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A Universal Extensible Workflow Dynamic Control Model and Its Application | 63,995,267 | Product development process is first analyzed and classified into five categories. Then, a universal dynamic extensible workflow model for cooperated work is proposed for realizing automatic process management. The related data structure and functional components are described in detail. Finally, an example for machinery design is illustrated. | [
{
"first": "Hu",
"middle": [],
"last": "Min",
"suffix": ""
}
] | 2,001 | Journal of Computer-aided Design & Computer Graphics | 2377134098 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:63995267 | null | null | null | null | null | [
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||||||
Supporting user interface evaluation of AR presentation and interaction techniques with ARToolkit | 63,996,803 | Usability oriented design is essential for the creation of efficient, effective and successful real-world AR applications. The creation of highly usable AR interfaces requires detailed knowledge about the usability aspects of the various interaction and information presentation techniques that are used to create them. Currently, the expertise in the AR domain with regards to efficient and effective visual presentation techniques and corresponding interaction techniques is still very limited. To resolve this problem, it is necessary to support designers of AR user interfaces with a knowledge-base that covers the AR specific aspects of various information presentation and interaction techniques. This knowledge can only be gathered by evaluating different techniques in systematic usability tests. To make the systematic evaluation of a variety of AR information presentation and interaction techniques viable, we have created a workflow that supports the fast and easy creation of the necessary test applications. The workflow uses well established tools including Maya for 3D modeling, the i4D graphics system for graphics rendering and ARToolkit for tracking, as well as some new custom developments to integrate them into a coherent workflow. This approach enables the creation of the small-scale AR applications that are required for user tests with minimal effort and thus enables us to systematically compare different approaches to common AR user interface design problems. | [
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"first": "W.",
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] | 2,003 | 10.1109/ART.2003.1320424 | 2003 IEEE International Augmented Reality Toolkit Workshop | 2003 IEEE International Augmented Reality Toolkit Workshop | 2540098392 | [
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The Blender Game Engine | 183,612,017 | [
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"first": "John",
"middle": [],
"last": "Blain",
"suffix": ""
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] | 2,012 | 10.1201/b11922-20 | The Complete Guide to Blender Graphics | The Complete Guide to Blender Graphics | 2478896500 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:183612017 | null | null | null | null | null | [
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Temporal Symbolic Integration Applied to a Multimodal System Using Gestures and Speech | 16,557,616 | This paper presents a technical approach for temporal symbol integration aimed to be generally applicable in unimodal and multimodal user interfaces. It draws its strength from symbolic data representation and an underlying rule-based system, and is embedded in a multiagent system. The core method for temporal integration is motivated by findings from cognitive science research. We discuss its application for a gesture recognition task and speech-gesture integration in a Virtual Construction scenario. Finally an outlook of an empirical evaluation is given. | [
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] | 1,999 | 10.1007/3-540-46616-9_26 | TOWARD A GESTURE-BASED COMMUNICATION IN HUMAN-COMPUTER INTERACTION - PROCEEDINGS OF THE INTERNATIONAL GESTURE WORKSHOP | 1591715535 | [
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Alternative Archaeological Representations within Virtual Worlds | 17,598,580 | Traditional VR methods allow the user to tour and view the virtual world from different perspectives. Increasingly, more interactive and adaptive worlds are being generated, potentially allowing the user to interact with and affect objects in the virtual world. We describe and compare four models of operation that allow the publisher to generate views, with the client manipulating and affecting specific objects in the world. We demonstrate these approaches through a problem in archaeological visualization. | [
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] | 1,997 | Proc. of the 4 th UK Virtual Reality Specialist Interest Group Conference, Brunel University | 2204853233 | [
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Softening up Hard Science: reply to Newell and Card | 17,599,211 | A source of intellectual overhead periodically encountered by scientists is the call to be "hard," to ensure good science by imposing severe methodological strictures. Newell and Card (1985) undertook to impose such strictures on the psychology of human-computer interaction. Although their discussion contributes to theoretical debate in human-computer interaction by setting a reference point, their specific argument fails. Their program is unmotivated, is severely limited, and suffers from these limitations in principle. A top priority for the psychology of human-computer interaction should be the articulation of an alternative explanatory program, one that takes as its starting point the need to understand the real problems involved in providing better computer tools for people to use. | [
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] | 1,986 | 10.1207/s15327051hci0203_3 | Human Computer Interaction | 2048963798 | [
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3D Modelling of a Famosa Fortress, Malaysia Based on Comparison of Textual and Visual Data | 16,981,854 | This paper presents an attempt to model the “A Famosa Fortress” in Malaysia into 3D. This building was built in 1511 by the Portuguese and went through several architectural developments and changes before being largely destroyed during the British occupation in 1824. The biggest challenge in this research is to determine the original fortress layout due to the lack of any authoritative documentation pertaining to the fortress. Detail analysis has been conducted to identify reliable sources for references which are available in the form of text and visual. In this paper, we focus on comparison of selected textual and visual data to come out with a verifiable conjectural layout of the fortress. We then pre-visualized the layout in 3D model. Some samples of the model are presented here however there are still rooms for improvements before it is finalized. The output of this research will be tested for application in tourism and education. | [
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] | 2,009 | 10.1109/CGIV.2009.76 | 2009 Sixth International Conference on Computer Graphics, Imaging and Visualization | 2009 Sixth International Conference on Computer Graphics, Imaging and Visualization | 2110311329 | [
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How well do professional developers test with code coverage visualizations? An empirical study | 7,231,416 | Despite years of availability of testing tools, professional software developers still seem to need better support to determine the effectiveness of their tests. Without improvements in this area, inadequate testing of software seems likely to remain a major problem. To address this problem, industry and researchers have proposed systems that visualize "testedness" for end-user and professional developers. Empirical studies of such systems for end-user programmers have begun to show success at helping end users write more effective tests. Encouraged by this research, we examined the effect that code coverage visualizations have on the effectiveness of test cases that professional software developers write. This paper presents the results of an empirical study conducted using code coverage visualizations found in a commercially available programming environment. Our results reveal how this kind of code coverage visualization impacts test effectiveness, and provide insights into the strategies developers use to test code. | [
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] | 2,005 | 10.1109/VLHCC.2005.44 | 2005 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC'05) | 2005 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC'05) | 2137440139 | [
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Context-Aware Computer Aided Inbetweening | 7,239,327 | This paper presents a context-aware computer aided inbetweening (CACAI) technique that interpolates planar strokes to generate inbetween frames from a given set of key frames. The inbetweening is context-aware in the sense that not only the stroke’s shape but also the context (i.e., the neighborhood of a stroke) in which a stroke appears are taken into account for the stroke correspondence and interpolation. Given a pair of successive key frames, the CACAI automatically constructs the stroke correspondence between them by exploiting the context coherence between the corresponding strokes. Meanwhile, the construction algorithm is able to incorporate the user’s interaction with ease and allows the user more effective control over the correspondence process than existing stroke matching techniques. With a one-to-one stroke correspondence, the CACAI interpolates the shape and context between the corresponding strokes for the generation of intermediate frames. In the interpolation sequence, both the shape of individual strokes and the spatial layout between them are well retained such that the feature characteristics and visual appearance of the objects in the key frames can be fully preserved even when complex motions are involved in these objects. We have developed a prototype system to demonstrate the ease of use and effectiveness of the CACAI. | [
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"first": "Wenwu",
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] | 2,018 | 10.1109/TVCG.2017.2657511 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 2582053741 | [
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Interactive and adaptive data-driven crowd simulation: User study | 28,911,899 | We present an adaptive data-driven algorithm for interactive crowd simulation. Our approach combines realistic trajectory behaviors extracted from videos with synthetic multi-agent algorithms to generate plausible simulations. We use statistical techniques to compute the movement patterns and motion dynamics from noisy 2D trajectories extracted from crowd videos. These learned pedestrian dynamic characteristics are used to generate collision-free trajectories of virtual pedestrians in slightly different environments or situations. The overall approach is robust and can generate perceptually realistic crowd movements at interactive rates in dynamic environments. We also present results from preliminary user studies that evaluate the trajectory behaviors generated by our algorithm. | [
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] | 2,016 | 10.1109/VR.2016.7504784 | VR | 2461629729 | [
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Data Pattern for Allocating User Experience Meta-Data to User Experience Research Data | 33,387,025 | The vision of user experience is making life of users of products as convenient as possible, especially during the interaction with a productor a service. An important aspect of perceived convenience is the user experience of a product. The visual design and especially the interaction design has a major influence on this perception. In order to achieve the vision, user experience experts apply different types of tasks. One type of task is to analyze how users carry out tasks and what user's needs or problems are. Another type of task is to design user experience solutions and other typical task type deals with carrying out usability evaluations in order to find problems in using software application. In the course of user experience activities, many data are being collected. Many of the collected data relates to certain activities of users. For the user experience area there exist just a few tools, which support typical tasks in different ways. None of the tools supports linking results of user experience work to user experience meta-data. Why is it a problem? The current tools do not support an access to user experience project data with generic search and filter criteria like "industry", "application area", "use case" etc. This makes the access to user experience research data difficult and the comparison of user experience project data between different projects inefficient. In general, results of different user experience projects are difficult to reuse. The core idea of data pattern for allocating user experience Meta-Data to User Experience research data is to associate user experience project data with user experience meta-data. The data pattern considers associating user experience project data with user experience meta-data partially automatically and partially manually by the user. The key idea is that we want to reuse project data like the project sponsor, the application area, the industry, use cases etc. as user experience meta-data and assign them to user experience research data. The benefits of the data pattern are: Reusing results of user experience research projects. Making access to available results more efficient. Direct comparison of available results is supported and more efficient. UX Office is the typical instance for application. | [
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"first": "Xiaowei",
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"user experience expert",
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|||||
Using graph grammars for data structure manipulation | 28,161,213 | The replacement of pointers with graph grammar productions is discussed. Such a replacement provides a substantial improvement in the programming model used, makes better use of current high-resolution screen technology than a strictly text-based language, and provides improved support for parallel processing due to characteristics of the graph grammar formulation used. The background of this project, and the relationship to visual languages, is described. The use of graph grammars in programming and the graph grammar programming languages are described. The editing environment being developed for programming in graph grammars is presented. Compiler development for the system is described. > | [
{
"first": "J.J.",
"middle": [],
"last": "Pfeiffer",
"suffix": ""
}
] | 1,990 | 10.1109/WVL.1990.128380 | Proceedings of the 1990 IEEE Workshop on Visual Languages | Proceedings of the 1990 IEEE Workshop on Visual Languages | 2167888151 | [
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] |
||||
A shading model for cloth objects | 21,021,813 | A fundamental light reflection model that takes into account the internal structure of cloth to render the peculiar gloss of cloth objects is presented. In developing this model, the microscopic structure of textiles was considered. The model represents fabric features such as fiber's cross-sectional shape or weave. By measuring the reflected light intensity from actual cloth objects of several typical materials, it was verified that the model can express the properties of several kinds of cloth, and the parameters in the model were defined. > | [
{
"first": "T.",
"middle": [],
"last": "Yasuda",
"suffix": ""
},
{
"first": "S.",
"middle": [],
"last": "Yokoi",
"suffix": ""
},
{
"first": "J.",
"middle": [],
"last": "Toriwaki",
"suffix": ""
},
{
"first": "K.",
"middle": [],
"last": "Inagaki",
"suffix": ""
}
] | 1,992 | 10.1109/38.163621 | IEEE Computer Graphics and Applications | IEEE Computer Graphics and Applications | 2107762293 | [] | [
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] |
||||
A Fresh Look at Vocabulary | 63,968,919 | The term vocabulary is used to represent the set of commands about which the user has knowledge and practical experience. In many cases only some of the commands known will be actually used: these are sometimes said to form a working set. No longer is an extensive, or even complete, knowledge of a command set considered the passport to good practice that it once was. On the other hand it tends to be believed the vocabulary of some learners will grow over a long period as they become skilled. | [
{
"first": "Richard",
"middle": [],
"last": "Thomas",
"suffix": ""
}
] | 1,998 | 10.1007/978-1-4471-1548-9_5 | Long Term Human-Computer Interaction | Long Term Human-Computer Interaction | 2481173831 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:63968919 | null | null | null | null | null | [
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"practical experience",
"EVALUATION"
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"vocabulary",
"DATA"
],
[
"command set",
"DATA"
]
] |
||||
Top - down and bottom - up menu design | 56,762,308 | A sleeve having a central channel for receiving a prong of an electrical connector and preventing use of the connector is provided. A locking stud in the form of a projection extends on a flexible arm into the channel. Upon insertion of the prong in the channel the locking stud engages a hole in the surface of the prong as is commonly provided. In one embodiment there are two such locking studs on opposite sides of the channel to engage opposite sides of the hole in the prong. The tip of the locking stud is beveled to facilitate insertion of the prong and the opposite face of the locking stud is perpendicular to the channel to prevent removal of the prong. A key having two slightly divergent blades with beveled ends is inserted in the channel. The blades slide by the end of the prong deflecting the arms and withdrawing the locking studs from the holes in the prong permitting removal of the prong. The sleeve can be constructed from two identical components. Ribs are provided in the end of the channel where the key is inserted to prevent the insertion of the prong in the wrong end. The channel is preferably larger on the end in which the key is inserted and the key is of a corresponding size so the key will not be inserted in the wrong end of the sleeve when the sleeve is not in use. | [
{
"first": "John",
"middle": [
"P."
],
"last": "Chin",
"suffix": ""
}
] | 1,987 | International Journal of Human-computer Interaction | 156957241 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:56762308 | null | null | null | null | null | [
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"the prong",
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] |
||||||
Interactive Three-Dimensional Visualization of Web3D Media | 56,768,562 | Web3D is the general term for techniques of three dimensional computer graphics on Internet(Web). The idea of VRML of which mechanism was formed at the beginning of 90's, was completely hanged. It is characteristic that the shift to the offer of rich media contents with pursued realistic image by utilizing the broad-band network. This Web3D techniques was developed mainly aiming at the electronic commerce etc. It is further used as a visualization tool for the simulation system solved on a large-scale computer. An example of the Optimum Towing Support System using Web3D is referred. | [
{
"first": "Reo",
"middle": [],
"last": "Yamaguchi",
"suffix": ""
}
] | 2,003 | 10.3154/jvs.23.Supplement1_11 | JOURNAL OF THE FLOW VISUALIZATION SOCIETY OF JAPAN | 2334995766 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:56768562 | null | null | null | null | null | [
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"APPLICATION"
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[
"simulation system",
"APPLICATION"
],
[
"Optimum Towing Support System",
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[
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[
"Web3D",
"METHOD"
],
[
"broad-band network",
"METHOD"
]
] |
|||||
Study of PID neural network control based on phase-shifted full-bridge CPT system | 62,765,231 | Since the CPT system is a complex higher-order nonlinear system, it is very difficult to meet the control requirements if ::: the traditional control method is used to control the stability of the system. In this paper, a performance simulation study ::: is performed by introducing the PID neural network controller into the Phase-Shifted Full-Bridge CPT system. ::: Compared with the control effects of traditional PID controllers, the PID neural network controllers have better dynamic ::: responses and more robustness under load rapid changes and input step disturbances. | [
{
"first": "Lihong",
"middle": [],
"last": "He",
"suffix": ""
},
{
"first": "Yingying",
"middle": [],
"last": "Guo",
"suffix": ""
},
{
"first": "Guangyan",
"middle": [],
"last": "Sun",
"suffix": ""
}
] | 2,011 | 10.1117/12.906147 | 2011 International Conference on Photonics, 3D-Imaging, and Visualization | 2011 International Conference on Photonics, 3D-Imaging, and Visualization | 2026473252 | [] | [
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[
"CPT system",
"METHOD"
]
] |
||||
Radiometric Compensation through Inverse Light Transport | 11,427,390 | Radiometric compensation techniques allow seamless projections onto complex everyday surfaces. Implemented with projector-camera systems they support the presentation of visual content in situations where projection-optimized screens are not available or not desired - as in museums, historic sites, air-plane cabins, or stage performances. We propose a novel approach that employs the full light transport between projectors and a camera to account for many illumination aspects, such as interreflections, refractions, shadows, and defocus. Precomputing the inverse light transport in combination with an efficient implementation on the GPU makes the real-time compensation of captured local and global light modulations possible. | [
{
"first": "G.",
"middle": [],
"last": "Wetzstein",
"suffix": ""
},
{
"first": "O.",
"middle": [],
"last": "Bimber",
"suffix": ""
}
] | 2,007 | 10.1109/PG.2007.47 | 15th Pacific Conference on Computer Graphics and Applications (PG'07) | 15th Pacific Conference on Computer Graphics and Applications (PG'07) | [
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"Radiometric compensation technique",
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],
[
"interreflection",
"VISUALIZATION"
]
] |
|||||
Filtering and integrating visual information with motion | 13,020,297 | Visualizing information in user interfaces to complex, large-scale systems is difficult due to visual fragmentation caused by an enormous amount of inter-related data distributed across multiple views. New display dimensions are required to help the user perceptually integrate and filter such spatially distributed and heterogeneous information. Motion holds promise in this regard as a perceptually efficient display dimension. It has long been known to have a strong grouping effect which suggest that it has potential for filtering and brushing techniques. However, there is little known about which properties of motion are most effective. We review the prior literature relating to the use of motion for display and discuss the requirements for how motion can be usefully applied to these problems, especially for visualizations incorporating multiple groups of data objects. We compared three shapes of motions in pairwise combinations: linear, circular and expansion/contraction. Combinations of linear directions were also compared to evaluate how great angular separation needs to be to enforce perceptual distinction. Our results showed that shape differentiation is more effective than directional differences (except for 90°). Of the three shapes studied, circular demands the most attention. Angular separation must be 90° to be equally effective. These results suggest that motion can be usefully applied to both filtering and brushing. They also provide the beginnings of a vocabulary of simple motions that can be applied to information visualization. | [
{
"first": "Lyn",
"middle": [],
"last": "Bartram",
"suffix": ""
},
{
"first": "Colin",
"middle": [],
"last": "Ware",
"suffix": ""
}
] | 2,001 | In Proceedings on Information Visualization | 2202808018 | [
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"EVALUATION"
],
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"directional difference",
"METHOD"
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] |
||||||
Little Big Choices: Customization in Online User Experience | 51,880,069 | Customization can be a decisive factor in improving online user experience. It is a procedure that allows users to get involved with an interactive system to obtain results that better match their needs. These results are achieved through a co-design process. To establish the importance of customization in this context, we developed a design project for online customization of lacrosse equipment for Ativo brand. It was intended for users to create their own lacrosse equipment, with the possibility of adapting them to their tastes and requirements. For the tool to become viable it was necessary to consider several interaction tasks. Screens were designed, first trough 11 wireframes and later through 194 visual layouts. The project was evaluated with usability tests, using a support questionnaire to verify tasks were effectively fulfilled. The result is a tool which allows wide customization of various options related to these products, their implementation on the brand website and improvement of its user experience. | [
{
"first": "Marco",
"middle": [],
"last": "Neves",
"suffix": ""
},
{
"first": "Maria",
"middle": [
"A.M."
],
"last": "Reis",
"suffix": ""
}
] | 2,018 | 10.1007/978-3-319-91806-8_53 | HCI | 2807177824 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:51880069 | null | null | null | null | null | [
[
"online user experience",
"APPLICATION"
],
[
"lacrosse equipment",
"APPLICATION"
],
[
"visual layout",
"VISUALIZATION"
],
[
"user experience",
"APPLICATION"
],
[
"interaction task",
"APPLICATION"
],
[
"co-design process",
"METHOD"
],
[
"design project",
"METHOD"
],
[
"usability test",
"EVALUATION"
],
[
"brand website",
"APPLICATION"
],
[
"support questionnaire",
"EVALUATION"
],
[
"online customization of lacrosse equipment",
"APPLICATION"
],
[
"interactive system",
"METHOD"
]
] |
|||||
A Study on the Behavior of Using Intelligent Television Among the Elderly in New Urban Areas | 51,881,086 | Objective: This paper centers on the behavior of using intelligent television among the elderly in new urban areas. The purposes of this study are: 1, finding if there is potential tendency of them to use intelligent television. 2, if there are significant differences in the aspect of physiological and psychological characteristics among the elderly who live in new urban areas, in small cities and in big cities. 3, finding out existing problems and their real needs and their wishes when using intelligent televisions. 4, providing meaningful references and theoretical foundations for entrepreneurs, markets and relevant departments in this field. | [
{
"first": "Cuiping",
"middle": [],
"last": "Wu",
"suffix": ""
},
{
"first": "Xiaoping",
"middle": [],
"last": "Hu",
"suffix": ""
}
] | 2,018 | 10.1007/978-3-319-92034-4_15 | HCI | 2806491356 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:51881086 | null | null | null | null | null | [
[
"theoretical foundation",
"DATA"
],
[
"physio",
"DATA"
],
[
"psychological characteristic",
"EVALUATION"
],
[
"intelligent television",
"METHOD"
]
] |
|||||
Study on Display Space Design of Off-line Experience Stores of Traditional Handicraft Derivative Product of ICH Based on Multi-sensory Integration | 51,882,080 | With the increasing of Intangible cultural status, as the main transmission medium, the off-line experience store is the most common way for the public to contact with the traditional handcrafts of Intangible cultural heritage, it not only continues the emotional experience of the audience, but also plays an essential role of the Intangible Cultural Heritage even after the exhibition. | [
{
"first": "Bingmei",
"middle": [],
"last": "Bie",
"suffix": ""
},
{
"first": "Ye",
"middle": [],
"last": "Zhang",
"suffix": ""
},
{
"first": "Rongrong",
"middle": [],
"last": "Fu",
"suffix": ""
}
] | 2,018 | 10.1007/978-3-319-91806-8_36 | HCI | 2806511242 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:51882080 | null | null | null | null | null | [
[
"emotional experience",
"APPLICATION"
],
[
"ntangible Cultural Heritage",
"APPLICATION"
],
[
"off-line experience store",
"METHOD"
]
] |
|||||
Shape Analysis of Volume Models by Euclidean Distance Transform and Moment Invariants | 14,714,637 | In this paper, volume models are obtained from closed surface models by an accurate voxelization method which can handle the hidden cavities. This kind of 3D binary images is then converted to gray-level images by a fast Euclidean distance transform (EDT). Moment invariants (Mis) which are invariant shape descriptors under similarity transformations, are then computed based on the gray images. Applications in shape analysis area such as principal axis determination, skeleton and medial axis extraction, and shape retrieval can be carried out base on EDT and Mis. | [
{
"first": "Dong",
"middle": [],
"last": "Xu",
"suffix": ""
},
{
"first": "Hua",
"middle": [],
"last": "Li",
"suffix": ""
}
] | 2,007 | 10.1109/CADCG.2007.4407924 | 2007 10th IEEE International Conference on Computer-Aided Design and Computer Graphics | 2007 10th IEEE International Conference on Computer-Aided Design and Computer Graphics | 1996420990 | [
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[
"volume model",
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"accurate voxelization method",
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],
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"Moment invariant (Mis)",
"METHOD"
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[
"Euclidean distance transform (EDT)",
"METHOD"
],
[
"3D binary image",
"DATA"
],
[
"similarity transformation",
"METHOD"
],
[
"shape retrieval",
"APPLICATION"
],
[
"gray-level image",
"VISUALIZATION"
],
[
"closed surface model",
"DATA"
],
[
"gray image",
"DATA"
],
[
"shape analysis area",
"APPLICATION"
],
[
"invariant shape d",
"DATA"
],
[
"EDT",
"METHOD"
],
[
"skeleton and medial axis extraction",
"APPLICATION"
],
[
"Mis",
"METHOD"
],
[
"principal axis determination",
"APPLICATION"
],
[
"hidden cavity",
"DATA"
]
] |
||||
OpenGL ES and Shader | 70,299,344 | [
{
"first": "JungHyun",
"middle": [],
"last": "Han",
"suffix": ""
}
] | 2,018 | 10.1201/9780429443145-6 | Introduction to Computer Graphics with OpenGL ES | Introduction to Computer Graphics with OpenGL ES | 2904585654 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:70299344 | null | null | null | null | null | [
[
"Sha",
"METHOD"
],
[
"OpenGL ES",
"METHOD"
]
] |
|||||
Designing Interactive Sonification for Live Aquarium Exhibits | 1,332,910 | In response to the need for more accessible and engaging informal learning environments (ILEs), researchers have studied sonification for use in interpretation of live aquarium exhibits. The present work attempts to introduce more interactivity to the project’s existing sonification work, which is expected to lead to more accessible and interactive learning opportunities for visitors, including children and people with vision impairment. In this interactive sonification environment, visitors can actively experience an exhibit by using tangible objects to mimic the movement of animals. Sonifications corresponding to their movement can be paired with real-time animal-based sonifications produced by the existing system to generate a musical fugue. In the current paper, we describe the system configurations, experiment results for optimal sonification parameters and interaction levels, and implications in terms of embodied interaction and interactive learning. | [
{
"first": "Myounghoon",
"middle": [],
"last": "Jeon",
"suffix": ""
},
{
"first": "Riley",
"middle": [
"J."
],
"last": "Winton",
"suffix": ""
},
{
"first": "Ashley",
"middle": [
"G."
],
"last": "Henry",
"suffix": ""
},
{
"first": "Sanghun",
"middle": [],
"last": "Oh",
"suffix": ""
},
{
"first": "Carrie",
"middle": [],
"last": "Bruce",
"suffix": ""
},
{
"first": "Bruce",
"middle": [
"N."
],
"last": "Walker",
"suffix": ""
}
] | 2,013 | 10.1007/978-3-642-39473-7_67 | HCI | 2103849563 | [] | [
"52207142",
"14009492",
"203743537",
"28002630"
] | false | true | false | https://api.semanticscholar.org/CorpusID:1332910 | null | null | null | null | null | [
[
"tangible object",
"DATA"
],
[
"real-time animal-based sonifications",
"DATA"
],
[
"interactive sonification environment",
"VISUALIZATION"
],
[
"live aquarium exhibit",
"APPLICATION"
],
[
"interaction level",
"EVALUATION"
],
[
"musical fugue",
"APPLICATION"
],
[
"optimal sonification parameter",
"EVALUATION"
],
[
"interactive learning",
"APPLICATION"
],
[
"interactive learning opportunity",
"APPLICATION"
],
[
"experiment result",
"EVALUATION"
],
[
"s (ILEs",
"METHOD"
]
] |
|||||
How to Preserve Taiwanese Cultural Food Heritage Through Everyday HCI: A Proposal for Mobile Implementation. | 195,877,383 | We explore how cultural heritage can be preserved via human-computer interaction applications with a focus on food heritage in Taiwan. The contribution of this paper is its explanation of the existing and potential design space for HCI in the area of human-food interaction and is a step further in preserving the food culture in Taiwan. This paper represents a new step in this direction whereby all people can participate in the preservation prerevision of their own family recipes and the cultural meanings embodied in them by making a record of their daily meals. By highlighting the use of HCI’s irreplaceable role in the relationship features function, recording culture, and celebratory technology [31], we hope to encourage a more comprehensive research agenda within HCI to design technologies pertaining to the preservation of food heritage. | [
{
"first": "Kuan-Yi",
"middle": [],
"last": "Huang",
"suffix": ""
},
{
"first": "Yu-Hsuan",
"middle": [],
"last": "Ling",
"suffix": ""
},
{
"first": "Chung-Ching",
"middle": [],
"last": "Huang",
"suffix": ""
}
] | 2,019 | 10.1007/978-3-030-22577-3_11 | HCI | 2956855358 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:195877383 | null | null | null | null | null | [
[
"human-food interaction",
"APPLICATION"
],
[
"human-computer interaction application",
"APPLICATION"
],
[
"celebratory technology",
"APPLICATION"
],
[
"recording culture",
"APPLICATION"
],
[
"preservation prerevision",
"APPLICATION"
],
[
"food heritage",
"DATA"
],
[
"family recipe",
"DATA"
],
[
"cultural meaning",
"DATA"
],
[
"daily meal",
"DATA"
],
[
"relationship feature function",
"APPLICATION"
],
[
"cultural her",
"DATA"
]
] |
|||||
Dynamic analysis of bubble-driven liquid flows using time-resolved particle image velocimetry and proper orthogonal decomposition techniques | 28,227,161 | AbstractAn experimental study to evaluate dynamic structures of flow motion and turbulence characteristics in bubble-driven water flow in a rectangular tank with a varying flow rate of compressed air is conducted. Liquid flow fields are measured by time-resolved particle image velocimetry (PIV) with fluorescent tracer particles to eliminate diffused reflections, and by an image intensifier to acquire enhanced clean particle images. By proper orthogonal decomposition (POD) analysis, the energy distributions of spatial and temporal modes are acquired. Time-averaged velocity and turbulent kinetic energy distributions are varied with the air flow rates. With increasing Reynolds number, bubble-induced turbulent motion becomes dominant rather than the recirculating flow near the side wall. Detailed spatial structures and the unsteady behavior of dominant dynamic modes associated with turbulent kinetic energy distributions are addressed.Graphical AbstractGraphical Abstract text | [
{
"first": "Sang",
"middle": [
"Moon"
],
"last": "Kim",
"suffix": ""
},
{
"first": "Seung",
"middle": [
"Jae"
],
"last": "Yi",
"suffix": ""
},
{
"first": "Hyun",
"middle": [
"Dong"
],
"last": "Kim",
"suffix": ""
},
{
"first": "Jong",
"middle": [
"Wook"
],
"last": "Kim",
"suffix": ""
},
{
"first": "Kyung",
"middle": [
"Chun"
],
"last": "Kim",
"suffix": ""
}
] | 2,010 | 10.1007/s12650-010-0029-y | Journal of Visualization | 2002779817 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:28227161 | null | null | null | null | null | [
[
"time-resolved particle image velocimetry",
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"EVALUATION"
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[
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"DATA"
],
[
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"EVALUATION"
],
[
"compressed air",
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],
[
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"EVALUATION"
],
[
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"DATA"
],
[
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"METHOD"
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[
"fluorescent tracer particle",
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[
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[
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"DATA"
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[
"spatial and temporal mode",
"DATA"
],
[
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"METHOD"
],
[
"energy distribution",
"DATA"
],
[
"recirculating flow",
"DATA"
],
[
"flow motion",
"DATA"
]
] |
|||||
Tunnel‐Free Supercover 3D Polygons and Polyhedra | 120,840,924 | A new discrete 3D line and 3D polygon, called Supercover 3D line and Supercover 3D polygon, are introduced. Analytical definitions are provided. The Supercover 3D polygon is a tunnel free plane segment defined by vertices and edges. An edge is a Supercover 3D line segment. Two different polygons can share a common edge and if they do, the union of both polygons is tunnel free. This definition of discrete polygons has the “most” properties in common with the continuous polygons. It is particularly interesting for modeling of discrete scenes, especially using tunnel-free discrete polyhedra. Algorithms for computing Supercover 3D Lines and Polygons are given and illustrated. | [
{
"first": "Eric",
"middle": [],
"last": "Andres",
"suffix": ""
},
{
"first": "Philippe",
"middle": [],
"last": "Nehlig",
"suffix": ""
},
{
"first": "Jean",
"middle": [],
"last": "Françon",
"suffix": ""
}
] | 2,008 | 10.1111/1467-8659.16.3conferenceissue.2 | Computer Graphics Forum | 1983765135 | [] | [
"59130240",
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"59674128",
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"14714532"
] | false | true | false | https://api.semanticscholar.org/CorpusID:120840924 | null | null | null | null | null | [
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"discrete polygon",
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"Supercover 3D line and Supercover 3D polygon",
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"Polygons",
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],
[
"Supercover 3D line segment",
"DATA"
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[
"Supercover 3D polygon",
"VISUALIZATION"
],
[
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"tunnel free",
"EVALUATION"
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[
"discrete scene",
"APPLICATION"
],
[
"tunnel-free discrete polyhedron",
"METHOD"
],
[
"Analytical definition",
"METHOD"
],
[
"continuous polygon",
"DATA"
],
[
"tunnel free plane segment",
"DATA"
]
] |
|||||
Histogram Equalization-A Simple but Efficient Technique for Image Enhancement | 55,344,817 | This paper demonstrates the significance of histogram processing of an image particu larly the histogram equalization (HE). It is one of the widely used image enhancement technique. It has become a popular technique for contrast enhancement because the method is simple and effect ive. The basic idea of HE is to re-map the gray levels of an image. Here we propose two different techniques of Histogram Equalizat ion namely, the global HE and local HE. The Histogram Equalization has been performed in the MATLA B environ ment. The merits and demerits of both techniques of Histogram Equalization have also been discussed. It is seen after exhaustive experimentation on a nu mber of sample images that the proposed image enhancement techniques can be considered as an imp rovement over the inbuilt MATLAB function histeq. | [
{
"first": "Saurabh",
"middle": [],
"last": "Chaudhury",
"suffix": ""
},
{
"first": "Ananta",
"middle": [],
"last": "Kumar Roy",
"suffix": ""
}
] | 2,013 | 10.5815/ijigsp.2013.10.07 | International Journal of Image, Graphics and Signal Processing | 2155577471 | [
"17097623"
] | [
"21888096"
] | true | true | true | https://api.semanticscholar.org/CorpusID:55344817 | 1 | 1 | 1 | 1 | 1 | [
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],
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],
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[
"histogram processing",
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],
[
"exhaustive experimentation",
"EVALUATION"
],
[
"image",
"DATA"
]
] |
|||||
An efficient two steps algorithm for wide baseline image matching | 9,273,011 | A recent study (Int. J. Comput. Vis. 73(3), 263–284, 2007) has shown that none of the detector/descriptor combinations perform well when the camera viewpoint is changed with more than 25–30°. In this paper we introduce an efficient two-step method that increases significantly the number of correct matches of wide separated views of a given 3D scenes. First, a few kernel correspondences are identified in the images and then, based on their neighbor information, the geometric distortion that relates the surrounding regions of these seed keypoints is estimated iteratively. Next, based on these estimated parameters combined with a rough segmentation that reduces the searching space of the keypoint descriptors, the neighbor regions around every keypoint are warped accordingly. In our experiments the method has been tested extensively, yielding promising results over a wide range of viewpoints of known 3D models images. | [
{
"first": "Cosmin",
"middle": [],
"last": "Ancuti",
"suffix": ""
},
{
"first": "Codruta",
"middle": [
"Orniana"
],
"last": "Ancuti",
"suffix": ""
},
{
"first": "Philippe",
"middle": [],
"last": "Bekaert",
"suffix": ""
}
] | 2,009 | 10.1007/s00371-009-0353-1 | The Visual Computer | The Visual Computer | 2010122970 | [
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"correct match",
"EVALUATION"
],
[
"keypoint descriptor",
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] |
||||
GameX: a platform for incremental instruction in computer graphics and game design | 8,691,049 | Recent trends have resulted in an increased focus on game design as a topic for teaching in higher education [Deutsch 2002]. Although many game engines currently exist, few of these were designed with educational goals in mind. We distinguish between industry-oriented engines and instructional game engines designed to teach a range of concepts. The features needed to teach game development to college undergraduates in engineering and the humanities are explored. Specifically, we develop a platform that supports incremental education in game design. GameX, an open source instructional game engine, was developed with this approach in mind and was used to initiate the Game Design Initiative at Cornell University (GDIAC). | [
{
"first": "Rama",
"middle": [
"C."
],
"last": "Hoetzlein",
"suffix": ""
},
{
"first": "David",
"middle": [
"I."
],
"last": "Schwartz",
"suffix": ""
}
] | 2,005 | 10.1145/1187358.1187402 | SIGGRAPH '05 | 2068567675 | [
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[
"GameX",
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],
[
"educational goal",
"APPLICATION"
],
[
"game",
"METHOD"
],
[
"game design",
"APPLICATION"
]
] |
|||||
The design of naming features in App Inventor 2 | 14,817,350 | Blocks languages, in which programs are constructed by connecting blocks resembling puzzle pieces, are increasingly used to introduce novices to programming. MIT App Inventor 2 has a blocks language for specifying the behavior of mobile apps. Its naming features (involving event and procedure parameters, global and local variables, and names for procedures, components, and component properties) were designed to address problems with names in other blocks languages, including its predecessor, MIT App Inventor Classic. We discuss the design of these features, and evaluate them with respect to cognitive dimensions and fundamental computer science naming concepts. | [
{
"first": "Franklyn",
"middle": [],
"last": "Turbak",
"suffix": ""
},
{
"first": "David",
"middle": [],
"last": "Wolber",
"suffix": ""
},
{
"first": "Paul",
"middle": [],
"last": "Medlock-Walton",
"suffix": ""
}
] | 2,014 | 10.1109/VLHCC.2014.6883034 | 2014 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) | 2014 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) | 1985846218 | [
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"METHOD"
],
[
"computer science naming concept",
"APPLICATION"
],
[
"puzzle piece",
"DATA"
]
] |
||||
Physically based animation and rendering of lightning | 5,671,330 | We present a physically-based method for animating and rendering lightning and other electric arcs. For the simulation, we present the dielectric breakdown model, an elegant formulation of electrical pattern formation. We then extend the model to animate a sustained, 'dancing' electrical arc, by using a simplified Helmholtz equation for propagating electromagnetic waves. For rendering, we use a convolution kernel to produce results competitive with Monte Carlo ray tracing. Lastly, we present user parameters for manipulation of the simulation patterns. | [
{
"first": "T.",
"middle": [],
"last": "Kim",
"suffix": ""
},
{
"first": "M.C.",
"middle": [],
"last": "Lin",
"suffix": ""
}
] | 2,004 | 10.1109/PCCGA.2004.1348357 | 12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings. | 12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings. | 1507507089 | [
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"METHOD"
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] |
||||
Immersive Learning in Real VR | 213,180,775 | [
{
"first": "Johanna",
"middle": [],
"last": "Pirker",
"suffix": ""
},
{
"first": "Isabel",
"middle": [],
"last": "Lesjak",
"suffix": ""
},
{
"first": "Johannes",
"middle": [],
"last": "Kopf",
"suffix": ""
},
{
"first": "Alexander",
"middle": [],
"last": "Kainz",
"suffix": ""
},
{
"first": "Amir",
"middle": [],
"last": "Dini",
"suffix": ""
}
] | 2,020 | 10.1007/978-3-030-41816-8_14 | Real VR | 3011035714 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:213180775 | null | null | null | null | null | [
[
"Real VR",
"APPLICATION"
],
[
"Immersive Learning",
"METHOD"
]
] |
||||||
COMPUTER INTERACTION IN THE USE OF RADIOMETRIC CALIBRATION FOR THE CASSINI SPACE FLIGHT PROBE | 135,320,289 | In the area of Radiometric Calibration for Space Flight Hardware, there is a ::: need for accurate data manipulation and analysis. At the Jet Propulsion ::: Laboratory in Pasadena, CA, there is an advanced system of calibration and ::: analysis of spacecraft data designed by the Planetary Instruments Group of the ::: Space Instruments Implementation. We examine a problem with the user ::: interface. As data is downloaded in this system, it must be physically examined ::: for "good" and "bad" data points. This paper describes how to make this process ::: more efficient. With the use of a light pen or touch-screen CRT the choice of ::: data points can be quickly and accurately chosen or discarded. The article ::: provides a description of the process of data acquisition as well as contributions ::: toward the design of a more "friendly" data calibration procedure. | [
{
"first": "Kenneth",
"middle": [
"A."
],
"last": "Brown",
"suffix": ""
}
] | 1,996 | 10.20870/ijvr.1996.2.4.2614 | International Journal of Virtual Reality | 2757060033,2751306756 | [
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] | [] | true | false | true | https://api.semanticscholar.org/CorpusID:135320289 | 1 | 1 | 1 | 1 | 1 | [
[
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],
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": data point",
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],
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"user ::: interface",
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[
"friendly\" data calibration procedure",
"METHOD"
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[
"analysis",
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],
[
"data acquisition",
"METHOD"
],
[
"calibration",
"METHOD"
],
[
"light pen",
"METHOD"
]
] |
|||||
Personal Aesthetics for Soft Biometrics: A Generative Multi-resolution Approach | 7,861,646 | Are we recognizable by our image preferences? This paper answers affirmatively the question, presenting a soft biometric approach where the preferred images of an individual are used as his personal signature in identification tasks. The approach builds a multi-resolution latent space, formed by multiple Counting Grids, where similar images are mapped nearby. On this space, a set of preferred images of a user produces an ensemble of intensity maps, highlighting in an intuitive way his personal aesthetic preferences. These maps are then used for learning a battery of discriminative classifiers (one for each resolution), which characterizes the user and serves to perform identification. Results are promising: on a dataset of 200 users, and 40K images, using 20 preferred images as biometric template gives 66% of probability of guessing the correct user. This makes the "personal aesthetics" a very hot topic for soft biometrics, while its usage in standard biometric applications seems to be far from being effective, as we show in a simple user study. | [
{
"first": "Cristina",
"middle": [],
"last": "Segalin",
"suffix": ""
},
{
"first": "Alessandro",
"middle": [],
"last": "Perina",
"suffix": ""
},
{
"first": "Marco",
"middle": [],
"last": "Cristani",
"suffix": ""
}
] | 2,014 | 10.1145/2663204.2663259 | Proceedings of the 16th International Conference on Multimodal Interaction | 1981034026 | [
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]
] |
|||||
Forehead retina system | 10,106,308 | The goal of our project is to provide a cheap, lightweight, yet fully functional system that provides rich and dynamic 2D environmental information to the blind. The Forehead Retina System (FRS)composed of a small camera and 512 electrodes on the foreheadcaptures the view in front, extracts outlines from the view, and converts the outlines to tactile sensation by electrical stimulation. Using this device, the users can ”see” the surrounding environment with their forehead skin, without using their eyes. | [
{
"first": "Hiroyuki",
"middle": [],
"last": "Kajimoto",
"suffix": ""
},
{
"first": "Yonezo",
"middle": [],
"last": "Kanno",
"suffix": ""
},
{
"first": "Susumu",
"middle": [],
"last": "Tachi",
"suffix": ""
}
] | 2,006 | 10.1145/1179133.1179145 | SIGGRAPH '06 | 2035525635 | [
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[
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"METHOD"
],
[
"forehead skin",
"DATA"
],
[
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"VISUALIZATION"
],
[
"2D environmental information",
"DATA"
],
[
"electrical stimulation",
"METHOD"
],
[
"system",
"METHOD"
]
] |
|||||
Variance minimization light probe sampling | 11,663,595 | We present a technique for sampling the light probe image using variance minimization. The technique modifies median cut algorithm for light probe sampling [Debevec 2005] so that the variance of each region is minimized. The algorithm is fast, efficient, and easy to implement. | [
{
"first": "Kuntee",
"middle": [],
"last": "Viriyothai",
"suffix": ""
},
{
"first": "Paul",
"middle": [],
"last": "Debevec",
"suffix": ""
}
] | 2,009 | 10.1145/1599301.1599393 | SIGGRAPH '09 | 1978223075 | [] | [
"18053725",
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"12507362",
"4470481",
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"light probe sampling",
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"median cut algorithm",
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],
[
"variance minimization",
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]
] |
|||||
Images and Presentation in Power View | 63,224,619 | After spending a little time working with Power View, let’s assume you have analyzed your data. In fact, I imagine that you have been able to tease out a few extremely interesting trends and telling facts from your deep dive into the figures—and you have created the tables and charts to prove your point. To finish the job, you now want to add the final touches to the look and feel of your work so that it will come across to your audience as polished and professional. | [
{
"first": "Adam",
"middle": [],
"last": "Aspin",
"suffix": ""
}
] | 2,016 | 10.1007/978-1-4842-2400-7_7 | High Impact Data Visualization in Excel with Power View, 3D Maps, Get & Transform and Power BI | High Impact Data Visualization in Excel with Power View, 3D Maps, Get & Transform and Power BI | 2553153148 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:63224619 | null | null | null | null | null | [
[
"Power View",
"METHOD"
]
] |
||||
Toward the Practical Use of ROI-JPEG : Assurance of Perceived Quality and Simplification of Algorithms | 63,229,780 | [
{
"first": "オキ",
"middle": [
"ディッキ",
"A."
],
"last": "プリマ",
"suffix": ""
},
{
"first": "田口",
"middle": [],
"last": "康平",
"suffix": ""
},
{
"first": "大棒",
"middle": [],
"last": "麻実",
"suffix": ""
}
] | 2,012 | The journal of the Institute of Image Electronics Engineers of Japan : visual computing, devices & communications | 2588112455 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:63229780 | null | null | null | null | null | [
[
"ROI-JPEG",
"METHOD"
],
[
"Algorithm",
"METHOD"
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] |
|||||||
Real-Time Immersive Table Tennis Game for Two Players with Motion Tracking | 5,615,773 | Presented in this paper is a novel real-time virtual reality game developed to enable two participants to play table tennis immersively with each other’s avatar in a shared virtual environment. It uses a wireless hybrid inertial and ultrasonic tracking system to provide the positions and orientations of both the head (view point) and hand (racket) of each player, as well as two large rear-projection stereoscopic screens to provide a view-dependent 3D display of the game environment. Additionally, a physics-based ball animation model is designed for the game, which includes fast detection of the ball colliding with table, net and quick moving rackets. The system is shown to offer some unique features and form a good platform for development of other immersive games for multiple players. | [
{
"first": "Yingzhu",
"middle": [],
"last": "Li",
"suffix": ""
},
{
"first": "Lik-Kwan",
"middle": [],
"last": "Shark",
"suffix": ""
},
{
"first": "Sarah",
"middle": [
"Jane"
],
"last": "Hobbs",
"suffix": ""
},
{
"first": "James",
"middle": [],
"last": "Ingham",
"suffix": ""
}
] | 2,010 | 10.1109/IV.2010.97 | 2010 14th International Conference Information Visualisation | 2010 14th International Conference Information Visualisation | 2111870506 | [
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"13512836"
] | true | true | true | https://api.semanticscholar.org/CorpusID:5615773 | 0 | 0 | 0 | 1 | 0 | [
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"real-time virtual reality game",
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[
"physics-based ball animation model",
"METHOD"
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] |
||||
Audio-Only Augmented Reality System for Social Interaction | 15,886,119 | We explore new possibilities for interactive music consumption by proposing an audio-only augmented reality system for social interaction. | [
{
"first": "Tom",
"middle": [],
"last": "Gurion",
"suffix": ""
},
{
"first": "Nori",
"middle": [],
"last": "Jacoby",
"suffix": ""
}
] | 2,013 | 10.1007/978-3-642-39473-7_65 | HCI | 286215783 | [
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"social interaction",
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"audio-only augmented reality system",
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] |
|||||
Moving Objects in Space: Exploiting Proprio-ception in Virtual-Environment | 59,913,686 | [
{
"first": "Mark",
"middle": [
"R."
],
"last": "Mine",
"suffix": ""
},
{
"first": "Frederick",
"middle": [
"P."
],
"last": "Brooks",
"suffix": ""
},
{
"first": "Carlo",
"middle": [
"H."
],
"last": "Séquin",
"suffix": ""
}
] | 1,997 | SIGGRAPH 1997 | 153970731 | [] | [
"2560694",
"44141453"
] | false | true | false | https://api.semanticscholar.org/CorpusID:59913686 | null | null | null | null | null | [
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"Proprio-ception",
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],
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"Virtual-Environment",
"APPLICATION"
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] |
|||||||
Visualization of Finite Elements and Tools for Numerical Analysis | 59,918,266 | A visualization approach for finite elements including numerical algorithms based on an object oriented environment is presented. Starting from examples of numerical analysis of partial differential equations the requirements and specifications for a toolbox offering highly interactive rendering facilities for continuum mechanical as well as geometrical problems in 2D and 3D are explained. After a short description of object oriented programming our concept of interactive geometric modeling is introduced. Applications include the rendering of isoline, color scaled maps, vector and tensor fields on 2D domains, surfaces of intersections in 3D bodies (bars under stress or containers with fluid flow), particle traces, moved hyper surf aces, and the 2D levels of a function on a 3D finite element domain. Our concept has been implemented in the object oriented programming environment GRAPE at the graphics laboratory of the SFB 256. The appendix contains the definition of the specific classes and a description of all methods. | [
{
"first": "Monika",
"middle": [],
"last": "Geiben",
"suffix": ""
},
{
"first": "Martin",
"middle": [],
"last": "Rumpf",
"suffix": ""
}
] | 1,992 | 10.1007/978-3-642-77334-1_1 | Advances in Scientific Visualization | Advances in Scientific Visualization | 162475756 | [] | [
"14271252",
"2340410",
"2043732",
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"finite element",
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] |
||||
Methodical complex of training in programming on AutoLISP language | 62,020,847 | [
{
"first": "Elena",
"middle": [],
"last": "Alshakova",
"suffix": ""
}
] | 2,013 | 10.12737/471 | Geometry & Graphics | 2313649060 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:62020847 | null | null | null | null | null | [
[
"AutoLISP language",
"METHOD"
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] |
||||||
Participatory Design of STEM Education AR Experiences for Heterogeneous Student Groups: Exploring Dimensions of Tangibility, Simulation, and Interaction | 1,406,356 | In this paper, we present the results of a multi-year participatory design process exploring the space of educational AR experiences for STEM education targeted at students of various ages and abilities. Our participants included teachers, students (ages five to fourteen), educational technology experts, game designers, and HCI researchers. The work was informed by state educational curriculum guidelines. The activities included developing a set of design dimensions which guided our ideation process, iteratively designing, building, and evaluating six prototypes with our stakeholders, and collecting our observations regarding the use of AR STEM applications by target students. | [
{
"first": "Ben",
"middle": [],
"last": "Thompson",
"suffix": ""
},
{
"first": "Laura",
"middle": [],
"last": "Leavy",
"suffix": ""
},
{
"first": "Amelia",
"middle": [],
"last": "Lambeth",
"suffix": ""
},
{
"first": "David",
"middle": [],
"last": "Byrd",
"suffix": ""
},
{
"first": "Joelle",
"middle": [],
"last": "Alcaidinho",
"suffix": ""
},
{
"first": "Iulian",
"middle": [],
"last": "Radu",
"suffix": ""
},
{
"first": "Maribeth",
"middle": [],
"last": "Gandy",
"suffix": ""
}
] | 2,016 | 10.1109/ISMAR-Adjunct.2016.0038 | 2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) | 2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) | 2584358018 | [
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"201067723"
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"participatory design process",
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||||
Creating the illusion of motion in 2D images | 1,409,944 | We introduce a novel con- cept called perceptually meaningful image editing and present techniques for manipulating the apparent depth of objects and creating the illusion of motion in 2D images. Our tech- niques combine principles of human visual perception with approaches developed by traditional artists. For our depth manipulation technique, the user loads an image, selects an object and specifies whether the object should appear closer or further away. The system automatically determines luminance or color temperature target values for the object and/or back- ground that achieve the desired depth change. Our approach for creating the illusion of motion exploits the differences between our peripheral vision and our foveal vision by introducing spatial imprecision to the image. | [
{
"first": "Reynold",
"middle": [],
"last": "Bailey",
"suffix": ""
},
{
"first": "Cindy",
"middle": [],
"last": "Grimm",
"suffix": ""
}
] | 2,006 | 10.1145/1179622.1179752 | SIGGRAPH '06 | 2559143497,2060993164 | [
"72482084"
] | [] | true | false | true | https://api.semanticscholar.org/CorpusID:1409944 | 1 | 0 | 1 | 1 | 0 | [
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"apparent depth",
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],
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"perceptually meaningful image editing",
"METHOD"
],
[
"depth change",
"EVALUATION"
]
] |
|||||
Experimentally driven visual language design: texture perception experiments for iconographic displays | 19,267,125 | Visualization researchers of the Exploratory Visualization (Exvis) project are studying the representation of multidimensional databases as two-dimensional arrays of data-driven icons. Each data point in n-dimensional space is converted into one icon in the display; both visual and auditory features of the icon are determined by the data. The display's texture is produced by packing large numbers of small icons together so densely that they lose their individual identities. The premise of the technology is that interesting features in the visual and auditory texture of an iconographic display will point to interesting features in the data. The technology is in the early stages of formal study. The short-term goal is to provide a workstation that will enable a researcher who is neither a programmer nor a trained experimentalist to design, implement, conduct and analyze human factors experiments for studying the iconographic data-display technique. The long-term goal is to use the information gathered from such experiments to provide a powerful data-representation language for scientists to use for visualizing large data sets. > | [
{
"first": "M.G.",
"middle": [],
"last": "Williams",
"suffix": ""
},
{
"first": "S.",
"middle": [],
"last": "Smith",
"suffix": ""
},
{
"first": "G.",
"middle": [],
"last": "Pecelli",
"suffix": ""
}
] | 1,989 | 10.1109/WVL.1989.77043 | [Proceedings] 1989 IEEE Workshop on Visual Languages | [Proceedings] 1989 IEEE Workshop on Visual Languages | 2116455557 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:19267125 | null | null | null | null | null | [
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[
"visual",
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] |
||||
Flow visualization over a thick blunt trailing-edge airfoil with base cavity at low Reynolds numbers using PIV technique | 10,470,661 | Abstract In this study, the effect of cutting the end of a thick airfoil and adding a cavity on its flow pattern is studied experimentally using PIV technique. First, by cutting 30% chord length of the Riso airfoil, a thick blunt trialing-edge airfoil is generated. The velocity field around the original airfoil and the new airfoil is measured by PIV technique and compared with each other. Then, adding two parallel plates to the end of the new airfoil forms the desired cavity. Continuous measurement of unsteady flow velocity over the Riso airfoil with thick blunt trailing edge and base cavity is the most important innovation of this research. The results show that cutting off the end of the airfoil decreases the wake region behind the airfoil, when separation occurs. Moreover, adding a cavity to the end of the thickened airfoil causes an increase in momentum and a further decrease in the wake behind the trailing edge that leads to a drag reduction in comparison with the thickened airfoil without cavity. Furthermore, using cavity decreases the Strouhal number and vortex shedding frequency. | [
{
"first": "Gholamhossein",
"middle": [],
"last": "Taherian",
"suffix": ""
},
{
"first": "Mahdi",
"middle": [],
"last": "Nili-Ahmadabadi",
"suffix": ""
},
{
"first": "Mohammad",
"middle": [
"Hassan"
],
"last": "Karimi",
"suffix": ""
},
{
"first": "Mohammad",
"middle": [
"Reza"
],
"last": "Tavakoli",
"suffix": ""
}
] | 2,017 | PMC5610673 | 10.1007/s12650-016-0405-3 | Journal of visualization | Journal of visualization | 2554008749 | [
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|||
Playability Testing of Web-Based Sport Games with Older Children and Teenagers | 36,379,113 | Playability occupies a central role in videogame design. Heuristics may help for establishing the game concept, but some testing is essential for ensuring a wide acceptance in the target user population. The experience of designing and testing a set of web-based sport videogames is described, focusing on the heuristics employed and the testing approach. The results show that an emphasis on a simple set of game controls and the introduction of humorous elements has obtained a positive response from older children and teenagers. | [
{
"first": "Xavier",
"middle": [],
"last": "Ferre",
"suffix": ""
},
{
"first": "Angélica",
"middle": [
"de"
],
"last": "Antonio",
"suffix": ""
},
{
"first": "Ricardo",
"middle": [],
"last": "Imbert",
"suffix": ""
},
{
"first": "Nelson",
"middle": [],
"last": "Medinilla",
"suffix": ""
}
] | 2,009 | 10.1007/978-3-642-02583-9_35 | HCI | 1505056717 | [] | [
"19741995"
] | false | true | true | https://api.semanticscholar.org/CorpusID:36379113 | 0 | 0 | 0 | 0 | 0 | [
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],
[
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[
"testing approach",
"METHOD"
],
[
"game concept",
"VISUALIZATION"
]
] |
|||||
Development of tactile and haptic systems for U.S. infantry navigation and communication | 18,318,760 | In this paper we discuss plans initiated to develop and evaluate multisensory displays (i.e. visual, haptic, tactile) to support dismounted (i.e., not in vehicle) Soldier movement, communication, and targeting. Human factors studies of an array of military operational roles have shown significant demand for focal visual attention that diminishes the capacity for task-sharing and attention allocation, especially in the context of unexpected changes and events. If other sensory modalities can be effectively used in a military environment, the benefit could be significant in increasing survivability, information flow, and mission achievement. We discuss operational task demands and two efforts supported from a 2010 SBIR (Small Business Innovative Research) topic. | [
{
"first": "Linda",
"middle": [
"R."
],
"last": "Elliott",
"suffix": ""
},
{
"first": "Elmar",
"middle": [
"T."
],
"last": "Schmeisser",
"suffix": ""
},
{
"first": "Elizabeth",
"middle": [
"S."
],
"last": "Redden",
"suffix": ""
}
] | 2,011 | 10.1007/978-3-642-21793-7_45 | HCI | 34052524 | [
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],
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] |
|||||
Automa-Persona: A Process to Extract Knowledge Automatic for Improving Personas | 34,369,929 | During the development of a product, it is necessary for a designer to attempt the special needs of devices and also the target users. To help designers with the problem to attend users’ needs, a technique called Personas is applied during the project. Usually, the Personas creation process is manual, lengthy and also it doesn’t have a attendance during the project. With this objective in mind, this paper presents a process to automatize and to address the users needs through Personas during the whole project. | [
{
"first": "Andrey",
"middle": [
"Araujo"
],
"last": "Masiero",
"suffix": ""
},
{
"first": "Ricardo",
"middle": [
"de",
"Carvalho"
],
"last": "Destro",
"suffix": ""
},
{
"first": "Otavio",
"middle": [
"Alberto"
],
"last": "Curioni",
"suffix": ""
},
{
"first": "Plinio",
"middle": [
"Thomaz",
"Aquino"
],
"last": "Junior",
"suffix": ""
}
] | 2,013 | 10.1007/978-3-642-39473-7_13 | HCI | 141645548 | [] | [
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Code Quality Improvement for All: Automated Refactoring for Scratch | 197,640,713 | Block-based programming has been overwhelmingly successful in revitalizing introductory computing education and in facilitating end-user development. However, poor code quality makes block-based programs hard to understand, modify, and reuse, thus hurting the educational and productivity effectiveness of blocks. There is great potential benefit in empowering programmers in this domain to systematically improve the code quality of their projects. Refactoring–-improving code quality while preserving its semantics–-has been widely adopted in traditional software development. In this work, we introduce refactoring to Scratch. We define four new Scratch refactorings: Extract Custom Block, Extract Parent Sprite, Extract Constant, and Reduce Variable Scope. To automate the application of these refactorings, we enhance the Scratch programming environment with powerful program analysis and transformation routines. To evaluate the utility of these refactorings, we apply them to remove the code smells detected in a representative dataset of 448 Scratch projects. We also conduct a between-subjects user study with 24 participants to assess how our refactoring tools impact programmers. Our results show that refactoring improves the subjects’ code quality metrics, while our refactoring tools help motivate programmers to improve code quality. | [
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},
{
"first": "Eli",
"middle": [],
"last": "Tilevich",
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}
] | 2,019 | 10.1109/VLHCC.2019.8818950 | 2019 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) | 2019 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) | 2973748760 | [
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||||
SIGGRAPH Asia 2017 Art Gallery | 65,030,844 | The SIGGRAPH Asia Art Gallery program will be inviting artists from around the world to showcase their innovative and leading-edge digital contributions on Mind-Body-Machine interaction. With advanced technology, machines today are capable of learning, generating thought- like patterns, supporting physical bodies, problem solving, and discovering new solutions, all while functioning either independently or collectively as part of a larger system. What does it mean when we let our minds wander in a virtual reality world? How do we render our body movements and gestures to allow machines to learn our behaviors? What happens when we trust algorithms to make decisions about what we see, hear, and feel? How can we best utilize the relationship between human and machine "minds and bodies" to enhance human capabilities? ::: ::: The Art Gallery, associated artist talks, and further discussions are expected to stimulate a broader conversation among participants of the SIGGRAPH Asia 2017 conference. ::: ::: The exhibition will highlight innovative Digital Art projects prioritizing the expression of an alternative aesthetic, while employing the rich variety of techniques available to designers and artists who use computer mediation as a part of their creative palette. Focusing on projects using hybrid approaches between physical and digital, between natural and artificial, and between real and synthetic, the exhibition will include the variety of innovative work by artists who merge computation with physical object, while pushing the boundaries of traditional artistic disciplines. ::: ::: Mediated Aesthetics will present a combination of new media technologies, including algorithms, sensors, networking, augmented reality, biotechnology, networking and other technologies. The key is the aesthetic investigation. | [
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{
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"last": "Supornsahusrungsi",
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||||||
A Low Cost Virtual Reality System for Rehabilitation of Upper Limb | 7,872,288 | The paper describes an on-going research aimed at creating the low cost virtual reality based system for physical rehabilitation of upper limb. The system is designed to assist in rehabilitation involving various kinds of limb movement, including precise hand movements and movement of the whole extremity. It can be used at patient’s home as a telerehabilitation device. It was decided to use the system with a motion tracking (Razer Hydra) and two alternative display devices: head mounted displays (Sony HMZ-T1) and a LCD display with stereovision glasses (nVidia 3DVision). The custom software was developed to create the virtual reality environment and perform rehabilitation exercises. Three sample rehabilitation games were created to perform assessment of the rehabilitation system. In the preliminary research the usability of the system was assessed by one patient. He was able to use the system for rehabilitation exercises, however some problems with Sony HMZ-T1 usability were spotted. During the next stages of the research extended assessment of the system’s usability and assessment of system’s efficiency are planned. | [
{
"first": "Paweł",
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"last": "Budziszewski",
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] | 2,013 | 10.1007/978-3-642-39420-1_4 | HCI | 94030774 | [] | [
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|||||
Static visualization of dynamic data flow visual program execution | 9,604,606 | We propose 'Trace View', a static visualization method for monitoring and debugging the dynamic behavior of programs written in dataflow visual programming languages. Trace View presents a hierarchical structure of the dataflow between nodes that is created over the execution time of the program. The view also serves as an interface that allows the programmer to select a data stream link when data must be examined during debugging. Moreover since visualization grows in size according to the life time of the program, we have developed techniques to scale the view using a multi-focus focus+context view. | [
{
"first": "B.",
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"last": "Shizuki",
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{
"first": "E.",
"middle": [],
"last": "Shibayama",
"suffix": ""
},
{
"first": "M.",
"middle": [],
"last": "Toyoda",
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}
] | 2,002 | 10.1109/IV.2002.1028853 | Proceedings Sixth International Conference on Information Visualisation | Proceedings Sixth International Conference on Information Visualisation | 2132117136 | [
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||||
Importance of binaural cues of depth in low-resolution audio-visual 3D scene reproductions | 58,821,873 | In spite of their clear audibility, auditory depth cues have been shown to add generally imprecise information to a 3D scene description. We hypothesize that, conversely, this information becomes salient when a scene is reproduced with low visual resolution. For this purpose, a system has been realized by assembling inexpensive audio-visual reproduction technologies together. The system forms a 3D visual scene from two screen images that are polarized orthogonally before reaching the observer, who wears polarized glasses. In parallel, two small loudspeakers are arranged in stereo dipole configuration to create a binaural hot-spot using a cross-talk cancellation solution. Sounds and images are recorded from a real scene using a stereo camera and a pair of microphones, mounted together to capture average anthropometric inter-eye and inter-aural distances. Based on this system, we have measured that the use of binaural instead of monophonic feedback significantly improves the precision of participants who were asked to guess the time-to-passage of a ball rolling down toward them along a rectilinear trajectory. Preliminary results suggest that the binaural rolling sounds coming from the ball approaching the listener were proficiently employed by participants to improve their guess. | [
{
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{
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{
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] | 2,018 | 10.1109/sive.2018.8577121 | 2018 IEEE 4th VR Workshop on Sonic Interactions for Virtual Environments (SIVE) | 2018 IEEE 4th VR Workshop on Sonic Interactions for Virtual Environments (SIVE) | 2904074059 | [
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||||
Fast image auto-annotation with discretized feature distance measures | 60,599,756 | A new model for the image auto-annotation task is presented. The model can be classified as a fast image auto-annotation one. The main idea behind the model is to avoid various problems with feature space clustering. Both the image segmentation and the auto-annotation process do not use any clustering algorithms. The method presented here simulates continuous feature space analysis with very dense discretization. The paper presents the new approach and discusses the results achieved with it. | [
{
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"last": "Kwasnicka",
"suffix": ""
},
{
"first": "Mariusz",
"middle": [],
"last": "Paradowski",
"suffix": ""
}
] | 2,006 | Machine Graphics & Vision International Journal archive | 1560557536 | [] | [
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||||||
Evaluating the Impact of Interface Agents in an Intelligent Tutoring Systems Authoring Tool | 11,094,462 | [
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"last": "Moundridou",
"suffix": ""
},
{
"first": "Maria",
"middle": [],
"last": "Virvou",
"suffix": ""
}
] | 2,001 | ADVANCES IN HUMAN-COMPUTER INTERACTION I: PROCEEDINGS OF THE PANHELLENIC CONFERENCE WITH INTERNATIONAL PARTICIPATION IN HUMAN-COMPUTER INTERACTION – PC-HCI 2001. TYPORAMA PUBLICATIONS, PATRAS GREECE | 1584560082 | [
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|||||||
Pose Estimation for Augmented Reality: A Hands-On Survey | 9,978,124 | Augmented reality (AR) allows to seamlessly insert virtual objects in an image sequence. In order to accomplish this goal, it is important that synthetic elements are rendered and aligned in the scene in an accurate and visually acceptable way. The solution of this problem can be related to a pose estimation or, equivalently, a camera localization process. This paper aims at presenting a brief but almost self-contented introduction to the most important approaches dedicated to vision-based camera localization along with a survey of several extension proposed in the recent years. For most of the presented approaches, we also provide links to code of short examples. This should allow readers to easily bridge the gap between theoretical aspects and practical implementations. | [
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] | 2,016 | 10.1109/TVCG.2015.2513408 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 2344474200 | [
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||||
Geolocation Search with SharePoint Fast Search Feature and A (star) Search Algorithm | 196,810,416 | This paper represents a review on geolocation finding mechanism through SharePoint fast search and A* search algorithm. As a part of the SharePoint Fast search authors will compare two algorithms; Euclidean distance and Taxicab geometry distance in order to find a geolocation based on the shortest path. Throughout the paper, authors have highlighted the use of each individual algorithm (Euclidean distance, Taxicab geometry distance, and A* search algorithm) in terms finding the shortest path. | [
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{
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] | 2,019 | 10.1007/978-3-030-21817-1_22 | HCI | 2960301026 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:196810416 | null | null | null | null | null | [
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|||||
Personal Data Broker: A Solution to Assure Data Privacy in EdTech | 196,810,534 | Educational technologies (Edtech) collect private and personal data from students. This is a growing trend in both new and already available Edtech. There are different stakeholders in the analysis of the collected students’ data. Teachers use educational analytics to enhance the learning environment, principals use academic analytics for decision making in the leadership of the educational institution and Edtech providers uses students’ data interactions to improve their services and tools. There are some issues in this new context. Edtech have been feeding their analytical algorithms from student’s data, both private and personal, even from minors. This draws a critical problem about data privacy fragility in Edtech. Moreover, this is a sensitive issue that generates fears and angst in the use of educational data analytics in Edtech, such as learning management systems (LMS). Current laws, regulations, policies, principles and good practices are not enough to prevent private data leakage, security breaches, misuses or trading. For instance, data privacy agreements in LMS are deterrent but not an ultimate solution due do not act in real time. There is a need for automated real-time law enforcement to avoid the fragility of data privacy. In this work, we take a step further in the automation of data privacy agreement in LMS. We expose which technology and architecture are suitable for data privacy agreement automation, a partial implementation of the design in Moodle and ongoing work. | [
{
"first": "Daniel",
"middle": [],
"last": "Amo",
"suffix": ""
},
{
"first": "David",
"middle": [],
"last": "Fonseca",
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},
{
"first": "Marc",
"middle": [],
"last": "Alier",
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{
"first": "Francisco",
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{
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"last": "Casañ",
"suffix": ""
},
{
"first": "Maria",
"middle": [],
"last": "Alsina",
"suffix": ""
}
] | 2,019 | 10.1007/978-3-030-21814-0_1 | HCI | 2957675340 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:196810534 | null | null | null | null | null | [
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|||||
Virtual Environment in Construction and Maintenance of Buildings | 113,641,198 | This paper describes two prototype applications based on Virtual Reality (VR) technology for use in construction and maintenance planning of buildings. The first, applied to construction, is an interactive virtual model designed to present plans three-dimensionally (3D), connecting them to construction planning schedules, resulting in a valuable asset to the monitoring of the development of construction activity. The 4D application considers the time factor showing the 3D geometry of the different steps of the construction activity, according to the plan established for the construction. A second VR model was created in order to help in the maintenance of exterior closures of walls in a building. It allows the visual and interactive transmission of information related to the physical behavior of the elements. To this end, the basic knowledge of material most often used in facades, anomaly surveillance, techniques of rehabilitation, and inspection planning were studied. This information was included in a database that supports the periodic inspection needed in a program of preventive maintenance. This work brings an innovative contribution to the field of construction and maintenance supported by emergenttechnology | [
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"first": "A.Z.",
"middle": [],
"last": "Sampaio",
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"first": "A.R.",
"middle": [],
"last": "Gomes",
"suffix": ""
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{
"first": "A. M.",
"middle": [],
"last": "Gomes",
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{
"first": "J. P.",
"middle": [],
"last": "Santos",
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},
{
"first": "D.",
"middle": [],
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] | 2,012 | 10.20870/ijvr.2012.11.2.2843 | International Journal of Virtual Reality | 2981763422,2613504719 | [
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|||||
A case study based approach to knowledge visualization | 6,369,168 | Case studies are proposed as a research method on knowledge visualization that can deal with the multidisciplinarity, the large variety of research targets and the complex correlations of this type of information visualization utilized for supporting tasks of knowledge management. A suitable case structure is presented that documents the analyzed cases and allows for a comparative analysis of multiple cases. To be able to systematically evaluate and compare the applied visualization techniques a set of evaluation criteria is introduced. | [
{
"first": "M.",
"middle": [],
"last": "Zeiller",
"suffix": ""
}
] | 2,005 | 10.1109/IV.2005.5 | Ninth International Conference on Information Visualisation (IV'05) | Ninth International Conference on Information Visualisation (IV'05) | 2109646403 | [
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||||
Managing Complex Augmented Reality Models | 14,743,086 | Mobile augmented reality requires georeferenced data to present world-registered overlays. To cover a wide area and all artifacts and activities, a database containing this information must be created, stored, maintained, delivered, and finally used by the client application. We present a data model and a family of techniques to address these needs. | [
{
"first": "D.",
"middle": [],
"last": "Schmalstieg",
"suffix": ""
},
{
"first": "G.",
"middle": [],
"last": "Schall",
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},
{
"first": "D.",
"middle": [],
"last": "Wagner",
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{
"first": "I.",
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"first": "J.",
"middle": [],
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"suffix": ""
},
{
"first": "F.",
"middle": [],
"last": "Ledermann",
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] | 2,007 | 10.1109/MCG.2007.85 | IEEE Computer Graphics and Applications | IEEE Computer Graphics and Applications | 2104609283 | [
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||||
An Implementation Method of Virtual Environment Physical Properties | 61,622,679 | [
{
"first": "Chang",
"middle": [
"Hyuck"
],
"last": "Im",
"suffix": ""
},
{
"first": "Min-Geun",
"middle": [],
"last": "Lee",
"suffix": ""
},
{
"first": "",
"middle": [],
"last": "이명원",
"suffix": ""
}
] | 2,007 | 10.15701/kcgs.2007.13.1.25 | Journal of the Korea Computer Graphics Society | Journal of the Korea Computer Graphics Society | 2321184335 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:61622679 | null | null | null | null | null | [
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|||||
A self-calibrated photo-geometric depth camera | 46,961,796 | Compared with geometric stereo vision based on triangulation principle, photometric stereo method has advantages in recovering per-pixel surface details. In this paper, we present a practical 3D imaging system by combining the near-light photometric stereo and the speckle-based stereo matching method. The system is compact in structure and suitable for multi-albedo targets. The parameters (including position and intensity) of the light sources can be self-calibrated. To realize the auto-calibration, we first use the distant lighting model to estimate the initial surface albedo map, and then with the estimated albedo map and the normal vector field fixed, the parameters of the near lighting model are optimized. Next, with the optimized lighting model, we use the near-light photometric stereo method to re-compute the surface normal and fuse it with the coarse depth map from stereo vision to achieve high-quality depth map. Experimental results show that our system can realize high-quality reconstruction in general indoor environments. | [
{
"first": "Liang",
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"last": "Xie",
"suffix": ""
},
{
"first": "Yuhua",
"middle": [],
"last": "Xu",
"suffix": ""
},
{
"first": "Xiaohu",
"middle": [],
"last": "Zhang",
"suffix": ""
},
{
"first": "Wei",
"middle": [],
"last": "Bao",
"suffix": ""
},
{
"first": "Chenpeng",
"middle": [],
"last": "Tong",
"suffix": ""
},
{
"first": "Boxin",
"middle": [],
"last": "Shi",
"suffix": ""
}
] | 2,018 | 10.1007/s00371-018-1507-9 | The Visual Computer | The Visual Computer | 2803111283 | [
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||||
Building and Applying a Human Cognition Model for Visual Analytics | 18,777,752 | It is well known that visual analytics addresses the difficulty of evaluating and processing large quantities of information. Less often discussed are the increasingly complex analytic and reasoning processes that must be applied in order to accomplish that goal. Success of the visual analytics approach will require us to develop new visualization models that predict how computational processes might facilitate human insight and guide the flow of human reasoning. In this paper, we seek to advance visualization methods by proposing a framework for human ‘higher cognition’ that extends more familiar perceptual models. Based on this approach, we suggest guidelines for the development of visual interfaces that better integrate complementary capabilities of humans and computers. Although many of these recommendations are novel, some can be found in existing visual analytics applications. In the latter case, much of the value of our contribution lies in the deeper rationale that the model provides for those principles. Lastly, we assess these visual analytics guidelines through the evaluation of several visualization examples. | [
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{
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"last": "Ribarsky",
"suffix": ""
},
{
"first": "Brian",
"middle": [],
"last": "Fisher",
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] | 2,009 | 10.1057/ivs.2008.28 | Information Visualization | [
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Eurographics 86 tutorials : August 25–26 1986 | 61,686,458 | [
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||||||
ARVIKA-augmented reality for development, production and service | 2,018,341 | Augmented reality (AR) is a form of human-machine interaction where information is presented in the field of view of an individual. ARVIKA, funded by the German Ministry of Education and Research, develops this technology and applications in the fields of development, production, and service in the automotive and aerospace industries, for power and processing plants and for machine tools and production machinery. Up to now, AR has only been a subject of individual research projects and a small number of application-specific industrial projects on a global scale. The current state of the art and the available appliances do not yet permit a product-oriented application of the technology. However, AR enables a new, innovative form of human-machine interaction that not only places the individual in the center of the industrial workflow, but also offers a high potential for process and quality improvements in production and process workflows. ARVIKA is primarily designed to implement an augmented reality system for mobile use in industrial applications. The report presents the milestones that have been achieved after a project duration of a full three years. | [
{
"first": "W.",
"middle": [],
"last": "Friedrich",
"suffix": ""
}
] | 2,002 | 10.1109/ISMAR.2002.1115059 | Proceedings. International Symposium on Mixed and Augmented Reality | Proceedings. International Symposium on Mixed and Augmented Reality | 2139361863 | [] | [
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||||
Immersive singularity-free full-body interactions with reduced marker set | 19,431,815 | Despite the large success of games grounded on movement-based interactions the current state of full-body motion capture technologies still prevents the exploitation of precise interactions with complex environments. The first key requirement in the line of work we present here is to ensure a precise spatial correspondence between the user and the Avatar. For that purpose, we build upon our past effort in human postural control with a prioritized inverse kinematics (PIK) framework. One of its key advantages is to ease the dynamic- and priority-based combination of multiple conflicting constraints such as ensuring the balance and reaching a goal. However, its reliance on a linearized approximation of the problem makes it vulnerable to the well-known full extension singularity of the limbs. We address this issue by presenting a new type of 1D analytic constraint that smoothly integrates within the PIK framework under the name of FLEXT constraint (for FLexion-EXTension constraint). We further ease the full-body interaction by combining this new constraint with a recently introduced motion constraint to exploit the data-based synergy of full-body reach motions. The combination of both techniques allows immersive full-body interactions with a small set of active optical marker. Copyright © 2010 John Wiley & Sons, Ltd. | [
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{
"first": "Ronan",
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||||
Virtual camera planning: A survey | 9,658,078 | Modelling, animation and rendering has dominated research computer graphics yielding increasingly rich and realistic virtual worlds. The complexity, richness and quality of the virtual worlds are viewed through a single media that is a virtual camera. In order to properly convey information, whether related to the characters in a scene, the aesthetics of the composition or the emotional impact of the lighting, particular attention must be given to how the camera is positioned and moved. This paper presents an overview of automated camera planning techniques. After analyzing the requirements with respect to shot properties, we review the solution techniques and present a broad classification of existing approaches. We identify the principal shortcomings of existing techniques and propose a set of objectives for research into automated camera planning. | [
{
"first": "Marc",
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"last": "Christie",
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},
{
"first": "Rumesh",
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},
{
"first": "Jean-Marie",
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"last": "Normand",
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},
{
"first": "Patrick",
"middle": [],
"last": "Olivier",
"suffix": ""
},
{
"first": "Jonathan",
"middle": [
"H."
],
"last": "Pickering",
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}
] | 2,005 | 10.1007/11536482_4 | In Proceedings Smart Graphics | 2584544059,1718072396 | [
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|||||
CT (city tomography) | 11,587,497 | CT is a project to reconstruct an existing urban space as a 3D information city on the web. A visitor can browse the city with "building wall browsers" and communicate with other visitors. | [
{
"first": "Fumio",
"middle": [],
"last": "Matsumoto",
"suffix": ""
},
{
"first": "Akira",
"middle": [],
"last": "Wakita",
"suffix": ""
}
] | 2,002 | 10.1145/1242073.1242175 | SIGGRAPH '02 | 256796211,2024957253 | [
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] | [] | true | false | true | https://api.semanticscholar.org/CorpusID:11587497 | 0 | 0 | 0 | 1 | 0 | [
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] |
|||||
System for Measuring Teacher–Student Communication in the Classroom Using Smartphone Accelerometer Sensors | 20,591,120 | The quality of communication between a teacher and students is deeply related to the cultivation of students’ motivation, autonomy, and creativity in a university education. It is important to evaluate such communication and improve it to enhance faculty development. In this study, a system for measuring this communication has been developed. To implement the system, an application for measuring students’ body movements using the acceleration sensor of a smartphone was developed. At the same time, a server-side web system that visualizes the measured data was developed. Using this measurement system, the communication in a seminar of a university laboratory was measured. The results show that the activities of a presenter and audience can be clearly detected by the raw and frequency-analyzed accelerometer data. Moreover, the correlation between the sonograms of the presenter and of the audience members became stronger when they had constructive discussion. These results suggest that the synchronization between a presenter and the audience is related to their level of rapport. | [
{
"first": "Naoyoshi",
"middle": [],
"last": "Harada",
"suffix": ""
},
{
"first": "Masatoshi",
"middle": [],
"last": "Kimura",
"suffix": ""
},
{
"first": "Tomohito",
"middle": [],
"last": "Yamamoto",
"suffix": ""
},
{
"first": "Yoshihiro",
"middle": [],
"last": "Miyake",
"suffix": ""
}
] | 2,017 | 10.1007/978-3-319-58077-7_24 | HCI | 2613229033 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:20591120 | null | null | null | null | null | [
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] |
|||||
Designing Interactions for Guided Inquiry Learning Environments. | 36,677,548 | [
{
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"last": "Enyedy",
"suffix": ""
},
{
"first": "Phil",
"middle": [],
"last": "Vahey",
"suffix": ""
},
{
"first": "Bernard",
"middle": [
"R."
],
"last": "Gifford",
"suffix": ""
}
] | 1,997 | HCI | 156606387 | [] | [
"16774154"
] | false | true | false | https://api.semanticscholar.org/CorpusID:36677548 | null | null | null | null | null | [
[
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|||||||
Designing for people who do not read easily | 1,799,537 | [
{
"first": "Caroline",
"middle": [],
"last": "Jarrett",
"suffix": ""
},
{
"first": "Katie",
"middle": [],
"last": "Grant",
"suffix": ""
},
{
"first": "B.",
"middle": [
"L.",
"William"
],
"last": "Wong",
"suffix": ""
},
{
"first": "Neesha",
"middle": [],
"last": "Kodagoda",
"suffix": ""
},
{
"first": "Kathryn",
"middle": [],
"last": "Summers",
"suffix": ""
}
] | 2,008 | 10.1145/1531826.1531889 | BCS HCI | [] | [
"256617",
"8558628",
"114237844"
] | false | true | true | https://api.semanticscholar.org/CorpusID:1799537 | 0 | 0 | 0 | 0 | 0 | [] |
|||||||
Adaptive multimodal fusion | 18,349,269 | Multimodal interfaces offer its users the possibility of interacting with computers, in a transparent, natural way, by means of various modalities. Fusion engines are key components in multimodal systems, responsible for combining information from different sources and extract a semantic meaning from them. This fusion process allows many modalities to be effectively used at once and therefore allowing a natural communication between user and machine. Elderly users, whom can possess several accessibility issues, can benefit greatly from this kind of interaction. By developing fusion engines that are capable of adapting, taking into account the characteristics of these users, it is possible to make multimodal systems cope with the needs of impaired users. | [
{
"first": "Pedro",
"middle": [],
"last": "Feiteira",
"suffix": ""
},
{
"first": "Carlos",
"middle": [],
"last": "Duarte",
"suffix": ""
}
] | 2,011 | 10.1007/978-3-642-21672-5_41 | HCI | 185795351 | [
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] |
|||||
Re-coloring images for gamuts of lower dimension | 1,549,488 | Two new techniques for the conversion of color images to gray scale images are discussed. The necessary components for producing visually pleasing gray scale images are identified, and the inadequacies of previous methods are discussed. Several examples of the new techniques are included. The techniques are extended to the problem of recoloring images to preserve visual information for color deficient viewers. Results of a perceptual experiment are discussed, showing the advantages of the new techniques over existing techniques. | [
{
"first": "Robert",
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"last": "Geist",
"suffix": ""
},
{
"first": "Karl",
"middle": [],
"last": "Rasche",
"suffix": ""
}
] | 2,005 | 10.1111/j.1467-8659.2005.00867.x | Computer Graphics Forum | 2161509693 | [
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|||||
Function Based Flow Modeling and Animation | 13,590,082 | This paper summarizes a function-based approach to model and animate 2D and 3D flows. We use periodic functions to create cyclical animations that represent 2D and 3D flows. These periodic functions are constructed with an extremely simple algorithm from a set of oriented lines. The speed and orientation of the flow are described directly by the orientation and the lengths of these oriented lines. The resulting cyclical animations are then obtained by sampling the constructed periodic functions. Our approach is independent of dimension, i.e. for 2D and 3D flow the same types of periodic functions are used. Rendering images for 2D and 3D flows is slightly different. In 2D function values directly are mapped to color values. On the other hand, in 3D function values are first mapped to color and opacity and then the volume is rendered by our volume renderer. Modeled and animated flows are used to improve the visualization of operations of rolling piston and rotary vane compressors. Copyright © 2001 John Wiley & Sons, Ltd. | [
{
"first": "Ergun",
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},
{
"first": "Zeki",
"middle": [],
"last": "Melek",
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},
{
"first": "Jeff",
"middle": [],
"last": "Haberl",
"suffix": ""
}
] | 2,001 | 10.1002/vis.259 | The Journal of Visualization and Computer Animation | 2032542772 | [
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|||||
A Fast Image Inpainting Algorithm by Adaptive Mask | 63,820,395 | Based on the analysis of local characteristic of nature images, a fast and non-iterative inpainting algorithm using adaptive mask is proposed in this paper. First, the direction of isophotes is estimated through sorting. Accordingly, the restore mask can be chosen adaptively. Then, the whole damaged area can be restored along the routine which defined by the fast marching method. The experimental results show that this algorithm has better ability in restoring both smooth area and edge-contained area compared to other fast inpainting algorithms. | [
{
"first": "Wang",
"middle": [],
"last": "Nian",
"suffix": ""
}
] | 2,008 | Journal of Image and Graphics | 2383760792 | [] | [
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||||||
Physics Based Deformation Using Shape Matching in Augmented Reality Environments | 11,763,408 | The importance of the deformation and physics based deformation methods are continuously increasing in computer graphics area. However, the user interaction and reality using them is still insufficient for the various applications such as modeling process and game industry. In this paper, we propose physics based deformation technology under AR (augmented reality) environments to improve the effectiveness of the model manipulation. In the proposed method, free form deformation and lattice shape matching method are combined first for the stable and fast deformation of the polygonal model. Then dynamics of the lattice shape matching region is applied for the physics based deformation. Finally those algorithms are implemented under AR environment. For the various physics based simulations, the adjustment of the material properties such as elasticity and damping ratio are also enable. | [
{
"first": "Han",
"middle": [
"Kyun"
],
"last": "Choi",
"suffix": ""
},
{
"first": "Hyun",
"middle": [
"Soo"
],
"last": "Kim",
"suffix": ""
},
{
"first": "Wook",
"middle": [
"Je"
],
"last": "Park",
"suffix": ""
},
{
"first": "K.H.",
"middle": [],
"last": "Lee",
"suffix": ""
}
] | 2,008 | 10.1109/ISUVR.2008.13 | 2008 International Symposium on Ubiquitous Virtual Reality | 2008 International Symposium on Ubiquitous Virtual Reality | 2162738700 | [
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||||
Interaction Forms in Multiplayer Desktop Virtual Reality Games | 16,022,081 | This paper describes the findings of ethnographical research which elaborates and analyses the interaction forms of a contemporary multiplayer game. The motivation for the research originates from the issue that the lack of intuitive and non-intrusive interaction cues is one of the distinctive features separating desktop virtual reality settings from face-to-face encounters. The analysis of the interaction forms in a multiplayer game session indicates that the participants of collaborative virtual environment can use various forms of non-verbal communication and perceivable actions to reduce communication difficulties. However, players tend to communicate outside the game system and they try to overcome the limitations of the systems by inventing various imaginative ways to communicate, co-ordinate and co-operate. This indicates that there is a need for additional interaction support. | [
{
"first": "Tony",
"middle": [],
"last": "Manninen",
"suffix": ""
}
] | 2,002 | In Proceedings of Virtual Reality International Conference | 2126278959 | [
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||||||
ECOSITE: an application of computer-aided design to the composition of landforms for reclamation | 16,314,898 | Surface mining, though an efficient method of extracting near-surface coal for the nation's mounting energy needs, requires sound reclamation if the harmful environmental impacts of the method are to be held to a tolerable minimum. Another important requirement is aesthetic quality, a feature which should, but as yet does not, involve professional planners and designers at the early preplanning stage of reclamation. To encourage this needed improvement a multidisciplinary research group at the University of Massachusetts is developing a comprehensive "preplanning-and-design resource package" that includes an interactive graphics program for landform design as an important component. Called ECOSITE, this user-oriented program is the first serious effort to apply the power of interactive graphics and CAD to the design and sculpturing of large-scale topographical compositions for reclamation and other forms of site preparation and improvement. This paper discusses the program from the standpoint of its application, specifications, design, current capabilities and necessary improvements, including the ability to test its own output against relevant criteria. | [
{
"first": "Robert",
"middle": [],
"last": "Mallary",
"suffix": ""
},
{
"first": "Michael",
"middle": [],
"last": "Ferraro",
"suffix": ""
}
] | 1,977 | 10.1145/563858.563859 | SIGGRAPH '77 | 2091153350 | [] | [
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"METHOD"
],
[
"professional planner and designer",
"METHOD"
],
[
"landform design",
"APPLICATION"
]
] |
|||||
A domain specific visual language for design and coordination of supply networks | 2,325,481 | We have developed a domain specific visual language (DSVL) and environment to support the modeling of small business-based dynamic supply networks. We describe our approach to the design of the DSVL, challenges faced, the implementation of a prototype environment, and preliminary evaluation. | [
{
"first": "J.",
"middle": [],
"last": "Hosking",
"suffix": ""
},
{
"first": "N.",
"middle": [],
"last": "Mehandjiev",
"suffix": ""
},
{
"first": "J.",
"middle": [],
"last": "Grundy",
"suffix": ""
}
] | 2,008 | 10.1109/VLHCC.2008.4639068 | 2008 IEEE Symposium on Visual Languages and Human-Centric Computing | 2008 IEEE Symposium on Visual Languages and Human-Centric Computing | 2103068655 | [
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],
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"-based dynamic supply network",
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]
] |
||||
A Constraint Based CAD System Using User Defined Features | 63,541,799 | A constraint based generic mechanism is proposed for defining and instancing user defined features, which are managed by constraint based library functions to realize feature based design paradigm. This mechanism not only speeds up the design process and facilitates the representation of assembly constraints and manufacturing constraints in and among user defined features in detail design phase, but also lays foundation to binding user defined features with function elements of product, thus supporting computer aided conceptual design and establishing integrated product model based on user defined features. The mechanism is realized on Lonicera, a self\|developed CAD/CAM integrated system and a case study of aeroengine rotor design is illustrated. | [
{
"first": "Duan",
"middle": [],
"last": "Hai",
"suffix": ""
}
] | 2,001 | Journal of Computer-aided Design & Computer Graphics | 2359333809 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:63541799 | null | null | null | null | null | [
[
"user defined feature",
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[
"integrated product model",
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]
] |
||||||
View-Invariant Human Detection from RGB-D Data of Kinect Using Continuous Hidden Markov Model | 42,249,300 | In this paper authors have presented a method to detect human from a Kinect captured Gray-Depth (G-D) using Continuous Hidden Markov models (C-HMMs). In our proposed approach, we initially generate multiple gray scale images from a single gray scale image/ video frame based on their depth connectivity. Thus, we initially segment the G image using depth information and then relevant components were extracted. These components were further filtered out and features were extracted from the candidate components only. Here a robust feature named Local gradients histogram(LGH) is used to detect human from G-D video. We have evaluated our system against the data set published by LIRIS in ICPR 2012 and on our own data set captured in our lab. We have observed that our proposed method can detect human from this data-set with a 94.25% accuracy. | [
{
"first": "Sangheeta",
"middle": [],
"last": "Roy",
"suffix": ""
},
{
"first": "Tanushyam",
"middle": [],
"last": "Chattopadhyay",
"suffix": ""
}
] | 2,014 | 10.1007/978-3-319-07230-2_32 | HCI | 138558725 | [] | [
"25385807"
] | false | true | false | https://api.semanticscholar.org/CorpusID:42249300 | null | null | null | null | null | [
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[
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],
[
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],
[
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],
[
"depth connectivity",
"DATA"
],
[
"d Gray-Depth (G-D)",
"METHOD"
],
[
"candidate component",
"DATA"
]
] |
|||||
Wavelet-based Multiresolution Volume Rendering in Network | 64,251,798 | A method of wavelet-based multiresolution volume rendering is presented for accelerating 3D reconstruction and interaction of volume data set in network. The scheme is adopted that the volume rendering takes place on client's workstation, in which volume data set on net server is first decomposed into the discrete approximation and detail coefficients by wavelet multi-resolution analyzing, and then these coefficients are orderly transmitted to client's workstation on which the low resolution image is first rendered by using approximation coefficients and successively refined by using detail coefficients as they are arriving. In this process a group of 3D Mallat filters is employed to speed up 3D wavelet decomposition and reconstruction of volume data set, and a discrete and predigested optical model for wavelet domain rendering is brought forward to satisfy real time request of volume rendering. The experiment results show that the method in this paper is highly propitious to the network for frequently selecting and interacting images, because high-quality images and/or outlines can be produced in 12.5 percent and/or much less of volume data set. | [
{
"first": "Zhang",
"middle": [],
"last": "You-sai",
"suffix": ""
}
] | 2,004 | Journal of Image and Graphics | 2378596619 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:64251798 | null | null | null | null | null | [
[
"wavelet domain rendering",
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[
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[
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],
[
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[
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"APPLICATION"
],
[
"wavelet multi-resolution analyzing",
"METHOD"
],
[
"approximation coefficient",
"DATA"
]
] |
||||||
Digital weaving. 1 | 206,450,714 | Woven cloth is so common these days that many of us take it for granted. But even a moment's examination of an everyday cloth like denim reveals some beautiful patterns. Weavers create cloth on a mechanical device called a loom. I describe the basics of weaving. My motivation is to discover new ways to create attractive visual patterns. Of course, nothing can beat actually going out and creating real, woven fabrics. The goal isn't to replace weaving, but to use the ideas of weaving to create software tools for making patterns. | [
{
"first": "A.",
"middle": [],
"last": "Glassner",
"suffix": ""
}
] | 2,002 | 10.1109/MCG.2002.1046635 | IEEE Computer Graphics and Applications | IEEE Computer Graphics and Applications | 2151165352 | [] | [
"70125856"
] | false | true | false | https://api.semanticscholar.org/CorpusID:206450714 | null | null | null | null | null | [
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"DATA"
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"woven fabric",
"DATA"
],
[
"software tool",
"METHOD"
],
[
"everyday cloth",
"DATA"
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[
"denim",
"DATA"
],
[
"visual pattern",
"VISUALIZATION"
],
[
"Woven cloth",
"METHOD"
]
] |
||||
FEMME:Finite Element Method ModulE for non-linear structural analysis | 59,907,292 | [
{
"first": "G-Jma",
"middle": [
"Gerd-Jan"
],
"last": "Schreppers",
"suffix": ""
}
] | 1,994 | Virtual Reality | 146393016 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:59907292 | null | null | null | null | null | [
[
"ME:Finite Element Method ModulE",
"METHOD"
],
[
"non-linear structural analysis",
"APPLICATION"
]
] |
|||||||
Generating virtual environments to allow increased access to the built environment | 55,337,593 | This paper describes the generation of virtual models of the built environment based on control network infrastructures currently utilised in intelligent building applications for such things as lighting, heating and access control. The use of control network architectures facilitates the creation of distributed models that closely mirror both the physical and control properties of the environment. The model of the environment is kept local to the installation which allows the virtual representation of a large building to be decomposed into an interconnecting series of smaller models. This paper describes two methods of interacting with the virtual model, firstly a two dimensional representation that can be used as the basis of a portable navigational device. Secondly an augmented reality called DAMOCLES is described that overlays additional information over a users normal field of view. The provision of virtual environments offers new possibilities in the man-machine interface allows intuitive access to network based services and control functions to a user. | [
{
"first": "G.",
"middle": [
"T."
],
"last": "Foster",
"suffix": ""
},
{
"first": "D.",
"middle": [
"E.",
"N."
],
"last": "Wenn",
"suffix": ""
},
{
"first": "William",
"middle": [],
"last": "Harwin",
"suffix": ""
},
{
"first": "F.",
"middle": [],
"last": "O'Hart",
"suffix": ""
}
] | 1,998 | 10.20870/ijvr.1998.3.4.2630 | International Journal of Virtual Reality | 2135506945 | [
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"68152646",
"2108280",
"6142831",
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"154363446",
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"15075372"
] | true | true | true | https://api.semanticscholar.org/CorpusID:55337593 | 1 | 1 | 1 | 1 | 1 | [
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[
"access control",
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[
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"METHOD"
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[
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"DATA"
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[
"portable navigational device",
"METHOD"
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[
"distributed model",
"METHOD"
],
[
"lighting, heating",
"APPLICATION"
]
] |
|||||
Qualitative investigation of a propeller slipstream with Background Oriented Schlieren | 22,865,866 | The Background Oriented Schlieren (BOS) method has been used to qualitatively identify the (variation of) density gradients in the helical structure of a propeller slipstream. The helical structures are identified for two sideslip angles. In contrast to standard BOS correlations between exposures and a reference image, two exposures at a given time interval were cross-correlated. This revealed a more clear description of the propeller slipstream as it determines the variation of the density gradient during this interval. It enhances the visualization of the helical structure of the propeller slipstream. Based on the visualizations of the blade tip vortex trajectories the propeller slipstream contraction can be estimated. | [
{
"first": "Eric",
"middle": [
"W.",
"M."
],
"last": "Roosenboom",
"suffix": ""
},
{
"first": "Andreas",
"middle": [],
"last": "Schröder",
"suffix": ""
}
] | 2,009 | 10.1007/BF03181958 | Journal of Visualization | 2065774311 | [] | [
"9916594",
"55571334"
] | false | true | false | https://api.semanticscholar.org/CorpusID:22865866 | null | null | null | null | null | [
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"EVALUATION"
],
[
"helical structure",
"DATA"
],
[
"propeller slipstream",
"DATA"
]
] |
|||||
Initial Review on ICTS Governance for Software Anti-Aging | 55,029,843 | For the past 20 years various researches regarding software aging have been conducted. Software aging is the situation in which the accumulation of errors occurring in operational software system that has run for a long time that may lead to performance degradation, resource depletion and eventually causing the software to crash or hang [1]. David Parnas divided software aging into two categories: 1) the failure of the software to adapt with environment that is dynamic and 2) the result of the changes itself [2]. Factors that can affects software aging can be classified into several categories: 1) functional, 2) human, 3) product and 4) environment [3]. In general, the factors that affect software aging can be divided into internal and external factors. The main objectives of this paper are to briefly describe the definition of software aging and also ICTS governance. In addition to that, this paper also compiles the software aging factors that are being investigated by previous researchers. The need for future research regarding ICTS governance and Software aging also determined at the end of this paper. | [
{
"first": "Mohamad",
"middle": [
"Khairudin"
],
"last": "Morshidi",
"suffix": ""
},
{
"first": "Rozi",
"middle": [
"Nor",
"Haizan"
],
"last": "Nor",
"suffix": ""
},
{
"first": "Hairulnizam",
"middle": [],
"last": "Mahdin",
"suffix": ""
}
] | 2,017 | 10.30630/joiv.1.4-2.84 | JOIV : International Journal on Informatics Visualization | JOIV : International Journal on Informatics Visualization | 2773416196 | [
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[
"ICTS governance",
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[
"software aging",
"APPLICATION"
]
] |
||||
Real-time FPGA Based Implementation of Color Image Edge Detection | 52,264,256 | Color Image edge detection is very basic and important step for many applications such as image segmentation, image analysis, facial analysis, objects identifications/tracking and many others. The main challenge for real-time implementation of color image edge detection is because of high volume of data to be processed (3 times as compared to gray images). This paper describes the real-time implementation of Sobel operator based color image edge detection using FPGA. Sobel operator is chosen for edge detection due to its property to counteract the noise sensitivity of the simple gradient operator. In order to achieve real-time performance, a parallel architecture is designed, which uses three processing elements to compute edge maps of R, G, and B color components. The architecture is coded using VHDL, simulated in ModelSim, synthesized using Xilinx ISE 10.1 and implemented on Xilinx ML510 (Virtex-5 FX130T) FPGA platform. The complete system is working at 27 MHz clock frequency. The measured performance of our system for standard PAL (720x576) size images is 50 fps (frames per second) and CIF (352x288) size images is 200 fps. | [
{
"first": "Sanjay",
"middle": [],
"last": "Singh",
"suffix": ""
},
{
"first": "Anil",
"middle": [
"K"
],
"last": "Saini",
"suffix": ""
},
{
"first": "Ravi",
"middle": [],
"last": "Saini",
"suffix": ""
}
] | 2,012 | 10.5815/ijigsp.2012.12.03 | International Journal of Image, Graphics and Signal Processing | 2170970313 | [
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] |
|||||
Mandible and skull segmentation in cone beam computed tomography using super-voxels and graph clustering | 13,695,397 | Cone beam computed tomography (CBCT) is a medical imaging technique employed for diagnosis and treatment of patients with cranio-maxillofacial deformities. CBCT 3D reconstruction and segmentation of bones such as mandible or maxilla are essential procedures in surgical and orthodontic treatments. However, CBCT image processing may be impaired by features such as low contrast, inhomogeneity, noise and artifacts. Besides, values assigned to voxels are relative Hounsfield units unlike traditional computed tomography (CT). Such drawbacks render CBCT segmentation a difficult and time-consuming task, usually performed manually with tools designed for medical image processing. We present an interactive two-stage method for the segmentation of CBCT: (i) we first perform an automatic segmentation of bone structures with super-voxels, allowing a compact graph representation of the 3D data; (ii) next, a user-placed seed process guides a graph partitioning algorithm, splitting the extracted bones into mandible and skull. We have evaluated our segmentation method in three different scenarios and compared the results with ground truth data of the mandible and the skull. Results show that our method produces accurate segmentation and is robust to changes in parameters. We also compared our method with two similar segmentation strategy and showed that it produces more accurate segmentation. Finally, we evaluated our method for CT data of patients with deformed or missing bones and the segmentation was accurate for all data. The segmentation of a typical CBCT takes in average 5 min, which is faster than most techniques currently available. | [
{
"first": "Oscar",
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"last": "Cuadros Linares",
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},
{
"first": "Jonas",
"middle": [],
"last": "Bianchi",
"suffix": ""
},
{
"first": "Dirceu",
"middle": [],
"last": "Raveli",
"suffix": ""
},
{
"first": "João",
"middle": [],
"last": "Batista Neto",
"suffix": ""
},
{
"first": "Bernd",
"middle": [],
"last": "Hamann",
"suffix": ""
}
] | 2,018 | 10.1007/s00371-018-1511-0 | The Visual Computer | The Visual Computer | 2802997824 | [
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"surgical and orthodontic treatment",
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"3D data",
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] |
||||
Virtual training for Fear of Public Speaking — Design of an audience for immersive virtual environments | 23,001,351 | Virtual Reality technology offers great possibilities for Cognitive Behavioral Therapy on Fear of Public Speaking: Clients can be exposed to virtual fear-triggering stimuli (exposure) and are able to role-play in virtual environments, training social skills to overcome their fear. This poster deals with the design of a realistic virtual presentation scenario based on an observation of a real audience. | [
{
"first": "S.",
"middle": [],
"last": "Poeschl",
"suffix": ""
},
{
"first": "N.",
"middle": [],
"last": "Doering",
"suffix": ""
}
] | 2,012 | 10.1109/VR.2012.6180902 | 2012 IEEE Virtual Reality Workshops (VRW) | 2012 IEEE Virtual Reality Workshops (VRW) | 2154726688 | [
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||||
Visual tools for generating iconic programming environments | 26,206,847 | The authors present VAMPIRE a visual system for rapid generation of iconic programming systems. VAMPIRE uses a graphical class editor to construct a hierarchy describing an iconic language's structure. Each node in the hierarchy represents an abstraction of a group of language elements; each leaf represents an icon which can be placed into a program. Attributes are added to each 'class' in the tree to represent aspects of the language elements, including 'icons' which describe the graphical visualization of the elements and 'rules' which describe the semantics of the element. The semantics of the language are defined using attributed graphical rule. VAMPIRE has been designed so that it can create iconic systems similar to all of the major classes which have appeared to date in the literature. > | [
{
"first": "D.W.",
"middle": [],
"last": "McIntyre",
"suffix": ""
},
{
"first": "E.P.",
"middle": [],
"last": "Glinert",
"suffix": ""
}
] | 1,992 | 10.1109/WVL.1992.275769 | Proceedings IEEE Workshop on Visual Languages | Proceedings IEEE Workshop on Visual Languages | 1867925069 | [
"58461053",
"8107294",
"12073180",
"1385317"
] | [
"15834104",
"18181175",
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"14237012",
"6060032",
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"1368652",
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"2025519",
"12408607",
"58147301",
"16054730",
"3104655"
] | true | true | true | https://api.semanticscholar.org/CorpusID:26206847 | 0 | 0 | 0 | 1 | 0 | [
[
"iconic programming system",
"APPLICATION"
],
[
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"VISUALIZATION"
],
[
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"VISUALIZATION"
],
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],
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],
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] |
||||
Visual Analytics : Scope and Challenges | 5,544,353 | In today's applications data is produced at unprecedented rates. While the capacity to collect and store new data rapidly grows, the ability to analyze these data volumes increases at much lower rates. This gap leads to new challenges in the analysis process, since analysts, decision makers, engineers, or emergency response teams depend on information hidden in the data. The emerging field of visual analytics focuses on handling these massive, heterogenous, and dynamic volumes of information by integrating human judgement by means of visual representations and interaction techniques in the analysis process. Furthermore, it is the combination of related research areas including visualization, data mining, and statistics that turns visual analytics into a promising field of research. This paper aims at providing an overview of visual analytics, its scope and concepts, addresses the most important research challenges and presents use cases from a wide variety of application scenarios. | [
{
"first": "Daniel",
"middle": [
"A."
],
"last": "Keim",
"suffix": ""
},
{
"first": "Florian",
"middle": [],
"last": "Mansmann",
"suffix": ""
},
{
"first": "Jörn",
"middle": [],
"last": "Schneidewind",
"suffix": ""
},
{
"first": "James",
"middle": [
"J."
],
"last": "Thomas",
"suffix": ""
},
{
"first": "Hartmut",
"middle": [],
"last": "Ziegler",
"suffix": ""
}
] | 2,008 | 10.1007/978-3-540-71080-6_6 | Visual Data Mining | 2097481508 | [
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] | true | true | true | https://api.semanticscholar.org/CorpusID:5544353 | 1 | 1 | 1 | 1 | 1 | [
[
"analysis process",
"APPLICATION"
],
[
"heterogenous,",
"DATA"
],
[
"dynamic volume",
"DATA"
],
[
"emergency response team",
"APPLICATION"
],
[
"data volume",
"DATA"
],
[
"interaction technique",
"METHOD"
],
[
"decision maker",
"APPLICATION"
],
[
"analysis",
"METHOD"
],
[
"visual analytics",
"VISUALIZATION"
],
[
"visual representation",
"VISUALIZATION"
],
[
"data mining",
"APPLICATION"
]
] |
|||||
“Just-in-Place” Information for Mobile Device Interfaces | 24,429,422 | This paper addresses the potentials of context sensitivity for making mobile device interfaces less complex and easier to interact with. Based on a semiotic approach to information representation, it is argued that the design of mobile device interfaces can benefit from spatial and temporal indexicality, reducing information complexity and interaction space of the device while focusing on information and functionality relevant here and now. Illustrating this approach, a series of design sketches show the possible redesign of an existing web and wap-based information service. | [
{
"first": "Jesper",
"middle": [],
"last": "Kjeldskov",
"suffix": ""
}
] | 2,002 | 10.1007/3-540-45756-9_21 | Mobile HCI | 1599936372 | [
"16214640"
] | [
"15478748",
"5624201",
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"18113567",
"6603988",
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"12860080",
"18146314"
] | true | true | true | https://api.semanticscholar.org/CorpusID:24429422 | 1 | 1 | 1 | 1 | 1 | [
[
"wap-based information service",
"METHOD"
],
[
"design sketch",
"VISUALIZATION"
],
[
"information representation",
"APPLICATION"
],
[
"spatial and temporal indexicality",
"METHOD"
],
[
"semiotic approach",
"METHOD"
],
[
"mobile device interface",
"APPLICATION"
],
[
"context sensitivity",
"METHOD"
]
] |
|||||
Work Analysis - Perspectives on and Requirements for a Methodology. | 5,074,850 | [
{
"first": "Peter",
"middle": [
"H."
],
"last": "Carstensen",
"suffix": ""
},
{
"first": "Kjeld",
"middle": [],
"last": "Schmidt",
"suffix": ""
}
] | 1,993 | HCI | 70022075 | [] | [
"3111590",
"27737490",
"14113805",
"7353591"
] | false | true | false | https://api.semanticscholar.org/CorpusID:5074850 | null | null | null | null | null | [
[
"Work Analys",
"METHOD"
]
] |
|||||||
Deep learning of brain lesion patterns and user-defined clinical and MRI features for predicting conversion to multiple sclerosis from clinically isolated syndrome | 80,460,782 | AbstractMultiple sclerosis (MS) is a neurological disease with an early course that is characterised by attacks of clinical worsening, separated by variable periods of remission. The ability to predict the risk of attacks in a given time frame can be used to identify patients who are likely to benefit from more proactive treatment. We aim to determine whether deep learning can extract latent MS lesion features that, when combined with user-defined radiological and clinical measurements, can predict conversion to MS (defined with criteria that include new T2 lesions, new T1 gadolinium enhancing lesions and/or new clinical relapse) in patients with early MS symptoms (clinically isolated syndrome), a prodromal stage of MS, more accurately than imaging biomarkers that have been used in clinical studies to evaluate overall disease state, such as lesion volume and brain volume. More specifically, we use convolutional neural networks to extract latent MS lesion patterns that are associated with conversion to def... | [
{
"first": "Youngjin",
"middle": [],
"last": "Yoo",
"suffix": ""
},
{
"first": "Lisa",
"middle": [],
"last": "Tang",
"suffix": ""
},
{
"first": "David",
"middle": [
"K.B."
],
"last": "Li",
"suffix": ""
},
{
"first": "Luanne",
"middle": [
"M."
],
"last": "Metz",
"suffix": ""
},
{
"first": "Shannon",
"middle": [
"H."
],
"last": "Kolind",
"suffix": ""
},
{
"first": "Anthony",
"middle": [],
"last": "Traboulsee",
"suffix": ""
},
{
"first": "Roger",
"middle": [],
"last": "Tam",
"suffix": ""
}
] | 2,019 | 10.1080/21681163.2017.1356750 | CMBBE: Imaging & Visualization | CMBBE: Imaging & Visualization | 2742947264 | [] | [
"174804227",
"215365348",
"117913937"
] | false | true | false | https://api.semanticscholar.org/CorpusID:80460782 | null | null | null | null | null | [
[
"T2 lesion",
"DATA"
],
[
"MS lesion feature",
"DATA"
],
[
"brain volume",
"DATA"
],
[
"neurological disease",
"APPLICATION"
],
[
"lesion volume",
"DATA"
],
[
"deep learning",
"METHOD"
],
[
"MS lesion pattern",
"DATA"
],
[
"imaging biomarkers",
"EVALUATION"
],
[
"al relapse",
"DATA"
],
[
"radiological and clinical measurement",
"EVALUATION"
],
[
"proactive treatment",
"METHOD"
],
[
"clinical study",
"EVALUATION"
],
[
"Multiple sclerosis (MS)",
"METHOD"
],
[
"disease state",
"EVALUATION"
],
[
"1 gadolini",
"DATA"
],
[
"convolutional neural network",
"METHOD"
]
] |
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