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Testing the Limits of the Spatial Approach: Comparing Retrieval and Revisitation Performance of Spatial and Paged Data Organizations for Large Item Sets 测试空间方法的极限:比较大项目集的空间和页面数据组织的检索和重访性能
Pub Date : 2020-01-01 DOI: 10.20380/GI2020.22
C. Gutwin, M. Kamp, J. Storring, A. Cockburn, Cody J. Phillips
Finding and revisiting objects in visual content collections is common in many analytics tasks. For large collections, filters are often used to reduce the number of items shown, but many systems generate a new ordering of the items for every filter update – and these changes make it difficult for users to remember the locations of important items. An alternative is to show the entire dataset in a spatially-stable layout, and show filter results with highlighting. The spatial approach has been shown to work well with small datasets, but little is known about how spatial memory scales to tasks with hundreds of items. To investigate the scalability of spatial presentations, we carried out a study comparing finding and re-finding performance with two data organizations: pages of items that re-generate item ordering with each filter change, and a spatially-stable organization that presents all 700 items at once. We found that although overall times were similar, the spatial interface was faster for revisitation, and participants used fewer filters than in the paged interface as they gained familiarity with the data. Our results add to previous work by showing that spatial interfaces can work well with datasets of hundreds of items, and that they better support a transition to fast revisitation using spatial memory.
查找和重新访问可视化内容集合中的对象在许多分析任务中都很常见。对于大型集合,过滤器通常用于减少显示的项目数量,但是许多系统在每次过滤器更新时都会生成项目的新顺序—这些更改使用户难以记住重要项目的位置。另一种方法是在空间稳定的布局中显示整个数据集,并突出显示过滤器结果。空间记忆法已经被证明可以很好地处理小数据集,但对于空间记忆如何扩展到包含数百个项目的任务,我们知之甚少。为了研究空间表示的可扩展性,我们进行了一项研究,比较了两种数据组织的查找和重新查找性能:随着每次过滤器更改而重新生成项排序的项页面,以及一次显示所有700项的空间稳定组织。我们发现,尽管总体时间相似,但空间界面的重访速度更快,参与者使用的过滤器比页面界面少,因为他们熟悉了数据。我们的研究结果为之前的工作提供了补充,表明空间接口可以很好地处理数百个项目的数据集,并且它们更好地支持使用空间记忆向快速重访的过渡。
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引用次数: 0
A conversation with CHCCS 2020 achievement award winner Dinesh K. Pai 与CHCCS 2020成就奖得主Dinesh K. Pai的对话
Pub Date : 2020-01-01 DOI: 10.20380/GI2020.02
D. Pai
The 2020 CHCCS Achievement Award from the Canadian Human-Computer Communications Society is presented to Prof. Dinesh Pai (UBC) for his numerous high-impact contributions to the field of computer graphics research. His diverse research addresses physics-based animation, multisensory displays including haptics and sound, and realistic digital human models. CHCCS invites a publication by the award winner to be included in the proceedings, and this year we continue the tradition of an interview format rather than a formal paper. This permits a casual discussion of the research areas, insights, and contributions of the award winner. What follows is an edited transcript of a conversation between Dinesh Pai and Doug James (Stanford CS Prof and former PhD student) that took place on 14 March, 2020, via Zoom.
加拿大人机通信学会颁发2020年CHCCS成就奖给Dinesh Pai教授(UBC),以表彰他在计算机图形学研究领域的众多高影响力贡献。他的研究涉及基于物理的动画,包括触觉和声音在内的多感官显示,以及现实的数字人体模型。CHCCS邀请获奖者的出版物收录在会议记录中,今年我们继续采用采访形式而不是正式论文的传统。这样就可以随意讨论获奖者的研究领域、见解和贡献。以下是迪内什·派和道格·詹姆斯(斯坦福大学计算机科学教授和前博士生)在2020年3月14日通过Zoom进行的对话的编辑记录。
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引用次数: 0
Constraint-Based Spectral Space Template Deformation for Ear Scans 基于约束的谱空间模板耳扫描变形
Pub Date : 2020-01-01 DOI: 10.20380/GI2020.37
Srinivasan Ramachandran, T. Popa, Eric Paquette
Ears are complicated shapes and contain a lot of folds. It is difficult to correctly deform an ear template to achieve the same shape as a scan, while avoiding the reconstruction of noise from the scan and being robust to bad geometry found in the scan. We leverage the smoothness of the spectral space to help in the alignment of the semantic features of the ears. Edges detected in image space are used to identify relevant features from the ear that we align in the spectral representation by iteratively deforming the template ear. We then apply a novel reconstruction that preserves the deformation from the spectral space while reintroducing the original details. A final deformation based on constraints considering surface position and orientation deforms the template ear to match the shape of the scan. We tested our approach on many ear scans and observed that the resulting template shape provides a good compromise between complying with the shape of the scan and avoiding the reconstruction of the noise found in the scan. Furthermore, our approach was robust enough to scan meshes exhibiting typical bad geometry such as cracks and handles.
耳朵形状复杂,有很多褶皱。正确变形耳模板以获得与扫描相同的形状是很困难的,同时避免了扫描噪声的重建,并且对扫描中发现的不良几何形状具有鲁棒性。我们利用光谱空间的平滑性来帮助耳朵的语义特征对齐。在图像空间中检测到的边缘通过迭代变形模板耳来识别我们在光谱表示中对齐的耳的相关特征。然后,我们应用了一种新的重建,在重新引入原始细节的同时保留了光谱空间的变形。基于考虑表面位置和方向约束的最终变形使模板耳变形以匹配扫描形状。我们在许多耳部扫描中测试了我们的方法,并观察到最终的模板形状在符合扫描形状和避免扫描中发现的噪声重建之间提供了一个很好的折衷。此外,我们的方法足够健壮,可以扫描出典型的不良几何形状,如裂缝和手柄。
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引用次数: 0
Yarn: Adding Meaning to Shared Personal Data through Structured Storytelling 纱线:通过结构化的故事叙述为共享的个人数据添加意义
Pub Date : 2020-01-01 DOI: 10.20380/GI2020.18
Daniel A. Epstein, Mira Dontcheva, J. Fogarty, Sean A Munson
People often do not receive the reactions they desire when they use social networking sites to share data collected through personal tracking tools like Fitbit, Strava, and Swarm. Although some people have found success sharing with close connections or in finding online communities, most audiences express limited interest and rarely respond. We report on findings from a human-centered design process undertaken to examine how tracking tools can better support people in telling their story using their data. 23 formative interviews contribute design goals for telling stories of accomplishment, including a need to include relevant data. We implement these goals in Yarn, a mobile app that offers structure for telling stories of accomplishment around training for running races and completing Do-It-Yourself projects. 21 participants used Yarn for 4 weeks across two studies. Although Yarn’s structure led some participants to include more data or explanation in the moments they created, many felt like the structure prevented them from telling their stories in the way they desired. In light of participant use, we discuss additional challenges to using personal data to inform and target an interested audience.
当人们在社交网站上分享通过Fitbit、Strava和Swarm等个人跟踪工具收集的数据时,往往得不到他们想要的反应。尽管有些人通过密切的联系或找到在线社区成功地进行了分享,但大多数受众表现出有限的兴趣,很少回应。我们报告了一个以人为中心的设计过程的发现,该过程旨在研究跟踪工具如何更好地支持人们使用他们的数据讲述他们的故事。23个形成性访谈有助于讲述成就故事的设计目标,包括需要包含相关数据。我们在Yarn中实现了这些目标,这是一个移动应用程序,它提供了讲述跑步比赛训练和完成自己动手项目的成就故事的结构。21名参与者在两项研究中使用Yarn 4周。尽管Yarn的结构让一些参与者在他们创造的时刻中加入了更多的数据或解释,但许多人觉得这种结构阻碍了他们以自己想要的方式讲述自己的故事。根据参与者的使用情况,我们将讨论使用个人数据向感兴趣的受众提供信息和定位的其他挑战。
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引用次数: 7
Image Abstraction through Overlapping Region Growth 基于重叠区域增长的图像提取
Pub Date : 2020-01-01 DOI: 10.20380/GI2020.08
Rosa Azami, D. Mould
We propose a region-based abstraction of a photograph, where the image plane is covered by overlapping irregularly shaped regions that approximate the image content. We segment regions using a novel region growth algorithm intended to produce highly irregular regions that still respect image edges, different from conventional segmentation methods that encourage compact regions. The final result has reduced detail, befitting abstraction, but still contains some small structures such as highlights; thin features and crooked boundaries are retained, while interior details are softened, yielding a painting-like abstraction effect.
我们提出了一种基于区域的照片抽象,其中图像平面被重叠的不规则形状的区域覆盖,这些区域近似于图像内容。我们使用一种新的区域增长算法分割区域,旨在产生高度不规则的区域,但仍然尊重图像边缘,不同于传统的分割方法,鼓励紧凑的区域。最终的结果减少了细节,适合抽象,但仍然包含一些小结构,如高光;薄的特征和弯曲的边界被保留,而内部细节被软化,产生一种绘画般的抽象效果。
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引用次数: 0
Selection Performance Using a Scaled Virtual Stylus Cursor in VR 在VR中使用缩放虚拟触控笔光标的选择性能
Pub Date : 2020-01-01 DOI: 10.20380/GI2020.16
Seyed Amir Ahmad Didehkhorshid, Robert J. Teather
We propose a surface warping technique we call warped virtual surfaces (WVS). WVS is similar to applying CD gain to mouse cursor on a screen and is used with traditionally 1:1 input devices, in our case, a tablet and stylus, for use with VR head-mounted displays (HMDs). WVS allows users to interact with arbitrarily large virtual panels in VR while getting the benefits of passive haptic feedback from a fixed-sized physical panel. To determine the extent to which WVS affects user performance, we conducted an experiment with 24 participants using a Fitts' law reciprocal tapping task to compare different scale factors. Results indicate there was a significant difference in movement time for large scale factors. However, for throughput (ranging from 3.35 - 3.47 bps) and error rate (ranging from 3.6 - 5.4%), our analysis did not find a significant difference between scale factors. Using non-inferiority statistical testing (a form of equivalence testing), we show that performance in terms of throughput and error rate for large scale factors is no worse than a 1-to-1 mapping. Our results suggest WVS is a promising way of providing large tactile surfaces in VR, using small physical surfaces, and with little impact on user performance.
我们提出一种曲面翘曲技术,我们称之为翘曲虚拟曲面(WVS)。WVS类似于将CD增益应用于屏幕上的鼠标光标,并用于传统的1:1输入设备,在我们的例子中是平板电脑和触控笔,用于VR头戴式显示器(hmd)。WVS允许用户在VR中与任意大的虚拟面板进行交互,同时从固定大小的物理面板中获得被动触觉反馈的好处。为了确定WVS对用户表现的影响程度,我们对24名参与者进行了实验,使用Fitts定律互惠点击任务来比较不同的比例因子。结果表明,在大尺度因子上,运动时间存在显著差异。然而,对于吞吐量(范围从3.35 - 3.47 bps)和错误率(范围从3.6 - 5.4%),我们的分析没有发现比例因子之间的显著差异。使用非劣效性统计测试(等效测试的一种形式),我们表明,就吞吐量和错误率而言,大尺度因素的性能并不比1对1映射差。我们的研究结果表明,WVS是一种很有前途的方式,可以在VR中提供大的触觉表面,使用小的物理表面,并且对用户性能影响很小。
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引用次数: 2
UniNet: A Mixed Reality Driving Simulator UniNet:混合现实驾驶模拟器
Pub Date : 2019-12-21 DOI: 10.20380/GI2020.06
David F. Arppe, Loutfouz Zaman, R. Pazzi, Khalil El-Khatib
Driving simulators play an important role in vehicle research. However, existing virtual reality simulators do not give users a true sense of presence. UniNet is our driving simulator, designed to allow users to interact with and visualize simulated traffic in mixed reality. It is powered by SUMO and Unity. UniNet’s modular architecture allows us to investigate interdisciplinary research topics such as vehicular ad-hoc networks, human-computer interaction, and traffic management. We accomplish this by giving users the ability to observe and interact with simulated traffic in a high fidelity driving simulator. We present a user study that subjectively measures user’s sense of presence in UniNet. Our findings suggest that our novel mixed reality system does increase this sensation. Author
驾驶模拟器在车辆研究中起着重要的作用。然而,现有的虚拟现实模拟器并不能给用户一种真实的存在感。UniNet是我们的驾驶模拟器,旨在让用户在混合现实中与模拟交通进行交互和可视化。它是由SUMO和Unity驱动的。UniNet的模块化架构使我们能够研究跨学科的研究课题,如车辆自组织网络、人机交互和交通管理。我们通过让用户能够在高保真驾驶模拟器中观察和互动模拟交通来实现这一目标。我们提出了一项用户研究,主观地衡量用户在UniNet中的存在感。我们的研究结果表明,我们的新型混合现实系统确实增加了这种感觉。作者
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引用次数: 1
We're Here to Help: Company Image Repair and User Perception of Data Breaches 我们在这里帮助:公司形象修复和用户对数据泄露的看法
Pub Date : 2019-12-21 DOI: 10.20380/GI2020.24
Zahra Hassanzadeh, Sky Marsen, R. Biddle
Data breaches involve information being accessed by unauthorized parties. Our research concerns user perception of data breaches, especially issues relating to accountability. A preliminary study indicated many people had weak understanding of the issues, and felt they themselves were somehow responsible. We speculated that this impression might stem from organizational communication strategies. We therefore compared texts from organizations with those from external sources, such as the news media. This suggested that organizations use well-known crisis communication methods to reduce their reputational damage, and that these strategies align with repositioning of the narrative elements involved in the story. We then conducted a quantitative study, asking participants to rate either organizational texts or news texts about breaches. The findings of this study were in line with our document analysis, and suggest that organizational communication affects the users' perception of victimization, attitudes in data protection, and accountability. Our study suggests some software design and legal implications to support users protecting themselves and developing better mental models of security breaches.
数据泄露涉及未授权方访问信息。我们的研究关注用户对数据泄露的看法,特别是与问责制有关的问题。一项初步研究表明,许多人对这些问题的认识不足,并认为他们自己在某种程度上负有责任。我们推测这种印象可能源于组织的沟通策略。因此,我们将来自组织的文本与来自外部来源(如新闻媒体)的文本进行了比较。这表明,组织使用众所周知的危机沟通方法来减少他们的声誉损害,这些策略与故事中涉及的叙事元素的重新定位相一致。然后,我们进行了一项定量研究,要求参与者对有关违规的组织文本或新闻文本进行评级。本研究的结果与我们的文献分析一致,表明组织沟通影响用户对受害的看法、对数据保护的态度和问责制。我们的研究提出了一些软件设计和法律含义,以支持用户保护自己,并建立更好的安全漏洞心理模型。
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引用次数: 2
Support System for Etching Latte Art by Tracing Procedure Based on Projection Mapping 基于投影映射的描摹工艺蚀刻拉花支撑系统
Pub Date : 2019-12-21 DOI: 10.20380/GI2020.28
Momoka Kawai, S. Kodama, Tokiichiro Takahashi
A BSTRACT It is difficult for beginners to create well-balanced etched latte art pat- terns using two fluids with different viscosities, such as foamed milk and syrup. However, it is not easy to create well-balanced etched latte art even while watching process videos that show procedures. In this paper, we propose a system that supports beginners in creating well-balanced etched latte art by projecting the etching procedure directly onto a cappuccino. In addition, we examine the similarity between etched latte art and design templates using background subtraction. The experimental results show the progress in creating well-balanced etched latte art using our system.
对于初学者来说,使用两种不同粘度的液体(如泡沫牛奶和糖浆)来制作平衡的拉花图案是很困难的。然而,即使在观看过程视频时,也不容易制作出平衡的蚀刻拉花艺术。在本文中,我们提出了一个系统,支持初学者在创建良好的平衡蚀刻拉花艺术通过投影蚀刻程序直接到卡布奇诺。此外,我们检查蚀刻拉花艺术和设计模板之间的相似性使用背景减法。实验结果表明,使用我们的系统在制作平衡的蚀刻拉花艺术方面取得了进展。
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引用次数: 0
QCue: Queries and Cues for Computer-Facilitated Mind-Mapping QCue:计算机辅助思维导图的查询和提示
Pub Date : 2019-12-21 DOI: 10.20380/GI2020.14
Ting-Ju Chen, S. Subramanian, Vinayak R. Krishnamurthy
We introduce a novel workflow, QCue , for providing textual stimula- tion during mind-mapping. Mind-mapping is a powerful tool whose intent is to allow one to externalize ideas and their relationships surrounding a central problem. The key challenge in mind-mapping is the di ffi culty in balancing the exploration of di ff erent aspects of the problem (breadth) with a detailed exploration of each of those aspects (depth). Our idea behind QCue is based on two mechanisms: (1) computer-generated automatic cues to stimulate the user to ex- plore the breadth of topics based on the temporal and topological evolution of a mind-map and (2) user-elicited queries for helping the user explore the depth for a given topic. We present a two-phase study wherein the first phase provided insights that led to the de- velopment of our work-flow for stimulating the user through cues and queries. In the second phase, we present a between-subjects evaluation comparing QCue with a digital mind-mapping work-flow without computer intervention. Finally, we present an expert rater evaluation of the mind-maps created by users in conjunction with user feedback.
我们介绍了一种新的工作流程QCue,用于在思维导图过程中提供文本刺激。思维导图是一种强大的工具,其目的是让人们将围绕中心问题的想法及其关系外部化。思维导图的主要挑战是难以平衡对问题不同方面的探索(广度)和对每个方面的详细探索(深度)。我们在QCue背后的想法基于两种机制:(1)计算机生成的自动提示,以刺激用户根据思维导图的时间和拓扑演变来探索主题的广度;(2)用户引发的查询,以帮助用户探索给定主题的深度。我们提出了一项分为两个阶段的研究,其中第一阶段提供了见解,从而发展了我们的工作流程,通过提示和查询来刺激用户。在第二阶段,我们提出了一个受试者之间的评估,将QCue与没有计算机干预的数字思维导图工作流程进行比较。最后,我们结合用户反馈,对用户创建的思维导图进行了专家评分。
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引用次数: 5
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Proceedings. Graphics Interface (Conference)
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