8,114 research outputs found

    Design and Evaluation of a Probabilistic Music Projection Interface

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    We describe the design and evaluation of a probabilistic interface for music exploration and casual playlist generation. Predicted subjective features, such as mood and genre, inferred from low-level audio features create a 34- dimensional feature space. We use a nonlinear dimensionality reduction algorithm to create 2D music maps of tracks, and augment these with visualisations of probabilistic mappings of selected features and their uncertainty. We evaluated the system in a longitudinal trial in users’ homes over several weeks. Users said they had fun with the interface and liked the casual nature of the playlist generation. Users preferred to generate playlists from a local neighbourhood of the map, rather than from a trajectory, using neighbourhood selection more than three times more often than path selection. Probabilistic highlighting of subjective features led to more focused exploration in mouse activity logs, and 6 of 8 users said they preferred the probabilistic highlighting mode

    DRLViz: Understanding Decisions and Memory in Deep Reinforcement Learning

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    We present DRLViz, a visual analytics interface to interpret the internal memory of an agent (e.g. a robot) trained using deep reinforcement learning. This memory is composed of large temporal vectors updated when the agent moves in an environment and is not trivial to understand due to the number of dimensions, dependencies to past vectors, spatial/temporal correlations, and co-correlation between dimensions. It is often referred to as a black box as only inputs (images) and outputs (actions) are intelligible for humans. Using DRLViz, experts are assisted to interpret decisions using memory reduction interactions, and to investigate the role of parts of the memory when errors have been made (e.g. wrong direction). We report on DRLViz applied in the context of video games simulators (ViZDoom) for a navigation scenario with item gathering tasks. We also report on experts evaluation using DRLViz, and applicability of DRLViz to other scenarios and navigation problems beyond simulation games, as well as its contribution to black box models interpretability and explainability in the field of visual analytics

    Info Navigator: A visualization tool for document searching and browsing

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    In this paper we investigate the retrieval performance of monophonic and polyphonic queries made on a polyphonic music database. We extend the n-gram approach for full-music indexing of monophonic music data to polyphonic music using both rhythm and pitch information. We define an experimental framework for a comparative and fault-tolerance study of various n-gramming strategies and encoding levels. For monophonic queries, we focus in particular on query-by-humming systems, and for polyphonic queries on query-by-example. Error models addressed in several studies are surveyed for the fault-tolerance study. Our experiments show that different n-gramming strategies and encoding precision differ widely in their effectiveness. We present the results of our study on a collection of 6366 polyphonic MIDI-encoded music pieces

    GUARDIANS final report part 1 (draft): a robot swarm assisting a human fire fighter

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    Emergencies in industrial warehouses are a major concern for fire fighters. The large dimensions together with the development of dense smoke that drastically reduces visibility, represent major challenges. The Guardians robot swarm is designed to assist re ghters in searching a large warehouse. In this paper we discuss the technology developed for a swarm of robots assisting re ghters. We explain the swarming algorithms which provide the functionality by which the robots react to and follow humans while no communication is required. Next we discuss the wireless communication system, which is a so-called mobile ad-hoc network. The communication network provides also the means to locate the robots and humans. Thus the robot swarm is able to provide guidance information to the humans. Together with the fire fighters we explored how the robot swarm should feed information back to the human fire fighter. We have designed and experimented with interfaces for presenting swarm based information to human beings

    GUARDIANS final report

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    Emergencies in industrial warehouses are a major concern for firefghters. The large dimensions together with the development of dense smoke that drastically reduces visibility, represent major challenges. The Guardians robot swarm is designed to assist fire fighters in searching a large warehouse. In this report we discuss the technology developed for a swarm of robots searching and assisting fire fighters. We explain the swarming algorithms which provide the functionality by which the robots react to and follow humans while no communication is required. Next we discuss the wireless communication system, which is a so-called mobile ad-hoc network. The communication network provides also one of the means to locate the robots and humans. Thus the robot swarm is able to locate itself and provide guidance information to the humans. Together with the re ghters we explored how the robot swarm should feed information back to the human fire fighter. We have designed and experimented with interfaces for presenting swarm based information to human beings

    Interfaces for science: Conceptualizing an interactive graphical interface

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    6,849.32 new research journal articles are published every day. The exponential growth of Scientific Knowledge Objects (SKOs) on the Web, makes searches time-consuming. Access to the right and relevant SKOs is vital for research, which calls for several topics, including the visualization of science dynamics. We present an interface model aimed to represent of the relations that emerge in the science social space dynamics, namely through the visualization and navigation of the relational structures between researchers, SKOs, knowledge domains, subdomains, and topics. This interface considers the relationship between the researcher who reads and shares the relevant articles and the researcher who wants to find the most relevant SKOs within a subject matter. This article presents the first iteration of the conceptualization process of the interface layout, its interactivity and visualization structures. It is essential to consider the hierarchical and relational structures/algorithms to represent the science social space dynamics. These structures are not being used as analysis tools, because it is not objective to show the linkage properties of these relationships. Instead, they are used as a means of representing, navigating and exploring these relationships. To sum up, this article provides a framework and fundamental guidelines for an interface layout that explores the social science space dynamics between the researcher who seeks relevant SKOs and the researchers who read and share them.This work has been supported by COMPETE: POCI-01-0145-FEDER- 007043 and FCT - Fundação para a Ciência e Tecnologia within the Project Scope: (UID/CEC/00319/2013) and the Project IViSSEM: ref: POCI-010145-FEDER-28284

    EazyTrack: Exploring Next-Gen Technology and User Experience Design to Help Relieve Stress

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    In this competitive society with the pace of people’s life speeding up, stress is inevitable. Too much stress though will bring negative effects on people’s physical and emotional wellbeing. According to a survey the American Psychological Association conducted from 2007 to 2016, very few actions are being taken to prevent or relieve stress effectively even though an increasing number of people have realized that stress has an impact on health and wellbeing.¹ Untreated chronic stress can contribute to severe health problems including anxiety, insomnia, muscle pain, high blood pressure, and a weakened immune system.² Today, there are many stress trackers or guides on the market to help people solve this problem. However, most of these products lack effective solutions for a user’s individual situation and need design improvements from both a user experience and a visual design perspective to help solve people’s daily problems. This leaves a great opportunity open to help people with mental stress issues through wearable technology. The mission of this thesis project is using data visualization and user interface design to first, help people determine their stress level and second, to provide customized scientific methods for relieving that stress. The final project is an interactive prototype of a mobile application that works with a wearable device which tracks data related to the user’s stress. Overall, the project aims to create a tool with a friendly user experience and attractive visual elements for people with stress issues. It will help them to understand their stress and to manage it in an easier, intuitive and accessible way

    Testing a Shape-Changing Haptic Navigation Device With Vision-Impaired and Sighted Audiences in an Immersive Theater Setting

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    Flatland was an immersive “in-the-wild” experimental theater and technology project, undertaken with the goal of developing systems that could assist “real-world” pedestrian navigation for both vision-impaired (VI) and sighted individuals, while also exploring inclusive and equivalent cultural experiences for VI and sighted audiences. A novel shape-changing handheld haptic navigation device, the “Animotus,” was developed. The device has the ability to modify its form in the user's grasp to communicate heading and proximity to navigational targets. Flatland provided a unique opportunity to comparatively study the use of novel navigation devices with a large group of individuals (79 sighted, 15 VI) who were primarily attending a theater production rather than an experimental study. In this paper, we present our findings on comparing the navigation performance (measured in terms of efficiency, average pace, and time facing targets) and opinions of VI and sighted users of the Animotus as they negotiated the 112 m2 production environment. Differences in navigation performance were nonsignificant across VI and sighted individuals and a similar range of opinions on device function and engagement spanned both groups. We believe more structured device familiarization, particularly for VI users, could improve performance and incorrect technology expectations (such as obstacle avoidance capability), which influenced overall opinion. This paper is intended to aid the development of future inclusive technologies and cultural experiences
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