19,738 research outputs found

    Mapping Tasks to Interactions for Graph Exploration and Graph Editing on Interactive Surfaces

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    Graph exploration and editing are still mostly considered independently and systems to work with are not designed for todays interactive surfaces like smartphones, tablets or tabletops. When developing a system for those modern devices that supports both graph exploration and graph editing, it is necessary to 1) identify what basic tasks need to be supported, 2) what interactions can be used, and 3) how to map these tasks and interactions. This technical report provides a list of basic interaction tasks for graph exploration and editing as a result of an extensive system review. Moreover, different interaction modalities of interactive surfaces are reviewed according to their interaction vocabulary and further degrees of freedom that can be used to make interactions distinguishable are discussed. Beyond the scope of graph exploration and editing, we provide an approach for finding and evaluating a mapping from tasks to interactions, that is generally applicable. Thus, this work acts as a guideline for developing a system for graph exploration and editing that is specifically designed for interactive surfaces.Comment: 21 pages, minor corrections (typos etc.

    Persistent Homology of Attractors For Action Recognition

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    In this paper, we propose a novel framework for dynamical analysis of human actions from 3D motion capture data using topological data analysis. We model human actions using the topological features of the attractor of the dynamical system. We reconstruct the phase-space of time series corresponding to actions using time-delay embedding, and compute the persistent homology of the phase-space reconstruction. In order to better represent the topological properties of the phase-space, we incorporate the temporal adjacency information when computing the homology groups. The persistence of these homology groups encoded using persistence diagrams are used as features for the actions. Our experiments with action recognition using these features demonstrate that the proposed approach outperforms other baseline methods.Comment: 5 pages, Under review in International Conference on Image Processin

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    A framework to maximise the communicative power of knowledge visualisations

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    Knowledge visualisation, in the field of information systems, is both a process and a product, informed by the closely aligned fields of information visualisation and knowledg management. Knowledge visualisation has untapped potential within the purview of knowledge communication. Even so, knowledge visualisations are infrequently deployed due to a lack of evidence-based guidance. To improve this situation, we carried out a systematic literature review to derive a number of “lenses” that can be used to reveal the essential perspectives to feed into the visualisation production process.We propose a conceptual framework which incorporates these lenses to guide producers of knowledge visualisations. This framework uses the different lenses to reveal critical perspectives that need to be considered during the design process. We conclude by demonstrating how this framework could be used to produce an effective knowledge visualisation

    Supporting Web-based and Crowdsourced Evaluations of Data Visualizations

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    User studies play a vital role in data visualization research because they help measure the strengths and weaknesses of different visualization techniques quantitatively. In addition, they provide insight into what makes one technique more effective than another; and they are used to validate research contributions in the field of information visualization. For example, a new algorithm, visual encoding, or interaction technique is not considered a contribution unless it has been validated to be better than the state of the art and its competing alternatives or has been validated to be useful to intended users. However, conducting user studies is challenging, time consuming, and expensive. User studies generally requires careful experimental designs, iterative refinement, recruitment of study participants, careful management of participants during the run of the studies, accurately collecting user responses, and expertise in statistical analysis of study results. There are several variables that are taken into consideration which can impact user study outcome if not carefully managed. Hence the process of conducting user studies successfully can take several weeks to months. In this dissertation, we investigated how to design an online framework that can reduce the overhead involved in conducting controlled user studies involving web-based visualizations. Our main goal in this research was to lower the overhead of evaluating data visualizations quantitatively through user studies. To this end, we leveraged current research opportunities to provide a framework design that reduces the overhead involved in designing and running controlled user studies of data visualizations. Specifically, we explored the design and implementation of an open-source framework and an online service (VisUnit) that allows visualization designers to easily configure user studies for their web-based data visualizations, deploy user studies online, collect user responses, and analyze incoming results automatically. This allows evaluations to be done more easily, cheaply, and frequently to rapidly test hypotheses about visualization designs. We evaluated the effectiveness of our framework (VisUnit) by showing that it can be used to replicate 84% of 101 controlled user studies published in IEEE Information Visualization conferences between 1995 and 2015. We evaluated the efficiency of VisUnit by showing that graduate students can use it to design sample user studies in less than an hour. Our contributions are two-fold: first, we contribute a flexible design and implementation that facilitates the creation of a wide range of user studies with limited effort; second, we provide an evaluation of our design that shows that it can be used to replicate a wide range of user studies, can be used to reduce the time evaluators spend on user studies, and can be used to support new research

    A record of the design process A systematic investigation of the role, value, and effectiveness of the “process book” for interior design students

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    The aim of this study is to analyze the structure, role, and effectiveness of a design student's "process book" as a method of capturing and facilitating design thinking. The "process book" includes all of the work completed during a design project such as written notes, drawings, and research. This study poses the following research questions: 1) What role and value does the process book have to design students and instructors? 2) How can the process book structure help to reduce a student’s cognitive load, yet allow for the spontaneous actions involved in graphic thinking? This mixed-method research study includes an analysis and exploration of interior design student and instructor perspectives of the process book artifact and tool. The data collection and analysis involves two main components. The first includes an investigation of student and faculty perspectives of the structure, role, and effectivenss of the process book obtained from semi-structured interviews. The second part is an online student survey questionnaire of sophomore, junior, senior, and graduate student perspectives. One interior design program in a large Midwestern university was selected. All students within the undergraduate and graduate program were invited to participate in the survey questionnaire and all faculty were interviewed. Interviews were audio-taped and later transcribed for coding and interpretation. This study serves as a case study and pilot study to provide a foundation for a larger-scale future research initiative. Results from this study will inform two future initiatives: 1) design of a larger-scale research design involving a multi-university sampling frame, and 2) development of a “digital process book” research study. Keywords: Design Process, Design Education, Drawing Research</p

    Leachate treatment by conventional coagulation, electrocoagulation and two-stage coagulation (conventional coagulation and electrocoagulation)

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    Leachate is widely explored and investigated due to highly polluted and difficult to treat. Leachate treatment commonly involves advanced, complicated and high cost activities. Conventional coagulation is widely used in the treatment of wastewater but the sludge production becomes the biggest constraint in this treatment. Electrocoagulation is an alternative to conventional method because it has the same application but produce less sludge and requires simple equipment. Thus, combination of conventional coagulation and electrocoagulation can improve the efficiency of coagulation process in leachate treatment. This article is focusing on the efficiency of single and combined treatment as well as the improvement made by combined treatment. Based on review, the percentage reduction of current density and dose of coagulant was perceptible. As much 50% reduction of current density, duration of treatment, and dose of coagulant able to be obtained by using combined treatment. This combined treatment is able to reduce the cost and at the same time reduce the duration of treatment. Hence, the combined treatment offers an alternative technique for landfill leachate treatment on the removal of pollutants
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