9,969 research outputs found
Publishing Time Dependent Oceanographic Visualizations using VRML
Oceanographic simulations generate time dependent data; thus, visualizations of this data should include and realize the variable `time'. Moreover, the oceanographers are located across the world and they wish to conveniently communicate and exchange these temporal realizations. This publication of material may be achieved using different methods and languages. VRML provides one convenient publication medium that allows the visualizations to be easily viewed and exchanged between users. Using VRML as the implementation language, we describe five categories of operation. The strategies are determined by the level of calculation that is achieved at the generation stage compared to the playing of the animation. We name the methods: 2D movie, 3D spatial, 3D flipbook, key frame deformation and visualization program
Explaining Latent Factor Models for Recommendation with Influence Functions
Latent factor models (LFMs) such as matrix factorization achieve the
state-of-the-art performance among various Collaborative Filtering (CF)
approaches for recommendation. Despite the high recommendation accuracy of
LFMs, a critical issue to be resolved is the lack of explainability. Extensive
efforts have been made in the literature to incorporate explainability into
LFMs. However, they either rely on auxiliary information which may not be
available in practice, or fail to provide easy-to-understand explanations. In
this paper, we propose a fast influence analysis method named FIA, which
successfully enforces explicit neighbor-style explanations to LFMs with the
technique of influence functions stemmed from robust statistics. We first
describe how to employ influence functions to LFMs to deliver neighbor-style
explanations. Then we develop a novel influence computation algorithm for
matrix factorization with high efficiency. We further extend it to the more
general neural collaborative filtering and introduce an approximation algorithm
to accelerate influence analysis over neural network models. Experimental
results on real datasets demonstrate the correctness, efficiency and usefulness
of our proposed method
LCrowdV: Generating Labeled Videos for Simulation-based Crowd Behavior Learning
We present a novel procedural framework to generate an arbitrary number of
labeled crowd videos (LCrowdV). The resulting crowd video datasets are used to
design accurate algorithms or training models for crowded scene understanding.
Our overall approach is composed of two components: a procedural simulation
framework for generating crowd movements and behaviors, and a procedural
rendering framework to generate different videos or images. Each video or image
is automatically labeled based on the environment, number of pedestrians,
density, behavior, flow, lighting conditions, viewpoint, noise, etc.
Furthermore, we can increase the realism by combining synthetically-generated
behaviors with real-world background videos. We demonstrate the benefits of
LCrowdV over prior lableled crowd datasets by improving the accuracy of
pedestrian detection and crowd behavior classification algorithms. LCrowdV
would be released on the WWW
Leveraging Citation Networks to Visualize Scholarly Influence Over Time
Assessing the influence of a scholar's work is an important task for funding
organizations, academic departments, and researchers. Common methods, such as
measures of citation counts, can ignore much of the nuance and
multidimensionality of scholarly influence. We present an approach for
generating dynamic visualizations of scholars' careers. This approach uses an
animated node-link diagram showing the citation network accumulated around the
researcher over the course of the career in concert with key indicators,
highlighting influence both within and across fields. We developed our design
in collaboration with one funding organization---the Pew Biomedical Scholars
program---but the methods are generalizable to visualizations of scholarly
influence. We applied the design method to the Microsoft Academic Graph, which
includes more than 120 million publications. We validate our abstractions
throughout the process through collaboration with the Pew Biomedical Scholars
program officers and summative evaluations with their scholars
Volume visualization of time-varying data using parallel, multiresolution and adaptive-resolution techniques
This paper presents a parallel rendering approach that allows high-quality visualization of large time-varying volume datasets. Multiresolution and adaptive-resolution techniques are also incorporated to improve the efficiency of the rendering. Three basic steps are needed to implement this kind of an application. First we divide the task through decomposition of data. This decomposition can be either temporal or spatial or a mix of both. After data has been divided, each of the data portions is rendered by a separate processor to create sub-images or frames. Finally these sub-images or frames are assembled together into a final image or animation. After developing this application, several experiments were performed to show that this approach indeed saves time when a reasonable number of processors are used. Also, we conclude that the optimal number of processors is dependent on the size of the dataset used
Inversion of diffraction data for amorphous materials
The general and practical inversion of diffraction data-producing a computer
model correctly representing the material explored - is an important unsolved
problem for disordered materials. Such modeling should proceed by using our
full knowledge base, both from experiment and theory. In this paper, we
describe a robust method to jointly exploit the power of ab initio atomistic
simulation along with the information carried by diffraction data. The method
is applied to two very different systems: amorphous silicon and two
compositions of a solid electrolyte memory material silver-doped GeSe3 . The
technique is easy to implement, is faster and yields results much improved over
conventional simulation methods for the materials explored. By direct
calculation, we show that the method works for both poor and excellent glass
forming materials. It offers a means to add a priori information in first
principles modeling of materials, and represents a significant step toward the
computational design of non-crystalline materials using accurate interatomic
interactions and experimental information
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
- …