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
With the availability of affordable new desktop fabrication techniques such as 3D printing and laser cutting, physical models are used increasingly often during the architectural and industrial design cycle. Models ca...
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ISBN:
(纸本)1595933131
With the availability of affordable new desktop fabrication techniques such as 3D printing and laser cutting, physical models are used increasingly often during the architectural and industrial design cycle. Models can easily be annotated to capture comments, edits and other forms of feedback. Unfortunately, these annotations remain in the physical world and cannot be easily transferred back to the digital world. Here we present a simple solution to this problem based on a tracking pattern printed on the surface of each model. Our solution is inexpensive, requires no tracking infrastructure or per object calibration, and can be used in the field without a computer nearby. It lets users not only capture annotations, but also edit the model using a simple yet versatile command system. Once captured, annotations and edits are merged into the original CAD models. There they can be easily edited or further refined. We present the design of a SolidWorks plug-in implementing this concept, and report initial feedback from potential users using our prototype. We also present how this prototype could be extended seamlessly to a fully functional system using current 3D printing technology. Copyright 2006 ACM.
Finding patterns of events over time is important in searching patient histories, Web logs, news stories, and criminal activities. This paper presents PatternFinder, an integrated interface for query and result-set vi...
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Finding patterns of events over time is important in searching patient histories, Web logs, news stories, and criminal activities. This paper presents PatternFinder, an integrated interface for query and result-set visualization for search and discovery of temporal patterns within multivariate and categorical data sets. We define temporal patterns as sequences of events with inter-event time spans. PatternFinder allows users to specify the attributes of events and time spans to produce powerful pattern queries that are difficult to express with other formalisms. We characterize the range of queries PatternFinder supports as users vary the specificity at which events and time spans are defined. Pattern Finder's query capabilities together with coupled ball-and-chain and tabular visualizations enable users to effectively query, explore and analyze event patterns both within and across data entities (e.g. patient histories, terrorist groups, Web logs, etc.)
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.
This paper describes a two-phase study conducted to determine optimal target sizes for one-handed thumb use of mobile handheld devices equipped with a touch-sensitive screen. Similar studies have provided recommendati...
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ISBN:
(纸本)1595933905
This paper describes a two-phase study conducted to determine optimal target sizes for one-handed thumb use of mobile handheld devices equipped with a touch-sensitive screen. Similar studies have provided recommendations for target sizes when using a mobile device with two hands plus a stylus, and interacting with a desktop-sized display with an index finger, but never for thumbs when holding a small device in a single hand. The first phase explored the required target size for single-target (discrete) pointing tasks, such as activating buttons, radio buttons or checkboxes. The second phase investigated optimal sizes for widgets used for tasks that involve a sequence of taps (serial), such as text entry. Since holding a device in one hand constrains thumb movement, we varied target positions to determine if performance depended on screen location. The results showed that while speed generally improved as targets grew, there were no significant differences in error rate between target sizes ≥ 9.6 mm in discrete tasks and targets ≥ 7.7 mm in serial tasks. Along with subjective ratings and the findings on hit response variability, we found that target size of 9.2 mm for discrete tasks and targets of 9.6 mm for serial tasks should be sufficiently large for one-handed thumb use on touchscreen-based handhelds without degrading performance and preference. Copyright 2006 ACM.
This paper presents multirate energy bounding algorithm to provide high fidelity stable haptic interaction. Stable haptic interaction control algorithms such as virtual coupling or time-domain passivity algorithm has ...
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ISBN:
(纸本)9788995003848
This paper presents multirate energy bounding algorithm to provide high fidelity stable haptic interaction. Stable haptic interaction control algorithms such as virtual coupling or time-domain passivity algorithm has been studied by many researchers. For slowly-simulated virtual environments, however, the deterioration of realistic haptic feeling is unavoidable because these algorithms require high update rate. For high fidelity haptic interaction, we propose multirate approach that separates haptic thread and low-level control thread. A haptic thread carries out calculating the virtual environments force at slow rate while low-level control thread executes determining the actuator force by the energy bounding algorithm at high update rate. Experiments using commercial haptic device have been performed to show the efficiency of the proposed algorithm. As a result, we confirmed that the response was stable and displayed stiffness was much increased even though the haptic rendering rate was slow.
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
Foreground segmentation with moving camera is a challenging task due to the presence of parallax effect, registration error, scene variations in out door, and etc. Currently, background modeling techniques either assu...
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Foreground segmentation with moving camera is a challenging task due to the presence of parallax effect, registration error, scene variations in out door, and etc. Currently, background modeling techniques either assumes correspondence among pixels in concurrent frames or do not model it explicitly. The contribution by this paper is in two folds. First, we achieve a new background model by introducing correspondence into it. Second, we pose foreground segmentation and correspondence estimation as a labeling problem. Spatial context is enforced in shape of tree structure and global optimal label at each node is computed using dynamic programming. Finally, based on the optimal correspondence, background model is updated. Resultantly, parallax effect and registration error are reduced significantly. Primary experiments proved our algorithm to be robust in performance
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.
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
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