When deployed on mobile devices, virtual agents have the potential to deliver advice regarding medical conditions, as well as provide a ubiquitous channel for health education and behavior change for a variety of chro...
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ISBN:
(纸本)9781450360135
When deployed on mobile devices, virtual agents have the potential to deliver advice regarding medical conditions, as well as provide a ubiquitous channel for health education and behavior change for a variety of chronic health conditions. We describe design guidelines for mobile agent dialogues to support chronic disease management, a general-purpose smartphone-based architecture for a conversational virtual agent that simulates face-to-face health counseling conversations with patients, and an initial agent implementation that provides counseling to patients with the chronic heart condition atrial fibrillation in conjunction with a mobile heart rhythm monitor that is attached to the back of the phone. Preliminary results from a randomized trial with 120 patients with atrial fibrillation indicate that the agent results in significant improvements in self-reported quality of life relative to a standard of care control group.
Many techniques have been proposed for navigation using head-mounted-displays (HMDs) in virtual reality (VR). A walking-inplace (WIP) interface for virtual locomotion provides a high presence and an immersive experien...
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ISBN:
(纸本)9781538675922
Many techniques have been proposed for navigation using head-mounted-displays (HMDs) in virtual reality (VR). A walking-inplace (WIP) interface for virtual locomotion provides a high presence and an immersive experience in a virtual environment (VE). However, most of the WIP techniques can only navigate users in the direction of their gaze. Other WIP methods considering virtual locomotion direction have complex configurations or are only feasible when the tracking spaces are not limited. This paper proposes a WIP interface independent of gaze direction based on the data analysis of waist-mounted inertial sensors. Our method can navigate in the locomotion direction by calculating the orientation of the pelvis. We experimentally compared two WIP methods using a navigation task that required participants to periodically observe the surrounding VE: (1) Conventional WIP (gaze-based direction) (2) Proposed WIP (pelvis-based direction). While there was no difference in learnability or cybersickness between the two methods, the proposed method had shorter task time and higher efficiency.
Getting the overall picture of how a large number of ego-networks evolve is a common yet challenging task. Existing techniques often require analysts to inspect the evolution patterns of ego-networks one after another...
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ISBN:
(纸本)9781538668610
Getting the overall picture of how a large number of ego-networks evolve is a common yet challenging task. Existing techniques often require analysts to inspect the evolution patterns of ego-networks one after another. In this study, we explore an approach that allows analysts to interactively create spatial layouts in which each dot is a dynamic ego-network. These spatial layouts provide overviews of the evolution patterns of ego-networks, thereby revealing different global patterns such as trends, clusters and outliers in evolution patterns. To let analysts interactively construct interpretable spatial layouts, we propose a data transformation pipeline, with which analysts can adjust the spatial layouts and convert dynamic ego-networks into event sequences to aid interpretations of the spatial positions. Based on this transformation pipeline, we develop Segue, a visual analysis system that supports thorough exploration of the evolution patterns of ego-networks. Through two usage scenarios, we demonstrate how analysts can gain insights into the overall evolution patterns of a large collection of ego-networks by interactively creating different spatial layouts.
Recent work for visualizing big graphs uses a proxy graph approach: the original graph is replaced by a proxy graph, which is much smaller than the original graph. The challenge for the proxy graph approach is to ensu...
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ISBN:
(纸本)9781538614242
Recent work for visualizing big graphs uses a proxy graph approach: the original graph is replaced by a proxy graph, which is much smaller than the original graph. The challenge for the proxy graph approach is to ensure that the proxy graph is a good representation of the original graph. However, previous work to compute proxy graphs using graph sampling techniques often fails to preserve connectivity and important global skeletal structure in the original graph. This paper introduces two new families of proxy graph methods BCP-W and BCP-E, tightly integrating graph sampling methods with the BC (Block Cut-vertex) tree, which represents the decomposition of a graph into biconnected components. Experimental results using graph sampling quality metrics show that our new BC tree-based proxy graph methods produce significantly better results than existing sampling-based proxy graph methods: 25% improvement by BCP-W and 15% by BCP-E on average. We also present DBCP, a BC tree-based proxy graph method for distributed environment. Experiments on the Amazon Cloud EC2 demonstrate that DBCP is scalable for big graph data sets;runtime speed-up of 77% for distributed 5-server on average. Visual comparison using a graph layout method and the proxy quality metrics confirm that our new BC tree-based proxy graph methods are significantly better than existing sampling-based proxy graph method. Our main results lead to guidelines for computing sampling-based proxy graphs for visualization of big graphs.
Sensor pose estimation is an essential technology for various applications. For instance, it can be used not only to display immersive contents according user movements in Virtual Reality (VR) and but also to superimp...
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ISBN:
(纸本)9781538633656
Sensor pose estimation is an essential technology for various applications. For instance, it can be used not only to display immersive contents according user movements in Virtual Reality (VR) and but also to superimpose computer-generated objects onto images from a camera in Augmented Reality (AR). As a technical term definition, camera localization with respect to a pre-created map database is specifically referred to as image based localization, memory based localization, or camera relocalization.
Underwater immersive virtual reality (VR) environments can reproduce unique VR experiences such as swimming in the sea with beautiful coral reefs and a cage surrounded by sharks. Underwater VR poses new technical chal...
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ISBN:
(纸本)9781538633656
Underwater immersive virtual reality (VR) environments can reproduce unique VR experiences such as swimming in the sea with beautiful coral reefs and a cage surrounded by sharks. Underwater VR poses new technical challenges to creating user interactions because water and the surround-screen make existing methods for realizing user interaction irrelevant. In this research, we present a potential water flow measurement technology aimed at accessing human-computer interaction in underwater VR. Flow measurement can be realized by using tracer particles that are scattered in fluids. However, existing tracer particles are not suitable for underwater immersive VR because the particles stop users from viewing the content on the screen. Therefore, we propose transparent tracer particles that become invisible in water and polarization-based technologies that enable cameras to track the movement of particles. This technology enables virtual objects in VR to react with the actual movement of water and haptic feedback by creating water flow in the swimming pool. These additions would enhance the illusion of immersion in underwater VR.
Taking advantage of motion capture and display technologies, a method giving a user the ability to control the dance motions of a virtual partner in an immersive setup was developed and is presented in this paper. The...
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ISBN:
(纸本)9781538633656
Taking advantage of motion capture and display technologies, a method giving a user the ability to control the dance motions of a virtual partner in an immersive setup was developed and is presented in this paper. The method utilizes a dance motion dataset containing the motion of both dancers (leader and partner). A hidden Markov model (HMM) was used to learn the structure of the dance motions. The HMM was trained on the motion of a chosen dancer (leader or partner), and during runtime, the system predicts the progress of the chosen dance motion, which corresponds to the progress of the user's motion. The regular structure of the HMM was extended by utilizing a jump state transition, allowing the user to improvise dance motions during the runtime. Since the jump state addition increases the model's complexity, an effort was made to optimize the prediction process to ensure runtime efficiency. A few corrective steps were also implemented to ensure the partner character's motions appear natural. A user study was conducted to understand the naturalness of the synthesized motion as well as the control that the user has on the partner character's synthesized motion.
In this research demo, we show different examples for the integration of multisensory cues to enhance user engagement and trigger emotional responses in immersive environments. Our primary focus is to use this modular...
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ISBN:
(纸本)9781538633656
In this research demo, we show different examples for the integration of multisensory cues to enhance user engagement and trigger emotional responses in immersive environments. Our primary focus is to use this modular-designed system for the supportive treatment of different anxiety disorders.
Evaluative practices within vis research are not routinely compared to those of psychology, sociology, or other areas of empirical study, leaving vis vulnerable to the replicability crisis that has embroiled scientifi...
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ISBN:
(纸本)9781538668849
Evaluative practices within vis research are not routinely compared to those of psychology, sociology, or other areas of empirical study, leaving vis vulnerable to the replicability crisis that has embroiled scientific research more generally. In this position paper, we compare contemporary vis evaluative practices against those in those other disciplines, and make concrete recommendations as to how vis evaluative practice can be improved through the use of quantitative, qualitative, and mixed research methods. We summarize our discussion and recommendations as a checklist, that we intend to be used a resource for vis researchers conducting evaluative studies, and for reviewers evaluating the merits of such studies.
We present a taxonomy-driven approach to requirements specification in a large-scale project setting, drawing on our work to develop visualization dashboards for improving the quality of healthcare. Our aim is to over...
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ISBN:
(纸本)9781538668849
We present a taxonomy-driven approach to requirements specification in a large-scale project setting, drawing on our work to develop visualization dashboards for improving the quality of healthcare. Our aim is to overcome some of the limitations of the qualitative methods that are typically used for requirements analysis. When applied alone, methods like interviews fall short in identifying the full set of functionalities that a visualization system should support. We present a five-stage pipeline to structure user task elicitation and analysis around well-established taxonomic dimensions, and make the following contributions: (i) criteria for selecting dimensions from the large body of task taxonomies in the literature,, (ii) use of three particular dimensions (granularity, type cardinality and target) to create materials for a requirements analysis workshop with domain experts, (iii) a method for characterizing the task space that was produced by the experts in the workshop, (iv) a decision tree that partitions that space and maps it to visualization design alternatives, and (v) validating our approach by testing the decision tree against new tasks that collected through interviews with further domain experts.
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