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Iterated Graph Cut Integrating Texture Characterization for Interactive Image Segmentation
6,224,289
Graph cuts based interactive segmentation has drawn a lot of attention in recent years. In original graph cuts, the extraction of foreground object from its background often leads to many mistakes and the histogram distribution for energy function is not enough. In this paper, an iterated graph cut algorithm integrating texture characterization is proposed. We utilize user intervention to cycle the object approximately in the beginning, and the image is divided into superpixels by "SLIC" method. After initialization Gaussian mixture model (GMM) by RGB colors, we use a vector which combines color model and texture description for the estimation of GMM parameters. Then min-cut algorithm is applied in the graph for energy minimization, so GMM adjust their clusters and recompute the parameters. The process iterates until min-cut algorithm converges. Finally, we give a comparison between our method and "GrabCut". The experiments show that our have good results.
[ { "first": "Ning-Yu", "middle": [], "last": "An", "suffix": "" }, { "first": "Chi-Man", "middle": [], "last": "Pun", "suffix": "" } ]
2,013
10.1109/CGIV.2013.34
2013 10th International Conference Computer Graphics, Imaging and Visualization
2013 10th International Conference Computer Graphics, Imaging and Visualization
1982482857
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(quote)Meshsweeper(quote): dynamic point-to-polygonal mesh distance and applications
59,730,679
[ { "first": "A.", "middle": [], "last": "Guezlec", "suffix": "" } ]
2,001
IEEE Transactions on Visualization and Computer Graphics
97732171
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:59730679
null
null
null
null
null
The Animation Process
59,736,230
Abstract: The intent of this chapter is to provide some insight to some of the major steps of a typical animation project from the first meeting with a client, through post production and delivery of the final product.
[ { "first": "Brian", "middle": [ "L." ], "last": "Smith", "suffix": "" } ]
2,012
10.1016/B978-0-240-82107-8.50018-0
3ds Max Design Architectural Visualization
3ds Max Design Architectural Visualization
4858705
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:59736230
null
null
null
null
null
Color image quantization frame bu er display
59,739,069
[ { "first": "P.", "middle": [], "last": "Heckert", "suffix": "" } ]
1,982
Computers & Graphics
50330010
[]
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false
true
false
https://api.semanticscholar.org/CorpusID:59739069
null
null
null
null
null
Wavelet-based multiresolutional representation of computational field simulation datasets
6,496,377
The paper addresses multiresolutional representation of datasets arising from a computational field simulation. The approach determines the regions of interest, breaks the volume into variable size blocks to localize the information, and then codes each block using a wavelet transform. The blocks are then ranked by visual information content so that the most informative wavelet coefficients can be embedded in a bit stream for progressive transmission or access. The technique is demonstrated on a widely-used computational field simulation dataset.
[ { "first": "Zhifan", "middle": [], "last": "Zhu", "suffix": "" }, { "first": "R.", "middle": [], "last": "Machiraju", "suffix": "" }, { "first": "B.", "middle": [], "last": "Fry", "suffix": "" }, { "first": "R.", "middle": [], "last": "Moorhead", "suffix": "" } ]
1,997
10.1145/266989.267046
Proceedings. Visualization '97 (Cat. No. 97CB36155)
Proceedings. Visualization '97 (Cat. No. 97CB36155)
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Location-Based Augmented Reality In-situ Visualization Applied for Agricultural Fieldwork Navigation
210,692,439
Nowadays unbalanced crop yield and population growth have led to people worry about a potential future “Agricultural Crisis”. To increase the arable land use efficiency, this research has focused on the development of Augmented Reality based Agricultural information visualization and fieldwork navigation tool. This tool has been developed to provide professional aids for farmers’ daily fieldwork. To provide continuous fieldwork assistance, this system integrates non-distraction field navigation, the overall visualization of fields and subfields in the form of overlaid polygons, and the detail sensor data visualization for pertinent subfields in the form of Point of Interests. Due to the limitation of current commercially available AR headsets, we first validate this test bench on Virtual Reality video see-through headsets and AR tablets. At this stage, this test bench has only been validated with simulated data. In future, Situated Analytics concepts are planned to be integrated into the system to in-situ visualize real-time datachunks acquired from local sensors, so as to provide timely-accurate information and decision support even when the whole dataset is in a high volume.
[ { "first": "Mengya", "middle": [], "last": "Zheng", "suffix": "" }, { "first": "Abraham", "middle": [ "G." ], "last": "Campbell", "suffix": "" } ]
2,019
10.1109/ISMAR-Adjunct.2019.00039
2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
2999813279
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[]
true
false
true
https://api.semanticscholar.org/CorpusID:210692439
0
0
0
1
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Design of an AR-Based System for Group Piano Learning
210,694,108
Based on the fact that most systems that support piano learning only focus on self-study and ignore the piano class learning situation, we propose an AR-based system to support live group piano learning. The system has two modes: formal learning mode (FLM) and group competition mode (GCM). The first mode, FLM, is designed to allow students to observe teacher's key pressing and finger movement directly from their HMDs so as to enhance mutual understanding between the two parties during the learning process. The second mode, GCM, is developed to further ignite students' passion on learning piano via competition among students. Our goal is to exploit AR technologies for enhancing the learning fun and enthusiasm of beginner-level students on a group piano learning situation, and thus ultimately provide students with a great learning experience.
[ { "first": "Minya", "middle": [], "last": "Cai", "suffix": "" }, { "first": "Muhammad", "middle": [ "Alfian" ], "last": "Amrizal", "suffix": "" }, { "first": "Toru", "middle": [], "last": "Abe", "suffix": "" }, { "first": "Takuo", "middle": [], "last": "Suganuma", "suffix": "" } ]
2,019
10.1109/ISMAR-Adjunct.2019.00020
2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
3000145253
[ "210710926" ]
[]
true
false
true
https://api.semanticscholar.org/CorpusID:210694108
0
0
0
1
0
The Interaction Design Research About 3D Demo Animation in Smart Home
36,923,936
In recent years, with the rapid development of technology, people’s living standards are generally improved and have played a very important role in our future life. Nowadays, we live in a fast-paced era that leaded by information, the heavy and boring instructions inevitably become a kind of burden before using appliances. In addition, it is a painful sorrow among the children, the old or the special people. However, the rise of 3D demo animation solves the problems very well. It exhibits the products from all aspects by the form of animation. Besides, in order to make users have more direct experiences, some film design companies put the interaction technology into it. It is direct interaction that brings users a combined feel of novelty, favor and trust, at the same time, it reduces the distance between products and users. So, products made by animation as well as interaction design should be explained from users’ view when design the 3D demo animation of smart home, which can make demo animation be more functional and interesting through some simple actions such as click, lither to let users know and use the appliance cheerfully. The interaction design of the 3D demo animation not only pay attention to the different gender region different requirements of age groups, but also study the different needs of special populations. It notices their needs on the basis of general design. This article lists some excellent 3D animation works at home and abroad, which display the products and the unique cultural image of the corporate by the way of interaction. This passage researches the physiological and psychological characteristics of the users when they touch the new product, then, it analyzes the design principle of the 3D demo animation as well as the users’ experiences. In the end, this paper not only make a analysis but also make a summary on the shortcomings of the interaction design. At the same time, it puts forward direction and suggestions for improvement of interaction design.
[ { "first": "Minggang", "middle": [], "last": "Yang", "suffix": "" }, { "first": "Xiaofan", "middle": [], "last": "Ma", "suffix": "" } ]
2,016
10.1007/978-3-319-39862-4_8
HCI
2483768622
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:36923936
null
null
null
null
null
Enhanced user experience in managing personal finance
30,422,149
This paper reviews several online personal finance management tools to understand if rich interaction designs and technologies have added values to help individuals better manage their personal finance. Goals, tasks and user experience expectations in managing personal finance are discussed. The interaction designs and impact on user experience in selected online financial management tools are summarized. Some negative impact is also noted. Finally, it discusses the challenges and suggests opportunities to user experience professionals to address in the future.
[ { "first": "Cindy", "middle": [], "last": "Lu", "suffix": "" } ]
2,011
10.1007/978-3-642-21619-0_47
HCI
26991629
[]
[ "210835583", "45301738", "18168857" ]
false
true
false
https://api.semanticscholar.org/CorpusID:30422149
null
null
null
null
null
Mono-spectrum marker: an AR marker robust to image blur and defocus
6,246,859
Planar markers enable an augmented reality (AR) system to estimate the pose of objects from images containing them. However, conventional markers are difficult to detect in blurred or defocused images. We propose a new marker and a new detection and identification method that is designed to work under such conditions. The problem of conventional markers is that their patterns consist of high-frequency components such as sharp edges which are attenuated in blurred or defocused images. Our marker consists of a single low-frequency component. We call it a mono-spectrum marker. The mono-spectrum marker can be detected in real time with a GPU. In experiments, we confirm that the mono-spectrum marker can be accurately detected in blurred and defocused images in real time. Using these markers can increase the performance and robustness of AR systems and other vision applications that require detection or tracking of defined markers.
[ { "first": "Masahiro", "middle": [], "last": "Toyoura", "suffix": "" }, { "first": "Haruhito", "middle": [], "last": "Aruga", "suffix": "" }, { "first": "Matthew", "middle": [], "last": "Turk", "suffix": "" }, { "first": "Xiaoyang", "middle": [], "last": "Mao", "suffix": "" } ]
2,013
10.1007/s00371-013-0910-5
The Visual Computer
The Visual Computer
2053361287
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https://api.semanticscholar.org/CorpusID:6246859
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Adapting Web-Pages for Mobile / PC Collaboration
6,248,923
Web-based collaboration between mobile devices and PCs requires web-pages to be adapted to multiple devices. The paper begins by reviewing the considerations taken into account by existing web-content adaptation engines in adapting web-pages for the single-user browsing task. Next, the differences between single-user browsing and co-browsing are discussed along with the concept of shared view point and personal view point. Finally, a framework for adapting web-content for the purpose of co-browsing on different devices is outlined.
[ { "first": "Hui", "middle": [ "Na" ], "last": "Chua", "suffix": "" }, { "first": "Simon.", "middle": [ "D." ], "last": "Scott", "suffix": "" }, { "first": "See-Leng", "middle": [], "last": "Ng", "suffix": "" }, { "first": "Michael", "middle": [], "last": "Gardner", "suffix": "" }, { "first": "Anuroop", "middle": [], "last": "Shahi", "suffix": "" }, { "first": "Peter", "middle": [], "last": "Blanchfield", "suffix": "" } ]
2,004
10.1007/978-3-540-28637-0_49
Mobile HCI
2114136533
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:6248923
null
null
null
null
null
Assembling the Collective Experience of a Serious Game Mediation as an Interactional Practice
1,203,841
Public installation settings provide a great opportunity to study how various participants orient to one or several screens. In this paper, we explore how visitors use the central tactile menu of a serious game installation with the assistance of a mediator. To study this interactional organization, we conducted a video-based analysis of co-participants’ practices. We focus on the close analysis of two distinct configurations of talk and bodily activities, which connect participants to the artefact through various embodied practices.
[ { "first": "Alain", "middle": [], "last": "Bovet", "suffix": "" }, { "first": "Marc", "middle": [], "last": "Relieu", "suffix": "" } ]
2,014
10.1007/978-3-319-07227-2_54
HCI
105966653
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:1203841
null
null
null
null
null
Real-time visualization of animated trees
8,727,344
Realistic visualization of plants and trees has recently received increased interest in various fields of applications. Limited computational power and the extreme complexity of botanical structures have called for tradeoffs between interactivity and realism. In this paper we present methods for the creation and real-time visualization of animated trees. In contrast to other previous research, our work is geared toward near-field visualization of highly detailed areas of forestry scenes with animation. We describe methods for rendering and shading of trees by utilizing the programmable hardware of consumer-grade graphics cards. We then describe a straightforward technique for animation of swaying stems and fluttering foliage that can be executed locally on a graphics processor. Our results show that highly detailed tree structures can be visualized at real-time frame rates and that animation of plant structures can be accomplished without sacrificing performance.
[ { "first": "Daniel", "middle": [], "last": "Wesslén", "suffix": "" }, { "first": "Stefan", "middle": [], "last": "Seipel", "suffix": "" } ]
2,005
10.1007/s00371-005-0295-1
The Visual Computer
The Visual Computer
2031938022
[ "11500658", "10636747", "15237995", "3340145", "6125481", "93541", "18954720", "7046471", "7018912", "230422" ]
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true
true
https://api.semanticscholar.org/CorpusID:8727344
0
0
0
1
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Action recognition by hidden temporal models
12,440,370
We focus on the recognition of human actions in uncontrolled videos that may contain complex temporal structures. It is a difficult problem because of the large intra-class variations in viewpoint, video length, motion pattern, etc. To address these difficulties, we propose a novel system in this paper that represents each action class by hidden temporal models. In this system, we represent the crucial action event per category by a video segment that covers a fixed number of frames and can move temporally within the sequences. To capture the temporal structures, the video segment is described by a temporal pyramid model. To capture large intra-class variations, multiple models are combined using Or operation to represent alternative structures. The index of model and the start frame of segment are both treated as hidden variables. We implement a learning procedure based on the latent SVM method. The proposed approach is tested on two difficult benchmarks: the Olympic Sports and HMDB51 data sets. The experimental results reveal that our system is comparable to the state-of-the-art methods in the literature.
[ { "first": "Jianzhai", "middle": [], "last": "Wu", "suffix": "" }, { "first": "Dewen", "middle": [], "last": "Hu", "suffix": "" }, { "first": "Fanglin", "middle": [], "last": "Chen", "suffix": "" } ]
2,013
10.1007/s00371-013-0899-9
The Visual Computer
The Visual Computer
2009757553
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[ "14936032", "18097491", "208613041", "11288368", "32647177", "206443824", "85527744", "23968208", "22596968", "17565335" ]
true
true
true
https://api.semanticscholar.org/CorpusID:12440370
0
0
0
1
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The electronic textile interface workshop: Facilitating interdisciplinary collaboration
11,439,284
We present our findings from the Electronic Textile Interface Swatch Book Workshops. The workshops were designed as the first in a series of collaborative design experiences that introduce small groups of faculty/students teams from particular design disciplines to the concept of electronic textile interfaces (ETIs) through the use of a textile interface “swatch book” with the support of technician/facilitators. The work here focuses on the experience of the working relationship between the designer participants and the more technologically oriented facilitators, rather than on how much the participants learned about technology. The contribution of this work is a an exploration into understanding how through the use of technology we can bridge the gap between the distant discipline expertise needed to work on projects like ETIs.
[ { "first": "Clint", "middle": [], "last": "Zeagler", "suffix": "" }, { "first": "Stephen", "middle": [], "last": "Audy", "suffix": "" }, { "first": "Scott", "middle": [], "last": "Pobiner", "suffix": "" }, { "first": "Halley", "middle": [], "last": "Profita", "suffix": "" }, { "first": "Scott", "middle": [], "last": "Gilliland", "suffix": "" }, { "first": "Thad", "middle": [], "last": "Starner", "suffix": "" } ]
2,013
10.1109/ISTAS.2013.6613105
2013 IEEE International Symposium on Technology and Society (ISTAS): Social Implications of Wearable Computing and Augmediated Reality in Everyday Life
2013 IEEE International Symposium on Technology and Society (ISTAS): Social Implications of Wearable Computing and Augmediated Reality in Everyday Life
2165343263
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[ "96447003", "211041598", "13062952", "202159200", "18652385" ]
true
true
true
https://api.semanticscholar.org/CorpusID:11439284
0
0
0
1
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Session details: Image warping and interpolation
52,814,458
[ { "first": "Victor", "middle": [], "last": "Ostromoukhov", "suffix": "" } ]
2,009
10.1145/3257574
SIGGRAPH '09
2912979690
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:52814458
null
null
null
null
null
Session details: Character animation I
52,816,335
[ { "first": "Jehee", "middle": [], "last": "Lee", "suffix": "" } ]
2,009
10.1145/3257569
SIGGRAPH '09
2912964079
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:52816335
null
null
null
null
null
Composites ideas in COMPOOL immersion: a semantics engineering innovation network community platform
41,333,207
Nowadays, organisations and companies collaborate towards interoperable solutions difficult to derive in one closed research and development department. Currently, such concepts started to be implemented within User Innovation Networks, opening a new collective, productive space for the individual and the inter-community collaboration. Also the emergence of Internet platforms that enable and support collaborative innovation research anchored in WEB 03 semantic technologies generate new challenges and opportunities in a period of crisis. Based upon these ideas, COMPOOL Web 3.0 Collaboration Platform is an innovative collaboration research proposal, focusing on developing partnerships between governmental organisations, academia and industry to produce new composite materials based on disruptive and incremental open innovation. COMPOOL &'s main aim and functionality is to synthesize and manage ideas from different disciplines so to reduce time execution as well as high costs and risks associated with technologies in composites research and development. The proposed COMPOOL platform uses Semantic Analysis, Human Computer Interaction Immersive Experience and User Innovation Networks aiming at real micro- and macro-scale industrial implementations for out of the box problem solving within diverse industries, as for example, aerospace, automotive, construction, wind energy and sports.
[ { "first": "Niki", "middle": [], "last": "Lambropoulos", "suffix": "" }, { "first": "Panayota", "middle": [], "last": "Tsotra", "suffix": "" }, { "first": "Ilias", "middle": [], "last": "Kotinas", "suffix": "" }, { "first": "Iosif", "middle": [], "last": "Mporas", "suffix": "" } ]
2,013
10.1007/978-3-642-39371-6_43
HCI
12567501
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:41333207
null
null
null
null
null
Development of the Digital Public Address System with Speech Recognition
62,042,627
[ { "first": "Jung-Sook", "middle": [], "last": "Kim", "suffix": "" } ]
2,012
10.2316/P.2012.773-043
Imaging and Signal Processing in Health Care and Technology / 772: Human-Computer Interaction / 773: Communication, Internet and Information Technology
Imaging and Signal Processing in Health Care and Technology / 772: Human-Computer Interaction / 773: Communication, Internet and Information Technology
2327758661
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:62042627
null
null
null
null
null
The MAPEDIT system for automatic map digitization
19,595,801
A system for the automatic digitization of polygon boundaries is described. Digitized map files are created from a driver tape containing identification codes and approximate centroids of polygonal boundaries (e.g., census tracts), and a film image of the map. The digitizer scans on the film plane in an automatic line-following mode, producing the first stage of the map file for the editing system. The MAPEDIT system, which can be used either interactively or in batch mode, reads maps in several standard formats and provides for combining and selecting maps by census (or other) geocodes or by longitude and latitude. This system provides several stages of data compression, analysis, and verification, including algorithms for detecting straight lines, finding corners, fitting insets of maps together and matching boundaries common to a pair of polygons. Auxiliary programs (1) provide a very high resolution (1 part in 25,000) C.R.T. plot of the map, (2) allow a detailed examination and editing of the map and (3) supply missing geocodes using auxiliary tapes such as the Medlist tapes.
[ { "first": "H.", "middle": [ "H." ], "last": "Holmes", "suffix": "" }, { "first": "D.", "middle": [ "M." ], "last": "Austin", "suffix": "" }, { "first": "W.", "middle": [ "H." ], "last": "Benson", "suffix": "" } ]
1,974
10.1145/563182.563221
SIGGRAPH '74
2084601696
[]
[ "16921337" ]
false
true
true
https://api.semanticscholar.org/CorpusID:19595801
1
0
1
0
0
A temporal constraint based planning approach for city tour and travel plan generation
15,428,812
In this paper, we present an AI planning-based city tour and travel application. The system assists the travellers to generate temporally constrained plans and their interactive map-based visualizations. We discuss the requirement of temporal constraints in the domain of city tour and travel application and consequent modelling of such an application as a temporally constrained planning problem. We have proposed schemes for specification and processing of temporal constraints in a Hierarchical Task Network (HTN) planner. We have redefined the basic PDDL3.0 temporal operators by imposing interval bounds and defined them as a restricted subset of Metric Interval Temporal Logic (MITL) family. The planner has been used to devise city tour and travel plans under temporal constraints and the generated plans have been rendered through Google-map based navigation interface.
[ { "first": "P.", "middle": [ "K." ], "last": "Bhowmick", "suffix": "" }, { "first": "S.", "middle": [], "last": "Dey", "suffix": "" }, { "first": "A.", "middle": [], "last": "Samantaray", "suffix": "" }, { "first": "D.", "middle": [], "last": "Mukherjee", "suffix": "" }, { "first": "P.", "middle": [], "last": "Misra", "suffix": "" } ]
2,012
10.1109/IHCI.2012.6481849
2012 4th International Conference on Intelligent Human Computer Interaction (IHCI)
2012 4th International Conference on Intelligent Human Computer Interaction (IHCI)
2061725626
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[]
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false
true
https://api.semanticscholar.org/CorpusID:15428812
0
0
0
1
0
Information behaviors of HCI professionals: design of intuitive reference system for technologies
41,803,793
Technology roadmaps are often referred for better decision making by HCI professionals who connect human factors with product development and innovation. We conducted user study that explore information seeking and tracing behaviors in using technology roadmap. The research revealed that HCI professionals exhibit distinctive patterns in using technology roadmap, depending on their expertise in technical knowledge and work experience. Finally, we designed new user interface of an interactive technology roadmap system based on the research findings. We demonstrated its usefulness in seeking task-dependent information, intuitiveness in information visualization, and easiness to use as a reference for technologies.
[ { "first": "Eun-kyung", "middle": [], "last": "Yoo", "suffix": "" }, { "first": "Myung-Hyun", "middle": [], "last": "Yoo", "suffix": "" }, { "first": "Yong-beom", "middle": [], "last": "Lee", "suffix": "" } ]
2,007
10.1007/978-3-540-73345-4_28
HCI
1527991071
[]
[ "155616390" ]
false
true
false
https://api.semanticscholar.org/CorpusID:41803793
null
null
null
null
null
VR solutions for improving physical therapy
2,404,460
We present new solutions based on Virtual Reality technologies for improving the delivery of physical therapy and rehabilitation. Three main aspects are addressed: 1) the ability to allow therapists to create new exercises and therapy programs intuitively by direct demonstration, 2) automatic therapy delivery and monitoring with the use of an autonomous virtual tutor that can monitor and quantitatively assess the motions performed by the patient, and 3) networked collaborative remote therapy sessions via connected applications displaying the motions of both the therapist and the patient. We also provide 3D assessment tools for monitoring changes in the range of motion, and for allowing the visualization of a number of properties during or after the execution of exercises. The presented system has been implemented for a low-cost hardware solution based on Kinect and for a high-end immersive virtual reality facility.
[ { "first": "Carlo", "middle": [], "last": "Camporesi", "suffix": "" }, { "first": "Marcelo", "middle": [], "last": "Kallmann", "suffix": "" }, { "first": "Jay", "middle": [ "J." ], "last": "Han", "suffix": "" } ]
2,013
10.1109/VR.2013.6549371
2013 IEEE Virtual Reality (VR)
2013 IEEE Virtual Reality (VR)
2134292017
[ "6158323", "16272818", "58522264" ]
[ "8632254", "5998659", "9128751", "56718274", "35320277", "1061193", "23214951", "4143109", "42951287" ]
true
true
true
https://api.semanticscholar.org/CorpusID:2404460
1
1
1
1
1
Energy UX: Leveraging Multiple Methods to See the Big Picture
2,405,843
Engaging the public to decrease their carbon footprint via energy feedback has become a significant topic of both study and practice and understanding how to best leverage technology for this purpose is an ideal question for the field of HCI to address. One common example is Home Energy Reports (HERs) and Business energy reports (BERs), which are paper or electronic reports that display a consumer’s energy use alongside various benchmarks and “tips” to help (and persuade) them to save energy. While HERs and BERs show great promise, average savings hover around 1–3% with the potential savings in the average home and/or business closer to 15–20%, leaving potential room for improvement. This paper presents a mixed-methods research framework that is being used to improve BER user experience and energy savings. It blends inductive research methods from the fields of design and HCI with deductive methods drawn from psychology and behavioral economics to develop and test hypotheses and translate findings into real-world application. After introducing the framework, a case study is presented in which these steps are followed over two years of research with one BER product across multiple utility pilots. Implications for both energy feedback specifically as well as suggestions on how this framework can be applied across the broader field of usability are discussed.
[ { "first": "Beth", "middle": [], "last": "Karlin", "suffix": "" }, { "first": "Sena", "middle": [], "last": "Koleva", "suffix": "" }, { "first": "Jason", "middle": [], "last": "Kaufman", "suffix": "" }, { "first": "Angela", "middle": [], "last": "Sanguinetti", "suffix": "" }, { "first": "Rebecca", "middle": [], "last": "Ford", "suffix": "" }, { "first": "Colin", "middle": [], "last": "Chan", "suffix": "" } ]
2,017
10.1007/978-3-319-58640-3_33
HCI
2612086559
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:2405843
null
null
null
null
null
A ghost in a snowstorm [computer graphics]
37,064,905
There is a storm cloud growing on the horizon of the digital convergence between computer graphics and television/graphic arts. Computer graphics and image processing assume that pixel values are linearly related to light intensity. A typical video or paint image, however, encodes intensity nonlinearly. Most image manipulation software does not take this into account and just does arithmetic on the pixel values as though they were linearly related to light intensity. This is obviously wrong. The question is, how wrong, and for what pixel values is the problem worst and best? The author presents a review of the basic concepts.
[ { "first": "James", "middle": [ "F." ], "last": "Blinn", "suffix": "" } ]
1,998
10.1109/38.637309
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
1972949207
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:37064905
null
null
null
null
null
A method for handling clusturing of uncertain data
39,116,802
In this paper, we propose two novel active learning algorithms: 1) k-mode for classifying the certain and uncertain dataset in a whole dataset, 2) Priority R-Tree clustering the certain and uncertain data for each domain. They handle both supervised and unsupervised dataset. These techniques improve the robustness and accuracy of the clustering outcome to a great extent. By minimizing the expected error with respect to the optimal classifier, experimental results display the cluster using the Gas sensor array drift Dataset.
[ { "first": "D.", "middle": [ "C." ], "last": "Tomar", "suffix": "" }, { "first": "S.", "middle": [], "last": "Sathappan", "suffix": "" } ]
2,016
10.1109/HMI.2016.7449198
2016 International Conference on Advances in Human Machine Interaction (HMI)
2016 International Conference on Advances in Human Machine Interaction (HMI)
2314086555,2747842328
[ "1899963", "16125605", "8723356", "8713704", "15237478", "10314135", "1986331", "18097758", "18227944" ]
[]
true
false
true
https://api.semanticscholar.org/CorpusID:39116802
0
0
0
1
0
Query by Sketch and Relevance Feedback for Content-Based Image Retrieval over the Web
7,137,367
Abstract Content-based image retrieval systems are being actively investigated owing to their ability to retrieve images based on the actual visual content rather than by manually associated textual descriptions. This paper considers the issues related to the porting of such systems to the World Wide Web and proposes some ways to solve them. To substantiate our ideas, we propose a web-based image retrieval system that allows the user to express a query as a simple sketch portraying ‘what’ she/he is looking for. The system relies on a three-layer relevance feedback architecture to progressively refine retrieval results according to the user's preferences. We also emphasize the use of the vector space model for features representation and the cosine distance for similarity ranking. Performances are presented using both well-assessed information retrieval measures and subjective evaluation criteria.
[ { "first": "Eugenio", "middle": [ "Di" ], "last": "Sciascio", "suffix": "" } ]
1,999
10.1006/jvlc.1999.0145
Journal of Visual Languages and Computing
1979210215,2341469299
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true
true
true
https://api.semanticscholar.org/CorpusID:7137367
1
1
1
1
1
Erratum to: AB3D: action-based 3D descriptor for shape analysis
16,435,765
[ { "first": "Zhige", "middle": [], "last": "Xie", "suffix": "" }, { "first": "Yueshan", "middle": [], "last": "Xiong", "suffix": "" }, { "first": "Kai", "middle": [], "last": "Xu", "suffix": "" } ]
2,014
10.1007/s00371-014-1003-9
The Visual Computer
The Visual Computer
2030626606
[]
[]
false
false
true
https://api.semanticscholar.org/CorpusID:16435765
0
1
0
0
0
Multimodal exploration of the fourth dimension
16,436,471
We present a multimodal paradigm for exploring topological surfaces embedded in four dimensions; we exploit haptic methods in particular to overcome the intrinsic limitations of 3D graphics images and 3D physical models. The basic problem is that, just as 2D shadows of 3D curves lose structure where lines cross, 3D graphics projections of smooth 4D topological surfaces are interrupted where one surface intersects another. Furthermore, if one attempts to trace real knotted ropes or a plastic models of self-intersecting surfaces with a fingertip, one inevitably collides with parts of the physical artifact. In this work, we exploit the free motion of a computer-based haptic probe to support a continuous motion that follows the local continuity of the object being explored. For our principal test case of 4D-embedded surfaces projected to 3D, this permits us to follow the full local continuity of the surface as though in fact we were touching an actual 4D object. We exploit additional sensory cues to provide supplementary or redundant information. For example, we can use audio tags to note the relative 4D depth of illusory 3D surface intersections produced by projection from 4D, as well as providing automated refinement of the tactile exploration path to eliminate jitter and snagging, resulting in a much cleaner exploratory motion than a bare uncorrected motion. Visual enhancements provide still further improvement to the feedback: by opening a view-direction-defined cutaway into the interior of the 3D surface projection, we allow the viewer to keep the haptic probe continuously in view as it traverses any touchable part of the object. Finally, we extend the static tactile exploration framework using a dynamic mode that links each stylus motion to a change in orientation that creates at each instant a maximal-area screen projection of a neighborhood of the current point of interest. This minimizes 4D distortion and permits true metric sizes to be deduced locally at any point. All these methods combine to reveal the full richness of the complex spatial relationships of the target shapes, and to overcome many expected perceptual limitations in 4D visualization.
[ { "first": "A.J.", "middle": [], "last": "Hanson", "suffix": "" }, { "first": "H.", "middle": [], "last": "Zhang", "suffix": "" } ]
2,005
10.1109/VIS.2005.67
VIS 05. IEEE Visualization, 2005.
VIS 05. IEEE Visualization, 2005.
2163925811
[ "59877162", "191571756", "59918763", "1504582", "59874060", "17915599", "61718241", "2070744", "118162090", "117611883", "5993259", "14915458", "59688433", "6677741", "108274657", "5835483", "38466445", "117494615", "59882854", "17094921", "12819034", "31990740" ]
[ "17388983", "27971817", "15418820", "16295987", "16552565", "14688568", "10611348", "9864457", "10788931", "12640205", "49186503", "123835627", "6872551", "117945767", "15094816", "18493460" ]
true
true
true
https://api.semanticscholar.org/CorpusID:16436471
0
0
0
1
0
Improved quadratic normal vector interpolation for realistic shading
16,439,971
Interpolation for normal vectors is an important stage of Phong shading. Linear interpolation cannot represent the geometry of surfaces adequately in some situations. Previous quadratic interpolation for normal vectors generates visual artifacts for archtype curves and triangle scan conversion. To eliminate those artifacts, we propose an improved quadratic interpolation for normal vectors with little computational overhead. Perspective-correct version for obtaining perspective foreshortening is also presented.
[ { "first": "Yuan-Chung", "middle": [], "last": "Lee", "suffix": "" }, { "first": "Chein-Wei", "middle": [], "last": "Jen", "suffix": "" } ]
2,001
10.1007/s003710100111
The Visual Computer
The Visual Computer
2052166673
[ "13952743", "14246634", "53787815", "121149868", "11359090", "46508778", "206618676", "18354386", "6727950", "43001737", "16720806", "3346905", "54145257", "1439868", "33260603", "10094243" ]
[ "10118224", "12715849", "21779026", "18217104", "8104205", "15100553", "13929970" ]
true
true
true
https://api.semanticscholar.org/CorpusID:16439971
0
0
0
1
0
Black or White? Influence of Robot Arm Contrast on Distraction in Human-Robot Interaction
31,541,669
The conducted study is concerned with the visual appearance of a common industrial robot and the influence on the human worker while acting in the same workplace at the very same time. Sixteen volunteers, eight novices and eight experts participated in the study. Equipped with an eye-tracking-system glance chains while revealing the robot and number of glances influenced by different contrast conditions of the robot arm while working on a primary and an interactive secondary task where measured. The results of the first part are that human operators perceive a common six-axis industrial robot in a comparable way from bottom up to the tool-center-point and over the arm-kinematic back. The second part revealed that higher robot-arm contrasts lead to higher distraction caused by a higher number of glances to the moving robot.
[ { "first": "Jonas", "middle": [], "last": "Schmidtler", "suffix": "" }, { "first": "Asuman", "middle": [], "last": "Sezgin", "suffix": "" }, { "first": "Thomas", "middle": [], "last": "Illa", "suffix": "" }, { "first": "Klaus", "middle": [], "last": "Bengler", "suffix": "" } ]
2,015
10.1007/978-3-319-20373-7_18
HCI
1467170691
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:31541669
null
null
null
null
null
Simplification of vector fields over tetrahedral meshes
702,786
Vector fields produced by experiments or simulations are usually extremely dense, which makes their manipulation and visualization cumbersome. Often, such fields can be simplified without much loss of information. A simplification method for 3D vector fields defined over tetrahedral meshes is presented. The underlying tetrahedral mesh is progressively simplified by successive half-edge collapses. The order of collapses is determined by a compound metric which takes into account the field and domain error incurred as well as the quality of the resulting mesh. Special attention is given to the preservation of the mesh boundary and of critical points on the vector field. A tool has been developed for the measurement of the difference between two vector fields over tetrahedral meshes, and it is used to quantify the simplification error
[ { "first": "N.", "middle": [], "last": "Platis", "suffix": "" }, { "first": "T.", "middle": [], "last": "Theoharis", "suffix": "" } ]
2,004
10.1109/CGI.2004.1309208
Proceedings Computer Graphics International, 2004.
Proceedings Computer Graphics International, 2004.
[ "17791488", "706929", "120304516", "17783159", "209051610", "18271883", "2384721", "12319407", "7474225", "759748", "120000728", "17516409", "5191304", "875321", "9623903", "122695947", "206413358" ]
[ "208310119", "14392335", "16973001" ]
true
true
true
https://api.semanticscholar.org/CorpusID:702786
0
0
0
1
0
Perceiving Patterns in Parallel Coordinates: Determining Thresholds for Identification of Relationships
15,196,992
This article presents a study that investigates the ability of humans to perceive relationships (patterns) in parallel coordinates, an ability that is crucial to the use of this popular visualization technique. It introduces a visual quality metric, acceptable distortions of patterns, which establishes the level of noise that may be present in data while allowing accurate identification of patterns. This metric was used to assess perceptual performance of standard 2D parallel coordinates and multi-relational 3D parallel coordinates in two experiments. In multirelational 3D parallel coordinates the axes are placed on a circle with a focus axis in the centre, allowing a simultaneous analysis between the focus variable and all other variables. The experiments aimed to determine the maximum number of variables that can be, from a user's point of view, efficiently used in a multi-relational 3D parallel coordinates display and to present a first attempt to study users' ability to analyse noisy data in parallel coordinates. The results show that, in terms of the acceptable level of noise in data, a multi-relational 3D parallel coordinates visualization having 11 axes (variables) is as efficient as standard 2D parallel coordinates. Visualizing a larger number of variables would possibly require a greater amount of manipulation of the visualization and thus be less efficient.
[ { "first": "Jimmy", "middle": [], "last": "Johansson", "suffix": "" }, { "first": "Camilla", "middle": [], "last": "Forsell", "suffix": "" }, { "first": "Mats", "middle": [], "last": "Lind", "suffix": "" }, { "first": "Matthew", "middle": [], "last": "Cooper", "suffix": "" } ]
2,008
10.1057/palgrave.ivs.9500166
Information Visualization
[ "15933827", "119378488", "2875215", "14296141", "724438", "1702982", "52850101", "7244240", "29680257", "8952472", "764211", "2111359", "3252269", "1571794", "15096549", "62132422", "17911508", "41409840", "18366335", "34933677", "5936677", "17016776", "41701683", "22369577", "8341328", "144134302", "39891677", "609590" ]
[ "211684939", "201660605", "42510290", "930924", "12630904", "51756069", "1307118", "69774123" ]
true
true
true
https://api.semanticscholar.org/CorpusID:15196992
1
1
1
1
1
Age-Related Differences in a Usability Study Measuring Accuracy, Efficiency, and User Satisfaction in Using Smartphones for Census Enumeration: Fiction or Reality?
35,201,689
Age-related differences were investigated in a usability study of an application developed for U.S. Census Bureau enumerators to collect survey data and automate their time and expenses. Accuracy, efficiency and satisfaction measures were collected as participants used a smartphone to answer typical tasks. Usability flaws were also identified with the application. Results indicate that in general there were no differences with task accuracy and efficiency when comparing all tasks, however when looking at individual tasks, the task that had the most usability flaws also revealed age-related differences for accuracy and efficiency --- that is older adults were less accurate and took longer to complete. Surprisingly, there were age-related differences with the user satisfaction of the application such that older adults were less satisfied with the application than younger adults. Tying age-related differences to usability flaws highlights the importance of designing optimal applications for all users.
[ { "first": "Erica", "middle": [ "L." ], "last": "Olmsted-Hawala", "suffix": "" }, { "first": "Temika", "middle": [], "last": "Holland", "suffix": "" } ]
2,015
10.1007/978-3-319-20892-3_46
HCI
2273970024
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:35201689
null
null
null
null
null
The dynamics of articulated rigid bodies for purposes of animation
10,936,145
Curves and surfaces satisfying continuity and smoothness conditions are used in computer graphics to fit spatial data points. In a similar fashion, smooth motions of objects should be available to animators in such a way that the dynamics are correct to the degree required for realism. The motion, like a curve or surface shape, should be controllable by easy manipulations of a set of control parameters or by real-time interaction between the animator and a scene generated by dynamic simulation. In this paper, the objects considered have the form of rigid links joined at hinges to form a tree. This is a reasonable first approximation to human and animal bodies. The equations of motion are formulated with respect to hinge-centered coordinates, and are solved by an efficient technique in time which grows linearly with the number of links.
[ { "first": "William", "middle": [ "W." ], "last": "Armstrong", "suffix": "" }, { "first": "Mark", "middle": [ "W." ], "last": "Green", "suffix": "" } ]
2,005
10.1007/BF02021812
The Visual Computer
The Visual Computer
184110355,2023230533
[ "117436428", "62310910", "1396783", "14996555", "119585983", "117746351", "152195361", "10599708" ]
[ "14752145", "38054898", "9310561", "12981258", "46678059", "12759082", "14217485", "52800005", "1571058", "15518075", "14162435", "39963752", "16073921", "16531845", "22182959", "16599370", "2204629", "8743282", "15969864", "22036467", "58387331", "43637045", "18954720", "366033", "12773211", "13554914", "17858737", "6286600", "1956794", "8572486", "53422255", "18849257", "42482704", "11481730", "53605952", "32894870", "12333479", "2688927", "25604854", "56448915", "55235611", "25296", "129498", "2211027", "8930449", "9652492", "1559792", "17686943", "6725987", "1153140", "14753379", "16901311", "6130446", "15469414", "7944870", "368646", "12591680", "17002297", "5845696", "15038632", "2791741", "31147257", "5150795", "11078552", "11285105", "18672743", "206394377", "8292", "5482001", "10361855", "15306000", "14481319", "42231925", "40156428", "15866677", "335987", "1177170", "21471579", "5854540", "2797139", "9285261", "16912688", "1368891", "8760108", "18111189", "34252089", "15206501", "37713818", "7944342", "13873462", "3188537", "18396708", "13828600", "15597131", "7418717", "10079348", "8556840", "21860602", "17285598", "15995921", "17430691", "11713382" ]
true
true
true
https://api.semanticscholar.org/CorpusID:10936145
0
0
0
1
0
An exploratory study into the accessibility of a multi-user virtual world for young people with aphasia
3,446,824
This paper describes an exploratory study into the accessibility of the virtual world Second Life for two young people with aphasia. Aphasia is a communicative disorder most commonly caused by a stroke. It affects both written and spoken language, is frequently accompanied by right-sided paralysis and people with aphasia can experience isolation and social exclusion. Multi-user virtual worlds are a potential source of fun and contact with others, but how accessible are such worlds to those with communication issues? ::: ::: We report an investigation into the accessibility and potential of Second Life for people with aphasia. This was accomplished through a critique and an empirical study involving two young people: Ann was in her mid twenties and Bob in his early thirties. They were selected because both were comfortable with computer technologies before their strokes and each continues to use them, albeit in a more limited capacity. We discuss implications of the results for people with aphasia interacting with multi-user virtual worlds.
[ { "first": "Julia", "middle": [], "last": "Galliers", "suffix": "" }, { "first": "Stephanie", "middle": [], "last": "Wilson", "suffix": "" } ]
2,013
10.14236/ewic/hci2013.35
BCS HCI
1927293691
[ "860026", "155427922", "2681160", "15806772", "144350088", "151704789", "9718648", "2121567", "8673744", "37566859", "144106883", "142127121", "46575268", "2667467", "1934186", "144272301", "108528503" ]
[ "22433779" ]
true
true
true
https://api.semanticscholar.org/CorpusID:3446824
1
1
1
1
1
A Stroke-Density Based Double Elastic Meshing Feature Extraction Method for Chinese Handwritten Character Recognition
610,353
Stroke-density based elastic meshing method can not only absorb the deformations of stroke in different handwritings but also avoid the non-uniform width of strokes which caused by using a nonlinear normalization method. In view of existing situation that the stroke density functions do not consider the distribution of strokes in diagonal direction, the stroke-density based vertical-horizontal elastic meshing method could not effectively extract the feature of left-falling and right-falling stroke in a Chinese handwritten character image, we propose a new stroke density definition of a diagonal direction and combine it with diagonal elastic meshing technique to constitute meshes. Then, combining the vertical-horizontal elastic meshes with the diagonal's, we get the stroke-density based double elastic meshing approach. The experimental results have verified the effectiveness of this method.
[ { "first": "Wei", "middle": [], "last": "Wei", "suffix": "" }, { "first": "Ning", "middle": [], "last": "Bo", "suffix": "" } ]
2,013
10.1109/ICIG.2013.164
2013 Seventh International Conference on Image and Graphics
2013 Seventh International Conference on Image and Graphics
2037810825
[ "43718465", "120288622", "63443304", "63295895", "64462461", "63079452", "7138354" ]
[]
true
false
true
https://api.semanticscholar.org/CorpusID:610353
0
0
0
1
0
Intuitive and interactive modification of large finite element models
782,251
Virtual prototyping is increasingly replacing real mock-ups and experiments in industrial product development. Part of this process is the simulation of structural and functional properties, which is in many cases based on Finite Element Analysis (FEA). One prominent example from the automotive industry is the safety improvement resulting from crash worthiness simulations. A simulation model for this purpose usually consists of up to one million finite elements and is assembled from many parts which are individually meshed out of their CAD representation. In order to accelerate the development cycle, simulation engineers want to be able to modify their FE models without going back to the CAD department. Furthermore, valid CAD models might even not be available in preliminary design stages. However, in contrast to CAD, there is a lack of tools that offer the possibility of modification and processing of finite element components while maintaining the properties relevant to the simulation. In this application paper we present interactive algorithms for intuitive and fast editing of FE models and appropriate visualization techniques to support engineers in understanding these models. This includes new kinds of manipulators, feedback mechanisms and facilities for virtual reality and immersion at the workplace, e.g. autostereoscopic displays and haptic devices.
[ { "first": "D.", "middle": [], "last": "Rose", "suffix": "" }, { "first": "K.", "middle": [], "last": "Bidmon", "suffix": "" }, { "first": "T.", "middle": [], "last": "Ertl", "suffix": "" } ]
2,004
10.1109/VISUAL.2004.58
IEEE Visualization 2004
IEEE Visualization 2004
2107191029
[ "182728", "417151", "14859515", "122943404", "2950298", "10818421", "14237239", "16463747", "17930718", "7407408", "13621504", "60288896", "14391482", "18863802", "11128620", "61328188", "2388609", "6192036", "60249748", "17472279", "10152559", "13973225", "2685005", "11078552", "7255909", "410008", "121506936" ]
[ "214737412", "59570311", "18177400", "14320786", "2572956", "52847156" ]
true
true
true
https://api.semanticscholar.org/CorpusID:782251
0
0
0
1
0
Development of AHP model for telematics haptic interface evaluation
45,674,119
These days, the main focus in developing telematics systems is to promote safety by decreasing the workload of the driver. To achieve this goal, simplification of the interface as well as the resolution of GUI interaction problems must be worked on. For this research, objective and quantitative assessments are provided in the early steps of building the haptic interface model. The purpose of this research is to create an evaluation model that uses the Analytic Hierarchy Process (AHP) method to fulfill user requirements. This research developed an AHP evaluation model that can present recommendations, as well as the degree of importance, for haptic interface design with quantitative assessments of the prototype by finding out the absolute and relative importance for evaluation groups and factors in early design levels using AHP.
[ { "first": "Yong", "middle": [ "Gu" ], "last": "Ji", "suffix": "" }, { "first": "Beom", "middle": [ "Suk" ], "last": "Jin", "suffix": "" }, { "first": "Jae", "middle": [ "Seung" ], "last": "Mun", "suffix": "" }, { "first": "Sang", "middle": [ "Min" ], "last": "Ko", "suffix": "" } ]
2,007
10.1007/978-3-540-73105-4_57
HCI
20192196
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:45674119
null
null
null
null
null
Four Questions for Error Diagnosis and Correction in CALL
10,186,136
Four important questions relevant to error diagnosis and correction in CALL are posed. These relate to the diagnosis of persistent L2 learner grammar errors, whether these can be corrected, what types of feedback from the computer are most efficient for focusing the students' attention on this task, and the assessment of CALL programs designed to correct errors. A large corpus of L2 learner errors is shown to be highly beneficial for identifying persistent L1 transfer errors. The application of concordancing programs for this purpose is demonstrated. CALL courseware designed to serve as a platform for investigating correction of persistent grammatical errors made by Korean students learning English and variable feedback provided at different stages in the program are described. The evaluation of how effective error-correction courseware is at eliminating persistent mistakes requires follow-up studies using traditional evaluation measures. Insights into what program features promote focus on form and noticing may be obtained by user-tracker technology.
[ { "first": "Maria", "middle": [], "last": "Virvou", "suffix": "" }, { "first": "Dimitris", "middle": [], "last": "Maras", "suffix": "" } ]
1,999
10.1558/cj.v20i3.451-463
HCI (2)
2157335590
[ "15845409", "60882321", "144771555", "17277611", "142818785", "62716621", "145074135", "146199732", "143979112", "144955339", "149534477", "146843928" ]
[ "62747085", "208081475", "58598907", "2025558", "17607638", "55415611", "14663348", "62169948", "59136251", "19158800", "212724480", "15752262" ]
true
true
true
https://api.semanticscholar.org/CorpusID:10186136
0
0
0
1
0
Decision trees for accelerating unimodal, hybrid and multimodal rendering models
24,468,711
This paper deals with the rendering of segmented unimodal, hybrid and aligned multimodal voxel models. We propose a data structure that classifies the segmented voxels into categories, so that whenever the model has to be traversed, only the selected categories are visited and the empty and non-selected voxels are skipped. This strategy is based on: (i) a decision tree, called the rendering decision tree (RDT), which represents the hierarchy of the classification process and (ii) an intermediate run-length encoding (RLE) of the classified voxel model. The traversal of the voxel model given a user query consists of two steps: first, the RDT is traversed and the set of selected categories computed; next, the RLE is visited, but the non-selected runs are skipped and only the voxels of the original model that are codified are accessed in selected runs of the RLE. This strategy has been used to render a voxel model by back-to-front traversal and splatting as well as to construct 3D textures for hardware-driven 3D texture mapping. The results show that the voxel model traversal is significantly accelerated.
[ { "first": "Maria", "middle": [], "last": "Ferre", "suffix": "" }, { "first": "Anna", "middle": [], "last": "Puig", "suffix": "" }, { "first": "Dani", "middle": [], "last": "Tost", "suffix": "" } ]
2,006
10.1007/s00371-006-0373-z
The Visual Computer
The Visual Computer
2015577955
[ "18996272", "62576573", "9796759", "46465366", "14638813", "2678300", "8848117", "8048334", "1266012", "17841832", "61909179", "7023282", "17496404", "16940776", "16625486", "17787338", "1521464", "11551355", "5262555", "7418351", "57396395", "18050365", "14065023", "18787774", "61948084" ]
[ "205544", "44695846", "43583990", "16359645", "32072867", "13650308", "29183119" ]
true
true
true
https://api.semanticscholar.org/CorpusID:24468711
0
0
0
1
0
A Visual Citation Search Engine
29,773,124
Carrying out the survey of the related researches is an essential part in research activities, the aim of which is to have an overall view of the target field. Generally, we take two approaches toward this aim. One approach is paying attention to selected articles and deeply investigate them. The selection is performed according to some indicators for measuring importance. The other approach is considering the citation relations between articles. One problem is that these approaches cannot be combined straightforwardly. Another problem in carrying out the survey is that there are a huge amount of articles exist already. The aim of this paper is to propose a framework of a visualization system that assists us in surveying related researches. The system displays the important articles together with their key citation relations by displaying not only direct citations between important articles but also the indirect, or weak-tie, citation relations that connect them.
[ { "first": "Tetsuya", "middle": [], "last": "Nakatoh", "suffix": "" }, { "first": "Hayato", "middle": [], "last": "Nakanishi", "suffix": "" }, { "first": "Toshiro", "middle": [], "last": "Minami", "suffix": "" }, { "first": "Kensuke", "middle": [], "last": "Baba", "suffix": "" }, { "first": "Sachio", "middle": [], "last": "Hirokawa", "suffix": "" } ]
2,016
10.1007/978-3-319-40349-6_17
HCI
2495395717
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:29773124
null
null
null
null
null
AMDiS: adaptive multidimensional simulations
55,983,125
We describe how modular software design and well proven object oriented design patterns can help to implement a flexible software package for the efficient solution of partial differential equations. Today not only efficiency in the numerical solution is of utmost importance for practical use, efficiency in problem setup and interpretation of numerical results is of importance if modeling and computing comes closer and closer together. In order to demonstrate the possibilities of the software, we apply the tool to several non-standard problems.
[ { "first": "Simon", "middle": [], "last": "Vey", "suffix": "" }, { "first": "Axel", "middle": [], "last": "Voigt", "suffix": "" } ]
2,007
10.1007/s00791-006-0048-3
Computing and Visualization in Science
2147229895
[]
[ "28497941", "17763844", "3532077", "45889117", "1451696", "56895402", "119126360", "209169508", "119165949", "10164408", "25571240", "208869264", "49378585", "28208161", "64219432", "55767439", "209404906", "119667791", "20322667", "20230990", "202542376", "16826488", "15127409", "54571813", "3602208", "54977055", "214612175", "26231534", "56362697", "2419468", "24907281", "17121944", "11756913", "14609416", "24427760", "1428475", "3256535", "7981873", "20972658", "30149315", "119167242", "55592056", "15942976", "123964431", "193081994", "73619050", "136358919", "10215885", "204895909", "71560820", "11118791", "204009077", "13152267", "49862802", "209202668", "14928333", "125207096" ]
false
true
true
https://api.semanticscholar.org/CorpusID:55983125
1
1
1
0
1
Multimodal classification of dance movements using body joint trajectories and step sounds
15,771,933
We present a multimodal approach to recognize isolated complex human body movements, namely Salsa dance steps. Our system exploits motion features extracted from 3D sub-trajec-tories of dancers' body-joints (deduced from Kinect depth-map sequences) using principal component analysis (PCA). These sub-trajectories are obtained thanks to a footstep impact detection module (from recordings of piezoelectric sensors installed on the dance floor). Two alternative classifiers are tested with the resulting PCA features, namely Gaussian mixture models and hidden Markov models (HMM). Our experiments on a multimodal Salsa dataset show that our approach is superior to a more traditionnal method. Using HMM classifiers with three hidden states, our system achieves a classification performance of 74% in F-measure when recognizing gestures among six possible classes, which outperforms the reference method by 11 percentage points.
[ { "first": "Aymeric", "middle": [], "last": "Masurelle", "suffix": "" }, { "first": "Slim", "middle": [], "last": "Essid", "suffix": "" }, { "first": "Gael", "middle": [], "last": "Richard", "suffix": "" } ]
2,013
10.1109/WIAMIS.2013.6616151
2013 14th International Workshop on Image Analysis for Multimedia Interactive Services (WIAMIS)
2013 14th International Workshop on Image Analysis for Multimedia Interactive Services (WIAMIS)
2053652187
[ "5388357", "54046837", "11386264", "9267926", "14219459", "10659969" ]
[ "4499002", "44896146", "17856587", "16435702", "7531561", "202772692", "45308263", "207827594", "23675685", "187157391", "57189860", "212634164", "21938592" ]
true
true
true
https://api.semanticscholar.org/CorpusID:15771933
1
1
1
1
1
Performance-driven facial animation
207,161,478
As computer graphics technique rises to the challenge of rendering lifelike performers, more lifelike performance is required. The techniques used to animate robots, arthropods, and suits of armor, have been extended to flexible surfaces of fur and flesh. Physical models of muscle and skin have been devised. But more complex databases and sophisticated physical modeling do not directly address the performance problem. The gestures and expressions of a human actor are not the solution to a dynamic system. This paper describes a means of acquiring the expressions of real faces, and applying them to computer-generated faces. Such an "electronic mask" offers a means for the traditional talents of actors to be flexibly incorporated in digital animations. Efforts in a similar spirit have resulted in servo-controlled "animatrons," high-technology puppets, and CG puppetry [1]. The manner in which the skills of actors and puppetteers as well as animators are accommodated in such systems may point the way for a more general incorporation of human nuance into our emerging computer media.The ensuing description is divided into two major subjects: the construction of a highly-resoved human head model with photographic texture mapping, and the concept demonstration of a system to animate this model by tracking and applying the expressions of a human performer.
[ { "first": "Lance", "middle": [], "last": "Williams", "suffix": "" } ]
2,006
10.1145/1185657.1185856
SIGGRAPH '06
2102416463
[ "12807035", "8719653", "17674575" ]
[]
true
false
true
https://api.semanticscholar.org/CorpusID:207161478
0
0
0
1
0
Successful User Experience in an Agile Enterprise Environment
32,768,147
Salesforce.com is a leader in the enterprise Customer Relationship Management (CRM) marketplace. In 2006, salesforce.com's Research and Development (R&D) organization transitioned over 30 product teams from a waterfall development process to an agile one. The R&D department is responsible for producing all products offered to salesforce.com customers. After the transition, it was clear that User Experience (UX) team members were dissatisfied. When asked 6 months into the rollout if agile was making their work life better, only 24% agreed. This paper discusses how the team and management responded to this data and as a result reached an 85% satisfaction rate a year later.
[ { "first": "Melissa", "middle": [], "last": "Federoff", "suffix": "" }, { "first": "Catherine", "middle": [], "last": "Courage", "suffix": "" } ]
2,009
10.1007/978-3-642-02556-3_27
HCI
1605798159
[]
[ "348479", "26960161", "16717532", "16189258", "73631959", "49532020", "145057347", "17063771", "6760060", "53438901", "65259345" ]
false
true
false
https://api.semanticscholar.org/CorpusID:32768147
null
null
null
null
null
An Empirical Investigation into the Use of Multimodal E-Learning Interfaces
60,447,395
[ { "first": "Marwan", "middle": [], "last": "Alseid", "suffix": "" }, { "first": "Dimitrios", "middle": [], "last": "Rigas", "suffix": "" } ]
2,009
10.5772/7737
Human-Computer Interaction
Human-Computer Interaction
1493795649
[]
[ "195932911" ]
false
true
false
https://api.semanticscholar.org/CorpusID:60447395
null
null
null
null
null
Implementation and Testing of ALM Based HDTV Live Prototype System
63,440,398
In this paper,we applied ALM(application layer multicast) into HDTV live system,design and implement a multimedia live prototype system with large concurrency,high efficiency and low delay.We also created a distributed time-shifting algorithm,which was integrated in the system in order to allow users to watch both live and delayed TV programs.This prototype system was put into large-scale testing for more than one month in Fudan Campus during World Cup 2006.The result shows that it is a good solution to output bandwidth bottleneck at server side and long delay of normal P2P technology at the client.The maximum amount of online users was over 460.It also provides a good solution to HDTV live system,which is the focus of National Science and Technology Department.
[ { "first": "YE", "middle": [], "last": "De-jian", "suffix": "" } ]
2,007
Journal of Image and Graphics
2377538378
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:63440398
null
null
null
null
null
Islamic symmetric pattern generation based on group theory
37,100,374
The art of Islamic symmetrical patterns (ISP) has proven to be an elegant method for the study of symmetry. These patterns offer a rich source for exploitation by artists and are also of interest to mathematicians, crystallographers, architects, archaeologists and others. This paper discusses, studies and analyzes the evolution of the Islamic symmetrical repeat pattern design by exploring ways in which the patterns can be created algorithmically based on the properties of group theory. The use of both isometrics and fold type symmetric concepts to create and perfectly color such symmetric patterns are also discussed. Experimental results demonstrate the approach with a variety of Islamic symmetrical pattern designs.
[ { "first": "H.", "middle": [], "last": "Karam", "suffix": "" }, { "first": "M.", "middle": [], "last": "Nakajima", "suffix": "" } ]
1,999
10.1109/CGI.1999.777923
1999 Proceedings Computer Graphics International
1999 Proceedings Computer Graphics International
1699514941
[]
[ "8855541", "408508", "15931942", "19626213", "131145439" ]
false
true
true
https://api.semanticscholar.org/CorpusID:37100374
0
0
0
1
0
Visualization of turbulent flow with particles
5,951,427
In this work a new method for visualization of three-dimensional turbulent flow using particle motion animation is presented. The method is based on Reynolds decomposition of a turbulent flow field into a convective and a turbulent motion. At each step of particle path generation a stochastic perturbation is added, resulting in random-walk motions of particles. A physical relation is established between the perturbations and the eddy-diffusivity, which is calculated in a turbulent flow simulation. The flow data used is a mean velocity field, and an eddy-diffusivity field. The erratic particle motions are more than just a visual effect, but represent a real physical phenomenon. An implementation of the method is described, and an example of a turbulent channel flow is given, which clearly shows the random particle motions in their context of general fluid motion patterns. >
[ { "first": "A.J.S.", "middle": [], "last": "Hin", "suffix": "" }, { "first": "F.H.", "middle": [], "last": "Post", "suffix": "" } ]
1,993
10.1109/VISUAL.1993.398850
Proceedings Visualization '93
Proceedings Visualization '93
2109241830
[ "9417482", "120474741", "123123699", "123882395", "46674720", "1095375", "123784298", "116935579", "57739408", "2055990" ]
[ "15117137", "1629790", "14299092", "18850441", "18433112", "14271252", "12458639", "16526010", "12963910", "15233285", "19020930", "31736112", "14024372", "16155241", "1586225", "1757702", "17686004", "62386905", "15128425", "14354023", "14837418", "51996000", "129788925", "6984621", "3142996", "202695460", "3074580", "210697086" ]
true
true
true
https://api.semanticscholar.org/CorpusID:5951427
0
0
0
1
0
Rendering cubic curves and surfaces with integer adaptive forward differencing
15,394,187
For most compute environments, adaptive forward differencing is much more efficient when performed using integer arithmetic than when using floating point. Previously low precision integer methods suffered from serious precision problems due to the error accumulation inherent to forward differencing techniques. This paper proposes several different techniques for implementing adaptive forward differencing using integer arithmetic, and provides an error analysis of forward differencing which is useful as a guide for integer AFD implementation. The proposed technique using 32 bit integer values is capable of rendering curves having more than 4K forward steps with an accumulated error of less than one pixel and no overflow problems. A hybrid algorithm employing integer AFD is proposed for rendering antialiased, texture-mapped bicubic surfaces.
[ { "first": "S.-L.", "middle": [], "last": "Chang", "suffix": "" }, { "first": "M.", "middle": [ "S.", "R." ], "last": "Rocchetti", "suffix": "" } ]
1,989
10.1145/74333.74349
SIGGRAPH '89
2136842387
[ "16853324", "117434062", "2650430", "2511521", "115470009", "2862439", "14817559", "62139176", "14978555", "10094243", "15910631" ]
[ "18546259", "120319273", "5815987", "13989930", "28210986", "41742727", "27092735", "59919794", "136695558", "28967106", "6438421", "16679966", "60669589", "3013678", "2403493", "11489355", "8074822", "55927371" ]
true
true
true
https://api.semanticscholar.org/CorpusID:15394187
0
0
0
1
0
Exploring Cultural Context Using the Contextual Scenario Framework
26,877,513
In applications where individuals in different contexts interact with a technology system, cultural issues present complex challenges for developers attempting to understand context of use. Three features of culture stand out: individuals embody overlapping cultural memberships; cultures and roles interact; and individuals make erroneous assumptions of others' cultural membership. This paper illustrates how the Contextual Scenario Framework (CSF) can address these cultural challenges. The CSF is a tool that supports scenario-based design by structuring, organizing and automatically recalling contextual information. The mechanisms of the CSF enable exploration of human activity in context, linking characters within scenarios to contextual influences discovered in primary field research and secondary analysis.
[ { "first": "Eric", "middle": [], "last": "Swanson", "suffix": "" }, { "first": "Keiichi", "middle": [], "last": "Sato", "suffix": "" }, { "first": "Judith", "middle": [], "last": "Gregory", "suffix": "" } ]
2,009
10.1007/978-3-642-02767-3_13
HCI
2139657516
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:26877513
null
null
null
null
null
RACBVHs: random-accessible compressed bounding volume hierarchies
251,767
We present a novel compressed bounding volume hierarchy (BVH) representation, random-accessible compressed bounding volume hierarchies (RACBVHs), for various applications requiring random access on BVHs of massive models. Our RACBVH representation is compact and transparently supports random access on the compressed BVHs without decompressing the whole BVH. To support random access on our compressed BVHs, we decompose a BVH into a set of clusters. Each cluster contains consecutive bounding volume (BV) nodes in the original layout of the BVH. Also, each cluster is compressed separately from other clusters and serves as an access point to the RACBVH representation. We provide the general BVH access API to transparently access our RACBVH representation. At runtime, our decompression framework is guaranteed to provide correct BV nodes without decompressing the whole BVH. Also, our method is extended to support parallel random access that can utilize the multicore CPU architecture. Our method can achieve up to a 12:1 compression ratio, and more importantly, can decompress 4.2 M BV nodes ({=}135 {\rm MB}) per second by using a single CPU-core. To highlight the benefits of our approach, we apply our method to two different applications: ray tracing and collision detection. We can improve the runtime performance by more than a factor of 4 as compared to using the uncompressed original data. This improvement is a result of the fast decompression performance and reduced data access time by selectively fetching and decompressing small regions of the compressed BVHs requested by applications.
[ { "first": "Tae-Joon", "middle": [], "last": "Kim", "suffix": "" }, { "first": "Bochang", "middle": [], "last": "Moon", "suffix": "" }, { "first": "Duksu", "middle": [], "last": "Kim", "suffix": "" }, { "first": "Sung-Eui", "middle": [], "last": "Yoon", "suffix": "" } ]
2,009
10.1145/1599301.1599390
SIGGRAPH '09
[ "471740" ]
[]
true
false
true
https://api.semanticscholar.org/CorpusID:251767
0
0
0
1
0
Supporting Team-First Visual Analytics through Group Activity Representations
255,308
Collaborative visual analytics (CVA) involves sensemaking activities within teams of analysts based on coordination of work across team members, awareness of team activity, and communication of hypotheses, observations, and insights. We introduce a new type of CVA tools based on the notion of “team-first” visual analytics, where supporting the analytical process and needs of the entire team is the primary focus of the graphical user interface before that of the individual analysts. To this end, we present the design space and guidelines for team-first tools in terms of conveying analyst presence, focus, and activity within the interface. We then introduce InsightsDrive, a CVA tool for multidimensional data, that contains team-first features into the interface through group activity visualizations. This includes (1) in-situ representations that show the focus regions of all users integrated in the data visualizations themselves using color-coded selection shadows, as well as (2) ex-situ representations showing the data coverage of each analyst using multidimensional visual representations. We conducted two user studies, one with individual analysts to identify the affordances of different visual representations to inform data coverage, and the other to evaluate the performance of our team-first design with exsitu and in-situ awareness for visual analytic tasks. Our results give an understanding of the performance of our team-first features and unravel their advantages for team coordination.
[ { "first": "Sriram", "middle": [ "Karthik" ], "last": "Badam", "suffix": "" }, { "first": "Zehua", "middle": [], "last": "Zeng", "suffix": "" }, { "first": "Emily", "middle": [], "last": "Wall", "suffix": "" }, { "first": "Alex", "middle": [], "last": "Endert", "suffix": "" }, { "first": "Niklas", "middle": [], "last": "Elmqvist", "suffix": "" } ]
2,017
10.20380/GI2017.26
Graphics Interface
2759939602
[ "8951875", "16616833", "61535672", "15367235", "2326319", "153811205", "18962254", "764211", "9404183", "567204", "2058005", "6759641", "522042", "8904563", "218004", "12372288", "333685", "207167125", "6951854", "32510455", "7701503", "10197514", "17252628", "14251027", "17722351", "7220442", "5919957", "6543572", "60837336", "457577", "2656946", "5781502" ]
[ "51880306" ]
true
true
true
https://api.semanticscholar.org/CorpusID:255308
0
0
0
1
0
Desktop Delivery: Access to Large Datasets
112,208,210
This chapter defines large data as datasets that are much greater than the memory capacity of the desktop machine. Transferring very large datasets can require hours or days, and the reality of network errors and machine reboots can turn a planned 8-hour project into a 5-day marathon. The desktop-delivery problem is one of engineering a solution to provide meaningful interaction with a large dataset using a relatively small computer connected by a relatively small network. This chapter presents an approach for delivering supercomputer results to offices. The approach was developed to visualize simulation results produced by the U.S. Department of Energy's Accelerated Strategic Computing Initiative. The system design presented in the chapter is the instantiation at Sandia National Labs; similar systems have been implemented at Los Alamos and Lawrence Livermore national labs. Most of the discussion in the chapter presents methods for generating and delivering images to leverage the human visual system for analysis.
[ { "first": "PHILIP D.", "middle": [], "last": "HEERMANN", "suffix": "" }, { "first": "CONSTANTINE", "middle": [], "last": "PAVLAKOS", "suffix": "" } ]
2,005
10.1016/b978-012387582-2/50027-7
The Visualization Handbook
2261018054
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:112208210
null
null
null
null
null
Optimizing Performance Outcomes for Emergency Management Personnel Through Simulation Based Training Applications
37,049,031
There has been much in the news about response to natural disasters and catastrophic events such as Hurricane Katrina and the Deepwater Horizon oil spill in the Gulf of Mexico. Many challenges face the first responder community that are in many ways new and previously not encountered by a community of hard working and dedicated people. The issues range from demographics in our society, changes in weather patterns, multiple generations in the workforce and many new methods of technology being explored for modernizing the training. A review of the challenges and potential solutions as implemented by two agencies offers some answers to the question, “Why is this so hard?”
[ { "first": "Ronald", "middle": [ "W." ], "last": "Tarr", "suffix": "" } ]
2,017
10.1007/978-3-319-57987-0_24
HCI
2613840275
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:37049031
null
null
null
null
null
Graphical Menus Using a Mobile Phone for Wearable AR Systems
1,571,577
In this paper, we explore the design of various types of graphical menus via a mobile phone for use in a wearable augmented reality system. For efficient system control, locating menus is vital. Based on previous relevant work, we determine display-, manipulator- and target-referenced menu placement according to focusable elements within a wearable augmented reality system. Moreover, we implement and discuss three menu techniques using a mobile phone with a stereo head-mounted display.
[ { "first": "Hyeongmook", "middle": [], "last": "Lee", "suffix": "" }, { "first": "Dongchul", "middle": [], "last": "Kim", "suffix": "" }, { "first": "Woontack", "middle": [], "last": "Woo", "suffix": "" } ]
2,011
10.1109/ISUVR.2011.23
2011 International Symposium on Ubiquitous Virtual Reality
2011 International Symposium on Ubiquitous Virtual Reality
2006367364
[ "14074786", "9490117", "59799903", "293827", "18154601", "575143", "9507943", "990423", "14965894", "31899217" ]
[ "39925185", "28088695", "195877562", "54170321", "58672787" ]
true
true
true
https://api.semanticscholar.org/CorpusID:1571577
0
0
0
1
0
Using deformations to explore 3D widget design
2,282,527
We are developing a framework for creating interactive 3D environments for applications in design, education, and the communication of information and ideas [3]. Our most recent work focuses on providing a useful and powerful interface to such a complex environment. To this end we have developed 3D widgets, objects that encapsulate 3D geometry and behavior, to control other objects in the scene [2]. We build 3D widgets as first-class objects in our real-time animation system. Because our system allows rapid prototyping of objects, we hope to enlarge today’s surprisingly small vocabulary of 3D widgets that includes menus floating in 3D, gestural picking, translation and rotation, cone trees, and perspective walls. As a way to focus on issues of 3D widget design, we have developed widgets to perform a particular task: applying high-level deformations to 3D objects [1]. The complexity of these operations makes numerical specification or panels of sliders difficult to use, and yet direct manipulation interfaces cannot provide meaningful feedback without fixing most parameters. In this video paper, we show a set of new 3D widgets to control deformations called racks. A simple rack consists of a bar specifying the axis of deformation and some number of handles attached to the bar specifying additional deformation parameters. For example, a taper rack has two additional handles. Moving the ends of the handles towards or away from the axis bar changes the amount of taper of the deformed object; changing the distance between the handles changes the region over which the deformation is applied. A more complex rack can have multiple handles specifying different deformations. The racks in Figures 1–3 all have handles for twisting (purple), tapering (blue), and bending (red) an object. The deformation range is the region between the twist and taper handles. 2 The Issues in 3D Widget Design
[ { "first": "Scott", "middle": [ "S." ], "last": "Snibbe", "suffix": "" }, { "first": "Kenneth", "middle": [ "P." ], "last": "Herndon", "suffix": "" }, { "first": "Daniel", "middle": [ "C." ], "last": "Robbins", "suffix": "" }, { "first": "D.", "middle": [ "Brookshire" ], "last": "Conner", "suffix": "" }, { "first": "Andries", "middle": [], "last": "van Dam", "suffix": "" } ]
1,992
10.1145/133994.134091
SIGGRAPH '92
2068707318
[ "16162806", "10818421" ]
[ "16091565", "2279577", "53236449", "11070303", "18711008", "7967082", "18175612", "15788786", "197963", "8939155", "16778155", "11038906" ]
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true
true
https://api.semanticscholar.org/CorpusID:2282527
0
0
0
1
0
Evaluating the effects of image persistence on dynamic target acquisition in low frame rate virtual environments
2,283,774
Here we explore a visual display technique for low frame rate virtual environments called low persistence (LP). This involves displaying the rendered frame for a single display frame and blanking the screen while waiting for the next frame to be generated. To gain greater knowledge about the LP technique, we have conducted a user study to evaluate user performance and learning during a dynamic target acquisition task. The task involved the acquisition of targets moving along several different trajectories, modeled after a shotgun trap shooting task. The results of our study indicate the LP condition approaches high frame rate performance within certain classes of target trajectories. Interestingly we also see that learning is consistent across conditions, indicating that it may not always be necessary to train under a visually high frame rate system.
[ { "first": "David", "middle": [ "J." ], "last": "Zielinski", "suffix": "" }, { "first": "Hrishikesh", "middle": [ "M." ], "last": "Rao", "suffix": "" }, { "first": "Nicholas", "middle": [ "T." ], "last": "Potter", "suffix": "" }, { "first": "Lawrence", "middle": [ "G." ], "last": "Appelbaum", "suffix": "" }, { "first": "Regis", "middle": [], "last": "Kopper", "suffix": "" } ]
2,016
10.1109/VR.2016.7504782
2016 IEEE Virtual Reality (VR)
2016 IEEE Virtual Reality (VR)
2939917158
[ "21387779", "140462902", "12530345", "6296092" ]
[ "49563548", "3490358" ]
true
true
true
https://api.semanticscholar.org/CorpusID:2283774
1
1
1
1
1
Business and Threat Analysis of Ports' Supply Chain Services
2,182,871
Maritime supply chain is a dynamic system in which a set of organizations, people, activities, information and resources are involved aiming at delivering a service or a product to the final users. The paper describes the business processes of a representative example of a cross-border supply chain service, namely the "Vehicles Transport Chain"; analyses its interdependencies and threats; revealing the limitations of existing risk management methodologies in terms of addressing the cascading effects and the complexity of the maritime security ecosystem; highlights and underlines the need for a targeted risk assessment approach applicable to maritime supply chains.
[ { "first": "Spyridon", "middle": [], "last": "Papastergiou", "suffix": "" }, { "first": "Nineta", "middle": [], "last": "Polemi", "suffix": "" }, { "first": "Ioannis", "middle": [], "last": "Papagiannopoulos", "suffix": "" } ]
2,015
10.1007/978-3-319-20376-8_57
HCI
2399707374
[]
[ "14371961" ]
false
true
false
https://api.semanticscholar.org/CorpusID:2182871
null
null
null
null
null
Efficient Morse Decompositions of Vector Fields
2,362,823
Existing topology-based vector field analysis techniques rely on the ability to extract the individual trajectories such as fixed points, periodic orbits, and separatrices that are sensitive to noise and errors introduced by simulation and interpolation. This can make such vector field analysis unsuitable for rigorous interpretations. We advocate the use of Morse decompositions, which are robust with respect to perturbations, to encode the topological structures of a vector field in the form of a directed graph, called a Morse connection graph (MCG). While an MCG exists for every vector field, it need not be unique. Previous techniques for computing MCG's, while fast, are overly conservative and usually results in MCG's that are too coarse to be useful for the applications. To address this issue, we present a new technique for performing Morse decomposition based on the concept of tau-maps, which typically provides finer MCG's than existing techniques. Furthermore, the choice of tau provides a natural tradeoff between the fineness of the MCG's and the computational costs. We provide efficient implementations of Morse decomposition based on tau-maps, which include the use of forward and backward mapping techniques and an adaptive approach in constructing better approximations of the images of the triangles in the meshes used for simulation.. Furthermore, we propose the use of spatial tau-maps in addition to the original temporal tau-maps. These techniques provide additional trade-offs between the quality of the MCGs and the speed of computation. We demonstrate the utility of our technique with various examples in the plane and on surfaces including engine simulation data sets.
[ { "first": "Guoning", "middle": [], "last": "Chen", "suffix": "" }, { "first": "K.", "middle": [], "last": "Mischaikow", "suffix": "" }, { "first": "R.S.", "middle": [], "last": "Laramee", "suffix": "" }, { "first": "E.", "middle": [], "last": "Zhang", "suffix": "" } ]
2,008
10.1109/TVCG.2008.33
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
2167940403
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true
true
https://api.semanticscholar.org/CorpusID:2362823
1
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Voyager: Exploratory Analysis via Faceted Browsing of Visualization Recommendations
2,366,653
General visualization tools typically require manual specification of views: analysts must select data variables and then choose which transformations and visual encodings to apply. These decisions often involve both domain and visualization design expertise, and may impose a tedious specification process that impedes exploration. In this paper, we seek to complement manual chart construction with interactive navigation of a gallery of automatically-generated visualizations. We contribute Voyager, a mixed-initiative system that supports faceted browsing of recommended charts chosen according to statistical and perceptual measures. We describe Voyager's architecture, motivating design principles, and methods for generating and interacting with visualization recommendations. In a study comparing Voyager to a manual visualization specification tool, we find that Voyager facilitates exploration of previously unseen data and leads to increased data variable coverage. We then distill design implications for visualization tools, in particular the need to balance rapid exploration and targeted question-answering.
[ { "first": "Kanit", "middle": [], "last": "Wongsuphasawat", "suffix": "" }, { "first": "Dominik", "middle": [], "last": "Moritz", "suffix": "" }, { "first": "Anushka", "middle": [], "last": "Anand", "suffix": "" }, { "first": "Jock", "middle": [], "last": "Mackinlay", "suffix": "" }, { "first": "Bill", "middle": [], "last": "Howe", "suffix": "" }, { "first": "Jeffrey", "middle": [], "last": "Heer", "suffix": "" } ]
2,016
10.1109/TVCG.2015.2467191
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
1961845056
[ "7023388", "6868055", "62176590", "43861471", "16261041", "119693509", "1315097", "119828", "16743046", "62610721", "52903048", "35321535", "123700223", "207731647", "8943607", "15422846", "18582549", "86948", "2804799", "2362307", "13457388", "11149369", "94584", "62132831", "7086308", "2582556", "32370368", "7639956", "41039370", "122676277", "126007400", "14538160", "2593200", "14864352", "195603137", "35584347", "119972206", "1372993", "367518" ]
[ "207901101", "5032766", "52130471", "52012313", "3620071", "11247062", "209459498", "211126494", "160018920", "69964488", "73417466", "211015921", "207798031", "51995470", "53045106", "210926937", "211208945", "6349784", "14999239", "201809821", "25324732", "143422200", "4789604", "57573726", "7220442", "173175621", "4706694", "10125692", "73435302", "198974756", "215723162", "211244643", "21741963", "211264888", "4198300", "13280323", "214869953", "52058471", "195426443", "7045290", "4567524", "13565250", "68236010", "211530627", "52072519", "7123996", "208202229", "215416237", "49862538", "2967233", "840538", "46954072", "33551774", "207989621", "26654290", "4749967", "201650801", "53304077", "1870410", "58013891", "3356112", "46593119", "4697602", "214879299", "199472723", "15419853", "56486601", "10854666", "4842355", "13700154", "204951792", "50778249", "4995715", "54194384", "32082956", "58593348", "16716972", "209490557", "198963563", "8434895", "13691885", "198147846", "21664134", "6215056", "54447112", "199405597", "198162447", "18904972", "52071158", "14555467", "156051044", "10494066", "197672008", "208171945", "32307308", "13771609", "51756069", "211481634", "2307186", "51940675", "3901379", "3415805", "208883383", "201093978", "67884736", "7487099", "199000969", "212698701", "46929467", "53072923", "199000824", "27134792", "22453795", "189048448", "131768229", "7264871", "206805969", "88485619", "73728741", "53042734", "52068378", "24122951", "199452776", "52066401", "34916619", "204843871", "53087353", "8260082", "163163796", "49575415", "209750941", "214764609", "4889463", "18223986", "11163867", "67772896", "57764758", "73930", "209168689", "203583244", "145892822", "12316599", "213188127", "4556015", "3540781", "81142" ]
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true
true
https://api.semanticscholar.org/CorpusID:2366653
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Does humanity matter? analyzing the importance of social cues and perceived agency of a computer system for the emergence of social reactions during human-computer interaction
5,868,627
Empirical studies have repeatedly shown that autonomous artificial entities elicit social behavior on the part of the human interlocutor. Various theoretical approaches have tried to explain this phenomenon. The agency assumption states that the social influence of human interaction partners (represented by avatars) will always be higher than the influence of artificial entities (represented by embodied conversational agents). Conversely, the Ethopoeia concept predicts that automatic social reactions are triggered by situations as soon as they include social cues. Both theories have been challenged in a 2 × 2 between subjects design with two levels of agency (low: agent, high: avatar) and two interfaces with different degrees of social cues (low: textchat, high: virtual human). The results show that participants in the virtual human condition reported a stronger sense ofmutual awareness, imputed more positive characteristics, and allocated more attention to the virtual human than participants in the text chat conditions. Only one result supports the agency assumption; participants who believed to interact with a human reported a stronger feeling of social presence than participants who believed to interact with an artificial entity. It is discussed to what extent these results support the social cue assumption made in the Ethopoeia approach.
[ { "first": "Jana", "middle": [], "last": "Appel", "suffix": "" }, { "first": "Astrid", "middle": [ "M.", "von", "der" ], "last": "Pütten", "suffix": "" }, { "first": "Nicole", "middle": [ "C." ], "last": "Krämer", "suffix": "" }, { "first": "Jonathan", "middle": [], "last": "Gratch", "suffix": "" } ]
2,012
10.1155/2012/324694
Adv. Human-Computer Interaction
Adv. Human-Computer Interaction
2137099385
[ "62722619", "589317", "265223", "145016512", "145236395", "147024790", "36177043", "11352123", "791304", "36021471", "11797488", "12012087", "15851410", "5521162", "16086715", "7460958", "15484007", "14239918", "54427458", "17093622", "8346063", "15784182", "142925448", "15423141", "10427922", "17195240", "45237316", "18766896", "2929412", "144403490", "34210666", "14627638", "2102460", "11831920" ]
[ "201114354", "7714714", "21692978", "56147085", "195776953", "195776953", "211818167", "19589469", "211531099", "12168217", "215189182", "21235038", "174779994", "16318785", "63732015", "85548001", "11702512", "625092", "17696124", "210898835", "109930059" ]
true
true
true
https://api.semanticscholar.org/CorpusID:5868627
1
1
1
1
1
The Lessons of the “60’s”
59,848,334
While it is recognized that the topic is Computer Graphics in the 70’s, it seems pertinent to make an assessment of what happened in the 60’s. Hopefully, one can profit by history to enhance the future. This paper is not intended as any global pronouncement on the subject at hand but represents a number of personal observations and opinions related to this very dynamic field of computer science.
[ { "first": "P.", "middle": [ "A." ], "last": "Lunday", "suffix": "" } ]
1,971
10.1007/978-1-4613-4606-7_1
Advanced Computer Graphics
Advanced Computer Graphics
136612733
[]
[ "6902070" ]
false
true
false
https://api.semanticscholar.org/CorpusID:59848334
null
null
null
null
null
Communication Tools for Human-Computer Knowledge Transfer
53,813,882
Intelligent information systems, such as those built using knowledge-based system (KBS) technology, stress the human-computer interface in new ways. Such systems use knowledge as well as lower-level information. The application of KBS technology depends on two aspects of the communication of knowledge (knowledge transfer). First, it depends on the ability of humans to explicate their knowledge in ways that can be incorporated into the computer system. Second, it depends on the ability of the computer to divulge its knowledge to humans in a palatable and understandable form.
[ { "first": "Jody", "middle": [], "last": "Paul", "suffix": "" } ]
1,991
10.1007/978-1-4684-5883-1_7
Human-Machine Interactive Systems
Human-Machine Interactive Systems
110142919
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:53813882
null
null
null
null
null
From mocap to movie: the making of "The Polar Express".
41,744,904
[ { "first": "Rob", "middle": [], "last": "Bredow", "suffix": "" }, { "first": "David", "middle": [], "last": "Schaub", "suffix": "" }, { "first": "Robert", "middle": [], "last": "Engle", "suffix": "" }, { "first": "Daniel", "middle": [], "last": "Kramer", "suffix": "" }, { "first": "Albert", "middle": [], "last": "Hastings", "suffix": "" } ]
2,005
10.1145/1198555.1198705
SIGGRAPH '05
2084223800,2753245664
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:41744904
null
null
null
null
null
320-Row wide volume CT significantly reduces density heterogeneity observed in the descending aorta: Comparisons with 64-row helical CT
27,232,335
The aim of this study was to compare density heterogeneity on wide volume (WV) scans with that on helical CT scans. 22 subjects underwent chest CT using 320-WV and 64-helical modes. Density heterogeneity of the descending aorta was evaluated quantitatively and qualitatively. At qualitative assessment, the heterogeneity was judged to be smaller on WV scans than on helical scans (p<0.0001). Mean changes in aortic density between two contiguous slices were 1.64 HU (3.40%) on WV scans and 2.29 HU (5.19%) on helical scans (p<0.0001). CT density of thoracic organs is more homogeneous and reliable on WV scans than on helical scans.
[ { "first": "Tsuneo", "middle": [], "last": "Yamashiro", "suffix": "" }, { "first": "Tetsuhiro", "middle": [], "last": "Miyara", "suffix": "" }, { "first": "Osamu", "middle": [], "last": "Honda", "suffix": "" }, { "first": "Ayano", "middle": [], "last": "Kamiya", "suffix": "" }, { "first": "Yuko", "middle": [], "last": "Tanaka", "suffix": "" }, { "first": "Sadayuki", "middle": [], "last": "Murayama", "suffix": "" } ]
2,014
10.1016/j.compmedimag.2013.10.003
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
2027370690
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:27232335
null
null
null
null
null
Efficient EMD and Hilbert spectra computation for 3D geometry processing and analysis via space-filling curve
14,194,245
Empirical Mode Decomposition (EMD) has proved to be an effective and powerful analytical tool for non-stationary time series and starts to exhibit its modeling potential for 3D geometry analysis. Yet, existing EMD-based geometry processing algorithms only concentrate on multi-scale data decomposition by way of computing intrinsic mode functions. More in-depth analytical properties, such as Hilbert spectra, are hard to study for 3D surface signals due to the lack of theoretical and algorithmic tools. This has hindered much more broader penetration of EMD-centric algorithms into various new applications on 3D surface. To tackle this challenge, in this paper we propose a novel and efficient EMD and Hilbert spectra computational scheme for 3D geometry processing and analysis. At the core of our scheme is the strategy of dimensionality reduction via space-filling curve. This strategy transforms the problem of 3D geometry analysis to 1D time series processing, leading to two major advantages. First, the envelope computation is carried out for 1D signal by cubic spline interpolation, which is much faster than existing envelope computation directly over 3D surface. Second, it enables us to calculate Hilbert spectra directly on 3D surface. We could take advantages of Hilbert spectra that contain a wealth of unexploited properties and utilize them as a viable indicator to guide our EMD-based 3D surface processing. Furthermore, to preserve sharp features, we develop a divide-and-conquer scheme of EMD by explicitly separating the feature signals from non-feature signals. Extensive experiments have been carried out to demonstrate that our new EMD and Hilbert spectra based method is both fast and powerful for 3D surface processing and analysis.
[ { "first": "Xiaochao", "middle": [], "last": "Wang", "suffix": "" }, { "first": "Jianping", "middle": [], "last": "Hu", "suffix": "" }, { "first": "Dongbo", "middle": [], "last": "Zhang", "suffix": "" }, { "first": "Hong", "middle": [], "last": "Qin", "suffix": "" } ]
2,015
10.1007/s00371-015-1100-4
The Visual Computer
The Visual Computer
2065120619
[ "34763487", "1139137", "120248919", "16677556", "1767868", "6802782", "2778821", "11410485", "15879543", "1390811", "15598181", "14546333", "1262186", "17024016", "2782604", "14379153", "8549130", "11014154", "5578278", "2736374", "28191017", "1019243", "14962702", "21521587", "17812566", "14382789", "15407454", "2772955", "15706958", "16733204", "7947929", "3365551", "10445718" ]
[ "28181303", "31169432", "7208871", "10758358", "56173178", "1930832", "1510703" ]
true
true
true
https://api.semanticscholar.org/CorpusID:14194245
0
0
0
1
0
A hardware architecture for surface splatting
32,655,547
We present a novel architecture for hardware-accelerated rendering of point primitives. Our pipeline implements a refined version of EWA splatting, a high quality method for antialiased rendering of point sampled representations. A central feature of our design is the seamless integration of the architecture into conventional, OpenGL-like graphics pipelines so as to complement triangle-based rendering. The specific properties of the EWA algorithm required a variety of novel design concepts including a ternary depth test and using an on-chip pipelined heap data structure for making the memory accesses of splat primitives more coherent. In addition, we developed a computationally stable evaluation scheme for perspectively corrected splats. We implemented our architecture both on reconfigurable FPGA boards and as an ASIC prototype, and we integrated it into an OpenGL-like software implementation. Our evaluation comprises a detailed performance analysis using scenes of varying complexity.
[ { "first": "Tim", "middle": [], "last": "Weyrich", "suffix": "" }, { "first": "Simon", "middle": [], "last": "Heinzle", "suffix": "" }, { "first": "Timo", "middle": [], "last": "Aila", "suffix": "" }, { "first": "Daniel", "middle": [ "B." ], "last": "Fasnacht", "suffix": "" }, { "first": "S.", "middle": [], "last": "Oetiker", "suffix": "" }, { "first": "Mario", "middle": [], "last": "Botsch", "suffix": "" }, { "first": "Cyril", "middle": [], "last": "Flaig", "suffix": "" }, { "first": "Simon", "middle": [], "last": "Mall", "suffix": "" }, { "first": "Kaspar", "middle": [], "last": "Rohrer", "suffix": "" }, { "first": "Norbert", "middle": [], "last": "Felber", "suffix": "" }, { "first": "Hubert", "middle": [], "last": "Kaeslin", "suffix": "" }, { "first": "Markus", "middle": [], "last": "Gross", "suffix": "" } ]
2,007
10.1145/1276377.1276490
SIGGRAPH 2007
2127942451
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:32655547
null
null
null
null
null
Scientific Visualization as a Microservice
53,210,268
In this paper, we propose using a decoupled architecture to create a microservice that can deliver scientific visualization remotely with efficiency, scalability, and superior availability, affordability and accessibility. Through our effort, we have created an open source platform, Tapestry, which can be deployed on Amazon AWS as a production use microservice. The applications we use to demonstrate the efficacy of the Tapestry microservice in this work are: (1) embedding interactive visualizations into lightweight web pages, (2) creating scientific visualization movies that are fully controllable by the viewers, (3) serving as a rendering engine for high-end displays such as power-walls, and (4) embedding data-intensive visualizations into augmented reality devices efficiently. In addition, we show results of an extensive performance study, and suggest how applications can make optimal use of microservices such as Tapestry.
[ { "first": "Mohammad", "middle": [], "last": "Raji", "suffix": "" }, { "first": "Alok", "middle": [], "last": "Hota", "suffix": "" }, { "first": "Tanner", "middle": [], "last": "Hobson", "suffix": "" }, { "first": "Jian", "middle": [], "last": "Huang", "suffix": "" } ]
2,020
10.1109/TVCG.2018.2879672
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
2899654998
[ "18534875", "201889061", "4652376", "24436249", "806642", "7302603", "51911162", "7976939", "3068299", "2339107", "62297869", "910005", "14415343", "14156435", "8444187", "13204960", "8122770", "2889261", "6888787", "10955037", "1640650", "4937896", "206373904", "4339443", "21146796", "9856432", "11290566", "15730701", "431978", "41811116" ]
[ "209695668" ]
true
true
true
https://api.semanticscholar.org/CorpusID:53210268
0
0
0
1
0
The kinetic story teller 2016
20,917,622
Social engagement in public space can be an awkward, challenging, and often difficult experience for people unfamiliar with each other or their surroundings. The need for an impartial mediator to connect people is something that artists have been tackling with their work for many years and is still being readdressed daily. This form of intervention allows for people occupying a space to engage in playful and anonymous interaction with others. Creatively speaking, this can take the form of a simple note on the wall that reminds people that others exist around them or a full-scale interactive experience that encourages interaction between people as well as inviting them to play with a system.
[ { "first": "Tine", "middle": [], "last": "Bech", "suffix": "" } ]
2,016
10.1145/2897843.2915189
SIGGRAPH '16
2465736220
[]
[]
false
false
true
https://api.semanticscholar.org/CorpusID:20917622
0
0
0
0
0
Content as conversation in government websites
45,638,545
Thinking of content as conversation is a very powerful way to plan, organize, write, and test websites. Early government websites seemed to be built as if they were virtual file cabinets --- offering people access to paper documents. Today, that metaphor is dead. A better metaphor is to think of websites as replacing the telephone. Using a case study of transforming a government website, I show how thinking of content as conversation and planning for customer-focused purposes, customer personas, and customers' questions can help government writers give people what they need in words they understand. I also show how walking personas through their conversations is a powerful review technique and how content as conversation helps in planning for usability testing.
[ { "first": "Janice", "middle": [], "last": "Redish", "suffix": "" } ]
2,013
10.1007/978-3-642-39253-5_32
HCI
1615575156
[]
[ "29241721", "52208774" ]
false
true
false
https://api.semanticscholar.org/CorpusID:45638545
null
null
null
null
null
Siggraph 97 Visual Procedings
10,945,994
[ { "first": "Anna", "middle": [], "last": "Ullrich", "suffix": "" } ]
1,997
10.1145/259081.259159
SIGGRAPH '97
2091702882
[]
[]
false
false
true
https://api.semanticscholar.org/CorpusID:10945994
0
0
0
0
0
Triangular Bezier clipping
33,608,458
Introduces a new approach to finding ray-patch intersections with triangular Bernstein-Bezier patches of arbitrary degree. Unlike the approach of W.Sturzlinger (1998), which was based on a combination of hierarchical subdivision and a Newton-like iteration scheme, this work extends the concept of Bezier clipping to the triangular domain. The problem of reporting wrong intersections, which was inherent to the original Bezier clipping algorithm of T. Nishita et al. (1990), is investigated and opposed to the triangular case. It turns out that reporting wrong hits is very improbable, even close to impossible, in the triangular setup.
[ { "first": "S.H.M.", "middle": [], "last": "Roth", "suffix": "" }, { "first": "P.", "middle": [], "last": "Diezi", "suffix": "" }, { "first": "M.H.", "middle": [], "last": "Gross", "suffix": "" } ]
2,000
10.1109/PCCGA.2000.883971
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications
Proceedings the Eighth Pacific Conference on Computer Graphics and Applications
[ "19378449", "42126278", "18260140", "9610273", "2256989" ]
[]
true
false
true
https://api.semanticscholar.org/CorpusID:33608458
1
1
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1
1
Developing intuitive user interfaces by integrating users' mental models into requirements engineering
14,618,519
Today, the demand for software that is 'intuitive to use' is very high. In fact, this has become a determining factor for the success of a system. However, building software that is intuitive to use is challenging. This is particularly true for small and medium-sized enterprises (SMEs). They have to face a variety of problems to remain competitive: Usually no or just small staff is available that is specialized in user requirements engineering research, design, and testing. Furthermore, time schedules and budget are tight. All these factors require a method that delivers creative and intuitive-to-use software even with little design experience and expertise. In this paper, we address this problem by introducing a method for capturing and specifying the user's mental models with image schemas and image-schematic metaphors during the requirements engineering phase of a software engineering project. This method also enables SMEs to systematically transfer these elicited requirements into design solutions, which then result in software that is intuitive to use.
[ { "first": "Diana", "middle": [], "last": "Loeffler", "suffix": "" }, { "first": "Anne", "middle": [], "last": "Hess", "suffix": "" }, { "first": "Andreas", "middle": [], "last": "Maier", "suffix": "" }, { "first": "Joern", "middle": [], "last": "Hurtienne", "suffix": "" }, { "first": "Hartmut", "middle": [], "last": "Schmitt", "suffix": "" } ]
2,013
10.14236/ewic/hci2013.14
BCS HCI
126897249
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true
true
true
https://api.semanticscholar.org/CorpusID:14618519
1
1
1
1
1
Simple Hidden Line and Surface Algorithms
123,754,177
We are now able to draw wire diagrams representing any scene. We would like, however, to consider solid objects, in which case the facets at the front will obviously restrict the view of the facets (and boundary lines) at the back. In order to produce such a picture we must introduce an algorithm which determines which parts of a surface or line are visible and which are not. Such algorithms are called hidden surface or hidden line algorithms, depending upon their purpose. There are many of these algorithms, some elementary for specially restricted situations, others very sophisticated for viewing general complicated scenes (Sutherland et al., 1974). In this book we shall consider a variety of approaches ranging from the very simplest types in this chapter, to examples of general-purpose algorithms in chapters 12 and 13.
[ { "first": "Ian", "middle": [ "O." ], "last": "Angell", "suffix": "" }, { "first": "Gareth", "middle": [], "last": "Griffith", "suffix": "" } ]
1,983
10.1007/978-1-349-06763-3_11
Advanced Graphics with the Sinclair ZX Spectrum
Advanced Graphics with the Sinclair ZX Spectrum
2414886424
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:123754177
null
null
null
null
null
Unified Volumes for Light Shaft and Shadow with Scattering
18,183,911
It is a challenge work to render natural lighting phenomena in real-time. A major reason is due to high computational expense to simulate the physical model of atmosphere scattering. Another is due to the lack of power and programmability in the graphic hardware. In this paper, we propose unified volumes representation for light shaft and shadow, which is an efficient method of simulating natural light shafts and shadows with atmospheric scattering effect. We give the analytic formula of light shaft without numerical integration and then make use of the current graphic hardware to implement the integral computation on each volume surface for scattering. Our approach can not only simulate the lighting effect with single light source but also multiple parallel light sources according to the physical model of skylight and sunlight. With acceleration of the GPU, we can generate realistic appearance with high frame rate satisfying real time application. It can possibly be used in current commercial game or other virtual reality systems.
[ { "first": "Sheng", "middle": [], "last": "Li", "suffix": "" }, { "first": "Guoping", "middle": [], "last": "Wang", "suffix": "" }, { "first": "Enhua", "middle": [], "last": "Wu", "suffix": "" } ]
2,007
10.1109/CADCG.2007.4407874
2007 10th IEEE International Conference on Computer-Aided Design and Computer Graphics
2007 10th IEEE International Conference on Computer-Aided Design and Computer Graphics
2070021006,2946433412
[ "17512195", "15005277", "53234347", "5801277", "7993169", "127986726", "13157011", "1842388", "118170190", "207753340", "476474" ]
[ "49868458", "1363300", "12026613", "2999964", "11935428" ]
true
true
true
https://api.semanticscholar.org/CorpusID:18183911
0
0
0
1
0
When children draw in 3D
23,184,376
[ { "first": "Katiuska", "middle": [], "last": "Varela", "suffix": "" } ]
1,998
10.1145/280953.281399
SIGGRAPH '98
2002768308
[]
[]
false
false
true
https://api.semanticscholar.org/CorpusID:23184376
0
0
0
0
0
Computer-generator color animations of acoustic transduction in the auditory periphery
62,390,766
A series of computer-generated two-dimensional color animations depicting basic concepts of acoustic transduction in the middle and inner ears for a medical school course on hearing mechanisms are presented. Topics and concepts covered in the animations include motion of the tympanic membrane and ossicular chain, the traveling-wave pattern of basilar membrane motion, cochlear micromechanics, inner hair cell depolarization, tonotopic organization and the place principle of frequency coding and temporal coding of frequency. A SuperCard application controls the animations and provides access to additional material pertaining to the auditory periphery, such as illustrations, photographs, text and interactive quizzes. These materials are packaged in two versions, one for classroom presentation, the other for use as a study aid. >
[ { "first": "S.", "middle": [], "last": "Greenberg", "suffix": "" }, { "first": "D.", "middle": [], "last": "Rose", "suffix": "" }, { "first": "J.", "middle": [], "last": "Brugge", "suffix": "" }, { "first": "C.D.", "middle": [], "last": "Geisler", "suffix": "" }, { "first": "J.E.", "middle": [], "last": "Hind", "suffix": "" } ]
1,990
10.1109/VBC.1990.109357
[1990] Proceedings of the First Conference on Visualization in Biomedical Computing
[1990] Proceedings of the First Conference on Visualization in Biomedical Computing
2154003611
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:62390766
null
null
null
null
null
A Study on Classification of Polarimetric SAR Image by Target Decomposition and Support Vector Machines
124,813,951
This paper presents a new method for unsupervised classification of terrain types using polarimetric synthetic aperture radar data.This unsupervised classification combines the target decomposition theory and the support vector machines.The initial cluster centers are firstly determined by target decomposition advanced by Cloude and Pottier.Then the pixels near to the cluster centers are selected to train the support vector machines using Wishart distribution.The classified results are then used to define training sets for the next iteration if necessary.Finally,by the optimal separating hyperplanes and the kernel method this method obtains extraordinary classification results and neednot much iteration.And the effects of feature vectors consisted of several polarimetric parameters are discussed in detail.
[ { "first": "Shi", "middle": [], "last": "Jun", "suffix": "" } ]
2,008
Journal of Image and Graphics
2377300518
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:124813951
null
null
null
null
null
Health Promoting Leadership: The Mediating Role of an Organizational Health Culture
30,121,878
Drawing from the findings within the safety literature, the present study identifies the effects of leadership on an organizational health culture and strain. The importance of leadership for the development of a corporate health culture is demonstrated as well as the positive effect of health culture on employee strain level. Empirical data from a longitudinal study in the German tax administration is presented. Leadership has a positive impact on the development of a corporate health culture, which in turn reduces employees' strain level. Discussion addresses the similarities of health and safety leadership regarding effects and mediating processes.
[ { "first": "Jochen", "middle": [], "last": "Gurt", "suffix": "" }, { "first": "Gabriele", "middle": [], "last": "Elke", "suffix": "" } ]
2,009
10.1007/978-3-642-02731-4_4
HCI
36500253
[]
[ "53329132" ]
false
true
false
https://api.semanticscholar.org/CorpusID:30121878
null
null
null
null
null
Toward Natural Selection in Virtual Reality
6,312,870
Here we describe a vision of VR games that combine the best features of gaming and VR: large, persistent worlds experienced in photorealistic settings with full immersion. For example, Figure 1 illustrates a hypothetical immersive VR game that could be developed using current technologies, including real-time, cinematic-quality graphics; a panoramic head-mounted display (HMD); and wide-area tracking. We also examine the gap between available VR and gaming technologies, and offer solutions for bridging it.
[ { "first": "A.", "middle": [], "last": "Sherstyuk", "suffix": "" }, { "first": "D.", "middle": [], "last": "Vincent", "suffix": "" }, { "first": "A.", "middle": [], "last": "Treskunov", "suffix": "" } ]
2,010
10.1109/MCG.2010.34
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
2066370859
[ "14893641", "20182316" ]
[ "14741166", "15401952" ]
true
true
true
https://api.semanticscholar.org/CorpusID:6312870
0
0
0
1
0
Text Visualization - What Colors Tell About a Text
10,047,283
This article introduces an approach to text visualization by colors. I suggest a color code that displays word classes: noun (black), verb (red), adjective (green), determiner (grey), particle (brown), conjunction (blue), and interjection (yellow). The colored words provide some details about 1. text genre, 2. sentence structure, and 3. writing style. Samples with fictional narratives and scientific articles (both in German) show that fictional texts have a brighter color pattern compared to scientific texts. The color pattern might be related to the hidden sound or melody of a text. Therefore, text visualization could be useful both as a future method to analyze different text genres and as a method helping laypersons getting a better feeling for texts, identifying troublesome phrases, and perhaps improving their writing style.
[ { "first": "W.", "middle": [], "last": "Weber", "suffix": "" } ]
2,007
10.1109/IV.2007.108
2007 11th International Conference Information Visualization (IV '07)
2007 11th International Conference Information Visualization (IV '07)
2118202643
[ "166440940", "163302766" ]
[ "145262800", "51848352", "14581669", "39491979", "722134", "17018876", "53246959", "17505938", "30648790", "24431370" ]
true
true
true
https://api.semanticscholar.org/CorpusID:10047283
0
0
0
1
0
Double- and triple-step incremental linear interpolation
12,761,591
Incremental linear interpolation determines the set of n+1 equidistant points on an interval [a,b] where all variables involved (n, a, b, and the set of equidistant points) are integers and n>0. Our method of linear interpolation generalizes the findings of a variable-step line-drawing algorithm. The resulting interpolation algorithm has as many loops as the line-drawing algorithm, but fewer restrictions on its input variables. Furthermore, its benefits over the fixed-step interpolation algorithms are similar to those of the variable-step line-drawing algorithm. That is, the double- and triple-step interpolation algorithm can reduce the number of loop iterations of the double-step interpolation algorithm (by 12.5% on average) while keeping the code complexity, initialization costs, and worst-case performance the same. The improvement in speed over the single-step B5 algorithm is even greater.<<ETX>>
[ { "first": "P.", "middle": [], "last": "Graham", "suffix": "" }, { "first": "S.", "middle": [], "last": "Sitharama Iyengar", "suffix": "" } ]
1,994
10.1145/162754.162937
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
2029531777
[ "33516122", "30065752", "34782371", "31306987", "17184040" ]
[ "13924617", "7713867", "16929766", "35769094", "17742417", "14534531", "17967894" ]
true
true
true
https://api.semanticscholar.org/CorpusID:12761591
0
0
0
1
0
Making waves for Surf's Up
12,768,054
For the Sony Pictures Animation feature film, Surf’s Up, Imageworks needed to create a realistic hero CG ocean and wave system. To create approximately half of the shots in our film, we required the look and feel of real masses of curling, breaking water, all the dynamic aspects of crashing breaking whitewater and turbulent surface ripples, foam across and over the face of the wave – yet still it needed to be interactively used in animation to compose camera angles, define shot lengths and allow 100% interaction with fully animated surfing characters.
[ { "first": "Erick", "middle": [], "last": "Miller", "suffix": "" }, { "first": "Rob", "middle": [], "last": "Bredow", "suffix": "" }, { "first": "Daniel", "middle": [], "last": "Kramer", "suffix": "" }, { "first": "Matt", "middle": [], "last": "Hausman", "suffix": "" }, { "first": "Peter", "middle": [], "last": "Shinners", "suffix": "" }, { "first": "Deborah", "middle": [], "last": "Carlson", "suffix": "" }, { "first": "John", "middle": [], "last": "Clark", "suffix": "" } ]
2,007
10.1145/1278780.1278892
SIGGRAPH '07
2072314235
[]
[ "10865513" ]
false
true
true
https://api.semanticscholar.org/CorpusID:12768054
0
0
0
0
0
Improving BCI Usability as HCI in Ambient Assisted Living System Control
2,773,970
Brain Computer Interface (BCI) technology is an alternative/augmentative communication channel, based on the interpretation of the user’s brain activity, who can then interact with the environment without relying on neuromuscular pathways. Such technologies can act as alternative HCI devices towards AAL (Ambient Assisted Living) systems, thus opening their services to people for whom interacting with conventional interfaces could be troublesome, or even not viable. We present here a complete solution for BCI-enabled home automation. The implemented solution is, nonetheless, more general in the approach, since both the realized hardware module and the software infrastructure can handle general bio-potentials. We demonstrate the effectiveness of the solution by restricting the focus to a SSVEP-based, self-paced BCI, featuring calibration-less operation and a subject-independent, “plugp at the same time, the signal processing chain will be presented, introducing a novel method for improving accuracy and immunity to false positives. The results achieved, especially in terms of false positive rate containment (0.26 min−1) significantly improve over the literature.
[ { "first": "Niccolò", "middle": [], "last": "Mora", "suffix": "" }, { "first": "Ilaria", "middle": [ "De" ], "last": "Munari", "suffix": "" }, { "first": "Paolo", "middle": [], "last": "Ciampolini", "suffix": "" } ]
2,015
10.1007/978-3-319-20816-9_28
HCI
806988909
[]
[ "198495633", "210993842", "203581060", "207947111" ]
false
true
false
https://api.semanticscholar.org/CorpusID:2773970
null
null
null
null
null
Explode to Explain - Illustrative Information Visualization
2,777,116
Due to complexity, modern visualization techniques for large data volumes and complex interrelationships are difficult to understand for non-expert users and even for expert users the visualization result may be difficult to interpret. Often the limited screen space and the risk of occlusion hinders a meaningful explanation of techniques or datasets by additional visual elements. This paper presents a novel way how views from information visualization can be adapted by the use of the well-known illustrative technique "exploded view", to successfully face the problems described above. The application of exploded views gains screen space for an explanation in a smart way and acts explanatory itself. With our approach of illustrating visual representations, the understanding of complex visualization techniques is eased and new comprehensible views on data are given.
[ { "first": "M.", "middle": [], "last": "Luboschik", "suffix": "" }, { "first": "H.", "middle": [], "last": "Schumann", "suffix": "" } ]
2,007
10.1109/IV.2007.50
2007 11th International Conference Information Visualization (IV '07)
2007 11th International Conference Information Visualization (IV '07)
2105833325
[ "11140502", "15446451", "7345169", "10244106", "2941460", "61653795", "17942223", "16825959", "561019", "208060343", "10371945", "1592310", "1369287", "7044440", "7110007", "208270665", "61486081" ]
[ "88490507", "12742106", "18682598" ]
true
true
true
https://api.semanticscholar.org/CorpusID:2777116
0
0
0
1
0
An Border-Stable Approach to NURBS Surface Rendering for Ray Tracing
60,661,774
Ray tracing has become a popular method for generating high quality images. Most of the modern ray tracing based applications only deals with triangles as basic primitives. NURBS surface representation is common for most of 3D modelling tools because of its compactness and the useful geometric properties of NURBS surfaces. Using the direct ray tracing of NURBS surfaces, one can achieve better quality of rendered images [1]. There are many approaches to solving this problem.
[ { "first": "Aleksandrs", "middle": [], "last": "Sisojevs", "suffix": "" } ]
2,012
10.5772/35659
Computer Graphics
Computer Graphics
1494452076
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:60661774
null
null
null
null
null
Visualization tools for biomedical research
60,669,178
A system of graphical software tools to facilitate the two-dimensional visualization of primary and model data is described. The system uses a direct manipulation interface developed at Duke University Medical Center. This system presents the investigator with different tools to view and manipulate data in various ways and with the ability to cut and paste between display modes. A formal description of the standard self-documenting file structure used by these tools and a description of the display and manipulation tools that make up the system are presented. Examples derived from current use demonstrate how visualization facilitates exploration and analysis by direct manipulation. These concern dose curve response analysis and single channel data analysis. The system make use of the X-window system. >
[ { "first": "A.", "middle": [], "last": "Wang", "suffix": "" }, { "first": "M.A.", "middle": [], "last": "Dietz", "suffix": "" }, { "first": "C.F.", "middle": [], "last": "Starmer", "suffix": "" } ]
1,990
10.1109/VBC.1990.109337
[1990] Proceedings of the First Conference on Visualization in Biomedical Computing
[1990] Proceedings of the First Conference on Visualization in Biomedical Computing
1770130363
[]
[]
false
false
false
https://api.semanticscholar.org/CorpusID:60669178
null
null
null
null
null
Loop surgery for volumetric meshes: Reeb graphs reduced to contour trees
8,354,686
This paper introduces an efficient algorithm for computing the Reeb graph of a scalar function f defined on a volumetric mesh M in R3. We introduce a procedure called "loop surgery" that transforms M into a mesh M' by a sequence of cuts and guarantees the Reeb graph of f(M') to be loop free. Therefore, loop surgery reduces Reeb graph computation to the simpler problem of computing a contour tree, for which well-known algorithms exist that are theoretically efficient (O(n log n)) and fast in practice. Inverse cuts reconstruct the loops removed at the beginning. The time complexity of our algorithm is that of a contour tree computation plus a loop surgery overhead, which depends on the number of handles of the mesh. Our systematic experiments confirm that for real-life data, this overhead is comparable to the computation of the contour tree, demonstrating virtually linear scalability on meshes ranging from 70 thousand to 3.5 million tetrahedra. Performance numbers show that our algorithm, although restricted to volumetric data, has an average speedup factor of 6,500 over the previous fastest techniques, handling larger and more complex data-sets.We demonstrate the versatility of our approach by extending fast topologically clean iso surface extraction to non simply-connected domains. We apply this technique in the context of pressure analysis for mechanical design. In this case, our technique produces results in matter of seconds even for the largest meshes. For the same models, previous Reeb graph techniques do not produce a result.
[ { "first": "J.", "middle": [], "last": "Tierny", "suffix": "" }, { "first": "A.", "middle": [], "last": "Gyulassy", "suffix": "" }, { "first": "E.", "middle": [], "last": "Simon", "suffix": "" } ]
2,009
10.1109/TVCG.2009.163
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
2109354433
[ "1499263", "62703174", "10134314", "7932244", "11788", "8555815", "444430", "15545571", "16298719", "15263916", "53224560", "5438035", "1088103", "36489103", "7582419", "29897524", "16461411", "8900296", "117982684", "1070944", "16479541", "100869" ]
[ "45334619", "2198192", "205002896", "195825306", "25868264", "27543572", "12329339", "15401597", "59482102", "4456003", "212414924", "61153462", "513491", "197430765", "13345998", "97770", "7949315", "52039615", "209318476", "16335736", "34128317", "710013", "14564302", "23843655", "2126696", "1099462", "145041571", "43993038", "53976695", "18630879", "17833145", "17935549", "17569457", "5138463", "201126285", "8397940", "21199999", "11733383", "16624791", "195874114", "30468837", "53046089", "7221856", "40394722", "14357604", "18645140", "46991185", "436906", "7552567" ]
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true
true
https://api.semanticscholar.org/CorpusID:8354686
1
1
1
1
1
Dendritic stylization
8,355,299
Dendritic or branching structures are commonly seen in natural phenomena such as lightning, cracks, and vegetal growth. They are also often used for artistic or decorative purposes. We present a new procedural method for modeling dendritic structures based on a path planning approach. Our method includes the use of a partial non-scalar distance metric that gives us powerful and responsive control over the evolving dendritic structure. We demonstrate the effectiveness of our approach by creating dendritic stylizations of input images. We also show how our approach can be used to model more complex dendritic structures, such as trees; our algorithm allows us to create pareidolia effects, where an image is embedded within the branches of the tree.
[ { "first": "Jeremy", "middle": [], "last": "Long", "suffix": "" }, { "first": "David", "middle": [], "last": "Mould", "suffix": "" } ]
2,008
10.1007/s00371-008-0217-0
The Visual Computer
The Visual Computer
2913788856,2336858603
[ "53603814", "120927467", "17209842", "207673610", "9414236", "37423214", "2201072", "14584086", "5671330", "9480616", "15636138", "1458840", "4374741", "11694294", "1053637", "45365574", "6770416", "5314717", "9125723", "168626", "18837060", "1098501", "12153589", "16915734", "6179648", "1490888", "61962192", "121793800", "7018912", "55691653", "14147104", "10884295" ]
[ "54174690", "17895218" ]
true
true
true
https://api.semanticscholar.org/CorpusID:8355299
0
0
0
1
0
A robust and dynamic scene geometry acquisition technique for a mobile projector-camera system
34,995,679
This paper presents a new structured light pattern generation technique, which allows acquisition of scene geometry from a single image, under various projection conditions with relatively high acquisition density. We construct the pattern by using the geometrical constraints of the projector-camera system, and solve the correspondence problem based on the local connectivity of the feature points and edges of the projection pattern. This method is robust from image processing perspective, and allows rapid geometry scanning using a mobile projector-camera system.
[ { "first": "Vinh", "middle": [ "Ninh" ], "last": "Dao", "suffix": "" }, { "first": "Masanori", "middle": [], "last": "Sugimoto", "suffix": "" } ]
2,009
10.1145/1667146.1667180
SIGGRAPH ASIA '09
1974811584
[ "13571036" ]
[ "39805112" ]
true
true
true
https://api.semanticscholar.org/CorpusID:34995679
0
0
0
1
0
A novel ray-shooting method to render night urban scenes a method based on polar diagrams
15,357,502
Illumination and shadows are essential to obtain realistic virtual environments. Nevertheless, large scenes like urban cities demand a huge amount of geometry that must somehow be structured or reduced in order to be manageable. In this paper we propose a novel real-time method to determine the shadowed and illuminated areas in large scenes, specially suitable for urban environments. Our approach uses the polar diagram as a tessellation plane, and a ray-casting process to obtain the visible areas. This solution derives the exact illuminated area with a high performance. Moreover, our approach is also used to determine the visible portion of the scene from a pedestrian viewpoint. As a result, we only have to render the visible part of the scene, which is considerably lower than the global scene.
[ { "first": "M.", "middle": [ "D." ], "last": "Robles-Ortega", "suffix": "" }, { "first": "J.", "middle": [ "R." ], "last": "Jimenez", "suffix": "" }, { "first": "L.", "middle": [], "last": "Ortega", "suffix": "" } ]
2,014
10.5220/0004718800530063
2014 International Conference on Computer Graphics Theory and Applications (GRAPP)
2014 International Conference on Computer Graphics Theory and Applications (GRAPP)
1926087846
[ "49209576", "9126258", "299935", "14386521", "12011104", "1372645", "1432230", "10397317", "16663122", "16153296", "1453166", "45539646", "42572573", "117201421", "16359772", "29201675", "13117970", "109968324", "14949098", "6466971", "15148872" ]
[ "11368167" ]
true
true
true
https://api.semanticscholar.org/CorpusID:15357502
0
0
0
1
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Hairy brushes
6,729,669
Paint brushes are modeled as a collection of bristles which evolve over the course of the stroke, leaving a realistic image of a sumi brush stroke. The major representational units are (1) Brush: a compound object composed of bristles, (2) Stroke: a trajectory of position and pressure, (3) Dip: a description of the application of paint to a class of brushes, and (4) Paper: a mapping onto the display device. This modular system allows experimentation with various stochastic models of ink flow and color change. By selecting from a library of brushes, dips, and papers, the stroke can take on a wide variety of expressive textures.
[ { "first": "Steve", "middle": [], "last": "Strassmann", "suffix": "" } ]
1,986
10.1145/15922.15911
SIGGRAPH '86
2295672196
[ "118094772", "9566177", "14722903", "6900910", "15832605", "60806870", "59877774", "17181459" ]
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https://api.semanticscholar.org/CorpusID:6729669
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ISO Usability Standards and Enterprise Software: A Management Perspective
30,023,119
The introduction and manifestation of software quality according to ISO 9241 series in the enterprise ecosystem depends on many factors. Most of them are not technical ones but merely organizational and process-dependent. They become therefore hard to assess for an enterprise organization. It is essential to unveil these uncertainties, to address them and to solve them in a most constructive way that replaces the “angst” inside an organization seeking compliance with ISO 9241 series standards where applicable.
[ { "first": "Clemens", "middle": [], "last": "Lutsch", "suffix": "" } ]
2,011
10.1007/978-3-642-21675-6_18
HCI
977245196
[]
[ "22266480" ]
false
true
false
https://api.semanticscholar.org/CorpusID:30023119
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null
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Cloud Detection and Analysis of MODIS Image
63,275,493
MODIS (Moderate Resolution Imaging Spectroradiometer) is a kind of new weather satellite data. Few weather satellite images obtained are all clear sky and they are always influenced by cloud more or less. Cloud is a large obstacle to remote sensing image processing and analysis all the while. In order to extract objective information more effective, cloud should be removed from the remote sensing images, which is an essential sector in the image preprocessing. Cloud detection is the most important processing before removing cloud. Taking it into account that MODIS data includes thirty-six bands, especially the infrared channels subdivided, it has realized cloud detection in MODIS images by multi-spectral synthesis method, infrared difference algorithm and cloud detection index in this paper. Owing to the limitation to a certainty of the above methods, an automatic cloud detection algorithm is applied based on the spatial texture analysis and neural network in this research. At last the cloud detection results gained by different ways are testified each other and analyzed by comparison. It found that the results are consistent, which shows that the cloud-contaminate pixels are detected successfully. It not only lays a good foundation for the cloud removing, but also can improve the precision of remote sensing image recognition, classification and inverse in this study.
[ { "first": "Zhao", "middle": [], "last": "Yingshi", "suffix": "" } ]
2,003
Journal of Image and Graphics
2389548565
[]
[ "129249329", "32711331", "6282656", "2814951", "129776817", "9062481", "214475957", "18156971", "41286568", "8411560", "24093159", "6885058", "12262595", "13435306", "129447197", "15361628", "51962755", "33219260", "67331241", "26660782", "16643166", "17454943", "16300653", "14416390" ]
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false
https://api.semanticscholar.org/CorpusID:63275493
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null
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Influence of visual and haptic delays on stiffness perception in augmented reality
2,888,582
Visual delays are unavoidable in augmented reality setups and occur in different steps of the rendering pipeline. In the context of haptic interaction with virtual objects, it has been shown that delayed force feedback can alter the perception of object stiffness. We hypothesize that delays in augmented reality systems can have similar consequences. To test this, we carried out a user study to investigate the effect of visual and haptic delays on the perception of stiffness. The experiment has been performed in an optimized visuo-haptic augmented reality setup, which allows to artificially manipulate delays during visual and haptic rendering. In line with previous results, delays for haptic feedback resulted in decreased perceived stiffness. In contrast, visual delays caused an increase in perceived stiffness. However, the simultaneous occurrence of delays in both sensory channels led to a partial compensation of these effects. This could potentially help to correct stiffness perception of virtual objects in visuo-haptic augmented reality systems.
[ { "first": "B.", "middle": [], "last": "Knorlein", "suffix": "" }, { "first": "M.", "middle": [], "last": "Di Luca", "suffix": "" }, { "first": "M.", "middle": [], "last": "Harders", "suffix": "" } ]
2,009
10.1109/ISMAR.2009.5336501
2009 8th IEEE International Symposium on Mixed and Augmented Reality
2009 8th IEEE International Symposium on Mixed and Augmented Reality
2106572990
[ "45775424", "2366858", "2253102", "14414897", "454824", "6326949", "2936618", "16606485", "23092633", "15137837", "6329956", "2843108", "748418" ]
[ "13944323", "199488656", "2876285", "36131398", "18700872", "14644383", "30508787", "17121711", "159034919", "19604953", "53442723", "15570606", "14224661", "42042993", "19924720", "140099521", "3200766", "6244424", "69931516", "5000003", "24855906", "15764437", "17387522", "18072182", "202549674", "30021982", "4773412", "148573171", "7135444" ]
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https://api.semanticscholar.org/CorpusID:2888582
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Object-oriented visualization
28,563,827
Feature based techniques incorporated into standard visualization algorithms can greatly enhance the quantification and visualization of observed phenomena, as described in the article. The methods to isolate and recognize coherent 3D structures are analogous to 2D vision techniques. The overall goals are the same in both fields, namely, to interpret an image (data) and construct a model to describe it. Although the article uses data sets from numerical simulations of fluid flow, the concepts are applicable to other domains where scientists study the evolution and morphologies of 4D space time vector and scalar fields. More work is needed to explore complex features based upon domain specific knowledge and to define the parameters for classification and tracking. Sophisticated databases for storage and retrieval of feature based data sets are also an interesting area of study. The ultimate goal of visualization is to aid in the understanding and analysis of data. With faster parallel computers and more sophisticated laboratory equipment, information is being produced in ever greater amounts. This information must be presented to the scientist in a form suitable for cogent assimilation and manipulation. The article presents issues and algorithms for an object oriented approach to this problem and demonstrates its usefulness for visualization. >
[ { "first": "Deborah", "middle": [], "last": "Silver", "suffix": "" } ]
1,995
10.1109/38.376613
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
1998549233
[]
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https://api.semanticscholar.org/CorpusID:28563827
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null
null
null
Tracking scalar features in unstructured data sets
13,310,027
3D time-varying unstructured and structured data sets are difficult to visualize and analyze because of the immense amount of data involved. These data sets contain many evolving amorphous regions, and standard visualization techniques provide no facilities to aid the scientist to follow regions of interest. In this paper, we present a basic framework for the visualization of time-varying data sets, and a new algorithm and data structure to track volume features in unstructured scalar data sets. The algorithm and data structure are general and can be used for structured, curvilinear, adaptive and hybrid grids as well. The features tracked can be any type of connected regions. Examples are shown from ongoing research.
[ { "first": "D.", "middle": [], "last": "Silver", "suffix": "" }, { "first": "X.", "middle": [], "last": "Wang", "suffix": "" } ]
1,998
10.1145/288216.288228
Proceedings Visualization '98 (Cat. No.98CB36276)
Proceedings Visualization '98 (Cat. No.98CB36276)
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https://api.semanticscholar.org/CorpusID:13310027
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Discovering 3D Surface Information Values from Gameplayers
6,475,755
A novel algorithm discovers surface information values from collected player data. Designers can use this information to place artifacts so as to improve or obscure observation, as intended. In a validation user study that implemented this approach, players viewed 84 percent of artifacts placed in high-value information locations.
[ { "first": "P.N.", "middle": [], "last": "Dixit", "suffix": "" }, { "first": "G.M.", "middle": [], "last": "Youngblood", "suffix": "" } ]
2,009
10.1109/MCG.2009.24
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
2122195011
[ "673514", "59491438", "16859204", "34688211", "1521273", "12604749", "1221236", "15388929", "34688211", "59491438" ]
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https://api.semanticscholar.org/CorpusID:6475755
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