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3D location-pointing as a navigation aid in Virtual Environments 虚拟环境中的3D定位辅助导航
Pub Date : 2004-05-25 DOI: 10.1145/989863.989910
L. Chittaro, Stefano Burigat
The navigation support provided by user interfaces of Virtual Environments (VEs) is often inadequate and tends to be overly complex, especially in the case of large-scale VEs. In this paper, we propose a novel navigation aid that aims at allowing users to easily locate objects and places inside large-scale VEs. The aid exploits 3D arrows to point towards the objects and places the user is interested in. We illustrate and discuss the experimental evaluation we carried out to assess the usefulness of the proposed solution, contrasting it with more traditional 2D navigation aids. In particular, we compared subjects' performance in 4 conditions which differ for the type of provided navigation aid: three conditions employed respectively the proposed "3D arrows" aid, an aid based on 2D arrows, and a 2D aid based on a radar metaphor; the fourth condition was a control condition with no navigation aids available.
虚拟环境(Virtual Environments, ve)的用户界面所提供的导航支持往往不足且过于复杂,特别是在大型虚拟环境中。在本文中,我们提出了一种新的导航辅助,旨在让用户轻松定位大型虚拟现实中的物体和地点。该辅助工具利用3D箭头指向用户感兴趣的物体和位置。我们举例说明并讨论了我们进行的实验评估,以评估所提出的解决方案的有效性,并将其与更传统的2D导航辅助设备进行了对比。特别地,我们比较了被试在4种不同条件下的表现,这4种条件分别采用了提出的“3D箭头”辅助、基于2D箭头的辅助和基于雷达隐喻的2D辅助;第四个条件是没有导航辅助设备的控制条件。
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引用次数: 106
Two methods for enhancing mutual awareness in a group recommender system 群推荐系统中增强相互意识的两种方法
Pub Date : 2004-05-25 DOI: 10.1145/989863.989948
A. Jameson, Stephan Baldes, Thomas Kleinbauer
We present a group recommender system for vacations that helps group members who are not able to communicate synchronously to specify their preferences collaboratively and to arrive at an agreement about an overall solution. The system's design includes two innovations in visual user interfaces: 1. An interface for collaborative preference specification offers various ways in which one group member can view and perhaps copy the previously specified preferences of other users. This interface has been found to further mutual understanding and agreement. The same interface is used by the system to display recommended solutions and to visualize the extent to which a solution satisfies the preferences of the various group members. 2. In a novel application of animated characters, each character serves as a representative of a group member who is not currently available for communication. By responding with speech, facial expressions, and gesture to proposed solutions, a representative conveys to the current real user some key aspects of the corresponding real group member's responses to a proposed solution. Taken together, these two aspects of the interface provide complementary and partly redundant means by which a group member can achieve awareness of the preferences and responses of other group members: an abstract, complete, graphical representation and a concrete, selective, human-like representation. By allowing users to choose flexibly which representation they will attend to under what circumstances, we aim to move beyond the usual debates about the relative merits of these two general types of representation.
我们提出了一个度假团体推荐系统,它可以帮助不能同步交流的团体成员共同指定他们的偏好,并就整体解决方案达成一致。该系统的设计包括两个视觉用户界面的创新:1。协作首选项规范的接口提供了多种方式,其中一个组成员可以查看或复制其他用户先前指定的首选项。这个界面进一步加深了双方的理解和共识。系统使用相同的界面来显示推荐的解决方案,并可视化解决方案满足不同组成员偏好的程度。2. 在一个动画角色的新应用中,每个角色都代表一个目前无法交流的小组成员。通过用语言、面部表情和手势来回应建议的解决方案,代表向当前的真实用户传达了相应的真实小组成员对建议的解决方案的反应的一些关键方面。总的来说,界面的这两个方面提供了互补和部分冗余的手段,通过这种手段,群体成员可以意识到其他群体成员的偏好和反应:抽象的、完整的、图形化的表示和具体的、选择性的、类人的表示。通过允许用户灵活地选择在什么情况下他们将参加的表示,我们的目标是超越关于这两种一般表示类型的相对优点的通常辩论。
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引用次数: 68
MVT: a system for visual testing of software MVT:用于软件可视化测试的系统
Pub Date : 2004-05-25 DOI: 10.1145/989863.989931
Jan Lönnberg, A. Korhonen, L. Malmi
Software development is prone to time-consuming and expensive errors. Finding and correcting errors in a program (debugging) is usually done by executing the program with different inputs and examining its intermediate and/or final results (testing). The tools that are currently available for debugging (debuggers) do not fully make use of several potentially useful visualisation and interaction techniques.This article presents a prototype debugging tool (MVT--Matrix Visual Tester) based on a new interactive graphical software testing methodology called visual testing. A programmer can use a visual testing tool to examine and manipulate a running program and its data structures. The tool combines aspects of visual algorithm simulation, high-level data visualisation and visual debugging, and allows easier testing, debugging and understanding of software.
软件开发容易出现耗时且代价高昂的错误。查找和纠正程序中的错误(调试)通常是通过使用不同的输入执行程序并检查其中间和/或最终结果(测试)来完成的。目前可用于调试的工具(调试器)并没有充分利用几种潜在的有用的可视化和交互技术。本文介绍了一种原型调试工具(MVT—Matrix Visual Tester),它基于一种新的交互式图形软件测试方法——视觉测试。程序员可以使用可视化测试工具来检查和操作正在运行的程序及其数据结构。该工具结合了可视化算法仿真,高级数据可视化和可视化调试等方面,并且允许更容易的测试,调试和理解软件。
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引用次数: 15
Interactive interfaces of Treecube for browsing 3D multimedia data Treecube的交互式界面,用于浏览3D多媒体数据
Pub Date : 2004-05-25 DOI: 10.1145/989863.989914
Yoichi Tanaka, Y. Okada, K. Niijima
The authors of this paper have already proposed Treecube which is a visualization tool for browsing 3D multimedia data. In this paper, the authors also propose its interactive interfaces for efficiently browsing 3D multimedia data. Treecube is regarded as a 3D extension of treemap, which is a visualization tool for hierarchical information proposed by Ben Shneiderman et al. in 1992. For treemap, there are several layout algorithms: slice-and-dice, ordered treemap, strip treemap and so on. Furthermore, quantum treemap exists. It means a quantization version of these treemap layout algorithms. The authors implemented mainly three layout algorithms, i.e., slice-and-dice, ordered and strip treecube algorithm, and implemented their quantization version. Practically sophisticated interfaces are necessary for efficiently browsing 3D multimedia data. In this paper, the authors also propose such interfaces. The authors implemented mainly five interface functionalities for the following operations. (1) "Cutting plane" concept to solve the occlusion problem, i.e., nodes located before the plane are hidden to make it easy to see inside nodes. (2) The control of node frames, i.e., their brightness and thickness, for easily understanding the hierarchical structure of nodes. (3) Standard operations for the translation and the rotation of an eye position, and for the zoom in/out. (4) Particular operations for the extraction of the user focus node and for the backward/forward for browsing such node. The authors also implemented (5) a function to assign color information to any node properties because color is the most important factor of the visual display properties.
本文作者已经提出了Treecube,这是一个浏览三维多媒体数据的可视化工具。在本文中,作者还提出了它的交互界面,以有效地浏览三维多媒体数据。Treecube被认为是treemap的3D扩展,treemap是Ben Shneiderman等人在1992年提出的一种分层信息的可视化工具。对于树状图,有几种布局算法:切片和骰子,有序树状图,条形树状图等。此外,量子树图是存在的。这意味着这些树图布局算法的量化版本。作者主要实现了三种布局算法,即切片和骰子、有序和条形树算法,并实现了它们的量化版本。实际上,复杂的界面是有效浏览三维多媒体数据的必要条件。在本文中,作者也提出了这样的接口。作者主要实现了以下操作的五个接口功能。(1)“切割平面”的概念解决了遮挡问题,即将位于平面之前的节点隐藏起来,便于看到节点内部。(2)节点帧的控制,即节点帧的亮度和厚度,便于理解节点的层次结构。(3)眼睛位置的平移和旋转、放大/缩小的标准操作。(4)用户焦点节点的提取和浏览该节点的前向/后向特定操作。作者还实现了(5)一个函数,将颜色信息分配给任何节点属性,因为颜色是视觉显示属性中最重要的因素。
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引用次数: 8
Designing interaction, not interfaces 设计交互,而不是界面
Pub Date : 2004-05-25 DOI: 10.1145/989863.989865
M. Beaudouin-Lafon
Although the power of personal computers has increased 1000-fold over the past 20 years, user interfaces remain essentially the same. Innovations in HCI research, particularly novel interaction techniques, are rarely incorporated into products. In this paper I argue that the only way to significantly improve user interfaces is to shift the research focus from designing interfaces to designing interaction. This requires powerful interaction models, a better understanding of both the sensory-motor details of interaction and a broader view of interaction in the context of use. It also requires novel interaction architectures that address reinterpretability, resilience and scalability.
尽管个人电脑的功能在过去20年里增长了1000倍,但用户界面基本上保持不变。人机交互研究的创新,特别是新颖的交互技术,很少被纳入产品。在本文中,我认为显著改善用户界面的唯一途径是将研究重点从设计界面转移到设计交互上。这需要强大的交互模型,更好地理解交互的感觉-运动细节,并在使用的背景下对交互有更广泛的看法。它还需要解决可重新解释性、弹性和可伸缩性的新颖交互体系结构。
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引用次数: 365
Ambient intelligence: visualizing the future 环境智能:可视化未来
Pub Date : 2004-05-25 DOI: 10.1145/989863.989897
B. D. Ruyter, E. Aarts
As technologies in the area of storage, connectivity and displays are rapidly evolving and business development is pointing to the direction of the experience economy, the vision of Ambient Intelligence is positioning the human needs central to technology development. Equipped with a special research instrument called HomeLab, scenarios of Ambient Intelligence are implemented and tested. As two examples of bringing real user experiences through display technology into the digital home, research on creating the feeling of immersion and the feeling of being connected, are discussed. Results from this work indicate that visual displays can indeed be used beyond simple information rendering but can actually play an important role in creating user experiences.
随着存储、连接和显示领域的技术快速发展,以及业务发展指向体验经济的方向,环境智能的愿景将人类需求定位为技术发展的核心。配备了名为HomeLab的特殊研究仪器,实现和测试了环境智能的场景。作为通过显示技术将真实用户体验带入数字家庭的两个例子,讨论了如何创造沉浸感和连接感的研究。这项工作的结果表明,视觉显示确实可以用于简单的信息呈现之外,但实际上可以在创造用户体验方面发挥重要作用。
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引用次数: 91
Display space usage and window management operation comparisons between single monitor and multiple monitor users 显示单个监视器和多个监视器用户之间的空间使用情况和窗口管理操作比较
Pub Date : 2004-05-25 DOI: 10.1145/989863.989867
D. Hutchings, Greg Smith, B. Meyers, M. Czerwinski, G. Robertson
The continuing trend toward greater processing power, larger storage, and in particular increased display surface by using multiple monitor supports increased multi-tasking by the computer user. The concomitant increase in desktop complexity has the potential to push the overhead of window management to frustrating and counterproductive new levels. It is difficult to adequately design for multiple monitor systems without understanding how multiple monitor users differ from, or are similar to, single monitor users. Therefore, we deployed a tool to a group of single monitor and multiple monitor users to log window management activity. Analysis of the data collected from this tool revealed that usage of interaction components may change with an increase in number of monitors, and window visibility can be a useful measure of user display space management activity, especially for multiple monitor users. The results from this analysis begin to fill a gap in research about real-world window management practices.
越来越多的处理能力,越来越大的存储空间,特别是越来越大的显示面积,支持了计算机用户越来越多的多任务处理。随之而来的桌面复杂性的增加有可能将窗口管理的开销推到令人沮丧和适得其反的新水平。如果不了解多监视器用户与单监视器用户的区别或相似之处,就很难充分地设计多监视器系统。因此,我们为一组单个监视器和多个监视器用户部署了一个工具,以记录窗口管理活动。对从该工具收集的数据的分析表明,交互组件的使用可能会随着监视器数量的增加而变化,窗口可见性可以作为用户显示空间管理活动的有用度量,特别是对于多个监视器用户。这一分析的结果填补了现实世界窗口管理实践研究的空白。
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引用次数: 167
Temporal Thumbnails: rapid visualization of time-based viewing data 时间缩略图:基于时间的浏览数据的快速可视化
Pub Date : 2004-05-25 DOI: 10.1145/989863.989890
M. Tsang, N. Morris, Ravin Balakrishnan
We introduce the concept of the Temporal Thumbnail, used to quickly convey information about the amount of time spent viewing specific areas of a virtual 3D model. Temporal Thumbnails allow for large amounts of time-based information collected from model viewing sessions to be rapidly visualized by collapsing the time dimension onto the space of the model, creating a characteristic impression of the overall interaction. We describe three techniques that implement the Temporal Thumbnail concept and present a study comparing these techniques to more traditional video and storyboard representations. The results suggest that Temporal Thumbnails have potential as an effective technique for quickly analyzing large amounts of viewing data. Practical and theoretical issues for visualization and representation are also discussed.
我们介绍了时间缩略图的概念,用于快速传达有关观看虚拟3D模型特定区域所花费的时间的信息。时间缩略图允许从模型查看会话中收集大量基于时间的信息,通过将时间维度折叠到模型的空间中来快速可视化,从而创建整体交互的特征印象。我们描述了三种实现时态缩略图概念的技术,并提出了一项研究,将这些技术与更传统的视频和故事板表示进行比较。结果表明,时间缩略图有潜力成为快速分析大量观看数据的有效技术。讨论了可视化和表示的实际和理论问题。
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引用次数: 6
A mobile system for non-linear access to time-based data 用于非线性访问基于时间的数据的移动系统
Pub Date : 2004-05-25 DOI: 10.1145/989863.989950
S. Luz, M. Masoodian
Conventional interfaces for visualisation of time-based media support access to sequential data in a linear fashion. We present two visualisation interfaces for a mobile application that supports non-linear, structured browsing of multimedia recordings by exploiting certain features of concurrent multimedia streams. The system is built on a content mapping framework which automatically creates links between text and audio data by establishing "temporal neighbourhoods". It illustrates how non-linear browsing may be particularly valuable for devices with limited screen real-estate.
用于基于时间的媒体可视化的传统接口支持以线性方式访问顺序数据。我们为一个移动应用程序提供了两个可视化界面,该应用程序通过利用并发多媒体流的某些特性来支持非线性、结构化的多媒体记录浏览。该系统建立在一个内容映射框架上,该框架通过建立“时间邻域”自动创建文本和音频数据之间的链接。它说明了非线性浏览对于屏幕空间有限的设备可能特别有价值。
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引用次数: 24
Observing and adapting user behavior in navigational 3D interfaces 在3D导航界面中观察和调整用户行为
Pub Date : 2004-05-25 DOI: 10.1145/989863.989911
A. Celentano, Fabio Pittarello
In a navigation-oriented interaction paradigm, such as desktop, mixed and augmented virtual reality, recognizing the user needs is a valuable improvement, provided that the system is able to correctly anticipate the user actions. Methodologies for adapting both navigation and content allow the user to interact with a customized version of the 3D world, lessening the cognitive load needed for accomplishing tasks such as finding places and objects, and acting on virtual devices.This work discusses adaptivity of interaction in 3D environments, obtained through the coordinated use of three approaches: structured design of the interaction space, distinction between a base world layer and an interactive experience layer, and user monitoring in order to infer interaction patterns. Identification of such recurring patterns is used for anticipating users actions in approaching places and objects of each experience class. An agent based architecture is proposed, and a simple application related to consumer e-business is analyzed.
在面向导航的交互范例中,例如桌面、混合和增强虚拟现实,只要系统能够正确预测用户的操作,识别用户的需求是一个有价值的改进。适应导航和内容的方法允许用户与定制版本的3D世界进行交互,减少完成任务所需的认知负荷,例如寻找地点和对象,以及在虚拟设备上操作。这项工作通过协调使用三种方法来讨论三维环境中交互的适应性:交互空间的结构化设计,基本世界层和交互体验层的区分,以及用户监控以推断交互模式。这种重复模式的识别用于预测用户在接近每个体验类的地点和对象时的动作。提出了一种基于代理的体系结构,并分析了一个与消费者电子商务相关的简单应用。
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引用次数: 36
期刊
Proceedings of the working conference on Advanced visual interfaces
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