
N-body simulations are common in applications ranging from physics simulations to computing graph layouts. The simulations are slow, but tree-based approximation algorithms like Barnes-Hut or the Fast Multipole Method dramatically improve performance. This paper proposes two new update schedules, uniform and dynamic, to make this type of approximation algorithm even faster by updating the approximation less often. An evaluation of these new schedules on computing graph layouts finds that the schedules typically decrease the running time by 9% to 18% for Barnes-Hut and 88% to 92% for the Fast Multipole Method. An experiment using 4 layout quality metrics on 50 graphs shows that the uniform schedule has similar or better graph layout quality compared to the standard Barnes-Hut or Fast Multipole Method algorithms.
Augmented reality (AR) applications are getting popular since they integrate the real world and the virtual world. This paper focusses on AR applications for public and scientific libraries. There exist some projects and sample implementations of AR apps specially designed for libraries, but they are seldom found in practice. To identify whether there is potential for AR apps to be applied in libraries, the results of a qualitative study that has been performed among librarians working in public and scientific libraries in Austria and experts in augmented reality are presented. Searching for media, navigating to the correct location and displaying ancillary information, like ratings, reviews, secondary media, links, etc., has the highest potential for users according to the experts. AR apps for maintaining the bookshelfs of a library provide real benefit for librarians and are awarded high potential as well. Guided tours through libraries using AR-based apps lightens the load of the librarians to introduce new users to the library. The feasibility of an AR app for a library is demonstrated by introducing a prototype that supports library users with additional information on media and the library itself.
The customer journey in digital marketing defines several touch points, where interested users can directly interact with an e-business platform. In order to convert a user into a buyer, persona-based a priori adaptations of the user interface can be combined with dynamic adaptations at runtime with the goal to optimize individual customer experience and guide task accomplishment. This paper examines customer experience optimization for scenarios from a cosmetics industry e-business portal with the SitAdapt 2.0 system. Dynamic adaptations are triggered by situation rules based on the continuous analysis of the users’ varying cognitive and emotional situations during a session. The model-based adaptation process exploits models and patterns for the rapid generation of user interface modifications. Keywords—customer journey; user experience; customer experience; situation analytics; situation rules; emotion recognition; eye-tracking; HCI-patterns
Most art museums provide audio guides or, more recently, multi-media guides, with static context such as background information to enrich their exhibits with an extra layer of content. Usually, there is no actual interaction with the museum’s exhibit possible, no hands-on experience that fosters a deeper cognitive engagement. The integration of multi-touch tables has a great potential for collaborative experiences. We designed a touch table application that allows for collaborative and active drawing experiences and conducted two usability studies, one in a laboratory setting and one in the field. The design study was structured in three phases: domain and problem analysis, user experience and interface design, and evaluation. The results show that the collaborative aspect – drawing on one picture simultaneously in different personal areas was accepted and praised by the visitors. The study indicates that museums with mostly passive viewable artefacts can profit from interacitve and collaborative content, which enhances the general experience in their exhibitions.
Most laypersons who reanimate for the first time do it inappropriately. Until now the only way to review the ongoing reanimation was verbal feedback by the dispatcher on the phone, who has only limited resources in order to review the reanimation process. To overcome this issue, we designed and implmemented LifeStream, a system using current smartphone technologies in order to measure reanimation parameters: chest compression rate (CCR) and chest compression depth (CCD). The system is based on a server, web client and mobile application, which gathers, processes and transfers the data. The development of algorithms for CCR and CCD detection as well as the evaluation of the system functionality is part of this paper. We conducted a 2-day user test, where we compared the guided standard reanimation process to the application supported process. The results of the tests showed that it is possible to develop an application, which runs for at least ten minutes (crucial time till ambulance arrives) and enhances the whole reanimation cycle for laypersons and dispatchers [1].
The increasing number of malicious software (malware) requires domain experts to shift their analysis process towards more individualized approaches to acquire more information about unknown malware samples. KAMAS is a knowledgeassisted visual analytics prototype for behavioral malware analysis. It allows IT-security experts to categorize and store potentially harmful system call sequences (rules) in a knowledge database. To meet the increasing demand for individualization of analysis processes, analysts should be able to create individual rules. This paper is a visualization design study, which describes the design and implementation of a Rule Creation Area (RCA) into KAMAS and its evaluation by domain experts. It became clear that continuous integration of experts in interaction processes improves the knowledge generation mechanism of KAMAS. Additionally, the outcome of the evaluation revealed that there is a demand for adjustment and re-usage of already stored rules in the RCA.
The work shown engages with the conception and realization of the human-computer interaction (HCI-) sound installation ‘Isidor’ which gives the user the possibility to conduct a virtual string quartet. The control system appears via a leap motion camera (motion tracking) and a clearly arranged user interface (GUI) implemented on a touch screen. Emanating from the GUI parameters as volume, soli and mutes, room impressions, tonal pitches (Hz), moods (emotional), the changing of instrumental player positions and the punctual launch from a certain position are possible. The leap motion camera acts like a translator from the conductor movements of the user’s digital workable control data. Therefor working in real time is essential for tempo changes. The Max/MSP-object Bachscore is accountable for the score implementation. MIDI data is transferred to VST-instruments which eventually are responsible for the acoustic sound. Max/MSP patches connect the different elements: Leap motion tracking, DMX light control, graphics and Bachscore to an interactive sound installation. Zusammenfassung—Die vorliegende Arbeit beschäftigt sich mit der Konzeption und Umsetzung der Human-Computer Interaction (HCI)-Klanginstallation “Isidor”. Sie ermöglicht es Nutzern, ein virtuelles Streichquartett zu steuern. Der Benutzer interagiert mittels Motion Tracking der Hnde durch eine Leap Motion Kamera sowie einer übersichtlich gestalteten Nutzeroberfläche auf einem Touchbildschirm. Ausgehend von dieser lassen sich Parameter wie Lautstärke, Besetzung, Raumeindrücke, tonale Stimmung (in Hz), Gefühlszustände (“Moods”), Positionsänderungen der Instrumentalisten, Artikulation jedes Spielers sowie das punktuelle Abspielen an einer gewünschten Position umsetzen. Die Leap Motion übersetzt Dirigatsgesten des Nutzers in Tempoänderungen, die in Echtzeit generiert werden. Mittels der Max/MSP-Library “Bach” wird die Notendarstellung auf der grafischen Benutzeroberfläche angezeigt. Die Klangerzeugung geschieht durch mehrere VST-Instrumente. Max/MSP Patches vernetzen die verschiedenen Elemente (Leap Motion Tracking, DMX Lichtsteuerung, Grafik und Bachscore) miteinander zu einem interaktiven Klangerlebnis.
—This paper describes the design and the implemen- tation approach of a piano training application. HoloKeys is an Augmented Reality tool which is capable to superimpose the keys to be played on a real piano. Musical pieces are loaded as MIDI files, interpreted and can be displayed in two different ways. This prototype provides many possibilities for extension which can make it a powerful teaching tool.
As a result of demographic change and increasing life expectancy, challenges in providing care for elderly people is expected. Furthermore, older people seek to remain in their own living environment as long as possible in order to retain a certain quality of life. Due to chronic conditions, multi-morbidity and social isolation our care system has to face challenges in order to accomplish the above mentioned. Active and assisted living (AAL) technologies try to meet these challenges but only a few technologies have been effective so far. This study measures the usability and acceptability of existing AAL-technologies which are bundled in a package for older people in home care or assisted living. Possible impacts of using AAL-technologies on the quality of life and the independence in older age are monitored between 07/2017 and 09/2018 in a two-armed randomized controlled trial (N=240).
We present an empirical study of applying deep Convolutional Neural Networks (CNN) to the task of fashion and apparel image classification to improve meta-data enrichment of e-commerce applications. Five different CNN architectures were analyzed using clean and pre-trained models. The models were evaluated in three different tasks person detection, product and gender classification, on two small and large scale datasets.
Large vertically-mounted high-resolution multitouch displays are becoming increasingly available for interactive data visualisation. Such devices are well-suited to small-team collaborative visual analysis. In particular, the visual analysis of large high-dimensional datasets can benefit from high-resolution displays capable of showing multiple coordinated views. This paper identifies some of the advantages of using large, high-resolution displays for visual analytics in general, and introduces a set of interactions to explore high-dimensional datasets on large vertically-mounted high-resolution multi-touch displays using scatterplots. A set of touch interactions for collaborative visual analysis of scatterplots have been implemented and are presented. Finally, three perception-based level of detail techniques are introduced for such displays as a concept for further implementation.