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"abstract": "This paper describes a real-time shadow generation algorithm for static polygonal environments illuminated by movable point light sources. The algorithm combines a technique of volumetric shadow rendering using stencil buffers with a Binary Space Partitioning (BSP) tree, and includes new easy-to-implement approaches to improvement techniques used in shadow volume algorithms, such as silhouette detection to reduce the number of redundant shadow polygons and the computation of capping polygons to handle cases where the shadow volumes are clipped by the eye-view near clipping plane. Such hybrid approach solves important limitations on the original shadow rendering algorithm, as well as achieves real-time frame rates when using modest size scenes (about 500 shadow polygons), according to measurements performed on personal computers using current graphics hardware. Per-phase timing results from the implementation are provided along the text and compared with those of the standard algorithm.",
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"abstract": "GPU-based many-core accelerators have gained a footing in supercomputing. Their widespread adoption yet hinges on better parallelization and load scheduling techniques to utilize the hybrid system of CPU and GPU cores easily and efficiently. This paper introduces a new user-friendly compiler framework and runtime system, dubbed Japonica, to help Java applications harness the full power of a heterogeneous system. Japonica unveils an all-round system design unifying the programming style and language for transparent use of both CPU and GPU resources, automatically parallelizing all kinds of loops and scheduling workloads efficiently across the CPU-GPU border. By means of simple user annotations, sequential Java source code will be analyzed, translated and compiled into a dual executable consisting of CUDA kernels and multiple Java threads running on GPU and CPU cores respectively. Annotated loops will be automatically split into loop chunks (or tasks) being scheduled to execute on all available GPU/CPU cores. Implementing a GPU-tailored thread-level speculation (TLS) model, Japonica supports speculative execution of loops with moderate dependency densities and privatization of loops having only false dependencies on the GPU side. Our scheduler also supports task stealing and task sharing algorithms that allow swift load redistribution across GPU and CPU. Experimental results show that Japonica, on average, can run 10x, 2.5x and 2.14x faster than the best serial (1-thread CPU), GPU-alone and CPU-alone versions respectively.",
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"abstract": "In e-learning, online-learning management system (LMS) as an open electronic platform supports learning and teaching from different places. LMS can realize collaboration of learning process. Exact learning process can ensure the normal running of LMS. With the constantly change of teaching environment, learning process models don’t keep stable. The large mount of process logs are saved in LMS. These logs involve information of various learning processes. This paper researches an automatic learning process mining and remodeling method based on logs. The core of the method is process mining rules and remodeling algorithm. In this method a markov transition matrix is set up based on process logs. And according to the matrix the eight mining rules of process logical relations are designed. The remodeling algorithm can not only automatically remodel the various learning processes, but also greatly enhance the process modeling efficiency.",
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"title": "2015 7th International Conference on Information Technology in Medicine and Education (ITME)",
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"doi": "10.1109/ITME.2015.147",
"title": "Research Hotspots Analysis of Ventricular Remodeling by PubMed",
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"abstract": "Objective: To understand the research hotspots of Ventricular Remodeling by PubMed. Methods: With MS Excel, SPSS, Cytoscape software, we took MeSH (Medical Subject Headings) word frequency analysis, clustering analysis, co-word network graph of PubMed papers. Results: By MeSH of 8231 papers analyzed, it shows that the current Ventricular Remodeling research hotspots had focused on \"Myocardial Infarction, Heart Failure, Myocardium, Ventricular Dysfunction, Left, Ventricular Function, Left, Heart Ventricles\", etc, it also suggests that the most importance of which was Myocardial Infarction. Conclusion: With multi-angle analysis of bibliometrics, we understand the outline of research hotspots about Ventricular Remodeling. It is helpful and time saving for the researcher or doctor to understand the research hotspots in Ventricular Remodeling.",
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"content": "Objective: To understand the research hotspots of Ventricular Remodeling by PubMed. Methods: With MS Excel, SPSS, Cytoscape software, we took MeSH (Medical Subject Headings) word frequency analysis, clustering analysis, co-word network graph of PubMed papers. Results: By MeSH of 8231 papers analyzed, it shows that the current Ventricular Remodeling research hotspots had focused on \"Myocardial Infarction, Heart Failure, Myocardium, Ventricular Dysfunction, Left, Ventricular Function, Left, Heart Ventricles\", etc, it also suggests that the most importance of which was Myocardial Infarction. Conclusion: With multi-angle analysis of bibliometrics, we understand the outline of research hotspots about Ventricular Remodeling. It is helpful and time saving for the researcher or doctor to understand the research hotspots in Ventricular Remodeling.",
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"normalizedAbstract": "Objective: To understand the research hotspots of Ventricular Remodeling by PubMed. Methods: With MS Excel, SPSS, Cytoscape software, we took MeSH (Medical Subject Headings) word frequency analysis, clustering analysis, co-word network graph of PubMed papers. Results: By MeSH of 8231 papers analyzed, it shows that the current Ventricular Remodeling research hotspots had focused on \"Myocardial Infarction, Heart Failure, Myocardium, Ventricular Dysfunction, Left, Ventricular Function, Left, Heart Ventricles\", etc, it also suggests that the most importance of which was Myocardial Infarction. Conclusion: With multi-angle analysis of bibliometrics, we understand the outline of research hotspots about Ventricular Remodeling. It is helpful and time saving for the researcher or doctor to understand the research hotspots in Ventricular Remodeling.",
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"Time Frequency Analysis",
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"fullName": "Wang Wen-Jie",
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"fullName": "Li Xiu-Xia",
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"affiliation": null,
"fullName": "Li Hui",
"givenName": "Li",
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"fullName": "Hou Jin-Jie",
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"doi": "10.1109/ICICTA.2008.131",
"title": "Design of Intelligent Business Process System and Process Remodeling",
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"abstract": "Traditional business process management systems only focus on process definition and running. This paper designs an intelligent business process system to realize process diagnosis, analysis, optimization, and prediction. Process mining engine is the key component of the intelligent system. This paper designs a process mining algorithm based on Markov matrix to realize business process remodeling. Realization of intelligent business process system can effectively improve the process management ability of managers.",
"abstracts": [
{
"abstractType": "Regular",
"content": "Traditional business process management systems only focus on process definition and running. This paper designs an intelligent business process system to realize process diagnosis, analysis, optimization, and prediction. Process mining engine is the key component of the intelligent system. This paper designs a process mining algorithm based on Markov matrix to realize business process remodeling. Realization of intelligent business process system can effectively improve the process management ability of managers.",
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"abstract": "Deep Brain Stimulation (DBS) is a surgical intervention that is known to reduce or eliminate the symptoms of common movement disorders, such as Parkinson's disease, dystonia, or tremor. During the intervention the surgeon places electrodes inside of the patient's brain to stimulate specific regions. Since these regions span only a couple of millimeters, and electrode misplacement has severe consequences, reliable and accurate navigation is of great importance. Usually the surgeon relies on fused CT and MRI data sets, as well as direct feedback from the patient. More recently Microelectrode Recordings (MER), which support navigation by measuring the electric field of the patient's brain, are also used. We propose a visualization system that fuses the different modalities: imaging data, MER and patient checks, as well as the related uncertainties, in an intuitive way to present placement-related information in a consistent view with the goal of supporting the surgeon in the final placement of the stimulating electrode. We will describe the design considerations for our system, the technical realization, present the outcome of the proposed system, and provide an evaluation.",
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"abstract": "Parkinson's disease (PD) currently Influences around one million people in the US. Deep brain stimulation (DBS) is a surgical treatment for the motor symptoms of PD that delivers electrical stimulation to the basal ganglia (BG) region of the brain. Existing commercial DBS devices employ stimulation based only on fixed-frequency periodic pulses. While such periodic high-frequency DBS controllers provide effective relief of PD symptoms, they are very inefficient in terms of energy consumption, and the lifetime of these battery- operated devices is limited to 4 years. Furthermore, fixed high- frequency stimulation may have side effects, such as speech impairment. Consequently, there is a need to move beyond (1) fixed stimulation pulse controllers, and (2) `one-size-fits- all' patient-agnostic treatments, to provide energy efficient and effective (in terms of relieving PD symptoms) DBS controllers. In this work, we introduce a deep reinforcement learning (RL)- based approach that can derive patient-specific DBS patterns that are both effective in reducing a model-based proxy for PD symptoms, as well as energy-efficient. Specifically, we model the BG regions as a Markov decision process (MDP), and define the state and action space as state of the neurons in the BG regions and the stimulation patterns, respectively. Thereafter, we define the reward functions over the state space, and the learning objective is set to maximize the accumulated reward over a finite horizon (i.e., the treatment duration), while bounding average stimulation frequency. We evaluate the performance of our methodology using a Brain-on-Chip (BoC) FPGA platform that implements the physiologically-relevant basal ganglia model (BGM). We show that our RL-based DBS controllers significantly outperform existing fixed frequency controllers in terms of energy efficiency (e.g., by using 70% less energy than common periodic controllers), while providing suitable reduction of model-based proxy for PD symptoms.",
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"content": "Parkinson's disease (PD) currently Influences around one million people in the US. Deep brain stimulation (DBS) is a surgical treatment for the motor symptoms of PD that delivers electrical stimulation to the basal ganglia (BG) region of the brain. Existing commercial DBS devices employ stimulation based only on fixed-frequency periodic pulses. While such periodic high-frequency DBS controllers provide effective relief of PD symptoms, they are very inefficient in terms of energy consumption, and the lifetime of these battery- operated devices is limited to 4 years. Furthermore, fixed high- frequency stimulation may have side effects, such as speech impairment. Consequently, there is a need to move beyond (1) fixed stimulation pulse controllers, and (2) `one-size-fits- all' patient-agnostic treatments, to provide energy efficient and effective (in terms of relieving PD symptoms) DBS controllers. In this work, we introduce a deep reinforcement learning (RL)- based approach that can derive patient-specific DBS patterns that are both effective in reducing a model-based proxy for PD symptoms, as well as energy-efficient. Specifically, we model the BG regions as a Markov decision process (MDP), and define the state and action space as state of the neurons in the BG regions and the stimulation patterns, respectively. Thereafter, we define the reward functions over the state space, and the learning objective is set to maximize the accumulated reward over a finite horizon (i.e., the treatment duration), while bounding average stimulation frequency. We evaluate the performance of our methodology using a Brain-on-Chip (BoC) FPGA platform that implements the physiologically-relevant basal ganglia model (BGM). We show that our RL-based DBS controllers significantly outperform existing fixed frequency controllers in terms of energy efficiency (e.g., by using 70% less energy than common periodic controllers), while providing suitable reduction of model-based proxy for PD symptoms.",
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"normalizedAbstract": "Parkinson's disease (PD) currently Influences around one million people in the US. Deep brain stimulation (DBS) is a surgical treatment for the motor symptoms of PD that delivers electrical stimulation to the basal ganglia (BG) region of the brain. Existing commercial DBS devices employ stimulation based only on fixed-frequency periodic pulses. While such periodic high-frequency DBS controllers provide effective relief of PD symptoms, they are very inefficient in terms of energy consumption, and the lifetime of these battery- operated devices is limited to 4 years. Furthermore, fixed high- frequency stimulation may have side effects, such as speech impairment. Consequently, there is a need to move beyond (1) fixed stimulation pulse controllers, and (2) `one-size-fits- all' patient-agnostic treatments, to provide energy efficient and effective (in terms of relieving PD symptoms) DBS controllers. In this work, we introduce a deep reinforcement learning (RL)- based approach that can derive patient-specific DBS patterns that are both effective in reducing a model-based proxy for PD symptoms, as well as energy-efficient. Specifically, we model the BG regions as a Markov decision process (MDP), and define the state and action space as state of the neurons in the BG regions and the stimulation patterns, respectively. Thereafter, we define the reward functions over the state space, and the learning objective is set to maximize the accumulated reward over a finite horizon (i.e., the treatment duration), while bounding average stimulation frequency. We evaluate the performance of our methodology using a Brain-on-Chip (BoC) FPGA platform that implements the physiologically-relevant basal ganglia model (BGM). We show that our RL-based DBS controllers significantly outperform existing fixed frequency controllers in terms of energy efficiency (e.g., by using 70% less energy than common periodic controllers), while providing suitable reduction of model-based proxy for PD symptoms.",
"fno": "09096004",
"keywords": [
"Bioelectric Phenomena",
"Brain Models",
"Closed Loop Systems",
"Diseases",
"Learning Artificial Intelligence",
"Markov Processes",
"Medical Computing",
"Neurophysiology",
"Patient Treatment",
"Markov Decision Process",
"Parkinsons Disease",
"Closed Loop Deep Brain Stimulation Controller",
"Brain On Chip FPGA Platform",
"RL Based DBS Controllers",
"Basal Ganglia Model",
"Patient Specific DBS Patterns",
"Reinforcement Learning",
"Patient Agnostic Treatments",
"Energy Consumption",
"Commercial DBS Devices",
"Electrical Stimulation",
"Motor Symptoms",
"Surgical Treatment",
"Satellite Broadcasting",
"Neurons",
"Brain Modeling",
"Basal Ganglia",
"Measurement",
"Electric Potential",
"Brain Stimulation"
],
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"affiliation": "Duke University,Department of Electrical and Computer Engineering,Durham,NC,USA",
"fullName": "Qitong Gao",
"givenName": "Qitong",
"surname": "Gao",
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{
"affiliation": "Duke University,Department of Electrical and Computer Engineering,Durham,NC,USA",
"fullName": "Michael Naumann",
"givenName": "Michael",
"surname": "Naumann",
"__typename": "ArticleAuthorType"
},
{
"affiliation": "Duke University,Department of Electrical and Computer Engineering,Durham,NC,USA",
"fullName": "Ilija Jovanov",
"givenName": "Ilija",
"surname": "Jovanov",
"__typename": "ArticleAuthorType"
},
{
"affiliation": "Duke University,Department of Electrical and Computer Engineering,Durham,NC,USA",
"fullName": "Vuk Lesi",
"givenName": "Vuk",
"surname": "Lesi",
"__typename": "ArticleAuthorType"
},
{
"affiliation": "Duke University,Department of Biomedical Engineering,Durham,NC,USA",
"fullName": "Karthik Kamaravelu",
"givenName": "Karthik",
"surname": "Kamaravelu",
"__typename": "ArticleAuthorType"
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{
"affiliation": "Duke University,Department of Biomedical Engineering,Durham,NC,USA",
"fullName": "Warren M. Grill",
"givenName": "Warren M.",
"surname": "Grill",
"__typename": "ArticleAuthorType"
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{
"affiliation": "Duke University,Department of Electrical and Computer Engineering,Durham,NC,USA",
"fullName": "Miroslav Pajic",
"givenName": "Miroslav",
"surname": "Pajic",
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"abstract": "It has been found that there are quite a lot of people who are colorblind. 5% of Japanese males and 8% of Caucasian males have difficulty in distinguishing the colors red and green. This study used colors designated by CUDO (Color Universal Design Organization). CUDO is primarily focused on making it easier for colorblind people to identify colors. The purpose of this study is to find out how well CUDO's colors can easily be recognized, both by people who are colorblind and those who are not. Also, this study was carried out to understand how both colorblind and those who are not feel toward certain images when looking at colors for the colorblind. Using factor analysis, the images of CUDO'S colors for the colorblind were evaluated. 4 factors were extracted from this analysis: \"sensitivity\", \"quality\", \"preference\" and \"flexibility\". It was found from this study that colors chosen by CUDO for people who are colorblind were evaluated with a positive image. But certain colors for people with normal color vision proved to be exceptions to this finding. This study shows that CUDO's colors are acceptable for people with normal color vision as well as those who are colorblind.",
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"abstract": "The explosive growth of mobile handheld devices users and the increasing need of ubiquitous information access make the use of mobile Web a common practice. The effectiveness of mobile web is contingent upon many factors. Among them, visual properties such as colors of web content can significantly influence user experience. However, website designers may not be a usability expert or even be aware of color impacts on the perception and experience of users, particularly on those with color vision deficiency (CVD). As a result, using colors that are difficult to distinguish by CVD people within the same web pages could cause significant problems in recognition and comprehension of web content. Existing color adaptation research has focused on regular web but yet to address the unique challenges of mobile web such as limited computing power and battery capacity. To improve the accessibility of mobile web, this research aims to adapt colors in mobile web pages that are non-distinguishable to CVD users while preserving some properties of original colors. In addition to web color replacement, we propose two methods to improve the efficiency of color adaptation to overcome the resource constraint of mobile devices. One method narrows down colors that need adaptation by identifying foreground and background color pairs. The other reduces the computational cost of assessing a set of replacement colors by introducing differential naturalness and differentiability. The effectiveness of the proposed methods was demonstrated with both theoretical proof and experiment results.",
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"content": "The explosive growth of mobile handheld devices users and the increasing need of ubiquitous information access make the use of mobile Web a common practice. The effectiveness of mobile web is contingent upon many factors. Among them, visual properties such as colors of web content can significantly influence user experience. However, website designers may not be a usability expert or even be aware of color impacts on the perception and experience of users, particularly on those with color vision deficiency (CVD). As a result, using colors that are difficult to distinguish by CVD people within the same web pages could cause significant problems in recognition and comprehension of web content. Existing color adaptation research has focused on regular web but yet to address the unique challenges of mobile web such as limited computing power and battery capacity. To improve the accessibility of mobile web, this research aims to adapt colors in mobile web pages that are non-distinguishable to CVD users while preserving some properties of original colors. In addition to web color replacement, we propose two methods to improve the efficiency of color adaptation to overcome the resource constraint of mobile devices. One method narrows down colors that need adaptation by identifying foreground and background color pairs. The other reduces the computational cost of assessing a set of replacement colors by introducing differential naturalness and differentiability. The effectiveness of the proposed methods was demonstrated with both theoretical proof and experiment results.",
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"abstract": "This paper proposes separating confusion line method in Lab color space using color segmentation for protanopia and deuteranopia. It uses hue information, we segment regions that grouped by neighborhood pixels with similar color information. For this, we use region growing method, so we pick seed points that could be selected pixels, which is peaking at points in after applying the low pass filter in the histogram. Furthermore, for CVD(Color Vision Deficiency)'s making confusion line Map, we made 512 virtual boxes in RGB color space, so that we can classify boxes in same confusion line easily. After this we check whether the regions place in same confusion line or not, and it performs the color transformation in Lab color space to make all of neighboring regions be placed in diverse confusion line so that we can give the best effect of color classification for CVD. Furthermore, we apply this algorithm in the smart phone so that we provide our algorithm to protanopia and deuteranopia easily.",
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"abstract": "Realistic animation of soft objects such as cloth is essential for plausible character animation. Many techniques have been proposed for the simulation of soft objects, and most of them are based on numerical integration. Among the techniques, the implicit integration method is the most likely technique for real-time environments, since it allows large time steps for cloth simulation by ensuring the stability of systems. However, the most critical flaw of the implicit method is that it involves a large linear system.This paper presents a fast animation technique for animating soft objects based on mass-spring model with an approximated implicit method, which does not involve linear system solving. The proposed technique stably updates the state of Z_$n$_Z mass-points in O(n) time when the number of total springs are O(n). Because the mass-spring model shows a super-elastic effect, the excessively deformed springs (i.e., super-elongated springs) should be adjusted for reality. This paper presents an efficient inverse dynamics process to adjust the super-elongated springs.",
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"content": "Realistic animation of soft objects such as cloth is essential for plausible character animation. Many techniques have been proposed for the simulation of soft objects, and most of them are based on numerical integration. Among the techniques, the implicit integration method is the most likely technique for real-time environments, since it allows large time steps for cloth simulation by ensuring the stability of systems. However, the most critical flaw of the implicit method is that it involves a large linear system.This paper presents a fast animation technique for animating soft objects based on mass-spring model with an approximated implicit method, which does not involve linear system solving. The proposed technique stably updates the state of $n$ mass-points in O(n) time when the number of total springs are O(n). Because the mass-spring model shows a super-elastic effect, the excessively deformed springs (i.e., super-elongated springs) should be adjusted for reality. This paper presents an efficient inverse dynamics process to adjust the super-elongated springs.",
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"abstract": "Cloth animation is an important area of computer graphics due to its numerous applications. However, so far an animation of fast moving cloth with multiple wrinkles has been difficult to make because of the cloth clump problem. Cloth clumps are the frozen areas where cloth pieces are clustered unnaturally - an obstacle in making a realistic cloth animation. Hence we present a novel cloth collision resolution algorithm which prevents clump formation during fast cloth motions. The goal of our resolution algorithm is to let cloth move swiftly without having any frozen cloth clumps, while preventing any cloth-cloth and rigid-cloth penetrations at any moment of a simulation. The non-penetration status of cloth is maintained without the formation of cloth clumps regardless of the speed of cloth motion. Our algorithm is based on a novel order in the resolution of cloth collisions. Our algorithm can be used with any cloth simulation approach such as spring-masses or finite elements. For the particular types of applications presented in this paper, we use a spring-mass system and we show several realistic simulations involving fast motions that are clump-free.",
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"content": "Cloth animation is an important area of computer graphics due to its numerous applications. However, so far an animation of fast moving cloth with multiple wrinkles has been difficult to make because of the cloth clump problem. Cloth clumps are the frozen areas where cloth pieces are clustered unnaturally - an obstacle in making a realistic cloth animation. Hence we present a novel cloth collision resolution algorithm which prevents clump formation during fast cloth motions. The goal of our resolution algorithm is to let cloth move swiftly without having any frozen cloth clumps, while preventing any cloth-cloth and rigid-cloth penetrations at any moment of a simulation. The non-penetration status of cloth is maintained without the formation of cloth clumps regardless of the speed of cloth motion. Our algorithm is based on a novel order in the resolution of cloth collisions. Our algorithm can be used with any cloth simulation approach such as spring-masses or finite elements. For the particular types of applications presented in this paper, we use a spring-mass system and we show several realistic simulations involving fast motions that are clump-free.",
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"abstract": "We present an efficient method for rapid animation of mass-spring model with a large number of mass-points. Realistic cloth simulation requires large amount of time in general. This is not only because the calculation for one step requires much time but also because the cloth simulation easily tends to become unstable. Although the implicit method can make the simulation stable [1 ], it is still impossible to generate interactive animation when the number of mass-points is sufficiently large enough to represent realistic wrinkles. An efficient animation method proposed by Desbrun [3 ] also involves O(n2) sized matrix so that it cannot be applied to models with a large number of mass-points. A stable approximate method without matrix operations has been introduced [6 ], but its physical correctness is significantly impaired as the stiffness increases or the time-step becomes large. In this paper, we propose a bilayered approach for efficient cloth animation with a large number of mss-points. The proposed method uses two mass-spring meshes. One of them is a rough mesh for representing global motion, and the other is a fine mesh for realistic wrinkles.The experimental results show that the method can be successfully used for real-time animation of plausible cloth models.",
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"title": "Visuo-Haptic Interface for Hair",
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"abstract": "In this paper, we focus on adaptive visuo-haptic simulation of hair using force feedback haptic devices, and propose an easy-to-use interactive hair modelling interface. The underlying idea is to explore ways of integrating visual hair simulation and haptic into one multirate-multilayer-multithread application allowing for intuitive interactive hair modeling. The user is allowed to interact with the simulated hair on a virtual human's head through a haptic interface. By adding the sense of touch in the proposed system, we enter the domain of multimodal perception and stimulate both vision and touch of the user. This will allow the user to see a realistic hair simulation performing at interactive rates and easily use virtual tools to model the hair style. The proposed research tackles many significant challenges in the domains of multimodal simulation, collision detection, hair simulation and haptic rendering.",
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"abstract": "Abstract: Inverse kinmatics is one of the most popular method in computer graphics to control 3D multi-joint characters. In this paper, we propose an inverse kinematics algorithm that takes the characteristics of human bodies into account. The mausculoskeletal model is used to solve the redundancy of the human body. Using our method. feasible human body motion can be obtained simply by specifying the motion of several end effectors or body segments. Since muscle dynamics is taken into account, the configuration space of the human body is automatically calculated, and unrealistic postures can be avoided. It is also possible to tune the motion by changing the external load applied to the muscles. Using our method, the amount of work by the animators is reduced to create natural human animation.",
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"affiliation": "RIKEN",
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"affiliation": "University of Tokyo",
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"fullName": "Tosiyasu L. Kunii",
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"abstract": "A description is given of a curvature-based approach to motion analysis of nonrigid surfaces. Based on changes in the mean and Gaussian curvatures during the motion, it is possible to classify the motion of a surface at each point as rigid, isometric, homothetic, conformal, and general (nonconformal). The general theory of curvature changes for all types of motions is presented. Then the formula specifying changes in the Gaussian curvature during homothetic motion is derived. Also, two special cases of nonrigid motion are considered. The first case deals with piecewise rigid motion. An algorithm is presented which separates a piecewise rigid surface into its rigid parts. The second case deals with homothetic motion. A method is given to isolate regions of the surface where the homothetic assumption is violated. Both algorithms are tested on simulated data and results.<>",
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"content": "A description is given of a curvature-based approach to motion analysis of nonrigid surfaces. Based on changes in the mean and Gaussian curvatures during the motion, it is possible to classify the motion of a surface at each point as rigid, isometric, homothetic, conformal, and general (nonconformal). The general theory of curvature changes for all types of motions is presented. Then the formula specifying changes in the Gaussian curvature during homothetic motion is derived. Also, two special cases of nonrigid motion are considered. The first case deals with piecewise rigid motion. An algorithm is presented which separates a piecewise rigid surface into its rigid parts. The second case deals with homothetic motion. A method is given to isolate regions of the surface where the homothetic assumption is violated. Both algorithms are tested on simulated data and results.<>",
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"abstract": "In this work we focus on the development of a new HLLEM-type Riemann solver for compressible multi-phase flowswith surface tension. A novel path-conservative discretization ofthe continuum surface force method (CSF) is used to implementthe surface tension due to curvature of the phase interface. A series of test problems for the solution of the full seven equationBaer-Nunziato model of compressible multi-phase flowsis presented for one-and two-dimensional flows. The numericalresults are compared with others found in the literature.",
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"title": "2022 International Symposium on Control Engineering and Robotics (ISCER)",
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"doi": "10.1109/ISCER55570.2022.00031",
"title": "Research on bearing oil film condition monitoring based on acoustic emission parameters",
"normalizedTitle": "Research on bearing oil film condition monitoring based on acoustic emission parameters",
"abstract": "The quality of bearing lubrication state is directly related to the working performance and service life of the equipment. It is very important to monitor and judge the state of bearing lubricating oil film in time. Based on acoustic emission (AE) technology, this paper studies the propagation characteristics of AE signal in variable volume multi-layer plate, and puts forward Variation parameters to characterize the influence of oil film on signal propagation. The results show that the proposed parameters have an effect on the models under different plate volume combinations, and can judge whether there is oil film or not. In this paper, the three-dimensional bearing model is used for verification, which is very consistent with the flat plate results. The work of this paper lays a foundation for monitoring the state of bearing oil film lubrication by AE technology.",
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"content": "The quality of bearing lubrication state is directly related to the working performance and service life of the equipment. It is very important to monitor and judge the state of bearing lubricating oil film in time. Based on acoustic emission (AE) technology, this paper studies the propagation characteristics of AE signal in variable volume multi-layer plate, and puts forward Variation parameters to characterize the influence of oil film on signal propagation. The results show that the proposed parameters have an effect on the models under different plate volume combinations, and can judge whether there is oil film or not. In this paper, the three-dimensional bearing model is used for verification, which is very consistent with the flat plate results. The work of this paper lays a foundation for monitoring the state of bearing oil film lubrication by AE technology.",
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"keywords": [
"Acoustic Emission",
"Acoustic Emission Testing",
"Condition Monitoring",
"Lubricating Oils",
"Lubrication",
"Machine Bearings",
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"Oil Film Condition Monitoring",
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"Different Plate Volume Combinations",
"Three Dimensional Bearing Model",
"Flat Plate Results",
"Oil Film Lubrication",
"Condition Monitoring",
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"Acoustic Emission",
"Lubricating Oils",
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"affiliation": "College of mechanical and Electrical Engineering, Beijing University of Chemical Technology,Beijing,China",
"fullName": "Zhengcai Guo",
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"affiliation": "College of mechanical and Electrical Engineering, Beijing University of Chemical Technology,Beijing,China",
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"affiliation": "College of mechanical and Electrical Engineering, Beijing University of Chemical Technology,Beijing,China",
"fullName": "Cong Han",
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"title": "2019 International Conference on Communications, Information System and Computer Engineering (CISCE)",
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"doi": "10.1109/CISCE.2019.00162",
"title": "Numerical Simulation and Analysis of Growth Rate of GaN Thin Films",
"normalizedTitle": "Numerical Simulation and Analysis of Growth Rate of GaN Thin Films",
"abstract": "By simulating the process of GaN thin film formation, several important parameters affecting the growth rate of the GaN thin film are analyzed numerically, and the relationship between those parameters and the growth rate of GaN is discussed. It is found that the average growth rate of the film increases first and then decreases with the increase of the substrate temperature. It is also found that the growth rate reaches its maximum at a substrate temperature around 800<sup>o</sup>C-900<sup>o</sup>C, and its maximum value is also related to the flow of TMGa. The results show that the growth rate of the film increases with the increase of TMGa flow rate, and the growth rate is directly proportional to the hydrogen and nitrogen content in the carrier gases under the conditions of high temperatures, whereas it is the opposite under the conditions of lower temperature. In order to improve the uniformity of the film, the growth temperature should be lowered and the nitrogen content in the carrier gas should be increased. The lower rotation speed of the susceptor has little effect on the growth rate and uniformity. But with the increased rotation speed of the susceptor, the growth rate is increased, and the uniformity of the film thickness is improved. The results obtained can be used as a reference for parameter configuration in actual film growth.",
"abstracts": [
{
"abstractType": "Regular",
"content": "By simulating the process of GaN thin film formation, several important parameters affecting the growth rate of the GaN thin film are analyzed numerically, and the relationship between those parameters and the growth rate of GaN is discussed. It is found that the average growth rate of the film increases first and then decreases with the increase of the substrate temperature. It is also found that the growth rate reaches its maximum at a substrate temperature around 800<sup>o</sup>C-900<sup>o</sup>C, and its maximum value is also related to the flow of TMGa. The results show that the growth rate of the film increases with the increase of TMGa flow rate, and the growth rate is directly proportional to the hydrogen and nitrogen content in the carrier gases under the conditions of high temperatures, whereas it is the opposite under the conditions of lower temperature. In order to improve the uniformity of the film, the growth temperature should be lowered and the nitrogen content in the carrier gas should be increased. The lower rotation speed of the susceptor has little effect on the growth rate and uniformity. But with the increased rotation speed of the susceptor, the growth rate is increased, and the uniformity of the film thickness is improved. The results obtained can be used as a reference for parameter configuration in actual film growth.",
"__typename": "ArticleAbstractType"
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],
"normalizedAbstract": "By simulating the process of GaN thin film formation, several important parameters affecting the growth rate of the GaN thin film are analyzed numerically, and the relationship between those parameters and the growth rate of GaN is discussed. It is found that the average growth rate of the film increases first and then decreases with the increase of the substrate temperature. It is also found that the growth rate reaches its maximum at a substrate temperature around 800oC-900oC, and its maximum value is also related to the flow of TMGa. The results show that the growth rate of the film increases with the increase of TMGa flow rate, and the growth rate is directly proportional to the hydrogen and nitrogen content in the carrier gases under the conditions of high temperatures, whereas it is the opposite under the conditions of lower temperature. In order to improve the uniformity of the film, the growth temperature should be lowered and the nitrogen content in the carrier gas should be increased. The lower rotation speed of the susceptor has little effect on the growth rate and uniformity. But with the increased rotation speed of the susceptor, the growth rate is increased, and the uniformity of the film thickness is improved. The results obtained can be used as a reference for parameter configuration in actual film growth.",
"fno": "368100a704",
"keywords": [
"Gallium Compounds",
"High Temperature Effects",
"III V Semiconductors",
"MOCVD",
"Semiconductor Growth",
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"Wide Band Gap Semiconductors",
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"Ga N",
"Substrates",
"Gallium Nitride",
"Hydrogen",
"Nitrogen",
"Temperature Distribution",
"Mathematical Model",
"MOCVD",
"Ga N Films",
"MOCVD",
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"authors": [
{
"affiliation": "University of Jinan",
"fullName": "Zhiming Li",
"givenName": "Zhiming",
"surname": "Li",
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},
{
"affiliation": "Shandong College of Electronic Technology",
"fullName": "Hailing Li",
"givenName": "Hailing",
"surname": "Li",
"__typename": "ArticleAuthorType"
},
{
"affiliation": "University of Jinan",
"fullName": "Yang Li",
"givenName": "Yang",
"surname": "Li",
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},
{
"affiliation": "University of Jinan",
"fullName": "Ligen Lu",
"givenName": "Ligen",
"surname": "Lu",
"__typename": "ArticleAuthorType"
},
{
"affiliation": "University of Jinan",
"fullName": "Wanghao Ren",
"givenName": "Wanghao",
"surname": "Ren",
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}
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"proceeding": {
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"title": "2013 IEEE International Conference on High Performance Computing and Communications (HPCC) & 2013 IEEE International Conference on Embedded and Ubiquitous Computing (EUC)",
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"title": "Semi-implicit Red/Black Solver for Incompressible Navier-Stokes Equations on GPGPU",
"normalizedTitle": "Semi-implicit Red/Black Solver for Incompressible Navier-Stokes Equations on GPGPU",
"abstract": "A novel Semi-Implicit Bicolor Navier-Stokes solver, inspired by red/black scheme for Poisson equation, was developed for simulating incompressible fluids on GPGPU. The solver was shown to be beneficial for simulating highly unsteady flows. Also, it allows more freedom in choice of time step because of the relaxed stability condition. Spatial discretization uses staggered grid and approximates convective terms with WENO scheme to capture the effects of convection-dominated flows. The computation is dominated by the Poisson solver, which uses matrix-free Preconditioned Conjugate Gradient algorithm. Several known matrix-free preconditioners were considered. Red/Black SSOR was found to be the most suitable matrix-free preconditioner for PCG, even though it is usually used as a main solver. A mixed precision modification, developed with sensitivity analysis, was shown to be beneficial for unsteady flows.",
"abstracts": [
{
"abstractType": "Regular",
"content": "A novel Semi-Implicit Bicolor Navier-Stokes solver, inspired by red/black scheme for Poisson equation, was developed for simulating incompressible fluids on GPGPU. The solver was shown to be beneficial for simulating highly unsteady flows. Also, it allows more freedom in choice of time step because of the relaxed stability condition. Spatial discretization uses staggered grid and approximates convective terms with WENO scheme to capture the effects of convection-dominated flows. The computation is dominated by the Poisson solver, which uses matrix-free Preconditioned Conjugate Gradient algorithm. Several known matrix-free preconditioners were considered. Red/Black SSOR was found to be the most suitable matrix-free preconditioner for PCG, even though it is usually used as a main solver. A mixed precision modification, developed with sensitivity analysis, was shown to be beneficial for unsteady flows.",
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"normalizedAbstract": "A novel Semi-Implicit Bicolor Navier-Stokes solver, inspired by red/black scheme for Poisson equation, was developed for simulating incompressible fluids on GPGPU. The solver was shown to be beneficial for simulating highly unsteady flows. Also, it allows more freedom in choice of time step because of the relaxed stability condition. Spatial discretization uses staggered grid and approximates convective terms with WENO scheme to capture the effects of convection-dominated flows. The computation is dominated by the Poisson solver, which uses matrix-free Preconditioned Conjugate Gradient algorithm. Several known matrix-free preconditioners were considered. Red/Black SSOR was found to be the most suitable matrix-free preconditioner for PCG, even though it is usually used as a main solver. A mixed precision modification, developed with sensitivity analysis, was shown to be beneficial for unsteady flows.",
"fno": "06832047",
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"abstract": "Accurate motion capture and flexible retargeting of underwater creatures such as fish remain to be difficult due to the long-lasting challenges of marker attachment and feature description for soft bodies in the underwater environment. Despite limited new research progresses appeared in recent years, the fish motion retargeting with a desirable motion pattern in real-time remains elusive. Strongly motivated by our ambitious goal of achieving high-quality data-driven fish animation with a light-weight, mobile device, this paper develops a novel framework of motion capturing and retargeting for a fish. We capture the motion of actual fish by a monocular camera without the utility of any marker. The elliptical Fourier coefficients are then integrated into the contour-based feature extraction process to analyze the fish swimming patterns. This novel approach can obtain the motion information in a robust way, with smooth medial axis as the descriptor for a soft fish body. For motion retargeting, we propose a two-level scheme to properly transfer the captured motion into new models, such as 2D meshes (with texture) generated from pictures or 3D models designed by artists, regardless of different body geometry and fin proportions among various species. Both motion capture and retargeting processes are functioning in real time. Hence, the system can simultaneously create fish animation with variation, while obtaining video sequences of real fish by a monocular camera.",
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"abstract": "Combining multiple observation views has proven beneficial for pedestrian tracking. In this paper, we present a methodology for tracking pedestrians in an uncalibrated multi-view camera network. Using a set of color and infrared cameras, we can accurately tracking pedestrians for a general scene configuration. We design an algorithmic framework that can be generalized to an arbitrary number of cameras. A novel pedestrian detection algorithm based on Center-symmetric Local Binary Patterns is integrated into the proposed system. In our experiments the common field of view of two neighboring cameras was about 30%. The system improves upon existing systems in the following ways: (1) The system registers partially overlapping camera-views automatically and does not require any manual input. (2) The system reaches the state-of-the-art performance when the common field of view of any two cameras is low and successfully integrates optical and infrared cameras. Our experiments also demonstrate that the proposed architecture is able to provide robust, real-time input to a video surveillance system. Our system was tested in a multi-view, outdoor environment with uncalibrated cameras.",
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"content": "Combining multiple observation views has proven beneficial for pedestrian tracking. In this paper, we present a methodology for tracking pedestrians in an uncalibrated multi-view camera network. Using a set of color and infrared cameras, we can accurately tracking pedestrians for a general scene configuration. We design an algorithmic framework that can be generalized to an arbitrary number of cameras. A novel pedestrian detection algorithm based on Center-symmetric Local Binary Patterns is integrated into the proposed system. In our experiments the common field of view of two neighboring cameras was about 30%. The system improves upon existing systems in the following ways: (1) The system registers partially overlapping camera-views automatically and does not require any manual input. (2) The system reaches the state-of-the-art performance when the common field of view of any two cameras is low and successfully integrates optical and infrared cameras. Our experiments also demonstrate that the proposed architecture is able to provide robust, real-time input to a video surveillance system. Our system was tested in a multi-view, outdoor environment with uncalibrated cameras.",
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"abstract": "This paper addresses the problem of characterizing a general class of cameras under reasonable, “linear” assumptions. Concretely, we use the formalism and terminology of classical projective geometry to model cameras by two-parameter linear families of straight lines-that is, degenerate reguli (rank-3 families) and non-degenerate linear congruences (rank-4 families). This model captures both the general linear cameras of Yu and McMillan and the linear oblique cameras of Pajdla. From a geometric perspective, it affords a simple classification of all possible camera configurations. From an analytical viewpoint, it also provides a simple and unified methodology for deriving general formulas for projection and inverse projection, triangulation, and binocular and trinocular geometry.",
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"abstract": "In order to track and estimate the pose of known rigid objects with high accuracy in unconstrained environment with light disturbance, scale changes and occlusion, we propose to combine 3D particle filter (PF) framework with algebraic pose optimization in a closed loop. A new PF observation model based on line similarity in 3D space is devised and the output of 3D PF tracking, namely line correspondences (model edges and image line segments), are provided for algebraic line-based pose optimization. As a feedback, the optimized pose serves as a particle with high weight during re-sampling. To speed up the algorithm, a dynamic ROI is used for reducing the line detection and search space. Experiments show our proposed algorithm can effectively track and accurately estimate the pose of freely moving 3D rigid objects in complex environment.",
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"affiliation": "National University of Defense Technology",
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"affiliation": "Graduate School of Design, Kyushu University,Fukuoka,Japan",
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"abstract": "We investigated two judgments of action capabilities with virtual objects presented through smartphones: passing through an aperture and stepping over a gap. The results showed that users were conservative in their affordance judgments for the two actions, but that judgments became more accurate with training by AR cues. In the post-cue trials, passing through judgments improved; in contrast, stepping over judgments became more precise when the cue was present, but did not display the same generalization in the post-cue block of improved estimates.",
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"abstract": "Augmented reality (AR) provides enormous potential to improve navigation assistance interfaces by displaying information directly into the user's field of view. In maritime contexts, such AR interfaces could supplement conventional solutions that require users to interpret spatial positions visualized on two-dimensional maps. In order to design useful navigation assistance, it is crucial to understand how egocentric distances of displayed objects are perceived and how different design attributes influence depth estimation. While previous research mainly focused on depth perception in indoor environments and rather short distances, this paper presents an investigation of the perceived egocentric distance of virtual objects in distances up to 75 meters in an open outdoor environment. In a perceptual matching task experiment using the Microsoft HoloLens 2, participants had to move objects with different (i) shape, (ii) coloration, and (iii) relation to floor to various target distances. Our results suggest that participants overestimated the distance to virtual objects across all tested distances since they significantly underproduced target distances for all investigated design factors. Based on these results, we explored potential design implications for a maritime AR navigation assistance on a ship in the local port area.",
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"content": "Augmented reality (AR) provides enormous potential to improve navigation assistance interfaces by displaying information directly into the user's field of view. In maritime contexts, such AR interfaces could supplement conventional solutions that require users to interpret spatial positions visualized on two-dimensional maps. In order to design useful navigation assistance, it is crucial to understand how egocentric distances of displayed objects are perceived and how different design attributes influence depth estimation. While previous research mainly focused on depth perception in indoor environments and rather short distances, this paper presents an investigation of the perceived egocentric distance of virtual objects in distances up to 75 meters in an open outdoor environment. In a perceptual matching task experiment using the Microsoft HoloLens 2, participants had to move objects with different (i) shape, (ii) coloration, and (iii) relation to floor to various target distances. Our results suggest that participants overestimated the distance to virtual objects across all tested distances since they significantly underproduced target distances for all investigated design factors. Based on these results, we explored potential design implications for a maritime AR navigation assistance on a ship in the local port area.",
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"normalizedAbstract": "Augmented reality (AR) provides enormous potential to improve navigation assistance interfaces by displaying information directly into the user's field of view. In maritime contexts, such AR interfaces could supplement conventional solutions that require users to interpret spatial positions visualized on two-dimensional maps. In order to design useful navigation assistance, it is crucial to understand how egocentric distances of displayed objects are perceived and how different design attributes influence depth estimation. While previous research mainly focused on depth perception in indoor environments and rather short distances, this paper presents an investigation of the perceived egocentric distance of virtual objects in distances up to 75 meters in an open outdoor environment. In a perceptual matching task experiment using the Microsoft HoloLens 2, participants had to move objects with different (i) shape, (ii) coloration, and (iii) relation to floor to various target distances. Our results suggest that participants overestimated the distance to virtual objects across all tested distances since they significantly underproduced target distances for all investigated design factors. Based on these results, we explored potential design implications for a maritime AR navigation assistance on a ship in the local port area.",
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"abstract": "There is a growing interest in using augmented reality for simulation and training across fields such as medicine, military, and others. An important question to address is whether distances to virtual objects displayed in augmented reality are perceived accurately and similarly to the real world. Current augmented reality (AR) devices, such as the HoloLens, provide an advantage over virtual reality with regard to depth perception because they display virtual objects in a real world context that preserves depth cues of the real world. However, these AR devices limit real world experience because they restrict the field of view (FOV), add weight, and may be cumbersome to wear over time. In the current study, we investigated whether distance judgments were similar when objects were presented in the real world or in augmented reality (via the HoloLens version 1). All participants wore the device to control for the effect of weight on distance judgments. We also tested whether reducing cues to depth by asking participants to view the targets both monocularly and binocularly affected judgments. Participants blind walked to a cube placed at varying distances in both a condition where the cube was viewed monocularly and binocularly. There was no main effect for viewing in augmented reality vs. the real world. But, viewing condition (either monocular or binocular) did interact with group such that viewing monocularly resulted in greater underestimation of farther distances for AR targets compared to real world targets. These findings provide support for the notion that distance estimations to real and augmented reality objects can be similar, given binocular viewing conditions. Our study suggests that AR may be well suited for training and simulation applications that utilize the range of distances tested herein.",
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"content": "There is a growing interest in using augmented reality for simulation and training across fields such as medicine, military, and others. An important question to address is whether distances to virtual objects displayed in augmented reality are perceived accurately and similarly to the real world. Current augmented reality (AR) devices, such as the HoloLens, provide an advantage over virtual reality with regard to depth perception because they display virtual objects in a real world context that preserves depth cues of the real world. However, these AR devices limit real world experience because they restrict the field of view (FOV), add weight, and may be cumbersome to wear over time. In the current study, we investigated whether distance judgments were similar when objects were presented in the real world or in augmented reality (via the HoloLens version 1). All participants wore the device to control for the effect of weight on distance judgments. We also tested whether reducing cues to depth by asking participants to view the targets both monocularly and binocularly affected judgments. Participants blind walked to a cube placed at varying distances in both a condition where the cube was viewed monocularly and binocularly. There was no main effect for viewing in augmented reality vs. the real world. But, viewing condition (either monocular or binocular) did interact with group such that viewing monocularly resulted in greater underestimation of farther distances for AR targets compared to real world targets. These findings provide support for the notion that distance estimations to real and augmented reality objects can be similar, given binocular viewing conditions. Our study suggests that AR may be well suited for training and simulation applications that utilize the range of distances tested herein.",
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"abstract": "Information seeking using computer-based systems is fundamentally an interactive process. Several factors including user's cognitive capabilities and limitations, work domain and task constraints, and the content and form of the electronic medium influence the information seeking process. Advances in computer-based systems development must be integrated with a comprehensive understanding of the information seeking and synthesis behavior in the context of information use. This panel brings together researchers in academia, research laboratories, and information industry to discuss theoretical and practical issues associated with human-centered design of effective electronic systems to support search, retrieval, and synthesis of distributed information sources.",
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"content": "Information seeking using computer-based systems is fundamentally an interactive process. Several factors including user's cognitive capabilities and limitations, work domain and task constraints, and the content and form of the electronic medium influence the information seeking process. Advances in computer-based systems development must be integrated with a comprehensive understanding of the information seeking and synthesis behavior in the context of information use. This panel brings together researchers in academia, research laboratories, and information industry to discuss theoretical and practical issues associated with human-centered design of effective electronic systems to support search, retrieval, and synthesis of distributed information sources.",
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"affiliation": "Wright State University",
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"title": "Weighted geodesic flow kernel for interpersonal mutual influence modeling and emotion recognition in dyadic interactions",
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"abstract": "Interpersonal mutual influence occurs naturally in social interactions through various behavioral aspects of spoken words, speech prosody, body gestures and so on. Such interpersonal behavior dynamic flow along an interaction is often modulated by the underlying emotional states. This work focuses on modeling how a participant in a dyadic interaction adapts his/her behavior to the multimodal behavior of the interlocutor, to express the emotions. We propose a weighted geodesic flow kernel (WGFK) to capture the complex interpersonal relationship in the expressive human interactions. In our framework, we parameterize the interaction between two partners using WGFK in a Grassmann manifold by fine-grained modeling of the varying contributions in the behavior subspaces of interaction partners. We verify the effectiveness of the WGFK-based interaction modeling in multimodal emotion recognition tasks drawn from dyadic interactions.",
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"content": "Interpersonal mutual influence occurs naturally in social interactions through various behavioral aspects of spoken words, speech prosody, body gestures and so on. Such interpersonal behavior dynamic flow along an interaction is often modulated by the underlying emotional states. This work focuses on modeling how a participant in a dyadic interaction adapts his/her behavior to the multimodal behavior of the interlocutor, to express the emotions. We propose a weighted geodesic flow kernel (WGFK) to capture the complex interpersonal relationship in the expressive human interactions. In our framework, we parameterize the interaction between two partners using WGFK in a Grassmann manifold by fine-grained modeling of the varying contributions in the behavior subspaces of interaction partners. We verify the effectiveness of the WGFK-based interaction modeling in multimodal emotion recognition tasks drawn from dyadic interactions.",
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"normalizedAbstract": "Interpersonal mutual influence occurs naturally in social interactions through various behavioral aspects of spoken words, speech prosody, body gestures and so on. Such interpersonal behavior dynamic flow along an interaction is often modulated by the underlying emotional states. This work focuses on modeling how a participant in a dyadic interaction adapts his/her behavior to the multimodal behavior of the interlocutor, to express the emotions. We propose a weighted geodesic flow kernel (WGFK) to capture the complex interpersonal relationship in the expressive human interactions. In our framework, we parameterize the interaction between two partners using WGFK in a Grassmann manifold by fine-grained modeling of the varying contributions in the behavior subspaces of interaction partners. We verify the effectiveness of the WGFK-based interaction modeling in multimodal emotion recognition tasks drawn from dyadic interactions.",
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