Learning To Identify Depth Edges In Real-World Images With 3d Ground Truth, 2017 York University
Learning To Identify Depth Edges In Real-World Images With 3d Ground Truth, Krista A. Ehinger, Kevin T. Joseph, Wendy J. Adams, Erich W. Graf, James H. Elder
No abstract provided.
The Bible Story Producer App, 2017 Cedarville University
The Bible Story Producer App, Michael D. Baxter, Noah W. Bragg, Grant W. Dennison, Robert J. Jacubec, Andrew D. Lockridge, Abigail M. Riffle
The Research and Scholarship Symposium
The Bible Story Producer team at Cedarville University has been spending the past year on the Bible Story Producer app for Android. This app is a tool whose purpose is to facilitate the translation of Bible stories by bilingual laypersons in places where the Bible is unavailable in the vernacular. The aim of the app is to facilitate the oral translation of Bible stories transmitted as templates consisting of voice narration in a Language of Wider Communication (LWC). The narration is accompanied by a series of high-quality illustrations animated by the Ken Burns (pan and zoom) effect. An instance of ...
Smart Signalling For Bicycles Using User Riding Behavior, 2017 Georgia State University
Smart Signalling For Bicycles Using User Riding Behavior, Nishant Tushar Sinha
Georgia State Undergraduate Research Conference
No abstract provided.
Interacting With Grasped Objects In Expanded Haptic Workspaces Using The Bubble Technique, 2017 Iowa State University
Interacting With Grasped Objects In Expanded Haptic Workspaces Using The Bubble Technique, Ryan Andrew Pavlik, Judy M. Vance
Judy M. Vance
Haptic force-feedback can provide useful cues to users of virtual environments. Body-based haptic devices are portable but the more commonly used ground-based devices have workspaces that are limited by their physical grounding to a single base position and their operation as purely position-control devices. The “bubble technique” has recently been presented as one method of expanding a user's haptic workspace. The bubble technique is a hybrid position-rate control system in which a volume, or “bubble,” is defined entirely within the physical workspace of the haptic device. When the device's end effector is within this bubble, interaction is through ...
Rapid Development Of Natural User Interaction Using Kinect Sensors And Vrpn, 2017 Iowa State University
Rapid Development Of Natural User Interaction Using Kinect Sensors And Vrpn, Timothy B. Morgan, Diana Jarrell, Judy M. Vance
Judy M. Vance
The availability of low-cost natural user interaction (NUI) hardware took a significant step forward in 2010 with the introduction of the Microsoft Kinect. Despite significant work on the available software development kits for the Kinect, tasks beyond simple single-Kinect skeleton tracking remain challenging to implement. This paper introduces a software tool that significantly accelerates the prototyping and implementation of NUI in virtual reality, particularly for developers with limited programming skills. This is achieved by creating a graphical user interface to provide a consistent development environment for defining Kinect settings and voice commands. This is coupled with a server to transmit ...
Shining A Light On A University Special Collection With Data Visualization, 2017 Seton Hall University
Shining A Light On A University Special Collection With Data Visualization, Lisa Deluca, Katie M. Wissel
Industry Use Of Virtual Reality In Product Design And Manufacturing: A Survey, 2017 Iowa State University
Industry Use Of Virtual Reality In Product Design And Manufacturing: A Survey, Leif P. Berg, Judy M. Vance
Mechanical Engineering Publications
In 1999, Fred Brooks, virtual reality pioneer and Professor of Computer Science at the University of North Carolina at Chapel Hill, published a seminal paper describing the current state of virtual reality (VR) technologies and applications (Brooks in IEEE Comput Graph Appl 19(6):16, 1999). Through his extensive survey of industry, Brooks concluded that virtual reality had finally arrived and “barely works”. His report included a variety of industries which leveraged these technologies to support industry-level innovation. Virtual reality was being employed to empower decision making in design, evaluation, and training processes across multiple disciplines. Over the past two ...
Music Times: A Music Learning Game, 2017 California Polytechnic State University, San Luis Obispo
Music Times: A Music Learning Game, Emily Woo
Music Times is a two dimensional educational video game with the purpose of gamifying learning of musical concepts. It has elements of adventure and visual novel games, and incentivizes the player to learn music to explore new levels. It is developed in the Unity game engine, scripted in C#, and targeted for mobile devices. It has six working levels: three lesson levels and three corresponding challenge levels. Each level contains slight differences in visual and aural feel.
An Application Of High Fidelity Ftds For Ab Initio Pilot Training: The Way Ahead, 2017 Embry-Riddle Aeronautical University - Daytona Beach
An Application Of High Fidelity Ftds For Ab Initio Pilot Training: The Way Ahead, Nickolas D. Macchiarella, Tim Brady, Brandon S. Lyon
"Decreases in simulation costs and increases in aircraft training costs led to the need for further investigation into the application of simulation-based training. Researchers conducted an eighteen-month study using ab initio student pilots as participants. This study applied a Federal Aviation Administration (FAA) approved, Part 142, flight-training curriculum that included 60% flight training device (FTD) use. Researchers identified five causal factors that warranted further investigation. The causal factors identified were visual fidelity, procedural similarity, dynamic flight environment, difficulty of task, and visual scanning and response. These causal factors have the potential to affect transfer of training (ToT) from simulated flight ...
Empath-D: Empathetic Design For Accessibility, 2017 Singapore Management University
Empath-D: Empathetic Design For Accessibility, Choo Tsu Wei, Kenny, Rajesh Krishna Balan, Kiat Wee Tan, Archan Misra, Youngki Lee
Research Collection School Of Information Systems
We describe our vision for Empath-D, our system to enable Empathetic User Interface Design. Our key idea is to leverage Virtual and Augmented Reality (VR / AR) displays to provide an Immersive Reality environment, where developers/designers can emulate impaired interactions by elderly or disabled users while testing the usability of their applications. Our early experiences with the Empath-D prototype show that Empath-D can emulate a cataract vision impairment of the elderly and guide designers to create accessible web pages with less mental workload.
Hindsight: Encouraging Exploration Through Direct Encoding Of Personal Interaction History, 2017 Worcester Polytechnic Institute
Hindsight: Encouraging Exploration Through Direct Encoding Of Personal Interaction History, Mi Feng, Cheng Deng, Evan M. Peck, Lane Harrison
Faculty Journal Articles
Physical and digital objects often leave markers of our use. Website links turn purple after we visit them, for example, showing us information we have yet to explore. These “footprints” of interaction offer substantial benefits in information saturated environments - they enable us to easily revisit old information, systematically explore new information, and quickly resume tasks after interruption. While applying these design principles have been successful in HCI contexts, direct encodings of personal interaction history have received scarce attention in data visualization. One reason is that there is little guidance for integrating history into visualizations where many visual channels are already ...
Unboxing Cluster Heatmaps, 2017 University of San Francisco
Unboxing Cluster Heatmaps, Sophie J. Engle, S. Whalen, Alark Joshi, K. Pollard
Background: Cluster heatmaps are commonly used in biology and related fields to reveal hierarchical clusters in data matrices. This visualization technique has high data density and reveal clusters better than unordered heatmaps alone. However, cluster heatmaps have known issues making them both time consuming to use and prone to error. We hypothesize that visualization techniques without the rigid grid constraint of cluster heatmaps will perform better at clustering-related tasks.
Results: We developed an approach to “unbox” the heatmap values and embed them directly in the hierarchical clustering results, allowing us to use standard hierarchical visualization techniques as alternatives to cluster ...
Handling Relationships In A Wiki System, 2016 San Jose State University
Handling Relationships In A Wiki System, Yashi Kamboj
Wiki software enables users to manage content on the web, and create or edit web pages freely. Most wiki systems support the creation of hyperlinks on pages and have a simple text syntax for page formatting. A common, more advanced feature is to allow pages to be grouped together as categories. Currently, wiki systems support categorization of pages in a very traditional way by specifying whether a wiki page belongs to a category or not. Categorization represents unary relationship and is not sufficient to represent n-ary relationships, those involving links between multiple wiki pages.
In this project, we extend Yioop ...
Web-Based Integrated Development Environment, 2016 San Jose State University
Web-Based Integrated Development Environment, Hien T. Vu
As tablets become more powerful and more economical, students are attracted to them and are moving away from desktops and laptops. Their compact size and easy to use Graphical User Interface (GUI) reduce the learning and adoption barriers for new users. This also changes the environment in which undergraduate Computer Science students learn how to program. Popular Integrated Development Environments (IDE) such as Eclipse and NetBeans require disk space for local installations as well as an external compiler. These requirements cannot be met by current tablets and thus drive the need for a web-based IDE. There are also many other ...
Cast2face: Assigning Character Names Onto Faces In Movie With Actor-Character Correspondence, 2016 Singapore Management University
Cast2face: Assigning Character Names Onto Faces In Movie With Actor-Character Correspondence, Guangyu Gao, Mengdi Xu, Jialie Shen, Huangdong Ma, Shuicheng Yan
Research Collection School Of Information Systems
Automatically identifying characters in movies has attracted researchers' interest and led to several significant and interesting applications. However, due to the vast variation in character appearance as well as the weakness and ambiguity of available annotation, it is still a challenging problem. In this paper, we investigate this problem with the supervision of actor-character name correspondence provided by the movie cast. Our proposed framework, namely, Cast2Face, is featured by: 1) we restrict the assigned names within the set of character names in the cast; 2) for each character, by using the corresponding actor and movie name as keywords, we retrieve ...
Hashtag Recommendation With Topical Attention-Based Lstm, 2016 Singapore Management University
Hashtag Recommendation With Topical Attention-Based Lstm, Yang Li, Ting Liu, Jing Jiang, Liang Zhang
Research Collection School Of Information Systems
Microblogging services allow users to create hashtags to categorize their posts. In recent years,the task of recommending hashtags for microblogs has been given increasing attention. However,most of existing methods depend on hand-crafted features. Motivated by the successful use oflong short-term memory (LSTM) for many natural language processing tasks, in this paper, weadopt LSTM to learn the representation of a microblog post. Observing that hashtags indicatethe primary topics of microblog posts, we propose a novel attention-based LSTM model whichincorporates topic modeling into the LSTM architecture through an attention mechanism. Weevaluate our model using a large real-world dataset. Experimental results ...
Museum 4.0 As The Future Of Steam In Museums, 2016 Tecnológico de Monterrey
Museum 4.0 As The Future Of Steam In Museums, Mark Walhimer
The STEAM Journal
Informal STEAM (Science, Technology, Engineering, Art and Math) activities (programs) and exhibits are common in science centers, children’s museums and natural history museums. As museums change to Museum 4.0 models (1), the STEAM exhibits and programs in museums also change. Museums 4.0 is the transformation of museums from a monolithic fixed location institution to a nimble community driven event driven organization. The Museum 4.0 becomes personalized to the visitor without fixed outcomes and without the physical restrictions of a single fixed location. As museums evolve to a Museum 4.0 model with visitor lead activities, STEAM ...
Executive Summary: Western Libraries Beta Website Usability, 2016 Western Washington University
Executive Summary: Western Libraries Beta Website Usability, Rebecca M. Marrall, Nora K. Burmeister, Jon Dillon
Nora Burmeister, MLS
This brief report provides an overview of the Fall Quarter 2016 usability sessions on the Western Libraries beta website. The purpose of this report is to inform Libraries and Learning Commons personnel of our next steps with the beta website. There were 36 participants over the course of five two hour sessions.
Marim: Mobile Augmented Reality For Interactive Manuals, 2016 University of Dayton
Marim: Mobile Augmented Reality For Interactive Manuals, Tam Nguyen, Dorothy Tan, Bilal Mirza, Jose Sepulveda
In this work, we present a practical system which uses mobile devices for interactive manuals. In particular, there are two modes provided in the system, namely, expert/trainer and trainee modes. Given the expert/trainer editor, experts design the step-by-step interactive manuals. For each step, the experts capture the images by using phones/tablets and provide visual instructions such as interest regions, text, and action animations. In the trainee mode, the system utilizes the existing object detection and tracking algorithms to identify the step scene and retrieve the respective instruction to be displayed on the mobile device. The trainee then ...
Static Saliency Vs. Dynamic Saliency: A Comparative Study, 2016 University of Dayton
Static Saliency Vs. Dynamic Saliency: A Comparative Study, Tam Nguyen, Mengdi Xu, Guangyu Gao, Mohan Kankanhalli, Qi Tian, Shuicheng Yan
Recently visual saliency has attracted wide attention of researchers in the computer vision and multimedia field. However, most of the visual saliency-related research was conducted on still images for studying static saliency. In this paper, we give a comprehensive comparative study for the first time of dynamic saliency (video shots) and static saliency (key frames of the corresponding video shots), and two key observations are obtained: 1) video saliency is often different from, yet quite related with, image saliency, and 2) camera motions, such as tilting, panning or zooming, affect dynamic saliency significantly.
Motivated by these observations, we propose a ...