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ScoringTalk: a tablet system scoring and visualizing conversation for balancing of participation ScoringTalk:一个平板电脑系统评分和可视化对话平衡参与
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818454
Hiroyuki Adachi, Seiko Myojin, N. Shimada
We present a tablet system providing real-time feedback to participants of face-to-face multi-party conversation on the scores of talking. In multi-party conversation, sometimes one speaks too much or too little and is a problem because we cannot obtain enough information. Our system has a game element to break through such a conversation. The system measures and visualizes the statistical profiles of conversation: who speaks to whom, who watches whom, and cumulative times of them by using front and back cameras of a tablet which each participant has. The system also calculates the participants' scores based on the rules of the game; the participant gets points when speaking and listening, and loses points when too much speaking. Therefore, the participants talk while trying maximize their scores, and it makes a balanced conversation. We evaluated the system in a within-subjects experiment, where five minutes of three-person conversation about a topic of software development and the system recorded the utterance of the participants. The results of experiments suggest that our system adequately balances the participants' utterance amounts.
我们提出了一种平板电脑系统,为面对面多方对话的参与者提供实时的谈话分数反馈。在多方对话中,有时一个人说得太多或太少,这是一个问题,因为我们无法获得足够的信息。我们的系统有一个游戏元素来打破这样的对话。该系统通过每个参与者拥有的平板电脑的前后摄像头测量和可视化对话的统计概况:谁对谁说话,谁看谁,以及他们的累积时间。该系统还会根据游戏规则计算参与者的分数;参与者在说和听时得分,在说太多时失分。因此,参与者一边交谈,一边努力使他们的分数最大化,这是一个平衡的对话。我们在一个实验中评估了这个系统,在这个实验中,三个人就软件开发的一个主题进行了五分钟的谈话,系统记录了参与者的话语。实验结果表明,我们的系统充分平衡了参与者的话语量。
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引用次数: 7
And he built a crooked camera: a mobile visualization tool to view four-dimensional geometric objects 他还制造了一个弯曲相机:一个移动的可视化工具,用来观察四维几何物体
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818430
Nico Li, Daniel J. Rea, J. Young, E. Sharlin, M. Sousa
The limitations of human perception make it impossible to grasp four spatial dimensions simultaneously. Visualization techniques of four-dimensional (4D) geometrical shapes rely on visualizing limited projections of the true shape into lower dimensions, often hindering the viewer's ability to grasp the complete structure, or to access its spatial structure with a natural 3D perspective. We propose a mobile visualization technique that enables viewers to better understand the geometry of 4D shapes, providing spatial freedom and leveraging the viewer's natural knowledge and experience of exploring 3D geometric shapes. Our prototype renders 3D intersections of the 4D object, while allowing the user continuous control of varying values of the fourth dimension, enabling the user to interactively browse and explore a 4D shape using a simple camera-lens-style physical zoom metaphor.
由于人类感知能力的限制,不可能同时掌握四个空间维度。四维几何形状的可视化技术依赖于将真实形状的有限投影可视化到较低的维度,这往往阻碍了观看者掌握完整结构的能力,或者以自然的3D视角访问其空间结构。我们提出了一种移动可视化技术,使观众能够更好地理解4D形状的几何形状,提供空间自由,并利用观众的自然知识和探索3D几何形状的经验。我们的原型呈现4D物体的3D交叉点,同时允许用户连续控制第四维的不同值,使用户能够使用简单的相机镜头风格的物理变焦隐喻交互式浏览和探索4D形状。
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引用次数: 5
SMASH 粉碎
Pub Date : 2015-11-02 DOI: 10.1007/978-0-387-30160-0_10590
Marie-Stephanie Iekura, H. Hayakawa, Keisuke Onoda, Yoichi Kamiyama, K. Minamizawa, Masahiko Inami
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引用次数: 0
MAVIS: mobile acquisition and VISualization: hands on MAVIS:移动获取和可视化:动手
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818447
P. Watten, Marco Gilardi, Patrick Holroyd, Paul F. Newbury
With the advancement of mobile technologies cameras on mobile devices have improved to the point where the quality of their output is sometimes comparable to that obtained from a professional video camera. Moreover mobile cameras are being used more and more frequently in professional production environments. However, tools that allow professional users to access and display the accurate information they need to control the technical quality of their filming and make informed decisions about the scenes they are filming is missing on mobile platforms. In this paper the Mobile Acquisition and VISualisation (MAVIS) app is presented, see figure 1. By exploiting the capabilities of modern mobile GPUs, MAVIS integrates the functionalities of a vectorscope, waveform monitor, false colouring and focus peaking monitors together with all the standard functionalities of a video recording app into a single tool. With the extra information that MAVIS displays, the user is able to make informed decisions about how to light and shoot the scene. This enables high quality videos to be obtained from the mobile camera, which can be used alongside outputs of more professional cameras.
随着移动技术的进步,移动设备上的相机已经改进到其输出质量有时可以与专业摄像机获得的质量相媲美的程度。此外,在专业的生产环境中,移动相机的使用越来越频繁。然而,允许专业用户访问和显示他们需要的准确信息来控制他们的拍摄技术质量,并对他们正在拍摄的场景做出明智的决定的工具在移动平台上是缺失的。本文介绍了移动采集和可视化(MAVIS)应用程序,见图1。通过利用现代移动gpu的功能,MAVIS将矢量镜,波形监视器,假色和焦点峰值监视器的功能与视频录制应用程序的所有标准功能集成到一个工具中。有了MAVIS显示的额外信息,用户就能够做出关于如何照明和拍摄场景的明智决定。这使得从移动相机获得高质量的视频,可以与更专业的相机输出一起使用。
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引用次数: 0
An augmented exhibition podium with free-hand gesture interfaces 一个带有自由手势界面的增强展览平台
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818464
Huidong Bai, Gun A. Lee, M. Billinghurst
In this paper we present an augmented exhibition podium that supports natural free-hand 3D interaction for visitors using their own mobile devices. Visitors can hold a smartphone, tablet or wear a Smart Glass, and then point the mobile camera at the podium deck to see Augmented Reality (AR) content overlaid on an exhibit on the mobile display. They can also use their bare hands to interact with these virtual scenes without adding extra hardware (e.g. depth sensor) on their own devices.
在本文中,我们提出了一个增强的展览平台,支持参观者使用自己的移动设备进行自然的徒手3D交互。参观者可以手持智能手机、平板电脑或佩戴智能眼镜,然后将移动相机对准讲台,在移动显示屏上看到覆盖在展品上的增强现实(AR)内容。他们还可以徒手与这些虚拟场景交互,而无需在自己的设备上添加额外的硬件(例如深度传感器)。
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引用次数: 2
Latency tolerance techniques for real-time ray tracing on mobile computing platform 移动计算平台上实时光线追踪的延迟容忍技术
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818437
Youngsam Shin, S. Hwang, J. D. Lee, Won-Jong Lee, Soojung Ryu
In this paper, we propose an efficient ray scheduling algorithm and non-block cache architecture to hiding main-memory access latency targeting real-time ray tracing on mobile device. We first analyze on the impact of a memory latency by analyzing the memory access patterns for a ray tracing system and present a novel ray scheduling method using a non-block pipeline feedback and cache architecture for ray tracing hardware engine. To achieve more cache efficiency, we also present a memory-efficient encoding scheme for the scene geometry. For an evaluation of our approach, we implemented a prototype ray tracing architecture using our approach on an FPGA platform. Our experimental results indicate that our approach shows that an average performance conservation of 85% and an average performance improves of 2.4 times.
本文针对移动设备上的实时光线跟踪,提出了一种有效的光线调度算法和非块缓存架构来隐藏主存访问延迟。本文首先通过分析光线追踪系统的内存访问模式,分析了内存延迟的影响,并提出了一种新的光线追踪硬件引擎的非块管道反馈和缓存架构的光线调度方法。为了获得更高的缓存效率,我们还提出了一种场景几何图形的内存高效编码方案。为了评估我们的方法,我们在FPGA平台上使用我们的方法实现了一个原型光线追踪架构。实验结果表明,我们的方法平均性能节约了85%,平均性能提高了2.4倍。
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引用次数: 0
JoggAR: a mixed-modality AR approach for technology-augmented jogging JoggAR:一种用于技术增强慢跑的混合模式AR方法
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818434
Chek Tien Tan, Richard Byrne, Simon Lui, Weilong Liu, F. Mueller
JoggAR demonstrates a novel combination of wearable visual, audio and sensing technology to realize a game-like persistent augmented reality (AR) environment to enhance jogging and other exertion experiences that involves changing attention intensities in the course of the activities. In particular we developed a method to perform an audio-first exploration of 3D virtual spaces so as to achieve our experiential goal of supporting exertion-focused activities.
JoggAR展示了一种新颖的可穿戴视觉、音频和传感技术的结合,实现了一个类似游戏的持久增强现实(AR)环境,以增强慢跑和其他运动体验,包括在活动过程中改变注意力强度。特别是,我们开发了一种方法,对3D虚拟空间进行音频优先探索,以实现我们支持以练习为重点的活动的体验目标。
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引用次数: 12
Extending HMD by chest-worn 3D camera for AR annotation 通过佩戴在胸前的3D相机扩展HMD,用于AR注释
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818462
Alaeddin Nassani, Huidong Bai, Gun A. Lee, M. Billinghurst
Light head-mounted display (HMD) combined with a 3D depth sensing camera as wearable technologies that can be used to enhance the AR experience. In this demonstration we present a scenario where the user wears Glass together with the Tango mounted on their chest to create and review 3D augmented annotations indoors. The process of creating AR annotations using the 3D sensor is separate from viewing AR annotation using a head-mounted display (HMD). For example, users' have to turn their body to face the AR tag during creation, however for viewing the AR tags, the user can turn their head to explore the surrounding environment, separate from where their body is facing, which makes the experience natural and comfortable.
轻型头戴式显示器(HMD)与3D深度感应相机相结合,作为可穿戴技术,可用于增强增强现实体验。在这个演示中,我们展示了一个场景,用户将谷歌眼镜与Tango一起戴在胸前,在室内创建和查看3D增强注释。使用3D传感器创建AR注释的过程与使用头戴式显示器(HMD)查看AR注释的过程是分开的。例如,在创建AR标签时,用户必须将身体转向面对AR标签,但在观看AR标签时,用户可以将头部转向周围环境,与身体所面对的位置分开,从而使体验自然舒适。
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引用次数: 0
Toe detection with leg model for wearable input/output interface 可穿戴输入/输出接口脚趾检测与腿模型
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818453
Fumihiro Sato, N. Sakata
In recent years, mobile terminal such as smart phone has become widespread. According to this, we tend to use the information service at a glance and frequently. For example, we use information services to find a route, check e-mails or update of SNS. However, such hand-held mobile terminal needs to retrieve from pocket and hold the device itself by at-least single hand while using. Therefore it is difficult to use hand-held mobile terminal when both hands are occupied.
近年来,智能手机等移动终端已经普及。根据这一点,我们倾向于浏览和频繁地使用信息服务。例如,我们使用信息服务来查找路线、查看电子邮件或更新SNS。然而,这种手持移动终端在使用时需要至少单手从口袋中取出并握住设备本身。因此,当双手都被占用时,手持移动终端很难使用。
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引用次数: 1
Mobile map applications and the democratisation of hazard information 移动地图应用程序和灾害信息的民主化
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818440
Paul Haimes, Tetsuaki Baba, S. Medley
The geospatial web --- exemplified by the popularity of Google Maps --- has democratised the accessibility of geospatial data that was previously available only to those with expertise in GIS (Geographic information systems). This increased accessibility has resulted in critical information---such as the location of bushfires in Australia --- being made more accessible to communities vulnerable to such risks. This paper reports on the findings of a research project in Australia that aimed to present near real-time bushfire information in an interface that community-based users found intuitive and easy to use. It also describes the early prototype stages of an iPhone application that aims to demonstrate how Japanese natural hazard data can be presented in a more intuitive way. The work described here is intended to encourage organisations and individuals presenting spatial hazard information to non-expert users to consider the needs, abilities and concerns of their intended audience. It also describes the technologies and processes used in the design and development of the MyFireWatch and Mapping Hazards in Japan applications.
地理空间网络——以谷歌地图的流行为例——使地理空间数据的可访问性民主化,而以前只有那些具有GIS(地理信息系统)专业知识的人才能获得这些数据。这种可访问性的增加导致关键信息——例如澳大利亚森林大火的位置——更容易被易受此类风险影响的社区获取。本文报告了澳大利亚的一个研究项目的结果,该项目旨在通过一个界面呈现近乎实时的森林火灾信息,以社区为基础的用户发现直观和易于使用。它还描述了一个iPhone应用程序的早期原型阶段,该应用程序旨在展示如何以更直观的方式呈现日本的自然灾害数据。这里描述的工作旨在鼓励组织和个人向非专业用户提供空间危害信息,以考虑其目标受众的需求,能力和关注点。它还描述了在日本应用程序的MyFireWatch和Mapping Hazards的设计和开发中使用的技术和过程。
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引用次数: 10
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SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications
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