9,969 research outputs found

    Publishing Time Dependent Oceanographic Visualizations using VRML

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    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

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    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

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    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

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    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

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    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

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    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

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    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
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