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"title": "2012 IEEE Conference on Visual Analytics Science and Technology (VAST 2012)",
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"content": "Visual analytics (VA) system development started in academic research institutions where novel visualization techniques and open source toolkits were developed. Simultaneously, small software companies, sometimes spin-offs from academic research institutions, built solutions for specific application domains. In recent years we observed the following trend: some small VA companies grew exponentially; at the same time some big software vendors such as IBM and SAP started to acquire successful VA companies and integrated the acquired VA components into their existing frameworks. Generally the application domains of VA systems have broadened substantially. This phenomenon is driven by the generation of more and more data of high volume and complexity, which leads to an increasing demand for VA solutions from many application domains. In this paper we survey a selection of state-of-the-art commercial VA frameworks, complementary to an existing survey on open source VA tools. From the survey results we identify several improvement opportunities as future research directions.",
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"affiliation": "University of Konstanz, Germany",
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"abstract": "The complexity of triangle meshes is growing rapidly due to the need for higher accuracy. As a consequence, the network transmission delay of 3D graphics data is the major bottleneck in computer graphics. An interesting solution to this limited bandwidth is the compression technique. This solution implies the necessity of specific hardware to reconstruct the mesh at the entrance of the graphics pipeline. In this work we present a new compression connectivity algorithm or triangle meshes. This is a simple algorithm which improves the compression ratio (nearly 1.5 bits/triangle) by previously reported schemes. Due to its simplicity, it is very suitable for hardware implementation. This implementation has a simple and efficient structure, low storage requirements and a reconstruction rate of one triangle per cycle.",
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"content": "The complexity of triangle meshes is growing rapidly due to the need for higher accuracy. As a consequence, the network transmission delay of 3D graphics data is the major bottleneck in computer graphics. An interesting solution to this limited bandwidth is the compression technique. This solution implies the necessity of specific hardware to reconstruct the mesh at the entrance of the graphics pipeline. In this work we present a new compression connectivity algorithm or triangle meshes. This is a simple algorithm which improves the compression ratio (nearly 1.5 bits/triangle) by previously reported schemes. Due to its simplicity, it is very suitable for hardware implementation. This implementation has a simple and efficient structure, low storage requirements and a reconstruction rate of one triangle per cycle.",
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"fno": "15210380",
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"affiliation": "University of Santiago de Compostela",
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"affiliation": "University of A Coruña",
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"affiliation": "University of Santiago de Compostela",
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"abstract": "The emotional component of human walking patterns can be characterized by a limited set of kinematic cues [8]. Here, we tested whether artificial synthesis of emotional gaits based on these cues can facilitate emotion perception in human observers. To this purpose, we recorded neutral gaits and artificially modified the walking speed, the upper-body posture or some combination thereof. Nave observers had to judge emotion conveyed by these animated avatars or by real emotional gaits recorded in professional actors. We found that the recognition rates of both animated and real movies were comparable and particularly high (e.g. > 85 %): all emotions but fear were unambiguously perceived in walking avatars thanks to a particular combination of walking speed and head/trunk posture. This reveals a strong coupling between motor and perceptual processes underlying emotion expression and recognition. The potential applications of these findings in the fields of animated motion picture and humanoid robotics are discussed.",
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"abstract": "Paramedics are often involved in varied and complex, emotionally provoking emergency calls which can result in difficulty controlling their affective experience. As a result, their internal physiological state may “leak” out through their external visual and auditory behaviors which can affect patient care. This research aims to identify how this ‘leakage’ may be perceived by observers, what commonalities exist in how the affective dimensions seem to be expressed through the body and the relationship between these dimensions and trainees' electrodermal activity (EDA). We conducted a preliminary study with a small set of knowledgeable observers to continuously rate trainees' valence, arousal and dominance from behavioral data in thin slices of simulation videos. We analyzed the relationship between trainees' EDA and observers' independent ratings. Our findings show a significant agreement on and correlation between the observers' ratings for all dimensions and preliminary modeling indicates a significant relationship.",
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"title": "Perceptual Distortions Between Windows and Screens: Stereopsis Predicts Motion Parallax",
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"abstract": "Stereopsis and motion parallax provide depth information, capable of producing more realistic user experiences after being integrated into a flat screen (e.g. immersive virtual reality). Extensive research shows that stereoscopic screens increase realism, while few studies have investigated users’ responses to parallax screens without stereopsis. In this study, we examined users’ evaluations of screens with only parallax or stereopsis. We found that with only parallax, the mapping between observer motion and viewpoint change should be around 0.6 for a more realistic perceptual experience, and observers were less sensitive to stereoscopic distortions as a result of a different interpupillary distance scaling.",
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"content": "Stereopsis and motion parallax provide depth information, capable of producing more realistic user experiences after being integrated into a flat screen (e.g. immersive virtual reality). Extensive research shows that stereoscopic screens increase realism, while few studies have investigated users’ responses to parallax screens without stereopsis. In this study, we examined users’ evaluations of screens with only parallax or stereopsis. We found that with only parallax, the mapping between observer motion and viewpoint change should be around 0.6 for a more realistic perceptual experience, and observers were less sensitive to stereoscopic distortions as a result of a different interpupillary distance scaling.",
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"affiliation": "York University",
"fullName": "Xiaoye Michael Wang",
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"affiliation": "York University",
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"abstract": "Test-driven code search (TDCS) is an approach to code search and reuse that uses test cases as inputs to form the search query. Together with the test cases that provide more semantics to the search task, keywords taken from class and method names are still required. Therefore, the effectiveness of the approach also relies on how good these keywords are, i.e., how frequently they are chosen by developers to name the desired functions. To help users choose adequate words in their query test cases, visual aids can be used. In this paper we propose thesaurus-based tag clouds to show developers terms that are more frequently used in the code repository to improve their search. Terms are generated by looking up words similar to the initial keywords on a thesaurus. Tag clouds are then formed based on the frequency in which these terms appear in the code base. Our approach was implemented with an English thesaurus as an extension to CodeGenie, a Java- and Eclipse-based TDCS tool. Our evaluation shows that the approach can help improve the number of returned results. We also noticed the visual aid can be especially useful for non-native speakers of the language in which the code repository is written. These users are frequently unaware of the most common terms used to name specific functionality in the code, in the given language.",
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"content": "Test-driven code search (TDCS) is an approach to code search and reuse that uses test cases as inputs to form the search query. Together with the test cases that provide more semantics to the search task, keywords taken from class and method names are still required. Therefore, the effectiveness of the approach also relies on how good these keywords are, i.e., how frequently they are chosen by developers to name the desired functions. To help users choose adequate words in their query test cases, visual aids can be used. In this paper we propose thesaurus-based tag clouds to show developers terms that are more frequently used in the code repository to improve their search. Terms are generated by looking up words similar to the initial keywords on a thesaurus. Tag clouds are then formed based on the frequency in which these terms appear in the code base. Our approach was implemented with an English thesaurus as an extension to CodeGenie, a Java- and Eclipse-based TDCS tool. Our evaluation shows that the approach can help improve the number of returned results. We also noticed the visual aid can be especially useful for non-native speakers of the language in which the code repository is written. These users are frequently unaware of the most common terms used to name specific functionality in the code, in the given language.",
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"abstract": "In recent years, much effort has been invested in analyzing social network data. However, it remains a great challenge to support interactive exploration of such huge amounts of data. In this paper, we propose Vesta, a system that enables visual exploration of social network data via tag clouds. Under Vesta, users can interactively explore and extract summaries of social network contents published in a certain spatial region during a certain period of time. These summaries are represented using a novel concept called hierarchical tag clouds, which allows users to zoom in/out to explore more specific/general tag summaries. In Vesta, the spatiotemporal data is split into partitions. A novel biclustering approach is applied for each partition to extract summaries, which are then used to construct a hierarchical latent Dirichlet allocation model to generate a topic hierarchy. At runtime, the topic hierarchies in the relevant partitions of the user-specified region are merged in a probabilistic manner to form tag hierarchies, which are used to construct interactive hierarchical tag clouds for visualization. The result of an extensive experimental study verifies the efficiency and effectiveness of Vesta.",
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"content": "In recent years, much effort has been invested in analyzing social network data. However, it remains a great challenge to support interactive exploration of such huge amounts of data. In this paper, we propose Vesta, a system that enables visual exploration of social network data via tag clouds. Under Vesta, users can interactively explore and extract summaries of social network contents published in a certain spatial region during a certain period of time. These summaries are represented using a novel concept called hierarchical tag clouds, which allows users to zoom in/out to explore more specific/general tag summaries. In Vesta, the spatiotemporal data is split into partitions. A novel biclustering approach is applied for each partition to extract summaries, which are then used to construct a hierarchical latent Dirichlet allocation model to generate a topic hierarchy. At runtime, the topic hierarchies in the relevant partitions of the user-specified region are merged in a probabilistic manner to form tag hierarchies, which are used to construct interactive hierarchical tag clouds for visualization. The result of an extensive experimental study verifies the efficiency and effectiveness of Vesta.",
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"affiliation": "NUS Graduate School for Integrative Sciences and Engineering, National University of Singapore, Singapore",
"fullName": "Anthony K.H. Tung",
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"affiliation": "School of Computing, National University of Singapore, Singapore",
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"affiliation": "School of Computing, National University of Singapore, Singapore",
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"abstract": "The Internet is the main source of information nowadays. Consequently, end users need to be knowledgeable about how to use search engines in order to locate relevant information in a reasonable time with minimal effort. On the other hand, search engines must provide different and alternative ways to represent the search results to facilitate the user access to the information especially for the visually impaired (VI) users. Our research aim is to produce a new representational model for the search engine results targeting VI users. The result of this study will be a functional prototype that summarizes the search results as main ideas that are identified as concepts. Formal Concept Analysis (FCA) defines a concept as the maximum number of objects that are sharing the maximum number of features or attributes. Concepts are discovered by analyzing data patterns for the text of the study. The outcome of the first step of summarization concepts as keywords is used to minimize the number of listed websites and URLs that match the user selection of the multi-level tree of concepts. This scenario of summarization can give the user different directions for the shortest path to reach the target information with the minimum amount of time and effort required. The purpose of these directions can be either to proceed with reading the whole document in detail, or to continue the search for finding other related documents that match the user's inquiry. Experiments run on an iterative testing basis until VI users find proper results that satisfy their needs for the search context. User observations and interpretations based on the experiments are used for the user evaluation. This study will guide us for designing a new model for summarizing search results based on the FCA algorithm to the VI end users, and with a new representation interface based on the discovered concepts' weights.",
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"abstract": "Near-Infrared (NIR) images of most materials exhibit less texture or albedo variations making them beneficial for vision tasks such as intrinsic image decomposition and structured light depth estimation. Understanding the reflectance properties (BRDF) of materials in the NIR wavelength range can be further useful for many photometric methods including shape from shading and inverse rendering. However, even with less albedo variation, many materials e.g. fabrics, leaves, etc. exhibit complex fine-scale surface detail making it hard to accurately estimate BRDF. In this paper, we present an approach to simultaneously estimate NIR BRDF and fine-scale surface details by imaging materials under different IR lighting and viewing directions. This is achieved by an iterative scheme that alternately estimates surface detail and NIR BRDF of materials. Our setup does not require complicated gantries or calibration and we present the first NIR dataset of 100 materials including a variety of fabrics (knits, weaves, cotton, satin, leather), and organic (skin, leaves, jute, trunk, fur) and inorganic materials (plastic, concrete, carpet). The NIR BRDFs measured from material samples are used with a shape-from-shading algorithm to demonstrate fine-scale reconstruction of objects from a single NIR image.",
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"abstract": "Research in brain-computer interface (BCI) has significantly increased during the last few years. In addition to their initial role as assisting devices for the physically challenged, BCIs are now proposed for a wider range of applications. As in any HCI application, BCIs can also benefit from adapting their operation to the emotional state of the user. BCIs have the advantage of having access to brain activity which can provide significant insight into the user's emotional state. This information can be utilized in two manners. 1) Knowledge of the influence of the emotional state on brain activity patterns can allow the BCI to adapt its recognition algorithms, so that the intention of the user is still correctly interpreted in spite of signal deviations induced by the subject's emotional state. 2) The ability to recognize emotions can be used in BCIs to provide the user with more natural ways of controlling the BCI through affective modulation. Thus, controlling a BCI by recollecting a pleasant memory can be possible and can potentially lead to higher information transfer rates. These two approaches of emotion utilization in BCI are elaborated in detail in this paper in the framework of non-invasive EEG based BCIs.",
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"abstract": "Augmented reality (AR) technologies, such as Microsoft's HoloLens head-mounted display and AR-enabled car windshields, are rapidly emerging. AR applications provide users with immersive virtual experiences by capturing input from a user's surroundings and overlaying virtual output on the user's perception of the real world. These applications enable users to interact with and perceive virtual content in fundamentally new ways. However, the immersive nature of AR applications raises serious security and privacy concerns. Prior work has focused primarily on input privacy risks stemming from applications with unrestricted access to sensor data. However, the risks associated with malicious or buggy AR output remain largely unexplored. For example, an AR windshield application could intentionally or accidentally obscure oncoming vehicles or safety-critical output of other AR applications. In this work, we address the fundamental challenge of securing AR output in the face of malicious or buggy applications. We design, prototype, and evaluate Arya, an AR platform that controls application output according to policies specified in a constrained yet expressive policy framework. In doing so, we identify and overcome numerous challenges in securing AR output.",
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"title": "2017 IEEE 30th International Symposium on Computer-Based Medical Systems (CBMS)",
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"doi": "10.1109/CBMS.2017.35",
"title": "Commercial BCI Control and Functional Brain Networks in Spinal Cord Injury: A Proof-of-Concept",
"normalizedTitle": "Commercial BCI Control and Functional Brain Networks in Spinal Cord Injury: A Proof-of-Concept",
"abstract": "Spinal Cord Injury (SCI), along with disability, results in changes of brain organization and structure. While sensorimotor networks of patients and healthy individuals share similar patterns, unique functional interactions have been identified in SCI networks. Brain-Computer Interfaces (BCIs) have emerged as a promising technology for movement restoration and rehabilitation of SCI patients. We describe an experimental methodology to combine high-resolution electroencephalography (EEG) for investigation of functional connectivity following SCI and non-invasive BCI control of robotic arms. Two BCI-naïve female subjects, a SCI patient and a healthy control subject participated in the proof-ofconcept implementation. They were instructed to perform motor imagery (MI) while watching multiple movements of either arms or legs during walking, while under 128-channel EEG recording. They were, subsequently, asked to control two robotic arms (Mercury v2.0) using a commercial class EEGBCI. They both achieved comparable performance levels of robotic control, 52.5% for the SCI patient and 56.9% for the healthy control. We performed a feasibility analysis of functional networks on the EEG-BCI recordings. Visual MI allows training on multiple imagined movements and shows promise in investigating differences in functional cortical networks associated with different motor tasks. This approach could allow the implementation of functional network-based BCIs in the future for complex movement control.",
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"content": "Spinal Cord Injury (SCI), along with disability, results in changes of brain organization and structure. While sensorimotor networks of patients and healthy individuals share similar patterns, unique functional interactions have been identified in SCI networks. Brain-Computer Interfaces (BCIs) have emerged as a promising technology for movement restoration and rehabilitation of SCI patients. We describe an experimental methodology to combine high-resolution electroencephalography (EEG) for investigation of functional connectivity following SCI and non-invasive BCI control of robotic arms. Two BCI-naïve female subjects, a SCI patient and a healthy control subject participated in the proof-ofconcept implementation. They were instructed to perform motor imagery (MI) while watching multiple movements of either arms or legs during walking, while under 128-channel EEG recording. They were, subsequently, asked to control two robotic arms (Mercury v2.0) using a commercial class EEGBCI. They both achieved comparable performance levels of robotic control, 52.5% for the SCI patient and 56.9% for the healthy control. We performed a feasibility analysis of functional networks on the EEG-BCI recordings. Visual MI allows training on multiple imagined movements and shows promise in investigating differences in functional cortical networks associated with different motor tasks. This approach could allow the implementation of functional network-based BCIs in the future for complex movement control.",
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"normalizedAbstract": "Spinal Cord Injury (SCI), along with disability, results in changes of brain organization and structure. While sensorimotor networks of patients and healthy individuals share similar patterns, unique functional interactions have been identified in SCI networks. Brain-Computer Interfaces (BCIs) have emerged as a promising technology for movement restoration and rehabilitation of SCI patients. We describe an experimental methodology to combine high-resolution electroencephalography (EEG) for investigation of functional connectivity following SCI and non-invasive BCI control of robotic arms. Two BCI-naïve female subjects, a SCI patient and a healthy control subject participated in the proof-ofconcept implementation. They were instructed to perform motor imagery (MI) while watching multiple movements of either arms or legs during walking, while under 128-channel EEG recording. They were, subsequently, asked to control two robotic arms (Mercury v2.0) using a commercial class EEGBCI. They both achieved comparable performance levels of robotic control, 52.5% for the SCI patient and 56.9% for the healthy control. We performed a feasibility analysis of functional networks on the EEG-BCI recordings. Visual MI allows training on multiple imagined movements and shows promise in investigating differences in functional cortical networks associated with different motor tasks. This approach could allow the implementation of functional network-based BCIs in the future for complex movement control.",
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"Functional Connectivity",
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"fullName": "Alkinoos Athanasiou",
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"fullName": "George Arfaras",
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"fullName": "Ioannis Xygonakis",
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"fullName": "Panagiotis Kartsidis",
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"fullName": "Niki Pandria",
"givenName": "Niki",
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"fullName": "Kyriaki Rafailia Kavazidi",
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"fullName": "Alexander Astaras",
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"fullName": "Nicolas Foroglou",
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"fullName": "Konstantinos Polyzoidis",
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"fullName": "Panagiotis D. Bamidis",
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"title": "2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)",
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"abstract": "In this paper, we analyze how we perceive the peripersonal space when involved in a reaching task in an Augmented Reality (AR) environment. In particular, we aim to quantify whether distortions in perception of the spatial layout of the scene occur, by taking into consideration two different AR wearable devices, in particular head-mounted displays (HMD). We performed two tests, and compared the results between the subjects who used an Optical See-Through (OST) HMD (Metavision Meta 2) and those who used a Video See-Through (VST) HMD (a smartphone in conjunction with a headset like the Google Cardboard). The data has been collected from a total of 45 volunteer participants. In the experiment, the subjects had to perform a precision reaching task by overlapping the hand on the perceived target position. Then, we observed how the presence or absence of an internal feedback influenced the homing performance. Our results revealed a better depth estimation, thus a more precise interaction, when using the OST device, which also revealed a lower impact on eye strain and fatigue.",
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"content": "In this paper, we analyze how we perceive the peripersonal space when involved in a reaching task in an Augmented Reality (AR) environment. In particular, we aim to quantify whether distortions in perception of the spatial layout of the scene occur, by taking into consideration two different AR wearable devices, in particular head-mounted displays (HMD). We performed two tests, and compared the results between the subjects who used an Optical See-Through (OST) HMD (Metavision Meta 2) and those who used a Video See-Through (VST) HMD (a smartphone in conjunction with a headset like the Google Cardboard). The data has been collected from a total of 45 volunteer participants. In the experiment, the subjects had to perform a precision reaching task by overlapping the hand on the perceived target position. Then, we observed how the presence or absence of an internal feedback influenced the homing performance. Our results revealed a better depth estimation, thus a more precise interaction, when using the OST device, which also revealed a lower impact on eye strain and fatigue.",
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"title": "Can Retinal Projection Displays Improve Spatial Perception in Augmented Reality?",
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"abstract": "Commonly used Head Mounted Displays (HMDs) in Augmented Reality (AR), namely Optical See-Through (OST) displays, suffer from a main drawback: their focal lenses can only provide a fixed focal distance. Such a limitation is suspected to be one of the main factors for distance misperception in AR. In this paper, we studied the use of an emerging new kind of AR display to tackle such perception issues: Retinal Projection Displays (RPDs). With RPDs, virtual images have no focal distance and the AR content is always in focus. We conducted the first reported experiment evaluating egocentric distance perception of observers using Retinal Projection Displays. We compared the precision and accuracy of the depth estimation between real and virtual targets, displayed by either OST HMDs or RPDs. Interestingly, our results show that RPDs provide depth estimates in AR closer to real ones compared to OST HMDs. Indeed, the use of an OST device was found to lead to an overestimation of the perceived distance by 16%, whereas the distance overestimation bias dropped to 4% with RPDs. Besides, the task was reported with the same level of difficulty and no difference in precision. As such, our results shed the first light on retinal projection displays' benefits in terms of user's perception in Augmented Reality, suggesting that RPD is a promising technology for AR applications in which an accurate distance perception is required.",
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"content": "Commonly used Head Mounted Displays (HMDs) in Augmented Reality (AR), namely Optical See-Through (OST) displays, suffer from a main drawback: their focal lenses can only provide a fixed focal distance. Such a limitation is suspected to be one of the main factors for distance misperception in AR. In this paper, we studied the use of an emerging new kind of AR display to tackle such perception issues: Retinal Projection Displays (RPDs). With RPDs, virtual images have no focal distance and the AR content is always in focus. We conducted the first reported experiment evaluating egocentric distance perception of observers using Retinal Projection Displays. We compared the precision and accuracy of the depth estimation between real and virtual targets, displayed by either OST HMDs or RPDs. Interestingly, our results show that RPDs provide depth estimates in AR closer to real ones compared to OST HMDs. Indeed, the use of an OST device was found to lead to an overestimation of the perceived distance by 16%, whereas the distance overestimation bias dropped to 4% with RPDs. Besides, the task was reported with the same level of difficulty and no difference in precision. As such, our results shed the first light on retinal projection displays' benefits in terms of user's perception in Augmented Reality, suggesting that RPD is a promising technology for AR applications in which an accurate distance perception is required.",
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"Augmented Reality",
"Computer Vision",
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"Retinal Projection Displays",
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"Users Perception",
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"abstract": "Despite the popularity of MOOCs in providing opportunities for socialization, collaboration, and professional improvement, there has been little research exploring them in the context of Software Engineering Education (SEE). The purpose of this study is to provide a better understanding of practices and challenges when developing academic software engineering MOOCs. To this end, we research (i) how MOOCs in SEE are designed and (ii) what learning design considerations educators and learning designers have when developing SEE-related MOOCs. To address the first research question, a systematic mapping is performed to outline the current landscape. The second research question is answered by analyzing and reflecting on practical experiences acquired during the design of a MOOC on Agile Software Development. The design of the course was based on the Pedagogical Design Pattern Framework for MOOCs, an approach to design for learning that was defined in our previous studies. For this course, two environments were considered: (a) course-time on the Tim Tec MOOC platform for deeper engagement with active learning activities, such as Project-based learning; (b) a Facebook group as a social and collaborative learning space, including scenarios based on problem-based learning to activate prior knowledge. Some of the pedagogical strategies adopted to motivate self-regulated learning included self-introduction video, diary, diagnostic self-assessments, development of small projects alone and in pairs. Our findings provide evidence that there are still several technological and pedagogical challenges that need to be addressed so as to enhance the MOOCs learning experience for SEE. Technological issues identified include the development of tools and educational games, which should be integrated into MOOCs, and the use of learning analytics to support motivation, user experience, and more active learning in specific topics, such as Project Management, Agile Methods, and Requirements Engineering. In turn, the most significant and needed improvement to the pedagogical aspects is a re-thinking of the virtual moment in the MOOC platform so as to optimize it through activities that promote active learning and contextualized assessments.",
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"content": "Despite the popularity of MOOCs in providing opportunities for socialization, collaboration, and professional improvement, there has been little research exploring them in the context of Software Engineering Education (SEE). The purpose of this study is to provide a better understanding of practices and challenges when developing academic software engineering MOOCs. To this end, we research (i) how MOOCs in SEE are designed and (ii) what learning design considerations educators and learning designers have when developing SEE-related MOOCs. To address the first research question, a systematic mapping is performed to outline the current landscape. The second research question is answered by analyzing and reflecting on practical experiences acquired during the design of a MOOC on Agile Software Development. The design of the course was based on the Pedagogical Design Pattern Framework for MOOCs, an approach to design for learning that was defined in our previous studies. For this course, two environments were considered: (a) course-time on the Tim Tec MOOC platform for deeper engagement with active learning activities, such as Project-based learning; (b) a Facebook group as a social and collaborative learning space, including scenarios based on problem-based learning to activate prior knowledge. Some of the pedagogical strategies adopted to motivate self-regulated learning included self-introduction video, diary, diagnostic self-assessments, development of small projects alone and in pairs. Our findings provide evidence that there are still several technological and pedagogical challenges that need to be addressed so as to enhance the MOOCs learning experience for SEE. Technological issues identified include the development of tools and educational games, which should be integrated into MOOCs, and the use of learning analytics to support motivation, user experience, and more active learning in specific topics, such as Project Management, Agile Methods, and Requirements Engineering. In turn, the most significant and needed improvement to the pedagogical aspects is a re-thinking of the virtual moment in the MOOC platform so as to optimize it through activities that promote active learning and contextualized assessments.",
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"affiliation": "Federal Institute of Education, Science and Technology of South of Minas Gerais, Muzambinho, Minas Gerais, Brazil",
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"abstract": "Massive Open Online Courses (MOOCs) are becoming increasingly popular and have attracted much research attention. Analyzing clickstreams on MOOC videos poses a special analytical challenge but provides a good opportunity for understanding how students interact with course videos, which in turn can help instructors and educational analysts gain insights into online learning behavior. In this poster, we develop a visual analytical system, VisMOOC, to help instructors analyze the clickstream data. VisMOOC consists of three main views: the List View to list all course videos for analysts to select the video they are interested in; the Content-based View to show how each type of click actions change along the video timeline, which enables the most viewed sections to be observed and the most interesting patterns to be discovered; The Dashboard View shows the information of the clickstream data in different aspects, including the course information, the geographic distribution, the video temporal information, the video popularity, and the animation. Furthermore, case studies made by the instructors demonstrate the usefulness of VisMOOC and helped them gaining deep insights into learning behavior for MOOCs.",
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"content": "Massive Open Online Courses (MOOCs) are becoming increasingly popular and have attracted much research attention. Analyzing clickstreams on MOOC videos poses a special analytical challenge but provides a good opportunity for understanding how students interact with course videos, which in turn can help instructors and educational analysts gain insights into online learning behavior. In this poster, we develop a visual analytical system, VisMOOC, to help instructors analyze the clickstream data. VisMOOC consists of three main views: the List View to list all course videos for analysts to select the video they are interested in; the Content-based View to show how each type of click actions change along the video timeline, which enables the most viewed sections to be observed and the most interesting patterns to be discovered; The Dashboard View shows the information of the clickstream data in different aspects, including the course information, the geographic distribution, the video temporal information, the video popularity, and the animation. Furthermore, case studies made by the instructors demonstrate the usefulness of VisMOOC and helped them gaining deep insights into learning behavior for MOOCs.",
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"abstract": "To improve the amount of transmitted information via a sensory substitution system, we examined tactile perception characteristics of the index finger while presenting broadband vibrotactile stimuli. A pin-matrix tactile display composed of 12 piezoelectric bimorph actuators was used to elicit tactile sensations. The piezoelectric bimorph actuator of the display possesses flat frequency characteristics in the tactilely perceivable bandwidth of vibratory sensations. The actuator can therefore generate skin displacement patterns onto a fingertip surface in accordance with the waveform of the input voltage to the actuator. An open question of tactile sensations induced by multiple frequencies and waveforms was performed using the tactile display. A psychological scaling test of tactile sensations was conducted with the aim of transmitting voice quality information by tactile sensations. Most subjects perceived common changes of tactile sensations. This provides a guideline for the voice quality transmit function of tactile aids for the hearing impaired and other communication devices.",
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"abstract": "Toward the implementation of the Tactile Inter-net, sharing tactile information among involving entities is an inevitable but challenging task. In this paper, we report our preliminary attempt at the construction of an ontology model for providing a semantic abstraction for tactile sensing devices. The proposed ontology model is expected to break vertical silos caused by the incompatibility issues across platforms/ecosystems due to vendor/standard lock-in. We built the model with specific reference to vision-based tactile sensing devices, but it could be extended for other devices with different tactile sensing principles. To verify the feasibility of the ontology, a digital twin of a physical tactile device has been created and touch events have been reflected successfully. This model is expected to pave the way toward wider utilization of tactile devices at application levels for enhancing the sense of touch through cyber-physical systems.",
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"title": "Efficient Shoulder Surfing Resistant PIN Authentication Scheme Based on Localized Tactile Feedback",
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"abstract": "Conventional PIN authentication schemes cannot resist shoulder-surfing attacks. Therefore, various shoulder-surfing attacks resistant PIN authentication schemes using audio or tactile feedback have been designed for mobile devices. However, the efficiency of most existing shoulder-surfing attacks resistant PIN authentication schemes with sufficient security is unsatisfactory. Recently, devices with touchscreens supporting localized tactile feedback (LTF) have been developed, designed, patented, and/or implemented. It is promising that devices with touchscreens supporting LTF will be widely available in the future. In this paper, we present an efficient shoulder-surfing attacks resistant PIN authentication scheme, VpointsPES, based on LTF. VpointsPES can provide sufficient security and improved usability.",
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"content": "Conventional PIN authentication schemes cannot resist shoulder-surfing attacks. Therefore, various shoulder-surfing attacks resistant PIN authentication schemes using audio or tactile feedback have been designed for mobile devices. However, the efficiency of most existing shoulder-surfing attacks resistant PIN authentication schemes with sufficient security is unsatisfactory. Recently, devices with touchscreens supporting localized tactile feedback (LTF) have been developed, designed, patented, and/or implemented. It is promising that devices with touchscreens supporting LTF will be widely available in the future. In this paper, we present an efficient shoulder-surfing attacks resistant PIN authentication scheme, VpointsPES, based on LTF. VpointsPES can provide sufficient security and improved usability.",
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"affiliation": "National Taichung University of Education",
"fullName": "Wei-Chi Ku",
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"title": "2019 IEEE 18th International Conference on Cognitive Informatics & Cognitive Computing (ICCI*CC)",
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"doi": "10.1109/ICCICC46617.2019.9146046",
"title": "Thermal Tactile Experiment Device Based on Fuzzy PID Controller and Perception Experiments",
"normalizedTitle": "Thermal Tactile Experiment Device Based on Fuzzy PID Controller and Perception Experiments",
"abstract": "Using thermal tactile sensing mechanism based on semi-infinite body model, and combining with the advantages of maximum proportional controller, fuzzy and PID controller, a thermal tactile perception and reproduction experiment device (TTPRED) was designed based on the composite control strategy of threshold switching. The finger difference threshold measurement experiment of thermal tactile was carried out and the finger thermal tactile difference threshold was measured. The experiment results show that, the temperature control range of TTPRED is from -10°C to 130°C, the temperature resolution and precision are 0.01°e and ±0.1 °C respectively, the maximum heating or cooling rate is greater than 12 °C, and the TTPRED can realize the temperature output of the specific waveform quickly and accurately. The experiment results of psychophysical experiment will provide the experimental foundations and technical support for the further study of thermal tactile perception and reproduction.",
"abstracts": [
{
"abstractType": "Regular",
"content": "Using thermal tactile sensing mechanism based on semi-infinite body model, and combining with the advantages of maximum proportional controller, fuzzy and PID controller, a thermal tactile perception and reproduction experiment device (TTPRED) was designed based on the composite control strategy of threshold switching. The finger difference threshold measurement experiment of thermal tactile was carried out and the finger thermal tactile difference threshold was measured. The experiment results show that, the temperature control range of TTPRED is from -10°C to 130°C, the temperature resolution and precision are 0.01°e and ±0.1 °C respectively, the maximum heating or cooling rate is greater than 12 °C, and the TTPRED can realize the temperature output of the specific waveform quickly and accurately. The experiment results of psychophysical experiment will provide the experimental foundations and technical support for the further study of thermal tactile perception and reproduction.",
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"abstract": "Unlike traditional 2D image quality assessment, the structural relationship among sub-aperture images (SAIs) is an essential factor affecting the quality evaluation of light field (LF) images, where the labeled datasets are also not sufficient for improving learning performances. To solve these problems, we present a novel deep neural network-based approach to accurately predict the quality of compressed LF images without pristine images. Two modules dubbed SAI-Fusion and Global Context Perception (GCP) are proposed to obtain the relationship among SAIs. For effective training, we compress LF images from EPFL and HCI datasets and propose a ranking-based method to generate pseudo-labels as equivalents of Mean Opinion Score (MOS), i.e., Ranking-MOS. Therefore, we can pre-train our quality assessment network on compressed LF images with Ranking-MOS, and then fine-tune the model at small-scale datasets with real labels. Experiments demonstrate that the proposed method achieves state-of-the-art performance on compressed LF images of Win5-LID dataset.",
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"content": "Unlike traditional 2D image quality assessment, the structural relationship among sub-aperture images (SAIs) is an essential factor affecting the quality evaluation of light field (LF) images, where the labeled datasets are also not sufficient for improving learning performances. To solve these problems, we present a novel deep neural network-based approach to accurately predict the quality of compressed LF images without pristine images. Two modules dubbed SAI-Fusion and Global Context Perception (GCP) are proposed to obtain the relationship among SAIs. For effective training, we compress LF images from EPFL and HCI datasets and propose a ranking-based method to generate pseudo-labels as equivalents of Mean Opinion Score (MOS), i.e., Ranking-MOS. Therefore, we can pre-train our quality assessment network on compressed LF images with Ranking-MOS, and then fine-tune the model at small-scale datasets with real labels. Experiments demonstrate that the proposed method achieves state-of-the-art performance on compressed LF images of Win5-LID dataset.",
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"normalizedAbstract": "Unlike traditional 2D image quality assessment, the structural relationship among sub-aperture images (SAIs) is an essential factor affecting the quality evaluation of light field (LF) images, where the labeled datasets are also not sufficient for improving learning performances. To solve these problems, we present a novel deep neural network-based approach to accurately predict the quality of compressed LF images without pristine images. Two modules dubbed SAI-Fusion and Global Context Perception (GCP) are proposed to obtain the relationship among SAIs. For effective training, we compress LF images from EPFL and HCI datasets and propose a ranking-based method to generate pseudo-labels as equivalents of Mean Opinion Score (MOS), i.e., Ranking-MOS. Therefore, we can pre-train our quality assessment network on compressed LF images with Ranking-MOS, and then fine-tune the model at small-scale datasets with real labels. Experiments demonstrate that the proposed method achieves state-of-the-art performance on compressed LF images of Win5-LID dataset.",
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"abstract": "Olfactory adaptation is a non-negligible issue to consider to provide sustained olfaction experience in virtual reality. This study conducted experiments to measure users’ adaptation to pulse ejection odor display by ink-jet devices and analyzed the individual differences in olfactory perception. The results revealed that the average intensity perception dropped approximately to 70% of max perceived intensity in the 10-minute scent display session. Furthermore, individuals’ adaptation levels were correlated to personal sensitivity to olfactory intensity variations acquired by labeled magnitude scale. This work provided a theoretical basis to personalize odor display in VR for more stable olfactory experience.",
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"abstract": "In the information age, information and communication technology (ICT) is an asset for supporting people with disability to participate and be included in society. Research indicates that virtual worlds may help this group to gain independence and improve social participation. The aim of the present research was to explore the role that virtual worlds play in facilitating people with disability to experience a self-perceived improvement of social participation, independence and well-being. Using qualitative methods our results indicate that people with lifelong disability perceive that they reach a larger and more diverse network through the use of virtual worlds. Based on identified Quality of Life factors, we found that people with lifelong disability perceived that they obtained increased independence, social participation and well-being. The social affordances offered by virtual worlds are promising for improving these identified factors. This area of research warrants further empirical investigation to understand the implications in a broader social context.",
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"content": "In the information age, information and communication technology (ICT) is an asset for supporting people with disability to participate and be included in society. Research indicates that virtual worlds may help this group to gain independence and improve social participation. The aim of the present research was to explore the role that virtual worlds play in facilitating people with disability to experience a self-perceived improvement of social participation, independence and well-being. Using qualitative methods our results indicate that people with lifelong disability perceive that they reach a larger and more diverse network through the use of virtual worlds. Based on identified Quality of Life factors, we found that people with lifelong disability perceived that they obtained increased independence, social participation and well-being. The social affordances offered by virtual worlds are promising for improving these identified factors. This area of research warrants further empirical investigation to understand the implications in a broader social context.",
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"abstract": "In many robotic applications, the end effector consists of a gripper which has to execute a stable grasping while the manipulator is moving it in the workspace. Stable grasping is important to ensure the integrity of the object as well as the success of the overall performance. Accordingly, the end effector operation must be insensitive to external disturbances. End effector vertical acceleration is considered as a disturbance as it is able to induce slip on the grasped object. If the controller has information about this disturbance, the grasping can be more stable. In addition, if the controller can limit the disturbance, the grasping operation can be improved even more. Accordingly, an algorithm for limiting the end effector vertical acceleration to assurance stable grasping is proposed. The controller has an hierarchical architecture in order to avoid the curse of dimensionality and to deal with the information which is hierarchical in nature. The limit is calculated by a fuzzy controller which uses information from both the current applied force to the object and the actuator applied energy",
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"content": "In many robotic applications, the end effector consists of a gripper which has to execute a stable grasping while the manipulator is moving it in the workspace. Stable grasping is important to ensure the integrity of the object as well as the success of the overall performance. Accordingly, the end effector operation must be insensitive to external disturbances. End effector vertical acceleration is considered as a disturbance as it is able to induce slip on the grasped object. If the controller has information about this disturbance, the grasping can be more stable. In addition, if the controller can limit the disturbance, the grasping operation can be improved even more. Accordingly, an algorithm for limiting the end effector vertical acceleration to assurance stable grasping is proposed. The controller has an hierarchical architecture in order to avoid the curse of dimensionality and to deal with the information which is hierarchical in nature. The limit is calculated by a fuzzy controller which uses information from both the current applied force to the object and the actuator applied energy",
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"affiliation": "Universidad de Guadalajara, Mexico",
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"abstract": "Over the past two decades self-avatars have been shown to affect the perception of both oneself and of environmental properties including the sizes and distances of elements in immersive virtual environments. However, virtual avatars that accurately match the body proportions of their users remain inaccessible to the general public. As such, most virtual experiences that represent the user have a generic avatar that does not fit the proportions of the users' body. This can negatively affect judgments involving affordances, such as passability and maneuverability, which pertain to the relationship between the properties of environmental elements relative to the properties of the user providing information about actions that can be enacted. This is especially true when the task requires the user to maneuver around moving objects like in games. Therefore, it is necessary to understand how different sized self-avatars affect the perception of affordances in dynamic virtual environments. To better understand this, we conducted an experiment investigating how a self-avatar that is either the same size, 20% shorter, or 20% taller, than the user's own body affects passability judgments in a dynamic virtual environment. Our results suggest that the presence of self-avatars results in better regulatory and safer road crossing behavior, and helps participants synchronize self-motion to external stimuli quicker than in the absence of self-avatars.",
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"abstract": "The hand tracking device Leap Motion Controller has been applied in many areas since it was released. Two innovative interaction mechanisms were designed by the author for virtual object manipulation, in which collision detection between the virtual hands and the objects is not required. Instead, it controls the grasping and releasing with the gestures of one hand; and controls the direction and amount of the object's displacement with the other hand. After several tests, the mechanisms are proven to have reasonably high precision. They allow the users to adjust the parameters to create customized systems, leading to an optimal outcome.",
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"title": "Eye Tracking-based LSTM for Locomotion Prediction in VR",
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"abstract": "Virtual Reality (VR) allows users to perform natural movements such as hand movements, turning the head and natural walking in virtual environments. While such movements enable seamless natural interaction, they come with the need for a large tracking space, particularly in the case of walking. To optimise use of the available physical space, prediction models for upcoming behavior are helpful. In this study, we examined whether a user’s eye movements tracked by current VR hardware can improve such predictions. Eighteen participants walked through a virtual environment while performing different tasks, including walking in curved paths, avoiding or approaching objects, and conducting a search. The recorded position, orientation and eye-tracking features from 2.5 s segments of the data were used to train an LSTM model to predict the user’s position 2.5 s into the future. We found that future positions can be predicted with an average error of 65 cm. The benefit of eye movement data depended on the task and environment. In particular, situations with changes in walking speed benefited from the inclusion of eye data. We conclude that a model utilizing eye tracking data can improve VR applications in which path predictions are helpful.",
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"content": "Virtual Reality (VR) allows users to perform natural movements such as hand movements, turning the head and natural walking in virtual environments. While such movements enable seamless natural interaction, they come with the need for a large tracking space, particularly in the case of walking. To optimise use of the available physical space, prediction models for upcoming behavior are helpful. In this study, we examined whether a user’s eye movements tracked by current VR hardware can improve such predictions. Eighteen participants walked through a virtual environment while performing different tasks, including walking in curved paths, avoiding or approaching objects, and conducting a search. The recorded position, orientation and eye-tracking features from 2.5 s segments of the data were used to train an LSTM model to predict the user’s position 2.5 s into the future. We found that future positions can be predicted with an average error of 65 cm. The benefit of eye movement data depended on the task and environment. In particular, situations with changes in walking speed benefited from the inclusion of eye data. We conclude that a model utilizing eye tracking data can improve VR applications in which path predictions are helpful.",
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