Learning Euclidean-To-Riemannian Metric For Point-To-Set Classification,
2014
Singapore Management University
Learning Euclidean-To-Riemannian Metric For Point-To-Set Classification, Zhiwu Huang, R. Wang, S. Shan, X. Chen
Research Collection School Of Computing and Information Systems
In this paper, we focus on the problem of point-to-set classification, where single points are matched against sets of correlated points. Since the points commonly lie in Euclidean space while the sets are typically modeled as elements on Riemannian manifold, they can be treated as Euclidean points and Riemannian points respectively. To learn a metric between the heterogeneous points, we propose a novel Euclidean-to-Riemannian metric learning framework. Specifically, by exploiting typical Riemannian metrics, the Riemannian manifold is first embedded into a high dimensional Hilbert space to reduce the gaps between the heterogeneous spaces and meanwhile respect the Riemannian geometry of …
Daisy Filter Flow: A Generalized Discrete Approach To Dense Correspondences,
2014
Singapore Management University
Daisy Filter Flow: A Generalized Discrete Approach To Dense Correspondences, Hongsheng Yang, Wen-Yan Lin, Jiangbo Lu
Research Collection School Of Computing and Information Systems
No abstract provided.
Interactive Two-Sided Transparent Displays: Designing For Collaboration,
2014
Singapore Management University
Interactive Two-Sided Transparent Displays: Designing For Collaboration, Jiannan Li, Saul Greenberg, Ehud Sharlin, Joaquim Jorge
Research Collection School Of Computing and Information Systems
Transparent displays can serve as an important collaborative medium supporting face-to-face interactions over a shared visual work surface. Such displays enhance workspace awareness: when a person is working on one side of a transparent display, the person on the other side can see the other's body, hand gestures, gaze and what he or she is actually manipulating on the shared screen. Even so, we argue that designing such transparent displays must go beyond current offerings if it is to support collaboration. First, both sides of the display must accept interactive input, preferably by at least touch and / or pen, …
Constructive Visualization,
2014
Singapore Management University
Constructive Visualization, Samuel Huron, Sheelagh Carpendale, Alice Thudt, Anthony Tang, Michael Mauerer
Research Collection School Of Computing and Information Systems
If visualization is to be democratized, we need to provide means for non-experts to create visualizations that allow them to engage directly with datasets. We present constructive visualization a new paradigm for the simple creation of flexible, dynamic visualizations. Constructive visualization is simple—in that the skills required to build and manipulate the visualizations are akin to kindergarten play; it is expressive— in that one can build within the constraints of the chosen environment, and it also supports dynamics — in that these constructed visualizations can be rebuilt and adjusted. We describe the conceptual components and processes underlying constructive visualization, and …
Virtual Reality Engine Development,
2014
California Polytechnic State University, San Luis Obispo
Virtual Reality Engine Development, Varun Varahamurthy
Master's Theses
With the advent of modern graphics and computing hardware and cheaper sensor and display technologies, virtual reality is becoming increasingly popular in the fields of gaming, therapy, training and visualization. Earlier attempts at popularizing VR technology were plagued by issues of cost, portability and marketability to the general public. Modern screen technologies make it possible to produce cheap, light head-mounted displays (HMDs) like the Oculus Rift, and modern GPUs make it possible to create and deliver a seamless real-time 3D experience to the user. 3D sensing has found an application in virtual and augmented reality as well, allowing for a …
Coffee: Context Observer For Fast Enthralling Entertainment,
2014
California Polytechnic State University, San Luis Obispo
Coffee: Context Observer For Fast Enthralling Entertainment, Anthony M. Lenz
Master's Theses
Desktops, laptops, smartphones, tablets, and the Kinect, oh my! With so many devices available to the average consumer, the limitations and pitfalls of each interface are becoming more apparent. Swimming in devices, users often have to stop and think about how to interact with each device to accomplish the current tasks at hand. The goal of this thesis is to minimize user cognitive effort in handling multiple devices by creating a context aware hybrid interface. The context aware system will be explored through the hybridization of gesture and touch interfaces using a multi-touch coffee table and the next-generation Microsoft Kinect. …
A Proof Of Concept For Crowdsourcing Color Perception Experiments,
2014
California Polytechnic State University, San Luis Obispo
A Proof Of Concept For Crowdsourcing Color Perception Experiments, Ryan Nathaniel Mcleod
Master's Theses
Accurately quantifying the human perception of color is an unsolved prob- lem. There are dozens of numerical systems for quantifying colors and how we as humans perceive them, but as a whole, they are far from perfect. The ability to accurately measure color for reproduction and verification is critical to indus- tries that work with textiles, paints, food and beverages, displays, and media compression algorithms. Because the science of color deals with the body, mind, and the subjective study of perception, building models of color requires largely empirical data over pure analytical science. Much of this data is extremely dated, …
Smarticles: A Method For Identifying And Correcting Instability And Error Caused By Explicit Integration Techniques In Physically Based Simulations,
2014
California Polytechnic State University, San Luis Obispo
Smarticles: A Method For Identifying And Correcting Instability And Error Caused By Explicit Integration Techniques In Physically Based Simulations, Susan Aileen Marano
Master's Theses
Using an explicit integration method in physically based animations has many advantages including conceptual and computational simplicity, however, it re- quires small time steps to ensure low numerical instability. Simulations with large numbers of individually interacting components such as cloth, hair, and fluid models, are limited by the sections of particles most susceptible to error. This results in the need for smaller time steps than required for the majority of the system. These sections can be diverse and dynamic, quickly changing in size and location based on forces in the system. Identifying and handling these trou- blesome sections could allow …
Institutional Boundaries And Trust Of Virtual Teams In Collaborative Design: An Experimental Study In A Virtual World Environment,
2014
Singapore Management University
Institutional Boundaries And Trust Of Virtual Teams In Collaborative Design: An Experimental Study In A Virtual World Environment, Shu Z. Schiller, Brian Mennecke, Fiona Fui-Hoon Nah, Andy Luse
Research Collection School Of Computing and Information Systems
Members of virtual teams often collaborate within and across institutional boundaries. This research investigates the effects of boundary spanning conditions on the development of team trust and team satisfaction. Two hundred and eighty-two participants carried out a collaborative design task over several weeks in a virtual world, Second Life. Multigroup structural equation modeling was used to examine our research model, which compares individual level measurement between two boundary spanning team conditions. The results indicate that trusting beliefs have a positive impact on team trust, which in turn, influences team satisfaction. Further, we found that, compared to cross-boundary teams, within-boundary teams …
Gamification Of Education: A Review Of Literature,
2014
Singapore Management University
Gamification Of Education: A Review Of Literature, Fiona Fui-Hoon Nah, Qing Zeng, Venkata R. Telaprolu, Abhishek Padmanabhuni Ayyappa, Brenda Eschenbrenner
Research Collection School Of Computing and Information Systems
We synthesized the literature on gamification of education by conducting a review of the literature on gamification in the educational and learning context. Based on our review, we identified several game design elements that are used in education. These game design elements include points, levels/stages, badges, leaderboards, prizes, progress bars, storyline, and feedback. We provided examples from the literature to illustrate the application of gamification in the educational context.
Hydrographic Surface Modeling Through A Raster Based Spline Creation Method,
2014
University of New Orleans
Hydrographic Surface Modeling Through A Raster Based Spline Creation Method, Julie G. Alexander
LSU New Orleans Theses and Dissertations
The United States Army Corp of Engineers relies on accurate and detailed surface models for various construction projects and preventative measures. To aid in these efforts, it is necessary to work for advancements in surface model creation. Current methods for model creation include Delaunay triangulation, raster grid interpolation, and Hydraulic Spline grid generation. While these methods produce adequate surface models, attempts for improved methods can still be made.
A method for raster based spline creation is presented as a variation of the Hydraulic Spline algorithm. By implementing Hydraulic Splines in raster data instead of vector data, the model creation process …
The Design And Implementation Of A Lightweight Game Engine For The Iphone Platform,
2014
University of Arkansas, Fayetteville
The Design And Implementation Of A Lightweight Game Engine For The Iphone Platform, Luke B. Godfrey
Computer Science and Computer Engineering Undergraduate Honors Theses
In this thesis, the design for a two dimensional game engine for the iPhone using the entity component system (ECS) model is presented as a solution to enable developers to streamline game development. Some background concepts are explained, including the ECS model and a brief overview of part of the iOS SDK used in this project. Related work is explored. An implementation of the design is then described in detail, presented as two parts: a framework and a core set of systems. Finally, the implemented engine is evaluated according to three criteria: ease of use, flexibility, and efficiency. The results …
A Framework For Constructing Serious Games,
2014
University of Arkansas, Fayetteville
A Framework For Constructing Serious Games, Taylor Glen Yust
Graduate Theses and Dissertations
Communicating ideas and knowledge through serious games is a trend that is currently gaining in popularity. However, at present, there is a distinct lack of a game development methodology that takes a critical approach to transforming information into gameplay. This thesis presents a framework that can be followed to construct compelling serious games that are effective at transferring knowledge to the player. This is accomplished through an analysis of atomic knowledge items and their relationships to one another, followed by a meaningful and synergetic implementation of these ideas at a foundational mechanics level.
This thesis also describes the development of …
Efficient Ray Tracing For Mobile Devices,
2014
University of Arkansas, Fayetteville
Efficient Ray Tracing For Mobile Devices, Rafael De Melo Aroxa
Graduate Theses and Dissertations
The demand for mobile devices with higher graphics performance has increased substantially in the past few years. Most mobile applications that demand 3D graphics use commonly available frameworks, such as Unity and Unreal Engine. In mobile devices, these frameworks are built on top of OpenGL ES and use a graphics technique called rasterization, a simple concept that yields good performance without sacrificing graphic quality. However, rasterization cannot easily handle some physical phenomena of light (i.e. reflection and refraction). In order to support such effects, the graphics framework has to emulate them, thereby leading to suboptimal results in term of quality. …
Exploring Video Streaming In Public Settings: Shared Geocaching Over Distance Using Mobile Video Chat,
2014
Singapore Management University
Exploring Video Streaming In Public Settings: Shared Geocaching Over Distance Using Mobile Video Chat, Jason Procyk, Carman Neustaedter, Carolyn Pang, Anthony Tang, Tejinder K. Judge
Research Collection School Of Computing and Information Systems
Our research explores the use of mobile video chat in public spaces by people participating in parallel experiences, where both a local and remote person are doing the same activity together at the same time. We prototyped a wearable video chat experience and had pairs of friends and family members participate in 'shared geocaching' over distance. Our results show that video streaming works best for navigation tasks but is more challenging to use for fine-grained searching tasks. Video streaming also creates a very intimate experience with a remote partner, but this can lead to distraction from the 'real world' and …
Medical Imaging Specialists And 3d: A Domain Perspective On Mobile 3d Interactions,
2014
University of Calgary
Medical Imaging Specialists And 3d: A Domain Perspective On Mobile 3d Interactions, Teddy Seyed, Frank Maurer, Francisco Marinho Rodrigues, Anthony Tang
Research Collection School Of Computing and Information Systems
3D volumetric medical images, such as MRIs, are commonly explored and interacted with by medical imaging experts using systems that require keyboard and mouse-based techniques. These techniques have presented challenges for medical imaging specialists: 3D spatial navigation is difficult, in addition to the detailed selection and analysis of 3D medical images being difficult due to depth perception and occlusion issues. In this work, we explore a potential solution to these challenges by using tangible interaction techniques with a mobile device to simplify 3D interactions for medical imaging specialists. We discuss preliminary observations from our design sessions with medical imaging specialists …
One Space: Shared Visual Scenes For Active Free Play,
2014
Singapore Management University
One Space: Shared Visual Scenes For Active Free Play, Maayan Cohen, Kody Dillman, Haley Macleod, Seth Hunter, Anthony Tang
Research Collection School Of Computing and Information Systems
Children engage in free play for emotional, physical and social development; researchers have explored supporting free play between physically remote playmates using videoconferencing tools. We show that the configuration of the video conferencing setup affects play. Specifically, we show that a shared visual scene configuration promotes fundamentally active forms of engaged, co-operative play.
Supporting Non-Verbal Visual Communication In Online Group Art Therapy,
2014
University of Calgary
Supporting Non-Verbal Visual Communication In Online Group Art Therapy, Brennan Jones, Kate Collie, Sara Prins Hankinson, Anthony Tang
Research Collection School Of Computing and Information Systems
Art therapy provides therapeutic benefit to people suffering from chronic pain, and recent work has explored supporting art therapy through online tools such as chat forums and discussion boards. These tools give people the benefit of engaging in art therapy without the burden of having to leave one’s home (when transportation may be a challenge), and allowing people to reveal their identities through dialogue and activity rather than through one’s appearance. However, these tools also do not provide much opportunity for collaboration and shared art making. Because group members are not aware of each other’s actions and non-verbal cues in …
Automatic Objects Removal For Scene Completion,
2014
University of North Georgia
Automatic Objects Removal For Scene Completion, Jianjun Yang, Yin Wang, Honggang Wang, Kun Hua, Wei Wang, Ju Shen
Computer Science Faculty Publications
With the explosive growth of Web-based cameras and mobile devices, billions of photographs are uploaded to the Internet. We can trivially collect a huge number of photo streams for various goals, such as 3D scene reconstruction and other big data applications. However, this is not an easy task due to the fact the retrieved photos are neither aligned nor calibrated. Furthermore, with the occlusion of unexpected foreground objects like people, vehicles, it is even more challenging to find feature correspondences and reconstruct realistic scenes. In this paper, we propose a structure-based image completion algorithm for object removal that produces visually …
Celebrowser: An Example Of Browsing Big Data On Small Device,
2014
Singapore Management University
Celebrowser: An Example Of Browsing Big Data On Small Device, Song Tan, Chong-Wah Ngo, Jun Xu, Yong Rui
Research Collection School Of Computing and Information Systems
In this demonstration, we demonstrate a mobile-based celebrity video browsing system called CeleBrowser. Using this system, users can interactively switch among four views: people-centric, timeline-centric, month-centric and topic-centric, for browsing celebrity-related hot videos. A peculiarity of the demonstration is to highlight the advantage of multiperspective information organization and presentation in engaging users for exploratory browsing of large number of Web videos on a device with small screen. Technology-wise the demonstration shows how query logs collected for six months from two vertical search engines are leveraged for mining hot events and videos of celebrities.
