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Proceedings of the 2022 International Conference on Advanced Visual Interfaces最新文献

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Your face may say the truth when you lie 当你说谎的时候,你的脸可能会说真话
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534486
M. De Marsico, Giordano Dionisi
This work proposes the preliminary results of a system to recognize deception from facial micro-expressions. The adopted method starts from facial landmarks to analyze the micro-dynamics underlying the facial modifications. The procedure is repeated both while answering neutral questions (entailing no reason to lie) and when answering questions whose responses may cause harm or embarrassment, at least. The preliminary results invite us to continue the research of suitable features to tackle the problem of deception detection.
这项工作提出了一个从面部微表情中识别欺骗的系统的初步结果。该方法从面部特征点入手,分析面部修饰背后的微动力学特征。这个过程在回答中性问题(没有理由撒谎)和回答可能会造成伤害或尴尬的问题时都要重复。这些初步的结果促使我们继续研究合适的特征来解决欺骗检测问题。
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引用次数: 0
AnomalyByClick: An Interactive Visualization Tool for Monitoring Activities of Daily Living and Anomaly Annotation AnomalyByClick:用于日常生活活动监控和异常注释的交互式可视化工具
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534462
Luca Podo, P. Velardi
We present AnomalyByClick, an interactive visualization system that allows the monitoring and analysis of anomalies in the behavior of elderly patients during daily activities in a living environment.
我们提出了一个交互式可视化系统,可以监测和分析老年患者在生活环境中日常活动中的异常行为。
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引用次数: 1
A Design Space for Single-User Cross-Reality Applications 单用户跨现实应用的设计空间
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531116
Nanjia Wang, F. Maurer
Cross-reality (CR) applications allow users to utilize tools for problem solving that reside on different points of the Milgram reality-virtuality spectrum. Design guidelines for such applications are missing. In this paper, we are proposing a design space focusing on single-user Cross Reality applications as a tool for guiding research and development projects.
跨现实(CR)应用程序允许用户利用驻留在Milgram现实-虚拟频谱不同点上的工具来解决问题。这种应用程序的设计指南缺失。在本文中,我们提出了一个专注于单用户跨现实应用的设计空间,作为指导研究和开发项目的工具。
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引用次数: 9
Ready, Steady, Go: Playing and Rapidly Designing with IoTgo 准备,稳定,开始:IoTgo游戏和快速设计
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534463
R. Gennari, M. Matera, A. Melonio, Diego Morra, Mehdi Rizvi
Smart things are everywhere: smart watches, smart jewellery, smart art installations. All have in common the capability of sensing with input devices (e.g., buttons), computing, reacting with output devices (e.g., light matrices), and connecting with other smart things. Engaging their end users in their design can be challenging and yet give end users unique empowering opportunities. Toolkits are fundamental for engaging end users and enabling them to design. This paper presents the IoTgo phygital toolkit for smart-thing design with end users who are not experts, e.g., artists and school learners, which results from co-design actions and interventions in the field.
智能产品无处不在:智能手表、智能珠宝、智能艺术装置。所有这些都具有与输入设备(如按钮)感应、计算、与输出设备(如光矩阵)反应以及与其他智能设备连接的共同能力。让最终用户参与到他们的设计中可能是一项挑战,但也给了最终用户独特的授权机会。工具箱是吸引最终用户并使他们能够进行设计的基础。本文介绍了IoTgo智能事物设计的数字工具包,最终用户不是专家,例如艺术家和学校学习者,这是该领域共同设计行动和干预的结果。
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引用次数: 0
“See with the app's eyes what your real eyes cannot see”: design potentials for Mobile Augmented Reality at home “用应用程序的眼睛看到你真正的眼睛看不到的东西”:移动增强现实在家里的设计潜力
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531159
Andrea Bellucci, P. Díaz, Alvaro Montero, I. Aedo, Pablo Lopez Coya
Immersive technologies such as Augmented Reality afford to enrich the physical environment with a layer of digital information, providing new experiences that can support and improve the daily life of people in their homes. We present insights from a field study with nine families to understand user experience and expectations of Mobile Augmented Reality at home and reveal emerging designs. We deployed a mobile application that provided a contextual representation of the WiFi signal through visualizations integrated in the physical space. Each family lived with the prototype for one week, with a pre- and post-study interview session. We found that Augmented Reality has potential to (1) foster people's autonomy and control (e.g., configuration of technology and problem solving), as well as (2) enhance people's knowledge and awareness about domestic technology (e.g., understanding technical terms and awareness of invisible infrastructures).
增强现实等沉浸式技术通过一层数字信息丰富了物理环境,提供了新的体验,可以支持和改善人们在家中的日常生活。我们通过对九个家庭的实地研究,了解用户在家庭中的体验和对移动增强现实的期望,并揭示新兴的设计。我们部署了一个移动应用程序,通过可视化集成在物理空间中,提供WiFi信号的上下文表示。每个家庭都与原型一起生活了一周,并进行了研究前和研究后的访谈。我们发现,增强现实有潜力(1)培养人们的自主性和控制力(例如,技术配置和问题解决),以及(2)增强人们对国内技术的知识和意识(例如,理解技术术语和无形基础设施的意识)。
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引用次数: 1
An Interactive Visualization Tool to Explore People’s Tweets towards COVID-19 探索人们针对COVID-19的推文的交互式可视化工具
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534496
S. Humayoun, Siddhita Chimote
The Twitter has become a powerful medium for people to express their feelings and reactions towards some recent event or happening event. Analyzing and exploring such tweet data gives us in-depth understanding of the underlying event from people perspectives. In this work, we use the power of visualization to explore people’s tweets regarding the COVID-19 pandemic from the time period between April 2020 and March 2021. We use a number of visualizations targeting to show the sentimental polarity of people’s tweets over time and important keywords in people’s tweets and their evolution over time. The resulting visualizations give us an opportunity to explore people’s feelings and reactions during a whole pandemic year and to see how it evolved over time.
推特已经成为一个强大的媒体,人们表达自己的感受和对一些最近的事件或正在发生的事件的反应。分析和探索这样的推文数据,让我们从人的角度深入了解潜在的事件。在这项工作中,我们利用可视化的力量来探索2020年4月至2021年3月期间人们关于COVID-19大流行的推文。我们使用了大量的可视化目标来显示人们的推文随着时间的推移的情感极性,以及人们推文中的重要关键词及其随时间的演变。由此产生的可视化结果使我们有机会探索人们在整个大流行年份的感受和反应,并了解它是如何随着时间的推移而演变的。
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引用次数: 0
Remembering the City: Stumbling Stones, Memory Sites and Augmented Reality 记住城市:绊脚石,记忆地点和增强现实
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531103
Fabio Pittarello, A. Carrieri, Tommaso Pellegrini, Alessandra Volo
This paper describes the development of Remembering the City, a digital and public humanities project on an urban scale, which takes advantage of augmented reality techniques in order to bring memories of the Holocaust victims to the surface of the urban fabric. The project has been built in conjunction with the Stolpersteine (Stumbling Stones), the largest decentralized monument in Europe dedicated to the Holocaust, allowing for the first time a contextual access to information related to the stones. The paper describes the conceptual design of the project, the technical challenge of tracking bi-dimensional objects in the outdoors and the ethical concerns. The iterative development led to prototypical implementations that were tested with two evaluation studies, performed respectively with 10 volunteers aged between 30 and 50 and 22 students from a local high school. Both studies provided valuable feedback and directions for future development.
本文描述了“记忆城市”的发展,这是一个城市规模的数字和公共人文项目,它利用增强现实技术将大屠杀受害者的记忆带到城市结构的表面。该项目是与Stolpersteine(绊脚石)一起建造的,这是欧洲最大的分散纪念馆,致力于大屠杀,首次允许访问与石头相关的信息。本文描述了该项目的概念设计,在户外跟踪二维物体的技术挑战和伦理问题。迭代开发导致原型实现通过两个评估研究进行测试,分别由10名年龄在30到50岁之间的志愿者和22名来自当地高中的学生执行。这两项研究都为今后的发展提供了宝贵的反馈和方向。
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引用次数: 2
A Conversational Agent for Creating Flexible Daily Automation 创建灵活的日常自动化的会话代理
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531090
Simone Gallo, F. Paternò
The spread of sensors and intelligent devices of the Internet of Things and their integration in daily environments are changing the way we interact with some of the most common objects in everyday life. Therefore, there is an evident need to provide non-expert users with the ability to customize in a simple but effective way the behaviour of these devices based on their preferences and habits. This paper presents RuleBot, a conversational agent that uses machine learning and natural language processing techniques to allow end users to create automations according to a flexible implementation of the trigger-action paradigm, and thereby customize the behaviour of devices and sensors using natural language. In particular, the paper describes the design and implementation of RuleBot, and reports on a user test and lessons learnt.
物联网传感器和智能设备的普及及其在日常环境中的集成正在改变我们与日常生活中一些最常见物体的交互方式。因此,显然有必要为非专业用户提供一种基于他们的偏好和习惯,以简单而有效的方式定制这些设备行为的能力。本文介绍了RuleBot,一个使用机器学习和自然语言处理技术的会话代理,允许最终用户根据触发-操作范式的灵活实现创建自动化,从而使用自然语言自定义设备和传感器的行为。特别地,本文描述了RuleBot的设计和实现,并报告了用户测试和经验教训。
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引用次数: 8
Sparkle Glyphs: A Glyph Design for the Analysis of Temporal Multivariate Audio Features 火花字形:一种用于分析时间变量音频特征的字形设计
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534491
Mandy Keck, Lars Engeln
In this paper, we introduce Sparkle Glyphs - a glyph design that can be used to represent temporal multivariate data in a compact yet expressive way. One application scenario involves the analysis of multivariate audio features. These features are compared with sketch-based associations of sounds to identify and derive dominant perceived audio features.
在本文中,我们介绍了Sparkle Glyphs——一种可以用紧凑而富有表现力的方式来表示时态多元数据的字形设计。一个应用场景涉及到多变量音频特征的分析。将这些特征与基于草图的声音关联进行比较,以识别并得出主要的感知音频特征。
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引用次数: 0
End-User Programming and Math Teachers: an Initial Study 终端用户编程和数学教师:初步研究
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534493
Margherita Andrao, Giuseppe Desolda, Francesco Greco, Ren Manfredi, B. Treccani, M. Zancanaro
This paper presents a pilot study for an initial assessment of a tangible tool to support end-user programming (EUP) by teachers to facilitate learning mathematics in primary school. The study aimed to explore teachers’ reasoning strategies and mental representations during trigger-action rules composition. The pilot study provided initial insight into the strengths and weaknesses of this approach and useful hints for designing a larger and more robust study
本文提出了一项初步评估有形工具的试点研究,以支持教师的最终用户编程(EUP),促进小学数学学习。本研究旨在探讨教师在触发-行动规则写作过程中的推理策略和心理表征。初步研究提供了对这种方法的优缺点的初步见解,并为设计更大、更可靠的研究提供了有用的提示
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引用次数: 6
期刊
Proceedings of the 2022 International Conference on Advanced Visual Interfaces
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