When visually representing a rooted tree, a hierarchical drawing, a type of monotone drawing, is often used. In a layout where nodes with the same level are arranged on a horizontal straight line, the resulting shape ...
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ISBN:
(纸本)9798350393811;9798350393804
When visually representing a rooted tree, a hierarchical drawing, a type of monotone drawing, is often used. In a layout where nodes with the same level are arranged on a horizontal straight line, the resulting shape often appears stretched horizontally. Depending on the aspect ratio of a rectangular drawing area, this can result in significant wasted space. This study presents a layout method developed to address this problem. The method maintains a monotone drawing but relaxes the criteria for arranging nodes with the same level on a horizontal straight line. Leaves with the same parent may be arranged on a folded line instead of a horizontal straight line;we call this a monotone local folding layout. Area adaptivity is introduced as a measure of spatial efficiency for a given drawing area, and the area adaptivity of the monotone local folding layout is investigated using 2500 randomly generated rooted trees as experimental data. This study also examines how area adaptivity is affected when the aspect ratio of the drawing area is changed. The experiments show that for rooted trees with many sibling leaves, the area adaptivity of the monotone local folding layout is good and is not affected by changes in the aspect ratio of the drawing area. As a result, the monotone local folding layout is an effective layout technique for rooted trees representing computer networks consisting of switches and many terminals.
The shape-based metrics evaluate a drawing D of a large and complex graph G, by computing the similarity between G and a proximity graph S computed from D. However, existing metrics using planar proximity graphs, such...
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ISBN:
(纸本)9798350393811;9798350393804
The shape-based metrics evaluate a drawing D of a large and complex graph G, by computing the similarity between G and a proximity graph S computed from D. However, existing metrics using planar proximity graphs, such as the Gabriel proximity graph with at most 3n- 8 edges, fail to accurately evaluate drawings of complex dense graphs with Theta(n(2)) edges. This paper presents new shape-based faithfulness metrics using the beta-skeleton proximity graph, which represent the skeleton shape of a set of points in the plane with up to Theta(n(2)) edges. Specifically, we leverage the effectiveness of the beta-skeleton as a shape-based metric, and provide guidelines on the parameter beta for various graph classes. Extensive experiments demonstrate that our new beta-skeleton shape-based metrics can more accurately measure the faithfulness of drawings of large dense graphs, with a significant improvement of over 67% on average, than the existing Gabriel graph shape-based metrics.
Animated hand-drawing sketches are a common way to communicate concepts and information. Sketches are also used to query charts, interact with visualizations, or express rough designs. However, there is little work in...
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ISBN:
(纸本)9798350393811;9798350393804
Animated hand-drawing sketches are a common way to communicate concepts and information. Sketches are also used to query charts, interact with visualizations, or express rough designs. However, there is little work investigating how people manually create visualization sketches and whether animated sketches can help users understand charts. We first conduct a user study that collects the sketching processes of people with visualization knowledge and then summarize the patterns in the sketch order. Based on the sketch patterns, we conduct a between-subject study to evaluate whether animated sketches can improve users' performance of visualization tasks. We discuss the results of the user study and future work on evaluating the effectiveness of animated sketches.
In recent years eXtended Reality (XR) technologies have matured and have become affordable, yet creating XR experiences for training and learning in many cases is still a time-consuming and costly process, hindering w...
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ISBN:
(纸本)9798350348392
In recent years eXtended Reality (XR) technologies have matured and have become affordable, yet creating XR experiences for training and learning in many cases is still a time-consuming and costly process, hindering widespread adoption. One factor driving effort is that content and features commonly required by many applications get re-implemented for each experience, instead of sharing and reusing these resources by means of a common platform. In this paper we present two XR experiences in the context of informal learning and first responder training along with the shared platform they have been created with and the creation process. Furthermore, we have technically evaluated relevant parts of the platform for feasibility of use with experience requirements and confirmed applicability. Finally, we present an informal expert evaluation of the content creation process's user experience for the informal learning experience along with guidelines derived from the findings.
Interaction with semi-autonomous multi-robot systems requires the integration of technical, task-related, and user-oriented details. While basic design principles for user interfaces already exist, they are not yet ta...
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Tomato presence is a term coined by Owlchemy Labs to refer to the observation that players of their game Job Simulator can experience 'hand presence' over an object that is not their hand. When playing the gam...
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ISBN:
(纸本)9798350348392
Tomato presence is a term coined by Owlchemy Labs to refer to the observation that players of their game Job Simulator can experience 'hand presence' over an object that is not their hand. When playing the game, if a player grabs an object, their virtual hand disappears leaving the grabbed object. While players still observe a direct proprioceptive match between their hand movements and the object being manipulated, it seems that there should be a conflict with current theories of how users might react to visual/proprioceptive mismatch of their embodiment. We run a hand ownership experiment where we implement standard object grasp and the disappearing hand grasp. We show that on a body-ownership questionnaire there is evidence to support the notion that users still feel ownership over a virtual hand even though it is periodically disappearing. We also confirm that most users do not report that their hand disappeared.
In this work, we propose a multi-camera AR navigation system for the needle insertion task, including a high accuracy registration system and a user-friendly AR interface. Our proposed marker-based registration system...
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ISBN:
(纸本)9798350348392
In this work, we propose a multi-camera AR navigation system for the needle insertion task, including a high accuracy registration system and a user-friendly AR interface. Our proposed marker-based registration system utilizes an extended perception range and a high precision calibration solution to address the difficulty of marker placement in clinical applications. The proposed AR interface also provides guidance on needle placement and insertion timing for needle insertion tasks. Experiments demonstrate that our proposed AR-guided system achieves clinically required insertion accuracy and facilitates needle-based insertion by improving needle placement accuracy, shortening completion time, and reducing radiation exposure.
Over the past decade, additive manufacturing (AM) has become widely adopted for both prototyping and, more recently, end-use products. In particular, fiised deposition modeling (FDM) is the most widespread form of add...
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ISBN:
(纸本)9798350348392
Over the past decade, additive manufacturing (AM) has become widely adopted for both prototyping and, more recently, end-use products. In particular, fiised deposition modeling (FDM) is the most widespread form of additive manufacturing due to its low cost, ease of use, and versatility. While additive processes are relatively automated, many steps in their operation and repair require trained human operators. Finding such operators can be difficult, as high-lighted during the recent COVID-19 pandemic. Augmented reality (AR) systems could significantly help address this challenge by automating the training for 3D printer operators. Given multi-dimensional design choices, however, a research gap exists in the system requirements for such immersive guidance. To address this need, we explore the applicability of AR to guide users through a repair process. In that context, we report on the system design as well as the results of the AR system assessment in a qualitative study with experts.
Stacked generalization (also called stacking) is an ensemble method in machine learning that deploys a metamodel to summarize the predictive results of heterogeneous base models organized into one or more layers. Desp...
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ISBN:
(纸本)9781665423359
Stacked generalization (also called stacking) is an ensemble method in machine learning that deploys a metamodel to summarize the predictive results of heterogeneous base models organized into one or more layers. Despite being capable of producing high-performance results, building a stack of models can be a trial-and-error procedure. Thus, our previously developed visual analytics system, entitled StackGenVis, was designed to monitor and control the entire stacking process visually. In this work, we present the results of a comparative user study we performed for evaluating the StackGenVis system. We divided the study participants into two groups to test the usability and effectiveness of StackGenVis compared to Orange Visual Stacking (OVS) in an exploratory usage scenario using healthcare data. The results indicate that StackGenVis is significantly more powerful than OVS based on the qualitative feedback provided by the participants. However, the average completion time for all tasks was comparable between both tools.
In sports like golf, the motion of a club or racket determines the outcome significantly, and it is essential to consistently move such properties with the correct forms to achieve high scores during competitions. Thi...
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ISBN:
(数字)9781665453653
ISBN:
(纸本)9781665453653
In sports like golf, the motion of a club or racket determines the outcome significantly, and it is essential to consistently move such properties with the correct forms to achieve high scores during competitions. This paper proposes a novel projection method that provides real-time visualization of golf club trajectories on the ground. The system can render the trajectory of a golf club along with conventional face-to-path angle information in real-time using an optical motion capture system and a video projector. Furthermore, the system utilizes dynamic changes of color to provide more detailed information about the pose of the golf club. This color-changing method aims to help users understand their club motion trajectories and explicitly adjust their form based on the visualization results.
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