13,069 research outputs found
Towards automatic generation of multimodal answers to medical questions: a cognitive engineering approach
This paper describes a production experiment carried out to determine which modalities people choose to answer different types of questions. In this experiment participants had to create (multimodal) presentations of answers to general medical questions. The collected answer presentations were coded on types of manipulations (typographic, spatial, graphical), presence of visual media (i.e., photos, graphics, and animations), functions and position of these visual media. The results of a first analysis indicated that participants presented the information in a multimodal way. Moreover, significant differences were found in the information presentation of different answer and question types
Sketching-out virtual humans: From 2d storyboarding to immediate 3d character animation
Virtual beings are playing a remarkable role in today’s public entertainment, while ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. In this paper, we present a fast and intuitive storyboarding interface, which enables users to sketch-out 3D virtual humans, 2D/3D animations, and character intercommunication. We devised an intuitive “stick figurefleshing-outskin mapping” graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path/timing control, and the final animation synthesis by almost pure 2D sketching. A “creative model-based method” is developed, which emulates a human perception process, to generate the 3D human bodies of variational sizes, shapes, and fat distributions. Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication. This system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes
Using Augmented Reality as a Medium to Assist Teaching in Higher Education
In this paper we describe the use of a high-level augmented reality
(AR) interface for the construction of collaborative educational applications
that can be used in practice to enhance current teaching
methods. A combination of multimedia information including spatial
three-dimensional models, images, textual information, video,
animations and sound, can be superimposed in a student-friendly
manner into the learning environment. In several case studies different
learning scenarios have been carefully designed based on
human-computer interaction principles so that meaningful virtual
information is presented in an interactive and compelling way. Collaboration
between the participants is achieved through use of a
tangible AR interface that uses marker cards as well as an immersive
AR environment which is based on software user interfaces
(UIs) and hardware devices. The interactive AR interface has been
piloted in the classroom at two UK universities in departments of
Informatics and Information Science
On the Role of Visuals in Multimodal Answers to Medical Questions
This paper describes two experiments carried out in order to investigate the role of visuals in multimodal answer presentations for a medical question answering system. First, a production experiment was carried out to determine which modalities people choose to answer different types of questions. In this experiment, participants had to create (multimodal) presentations of answers to general medical questions. The collected answer presentations were coded on the presence of visual media (i.e., photos, graphics, and animations) and their function. The results indicated that participants presented the information in a multimodal way. Moreover, significant differences were found in the presentation of different answer and question types. Next, an evaluation experiment was conducted to investigate how users evaluate different types of multimodal answer presentations. In this second experiment, participants had\ud
to assess the informativity and attractiveness of answer presentations for different types of medical questions. These answer presentations, originating from the production experiment, were manipulated in their answer length (brief vs. extended) and their type of picture (illustrative vs. informative). After the participants had assessed the answer presentations, they received a post-\ud
test in which they had to indicate how much they had recalled from the presented answer presentations. The results showed that answer presentations with an informative picture were evaluated as more informative and more attractive than answer presentations with an illustrative picture. The results for the post-test tentatively indicated that learning from answer presentations with an informative picture leads to a better learning performance than learning from purely textual answer presentations
Designing and Implementing Embodied Agents: Learning from Experience
In this paper, we provide an overview of part of our experience in designing and implementing some of the embodied agents and talking faces that we have used for our research into human computer interaction. We focus on the techniques that were used and evaluate this with respect to the purpose that the agents and faces were to serve and the costs involved in producing and maintaining the software. We discuss the function of this research and development in relation to the educational programme of our graduate students
Code Park: A New 3D Code Visualization Tool
We introduce Code Park, a novel tool for visualizing codebases in a 3D
game-like environment. Code Park aims to improve a programmer's understanding
of an existing codebase in a manner that is both engaging and intuitive,
appealing to novice users such as students. It achieves these goals by laying
out the codebase in a 3D park-like environment. Each class in the codebase is
represented as a 3D room-like structure. Constituent parts of the class
(variable, member functions, etc.) are laid out on the walls, resembling a
syntax-aware "wallpaper". The users can interact with the codebase using an
overview, and a first-person viewer mode. We conducted two user studies to
evaluate Code Park's usability and suitability for organizing an existing
project. Our results indicate that Code Park is easy to get familiar with and
significantly helps in code understanding compared to a traditional IDE.
Further, the users unanimously believed that Code Park was a fun tool to work
with.Comment: Accepted for publication in 2017 IEEE Working Conference on Software
Visualization (VISSOFT 2017); Supplementary video:
https://www.youtube.com/watch?v=LUiy1M9hUK
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