Expert investigators bring advanced skills and deep experience to analyze visual evidence, but they face limits on their time and attention. In contrast, crowds of novices can be highly scalable and parallelizable, bu...
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We introduce a web-based platform called Civil War Photo Sleuth for helping users identify unknown soldiers in portraits from the American Civil War era. Our system employs a novel person identification pipeline by le...
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In the literature, smart grids are modeled as cyber-physical power systems without considering the computational social aspects. However, end-users are playing a key role in their operation and response to disturbance...
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Specifying points in three-dimensional (3D) space is an essential function in many augmented reality (AR) applications. When an environment model is not available, a straightforward solution is to perform geometric tr...
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Specifying points in three-dimensional (3D) space is an essential function in many augmented reality (AR) applications. When an environment model is not available, a straightforward solution is to perform geometric triangulation using two rays. However, naïve implementations suffer from low accuracy caused by technical limitations of AR devices and human motor constraints. To overcome these issues, we designed and evaluated two enhanced geometric techniques for 3D point marking. VectorCloud uses multiple rays to reduce the effects of pointing jitter, and ImageRefinement improves the accuracy by allowing users to refine the 3D direction of the two rays. We conducted studies to understand the characteristics of these techniques in both ecologically valid outdoor settings using a mobile AR display and in more controlled setting using virtual reality simulation. Our experiments demonstrate that both techniques improve the precision of 3D point marking, and that ImageRefinement is superior to VectorCloud overall. These results are particularly relevant in the design of mobile AR systems intended for use in large outdoor areas.
Redirected walking techniques have the potential to provide natural locomotion while users experience large virtual environments. However, when using redirected walking in small physical workspaces, disruptive overt r...
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In today’s age of pervasive computing and social media people make extensive use of technology for communicating, sharing media and learning. Yet while in the outdoors, on a hike or a trail we find ourselves inept of...
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Geolocation, the process of identifying the precise location in the world where a photo or video was taken, is central to many types of investigative work, from debunking fake news posted on social media to locating t...
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One of the limitations of most virtual reality (VR) systems is that users cannot physically walk through large virtual environments. Many solutions have been proposed to this problem, including locomotion devices such...
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We present a novel virtual musical instrument interface based on in-air 3D gestures called the Interval Player. Instead of specifying absolute notes, the user specifies the melodic interval between the most recent not...
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Virtual reality (VR) locomotion techniques that approximate real-world walking often have lower performance than fully natural real walking due to moderate interaction fidelity. Other techniques with moderate fidelity...
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