50 research outputs found

    A Coloring Algorithm for Disambiguating Graph and Map Drawings

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    Drawings of non-planar graphs always result in edge crossings. When there are many edges crossing at small angles, it is often difficult to follow these edges, because of the multiple visual paths resulted from the crossings that slow down eye movements. In this paper we propose an algorithm that disambiguates the edges with automatic selection of distinctive colors. Our proposed algorithm computes a near optimal color assignment of a dual collision graph, using a novel branch-and-bound procedure applied to a space decomposition of the color gamut. We give examples demonstrating the effectiveness of this approach in clarifying drawings of real world graphs and maps

    Motor, cognitive and mobility deficits in 1000 geriatric patients : protocol of a quantitative observational study before and after routine clinical geriatric treatment – the ComOn-study

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    © The Author(s). 2020 Open Access. This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.Background: Motor and cognitive deficits and consequently mobility problems are common in geriatric patients. The currently available methods for diagnosis and for the evaluation of treatment in this vulnerable cohort are limited. The aims of the ComOn (COgnitive and Motor interactions in the Older populatioN) study are (i) to define quantitative markers with clinical relevance for motor and cognitive deficits, (ii) to investigate the interaction between both motor and cognitive deficits and (iii) to assess health status as well as treatment outcome of 1000 geriatric inpatients in hospitals of Kiel (Germany), Brescia (Italy), Porto (Portugal), Curitiba (Brazil) and Bochum (Germany). Methods: This is a prospective, explorative observational multi-center study. In addition to the comprehensive geriatric assessment, quantitative measures of reduced mobility and motor and cognitive deficits are performed before and after a two week's inpatient stay. Components of the assessment are mobile technology-based assessments of gait, balance and transfer performance, neuropsychological tests, frailty, sarcopenia, autonomic dysfunction and sensation, and questionnaires to assess behavioral deficits, activities of daily living, quality of life, fear of falling and dysphagia. Structural MRI and an unsupervised 24/7 home assessment of mobility are performed in a subgroup of participants. The study will also investigate the minimal clinically relevant change of the investigated parameters. Discussion: This study will help form a better understanding of symptoms and their complex interactions and treatment effects in a large geriatric cohort.info:eu-repo/semantics/publishedVersio

    TULIP 5

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    International audienceTulip is an information visualization framework dedicated to the analysis and visualization of relational data. Based on more than 16 years of research and development, Tulip is built on a suite of tools and techniques, that can be used to address a large variety of domain-specific problems. With \tulip, we aim to provide Python and/or C++ developers a complete library, supporting the design of interactive information visualization applications for relational data, that can be customized to address a wide range of visualization problems. In its current iteration, \tulip enables the development of algorithms, visual encodings, interaction techniques, data models, and domain-specific visualizations. This development pipeline makes the framework efficient for creating research prototypes as well as developing end-user applications. The recent addition of a complete Python programming layer wraps up Tulip as an ideal tool for fast prototyping and treatment automation, allowing to focus on problem solving, and as a great system for teaching purposes at all education levels

    LinearDragger

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    CavePainting: a Fully Immersive 3D Artistic Medium and Interactive Experience

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    CavePainting is an artistic medium that uses a 3D analog of 2D brush strokes to create 3D works of art in a fully immersive Cave environment. Physical props and gestures are used to provide an intuitive interface for artists who may not be familiar with virtual reality. The system is designed to take advantage of the 8 ft. x 8 ft. x 8 ft. space in which the artist works. CavePainting enables the artist to create a new type of art and provides a novel approach to viewing this art after it has been created. In this paper, we describe Cave-Painting's 3D brush strokes, color pickers, artwork viewing mode, and interface.We also present several works of art created using the system along with feedback from artists. Artists are excited about this form of art and the gestural, full-body experience of creating it

    Spatial Keyframing for Performance-driven Animation © The Eurographics Association 2005

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    This paper introduces spatial keyframing, a technique for performance-driven character animation. In traditional temporal keyframing, key poses are defined at specific points in time: i.e., we define a map from a set of key times to the configuration space of the character and then extend this map to the entire timeline by interpolation. By contrast, in spatial keyframing key poses are defined at specific key positions in a 3D space where the character lives; the mapping from the 3D space to the configuration space is again defined by interpolation. The user controls a character by adjusting the position of a control cursor in the 3D space; the pose of the character is given as a blend of nearby key poses. The user thus can make expressive motion in real time and the resulting motion can be recorded and interpreted as an animation sequence. Although similar ideas are present in previous systems, our system is unique in that the designer can quickly design a new set of keyframes from scratch, and make an animation without motion capture data or special input devices. Our technique is especially useful for imaginary characters other than human figures because we do not rely on motion-capture data. We also introduce several applications of the basic idea and give examples showing the expressiveness of the approach. 1

    Prospective Motor Control on Tabletops: Planning Grasp for Multitouch Interaction

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    International audienceSubstantial amount of research in Psychology has studied how people manipulate objects in the physical world. This work has unveiled that people show strong signs of prospective motor planning, i.e., they choose initial grasps that avoid uncomfortable end postures and facilitate object manipulation. Interactive tabletops allow their users great flexibility in the manipulation of virtual objects but to our knowledge previous work has never examined whether prospective motor control takes place in this context. To test this, we ran three experiments. We systematically studied how users adapt their grasp when asked to translate and rotate virtual objects on a multitouch tabletop. Our results demonstrate that target position and orientation significantly affect the orientation of finger placement on the object. We analyze our results in the light of the most recent model of planning for manipulating physical objects and identify their implications for the design of tabletop interfaces
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