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Research into Navigation, Collaborative Interaction, and Gigapixel Displays | 18,985,251 | Research by the Visualization & Virtual Reality Research Group (School of Computing, University of Leeds, UK) includes themes that focus on navigation, collaborative interaction, and gigapixel displays. The group also carries out research into visualization techniques and systems, including new systems technologies for visualization, and tools for investigating features within large datasets. This article summarizes that research and describes current projects that are taking place: Virtual trails to aid real-world navigation, Mobile geophysics, Communication breakdown in collaborative VR, Cancer diagnosis with a VR Microscope, Visual analytic interfaces for optimization, and Overlays for graph exploration. | [
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] | 2,011 | SBC Journal on Interactive Systems | 2253095988 | [
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Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Symposium on Graphics Hardware 2005, Los Angeles, California, USA, July 30-31, 2005 | 42,957,121 | [
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An Interactive Visualization Framework for Time-Series of Web Graphs in a 3D Environment | 6,278,060 | We propose an interactive framework for the 3D visualization of the time-series of Web graphs. The purpose of our framework is to enable users to examine the evolution of Web graphs by comparing multiple graphs that have different timings and topics. To achieve this, we provide TimeSlices that are 2D planes to visualize Web graphs in a 3D environment. Users can interactively add new TimeSlices along the timeline, and they can manipulate them to animate Web graphs. Visualized Web graphs on TimeSlices are snapshots of different timings. Moreover, we provide mechanisms to generate and manipulate overlay views and parallel views in the 3D environment to enable Web graphs to be compared. Users can seamlessly change these viewing modes. Our system can also visualize two Web graphs created from different keywords to display the evolutional correlation between them. This system enables us to observe structural and temporal changes in multiple Web graphs such as shifts in influential blogs or power shifts in the diffusion of blogs between topics. | [
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Saliency Detection Based on Improved Manifold Ranking via Convex Hull | 213,362,576 | [
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Why virtual job recruitment is not well accepted by generation Y?: a case study on second life | 293,481 | Generation Y (Gen Y) forms a sizeable workforce in today's economy. Because this generation is tech savvy, it is likely that virtual worlds would serve as an ideal medium for recruiting such employees. Our research, however, showed that the participants in our study, who were part of the Generation Y population, had very little prior knowledge about recruiting in virtual worlds. Further, very few of them were familiar with Second Life, which is the major virtual world for recruitment. Even after being introduced to and spending some time looking for job fairs and job leads in Second Life, many of the participants expressed high levels of skepticism about the effectiveness of a virtual job search. Thus, Second Life is not well-known among Gen Y. There is an overall lack of awareness and thus virtual worlds are not perceived by Gen Y to be a suitable medium for job recruitment. | [
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Geometric Algebra for Computer Science: An Object-Oriented Approach to Geometry | 62,753,726 | Within the last decade, Geometric Algebra (GA) has emerged as a powerful alternative to classical matrix algebra as a comprehensive conceptual language and computational system for computer science. This book will serve as a standard introduction and reference to the subject for students and experts alike. As a textbook, it provides a thorough grounding in the fundamentals of GA, with many illustrations, exercises and applications. Experts will delight in the refreshing perspective GA gives to every topic, large and small. ::: -David Hestenes, Distinguished research Professor, Department of Physics, Arizona State University ::: ::: Geometric Algebra is becoming increasingly important in computer science. This book is a comprehensive introduction to Geometric Algebra with detailed descriptions of important applications. While requiring serious study, it has deep and powerful insights into GA's usage. It has excellent discussions of how to actually implement GA on the computer. ::: -Dr. Alyn Rockwood, CTO, FreeDesign, Inc. Longmont, Colorado ::: ::: Until recently, almost all of the interactions between objects in virtual 3D worlds have been based on calculations performed using linear algebra. Linear algebra relies heavily on coordinates, however, which can make many geometric programming tasks very specific and complex-often a lot of effort is required to bring about even modest performance enhancements. Although linear algebra is an efficient way to specify low-level computations, it is not a suitable high-level language for geometric programming. ::: ::: Geometric Algebra for Computer Science presents a compelling alternative to the limitations of linear algebra. Geometric algebra, or GA, is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. In this book you will find an introduction to GA that will give you a strong grasp of its relationship to linear algebra and its significance for your work. You will learn how to use GA to represent objects and perform geometric operations on them. And you will begin mastering proven techniques for making GA an integral part of your applications in a way that simplifies your code without slowing it down. ::: ::: Features ::: ::: Explains GA as a natural extension of linear algebra and conveys its significance for 3D programming of geometry in graphics, vision, and robotics. ::: Systematically explores the concepts and techniques that are key to representing elementary objects and geometric operators using GA. ::: Covers in detail the conformal model, a convenient way to implement 3D geometry using a 5D representation space. ::: Presents effective approaches to making GA an integral part of your programming. ::: Includes numerous drills and programming exercises helpful for both students and practitioners. ::: Companion web site includes links to GAViewer, a program that will allow you to interact with many of the 3D figures in the book, and Gaigen 2, the platform for the instructive programming exercises that conclude each chapter. ::: ::: About the Authors ::: ::: Leo Dorst is Assistant Professor of Computer Science at the University of Amsterdam, where his research focuses on geometrical issues in robotics and computer vision. He earned M.Sc. and Ph.D. degrees from Delft University of Technology and received a NYIPLA Inventor of the Year award in 2005 for his work in robot path planning. ::: ::: Daniel Fontijne holds a Master's degree in artificial Intelligence and is a Ph.D. candidate in Computer Science at the University of Amsterdam. His main professional interests are computer graphics, motion capture, and computer vision. ::: ::: Stephen Mann is Associate Professor in the David R. Cheriton School of Computer Science at the University of Waterloo, where his research focuses on geometric modeling and computer graphics. He has a B.A. in Computer Science and Pure Mathematics from the University of California, Berkeley, and a Ph.D. in Computer Science and Engineering from the University of Washington. ::: ::: * The first book on Geometric Algebra for programmers in computer graphics and entertainment computing ::: ::: * Written by leaders in the field providing essential information on this new technique for 3D graphics ::: ::: * This full colour book includes a website with GAViewer, a program to experiment with GA | [
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Category Oriented Task Extraction | 18,550,331 | With increasing amounts of digital content, users can accomplish complex tasks online, thus making task extraction from query logs an active area of research. Recently, some approaches have proposed entity based extraction of tasks, where they either use entities as features or construct task dictionaries that contain multiple tasks. While text based features do not exploit entities directly, task dictionaries do not provide concise or distinct representation of tasks. We overcome these shortcomings by extracting category oriented tasks by exploiting properties of an existing, publicly available category hierarchy. We evaluate quality of these tasks with implicit, explicit and application based evaluation. Empirical evaluation shows that category based task extraction results in more accurate and useful tasks. | [
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Segmentation with active contours: a comparative study of B-spline and level set techniques | 2,620,751 | The active contours approach is an oft-used family of techniques in image analysis. This work presents a comparative study between two active contour approaches for image segmentation. The level sets method and deformable contours under B-spline representation are compared. These image segmentation methods have different features and are difficult to compare in terms of performance, accuracy and initialization conditions. Both are implemented and a way to calculate the approximation error is developed. As a conclusion of this work a theoretical comparison and a comparative characterization of the approximation error for each method are presented. | [
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] | 2,004 | 10.1109/SIBGRA.2004.1352949 | Proceedings. 17th Brazilian Symposium on Computer Graphics and Image Processing | Proceedings. 17th Brazilian Symposium on Computer Graphics and Image Processing | 1499100504 | [
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A novel deep hashing method for fast image retrieval | 52,048,727 | In recent years, the deep hashing image retrieval algorithm has become a hot spot in current research. Although the deep hashing algorithm has achieved good results in image retrieval, how to further improve the accuracy of the image retrieval algorithm and reduce the computational complexity of the algorithm, the two basic requirements of the algorithm, need attention in image retrieval. The paper proposes a new Aggregate Deep Fast Supervised Discrete Hashing (ADFSDH) method for highly efficient image retrieval on large-scale datasets. Specifically, in order to improve the algorithm performance, the paper first proposes a new Aggregate Deep Convolutional Neural Network (ADCNN) mode based on VGG16, VGG19 and transfer learning for effective image feature extraction, which contains two different feature extractors in parallel. And then, the paper proposes a new feature fusion method. When our weighted proportion is consistent with the Mean Average Precision results of two different feature extractors, we can obtain the most accurate description of the image. Firstly, in order to save ADCNN required storage space and improve ADCNN image retrieval efficiency, the Fast Supervised Discrete Hashing algorithm after adjusting the parameters is introduced into the ADCNN model. In addition, ADFSDH unifies feature learning and hash coding into the same framework. The proposed method was experimented on three datasets (CIFAR10, MNIST and FD-XJ), and the result shows that it is superior to the current mainstream approaches in image retrieval. | [
{
"first": "Shuli",
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"last": "Cheng",
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{
"first": "Huicheng",
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{
"first": "Liejun",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Jiwei",
"middle": [],
"last": "Qin",
"suffix": ""
}
] | 2,018 | 10.1007/s00371-018-1583-x | The Visual Computer | The Visual Computer | 2887384995 | [
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Deep 3D semantic scene extrapolation | 52,049,253 | Scene extrapolation is a challenging variant of the scene completion problem, which pertains to predicting the missing part(s) of a scene. While the 3D scene completion algorithms in the literature try to fill the occluded part of a scene such as a chair behind a table, we focus on extrapolating the available half-scene information to a full one, a problem that, to our knowledge, has not been studied yet. Our approaches are based on convolutional neural networks (CNN). As input, we take the half of 3D voxelized scenes, then our models complete the other half of scenes as output. Our baseline CNN model consisting of convolutional and ReLU layers with multiple residual connections and Softmax classifier with voxel-wise cross-entropy loss function at the end. We train and evaluate our models on the synthetic 3D SUNCG dataset. We show that our trained networks can predict the other half of the scenes and complete the objects correctly with suitable lengths. With a discussion on the challenges, we propose scene extrapolation as a challenging test bed for future research in deep learning. We made our models available on https://github.com/aliabbasi/d3dsse. | [
{
"first": "Ali",
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"last": "Abbasi",
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},
{
"first": "Sinan",
"middle": [],
"last": "Kalkan",
"suffix": ""
},
{
"first": "Yusuf",
"middle": [],
"last": "Sahillioğlu",
"suffix": ""
}
] | 2,018 | 10.1007/s00371-018-1586-7 | The Visual Computer | The Visual Computer | 2886553614 | [
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A conversational agent to help navigation and collaboration in virtual worlds | 7,204,788 | This paper describes the prototype of a conversational agent embedded within a collaborative virtual environment. This prototype —Ulysse — accepts spoken utterances from a user enabling him or her to navigate within relatively complex virtual worlds. It also accepts and executes commands to manipulate objects in the virtual world. We are beginning to adapt our agent to parse certain written descriptions of simultaneous actions of world entities and to animate these entities according to the given description. | [
{
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"last": "Godéreaux",
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{
"first": "P.",
"middle": [],
"last": "Nugues",
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] | 2,005 | 10.1007/BF01409799 | Virtual Reality | Virtual Reality | 2029754009,2610795202 | [
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] |
||||
Data compression of multiresolution surfaces | 1,368,537 | [
{
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"last": "Klein",
"suffix": ""
},
{
"first": "Stefan",
"middle": [],
"last": "Gumhold",
"suffix": ""
}
] | 1,998 | 10.2312/vissym19981001 | In Visualization in Scientific Computing ’98 | [
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|||||||
Video tooning | 9,133,804 | We describe a system for transforming an input video into a highly abstracted, spatio-temporally coherent cartoon animation with a range of styles. To achieve this, we treat video as a space-time volume of image data. We have developed an anisotropic kernel mean shift technique to segment the video data into contiguous volumes. These provide a simple cartoon style in themselves, but more importantly provide the capability to semi-automatically rotoscope semantically meaningful regions.In our system, the user simply outlines objects on keyframes. A mean shift guided interpolation algorithm is then employed to create three dimensional semantic regions by interpolation between the keyframes, while maintaining smooth trajectories along the time dimension. These regions provide the basis for creating smooth two dimensional edge sheets and stroke sheets embedded within the spatio-temporal video volume. The regions, edge sheets, and stroke sheets are rendered by slicing them at particular times. A variety of styles of rendering are shown. The temporal coherence provided by the smoothed semantic regions and sheets results in a temporally consistent non-photorealistic appearance. | [
{
"first": "Jue",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Yingqing",
"middle": [],
"last": "Xu",
"suffix": ""
},
{
"first": "Heung-Yeung",
"middle": [],
"last": "Shum",
"suffix": ""
},
{
"first": "Michael",
"middle": [
"F."
],
"last": "Cohen",
"suffix": ""
}
] | 2,004 | 10.1145/1186562.1015763 | SIGGRAPH '04 | [
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||||||
Second Language Acquisition by Immersive and Collaborative Task-Based Learning in a Virtual World | 53,830,151 | The methods by which English as a Second Language can be taught and learnt in a Virtual World (VW) are explored in this study of an online community of language learners from around the world. Theories of language acquisition are invoked and the affordances required for current methods of teaching and learning a second language in the physical world (PW) and online in Skype and VWs are compared and discussed. There are descriptions of the resources created and used by the ELIP~Homewood (E~H) group in their OpenSim world and accounts of their activities there and in Second Life (SL). The E~H Grid has been running since July 2010 and in some ways the project is just beginning as the students themselves design and create new places, buildings, objects and resources for their own enjoyment and learning and as their world evolves in a Language Learning project which meets many of the principles of immersion and of naturalistic, acquisition oriented and task-based language learning. | [
{
"first": "Margaret",
"middle": [
"de",
"Jong"
],
"last": "Derrington",
"suffix": ""
}
] | 2,013 | 10.1007/978-1-4471-5370-2_8 | Human–Computer Interaction Series | Human–Computer Interaction Series | 10709911 | [] | [
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]
] |
||||
Real-time visualization of CFD on GPU | 61,945,460 | [
{
"first": "Hidetoshi",
"middle": [],
"last": "Ando",
"suffix": ""
}
] | 2,008 | 10.3154/jvs.28.241 | JOURNAL OF THE FLOW VISUALIZATION SOCIETY OF JAPAN | 2324481476 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:61945460 | null | null | null | null | null | [
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] |
||||||
The VEPS project: planning information visualisation | 14,050,501 | Information visualisation remains at the heart of the planning system. Yet the use of the WWW for planning purposes is a new and expanding area of research. A focus on planning procedures at different stages helps to recognise the difficulties inherent in planning, particularly the outcome of changes to the built environment and the importance of people's involvement in the process. Effective tools are required for citizen based participation and development of alternative proposals. This paper describes the basis for the coming three years of research in the 'virtual environmental planning system' (VEPS) project. VEPS proposes an open standard Web approach to enable citizens to view, analyse, interact with and respond to proposed changes, to comment and test their own alternative solutions. This approach, it is argued, needs to be based on an interactive three-dimensional virtual reality visualisation that allows the viewer to experience complex information without need for training. | [
{
"first": "N.",
"middle": [],
"last": "Bates-Brkljac",
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{
"first": "S.",
"middle": [],
"last": "Duhr",
"suffix": ""
},
{
"first": "J.",
"middle": [],
"last": "Counsell",
"suffix": ""
}
] | 2,005 | 10.1109/IV.2005.128 | Ninth International Conference on Information Visualisation (IV'05) | Ninth International Conference on Information Visualisation (IV'05) | 2096700473 | [
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||||
Encouraging the Participation in Mobile Collaborative Consumption Using Gamification Design | 34,064,686 | Mobile technologies may facilitate collaborative consumption among strangers that can help merchants “attract customers through customers” beyond close relational boundary. To leverage on this opportunity, it is important to understand what may motivate consumers to participate in such collaborative consumptions when they do not know each other, given that embarrassment of interacting with strangers may inhibit one from doing so. In this study, we propose that the use of a gamification strategy can increase consumer response to a mobile collaborative consumption offer. Through conducting a field experiment, we show that when asked to invite a nearby stranger to enjoy a group discount together, a gamification design whereby the group discount is randomly split between participants can promote the consumer likelihood to do so, compared to the typical design of equal splitting of the discount (pure economic gains). Similarly, the acceptance rate of invitation from a stranger was also enhanced with a gamification design. | [
{
"first": "Yicheng",
"middle": [],
"last": "Zhang",
"suffix": ""
},
{
"first": "Chee",
"middle": [
"Wei"
],
"last": "Phang",
"suffix": ""
},
{
"first": "Shun",
"middle": [],
"last": "Cai",
"suffix": ""
},
{
"first": "Chenghong",
"middle": [],
"last": "Zhang",
"suffix": ""
}
] | 2,017 | 10.1007/978-3-319-58484-3_24 | HCI | 2613210989 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:34064686 | null | null | null | null | null | [
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|||||
Analyzing delays in trajectories | 24,614,199 | Interactions between trajectories need to be analyzed in various domains to gain insight into movement patterns. Such interactions often take place with some delayed response. We propose an approach to analyze and visualize delayed responses on two trajectories recorded simultaneously and with the same sampling rate. Central to our approach is the computation of a matching between the trajectories in a so-called delay space. We also introduce a new similarity measure between trajectories, which combines directional and spatial characteristics. To evaluate our approach experimentally, we have implemented it as a prototype visual analytics tool and have applied the tool on two datasets. | [
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"first": "Maximilian",
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"suffix": ""
},
{
"first": "Thomas",
"middle": [],
"last": "McKetterick",
"suffix": ""
},
{
"first": "Georgina",
"middle": [],
"last": "Wilcox",
"suffix": ""
},
{
"first": "Maike",
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{
"first": "Luca",
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{
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{
"first": "Michel",
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],
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"suffix": ""
},
{
"first": "Kevin",
"middle": [],
"last": "Buchin",
"suffix": ""
}
] | 2,015 | 10.1109/PACIFICVIS.2015.7156362 | 2015 IEEE Pacific Visualization Symposium (PacificVis) | 2015 IEEE Pacific Visualization Symposium (PacificVis) | 1931910928 | [
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||||
Development of an Economical Haptic Stimulus Device | 10,130,831 | Human perception of haptic information is often complex and requires devices that are expensive and difficult to operate. We see increasing attention being given to finding simpler motions in haptic research to represent more complex haptic perception on the surface of the skin. Our research has indicated that lateral motions in multiple directions may provide sufficiently useful perception for information transfer. We present a design for an economical haptic stimulation device using off-the-shelf parts that are relatively easy to obtain and assemble. Our design was configured for lateral motion, but can be modified to deliver a variety of haptic stimulations. | [
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},
{
"first": "Mansour",
"middle": [],
"last": "Rahimi",
"suffix": ""
},
{
"first": "Behrokh",
"middle": [],
"last": "Khoshnevis",
"suffix": ""
}
] | 2,011 | 10.1007/978-3-642-22095-1_53 | HCI | 61839518 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:10130831 | null | null | null | null | null | [
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] |
|||||
Using Tablet PCs for the Design of Web Educational Environments | 54,024,916 | [
{
"first": "Raquel",
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"last": "Lacuesta",
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},
{
"first": "Guillermo",
"middle": [],
"last": "Palacios",
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{
"first": "Sergio",
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},
{
"first": "Guillermo",
"middle": [],
"last": "Azuara",
"suffix": ""
},
{
"first": "Carlos",
"middle": [],
"last": "Catalan",
"suffix": ""
}
] | 2,012 | 10.5220/0004088300140025 | Proceedings of the 1st International Workshop on Interaction Design in Educational Environments | Proceedings of the 1st International Workshop on Interaction Design in Educational Environments | 2552617825 | [
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The oOce of the future: a unified approach to image-based | 59,623,203 | A shoe and foot warmer, heated by the combustion of a liquid fuel, which is attached as a cap to cover toe section of a shoe by means of straps and buckles. Control over the combustion process is exerted by means of a valve controlling the amount of fuel vapor admitted into the combustion section of the device. | [
{
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{
"first": "Matthew",
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{
"first": "Adam",
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{
"first": "Lev",
"middle": [],
"last": "Stesin",
"suffix": ""
},
{
"first": "Henry",
"middle": [],
"last": "Fuchs",
"suffix": ""
}
] | 1,998 | SIGGRAPH 1998 | 10202798 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:59623203 | null | null | null | null | null | [
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||||||
UbiHand: a wearable input device for 3D interaction | 11,740,198 | Increasing interest in virtual and augmented reality is encouraging the development of unobtrusive, intuitive input interfaces for gesture recognition and 3D interaction. Current approaches require the user to wear instrumented gloves, or rely on fixed cameras that lack precise finger tracking. The UbiHand is an input device that uses a miniature wrist-worn camera to track finger position, providing a natural and compact wearable input interface. A hand model is used to generate a 3D representation of the hand, and a gesture recognition system can interpret finger movements as commands. | [
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{
"first": "Petr",
"middle": [],
"last": "Musilek",
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}
] | 2,006 | 10.1145/1179622.1179805 | SIGGRAPH '06 | 2081570653 | [
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|||||
Dynamic Choropleth Maps – Using Amalgamation to Increase Area Perceivability | 52,218,144 | Choropleths are a common and useful way of depicting area-coupled data on a geo-spatial map. One advantage they provide is combining area-based data accurately with geo-space. However perceptual problems arise when areas are too small, i.e when they only cover a few pixels or less. This is a very common occurrence when zooming or in densely populated areas like capital cities. We present a novel algorithm that ensures the user is able to observe area-based data coupled to geo-space based on their interactive level of zoom without distorting the original geo-spatial map. This is resolved by building a hierarchical data structure in which each area and its data is merged with one of its smallest neighbor recursively until only one polygon covers each contiguous region. The benefits are that the viewer can always view area-based data contained in the map regardless of how small any individual area becomes during interactive zooming. We break down each step of the algorithm and provide pseudo-code to enable reproducibility. We also discuss unique test cases that challenge the robustness of the algorithm with 30,000 polygons and 4,652,800 vertices as well as the performance. | [
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{
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] | 2,018 | 10.1109/iV.2018.00056 | 2018 22nd International Conference Information Visualisation (IV) | 2018 22nd International Conference Information Visualisation (IV) | 2904637151 | [
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||||
Social augmented reality for sensor visualization in ubiquitous virtual reality | 26,170,936 | There have been several research activities on data visualization exploiting augmented reality technologies. However, most researches are focused on tracking and visualization itself, yet do not much discuss social community with augmented reality. In this paper, we propose a social augmented reality architecture that selectively visualizes sensor information based on the user's social network community. We show three scenarios: information from sensors embedded in mobile devices, from sensors in environment, and from social community. We expect that the proposed architecture will have a crucial role in visualizing thousands of sensor data selectively according to the user's social network community. | [
{
"first": "Young-Ho",
"middle": [],
"last": "Lee",
"suffix": ""
},
{
"first": "Jongmyung",
"middle": [],
"last": "Choi",
"suffix": ""
},
{
"first": "Sehwan",
"middle": [],
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{
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"middle": [],
"last": "Lee",
"suffix": ""
},
{
"first": "Say",
"middle": [],
"last": "Jang",
"suffix": ""
}
] | 2,011 | 10.1007/978-3-642-22021-0_9 | HCI | 1488470017 | [] | [
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] |
|||||
Ghosts in the interface: Meta-user interface visualizations as guides for multi-touch interaction | 17,405,197 | Multi-touch large display interfaces are becoming increasingly popular in public spaces. These spaces impose specific requirements on the accessibility of the user interfaces: most users are not familiar with the interface and expectations with regard to user experience are very high. Multi-touch interaction beyond the traditional move-rotate-scale interactions is often unknown to the public and can become exceedingly complex. We introduce TouchGhosts: visual guides that are embedded in the multi-touch user interface and that demonstrate the available interactions to the user. TouchGhosts are activated while using an interface, providing guidance on the fly and within the context-of-use. Our approach allows to define reconfigurable strategies to decide how or when a TouchGhost should be activated and which particular visualization will be presented to the user. | [
{
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{
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"last": "Luyten",
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{
"first": "K.",
"middle": [],
"last": "Coninx",
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] | 2,008 | 10.1109/TABLETOP.2008.4660187 | 2008 3rd IEEE International Workshop on Horizontal Interactive Human Computer Systems | 2008 3rd IEEE International Workshop on Horizontal Interactive Human Computer Systems | 2140011328 | [] | [
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||||
Multi-Player Virtual Ping-Pong Game | 8,090,906 | In this paper we show how a motion capture system and feedback mechanism can be integrated into a virtual ping- pong game to create a multi-player platform. To trace the motion of each player, optical markers are attached to different places on each player's paddle. For tactile feedback, we designed a controller for a DC (Direct Current) motor, which is also attached to the paddle. This controller communicates with the game server through wireless Bluetooth technology. When the game server detects a collision between the paddle and ball, the controller receives the message from the game server and then triggers one of the respective paddle's DC motors to vibrate depending on the position of the impact on the paddle. During an exhibition many people positively responded to the game. | [
{
"first": "Young-Bum",
"middle": [],
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},
{
"first": "Seung-Hoon",
"middle": [],
"last": "Han",
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},
{
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},
{
"first": "Eun-Ju",
"middle": [],
"last": "Kim",
"suffix": ""
},
{
"first": "Chang-Geun",
"middle": [],
"last": "Song",
"suffix": ""
}
] | 2,007 | 10.1109/ICAT.2007.34 | 17th International Conference on Artificial Reality and Telexistence (ICAT 2007) | 17th International Conference on Artificial Reality and Telexistence (ICAT 2007) | [
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|||||
Feature evaluation for mobile applications: a design science approach based on evolutionary software prototypes | 8,099,446 | The success of mobile applications depends on the incorporation of key features specific to their intended use. This paper proposes a light-weight process model to facilitate the identification of key user interface features and key application logic features. ::: ::: The iterative, incremental process model is aligned with design science research and is based on software product line engineering ideas. In each iteration several prototype variants are built and evaluated by the customer. Both construction and evaluation of prototypes are based on feature models. | [
{
"first": "Bodo",
"middle": [],
"last": "Igler",
"suffix": ""
}
] | 2,013 | 10.1007/978-3-642-39253-5_75 | HCI | 38400321 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:8099446 | null | null | null | null | null | [
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|||||
Visuocode: A software development environment that supports spatial navigation and composition | 7,393,113 | Navigating through software is an integral part of software development. Studies have identified that during navigation programmers often become disoriented and lose task awareness. To mitigate this, the method-flow visualisation technique displays traversed methods in adjacent editor columns. This paper presents the Visuocode software development environment, which is an implementation of method-flow that, in addition to navigation, supports program composition. | [
{
"first": "Daniel",
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},
{
"first": "Ian",
"middle": [
"J."
],
"last": "Hayes",
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] | 2,013 | 10.1109/VISSOFT.2013.6650533 | 2013 First IEEE Working Conference on Software Visualization (VISSOFT) | 2013 First IEEE Working Conference on Software Visualization (VISSOFT) | 2042917050 | [
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||||
K.: Local invariant feature detectors: A survey | 56,381,054 | In this survey, we give an overview of invariant interest point detectors, how they evolvd over time, how they work, and what their respective strengths and weaknesses are. We begin with defining the properties of the ideal local feature detector. This is followed by an overview of the literature over the past four decades organized in different categories of feature extraction methods. We then provide a more detailed analysis of a selection of methods which had a particularly significant impact on the research field. We conclude with a summary and promising future research directions. | [
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},
{
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"middle": [],
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Enhanced topology-sensitive clustering by Reeb graph shattering | 15,691,165 | Scalar-valued functions are ubiquitous in scientific research. Analysis and visualization of scalar functions defined on low-dimensional and simple domains is a well-understood problem, but complications arise when the domain is high-dimensional or topologically complex. Topological analysis and Morse theory provide tools that are effective in distilling useful information from such difficult scalar functions. A recently proposed topological method for understanding high-dimensional scalar functions approximates the Morse-Smale complex of a scalar function using a fast and efficient clustering technique. The resulting clusters (the so-called Morse crystals) are each approximately monotone and are amenable to geometric summarization and dimensionality reduction. However, some Morse crystals may contain loops. This shortcoming can affect the quality of the analysis performed on each crystal, as regions of the domain with potentially disparate geometry are assigned to the same cluster. We propose to use the Reeb graph of each Morse crystal to detect and resolve certain classes of problematic clustering. This provides a simple and efficient enhancement to the previous Morse crystals clustering. We provide preliminary experimental results to demonstrate that our improved topology-sensitive clustering algorithm yields a more accurate and reliable description of the topology of the underlying scalar function. | [
{
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{
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{
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{
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"middle": [],
"last": "Bremer",
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},
{
"first": "Y.",
"middle": [],
"last": "Wang",
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] | 2,011 | 10.1007/978-3-642-23175-9_6 | Topological Methods in Data Analysis and Visualization II | Topological Methods in Data Analysis and Visualization II | 104100811,2799776901 | [
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||||
An Immune-Inspired Approach for Unsupervised Texture Segmentation Using Wavelet Packet Transform | 15,699,048 | In this paper, it is described a new unsupervised approach based on wavelet packet transform for texture images segmentation. This transform is able to decompose an image not only from the low frequency parts, but also from the middle-high frequency parts, in which there is a certain amount of texture information. After the extraction of the features, a clustering is carried out, by using an immune-inspired algorithm called ARIA (Adaptive Radius Immune Algorithm), which is capable of preserving the density information of the data and determining how many different textures (clusters) are present in the image. The performance of our methodology is compared with other methods described in literature. | [
{
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],
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},
{
"first": "Yuzo",
"middle": [],
"last": "Iano",
"suffix": ""
}
] | 2,009 | 10.1109/SIBGRAPI.2009.30 | 2009 XXII Brazilian Symposium on Computer Graphics and Image Processing | 2009 XXII Brazilian Symposium on Computer Graphics and Image Processing | 2539822182 | [
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||||
An insight- and task-based methodology for evaluating spatiotemporal visual analytics | 17,353,591 | We present a method for evaluating visualizations using both tasks and exploration, and demonstrate this method in a study of spatiotemporal network designs for a visual analytics system. The method is well suited for studying visual analytics applications in which users perform both targeted data searches and analyses of broader patterns. In such applications, an effective visualization design is one that helps users complete tasks accurately and efficiently, and supports hypothesis generation during open-ended exploration. To evaluate both of these aims in a single study, we developed an approach called layered insight- and task-based evaluation (LITE) that interposes several prompts for observations about the data model between sequences of predefined search tasks. We demonstrate the evaluation method in a user study of four network visualizations for spatiotemporal data in a visual analytics application. Results include findings that might have been difficult to obtain in a single experiment using a different methodology. For example, with one dataset we studied, we found that on average participants were faster on search tasks using a force-directed layout than using our other designs; at the same time, participants found this design least helpful in understanding the data. Our contributions include a novel evaluation method that combines well-defined tasks with exploration and observation, an evaluation of network visualization designs for spatiotemporal visual analytics, and guidelines for using this evaluation method. | [
{
"first": "Steven",
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"R."
],
"last": "Gomez",
"suffix": ""
},
{
"first": "Hua",
"middle": [],
"last": "Guo",
"suffix": ""
},
{
"first": "Caroline",
"middle": [],
"last": "Ziemkiewicz",
"suffix": ""
},
{
"first": "David",
"middle": [
"H."
],
"last": "Laidlaw",
"suffix": ""
}
] | 2,014 | 10.1109/VAST.2014.7042482 | 2014 IEEE Conference on Visual Analytics Science and Technology (VAST) | 2014 IEEE Conference on Visual Analytics Science and Technology (VAST) | 2066055496 | [
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[
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] |
||||
Put the User in Control: Ontology-Driven Meta-level Interaction for Pervasive Environments | 17,359,151 | Pervasive computing environments are complex to interact with due to the dynamic assembly of interaction resources and the need to adapt to sudden changes in the environment configuration. When the complexity of such an environment is masked by the underlying computing system, end-users are often left with limited or no control over their interactive space. This brings up the need to make users aware of their surroundings and to provide them with runtime control over the environment configuration. We present a semantic meta-layer that encapsulates a model, view and controller to support the design of context-aware pervasive applications that can be controlled and evaluated by the end-users at runtime. | [
{
"first": "G.",
"middle": [],
"last": "Vanderhulst",
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},
{
"first": "K.",
"middle": [],
"last": "Luyten",
"suffix": ""
},
{
"first": "K.",
"middle": [],
"last": "Coninx",
"suffix": ""
}
] | 2,008 | 10.1109/ONTORACT.2008.15 | 2008 First International Workshop on Ontologies in Interactive Systems | 2008 First International Workshop on Ontologies in Interactive Systems | 2107820733 | [
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] |
||||
Integration of Speech Recognition-based Caption Editing System with Presentation Software | 60,809,800 | [
{
"first": "Kohtaroh",
"middle": [],
"last": "Miyamoto",
"suffix": ""
},
{
"first": "Masakazu",
"middle": [],
"last": "Takizawa",
"suffix": ""
},
{
"first": "Takashi",
"middle": [],
"last": "Saito",
"suffix": ""
}
] | 2,009 | 10.5772/7736 | Human-Computer Interaction | Human-Computer Interaction | 1580446493 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:60809800 | null | null | null | null | null | [
[
"Speech Recognition-based Caption Editing System",
"METHOD"
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[
"Presentation Software",
"APPLICATION"
]
] |
|||||
A new approach for pedestrian navigation for mobility impaired users based on multimodal annotation of geographical data | 43,465,537 | Although much effort is spent in developing navigation systems for pedestrians, many users with special needs are mostly excluded due to a lack of appropriate geographical data such as landmarks, waypoints, or obstacles. Such data is necessary for computing suitable routes which might differ from being the shortest or fastest one. In this paper, the concept of multimodal annotation of geographical data for personalized navigation is described. Direct input by the user is combined with data derived from the observation of the user's LOM-Modality (Location, Orientation, and Movement) to annotate geographical data. Based on this data and data derived from other users of the same user group, suitable routes even in unknown territory can be calculated. | [
{
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"middle": [],
"last": "Völkel",
"suffix": ""
},
{
"first": "Gerhard",
"middle": [],
"last": "Weber",
"suffix": ""
}
] | 2,007 | 10.1007/978-3-540-73281-5_61 | HCI | 1666608074 | [] | [
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|||||
A mosaic-based query language for video databases | 12,465,003 | Content based video retrieval, CBVR, is an active research topic. To make this feasible, the development of a query language which is simple (i.e. intuitive), yet powerful, is essential. The authors propose a mosaic based visual language for CBVR. Mosaicing is a well known technique in computer vision and graphics for creating a comprehensive overview of a scene reproduced in a set of images. The language supports the specification of queries encompassing motion of objects and camera, as well as visual features, by arranging visual components on a mosaic image. The proposed language was then used to implement a graphical interface that allows users to specify and refine queries to a video database. | [
{
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{
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"last": "Del Bimbo",
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},
{
"first": "M.",
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"last": "Hirakawa",
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}
] | 2,000 | 10.1109/VL.2000.874347 | Proceeding 2000 IEEE International Symposium on Visual Languages | Proceeding 2000 IEEE International Symposium on Visual Languages | 2162837413 | [
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A Lightweight Model for End Users' Data: Progress and Future Work | 1,267,746 | This research enable end users to create reusable new abstractions for data categories, thereby enabling them to automate these and other tasks by creating programs. "Tope," the Greek word for "place," is the name for such an abstraction in this research, since each abstraction corresponds to a data category that has a natural place in the problem domain (unlike float and int). For example, US phone number would be a tope.Each tope implementation is a small package of executable software functions for recognizing, transforming, and equivalence-testing instances of a data category. The data model underlying a tope is a directed graph. Each graph node corresponds to a format, and each edge corresponds to a transformation between formats. | [
{
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] | 2,007 | 10.1109/VLHCC.2007.24 | IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC 2007) | IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC 2007) | [
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Applications of computer graphics to the visualization of meteorological data | 9,391,036 | The need to visualize huge amounts of numerical data is exemplified in the field of meteorology, where measurements of many atmospheric parameters are routinely taken over large geographical areas for the purpose of monitoring and predicting weather. Computer graphics has provided and will continue to offer powerful tools to meet this visualization challenge, principally in three areas: first, efficient graphics algorithms for displaying the data; second, novel special-purpose graphics hardware; and third, interactive techniques for graphically manipulating the data at close to video rates. This paper reviews past and current uses of computer graphics for gaining insight from measured or modelled meterological data. | [
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{
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"middle": [],
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] | 1,988 | 10.1145/54852.378538 | SIGGRAPH '88 | 2011729155 | [
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Visualizing large-scale structure of a million-firms economic network | 9,392,929 | The real economy in Japan comprises two million firms and billions of links of supplier-customer and other relationships. We challenge to visualize such big data, specifically how firms are connected to each other. We use a dataset of a million of firms and millions of links of supplier-customer and ownership relationships in order to directly observe such a network structure. We discovered interesting features of the economic network. Firms are connected by the links into tightly-knit groups with high density in intra-groups and with lower connectivity in inter-groups, namely by community structures. We found that the features of community structures are specific to individual industrial sectors, such as manufacturers, retails and wholesales, infra-structure-related sector, health-cares, and so forth. (Figure 1, the representative image attached to this paper is an example of graph drawing in which a million nodes are located with colors representing different industrial sectors). In the network, we also visualized how bankruptcies or failures of firms took place during one year right after the Great East Japan Earthquake in 2011. | [
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{
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] | 2,015 | 10.1145/2818517.2818525 | SIGGRAPH Asia Visualization in High Performance Computing | 2296725689 | [
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|||||
Real Time Visualization of Large Data Using Clustered Projections | 26,700,233 | Modern graphics systems rely on many techniques to achieve interactive frame-rates for rendering large and complex scenes. Impostoring is a popular technique where rendering of repetitive geometry is optimized by leveraging pre-calculated information for each type of repeated geometry. This paper discusses a view independent impostor-algorithm that stores the sampled projections of a given surface in a clustered format. The implications of such a format on the rendering performance and storage are discussed along with some of its advantages like selective adjustment of level of detail and shadowing. | [
{
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}
] | 2,014 | 10.1007/978-3-319-11650-1_15 | Smart Graphics | 2200116443 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:26700233 | 0 | 0 | 0 | 0 | 0 | [
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|||||
Establishing China’s First UX Master Program Based on Applied Psychology Perspective | 27,928,134 | Many methods have illustrated to demonstrate how the user experience (UX) influenced on our lives. The notion of UX is much more complicated since it has combined psychologists, social and physiological concepts. However, only a few universities and institutions in China have established the discipline that combined UX and psychology. This paper presents a different perspective of promoting combination of user experience and applied psychology. Based on the talents cultivation of User Experience, Master of Applied Psychology of the Faculty of Psychology at Beijing Normal University is the successful program from the psychological perspective. An additional reason of establishing this program is to cultivate professional talents who have great capability on psychological experiments and analytical methods in Human Computer Interaction (HCI) and User Experience (UX) field. | [
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{
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] | 2,017 | 10.1007/978-3-319-58634-2_55 | HCI | 2613429714 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:27928134 | null | null | null | null | null | [
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] |
|||||
An end user oriented platform for scientific visualization | 15,329,794 | In our discussions with end users about today's visualization environments, we were led to consider new concepts for the setting up of a platform which should be better suited to their real needs. In this paper, a hierarchy of visualization objects is presented. They will be the main elements of a new platform which should be both intuitive and extensible. | [
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{
"first": "H.-H.",
"middle": [],
"last": "Nageli",
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] | 1,997 | 10.1109/IV.1997.626523 | Proceedings. 1997 IEEE Conference on Information Visualization (Cat. No.97TB100165) | Proceedings. 1997 IEEE Conference on Information Visualization (Cat. No.97TB100165) | 2162273159 | [] | [
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||||
Multimodal Corpus Analysis as a Method to Ensure Cultural Usability of Embodied Conversational Agents | 16,080,875 | In this paper we propose the method of multimodal corpus analysis to collect enough empirical data for modeling the behavior of embodied conversational agents. This is a prerequisite to ensure the usability of such complex interactive systems. So far, the development of embodied agents suffers from a lack of explicit usability methods. In most cases, the consideration of usability aspects is constrained to preliminary user tests at the end of the development process. | [
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"suffix": ""
},
{
"first": "Matthias",
"middle": [],
"last": "Rehm",
"suffix": ""
}
] | 2,009 | 10.1007/978-3-642-02806-9_60 | IN: PROCEEDINGS OF HCI INTERNATIONAL | 2119556783 | [
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|||||
Technology support via telephone - to elderly and people with disability | 7,533,700 | There is a number of persons lacking basic knowledge about computers and other IT-related products and equipment. When facing problems there is a need to ask someone. A telephone support function could be a way to include people. | [
{
"first": "Lars",
"middle": [],
"last": "Johansson",
"suffix": ""
},
{
"first": "Claes",
"middle": [],
"last": "Tjäder",
"suffix": ""
}
] | 2,011 | 10.1007/978-3-642-21672-5_53 | HCI | 128624761 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:7533700 | null | null | null | null | null | [
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Metrics for comparing explicit representations of interconnected biological networks | 2,340,852 | One of the major goals in biomedical image processing is accurate segmentation of networks embedded in volumetric data sets. Biological networks are composed of a meshwork of thin filaments that span large volumes of tissue. Examples of these structures include neurons and microvasculature, which can take the form of both hierarchical trees and fully connected networks, depending on the imaging modality and resolution. Network function depends on both the geometric structure and connectivity. Therefore, there is considerable demand for algorithms that segment biological networks embedded in three-dimensional data. While a large number of tracking and segmentation algorithms have been published, most of these do not generalize well across data sets. One of the major reasons for the lack of general-purpose algorithms is the limited availability of metrics that can be used to quantitiatively compare their effectiveness against a pre-constructed ground-truth. In this paper, we propose a robust metric for measuring and visualizing the differences between network models. Our algorithm takes into account both geometry and connectivity to measure network similarity. These metrics are then mapped back onto an explicit model for visualization. | [
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{
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},
{
"first": "Jonothan",
"middle": [],
"last": "Taylor",
"suffix": ""
},
{
"first": "Badrinath",
"middle": [],
"last": "Roysam",
"suffix": ""
}
] | 2,011 | 10.1109/BioVis.2011.6094051 | 2011 IEEE Symposium on Biological Data Visualization (BioVis). | 2011 IEEE Symposium on Biological Data Visualization (BioVis). | 1995129909 | [
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Roadmap-based flocking for complex environments | 7,964,198 | Flocking behavior is very common in nature, and there have been ongoing research efforts to simulate such behavior in computer animations and robotics applications. Generally, such work considers behaviors that can be determined independently by each flock member solely by observing its local environment, e.g., the speed and direction of its neighboring flock members. Since flock members are not assumed to have global information about the environment, only very simple navigation and planning techniques have been considered for such flocks. In this paper, we investigate how the addition of global information in the form of a roadmap of the environment enables more sophisticated flocking behaviors. In particular, we study and propose new techniques for three distinct group behaviors: homing, exploring and shepherding. These behaviors exploit global knowledge of the environment and utilize knowledge gathered by all flock members. This knowledge is communicated by allowing individual flock members to dynamically update the shared roadmap to reflect (un)desirable routes or regions. We present experimental results showing how the judicious use of simple roadmaps of the environment enables more complex behaviors to be obtained at minimal cost. | [
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{
"first": "Jyh-Ming",
"middle": [],
"last": "Lien",
"suffix": ""
},
{
"first": "N.M.",
"middle": [],
"last": "Amato",
"suffix": ""
}
] | 2,002 | 10.1109/PCCGA.2002.1167844 | 10th Pacific Conference on Computer Graphics and Applications, 2002. Proceedings. | 10th Pacific Conference on Computer Graphics and Applications, 2002. Proceedings. | 2128203426 | [
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The road to San Antone | 7,968,965 | The Road to San Antone is a musical short that follows a hapless cowboy and his horse on their way to SIGGRAPH 2002. A combination of painted backgrounds and 3D animation, created with 3ds max and Maya, gives this animation the qualities of model photography with an old western theme. | [
{
"first": "Shane",
"middle": [],
"last": "McGee",
"suffix": ""
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MACCS: enabling communications for mobile workers within healthcare environments | 24,110,298 | As wireless communications systems become more ubiquitous, enterprise workers are becoming more and more mobile. Addressing mobility in the enterprise has recently become a pressing concern for many corporations. In particular, there is a growing component of mobile workers whose job tasks require them to be mobile within their local workspace. These workers sometimes do not have a desk or phone and frequently use their hands in performing required tasks; they typically referred to as "corridor cruisers" or "campus roamers". One class of workers that fall under this category is healthcare professionals (e.g. nurses). Communication enabling these workers usually involves an expensive proposition: equipping them with a mobile/wireless phone, PDA or a paging device. Our goal was to see if we could address the communications needs of healthcare workers by using a small, inexpensive, wearable, hands-free audio device (a wireless headset) along with a speech interface to an intelligent agent. In this paper we present the results of an industrial user study in a real world healthcare environment of our Mobile Access to Converged Communications System (MACCS) which empowers mobile workers with a hands-free voice interface to manage their communications. In addition we also discuss the design, implementation and deployment of MACCS. | [
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"last": "Seligmann",
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] |
|||||
Surface Shading in the Cuberille Environment | 14,727,798 | Computed tomography and the cuberiile model?an effort to better serve the medical profession and its patients. | [
{
"first": "Lih-shyang",
"middle": [],
"last": "Che",
"suffix": ""
},
{
"first": "Gabor",
"middle": [],
"last": "T.Herman",
"suffix": ""
},
{
"first": "R.",
"middle": [],
"last": "Reynolds",
"suffix": ""
},
{
"first": "Jayaram",
"middle": [],
"last": "Udupa",
"suffix": ""
}
] | 1,985 | 10.1109/MCG.1985.276275 | IEEE Computer Graphics and Applications | IEEE Computer Graphics and Applications | 2002945353 | [
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] | true | true | true | https://api.semanticscholar.org/CorpusID:14727798 | 0 | 0 | 0 | 1 | 0 | [
[
"medical profession",
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"Computed tomography",
"METHOD"
],
[
"cuberiile model",
"METHOD"
]
] |
||||
Hierarchical planning‐based crowd formation | 155,636,356 | [
{
"first": "Na",
"middle": [],
"last": "Liu",
"suffix": ""
},
{
"first": "Xingce",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Shaolong",
"middle": [],
"last": "Liu",
"suffix": ""
},
{
"first": "Zhongke",
"middle": [],
"last": "Wu",
"suffix": ""
},
{
"first": "Jiale",
"middle": [],
"last": "He",
"suffix": ""
},
{
"first": "Peng",
"middle": [],
"last": "Cheng",
"suffix": ""
},
{
"first": "Chunyan",
"middle": [],
"last": "Miao",
"suffix": ""
},
{
"first": "Nadia",
"middle": [
"Magnenat"
],
"last": "Thalmann",
"suffix": ""
}
] | 2,019 | 10.1002/cav.1875 | Journal of Visualization and Computer Animation | Journal of Visualization and Computer Animation | 2943016172 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:155636356 | null | null | null | null | null | [
[
"Hierarchical planning‐based crowd formation",
"METHOD"
]
] |
|||||
Phantasmagoria: composing interactive content for the humanaquarium | 27,084,991 | humanaquarium is a mobile performance space which draws upon the traditions of busking and street performance to engage audiences in collaborative, creative play.We describe how the conceptual and physical nature of the performance space affected the way we composed the audio/visual performance content in Phantasmagoria, an interactive art piece built for the humanaquarium environment. | [
{
"first": "Robyn",
"middle": [],
"last": "Taylor",
"suffix": ""
},
{
"first": "Guy",
"middle": [],
"last": "Schofield",
"suffix": ""
},
{
"first": "John",
"middle": [],
"last": "Shearer",
"suffix": ""
},
{
"first": "Pierre",
"middle": [],
"last": "Boulanger",
"suffix": ""
},
{
"first": "Jayne",
"middle": [],
"last": "Wallace",
"suffix": ""
},
{
"first": "Patrick",
"middle": [],
"last": "Olivier",
"suffix": ""
}
] | 2,010 | 10.1007/978-3-642-13544-6_28 | Smart Graphics | 1539944352 | [
"18908925"
] | [] | true | false | true | https://api.semanticscholar.org/CorpusID:27084991 | 0 | 0 | 0 | 1 | 0 | [
[
"street performance",
"APPLICATION"
],
[
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"DATA"
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"APPLICATION"
],
[
"creative play",
"APPLICATION"
],
[
"humanaqua",
"METHOD"
],
[
"interactive art piece",
"VISUALIZATION"
]
] |
|||||
Warp-guided object-space morphing | 37,146,754 | [
{
"first": "Eyal",
"middle": [],
"last": "Carmel",
"suffix": ""
},
{
"first": "Daniel",
"middle": [],
"last": "Cohen-Or",
"suffix": ""
}
] | 1,998 | 10.1007/s003710050118 | The Visual Computer | The Visual Computer | 2035459265 | [
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] | true | true | true | https://api.semanticscholar.org/CorpusID:37146754 | 0 | 0 | 0 | 1 | 0 | [
[
"Warp-guided object-space morphing",
"METHOD"
]
] |
|||||
The relationship between nursing students' attitudes towards learning and effects of self-learning system using kinect | 37,148,258 | The purpose of this study is to clarify the relationship between nursing students' attitudes towards learning and effects of Kinect self-learning system for skill acquisition. Five students received feedback after each performance from the Kinect self-learning system. The students' performance was evaluated before (pre-test) and after (post-test) using 21 checkpoints. In order to investigate the students' attitudes towards learning, a survey questionnaire was distributed before the study. Based on the score, each student's attitudes towards learning were identified as either "active" or "passive". The difference between the pre-test and post-test scores for each student was calculated. Pearson product-moment correlation coefficients were calculated of the difference in the number of learning characteristics. There was a strong negative correlation between learning characteristic (Passive learning attitude) and the difference of score (r=-.80 p=.11). From this study, it is recommended that the Kinect self-learning system is not effective for skill acquisition for students whose attitudes were passive. | [
{
"first": "Mitsuhiro",
"middle": [],
"last": "Nakamura",
"suffix": ""
},
{
"first": "Yasuko",
"middle": [],
"last": "Kitajima",
"suffix": ""
},
{
"first": "Jun",
"middle": [],
"last": "Ota",
"suffix": ""
},
{
"first": "Taiki",
"middle": [],
"last": "Ogata",
"suffix": ""
},
{
"first": "Zhifeng",
"middle": [],
"last": "Huang",
"suffix": ""
},
{
"first": "Ayanori",
"middle": [],
"last": "Nagata",
"suffix": ""
},
{
"first": "Kyoko",
"middle": [],
"last": "Aida",
"suffix": ""
},
{
"first": "Noriaki",
"middle": [],
"last": "Kuwahara",
"suffix": ""
},
{
"first": "Jukai",
"middle": [],
"last": "Maeda",
"suffix": ""
},
{
"first": "Masako",
"middle": [],
"last": "Kanai-Pak",
"suffix": ""
}
] | 2,013 | 10.1007/978-3-642-39182-8_13 | HCI | 110712398 | [] | [
"63751883"
] | false | true | false | https://api.semanticscholar.org/CorpusID:37148258 | null | null | null | null | null | [
[
"skill acquisition",
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"Kinect self-learning system",
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"Kinect self-learning system",
"METHOD"
],
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"checkpoint",
"DATA"
],
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"survey questionnaire",
"EVALUATION"
],
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"-test",
"EVALUATION"
],
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"post-test",
"EVALUATION"
],
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"Pearson product-moment correlation coefficients",
"METHOD"
],
[
"Passive learning attitude",
"METHOD"
],
[
"negative correlation",
"EVALUATION"
],
[
"skill acquisition",
"APPLICATION"
],
[
"Kinect self-learning system",
"METHOD"
]
] |
|||||
Social user agents for dynamic access to wireless networks | 513,530 | We present a dynamic and adaptive decision model for an autonomous user agent whose task is to dynamically negotiate and procure wireless access for a mobile user. A user is assumed to have cognitive and motivational costs associated to providing subjective preference information to the agent. Therefore the task of the personal agent is to dynamically model the user, update its knowledge of a market of wireless service providers and select service providers that satisfies the user’s expected preferences based on minimal, or missing, information that is derived from a simple user interface. In this paper we show how this user modeling problem can be represented as a Markov Decision Process. Adaptive reinforcement learning solutions are then evaluated for two subclasses of tractable MDPs via simulations of some representative user models. | [
{
"first": "Peyman",
"middle": [],
"last": "Faratin",
"suffix": ""
},
{
"first": "G.",
"middle": [],
"last": "Lee",
"suffix": ""
},
{
"first": "John",
"middle": [],
"last": "Wroclawski",
"suffix": ""
},
{
"first": "Simon",
"middle": [],
"last": "Parsons",
"suffix": ""
}
] | 2,003 | In Proceedings of AAAI Spring Symposium on Human Interaction with Autonomous Systems in Complex Environments | 2138819033 | [
"64158700",
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"representative user models",
"EVALUATION"
],
[
"Adaptive reinforcement learning solutions",
"METHOD"
]
] |
||||||
Usage of an Integrated Office Information System: Experiences from a Municipal Organization | 7,099,010 | A questionnaire on the usage of information technology and various application softwares was administered in three organizational units of a large municipality. 380 employees from several professional groups, e.g. architects, engineers, lawyers, clerical workers, draftspersons, etc., answered the questionnaire. The age of the respondents ranged from 21 to 62 years. 61% of the respondents were women and 39% were men. Office information systems equipped with telecommunication facilities had been adopted rather well in the large municipal organization of this study. Age was not a hindrance for the acceptance of these systems. However, the needs of the aging workforce should be considered more in the training and in the design of user interfaces for integrated office information systems. | [
{
"first": "Pentti",
"middle": [
"K."
],
"last": "Seppälä",
"suffix": ""
}
] | 1,997 | HCI (1) | 1499471977 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:7099010 | null | null | null | null | null | [
[
"question",
"EVALUATION"
],
[
"information technology",
"APPLICATION"
],
[
"lawyers",
"APPLICATION"
],
[
"draftspersons",
"APPLICATION"
],
[
"clerical workers",
"APPLICATION"
],
[
"engineers",
"APPLICATION"
],
[
"architect",
"APPLICATION"
],
[
"Office information systems",
"METHOD"
],
[
"telecommunication facilities",
"METHOD"
],
[
"integrated office information systems",
"APPLICATION"
],
[
"user interface",
"VISUALIZATION"
]
] |
||||||
Silicon Compilers for Graphics Hardware Design | 8,804,073 | Experiences with the realization of an object processor using a silicon compiler will be described. Object processors are parts of the object oriented display processor architecture PROOF (Pipeline for Rendering in an Object Oriented Framework; [9] and [8]). Placed in an object processor pipeline the object processors perform the scan conversion, the interpolation of the depth values and the normal vectors of the primitive objects of a scene to be rendered. The suitability of the silicon compiler GENESIL for the development of graphics hardware will be examined using the object processor as an example. | [
{
"first": "Oliver",
"middle": [],
"last": "Renz",
"suffix": ""
},
{
"first": "Alwin",
"middle": [],
"last": "Groene",
"suffix": ""
}
] | 1,991 | 10.2312/EGGH/EGGH91/020-033 | Advances in Computer Graphics Hardware | 1597142183 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:8804073 | null | null | null | null | null | [
[
"silicon compiler",
"METHOD"
],
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"object processor",
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],
[
"object oriented display processor architecture",
"METHOD"
],
[
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"METHOD"
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"scan conversion",
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[
"primitive objects",
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],
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],
[
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],
[
"graphics hardware",
"APPLICATION"
],
[
"silicon compiler GENESIL",
"METHOD"
],
[
"object processor",
"METHOD"
]
] |
|||||
Interactive Visualization Approaches to the Analysis of System Identification Data | 16,621,369 | We propose an interactive visualization approach to finding a mathematical model for a real world process, commonly known in the field of control theory as system identification. The use of interactive visualization techniques provides the modeller with instant visual feedback which facilitates the model validation process. When working interactively with such large data sets, as are common in system identification, methods to handle this data efficiently are required. We are developing approaches based on data streaming to meet this need. | [
{
"first": "J.",
"middle": [],
"last": "Johansson",
"suffix": ""
},
{
"first": "Patric",
"middle": [],
"last": "Ljung",
"suffix": ""
},
{
"first": "D.",
"middle": [],
"last": "Lindgren",
"suffix": ""
},
{
"first": "M.",
"middle": [],
"last": "Cooper",
"suffix": ""
}
] | 2,004 | 10.1109/INFVIS.2004.42 | IEEE Symposium on Information Visualization | IEEE Symposium on Information Visualization | [
"18986679",
"62258405",
"62202073",
"56542330"
] | [] | true | false | true | https://api.semanticscholar.org/CorpusID:16621369 | 0 | 0 | 0 | 1 | 0 | [
[
"control theory",
"APPLICATION"
],
[
"interactive visualization approach",
"VISUALIZATION"
],
[
"system identification",
"APPLICATION"
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[
"real world process",
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[
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],
[
"model validation process",
"APPLICATION"
],
[
"system identification",
"APPLICATION"
],
[
"data streaming",
"METHOD"
]
] |
|||||
Picture languages in machine understanding of medical visualization | 60,611,404 | This paper presents theoretical fundamentals and application of context-free and graph languages for cognitive analysis of selected medical visualization. It shows new opportunities for applying these methods automatic understanding of semantic contents of images in intelligent medical information systems. A successful extraction of the crucial semantic content of medical image may contribute considerably to the creation of new intelligent cognitive systems, or medical computer vision systems. Thanks to the new idea of cognitive resonance between a stream of the data extracted from the image using linguistic methods, and expectations following from the language representation of the medical knowledge, it is possible to understand the subject-oriented content of the visual data. This article shows that structural techniques of soft-computing may be applied in automatic classification and machine perception based on semantic pattern content in order to determine the semantic meaning of the patterns. | [
{
"first": "Marek",
"middle": [
"R."
],
"last": "Ogiela",
"suffix": ""
},
{
"first": "Ryszard",
"middle": [],
"last": "Tadeusiewicz",
"suffix": ""
}
] | 2,005 | Machine Graphics & Vision International Journal archive | 1520197779 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:60611404 | null | null | null | null | null | [
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"fundamental",
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"structural techniques",
"METHOD"
],
[
"automatic classification",
"APPLICATION"
],
[
"put",
"METHOD"
]
] |
||||||
Interactive visualization of protein dynamics | 16,429,846 | The study of time dependent characteristics of proteins is important for gaining insight into many biological processes. However, visualizing protein dynamics by animating atom trajectories does not provide satisfactory results. When the trajectory is sampled with large times steps, the impression of smooth motion will be destroyed due to the effects of temporal aliasing. Sampling with small time steps will result in the camouflage of interesting motions. In this case study, we discuss techniques for the interactive 3D visualization of the dynamics of the photoactive yellow protein. We use essential dynamics methods to filter out uninteresting atom motions from the larger concerted motions. In this way, clear and concise 3D animations of protein motions can be produced. In addition, we discuss various interactive techniques that allow exploration of the essential subspace of the protein. We discuss the merits of these techniques when applied to the analysis of the yellow protein. | [
{
"first": "H.",
"middle": [],
"last": "Huitema",
"suffix": ""
},
{
"first": "R.",
"middle": [],
"last": "Van Liere",
"suffix": ""
}
] | 2,000 | 10.1145/375213.375300 | Proceedings Visualization 2000. VIS 2000 (Cat. No.00CH37145) | Proceedings Visualization 2000. VIS 2000 (Cat. No.00CH37145) | [
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"essential subspace",
"DATA"
],
[
"yellow protein",
"DATA"
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] |
|||||
Data structures and the time complexity of ray tracing | 30,575,872 | The time complexity of ray tracing is a function of the data structures used for space division. Octree and hierarchical extents have been suggested as effective choices. In this paper, complexity parameters are suggested to characterize images and show that both octrees and hierarchies are appropriate choices if given most favorable images. Also, a unified technique is proposed and shown to be better than previous methods for all images. Octrees and hierarchies are particular cases of the new proposed algorithm. | [
{
"first": "Isaac",
"middle": [
"D."
],
"last": "Scherson",
"suffix": ""
},
{
"first": "Elisha",
"middle": [],
"last": "Caspary",
"suffix": ""
}
] | 2,005 | 10.1007/BF01952827 | The Visual Computer | The Visual Computer | 2033118565 | [
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] |
||||
Space-Time Visual Analytics of Eye-Tracking Data for Dynamic Stimuli | 2,897,847 | We introduce a visual analytics method to analyze eye movement data recorded for dynamic stimuli such as video or animated graphics. The focus lies on the analysis of data of several viewers to identify trends in the general viewing behavior, including time sequences of attentional synchrony and objects with strong attentional focus. By using a space-time cube visualization in combination with clustering, the dynamic stimuli and associated eye gazes can be analyzed in a static 3D representation. Shot-based, spatiotemporal clustering of the data generates potential areas of interest that can be filtered interactively. We also facilitate data drill-down: the gaze points are shown with density-based color mapping and individual scan paths as lines in the space-time cube. The analytical process is supported by multiple coordinated views that allow the user to focus on different aspects of spatial and temporal information in eye gaze data. Common eye-tracking visualization techniques are extended to incorporate the spatiotemporal characteristics of the data. For example, heat maps are extended to motion-compensated heat maps and trajectories of scan paths are included in the space-time visualization. Our visual analytics approach is assessed in a qualitative users study with expert users, which showed the usefulness of the approach and uncovered that the experts applied different analysis strategies supported by the system. | [
{
"first": "Kuno",
"middle": [],
"last": "Kurzhals",
"suffix": ""
},
{
"first": "Daniel",
"middle": [],
"last": "Weiskopf",
"suffix": ""
}
] | 2,013 | 10.1109/TVCG.2013.194 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 1999250125 | [
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] |
||||
A Taxonomy of Spatial Interaction Patterns and Techniques | 3,846,145 | This article presents a taxonomy of spatial interaction patterns and techniques and discusses specific examples. | [
{
"first": "Jason",
"middle": [],
"last": "Jerald",
"suffix": ""
}
] | 2,018 | 10.1109/MCG.2018.011461524 | IEEE Computer Graphics and Applications | IEEE Computer Graphics and Applications | 2791820393 | [
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||||
A multistage selective weighting method for improved microwave breast tomography. | 5,386,804 | Abstract Microwave tomography has shown potential to successfully reconstruct the dielectric properties of the human breast, thereby providing an alternative to other imaging modalities used in breast imaging applications. Considering the costly forward solution and complex iterative algorithms, computational complexity becomes a major bottleneck in practical applications of microwave tomography. In addition, the natural tendency of microwave inversion algorithms to reward high contrast breast tissue boundaries, such as the skin-adipose interface, usually leads to a very slow reconstruction of the internal tissue structure of human breast. This paper presents a multistage selective weighting method to improve the reconstruction quality of breast dielectric properties and minimize the computational cost of microwave breast tomography. In the proposed two stage approach, the skin layer is approximated using scaled microwave measurements in the first pass of the inversion algorithm; a numerical skin model is then constructed based on the estimated skin layer and the assumed dielectric properties of the skin tissue. In the second stage of the algorithm, the skin model is used as a priori information to reconstruct the internal tissue structure of the breast using a set of temporal scaling functions. The proposed method is evaluated on anatomically accurate MRI-derived breast phantoms and a comparison with the standard single-stage technique is presented. | [
{
"first": "Atif",
"middle": [],
"last": "Shahzad",
"suffix": ""
},
{
"first": "Martin",
"middle": [],
"last": "O'Halloran",
"suffix": ""
},
{
"first": "Edward",
"middle": [],
"last": "Jones",
"suffix": ""
},
{
"first": "Martin",
"middle": [],
"last": "Glavin",
"suffix": ""
}
] | 2,016 | 10.1016/j.compmedimag.2016.08.007 | Computerized medical imaging and graphics : the official journal of the Computerized Medical Imaging Society | Computerized medical imaging and graphics : the official journal of the Computerized Medical Imaging Society | 2511204262 | [] | [
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],
[
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],
[
"accurate MRI-derived breast phantoms",
"DATA"
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] |
||||
Didactic Models as Design Representations | 34,479,144 | The contribution focuses on the role of didactic knowledge when designing interactive e-learning environments. Several representational approaches for the preparation of domain content and learning support have been developed. However, for the context-sensitive design of interactive artifacts not only the representation of particular aspects of learning is essential, but rather the propagation of didactic knowledge to functional services and interaction facilities. Such an endeavor requires the explicit representation of relationships between structure and behavior elements. Model-driven design supports the distinctive representation of multiple perspectives while allowing the mutually tuned refinement of design elements. In this paper a model-based approach for self-organized e-learning is presented. It supports the design of learner-centered knowledge acquisition by specifying user roles and learning tasks. We discuss the required enrichments of traditional model-based design approaches, due to the consistent tuning of high-level design elements, and the coherent propagation of task and user information to interaction services. | [
{
"first": "Chris",
"middle": [],
"last": "Stary",
"suffix": ""
}
] | 2,009 | 10.1007/978-3-642-02583-9_26 | HCI | 177933254 | [] | [
"146114389"
] | false | true | false | https://api.semanticscholar.org/CorpusID:34479144 | null | null | null | null | null | [
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"didactic knowledge",
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"METHOD"
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[
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[
"functional services",
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],
[
"behavior elements",
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[
"interaction services",
"APPLICATION"
],
[
"model-based design approaches",
"METHOD"
],
[
"consistent",
"METHOD"
]
] |
|||||
Surface Reconstruction from High-density Point Cloud Based on Deformed Meshes | 124,683,852 | To improve the efficiency of surface reconstruction of scattered points,a method of surface reconstruction from high-density 3D scatter point cloud is proposed.This method first sets a uniform mesh and deforms each cell of the mesh by fitting the vertex of each cell to the nearest of the input points,then constructs triangles according to the pattern of the vertexes' state in each cell.It works fast with little memory.A case study is done to demonstrate the feasibility of this method. | [
{
"first": "LI",
"middle": [],
"last": "Jing-yan",
"suffix": ""
}
] | 2,011 | Journal of Engineering Graphics | 2356200721 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:124683852 | null | null | null | null | null | [
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"DATA"
],
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"me",
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],
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"triangle",
"DATA"
],
[
"case study",
"EVALUATION"
],
[
"input points",
"DATA"
],
[
"surface reconstruction",
"APPLICATION"
],
[
"high-density 3D scatter point cloud",
"DATA"
]
] |
||||||
Introduction to This Special issue on Exploratory Sequential Data Analysis | 205,572,223 | [
{
"first": "Penelope",
"middle": [
"M."
],
"last": "Sanderson",
"suffix": ""
},
{
"first": "Carolanne",
"middle": [],
"last": "Fisher",
"suffix": ""
}
] | 1,994 | 10.1080/07370024.1994.9667207 | Human-Computer Interaction | Human-Computer Interaction | [
"61173216",
"62637093",
"62471562",
"40992"
] | [] | true | false | true | https://api.semanticscholar.org/CorpusID:205572223 | 0 | 0 | 0 | 1 | 0 | [
[
"Exploratory Sequential Data Analysis",
"APPLICATION"
]
] |
||||||
Commentary: Interactivity as Cultural | 205,572,453 | [
{
"first": "Paul",
"middle": [],
"last": "Dourish",
"suffix": ""
}
] | 2,017 | 10.1080/07370024.2016.1257388 | Human–Computer Interaction | 2550976624 | [
"5176097"
] | [] | true | false | true | https://api.semanticscholar.org/CorpusID:205572453 | 0 | 0 | 0 | 1 | 0 | [] |
||||||
Analytical Modeling Methods | 61,747,268 | Analytical modeling complements traditional evaluation techniques like usability testing. Given some representation or model of the interface or the user, these methods enable the evaluator to inexpensively predict usability. A wide range of modeling techniques have been developed for non-web interfaces, and they support different types of analyses as discussed in [Ivory, 2001; Ivory and Hearst, 2001]. We are not aware of analytical modeling approaches that have been developed for use in the web site evaluation domain. | [
{
"first": "Melody",
"middle": [
"Y."
],
"last": "Ivory",
"suffix": ""
}
] | 2,003 | 10.1007/978-94-017-0375-8_6 | Human-Computer Interaction Series | Human-Computer Interaction Series | 2204652308 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:61747268 | null | null | null | null | null | [
[
"usability testing",
"METHOD"
],
[
"traditional evaluation techniques",
"METHOD"
],
[
"Analytical modeling",
"METHOD"
],
[
"non-web interfaces",
"APPLICATION"
],
[
"modeling techniques",
"METHOD"
],
[
"web site evaluation domain",
"APPLICATION"
],
[
"analytical modeling approaches",
"METHOD"
]
] |
||||
MD display: An interactive graphics program for visualization of molecular dynamics trajectories | 44,976,540 | Abstract MD Display was developed as a means of visualizing molecular dynamic trajectories generated by Amber.1 The program runs on Silicon Graphics workstations, and features a simple user interface, and convenient display and analysis options. The program has now been extended to accept input from several other molecular dynamics programs. | [
{
"first": "Timothy",
"middle": [
"J."
],
"last": "Callahan",
"suffix": ""
},
{
"first": "Eric",
"middle": [],
"last": "Swanson",
"suffix": ""
},
{
"first": "Terry",
"middle": [
"P."
],
"last": "Lybrand",
"suffix": ""
}
] | 1,996 | 10.1016/0263-7855(95)00088-7 | Journal of molecular graphics | Journal of molecular graphics | 1965462237 | [] | [
"6350366",
"18511427",
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"13030587"
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],
[
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"DATA"
],
[
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] |
||||
Computer Simulation and Generation of Moving Sand Pictures | 51,615,292 | Moving sand pictures are interesting devices that can be used to generate an infinite number of unique scenes when repeatedly being flipped over. However, little work has been done on attempting to simulate the process of picture formulation. In this paper, we present an approach capable of generating images in the style of moving sand pictures. Our system defines moving sand pictures in a few steps, such as initialization, segmentation and physical simulation, so that a variety of moving sand pictures including mountain ridges, desert, clouds and even regular patterns can be generated by either automatic or semi-automatic via interaction during initialization and segmentation. Potential applications of our approach range from advertisements, posters, post cards, packaging, to digital arts. | [
{
"first": "Mohan",
"middle": [],
"last": "Zhang",
"suffix": ""
},
{
"first": "Hongwei",
"middle": [],
"last": "Lin",
"suffix": ""
},
{
"first": "Kang",
"middle": [],
"last": "Zhang",
"suffix": ""
},
{
"first": "Jinhui",
"middle": [],
"last": "Yu",
"suffix": ""
}
] | 2,018 | 10.1109/TVCG.2017.2779799 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 2773677340 | [
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"85527083",
"85527083"
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"DATA"
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"DATA"
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"post cards",
"APPLICATION"
],
[
"packaging",
"APPLICATION"
],
[
"digital arts",
"APPLICATION"
],
[
"posters",
"APPLICATION"
],
[
"advertisements",
"APPLICATION"
]
] |
||||
Experimental investigation of misuse and disuse in using automation system | 42,725,143 | In this study, we experimentally investigated human use of automation systems and the selection strategies of such usage. We used two different types of tracking tasks. As a result, we found that the participants neither tended to misuse nor disuse the automation system. Also, we confirmed that they tended to select to use the automation system depending on their manual performance rather than the system performance. Moreover, we found that there is a relationship between the tendency to use the automation system and the selection strategy. | [
{
"first": "Akihiro",
"middle": [],
"last": "Maehigashi",
"suffix": ""
},
{
"first": "Kazuhisa",
"middle": [],
"last": "Miwa",
"suffix": ""
},
{
"first": "Hitoshi",
"middle": [],
"last": "Terai",
"suffix": ""
},
{
"first": "Kazuaki",
"middle": [],
"last": "Kojima",
"suffix": ""
},
{
"first": "Junya",
"middle": [],
"last": "Morita",
"suffix": ""
},
{
"first": "Yugo",
"middle": [],
"last": "Hayashi",
"suffix": ""
}
] | 2,011 | 10.1007/978-3-642-21619-0_48 | HCI | 207750936 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:42725143 | null | null | null | null | null | [
[
"automation systems",
"METHOD"
],
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"selection strategie",
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],
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"manual performance",
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],
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"selection strategy",
"APPLICATION"
],
[
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] |
|||||
The alternate reality kit: an example of the tension between liberalism and magic | 59,667,227 | [
{
"first": "Ronald",
"middle": [
"Bruce"
],
"last": "Smith",
"suffix": ""
}
] | 1,987 | IEEE Computer Graphics and Applications | 5278261 | [] | [
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"34869137"
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[
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|||||||
A neurobehavioural framework for autonomous animation of virtual human faces | 207,219,341 | We describe a neurobehavioural modeling and visual computing framework for the integration of realistic interactive computer graphics with neural systems modelling, allowing real-time autonomous facial animation and interactive visualization of the underlying neural network models. The system has been designed to integrate and interconnect a wide range of computational neuroscience models to construct embodied interactive psychobiological models of behaviour. An example application of the framework combines models of the facial motor system, physiologically based emotional systems, and basic neural systems involved in early interactive behaviour and learning and embodies them in a virtual infant rendered with realistic computer graphics. The model reacts in real time to visual and auditory input and its own evolving internal processes as a dynamic system. The live state of the model which generates the resulting facial behaviour can be visualized through graphs and schematics or by exploring the activity mapped to the underlying neuroanatomy. | [
{
"first": "Mark",
"middle": [],
"last": "Sagar",
"suffix": ""
},
{
"first": "David",
"middle": [],
"last": "Bullivant",
"suffix": ""
},
{
"first": "Paul",
"middle": [],
"last": "Robertson",
"suffix": ""
},
{
"first": "Oleg",
"middle": [],
"last": "Efimov",
"suffix": ""
},
{
"first": "Khurram",
"middle": [],
"last": "Jawed",
"suffix": ""
},
{
"first": "Ratheesh",
"middle": [],
"last": "Kalarot",
"suffix": ""
},
{
"first": "Tim",
"middle": [],
"last": "Wu",
"suffix": ""
}
] | 2,014 | 10.1145/2668956.2668960 | SIGGRAPH ASIA Autonomous Virtual Humans and Social Robot for Telepresence | 2033992952 | [] | [
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],
[
"graph",
"VISUALIZATION"
],
[
"facial behaviour",
"DATA"
],
[
"schematics",
"VISUALIZATION"
]
] |
|||||
Conversion of 2D drawings to 3D partsConversion of 2D drawings to 3D parts | 60,560,650 | [
{
"first": "V.",
"middle": [],
"last": "Nenorta",
"suffix": ""
},
{
"first": "N.",
"middle": [],
"last": "Puodziuniene",
"suffix": ""
},
{
"first": "Robertas",
"middle": [],
"last": "Kersys",
"suffix": ""
}
] | 2,004 | Journal Biuletyn of Polish Society for Geometry and Engineering Graphics | 978541205 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:60560650 | null | null | null | null | null | [
[
"2D drawings",
"DATA"
],
[
"3D parts",
"DATA"
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] |
|||||||
Evaluating an Education Department Portal: A Case Study | 44,823,756 | We performed a series of usability studies to evaluate an education department portal for New York State Education Department (NYSED) (www.nysed.gov) in order to measure the quality of a user’s experience when interacting with specific sections of this Web site. This study is composed of two phases: 1. heuristic evaluation and cognitive walkthrough were carried out to evaluate 25 web pages of the site; and 2. a user testing was performed to evaluate three components of the site that have been redesigned based on the findings and recommendations from the Phase 1. The results will assist NYSED in identifying opportunities for improving customer service and enhancing the website. | [
{
"first": "Xiaojun",
"middle": [],
"last": "Yuan",
"suffix": ""
},
{
"first": "Huahai",
"middle": [],
"last": "Yang",
"suffix": ""
},
{
"first": "Kathleen",
"middle": [],
"last": "Moorhead",
"suffix": ""
},
{
"first": "Kathleen",
"middle": [],
"last": "DeMers",
"suffix": ""
}
] | 2,015 | 10.1007/978-3-319-20889-3_23 | HCI | 1455088367 | [] | [
"213177120"
] | false | true | false | https://api.semanticscholar.org/CorpusID:44823756 | null | null | null | null | null | [
[
"usability studies",
"EVALUATION"
],
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"APPLICATION"
],
[
"heuristic evaluation",
"EVALUATION"
],
[
"cognitive walkthrough",
"EVALUATION"
],
[
"user testing",
"EVALUATION"
],
[
"customer service",
"APPLICATION"
]
] |
|||||
Activation of motivational component related to training process in geometric and graphic disciplines | 61,446,816 | [
{
"first": "",
"middle": [],
"last": "Ремонтова",
"suffix": ""
},
{
"first": "Lyudmila",
"middle": [],
"last": "Remontova",
"suffix": ""
},
{
"first": "",
"middle": [],
"last": "Юдина",
"suffix": ""
},
{
"first": "Elena",
"middle": [],
"last": "Yudina",
"suffix": ""
},
{
"first": "",
"middle": [],
"last": "Привалов",
"suffix": ""
},
{
"first": "Ilya",
"middle": [],
"last": "Privalov",
"suffix": ""
}
] | 2,013 | 10.12737/787 | Geometry & Graphics | 2330746977 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:61446816 | null | null | null | null | null | [
[
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],
[
"motivational component",
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],
[
"training process",
"APPLICATION"
]
] |
||||||
Scene Lighting and Cameras | 213,645,673 | [
{
"first": "John M.",
"middle": [],
"last": "Blain",
"suffix": ""
}
] | 2,019 | 10.1201/9780429196522-15 | The Complete Guide to Blender Graphics | The Complete Guide to Blender Graphics | 3000738064 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:213645673 | null | null | null | null | null | [
[
"Scene Lighting",
"APPLICATION"
]
] |
|||||
Street-side city modeling from ground-level imagery and a digital map | 408,218 | With the development of massive ground-level imagery gathering methods, image based automatic reconstruction studies for 3D city models are increasing. While novel approaches have led to dramatically improved quality of the resulting 3D city model, some limitations still exist. | [
{
"first": "Hyungki",
"middle": [],
"last": "Kim",
"suffix": ""
},
{
"first": "Soonhung",
"middle": [],
"last": "Han",
"suffix": ""
}
] | 2,013 | 10.1145/2503385.2503480 | SIGGRAPH '13 | 2041776054 | [
"17339582"
] | [] | true | false | true | https://api.semanticscholar.org/CorpusID:408218 | 0 | 0 | 0 | 1 | 0 | [
[
"ground-level imagery gathering methods",
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"image based automatic reconstruction studies",
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"3D city models",
"APPLICATION"
],
[
"3D city model",
"DATA"
]
] |
|||||
Dialog Behaviors across Culture and Group Size | 18,514,559 | This study analyzes joint interaction behaviors of two-person and four-person standing conversations from three different cultures, American, Arab, and Mexican. To determine whether people use joint interaction behaviors differently in multiparty versus dyadic conversation, and how differences in culture affect this relationship, we examine differences in proxemics, speaker and listener gaze behaviors, and overlap and pause at turn transitions. Our analysis suggests that proxemics, gaze, and mutual gaze to coordinate turns change with group size and with culture. However, these changes do not always agree with predictions from the research literature. These unanticipated outcomes demonstrate the importance of collecting and analyzing joint interaction behaviors. | [
{
"first": "David",
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"last": "Herrera",
"suffix": ""
},
{
"first": "David",
"middle": [
"G."
],
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"suffix": ""
},
{
"first": "Dusan",
"middle": [],
"last": "Jan",
"suffix": ""
},
{
"first": "David",
"middle": [],
"last": "Traum",
"suffix": ""
}
] | 2,011 | 10.1007/978-3-642-21663-3_48 | HCI | 73621851 | [
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] |
|||||
Theory, Design and Evaluation – (Don’t Just) Pick any Two | 59,688,347 | [
{
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"middle": [
"R."
],
"last": "Prestopnik",
"suffix": ""
}
] | 2,010 | 10.17705/1thci.00021 | AIS Transactions on Human-Computer Interaction | AIS Transactions on Human-Computer Interaction | 122420476 | [
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Motion Control for Social Behaviors | 42,651,429 | Creating social robots that can interact with humans autonomously is a growing and promising field of research. Indeed, there has been a significant increase in the number of platforms and applications for social robots. However, robots are not yet able to interact with humans in a natural and believable way. This is especially true for physically realistic robot that can be affected by the Uncanny Valley. This chapter is looking at motion control for a physically realistic robot named Nadine. Robot controllers for such robot need to produce behaviours that match the physical realism of the robot. This chapter describes a robot controller that allows such a robot to fully use the same modalities as humans during interaction. These include speech, facial and bodily expressions. | [
{
"first": "Aryel",
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{
"first": "Zhang",
"middle": [],
"last": "Zhijun",
"suffix": ""
},
{
"first": "Nadia",
"middle": [],
"last": "Magnenat-Thalmann",
"suffix": ""
}
] | 2,016 | 10.1007/978-3-319-19947-4_11 | Context Aware Human-Robot and Human-Agent Interaction | 2227159443 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:42651429 | null | null | null | null | null | [
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|||||
Interactive and flexible motion transition | 205,543,502 | [
{
"first": "Jen-Yu",
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"last": "Peng",
"suffix": ""
},
{
"first": "I-Chen",
"middle": [],
"last": "Lin",
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},
{
"first": "Jui-Hsiang",
"middle": [],
"last": "Chao",
"suffix": ""
},
{
"first": "Yan-Ju",
"middle": [],
"last": "Chen",
"suffix": ""
},
{
"first": "Gwo-Hao",
"middle": [],
"last": "Juang",
"suffix": ""
}
] | 2,007 | 10.1002/cav.208 | Journal of Visualization and Computer Animation | Journal of Visualization and Computer Animation | [
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Assessing Online Learning Ability From a Social Exchange Perspective: A Survey of Virtual Teams Within Business Organizations | 22,434,912 | Drawing on social exchange theory, this study proposes a model by postulating critical antecedents and mediators as the key drivers of online learning ability. In the model, online learning ability is affected indirectly by trust via 3 mediators simultaneously, including team commitment, task conflict, and relationship conflict, whereas trust is impacted directly by expressiveness interdependence, outcome interdependence, and task interdependence. Empirical testing of this model, by investigating the personnel of virtual teams from information technology organizations, confirms the applicability of social exchange theory in understanding online learning ability. This study contributes to the virtual team learning literature by extending social exchange theory to the rarely explored area of online learning ability of organizational teams and validating idiosyncratic drivers of online learning ability. Last, this article provides managerial implications and limitations of the research. | [
{
"first": "Chieh-Peng",
"middle": [],
"last": "Lin",
"suffix": ""
},
{
"first": "Chou-Kang",
"middle": [],
"last": "Chiu",
"suffix": ""
},
{
"first": "Sheng-Wuu",
"middle": [],
"last": "Joe",
"suffix": ""
},
{
"first": "Yuan-Hui",
"middle": [],
"last": "Tsai",
"suffix": ""
}
] | 2,010 | 10.1080/10447318.2010.496336 | International Journal of Human–Computer Interaction | 1992180474 | [
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|||||
Flows on surfaces of arbitrary topology | 14,589,545 | In this paper we introduce a method to simulate fluid flows on smooth surfaces of arbitrary topology: an effect never seen before. We achieve this by combining a two-dimensional stable fluid solver with an atlas of parametrizations of a Catmull-Clark surface. The contributions of this paper are: (i) an extension of the Stable Fluids solver to arbitrary curvilinear coordinates, (ii) an elegant method to handle cross-patch boundary conditions and (iii) a set of new external forces custom tailored for surface flows. Our techniques can also be generalized to handle other types of processes on surfaces modeled by partial differential equations, such as reaction-diffusion. Some of our simulations allow a user to interactively place densities and apply forces to the surface, then watch their effects in real-time. We have also computed higher resolution animations of surface flows off-line. | [
{
"first": "Jos",
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"last": "Stam",
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|||||
Scalable WIM: Effective Exploration in Large-scale Astrophysical Environments | 14,853,703 | Navigating through large-scale virtual environments such as simulations of the astrophysical Universe is difficult. The huge spatial range of astronomical models and the dominance of empty space make it hard for users to travel across cosmological scales effectively, and the problem of wayfinding further impedes the user's ability to acquire reliable spatial knowledge of astronomical contexts. We introduce a new technique called the scalable world-in-miniature (WIM) map as a unifying interface to facilitate travel and wayfinding in a virtual environment spanning gigantic spatial scales: power-law spatial seating enables rapid and accurate transitions among widely separated regions; logarithmically mapped miniature spaces offer a global overview mode when the full context is too large; 3D landmarks represented in the WIM are enhanced by scale, positional, and directional cues to augment spatial context awareness; a series of navigation models are incorporated into the scalable WIM to improve the performance of travel tasks posed by the unique characteristics of virtual cosmic exploration. The scalable WIM user interface supports an improved physical navigation experience and assists pragmatic cognitive understanding of a visualization context that incorporates the features of large-scale astronomy | [
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},
{
"first": "A.J.",
"middle": [],
"last": "Hanson",
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}
] | 2,006 | 10.1109/TVCG.2006.176 | IEEE Transactions on Visualization and Computer Graphics | IEEE Transactions on Visualization and Computer Graphics | 2147394532 | [
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] |
||||
“Phantom Friend” or “Just a Box with Information”: Personification and Ontological Categorization of Smart Speaker-based Voice Assistants by Older Adults | 207,938,557 | As voice-based conversational agents such as Amazon Alexa and Google Assistant move into our homes, researchers have studied the corresponding privacy implications, embeddedness in these complex social environments, and use by specific user groups. Yet it is unknown how users categorize these devices: are they thought of as just another object, like a toaster? As a social companion? Though past work hints to human-like attributes that are ported onto these devices, the anthropomorphization of voice assistants has not been studied in depth. Through a study deploying Amazon Echo Dot Devices in the homes of older adults, we provide a preliminary assessment of how individuals 1) perceive having social interactions with the voice agent, and 2) ontologically categorize the voice assistants. Our discussion contributes to an understanding of how well-developed theories of anthropomorphism apply to voice assistants, such as how the socioemotional context of the user (e.g., loneliness) drives increased anthropomorphism. We conclude with recommendations for designing voice assistants with the ontological category in mind, as well as implications for the design of technologies for social companionship for older adults. | [
{
"first": "Alisha",
"middle": [],
"last": "Pradhan",
"suffix": ""
},
{
"first": "Leah",
"middle": [],
"last": "Findlater",
"suffix": ""
},
{
"first": "Amanda",
"middle": [],
"last": "Lazar",
"suffix": ""
}
] | 2,019 | 10.1145/3359316 | Proceedings of the ACM on Human-Computer Interaction | 2986945579 | [
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