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Proceedings of the International Conference on Advanced Visual Interfaces最新文献

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TieLent TieLent
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399852
N. Kimura, Kentaro Hayashi, J. Rekimoto
With the increased use of smart speakers, silent speech interaction (SSI) is attracting attention. Unfortunately, traditional silent speech interaction methods require the addition of obtrusive sensors and devices around the user's face, making wearability and portability a challenge. Considering that most uses for smart speakers do not require many words, we suggest a more casual approach, TieLent, which can easily be worn between the neck and the chest. TieLent's RGB camera is set away from the user's face, presenting less interference with the user. Although TieLent's camera is not able to capture the whole mouth, when combined with our image-to-speech neural network model, it is able to generate the recognizable speech of 15 commands with an average accuracy of 94%.
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引用次数: 13
3D Tabletop AR: A Comparison of Mid-Air, Touch and Touch+Mid-Air Interaction 3D桌面AR:空中,触摸和触摸+空中交互的比较
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399836
Carole Plasson, Dominique Cunin, Yann Laurillau, L. Nigay
This paper contributes a first comparative study of three techniques for selecting 3D objects anchored to the table in tabletop Augmented Reality (AR). The impetus for this study is that touch interaction makes more sense when the targeted objects are anchored to the table. We experimentally compare touch and a mixed (touch+mid-air) techniques with the common direct mid-air technique. The touch and mixed techniques involve a decomposition of the 3D task into a 2D task by touch on the table followed by a 1D task by touch or mid-air interaction. Results show that: (1) The touch and mixed techniques present completion times similar to the mid-air technique and are more accurate than the mid-air technique; (2) The mixed technique defines a good compromise between accuracy of touch interaction and speed of mid-air interaction.
本文首次对桌面增强现实(AR)中选择锚定在桌子上的3D物体的三种技术进行了比较研究。这项研究的动机是,当目标物体固定在桌子上时,触摸互动更有意义。我们实验比较了触摸和混合(触摸+半空)技术与常见的直接半空技术。触摸和混合技术包括通过触摸桌子将3D任务分解为2D任务,然后通过触摸或空中交互将1D任务分解为2D任务。结果表明:(1)触碰技术和混合技术的完成时间与半空技术相似,且比半空技术更准确;(2)混合技术在触摸交互的精度和空中交互的速度之间取得了很好的折衷。
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引用次数: 3
Design and evaluation of an educational virtual reality application for learning how to perform on a stage 用于学习如何在舞台上表演的教育虚拟现实应用程序的设计和评估
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399919
Fabio Pittarello, Veronica Pagini, Leonardo Zuffellato
This work is focused on the design of a VR application for helping actors during the training phase of a play. The project starts from the analysis of a previous work and from additional research, involving real actors, for evaluating the parameters of interest in an actor's training. These results have been used as the starting point for the design of an immersive VR application, where different interaction techniques have been designed and experimented for supporting the actors. These techniques have been applied to a case study, a play written by the well-known Italian playwright Carlo Goldoni, and tested with a group of high-school students, considering for the evaluation a set of variables which are meaningful for VR experiences and for learning.
这项工作的重点是设计一个VR应用程序,以帮助演员在戏剧的训练阶段。该项目从分析先前的工作和涉及真实演员的额外研究开始,以评估演员训练中感兴趣的参数。这些结果已被用作设计沉浸式VR应用程序的起点,其中设计和实验了不同的交互技术来支持演员。这些技术已经被应用到一个案例研究中,一个由意大利著名剧作家Carlo Goldoni写的剧本,并在一组高中生中进行了测试,考虑到评估一系列对VR体验和学习有意义的变量。
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引用次数: 1
Children's Beliefs and Understanding of Smart Objects: An Exploratory Study 儿童对智能物体的信念与理解:一项探索性研究
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399828
A. Melonio, Mehdi Rizvi, Eftychia Roumelioti, A. D. Angeli, R. Gennari, M. Matera
Children's role in the design of new technology has been widely investigated. Recently, the research focus has shifted, from the technology they help create, towards what children gain by participating in design workshops. This paper intercepts this line of research. It reports on a design workshop with 27 children, aged from 11 to 14 years old, ideating, programming and prototyping smart objects for their town park. Data were gathered in relation to children's beliefs, before and after the workshop, and in relation to their understanding of design, after the workshop. The analysis of the gathered data suggests that the workshop positively affected children's beliefs and understanding of design, giving indications for future work concerning design as means of empowerment.
儿童在新技术设计中的作用已被广泛研究。最近,研究的焦点已经从他们帮助创造的技术转移到孩子们通过参与设计研讨会获得的东西上。本文就截取了这一研究思路。它报道了一个设计研讨会,有27个孩子,年龄从11岁到14岁,为他们的城镇公园构思,编程和原型智能对象。研究人员收集了孩子们在工作坊前后的信念数据,以及他们在工作坊之后对设计的理解数据。对收集到的数据的分析表明,讲习班对儿童的信念和对设计的理解产生了积极的影响,为今后有关设计作为授权手段的工作提供了指示。
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引用次数: 12
Designing different features of an interactive tabletop application to support collaborative problem-solving 设计交互式桌面应用程序的不同功能,以支持协作解决问题
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399953
Hoorieh Afkari, V. Maquil, Béatrice Arend, Svenja Heuser, Patrick Sunnen
The design space of tangible and multi-touch tabletop interfaces is complex, and little is known about how the different characteristics of tangible and multi-touch interactive features affect collaboration strategies. With this work, we report on five different features designed for an interactive tabletop application to support collaborative problem-solving. We present the design details and describe preliminary results obtained from a user study with 15 participants.
桌面触控界面和多点触控界面的设计空间比较复杂,人们对触控界面和多点触控界面的不同交互特性对协作策略的影响知之甚少。通过这项工作,我们报告了为交互式桌面应用程序设计的五个不同特性,以支持协作解决问题。我们介绍了设计细节,并描述了从15名参与者的用户研究中获得的初步结果。
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引用次数: 1
Big Data Analysis, AI, and Visualization Workshop: Road Mapping Infrastructures for Artificial Intelligence Supporting Advanced Visual Big Data Analysis 大数据分析、人工智能和可视化研讨会:支持高级可视化大数据分析的人工智能道路测绘基础设施
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3400860
Thoralf Reis, M. X. Bornschlegl, M. Hemmje
The overall scope and goal of the workshop is to bring together researchers active in the areas of Artificial Intelligence (AI), Big Data Analysis, and Visualization to achieve a road map, which can support the acceleration in research and data science activities by means of transforming, enriching, and deploying AI models and algorithms as well as intelligent advanced visual user interfaces supporting creation, configuration, management, and usage of distributed Big Data Analysis. Big Data Analysis and AI mutually support each other: AI-powered algorithms empower data scientists to analyze Big Data and thereby exploit its full potential whereas Big Data enables AI experts to comfortably design, validate, and deploy AI models. One of the workshop's objectives is the examination of the importance and necessity of a third, a more straightforward relationship of Big Data and AI: AI supporting all user stereotypes and organizations involved in Big Data Analysis on their exploration journey from raw input data to insight and effectuation.
研讨会的总体范围和目标是汇集活跃在人工智能(AI)、大数据分析和可视化领域的研究人员,制定路线图,通过转换、丰富和部署AI模型和算法,以及支持分布式大数据分析的创建、配置、管理和使用的智能高级可视化用户界面,支持研究和数据科学活动的加速。大数据分析和人工智能相互支持:人工智能算法使数据科学家能够分析大数据,从而充分利用其潜力,而大数据使人工智能专家能够轻松地设计、验证和部署人工智能模型。研讨会的目标之一是考察大数据和人工智能之间更直接的关系的重要性和必要性:人工智能支持所有参与大数据分析的用户和组织从原始输入数据到洞察力和效果的探索之旅。
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引用次数: 1
VIDEM 2020: Workshop on Visual Interface Design Methods 2020:视觉界面设计方法研讨会
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3400863
Mandy Keck, D. Kammer, Alfredo Ferreira, Andrea Giachetti, Rainer Groh
Currently, both understanding and developing interactive visual interfaces become ever more challenging, since different visual solutions exist that involve large interdisciplinary teams and deal with massive amounts of data, a wide range of interaction techniques, and domain-specific aspects. At the same time, traditional design methods become obsolete with more and more resources and knowledge that needs to be acquired. The proposed workshop provides a forum for discussing experimental and theoretical techniques, frameworks, and prototyping methods to design visual interfaces in different domains such as data visualization, tangible and embedded interaction, extended and mixed reality, multi-modal interfaces, and others.
目前,理解和开发交互式可视化界面变得越来越具有挑战性,因为存在不同的可视化解决方案,这些解决方案涉及大型跨学科团队,并处理大量数据、广泛的交互技术和领域特定方面。与此同时,由于需要获取的资源和知识越来越多,传统的设计方法已经过时。本次研讨会提供了一个讨论实验和理论技术、框架和原型设计方法的论坛,以设计不同领域的视觉界面,如数据可视化、有形和嵌入式交互、扩展和混合现实、多模态界面等。
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引用次数: 1
Target Expansion in Context: the Case of Menu in Handheld Augmented Reality 情境中的目标扩展:以手持增强现实中的菜单为例
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399851
P. Perea, D. Morand, L. Nigay
Target expansion techniques facilitate pointing by enlarging the effective sizes of targets. As opposed to the numerous studies on target expansion solely focusing on optimizing pointing, we study the compound task of pointing at a Point of Interest (POI) and then interacting with the POI menu in handheld Augmented Reality (AR). A POI menu in AR has a fixed position because it contains relevant information about its location in the real world. We present two techniques that make the cursor jump to the closest opened POI menu after pointing at a POI. Our experimental results show that 1) for selecting a POI the expansion techniques are 31 % faster than the baseline screen-centered crosshair pointing technique, 2) the expansion techniques with/without a jumping cursor to the closest opened POI menu offer similar performances and 3) Touch relative pointing is preferred by participants because it minimizes physical movements.
目标扩展技术通过扩大目标的有效尺寸来促进指向。与众多只关注优化指向的目标扩展研究相反,我们研究了手持式增强现实(AR)中指向兴趣点(POI)然后与POI菜单交互的复合任务。AR中的POI菜单具有固定的位置,因为它包含有关其在现实世界中的位置的相关信息。我们提出了两种技术,使光标在指向POI后跳转到最近打开的POI菜单。我们的实验结果表明,1)在选择POI时,扩展技术比基线屏幕为中心的十字准星指向技术快31%;2)带/不带跳跃光标到最近打开的POI菜单的扩展技术提供了类似的性能;3)触摸相对指向被参与者首选,因为它最大限度地减少了物理运动。
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引用次数: 4
An Haptic Interface for Industrial High-Precision Manufacturing Tasks 用于工业高精度制造任务的触觉界面
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399952
S. Martino, Vincenzo Norman Vitale
Within the Industry 4.0 context, a great number of machineries has been equipped with multiple sensors collecting vast amounts of heterogeneous data, including multimedia ones. In the context of high-precision industrial manufacturing, the output of these sensors can be exploited to leverage on human intelligence for monitoring the quality of the production. Nevertheless, in complex scenarios, the amount of sensed data could lead to a visual and acoustic overload for the Decision Maker. In this poster we propose a multi-modal user interface (UI) we devised to support the Decision Maker in monitoring the outcome of high-precision manufacturing machineries. In particular, to mitigate the acoustic and visual overloads, we propose the use of the haptic channel, both to control the playback of the collected data stream, and to get feedbacks about anomalous situations.
在工业4.0的背景下,许多机器都配备了多个传感器,收集大量的异构数据,包括多媒体数据。在高精度工业制造的背景下,这些传感器的输出可以利用人类智能来监控生产质量。然而,在复杂的场景中,大量的传感数据可能会导致决策者的视觉和听觉过载。在这张海报中,我们提出了一个我们设计的多模态用户界面(UI),以支持决策者监控高精度制造机械的结果。特别是,为了减轻声学和视觉上的过载,我们建议使用触觉通道,既可以控制收集到的数据流的回放,也可以获得关于异常情况的反馈。
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引用次数: 0
Polka: A Water-jet Printer for Painting on the Grounds 波尔卡:用于地面绘画的喷水打印机
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399817
Reona Nagafuchi, Yasushi Matoba, Kaori Ikematsu, Ayaka Ishii, Y. Kawahara, I. Siio
We propose a method for controlling a device that draws letters and illustrations on large, flat surfaces. Similarly to conventional inkjet printers, the device ejects a volume of water from its nozzle, with the water droplets then forming dots on surfaces such as soil, concrete, and sand. Both the direction of the nozzle and the water pressure can be controlled to enable the device to draw arbitrary two-dimensional patterns within a semicircular region with a radius of six meters. The device can draw letters and illustrations. We have investigated the pressure, the shape of the nozzle, and droplet size in order to avoid further division of the droplets into even smaller droplets while traversing the air. In this paper, we introduce the mechanism of this device and demonstrate how a user can take advantage of this new drawing tool.
我们提出了一种控制在大平面上绘制字母和插图的装置的方法。与传统的喷墨打印机类似,该设备从喷嘴喷出一定量的水,然后水滴在土壤、混凝土和沙子等表面形成小点。喷嘴的方向和水压都可以控制,使该装置能够在半径为6米的半圆区域内绘制任意二维图案。这个装置可以画字母和插图。我们研究了压力、喷嘴的形状和液滴的大小,以避免液滴在空气中进一步分裂成更小的液滴。在本文中,我们介绍了该设备的机制,并演示了用户如何利用这个新的绘图工具。
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引用次数: 6
期刊
Proceedings of the International Conference on Advanced Visual Interfaces
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