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IEEE Computer Graphics and Applications

Jordi Linares-Pellicer, Jorge Orta-Lopez, Juan Izquierdo-Domenech
This work describes the implementation of a flip teaching alternative in an introductory game development course, using resources from a MOOC (Massive Open On-Line Course). The results proved to achieve better grades and higher satisfaction to previous and similar lecture-based courses.
October 17, 2018: IEEE Computer Graphics and Applications
Felix Heide
While traditional imaging systems directly measure scene properties, computational imaging systems add computation to the measurement process, allowing such systems to extract non-trivially encoded scene features. This work demonstrates that exploiting structure in this process allows to recover information that is conventionally considered to be "lost". Relying on temporally and spatially convolutional structure, we extract a novel image modality that was essentially "invisible" before: a new temporal dimension of light propagation, obtained with consumer depth cameras...
October 3, 2018: IEEE Computer Graphics and Applications
Jorge Posada, Mikel Zorrilla, Ana Dominguez, Bruno Simoes, Peter Eisert, Didier Stricker, Jason Rambach, Jurgen Dollner, Miguel Guevara
Visual computing technologies have an important role in manufacturing and production, particularly in new Industry 4.0 scenarios with intelligent machines, human-robot collaboration and learning factories. In this article, we explore challenges and examples on how the fusion of graphics, vision and media technologies can enhance the role of operators in this new context.
September 2018: IEEE Computer Graphics and Applications
Alexander Bock, Charles Hansen, Anders Ynnerman
This viewpoint presents OpenSpace, an open-source astrovisualization software project designed to bridge the gap between scientific discoveries and their public dissemination. A wealth of data exists for space missions from NASA and other sources. OpenSpace brings together this data and combines it in a range of immersive settings. Through non-linear storytelling and guided exploration, interactive immersive experiences help the public to engage with advanced space mission data and models, and thus be better informed and educated about NASA missions, the solar system and outer space...
September 2018: IEEE Computer Graphics and Applications
Daehwan Kim, Hye-Mi Kim, Hang-Kee Kim, Su-Ran Park, Ki-Suk Lee, Ki-Hong Kim
We present a new bare-hand gesture interface for large-screen interaction in which multiple users can participate simultaneously and interact with virtual content directly. To better reflect the intent of our new interface, we have created a new type of hardware system with a large hybrid display, named ThunderPunch. Unlike the conventional method, which involves positioning the camera in front, the cameras are mounted on the ceiling so that they avoid covering the large screen. To achieve bare-hand interaction in this hardware structure, we propose real-time algorithms that detect multiple body poses and recognize punching and touching gestures from top-view depth images...
September 2018: IEEE Computer Graphics and Applications
Seokyeol Kim, Jinah Park
Haptic perception is an important modality in reinforcing the presence of virtual or remote targets, but providing haptic feedback of dynamic environments still remains a challenging task. We address the issue of haptic telepresence systems by improving and integrating two independent approaches: real-time haptic rendering of unstructured spatial data and collaborative interaction with a remote partner. Contact with physical constraints is directly estimated from streaming point-cloud data without surface reconstruction, and haptic guidance cues that restrict or promote the users motion can be provided by both predefined triggers and gesture-based input from a helper...
September 2018: IEEE Computer Graphics and Applications
Tobias Kauer, Sagar Joglekar, Miriam Redi, Luca Maria Aiello, Daniele Quercia
Information visualization has great potential to make sense of the increasing amount of data generated by complex machine-learning algorithms. We design a set of visualizations for a new deep-learning algorithm called FaceLift ( This algorithm is able to generate a beautified version of a given urban image (such as from Google Street View), and our visualizations compare pairs of original and beautified images. With those visualizations, we aim at helping practitioners understand what happened during the algorithmic beautification without requiring them to be machine-learning experts...
September 2018: IEEE Computer Graphics and Applications
Benjamin Karer, Alina Freund, Michael Horst, Inga Scheler, Thomas Kossurok, Franz-Josef Brandt
Tailoring visualization and interaction design to the demands of an application is challenging if domain information is unavailable or confidential. This article discusses a process-centric design approach, allowing for inferring design goals indirectly from informal interviews with practitioners and stakeholders. The design benefits from their expertise, while secrets remain secret.
September 2018: IEEE Computer Graphics and Applications
Wei Zeng, Yu Ye
Creating lively places with high urban vitality is an ultimate goal for urban planning and design. The VitalVizor visual analytics system employs well-established visualization and interaction techniques to facilitate user exploration of spatial physical entities and non-spatial urban design metrics when studying urban vitality.
September 2018: IEEE Computer Graphics and Applications
Harish Doraiswamy, Juliana Freire, Marcos Lage, Fabio Miranda, Claudio Silva
Visual analytics systems can greatly help in the analysis of urban data allowing domain experts from academia and city governments to better understand cities, and thus enable better operations, informed planning and policies. Effectively designing these systems is challenging and requires bringing together methods from different domains. In this paper, we discuss the challenges involved in designing a visual analytics system to interactively explore large spatio-temporal data sets and give an overview of our research that combines visualization and data management to tackle these challenges...
September 2018: IEEE Computer Graphics and Applications
Stefanie Mueller
In this article, we are re-thinking the current interaction paradigm with personal fabrication tools: Rather than first creating a digital model, and then producing physical output at the end, we propose a new tightly coupled workflow in which physical output is created continuously while the user is interacting.
September 2018: IEEE Computer Graphics and Applications
Carmen Hull Hull, Wesley Willett
This paper introduces the concept of data tectonics: a unifying principle that structures the physical and conceptual relationships between six elements: context, data, representation, materiality, fabrication method and interactions, to create meaningful data experiences.
September 2018: IEEE Computer Graphics and Applications
Shufang Lu, Xiaogang Jin, Aubrey Jaffer, Fei Gao, Xiaoyang Mao
Years of research have been devoted to computer-generated two-dimensional marbling. However, three-dimensional marbling has yet to be explored. In this paper, we present mathematical marbling of three-dimensional solids which supports a compact random-access vector representation. Our solid marbling textures are created by composing closed-form 3D pattern tool functions. These tool functions are an injection function and five deformation functions. The injection function is used to generate basic patterns, and the deformation functions are responsible for transforming the basic pattern into complex marbling effects...
August 14, 2018: IEEE Computer Graphics and Applications
Jaegul Choo, Shixia Liu
Recently, deep learning has been advancing the state of the art in artificial intelligence to a new level, and humans rely on artificial intelligence techniques more than ever. However, even with such unprecedented advancements, the lack of explanation regarding the decisions made by deep learning models and absence of control over their internal processes act as major drawbacks in critical decision-making processes, such as precision medicine and law enforcement. In response, efforts are being made to make deep learning interpretable and controllable by humans...
July 2018: IEEE Computer Graphics and Applications
Christian Santoni, Gabriele Salvati, Valentina Tibaldo, Fabio Pellacini
Game development is commonly seen as a collaborative effort, with teams cooperating on the same project. Nowadays, a variety of cloud-based services have shown the benefits of performing tasks in real-time collaboration with others. In this article, we present a system for collaborative game level editing. We model this problem as a special instance of merging labeled directed acyclic graphs. We propose an algorithm that guarantees that the shared game level is always coherent between edits, both hierarchically and semantically...
July 2018: IEEE Computer Graphics and Applications
Taku Hachisu, Masaaki Fukumoto
We present SpiroSurface, a novel force display for interactive tabletops. SpiroSurface uses a pneumatic system to generate both repulsive and attractive forces. We develop a prototype with 5x5 grid holes on the surface connected to an air compressor and vacuum tanks through electromagnetic valves. The display can output a maximum of +1.0 and -0.08 megapascal (MPa) pressure from a hole that generates 74 and -6 N force. We investigated the latency of the output pressure through pneumatics and an experiment, which indicated a minimum of 50-ms latency...
July 2018: IEEE Computer Graphics and Applications
Aamir Khan Jadoon, Chenming Wu, Yong-Jin Liu, Ying He, Charlie C L Wang
This article presents an easy, flexible and interactive tool for partitioning a 3D model, which is larger than a 3D printers working volume, into printable parts in an intuitive way. Our tool is based on the elegant partitioning optimization framework Chopper. Our tool aims at improving Chopper by providing users three easy-to-use interactive operations: no-go region painting, cutting plane specification and components reunion. With these operations, we show that (1) exhaustive search in the BSP tree-the most time-consuming step in Chopper-can be avoided, (2) more flexible geometric configurations can be provided, (3) users design intention is considered naturally and efficiently, and customized 3D partitioning results can be obtained...
July 2018: IEEE Computer Graphics and Applications
Yi-Ling Chen, Zhenyu Tang, Kwan-Liu Ma
This article presents LightPainter, an interactive tool that promotes creative long-exposure photography through an intuitive drawing metaphor and flexible spatiotemporal mapping from videos to composite images. We discuss the power of software-defined exposure and the tools capability to facilitate creating sophisticated long-exposure effects in challenging scenarios.
July 2018: IEEE Computer Graphics and Applications
Aditya Gune, Raffaele De Amicis, Bruno Simoes, Christopher A Sanchez, H Onan Demirel
Effective presentation of data is critical to a users understanding of it. In this manuscript, we explore research challenges associated with presenting large geospatial datasets through a multimodal experience. We also suggest an interaction schema that enhances users cognition of geographic information through a user-driven display that visualizes and sonifies geospatial data.
July 2018: IEEE Computer Graphics and Applications
Tatiana von Landesberger
Data comparison is one of the core tasks in exploratory analysis, which combines algorithmic analysis and interactive visualization in a visual data comparison process. Comparison of large and complex datasets requires several steps-i.e., a workflow. This article discusses the comparison process, its research challenges, and examples of solutions.
May 2018: IEEE Computer Graphics and Applications
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