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Articles 1351 - 1380 of 2370

Full-Text Articles in Graphics and Human Computer Interfaces

Deep Adversarial Subspace Clustering, Pan Zhou, Yunqing Hou, Jiashi Feng Jun 2018

Deep Adversarial Subspace Clustering, Pan Zhou, Yunqing Hou, Jiashi Feng

Research Collection School Of Computing and Information Systems

Most existing subspace clustering methods hinge on self-expression of handcrafted representations and are unaware of potential clustering errors. Thus they perform unsatisfactorily on real data with complex underlying subspaces. To solve this issue, we propose a novel deep adversarial subspace clustering (DASC) model, which learns more favorable sample representations by deep learning for subspace clustering, and more importantly introduces adversarial learning to supervise sample representation learning and subspace clustering. Specifically, DASC consists of a subspace clustering generator and a quality-verifying discriminator, which learn against each other. The generator produces subspace estimation and sample clustering. The discriminator evaluates current clustering performance …


Scale Impacts Elicited Gestures For Manipulating Holograms: Implications For Ar Gesture Design, Tran Pham, Jo Vermeulen, Anthony Tang, Lindsay Macdonald Jun 2018

Scale Impacts Elicited Gestures For Manipulating Holograms: Implications For Ar Gesture Design, Tran Pham, Jo Vermeulen, Anthony Tang, Lindsay Macdonald

Research Collection School Of Computing and Information Systems

Because gesture design for augmented reality (AR) remains idiosyncratic, people cannot necessarily use gestures learned in one AR application in another. To design discoverable gestures, we need to understand what gestures people expect to use. We explore how the scale of AR affects the gestures people expect to use to interact with 3D holograms. Using an elicitation study, we asked participants to generate gestures in response to holographic task referents, where we varied the scale of holograms from desktop-scale to room-scale objects. We found that the scale of objects and scenes in the AR experience moderates the generated gestures. Most …


Covariance Pooling For Facial Expression Recognition, D. Acharya, Zhiwu Huang, D. Paudel, Gool L. Van Jun 2018

Covariance Pooling For Facial Expression Recognition, D. Acharya, Zhiwu Huang, D. Paudel, Gool L. Van

Research Collection School Of Computing and Information Systems

Classifying facial expressions into different categories requires capturing regional distortions of facial landmarks. We believe that second-order statistics such as covariance is better able to capture such distortions in regional facial features. In this work, we explore the benefits of using a manifold network structure for covariance pooling to improve facial expression recognition. In particular, we first employ such kind of manifold networks in conjunction with traditional convolutional networks for spatial pooling within individual image feature maps in an end-to-end deep learning manner. By doing so, we are able to achieve a recognition accuracy of 58.14% on the validation set …


Space Operations In The Suborbital Space Flight Simulator And Mission Control Center: Lessons Learned With Xcor Lynx, Pedro Llanos, Christopher Nguyen, David Williams, Kim O. Chambers, Erik Seedhouse, Robert Davidson May 2018

Space Operations In The Suborbital Space Flight Simulator And Mission Control Center: Lessons Learned With Xcor Lynx, Pedro Llanos, Christopher Nguyen, David Williams, Kim O. Chambers, Erik Seedhouse, Robert Davidson

Journal of Aviation/Aerospace Education & Research

This study was conducted to better understand the performance of the XCOR Lynx vehicle. Because the Lynx development was halted, the best knowledge of vehicle dynamics can only be found through simulator flights. X-Plane 10 was chosen for its robust applications and accurate portrayal of dynamics on a vehicle in flight. The Suborbital Space Flight Simulator (SSFS) and Mission Control Center (MCC) were brought to the Applied Aviation Sciences department in fall 2015 at Embry-Riddle Aeronautical University, Daytona Beach campus. This academic and research tool is a department asset capable of providing multiple fields of data about suborbital simulated flights. …


A Critical Analysis Of Mystery In Videogames, Ali Alkhafaji May 2018

A Critical Analysis Of Mystery In Videogames, Ali Alkhafaji

College of Computing and Digital Media Dissertations

Historically, videogame research has focused on how different videogame attributes (like challenge, fantasy, control, goals, etc.) impact the player experience. This type of research is important because it can provide insight into how to design more enjoyable videogames. However, very little exists within the current literature that focuses on mystery and its impact on the player experience. This dissertation is concerned with providing the research community with a better understanding of how mystery manifests in videogames and consequently impacts the player experience, specifically curiosity and motivation. To this end, the research questions are: 1. How do players experience mystery in …


Designing Smart Applications Using Ar (Augmented Reality), Kimberly A. De La Santa May 2018

Designing Smart Applications Using Ar (Augmented Reality), Kimberly A. De La Santa

Publications and Research

Augmented Reality is rapidly developing in popularity because it brings elements of the virtual world, into our real world. Augmented Reality (AR) is a variation of Virtual Reality (VR). VR technologies immerses a user inside an imaginary environment. While immersed, the user cannot see the real world around them. In contrast, AR allows the user to see the real world, with virtual objects and information intertwined. Therefore, AR supplements reality and enhances the things we see, hear, and feel. This research project will implement a Web page that gives the user the opportunity to experiment with AR.


Usability Of Sound-Driven User Interfaces, Zachary T. Roth, Dale R. Thompson May 2018

Usability Of Sound-Driven User Interfaces, Zachary T. Roth, Dale R. Thompson

Computer Science and Computer Engineering Undergraduate Honors Theses

The model for interacting with computing devices remains primarily focused on visual design. However, sound has a unique set of advantages. In this work, an experiment was devised where participants were tasked with identifying elements in an audio-only computing environment. The interaction relied on mouse movement and button presses for navigation. Experiment trials consisted of variations in sound duration, volume, and distinctness according to both experiment progress and user behavior. Participant interactions with the system were tracked to examine the usability of the interface. Preliminary results indicated the majority of participants mastered every provided test, but the total time spent …


Dynamic 3d Network Data Visualization, Brok Stafford May 2018

Dynamic 3d Network Data Visualization, Brok Stafford

Computer Science and Computer Engineering Undergraduate Honors Theses

Monitoring network traffic has always been an arduous and tedious task because of the complexity and sheer volume of network data that is being consistently generated. In addition, network growth and new technologies are rapidly increasing these levels of complexity and volume. An effective technique in understanding and managing a large dataset, such as network traffic, is data visualization. There are several tools that attempt to turn network traffic into visual stimuli. Many of these do so in 2D space and those that are 3D lack the ability to display network patterns effectively. Existing 3D network visualization tools lack user …


Designing Interactive Virtual Environments With Feedback In Health Applications., Yi Li May 2018

Designing Interactive Virtual Environments With Feedback In Health Applications., Yi Li

Electronic Theses and Dissertations

One of the most important factors to influence user experience in human-computer interaction is the user emotional reaction. Interactive environments including serious games that are responsive to user emotions improve their effectiveness and user satisfactions. Testing and training for user emotional competence is meaningful in healthcare field, which has motivated us to analyze immersive affective games using emotional feedbacks. In this dissertation, a systematic model of designing interactive environment is presented, which consists of three essential modules: affect modeling, affect recognition, and affect control. In order to collect data for analysis and construct these modules, a series of experiments were …


Cslc Tutoring Portal, Brian Hodges May 2018

Cslc Tutoring Portal, Brian Hodges

Theses/Capstones/Creative Projects

A web portal designed for the Computer Science Learning Center to track students requesting help


Improving Swarm Performance By Applying Machine Learning To A New Dynamic Survey, John Taylor Jackson May 2018

Improving Swarm Performance By Applying Machine Learning To A New Dynamic Survey, John Taylor Jackson

Master's Theses

A company, Unanimous AI, has created a software platform that allows individuals to come together as a group or a human swarm to make decisions. These human swarms amplify the decision-making capabilities of both the individuals and the group. One way Unanimous AI increases the swarm’s collective decision-making capabilities is by limiting the swarm to more informed individuals on the given topic. The previous way Unanimous AI selected users to enter the swarm was improved upon by a new methodology that is detailed in this study. This new methodology implements a new type of survey that collects data that is …


A Continuous Space Generative Model, Erzen Komoni May 2018

A Continuous Space Generative Model, Erzen Komoni

Graduate Theses and Dissertations

Generative models are a class of machine learning models capable of producing digital images with plausibly realistic properties. They are useful in such applications as visualizing designs, rendering game scenes, and improving images at higher magnifications. Unfortunately, existing generative models generate only images with a discrete predetermined resolution. This paper presents the Continuous Space Generative Model (CSGM), a novel generative model capable of generating images as a continuous function, rather than as a discrete set of pixel values. Like generative adversarial networks, CSGM trains by alternating between generative and discriminative steps. But unlike generative adversarial networks, CSGM uses only one …


Improving Asynchronous Advantage Actor Critic With A More Intelligent Exploration Strategy, James B. Holliday May 2018

Improving Asynchronous Advantage Actor Critic With A More Intelligent Exploration Strategy, James B. Holliday

Graduate Theses and Dissertations

We propose a simple and efficient modification to the Asynchronous Advantage Actor Critic (A3C)

algorithm that improves training. In 2016 Google’s DeepMind set a new standard for state-of-theart

reinforcement learning performance with the introduction of the A3C algorithm. The goal of

this research is to show that A3C can be improved by the use of a new novel exploration strategy we

call “Follow then Forage Exploration” (FFE). FFE forces the agents to follow the best known path

at the beginning of a training episode and then later in the episode the agent is forced to “forage”

and explores randomly. In …


A Proposed Approach To Hybrid Software-Hardware Application Design For Enhanced Application Performance, Alex Shipman May 2018

A Proposed Approach To Hybrid Software-Hardware Application Design For Enhanced Application Performance, Alex Shipman

Graduate Theses and Dissertations

One important aspect of many commercial computer systems is their performance; therefore, system designers seek to improve the performance next-generation systems with respect to previous generations. This could mean improved computational performance, reduced power consumption leading to better battery life in mobile devices, smaller form factors, or improvements in many areas. In terms of increased system speed and computation performance, processor manufacturers have been able to increase the clock frequency of processors up to a point, but now it is more common to seek performance gains through increased parallelism (such as a processor having more processor cores on a single …


Improving The Efficacy Of Context-Aware Applications, Jon C. Hammer May 2018

Improving The Efficacy Of Context-Aware Applications, Jon C. Hammer

Graduate Theses and Dissertations

In this dissertation, we explore methods for enhancing the context-awareness capabilities of modern computers, including mobile devices, tablets, wearables, and traditional computers. Advancements include proposed methods for fusing information from multiple logical sensors, localizing nearby objects using depth sensors, and building models to better understand the content of 2D images.

First, we propose a system called Unagi, designed to incorporate multiple logical sensors into a single framework that allows context-aware application developers to easily test new ideas and create novel experiences. Unagi is responsible for collecting data, extracting features, and building personalized models for each individual user. We demonstrate the …


A Home Security System Based On Smartphone Sensors, Michael Mahler May 2018

A Home Security System Based On Smartphone Sensors, Michael Mahler

Graduate Theses and Dissertations

Several new smartphones are released every year. Many people upgrade to new phones, and their old phones are not put to any further use. In this paper, we explore the feasibility of using such retired smartphones and their on-board sensors to build a home security system. We observe that door-related events such as opening and closing have unique vibration signatures when compared to many types of environmental vibrational noise. These events can be captured by the accelerometer of a smartphone when the phone is mounted on a wall near a door. The rotation of a door can also be captured …


Neural Correlates Of States Of User Experience In Gaming Using Eeg And Predictive Analytics, Chandana Mallapragada, Fiona Fui-Hoon Nah, Keng Siau, Langtao Chen, Tejaswini Yelamanchili May 2018

Neural Correlates Of States Of User Experience In Gaming Using Eeg And Predictive Analytics, Chandana Mallapragada, Fiona Fui-Hoon Nah, Keng Siau, Langtao Chen, Tejaswini Yelamanchili

Research Collection School Of Computing and Information Systems

In this research, we will analyze EEG signals to obtain neural correlate classifications of user experience by applying predictive analytics. Boredom, flow, and anxiety are three states experienced by users interacting with a computer-based system. A within-subjects experiment was used to collect EEG data for these three states and a baseline. We will apply predictive analytics including linear regression, support vector machine, and neural networks to analyze and classify the EEG data for these three states of user experience.


Cross Campus Collaborations, Sarah Asp Olson Apr 2018

Cross Campus Collaborations, Sarah Asp Olson

Frontiers

As a computer scientist and a champion for accessibility, Dr. Guario Salivia works across campus to come up with tech solutions that work for all.


Creative Graphical Coding Via Pipelined Pixel Manipulation, Dale E. Parson Apr 2018

Creative Graphical Coding Via Pipelined Pixel Manipulation, Dale E. Parson

Computer Science and Information Technology Faculty

Creative coding is the act of computer programming intended to create aesthetic artifacts in one or more digital media such as graphical images, animated videos, computer games, or musical performances. Visual artists and musicians use computers to compose, to render, and to perform. Algorithms remain as important as they are for any computer program, but their intent is to inspire, or at least to entertain, in contrast to more utilitarian applications of algorithms. This paper outlines the software structures and aesthetic perspectives of two novel algorithms for the creative manipulation of pixels in the Processing language. The first algorithm focuses …


An Investigation Of Scenic Visualization Using Virtual Reality During Rehearsal, Cyrus Jian Bonyadi Apr 2018

An Investigation Of Scenic Visualization Using Virtual Reality During Rehearsal, Cyrus Jian Bonyadi

Computer Science

In this paper, we discuss the use of virtual reality as a tool for actors during the rehearsal process and assess methods to implement and continue this research in future works. During the rehearsal process, the scenic design is normally introduced to actors close to the end of rehearsals. In introducing a virtual reality environment to train actors, we hoped to help them develop a better understanding of the design at an earlier point in the process. Our investigative pilot study involves two productions in a university theatre, where we render the scenic design of the production for which our …


Survey Of Techniques For Producing Blended Images: A Case Study Using Rollins College Archives, Hannah Holman Apr 2018

Survey Of Techniques For Producing Blended Images: A Case Study Using Rollins College Archives, Hannah Holman

Computer Science

The Rollins College Archives are a treasure trove of historic resources relating to the college’s history, and they are often underutilized or overlooked by both the student body and the surrounding community. In particular, historic resources are all too often excluded from work in computer science and related fields. This project aims to bridge that gap by bringing the two areas together. To that end, the goal of this project is to merge past and present by blending historic photos with input of a present day scene in order to reveal changes and juxtapositions of the same scene across eras. …


Perspective On And Re-Orientation Of Physical Proxies In Object-Focused Remote Collaboration, Martin Feick, Terrance Mok, Anthony Tang, Lora Oehlberg, Ehud Sharlin Apr 2018

Perspective On And Re-Orientation Of Physical Proxies In Object-Focused Remote Collaboration, Martin Feick, Terrance Mok, Anthony Tang, Lora Oehlberg, Ehud Sharlin

Research Collection School Of Computing and Information Systems

Remote collaborators working together on physical objects have difficulty building a shared understanding of what each person is talking about. Conventional video chat systems are insufficient for many situations because they present a single view of the object in a flattened image. To understand how this limited perspective affects collaboration, we designed the Remote Manipulator (ReMa), which can reproduce orientation manipulations on a proxy object at a remote site. We conducted two studies with ReMa, with two main findings. First, a shared perspective is more effective and preferred compared to the opposing perspective offered by conventional video chat systems. Second, …


'Is More Better?': Impact Of Multiple Photos On Perception Of Persona Profiles, Joni Salminen, Lene Nielsen, Soon-Gyo Jung, Jisun An, Haewoon Kwak, Bernard J. Jansen Apr 2018

'Is More Better?': Impact Of Multiple Photos On Perception Of Persona Profiles, Joni Salminen, Lene Nielsen, Soon-Gyo Jung, Jisun An, Haewoon Kwak, Bernard J. Jansen

Research Collection School Of Computing and Information Systems

In this research, we investigate if and how more photos than a single headshot can heighten the level of information provided by persona profiles. We conduct eye-tracking experiments and qualitative interviews with variations in the photos: a single headshot, a headshot and images of the persona in different contexts, and a headshot with pictures of different people representing key persona attributes. The results show that more contextual photos significantly improve the information end users derive from a persona profile; however, showing images of different people creates confusion and lowers the informativeness. Moreover, we discover that choice of pictures results in …


A Visual Interaction Cue Framework From Video Game Environments For Augmented Reality, Kody R. Dillman, Terrance Tin Hoi Mok, Anthony Tang, Lora Oehlberg, Alex Mitchell Apr 2018

A Visual Interaction Cue Framework From Video Game Environments For Augmented Reality, Kody R. Dillman, Terrance Tin Hoi Mok, Anthony Tang, Lora Oehlberg, Alex Mitchell

Research Collection School Of Computing and Information Systems

Based on an analysis of 49 popular contemporary video games, we develop a descriptive framework of visual interaction cues in video games. These cues are used to inform players what can be interacted with, where to look, and where to go within the game world. These cues vary along three dimensions: the purpose of the cue, the visual design of the cue, and the circumstances under which the cue is shown. We demonstrate that this framework can also be used to describe interaction cues for augmented reality applications. Beyond this, we show how the framework can be used to generatively …


Geocaching With A Beam: Shared Outdoor Activities Through A Telepresence Robot With 360 Degree Viewing, Yasamin Heshmat, Brennan Jones, Xiaoxuan Xiong, Carman Neustaedter, Anthony Tang, Bernhard E. Riecke, Lillian Yang Apr 2018

Geocaching With A Beam: Shared Outdoor Activities Through A Telepresence Robot With 360 Degree Viewing, Yasamin Heshmat, Brennan Jones, Xiaoxuan Xiong, Carman Neustaedter, Anthony Tang, Bernhard E. Riecke, Lillian Yang

Research Collection School Of Computing and Information Systems

People often enjoy sharing outdoor activities together such as walking and hiking. However, when family and friends are separated by distance it can be difficult if not impossible to share such activities. We explore this design space by investigating the benefits and challenges of using a telepresence robot to support outdoor leisure activities. In our study, participants participated in the outdoor activity of geocaching where one person geocached with the help of a remote partner via a telepresence robot. We compared a wide field of view (WFOV) camera to a 360° camera. Results show the benefits of having a physical …


Pageflip: Leveraging Page-Flipping Gestures For Efficient Command And Value Selection On Smartwatches, Teng Han, Jiannan Li, Khalad Hasan, Keisuke Nakamura, Randy Gomez, Ravin Balakrishnan, Pourang Irani Apr 2018

Pageflip: Leveraging Page-Flipping Gestures For Efficient Command And Value Selection On Smartwatches, Teng Han, Jiannan Li, Khalad Hasan, Keisuke Nakamura, Randy Gomez, Ravin Balakrishnan, Pourang Irani

Research Collection School Of Computing and Information Systems

Selecting an item of interest on smartwatches can be tedious and time-consuming as it involves a series of swipe and tap actions. We present PageFlip, a novel method that combines into a single action multiple touch operations such as command invocation and value selection for efficient interaction on smartwatches. PageFlip operates with a page flip gesture that starts by dragging the UI from a corner of the device. We first design PageFlip by examining its key design factors such as corners, drag directions and drag distances. We next compare PageFlip to a functionally equivalent radial menu and a standard swipe …


Mitigating The Effects Of Cyber Attacks And Human Control In An Autonomous Intersection, Karl C. Bentjen Mar 2018

Mitigating The Effects Of Cyber Attacks And Human Control In An Autonomous Intersection, Karl C. Bentjen

Theses and Dissertations

Widespread use of fully autonomous vehicles is near. However, the desire for a human to maintain control, even if limited, of a vehicle will likely never fully subside. Protocols to safely and efficiently manage reservation-based intersections with a mixture of fully autonomous, semi-autonomous, and non-autonomous vehicles exist such as AIM, SemiAIM, and H-AIM. Missing from these protocols is persistent human control of semi-autonomous vehicles in approaching and navigating autonomous intersections without the use of traditional signals. This thesis offers a proof-of-concept of a reservation-based protocol with necessary extensions required for human control in semi-autonomous vehicles. Desired is a protocol that …


Speech Emotion Recognition Using Convolutional Neural Networks, Somayeh Shahsavarani Mar 2018

Speech Emotion Recognition Using Convolutional Neural Networks, Somayeh Shahsavarani

School of Computing: Dissertations, Theses, and Student Research

Automatic speech recognition is an active field of study in artificial intelligence and machine learning whose aim is to generate machines that communicate with people via speech. Speech is an information-rich signal that contains paralinguistic information as well as linguistic information. Emotion is one key instance of paralinguistic information that is, in part, conveyed by speech. Developing machines that understand paralinguistic information, such as emotion, facilitates the human-machine communication as it makes the communication more clear and natural. In the current study, the efficacy of convolutional neural networks in recognition of speech emotions has been investigated. Wide-band spectrograms of the …


Visualize To Realize: Improving Safety Of First Responders, Vikas Sahu Mar 2018

Visualize To Realize: Improving Safety Of First Responders, Vikas Sahu

UNO Student Research and Creative Activity Fair

The goal of this study is to improve the safety of first responders during an emergency hazardous material (hazmat) incident.

  • A first responder (FR) is an individual who arrives first during a hazmat incident and takes the initiative to act in order to minimize the risk to public health and property from such incidents. Often first responders are firefighters.
  • The reports of National Fire Protection Association recorded a national average of more than 30,000 firefighter injuries between 2010-16 (National Fire Protection Association, 2017).
  • According to the US Fire Administration, an average fatality of 120 firefighters were recorded between 2010-16 throughout …


The Way You Move: The Effect Of A Robot Surrogate Movement In Remote Collaboration, Martin Feick, Lora Oehlberg, Anthony Tang, André Miede, Ehud Sharlin Mar 2018

The Way You Move: The Effect Of A Robot Surrogate Movement In Remote Collaboration, Martin Feick, Lora Oehlberg, Anthony Tang, André Miede, Ehud Sharlin

Research Collection School Of Computing and Information Systems

In this paper, we discuss the role of the movement trajectory and velocity enabled by our tele-robotic system (ReMa) for remote collaboration on physical tasks. Our system reproduces changes in object orientation and position at a remote location using a humanoid robotic arm. However, even minor kinematics differences between robot and human arm can result in awkward or exaggerated robot movements. As a result, user communication with the robotic system can become less efficient, less fluent and more time intensive.