首页 > 最新文献

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

英文 中文
Evaluating the Scalability of Non-Preferred Hand Mode Switching in Augmented Reality 增强现实中非首选手模式切换的可扩展性评估
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399850
Jesse Smith, Isaac Wang, Winston Wei, Julia Woodward, J. Ruiz
Mode switching allows applications to support a wide range of operations (e.g. selection, manipulation, and navigation) using a limited input space. While the performance of different mode switching techniques has been extensively examined for pen- and touch-based interfaces, investigating mode switching in augmented reality (AR) is still relatively new. Prior work found that using non-preferred hand is an efficient mode switching technique in AR. However, it is unclear how the technique performs when increasing the number of modes, which is more indicative of real-world applications. Therefore, we examined the scalability of non-preferred hand mode switching in AR with two, four, six, and eight modes. We found that as the number of modes increase, performance plateaus after the four-mode condition. We also found that counting gestures have varying effects on mode switching performance in AR. Our findings suggest that modeling mode switching performance in AR is more complex than simply counting the number of available modes. Our work lays a foundation for understanding the costs associated with scaling interaction techniques in AR.
模式切换允许应用程序使用有限的输入空间支持广泛的操作(例如选择,操作和导航)。虽然不同模式切换技术的性能已经广泛地研究了基于笔和触摸的界面,但研究增强现实(AR)中的模式切换仍然是相对较新的。先前的研究发现,在AR中使用非首选手是一种有效的模式切换技术。然而,当增加模式数量时,该技术的表现如何尚不清楚,这更能说明现实世界的应用。因此,我们研究了AR中2、4、6和8种模式的非首选手模式切换的可扩展性。我们发现,随着模式数量的增加,在四模式条件下,性能趋于稳定。我们还发现计数手势对AR中的模式切换性能有不同的影响。我们的研究结果表明,在AR中建模模式切换性能比简单地计数可用模式的数量要复杂得多。我们的工作为理解AR中缩放交互技术的相关成本奠定了基础。
{"title":"Evaluating the Scalability of Non-Preferred Hand Mode Switching in Augmented Reality","authors":"Jesse Smith, Isaac Wang, Winston Wei, Julia Woodward, J. Ruiz","doi":"10.1145/3399715.3399850","DOIUrl":"https://doi.org/10.1145/3399715.3399850","url":null,"abstract":"Mode switching allows applications to support a wide range of operations (e.g. selection, manipulation, and navigation) using a limited input space. While the performance of different mode switching techniques has been extensively examined for pen- and touch-based interfaces, investigating mode switching in augmented reality (AR) is still relatively new. Prior work found that using non-preferred hand is an efficient mode switching technique in AR. However, it is unclear how the technique performs when increasing the number of modes, which is more indicative of real-world applications. Therefore, we examined the scalability of non-preferred hand mode switching in AR with two, four, six, and eight modes. We found that as the number of modes increase, performance plateaus after the four-mode condition. We also found that counting gestures have varying effects on mode switching performance in AR. Our findings suggest that modeling mode switching performance in AR is more complex than simply counting the number of available modes. Our work lays a foundation for understanding the costs associated with scaling interaction techniques in AR.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117240182","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Are Thermal Attacks Ubiquitous?: When Non-Expert Attackers Use Off the shelf Thermal Cameras 热攻击无处不在吗?:当非专业攻击者使用现成的热像仪时
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399819
Yasmeen Abdrabou, Yomna Abdelrahman, A. Ayman, Amr Elmougy, Mohamed Khamis
Recent work showed that using image processing techniques on thermal images taken by high-end equipment reveals passwords entered on touchscreens and keyboards. In this paper, we investigate the susceptibility of common touch inputs to thermal attacks when non-expert attackers visually inspect thermal images. Using an off-the-shelf thermal camera, we collected thermal images of a smartphone's touchscreen and a laptop's touchpad after 25 participants had entered passwords using touch gestures and touch taps. We show that visual inspection of thermal images by 18 participants reveals the majority of passwords. Touch gestures are more vulnerable to thermal attacks (60.65% successful attacks) than touch taps (23.61%), and attacks against touchscreens are more accurate than on touchpads (87.04% vs 56.02%). We discuss how the affordability of thermal attacks and the nature of touch interactions make the threat ubiquitous, and the implications this has on security.
最近的研究表明,在高端设备拍摄的热图像上使用图像处理技术,可以揭示在触摸屏和键盘上输入的密码。在本文中,我们研究了当非专业攻击者视觉检查热图像时,普通触摸输入对热攻击的敏感性。在25名参与者使用触摸手势和轻触输入密码后,我们使用现成的热像仪收集了智能手机触摸屏和笔记本电脑触摸板的热图像。我们表明,18名参与者对热图像的视觉检查揭示了大多数密码。触控手势比轻触(23.61%)更容易受到热攻击(60.65%),而针对触摸屏的攻击比触控板更准确(87.04%比56.02%)。我们讨论了热攻击的可承受性和触摸交互的性质如何使威胁无处不在,以及这对安全的影响。
{"title":"Are Thermal Attacks Ubiquitous?: When Non-Expert Attackers Use Off the shelf Thermal Cameras","authors":"Yasmeen Abdrabou, Yomna Abdelrahman, A. Ayman, Amr Elmougy, Mohamed Khamis","doi":"10.1145/3399715.3399819","DOIUrl":"https://doi.org/10.1145/3399715.3399819","url":null,"abstract":"Recent work showed that using image processing techniques on thermal images taken by high-end equipment reveals passwords entered on touchscreens and keyboards. In this paper, we investigate the susceptibility of common touch inputs to thermal attacks when non-expert attackers visually inspect thermal images. Using an off-the-shelf thermal camera, we collected thermal images of a smartphone's touchscreen and a laptop's touchpad after 25 participants had entered passwords using touch gestures and touch taps. We show that visual inspection of thermal images by 18 participants reveals the majority of passwords. Touch gestures are more vulnerable to thermal attacks (60.65% successful attacks) than touch taps (23.61%), and attacks against touchscreens are more accurate than on touchpads (87.04% vs 56.02%). We discuss how the affordability of thermal attacks and the nature of touch interactions make the threat ubiquitous, and the implications this has on security.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121127890","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
Interactive Time-Series of Measures for Exploring Dynamic Networks 探索动态网络的交互式时间序列测度
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399922
Liwenhan Xie, J. O'Donnell, Benjamin Bach, Jean-Daniel Fekete
We present MeasureFlow, an interface to visually and interactively explore dynamic networks through time-series of network measures such as link number, graph density, or node activation. When networks contain many time steps, become large and more dense, or contain high frequencies of change, traditional visualizations that focus on network topology, such as animations or small multiples, fail to provide adequate overviews and thus fail to guide the analyst towards interesting time points and periods. MeasureFlow presents a complementary approach that relies on visualizing time-series of common network measures to provide a detailed yet comprehensive overview of when changes are happening and which network measures they involve. As dynamic networks undergo changes of varying rates and characteristics, network measures provide important hints on the pace and nature of their evolution and can guide an analysts in their exploration; based on a set of interactive and signal-processing methods, MeasureFlow allows an analyst to select and navigate periods of interest in the network. We demonstrate MeasureFlow through case studies with real-world data.
我们提出了MeasureFlow,这是一个通过时间序列的网络度量(如链接数、图密度或节点激活)来可视化和交互式地探索动态网络的界面。当网络包含许多时间步长,变得更大、更密集,或者包含高频率的变化时,传统的关注网络拓扑的可视化,如动画或小倍数,不能提供足够的概述,因此不能引导分析人员找到有趣的时间点和周期。MeasureFlow提供了一种补充方法,它依赖于公共网络度量的可视化时间序列,以提供一个详细而全面的概述,说明变化何时发生,以及它们涉及哪些网络度量。由于动态网络以不同的速度和特征发生变化,网络测度为其演变的速度和性质提供了重要线索,并可以指导分析人员进行探索;基于一组交互和信号处理方法,MeasureFlow允许分析人员选择和导航网络中感兴趣的时间段。我们通过实际数据的案例研究来演示MeasureFlow。
{"title":"Interactive Time-Series of Measures for Exploring Dynamic Networks","authors":"Liwenhan Xie, J. O'Donnell, Benjamin Bach, Jean-Daniel Fekete","doi":"10.1145/3399715.3399922","DOIUrl":"https://doi.org/10.1145/3399715.3399922","url":null,"abstract":"We present MeasureFlow, an interface to visually and interactively explore dynamic networks through time-series of network measures such as link number, graph density, or node activation. When networks contain many time steps, become large and more dense, or contain high frequencies of change, traditional visualizations that focus on network topology, such as animations or small multiples, fail to provide adequate overviews and thus fail to guide the analyst towards interesting time points and periods. MeasureFlow presents a complementary approach that relies on visualizing time-series of common network measures to provide a detailed yet comprehensive overview of when changes are happening and which network measures they involve. As dynamic networks undergo changes of varying rates and characteristics, network measures provide important hints on the pace and nature of their evolution and can guide an analysts in their exploration; based on a set of interactive and signal-processing methods, MeasureFlow allows an analyst to select and navigate periods of interest in the network. We demonstrate MeasureFlow through case studies with real-world data.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126461061","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
CrossWidgets CrossWidgets
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399918
M. Angelini, G. Blasilli, S. Lenti, A. Palleschi, G. Santucci
Filtering is one of the basic interaction techniques in Information Visualization, with the main objective of limiting the amount of displayed information using constraints on attribute values. Research focused on direct manipulation selection means or on simple interactors like sliders or check-boxes: while the interaction with a single attribute is, in principle, straightforward, getting an understanding of the relationship between multiple attribute constraints and the actual selection might be a complex task. To cope with this problem, usually referred as cross-filtering, the paper provides a general definition of the structure of a filter, based on domain values and data distribution, the identification of visual feedbacks on the relationship between filters status and the current selection, and guidance means to help in fulfilling the requested selection. Then, leveraging on the definition of these design elements, the paper proposes CrossWidgets, modular attribute selectors that provide the user with feedback and guidance during complex interaction with multiple attributes. An initial controlled experiment demonstrates the benefits that CrossWidgets provide to cross-filtering activities.
{"title":"CrossWidgets","authors":"M. Angelini, G. Blasilli, S. Lenti, A. Palleschi, G. Santucci","doi":"10.1145/3399715.3399918","DOIUrl":"https://doi.org/10.1145/3399715.3399918","url":null,"abstract":"Filtering is one of the basic interaction techniques in Information Visualization, with the main objective of limiting the amount of displayed information using constraints on attribute values. Research focused on direct manipulation selection means or on simple interactors like sliders or check-boxes: while the interaction with a single attribute is, in principle, straightforward, getting an understanding of the relationship between multiple attribute constraints and the actual selection might be a complex task. To cope with this problem, usually referred as cross-filtering, the paper provides a general definition of the structure of a filter, based on domain values and data distribution, the identification of visual feedbacks on the relationship between filters status and the current selection, and guidance means to help in fulfilling the requested selection. Then, leveraging on the definition of these design elements, the paper proposes CrossWidgets, modular attribute selectors that provide the user with feedback and guidance during complex interaction with multiple attributes. An initial controlled experiment demonstrates the benefits that CrossWidgets provide to cross-filtering activities.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124471688","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Designing usable interfaces for the Industry 4.0 为工业4.0设计可用的界面
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399861
M. D. Gregorio, G. Nota, Marco Romano, M. Sebillo, G. Vitiello
In Industry 4.0, Human Machine Interfaces are largely used in order to increase the performances of production processes at the same time reducing the number of emergencies and accidents. In manufacturing, the most typical system used to monitor the production is the Andon. It is a graphical system exploited in plants to notify operators who deal with management, maintenance and production performance of the presence of a problem. Of course, the usability of such interfaces is essential to allow an operator to identify and react more effectively to potentially critical situations. Improving the usability of such interfaces is a big challenge due to the increasing complexity of the data that must be processed and understood quickly by operators. In this paper, we present a set of guidelines to help professional developers to design usable interfaces for monitoring industrial production in manufacturing. Such guidelines are based on usability principles and formalized by reviewing existing industrial interfaces. Using a realistic case study prepared with manufacturing experts, we propose an Andon interface that we developed to test the efficacy of these guidelines on a last generation touch-wall device.
在工业4.0中,人机界面被大量使用,以提高生产过程的性能,同时减少紧急情况和事故的数量。在制造业中,用于监控生产的最典型系统是安东。它是一种在工厂中使用的图形系统,用于通知处理管理,维护和生产性能的操作员存在问题。当然,这些界面的可用性对于操作员识别和更有效地应对潜在的危险情况至关重要。由于数据越来越复杂,操作人员必须快速处理和理解这些数据,因此提高这些界面的可用性是一个巨大的挑战。在本文中,我们提出了一套指导方针,以帮助专业开发人员设计可用的接口来监控制造业中的工业生产。这样的指导方针基于可用性原则,并通过审查现有的工业接口而形式化。使用与制造专家准备的现实案例研究,我们提出了一个我们开发的Andon接口,以测试这些指南在上一代触摸壁设备上的功效。
{"title":"Designing usable interfaces for the Industry 4.0","authors":"M. D. Gregorio, G. Nota, Marco Romano, M. Sebillo, G. Vitiello","doi":"10.1145/3399715.3399861","DOIUrl":"https://doi.org/10.1145/3399715.3399861","url":null,"abstract":"In Industry 4.0, Human Machine Interfaces are largely used in order to increase the performances of production processes at the same time reducing the number of emergencies and accidents. In manufacturing, the most typical system used to monitor the production is the Andon. It is a graphical system exploited in plants to notify operators who deal with management, maintenance and production performance of the presence of a problem. Of course, the usability of such interfaces is essential to allow an operator to identify and react more effectively to potentially critical situations. Improving the usability of such interfaces is a big challenge due to the increasing complexity of the data that must be processed and understood quickly by operators. In this paper, we present a set of guidelines to help professional developers to design usable interfaces for monitoring industrial production in manufacturing. Such guidelines are based on usability principles and formalized by reviewing existing industrial interfaces. Using a realistic case study prepared with manufacturing experts, we propose an Andon interface that we developed to test the efficacy of these guidelines on a last generation touch-wall device.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129616119","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Virtual bowling: launch as you all were there! 虚拟保龄球:发射,因为你都在那里!
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399848
M. De Marsico, Emanuele Panizzi, Francesca Romana Mattei, A. Musolino, Manuel Prandini, Marzia Riso, D. Sforza
This work proposes BowlingVR, an advanced Virtual Reality (VR) multiplayer game that tackles two main goals: the first one is to provide a realistic User eXperience (UX) to the user, by reproducing the dynamics and physical context of a real bowling challenge; the second one is to allow a remote, distributed, socially satisfying gameplay, providing the user the illusion of the real presence of the remote players. The prototype was evaluated using a modified version of SUXES, a kind of user interview schema that was originally devised for multimedia applications and that has been modified in order to better compare the responses of different users and get a more reliable estimation of user appreciation.
这项工作提出了BowlingVR,一个先进的虚拟现实(VR)多人游戏,解决了两个主要目标:第一个是通过再现真实保龄球挑战的动态和物理环境,为用户提供逼真的用户体验(UX);第二个是允许远程、分布式、社交性的游戏玩法,让用户产生远程玩家真实存在的幻觉。原型是使用改进版本的SUXES进行评估的,SUXES是一种最初为多媒体应用程序设计的用户访谈模式,为了更好地比较不同用户的反应并获得更可靠的用户评价,对其进行了修改。
{"title":"Virtual bowling: launch as you all were there!","authors":"M. De Marsico, Emanuele Panizzi, Francesca Romana Mattei, A. Musolino, Manuel Prandini, Marzia Riso, D. Sforza","doi":"10.1145/3399715.3399848","DOIUrl":"https://doi.org/10.1145/3399715.3399848","url":null,"abstract":"This work proposes BowlingVR, an advanced Virtual Reality (VR) multiplayer game that tackles two main goals: the first one is to provide a realistic User eXperience (UX) to the user, by reproducing the dynamics and physical context of a real bowling challenge; the second one is to allow a remote, distributed, socially satisfying gameplay, providing the user the illusion of the real presence of the remote players. The prototype was evaluated using a modified version of SUXES, a kind of user interview schema that was originally devised for multimedia applications and that has been modified in order to better compare the responses of different users and get a more reliable estimation of user appreciation.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"140 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131716512","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
The Therapeutic Use of Humanoid Robots for Behavioral Disorders 类人机器人在行为障碍治疗中的应用
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399960
Federica Amato, M. D. Gregorio, Clara Monaco, M. Sebillo, G. Tortora, G. Vitiello
In this work, we illustrate an innovative treatment for patients affected by Behavioral Disorders, that relies on the use of Pepper humanoid robot. This new therapeutic methodology was created to support and make the therapist's work more attractive. Pepper is equipped with a tablet and two identical cameras. The tablet is used to let the patient interact with the application, while the cameras are used to capture their real-time emotions to understand the degree of attention and any difficulty that they may have. The interaction with the tablet takes place through some exercises in the form of games. The exercises performed by the subject are analyzed and combined with the data captured by the cameras. The combination of these data is processed to propose appropriate levels of therapeutic activities. This process leads to the digitization of the patient's healing path so that any improvement (or worsening) is monitored and causes Pepper to become a reliable and predictable technological intermediary for the child. The work has been developed in collaboration with a diagnostic and therapeutic center. Interacting with a humanoid robot, children exhibit a higher engagement, which can be explained, according to the psychologists, by the fact that a robot is emotionally less rich than human beings, and the patient feels less scared.
在这项工作中,我们展示了一种创新的治疗方法,用于受行为障碍影响的患者,这依赖于使用Pepper人形机器人。创造这种新的治疗方法是为了支持和使治疗师的工作更有吸引力。“小辣椒”配备了一个平板电脑和两个相同的摄像头。平板电脑用于让患者与应用程序互动,而摄像头用于捕捉他们的实时情绪,以了解他们的注意力程度和可能遇到的任何困难。与平板电脑的互动是通过一些游戏形式的练习来实现的。受试者进行的练习被分析并与摄像机捕获的数据相结合。对这些数据进行综合处理,以提出适当的治疗活动水平。这一过程将病人的康复过程数字化,以便监测任何改善(或恶化),并使Pepper成为孩子可靠和可预测的技术中介。这项工作是与一家诊断和治疗中心合作开展的。与类人机器人互动时,孩子们表现出更高的参与度,心理学家认为,这可以解释为机器人在情感上不如人类丰富,病人也不会感到害怕。
{"title":"The Therapeutic Use of Humanoid Robots for Behavioral Disorders","authors":"Federica Amato, M. D. Gregorio, Clara Monaco, M. Sebillo, G. Tortora, G. Vitiello","doi":"10.1145/3399715.3399960","DOIUrl":"https://doi.org/10.1145/3399715.3399960","url":null,"abstract":"In this work, we illustrate an innovative treatment for patients affected by Behavioral Disorders, that relies on the use of Pepper humanoid robot. This new therapeutic methodology was created to support and make the therapist's work more attractive. Pepper is equipped with a tablet and two identical cameras. The tablet is used to let the patient interact with the application, while the cameras are used to capture their real-time emotions to understand the degree of attention and any difficulty that they may have. The interaction with the tablet takes place through some exercises in the form of games. The exercises performed by the subject are analyzed and combined with the data captured by the cameras. The combination of these data is processed to propose appropriate levels of therapeutic activities. This process leads to the digitization of the patient's healing path so that any improvement (or worsening) is monitored and causes Pepper to become a reliable and predictable technological intermediary for the child. The work has been developed in collaboration with a diagnostic and therapeutic center. Interacting with a humanoid robot, children exhibit a higher engagement, which can be explained, according to the psychologists, by the fact that a robot is emotionally less rich than human beings, and the patient feels less scared.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125149755","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Visualizing Program Genres' Temporal-Based Similarity in Linear TV Recommendations 线性电视推荐中节目类型的时间相似性可视化
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399813
Veronika Bogina, Julia Sheidin, T. Kuflik, S. Berkovsky
There is an increasing evidence that data visualization is an important and useful tool for quick understanding and filtering of large amounts of data. In this paper, we contribute to this body of work with a study that compares chord and ranked list for presentation of a temporal TV program genre similarity in next-program recommendations. We consider genre similarity based on the similarity of temporal viewing patterns. We discover that chord presentation allows users to see the whole picture and improves their ability to choose items beyond the ranked list of top similar items. We believe that similarity visualization may be useful for the provision of both the recommendations and their explanations to the end users.
越来越多的证据表明,数据可视化是快速理解和过滤大量数据的重要而有用的工具。在本文中,我们通过一项比较和弦和排名列表在下一个节目推荐中呈现时间电视节目类型相似性的研究来促进这一工作。我们基于时间观看模式的相似性来考虑类型相似性。我们发现,和弦表示可以让用户看到整个画面,并提高他们选择项目的能力,而不是排名在前的类似项目列表。我们相信,相似性可视化对于向最终用户提供推荐及其解释可能是有用的。
{"title":"Visualizing Program Genres' Temporal-Based Similarity in Linear TV Recommendations","authors":"Veronika Bogina, Julia Sheidin, T. Kuflik, S. Berkovsky","doi":"10.1145/3399715.3399813","DOIUrl":"https://doi.org/10.1145/3399715.3399813","url":null,"abstract":"There is an increasing evidence that data visualization is an important and useful tool for quick understanding and filtering of large amounts of data. In this paper, we contribute to this body of work with a study that compares chord and ranked list for presentation of a temporal TV program genre similarity in next-program recommendations. We consider genre similarity based on the similarity of temporal viewing patterns. We discover that chord presentation allows users to see the whole picture and improves their ability to choose items beyond the ranked list of top similar items. We believe that similarity visualization may be useful for the provision of both the recommendations and their explanations to the end users.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123347345","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
FeedBucket FeedBucket
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399947
Valentino Artizzu, Davide Fara, Riccardo Macis, L. D. Spano
Standard development libraries for Virtual and Mixed Reality support haptic feedback through low-level parameters, which do not guide developers in creating effective interactions. In this paper, we report some preliminary results on a simplified structure for the creation, assignment and execution of haptic feedback for standard controllers with the optional feature of synchronizing an haptic pattern to an auditory feedback. In addition, we present the results of a preliminary test investigating the users' ability in recognizing variations in intensity and/or duration of the stimulus, especially when the two dimensions are combined for encoding information.
{"title":"FeedBucket","authors":"Valentino Artizzu, Davide Fara, Riccardo Macis, L. D. Spano","doi":"10.1145/3399715.3399947","DOIUrl":"https://doi.org/10.1145/3399715.3399947","url":null,"abstract":"Standard development libraries for Virtual and Mixed Reality support haptic feedback through low-level parameters, which do not guide developers in creating effective interactions. In this paper, we report some preliminary results on a simplified structure for the creation, assignment and execution of haptic feedback for standard controllers with the optional feature of synchronizing an haptic pattern to an auditory feedback. In addition, we present the results of a preliminary test investigating the users' ability in recognizing variations in intensity and/or duration of the stimulus, especially when the two dimensions are combined for encoding information.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"186 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123721660","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
DELEX DELEX
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399820
A. F. Abate, Aniello Castiglione, Michele Nappi, Ignazio Passero
Recent advances in Machine Learning have unveiled interesting possibilities for real-time investigating about user characteristics and expressions like, but not limited to, age, sex, body posture, emotions and moods. These new opportunities lay the foundations for new HCI tools for interactive applications that adopt user emotions as a communication channel. This paper presents an Emotion Controlled User Experience that changes according to user feelings and emotions analysed at runtime. Aiming at obtaining a preliminary evaluation of the proposed ecosystem, a controlled experiment has been performed in an engineering and software development company, where 60 people have been involved as volunteers. The subjective evaluation has been based on a standard questionnaire commonly adopted for measuring user perceived sense of immersion in Virtual Environments. The results of the controlled experiment encourage further investigations strengthen by the analysis of objective performance measurements and user physiological parameters.
{"title":"DELEX","authors":"A. F. Abate, Aniello Castiglione, Michele Nappi, Ignazio Passero","doi":"10.1145/3399715.3399820","DOIUrl":"https://doi.org/10.1145/3399715.3399820","url":null,"abstract":"Recent advances in Machine Learning have unveiled interesting possibilities for real-time investigating about user characteristics and expressions like, but not limited to, age, sex, body posture, emotions and moods. These new opportunities lay the foundations for new HCI tools for interactive applications that adopt user emotions as a communication channel. This paper presents an Emotion Controlled User Experience that changes according to user feelings and emotions analysed at runtime. Aiming at obtaining a preliminary evaluation of the proposed ecosystem, a controlled experiment has been performed in an engineering and software development company, where 60 people have been involved as volunteers. The subjective evaluation has been based on a standard questionnaire commonly adopted for measuring user perceived sense of immersion in Virtual Environments. The results of the controlled experiment encourage further investigations strengthen by the analysis of objective performance measurements and user physiological parameters.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125430901","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
期刊
Proceedings of the International Conference on Advanced Visual Interfaces
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1