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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A large number of biclustering methods have been proposed to detect patterns in gene expression data. All these methods try to find some type of biclusters but no one can discover all the types of patterns in the data...
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In silico prediction of protein subcellular localization based on amino acid sequence can reveal valuable information about the protein's innate roles in the cell. Unfortunately, such prediction is made difficult ...
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Stereo and bi-ocular head-mounted displays (HMDs) require the user to fuse two,images into a coherent picture of the three-dimensional world, The human visual system performs this task constantly, but when the input i...
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ISBN:
(纸本)1424402239
Stereo and bi-ocular head-mounted displays (HMDs) require the user to fuse two,images into a coherent picture of the three-dimensional world, The human visual system performs this task constantly, but when the input images contain both real and graphical depictions, the problem becomes more difficult. A vertical disparity in the,graphics causes diplopia for user's trying to fuse the real and virtual objects simultaneously. We implement three methods, to measure and correct this disparity and assess them with,a collection of a single model of optical see-through HMD.
In recent years, engineering disciplines have begun to experience a revolution based on the use of information technology. In particular, the use of computer graphics and visualization have allowed engineers to gain u...
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ISBN:
(纸本)0784408033
In recent years, engineering disciplines have begun to experience a revolution based on the use of information technology. In particular, the use of computer graphics and visualization have allowed engineers to gain unprecedented insight into both spatial and abstract datasets, resulting in better designs, more in-depth understanding, and more efficient analysis. In this paper, we argue that many engineering datasets are best visualized in three dimensions because of their inherent three-dimensional (3D) spatial properties. Traditional 3D visualizations are still limited, however. In order to mitigate these limitations, we describe two additional technologies that will further increase the benefits of 3D engineering visualizations. First, immersive virtual environments (VEs) allow an engineer to "get inside" the data and view it naturally, resulting in greater spatial understanding and potentially greater insight. Second, interactive visualizations allow the user to navigate within the 3D space, change the visualization parameters, query objects, and even test design ideas, clearly adding value to the visualization. When these two technologies are combined, a need arises for 3D user interfaces (3D UIs), which provide interactivity within an immersive VE. Throughout our discussion of these technologies, we draw upon our own experience with two interactive VEs for engineering - AMADEUS and Virtual-SAP. Copyright ASCE 2006.
In this paper we describe the goals of a one-day workshop to be held at CHI 2006 whose goal is to form an action plan for the SIGCHI U.S. Public Policy committee for the next year.
ISBN:
(纸本)1595932984
In this paper we describe the goals of a one-day workshop to be held at CHI 2006 whose goal is to form an action plan for the SIGCHI U.S. Public Policy committee for the next year.
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