7 research outputs found

    Live Programming Environment for Deep Learning with Instant and Editable Neural Network Visualization

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    Artificial intelligence (AI) such as deep learning has achieved significant success in a variety of application domains. Several visualization techniques have been proposed for understanding the overall behavior of the neural network defined by deep learning code. However, they show visualization only after the code or network definition is written and it remains complicated and unfriendly for newbies to build deep neural network models on a code editor. In this paper, to help user better understand the behavior of networks, we augment a code editor with instant and editable visualization of network model, inspired by live programming which provides continuous feedback to the programmer

    DualMotion: Global-to-Local Casual Motion Design for Character Animations

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    Animating 3D characters using motion capture data requires basic expertise and manual labor. To support the creativity of animation design and make it easier for common users, we present a sketch-based interface DualMotion, with rough sketches as input for designing daily-life animations of characters, such as walking and jumping.Our approach enables to combine global motions of lower limbs and the local motion of the upper limbs in a database by utilizing a two-stage design strategy. Users are allowed to design a motion by starting with drawing a rough trajectory of a body/lower limb movement in the global design stage. The upper limb motions are then designed by drawing several more relative motion trajectories in the local design stage. We conduct a user study and verify the effectiveness and convenience of the proposed system in creative activities.Comment: 10 pages, 10 figures, under submission, video is here https://youtu.be/-tk8q8LSiL

    Sapporo: A workflow execution service that encourages the reuse of workflows in various languages in bioinformatics [version 2; peer review: 1 approved, 2 approved with reservations]

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    The increased demand for efficient computation in data analysis encourages researchers in biomedical science to use workflow systems. Workflow systems, or so-called workflow languages, are used for the description and execution of a set of data analysis steps. Workflow systems increase the productivity of researchers, specifically in fields that use high-throughput DNA sequencing applications, where scalable computation is required. As systems have improved the portability of data analysis workflows, research communities are able to share workflows to reduce the cost of building ordinary analysis procedures. However, having multiple workflow systems in a research field has resulted in the distribution of efforts across different workflow system communities. As each workflow system has its unique characteristics, it is not feasible to learn every single system in order to use publicly shared workflows. Thus, we developed Sapporo, an application to provide a unified layer of workflow execution upon the differences of various workflow systems. Sapporo has two components: an application programming interface (API) that receives the request of a workflow run and a browser-based client for the API. The API follows the Workflow Execution Service API standard proposed by the Global Alliance for Genomics and Health. The current implementation supports the execution of workflows in four languages: Common Workflow Language, Workflow Description Language, Snakemake, and Nextflow. With its extensible and scalable design, Sapporo can support the research community in utilizing valuable resources for data analysis

    Guided Optimization for Image Processing Pipelines

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    Guided Optimization for Image Processing Pipelines

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    Writing high-performance image processing code is challenging and labor-intensive. The Halide programming language simplifies this task by decoupling high-level algorithms from "schedules" which optimize their implementation. However, even with this abstraction, it is still challenging for Halide programmers to understand complicated scheduling strategies and productively write valid, optimized schedules. To address this, we propose a programming support method called "guided optimization." Guided optimization provides programmers a set of valid optimization options and interactive feedback about their current choices, which enables them to comprehend and efficiently optimize image processing code without the time-consuming trial-and-error process of traditional text editors. We implemented a proof-of-concept system, Roly-poly, which integrates guided optimization, program visualization, and schedule cost estimation to support the comprehension and development of efficient Halide image processing code. We conducted a user study with novice Halide programmers and confirmed that Roly-poly and its guided optimization was informative, increased productivity, and resulted in higher-performing schedules in less time

    Active Comicing for Freehand Drawing Animation

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    1.Introduction 2.Related Works 3.User Interface 4.Algorithm 5.Implementation 6.Conclusions and Future worksThis paper presents Active Comicing, a prototype sketching system that provides enhanced frame interpolation capability for freehand drawing animation. In this system, the user draws several 2D freeform strokes interactively on multiple frames, and the system automatically constructs stroke-to-stroke interpolation frames. To compose a comprehensive and coherent least-distorting interpolation, we assume input stroke has ghost points, which are additional points defined on stroke edges, and define affine transformations. In addition, the system semi-automatically guides the template motion of each stroke. For example, if the user draws an arrow, the system assigns the stroke moves in the direction of the arrow. To assign template motion, we compute the stroke similarity between the user\u27s input and stroke information from a database. With this method, it is possible to generate stroke animation on each frame without stroke interpolation. By combining these techniques, the user can generate freehand animations easily and quickly

    Active Comicing for Freehand Drawing Animation

    No full text
    This paper presents Active Comicing, a prototype sketching system that provides enhanced frame interpolation capability for freehand drawing animation. In this system, the user draws several 2D freeform strokes interactively on multiple frames, and the system automatically constructs stroke-to-stroke interpolation frames. To compose a comprehensive and coherent least-distorting interpolation, we assume input stroke has ghost points, which are additional points defined on stroke edges, and define affine transformations. In addition, the system semi-automatically guides the template motion of each stroke. For example, if the user draws an arrow, the system assigns the stroke moves in the direction of the arrow. To assign template motion, we compute the stroke similarity between the user's input and stroke information from a database. With this method, it is possible to generate stroke animation on each frame without stroke interpolation. By combining these techniques, the user can generate freehand animations easily and quickly.1.Introduction 2.Related Works 3.User Interface 4.Algorithm 5.Implementation 6.Conclusions and Future work
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