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Proceedings of the ACM Symposium on User Interface Software and Technology. ACM Symposium on User Interface Software and Technology最新文献

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Interacting with live preview frames: in-picture cues for a digital camera interface 与实时预览帧交互:数码相机界面的图片提示
Steven R. Gomez
We present a new interaction paradigm for digital cameras aimed at making interactive imaging algorithms accessible on these devices. In our system, the user creates visual cues in front of the lens during the live preview frames that are continuously processed before the snapshot is taken. These cues are recognized by the camera's image processor to control the lens or other settings. We design and analyze vision-based camera interactions, including focus and zoom controls, and argue that the vision-based paradigm offers a new level of photographer control needed for the next generation of digital cameras.
我们提出了一种新的数码相机交互范例,旨在使交互式成像算法在这些设备上可访问。在我们的系统中,用户在实时预览帧期间在镜头前创建视觉线索,这些帧在拍摄快照之前被不断处理。这些线索被相机的图像处理器识别,以控制镜头或其他设置。我们设计和分析了基于视觉的相机交互,包括对焦和变焦控制,并认为基于视觉的范式为下一代数码相机提供了一个新的摄影师控制水平。
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引用次数: 4
Lowering the barrier to applying machine learning 降低应用机器学习的障碍
Kayur Patel
Machine learning algorithms are key components in many cutting edge applications of computation. However, the full potential of machine learning has not been realized because using machine learning is hard, even for otherwise tech-savvy developers. This is because developing with machine learning is different than normal programming. My thesis is that developers applying machine learning need new general-purpose tools that provide structure for common processes and common pipelines while remaining flexible to account for variability in problems. In this paper, I describe my efforts to understanding the difficulties that developers face when applying machine learning. I then describe Gestalt, a general-purpose integrated development environment designed the application of machine learning. Finally, I describe work on developing a pattern language for building machine learning systems and creating new techniques that help developers understand the interaction between their data and learning algorithms.
机器学习算法是许多前沿计算应用的关键组成部分。然而,机器学习的全部潜力尚未实现,因为使用机器学习很困难,即使对于其他精通技术的开发人员也是如此。这是因为使用机器学习进行开发与普通编程不同。我的论点是,应用机器学习的开发人员需要新的通用工具,为通用流程和通用管道提供结构,同时保持灵活性,以解释问题的可变性。在本文中,我描述了我为理解开发人员在应用机器学习时面临的困难所做的努力。然后我描述了格式塔,一个通用的集成开发环境,设计了机器学习的应用程序。最后,我描述了开发用于构建机器学习系统的模式语言和创建帮助开发人员理解数据和学习算法之间交互的新技术的工作。
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引用次数: 32
MobileSurface: interaction in the air for mobile computing mobilessurface:移动计算的空中交互
Ji Zhao, Hujia Liu, Chunhui Zhang, Zhengyou Zhang
We describe a virtual interactive surface technology based on a projector-camera system connected to a mobile device. This system, named mobile surface, can project images on any free surfaces and enable interaction in the air within the projection area. The projector used in the system scans a laser beam very quickly across the projection area to produce a stable image at 60 fps. The camera-projector synchronization is applied to obtain the image of the appointed scanning line. So our system can project what is perceived as a stable image onto the display surface, while simulta neously working as a structured light 3D scanning system.
我们描述了一种基于连接到移动设备的投影-摄像系统的虚拟交互表面技术。该系统被命名为移动表面,可以在任何自由表面上投影图像,并在投影区域内的空气中进行交互。系统中使用的投影仪扫描激光束非常快地穿过投影区域,以60帧/秒的速度产生稳定的图像。采用摄像机-投影仪同步,获得指定扫描线的图像。因此,我们的系统可以将被认为是稳定的图像投影到显示表面上,同时作为一个结构光3D扫描系统工作。
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引用次数: 8
Development of the motion-controllable ball 运动可控球的研制
Takashi Ichikawa, T. Nojima
In this report, we propose a novel ball type interactive interface device. Balls are one of the most important pieces of equipment used for entertainment and sports. Their motion guides a player's response in terms of, for example, a feint or similar movement. Many kinds of breaking ball throws have been developed for various sports(e.g. baseball). However, acquiring the skill to appropriately react to these breaking balls is often hard to achieve and requires long-term training. Many researchers focus on the ball itself and have developed interactive balls with visual and acoustic feedbacks. However, these balls do not have the ability for motion control. In this paper, we introduce a ball-type motion control interface device. It is composed of a ball and an air-pressure tank to change its vector using gas ejection. We conducted an experiment that measures the ball's flight path while subjected to gas ejection and the results showed that the prototype system had enough power to change the ball's vector while flying
在本报告中,我们提出了一种新型的球型交互接口装置。球是娱乐和体育运动中最重要的设备之一。他们的动作引导着玩家的反应,例如佯攻或类似的动作。各种各样的运动(如:球)已经发展出了许多种类的投球。棒球)。然而,掌握对这些破球做出适当反应的技能往往很难实现,需要长期的训练。许多研究人员专注于球本身,并开发了具有视觉和声音反馈的交互式球。然而,这些球没有运动控制的能力。本文介绍了一种球型运动控制接口装置。它由一个球和一个气压罐组成,通过气体喷射来改变它的矢量。我们进行了一个实验,测量了球在受到气体喷射时的飞行轨迹,结果表明原型系统有足够的力量在飞行时改变球的矢量
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引用次数: 7
QWIC: performance heuristics for large scale exploratory user interfaces QWIC:大规模探索性用户界面的性能启发式
Daniel A. Smith, Joe Lambert, M. Schraefel, D. Bretherton
Faceted browsers offer an effective way to explore relationships and build new knowledge across data sets. So far, web-based faceted browsers have been hampered by limited feature performance and scale. QWIC, Quick Web Interface Control, describes a set of design heuristics to address performance speed both at the interface and the backend to operate on large-scale sources.
分面浏览器提供了一种探索关系和跨数据集构建新知识的有效方法。到目前为止,基于web的分面浏览器受到功能性能和规模的限制。QWIC,即快速Web界面控制,描述了一组设计启发式方法,以解决在界面和后端操作大规模源时的性能速度问题。
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引用次数: 0
Supporting self-expression for informal communication 在非正式交流中支持自我表达
Lisa G. Cowan
Mobile phones are becoming the central tools for communicating and can help us keep in touch with friends and family on-the-go. However, they can also place high demands on attention and constrain interaction. My research concerns how to design communication mechanisms that mitigate these problems to support self-expression for informal communication on mobile phones. I will study how people communicate with camera-phone photos, paper-based sketches, and projected information and how this communication impacts social practices.
手机正在成为沟通的主要工具,可以帮助我们在旅途中与朋友和家人保持联系。然而,它们也会对注意力提出很高的要求,并限制互动。我的研究关注的是如何设计沟通机制来缓解这些问题,以支持在手机上非正式沟通的自我表达。我将研究人们如何通过照相手机照片、纸上草图和投影信息进行交流,以及这种交流如何影响社会实践。
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引用次数: 0
The multiplayer: multi-perspective social video navigation 多人模式:多视角社交视频导航
Zihao Yu, N. Diakopoulos, Mor Naaman
We present a multi-perspective video "multiplayer" designed to organize social video aggregated from online sites like YouTube. Our system automatically time-aligns videos using audio fingerprinting, thus bringing them into a unified temporal frame. The interface utilizes social metadata to visually aid navigation and cue users to more interesting portions of an event. We provide details about the visual and interaction design rationale of the multiplayer.
我们提出了一个多视角视频“多人模式”,旨在组织来自YouTube等在线网站的社交视频。我们的系统使用音频指纹自动对视频进行时间对齐,从而将它们纳入统一的时间框架。该界面利用社会元数据直观地帮助导航,并提示用户到事件中更有趣的部分。我们详细介绍了多人游戏的视觉和交互设计原理。
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引用次数: 5
Intelligent tagging interfaces: beyond folksonomy 智能标签界面:超越大众分类法
Jesse Vig
This paper summarizes our work on using tags to broaden the dialog between a recommender system and its users. We present two tagging applications that enrich this dialog: tagsplanations are tag-based explanations of recommendations provided by a system to its users, and Movie Tuner is a conversational recommender system that enables users to provide feedback on movie recommendations using tags. We discuss the design of both systems and the experimental methodology used to evaluate the design choices.
本文总结了我们在使用标签来扩大推荐系统和用户之间的对话方面的工作。我们介绍了两个丰富这个对话框的标记应用程序:标记解释是系统向其用户提供的基于标记的推荐解释,Movie Tuner是一个会话推荐系统,使用户能够使用标记提供关于电影推荐的反馈。我们讨论了这两个系统的设计和用于评估设计选择的实验方法。
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引用次数: 5
Blinkbot: look at, blink and move 眨眼机器人:看,眨眼,移动
Pranav Mistry, Kentaro Ishii, M. Inami, T. Igarashi
In this paper we present BlinkBot - a hands free input interface to control and command a robot. BlinkBot explores the natural modality of gaze and blink to direct a robot to move an object from a location to another. The paper also explains detailed hardware and software implementation of the prototype system.
在本文中,我们提出了BlinkBot -一个双手自由输入接口来控制和指挥机器人。BlinkBot探索了凝视和眨眼的自然模式,以指导机器人将物体从一个位置移动到另一个位置。文中还详细说明了原型系统的硬件和软件实现。
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引用次数: 15
Surfboard: keyboard with microphone as a low-cost interactive surface 冲浪板:带麦克风的键盘,作为低成本的交互界面
Jun Kato, Daisuke Sakamoto, T. Igarashi
We introduce a technique to detect simple gestures of "surfing" (moving a hand horizontally) on a standard keyboard by analyzing recorded sounds in real-time with a microphone attached close to the keyboard. This technique allows the user to maintain a focus on the screen while surfing on the keyboard. Since this technique uses a standard keyboard without any modification, the user can take full advantage of the input functionality and tactile quality of his favorite keyboard supplemented with our interface.
我们介绍了一种技术,通过实时分析键盘附近的麦克风记录的声音,来检测标准键盘上“冲浪”(水平移动一只手)的简单手势。这种技术允许用户在键盘上冲浪时保持对屏幕的关注。由于该技术使用标准键盘,无需任何修改,用户可以充分利用自己喜欢的键盘的输入功能和触觉质量,并辅以我们的界面。
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引用次数: 13
期刊
Proceedings of the ACM Symposium on User Interface Software and Technology. ACM Symposium on User Interface Software and Technology
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