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Full-Text Articles in Graphics and Human Computer Interfaces

Methodology Of Augmented Reality Chinese Language Articulatory Pronunciation Practice: Game And Study Design, Daria Sinyagovskaya Jan 2022

Methodology Of Augmented Reality Chinese Language Articulatory Pronunciation Practice: Game And Study Design, Daria Sinyagovskaya

Electronic Theses and Dissertations, 2020-2023

Learning a language can be hard. Learning a language that contains tones to convey meaning is even harder. This dissertation presents a novel methodology for creating a language practice using augmented reality that has never been used before. The design of a new app in AR and non-AR versions can evaluate the same practice methodology. This methodology was applied to new software and was examined in regard to the importance of this software. Although the study results are inconclusive, progress has been made in answering research questions on the effectiveness of AR versus non-AR and the reliability of peer assessment. …


Core Point Pixel-Level Localization By Fingerprint Features In Spatial Domain, Xueyi Ye, Yuzhong Shen, Maosheng Zeng, Yirui Liu, Huahua Chen, Zhijing Zhao Jan 2022

Core Point Pixel-Level Localization By Fingerprint Features In Spatial Domain, Xueyi Ye, Yuzhong Shen, Maosheng Zeng, Yirui Liu, Huahua Chen, Zhijing Zhao

Computational Modeling & Simulation Engineering Faculty Publications

Singular point detection is a primary step in fingerprint recognition, especially for fingerprint alignment and classification. But in present there are still some problems and challenges such as more false-positive singular points or inaccurate reference point localization. This paper proposes an accurate core point localization method based on spatial domain features of fingerprint images from a completely different viewpoint to improve the fingerprint core point displacement problem of singular point detection. The method first defines new fingerprint features, called furcation and confluence, to represent specific ridge/valley distribution in a core point area, and uses them to extract the innermost Curve …


Dark Mode Vogue: Do Light-On-Dark Displays Have Measurable Benefits To Users?, Tara Sethi Jan 2022

Dark Mode Vogue: Do Light-On-Dark Displays Have Measurable Benefits To Users?, Tara Sethi

Theses and Dissertations - All Years

In recent years, dark mode displays have become a popular user interface design trend. Major software providers have promised several benefits to using dark mode (negative polarity) displays. However, most of the prior research showed that light more (positive polarity) is more beneficial to human performance. In this work, we investigated the effect of display polarity (negative and positive) on cognitive load, subjective mental effort, subjective task difficulty, and emotion to assess whether the popularity of these displays is related to aesthetic qualities or true physiological benefits. As the dark mode trend has been observed mostly in younger populations, two …


Interpretable Machine Learning For Self-Service High-Risk Decision Making, Charles Recaido Jan 2022

Interpretable Machine Learning For Self-Service High-Risk Decision Making, Charles Recaido

All Master's Theses

This research contributes to interpretable machine learning via visual knowledge discovery in General Line Coordinates (GLC). The concepts of hyperblocks as interpretable dataset units and GLC are combined to create a visual self-service machine learning model. Two variants of GLC known as Dynamic Scaffold Coordinates (DSC) are proposed. DSC1 and DSC2 can map in a lossless manner multiple dataset attributes to a single two-dimensional (X, Y) Cartesian plane using a dynamic scaffolding graph construction algorithm.

Hyperblock analysis is used to determine visually appealing dataset attribute orders and to reduce line occlusion. It is shown that hyperblocks can generalize decision tree …


Toward Video-Conferencing Tools For Hands-On Activities In Online Teaching, Audrey Labrie, Terrance Mok, Anthony Tang, Michelle Lui, Lora Oehlberg, Lev Poretski Jan 2022

Toward Video-Conferencing Tools For Hands-On Activities In Online Teaching, Audrey Labrie, Terrance Mok, Anthony Tang, Michelle Lui, Lora Oehlberg, Lev Poretski

Research Collection School Of Computing and Information Systems

Many instructors in computing and HCI disciplines use hands-on activities for teaching and training new skills. Beyond simply teaching hands-on skills like sketching and programming, instructors also use these activities so students can acquire tacit skills. Yet, current video-conferencing technologies may not effectively support hands-on activities in online teaching contexts. To develop an understanding of the inadequacies of current video-conferencing technologies for hands-on activities, we conducted 15 interviews with university-level instructors who had quickly pivoted their use of hands-on activities to an online context during the early part of the COVID-19 pandemic. Based on our analysis, we uncovered four pedagogical …


Kg4vis: A Knowledge Graph-Based Approach For Visualization Recommendation, Haotian Li, Yong Wang, Songheng Zhang, Yangqiu Song, Huamin. Qu Jan 2022

Kg4vis: A Knowledge Graph-Based Approach For Visualization Recommendation, Haotian Li, Yong Wang, Songheng Zhang, Yangqiu Song, Huamin. Qu

Research Collection School Of Computing and Information Systems

Visualization recommendation or automatic visualization generation can significantly lower the barriers for general users to rapidly create effective data visualizations, especially for those users without a background in data visualizations. However, existing rule-based approaches require tedious manual specifications of visualization rules by visualization experts. Other machine learning-based approaches often work like black-box and are difficult to understand why a specific visualization is recommended, limiting the wider adoption of these approaches. This paper fills the gap by presenting KG4Vis, a knowledge graph (KG)-based approach for visualization recommendation. It does not require manual specifications of visualization rules and can also guarantee good …


Balancing User Experience For Mobile One-To-One Interpersonal Telepresence, Kevin Pfeil Jan 2022

Balancing User Experience For Mobile One-To-One Interpersonal Telepresence, Kevin Pfeil

Electronic Theses and Dissertations, 2020-2023

The COVID-19 virus disrupted all aspects of our daily lives, and though the world is finally returning to normalcy, the pandemic has shown us how ill-prepared we are to support social interactions when expected to remain socially distant. Family members missed major life events of their loved ones; face-to-face interactions were replaced with video chat; and the technologies used to facilitate interim social interactions caused an increase in depression, stress, and burn-out. It is clear that we need better solutions to address these issues, and one avenue showing promise is that of Interpersonal Telepresence. Interpersonal Telepresence is an interaction paradigm …


Authoring Tools For Augmented Reality Scenario Based Training Experiences, Andres Vargas Gonzalez Jan 2022

Authoring Tools For Augmented Reality Scenario Based Training Experiences, Andres Vargas Gonzalez

Electronic Theses and Dissertations, 2020-2023

Augmented Reality's (AR) scope and capabilities have grown considerably in the last few years. AR applications can be run across devices such as phones, wearables, and head-mounted displays (HMDs). The increasing research and commercial efforts in HMDs capabilities allow end users to map a 3D environment and interact with virtual objects that can respond to the physical aspects of the scene. Within this context, AR is an ideal format for in-situ training scenarios. However, building such AR scenarios requires proficiency in game engine development environments and programming expertise. These difficulties can make it challenging for domain experts to create training …


The Utility Of Electroencephalography For User Input, Caleb Maurice Jan 2022

The Utility Of Electroencephalography For User Input, Caleb Maurice

Williams Honors College, Honors Research Projects

The goal of this paper is to introduce the use of noninvasive brain-computer interfaces to prospective computer scientists. Electroencephalography is explained starting with how a user’s brain waves are measured and ending with how the data is parsed to software programs. To further expand on the ability to implement electroencephalography into software code, and example of a simple game is given. This game is an endless runner, meaning that it has no end and stops once the player’s game piece collides with an object. It is coded in the Python computer language.


Correlations And Reuse For Fast And Accurate Physically Based Light Transport, Benedikt Bitterli Jan 2022

Correlations And Reuse For Fast And Accurate Physically Based Light Transport, Benedikt Bitterli

Dartmouth College Ph.D Dissertations

Light transport is the study of the transfer of light between emitters, surfaces, media and sensors. Fast simulations of light transport play a pivotal role in photo-realistic image synthesis, and find many applications today, including predictive manufacturing, machine learning, scientific visualization and the movie industry. In order to accurately reproduce the appearance of real scenes, light transport must closely approximate the physical laws governing the flow of light. Physically based rendering is a set of principles for codifying these laws into a mathematical model, and is the predominant rendering methodology today.

The representational power of this model is limited to …


Deep Learning For Video-Grounded Dialogue Systems, Hung Le Jan 2022

Deep Learning For Video-Grounded Dialogue Systems, Hung Le

Dissertations and Theses Collection (Open Access)

In recent years, we have witnessed significant progress in building systems with artificial intelligence. However, despite advancements in machine learning and deep learning, we are still far from achieving autonomous agents that can perceive multi-dimensional information from the surrounding world and converse with humans in natural language. Towards this goal, this thesis is dedicated to building intelligent systems in the task of video-grounded dialogues. Specifically, in a video-grounded dialogue, a system is required to hold a multi-turn conversation with humans about the content of a video. Given an input video, a dialogue history, and a question about the video, the …


Using Ai-Enabled Gaze Tracking System To Understand Comprehension Patterns Of Computer Science Students, Bradley Boswell Jan 2022

Using Ai-Enabled Gaze Tracking System To Understand Comprehension Patterns Of Computer Science Students, Bradley Boswell

College of Graduate Studies: Theses & Dissertations

Academic institutions and instructors lack the ability to accurately assess the moment-to-moment attentiveness of students in classrooms where students’ faces are obscured by computer monitors. This can cause the lectures of Computer Science, Information Technology, or other lab-based courses to be incorrectly-paced, which can lead to students having an overall poorer grasp of the subject material. We propose a system for real-time accurate detection of classroom attentiveness using monitor-mounted webcams and eye trackers, along with a Convolutional Neural Network machine learning model (NiCATS). Through the use of a neural network, we produce an initial attentiveness score based on student webcam …


Can I Touch The Clothes On The Screen? The Touch Effect In Online Shopping, Ha Kyung Lee, Dooyoung Choi Jan 2022

Can I Touch The Clothes On The Screen? The Touch Effect In Online Shopping, Ha Kyung Lee, Dooyoung Choi

STEMPS Faculty Publications

We examined the interplay effects of device types (touch vs. non-touch) and the tactile sensitivity (fur vs. woven) on the product attitudes mediated by the mental simulation for touch. The participants from MTurk were randomly assigned to one of two tactile conditions. Responses from those who used tablets (n=83, touch device) and laptops (n=96, non-touch device) were included in the analysis. The main effects of device types and tactile-sensitivity on the mental simulation for touch were significant. The interaction effect of device types and tactile sensitivity was also significant. Those participants seeing the less tactile-sensitive product showed greater mental simulation …


Augmented Reality Integrated Welder Training For Mechanical Engineering Technology, Aditya Akundi, Hamid Eisazadeh, Mona Torabizadeh Jan 2022

Augmented Reality Integrated Welder Training For Mechanical Engineering Technology, Aditya Akundi, Hamid Eisazadeh, Mona Torabizadeh

Engineering Technology Faculty Publications

The shortage of welders is well documented and projected to become more severe for various industries such as shipbuilding in coming years. It is mainly because welding training is a critical and often costly endeavor. This study examines the training potential using augmented reality technology as a critical part of welder training for mechanical engineering technology students. This study assessed the performance of two groups of MET students trained with two different methods. One group received training with the traditional method in three sessions. The second group acquired training initially with an augmented reality welding system for three sessions. Then, …


Temporally Sliced Photon Primitives For Volumetric Time-Of-Flight Rendering, Yang Liu Jan 2022

Temporally Sliced Photon Primitives For Volumetric Time-Of-Flight Rendering, Yang Liu

Dartmouth College Master’s Theses

Traditional steady-state rendering assumes that the light transport has already reached equilibrium. In contrast, time-of-flight rendering removes this assumption and recovers the pattern of light at extremely high temporal resolutions. This novel rendering modality not only provides a way to visualize the propagation of light, but can also empower the advances in time-of-flight imaging and its corresponding applications.

Building on previous work in steady-state volumetric rendering, this thesis introduces a novel framework for deriving new Monte Carlo estimators for solving the time-of-flight rendering problem in participating media. Conceptually, our method starts with any steady-state photon primitive, like a photon plane …


The Effect Of Touch Simulation In Virtual Reality Shopping, Ha Kyung Lee, Namhee Yoon, Dooyoung Choi Jan 2022

The Effect Of Touch Simulation In Virtual Reality Shopping, Ha Kyung Lee, Namhee Yoon, Dooyoung Choi

STEMPS Faculty Publications

This study aims to explore the effect of touch simulation on virtual reality (VR) store satisfaction mediated by VR shopping self-efficacy and VR shopping pleasure. The moderation effects of the autotelic and instrumental need for touch between touch simulation and VR store satisfaction are also explored. Participants wear a head-mounted display VR device (Oculus Go) in a controlled laboratory environment, and their VR store experience is recorded as data. All participants’ responses (n = 58) are analyzed using SPSS 20.0 for descriptive statistics, reliability analysis, exploratory factor analysis, and the Process macro model analysis. The results show that touch simulation …


Attempts To Measure Nanosecond Resolved Electronic Dynamics Of Charge Density Wave Phase Transition In 1t-Tas2, Ben Campbell Jan 2022

Attempts To Measure Nanosecond Resolved Electronic Dynamics Of Charge Density Wave Phase Transition In 1t-Tas2, Ben Campbell

Honors Theses and Capstones

Scanning tunneling microscopes allow for atomic spatial resolution but the resulting images are necessarily time-averaged and fast dynamics are lost. Pump-probe spectroscopy is a common optical technique used to measure ultrafast electronic dynamics but the integration of optical pump-probe spectroscopy into an STM requires specialized knowledge and equipment. Alternatively, an all-electronic pump-probe spectroscopy technique has recently been developed for use with an STM that replaces the laser pulses of optical pump-probe with voltage pulses. In this paper, I implemented an all-electronic pump-probe scheme into an existing scanning tunneling microscope using an arbitrary waveform generator and a lock-in amplifier. I developed …


Realtime Event Detection In Sports Sensor Data With Machine Learning, Mallory Cashman Jan 2022

Realtime Event Detection In Sports Sensor Data With Machine Learning, Mallory Cashman

Honors Theses and Capstones

Machine learning models can be trained to classify time series based sports motion data, without reliance on assumptions about the capabilities of the users or sensors. This can be applied to predict the count of occurrences of an event in a time period. The experiment for this research uses lacrosse data, collected in partnership with SPAITR - a UNH undergraduate startup developing motion tracking devices for lacrosse. Decision Tree and Support Vector Machine (SVM) models are trained and perform with high success rates. These models improve upon previous work in human motion event detection and can be used a reference …


Utilization Of Virtual Reality For General Education Purposes, Amit Lal Jan 2022

Utilization Of Virtual Reality For General Education Purposes, Amit Lal

University of the Pacific Theses and Dissertations

The use of Virtual Reality (VR) in a variety of professional, military, governmental, and educational fields has continued to expand over the past several decades, and the recent Covid-19 pandemic has brought attention to this field. This study surveys 154 college students over 23 questions that include various demographics that can be used to look for discriminators, multiple-choice VR-related questions, as well as a few free-form questions about use of VR in learning environments. The students’ experience with, interest in, and thoughts on how to best use VR vary considerably. The Covid-19 pandemic is found to have limited impact thus …


"What's In A Name?”: The Use Of Instructional Design In Overcoming Terminology Barriers Associated With Dark Patterns, Andrea Curley, Damian Gordon, Dympna O'Sullivan Jan 2022

"What's In A Name?”: The Use Of Instructional Design In Overcoming Terminology Barriers Associated With Dark Patterns, Andrea Curley, Damian Gordon, Dympna O'Sullivan

Conference Papers

Many users experience a phenomena when they are shopping on-line where they feel they are being pressured to either spend more money than they had intended, or to share more personal data than they wanted. In academic circles we use the term “Dark Patterns” to describe these deceptive practices, and categorize them as being within the discipline of User Experience (Narayanan, 2020). As academics it is important to name phenomena, and to categorize them, so that we can discuss and analyze these issues. However, this particular topic is one that all users should be made aware of when interacting online, …


Eye Movement And Pupil Measures: A Review, Bhanuka Mahanama, Yasith Jayawardana, Sundararaman Rengarajan, Gavindya Jayawardena, Leanne Chukoskie, Joseph Snider, Sampath Jayarathna Jan 2022

Eye Movement And Pupil Measures: A Review, Bhanuka Mahanama, Yasith Jayawardana, Sundararaman Rengarajan, Gavindya Jayawardena, Leanne Chukoskie, Joseph Snider, Sampath Jayarathna

Computer Science Faculty Publications

Our subjective visual experiences involve complex interaction between our eyes, our brain, and the surrounding world. It gives us the sense of sight, color, stereopsis, distance, pattern recognition, motor coordination, and more. The increasing ubiquity of gaze-aware technology brings with it the ability to track gaze and pupil measures with varying degrees of fidelity. With this in mind, a review that considers the various gaze measures becomes increasingly relevant, especially considering our ability to make sense of these signals given different spatio-temporal sampling capacities. In this paper, we selectively review prior work on eye movements and pupil measures. We first …


Toward A Real-Time Index Of Pupillary Activity As An Indicator Of Cognitive Load, Gavindya Jayawardena, Yasith Jayawardana, Sampath Jayarathna, Jonas Högström, Thomas Papa, Deepak Akkil, Andrew T. Duchowski, Vsevolod Peysakhovich, Izabela Krejtz, Nina Gehrer, Krzysztof Krejtz Jan 2022

Toward A Real-Time Index Of Pupillary Activity As An Indicator Of Cognitive Load, Gavindya Jayawardena, Yasith Jayawardana, Sampath Jayarathna, Jonas Högström, Thomas Papa, Deepak Akkil, Andrew T. Duchowski, Vsevolod Peysakhovich, Izabela Krejtz, Nina Gehrer, Krzysztof Krejtz

Computer Science Faculty Publications

The Low/High Index of Pupillary Activity (LHIPA), an eye-tracked measure of pupil diameter oscillation, is redesigned and implemented to function in real-time. The novel Real-time IPA (RIPA) is shown to discriminate cognitive load in re-streamed data from earlier experiments. Rationale for the RIPA is tied to the functioning of the human autonomic nervous system yielding a hybrid measure based on the ratio of Low/High frequencies of pupil oscillation. The paper's contribution is drawn from provision of documentation of the calculation of the RIPA. As with the LHIPA, it is possible for researchers to apply this metric to their own experiments …


Multi-User Eye-Tracking, Bhanuka Mahanama Jan 2022

Multi-User Eye-Tracking, Bhanuka Mahanama

Computer Science Faculty Publications

The human gaze characteristics provide informative cues on human behavior during various activities. Using traditional eye trackers, assessing gaze characteristics in the wild requires a dedicated device per participant and therefore is not feasible for large-scale experiments. In this study, we propose a commodity hardware-based multi-user eye-tracking system. We leverage the recent advancements in Deep Neural Networks and large-scale datasets for implementing our system. Our preliminary studies provide promising results for multi-user eye-tracking on commodity hardware, providing a cost-effective solution for large-scale studies.


Humans And The Core Partition: An Agent-Based Modeling Experiment, Andrew J. Collins, Sheida Etemadidavan Jan 2022

Humans And The Core Partition: An Agent-Based Modeling Experiment, Andrew J. Collins, Sheida Etemadidavan

Engineering Management & Systems Engineering Faculty Publications

Although strategic coalition formation is traditionally modeled using cooperative game theory, behavioral game theorists have repeatedly shown that outcomes predicted by game theory are different from those generated by actual human behavior. To further explore these differences, in a cooperative game theory context, we experiment to compare the outcomes resulting from human participants’ behavior to those generated by a cooperative game theory solution mechanism called the core partition. Our experiment uses an interactive simulation of a glove game, a particular type of cooperative game, to collect the participant’s decision choices and their resultant outcomes. Two different glove games are considered, …


User Experience Design Practices In Industry (Case Study From Indonesian Information Technology Companies), Isnan Nugraha, Agung Fatwanto Dec 2021

User Experience Design Practices In Industry (Case Study From Indonesian Information Technology Companies), Isnan Nugraha, Agung Fatwanto

Elinvo (Electronics, Informatics, and Vocational Education)

User Experience (UX) is a term that has received a lot of attention in the last decade. The number of industries whose consider the importance of implementing the UX design process within their development cycle has increased. Therefore, we think it is important to investigate how UX design processes are implemented in the industries. In this research, we take a qualitative approach with descriptive methods by investigating six information technology companies in Indonesia. As a result, we found that most of these information technology companies implement the UX design process as part of their operation and consider that the UX …


Evaluating Technology-Mediated Collaborative Workflows For Telehealth, Christopher Bondy Ph.D., Pengcheng Shi, Pamela Grover Md, Vicki Hanson, Linlin Chen, Rui Li Dec 2021

Evaluating Technology-Mediated Collaborative Workflows For Telehealth, Christopher Bondy Ph.D., Pengcheng Shi, Pamela Grover Md, Vicki Hanson, Linlin Chen, Rui Li

Articles

Goals: This paper discusses the need for a predictable method to evaluate gains and gaps of collaborative technology-mediated workflows and introduces an evaluation framework to address this need. Methods: The Collaborative Space Analysis Framework (CS-AF), introduced in this research, is a cross-disciplinary evaluation method designed to evaluate technology-mediated collaborative workflows. The 5-step CS-AF approach includes: (1) current-state workflow definition, (2) current-state (baseline) workflow assessment, (3) technology-mediated workflow development and deployment, (4) technology-mediated workflow assessment, (5) analysis, and conclusions. For this research, a comprehensive, empirical study of hypertension exam workflow for telehealth was conducted using the CS-AF approach. Results: The CS-AF …


What Interactive Web Features Are Most Used, Travis Tyler Dec 2021

What Interactive Web Features Are Most Used, Travis Tyler

Experiential Learning Projects

The use of interactive features in websites has become common place on the internet. People use these tools to help navigate and understand the content related to that website. However, due the large variety of websites it can be tricky to understand what features are best to utilize based on the topic of your site. This paper seeks to address this issue by researching how users interact and utilized different features on different websites. Research is gathered via scholarly articles and direct data gathered from volunteers. This data shows users tend to favor more interactive tools to help with navigation, …


Evaluation Of Gpu Acceleration For Wrf–Sfire, Joshua Benz Dec 2021

Evaluation Of Gpu Acceleration For Wrf–Sfire, Joshua Benz

Master's Projects

WRF–SFIRE is an open source, atmospheric–wildfire model that couples the WRF model with the level set fire spread model to simulate wildfires in real time. This model has many applications and more scientific questions can be asked and answered if the model can be run faster. Nvidia has put a lot of effort into easing the barrier of entry for accelerating applications with their tools to be run on GPUs. Various physical simulations have been successfully ported to utilize GPUs and have benefited from the speed increase. In this research, we take a look at WRF-SFIRE and try to use …


Winter 2021 Dec 2021

Winter 2021

In The Loop

2021 Emmy Nominees; Animator Tapped by Cartoon Network; IndieCade Horizons 2021; Hack4Space; Security Daemons Prevail; Role Models: DePaul Originals Game Studio students build industry-level skills that benefit themselves and others; Frames and Fortune: Eugene Bush programmed his indie video studio with patience and planning; Reality Check: Heather Snyder Quinn augments reality to question systems of unchecked power


Comparative Analysis Of Rgb-Based Eye-Tracking For Large-Scale Human-Machine Applications, Brett Thaman, Trung Cao Dec 2021

Comparative Analysis Of Rgb-Based Eye-Tracking For Large-Scale Human-Machine Applications, Brett Thaman, Trung Cao

Posters-at-the-Capitol

Gaze tracking has become an established technology that enables using an individual’s gaze as an input signal to support a variety of applications in the context of Human-Computer Interaction. Gaze tracking primarily relies on sensing devices such as infrared (IR) cameras. Nevertheless, in the recent years, several attempts have been realized at detecting gaze by acquiring and processing images acquired from standard RGB cameras. Nowadays, there are only a few publicly available open-source libraries and they have not been tested extensively. In this paper, we present the result of a comparative analysis that studied a commercial eye-tracking device using IR …