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Fingers tale 手指的故事
Pub Date : 2013-11-19 DOI: 10.1145/2542398.2542472
Luca Schenato, Sinem Vardarli
An unusual adventure of a team of toes.
脚趾队的一次不寻常的冒险。
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引用次数: 0
Social reverse geocoding studies: describing city images using geotagged social tagging 社会逆向地理编码研究:使用地理标记社会标记描述城市图像
Pub Date : 2013-11-19 DOI: 10.1145/2543651.2543679
Koh Sueda
Owing to the increasing use of social networking in the mobile environment, people today share more than a million geotagged objects that include objects with social tagging on a daily basis. In this paper, we propose social reverse geocoding (SRG). Social reverse geocoding (SRG) provides highly descriptive geographical information to mobile users. GPS provides the user with latitude and longitude values; however, these values are cumbersome for determining a precise location. A traditional reverse geocoding (conversion of the abovementioned values into street addresses) provides location information based on administrative labeling, but people often do not recognize locations or their surrounding environs from street addresses alone. To address this problem with location recognition, we have created SRG, a reverse geocoding system that enhances location data with user-generated information and provides assistance through a mobile interface [Sueda, et al. 2012]. Through a user study of SRG, we found a clear correlation between the number of tags and the locality of the residents. The obtained result indicates that the residents define the area of a city through SRG as closer than that defined by its street address. Further, the result reveals the potential of developing location-based services based on the image of the city obtained using social tagging on the Internet.
由于在移动环境中越来越多地使用社交网络,今天人们每天共享超过一百万个带有地理标签的对象,其中包括带有社交标签的对象。本文提出社会反向地理编码(social reverse geocoding, SRG)。社会反向地理编码(SRG)为移动用户提供高度描述性的地理信息。GPS为用户提供纬度和经度值;然而,这些值对于确定精确位置来说是很麻烦的。传统的反向地理编码(将上述值转换为街道地址)提供基于行政标签的位置信息,但是人们通常不能仅从街道地址识别位置或其周围环境。为了解决位置识别的这个问题,我们创建了SRG,这是一个反向地理编码系统,可以通过用户生成的信息增强位置数据,并通过移动界面提供帮助[Sueda等,2012]。通过对SRG的用户研究,我们发现标签数量与居民所在地区之间存在明显的相关性。所得结果表明,居民通过SRG定义的城市面积比街道地址定义的城市面积更接近。此外,研究结果揭示了利用互联网上的社会标签获得的城市形象开发基于位置的服务的潜力。
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引用次数: 0
Twirled affordances, self-conscious avatars, & inspection gestures 旋转的启示,自我意识的化身,和检查手势
Pub Date : 2013-11-19 DOI: 10.1145/2543651.2543691
Michael Cohen, Rasika Ranaweera, Kensuke Nishimura, Y. Sasamoto, Tomohiro Oyama, Tetsunobu Ohashi, Anzu Nakada, J. Villegas, Yong Ping Chen, Sascha Holesch, Jun Yamadera, Hayato Ito, Yasuhiko Saito, Akira Sasaki
Contemporary smartphones and tablets have magnetometers that can be used to detect yaw, which data can be distributed to adjust ambient media. We have built haptic interfaces featuring smartphones and tablets that use compass-derived orientation sensing to modulate virtual displays. Embedding mobile devices into pointing, swinging, and flailing affordances allows "padiddle"-style interfaces, finger spinning, and "poi"-style interfaces, whirling tethered devices, for novel interaction techniques [Cohen et al. 2013].
现代智能手机和平板电脑都有磁力计,可以用来检测偏航,这些数据可以分发给调整环境媒体。我们已经建立了智能手机和平板电脑的触觉界面,使用罗盘衍生的方向感应来调制虚拟显示。将移动设备嵌入指向、摆动和拍打功能中,可以实现“桨”式界面、手指旋转和“poi”式界面以及旋转系绳设备等新颖的交互技术[Cohen et al. 2013]。
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引用次数: 1
GPU-based large-scale visualization 基于gpu的大规模可视化
Pub Date : 2013-11-19 DOI: 10.1145/2542266.2542273
M. Hadwiger, J. Krüger, J. Beyer, S. Bruckner
Recent advances in image and volume acquisition as well as computational advances in simulation have led to an explosion of the amount of data that must be visualized and analyzed. Modern techniques combine the parallel processing power of GPUs with out-of-core methods and data streaming to enable the interactive visualization of giga- and terabytes of image and volume data. A major enabler for interactivity is making both the computational and the visualization effort proportional to the amount of data that is actually visible on screen, decoupling it from the full data size. This leads to powerful display-aware multi-resolution techniques that enable the visualization of data of almost arbitrary size. The course consists of two major parts: An introductory part that progresses from fundamentals to modern techniques, and a more advanced part that discusses details of ray-guided volume rendering, novel data structures for display-aware visualization and processing, and the remote visualization of large online data collections. You will learn how to develop efficient GPU data structures and large-scale visualizations, implement out-of-core strategies and concepts such as virtual texturing that have only been employed recently, as well as how to use modern multi-resolution representations. These approaches reduce the GPU memory requirements of extremely large data to a working set size that fits into current GPUs. You will learn how to perform ray-casting of volume data of almost arbitrary size and how to render and process gigapixel images using scalable, display-aware techniques. We will describe custom virtual texturing architectures as well as recent hardware developments in this area. We will also describe client/server systems for distributed visualization, on-demand data processing and streaming, and remote visualization. We will describe implementations using OpenGL as well as CUDA, exploiting parallelism on GPUs combined with additional asynchronous processing and data streaming on CPUs.
图像和体积采集的最新进展以及模拟计算的进步导致了必须可视化和分析的数据量的爆炸式增长。现代技术将gpu的并行处理能力与外核方法和数据流相结合,实现了千兆字节和太字节的图像和卷数据的交互式可视化。交互性的一个主要支持因素是使计算和可视化工作与屏幕上实际可见的数据量成正比,从而将其与完整的数据大小分离。这导致了强大的显示感知多分辨率技术,使几乎任意大小的数据可视化。本课程包括两个主要部分:从基础到现代技术的入门部分,以及更高级的部分,讨论光线引导体绘制的细节,用于显示感知可视化和处理的新数据结构,以及大型在线数据集的远程可视化。您将学习如何开发高效的GPU数据结构和大规模可视化,实现核心外的策略和概念,如最近才采用的虚拟纹理,以及如何使用现代多分辨率表示。这些方法将极大数据的GPU内存需求降低到适合当前GPU的工作集大小。您将学习如何执行几乎任意大小的体数据的光线投射,以及如何使用可扩展的显示感知技术渲染和处理千兆像素的图像。我们将描述自定义虚拟纹理架构以及该领域最近的硬件发展。我们还将描述用于分布式可视化、按需数据处理和流以及远程可视化的客户机/服务器系统。我们将描述使用OpenGL和CUDA的实现,利用gpu上的并行性结合cpu上的额外异步处理和数据流。
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引用次数: 3
Human-engine: viewing 4D mesh captures on mobile devices 人类引擎:查看移动设备上的4D网格捕获
Pub Date : 2013-11-19 DOI: 10.1145/2543651.2543674
M. Poswal, K. Hecker, Debra Isaac Downing, G. Downing, V. Bohossian
Human-Engine is an innovative new approach to 3D asset creation, using 4D scan data to create lifelike virtual humans, clothing or anything else you can put in front of a camera. Our goal is to bridge the gap between traditional video capture and existing CG technology by creating accurate scans of humans and objects in motion that combine the realism of video footage with the flexibility of CG models.
Human-Engine是一种创新的3D资产创建方法,使用4D扫描数据来创建逼真的虚拟人,衣服或任何其他可以放在相机前的东西。我们的目标是通过创建运动中的人类和物体的精确扫描,将视频素材的真实感与CG模型的灵活性相结合,弥合传统视频捕获与现有CG技术之间的差距。
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引用次数: 0
A haptic device based on an approximate plane 一种基于近似平面的触觉装置
Pub Date : 2013-11-19 DOI: 10.1145/2542302.2542337
Anzu Kawazoe, Kazuo Ikeshiro, H. Imamura
In recent years, research of haptic interface has been attracting attentions of researchers. By using haptic devices, people can easily handle 3D objects. Therefore, it is expected to be used for applications such as simulation in medical fields or remote control of robots. Falcon [1] and PHANToM [2] are one of the famous haptic devices. These devices have controller or pen to let user touch virtual objects. Furthermore, these devices can also provide a sense of force by each point of virtual objects for user. These haptic devices are classified as one point contact type haptic device. Users can experience as if he pokes virtual objects by using these haptic devices. However, point contact type haptic devices cannot perform a sense of force and a sense of touch at the same time. We define this sense of touch as the sense of friction caused by different materials. In order to perform more realistic sense of touch, we attempt to perform both a sense of force and a sense of touch at the same time. To realize this purpose, we developed a novel haptic device.
近年来,触觉界面的研究一直受到研究者的关注。通过使用触觉设备,人们可以轻松地处理3D物体。因此,它有望用于医疗领域的模拟或机器人的远程控制等应用。Falcon[1]和PHANToM[2]是著名的触觉设备之一。这些设备有控制器或笔,让用户触摸虚拟物体。此外,这些设备还可以通过虚拟物体的每个点为用户提供一种力量感。这些触觉装置被归类为单点接触型触觉装置。通过使用这些触觉设备,用户可以体验到他好像在戳虚拟物体。然而,点接触型触觉设备不能同时执行力感和触觉。我们将这种触觉定义为由不同材料引起的摩擦感。为了表现出更真实的触感,我们试图同时表现力感和触感。为了实现这一目的,我们开发了一种新颖的触觉装置。
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引用次数: 1
Generating abstract paintings in Kandinsky style 以康定斯基风格创作抽象画
Pub Date : 2013-11-19 DOI: 10.1145/2542256.2542257
Kang Zhang, Jinhui Yu
This paper presents a recent project on automatic generation of Kandinsky style of abstract paintings using the programming language Processing. It first offers an analysis of Kandinsky's paintings based on his art theories and the author's own understanding and observation. The generation process is described in details and sample generated images styled on four of Kandinsky's paintings are also demonstrated and discussed. Our approach is highly scalable, limited only by the memory space set in Processing. Using random generation, every styled image generated can be unique. A selection of the images generated in the required resolution is also submitted and 70 images are made into a video companion.
本文介绍了一个使用程序设计语言Processing自动生成康定斯基风格抽象绘画的新项目。首先根据康定斯基的艺术理论和作者自己的理解和观察,对康定斯基的绘画进行分析。详细描述了生成过程,并对康定斯基的四幅画进行了演示和讨论。我们的方法具有高度可伸缩性,仅受Processing中设置的内存空间的限制。使用随机生成,生成的每个样式图像都可以是唯一的。还提交以所需分辨率生成的图像的选择,并将70个图像制作成视频伴侣。
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引用次数: 4
Inside "elysium": from earth to the ring 在“极乐空间”内部:从地球到魔戒
Pub Date : 2013-11-19 DOI: 10.1145/2542398.2542424
A. Kaufman
The visual effects of Neill Blomkamp's latest sci-fi epic, "Elysium".
尼尔·布洛姆坎普最新的科幻史诗《极乐空间》的视觉效果。
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引用次数: 0
Hyak-Ki Men: a study of framework for creating mixed reality entertainment Hyak-Ki Men:混合现实娱乐创作的框架研究
Pub Date : 2013-11-19 DOI: 10.1145/2542302.2542335
Toshikazu Ohshima, Y. Shibata, K. Isshiki, Ko Hayami, Chiharu Tanaka
"Hyak-Ki Men" is one of our Mixed Reality (MR) Entertainment Project. The goal is to realize innovative and high quality entertainment which provides impressive experience for people with various interest and wide age by applying MR technology. "Hyak-Ki Men" is MR Ninja Entertainment in which a player becomes a Ninja (Figure 1a) and the mission is to defeat virtual Ogres in MR field. The player can enjoy exciting battle with the ogres using virtual Katana (Figure 1b) and Throwing Stars (Figure 1c) by natural gestural user interface with multisensory feedbacks.
“Hyak-Ki Men”是我们的混合现实(MR)娱乐项目之一。目标是通过应用磁共振技术,实现创新和高品质的娱乐,为不同兴趣和广泛年龄的人们提供令人印象深刻的体验。《Hyak-Ki Men》是《MR Ninja Entertainment》的一款游戏,玩家成为忍者(图1a),任务是在MR领域击败虚拟食人魔。玩家可以通过带有多感官反馈的自然手势用户界面,使用虚拟武士刀(图1b)和飞镖(图1c)与食人魔进行激烈的战斗。
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引用次数: 1
Real time reliability: mixed reality public transportation 实时可靠性:混合现实公共交通
Pub Date : 2013-11-19 DOI: 10.1145/2543651.2543689
Antti Nurminen, J. Järvi
In public transportation, quality of service is of paramount importance. In a study on public transportation reliability, approximately half of the riders reduced their use of services due to unreliability, switching to other modes of transportation [Carrel et al. 2013]. It is also known that the perceived wait time at a bus stop is greater than the actual wait time and a real time information diminishes this difference [Mishalani et al. 2006]. However, when real time data itself is unreliable, this is felt particularly frustrating [Carrel et al. 2013].
在公共交通中,服务质量至关重要。在一项关于公共交通可靠性的研究中,大约一半的乘客由于不可靠性而减少了对服务的使用,转而使用其他交通方式[Carrel et al. 2013]。我们还知道,在公交车站感知到的等待时间大于实际等待时间,而实时信息会减少这种差异[Mishalani et al. 2006]。然而,当实时数据本身不可靠时,这让人感到特别沮丧[Carrel et al. 2013]。
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引用次数: 0
期刊
International Conference on Societal Automation
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