.semanticscholar.org/CorpusID:58694308 | null | null | null | null | null |
||||||
Structured Notations for Human Factors Specification of Interactive Systems | 40,839,018 | [
{
"first": "Kee",
"middle": [
"Yong"
],
"last": "Lim",
"suffix": ""
},
{
"first": "John",
"middle": [
"Brian"
],
"last": "Long",
"suffix": ""
}
] | 1,993 | HCI (2) | 68602860 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:40839018 | null | null | null | null | null |
|||||||
A CNN-based vortex identification method | 62,879,050 | Vortex identification and visualization are important for understanding the underlying physical mechanism of the flow field and have been intensively studied recently. Local vortex identification methods could provide results in a rapid way, but they require the choice of a suitable criterion and threshold, which leads to poor robustness. Global vortex identification methods could obtain reliable results, while they require considerable user input and are computationally intractable for large-scale data sets. To address the problems described above, we present a novel vortex identification method based on the convolutional neural network (CNN). The proposed method integrates the advantages of both the local and global vortex identification methods to achieve higher precision and recall efficiently. In specific, the proposed method firstly obtains the labels of all grid points using a global and objective vortex identification method and then samples local patches around each point in the velocity field as the inputs of CNN. After that it trains the CNN to decide whether the central points of these patches belong to vortices. By this way, our method converts the vortex identification task to a binary classification problem, which could detect vortices quickly from the flow field in an objective and robust way. Extensive experimental results demonstrate the efficacy of our proposed method, and we expect this method can replace or supplement existing traditional methods.Graphical abstract | [
{
"first": "Liang",
"middle": [],
"last": "Deng",
"suffix": ""
},
{
"first": "Yueqing",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Yang",
"middle": [],
"last": "Liu",
"suffix": ""
},
{
"first": "Fang",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Sikun",
"middle": [],
"last": "Li",
"suffix": ""
},
{
"first": "Jie",
"middle": [],
"last": "Liu",
"suffix": ""
}
] | 2,019 | 10.1007/s12650-018-0523-1 | Journal of Visualization | 2895864597 | [] | [
"85501290",
"201066818"
] | false | true | false | https://api.semanticscholar.org/CorpusID:62879050 | null | null | null | null | null |
|||||
Space-Time Transfinite Interpolation of Volumetric Material Properties | 3,252,470 | The paper presents a novel technique based on extension of a general mathematical method of transfinite interpolation to solve an actual problem in the context of a heterogeneous volume modelling area. It deals with time-dependent changes to the volumetric material properties (material density, colour, and others) as a transformation of the volumetric material distributions in space-time accompanying geometric shape transformations such as metamorphosis. The main idea is to represent the geometry of both objects by scalar fields with distance properties, to establish in a higher-dimensional space a time gap during which the geometric transformation takes place, and to use these scalar fields to apply the new space-time transfinite interpolation to volumetric material attributes within this time gap. The proposed solution is analytical in its nature, does not require heavy numerical computations and can be used in real-time applications. Applications of this technique also include texturing and displacement mapping of time-variant surfaces, and parametric design of volumetric microstructures. | [
{
"first": "Mathieu",
"middle": [],
"last": "Sanchez",
"suffix": ""
},
{
"first": "Oleg",
"middle": [],
"last": "Fryazinov",
"suffix": ""
},
{
"first": "Valery",
"middle": [],
"last": "Adzhiev",
"suffix": ""
},
{
"first": "Peter",
"middle": [],
"last": "Comninos",
"suffix": ""
},
{
"first": "Alexander",
"middle": [],
"last": "Pasko",
"suffix": ""
}
] | 2,015 | 10.1109/TVCG.2014.2356196 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 1970623778 | [
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Extracting Independent Local Oscillatory Geophysical Signals by Geodetic Tropospheric Delay | 52,023,254 | Zenith Tropospheric Delay (ZTD) due to water vapor derived from space geodetic techniques and numerical weather prediction simulated-reanalysis data exhibits non-linear and non-stationary properties akin to those in the crucial geophysical signals of interest to the research community. These time series, once decomposed into additive (and stochastic) components, have information about the long term global change (the trend) and other interpretable (quasi-) periodic components such as seasonal cycles and noise. Such stochastic component(s) could be a function that exhibits at most one extremum within a data span or a monotonic function within a certain temporal span. In this contribution, we examine the use of the combined Ensemble Empirical Mode Decomposition (EEMD) and Independent Component Analysis (ICA): the EEMD-ICA algorithm to extract the independent local oscillatory stochastic components in the tropospheric delay derived from the European Centre for Medium-Range Weather Forecasts (ECMWF) over six geodetic sites (HartRAO, Hobart26, Wettzell, Gilcreek, Westford, and Tsukub32). The proposed methodology allows independent geophysical processes to be extracted and assessed. Analysis of the quality index of the Independent Components (ICs) derived for each cluster of local oscillatory components (also called the Intrinsic Mode Functions (IMFs)) for all the geodetic stations considered in the study demonstrate that they are strongly site dependent. Such strong dependency seems to suggest that the localized geophysical signals embedded in the ZTD over the geodetic sites are not correlated. Further, from the viewpoint of non-linear dynamical systems, four geophysical signals the Quasi-Biennial Oscillation (QBO) index derived from the NCEP/NCAR reanalysis, the Southern Oscillation Index (SOI) anomaly from NCEP, the SIDC monthly Sun Spot Number (SSN), and the Length of Day (LoD) are linked to the extracted signal components from ZTD. Results from the synchronization analysis show that ZTD and the geophysical signals exhibit (albeit subtle) site dependent phase synchronization index. | [
{
"first": "O.",
"middle": [
"J."
],
"last": "Botai",
"suffix": ""
},
{
"first": "Ludwig",
"middle": [],
"last": "Combrinck",
"suffix": ""
},
{
"first": "V.",
"middle": [],
"last": "Sivakumar",
"suffix": ""
},
{
"first": "C.",
"middle": [
"J."
],
"last": "Rautenbach",
"suffix": ""
},
{
"first": "Harald",
"middle": [],
"last": "Schuh",
"suffix": ""
},
{
"first": "Johannes",
"middle": [],
"last": "Böhm",
"suffix": ""
}
] | 2,010 | Information Visualization | 2189531109 | [
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CityCraft: 3D virtual city creation from a single image | 159,041,904 | This paper introduces a method to generate a three-dimensional (3D) virtual model of an imaginary city from a single street-view image to represent the appearance of the city in a given input photograph. The proposed approach differs from reconstruction approaches, which generate a city model by guessing the city name from the input photograph. In contrast, we use machine learning to identify where to generate the city, what to allocate in the city, and how to arrange the components. We employ generative adversarial networks and convolutional neural networks to create a terrain map and identify the components and styles that represent the virtual city appearance. We demonstrate that our system creates 3D virtual cities that are visually similar in terms of plausibility and naturalness to actual cities corresponding to input photographs from around the world. To the best of our knowledge, this is the first work to generate a city model including all general city components, including streets, buildings, and vegetation, to match the style of a single input image. | [
{
"first": "Suzi",
"middle": [],
"last": "Kim",
"suffix": ""
},
{
"first": "Dodam",
"middle": [],
"last": "Kim",
"suffix": ""
},
{
"first": "Sunghee",
"middle": [],
"last": "Choi",
"suffix": ""
}
] | 2,019 | 10.1007/s00371-019-01701-x | The Visual Computer | The Visual Computer | 2945110490 | [
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Intercultural Competence Game That Fosters Metacognitive Agility and Reflection | 39,313,329 | In this paper we describe the development of a multi-player computer game created to train the intercultural competence and metacognitive agility (self-awareness and self-regulated learning) of United States Army Special Forces team leaders. We describe a unique design that features a novel role for real-time, in-game peer performance assessment and feedback to encourage user reflection and self-explanation. We also discuss how the multiplayer game is successfully used in Special Forces intercultural communication education and offer user feedback results from a study conducted with 51 Special Forces officers. | [
{
"first": "Elaine",
"middle": [
"M."
],
"last": "Raybourn",
"suffix": ""
}
] | 2,009 | 10.1007/978-3-642-02774-1_65 | HCI | 1492978042 | [] | [
"35199762"
] | false | true | false | https://api.semanticscholar.org/CorpusID:39313329 | null | null | null | null | null |
|||||
The PDI facial animation system for ANTZ | 39,314,347 | [
{
"first": "Beth",
"middle": [],
"last": "Hofer",
"suffix": ""
}
] | 1,998 | 10.1145/280953.282470 | SIGGRAPH '98 | 2068049181 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:39314347 | 0 | 0 | 0 | 0 | 0 |
||||||
Study on the instruction method for plant operator | 39,317,976 | In this study, the characteristics of three training curriculums were compared from the viewpoint of the trainee's cognitive process. In the experiment, the nine participants set into three groups of three participants, and trained in each curriculum. In order to evaluate the trainee's cognitive behavior in identifying malfunctions, the concept of mental algorithm was used. As the results, the trainee's cognitive process for identifying malfunctions is estimated as a model. This model could reflect the contents of training curriculum regarding the trainee's cognitive process. | [
{
"first": "Daiji",
"middle": [],
"last": "Kobayashi",
"suffix": ""
},
{
"first": "Hiroaki",
"middle": [],
"last": "Murata",
"suffix": ""
},
{
"first": "Sakae",
"middle": [],
"last": "Yamamoto",
"suffix": ""
}
] | 2,007 | 10.1007/978-3-540-73331-7_36 | HCI | 1481452119 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:39317976 | null | null | null | null | null |
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