365 research outputs found

    Spherical layout : Layout for 3D graph visualization

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    The goal of this work was centered in the graph visualization. The hope is that the extra dimension would give, literally, more space, and that this would ease the problem of displaying large structures. In spite of their apparent simplicity, the displaying of graphs in 3D can also introduce new problems that can be overcome with the appropriate interactions. So, we have developed a new visualization technique for 3D graph visualization; this includes the design of a new graph layout that we called spherical layout and the set of interactions that can be applied on this representation. This technique allows representing structures to different levels of detail and also can be used as a visualization technique that allows more information to be visualized; based on the universe metaphor, the visualization technique was extended keeping all the time the consistency between the visual representation and the metaphor.Facultad de Informátic

    Semantics-based visualization

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    Visualization is the process of mapping data into visual dimensions to create a visual representation to amplify cognition. Visual representations are essential aids to human cognitive tasks. They are valued to the extent that they provide stable and external reference points upon which dynamic activities and thought processes may be calibrated and upon which models and theories can be tested and confirmed. The active use and manipulation of visual representations makes many complex and intensive cognitive tasks feasible. A visual representation is able to convey relationships among many elements in parallel and provides an individual with directly observable memory. A successful visualization allows the user to gain insight into the data, i.e. to communicate different aspect of the data in an effective way. Even with today’s visualization systems that give the user a considerable control over the visualization process, it can be difficult to produce an effective visualization. To obtain useful results, a user had to know which questions to pose; problems had to be framed in very precise terms. A strategy to improve this situation is to guide the user in the selection of the parameters involved in the visualization. Our research goal is the design of a visualization system that assist the user in the construction of the visualization, by considering the semantic of the data, the semantic of the stages through all the visualization process and the semantic of the external elements affecting the visualization.Presentado en el Encuentro de Tesistas de PostgradoRed de Universidades con Carreras en Informática (RedUNCI

    AnArU, a virtual reality framework for physical human interactions

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    Virtual Reality has become, once again, a popular and interesting topic, both as a research and commercial field. This trend has its origin in the use of mobile devices as computational core and displays for Virtual Reality. Android is one of the most used platform in this context and Unity3d is a suitable game engine for such platform. In order to improve the immersive experience, some electronic devices, Arduino especially, are used to gather information, such as the movement of the user’s arms or legs. Although Android, Arduino and Unity3d are often used independently in Virtual Reality investigations, few studies use all of them together. Furthermore, each time these technologies are used in a new project, the developers have to think about a new way of communication between them. In this work we present AnArU, a framework for physical human interaction in Virtual Reality. The goal of AnArU is to allow an easy, efficient and extensible communication between the hardware and software involved in the Virtual Reality System.Facultad de Informátic

    AnArU, a virtual reality framework for physical human interactions

    Get PDF
    Virtual Reality has become, once again, a popular and interesting topic, both as a research and commercial field. This trend has its origin in the use of mobile devices as computational core and displays for Virtual Reality. Android is one of the most used platform in this context and Unity3d is a suitable graphic engine for such platform. In order to improve the immersive experience, some electronic devices, Arduino especially, are used to gather information, such as the movement of the user's arms or legs. Although these three elements are often used in Virtual Reality, few studies use all of them in combination. Those who do, do not develop a reusable framework for their implementations. In this work we present AnArU, a framework for physical human interaction in Virtual Reality. The goal of AnArU is to allow an easy, efficient and extensible communication between electronic devices and the Virtual Reality system.XIII Workshop Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI

    AnArU, a virtual reality framework for physical human interactions

    Get PDF
    Virtual Reality has become, once again, a popular and interesting topic, both as a research and commercial field. This trend has its origin in the use of mobile devices as computational core and displays for Virtual Reality. Android is one of the most used platform in this context and Unity3d is a suitable game engine for such platform. In order to improve the immersive experience, some electronic devices, Arduino especially, are used to gather information, such as the movement of the user’s arms or legs. Although Android, Arduino and Unity3d are often used independently in Virtual Reality investigations, few studies use all of them together. Furthermore, each time these technologies are used in a new project, the developers have to think about a new way of communication between them. In this work we present AnArU, a framework for physical human interaction in Virtual Reality. The goal of AnArU is to allow an easy, efficient and extensible communication between the hardware and software involved in the Virtual Reality System.Facultad de Informátic

    AnArU, a virtual reality framework for physical human interactions

    Get PDF
    Virtual Reality has become, once again, a popular and interesting topic, both as a research and commercial field. This trend has its origin in the use of mobile devices as computational core and displays for Virtual Reality. Android is one of the most used platform in this context and Unity3d is a suitable graphic engine for such platform. In order to improve the immersive experience, some electronic devices, Arduino especially, are used to gather information, such as the movement of the user's arms or legs. Although these three elements are often used in Virtual Reality, few studies use all of them in combination. Those who do, do not develop a reusable framework for their implementations. In this work we present AnArU, a framework for physical human interaction in Virtual Reality. The goal of AnArU is to allow an easy, efficient and extensible communication between electronic devices and the Virtual Reality system.XIII Workshop Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI

    Análisis de capturas de movimientos para la animación de humanos virtuales

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    El análisis del movimiento humano (HMA) se refiere al análisis e interpretación de los movimientos humanos en el tiempo. Durante décadas, fue un campo de investigación que atravesaba varias áreas: biología, psicología, multimedia, etc. En el campo de la visión por computadora, el HMA emergió gracias al video y a la aparición de sofisticados algoritmos de dominio público. Las tecnologías de captura de movimiento (Mo- Cap) han agregado al HMA la posibilidad de analizar el movimiento a partir de una representación en 3D del esqueleto. Por otro lado, hoy en día, los ambientes sintéticos habitados por humanos virtuales (HHVV) son habituales en un sinnúmero de aplicaciones. Sin embargo, crear un humano digital es una tarea sumamente compleja. Dado que estamos acostumbrados a cómo luce hasta el último detalle de un humano, cualquier imperfección en el HV es altamente perceptible y produce el rechazo de quien lo observa. La teoría del valle inquietante sostiene que cuanto más cerca se está de lograr algo artificialmente humano, mayor es el nivel de rechazo que hay en los observadores humanos. Un mejor entendimiento de los factores que hacen al movimiento humano reconocible y aceptable es de gran valor en las aplicaciones que requieren realismo en los movimientos de los personajes virtuales

    White-Box Testing Framework for Object-Oriented Programming based on Message Sequence Specification

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    Software is a crucial element in the functionality of devices and industry. Likewise, the operation of an enterprise or organization depends largely on the reliability of the software systems used for supporting the business process or particular tasks. The quality of software has become the most important factor in determining the success of products or enterprises. In order to accomplish a quality software product several methodologies, techniques, and frameworks have been developed, each of them tailored to specific areas or characteristics of the software under review. This paper presents a white-box testing framework for Object- Oriented Programming based on Message Sequence Specification. In the context of an object-oriented program, our framework can be used to test the correct order in which the methods of a class are invoked by its clients. The implementation of the framework is based on aspect-oriented programming.XV Workshop Ingeniería de Software (WIS)Red de Universidades con Carreras en Informática (RedUNCI

    White-Box Testing Framework for Object-Oriented Programming based on Message Sequence Specification

    Get PDF
    Software is a crucial element in the functionality of devices and industry. Likewise, the operation of an enterprise or organization depends largely on the reliability of the software systems used for supporting the business process or particular tasks. The quality of software has become the most important factor in determining the success of products or enterprises. In order to accomplish a quality software product several methodologies, techniques, and frameworks have been developed, each of them tailored to specific areas or characteristics of the software under review. This paper presents a white-box testing framework for Object- Oriented Programming based on Message Sequence Specification. In the context of an object-oriented program, our framework can be used to test the correct order in which the methods of a class are invoked by its clients. The implementation of the framework is based on aspect-oriented programming.XV Workshop Ingeniería de Software (WIS)Red de Universidades con Carreras en Informática (RedUNCI

    An Open-Source Spanish Video Game as a Case Study for the Development of an Interface for Users with Visual Impairment

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    With the growth of information provided through computer systems, it is fundamental and legally necessary, that everyone have equal access to the information in order to live fairly. For the last few years there have been a positive trend in the software industry to include people with disabilities as their target users. As a consequence of this, access for visually impaired users to software is improving. This brings new challenges from the Human Computer Interaction viewpoint. This paper describes the design, development and evaluation of an open source video game for visually impaired users in Spanish. This game was conceived as a case study for the Human Computer Interaction theory applied to those with visual problems
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