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Groovy graphics assignments: ray-traced transmission | 51,926,365 | This groovy graphics assignment introduces transmissive rays to a basic reflective ray tracer. The assignment is groovy because it introduces transparent objects, application of Snell's Law, and allows for testing of advanced variations (e.g., Schlick's approximation). | [
{
"first": "Andrew",
"middle": [
"T."
],
"last": "Duchowski",
"suffix": ""
}
] | 2,018 | 10.1145/3215641.3215651 | SIGGRAPH '18 | 2886408300 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:51926365 | null | null | null | null | null |
|||||
Visual analysis of frequent patterns in large time series | 24,918,057 | The detection of previously unknown, frequently occurring patterns in time series, often called motifs, has been recognized as an important task. To find these motifs, we use an advanced temporal data mining algorithm. Since our algorithm usually finds hundreds of motifs, we need to analyze and access the discovered motifs. For this purpose, we introduce three novel visual analytics methods: (1) motif layout, using colored rectangles for visualizing the occurrences and hierarchical relationships of motifs in a multivariate time series, (2) motif distortion, for enlarging or shrinking motifs as appropriate for easy analysis and (3) motif merging, to combine a number of identical adjacent motif instances without cluttering the display. We have applied and evaluated our methods using two real-world data sets: data center cooling and oil well production. | [
{
"first": "M.",
"middle": [
"C."
],
"last": "Hao",
"suffix": ""
},
{
"first": "M.",
"middle": [],
"last": "Marwah",
"suffix": ""
},
{
"first": "H.",
"middle": [],
"last": "Janetzko",
"suffix": ""
},
{
"first": "D.",
"middle": [
"A."
],
"last": "Keim",
"suffix": ""
},
{
"first": "U.",
"middle": [],
"last": "Dayal",
"suffix": ""
},
{
"first": "R.",
"middle": [],
"last": "Sharma",
"suffix": ""
},
{
"first": "D.",
"middle": [],
"last": "Patnaik",
"suffix": ""
},
{
"first": "N.",
"middle": [],
"last": "Ramakrishnan",
"suffix": ""
}
] | 2,010 | 10.1109/VAST.2010.5650766 | 2010 IEEE Symposium on Visual Analytics Science and Technology | 2010 IEEE Symposium on Visual Analytics Science and Technology | 2003933781 | [
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"209457050"
] | true | true | true | https://api.semanticscholar.org/CorpusID:24918057 | 0 | 0 | 0 | 1 | 0 |
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Characterization of Savonius Rotor Wake Using Image Processing Techniques | 62,356,554 | This paper analyzes the generation of the wake of a static Savonius wind machine for Re=4200 using chronophotographic flow visualization and digital image analysis of the pictures. This study is carried out by determining the evolution of the geometric parameters characterizing the wake, together with the streamfunction and vorticity distributions of the flow. | [
{
"first": "J.",
"middle": [],
"last": "Massons",
"suffix": ""
},
{
"first": "Jna.",
"middle": [],
"last": "Gavaldà",
"suffix": ""
},
{
"first": "J.",
"middle": [],
"last": "Escoda",
"suffix": ""
},
{
"first": "X.",
"middle": [],
"last": "Ruiz",
"suffix": ""
},
{
"first": "Francesc",
"middle": [],
"last": "Díaz",
"suffix": ""
}
] | 1,993 | 10.1007/978-94-011-2690-8_8 | Flow Visualization and Image Analysis | Flow Visualization and Image Analysis | 72400378 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:62356554 | null | null | null | null | null |
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Augmented Reality Interactive System to Support Space Planning Activities | 19,602,087 | The Space Planning (SP) is a process that allows making an environment more ergonomic, functional and aesthetically pleasing. The introduction of Computer Aided tools for this kind of practice led to an increase of the quality of the final result thanks to some versatile support used for the generation of different options to consider for the evaluation. In particular, those based on Augmented Reality (AR) technologies allow evaluating several options directly in a real room. In this paper, an AR system, developed with the aim of supporting Space Planning activities, is proposed. The system has been developed in order to overcome some problems related to the tracking in wide environments and to be usable in different typologies of Space Planning environments. The paper also presents a qualitative evaluation of the AR system in three different scenarios. The positive results obtained through these evaluation tests show the effectiveness and the suitability of the system in different Space Planning contexts. | [
{
"first": "Guido",
"middle": [
"Maria"
],
"last": "Re",
"suffix": ""
},
{
"first": "Giandomenico",
"middle": [],
"last": "Caruso",
"suffix": ""
},
{
"first": "Monica",
"middle": [],
"last": "Bordegoni",
"suffix": ""
}
] | 2,013 | 10.1007/978-3-642-39420-1_31 | HCI | 1852655633 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:19602087 | null | null | null | null | null |
|||||
Interactive rendering of large unstructured grids using dynamic level-of-detail | 2,812,952 | We describe a new dynamic level-of-detail (LOD) technique that allows real-time rendering of large tetrahedral meshes. Unlike approaches that require hierarchies of tetrahedra, our approach uses a subset of the faces that compose the mesh. No connectivity is used for these faces so our technique eliminates the need for topological information and hierarchical data structures. By operating on a simple set of triangular faces, our algorithm allows a robust and straightforward graphics hardware (GPU) implementation. Because the subset of faces processed can be constrained to arbitrary size, interactive rendering is possible for a wide range of data sets and hardware configurations. | [
{
"first": "S.P.",
"middle": [],
"last": "Callahan",
"suffix": ""
},
{
"first": "J.L.D.",
"middle": [],
"last": "Comba",
"suffix": ""
},
{
"first": "P.",
"middle": [],
"last": "Shirley",
"suffix": ""
},
{
"first": "C.T.",
"middle": [],
"last": "Silva",
"suffix": ""
}
] | 2,005 | 10.1109/VIS.2005.61 | VIS 05. IEEE Visualization, 2005. | VIS 05. IEEE Visualization, 2005. | 2115123363 | [
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Analysis of turbulent premixed flame structure using simultaneous PIV-OH PLIF | 36,093,450 | In the present study, we used a simultaneous PIV-OH PLIF measurement to acquire the strain rate and the chemical intensity and suggested a new combustion phase diagram. This simultaneous measurement was used to analyze the flame structure and to classify the combustion regimes of the opposed impinging jet combustor according to the change of the orifice diameters at the pre-chambers. The shear strain rates were obtained from the velocity measurement by PIV to represent flow characteristics and the OH radical intensities were obtained from OH PLIF to indicate the flame characteristics. When the strain rate and OH intensity at each point of the measurement zones are plotted at the strain rate-chemical intensity diagram, the distribution of each case showed the characteristics of each flame regime. The change of combustor condition made different distribution in the combustion phase diagram. As the orifice diameter of the pre-chamber decreases, well-mixed turbulent flames are produced and the combustion phase is moved from the moderated turbulence regime to the thickened reaction regime. | [
{
"first": "Y.",
"middle": [],
"last": "Cho",
"suffix": ""
},
{
"first": "J. -H.",
"middle": [],
"last": "Kim",
"suffix": ""
},
{
"first": "T",
"middle": [],
"last": "Cho",
"suffix": ""
},
{
"first": "I",
"middle": [],
"last": "Moon",
"suffix": ""
},
{
"first": "Y",
"middle": [],
"last": "Yoon",
"suffix": ""
},
{
"first": "C.",
"middle": [],
"last": "Lee",
"suffix": ""
}
] | 2,004 | 10.1007/BF03181484 | Journal of Visualization | 2057749048 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:36093450 | null | null | null | null | null |
|||||
Line Clipping by Managing Polygon Edges in Convex Polylines | 19,075,740 | Existing algorithms for clipping line segments against a concave polygon always need to compute all edges, resulting in a time complexity O(n) for computing intersection points, where n is the number of edges of the clipping polygon. This paper presents a new algorithm that first separates polygon edges into convex polylines and then clips lines against them, where a convex polyline is a sequence of edges that can form a convex polygon by themselves. As a result, the time complexity for computing intersection points is reduced, varying adaptively between O(log n) and O(n), and is lower than O(n) in most cases. To further improve clipping efficiency the new algorithm is combined with an axis-aligned BSP tree that is used to manage convex polylines for quickly finding convex polylines that might intersect the clipped lines. Examples show that the new algorithm can be several times faster than existing algorithms for line clipping. | [
{
"first": "Wencheng",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Chunjuan",
"middle": [],
"last": "Sun",
"suffix": ""
},
{
"first": "Jing",
"middle": [],
"last": "Li",
"suffix": ""
},
{
"first": "Enhua",
"middle": [],
"last": "Wu",
"suffix": ""
}
] | 2,008 | 10.1080/2151237X.2008.10129261 | J. Graphics Tools | J. Graphics Tools | 2051530794 | [] | [
"10282112"
] | false | true | false | https://api.semanticscholar.org/CorpusID:19075740 | null | null | null | null | null |
||||
Research of Star-sky Image Registration Method for Dim Target Detection | 204,176,303 | For the CCD serial star images,while the space target is moving,the background is still moving because the CCD flat is moving.The global movement of background stars and the local movement of the space target both exist in the star-sky images,which add difficulty to dim target detection.In order to detect dim space target with high efficiency,a star-sky image registration algorithm is put forward.First is the pretreatment,including radiation asymmetry rectification and stray-light rectification.Then,for each frame of image,centroids of the brightest stars are computed.The stars which can radiate in every frame are used as control points to compute the global motion parameters.Finally,the star-sky image is transformed into a form of star centroid coordinate matrix.And the background stars can be eliminated by using the global motion parameters.The algorithm omits image resampling and transformation steps,and thus saves abundant of computing time.The registration image can eliminate the background stars and the dim target can be easily detected from the registration images. | [
{
"first": "Zhang",
"middle": [],
"last": "Chunhua",
"suffix": ""
}
] | 2,010 | Journal of Image and Graphics | 2391398939 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:204176303 | null | null | null | null | null |
||||||
A Study on the Differences of Male Youth Physical Characteristics Between South China and Northwest China | 51,602,873 | Many countries have established their own type database corresponding to the their country human body, and will regularly measure the specific size of the human body size. In particular, the differences in eating habits, environment, climate and other reasons will lead to a certain difference between people in various regions in China, with a vast territory and a huge population. Therefore, it is particularly urgent to do a physical characteristic survey on young people (this only for male youth as a research object). | [
{
"first": "Jiahui",
"middle": [],
"last": "Xu",
"suffix": ""
},
{
"first": "Xiaoping",
"middle": [],
"last": "Hu",
"suffix": ""
}
] | 2,018 | 10.1007/978-3-319-91397-1_11 | HCI | 2806711971 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:51602873 | null | null | null | null | null |
|||||
SEE BEYOND: Enhancement – Strategies in Teaching Learning as a Stimulus to Creativity in Fashion Design | 51,602,927 | The creative capacity of the brain is a valuable aid to learning. Studies of the Neurosciences when applied to the area of teaching/learning, provide an understanding of the cognitive processes of the brain; the mapping and formation of images; human behaviour; and the support tools for teachers and students. This kind of assistance, to a great extent underpins the assimilation of information that is conveyed in the classroom and the consolidation of knowledge in the memory, so that it can be elicited by the students on future occasions. Against this background and based on the Neuroeducation’ studies, the SEE BEYOND method has been incorporated as a means of including sensorimotor stimuli in the progressive stages of the project and as a result, enlarging the methodological framework that is traditionally employed for higher education training courses in fashion design. This paper addresses the main results and benefits obtained from the application of this method to the ¨Enhancement¨ module. This module covers studies of shapes and volumes as well as colours and surface textile design. Its parameters were determined by the course taught to a group of students with visual impairment in the city of Sao Paulo (Brazil), in the period August–December 2015. | [
{
"first": "Geraldo",
"middle": [
"Coelho",
"Lima"
],
"last": "Júnior",
"suffix": ""
},
{
"first": "Rachel",
"middle": [],
"last": "Zuanon",
"suffix": ""
}
] | 2,018 | 10.1007/978-3-319-91397-1_24 | HCI | 2806887366 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:51602927 | null | null | null | null | null |
|||||
Prediction of Standing Ovation of TED Technology Talks | 51,603,478 | This research aims at the prediction of whether speeches of TED talk can cause audience standing ovation after the end of the talk. The phenomenon of audience standing ovation that we can see in TED talk is one of the objective evidence of the effect that speeches give to audience. We gathered TED talk data that we used as data to experiment the prediction. The methods of this present research consist of quantitative analysis according to speech content and machine learning technique by convolutional neural network. As a result, we achieved 77.11% accuracy and 0.63 F-measure from the prediction using TED talks of Technology topic. Our method used in this study is useful to predict occurrences of standing ovations, although improvement is necessary. Compared to other studies, our contribution, on the one hand, is that we focused on speech content as the effect of standing ovation. On the other hand, we incorporated quantitative analysis especially in terms of what features are effective to standing ovation and eventually apply those features to machine learning technique. | [
{
"first": "Shohei",
"middle": [],
"last": "Maeno",
"suffix": ""
},
{
"first": "Tetsuya",
"middle": [],
"last": "Maeshiro",
"suffix": ""
}
] | 2,018 | 10.1007/978-3-319-92043-6_53 | HCI | 2805107902 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:51603478 | null | null | null | null | null |
|||||
Enriching Mixed Reality Systems with Mobile Applications | 51,603,559 | Mixed reality systems immerse users into environments where reality is bridged with virtual worlds. The proliferation of augmented reality compatible devices constitutes a useful means to overcome application limitations. The research presented in this paper focuses on the enhancement of mixed reality environments using mobile applications by altering the virtual parts of mixed reality environments, enriching application functionality, promoting social interaction and facilitating user-generated storytelling authoring and narration. The presented ongoing work builds upon a green screen mixed reality application which can be used in combination with one or more augmented reality application instances, showcasing the benefits of employing mobile augmented reality applications to complement MR systems. | [
{
"first": "Giannis",
"middle": [],
"last": "Drossis",
"suffix": ""
},
{
"first": "Constantine",
"middle": [],
"last": "Stephanidis",
"suffix": ""
}
] | 2,018 | 10.1007/978-3-319-92279-9_32 | HCI | 2807583090 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:51603559 | null | null | null | null | null |
|||||
Driver Behavior at Simulated Railroad Crossings | 51,603,780 | Highway-rail grade crossing collisions and fatalities have been in decline for several decades, but a recent ‘plateau’ has spurred additional interest in novel safety research methods. With the support of Federal Railroad Administration (FRA), Michigan Tech researchers have performed a large-scale study that utilizes the SHRP2 Naturalistic Driving Study (NDS) data to analyze how various crossing warning devices affect driver behavior and to validate the driving simulation data. To this end, representative crossings from the NDS dataset were recreated in a driving simulator. This paper describes driver behavior at simulated rail crossings modeled after real world crossings included in the NDS dataset. Results suggest that drivers may not react properly to crossbucks and active warnings in the off position. Participants performed the safest behaviors in reaction to STOP signs. The majority of participants also reported an increase in vigilance and compliant behaviors after repeated exposure to RR crossings, which was supported by the results of a linear regression analysis. Participants used the presence of active RR warnings (in the off position) as a cue that there is no oncoming train and it is safe to cross without preparing to yield (operationalized as visually scanning for a train and active speed reduction). Drivers react the most appropriately to STOP signs, but it is unclear whether or not these behaviors would lead to a decrease in train-vehicle collisions. | [
{
"first": "Steven",
"middle": [],
"last": "Landry",
"suffix": ""
},
{
"first": "Yuguang",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Pasi",
"middle": [],
"last": "Lautala",
"suffix": ""
},
{
"first": "David",
"middle": [],
"last": "Nelson",
"suffix": ""
},
{
"first": "Myounghoon",
"middle": [],
"last": "Jeon",
"suffix": ""
}
] | 2,018 | 10.1007/978-3-319-91397-1_49 | HCI | 2806185302 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:51603780 | null | null | null | null | null |
|||||
Monitor System for Remotely Small Vessel Navigating | 51,604,235 | In this research, we examine the necessary information for remotely vessel navigating and the display system for the mariner in a re-mote place. We also conduct experiments using small vessels. In remotely vessel navigating, it is important to send all information on the hull and vessel around to vessel operator at a remote location with the lowest possible delay. Since river traffic is being researched, it is targeted for remote ship navigating of small vessels in urban rivers. In this research, we examined the monitor for the ship operator for remotely vessel navigating of small vessels, and conducted the remotely vessel navigating experiments. Although it is the minimum necessary function for remotely vessel navigating, it’s possible to navigate. It is necessary to show a lot of information to the operator for safe navigation, such as distance to distant vessels, obstacles, weather, oceanic conditions etc. and consider to avoid data traffic. | [
{
"first": "Masaki",
"middle": [],
"last": "Kondo",
"suffix": ""
},
{
"first": "Ruri",
"middle": [],
"last": "Shoji",
"suffix": ""
},
{
"first": "Koichi",
"middle": [],
"last": "Miyake",
"suffix": ""
},
{
"first": "Tadasuke",
"middle": [],
"last": "Furuya",
"suffix": ""
},
{
"first": "Kohta",
"middle": [],
"last": "Ohshima",
"suffix": ""
},
{
"first": "Etsuro",
"middle": [],
"last": "Shimizu",
"suffix": ""
},
{
"first": "Masaaki",
"middle": [],
"last": "Inaishi",
"suffix": ""
},
{
"first": "Masaki",
"middle": [],
"last": "Nakagawa",
"suffix": ""
}
] | 2,018 | 10.1007/978-3-319-92046-7_35 | HCI | 2806979983 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:51604235 | null | null | null | null | null |
|||||
The Application of Augmented Reality Technology in Digital Display for Intangible Cultural Heritage: The Case of Cantonese Furniture | 51,604,750 | The purpose of research on innovative applications of Augmented Reality technology in digital display for intangible cultural heritage is to promote the way to display and disseminate for collections. We explored the relationship between AR technology and digital display, and then the model of digital display for intangible cultural heritage is designed, and the current status was analyzed. This paper examines how to build a model of a digital display with the example of Cantonese furniture that embodies and reflect history, society, culture, technology, function, and style requirements of different content. Finally, the most important, it is how to practice in actual program combined with AR technology. The conclusion is to provide a reference to disseminate the cultural soft power and to construct digital public service platform through a study on innovative applications of AR technology. | [
{
"first": "Xing",
"middle": [],
"last": "Xie",
"suffix": ""
},
{
"first": "Xiaoying",
"middle": [],
"last": "Tang",
"suffix": ""
}
] | 2,018 | 10.1007/978-3-319-91244-8_27 | HCI | 2806252226 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:51604750 | null | null | null | null | null |
|||||
Variation in Pupil Diameter by Day and Time of Day | 51,607,347 | Over 60 years of prior work has shown that an individual’s pupil diameter increases as the cognitive demands of a task increase. Recent work has also shown that resting pupil size is significantly correlated with an individual’s working memory capacity, suggesting that between subjects variation in pupil size is important. Given the importance of both within and between variations in pupil size, the present study sought to examine the reliability of pupil diameter measurements across multiple days. A longitudinal, within subjects design was used to study pupil diameter to determine if it is possible to find stable estimates of pupil diameter across several days and across time of day. This study collected pupil data using a low-cost Gazepoint GP3 HD desktop eye tracking system. Seven participants engaged in a resting luminance change task twice per day for a total of 10 days. The participants sat in a completely dark room for two minutes prior to the start of the experiment to allow their eyes to acclimate to the darkness. They then performed the resting luminance change task, as well as two other tasks omitted from analysis. This paper presents an analysis demonstrating that there are stable estimates of pupil diameter across days, as well as across time of day. These results suggest that pupil diameter is a reliable measure within individuals. The ability to reliably capture pupil diameter using low-cost eye trackers suggests that these new low cost systems may be incorporated into a broader range of cognitive research. | [
{
"first": "Shannon",
"middle": [
"R."
],
"last": "Flynn",
"suffix": ""
},
{
"first": "Jacob",
"middle": [],
"last": "Quartuccio",
"suffix": ""
},
{
"first": "Ciara",
"middle": [],
"last": "Sibley",
"suffix": ""
},
{
"first": "Joseph",
"middle": [
"T."
],
"last": "Coyne",
"suffix": ""
}
] | 2,018 | 10.1007/978-3-319-91122-9_25 | HCI | 2806355376 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:51607347 | null | null | null | null | null |
|||||
A New Japanese Input Method for Virtual Reality Applications | 51,607,604 | In recent years, virtual reality is becoming popular with the advent of PlayStation VR and mobile VR. However, due to the restrictions of the hardware, it is difficult to reproduce the same thing in the virtual space, as it is in the reality. One of the typical examples is the character input. It is extremely difficult to reproduce convenience and speed equivalent to traditional used input methods such as personal computer keyboard input or smartphone flick input, in the virtual space. Therefore, in this study, we aim to propose a new character input method, focusing on typing Japanese characters, which has an input speed at a certain level, is touch-typable, and requires no controller in a user’s hands. The proposed approach uses Leap Motion as an input device. By tracking the movements of the finger of a user, the user selects a pair of a consonant and a vowel with two bending and stretching movements, which makes a Japanese letter. From a preliminary experiment, our method achieved the input speed of 42.1 Characters per Minute. In addition, this paper discusses the duration of the practice needed to use this method. | [
{
"first": "Kosuke",
"middle": [],
"last": "Komiya",
"suffix": ""
},
{
"first": "Tatsuo",
"middle": [],
"last": "Nakajima",
"suffix": ""
}
] | 2,018 | 10.1007/978-3-319-91250-9_4 | HCI | 2805371026 | [] | [
"67876496"
] | false | true | false | https://api.semanticscholar.org/CorpusID:51607604 | null | null | null | null | null |
|||||
Design and Evaluation of MagnetViz—A Graph Visualization Tool | 17,377,755 | MagnetViz was designed for the interactive manipulation of force-directed graph layouts, allowing the user to obtain visualizations based on the graph topology and/or the attributes of its nodes and edges. The user can introduce virtual magnets anywhere in the graph and these can be set to attract nodes and edges that fulfill user-defined criteria. When a magnet is placed, the force-directed nature of the layout forces it to reorganize itself in order to reflect the changes in the balance of forces, consequently changing the visualization into one that is more semantically relevant to the user. This paper describes MagnetViz's concepts, illustrating them with examples and a case study based on a usage scenario. We also describe how the MagnetViz has evolved since its original version and present the evaluation of its latest version. This evaluation consists of two user studies aiming at assessing generated layout quality and how well the concepts can be apprehended and employed, and a task taxonomy assessment focusing on establishing which graph visualization tasks the technique is able to handle. | [
{
"first": "A.",
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"S."
],
"last": "Spritzer",
"suffix": ""
},
{
"first": "Carla",
"middle": [
"M."
],
"last": "Dal Sasso Freitas",
"suffix": ""
}
] | 2,012 | 10.1109/TVCG.2011.106 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 2370030393,2084864069 | [
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SeaMaster: an ROV-manipulator system simulator | 35,890,943 | In the absence of fully autonomous robots, manipulators operated by a person at a distance are used to carry out tasks in remote and/or hostile environments. SeaMaster software upgrades the human-machine interface of telemanipulators by letting operators control the actual and simulated manipulators either separately or simultaneously. It includes a data-driven control mode. In contrast to direct teleoperation, where the operator directly controls the telemanipulator and uses only video displays for feedback, the computer offers a means of automatically generating joint commands and uncoupling undesired motions of the ROV. The paper describes how the SeaMaster project achieved these goals through computer simulation. The simulator was designed to study the complex motions of an underwater remotely operated vehicle-manipulator system. > | [
{
"first": "E.",
"middle": [
"I."
],
"last": "Agba",
"suffix": ""
}
] | 1,995 | 10.1109/38.364959 | IEEE Computer Graphics and Applications | IEEE Computer Graphics and Applications | 2121548803 | [] | [
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gCubik: real-time integral image rendering for a cubic 3D display | 14,294,826 | gCubik provides a 3D visual experience, which is interactive and group-shared, by using a graspable cubic display. Users are presented with color, stereo and full motion parallax 3D scenes, viewable from any direction, without the need of special glasses. Newly designed wide field of view integral photography(IP) lens array are employed on each face of the display for its autostereoscopic effect. In our demonstration, real-time rendering of the IP images allows users to interactively manipulate the 3D objects in the scene via simple finger gestures. | [
{
"first": "Roberto",
"middle": [],
"last": "Lopez-Gulliver",
"suffix": ""
},
{
"first": "Shunsuke",
"middle": [],
"last": "Yoshida",
"suffix": ""
},
{
"first": "Sumio",
"middle": [],
"last": "Yano",
"suffix": ""
},
{
"first": "Naomi",
"middle": [],
"last": "Inoue",
"suffix": ""
}
] | 2,009 | 10.1145/1597956.1597967 | SIGGRAPH '09 | 2069470257 | [
"14311070"
] | [
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|||||
Benefits of subliminal feedback loops in human-computer interaction | 2,911,665 | A lot of efforts have been directed to enriching human-computer interaction to make the user experiencemore pleasing or efficient. In this paper, we briefly present work in the fields of subliminal perception and affective computing, before we outline a new approach to add analog communication channels to the human-computer interaction experience. In this approach, in addition to symbolic predefined mappings of input to output, a subliminal feedback loop is used that provides feedback in evolutionary subliminal steps. In two studies involving concentration-intensive games, we investigated the impact of this approach. In a first study evolutionary feedback loops adjusted the user interface of a memory game whereas in the second study the lighting of the test room was adjusted dynamically. The results show that in settings with an evolutionary feedback loop test participants were able to reach significantly higher scores compared to the static counterparts. Finally, we discuss the impact that such subliminally working applications might have on the user's acceptance. | [
{
"first": "Walter",
"middle": [],
"last": "Ritter",
"suffix": ""
}
] | 2,011 | 10.1155/2011/346492 | Adv. Human-Computer Interaction | Adv. Human-Computer Interaction | 1980931833 | [
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Real Time Simulation and Visualization of NC Milling Processes for Inhomogeneous Materials on Low-End Graphics Hardware | 2,919,727 | [
{
"first": "Andreas",
"middle": [],
"last": "König",
"suffix": ""
},
{
"first": "Eduard",
"middle": [],
"last": "Gröller",
"suffix": ""
}
] | 1,998 | 10.1109/CGI.1998.694284 | Computer Graphics International | [
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"17490585",
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|||||||
Fast and Exact Fiber Surfaces for Tetrahedral Meshes | 24,772,036 | Isosurfaces are fundamental geometrical objects for the analysis and visualization of volumetric scalar fields. Recent work has generalized them to bivariate volumetric fields with fiber surfaces, the pre-image of polygons in range space. However, the existing algorithm for their computation is approximate, and is limited to closed polygons. Moreover, its runtime performance does not allow instantaneous updates of the fiber surfaces upon user edits of the polygons. Overall, these limitations prevent a reliable and interactive exploration of the space of fiber surfaces. This paper introduces the first algorithm for the exact computation of fiber surfaces in tetrahedral meshes. It assumes no restriction on the topology of the input polygon, handles degenerate cases and better captures sharp features induced by polygon bends. The algorithm also allows visualization of individual fibers on the output surface, better illustrating their relationship with data features in range space. To enable truly interactive exploration sessions, we further improve the runtime performance of this algorithm. In particular, we show that it is trivially parallelizable and that it scales nearly linearly with the number of cores. Further, we study acceleration data-structures both in geometrical domain and range space and we show how to generalize interval trees used in isosurface extraction to fiber surface extraction. Experiments demonstrate the superiority of our algorithm over previous work, both in terms of accuracy and running time, with up to two orders of magnitude speedups. This improvement enables interactive edits of range polygons with instantaneous updates of the fiber surface for exploration purpose. A VTK-based reference implementation is provided as additional material to reproduce our results. | [
{
"first": "Pavol",
"middle": [],
"last": "Klacansky",
"suffix": ""
},
{
"first": "Julien",
"middle": [],
"last": "Tierny",
"suffix": ""
},
{
"first": "Hamish",
"middle": [],
"last": "Carr",
"suffix": ""
},
{
"first": "Zhao",
"middle": [],
"last": "Geng",
"suffix": ""
}
] | 2,017 | 10.1109/TVCG.2016.2570215 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 2400697183 | [
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Comparison between nuclear chromatin patterns of digitalized images of cells of the mammalian testicular and renal tissues: An imaging segmentation study | 19,496,515 | Abstract Testicular and renal tissue, obtained from adult cattle, pigs, rats, and human was processed by image digital segmentation and pixel texture analytical techniques for comparative evaluation of nuclear chromatin pattern of testicular primary spermatocytes and renal glomerular endothelial cells. The post mortem performed for the animals and the human subject were for reasons not related with either testicular or renal conditions. The objective was to establish a benchmark for identification of rapidly multiplying cells in images of sections of normal, as well as abnormal mammalian tissue. Based on the observed morphological and texture pattern of the nuclear chromatin of the testicular primary spermatocytes, it was determined that the renal glomerular endothelial cells exhibit similar nuclear chromatin morphology consistent with an ongoing rapid multiplication process. The nuclear chromatin of both cell types manifest identical mitotic figures which are strongly indicative of cellular proliferation. | [
{
"first": "Godwin",
"middle": [
"N."
],
"last": "Isitor",
"suffix": ""
},
{
"first": "Ramona",
"middle": [],
"last": "Thorne",
"suffix": ""
}
] | 2,007 | 10.1016/j.compmedimag.2006.10.005 | 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 | 2082655227 | [] | [
"16413215"
] | false | true | false | https://api.semanticscholar.org/CorpusID:19496515 | null | null | null | null | null |
||||
Living Lab Concept Validation Experiment to Experience COOLTURA in the Cité Des Science et de L’Industrie | 41,380,402 | Culture is everywhere; it is part of all citizens, of our past, our roots, our present and key asset for our future. Technology is a good driver to present and allow access to cultural heritage. Within the European FP7 project eCultValue an open call was launched which allowed the IUL-LUTIN Living Lab to make an experiment using COOLTURA, outcome from the also European FP7 project TAG CLOUD, in the Cite des Sciences et de l’Industrie (CSI) of Paris (France). This paper presents such experiment as well as the interesting results extracted from the participants’ feedback. | [
{
"first": "Silvia",
"middle": [
"de",
"los"
],
"last": "Ríos",
"suffix": ""
},
{
"first": "Maria",
"middle": [
"Fernanda"
],
"last": "Cabrera-Umpierrez",
"suffix": ""
},
{
"first": "Maria",
"middle": [
"Teresa"
],
"last": "Arredondo",
"suffix": ""
},
{
"first": "Miguel",
"middle": [],
"last": "Páramo",
"suffix": ""
},
{
"first": "Charles",
"middle": [],
"last": "Tijus",
"suffix": ""
},
{
"first": "Elhadi",
"middle": [],
"last": "Djebbari",
"suffix": ""
},
{
"first": "Federico",
"middle": [],
"last": "Mussano",
"suffix": ""
},
{
"first": "Roberto",
"middle": [],
"last": "Santoro",
"suffix": ""
}
] | 2,015 | 10.1007/978-3-319-20687-5_5 | HCI | 1016546579 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:41380402 | null | null | null | null | null |
|||||
DreamWorks fabric shading model: from artist friendly to physically plausible | 41,381,557 | Since Shrek 2, DreamWorks artists have used the fabric model developed by [Glumac and Doepp 2004] extensively on cloth material shading. Even after we developed the physically based microcylinderical cloth model by [Sadeghi et al. 2013], they continued to prefer the intuitive control of the DreamWorks fabric shading model, which is also a cyindrical shading model, with easy to use artistic controls for highlights, and highlight directions. | [
{
"first": "Priyamvad",
"middle": [],
"last": "Deshmukh",
"suffix": ""
},
{
"first": "Feng",
"middle": [],
"last": "Xie",
"suffix": ""
},
{
"first": "Eric",
"middle": [],
"last": "Tabellion",
"suffix": ""
}
] | 2,017 | 10.1145/3084363.3085024 | SIGGRAPH '17 | 2742045278 | [
"7221660",
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A visual language for XML | 16,172,321 | XML is becoming one of the most influential standards concerning data exchange and Web presentations. The article presents a visual language for querying and transforming XML data. The language is based on a visual document metaphor and the notion of document patterns. It combines an intuitive, dynamic form based interface for defining queries and transformation rules with powerful pattern matching capabilities and offers thus a highly expressive yet easy to use visual language. Providing visual language support for XML not only helps end users, it is also a big opportunity for the VL community to receive greater attention. | [
{
"first": "M.",
"middle": [],
"last": "Erwig",
"suffix": ""
}
] | 2,000 | 10.1109/VL.2000.874349 | Proceeding 2000 IEEE International Symposium on Visual Languages | Proceeding 2000 IEEE International Symposium on Visual Languages | 2140442461 | [
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Setting the scene: Scaffolding stories to benefit middle school students learning to program | 16,179,913 | Research suggests that storytelling can motivate middle school students to explore computer programming. However, difficulties finding and realizing story ideas can decrease time actually spent on programming. In this paper, we present guidelines for constructing story scenes that reliably inspire ideas for novice programmers creating stories. To evaluate the impact of pre-built scenes with strategic design constraints on early programming behavior and attitudes, we conducted a between-subjects study comparing participants who used pre-built scenes and participants who crafted their own scenes. The results suggest that story starter scenes enable novice users to explore programming in the environment sooner, allow users to add and modify significantly more novel programming constructs during the length of the study, and maintain motivation for learning to program via storytelling. | [
{
"first": "Jordana",
"middle": [],
"last": "Kerr",
"suffix": ""
},
{
"first": "Mary",
"middle": [],
"last": "Chou",
"suffix": ""
},
{
"first": "Reilly",
"middle": [],
"last": "Ellis",
"suffix": ""
},
{
"first": "Caitlin",
"middle": [],
"last": "Kelleher",
"suffix": ""
}
] | 2,013 | 10.1109/VLHCC.2013.6645250 | 2013 IEEE Symposium on Visual Languages and Human Centric Computing | 2013 IEEE Symposium on Visual Languages and Human Centric Computing | 2054010367 | [
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Advanced 4-dimensional cone-beam computed tomography reconstruction by combining motion estimation, motion-compensated reconstruction, biomechanical modeling and deep learning | 209,325,702 | 4-Dimensional cone-beam computed tomography (4D-CBCT) offers several key advantages over conventional 3D-CBCT in moving target localization/delineation, structure de-blurring, target motion tracking, treatment dose accumulation and adaptive radiation therapy. However, the use of the 4D-CBCT in current radiation therapy practices has been limited, mostly due to its sub-optimal image quality from limited angular sampling of cone-beam projections. In this study, we summarized the recent developments of 4D-CBCT reconstruction techniques for image quality improvement, and introduced our developments of a new 4D-CBCT reconstruction technique which features simultaneous motion estimation and image reconstruction (SMEIR). Based on the original SMEIR scheme, biomechanical modeling-guided SMEIR (SMEIR-Bio) was introduced to further improve the reconstruction accuracy of fine details in lung 4D-CBCTs. To improve the efficiency of reconstruction, we recently developed a U-net-based deformation-vector-field (DVF) optimization technique to leverage a population-based deep learning scheme to improve the accuracy of intra-lung DVFs (SMEIR-Unet), without explicit biomechanical modeling. Details of each of the SMEIR, SMEIR-Bio and SMEIR-Unet techniques were included in this study, along with the corresponding results comparing the reconstruction accuracy in terms of CBCT images and the DVFs. We also discussed the application prospects of the SMEIR-type techniques in image-guided radiation therapy and adaptive radiation therapy, and presented potential schemes on future developments to achieve faster and more accurate 4D-CBCT imaging. | [
{
"first": "You",
"middle": [],
"last": "Zhang",
"suffix": ""
},
{
"first": "Xiaokun",
"middle": [],
"last": "Huang",
"suffix": ""
},
{
"first": "Jing",
"middle": [],
"last": "Wang",
"suffix": ""
}
] | 2,019 | PMC7055574 | 10.1186/s42492-019-0033-6 | Visual Computing for Industry, Biomedicine and Art | Visual Computing for Industry, Biomedicine and Art | 2995534778 | [
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Video Tooning | 16,940,978 | We describe a system for transforming an input video into a highly abstracted, spatio-temporally coherent cartoon animation with a range of styles. To achieve this, we treat video as a space-time volume of image data. We have developed an anisotropic kernel mean shift technique to segment the video data into contiguous volumes. These provide a simple cartoon style in themselves, but more importantly provide the capability to semi-automatically rotoscope semantically meaningful regions.In our system, the user simply outlines objects on keyframes. A mean shift guided interpolation algorithm is then employed to create three dimensional semantic regions by interpolation between the keyframes, while maintaining smooth trajectories along the time dimension. These regions provide the basis for creating smooth two dimensional edge sheets and stroke sheets embedded within the spatio-temporal video volume. The regions, edge sheets, and stroke sheets are rendered by slicing them at particular times. A variety of styles of rendering are shown. The temporal coherence provided by the smoothed semantic regions and sheets results in a temporally consistent non-photorealistic appearance. | [
{
"first": "Jue",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Ying-Qing",
"middle": [],
"last": "Xu",
"suffix": ""
},
{
"first": "Heung-Yeung",
"middle": [],
"last": "Shum",
"suffix": ""
},
{
"first": "Michael",
"middle": [],
"last": "Cohen",
"suffix": ""
}
] | 2,004 | 10.1145/1015706.1015763 | SIGGRAPH 2004 | 2294312335 | [
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ML2VR: providing MATLAB users an easy transition to virtual reality and immersive interactivity | 16,947,364 | MATLAB is a popular computational system and programming environment that is used in numerous engineering and science programs in the United States. One feature of MATLAB is the capability to generate 3D visualizations, which can be used to visualize scientific data or even to simulate engineering models and processes. Unfortunately, MATLAB provides only limited interactivity for these visualizations. As a solution to this problem, we have developed a software system that easily integrates with MATLAB scripts to provide the capability to view visualizations and interact with them in virtual reality (VR) systems. We call this system “ML2VR” and expect it will introduce more users to VR by enabling a large population of MATLAB programmers to easily transition to immersive systems. We will describe the system architecture of ML2VR and report on a successful case study involving the use of ML2VR. | [
{
"first": "David",
"middle": [
"J."
],
"last": "Zielinski",
"suffix": ""
},
{
"first": "Ryan",
"middle": [
"P."
],
"last": "McMahan",
"suffix": ""
},
{
"first": "Wenjie",
"middle": [],
"last": "Lu",
"suffix": ""
},
{
"first": "Silvia",
"middle": [],
"last": "Ferrari",
"suffix": ""
}
] | 2,013 | 10.1109/VR.2013.6549374 | 2013 IEEE Virtual Reality (VR) | 2013 IEEE Virtual Reality (VR) | 2035227502 | [
"10204932",
"11451609",
"14636439"
] | [
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Augmented Image Sequence using Planar Homographiese. | 39,971,659 | [
{
"first": "J.",
"middle": [],
"last": "Kim",
"suffix": ""
},
{
"first": "B.",
"middle": [],
"last": "Jang",
"suffix": ""
},
{
"first": "D.",
"middle": [],
"last": "Kim",
"suffix": ""
},
{
"first": "C.",
"middle": [],
"last": "Hwang",
"suffix": ""
}
] | 2,003 | Computer Graphics and Imaging | 76052542 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:39971659 | null | null | null | null | null |
|||||||
Interactive image completion with perspective correction | 16,187,504 | We present an interactive system for fragment-based image completion which exploits information about the approximate 3D structure in a scene in order to estimate and apply perspective corrections when copying a source fragment to a target position. Even though implicit 3D information is used, the interaction is strictly 2D, which makes the user interface very simple and intuitive. We propose different interaction metaphors in our system for providing 3D information interactively. Our search and matching procedure is done in the Fourier domain, and hence it is very fast and it allows us to use large fragments and multiple source images with high resolution while still obtaining interactive response times. Our image completion technique also takes user-specified structure information into account where we generalize the concept of feature curves to arbitrary sets of feature pixels. We demonstrate our technique on a number of difficult completion tasks. | [
{
"first": "Darko",
"middle": [],
"last": "Pavić",
"suffix": ""
},
{
"first": "Volker",
"middle": [],
"last": "Schönefeld",
"suffix": ""
},
{
"first": "Leif",
"middle": [],
"last": "Kobbelt",
"suffix": ""
}
] | 2,006 | 10.1007/s00371-006-0050-2 | The Visual Computer | The Visual Computer | 2062618418 | [
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FLDA: Latent Dirichlet Allocation Based Unsteady Flow Analysis | 14,977,881 | In this paper, we present a novel feature extraction approach called FLDA for unsteady flow fields based on Latent Dirichlet allocation (LDA) model. Analogous to topic modeling in text analysis, in our approach, pathlines and features in a given flow field are defined as documents and words respectively. Flow topics are then extracted based on Latent Dirichlet allocation. Different from other feature extraction methods, our approach clusters pathlines with probabilistic assignment, and aggregates features to meaningful topics at the same time. We build a prototype system to support exploration of unsteady flow field with our proposed LDA-based method. Interactive techniques are also developed to explore the extracted topics and to gain insight from the data. We conduct case studies to demonstrate the effectiveness of our proposed approach. | [
{
"first": "Fan",
"middle": [],
"last": "Hong",
"suffix": ""
},
{
"first": "Chufan",
"middle": [],
"last": "Lai",
"suffix": ""
},
{
"first": "Hanqi",
"middle": [],
"last": "Guo",
"suffix": ""
},
{
"first": "Enya",
"middle": [],
"last": "Shen",
"suffix": ""
},
{
"first": "Xiaoru",
"middle": [],
"last": "Yuan",
"suffix": ""
},
{
"first": "Sikun",
"middle": [],
"last": "Li",
"suffix": ""
}
] | 2,014 | 10.1109/TVCG.2014.2346416 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 2023982588 | [
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Study on the Influence of Drivers’ Physiological Characteristics of Urban Bus Stop | 45,865,574 | Bus driver is the only operator of bus, and bus stop is a driving stage in which bus differs from other social vehicles. In this paper, bus driver’s physiological characteristics in the process of bus stop-and-go were studied which were analyzed by theoretical analysis, comparison and significant difference analysis to obtain the changes of drivers’ physiological and psychological characteristics and to provide the guide basis for drivers’ fatigue and driving safety analysis. The real vehicle test was designed and put into effect, and the bus drivers’ physical data were obtained by using physiological tester. Then the comparison analysis of bus drivers’ physiological data such as BSA and HRV between the real vehicle test and the natural state was carried out. The results showed that there were significant differences in the changes of BSA and HRV between the real vehicle test and the natural state. When the driver was under natural state the characterization parameters of BSA were merely fluctuating with time. The stable value of ECG, dz/dt and GSC was around 0.35 V, 0.3 Ω and 0.018 V respectively and changed very little. The characterization parameters of HRV changed little. Heart rate stabilized at 70 beats/min and breathing rate stabilized at 17.5 times/min; when the vehicle decelerated into station, driver’s ECG declined from 0.4 V to 0.25 V, and dz/dt increased from 0 Ω to 3.5 Ω, at the same time, heart rate rose to 98 beats/min, which had significantly fluctuations comparing with the natural state; when the vehicle stopped, driver’s ECG of the driver increased from 0.3 V to 0.5 V, the dz/dt declined from 0.5 Ω to 0.35 Ω, and the respiration rate also reduced to 14.7 times/min, which had significantly fluctuations comparing with the natural state; When the vehicle accelerated to bus stop, the dz/dt increased from 0.3 Ω to 0.41 Ω. The change threshold of GSC was 0.09 V, which was much higher than the stable value under natural state, and then GSC decreased to 0.17 V. | [
{
"first": "Fengyuan",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Xiaoting",
"middle": [],
"last": "Chen",
"suffix": ""
},
{
"first": "Gang",
"middle": [],
"last": "Sun",
"suffix": ""
},
{
"first": "Xing",
"middle": [],
"last": "Liang",
"suffix": ""
}
] | 2,017 | 10.1007/978-3-319-58750-9_37 | HCI | 2613748024 | [] | [
"52304372"
] | false | true | false | https://api.semanticscholar.org/CorpusID:45865574 | null | null | null | null | null |
|||||
Hemodynamic Modeling in a Stenosed Internal Carotid Artery | 15,121,077 | This paper deals with patient-specific blood flow modeling in a stenosed internal carotid artery (ICA). An ICA stenosis has an impact on hemodynamic behavior. It can hamper the brain irrigation and even cause a stroke. Our aim is to predict the blood flow behavior through computational fluid dynamic (CFD) study. The proposed approach realizes a hemodynamic modeling within a geometric carotid model build from a 3D computed tomography angiography image with blood considered as a Newtonian and incompressible fluid, and the wall as rigid. The blood flow modeling is based on the Navier-Stokes equation. A Womersley velocity profile is used as a boundary condition in the common carotid artery. Main results of this study are the following: (1) velocity is maximum in stenosis and minimum in the sinus, (2) pressure is negative on the most of carotid artery bifurcation unless the post-stenotic site. | [
{
"first": "Arij",
"middle": [],
"last": "Debbich",
"suffix": ""
},
{
"first": "Asma",
"middle": [],
"last": "Kerkni",
"suffix": ""
},
{
"first": "Asma",
"middle": [],
"last": "Ben Abdallah",
"suffix": ""
},
{
"first": "Randa",
"middle": [],
"last": "Salem",
"suffix": ""
},
{
"first": "Patrick",
"middle": [],
"last": "Clarysse",
"suffix": ""
},
{
"first": "Mohamed",
"middle": [
"Hedi"
],
"last": "Bedoui",
"suffix": ""
}
] | 2,016 | 10.1109/CGiV.2016.75 | 2016 13th International Conference on Computer Graphics, Imaging and Visualization (CGiV) | 2016 13th International Conference on Computer Graphics, Imaging and Visualization (CGiV) | 2370222218 | [
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Application of Fuzzy Evaluation Methods on Campus Security Awareness | 199,585,254 | Traditional safety evaluation methods, most of which rely on the experience of experts and managers to draw conclusions, lack of scientific. In this paper, the fuzzy comprehensive evaluation method is used to establish a campus security valuation index system. Firstly, the analytic hierarchy process is used to calculate the single factor evaluation decision matrix, and calculate the weight of each factor in different levels. Secondly, using fuzzy evaluation method, membership function, fuzzy operator and linguistic variables for security evaluation. Finally, we conclude that the school’s students, front-line teachers, and managers have a higher overall security awareness according to the evaluation of the maximum membership degree principle. Therefore, it is recommended that schools further strengthen students’ security awareness through security education lectures and other training lessons. | [
{
"first": "Shu",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Qiang",
"middle": [],
"last": "Qu",
"suffix": ""
},
{
"first": "Xue-bo",
"middle": [],
"last": "Chen",
"suffix": ""
}
] | 2,019 | 10.1007/978-3-030-25629-6_17 | Human Interaction and Emerging Technologies | Human Interaction and Emerging Technologies | 2963240152 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:199585254 | null | null | null | null | null |
||||
Multi-window System and the Working Memory | 46,415,371 | This paper deals with the issue of the working memory load in relation to the multi-window system and explains the reason why multiwindow and multi-monitor systems are better for the window operation in accordance to the structure and the function of the working memory. In the last part of this paper, a model revised from Card, Moran and Newell is proposed to explain the working memory load. | [
{
"first": "Ayako",
"middle": [],
"last": "Hashizume",
"suffix": ""
},
{
"first": "Masaaki",
"middle": [],
"last": "Kurosu",
"suffix": ""
},
{
"first": "Takao",
"middle": [],
"last": "Kaneko",
"suffix": ""
}
] | 2,007 | 10.1007/978-3-540-73331-7_32 | HCI | 1494854154 | [] | [
"55932554",
"111329277"
] | false | true | false | https://api.semanticscholar.org/CorpusID:46415371 | null | null | null | null | null |
|||||
Visualization of neutron scattering data using AVS | 8,439,511 | This case study is a result of a six weeks feasibility exercise, the aim of which was to explore the extent to which the existing visualisation software can be used for visualising ISIS Neutron Scattering Data.ISIS, situated at Rutherford Appleton Laboratory, is a world class experimental facility devoted to the use of pulsed neutrons and muons to investigate the microscopic structure and dynamics of all classes of condensed matter.The result of the feasibility study demonstrated the benefits of using visualisation in exploring material science data and it also proved that it is possible to satisfy most of the requirements ISIS researchers place on a software environment by using AVS and without writing any new code.The paper lists the problems encountered and where possible suggests solutions. | [
{
"first": "R.",
"middle": [],
"last": "Popovic",
"suffix": ""
}
] | 1,992 | 10.1109/VISUAL.1992.235180 | Proceedings Visualization '92 | Proceedings Visualization '92 | 2075262699 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:8439511 | null | null | null | null | null |
||||
Mixed Interaction Space — Expanding the Interaction Space with Mobile Devices | 3,959,660 | Mobile phones are mainly interacted with through buttons, thumbwheels or pens. However, mobile devices are not just terminals into a virtual world; they are objects in a physical world. The concept of Mixed Interaction Space (MIXIS) expands the interaction with mobile phone into the physical world [Hansen et al. 2005]. MIXIS uses the camera in mobile devices to track a fixed-point and thereby establishes a 3 dimensional interaction space wherein the position and rotation of the phone can be tracked. In this paper we demonstrate that MIXIS opens up for new flexible ways of interacting with mobile devices. We present a set of novel, flexible applications built with MIXIS and we show that MIXIS is a feasible way of interacting with mobile devices by evaluating a MIXIS application against a traditional mobile interface. Finally, we discuss some design issues with MIXIS. | [
{
"first": "Thomas",
"middle": [
"Riisgaard"
],
"last": "Hansen",
"suffix": ""
},
{
"first": "Eva",
"middle": [],
"last": "Eriksson",
"suffix": ""
},
{
"first": "Andreas",
"middle": [],
"last": "Lykke-Olesen",
"suffix": ""
}
] | 2,005 | 10.1007/1-84628-249-7_23 | BCS HCI | 2965742713,1490366191 | [] | [
"17007564",
"31664648",
"14585009",
"108033084",
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|||||
Multi-finger cursor techniques | 7,017,581 | The mouse cursor acts as a digital proxy for a finger on graphical displays. Our hands, however, have ten fingers and many degrees of freedom that we use to interact with the world. We posit that by creating graphical cursors that reflect more of the hand's physical properties, we can allow for richer and more fluid interaction. We demonstrate this idea with three new cursors that are controlled by the user's fingers using a multi-point touchpad. The first two techniques allow for simultaneous control of several properties of graphical objects, while the third technique makes several enhancements to object selection. | [
{
"first": "Tomer",
"middle": [],
"last": "Moscovich",
"suffix": ""
},
{
"first": "John",
"middle": [
"F."
],
"last": "Hughes",
"suffix": ""
}
] | 2,006 | 10.1145/1143079.1143081 | Graphics Interface | 1902352447 | [
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|||||
Usability Methods and Evaluation Criteria for Published Clinical Guidelines on the Web: A Systematic Literature Review | 41,787,678 | The usability evaluation of published clinical guidelines (GL) on the web is an important analytical tool. This evaluation helps to determine how presentation affects GL use; it identifies the user’s needs and assesses whether the user’s perceived success rate in finding an answer is reliable or not. Such information is of great value since an inaccurate perceived success rate could lead to potentially critical consequences. This paper explores literature focusing on the usability evaluation of GL web-sites. We examine the evaluation goal, criteria and methods that researchers considered in GL website evaluation. We found that although many researchers have concentrated on the evaluation of clinical decision support systems and their usability; a problem subsists. Evaluation of the usability of published GLs on the Web and the understanding of the users’ interaction is in its infancy. Building GL websites is not substantially different than building a highly functional website with high usability in general. However, there are particular factors such as clinicians’ time constraints and information overload that need to be considered in the design of a GL website and its evaluation. | [
{
"first": "Soudabeh",
"middle": [],
"last": "Khodambashi",
"suffix": ""
},
{
"first": "Øystein",
"middle": [],
"last": "Nytrø",
"suffix": ""
}
] | 2,017 | 10.1007/978-3-319-58750-9_7 | HCI | 2612713227 | [] | [
"214190252"
] | false | true | false | https://api.semanticscholar.org/CorpusID:41787678 | null | null | null | null | null |
|||||
A New Design Process for Viewer Participation in Interactive TV Program: Focused on the Interactive TV Game Show Hae-un-dae | 20,052,049 | It is no easy thing to insert viewer participation seamlessly within a narrative structure when planning interactive TV program, and moreover there are not any existing processes to solve such difficulty in practice. Thus, in this paper, we proposed a new design process to be suitable to map out viewer participation of interactive TV program and demonstrated the application of our design process to the development of the iTV game show Hae-un-dae. | [
{
"first": "Jeongbeom",
"middle": [],
"last": "Shin",
"suffix": ""
},
{
"first": "Hyunjung",
"middle": [],
"last": "Kim",
"suffix": ""
},
{
"first": "Jea",
"middle": [
"In"
],
"last": "Kim",
"suffix": ""
},
{
"first": "Bong",
"middle": [
"Gwan"
],
"last": "Jun",
"suffix": ""
},
{
"first": "Chung-Kon",
"middle": [],
"last": "Shi",
"suffix": ""
}
] | 2,014 | 10.1007/978-3-319-07626-3_72 | HCI | 2168295858 | [
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"62638021",
"2582238",
"24180706",
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] | [] | true | false | true | https://api.semanticscholar.org/CorpusID:20052049 | 0 | 0 | 0 | 1 | 0 |
|||||
Flight Searching --- A Comparison of Two User-Interface Design Strategies | 14,484,109 | The most usable user-interface is not necessarily the most popular. For example, the extent to which an interaction is based on graphics can depend highly on convention rather than usability. This study compares contemporary flight search applications in order to investigate whether a more extensive use of graphics can enhance usability. Two user-interfaces are compared: one follows the ideal principles of graphical user-interfaces and direct manipulation, while the second interface requires text to be entered with a keyboard. The results of the comparison indicate that even an early prototype of the graphics based alternative performed better than the typical formula based search application for several measurements of usability. | [
{
"first": "Antti",
"middle": [],
"last": "Pirhonen",
"suffix": ""
},
{
"first": "Niko",
"middle": [],
"last": "Kotilainen",
"suffix": ""
}
] | 2,009 | 10.1007/978-3-642-02580-8_20 | HCI | 1529826923 | [
"15680868",
"62687068",
"8765302",
"61856069",
"67088944",
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|||||
A flexible approach to 3D reconstruction from single images | 920,256 | [
{
"first": "Sabry",
"middle": [
"F."
],
"last": "El-Hakim",
"suffix": ""
}
] | 2,001 | SIGGRAPH ’01 Sketches and Applications | 97390833 | [
"2609415",
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] | true | true | true | https://api.semanticscholar.org/CorpusID:920256 | 0 | 0 | 0 | 1 | 0 |
|||||||
Hunting for necrosis in the shadows of intravascular ultrasound | 23,984,422 | Coronary artery disease leads to failure of coronary circulation secondary to accumulation of atherosclerotic plaques. In adjunction to primary imaging of such vascular plaques using coronary angiography or alternatively magnetic resonance imaging, intravascular ultrasound (IVUS) is used predominantly for diagnosis and reporting of their vulnerability. In addition to plaque burden estimation, necrosis detection is an important aspect in reporting of IVUS. Since necrotic regions generally appear as hypoechic, with speckle appearance in these regions resembling true shadows or severe signal dropout regions, it contributes to variability in diagnosis. This dilemma in clinical assessment of necrosis imaged with IVUS is addressed in this work. In our approach, fidelity of the backscattered ultrasonic signal received by the imaging transducer is initially estimated. This is followed by identification of true necrosis using statistical physics of ultrasonic backscattering. A random forest machine learning framework is used for the purpose of learning the parameter space defining ultrasonic backscattering distributions related to necrotic regions and discriminating it from non-necrotic shadows. Evidence of hunting down true necrosis in shadows of intravascular ultrasound is presented with ex vivo experiments along with cross-validation using ground truth obtained from histology. Nevertheless, in some rare cases necrosis is marginally over-estimated, primarily on account of non-reliable statistics estimation. This limitation is due to sparse spatial sampling between neighboring scan-lines at location far from the transducer. We suggest considering the geometrical location of detected necrosis together with estimated signal confidence during clinical decision making in view of such limitation. | [
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"first": "Debdoot",
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{
"first": "Athanasios",
"middle": [],
"last": "Karamalis",
"suffix": ""
},
{
"first": "Abouzar",
"middle": [],
"last": "Eslami",
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},
{
"first": "Peter",
"middle": [
"B."
],
"last": "Noël",
"suffix": ""
},
{
"first": "Renu",
"middle": [],
"last": "Virmani",
"suffix": ""
},
{
"first": "Masataka",
"middle": [],
"last": "Nakano",
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},
{
"first": "Jyotirmoy",
"middle": [],
"last": "Chatterjee",
"suffix": ""
},
{
"first": "Ajoy",
"middle": [
"Kumar"
],
"last": "Ray",
"suffix": ""
},
{
"first": "Andrew",
"middle": [
"F."
],
"last": "Laine",
"suffix": ""
},
{
"first": "Stephane",
"middle": [
"G."
],
"last": "Carlier",
"suffix": ""
},
{
"first": "Nassir",
"middle": [],
"last": "Navab",
"suffix": ""
},
{
"first": "Amin",
"middle": [],
"last": "Katouzian",
"suffix": ""
}
] | 2,014 | 10.1016/j.compmedimag.2013.08.002 | 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 | 2065508361 | [] | [
"189994786",
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"6890370",
"21311046"
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||||
Eurographics Conference on Visualization, EuroVis 2014 - State of the Art Reports, STARs, Swansea, UK, June 9-13, 2014 | 52,031,026 | [] | 2,014 | 10.2312/7749 | EuroVis | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:52031026 | null | null | null | null | null |
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Visual Analytics in Deep Learning: An Interrogative Survey for the Next Frontiers | 9,168,766 | Deep learning has recently seen rapid development and received significant attention due to its state-of-the-art performance on previously-thought hard problems. However, because of the internal complexity and nonlinear structure of deep neural networks, the underlying decision making processes for why these models are achieving such performance are challenging and sometimes mystifying to interpret. As deep learning spreads across domains, it is of paramount importance that we equip users of deep learning with tools for understanding when a model works correctly, when it fails, and ultimately how to improve its performance. Standardized toolkits for building neural networks have helped democratize deep learning; visual analytics systems have now been developed to support model explanation, interpretation, debugging, and improvement. We present a survey of the role of visual analytics in deep learning research, which highlights its short yet impactful history and thoroughly summarizes the state-of-the-art using a human-centered interrogative framework, focusing on the Five W's and How (Why, Who, What, How, When, and Where). We conclude by highlighting research directions and open research problems. This survey helps researchers and practitioners in both visual analytics and deep learning to quickly learn key aspects of this young and rapidly growing body of research, whose impact spans a diverse range of domains. | [
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{
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] | 2,018 | 1801.06889 | PMC6703958 | 10.1109/TVCG.2018.2843369 | IEEE transactions on visualization and computer graphics | IEEE transactions on visualization and computer graphics | 2963214037,2949293432,2784769278 | [
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Reflection space image based rendering | 1,642,996 | The present invention provides a method, system, and computer program product for reflection space image based rendering of an object at an interactive frame rate. A set of source radiance environment maps associated with a set of source viewing vectors are warped to create a destination radiance environment map associated with a destination viewing vector in a current frame. Blending and weighting operations can also be applied in creating the final destination radiance environment map. An object is then rendered with texture environment mapped from the destination radiance environment map. | [
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{
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] | 1,999 | 10.1145/311535.311553 | SIGGRAPH '99 | 2044886601 | [
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A Model to Store Coordination Mappings | 7,816,938 | Exploratory tasks supported by visualization are usually improved by Coordinated and Multiple Views (CMV) of the data under study. Several coordination techniques have been proposed in the literature, resulting in a diversity of tools to generate mappings among the multiple views. These mappings can be highly dynamic, and their history reveals the settings employed in the multiple exploratory tasks conducted in a discovery process. Several solutions have been proposed to help users to recover the steps performed in exploratory tasks, but little support is found for registering the multiple coordination mappings employed. This paper provides a contribution in this direction, proposing a model for storing and recovering such mappings. We believe such a facility is an important feature of CMV systems, so that users can recover and rerun the coordinations performed when exploring their data. We present details of the proposed model and show some potential applications. | [
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{
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"E."
],
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{
"first": "M.",
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],
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},
{
"first": "R.",
"middle": [],
"last": "Minghim",
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] | 2,012 | 10.1109/IV.2012.106 | 2012 16th International Conference on Information Visualisation | 2012 16th International Conference on Information Visualisation | 2074924608 | [
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Modeling the mighty maple | 3,340,145 | A method is presented for representing botanical trees, given three-dimensional points and connections. Limbs are modeled as generalized cylinders whose axes are space curves that interpolate the points. A free-form surface connects branching limbs. "Blobby" techniques are used to model the tree trunk as a series of non-circular cross sections. Bark is simulated with a bump map digitized from real world bark; leaves are textures mapped onto simple surfaces. | [
{
"first": "Jules",
"middle": [],
"last": "Bloomenthal",
"suffix": ""
}
] | 1,985 | 10.1145/325334.325249 | SIGGRAPH '85 | 2155196493 | [
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Users' (mis)conceptions of social applications | 11,966,960 | Many social network sites, such as Facebook and MySpace, feature social applications, applications and services written by third party developers that provide additional functionality linked to a user's profile. Current platforms allow these applications to consume much of a user's profile information, as well as the profile information of the user's friends. Researchers are proposing mechanisms to reduce the risks of this data sharing, yet these efforts need to be informed with an understanding of application use and impressions. This paper examines users' motivations, intentions, and concerns with using applications, as well as their perceptions of data sharing. Our results indicate that the social interaction driving application use is also leading to a lack of awareness of data sharing, its risks, and its implications. | [
{
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"suffix": ""
},
{
"first": "Heather",
"middle": [
"Richter"
],
"last": "Lipford",
"suffix": ""
}
] | 2,010 | Graphics Interface | 2251190077 | [
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Guest Editors' Introduction: Special Section on Virtual Reality | 62,635,261 | IN this special section, we are pleased to present extended versions of four outstanding papers that were originally presented at the IEEE Virtual Reality 2006 Conference (VR 2006). IEEE Virtual Reality is the premier international conference on all aspects of virtual, augmented, and mixed reality. The conference program at VR 2006 consisted of nine sessions on the following topics: perception, simulation and visualization, applications of VR, distributed and collaborative systems, evaluation and user studies, augmented reality, tracking and projection displays, 3D interaction, and haptic and olfactory displays. For this special section, the international program committee selected four excellent papers from the 28 accepted research papers. As always, the choice was difficult since many of the other papers were also excellent candidates. The first paper, by Sean D. Young, Bernard D. Adelstein, and Stephen R. Ellis, received the best paper award at the VR 2006 for its high relevance to the field of virtual reality and simulation. The authors asked the question, “Does taking a motion sickness questionnaire make you motion sick?” Surprisingly, their research indicates that the answer is “yes!” The paper demonstrates that the administration of the questionnaire itself makes the participant aware that the virtual environment may produce motion sickness. The study shows that reports of motion sickness after immersion are much greater when both pre and posttest questionnaires are given than when only a posttest questionnaire is used. Since pretest questionnaires cannot simply be dropped in most cases, the authors suggest a number of ways to reduce this effect and discuss the implications of their observations. Augmented reality (AR) systems, which combine realworld and virtual imagery, present a unique set of perceptual issues for the user. The paper by J. Edward Swan II, Adam Jones, Eric Kolstad, Mark A. Livingston, and Harvey S. Smallman addresses such a problem: the accuracy of depth judgments made by users of optical see-through AR displays. These displays allow users to view the physical world directly, while overlaying virtual objects on the real scene. In many applications, it is critical that the user perceives the virtual objects to be in the correct position relative to the real world, but differences in depth perception between the virtual and real imagery may prevent this. Moreover, measuring the accuracy of users’ depth judgments is not trivial. The authors review previous work and methods used to address this problem, and then present two experiments of their own. The experiments use a perceptual matching technique and a blind walking technique to measure depth judgments, and reveal some interesting and surprising results. An emerging area of research in the VR community focuses on virtual humans. In the past, virtual human research has mainly addressed technical issues—making the virtual characters realistic in appearance, movements, emotions, behaviors, etc. With many of these problems at least partially solved, however, researchers can now begin to evaluate the social aspects of virtual humans; that is, how real users interact with virtual characters. Andrew B. Raij, Kyle Johnsen, Robert F. Dickerson, Benjamin C. Lok, Marc S. Cohen, Margaret Duerson, Rebecca Rainer Pauly, Amy O. Stevens, Peggy Wagner, and D. Scott Lint present a paper along these lines, describing two studies in which medical students interacted with a simulated patient. The simulated patient was either a real person acting the part of a patient, or a virtual human playing this role. The studies show that while the interpersonal interactions with the virtual human were similar to interactions with the real human in many ways, there were also subtle differences in the participants’ nonverbal behavior and attitude toward the virtual human. Such studies are critical for improving our understanding of how to use virtual characters in real-world VR applications. Believable haptic interaction with complex virtual objects is still a challenging research topic. Michael Ortega, Stephane Redon, and Sabine Coquillart have generalized the god-object method to enable high quality haptic interaction with rigid bodies consisting of tens of thousands of triangles. They suggest separating the computation of the motion of the six-degree-of-freedom god-object from the computation of the force applied to the user. The constraintbased force felt by the user can be computed within a few microseconds, which is necessary for the tactile simulation of fine surface details. The force is computed using a novel constraint-based quasistatic approach, which allows the suppression of force artifacts typically found in previous methods. The update of the pose of the rigid god-object is performed within a few milliseconds, which allows visual display at appropriate frame rates. 420 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 13, NO. 3, MAY/JUNE 2007 | [
{
"first": "Bernd",
"middle": [],
"last": "Fröhlich",
"suffix": ""
},
{
"first": "Doug",
"middle": [
"A."
],
"last": "Bowman",
"suffix": ""
},
{
"first": "Hiroo",
"middle": [],
"last": "Iwata",
"suffix": ""
}
] | 2,007 | 10.1109/TVCG.2007.1043 | IEEE Transactions on Visualization and Computer Graphics | 2093820036 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:62635261 | null | null | null | null | null |
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Multiple conceptions of character-based interactive installations | 15,039,882 | This paper presents ways of approaching the design of successful character-based interactive installations. We rationalize our arguments within the context of both Disney's "illusion of life" and Daniel Dennett's "intentional stance". We present six perspectives from which intentional characters can be viewed: as interactors on a variety of time scales; as reciprocal interactors with each other, as entities exhibiting a dynamic expressive range, as creatures with life cycles; as a combination of allusions to existing media, and as a collection of well-balanced components. By conceptualizing characters in these ways, creators can generate installations that enable participants to read the desires, beliefs, and actions of the characters. This approach forms the basis of a successful character-based interactive installation. | [
{
"first": "B.",
"middle": [],
"last": "Blumberg",
"suffix": ""
},
{
"first": "B.",
"middle": [],
"last": "Tomlinson",
"suffix": ""
},
{
"first": "M.",
"middle": [],
"last": "Downie",
"suffix": ""
}
] | 2,001 | 10.1109/CGI.2001.934652 | Proceedings. Computer Graphics International 2001 | Proceedings. Computer Graphics International 2001 | 2133007313 | [
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Volume rendering for vector fields | 20,310,865 | The visualisation of vector fields usually proceeds via geometric forms, such as arrows or streamlines. This paper describes an effective method for volume rendering vector fields in which vectors are assigned colour using a perceptually based colour map. The method is capable of displaying vector fields sampled at voxel rates in three dimensions. This is in contrast to geometric methods that require much lower sampling densities. The approach described automatically colour codes the local field attributes, such as critical points, and enables their emphasis via data windowing techniques. Case studies using gravitational fields and computational fluid dynamics demonstrate the method. | [
{
"first": "Peter",
"middle": [],
"last": "Hall",
"suffix": ""
}
] | 2,005 | 10.1007/BF01901943 | The Visual Computer | The Visual Computer | 2080053973 | [
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Utilizing Secondary Input from Passive Brain-Computer Interfaces for Enhancing Human-Machine Interaction | 11,933,613 | A Brain-Computer Interface (BCI) directly translates patterns of brain activity to input for controlling a machine. The introduction of methods from statistical machine learning [1] to the field of brain-computer interfacing (BCI) had a deep impact on classification accuracy. It also minimized the effort needed to build up the skill of controlling a BCI system [2]. This enabled other fields of research to adapt methods from BCI research for their own purposes [3, 4]. Team PhyPA, the research group for physiological parameters of the chair for Human-Machine Systems (HMS) of the Technical University of Berlin, focuses on enabling new communication channels for HMS. Especially the use of passive BCIs (pBCI) [3, 4], not dependent on any intended action of the user, show a high potential for enhancing the interaction in HMS [5]. Additionally, as actual classification rates are still below the threshold for efficient primary control [6, 7] in HMS, we focus on establishing a secondary, BCI-based communication channel. This kind of interaction does not necessarily disturb the primary mode of interaction, providing a low usage cost and hence an efficient way of enhancement. We have designed several applications following this approach. Here we are going to present briefly the results from two studies, which show the capabilities arising from the use of passive and secondary BCI interaction. First, we show that a pBCI can be utilized to gain valuable information about HMSs, which are hard to detect by exogeneous factors. By mimicking a typical BCI interaction, we have been able to identify and isolate a factor inducing non-stationarities with a deep impact on the feature dynamics. The retained information can be utilized for automatically triggered classifier adaptation. And second, we show that pBCIs are indeed capable to enhance common HMS interaction outside the laboratory. With this, we would like to feed back our experiences made with the use of BCIs for HMS. We hope to povide new and useful information about brain dynamics which might be helpful for ongoing research in augmented cognition. | [
{
"first": "Thorsten",
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"O."
],
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{
"first": "Christian",
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"last": "Kothe",
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{
"first": "S.",
"middle": [],
"last": "Welke",
"suffix": ""
},
{
"first": "M.",
"middle": [],
"last": "Roetting",
"suffix": ""
}
] | 2,009 | 10.1007/978-3-642-02812-0_86 | HCI | 1535307796 | [] | [
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Bidirectional Adaptive √3-Subdivision | 11,934,236 | Starting with small, rough, and low-detailed base models, √3- subdivision is able to produce smooth and highly accurate models by adaptive subdivision. However, current smoothing methods are only unidirectional, i.e., a mesh can be smoothed locally, but it is not possible to adaptively coarsen the mesh again. As a consequence, for view-dependent display, a change of the viewing parameters requires a complete restart at the base level. In this paper, a framework for bidirectional adaptive subdivision is presented, which allows us to adapt the current triangulation in both directions locally, i.e., add detail where required and remove detail whenever possible. It operates on the current triangulation only, i.e., there is no need to restore any previous states. Our smoothing process allows us to keep a constant frame rate within every single step in the refinement loop. To avoid popping artifacts, inserted and removed vertices are "geomorphed." Basic key-frame animation support is provided by moving position... | [
{
"first": "Gerd",
"middle": [],
"last": "Sußner",
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},
{
"first": "Marc",
"middle": [],
"last": "Stamminger",
"suffix": ""
},
{
"first": "Günther",
"middle": [],
"last": "Greiner",
"suffix": ""
}
] | 2,007 | 10.1080/2151237X.2007.10129247 | J. Graphics Tools | J. Graphics Tools | 2034127335,197266582 | [] | [
"10282112"
] | false | true | false | https://api.semanticscholar.org/CorpusID:11934236 | null | null | null | null | null |
||||
A New Method of Region Based Image Segmentation Based on Cloud Model | 64,244,238 | The region based segmentation method has been attracting much attention in automatic or semi-automatic image segmentation research.This paper proposes a new region based segmentation method based on cloud model in order to take uncertainty into account in image segmentation.Firstly,cloud transform algorithm is given to determine the growing criteria,and then the region is transformed from quantitative pixel set to qualitative concept by backward cloud algorithm,finally cloud synthesis algorithm is realized to merge the two adjacent regions.Experiments show that the new method can extract target from background accurately,and more effectively than traditional image segmentation method. | [
{
"first": "Xu",
"middle": [],
"last": "Kai",
"suffix": ""
}
] | 2,010 | Journal of Image and Graphics | 2392242354 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:64244238 | null | null | null | null | null |
||||||
The hopeful future of high dynamic range imaging: invited paper | 17,982,874 | This paper offers an overview of the challenges and opportunities presented by high dynamic range (HDR) imaging. We examine the length of the imaging pipeline, from creation and storage through image editing and viewing, and discuss how each stage is affected by a move to HDR. | [
{
"first": "Greg",
"middle": [],
"last": "Ward",
"suffix": ""
}
] | 2,008 | 10.1145/1401132.1401171 | SIGGRAPH '08 | 2077985299 | [
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Tasks for Multivariate Network Analysis | 33,658,087 | In this chapter, we describe tasks that are typically encountered during visual multivariate network analysis. First, we present an overview of the entities and properties of multivariate networks and discuss a taxonomy for general visualization tasks. We next describe a framework for multivariate network tasks and show how these tasks can be composed of lower-level tasks of the general taxonomy. We also include several real-world examples of multivariate network tasks as illustrations. | [
{
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"Johannes"
],
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{
"first": "Helen",
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"C."
],
"last": "Purchase",
"suffix": ""
},
{
"first": "John",
"middle": [
"T."
],
"last": "Stasko",
"suffix": ""
}
] | 2,013 | 10.1007/978-3-319-06793-3_5 | Multivariate Network Visualization | 2126572159 | [] | [
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|||||
The Rotating Cube: Interactive Specification of Viewing for Volume Visualization | 58,364,444 | A part of the user interface of a volume visualization system is described. It provides the opportunity of the real-time interactive definition of viewing parameters for volume rendering. Viewing parameters in this case are the view point and cut planes through the volume data set. It uses an approach for the fast rendering of volume data which traditional computer graphics does not know and which is as fast as wire frame representations. | [
{
"first": "Martin",
"middle": [],
"last": "Frühauf",
"suffix": ""
},
{
"first": "Kennet",
"middle": [],
"last": "Karlsson",
"suffix": ""
}
] | 1,994 | 10.1007/978-3-642-77902-2_17 | Visualization in Scientific Computing | Visualization in Scientific Computing | 968451621 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:58364444 | 0 | 0 | 0 | 0 | 0 |
||||
Timeline Localization | 16,244,158 | The research findings provide evidence that time-oriented data visualizations can contribute to faster information processing, better understanding and improved recall. Thus, they are used in many application domains --- medicine, law enforcement, traffic and navigation control to name but a few. Simultaneously, human's time perception varies depending inter alia on culture, language, personal experience and situational factors. Although, the differences caused by the aforementioned aspects were acknowledged and addressed in the Human Computer Interaction HCI field for decades their impact on time-oriented data visualizations was largely neglected. ::: ::: To fill this gap, we investigate the influence of time spatializations organization of time along axes on the response time and accuracy of inferences based on time-oriented data visualizations. Moreover, we examine users' preferences toward different time arrangements. Our findings show that user-adapted organization of time along axes can speed up the decision-making process and increase the user experience. | [
{
"first": "Ilona",
"middle": [],
"last": "Nawrot",
"suffix": ""
},
{
"first": "Antoine",
"middle": [],
"last": "Doucet",
"suffix": ""
}
] | 2,014 | 10.1007/978-3-319-07233-3_56 | HCI | 2753930965,2913538612 | [
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|||||
Enhanced real-time stereo using bilateral filtering | 2,049,605 | In recent years, there have been significant strides in increasing quality of range from stereo using global techniques such as energy minimization. These methods cannot yet achieve real-time performance. However, the need to improve range quality for real-time applications persists. All real-time stereo implementations rely on a simple correlation step which employs some local similarity metric between the left and right image. Typically, the correlation takes place on an image pair modified in some way to compensate for photometric variations between the left and right cameras. Improvements and modifications to such algorithms tend to fall into one of two broad categories: those which address the correlation step itself (e.g., shiftable windows, adaptive windows) and those which address the preprocessing of input imagery (e.g. band-pass filtering, Rank, Census). Our efforts lie in the latter area. We present in this paper a modification of the standard band-pass filtering technique used by many SSD- and SAD-based correlation algorithms. By using the bilateral filter of Tomasi and Manduchi [(1998)], we minimize blurring at the filtering stage. We show that in conjunction with SAD correlation, our new method improves stereo quality at range discontinuities while maintaining real-time performance. | [
{
"first": "A.",
"middle": [],
"last": "Ansar",
"suffix": ""
},
{
"first": "A.",
"middle": [],
"last": "Castano",
"suffix": ""
},
{
"first": "L.",
"middle": [],
"last": "Matthies",
"suffix": ""
}
] | 2,004 | 10.1109/TDPVT.2004.1335273 | Proceedings. 2nd International Symposium on 3D Data Processing, Visualization and Transmission, 2004. 3DPVT 2004. | Proceedings. 2nd International Symposium on 3D Data Processing, Visualization and Transmission, 2004. 3DPVT 2004. | [
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|||||
Harbor Monitoring Technique using Omni-directional Camera | 181,115,898 | [
{
"first": "Hiroshi",
"middle": [],
"last": "YAMANOUCHl",
"suffix": ""
},
{
"first": "Motonobu",
"middle": [],
"last": "Imasato",
"suffix": ""
},
{
"first": "Nobuo",
"middle": [],
"last": "Kiriya",
"suffix": ""
}
] | 2,009 | 10.3154/jvs.29.367 | JOURNAL OF THE FLOW VISUALIZATION SOCIETY OF JAPAN | 2316386417 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:181115898 | null | null | null | null | null |
||||||
QR-code calibration for mobile augmented reality applications: linking a unique physical location to the digital world | 1,255,968 | Advancements in mobile technology have recently contributed to the surfacing of viable mobile augmented reality applications. Still, the main problem of mobile AR, as with all implementations of augmented reality, is the accurate and robust registration of the live camera feed and the digital contents (e.g. images, video, 3D models). So far, mobile AR applications make use of GPS and marker technology (fiducials) to solve this problem (e.g. Sekai Camera, Layar, AR-toolkit, Unifeye). The disadvantages are that, firstly, GPS can only guess the position of the device within a 5 to 10 meter radius, is subjected to weather changes, and does not work indoors. Secondly, although marker registration is very accurate, a marker has to be printed and visible by the camera in order to work. | [
{
"first": "Tsouknidas",
"middle": [],
"last": "Nikolaos",
"suffix": ""
},
{
"first": "Tomimatsu",
"middle": [],
"last": "Kiyoshi",
"suffix": ""
}
] | 2,010 | 10.1145/1836845.1836999 | SIGGRAPH '10 | 1485252369,2071759205 | [] | [
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|||||
A 3-D streamline tracking algorithm using dual stream functions | 12,281,235 | A new methodology has been developed for constructing streamlines and particle paths in numerically generated fluid velocity fields. A graphical technique is used to convert the discretely defined flow within a cell into one represented by two three-dimensional stream functions. Streamlines are calculated by tracking constant values of each stream function, a process which corresponds to finding the intersection of two stream surfaces. The tracking process is mass conservative and does not use a time stepping method for integration, thus eliminating a computationally intensive part of traditional tracking algorithms. The method can be applied generally to any three-dimensional compressible or incompressible steady flow. Results presented here compare the performance of the new method to the most commonly used scheme and show that calculation times can be reduced by an order of magnitude. | [
{
"first": "D.N.",
"middle": [],
"last": "Kenwright",
"suffix": ""
},
{
"first": "G.D.",
"middle": [],
"last": "Mallinson",
"suffix": ""
}
] | 1,992 | 10.1109/VISUAL.1992.235225 | Proceedings Visualization '92 | Proceedings Visualization '92 | 2129129667 | [] | [
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||||
Hand tracking with physiological constraints | 17,531,000 | Articulated hand tracking systems have been commonly used in virtual reality applications, including systems with human–computer interaction or interaction with game consoles; hand pose estimation has various other applications comprising sign language recognition and animation synthesis. The advanced technological achievements in motion capture over the last decade allow data acquisition with high accuracy and low cost. However, due to the high complexity of the human hand, it is still challenging to animate a hand model able to deal in details with the anatomical and physiological constraints of the hand. In this paper, we present a simple and efficient methodology for tracking and reconstructing 3D hand poses. Using an optical motion capture system, where markers are positioned at strategic points, we manage to acquire the movement of the hand and establish its orientation using a minimum number of markers. An Inverse Kinematics solver was then employed to control the postures of the hand, subject to physiological constraints that restrict the allowed movements to a feasible and natural set. The proposed methodology produces smooth and biomechanically correct movements, while the required processing time remains low, enabling an effective real-time hand motion tracking and reconstruction system. | [
{
"first": "Andreas",
"middle": [],
"last": "Aristidou",
"suffix": ""
}
] | 2,016 | 10.1007/s00371-016-1327-8 | The Visual Computer | The Visual Computer | 2531713581 | [
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Mobile Interfaces for Better Living: Supporting Awareness in a Smart Home Environment | 9,455,804 | This paper describes efforts toward creating an integrated living space to support heightened awareness of a user's environment. The work seeks to balance the needs and desires of an individual with those of other people within the locality, community, and world, to include basic comforts like temperature and humidity of a living environment as well as use of resources like power and water. The use of mobile technologies--already prominent among many populations--can be used to raise awareness of the needs and responsibilities of the individual and can highlight opportunities to live in ways that are friendlier to others. Mobile technologies have great promise in connecting users to their environment, and a smart environment enhanced with technology that supports better living can improve the lives of individuals, groups, and the broader community. The goals of this work are toward encouraging: 1) increased awareness of information in the user's surroundings; 2) integrated control over factors in one's surrounding and home environments; and 3) increased ability to support sustainable living for both individuals and groups. This work builds on the many smart, green, and sustainable living environment initiatives that have emerged in recent years. | [
{
"first": "Denis",
"middle": [],
"last": "Gracanin",
"suffix": ""
},
{
"first": "D.",
"middle": [
"Scott"
],
"last": "McCrickard",
"suffix": ""
},
{
"first": "Arthur",
"middle": [],
"last": "Billingsley",
"suffix": ""
},
{
"first": "Roosevelt",
"middle": [],
"last": "Cooper",
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},
{
"first": "Tavon",
"middle": [
"D."
],
"last": "Gatling",
"suffix": ""
},
{
"first": "Erik",
"middle": [
"J."
],
"last": "Irvin-Williams",
"suffix": ""
},
{
"first": "Felicia",
"middle": [],
"last": "Osborne",
"suffix": ""
},
{
"first": "Felicia",
"middle": [],
"last": "Doswell",
"suffix": ""
}
] | 2,011 | 10.1007/978-3-642-21666-4_19 | HCI | 65729211 | [
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|||||
Ldr2Hdr: on-the-fly reverse tone mapping of legacy video and photographs | 836,526 | New generations of display devices promise to provide significantly improved dynamic range over conventional display technology. In the long run, evolving camera technology and file formats will provide high fidelity content for these display devices. In the near term, however, the vast majority of images and video will only be available in low dynamic range formats. ::: In this paper we describe a method for boosting the dynamic range of legacy video and photographs for viewing on high dynamic range displays. Our emphasis is on real-time processing of video streams, such as web streams or the signal from a DVD player. We place particular emphasis on robustness of the method, and its ability to deal with a wide range of content without user adjusted parameters or visible artifacts. The method can be implemented on both graphics hardware and on signal processors that are directly integrated in the HDR displays. | [
{
"first": "Allan",
"middle": [
"G."
],
"last": "Rempel",
"suffix": ""
},
{
"first": "Matthew",
"middle": [],
"last": "Trentacoste",
"suffix": ""
},
{
"first": "Helge",
"middle": [],
"last": "Seetzen",
"suffix": ""
},
{
"first": "H.",
"middle": [
"David"
],
"last": "Young",
"suffix": ""
},
{
"first": "Wolfgang",
"middle": [],
"last": "Heidrich",
"suffix": ""
},
{
"first": "Lorne",
"middle": [],
"last": "Whitehead",
"suffix": ""
},
{
"first": "Greg",
"middle": [],
"last": "Ward",
"suffix": ""
}
] | 2,007 | 10.1145/1275808.1276426 | SIGGRAPH '07 | [
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||||||
The mighty un-touchables: creating playful engagement on media façades | 26,673,061 | In this paper we investigate interaction with a media facade that is out of reach for touch-based interaction. We describe four different applications that utilize mobile devices to enable passers-by to interact with the facade. Each application has been designed constrained by limitations given by formal regulations of an editorial board (e.g. to prevent traffic distractions) and with the aim to catch the attention of passers-by to achieve interaction and keep the users engaged. Besides the description of the design and implementation of the different application, we report on initial feedback of users after a first preliminary user test that informs further development and design. | [
{
"first": "Matthias",
"middle": [],
"last": "Böhmer",
"suffix": ""
},
{
"first": "Sven",
"middle": [],
"last": "Gehring",
"suffix": ""
},
{
"first": "Markus",
"middle": [],
"last": "Löchtefeld",
"suffix": ""
},
{
"first": "Morin",
"middle": [],
"last": "Ostkamp",
"suffix": ""
},
{
"first": "Gernot",
"middle": [],
"last": "Bauer",
"suffix": ""
}
] | 2,011 | 10.1145/2037373.2037468 | Mobile HCI | 2080149820 | [] | [
"6695856",
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"8384898",
"17537436",
"8014956",
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|||||
Visual business graphics query interface | 59,721,716 | Due to the relatively inexpensive availability of displays and printers, graphic interfaces are increasingly playing an important role in analyzing stored or computed data. The integration of graphical data presentation and computerized databases is thus becoming important for the professional end user. This paper describes the design of a visual business graphical interface for office applications. A visual programming approach for creating a business graphic query and generating business graphics is presented. It provides a flexible interface between graphics applications and database. The system enables professionals who are non-programmers to generate the desired graphical presentation of data from database without the help of a professional programmer. | [
{
"first": "K",
"middle": [
"T"
],
"last": "Huang",
"suffix": ""
}
] | 1,986 | 10.1007/978-4-431-68036-9_16 | Advanced Computer Graphics | Advanced Computer Graphics | 87146851 | [] | [
"9502408"
] | false | true | false | https://api.semanticscholar.org/CorpusID:59721716 | null | null | null | null | null |
||||
A Support System for Healthy Eating Habits: Optimization of Recipe Retrieval | 36,613,309 | In this paper, we propose a support system for healthy eating habits. Current methods of recipe retrieval generally rely on keywords or popularity. However, such approaches offer the same results to different users. In order to resolve this issue, we have developed a support system that incorporates nutritional management and preferential retrieval. In the preferential retrieval system, a recommender agent takes account of user tastes to extract and present menus. The user then, evaluates the menus recommended by various agents. Each recommender agents evolves on the basis of these menu appraisals. Over time, the preferences of the agents become similar to those of the users, resulting in menus that correspond to user tastes. This study thus utilizes an interactive immune algorithm (IIA) to optimize the preferential retrieval system. We tested the proposed system with a simulated user but genuine recipe data. | [
{
"first": "Yuma",
"middle": [],
"last": "Inagawa",
"suffix": ""
},
{
"first": "Junki",
"middle": [],
"last": "Hakamta",
"suffix": ""
},
{
"first": "Masataka",
"middle": [],
"last": "Tokumaru",
"suffix": ""
}
] | 2,013 | 10.1007/978-3-642-39476-8_35 | HCI | 2206170479 | [] | [
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] | false | true | false | https://api.semanticscholar.org/CorpusID:36613309 | null | null | null | null | null |
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Real-time shaded NC milling display | 14,593,400 | The real-time shaded display of a solid model being milled by a cutting tool following an NC path is attained by the image-space Boolean subtraction of solid objects. The technique is suitable for implementation in microcode in a raster graphic display processor. Update rates of 10 cutting operations per second are typical. | [
{
"first": "Tim",
"middle": [
"Van"
],
"last": "Hook",
"suffix": ""
}
] | 1,986 | 10.1145/15922.15887 | SIGGRAPH | 2036524574 | [] | [
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Cognition, Age, and Web Browsing | 40,756,594 | The literature on Web browsing indicates that older adults exhibit a number of deficiencies when compared with younger users. But have we, perhaps, been looking at the question in the wrong way when considering technology skills of older users? What are the strengths of older users that can be leveraged to support technology use? This paper considers cognitive aging with respect to distinctions in abilities that decline, and those that do not, with age. A look at specific abilities and their interactions may serve to help designers create software that meets the needs of older users. | [
{
"first": "Vicki",
"middle": [
"L."
],
"last": "Hanson",
"suffix": ""
}
] | 2,009 | 10.1007/978-3-642-02707-9_27 | HCI | 1700502008 | [] | [
"14521137",
"8608087",
"3166027"
] | false | true | false | https://api.semanticscholar.org/CorpusID:40756594 | null | null | null | null | null |
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Projections and the Viewing Pipeline | 65,490,574 | [
{
"first": "Marsh",
"middle": [],
"last": "Duncan",
"suffix": ""
}
] | 2,005 | 10.1007/1-84628-109-1_4 | Applied Geometry for Computer Graphics and CAD | Applied Geometry for Computer Graphics and CAD | 2766483960 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:65490574 | null | null | null | null | null |
|||||
Robotic 360/spl deg/ photography for virtual site visits | 562,476 | A robotic photographic method has been developed for use in outdoor locations such as construction sites, to provide 360/spl deg/ panoramic visual database material for representation of a virtual site, together with the software for authoring and delivery of the material to users via the Internet. A portable digital photographic system thus built can take a 360/spl deg/ panorama photograph in digital form within minutes. The Java software package can present an image in an efficient and effective "video" style with full dynamic "hyperlink" support. | [
{
"first": "Q.",
"middle": [],
"last": "Mei",
"suffix": ""
},
{
"first": "R.",
"middle": [],
"last": "Wing",
"suffix": ""
}
] | 1,999 | 10.1109/IV.1999.781561 | 1999 IEEE International Conference on Information Visualization (Cat. No. PR00210) | 1999 IEEE International Conference on Information Visualization (Cat. No. PR00210) | 1570438860 | [
"16279369",
"6213603"
] | [] | true | false | true | https://api.semanticscholar.org/CorpusID:562476 | 0 | 0 | 0 | 1 | 0 |
||||
Runtime Visualization of the Human Arterial Tree | 563,441 | Large-scale simulation codes typically execute for extended periods of time and often on distributed computational resources. Because these simulations can run for hours, or even days, scientists like to get feedback about the state of the computation and the validity of its results as it runs. It is also important that these capabilities be made available with little impact on the performance and stability of the simulation. Visualizing and exploring data in the early stages of the simulation can help scientists identify problems early, potentially avoiding a situation where a simulation runs for several days, only to discover that an error with an input parameter caused both time and resources to be wasted. We describe an application that aids in the monitoring and analysis of a simulation of the human arterial tree. The application provides researchers with high-level feedback about the state of the ongoing simulation and enables them to investigate particular areas of interest in greater detail. The application also offers monitoring information about the amount of data produced and data transfer performance among the various components of the application. | [
{
"first": "J.A.",
"middle": [],
"last": "Insley",
"suffix": ""
},
{
"first": "M.E.",
"middle": [],
"last": "Papka",
"suffix": ""
},
{
"first": "Suchuan",
"middle": [],
"last": "Dong",
"suffix": ""
},
{
"first": "G.",
"middle": [],
"last": "Karniadakis",
"suffix": ""
},
{
"first": "N.T.",
"middle": [],
"last": "Karonis",
"suffix": ""
}
] | 2,007 | 10.1109/TVCG.2007.1017 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 2167726289 | [
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Affective walkthroughs and heuristics: Evaluating minecraft hour of code | 21,071,175 | This paper presents an evaluation of Code.org’s Minecraft Hour of Code that was created to encourage and support people initial learning of computer programming. In particular, this web-based software uses a spatial model world, where the learner’s programs manipulate the world. We applied the Affective Walkthrough and the Affective Heuristic Evaluation, proposed evaluation methods for affective learning in multimodal educational software. Our findings provided illumination about the Minecraft Hour of Code approach, highlighting some aspects that are successful, and others where improvement appears necessary. We also gained insight about the evaluation methods and their effectiveness. | [
{
"first": "Reza",
"middle": [],
"last": "GhasemAghaei",
"suffix": ""
},
{
"first": "Ali",
"middle": [],
"last": "Arya",
"suffix": ""
},
{
"first": "Robert",
"middle": [],
"last": "Biddle",
"suffix": ""
}
] | 2,017 | 10.1007/978-3-319-58515-4_3 | HCI | 2616597940 | [
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Something is Lost, Something is Found: Book Use at the Library Shelves | 17,387,956 | This paper investigates the life of books on physical library shelves. Most existing data on the use of library books uses logs to quantify loans, or user interviews to obtain insights into their use. We deploy a new specialised technique, photographing library shelves systematically over a week-long period, and noting the changes to the positioning of individual books, and each shelf as a whole. Through this indirect observation, we demonstrate the use of shelved books within, rather than on leaving, the library. We reveal the first insight into within-library book use, and demonstrate that in-library use appears to be more common and over a longer period than previous research suggests. | [
{
"first": "George",
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"R."
],
"last": "Buchanan",
"suffix": ""
},
{
"first": "Dana",
"middle": [],
"last": "McKay",
"suffix": ""
}
] | 2,017 | 10.1145/3020165.3020187 | Proceedings of the 2017 Conference on Conference Human Information Interaction and Retrieval | 2594560711 | [
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An estimation method for blurring effect in augmented reality | 446,814 | The perceptual issues in Augmented Reality (AR) systems, is drawing more and more attention these days. Among the perceptual issues, the incorrect depth interpretations degrade user experience significantly. One way to improve the depth interpretations in AR systems is to improve the consistency of the real scene and the virtual objects by using the depth cue method based on blurring effect. In the research of [Okumura 2006], a blur rendering method based on measuring the defocusing on the AR marker from the captured real scene has been proposed. However, the blur effect could only be rendered on the marker position where the blur in the real scene is measured. This limits the practicality of the system since in many applications the virtual objects are out of the marker's range or even moving. In our work, a new method to estimate the degree of blur is proposed. This method makes it possible to calculate the degree of blur that varies spatially with the scene. | [
{
"first": "Lin",
"middle": [],
"last": "Xueting",
"suffix": ""
},
{
"first": "Takefumi",
"middle": [],
"last": "Ogawa",
"suffix": ""
}
] | 2,013 | 10.1145/2503385.2503461 | SIGGRAPH '13 | 2107787124 | [
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Analysis of fragmentation in shock physics simulation | 16,002,029 | Analyzing shock physics, which can involve high energies, high velocity materials, and highly variable results, is challenging. Very little can be measured during a shock physics experiment. Most experimental data is collected in the aftermath. High-fidelity simulations using codes like CTH are possible, but require a significant amount of post processing to properly understand the results. Physical structures and their accompanying data must be derived from the volumetric properties computed by the simulation. And, of course, the simulations must be validated against experiments. To capture small fragmentation effects, the CTH simulations must be run on very large scales using adaptive meshes, which further complicates the post processing. By using the scalable visualization tool ParaView coupled with customized feature identification, we are able to provide both the analysis and verification of these large-scale CTH simulations. | [
{
"first": "K.",
"middle": [],
"last": "Moreland",
"suffix": ""
},
{
"first": "C.C.",
"middle": [],
"last": "Law",
"suffix": ""
},
{
"first": "L.",
"middle": [],
"last": "Ice",
"suffix": ""
},
{
"first": "D.",
"middle": [],
"last": "Karelitz",
"suffix": ""
}
] | 2,008 | 10.1109/ULTRAVIS.2008.5154062 | 2008 Workshop on Ultrascale Visualization | 2008 Workshop on Ultrascale Visualization | 2538252691 | [
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] | true | true | true | https://api.semanticscholar.org/CorpusID:16002029 | 0 | 0 | 0 | 1 | 0 |
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Assessment Systems for Training Based on Virtual Reality: A Comparison Study | 61,330,470 | Training systems based on virtual reality are used in several areas. In these systems the user is immersed into a virtual and interactive environment to perform realistic training. In this paper, we present some of the challenges to construct a medical simulator based on virtual reality. Among them, the assessment allows to know users' performance in the training to analyze if they are prepared to perform the procedure in real situations. In order to choose an appropriate assessment method, this paper brings a comparison among four methods for training assessment. | [
{
"first": "Liliane",
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"dos",
"Santos"
],
"last": "Machado",
"suffix": ""
},
{
"first": "Ronei",
"middle": [
"Marcos",
"de"
],
"last": "Moraes",
"suffix": ""
}
] | 2,012 | SBC Journal on Interactive Systems | 2221647782 | [
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||||||
GPU-Based Cell Projection for Interactive Volume Rendering | 9,195,998 | We present a practical approach for implementing the projected tetrahedra (PT) algorithm for interactive volume rendering of unstructured data using programmable graphics cards. Unlike similar works reported earlier, our method employs two fragment shaders, one for computing the tetrahedra projections and another for rendering the elements. We achieve interactive rates by storing the model in texture memory and avoiding redundant projections of implementations using vertex shaders. Our algorithm is capable of rendering over 2.0 M Tet/s on current graphics hardware, making it competitive with recent ray-casting approaches, while occupying a substantially smaller memory footprint | [
{
"first": "R.",
"middle": [],
"last": "Marroquim",
"suffix": ""
},
{
"first": "A.",
"middle": [],
"last": "Maximo",
"suffix": ""
},
{
"first": "R.",
"middle": [],
"last": "Farias",
"suffix": ""
},
{
"first": "C.",
"middle": [],
"last": "Esperanca",
"suffix": ""
}
] | 2,006 | 10.1109/SIBGRAPI.2006.22 | 2006 19th Brazilian Symposium on Computer Graphics and Image Processing | 2006 19th Brazilian Symposium on Computer Graphics and Image Processing | 2121918838 | [
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] | true | true | true | https://api.semanticscholar.org/CorpusID:9195998 | 1 | 1 | 1 | 1 | 1 |
||||
CoDesk-An Interface to TheKnowledgeNet | 11,127,215 | [
{
"first": "Konrad",
"middle": [],
"last": "Tollmar",
"suffix": ""
}
] | 1,993 | HCI | 2124712405 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:11127215 | null | null | null | null | null |
|||||||
A General and Fast Triangulation Algorithm | 204,019,709 | A general algorithm of triangulating arbitrary planar polygonal domain and scattered point set is presented. When it acts on polygonal domain, all the vertices of boundary edges and scattered points within the domain are sorted in scan manner. Each time take a feasible vertex and generate a new triangle on known edge, until the whole domain is triangulated. Swapping the diagonal of a quadrilateral is applied to locally optimize the cell form. | [
{
"first": "Li",
"middle": [],
"last": "Wei",
"suffix": ""
}
] | 2,001 | Journal of Computer-aided Design & Computer Graphics | 2369183332 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:204019709 | null | null | null | null | null |
||||||
Interactive Hierarchical Quote Extraction for Content Insights | 195,837,746 | [
{
"first": "Johannes",
"middle": [],
"last": "Knittel",
"suffix": ""
},
{
"first": "Steffen",
"middle": [],
"last": "Koch",
"suffix": ""
},
{
"first": "Thomas",
"middle": [],
"last": "Ertl",
"suffix": ""
}
] | 2,019 | 10.2312/eurp.20191134 | EuroVis | 2950309580 | [] | [
"211118874"
] | false | true | false | https://api.semanticscholar.org/CorpusID:195837746 | null | null | null | null | null |
||||||
Vector code probability and metrication error in the representation of straight lines of finite length | 27,680,990 | Abstract An unbiased estimate for the length of straight lines represented by an arbitrary number of discrete vector elements is derived from statistical evaluation of line segments randomly positioned on a grid. The computational method is independent of the connectivity of the grid, whether it is rectangular or hexagonal. Estimates for the variance of the length are also given. The length estimate may be used in combination with linearity conditions to evaluate the length of an arbitrary curved contour by polygonal approximation. The length of the original curve can then be estimated with greater accuracy than when existing methods are used. An alternative method for length estimation is also presented, based on least-squares approximation of infinitely long straight lines. For 8-connectivity, the alternative method gives a greater accuracy than similar existing methods. Figures are presented for both alternatives in comparison with existing methods. | [
{
"first": "A.M.",
"middle": [],
"last": "Vossepoel",
"suffix": ""
},
{
"first": "A.W.M.",
"middle": [],
"last": "Smeulders",
"suffix": ""
}
] | 1,982 | 10.1016/0146-664X(82)90057-0 | Computer Graphics and Image Processing | Computer Graphics and Image Processing | 1980566883 | [] | [
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] | false | true | true | https://api.semanticscholar.org/CorpusID:27680990 | 0 | 0 | 0 | 0 | 0 |
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Rule and theme discovery in human interactions with an 'internet of things' | 2,585,146 | The 'Internet of Things' promises a society of smart objects which can work towards common purposes. For HCI, core questions relate to how people might become members of, or otherwise interact with, such a society. In this paper, we address these questions through a simple experiment in which people interact with smart objects, each of which has a specific sensing processing-communicating capability. In the experiment, objects had to be arranged such that their individual goals were satisfied. The human's role was partly to move the boxes and partly to ensure that all goals were met. The task was presented either as a rule discovery task (i.e., to deduce the goal of each object) or as a theme (pattern) discovery task (i.e., to deduce an appropriate arrangement of objects to satisfy the goals). In other words, the human task involved either a bottom-up analysis of goals or a top-down analysis of configuration. Differences between these conditions were found. The study presents a simple paradigm which, through modification of objects and rules, allows study of human interaction with smart objects in a goal-directed manner. The main conclusions relate to the ways in which people make sense of the smart objects. | [
{
"first": "J.",
"middle": [
"Waldo"
],
"last": "Cervantes-Solis",
"suffix": ""
},
{
"first": "Chris",
"middle": [],
"last": "Baber",
"suffix": ""
},
{
"first": "Ahmad",
"middle": [],
"last": "Khattab",
"suffix": ""
},
{
"first": "Roman",
"middle": [],
"last": "Mitch",
"suffix": ""
}
] | 2,015 | 10.1145/2783446.2783565 | British HCI '15 | 2010305474 | [
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Infusing User Experience into the Organizational DNA of an Enterprise IT Shop | 31,391,915 | This case study describes how an enterprise IT user experience (UX) group evolved from its genesis as a tactical, backend fixer of usability issues to a strategic partner within a large IT department. We share specifics as to how UX emerged as a skillset, how UX professionals evolved their methods to increase their effectiveness, and how operational changes facilitated the adoption of UX practices within the corporate IT shop. We detail how data-driven UX decision-making was essential in transforming the traditional IT shop into a more user experience driven organization that better understands their target workforce and uses this understanding to set product strategy for the organization and drive strategic improvement of IT solutions. Learnings and insights from this journey provides guidance to others wanting to maximize the value of enterprise UX investments. | [
{
"first": "Faith",
"middle": [
"A."
],
"last": "McCreary",
"suffix": ""
},
{
"first": "Marla",
"middle": [],
"last": "Gómez",
"suffix": ""
},
{
"first": "Derrick",
"middle": [],
"last": "Schloss",
"suffix": ""
}
] | 2,015 | 10.1007/978-3-319-20895-4_47 | HCI | 1441867948 | [
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|||||
BEXPLORER: Computer and Communication Control Using EEG | 35,911,559 | Humans are able to communicate in many rich and complex ways, with each other, or increasingly, with digital devices. A brain-computer interface (BCI) is a direct neural interface and a communication pathway between the human brain and an external device such as a computer or artificial limb. With such an interface, a severely handicapped person, such as an Amyotrophic Lateral Sclerosis (ALS) patient, with severe muscle disorder may still communicate and even control their environment relying solely on his brain activity. The system introduced detects EEG signals arising from various eye-blinking activities and applies the results to control various popular computer applications. Using BCI2000 as a platform, the system allows handicapped patients to communicate with a computer and initiate various computer commands, send instant messages, and even browse the web. The application also enables the user to communicate using mobile phone SMS messaging. | [
{
"first": "Mina",
"middle": [],
"last": "Mikhail",
"suffix": ""
},
{
"first": "Marian",
"middle": [],
"last": "Abdel-Shahid",
"suffix": ""
},
{
"first": "Mina",
"middle": [],
"last": "Guirguis",
"suffix": ""
},
{
"first": "Nadine",
"middle": [],
"last": "Shehad",
"suffix": ""
},
{
"first": "Baher",
"middle": [],
"last": "Soliman",
"suffix": ""
},
{
"first": "Khaled",
"middle": [],
"last": "El-Ayat",
"suffix": ""
}
] | 2,009 | 10.1007/978-3-642-02577-8_63 | HCI | 1524157075 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:35911559 | null | null | null | null | null |
|||||
Gamification and Persuasion of HP IT Service Management to Improve Performance and Engagement | 12,872,816 | Currently, IT service management groups in many different companies are facing a common challenge: how to motivate IT service desks to perform more effectively and productively in order to reach desired customer service objectives/goals and promote customer satisfactions. Undoubtedly, IT service desks’ performance and engagement will directly influence the delivered service, and the quality of the service will either enhance or degrade customer loyalty to a company’s brand and business. Accordingly, we present an effective and feasible way to incorporate gamification and persuasion as the incentive mechanism into the current product, to socially reward IT service desks for their performances, and thereby to increase their motivation to contribute and to improve their performance. | [
{
"first": "Yue",
"middle": [],
"last": "Yuan",
"suffix": ""
},
{
"first": "Ke",
"middle": [
"Ke"
],
"last": "Qi",
"suffix": ""
},
{
"first": "Aaron",
"middle": [],
"last": "Marcus",
"suffix": ""
}
] | 2,015 | 10.1007/978-3-319-20895-4_51 | HCI | 990064860 | [] | [
"168955420"
] | false | true | false | https://api.semanticscholar.org/CorpusID:12872816 | null | null | null | null | null |
|||||
Data Brushes: Interactive Style Transfer for Data Art | 208,039,079 | This paper introduces Data Brushes, an interactive web application to explore neural style transfer using models trained on data visualizations. Our application includes two distinct modes that invite casual creators to engage with deep convolutional neural networks to co-create custom artworks. The first mode, ‘magic markers’, mimics painting with a brush on a canvas, enabling users to paint a style onto selected areas of an image. The second mode, ‘compositing stamps’, uses a real-time method for applying style filters to selected portions of an image. Specifically, we focus on style transfer networks created from canonical and contemporary works of data visualization and data art in order to investigate the versatility and flexibility of the algorithm. In addition to enabling a novel creative workflow, the process of interactively modifying an image via multiple style transfer networks reveals meaningful features encoded within the networks, and provides insight into the effects particular networks have on different images, or different regions within a single image. To evaluate Data Brushes, we gathered expert feedback from participants of a data science symposium and ran an observational study, finding that our application facilitates the creative exploration of neural style transfer for data art and enhances user intuition regarding the expressive range of style transfer features. | [
{
"first": "Mahika",
"middle": [],
"last": "Dubey",
"suffix": ""
},
{
"first": "Jasmine",
"middle": [],
"last": "Otto",
"suffix": ""
},
{
"first": "Angus",
"middle": [
"G."
],
"last": "Forbes",
"suffix": ""
}
] | 2,019 | 10.1109/VISAP.2019.8900858 | 2019 IEEE VIS Arts Program (VISAP) | 2019 IEEE VIS Arts Program (VISAP) | 2983708796 | [
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Reliability and Inter-rater Reliability in Qualitative Research | 203,597,823 | What does reliability mean for building a grounded theory? What about when writing an auto-ethnography? When is it appropriate to use measures like inter-rater reliability (IRR)? Reliability is a familiar concept in traditional scientific practice, but how, and even whether to establish reliability in qualitative research is an oft-debated question. For researchers in highly interdisciplinary fields like computer-supported cooperative work (CSCW) and human-computer interaction (HCI), the question is particularly complex as collaborators bring diverse epistemologies and training to their research. In this article, we use two approaches to understand reliability in qualitative research. We first investigate and describe local norms in the CSCW and HCI literature, then we combine examples from these findings with guidelines from methods literature to help researchers answer questions like: "should I calculate IRR?" Drawing on a meta-analysis of a representative sample of CSCW and HCI papers from 2016-2018, we find that authors use a variety of approaches to communicate reliability; notably, IRR is rare, occurring in around 1/9 of qualitative papers. We reflect on current practices and propose guidelines for reporting on reliability in qualitative research using IRR as a central example of a form of agreement. The guidelines are designed to generate discussion and orient new CSCW and HCI scholars and reviewers to reliability in qualitative research. | [
{
"first": "Nora",
"middle": [],
"last": "McDonald",
"suffix": ""
},
{
"first": "Sarita",
"middle": [],
"last": "Schoenebeck",
"suffix": ""
},
{
"first": "Andrea",
"middle": [],
"last": "Forte",
"suffix": ""
}
] | 2,019 | 10.1145/3359174 | Proceedings of the ACM on Human-Computer Interaction | 2983903189 | [
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Alternative tools for tangible interaction: a usability evaluation | 14,084,459 | In this work we compare an in-house designed tangible user interface (TUI) with three alternative single-user tools through an empirical investigation. These three alternative tools are a 3D physical, a 2D cardboard, and a mathematical tool. We expected the 3D physical to perform best, followed by the TUI, the 2D cardboard, and the mathematical tool. A pilot study was first carried out, the results of which were used to design a major experiment. Participants solved the same positioning problem, each using one of the four tools. The mathematical tool was not used in the experiment. In the experiment, trial time, number of user operations, learning effect in both, and user satisfaction were measured. The TUI significantly outperformed the 2D cardboard tool. However, there was no significant difference between the TUI and the 3D physical tool. This justifies the value of researching TUI systems and carrying out usability studies with such systems. | [
{
"first": "M.",
"middle": [],
"last": "Fjeld",
"suffix": ""
},
{
"first": "S.G.",
"middle": [],
"last": "Schar",
"suffix": ""
},
{
"first": "D.",
"middle": [],
"last": "Signorello",
"suffix": ""
},
{
"first": "H.",
"middle": [],
"last": "Krueger",
"suffix": ""
}
] | 2,002 | 10.1109/ISMAR.2002.1115085 | Proceedings. International Symposium on Mixed and Augmented Reality | Proceedings. International Symposium on Mixed and Augmented Reality | 2101149353 | [
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Sketching of Mirror-Symmetric Shapes | 9,752,191 | This paper presents a system to create mirror-symmetric surfaces from free-form sketches. The system takes as input a hand-drawn sketch and generates a surface whose silhouette approximately matches the input sketch. The input sketch typically consists of a set of curves connected at their endpoints, forming T-junctions and cusps. Our system is able to identify the skewed-mirror and translational symmetry between the hand-drawn curves and uses this information to reconstruct the occluded parts of the surface and its 3D shape. | [
{
"first": "F.",
"middle": [],
"last": "Cordier",
"suffix": ""
},
{
"first": "Hyewon",
"middle": [],
"last": "Seo",
"suffix": ""
},
{
"first": "Jinho",
"middle": [],
"last": "Park",
"suffix": ""
},
{
"first": "Jun",
"middle": [
"Yong"
],
"last": "Noh",
"suffix": ""
}
] | 2,011 | 10.1109/TVCG.2010.258 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 2097291056 | [
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Retargeting 3D objects and scenes | 9,757,294 | We introduce an interactive method suitable for retargeting both 3D objects and scenes under a general framework. Initially, an input object or scene is decomposed into a collection of constituent components embraced by corresponding control bounding volumes which capture the intra-structures of the object or the semantic groupings of the objects in the scene. The overall retargeting is accomplished through a constrained optimization by manipulating the control bounding volumes. Without inferring the intricate dependencies between the components, we define a minimal set of constraints that maintain the spatial arrangement and connectivity between the components to regularize valid retargeting results. The default retargeting behavior can then be easily altered by additional semantic constraints imposed by users. | [
{
"first": "Chun-Kai",
"middle": [],
"last": "Huang",
"suffix": ""
},
{
"first": "Yi-Ling",
"middle": [],
"last": "Chen",
"suffix": ""
},
{
"first": "I-Chao",
"middle": [],
"last": "Shen",
"suffix": ""
},
{
"first": "Bing-Yu",
"middle": [],
"last": "Chen",
"suffix": ""
}
] | 2,015 | 10.1145/2787626.2787655 | SIGGRAPH '15 | 1997302433 | [
"53223022"
] | [] | true | false | true | https://api.semanticscholar.org/CorpusID:9757294 | 0 | 0 | 0 | 1 | 0 |
|||||
Urban Sketcher: Mixed Reality on Site for Urban Planning and Architecture | 6,447,793 | Urban sketcher, a mixed reality application, is designed to encourage and improve communication on urban design among stakeholders. A mix of multimodal input devices enhances collaborative interaction in real-time, while visual feedback is given to all participants on a projected live video augmentation from urban sketcher. Sketching, modifying the scene on site, in the space of the video augmentation supports the exchange of information with interactive visual support. Urban Sketcher is instrumental for developing visions of future urban spaces by augmenting the real environment with sketches, facades, buildings, green spaces or skylines. | [
{
"first": "M.",
"middle": [],
"last": "Sareika",
"suffix": ""
},
{
"first": "D.",
"middle": [],
"last": "Schmalstieg",
"suffix": ""
}
] | 2,007 | 10.1109/ISMAR.2007.4538821 | 2007 6th IEEE and ACM International Symposium on Mixed and Augmented Reality | 2007 6th IEEE and ACM International Symposium on Mixed and Augmented Reality | 2166434625 | [] | [
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"18693912",
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] | false | true | true | https://api.semanticscholar.org/CorpusID:6447793 | 0 | 0 | 0 | 0 | 0 |
||||
FastScript3D: a JavaScript companion to Java3D | 20,466,333 | FastScript3D is a web-friendly companion to Java3D that makes it easy to get started using Java3D via JavaScript and HTML. The FastScript3D web site shows how you can create Java3D web content without having to be an experienced Java3D programmer. | [
{
"first": "Patti",
"middle": [
"Koenig"
],
"last": "Koehler",
"suffix": ""
}
] | 2,003 | 10.1145/965333.965385 | SIGGRAPH '03 | 2035524183 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:20466333 | 0 | 0 | 0 | 0 | 0 |
|||||
An Intelligent Visualization Method for Digital Photos Allowing Image Overlap | 61,406,313 | [
{
"first": "C.",
"middle": [],
"last": "Jang",
"suffix": ""
},
{
"first": "D.-S.",
"middle": [],
"last": "Ryu",
"suffix": ""
},
{
"first": "T.",
"middle": [],
"last": "Yoon",
"suffix": ""
},
{
"first": "H.-G.",
"middle": [],
"last": "Cho",
"suffix": ""
}
] | 2,010 | 10.2316/P.2010.679-098 | Computer Graphics and Imaging | Computer Graphics and Imaging | 2332182607 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:61406313 | null | null | null | null | null |
|||||
Dynamic surfel set refinement for high-quality rendering | 11,839,737 | Splatting-based rendering techniques are currently the best choice for efficient high-quality rendering of point-based geometries. However, such techniques are not suitable for large magnification, especially when the object is under-sampled. This paper improves the rendering quality of pure splatting techniques using a fast dynamic up-sampling algorithm for point-based geometry. Our algorithm is inspired by interpolatory subdivision surfaces where the geometry is refined iteratively. At each step the refined geometry is that from the previous step enriched by a new set of points. The point insertion procedure uses three operators: a local neighborhood selection operator, a refinement operator (adding new points) and a smoothing operator. Even though our insertion procedure makes the analysis of the limit surface complicated and it does not guarantee its G^1 continuity, it remains very efficient for high-quality real-time point rendering. Indeed, while providing an increased rendering quality, especially for large magnification, our algorithm needs no other preprocessing nor any additional information beyond that used by any splatting technique. This extended version (Real-time point cloud refinement, in: Proceedings of Eurographics Symposium on Point-Based Graphic, 2004, pp. 41.) contains details on creases handling and more comparison to other smoothing operators. | [
{
"first": "Gaël",
"middle": [],
"last": "Guennebaud",
"suffix": ""
},
{
"first": "Loïc",
"middle": [],
"last": "Barthe",
"suffix": ""
},
{
"first": "Mathias",
"middle": [],
"last": "Paulin",
"suffix": ""
}
] | 2,004 | 10.1016/j.cag.2004.08.011 | COMPUTERS & GRAPHICS | 2108332494 | [
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] | true | true | true | https://api.semanticscholar.org/CorpusID:11839737 | 0 | 0 | 0 | 1 | 0 |
Subsets and Splits