Networks have remained a challenge for information retrieval and visualization because of the rich set of tasks that users want to accomplish. This paper offers an abstract content-actor network data model, a classifi...
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Networks have remained a challenge for information retrieval and visualization because of the rich set of tasks that users want to accomplish. This paper offers an abstract content-actor network data model, a classification of tasks, and a tool to support them. The NetLens interface was designed around the abstract content-actor network data model to allow users to pose a series of elementary queries and iteratively refine visual overviews and sorted lists. This enables the support of complex queries that are traditionally hard to specify. NetLens is general and scalable in that it applies to any dataset that can be represented with our abstract data model. This paper describes NetLens applying a subset of the ACM Digital Library consisting of about 4,000 papers from the CM I conference written by about 6,000 authors. In addition, we are now working on a collection of half a million emails, and a dataset of legal cases
Eye typing provides a means of communication that is especially useful for people with disabilities. However, most related research addresses technical issues in eye typing systems, and largely ignores design issues. ...
Eye typing provides a means of communication that is especially useful for people with disabilities. However, most related research addresses technical issues in eye typing systems, and largely ignores design issues. This paper reports experiments studying the impact of auditory and visual feedback on user performance and experience. Results show that feedback impacts typing speed, accuracy, gaze behavior, and subjective experience. Also, the feedback should be matched with the dwell time. Short dwell times require simplified feedback to support the typing rhythm, whereas long dwell times allow extra information on the eye typing process. Both short and long dwell times benefit from combined visual and auditory feedback. Six guidelines for designing feedback for gaze-based text entry are provided.
Because software libraries are numerous and large, learning how to use them is a common and problematic task for experienced programmers and novices alike. Internet search engines such as Google have emerged as import...
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Because software libraries are numerous and large, learning how to use them is a common and problematic task for experienced programmers and novices alike. Internet search engines such as Google have emerged as important resources to help programmers successfully use APIs. However, observations of programmers using Web search have revealed problems and inefficiencies in their use. We present a new prototype search tool called Mica that augments standard Web search results to help programmers find the right API classes and methods given a description of the desired functionality, and help programmers find examples when they already know which methods to use. Mica works by using the Google Web APIs to find relevant pages, and then analyzing the content of those pages to extract the most relevant programming terms and to classify the type of each result
When search results against digital libraries and Web resources have limited metadata, augmenting them with meaningful and stable category information can enable better overviews and support user exploration. This pap...
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When search results against digital libraries and Web resources have limited metadata, augmenting them with meaningful and stable category information can enable better overviews and support user exploration. This paper proposes six "fast-feature" techniques that use only features available in the search result list, such as title, snippet, and URL, to categorize results into meaningful categories. They use credible knowledge resources, including a US government organizational hierarchy, a thematic hierarchy from the open directory project (ODP) Web directory, and personal browse histories, to add valuable metadata to search results. In three tests the percent of results categorized for five representative queries was high enough to suggest practical benefits: general Web search (76-90%), government Web search (39-100%), and the Bureau of labor Statistics Website (48-94%). An additional test submitted 250 TREC queries to a search engine and successfully categorized 66% of the top 100 using the ODP and 61% of the top 350. Fast-feature techniques have been implemented in a prototype search engine. We propose research directions to improve categorization rates and make suggestions about how Web site designers could re-organize their sites to support fast categorization of search results
In this paper, we explore how dynamic visual cues can be used to create accessible and meaningful social interfaces without raising expectations beyond what is achievable with current technology. Our approach is inspi...
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ISBN:
(纸本)1595933417
In this paper, we explore how dynamic visual cues can be used to create accessible and meaningful social interfaces without raising expectations beyond what is achievable with current technology. Our approach is inspired by research in perceptual causality, which suggests that simple displays in motion can evoke high-level social and emotional content. For our exploration, we iteratively designed and implemented a public social interface using abstraction and motion as design elements. Our interface communicated simple social and emotional content such as displaying happiness when there is high social interaction in the environment. Our qualitative evaluations showed that people frequently and repeatedly interacted with the interface while they tried to make sense of the underlying social content. They also shared their models with others, which led to more social interaction in the environment. Copyright 2006 ACM.
Networks have remained a challenge for information retrieval and visualization because of the rich set of tasks that users want to accomplish. This paper demonstrates a tool, NetLens, to explore a content-actor paired...
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Networks have remained a challenge for information retrieval and visualization because of the rich set of tasks that users want to accomplish. This paper demonstrates a tool, NetLens, to explore a content-actor paired network data model. The NetLens interface was designed to allow users to pose a series of elementary queries and iteratively refine visual overviews and sorted lists. This enables the support of complex queries that are traditionally hard to specify in node-link visualizations. NetLens is general and scalable in that it applies to any dataset that can be represented with our abstract content-actor data model
Automatically recovering human poses from visual input is useful but challenging due to variations in image space and the high dimensionality of the pose space. In this paper, we assume that a human silhouette can be ...
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Automatically recovering human poses from visual input is useful but challenging due to variations in image space and the high dimensionality of the pose space. In this paper, we assume that a human silhouette can be extracted from monocular visual input. We compare three shape descriptors that are used in the encoding of silhouettes: Fourier descriptors, shape contexts and Hu moments. An example-based approach is taken to recover upper body poses from these descriptors. We perform experiments with deformed silhouettes to test each descriptor's robustness against variations in body dimensions, viewpoint and noise. It is shown that Fourier descriptors and shape context histograms outperform Hu moments for all deformations
The World In Miniature (WIM) technique has effectively allowed users to interact and travel efficiently in Virtual Environments. However, WIM fails to work in worlds with tasks at various levels of scale. Such an exam...
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The World In Miniature (WIM) technique has effectively allowed users to interact and travel efficiently in Virtual Environments. However, WIM fails to work in worlds with tasks at various levels of scale. Such an example is using the WIM to arrange furniture and then leaving the room to travel the city using the WIM for navigation and wayfinding. To address this problem, scaling and scrolling were added to the WIM to create the Scaled Scrolling World In Miniature (SSWIM). The interface and testbed were iteratively created under expert evaluation and multiple formative user evaluations led to the final design. The WIM and SSWIM were then compared inside three differently sized cities by users who located a sphere and traveled into it to read the label at the sphere’s center. Users were administered two standard psychology tests to account for spatial orientation (Cube Comparison Test) and spatial scanning (Maze Tracing Test) factors. The results show that the SSWIM’s added functionality, and hence complexity, caused no significant hit in user performance and additionally that users were able to use SSWIM effectively after a short instructional period. To better understand the effect of experience, a follow-up experiment was performed showing performance plateaued after ten to fifteen minutes of use.
Engaging storytelling is a necessary skill for humanoid robots if they are to be used in education and entertainment applications. Storytelling requires that the humanoid robot be aware of its audience and able to dir...
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ISBN:
(纸本)1424401992
Engaging storytelling is a necessary skill for humanoid robots if they are to be used in education and entertainment applications. Storytelling requires that the humanoid robot be aware of its audience and able to direct its gaze in a natural way. In this paper, we explore how human gaze can be modeled and implemented on a humanoid robot to create a natural, human-like behavior for storytelling. Our gaze model integrates data collected from a human storyteller and a discourse structure model developed by Cassell and her colleagues for human-like conversational agents (1994). We used this model to direct the gaze of a humanoid robot, Honda's ASIMO, as he recited a Japanese fairy tale using a pre-recorded human voice. We assessed the efficacy of this gaze algorithm by manipulating the frequency of ASIMO's gaze between two participants and used pre and post questionnaires to assess whether participants evaluated the robot more positively and did better on a recall task when ASIMO looked at them more. We found that participants performed significantly better in recalling ASIMO's story when the robot looked at them more. Our results also showed significant differences in how men and women evaluated ASIMO based on the frequency of gaze they received from the robot. Our study adds to the growing evidence that there are many commonalities between human-human communication and human-robot communication
computer Supported Collaborative Learning activities involve combination of complex software tools that often need to interoperate in a wider context of learning. This paper proposes a data model that accommodates req...
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