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Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology最新文献

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Rapid Prototyping of Pneumatically Actuated Inflatable Structures 气动充气结构的快速原型设计
Radhika Ghosal, Bhavika Rana, Ishan Kapur, Aman Parnami
Fabricating and actuating inflatables for shape-changing interfaces and soft robotics is challenging and time-consuming, requiring knowledge in diverse domains such as pneumatics, manufacturing processes for elastomers, and embedded systems. We propose in this poster a scheme for rapid prototyping and pneumatically actuating piecewise multi-chambered inflatables, using balloons as our building blocks. We provide a construction kit containing pneumatic control boards, pneumatic components, and balloons for constructing simple actuated balloon models. We also provide various primitives of actuation and locomotion to help the user put together their desired actuator, along with an Android app and software API for controlling it via Bluetooth. Finally, we demonstrate the construction and actuation of these inflatable structures using three sample applications.
制造和驱动可变形界面和软机器人的充气装置具有挑战性和耗时,需要不同领域的知识,如气动、弹性体制造工艺和嵌入式系统。在这张海报中,我们提出了一个快速成型和气动驱动分段多腔充气装置的方案,使用气球作为我们的积木。我们提供了一个包含气动控制板,气动元件和气球的施工套件,用于构建简单的驱动气球模型。我们还提供各种驱动和运动的原语,以帮助用户将他们想要的执行器组合在一起,以及通过蓝牙控制它的Android应用程序和软件API。最后,我们通过三个示例应用演示了这些充气结构的构造和驱动。
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引用次数: 2
Performance-based Expressive Character Animation 基于表演的富有表现力的角色动画
Deepali Aneja
For decades, animation has been a popular storytelling technique. Traditional tools for creating animations are labor-intensive requiring animators to painstakingly draw frames and motion curves by hand. An alternative workflow is to equip animators with direct real-time control over digital characters via performance, which offers a more immediate and efficient way to create animation. Even when using these existing expression transfer and lip sync methods, producing convincing facial animation in real-time is a challenging task. In this position paper, I describe my past and proposed future research in developing interactive systems for perceptually-valid expression retargeting from humans to stylized characters, real-time lip sync for 2D animation, and building an expressive style aligned embodied conversational agent.
几十年来,动画一直是一种流行的讲故事技巧。用于创建动画的传统工具是劳动密集型的,需要动画师手工绘制帧和运动曲线。另一种工作流程是通过性能为动画师提供对数字角色的直接实时控制,这提供了一种更直接、更有效的创建动画的方法。即使使用这些现有的表情转移和对口型方法,实时制作令人信服的面部动画也是一项具有挑战性的任务。在这篇论文中,我描述了我过去的研究,并提出了未来的研究方向,包括开发交互式系统,将感知有效的表情从人类重新定位到风格化的角色,为2D动画进行实时口型同步,以及构建具有表达风格的具体化对话代理。
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引用次数: 0
What Did I Miss? 我错过了什么?
Qian Zhu, Shuai Ma
In Massive Open Online Courses (MOOCs), learners face a lot of distractions which will cause divided attention (DA). However, it is not easy for learners to realize that they are distracted and to find out which part of the course they have missed. In this paper, we present Reminder, a system for detecting divided attention and reminding learners what they just missed on both PC and mobile devices with a camera capturing their status. To get learners' attention level, we build a regression model to predict attention score from an integrated feature vector. Meanwhile, we design an interactively updating method to make the model adaptive to a specific user. We also propose a visualization method to help learners review missed content easily. User study shows that Reminder detects learners' divided attention and assists them to review missed course contents effectively.
在大规模在线开放课程(MOOCs)中,学习者面临着大量的干扰,这将导致注意力分散(DA)。然而,学习者很难意识到他们被分散了注意力,并发现他们错过了课程的哪一部分。在本文中,我们提出了一个提醒系统,用于检测分散的注意力,并通过摄像头捕捉学习者的状态,提醒学习者他们刚刚在PC和移动设备上错过了什么。为了得到学习者的注意力水平,我们建立了一个回归模型,从一个集成的特征向量来预测注意力得分。同时,我们设计了一种交互式更新方法,使模型能够适应特定的用户。我们还提出了一种可视化方法,帮助学习者轻松复习遗漏的内容。用户研究表明,提醒可以检测学习者的注意力分散,并帮助他们有效地复习错过的课程内容。
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引用次数: 0
Cross-Ratio Based Gaze Estimation for Multiple Displays using a Polarization Camera 基于交叉比的偏振相机多显示器凝视估计
M. Sasaki, Takashi Nagamatsu, K. Takemura
While eye tracking has been typically used for achieving intuitive user interfaces, it is not sufficient when it comes to dealing with multiple-display environments. In such environments, which have become popular recently, the point-of-gaze should be estimated on multiple screens. Therefore, we propose a cross-ratio based gaze estimation using a polarization camera for multiple screens. The point-of-gaze can be estimated on each monitor by identifying the screen reflected on the corneal surface at a polarization angle. Near-infrared light emitting diodes (NIR-LEDs) attached to the display are not required. This means that standard displays can be used with high general versatility as an advantage.
虽然眼动追踪通常用于实现直观的用户界面,但它在处理多显示器环境时是不够的。在这种最近很流行的环境中,应该对多个屏幕上的注视点进行估计。因此,我们提出了一种基于交叉比的偏振相机多屏注视估计方法。通过识别以偏振角反射在角膜表面的屏幕,可以估计每个监视器上的凝视点。近红外发光二极管(nir - led)附加到显示器是不需要的。这意味着,标准显示器可以使用高通用性作为一个优势。
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引用次数: 3
Gel-based Haptic Mediator for High-Definition Tactile Communication 基于凝胶的高清晰度触觉通信触觉介质
Patrick Coe, G. Evreinov, R. Raisamo
In an effort to find a way to more efficiently and accurately display localized high definition tactile information to the skin we studied the vibrotactile constructive wave interference properties of silicone gel. By placing two actuators at a given distance from each other and controlling the delay when each actuator is activated in relation to the other, we can achieve a point of constructive wave interference. The time when the interference occurs along with any loses due to attenuation depends on the material the vibration travels through. The goal is to find a compliant material that can be used as a reference to human tissue when designing feedback for assistive robots.
为了寻找一种更高效、准确地在皮肤上显示局部高清晰度触觉信息的方法,我们研究了硅凝胶的振触觉构波干涉特性。通过将两个致动器放置在给定的距离上,并控制每个致动器相对于另一个致动器激活时的延迟,我们可以实现一个相波干涉点。干扰发生的时间以及衰减造成的损失取决于振动穿过的材料。目标是找到一种柔顺的材料,在设计辅助机器人的反馈时,可以作为人体组织的参考。
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引用次数: 5
Towards Instantaneous Recovery from Autonomous System Failures via Predictive Crowdsourcing 通过预测性众包实现自主系统故障的瞬时恢复
John Joon Young Chung, Fuhu Xiao, Nikola Banovic, Walter S. Lasecki
Autonomous systems (e.g., long-distance driverless trucks) aim to reduce the need for people to complete tedious tasks. In many domains, automation is challenging because systems may fail to recognize or comprehend all relevant aspects of its current state. When an unknown or uncertain state is encountered in a mission-critical setting, recovery often requires human intervention or hand-off. However, human intervention is associated with decision (and communication, if remote) delays that prevent recovery in low-latency settings. Instantaneous crowdsourcing approaches that leverage predictive techniques reduce this latency by preparing human responses for possible near future states before they occur. Unfortunately, the number of possible future states can be vast and considering all of them is intractable in all but the simplest of settings. Instead, to reduce the number of states that must later be explored, we propose the approach that uses the crowd to first predict the most relevant or likely future states. We examine the latency and accuracy of crowd workers in a simple future state prediction task, and find that more than half of crowd workers were able to provide accurate answers within one second. Our results show that crowd predictions can filter out critical future states in tasks where decisions are required in less than three seconds.
自动系统(如远程无人驾驶卡车)旨在减少人们完成繁琐任务的需要。在许多领域,自动化是具有挑战性的,因为系统可能无法识别或理解其当前状态的所有相关方面。当在关键任务设置中遇到未知或不确定状态时,恢复通常需要人工干预或移交。然而,人为干预与决策(和通信,如果是远程的)延迟有关,这会妨碍低延迟设置中的恢复。利用预测技术的即时众包方法通过在不久的将来可能发生的状态发生之前为人类的反应做好准备,减少了这种延迟。不幸的是,未来可能出现的状态的数量是巨大的,除了最简单的设置之外,考虑所有这些状态都是棘手的。相反,为了减少以后必须探索的状态的数量,我们提出了使用人群首先预测最相关或最可能的未来状态的方法。我们在一个简单的未来状态预测任务中检验了人群工作者的延迟和准确性,发现超过一半的人群工作者能够在一秒钟内提供准确的答案。我们的研究结果表明,在需要决策的任务中,人群预测可以在不到三秒的时间内过滤出关键的未来状态。
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引用次数: 1
Improving Viewer Engagement and Communication Efficiency within Non-Entertainment Live Streaming 提高非娱乐直播的观众参与度和沟通效率
Zhicong Lu
Live streaming has recently gained worldwide popularity, due to the affordable digital video devices, high-speed Internet access, and social media. While video games and other entertainment content attract a broad audience to live streaming, it has become an important channel for sharing a variety of non-entertainment content, such as civil content, knowledge sharing, and even promoting traditional cultural practices. However, little research has explored the practices and challenges of the vibrant communities of these streamers who share knowledge or showcase cultural practices through live streams, and few tools have been designed and developed to support their needs for engaging viewers and communicate with viewers more efficiently. The goal of my research is to better understand the practices of these streamers and their communities, and to design tools to better support knowledge sharing and cultural heritage preservation through live streaming.
由于价格合理的数字视频设备、高速互联网接入和社交媒体,直播最近在全球范围内受到欢迎。虽然视频游戏和其他娱乐内容吸引了广泛的受众,但它已成为分享各种非娱乐内容的重要渠道,例如民间内容,知识分享,甚至推广传统文化习俗。然而,很少有研究探索这些充满活力的流媒体社区的实践和挑战,他们通过直播分享知识或展示文化习俗,并且很少有工具被设计和开发来支持他们吸引观众并更有效地与观众交流的需求。我的研究目标是更好地了解这些流媒体和他们的社区的做法,并设计工具,以更好地支持知识共享和文化遗产保护通过直播。
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引用次数: 6
Rapid Prototyping of Paper Electronics Using a Metal Leaf and Laser Printer 使用金属叶和激光打印机的纸张电子快速原型制作
N. Segawa, Kunihiro Kato, Hiroyuki Manabe
We introduce a novel prototyping method using a metal leaf and laser printer. Proposed metal leaf circuit is capable of producing circuits on normal paper that can be printed by a laser printer. The metal leaf is adhered to paper using a toner used in a laser printer. When the metal leaf is placed on the printed circuit pattern and pressed with an iron, the metal leaf adheres to the circuit pattern. Removal of the excess metal leaf completes the metal leaf circuit diagram on the paper. In addition, by using the change of temperature of toner, we can easily cut and repair the circuit. We made a metal leaf circuit on the cloth with the masu sake cup, and evaluated it.
介绍了一种利用金属叶片和激光打印机进行原型制作的新方法。所提出的金属叶电路能够在普通纸张上产生可由激光打印机打印的电路。金属片是用激光打印机中的碳粉粘在纸上的。当将金属片放在印刷电路图案上并用熨烫器压紧时,金属片粘附在电路图案上。除去多余的金属叶,完成纸上的金属叶电路图。此外,利用碳粉温度的变化,我们可以很容易地切断和修复电路。我们用马苏清杯在布上做了一个金属叶电路,并对其进行了评估。
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引用次数: 7
A Demonstration on Dynamic Drawing Guidance via Electromagnetic Haptic Feedback 基于电磁触觉反馈的动态绘图引导演示
T. Langerak, J. Zárate, Velko Vechev, Daniele Panozzo, Otmar Hilliges
We demonstrate a system to deliver dynamic guidance in drawing, sketching and handwriting tasks via an electromagnet moving underneath a high refresh rate pressure sensitive tablet presented in citelangerak2019dynamic. The system allows the user to move the pen at their own pace and style and does not take away control. Using a closed-loop time-free approach allows for error-correcting behavior. The user will experience to be smoothly and natural pulled back to the desired trajectory rather than pushing or pulling the pen to a continuously advancing setpoint. The optimization of the setpoint with regard to the user is unique in our approach.
我们展示了一个系统,通过在citelangerak2019dynamic中展示的高刷新率压敏平板电脑下移动的电磁铁,在绘图、素描和手写任务中提供动态指导。该系统允许用户以自己的速度和风格移动笔,并且不会剥夺控制权。使用闭环无时间方法允许纠错行为。用户将体验到平稳而自然的拉回所需的轨迹,而不是推或拉笔到一个持续前进的设定值。关于用户的设定值的优化在我们的方法中是独一无二的。
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引用次数: 4
Occlusion-aware Hand Posture Based Interaction on Tabletop Projector 基于桌面投影仪的遮挡感知手势交互
Eisuke Fujinawa, K. Goto, Atsushi Irie, Songtao Wu, Kuanhong Xu
Conventional camera-based hand interaction technique suffered from self-occlusion among fingers, which lowers the detection accuracy of fingertip positions, leading to uncomfortable UI controls. Based on observations, self-occlusion depends on hand postures. We design an interaction framework in which interaction is decided in response to a recognized hand posture. Using a tabletop projection system that has a projector and a depth sensor, we implement the framework by integrating five touch and in-air interactions that balance its stability and usability.
传统的基于摄像头的手交互技术存在手指间的自遮挡,降低了指尖位置的检测精度,导致用户界面控制不舒服。根据观察,自闭塞依赖于手部姿势。我们设计了一个交互框架,在这个框架中,交互是根据识别的手势来决定的。我们使用一个带有投影仪和深度传感器的桌面投影系统,通过集成五种触摸和空中交互来实现该框架,以平衡其稳定性和可用性。
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引用次数: 6
期刊
Adjunct Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology
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