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A Field Study of On-Calendar Visualizations 日历可视化的实地研究
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.03
D. Huang, Melanie Tory, L. Bartram
Feedback tools help people to monitor information about themselves to improve their health, sustainability practices, or personal well-being. Yet reasoning about personal data (e.g., pedometer counts, blood pressure readings, or home electricity consumption) to gain a deep understanding of your current practices and how to change can be challenging with the data alone. We integrate quantitative feedback data within a personal digital calendar; this approach aims to make the feedback data readily accessible and more comprehensible. We report on an eight-week field study of an on-calendar visualization tool. Results showed that a personal calendar can provide rich context for people to reason about their feedback data. The on-calendar visualization enabled people to quickly identify and reason about regular patterns and anomalies. Based on our results, we also derived a model of the behavior feedback process that extends existing technology adoption models. With that, we reflected on potential barriers for the ongoing use of feedback tools.
反馈工具帮助人们监测有关自己的信息,以改善他们的健康、可持续性实践或个人福祉。然而,对个人数据(例如,计步器计数、血压读数或家庭用电量)进行推理,以深入了解您当前的做法以及如何改变,可能仅凭数据就具有挑战性。我们将定量反馈数据整合到个人数字日历中;这种方法的目的是使反馈数据易于访问和更易于理解。我们报告了一项为期八周的关于日历可视化工具的实地研究。结果表明,个人日历可以为人们提供丰富的背景来推理他们的反馈数据。日历上的可视化使人们能够快速识别和推理规则模式和异常。基于我们的研究结果,我们还推导出了一个行为反馈过程模型,该模型扩展了现有的技术采用模型。在此基础上,我们反思了持续使用反馈工具的潜在障碍。
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引用次数: 18
Icons for Kids: Can Young Children Understand Graphical Representations of App Store Categories? 儿童图标:小孩子能理解App Store类别的图形表示吗?
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.20
Michelle Wiebe, Denise Y. Geiskkovitch, Andrea Bunt, J. Young, Melanie R. Glenwright
This paper proposes the use of graphical representations - colloquially referred to as "icons" - of app-store program categories and provides evidence via a user study that these icons can be understood by young children (aged 4-8). Given the rapid growth of this user base, providing such graphical representations is important to aid young children in navigating (under usual parental supervision) and understanding the large number of apps available. This work further provides an initial set of candidate graphical representations that have been evaluated with children, which serve as a starting point for future implementations and exploration.
本文建议使用图形表示-通俗地称为“图标”-应用程序商店程序类别,并通过用户研究提供证据,这些图标可以被幼儿(4-8岁)理解。鉴于这一用户群的快速增长,提供这样的图形表示对于帮助年幼的孩子导航(通常在父母的监督下)和理解大量可用的应用程序非常重要。这项工作进一步提供了一组初步的候选图形表示,这些表示已经与儿童一起进行了评估,这可以作为未来实现和探索的起点。
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引用次数: 3
Evaluating Angular Accuracy of Wrist-based Haptic Directional Guidance for Hand Movement 评估基于手腕的手部运动触觉定向引导的角度精度
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.25
Jonggi Hong, Lee Stearns, Jon E. Froehlich, David Ross, Leah Findlater
Haptic guidance for the hand can offer an alternative to visual or audio feedback when those information channels are overloaded or inaccessible due to environmental factors, vision impairments, or hearing loss. We report on a controlled lab experiment to evaluate the impact of directional wrist-based vibro-motor feedback on hand movement, comparing lower-fidelity (4-motor) and higher-fidelity (8-motor) wristbands. Twenty blindfolded participants completed a series of trials, which consisted of interpreting a haptic stimulus and executing a 2D directional movement on a touchscreen. We compare the two conditions in terms of movement error and trial speed, but also analyze the impact of specific directions on performance. Our results show that doubling the number of haptic motors reduces directional movement error but not to the extent expected. We also empirically derive an apparent lower bound in accuracy of ~25° in interpreting and executing on the directional haptic signal.
当这些信息通道由于环境因素、视力障碍或听力损失而过载或无法访问时,手部触觉指导可以提供视觉或音频反馈的替代方案。我们报告了一项受控的实验室实验,以评估定向腕部振动电机反馈对手部运动的影响,比较了低保真度(4个电机)和高保真度(8个电机)腕带。20名被蒙住眼睛的参与者完成了一系列的试验,其中包括解释触觉刺激和在触摸屏上执行2D方向运动。我们在运动误差和试验速度方面比较了两种情况,并分析了具体方向对性能的影响。我们的研究结果表明,将触觉马达的数量增加一倍可以减少方向运动误差,但没有达到预期的程度。我们还通过经验推导出了在解释和执行定向触觉信号时精度约为25°的明显下限。
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引用次数: 23
Face and Frame Classification using Geometric Features for a Data-driven Frame Recommendation System 基于几何特征的人脸和帧分类数据驱动的帧推荐系统
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.23
A. Zafar, T. Popa
In this work we present an automatic shape extraction and classification method for face and eye-ware shapes. Our novel eye-ware shape extraction algorithm can extract the polygonal shape of eyeware accurately and reliably even for reflective sun-glasses and thin metal frames. Additionally, we identify key geometric features that can differentiate reliably the shape classes and we integrate them into a supervised learning technique for face and eye-ware shape classification. Finally, we incorporate the shape extraction and classification algorithms into a practical data-driven eye-ware recommendation system that we validate empirically with a user study.
本文提出了一种人脸和眼球形状的自动提取与分类方法。本文提出的新型眼镜形状提取算法,即使对于反射式太阳镜和薄金属框架,也能准确可靠地提取出眼镜的多边形形状。此外,我们确定了能够可靠区分形状类别的关键几何特征,并将其集成到人脸和眼球形状分类的监督学习技术中。最后,我们将形状提取和分类算法整合到一个实际的数据驱动的眼具推荐系统中,并通过用户研究进行了实证验证。
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引用次数: 3
An Investigation of Textbook-Style Highlighting for Video 教材式视频高亮的研究
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.26
Matthew Fong, G. Miller, Xueqin Zhang, Ido Roll, C. Hendricks, S. Fels
Video is used extensively as an instructional aid within educational contexts such as blended (flipped) courses, self-learning with MOOCs and informal learning through online tutorials. One challenge is providing mechanisms for students to manage their video collection and quickly review or search for content. We provided students with a number of video interface features to establish which they would find most useful for video courses. From this, we designed an interface which uses textbook-style highlighting on a video filmstrip and transcript, both presented adjacent to a video player. This interface was qualitatively evaluated to determine if highlighting works well for saving intervals, and what strategies students use when given both direct video highlighting and the textbased transcript interface. Our participants reported that highlighting is a useful addition to instructional video. The familiar interaction of highlighting text was preferred, with the filmstrip used for intervals with more visual stimuli.
视频被广泛用作教育背景下的教学辅助工具,如混合(翻转)课程、mooc自学和通过在线教程进行的非正式学习。其中一个挑战是为学生提供管理他们的视频收藏和快速查看或搜索内容的机制。我们为学生提供了许多视频界面功能,以确定他们认为哪些功能对视频课程最有用。在此基础上,我们设计了一个界面,使用教科书式的高亮显示视频胶片和文字记录,两者都呈现在视频播放器旁边。对这个界面进行了定性评估,以确定高亮是否能很好地保存间隔,以及学生在给出直接视频高亮和基于文本的成绩单界面时使用什么策略。我们的参与者报告说,突出显示是教学视频的一个有用的补充。人们更倾向于使用我们熟悉的高亮文字的交互方式,而在有更多视觉刺激的间隔中使用电影条。
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引用次数: 3
Style Aware Tone Expansion for HDR Displays 风格感知色调扩展HDR显示
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.08
Cambodge Bist, R. Cozot, G. Madec, X. Ducloux
The vast majority of video content existing today is in Standard Dynamic Range (SDR) format and there is a strong interest in upscaling this content for upcoming High Dynamic Range (HDR) displays. Tone expansion or inverse tone mapping converts SDR content into HDR format using Expansion Operators (EO). In this paper, we show that current EO's do not perform as well when dealing with content of various lighting style aesthetics. In addition to this, we present a series of perceptual user studies evaluating user preference for lighting style in HDR content. This study shows that tone expansion of stylized content takes the form of gamma correction and we propose a method that adapts the gamma value to the style of the video. We validate our method through a subjective evaluation against state-of-the-art methods. Furthermore, our work has been oriented for 1000 nits HDR displays and we present a framework positioning our method in conformance with existing SDR standards and upcoming HDR TV standards.
目前存在的绝大多数视频内容都是标准动态范围(SDR)格式,对于即将到来的高动态范围(HDR)显示,将这些内容升级有强烈的兴趣。色调扩展或逆色调映射使用扩展算子(EO)将SDR内容转换为HDR格式。在本文中,我们表明当前的EO在处理各种照明风格美学的内容时表现不佳。除此之外,我们还提出了一系列感性用户研究,评估用户对HDR内容中照明风格的偏好。本研究表明,风格化内容的色调扩展采用伽马校正的形式,我们提出了一种使伽马值适应视频风格的方法。我们通过对最先进的方法进行主观评价来验证我们的方法。此外,我们的工作已经面向1000个单位的HDR显示,我们提出了一个框架,使我们的方法符合现有的SDR标准和即将到来的HDR电视标准。
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引用次数: 13
Visual Clutter Reduction through Hierarchy-based Projection of High-dimensional Labeled Data 基于层次投影的高维标记数据视觉杂波减少
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.14
Dominik Herr, Qi Han, S. Lohmann, T. Ertl
Visualizing high-dimensional labeled data on a two-dimensional plane can quickly result in visual clutter and information overload. To address this problem, the data usually needs to be structured, so that only parts of it are displayed at a time. We present a hierarchy-based approach that projects labeled data on different levels of detail on a two-dimensional plane, whilst keeping the user's cognitive load between the level changes as low as possible. The approach consists of three steps: First, the data is hierarchically clustered; second, the user can determine levels of detail; third, the levels of detail are visualized one at a time on a two-dimensional plane. Animations make transitions between the levels of detail traceable, while the exploration on each level is supported by several interaction techniques. We demonstrate the applicability and usefulness of the approach with use cases from the patent domain and a question-and-answer website.
在二维平面上可视化高维标记数据会很快导致视觉混乱和信息过载。为了解决这个问题,通常需要对数据进行结构化处理,以便一次只显示部分数据。我们提出了一种基于层次的方法,该方法将标记数据投影到二维平面上的不同细节层次上,同时尽可能降低用户在层次变化之间的认知负荷。该方法包括三个步骤:首先,对数据进行分层聚类;其次,用户可以决定细节的层次;第三,细节的层次在二维平面上一次显示一个。动画使细节可追踪的水平之间的过渡,而每个水平上的探索是由几个交互技术支持。我们用专利领域的用例和一个问答网站演示了该方法的适用性和有用性。
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引用次数: 6
Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2 调查《传送门2》中合作交流机制对玩家表现的影响
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.06
Deepika Vaddi, P. Dugas, I. Dolgov, Rina R. Wehbe, L. Nacke
Cooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. We currently lack a deeper understanding of how players use cooperative communication mechanics, and whether they can effectively supplement or even supplant traditional voice and chat communication. The present research investigated player communication in Portal 2 by testing the game's native cooperative communication mechanics for dyads of players in custom test chambers. Following our initial hypothesis, players functioned best when they had access to both cooperative communication mechanics and voice. We found that players preferred voice communication, but perceived cooperative communication mechanics as necessary to coordinate interdependent actions.
合作交流机制(游戏邦注:如角色手势或游戏内视觉指针)能够让玩家直接通过游戏玩法进行合作。我们目前对玩家如何使用合作交流机制,以及它们是否能够有效补充甚至取代传统的语音和聊天交流缺乏更深入的了解。本研究通过在自定义测试室中测试游戏的原生合作交流机制来调查《传送门2》中的玩家交流。根据我们最初的假设,当玩家能够同时接触到合作交流机制和声音时,他们便能够发挥最佳的功能。我们发现玩家更喜欢语音交流,但他们认为合作交流机制是协调相互依存行动的必要条件。
{"title":"Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2","authors":"Deepika Vaddi, P. Dugas, I. Dolgov, Rina R. Wehbe, L. Nacke","doi":"10.20380/GI2016.06","DOIUrl":"https://doi.org/10.20380/GI2016.06","url":null,"abstract":"Cooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. We currently lack a deeper understanding of how players use cooperative communication mechanics, and whether they can effectively supplement or even supplant traditional voice and chat communication. The present research investigated player communication in Portal 2 by testing the game's native cooperative communication mechanics for dyads of players in custom test chambers. Following our initial hypothesis, players functioned best when they had access to both cooperative communication mechanics and voice. We found that players preferred voice communication, but perceived cooperative communication mechanics as necessary to coordinate interdependent actions.","PeriodicalId":93493,"journal":{"name":"Proceedings. Graphics Interface (Conference)","volume":"63 1","pages":"41-48"},"PeriodicalIF":0.0,"publicationDate":"2016-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79156031","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 15
A Subdivision Framework for Partition of Unity Parametrics 一种统一参数划分的细分框架
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.04
Amirhessam Moltaji, Adam Runions, F. Samavati
Partition of Unity Parametrics (PUPs) are a generalization of NURBS that allow us to use arbitrary basis functions for modeling parametric curves and surfaces. One interesting problem is finding subdivision schemes for this recently developed and flexible class of parametrics. In this paper, we introduce a systematic approach for determining uniform subdivision of PUPs curves and tensorproduct surfaces. Our approach formulates PUPs subdivision as a least squares problem, which enables us to find exact subdivision filters for refinable basis functions and optimal approximate schemes for irrefinable ones. To illustrate this approach, we provide sample subdivision schemes with different properties, which are further demonstrated by presenting various examples.
统一参数划分(PUPs)是NURBS的一种推广,它允许我们使用任意基函数来建模参数化曲线和曲面。一个有趣的问题是为这类最近发展起来的灵活的参数找到细分方案。在本文中,我们介绍了一种系统的方法来确定PUPs曲线和张量积曲面的均匀细分。我们的方法将PUPs细分为最小二乘问题,这使我们能够找到可细化基函数的精确细分滤波器和不可细化基函数的最优近似方案。为了说明这种方法,我们提供了具有不同属性的细分方案样本,并通过各种示例进一步演示。
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引用次数: 1
3D Surface Reconstruction from Unorganized Sparse Cross Sections 无组织稀疏截面的三维表面重建
Pub Date : 2016-06-01 DOI: 10.20380/GI2016.05
Ojaswa Sharma, Nidhi Agarwal
In this paper, we propose an algorithm for closed and smooth 3D surface reconstruction from unorganized planar cross sections. We address the problem in its full generality, and show its effectiveness on sparse set of cutting planes. Our algorithm is based on the construction of a globally consistent signed distance function over the cutting planes. It uses a split-and-merge approach utilising Hermite mean-value interpolation for triangular meshes. This work improvises on recent approaches by providing a simplified construction that avoids need for post-processing to smooth the reconstructed object boundary. We provide results of reconstruction and its comparison with other algorithms.
本文提出了一种基于无组织平面截面的封闭光滑三维曲面重建算法。我们全面地解决了这个问题,并展示了它在稀疏切割平面集上的有效性。我们的算法是基于在切割平面上构造一个全局一致的带符号距离函数。它使用了一个分裂和合并的方法,利用埃尔米特平均值插值三角形网格。这项工作对最近的方法进行了改进,提供了一种简化的结构,避免了需要后处理来平滑重建的对象边界。给出了重建结果,并与其他算法进行了比较。
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引用次数: 3
期刊
Proceedings. Graphics Interface (Conference)
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