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Attribit: content creation with semantic attributes 属性:具有语义属性的内容创建
S. Chaudhuri, E. Kalogerakis, S. Giguere, T. Funkhouser
We present AttribIt, an approach for people to create visual content using relative semantic attributes expressed in linguistic terms. During an off-line processing step, AttribIt learns semantic attributes for design components that reflect the high-level intent people may have for creating content in a domain (e.g. adjectives such as "dangerous", "scary" or "strong") and ranks them according to the strength of each learned attribute. Then, during an interactive design session, a person can explore different combinations of visual components using commands based on relative attributes (e.g. "make this part more dangerous"). Novel designs are assembled in real-time as the strengths of selected attributes are varied, enabling rapid, in-situ exploration of candidate designs. We applied this approach to 3D modeling and web design. Experiments suggest this interface is an effective alternative for novices performing tasks with high-level design goals.
我们提出了AttribIt,这是一种使用语言术语表示的相对语义属性来创建视觉内容的方法。在离线处理步骤中,AttribIt学习设计组件的语义属性,这些属性反映了人们在一个领域中创建内容的高级意图(例如,“危险”、“可怕”或“强”等形容词),并根据每个学习属性的强度对它们进行排名。然后,在交互设计会话期间,一个人可以使用基于相关属性的命令来探索视觉组件的不同组合。“让这部分更危险”)。由于所选属性的强度各不相同,因此可以实时组装新的设计,从而实现对候选设计的快速、原位探索。我们将这种方法应用到3D建模和网页设计中。实验表明,这个界面对于新手执行具有高级设计目标的任务来说是一个有效的选择。
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引用次数: 127
Session details: Applications and games 会议细节:应用程序和游戏
Xiaojun Bi
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引用次数: 0
The dog programming language 狗狗编程语言
Salman Ahmad, S. Kamvar
Today, most popular software applications are deployed in the cloud, interact with many users, and run on multiple platforms from Web browsers to mobile operating systems. While these applications confer a number of benefits to their users, building them brings many challenges: manually managing state between asynchronous user actions, creating and maintaining separate code bases for each desired client platform and gracefully scaling to handle a large number of concurrent users. Dog is a new programming language that provides a solution to these challenges and others through a unique runtime model that allows developers to model scalable cross-client applications as an imperative control-flow --- simplifying many development tasks. In this paper we describe the key features of Dog and show its utility through several applications that are difficult and time-consuming to write in existing languages, but are simple and easily written in Dog in a few lines of code.
今天,大多数流行的软件应用程序部署在云中,与许多用户交互,并在从Web浏览器到移动操作系统的多个平台上运行。虽然这些应用程序为用户带来了许多好处,但构建它们也带来了许多挑战:手动管理异步用户操作之间的状态,为每个所需的客户端平台创建和维护单独的代码库,以及优雅地扩展以处理大量并发用户。Dog是一种新的编程语言,它通过独特的运行时模型为这些挑战和其他挑战提供了解决方案,该模型允许开发人员将可扩展的跨客户端应用程序建模为命令式控制流,从而简化了许多开发任务。在本文中,我们描述了Dog的关键特性,并通过几个应用程序展示了它的实用性,这些应用程序用现有的语言编写是困难和耗时的,但用Dog编写起来很简单,很容易,只需几行代码。
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引用次数: 2
Session details: Tangible and fabrication 会议细节:有形和虚构
Patrick Baudisch
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引用次数: 0
Touch scrolling transfer functions 触摸滚动传递功能
Philip Quinn, Sylvain Malacria, A. Cockburn
Touch scrolling systems use a transfer function to transform gestures on a touch sensitive surface into scrolling output. The design of these transfer functions is complex as they must facilitate precise direct manipulation of the underlying content as well as rapid scrolling through large datasets. However, researchers' ability to refine them is impaired by: (1) limited understanding of how users express scrolling intentions through touch gestures; (2) lack of knowledge on proprietary transfer functions, causing researchers to evaluate techniques that may misrepresent the state of the art; and (3) a lack of tools for examining existing transfer functions. To address these limitations, we examine how users express scrolling intentions in a human factors experiment; we describe methods to reverse engineer existing `black box' transfer functions, including use of an accurate robotic arm; and we use the methods to expose the functions of Apple iOS and Google Android, releasing data tables and software to assist replication. We discuss how this new understanding can improve experimental rigour and assist iterative improvement of touch scrolling.
触摸滚动系统使用传递函数将触摸敏感表面上的手势转换为滚动输出。这些传递函数的设计是复杂的,因为它们必须促进对底层内容的精确直接操作,以及快速滚动大型数据集。然而,研究人员改进它们的能力受到以下因素的影响:(1)对用户如何通过触摸手势表达滚动意图的理解有限;(2)缺乏对专有传递函数的了解,导致研究人员评估的技术可能会歪曲目前的技术水平;(3)缺乏检查现有传递函数的工具。为了解决这些限制,我们研究了用户如何在人为因素实验中表达滚动意图;我们描述了逆向工程现有“黑匣子”传递函数的方法,包括使用精确的机械臂;并利用该方法公开Apple iOS和Google Android的功能,发布数据表和软件辅助复制。我们讨论了这种新的理解如何提高实验的严谨性,并协助触摸滚动的迭代改进。
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引用次数: 34
Skillometers: reflective widgets that motivate and help users to improve performance 技能表:用来激励和帮助用户提高性能的反射小部件
Sylvain Malacria, Joey Scarr, A. Cockburn, C. Gutwin, Tovi Grossman
Applications typically provide ways for expert users to increase their performance, such as keyboard shortcuts or customization, but these facilities are frequently ignored. To help address this problem, we introduce skillometers -- lightweight displays that visualize the benefits available through practicing, adopting a better technique, or switching to a faster mode of interaction. We present a general framework for skillometer design, then discuss the design and implementation of a real-world skillometer intended to increase hotkey use. A controlled experiment shows that our skillometer successfully encourages earlier and faster learning of hotkeys. Finally, we discuss general lessons for future development and deployment of skillometers.
应用程序通常为专业用户提供提高性能的方法,例如键盘快捷键或自定义,但这些功能经常被忽略。为了帮助解决这个问题,我们引入了技能表——一种轻量级的显示方式,通过练习、采用更好的技术或切换到更快的交互模式来可视化可获得的好处。我们提出了技能量表设计的一般框架,然后讨论了旨在增加热键使用的现实世界技能量表的设计和实现。一项对照实验表明,我们的技能计成功地鼓励更早、更快地学习热键。最后,我们讨论了未来开发和部署技能表的一般经验教训。
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引用次数: 62
Good vibrations: an evaluation of vibrotactile impedance matching for low power wearable applications 良好的振动:低功耗可穿戴应用的振动触觉阻抗匹配评估
Jack Lindsay, Iris Jiang, Eric C. Larson, R. Adams, Shwetak N. Patel, B. Hannaford
Vibrotactile devices suffer from poor energy efficiency, arising from a mismatch between the device and the impedance of the human skin. This results in over-sized actuators and excessive power consumption, and prevents development of more sophisticated, miniaturized and low-power mobile tactile devices. In this paper, we present the experimental evaluation of a vibrotactile system designed to match the impedance of the skin to the impedance of the actuator. This system is able to quadruple the motion of the skin without increasing power consumption, and produce sensations equivalent to a standard system while consuming 1/2 of the power. By greatly reducing the size and power constraints of vibrotactile actuators, this technology offers a means to realize more sophisticated, smaller haptic devices for the user interface community.
振动触觉设备的能量效率很差,这是由于设备与人体皮肤的阻抗不匹配造成的。这导致了过大的执行器和过度的功耗,并阻碍了更复杂,小型化和低功耗的移动触觉设备的发展。在本文中,我们提出了一种振动触觉系统的实验评估,该系统旨在将皮肤的阻抗与致动器的阻抗相匹配。该系统能够在不增加功耗的情况下使皮肤的运动增加四倍,并且在消耗一半功率的情况下产生相当于标准系统的感觉。通过大大减少振动触觉执行器的尺寸和功率限制,该技术为用户界面社区实现更复杂,更小的触觉设备提供了一种手段。
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引用次数: 3
ViziCal: accurate energy expenditure prediction for playing exergames ViziCal:准确的能量消耗预测,玩游戏
Miran Kim, J. Angermann, G. Bebis, Eelke Folmer
In recent years, exercise games have been criticized for not being able to engage their players into levels of physical activity that are high enough to yield health benefits. A major challenge in the design of exergames, however, is that it is difficult to assess the amount of physical activity an exergame yields due to limitations of existing techniques to assess energy expenditure of exergaming activities. With recent advances in commercial depth sensing technology to accurately track players' motions in 3D, we present a technique called Vizical that uses a non-linear regression approach to accurately predict energy expenditure in real-time. Vizical may allow for creating exergames that can report energy expenditure while playing, and whose intensity can be adjusted in real-time to stimulate larger health benefits.
近年来,运动类游戏因无法让玩家参与到足以产生健康益处的体育活动中而受到批评。然而,锻炼游戏设计的一个主要挑战是,由于现有技术的限制,很难评估锻炼游戏所产生的体力活动量。随着商业深度传感技术在3D中精确跟踪玩家动作方面的最新进展,我们提出了一种名为Vizical的技术,该技术使用非线性回归方法实时准确预测能量消耗。Vizical可能允许创造能够在玩游戏时报告能量消耗的运动游戏,并且其强度可以实时调整以刺激更大的健康益处。
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引用次数: 7
Mime: compact, low power 3D gesture sensing for interaction with head mounted displays Mime:用于与头戴式显示器交互的紧凑、低功耗3D手势感应
Andrea Colaco, Ahmed Kirmani, Hye Soo Yang, Nan-Wei Gong, C. Schmandt, Vivek K Goyal
We present Mime, a compact, low-power 3D sensor for unencumbered free-form, single-handed gestural interaction with head-mounted displays (HMDs). Mime introduces a real-time signal processing framework that combines a novel three-pixel time-of-flight (TOF) module with a standard RGB camera. The TOF module achieves accurate 3D hand localization and tracking, and it thus enables motion-controlled gestures. The joint processing of 3D information with RGB image data enables finer, shape-based gestural interaction. Our Mime hardware prototype achieves fast and precise 3D gestural control. Compared with state-of-the-art 3D sensors like TOF cameras, the Microsoft Kinect and the Leap Motion Controller, Mime offers several key advantages for mobile applications and HMD use cases: very small size, daylight insensitivity, and low power consumption. Mime is built using standard, low-cost optoelectronic components and promises to be an inexpensive technology that can either be a peripheral component or be embedded within the HMD unit. We demonstrate the utility of the Mime sensor for HMD interaction with a variety of application scenarios, including 3D spatial input using close-range gestures, gaming, on-the-move interaction, and operation in cluttered environments and in broad daylight conditions.
我们提出Mime,一个紧凑的,低功耗的3D传感器,无阻碍的自由形式,单手手势交互与头戴式显示器(hmd)。Mime引入了一个实时信号处理框架,它结合了一个新颖的三像素飞行时间(TOF)模块和一个标准的RGB相机。TOF模块实现了精确的3D手部定位和跟踪,从而实现了运动控制手势。3D信息与RGB图像数据的联合处理实现了更精细的基于形状的手势交互。我们的Mime硬件原型实现了快速和精确的3D手势控制。与TOF相机、微软Kinect和Leap Motion Controller等最先进的3D传感器相比,Mime为移动应用和头戴式显示器提供了几个关键优势:非常小的尺寸、对日光不敏感、低功耗。Mime是使用标准的、低成本的光电元件构建的,并承诺成为一种廉价的技术,既可以作为外围组件,也可以嵌入到HMD单元中。我们演示了Mime传感器在各种应用场景下用于HMD交互的效用,包括使用近距离手势的3D空间输入、游戏、移动交互以及在混乱环境和光天化日条件下的操作。
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引用次数: 97
SeeSS: seeing what i broke -- visualizing change impact of cascading style sheets (css) 看到我做错了什么——可视化层叠样式表(css)的变化影响
Hsiang-Sheng Liang, Kuan-Hung Kuo, Po-Wei Lee, Yu-Chien Chan, Yu-Chin Lin, Mike Y. Chen
Cascading Style Sheet (CSS) is a fundamental web language for describing the presentation of web pages. CSS rules are often reused across multiple parts of a page and across multiple pages throughout a site to reduce repetition and to provide a consistent look and feel. When a CSS rule is modified, developers currently have to manually track and visually inspect all possible parts of the site that may be impacted by that change. We present SeeSS, a system that automatically tracks CSS change impact across a site and enables developers to easily visualize all of them. The impacted page fragments are sorted by severity and the differences before and after the change are highlighted using animation.
层叠样式表(CSS)是描述网页呈现的基本web语言。CSS规则通常在页面的多个部分和整个站点的多个页面之间重用,以减少重复并提供一致的外观和感觉。当修改CSS规则时,开发人员目前必须手动跟踪和可视化检查可能受该更改影响的站点的所有可能部分。我们介绍了SeeSS,一个自动跟踪整个站点的CSS更改影响的系统,使开发人员能够轻松地可视化所有这些变化。受影响的页面片段按严重程度排序,并且使用动画突出显示更改前后的差异。
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引用次数: 21
期刊
Proceedings of the 26th annual ACM symposium on User interface software and technology
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