86,587 research outputs found
Improving Usability of Interactive Graphics Specification and Implementation with Picking Views and Inverse Transformations
Specifying and programming graphical interactions are difficult tasks,
notably because designers have difficulties to express the dynamics of the
interaction. This paper shows how the MDPC architecture improves the usability
of the specification and the implementation of graphical interaction. The
architecture is based on the use of picking views and inverse transforms from
the graphics to the data. With three examples of graphical interaction, we show
how to express them with the architecture, how to implement them, and how this
improves programming usability. Moreover, we show that it enables implementing
graphical interaction without a scene graph. This kind of code prevents from
errors due to cache consistency management
Levitating Particle Displays with Interactive Voxels
Levitating objects can be used as the primitives in a new type of display. We present levitating particle displays and show how research into object levitation is enabling a new way of presenting and interacting with information. We identify novel properties of levitating particle displays and give examples of the interaction techniques and applications they allow. We then discuss design challenges for these displays, potential solutions, and promising areas for future research
Subjective information visualizations
Information Visualizations (InfoViz) are systems that require high levels of cognitive processing. They
revolve around the notion of decoding and interpreting visual patterns in order to achieve certain
goals. We argue that purely designing for the visual will not allow for optimum experiences since there
is more to InfoViz than just the visual. Interaction is a key to achieving higher levels of knowledge. In
this position paper we present a different perspective on the underlying meaning of interaction, where
we describe it as incorporating both the visual and the physical activities. By physical activities we
mean the physical actions upon the physical input device/s. We argue that interaction is the key
element for supporting users’ subjective experiences hence these experiences should first be
understood. All the discussions in this paper are based upon on going work in the field of visualizing
the literature knowledge domain (LKDViz)
Resolving Combinatorial Ambiguities in Dilepton Event Topologies with Constrained Variables
We advocate the use of on-shell constrained variables in order to
mitigate the combinatorial problem in SUSY-like events with two invisible
particles at the LHC. We show that in comparison to other approaches in the
literature, the constrained variables provide superior ansatze for the
unmeasured invisible momenta and therefore can be usefully applied to
discriminate combinatorial ambiguities. We illustrate our procedure with the
example of dilepton events. We critically review the existing
methods based on the Cambridge variable and MAOS-reconstruction of
invisible momenta, and show that their algorithm can be simplified without loss
of sensitivity, due to a perfect correlation between events with complex
solutions for the invisible momenta and events exhibiting a kinematic endpoint
violation. Then we demonstrate that the efficiency for selecting the correct
partition is further improved by utilizing the variables instead.
Finally, we also consider the general case when the underlying mass spectrum is
unknown, and no kinematic endpoint information is available
Hidden Pursuits: Evaluating Gaze-selection via Pursuits when the Stimuli's Trajectory is Partially Hidden
The idea behind gaze interaction using Pursuits is to leverage the human's smooth pursuit eye movements performed when following moving targets. However, humans can also anticipate where a moving target would reappear if it temporarily hides from their view. In this work, we investigate how well users can select targets using Pursuits in cases where the target's trajectory is partially invisible (HiddenPursuits): e.g., can users select a moving target that temporarily hides behind another object? Although HiddenPursuits was not studied in the context of interaction before, understanding how well users can perform HiddenPursuits presents numerous opportunities, particularly for small interfaces where a target's trajectory can cover area outside of the screen. We found that users can still select targets quickly via Pursuits even if their trajectory is up to 50% hidden, and at the expense of longer selection times when the hidden portion is larger. We discuss how gaze-based interfaces can leverage HiddenPursuits for an improved user experience
SIW cavity-backed slot (multi-)antenna systems for the next generation IoT applications
Substrate integrated waveguide (SIW) cavity-backed slot antenna topologies are promising candidates to adress the specific design challenges posed by the Internet of Things (IoT). In this contribution, we demonstrate their potential by discussing two designs on two different, application-specific, innovative substrate materials. First, a compact, ultra-wideband three-element array with very low mutual coupling is presented for integration into furniture. In the second design, the half-mode SIW technique is applied to obtain a miniaturized ultra-wideband design, enabling invisible integration into cork floor and wall tiles. The compactness, integrability, and stable, high performance of both designs in different operating conditions, make them ideal candidates for IoT applications
Sparticles in Motion - getting to the line in compressed scenarios with the Recursive Jigsaw Reconstruction
The observation of light super-partners from a supersymmetric extension to
the Standard Model is an intensely sought-after experimental outcome, providing
an explanation for the stabilization of the electroweak scale and indicating
the existence of new particles which could be consistent with dark matter
phenomenology. For compressed scenarios, where sparticle spectra
mass-splittings are small and decay products carry low momenta, dedicated
techniques are required in all searches for supersymmetry. In this paper we
suggest an approach for these analyses based on the concept of Recursive Jigsaw
Reconstruction, decomposing each event into a basis of complementary
observables, for cases where strong initial state radiation has sufficient
transverse momentum to elicit the recoil of any final state sparticles. We
introduce a collection of kinematic observables which can be used to probe
compressed scenarios, in particular exploiting the correlation between missing
momentum and that of radiative jets. As an example, we study squark and gluino
production, focusing on mass-splittings between parent super-particles and
their lightest decay products between 25 and 200 GeV, in hadronic final states
where there is an ambiguity in the provenance of reconstructed jets
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