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StoryBook. Automatic generation of book trailers 故事书。自动生成图书预告片
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534477
Eleonora Bernasconi, Miguel Ceriani, Massimo Mecella, Francesca De Luzi, Francesco Sapio
The prevalence of video content consumption prompted book publishers to adopt this medium as a way to advertise books, through so called book trailers. Beyond advertising, a book’s video presentation may provide information to potential future readers so they can make an informed choice on whether consider reading it or not. StoryBook is a software tool that, through a process of knowledge extraction and media collection, supports the semi-automatic creation of multimedia trailers of books. A proof-of-concept of the tool and its user interface has been built and is available online.
视频内容消费的盛行促使图书出版商采用这种媒介作为宣传图书的一种方式,即所谓的图书预告片。除了广告之外,一本书的视频展示可以为潜在的未来读者提供信息,这样他们就可以在考虑是否阅读时做出明智的选择。StoryBook是一个软件工具,通过知识提取和媒体收集的过程,支持图书多媒体预告片的半自动创作。该工具及其用户界面的概念验证已经建立,并可在线获得。
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引用次数: 1
Visualizing Competing Items over Time 随着时间的推移可视化竞争项目
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534476
Julia Sheidin, J. Lanir, T. Kuflik
Choosing between two or more alternatives, ranging from relatively simple alternatives to more complex ones, is a common and important task. Visualization techniques may help users to examine differences between such alternatives. The potential contribution of an adequate visualization may increase as the comparison becomes more complicated, when the compared alternatives include multiple dimensions, and when they are examined over time. We propose a novel visualization technique designed to represent the temporal evolution of multiple dimensions between two competitors at a glance. We exemplify how the visualization supports the comparison of two events according to their changes in eight discrete emotions over time. We report on a study that compared our suggested visualization with two common visualization techniques. User performance and preferences were measured under a formal task taxonomy, using Twitter data of real-world events. The experimental results indicate the effectiveness of our visualization as demonstrated by task completion time and accuracy.
从相对简单的选择到更复杂的选择,在两个或多个选择之间进行选择是一项常见而重要的任务。可视化技术可以帮助用户检查这些替代方案之间的差异。当比较变得更加复杂,当比较的备选方案包含多个维度,并且随着时间的推移对它们进行检查时,适当的可视化的潜在贡献可能会增加。我们提出了一种新的可视化技术,旨在直观地表示两个竞争对手之间多维度的时间演变。我们举例说明了可视化如何根据八个离散情绪随时间的变化来支持两个事件的比较。我们报告了一项研究,比较了我们建议的可视化和两种常见的可视化技术。使用Twitter的真实事件数据,在正式的任务分类法下测量用户性能和偏好。实验结果表明,任务完成时间和准确率证明了可视化的有效性。
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引用次数: 0
Bringing Digital Exhibitions to Life: Simplify User Guidance through the Concept of Aura and white plane 将数字展览带入生活:通过光环和白平面的概念简化用户指导
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531158
Franziska Hannß, Maria Kielb, Rainer Groh
The translation of exhibitions into digital space has become increasingly important in recent years. Further intensified by the COVID pandemic, many museums are looking for alternative solutions to make museum visits possible. In this way, they can continue to fulfil their role as an institution for the communication and presentation of cultural heritage as well as the transfer of knowledge. In an exhibition, the focus is on the exhibit with its inherent knowledge. The curators of the Office for Academic Heritage, Scientific and Art Collections of the TU Dresden, are keen to present the exhibitions that have already been held and those that are planned in an expanded setting. A virtual counterpart to the real exhibition space is to be created, which can also be filled independently of current exhibitions. As part of a course at the Faculty of Computer Science at TU Dresden, a concept for a virtual reality web application with an explorative, immersive character was developed. With the concepts of white plane and aura, the students created an open museum space that focuses on the exhibits and the knowledge transfer.
近年来,将展览转化为数字空间变得越来越重要。在新冠疫情的影响下,许多博物馆正在寻找替代解决方案,以使博物馆参观成为可能。通过这种方式,它们可以继续履行其作为交流和展示文化遗产以及传播知识的机构的作用。在展览中,人们关注的焦点是展品本身及其内在的知识。德累斯顿工业大学学术遗产、科学和艺术收藏办公室的策展人热衷于展示已经举办过的展览和那些计划在扩大的环境中举办的展览。创建一个与真实展览空间相对应的虚拟空间,也可以独立于现有展览进行填充。作为德累斯顿工业大学计算机科学学院课程的一部分,开发了一个具有探索性、沉浸式特征的虚拟现实web应用程序的概念。在白色平面和灵气的概念下,学生们创造了一个开放的博物馆空间,专注于展览和知识传递。
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引用次数: 1
VisualBib(va): A Visual Analytics Platform for Authoring and Reviewing Bibliographies VisualBib(va):一个用于创作和审查书目的可视化分析平台
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534466
A. Dattolo, M. Corbatto, M. Angelini
Researchers are daily engaged in bibliographic tasks concerning literature search and review, both in the role of authors of scientific papers and when they are reviewers or evaluators. Current indexing platforms poorly support the visual exploration and comparative metadata analysis coming from subsequent searches. To address these issues, we designed and realized VisualBib(va), an online visual analytics solution, where a visual environment includes analysis control, bibliography exploration, automatic metadata extraction, and metrics visualization for real-time scenarios. We introduce and discuss here the relevant functions that VisualBib(va) supports through two usage scenarios related to the creation and the review of a bibliography. Full details about the VisualBib(va) design, implementation and evaluation are available in [3]. A fully interactive environment is available at http://visualbib.uniud.it/ (video demo: http://bit.ly/3fKuZNg).
研究人员每天都在从事文献检索和综述的书目任务,无论是作为科学论文的作者,还是作为审稿人或评价者。目前的索引平台不支持视觉探索和来自后续搜索的比较元数据分析。为了解决这些问题,我们设计并实现了VisualBib(va),这是一个在线可视化分析解决方案,其中的可视化环境包括分析控制、书目探索、自动元数据提取和实时场景的度量可视化。我们在这里介绍并讨论VisualBib(va)通过与创建和查看参考书目相关的两个使用场景所支持的相关功能。有关VisualBib(va)设计、实施和评估的详细信息,请参阅b[3]。一个完全互动的环境可在http://visualbib.uniud.it/(视频演示:http://bit.ly/3fKuZNg)获得。
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引用次数: 0
Using HoloLens Mixed Reality to research correlations between language and movement: a case study 使用HoloLens混合现实研究语言和动作之间的相关性:一个案例研究
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531178
E. Beccaluva, F. Vona, Francesco Riccardo Di Gioia, Alberto Patti, Alessia Guzzo, Ilaria Cappella, Yue Ma, N. Stucchi, F. Garzotto
Communication can be defined as the understanding and exchanging of meaningful messages. The role of communication is central to the lives of human beings as, everyday, we use language to interact with the world around us. Linguistic skills play a fundamental role in this scenario and Language Disorders (LD) are impairments that limit the processing of linguistic information. Early and accurate identification of LD is thus essential to promote lifelong learning and well-being. From an evolutionary perspective, some human language constructs evolved from an ancestral motor system and share the same neural pathways in the Broca’s area of the brain. This suggests a correlation between action and language. If such a relationship is well established and reliable, it would be possible to use the former as a marker of the latter. The hypothesis of our work, in a nutshell, is that movement can be a predictor of language. To study this correlation, we developed C(H)o(L)ordination, a Mixed Reality (MR) application for HoloLens 2. The application offers several activities based on visual stimuli involving motor movements, which tap on the same skills needed to perform some language tasks. We performed an exploratory study with N=22 users to test the application usability and user experience. The results suggest that C(H)o(L)ordination is a usable and powerful tool to gather insights on the ongoing debate about language evolution and language disorders.
沟通可以定义为理解和交换有意义的信息。沟通的作用是人类生活的中心,因为我们每天都用语言与周围的世界互动。语言技能在这种情况下起着至关重要的作用,语言障碍(LD)是限制语言信息处理的障碍。因此,尽早和准确地识别学习障碍对促进终身学习和健康至关重要。从进化的角度来看,一些人类语言结构是从祖先的运动系统进化而来的,并且在大脑的布洛卡区共享相同的神经通路。这表明行动和语言之间存在关联。如果这种关系建立良好且可靠,则可以将前者作为后者的标志。简而言之,我们工作的假设是,动作可以预测语言。为了研究这种相关性,我们开发了C(H)o(L)排序,这是HoloLens 2的混合现实(MR)应用程序。该应用程序提供了几种基于视觉刺激的活动,包括运动,这些活动涉及执行一些语言任务所需的相同技能。我们对22名用户进行了探索性研究,以测试应用程序的可用性和用户体验。结果表明,C(H)o(L)排序是收集关于语言进化和语言障碍的持续争论的见解的一个可用的和强大的工具。
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引用次数: 1
Explore 360° VR to Improve the Ecological Validity of Screening Tests on Cognitive Functions 探索360°VR提高认知功能筛选试验的生态效度
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531171
Francesco Vona, Luca Pieri, Alberto Patti, Simone Tafaro, Sara Saccoccio, F. Garzotto, D. Romano
Cognitive impairment is a condition that results in a person’s inability to remember, learn, concentrate or make decisions that affect his/her everyday life. The assessment of these deficits is usually performed using standardized paper and pencil or computerized tests within a controlled clinical setting. Many traditionally designed tools show only low to moderate levels of ecological validity, limiting the reliability of the collected measures. The proposed system adapts existing screening tests within an immersive virtual reality environment with 360° video, recreating a familiar setting for the patient. This faithful reproduction of everyday environments and situations can enhance the ecological validity of the assessment procedure while maintaining a standardized stimuli delivery, all in a controlled and safe setting. As a computerized system, virtual reality technology allows an error-free computation of the test scores, here collected by means of accuracy for each task. The system involves many technologies aimed at capturing any kind of user input provided by the patient. Additionally, using a visor with integrated eye-tracker sensor, the system can register the visual exploration pattern adopted by the patient during the task execution, providing information concerning the attentional and visuo-spatial functioning which are not obtainable using traditional assessment procedures. Finally, the results of an exploratory study that was conducted with 11 users on the reliability and usability of the system are presented.
认知障碍是一种导致一个人无法记忆、学习、集中注意力或做出影响他/她日常生活的决定的情况。对这些缺陷的评估通常是在受控的临床环境中使用标准化的纸笔或计算机测试来进行的。许多传统设计的工具显示只有低到中等水平的生态效度,限制了收集措施的可靠性。拟议的系统在具有360°视频的沉浸式虚拟现实环境中适应现有的筛选测试,为患者重现熟悉的环境。这种对日常环境和情境的忠实再现可以增强评估程序的生态有效性,同时保持标准化的刺激传递,所有这些都在受控和安全的环境中进行。作为一个计算机化的系统,虚拟现实技术允许对考试成绩进行无差错的计算,这里通过每个任务的准确性来收集。该系统涉及许多技术,旨在捕获患者提供的任何类型的用户输入。此外,该系统使用集成眼动传感器的遮阳板,可以记录患者在任务执行过程中采用的视觉探索模式,提供传统评估程序无法获得的有关注意力和视觉空间功能的信息。最后,对11个用户对系统的可靠性和可用性进行了探索性研究。
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引用次数: 2
Enhancing cross-reality applications and user experiences 增强跨现实应用程序和用户体验
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3535256
F. Maurer, C. Anslow, Joaquim Jorge, Maurício Sousa
This paper summarizes the contributions to the AVI 2022 workshop on “Enhancing Cross-reality Applications and User Experiences”.
本文总结了对AVI 2022研讨会“增强跨现实应用和用户体验”的贡献。
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引用次数: 5
A Pilot Study on Interactive Multisensory Environments for Neuropsychological Assessment 用于神经心理评估的交互式多感觉环境的初步研究
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531169
Mathyas Giudici, E. Beccaluva, Mattia Gianotti, J. Barbieri, Giacomo Caslini, F. Garzotto
Measuring cognitive functions is a complex and challenging process, and researchers usually conduct their study in experimental settings and with standardized tests. Such an approach is raising more and more criticism. Especially about the capability of psychology’s laboratory experiments to provide generalizable and accurate indicators of impairments outside the laboratory boundaries in everyday life. This is acknowledged as the ”real-world or lab” dilemma. Most tests traditionally performed using paper-and-pencil may fail to detect the individual’s difficulties in the real world. The scientific community has launched a quest for new digitized, interactive, and more ”ecological” versions. Our work investigates a novel approach to this topic that exploits interactive Multi-Sensory Environments (iMSE) and questions how iMSEs could contribute to the neuropsychology assessment field. The paper describes NEP-Neuro-Psychological Suite, a set of game-based activities in iMSE inspired by widely adopted neuropsychological tests. The suite provides a context in which existing or new neuropsychological tests can be experimented, extended, and modified with stimuli, contents, and tasks closer to real-world situations. We report an exploratory empirical study (N=22) on a well-known test to assess attention skills, the Stroop Test. The results, although very preliminary, provide insights into the effects of transposing classic tests into a novel form and the role that iMSEs can play in the debate about the ”real-world or lab” dilemma.
测量认知功能是一个复杂而具有挑战性的过程,研究人员通常在实验环境和标准化测试中进行研究。这种做法引起了越来越多的批评。特别是心理学的实验室实验是否能够为日常生活中实验室边界之外的障碍提供概括和准确的指标。这被称为“现实世界还是实验室”的困境。传统上使用纸笔进行的大多数测试可能无法发现个人在现实世界中的困难。科学界已经开始寻求新的数字化、互动性和更“生态”的版本。我们的工作研究了一种利用交互式多感官环境(iMSE)的新方法,并质疑iMSE如何有助于神经心理学评估领域。本文描述了nep -神经心理套件,这是iMSE中一套基于游戏的活动,受到广泛采用的神经心理测试的启发。该套件提供了一个环境,在这个环境中,现有的或新的神经心理学测试可以通过刺激、内容和任务进行实验、扩展和修改,更接近现实世界的情况。我们报告了一项探索性实证研究(N=22)对一个著名的测试,以评估注意力技能,Stroop测试。这些结果虽然非常初步,但却提供了将经典测试转换为新形式的效果的见解,以及imse在“现实世界还是实验室”困境的辩论中可以发挥的作用。
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引用次数: 0
Exploring an Augmented Reality Serious Game for Motorized Wheelchair Control 探索一种用于电动轮椅控制的增强现实严肃游戏
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534471
Rafael Maio, J. Alves, Bernardo Marques, Paulo Dias, N. Lau
This work describes an Augmented Reality Serious Game (ARSG) focused on facilitating the process of acquiring new skills in individuals with motor disabilities. In particular, this game aims to help them control a robotic wheelchair. A racing track was used as a game narrative, including restriction areas, static and dynamic objects, obstacles and various signs. A user study with 20 participants was conducted to compare different methods used to place virtual content on the real-world environment while the user interacts with the game and control the wheelchair in the physical space: C1 - motion tracking using cloud anchors; C2 - offline motion tracking. Results suggest condition C1 is more precise and robust, while condition C2 seems to be easier to configure.
这项工作描述了一个增强现实严肃游戏(ARSG),专注于促进运动障碍患者获得新技能的过程。特别是,这个游戏旨在帮助他们控制机器人轮椅。赛道被用作游戏叙事,包括限制区域、静态和动态物体、障碍和各种标志。我们对20名参与者进行了一项用户研究,以比较当用户与游戏交互并在物理空间中控制轮椅时,将虚拟内容放置在现实环境中的不同方法:C1 -使用云锚进行运动跟踪;C2 -离线运动跟踪。结果表明,条件C1更精确和稳健,而条件C2似乎更容易配置。
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引用次数: 2
Follow your nose: history frames the future 跟着你的鼻子走:历史塑造未来
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3538398
A. Dix
As cultures and individuals, we look back to look forward, explicitly using lessons of the past to guide our future decisions. In this 30th anniversary of the AVI conference we can also look back in order to make the next 30 years even better. In 1996 I gave a keynote at the third AVI, both describing my own work in formal modelling of user interactions, and also pondering variations of ‘advanced visual interfaces’, imagining advanced aural and advanced nasal interfaces. This was part playful but also serious, uncovering the way our different senses give us different cuts through space and time. In particular, smell is deeply associated with memory both personal and spatial – that is history. In the meantime, scent has been used as a metaphor for information seeking, and now long-promised smell-based interfaces are beginning to emerge; we are about to enter an exciting world of multi-sensory experiences. However, it is on the metaphoric sense of advanced visual and nasal interaction that I want to focus now. The importance of tracing what is past and planning what is to come. This is true for our discipline as a whole, but also in moment-to-moment digital interactions. On the first of April this year, Nielsen Norman Group posted an article entitled “Support Recall Instead of Recognition in UI Design”. It was meant as an April Fool’s Day joke, but in fact the move towards gesture-based touch interactions means this is precisely how many feel today. This has exacerbated the long-term weaknesses of visual interaction heuristics and guidance when it comes to looking back, making it hard to ask, “why did that happen?”, or “how did I manage that?”, especially for older users or those who are less confident with digital technology. Finally, as we move forwards to tackle these and new issues, we need to constantly question what constitutes ‘advanced’: a fast-moving highway for a few or a wider frontier for everyone. The latter often poses the hardest design challenges but is most critical in a world where being digital is central to being a citizen. For more information see: https://alandix.com/academic/talks/AVI2022-keynote/
作为文化和个人,我们回顾过去,展望未来,明确地利用过去的教训来指导我们未来的决定。在AVI会议30周年之际,我们也可以回顾一下,以便使下一个30年更加美好。1996年,我在第三届AVI上发表了主题演讲,既描述了我自己在用户交互的正式建模方面的工作,也思考了“高级视觉界面”的变化,想象了高级听觉和高级鼻界面。这部分是好玩的,但也是严肃的,揭示了我们不同的感官给我们不同的空间和时间切割方式。特别是,气味与个人和空间的记忆——也就是历史——有着深刻的联系。与此同时,气味已经被用作信息搜索的隐喻,现在,长期承诺的基于气味的界面开始出现;我们即将进入一个激动人心的多感官体验世界。然而,我现在想集中讨论的是高级视觉和鼻腔相互作用的隐喻意义。追溯过去,计划未来的重要性。这不仅适用于我们整个学科,也适用于实时数字交互。今年4月1日,尼尔森诺曼集团发表了一篇题为“在UI设计中支持召回而不是识别”的文章。这本来是愚人节的一个玩笑,但事实上,基于手势的触摸互动的发展意味着这正是今天许多人的感受。这加剧了视觉交互启发式和指导的长期弱点,当它回顾时,很难问,“为什么会发生这种情况?”或“我是怎么做到的?”,特别是对于年龄较大的用户或对数字技术不太自信的用户。最后,当我们着手解决这些问题和新问题时,我们需要不断追问什么是“先进”:是为少数人提供高速公路,还是为所有人提供更广阔的前沿。后者通常会带来最难的设计挑战,但在一个数字化是成为公民的核心的世界里,它是最关键的。欲了解更多信息,请参阅:https://alandix.com/academic/talks/AVI2022-keynote/
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引用次数: 1
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Proceedings of the 2022 International Conference on Advanced Visual Interfaces
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