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Reading Small Scalar Data Fields: Color Scales vs. Detail on Demand vs. FatFonts 读取小标量数据字段:颜色比例、按需细节、字体
Pub Date : 2017-06-01 DOI: 10.20380/GI2017.07
Constant Manteau, Miguel A. Nacenta, Michael Mauderer
We empirically investigate the advantages and disadvantages of color and digit-based methods to represent small scalar fields. We compare two types of color scales (one brightness-based and one that varies in hue, saturation and brightness) with an interactive tooltip that shows the scalar value on demand, and with a symbolic glyph-based approach (FatFonts). Three experiments tested three tasks: reading values, comparing values, and finding extrema. The results provide the first empirical comparisons of color scales with symbol-based techniques. The interactive tooltip enabled higher accuracy and shorter times than the color scales for reading values but showed slow completion times and low accuracy for value comparison and extrema finding tasks. The FatFonts technique showed better speed and accuracy for reading and value comparison, and high accuracy for the extrema finding task at the cost of being the slowest for this task.
我们实证研究了基于颜色和数字的方法来表示小标量场的优点和缺点。我们将两种类型的色标(一种基于亮度,另一种在色调、饱和度和亮度方面变化)与根据需要显示标量值的交互式工具提示以及基于符号字形的方法(FatFonts)进行比较。三个实验测试了三项任务:读取值、比较值和找到极值。该结果首次提供了基于符号技术的色标的经验比较。与色标相比,交互式工具提示能够实现更高的精度和更短的时间来读取值,但在值比较和极值查找任务中显示出较慢的完成时间和较低的精度。FatFonts技术在阅读和数值比较方面表现出更好的速度和准确性,在极值查找任务方面表现出更高的准确性,但代价是该任务速度最慢。
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引用次数: 2
No Need to Stop What You're Doing: Exploring No-Handed Smartwatch Interaction 无需停止你正在做的事情:探索无手智能手表交互
Pub Date : 2017-06-01 DOI: 10.20380/GI2017.14
Seongkook Heo, M. Annett, B. Lafreniere, Tovi Grossman, G. Fitzmaurice
Smartwatches have the potential to enable quick micro-interactions throughout daily life. However, because they require both hands to operate, their full potential is constrained, particularly in situations where the user is actively performing a task with their hands. We investigate the space of no-handed interaction with smartwatches in scenarios where one or both hands are not free. Specifically, we present a taxonomy of scenarios in which standard touchscreen interaction with smartwatches is not possible, and discuss the key constraints that limit such interaction. We then implement a set of interaction techniques and evaluate them via two user studies: one where participants viewed video clips of the techniques and another where participants used the techniques in simulated hand-constrained scenarios. Our results found a preference for foot-based interaction and reveal novel design considerations to be mindful of when designing for no-handed smartwatch interaction scenarios.
智能手表有可能在日常生活中实现快速的微互动。然而,由于它们需要双手操作,它们的全部潜力受到限制,特别是在用户主动用手执行任务的情况下。我们研究了在一只手或两只手都不自由的情况下,与智能手表进行徒手交互的空间。具体来说,我们提出了一种场景分类法,在这些场景中,标准触摸屏与智能手表的交互是不可能的,并讨论了限制这种交互的关键约束。然后,我们实现了一套交互技术,并通过两项用户研究对其进行评估:一项是参与者观看该技术的视频片段,另一项是在模拟的手部受限场景中使用该技术。我们的研究结果发现,人们更喜欢基于脚的交互,并揭示了在设计无人智能手表交互场景时需要注意的新设计注意事项。
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引用次数: 22
FLOWPAK: Flow-based Ornamental Element Packing FLOWPAK:基于流量的装饰元素包装
Pub Date : 2017-06-01 DOI: 10.20380/GI2017.02
Reza Adhitya Saputra, C. Kaplan, P. Asente, R. Mech
We present a technique for drawing ornamental designs consisting of placed instances of simple shapes. These shapes, which we call elements, are selected from a small library of templates. The elements are deformed to flow along a direction field interpolated from user-supplied strokes, giving a sense of visual flow to the final composition, and constrained to lie within a container region. Our implementation computes a vector field based on user strokes, constructs streamlines that conform to the vector field, and places an element over each streamline. An iterative refinement process then shifts and stretches the elements to improve the composition.
我们提出了一种绘制由简单形状的放置实例组成的装饰设计的技术。这些形状,我们称之为元素,是从一个小的模板库中选择的。这些元素被变形,沿着用户提供的笔画插入的方向场流动,给人一种视觉上的流动感,并被限制在一个容器区域内。我们的实现基于用户笔画计算一个向量场,构造符合向量场的流线,并在每个流线上放置一个元素。一个迭代的细化过程,然后移动和扩展元素,以改善组成。
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引用次数: 15
Merging Sketches for Creative Design Exploration: An Evaluation of Physical and Cognitive Operations 合并草图的创意设计探索:物理和认知操作的评估
Pub Date : 2017-06-01 DOI: 10.20380/GI2017.15
Senthil K. Chandrasegaran, Sriram Karthik Badam, Ninger Zhou, Zhenpeng Zhao, Lorraine G. Kisselburgh, K. Peppler, N. Elmqvist, K. Ramani
Despite its grounding in creativity techniques, merging multiple source sketches to create new ideas has received scant attention in design literature. In this paper, we identify the physical operations that in merging sketch components. We also introduce cognitive operations of reuse, repurpose, refactor, and reinterpret, and explore their relevance to creative design. To examine the relationship of cognitive operations, physical techniques, and creative sketch outcomes, we conducted a qualitative user study where student designers merged existing sketches to generate either an alternative design, or an unrelated new design. We compared two digital selection techniques: freeform selection, and a stroke-cluster-based “object select” technique. The resulting merge sketches were subjected to crowdsourced evaluation of these sketches, and manual coding for the use of cognitive operations. Our findings establish a firm connection between the proposed cognitive operations and the context and outcome of creative tasks. Key findings indicate that reinterpret cognitive operations correlate strongly with creativity in merged sketches, while reuse operations correlate negatively with creativity. Furthermore, freeform selection techniques are preferred significantly by designers. We discuss the empirical contributions of understanding the use of cognitive operations during design exploration, and the practical implications for designing interfaces in digital tools that facilitate creativity in merging sketches.
尽管它以创意技术为基础,但将多个来源的草图合并以创造新的想法在设计文献中很少受到关注。在本文中,我们确定了在合并草图构件时的物理操作。我们还介绍了重用、重新利用、重构和重新解释的认知操作,并探讨了它们与创造性设计的相关性。为了研究认知操作、物理技术和创意草图结果之间的关系,我们进行了一项定性的用户研究,学生设计师将现有草图合并,以生成替代设计或不相关的新设计。我们比较了两种数字选择技术:自由形式选择和基于笔划簇的“对象选择”技术。对生成的合并草图进行众包评估,并对认知操作进行手动编码。我们的发现在所提出的认知操作与创造性任务的背景和结果之间建立了牢固的联系。关键发现表明,在合并草图中,重新解释认知操作与创造力密切相关,而重用操作与创造力负相关。此外,自由形式的选择技术是设计师的首选。我们讨论了在设计探索过程中理解认知操作的使用的经验贡献,以及在数字工具中设计界面的实际意义,这些界面有助于在合并草图时发挥创造力。
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引用次数: 0
Exploring Multi-touch Contact Size for Z-Axis Movement in 3D Environments 探索3D环境中Z轴移动的多点触摸触点尺寸
Pub Date : 2017-06-01 DOI: 10.20380/GI2017.09
S. Holderness, Jared N. Bott, P. Wisniewski, J. Laviola
In this paper we examine two methods for using relative contact size as an interaction technique for 3D environments on multi-touch capacitive touch screens. We refer to interpreting relative contact size changes as “pressure” simulation. We conducted a 2 x 2 within subjects experimental design using two methods for pressure estimation (calibrated and comparative) and two different 3D tasks (bidirectional and unidirectional). Calibrated pressure estimation was based upon a calibration session, whereas comparative pressure estimation was based upon the contact size of each initial touch. The bidirectional task was guiding a ball through a hoop, while the unidirectional task involved using pressure to rotate a stove knob. Results indicate that the preferred and best performing pressure estimation technique was dependent on the 3D task. For the bidirectional task, calibrated pressure performed significantly better, while the comparative method performed better for the unidirectional task. We discuss the implications and future research directions based on our findings.
在本文中,我们研究了两种使用相对接触尺寸作为多触点电容触摸屏三维环境交互技术的方法。我们把解释相对接触尺寸变化称为“压力”模拟。我们使用两种压力估计方法(校准和比较)和两种不同的3D任务(双向和单向)进行了2 x 2的受试者实验设计。校准压力估计是基于校准会话,而比较压力估计是基于每次初始触摸的接触尺寸。双向任务是引导一个球穿过一个箍,而单向任务是用压力旋转一个炉子旋钮。结果表明,首选和最佳的压力估计技术取决于三维任务。对于双向任务,校准压力的效果明显更好,而比较方法在单向任务中效果更好。根据研究结果,讨论了研究的意义和未来的研究方向。
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引用次数: 1
Trade-offs Between a Vertical Shared Display and Two Desktops in a Collaborative Path-Finding Task 协同寻径任务中垂直共享显示器和两个桌面之间的权衡
Pub Date : 2017-06-01 DOI: 10.20380/GI2017.27
Arnaud Prouzeau, A. Bezerianos, O. Chapuis
Large vertical displays are considered well adapted for collaboration, due to their display surface and the space in front of them that can accommodate multiple people. However, there are few studies that empirically support this assertion, and they do not quantitatively assess the differences of collaboration in front of a shared display compared to a non-shared setup, such as multiple desktops with a common view. In this paper, we compare a large shared vertical display with two desktops, when pairs of users learn to perform a path-planning task. Our results did not indicate a significant difference in learning between the two setups, but found that participants adopted different task strategies. Moreover, while pairs were overall faster with the two desktops, quality was more consistent in the vertical shared display where pairs spent more time communicating, even though there is a-priori more implicit collaboration in this setup.
大型垂直显示器被认为非常适合协作,因为它们的显示表面和前面的空间可以容纳多人。然而,很少有研究在经验上支持这一断言,而且它们没有定量评估与非共享设置(例如具有共同视图的多个桌面)相比,在共享显示器前的协作的差异。在本文中,当成对的用户学习执行路径规划任务时,我们将大型共享垂直显示器与两个桌面进行比较。我们的研究结果并没有表明两种设置之间的学习有显著差异,但发现参与者采用了不同的任务策略。此外,虽然两台台式机的配对总体上更快,但在垂直共享显示中,配对花费更多时间进行交流的质量更一致,尽管在这种设置中存在先验的更隐含的协作。
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引用次数: 6
Pattern formation through minimalist biologically inspired cellular simulation 模式形成通过极简的生物启发细胞模拟
Pub Date : 2017-06-01 DOI: 10.20380/GI2017.19
M. Malheiros, M. Walter
This paper describes a novel model for coupling continuous chemical diffusion and discrete cellular events inside a biologically inspired simulation environment. Our goal is to define and explore a minimalist set of features that are also expressive, enabling the creation of complex and plausible 2D patterns using just a few rules. By not being constrained into a static or regular grid, we show that many different phenomena can be simulated, such as traditional reaction-diffusion systems, cellular automata, and pigmentation patterns from living beings. In particular, we demonstrate that adding chemical saturation increases significantly the range of simulated patterns using reaction-diffusion, including patterns not possible before such as the leopard rosettes. Our results suggest a possible universal model that can integrate previous pattern formation approaches, providing new ground for experimentation, and realistic-looking textures for general use in Computer Graphics.
本文描述了一种在受生物学启发的模拟环境中耦合连续化学扩散和离散细胞事件的新模型。我们的目标是定义和探索一组同样具有表现力的极简主义特征,从而能够使用一些规则创建复杂而合理的2D模式。通过不被约束在静态或规则网格中,我们表明可以模拟许多不同的现象,例如传统的反应扩散系统、细胞自动机和生物的色素沉着模式。特别是,我们证明了添加化学饱和显著增加了使用反应扩散模拟图案的范围,包括以前不可能的图案,如豹纹玫瑰花结。我们的研究结果提出了一种可能的通用模型,该模型可以集成以前的图案形成方法,为实验提供新的基础,并为计算机图形学中的通用提供逼真的纹理。
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引用次数: 8
Generating Calligraphic Trajectories with Model Predictive Control 用模型预测控制生成书法轨迹
Pub Date : 2017-06-01 DOI: 10.20380/GI2017.17
Daniel Berio, S. Calinon, F. Leymarie
We describe a methodology for the interactive definition of curves and motion paths using a stochastic formulation of optimal control. We demonstrate how the same optimization framework can be used in different ways to generate curves and traces that are geometrically and dynamically similar to the ones that can be seen in art forms such as calligraphy or graffiti art. The method provides a probabilistic description of trajectories that can be edited similarly to the control polygon typically used in the popular spline based methods. Furthermore, it also encapsulates movement kinematics, deformations and variability. The user is then provided with a simple interactive interface that can generate multiple movements and traces at once, by visually defining a distribution of trajectories rather than a single one. The input to our method is a sparse sequence of targets defined as multivariate Gaussians. The output is a dynamical system generating curves that are natural looking and reflect the kinematics of a movement, similar to that produced by human drawing or writing.
我们描述了一种使用最优控制的随机公式来交互式定义曲线和运动路径的方法。我们展示了如何以不同的方式使用相同的优化框架来生成与书法或涂鸦艺术等艺术形式相似的几何和动态曲线和轨迹。该方法提供了轨迹的概率描述,可以类似于流行的基于样条曲线的方法中通常使用的控制多边形来编辑轨迹。此外,它还封装了运动运动学、变形和可变性。然后为用户提供了一个简单的交互式界面,该界面可以通过视觉定义轨迹的分布而不是单个轨迹来同时生成多个运动和轨迹。我们方法的输入是一个稀疏的目标序列,定义为多元高斯。输出是一个动态系统,生成看起来自然的曲线,反映运动的运动学,类似于人类绘画或书写产生的曲线。
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引用次数: 12
Depth Map Design and Depth-based Effects With a Single Image 深度图设计和基于深度的效果与单个图像
Pub Date : 2017-06-01 DOI: 10.20380/GI2017.08
J. Liao, Shuheng Shen, E. Eisemann
We present a novel pipeline to generate a depth map from a single image that can be used as input for a variety of artistic depth-based effects. In such a context, the depth maps do not have to be perfect but are rather designed with respect to a desired result. Consequently, our solution centers around user interaction and relies on a scribble-based depth editing. The annotations can be sparse, as the depth map is generated by a diffusion process, which is guided by image features. Additionally, we support a variety of controls, such as a non-linear depth mapping, a steering mechanism for the diffusion (e.g., directionality, emphasis, or reduction of the influence of image cues), and besides absolute, we also support relative depth indications. We demonstrate a variety of artistic 3D results, including wiggle stereoscopy and depth of field.
我们提出了一种新的管道,从单个图像生成深度图,可以用作各种基于艺术深度的效果的输入。在这种情况下,深度图不必是完美的,而是根据期望的结果设计的。因此,我们的解决方案以用户交互为中心,并依赖于基于涂鸦的深度编辑。注释可以是稀疏的,因为深度图是由图像特征引导的扩散过程生成的。此外,我们支持各种控制,例如非线性深度映射,扩散的转向机制(例如,方向性,强调或减少图像线索的影响),除了绝对深度指示外,我们还支持相对深度指示。我们展示了各种艺术3D结果,包括摆动立体和景深。
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引用次数: 7
Content and Surface Aware Projection 内容和表面感知投影
Pub Date : 2017-06-01 DOI: 10.20380/GI2017.04
Long Mai, Hoang Le, Feng Liu
Image projection is important for many applications in entertainment industry, augmented reality, and computer graphics. However, perceived distortion is often introduced by projection, which is a common problem of a projector system. Compensating such distortion for projection on non-trivial surfaces is often very challenging. In this paper, we propose a novel method to pre-warp the image such that it appears as distortion-free as possible on the surface after projection. Our method estimates a desired optimal warping function via an optimization framework. Specifically, we design an objective energy function that models the perceived distortion in projection results. By taking into account both the geometry of the surface and the image content, our method can produce more visually plausible projection results compared with traditional projector systems. We demonstrate the effectiveness of our method with projection results on a wide variety of images and surface geometries.
图像投影在娱乐业、增强现实和计算机图形学的许多应用中都很重要。然而,感知失真通常由投影引入,这是投影仪系统的常见问题。为在非平凡表面上的投影补偿这种失真通常是非常具有挑战性的。在本文中,我们提出了一种新的方法来预扭曲图像,使其在投影后在表面上看起来尽可能无失真。我们的方法通过优化框架来估计期望的最优翘曲函数。具体来说,我们设计了一个目标能量函数,对投影结果中的感知失真进行建模。通过考虑表面的几何形状和图像内容,与传统的投影系统相比,我们的方法可以产生更具视觉合理性的投影结果。我们通过在各种图像和表面几何形状上的投影结果证明了我们的方法的有效性。
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引用次数: 2
期刊
Proceedings. Graphics Interface (Conference)
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