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A conversation with CHCCS 2018 achievement award winner Dr. Gordon Kurtenbach 与CHCCS 2018年成就奖得主Gordon Kurtenbach博士的对话
Pub Date : 2018-06-01 DOI: 10.20380/GI2018.01
G. Kurtenbach
A 2018 CHCCS Achievement Award from the Canadian Human-Computer Communications Society is presented to Dr. Gordon Kurtenbach for his many contributions to the field of human-computer interaction (HCI), especially his work on novel interaction techniques for gesture-based and pen-based interfaces, his leadership in building arguably the most successful industry-based computer science research group in Canada, his exemplary role promoting collaboration between universities and industry in Canada, and his active mentorship of some of the best young Canadian researchers in the field. CHCCS invites a publication by the award winner to be included in the proceedings, and this year we continue the tradition of an interview format rather than a formal paper. This permits a casual discussion of the research areas, insights, and contributions of the award winner. What follows is an edited transcript of a conversation between Gordon Kurtenbach and Kellogg Booth that took place in March 2018.
加拿大人机通信协会2018年CHCCS成就奖授予Gordon Kurtenbach博士,以表彰他在人机交互(HCI)领域的许多贡献,特别是他在基于手势和基于笔的界面的新型交互技术方面的工作,他在建立加拿大最成功的基于工业的计算机科学研究小组方面的领导作用,他在促进加拿大大学和工业之间的合作方面的典范作用。以及他对该领域一些最优秀的加拿大年轻研究人员的积极指导。CHCCS邀请获奖者的出版物收录在会议记录中,今年我们继续采用采访形式而不是正式论文的传统。这样就可以随意讨论获奖者的研究领域、见解和贡献。以下是2018年3月戈登·库尔滕巴赫和凯洛格·布斯的一段经过编辑的对话记录。
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引用次数: 0
PadCorrect: Correcting User Input on a Virtual Gamepad PadCorrect:修正用户在虚拟手柄上的输入
Pub Date : 2018-06-01 DOI: 10.20380/GI2018.09
Leonardo Torok, E. Eisemann, D. Trevisan, A. Montenegro, E. Clua
The processing power of modern smartphones allows publishers to port old and current console titles to these platforms. However, these games were designed to be controlled with a traditional gamepad. Normally, the solution used in mobile ports is a virtual gamepad. This interface adds buttons that imitate the layout of a gamepad as a semi-transparent overlay above the game. While this allows users to play the game, it lacks the necessary haptic feedback to provide an enjoyable experience. Frequently, users will miss buttons or press the wrong ones, which affects the in-game performance and leads to frustration. We present a solution to correct user input. First, we retain a few frames of user input instead of passing the data directly to the game. Using time series analysis, we seek known patterns and detect potential mistakes from the user, correcting actions before the commands are received by the game. We called this new gamepad the PadCorrect. In order to measure the impact on the experience, we performed a user study comparing the PadCorrect with a traditional virtual gamepad. The test results showed a good reception and provided evidence that the new interface is capable of improving the experience with mobile games.
现代智能手机的处理能力让发行商能够将旧的和当前的主机游戏移植到这些平台上。然而,这些游戏的设计初衷是用传统的手柄来控制。通常,移动端口使用的解决方案是虚拟手柄。这个界面添加了模仿手柄布局的按钮,作为半透明的覆盖在游戏上方。虽然这允许用户玩游戏,但它缺乏必要的触觉反馈来提供愉快的体验。通常情况下,用户会错过或按错按钮,这会影响游戏的表现并导致挫败感。我们提出了一个解决方案,以正确的用户输入。首先,我们保留了一些用户输入帧,而不是将数据直接传递给游戏。使用时间序列分析,我们寻找已知模式并检测用户的潜在错误,在游戏接收命令之前纠正操作。我们称这种新手柄为PadCorrect。为了衡量对体验的影响,我们进行了一项用户研究,将PadCorrect与传统虚拟手柄进行比较。测试结果显示接收效果良好,证明新界面能够改善手机游戏体验。
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引用次数: 0
Couch: Investigating the Relationship between Aesthetics and Persuasion in a Mobile Application 探究手机应用中美学与说服的关系
Pub Date : 2018-06-01 DOI: 10.20380/GI2018.20
Arda Aydin, A. Girouard
Aesthetics, specifically visual appeal, is an important aspect of user experience. It is included as a principle in frameworks such as Fogg's Functional Triad and the Persuasive Systems Design. Yet, literature that directly investigates the influence of aesthetics on persuasion is limited, especially in the context of mobile applications. To understand how aesthetics influences persuasion if it includes the concept of operant conditioning, we designed a mobile app called Couch, which aims to reduce sedentary behaviour. We devised a 2x2 between-subject experiment, creating four versions of the app with two levels of aesthetics and two levels of persuasion (with and without). Measuring persuasion through self-reports, we found that higher levels of persuasion had a significant impact in reducing sedentary behaviour over aesthetics. However, visual appeal had no significant effect on persuasion. We comment on the level of visual appeal of the app and discuss the implications for future work.
美学,特别是视觉吸引力,是用户体验的一个重要方面。它作为一个原则被包括在诸如福格的功能三元和说服系统设计等框架中。然而,直接调查美学对说服的影响的文献是有限的,特别是在移动应用程序的背景下。为了理解美学在包含操作性条件反射的情况下是如何影响说服的,我们设计了一个名为Couch的移动应用程序,旨在减少久坐不动的行为。我们设计了一个2x2的实验,创造了4个版本的应用,分别具有2个层次的美学和2个层次的说服力(有和没有)。通过自我报告来衡量说服力,我们发现高水平的说服力对减少久坐行为有显著的影响。然而,视觉吸引力对说服力没有显著影响。我们评论了应用程序的视觉吸引力水平,并讨论了对未来工作的影响。
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引用次数: 2
Blowhole: Blowing-Activated Tags for Interactive 3D-Printed Models 吹孔:吹动标签交互式3d打印模型
Pub Date : 2018-06-01 DOI: 10.20380/GI2018.18
Carlos E. Tejada, Osamu Fujimoto, Zhiyuan Li, Daniel Ashbrook
Interactive 3D models have the potential to enhance accessibility and education, but can be complex and time-consuming to produce. We present Blowhole, a technique for embedding blowing-activated tags into 3D-printed models to add interactivity. Requiring no special printing techniques, components, or assembly and working on consumer-level 3D printers, Blowhole adds acoustically resonant cavities to the interior of a model with unobtrusive openings at the surface of the object. A gentle blow into a hole produces a unique sound that identifies the hole, allowing a computer to provide associated content. We describe the theory behind Blowhole, characterize the performance of different cavity parameters, and describe our implementation, including easy-to-use software to automatically embed blowholes into preexisting models. We illustrate Blowhole's potential with multiple working examples.
交互式3D模型具有增强可访问性和教育性的潜力,但制作起来可能很复杂且耗时。我们提出吹孔,一种技术嵌入吹激活标签到3d打印模型,以增加交互性。Blowhole不需要特殊的打印技术、组件或组装,也不需要在消费级3D打印机上工作,它在模型内部增加了声学谐振腔,在物体表面有不显眼的开口。轻轻一击就会产生一种独特的声音来识别这个洞,让计算机提供相关的内容。我们描述了喷水孔背后的理论,描述了不同腔参数的性能,并描述了我们的实现,包括易于使用的软件,自动嵌入喷水孔到已有的模型中。我们用多个工作实例来说明Blowhole的潜力。
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引用次数: 19
Yarn: Generating Storyline Visualizations Using HTN Planning 纱线:使用HTN规划生成故事线可视化
Pub Date : 2018-06-01 DOI: 10.20380/GI2018.05
Kalpesh Padia, K. Bandara, C. Healey
Existing storyline visualization techniques represent narratives as a node-link graph where a sequence of links shows the evolution of causal and temporal relationships between characters in the narrative. These techniques make a number of simplifying assumptions about the narrative structure, however. They assume that all narratives progress linearly in time, with a well defined beginning, middle, and end. They assume that at least two participants interact at every event. Finally, they assume that all events in the narrative occur along a single timeline. Thus, while existing techniques are suitable for visualizing linear narratives, they are not well suited for visualizing narratives with multiple timelines, nor for narratives that contain events with only one participant. In this paper we present Yarn, a system for generating and visualizing narratives with multiple timelines. Along with multi-participant events, Yarn can also visualize single-participant events in the narrative. Additionally, Yarn enables pairwise comparison of the multiple narrative timelines.
现有的故事情节可视化技术将叙事表现为节点链接图,其中链接序列显示叙事中角色之间因果关系和时间关系的演变。然而,这些技巧对叙事结构做了一些简化的假设。他们假设所有的故事都是线性发展的,有一个明确的开始、中间和结束。他们假设在每个事件中至少有两个参与者进行交互。最后,他们假设故事中的所有事件都沿着一条时间线发生。因此,虽然现有的技术适合于可视化线性叙事,但它们并不适合于可视化具有多个时间线的叙事,也不适合仅包含一个参与者的事件的叙事。在本文中,我们介绍了Yarn,一个用于生成和可视化具有多个时间线的叙述的系统。除了多参与者事件,Yarn还可以可视化叙述中的单参与者事件。此外,Yarn允许对多个叙事时间线进行两两比较。
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引用次数: 8
Teleportation without Spatial Disorientation Using Optical Flow Cues 利用光流线索进行无空间定向的隐形传态
Pub Date : 2018-06-01 DOI: 10.20380/GI2018.22
Jiwan Bhandari, P. MacNeilage, Eelke Folmer
Teleportation is a popular locomotion technique that lets users navigate beyond the confines of limited available positional tracking space. Because it discontinuously translates the viewpoint, it is considered a safe locomotion method because it doesn't generate any optical flow, and thus reduces the risk of vection induced VR sickness. Though the lack of optical flow minimizes VR sickness, it also limits path integration, e.g., estimating the total distance traveled, and which can lead to spatial disorientation. This paper evaluates a teleportation technique called Dash that quickly but continuously displaces the user's viewpoint and which retains some optical flow cues. A user study with 16 participants compares Dash to regular teleportation and found that it significantly improves path integration while there was no difference in VR sickness.
隐形传态是一种流行的移动技术,它可以让用户超越有限的可用位置跟踪空间的限制。由于它是不连续地转换视点,因此它被认为是一种安全的运动方法,因为它不会产生任何光流,从而降低了矢量引起的VR眩晕的风险。虽然缺乏光流可以最大限度地减少VR疾病,但它也限制了路径整合,例如估计行进的总距离,并可能导致空间定向障碍。本文评估了一种称为Dash的隐形传输技术,它可以快速但连续地改变用户的视点,并保留一些光流线索。一项有16名参与者的用户研究将Dash与常规的瞬间传送进行了比较,发现它显著提高了路径整合,而VR眩晕没有区别。
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引用次数: 58
Towards the Visual Design of Non-Player Characters for Narrative Roles 叙述角色中非玩家角色的视觉设计
Pub Date : 2018-06-01 DOI: 10.20380/GI2018.21
Katja Rogers, Maria Aufheimer, M. Weber, L. Nacke
Non-player characters (NPCs) serve important functions for game narratives and influence player immersion. However, the visual design of NPCs for specific narrative roles is often approached by relying on designers' previous experience or guesswork. We contribute to the understanding of player perception of narrative NPC roles in games, by proposing a methodological approach towards the visual design of NPCs to fit specific narrative roles. We demonstrate this approach through the visual design of characters for the three narrative roles of mentor, companion, and enemy. The results of an online survey (n=45) indicate trait expectations towards these narrative roles, and differences therein based on participant gender. Further, the characters were generally perceived as the targeted role based on visual design alone. This method of designing characters for narrative roles is beneficial to both game designers and researchers for further exploring effects of NPCs on player experience.
非玩家角色(npc)在游戏叙述中发挥着重要作用,并影响着玩家的沉浸感。然而,特定叙事角色的npc视觉设计通常依赖于设计师之前的经验或猜测。我们通过提出适合特定叙事角色的NPC视觉设计方法,帮助理解玩家对游戏中叙事NPC角色的感知。我们通过导师、同伴和敌人这三个叙事角色的视觉设计来展示这种方法。一项在线调查(n=45)的结果显示了对这些叙事角色的特质期望,以及基于参与者性别的差异。此外,仅基于视觉设计,角色通常被视为目标角色。这种为叙事角色设计角色的方法有利于游戏设计师和研究人员进一步探索npc对玩家体验的影响。
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引用次数: 9
RepulsionPak: Deformation-Driven Element Packing with Repulsion Forces RepulsionPak:变形驱动元素包装与排斥力
Pub Date : 2018-06-01 DOI: 10.20380/GI2018.03
Reza Adhitya Saputra, C. Kaplan, P. Asente
We present a method to fill a container shape with deformable instances of geometric elements selected from a library, creating a 2D artistic composition called an element packing. Each element is represented as a mass-spring system, allowing them to deform to achieve a better fit with their neighbours and the container. We start with an initial random placement of small elements and gradually transform them using repulsion forces that trade off between the evenness of the packing and the deformations of the individual elements. Our method produces compositions in which the negative space between elements is approximately uniform in width, similar to real-world examples created by artists. We validate our approach by performing a quantitative study using spatial statistics.
我们提出了一种方法,用从库中选择的几何元素的可变形实例填充容器形状,创建一个称为元素填充的2D艺术组合。每个元素都被表示为一个质量-弹簧系统,允许它们变形,以更好地适应它们的邻居和容器。我们从小元素的初始随机放置开始,并逐渐使用排斥力在包装的均匀性和单个元素的变形之间进行权衡来改变它们。我们的方法产生的构图中,元素之间的负空间在宽度上近似均匀,类似于艺术家创作的现实世界的例子。我们通过使用空间统计进行定量研究来验证我们的方法。
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引用次数: 8
MLS2: Sharpness Field Extraction Using CNN for Surface Reconstruction MLS2:基于CNN的锐度场提取用于表面重建
Pub Date : 2018-06-01 DOI: 10.20380/GI2018.10
Prashant Raina, S. Mudur, T. Popa
We address the challenging problem of reconstructing surfaces with sharp features from unstructured and noisy point clouds. For smooth surfaces, moving least squares (MLS) has been a popular method. MLS variants for dealing with sharp features have been proposed, though they have not been as successful. Our take on this problem is very different. By training a convolutional neural network (CNN), we first derive a sharpness field parametrized over the underlying smooth proxy MLS surface. This field provides us two benefits - (i) it enables us to both detect and reconstruct sharp features, this time using an anisotropic MLS kernel, while preserving most of the MLS reconstruction method's properties, and (ii) unlike classification based methods, it does not require that sharp features be present only at input points. With just a small amount of training data, we demonstrate our results on a set of illustrative test cases and compare qualitatively and quantatively with results from MLS variants and the more recent PointNet deep learning network.
我们解决了从非结构化和噪声点云中重建具有尖锐特征的表面的挑战性问题。对于光滑表面,移动最小二乘(MLS)是一种常用的求解方法。已经提出了用于处理尖锐特征的MLS变体,尽管它们没有那么成功。我们对这个问题的看法非常不同。通过训练卷积神经网络(CNN),我们首先在底层平滑代理MLS表面上得到一个参数化的锐度场。这个领域为我们提供了两个好处——(i)它使我们能够检测和重建尖锐特征,这次使用各向异性MLS核,同时保留大多数MLS重建方法的属性;(ii)与基于分类的方法不同,它不要求尖锐特征只存在于输入点。仅使用少量的训练数据,我们在一组说明性测试用例上展示了我们的结果,并与MLS变体和最近的PointNet深度学习网络的结果进行了定性和定量比较。
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引用次数: 7
MultiCloud: Interactive Word Cloud Visualization for the Analysis of Multiple Texts MultiCloud:用于多文本分析的交互式词云可视化
Pub Date : 2018-06-01 DOI: 10.20380/GI2018.06
M. John, E. Marbach, S. Lohmann, Florian Heimerl, T. Ertl
Word Clouds have gained an impressive momentum for summarizing text documents in the last years. They visually communicate in a clear and descriptive way the most frequent words of a text. However, there are only very few word cloud visualizations that support a contrastive analysis of multiple documents. The available approaches provide comparable overviews of the documents, but have shortcomings regarding the layout, readability, and use of white space. To tackle these challenges, we propose MultiCloud, an approach to visualize multiple documents within a single word cloud in a comprehensible and visually appealing way. MultiCloud comprises several parameters and visual representations that enable users to alter the word cloud visualization in different aspects. Users can set parameters to optimize the usage of available space to get a visual representation that provides an easy visual association of words with the different documents. We evaluated MultiCloud with visualization researchers and a group of domain experts comprising five humanities scholars.
在过去的几年里,单词云在总结文本文档方面获得了令人印象深刻的发展势头。它们以清晰和描述性的方式直观地传达文本中最常见的单词。然而,只有很少的词云可视化支持对多个文档进行对比分析。可用的方法提供了类似的文档概览,但是在布局、可读性和空白的使用方面存在缺点。为了应对这些挑战,我们提出了MultiCloud,这是一种以可理解和视觉上吸引人的方式在单个词云中可视化多个文档的方法。MultiCloud包含几个参数和可视化表示,使用户能够在不同方面更改词云可视化。用户可以设置参数来优化可用空间的使用,以获得一种可视化表示,这种表示提供了单词与不同文档之间的简单可视化关联。我们与可视化研究人员和由五名人文学者组成的领域专家小组一起评估了多云。
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引用次数: 13
期刊
Proceedings of the 44th Graphics Interface Conference
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