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Adjunct Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology最新文献

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Scout: Mixed-Initiative Exploration of Design Variations through High-Level Design Constraints Scout:通过高级设计约束对设计变化的混合主动探索
Amanda Swearngin, Amy J. Ko, J. Fogarty
Although the exploration of variations is a key part of interface design, current processes for creating variations are mostly manual. We present Scout, a system that helps designers explore many variations rapidly through mixed-initiative interaction with high-level constraints and design feedback. Past constraint-based layout systems use low-level spatial constraints and mostly produce only a single design. Scout advances upon these systems by introducing high-level constraints based on design concepts (e.g. emphasis). With Scout, we have formalized several high-level constraints into their corresponding low-level spatial constraints to enable rapidly generating many designs through constraint solving and program synthesis.
尽管对变化的探索是界面设计的关键部分,但目前创建变化的过程大多是手动的。我们介绍Scout,这是一个系统,可以帮助设计师通过与高级约束和设计反馈的混合主动交互来快速探索许多变化。过去基于约束的布局系统使用低级的空间约束,并且大多只产生单一的设计。Scout通过引入基于设计概念的高级约束(例如强调)来推进这些系统。通过Scout,我们将几个高级约束形式化为相应的低级空间约束,从而能够通过约束求解和程序合成快速生成许多设计。
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引用次数: 5
Gaze-guided Image Classification for Reflecting Perceptual Class Ambiguity 视觉引导下反映感知类歧义的图像分类
Tatsuya Ishibashi, Yusuke Sugano, Y. Matsushita
Despite advances in machine learning and deep neural networks, there is still a huge gap between machine and human image understanding. One of the causes is the annotation process used to label training images. In most image categorization tasks, there is a fundamental ambiguity between some image categories and the underlying class probability differs from very obvious cases to ambiguous ones. However, current machine learning systems and applications usually work with discrete annotation processes and the training labels do not reflect this ambiguity. To address this issue, we propose an new image annotation framework where labeling incorporates human gaze behavior. In this framework, gaze behavior is used to predict image labeling difficulty. The image classifier is then trained with sample weights defined by the predicted difficulty. We demonstrate our approach's effectiveness on four-class image classification tasks.
尽管机器学习和深度神经网络取得了进步,但机器和人类图像理解之间仍然存在巨大差距。其中一个原因是用于标记训练图像的注释过程。在大多数图像分类任务中,某些图像类别之间存在着基本的模糊性,并且从非常明显的情况到模糊的情况,潜在的类概率是不同的。然而,目前的机器学习系统和应用通常使用离散的注释过程,训练标签不能反映这种模糊性。为了解决这个问题,我们提出了一个新的图像标注框架,其中标注包含了人类的注视行为。在该框架中,使用注视行为来预测图像标注难度。然后使用由预测难度定义的样本权重来训练图像分类器。我们证明了该方法在四类图像分类任务上的有效性。
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引用次数: 0
cARe: An Augmented Reality Support System for Dementia Patients 护理:痴呆患者增强现实支持系统
Dennis Wolf, Daniel Besserer, K. Sejunaite, M. Riepe, E. Rukzio
Symptoms of progressing dementia like memory loss, impaired executive function and decreasing motivation can gradually undermine instrumental activities of daily living (IADL) such as cooking. Assisting technologies in form of augmented reality (AR) have previously been applied to support cognitively impaired users during IADLs. In most cases, instructions were provided locally via projection or a head-mounted display (HMD) but lacked an incentive mechanism and the flexibility to support a broad range of use-cases. To provide users and therapists with a holistic solution, we propose cARe, a framework that can be easily adapted by therapists to various use-cases without any programming knowledge. Users are then guided through manual processes with localized visual and auditory cues that are rendered by an HMD. Our ongoing user study indicates that users are more comfortable and successful in cooking with cARe as compared to a printed recipe, which promises a more dignified and autonomous living for dementia patients.
进行性痴呆的症状,如记忆丧失、执行功能受损和动力下降,会逐渐破坏日常生活(IADL)的工具性活动,如烹饪。增强现实(AR)形式的辅助技术先前已被应用于在iadl期间支持认知受损的用户。在大多数情况下,指令是通过投影或头戴式显示器(HMD)在本地提供的,但缺乏激励机制和灵活性来支持广泛的用例。为了给用户和治疗师提供一个整体的解决方案,我们提出了cARe,这是一个框架,治疗师可以在没有任何编程知识的情况下轻松适应各种用例。然后,通过HMD呈现的局部视觉和听觉线索,引导用户完成手动流程。我们正在进行的用户研究表明,与印刷食谱相比,用户在使用cARe烹饪时更舒适、更成功,这为痴呆症患者带来了更有尊严和自主的生活。
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引用次数: 26
Game Design for Users with Constraint: Exergame for Older Adults with Cognitive Impairment 约束用户的游戏设计:有认知障碍的老年人的游戏
Mahzar Eisapour, Shi Cao, J. Boger
In order to design serious games, attention needs to be paid to the target users. One important application of serious games is the design of games for older adults with dementia. Interfaces and activities in games designed for this group of users should be conducted by considering both the cognitive and physical limitations of these people, which may be challenging. We overcome these challenges by using the advantages of new head mounted display virtual reality (HMD-VR) technology and the knowledge of experts. The results of a preliminary three-week exercise involving participants with dementia shows that our design approach has been successful in achieving an interesting environment and could engage participants in the game.
为了设计严肃的游戏,我们需要关注目标用户。严肃游戏的一个重要应用是为老年痴呆症患者设计游戏。为这群用户设计的游戏界面和活动应该考虑到这些人的认知和身体限制,这可能是具有挑战性的。我们利用新的头戴式显示虚拟现实(HMD-VR)技术的优势和专家的知识来克服这些挑战。对痴呆患者进行了为期三周的初步实验,结果表明,我们的设计方法成功地创造了一个有趣的环境,能够吸引参与者参与到游戏中来。
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引用次数: 12
Screen-Camera Communication via Matrix Barcode Utilizing Imperceptible Color Vibration 利用难以察觉的彩色振动的矩阵条形码的屏幕摄像头通信
S. Abe, T. Hiraki, S. Fukushima, T. Naemura
Communication between screens and cameras has attracted attention as a ubiquitous information source, motivated by the widespread use of smartphones and the increase of public advertising and information screens. We propose embedding matrix barcodes into images projected on displays by utilizing imperceptible color vibration. This approach maintains the visual experience as the barcodes are imperceptible and can be implemented on almost any display and camera for the technology to be pervasive. In fact, the color vibration can be generated by ordinary 60 Hz LCDs and captured by 120 fps smartphone cameras. To illustrate the technology capabilities, we present scenarios of potential practical applications.
由于智能手机的广泛使用以及公共广告和信息屏幕的增加,屏幕和相机之间的通信作为无处不在的信息源引起了人们的关注。我们提出利用难以察觉的彩色振动将矩阵条形码嵌入到投影在显示器上的图像中。这种方法保持了视觉体验,因为条形码是难以察觉的,可以在几乎任何显示器和相机上实现,使技术普及。事实上,这种彩色振动可以由普通的60赫兹液晶显示器产生,并由120帧/秒的智能手机摄像头捕捉到。为了说明该技术的功能,我们给出了潜在的实际应用场景。
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引用次数: 4
Fostering Design Process of Shape-Changing Interfaces 培养变形界面的设计过程
Hyunyoung Kim
Shape-changing interfaces match forms and haptics with functions and bring affordances to devices. I believe that shape-changing interfaces will be increasingly available to end-users in the future. To increase acceptance of shape-changing interfaces by end-users, we need to provide designers with design criteria and framework closely grounded on their current skills and needs. Also, we need to provide them with prototyping tools to enable quick assessment of ideas in the physical world. In this paper, I introduce the three threads of my Ph.D. research in the direction of providing the design tools. First, I advance existing shape-changing interface taxonomies to broaden design vocabulary and systemize design framework, based on the classification of everyday objects. Second, I conduct a study with end-users to suggest interaction techniques and design guidelines for shape-changing interfaces from their current practice. Lastly, I develop a physical prototyping tool for shape-changing interfaces to shorten prototyping iterations based on well-known Lego-like bricks.
可变形界面将形式和触觉与功能相匹配,并为设备带来功能支持。我相信,将来终端用户将越来越多地使用可改变形状的界面。为了提高终端用户对可变形界面的接受度,我们需要为设计师提供基于他们当前技能和需求的设计标准和框架。此外,我们需要为他们提供原型工具,以便在物理世界中快速评估想法。在本文中,我介绍了我在提供设计工具方向上的三个博士研究线索。首先,我提出了现有的形状变化的接口分类法,以扩大设计词汇和系统化的设计框架,基于日常对象的分类。其次,我对最终用户进行了一项研究,从他们目前的实践中为变形界面提供交互技术和设计指南。最后,我开发了一个用于改变形状界面的物理原型工具,以缩短基于众所周知的乐高积木的原型迭代。
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引用次数: 3
D-Aquarium: A Digital Aquarium to Reduce Perceived Waiting Time at Children's Hospital
Jooyoung Son, Suzi Choi, Jun-Dong Cho
Patients waiting for long to use medical services become more physically and psychologically anxious than do people waiting to use general services. Since children feel more anxiety and fear in a hospital, it is necessary to reduce their perceived waiting time by disturbing their awareness of time and dispersing their attention. We present the D-Aquarium, a computer-based digital aquarium that provides psychological stability to pediatric patients and reduces their perceived waiting time by using distractions to alleviate their psychological anxiety and interfere with their perception of time.
等待较长时间使用医疗服务的患者比等待使用一般服务的患者在身体和心理上变得更加焦虑。由于儿童在医院感到更多的焦虑和恐惧,有必要通过干扰他们的时间意识和分散他们的注意力来减少他们感知的等待时间。我们介绍了d水族馆,一个基于计算机的数字水族馆,为儿科患者提供心理稳定,并通过使用分心来减轻他们的心理焦虑和干扰他们的时间感知来减少他们感知的等待时间。
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引用次数: 0
I/O Braid: Scalable Touch-Sensitive Lighted Cords Using Spiraling, Repeating Sensing Textiles and Fiber Optics I/O编织:可扩展的触摸感应照明绳使用螺旋,重复感应纺织品和光纤
A. Olwal, Jon Moeller, Greg Priest-Dorman, Thad Starner, B. Carroll
We introduce I/O Braid, an interactive textile cord with embedded sensing and visual feedback. I/O Braid senses proximity, touch, and twist through a spiraling, repeating braiding topology of touch matrices. This sensing topology is uniquely scalable, requiring only a few sensing lines to cover the whole length of a cord. The same topology allows us to embed fiber optic strands to integrate co-located visual feedback. We provide an overview of the enabling braiding techniques, design considerations, and approaches to gesture detection. These allow us to derive a set of interaction techniques, which we demonstrate with different form factors and capabilities. Our applications illustrate how I/O Braid can invisibly augment everyday objects, such as touch-sensitive headphones and interactive drawstrings on garments, while enabling discoverability and feedback through embedded light sources.
我们介绍了I/O编织,一个具有嵌入式传感和视觉反馈的交互式纺织线。I/O Braid通过触摸矩阵的螺旋、重复编织拓扑感应接近、触摸和扭曲。这种传感拓扑结构具有独特的可扩展性,只需要几条传感线即可覆盖整个电缆长度。同样的拓扑结构允许我们嵌入光纤链来整合位于同一位置的视觉反馈。我们提供了一个概述,使编织技术,设计考虑和方法的手势检测。这允许我们派生出一组交互技术,我们用不同的形式因素和功能来演示这些技术。我们的应用说明了I/O Braid如何无形地增强日常物品,如触敏耳机和服装上的交互式拉绳,同时通过嵌入式光源实现可发现性和反馈。
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引用次数: 5
The Immersive Bubble Chart: a Semantic and Virtual Reality Visualization for Big Data 沉浸式气泡图:面向大数据的语义和虚拟现实可视化
T. Onorati, P. Díaz, Telmo Zarraonandia, I. Aedo
In this paper, we introduce the Immersive Bubble Chart, a visualization for hierarchical datasets presented in a virtual reality (VR) world. Users get immersed into the visualization and interact with the bubbles using gestures with a view to overcoming some limitations of 2D visualizations due to the capabilities and interaction affordances of the devices. The technological advances in VR give the possibility to design malleable and extensible representations and more natural and engaging interactions. Using the Oculus Touch controllers, the users can grab and move the bubbles, throw them away or bump two of them for creating a cluster. We have tested the Immersive Bubble Chart with the hierarchical clusters of semantically related terms generated from Twitter.
在本文中,我们介绍了沉浸式气泡图,这是一种在虚拟现实(VR)世界中呈现的分层数据集的可视化。用户沉浸在可视化中,并使用手势与气泡进行交互,以克服由于设备的功能和交互能力而导致的2D可视化的一些限制。VR的技术进步为设计可延展和可扩展的表现形式以及更自然、更吸引人的交互提供了可能性。使用Oculus Touch控制器,用户可以抓住并移动气泡,扔掉它们,或者碰撞其中的两个来创建一个集群。我们已经用从Twitter生成的语义相关术语的分层集群测试了浸入式气泡图。
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引用次数: 7
Juggling 4.0: Learning Complex Motor Skills with Augmented Reality Through the Example of Juggling 杂耍4.0:学习复杂的运动技能与增强现实通过杂耍的例子
Benjamin Meyer, Pascal Gruppe, Bastian Cornelsen, Tim Claudius Stratmann, Uwe Gruenefeld, Susanne CJ Boll
Learning new motor skills is a problem that people are constantly confronted with (e.g. to learn a new kind of sport). In our work, we investigate to which extent the learning process of a motor sequence can be optimized with the help of Augmented Reality as a technical assistant. Therefore, we propose an approach that divides the problem into three tasks: (1) the tracking of the necessary movements, (2) the creation of a model that calculates possible deviations and (3) the implementation of a visual feedback system. To evaluate our approach, we implemented the idea by using infrared depth sensors and an Augmented Reality head-mounted device (HoloLens). Our results show that the system can give an efficient assistance for the correct height of a throw with one ball. Furthermore, it provides a basis for the support of a complete juggling sequence.
学习新的运动技能是人们经常面临的一个问题(例如,学习一种新的运动)。在我们的工作中,我们研究了在增强现实作为技术助手的帮助下,运动序列的学习过程可以在多大程度上得到优化。因此,我们提出了一种方法,将问题分为三个任务:(1)跟踪必要的运动,(2)创建计算可能偏差的模型,(3)实现视觉反馈系统。为了评估我们的方法,我们通过使用红外深度传感器和增强现实头戴式设备(HoloLens)实现了这一想法。结果表明,该系统可以有效地辅助一个球的正确高度。此外,它为一个完整的杂耍序列的支持提供了基础。
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引用次数: 5
期刊
Adjunct Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology
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