Computer Graphics & Visual Computing (CGVC) 2020
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Browsing Computer Graphics & Visual Computing (CGVC) 2020 by Subject "Human centered computing"
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Item Controlling Game Objects Using Multiple Degrees-Of-Freedom(The Eurographics Association, 2020) Sandoval, Mario; Morris, Tim; Turner, Martin; Ritsos, Panagiotis D. and Xu, KaiLISU (Library for Interactive Settings and User-modes) is an input management computing framework which enables groups of researchers to cohabit real-time simulation environments simultaneously and to visualise and manipulate virtual objects within multiple computer-assisted visualisation applications. The key novelty of LISU is an automated layered approach (physicaldriver- transport-upper layers) with importantly a built-in HCI ontology and strictly defined set of sub-APIs between the layers. All of this allows multiple input devices with multiple degrees of freedom to interact simultaneously, allowing for more intuitive and natural behaviour. Evaluation combines both linear and non-linear user modes, with a comparison system provided by Unity3D. By combining human spatial reasoning and computer graphics theory, technologies like LISU have the potential to improve our ability to understand, test and evaluate, reengineer, and then communicate better virtual dataset behaviour.Item Encyclopaedia-based Framework for 3D Image Processing Applications(The Eurographics Association, 2020) Morley, Terence; Morris, Tim; Turner, Martin; Ritsos, Panagiotis D. and Xu, KaiThe uses of unmanned aerial vehicles (UAV) are rapidly increasing across diverse applications including surveillance, policing and search and rescue. To perform domain-specific functions, software systems incorporating 2D and 3D image processing libraries are being developed to work on the recorded and streamed video. But how agile are these systems? Can their operation be modified by users? How easy is it to add or replace UAVs or their preferred imaging module or improved compute resources? In this work-in-progress paper, we present an encyclopaedia-based framework (EbF) that can answer positively to these questions. Our novel EbF specifies the use of drop-in modules to enable speedy implementation and modification of systems by the operator and, as it incorporates knowledge of the input image-capture devices and presentation preferences, the system includes automated parameter selection. Central to the framework is an encyclopaedia which is used to store all information pertaining to the current system operation and can be used by imaging modules to ensure that they can adapt to changes within the system or its environment. Results are shown over three use-case implementations that are easy to control and set-up by novice operators utilising simple computational wrapper scripts.Item A Gesture Recognition Model for Virtual Reality Motion Controllers(The Eurographics Association, 2020) Headleand, Chris; Williams, Benjamin; Holopainen, Jussi; Gilliam, Marlon; Ritsos, Panagiotis D. and Xu, KaiIn this paper we discuss gesture recognition in the domain of Virtual Reality (VR) video games. We begin by presenting a detailed review of the literature. Furthermore, we discuss some of the specific opportunities and challenges that are specific to the VR domain. Most commercial VR devices come with tracked motion controllers as a default interface which facilitates the possibility of gesture control. However, video games specifically require a high degree of accuracy to prevent non-gesture actions being evaluated. To tackle this challenge we present a novel modification to the Hidden Markov Model gesture recognition approach. We expand on previous work with gestures in with the implementation of an adaptive database system allowing users to quickly engage with an application without significant training. Our results on a benchmark problem shows that the approach can produce impressive accuracy rates. The results from our benchmarking shows promise for the usability of gesture based interaction systems for VR devices in the future. Our system achieves high levels of recognition accuracy competitive with the best performing existing system whilst requiring minimal user independent training.Item Interaction Framework within Collaborative Virtual Environments for Multiple Users each interacting with Multiple Degrees-Of-Freedom Controllers(The Eurographics Association, 2020) Sandoval, Mario; Morris, Tim; Turner, Martin; Ritsos, Panagiotis D. and Xu, KaiCollaboration is a process in which two or more agents work together to achieve shared goals. However, many existing platforms cannot generate a collaborative environment to engage multiple users with multiple controllers in a seamless manner. To address this need, this poster and work in progress article will describe LISU (Library for Interactive Settings and User-modes) an input management computing framework that enables collaboration across multiple input controllers as its default. Within the system team members cohabit any real-time simulation environments simultaneously and are then able to jointly control visualisation software across multiple controllers while being continually monitored and evaluated at a low level, allowing research questions to be answered.Item Visualizing Usage Data from a Diabetes Management System(The Eurographics Association, 2020) Duce, David A.; Martin, Clare; Russell, Alex; Brown, Dan; Aldea, Arantza; Alshaigy, Bedour; Harrison, Rachel; Waite, Marion; Leal, Yenny; Wos, Marzena; Fernandez-Balsells, Mercè; Real, José Manuel Fernández; Nita, Lucian; López, Beatriz; Massana, Joaquim; Avari, Parizad; Herrero, Pau; Jugnee, Narvada; Oliver, Nick; Reddy, Monika; Ritsos, Panagiotis D. and Xu, KaiThis article explores the role for visualization in interpreting data collected by a customised analytics framework within a healthcare technology project. It draws on the work of the EU-funded PEPPER project, which has created a personalised decision-support system for people with type 1 diabetes. Our approach was an exercise in exploratory visualization, as described by Bergeron's three category taxonomy. The charts revealed different patterns of interaction, including variability in insulin dosing schedule, and potential causes of rejected advice. These insights into user behaviour are of especial value to this field, as they may help clinicians and developers understand some of the obstacles that hinder the uptake of diabetes technology.