Progressive refinement is a methodology that makes it possible to elegantly integrate scalable data compression, access, and presentation into one approach. Specifically, this paper concerns the effective use of progr...
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Progressive refinement is a methodology that makes it possible to elegantly integrate scalable data compression, access, and presentation into one approach. Specifically, this paper concerns the effective use of progressive parallel coordinates (PPCs), utilized routinely for high-dimensional data visualization. It discusses how the power of the typical stages of progressive data visualization can also be utilized fully for PPCs. Further, different implementations of the underlying methods and potential application domains are described. The paper also presents empirical results concerning the benefits of PPC with regard to efficient data management and improved presentation, indicating that the proposed approach is able to close the gap between data handling and visualization.
We present a sketch-based rotation editing mations. Given a set of keyframe orientations of a rigid system for enriching rotational motion in keyframe ani- object, the user first edits its angular velocity trajectory ...
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We present a sketch-based rotation editing mations. Given a set of keyframe orientations of a rigid system for enriching rotational motion in keyframe ani- object, the user first edits its angular velocity trajectory by sketching curves, and then the system computes the altered rotational motion by solving a variational curve fitting problem. The solved rotational motion not only satisfies the orientation constraints at the keyframes, but also fits well the user-specified angular velocity trajectory. Our system is simple and easy to use. We demonstrate its usefulness by adding interesting and realistic rotational details to several keyframe animations.
Motion perception in immersive virtual reality environments significantly differs from the real world. For example, previous work has shown that users tend to underestimate travel distances in immersive virtual enviro...
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Motion perception in immersive virtual reality environments significantly differs from the real world. For example, previous work has shown that users tend to underestimate travel distances in immersive virtual environments (VEs). As a solution to this problem, some researchers propose to scale the mapped virtual camera motion relative to the tracked real-world movement of a user until real and virtual motion appear to match, i. e., real-world movements could be mapped with a larger gain to the VE in order to compensate for the underestimation. Although this approach usually results in more accurate self-motion judgments by users, introducing discrepancies between real and virtual motion can become a problem, in particular, due to misalignments of both worlds and distorted space cognition. In this paper we describe a different approach that introduces apparent self-motion illusions by manipulating optic flow fields during movements in VEs. These manipulations can affect self-motion perception in VEs, but omit a quantitative discrepancy between real and virtual motions. We introduce four illusions and show in experiments that optic flow manipulation can significantly affect users' self-motion judgments. Furthermore, we show that with such manipulation of optic flow fields the underestimation of travel distances can be compensated.
This paper presents the findings of a user study investigating conversational patterns across three conditions of table-based interaction (direct touch interactive table, pantograph interactive table and non-digital t...
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ISBN:
(纸本)9781450302289
This paper presents the findings of a user study investigating conversational patterns across three conditions of table-based interaction (direct touch interactive table, pantograph interactive table and non-digital table) for different types of educational activities. Findings demonstrate that communication style is significantly affected by interaction techniques. The direct touch technique stimulated conversations based around the topic and pedagogical method. The pantograph technique promoted playfulness and had a higher number of directive utterances between participants, with fewer task-based, group-oriented utterances. The non-digital table promoted reflective forms of task-orientated utterance, encouraged group communication and fostered more equitable participation between members. The findings provide insights into the design of interactive tables to support particular forms of social interaction. Copyright 2011 ACM.
We present a sketch-based rotation editing system for enriching rotational motion in keyframe *** a set of keyframe orientations of a rigid object,the user first edits its angular velocity trajectory by sketching curv...
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We present a sketch-based rotation editing system for enriching rotational motion in keyframe *** a set of keyframe orientations of a rigid object,the user first edits its angular velocity trajectory by sketching curves,and then the system computes the altered rotational motion by solving a variational curve fitting *** solved rotational motion not only satisfies the orientation constraints at the keyframes,but also fits well the user-specified angular velocity *** system is simple and easy to *** demonstrate its usefulness by adding interesting and realistic rotational details to several keyframe animations.
Physical characteristics and constraints of today's head-mounted displays (HMDs) often impair interaction in immersive virtual environments (VEs). For instance, due to the limited field of view (FOV) subtended by ...
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A five dimensional (5D) geospatial dataset consists of several multivariable 4D datasets, which are sequences of time-varying volumetric 3D geographical datasets. These datasets are typically very large in size and de...
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A five dimensional (5D) geospatial dataset consists of several multivariable 4D datasets, which are sequences of time-varying volumetric 3D geographical datasets. These datasets are typically very large in size and demand a great amount of resources for storage and transmission. In this paper, we present a lossy compression technique for 5D geospatial data as a whole, instead of applying 3D compression method on each 3D slice of the 5D dataset. Our lossy compression technique efficiently exploits spatial and temporal similarities between 2D data slices and 3D volumes in 4D oceanographic datasets. 5D-ODETLAP, which is an extension of, but essentially different from, the Laplacian partial differential equation, solves a sparse overdetermined system of equations to compute data at each point in (x,y,z,t,v) space from the data given at a representative set of points. 5D-ODETLAP is not restricted to certain types of datasets. For different datasets, it has the flexibility to approximate each one according to their respective data distributions by using suitable parameters. The final approximation is further compressed using Run Length Encoding. We use different datasets and metrics to test 5D-ODETLAP, and performance evaluations have shown that the proposed compression technique outperforms current 3D-SPIHT method on our selected datasets, from the World Ocean Atlas 2005. Having about the same mean percentage error, 5D-ODETLAP's compression result produces much smaller maximum error than 3D-SPIHT. A user-defined mean or maximum error can be set to obtain desired compression in the proposed method, while not in 3D-SPIHT.
Animations of horses are commonly used for entertainment purposes. A realistic animated model must move with a gait appropriate to its velocity. We present a kinematic animation system in which a horse model moves usi...
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In this tech-note we demonstrate how multi-touch hand gestures in combination with foot gestures can be used to perform navigation tasks in interactive 3D environments. Geographic Information Systems (GIS) are well su...
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ISBN:
(纸本)9781424468461;9781424468447
In this tech-note we demonstrate how multi-touch hand gestures in combination with foot gestures can be used to perform navigation tasks in interactive 3D environments. Geographic Information Systems (GIS) are well suited as a complex testbed for evaluation of user interfaces based on multi-modal input. Recent developments in the area of interactive surfaces enable the construction of low-cost multi-touch displays and relatively inexpensive sensor technology to detect foot gestures, which allows to explore these input modalities for virtual reality environments. In this tech-note, we describe an intuitive 3D user interface metaphor and corresponding hardware, which combine multi-touch hand and foot gestures for interaction with spatial data.
Architects use a variety of analog and digital tools and media to plan and design constructions. Immersive virtual reality (VR) technologies have shown great potential for architectural design, especially for explorat...
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ISBN:
(纸本)9781424468461;9781424468447
Architects use a variety of analog and digital tools and media to plan and design constructions. Immersive virtual reality (VR) technologies have shown great potential for architectural design, especially for exploration and review of design proposals. In this work we propose a virtual studio system, which allows architects and clients to use arbitrary real-world tools such as maps or rulers during immersive exploration of virtual 3D models. The user interface allows architects and clients to review designs and compose 3D architectural scenes, combining benefits of mixed-reality environments with immersive head-mounted display setups.
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