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Cross-cultural user-experience design for work, home, play, and on the way 跨文化的用户体验设计,适用于工作、家庭、娱乐和路上
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2675051
User interfaces for mobile, desktop, Web, and vehicle platforms reach across culturally diverse user communities, sometimes within a single country/language group, and certainly across the globe. If user interfaces are to be usable, useful, and appealing to such a wide range of users, userinterface/user-experience developers must account for cultural aspects in globalizing/localizing products and services. In this tutorial, participants will learn practical principles and techniques that are immediately useful in terms of both analysis and design tasks.
移动、桌面、Web和车辆平台的用户界面可以跨越不同文化的用户社区,有时在单一国家/语言组中,当然也可以跨越全球。如果用户界面是可用的,有用的,并吸引如此广泛的用户,用户界面/用户体验开发人员必须考虑全球化/本地化产品和服务的文化方面。在本教程中,参与者将学习在分析和设计任务方面立即有用的实用原则和技术。
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引用次数: 5
Skinning: real-time shape deformation 蒙皮:实时形状变形
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2675048
Alec Jacobson, Y. Gingold
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引用次数: 125
The past 100 year of the future: CHI/HCI/UX in sci-Fi movies and television 过去100年的未来:科幻影视中的CHI/HCI/UX
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659472
A. Marcus
HCI in Sci-Fi Movies and Television will summarize and analyze the past 100 years of human-computer interaction as incorporated into sciencefiction cinema and videos, beginning with the advent of movies in the early 1900s (Melies' "A Trip to the Moon," which was recently referenced in the recent movie "Hugo"). For many decades movies have shown technology in advance of its commercialization (for example, video phones and wall-sized television displays, hand-gesture systems, and virtual reality displays). In some cases mistaken views about what is usable, useful, and appealing seem to be adopted, perhaps because of their cinematic benefits. In any case, these media have served as informal "test-beds" for new technologies of human-computer interaction and communication. They provide ample evidence for heuristic evaluations, ethnographic enalysis, market analysis, critique of personas and use scenarios, and new approaches to conceptual and visual design. The course will explore issues of what is "futuristic" and what is not, gender-role differences, optimism/pessimism, and user-centered design characteristics in more than two dozen films and a half-dozen television shows. Examples from China, India, and Japan will also be referenced. Participants will be informally quizzed about their recognition of the media examples shown and their analysis of contexts, technologies, business models, user communities, and designs . Discussion with participants throughout the presentation will be encouraged. Tutorial Slides, Publications, and Bibliographies Presentation slides appear on the following pages, after which appear publication resources with bibliographies.
科幻电影和电视中的人机交互将总结和分析过去100年的人机交互,这些人机交互被纳入科幻电影和视频中,从20世纪初电影的出现开始(梅里斯的《月球之旅》,最近在最近的电影《雨果》中被引用)。几十年来,电影已经在其商业化之前展示了技术(例如,视频电话和墙壁大小的电视显示器,手势系统和虚拟现实显示器)。在某些情况下,关于什么是可用的、有用的和吸引人的错误观点似乎被采纳了,也许是因为它们的电影效果。无论如何,这些媒体已经成为人机交互和通信新技术的非正式“试验台”。它们为启发式评估、人种学分析、市场分析、人物角色和使用场景的批判以及概念和视觉设计的新方法提供了充分的证据。本课程将探讨什么是“未来主义”,什么不是,性别角色差异,乐观/悲观,以及二十多部电影和半打电视节目中以用户为中心的设计特征。还将参考中国、印度和日本的例子。参与者将被非正式地询问他们对所展示的媒体示例的认识,以及他们对背景、技术、商业模式、用户群体和设计的分析。鼓励在演示过程中与参与者进行讨论。教程幻灯片、出版物和参考书目演示幻灯片显示在以下页面上,之后显示带有参考书目的出版物资源。
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引用次数: 2
Data-driven visual computing 数据驱动的视觉计算
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2675054
Kai Xu, L. Guibas, Alexei A. Efros, Shimin Hu, Ariel Shamir, Jun-Yan Zhu
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引用次数: 0
Modern OpenGL programming 现代OpenGL编程
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659473
Hongwei Li
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引用次数: 0
Academia vs. industry in graphics 学术界vs.行业的图形
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2691600
Peter-Pike J. Sloan
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引用次数: 0
Motion capture for mobile phones 移动电话的动作捕捉
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659478
Jackson Feijó Filho
classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. SIGGRAPH Asia 2014, December 03 – 06, 2014, Shenzhen, China. 2014 Copyright held by the Owner/Author. ACM 978-1-4503-319501/14/12 http://dx.doi.org/10.1145/2659467.2659478 Internal Use Only Motion Capture for
课堂使用是免费的,前提是副本不是为了商业利益而制作或分发的,并且副本在第一页上带有本通知和完整的引用。本作品的第三方组件的版权必须得到尊重。对于所有其他用途,请联系所有者/作者。2014年12月03日至06日,中国深圳。ACM 978-1-4503-319501/14/12 http://dx.doi.org/10.1145/2659467.2659478内部使用仅限运动捕捉
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引用次数: 0
How to design and build musical interfaces 如何设计和构建音乐界面
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659470
Michael J. Lyons
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.
允许制作部分或全部作品的数字或硬拷贝供个人或课堂使用,但不收取任何费用,前提是副本不是出于商业利益而制作或分发的,并且副本在第一页上带有本通知和完整的引用。本作品的第三方组件的版权必须得到尊重。对于所有其他用途,请联系所有者/作者。
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引用次数: 1
Bringing stories to life... developing the narrative for games, animation, and VFX 把故事带进生活……为游戏、动画和视觉特效开发故事
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659476
C. Caldwell
This course has been designed for programmers, game designers, technical directors, modelers, and animators whose work is essential in making "the story" come to life. This information can be particularly useful when communicating with game designers, directors, writers, and producers. This course answers the question "how are stories developed?" (and you don't even have to take a course in screenwriting). Engaging with numerous clips to show how this has been used in games, animation, and VFX. The purpose is to take the mystery out of "storytelling" for those programmers, animators, and game designers whose work is essential in making Animation, VFX, and Games successful. The attendees will know the basic techniques of story development, so the next time a producer or director talk about what they want for the story, they will know what specific story benchmarks the producer/director are trying to meet in connecting emotionally with an audience. This course will build from the knowledge that story "is a sequence of events (acts) that builds to a climax...." and then lays out universal techniques of story that make up plot, character development, and narrative structure. This course answers the question "how stories are developed?" (and you don't even have to take a course in screenwriting). Entertaining with numerous clips to show how this has been used in animation and VFX. It is often expected that the story will generate emotion in an audience/player. To make this happen story development relies on its own techniques of iteration, brainstorming, research, adaptation, and what-if scenarios. This course is for those that want to understand how to develop their story ideas into great storytelling. Ironically, even bad ideas can become incredible through excellent development and execution... Breaking Bad (Idea- meth cookers) or Ratatouille (Idea - semi-realistic rat wants to become a French chef [Jeffrey Katzenberg, President Dreamworks Animation]).
本课程是为程序员、游戏设计师、技术总监、建模师和动画师设计的,他们的工作是使“故事”栩栩如生的必要条件。在与游戏设计师、导演、编剧和制作人交流时,这些信息尤其有用。本课程回答的问题是“故事是如何发展的?”(你甚至不需要参加编剧课程)。与众多剪辑配合,展示如何在游戏,动画和视觉特效中使用。其目的是为程序员、动画师和游戏设计师揭开“故事叙述”的神秘面纱,他们的工作对动画、视觉特效和游戏的成功至关重要。与会者将了解故事发展的基本技巧,所以下次制作人或导演谈论他们想要的故事内容时,他们将知道制作人/导演试图与观众建立情感联系的具体故事基准是什么。本课程将建立从知识的故事“是一系列事件(行为),建立到一个高潮....”,然后列出了故事的普遍技术,构成情节,人物发展,和叙事结构。本课程回答的问题是“故事是如何发展的?”(你甚至不需要参加编剧课程)。娱乐与众多剪辑,以显示如何这已被用于动画和视觉特效。人们通常期望故事能够激发观众/玩家的情感。为了实现这一点,故事开发依赖于它自己的迭代、头脑风暴、研究、改编和假设场景等技术。这门课程是为那些想要了解如何将他们的故事想法发展成伟大的故事的人准备的。具有讽刺意味的是,即使是糟糕的想法也可以通过出色的开发和执行而变得不可思议……《绝命毒师》(创意-制毒师)或《料理鼠王》(创意-半写实的老鼠想成为法国厨师[杰弗里·卡曾伯格,梦工厂动画总裁])。
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引用次数: 0
Parallel coordinates are better than they... look! 平行坐标比它们好……看!
Pub Date : 2012-11-20 DOI: 10.1145/2659467.2675049
A. Inselberg
With parallel coordinates (abbr. ||-coords) the perceptual barrier imposed by our 3-dimensional habitation is breached enabling the visualization of multidimensional problems. The representation of N-dimensional points by polygonal lines is deceptively simple and additional ideas are needed to represent multivariate relations. In this talk, a panorama of highlights from the foundations to the most recent results, and interlaced with applications, are intuitively developed. This is also an opportunity to demystify some subtleties.By learning to untangle patterns from ||-coords displays (Fig. 1, 2) a powerful knowledge discovery process has evolved. It is illustrated on a real dataset together with guidelines for exploration and good query design. Realizing that this approach is intrinsically limited (see Fig. 3 -- left) leads to a deeper geometrical insight, the recognition of M-dimensional objects recursively from their (M-- 1)-dimensional subsets (Fig. 3 -- right). Behind this striking cognitive success lies a special family of planes unique to ||-coords, the superplanes, whose points are represented by straight (rather than polygonal) lines. It emerges that any linear N-dimensionsal relation is represented by (N-- 1) indexed points. Points representing lines have two indices, points representing planes 3 indices and so on. In turn, powerful geometrical algorithms (e.g. for intersections, containment, proximities) and applications including classification Fig. 4 emerge. The classifier's power is demonstrated by obtaining a rule for the recognition of hostile vehicles from afar by their noise signature.A smooth surface in 3-D is the envelope of its tangent planes each of which is represented by 2 points Fig. 6. As a result, a surface in 3-D is represented by two planar regions and in N-dimensions by (N-- 1) regions. This is equivalent to representing a surface by its normal vectors, rather than projections as in standard surface descriptions. Developable surfaces are represented by curves Fig. 7 revealing the surfaces' characteristics. Convex surfaces in any dimension are recognized by the hyperbola-like (i.e. having two assymptotes) regions from just one orientation Fig. 5 -- right, Fig. 8, Fig. 10 -- right. Non-orientable surfaces (i.e. like the Mobius strip) yield stunning patterns Fig. 9 unlocking new geometrical insights. Non-convexities like folds, bumps, coiling, dimples and more are no longer hidden Fig. 10 -- left and are detected from just one orientation. Evidently this representation is preferable for some applications even in 3-D. By the way, many of these results were first discovered visually and then proved mathematically; in the true spirit of Geometry.These state of the art examples show what has been achieved on the representation of complex relations and how they generalize to N-dimensions. The patterns persist in the presence of errors deforming in ways revealing the type and magnitude of the errors and that's good news for t
有了平行坐标(缩写:||- coordinates),我们的三维居所所施加的感知障碍就被打破了,从而使多维问题得以可视化。用多边形线表示n维点看起来很简单,需要额外的思想来表示多元关系。在这次演讲中,从基础到最新结果的全景,并与应用交叉,直观地发展。这也是一个揭开一些微妙之处的机会。通过学习从图形显示中解结图案(图1,2),一个强大的知识发现过程已经进化出来。它在一个真实的数据集上进行了说明,并提供了探索指南和良好的查询设计。意识到这种方法在本质上是有限的(见图3 -左),会导致更深层次的几何洞察力,从M- 1维子集递归地识别M维对象(图3 -右)。在这种惊人的认知成功背后,是一组独特的平面——弦,即超平面,其点由直线(而不是多边形)表示。由此可见,任何N维线性关系都由(N—1)个索引点表示。表示直线的点有两个指标,表示平面的点有三个指标,以此类推。反过来,强大的几何算法(例如,用于交集、遏制、接近)和包括分类在内的应用(图4)出现了。通过对敌方车辆噪声特征的识别,得到了该分类器的有效性。三维光滑表面是其切平面的包络线,每个切平面由2个点表示(图6)。因此,三维曲面由两个平面区域表示,在N维中由(N—1)个区域表示。这相当于用法向量来表示曲面,而不是用标准曲面描述中的投影。可展曲面用曲线表示,图7揭示了曲面的特征。任何维度的凸面都可以通过一个方向上的双曲线(即具有两个渐近线)区域来识别(图5 -右,图8,图10 -右)。不可定向的表面(如莫比乌斯带)产生惊人的图案(图9)解锁新的几何见解。非凸性,如褶皱,凸起,卷曲,酒窝等不再隐藏(图10 -左),仅从一个方向检测。显然,即使在3d应用中,这种表示也更可取。顺便说一下,很多结果都是先通过视觉发现,然后用数学证明的;真正的几何学精神。这些最先进的例子展示了在复杂关系的表示上取得的成就,以及它们如何推广到n维。模式在错误发生变形的情况下仍然存在,以揭示错误的类型和大小,这对应用程序来说是个好消息。多维可视化的新前景正在出现。处理直接在数据上执行,不受显示限制,为探索大量数据集开辟了道路。只有结果以信息非常集中的模式显示(再次参见图3 -只需要一个点),并且没有任何杂乱的显示。这些是数据中多维关系的“图”。挑战在于加快递归算法的速度,其中包括使用智能代理快速识别关系属性。对于某些应用程序,在处理过程中显示部分结果的模式以启用计算导向是值得的。我们站在打破多维可视化僵局的门槛上。
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