<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-7807695721802814688</id><updated>2012-02-16T02:20:16.641-05:00</updated><title type='text'>Design Graphics Lab Monitor</title><subtitle type='html'>An aggregator of feeds that interest NC State's Design Graphics Lab, and a forum for their discussion.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default?start-index=101&amp;max-results=100'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>242</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-1680663457434798521</id><published>2012-01-29T18:00:00.001-05:00</published><updated>2012-01-29T18:00:51.050-05:00</updated><title type='text'>TOC Service - Personal and Ubiquitous Computing</title><content type='html'>You have received this message because you subscribed to the Personal and Ubiquitous Computing Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J822.xml"&gt;http://rss.acm.org/dl/J822.xml&lt;/a&gt;&lt;p&gt;Personal and Ubiquitous Computing Volume 16 Issue 2, February  2012&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2125119"&gt;http://dl.acm.org/citation.cfm?id=2125119&lt;/a&gt;&lt;p&gt;&lt;br&gt;Theme issue on autism and technology&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2125157"&gt;http://dl.acm.org/citation.cfm?id=2125157&lt;/a&gt;&lt;br&gt;Gillian R. Hayes, Karrie G. Karahalios&lt;p&gt;&lt;br&gt;Developing technology for autism: an interdisciplinary approach&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2125156"&gt;http://dl.acm.org/citation.cfm?id=2125156&lt;/a&gt;&lt;br&gt;K. Porayska-Pomsta, C. Frauenberger, H. Pain, G. Rajendran, T. Smith, R. Menzies, M. E. Foster, A. Alcorn, S. Wass, S. Bernadini, K. Avramides, W. Keay-Bright, J. Chen, A. Waller, K. Guldberg, J. Good, O. Lemon&lt;p&gt;We present an interdisciplinary methodology for designing interactive multi-modal technology for young children with autism spectrum disorders (ASDs). In line with many other researchers in the field, we believe that the key to developing technology in this context is to embrace perspectives from diverse disciplines to arrive at a methodology that delivers satisfactory outcomes for all stakeholders. The ECHOES project provided us with the opportunity to develop a technology-enhanced learning (TEL) environment that facilitates acquisition and exploration of social skills by typically developing (TD) children and children with autism spectrum disorders (ASDs). ECHOES&amp;#39; methodology and the learning environment rely crucially on multi-disciplinary expertise including developmental psychology, visual arts, human---computer interaction, artificial intelligence, education, and several other cognate disciplines.&lt;p&gt;&lt;br&gt;Is simplicity the key to engagement for children on the autism spectrum?&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2125158"&gt;http://dl.acm.org/citation.cfm?id=2125158&lt;/a&gt;&lt;br&gt;Wendy Keay-Bright, Imogen Howarth&lt;p&gt;This article presents a conceptualisation of technologies as simple, ambient forms. By avoiding the tendency to solve problems and by being open to interaction that emerges through repetition and flow, we argue that technology can offer more for people than functionality. When the user is given freedom to discover control without burdensome cognitive demands and the fear of failure, even everyday technologies can arouse curiosity and thus reveal untapped ability. What is unique about our work is its therapeutic application as a medium for engaging the most hard to reach children on the autism spectrum. Our theoretical foundations are drawn from the human---computer interaction paradigm of tangible interaction.&lt;p&gt;&lt;br&gt;Using tangible user interfaces in computer-based training systems for low-functioning autistic children&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2125152"&gt;http://dl.acm.org/citation.cfm?id=2125152&lt;/a&gt;&lt;br&gt;Karanya Sitdhisanguan, Nopporn Chotikakamthorn, Ajchara Dechaboon, Patcharaporn Out&lt;p&gt;In this paper, the design of a computer-based training (CBT) system for low-functioning autistic children is addressed. The emphasis is on ease-of-use and learning efficiency of CBT systems with different interaction styles, namely the WIMP (Window Icon Menu Pointing Device) and TUI (Tangible User Interface) interaction styles. Two WIMP-based CBT systems with different pointing devices were involved in the study. The first system applied a standard computer mouse as a pointing device, while the second one employed a touch screen instead. For the TUI-based CBT system, a tabletop setting was adopted. Based on the known characteristics of TUI and children with autism, as well as related cognitive and learning theories, the benefits of TUI for low-functioning autistic children have been investigated.&lt;p&gt;&lt;br&gt;Multitouch tablet applications and activities to enhance the social skills of children with autism spectrum disorders&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2125154"&gt;http://dl.acm.org/citation.cfm?id=2125154&lt;/a&gt;&lt;br&gt;Juan Pablo Hourcade, Natasha E. Bullock-Rest, Thomas E. Hansen&lt;p&gt;In spite of great improvements in early diagnosis and interventions, most children diagnosed with autism spectrum disorders (ASD) are unlikely to live independently when they reach adulthood. We have been conducting research on novel computer-based interventions with the goal of promoting social skills. Working with 26 children with ASD, their teachers, and other stakeholders, we have iteratively developed a set of activities based on applications that run on multitouch tablets. Our observations suggest these activities increased pro-social behaviors such as collaboration and coordination, augmented appreciation for social activities, and provided children with novel forms of expression.&lt;p&gt;&lt;br&gt;Monitoring children&amp;#39;s developmental progress using augmented toys and activity recognition&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2125155"&gt;http://dl.acm.org/citation.cfm?id=2125155&lt;/a&gt;&lt;br&gt;Tracy L. Westeyn, Gregory D. Abowd, Thad E. Starner, Jeremy M. Johnson, Peter W. Presti, Kimberly A. Weaver&lt;p&gt;Previous research has established the connection between the way in which children interact with objects and the potential early identification of children with autism. Those findings motivate our own work to develop &amp;quot;smart toys,&amp;quot; objects embedded with wireless sensors that are safe and enjoyable for very small children, that allow detailed interaction data to be easily recorded. These sensor-enabled toys provide opportunities for autism research by reducing the effort required to collect and analyze a child&amp;#39;s interactions with objects. In the future, such toys may be a useful part of clinical and in-home assessment tools. In this paper, we discuss the design of a collection of smart toys that can be used to automatically characterize the way in which a child is playing.&lt;p&gt;&lt;br&gt;Supporting parents for in-home capture of problem behaviors of children with developmental disabilities&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2125153"&gt;http://dl.acm.org/citation.cfm?id=2125153&lt;/a&gt;&lt;br&gt;N. Nazneen, Agata Rozga, Mario Romero, Addie J. Findley, Nathan A. Call, Gregory D. Abowd, Rosa I. Arriaga&lt;p&gt;Ubiquitous computing has shown promise in applications for health care in the home. In this paper, we focus on a study of how a particular ubicomp capability, selective archiving, can be used to support behavioral health research and practice. Selective archiving technology, which allows the capture of a window of data prior to and after an event, can enable parents of children with autism and related disabilities to record video clips of events leading up to and following an instance of problem behavior. Behavior analysts later view these video clips to perform a functional assessment. In contrast to the current practice of direct observation, a powerful method to gather data about child problem behaviors but costly in terms of human resources and liable to alter behavior in the subjects, selective archiving is cost effective and has the potential to provide rich data with minimal instructions to the natural environment.&lt;p&gt;&lt;br&gt;Embedded capture and access: encouraging recording and reviewing of data in the caregiving domain&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2125159"&gt;http://dl.acm.org/citation.cfm?id=2125159&lt;/a&gt;&lt;br&gt;Julie A. Kientz&lt;p&gt;The use of ubiquitous computing to aid in the capture of everyday experiences has been a commonly studied application area. Previous systems have enabled the capture of classroom lectures, meetings, or surgical procedures. However, many of these systems saw infrequent access to captured data, mostly because accessing the data required a high-need situation in order to go through the trouble of finding the specific situation. We believe that if access was made more ubiquitous, people would be more inclined to use it. In this article, we present the notion of embedded capture and access, which aims to make both data capture and access ubiquitous, thus encouraging better reflection on captured data.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-1680663457434798521?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/1680663457434798521/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=1680663457434798521' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/1680663457434798521'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/1680663457434798521'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2012/01/toc-service-personal-and-ubiquitous_29.html' title='TOC Service - Personal and Ubiquitous Computing'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-7232070089703574453</id><published>2012-01-27T18:00:00.001-05:00</published><updated>2012-01-27T18:00:25.382-05:00</updated><title type='text'>TOC Service - Personal and Ubiquitous Computing</title><content type='html'>You have received this message because you subscribed to the Personal and Ubiquitous Computing Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J822.xml"&gt;http://rss.acm.org/dl/J822.xml&lt;/a&gt;&lt;p&gt;Personal and Ubiquitous Computing Volume 16 Issue 1, January   2012&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2124463"&gt;http://dl.acm.org/citation.cfm?id=2124463&lt;/a&gt;&lt;p&gt;&lt;br&gt;Theme issue on personal projection&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2124494"&gt;http://dl.acm.org/citation.cfm?id=2124494&lt;/a&gt;&lt;br&gt;Enrico Rukzio, Johannes Sch�ning, Michael Rohs, Jonna H�kkil�, Raimund Dachselt&lt;p&gt;&lt;br&gt;A pre-history of handheld projector-based interaction&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2124488"&gt;http://dl.acm.org/citation.cfm?id=2124488&lt;/a&gt;&lt;br&gt;Karl D. Willis&lt;p&gt;I present a pre-history of contemporary handheld projector-based interaction to inform the design of future interactive systems. I begin by documenting the two main types of pre-cinema handheld projection from Europe and Japan, the handheld magic lantern and the utsushi-e performance. I then present a summary of projection techniques used by performers when interacting with these devices. I situate these techniques within contemporary research and illustrate how they are being used and built upon with contemporary technology. Finally, I discuss how knowledge of pre-cinema handheld projection devices, techniques, and performance can inform the design of future handheld projector systems.&lt;p&gt;&lt;br&gt;Augmented reality using personal projection and retroreflection&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2124495"&gt;http://dl.acm.org/citation.cfm?id=2124495&lt;/a&gt;&lt;br&gt;David M. Krum, Evan A. Suma, Mark Bolas&lt;p&gt;The support of realistic and flexible training simulations for military, law enforcement, emergency response, and other domains has been an important motivator for the development of augmented reality technology. An important vision for achieving this goal has been the creation of a versatile &amp;quot;stage&amp;quot; for physical, emotional, and cognitive training that combines virtual characters and environments with real world elements, such as furniture and props. This paper presents REFLCT, a mixed reality projection framework that couples a near-axis personal projector design with tracking and novel retroreflective props and surfaces. REFLCT provides multiple users with personalized, perspective-correct imagery that is uniquely composited for each user directly into and onto a surrounding environment, without any optics positioned in front of the user&amp;#39;s eyes or face.&lt;p&gt;&lt;br&gt;Steerable projection: exploring alignment in interactive mobile displays&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2124491"&gt;http://dl.acm.org/citation.cfm?id=2124491&lt;/a&gt;&lt;br&gt;Jessica R. Cauchard, Mike Fraser, Teng Han, Sriram Subramanian&lt;p&gt;Emerging smartphones and other handheld devices are now being fitted with a set of new embedded technologies such as pico-projection. They are usually designed with the pico-projector embedded in the top of the device. Despite the potential of personal mobile projection to support new forms of interactivity such as augmented reality techniques, these devices have not yet made significant impact on the ways in which mobile data is experienced. We suggest that this `traditional&amp;#39; configuration of fixed pico-projectors within the device is unsuited to many projection tasks because it couples the orientation of the device to the management of the projection space, preventing users from easily and simultaneously using the mobile device and looking at the projection.&lt;p&gt;&lt;br&gt;Pico-ing into the future of mobile projection and contexts&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2124490"&gt;http://dl.acm.org/citation.cfm?id=2124490&lt;/a&gt;&lt;br&gt;Max L. Wilson, Dan Craggs, Simon Robinson, Matt Jones, Kristian Brimble&lt;p&gt;Ten years ago, we were on the verge of having cameras built into our mobile phones, but knew very little about what to expect or how they would be used. Now we are faced with the same unknowns with mobile projector phones. This research seeks to explore how people will want to use such technology, how they will feel when using it, and what social effects we can expect to see. This paper describes our two-phase field investigation that uses a combination of methods to investigate how, when, and why mobile projections may be used. The first study used an experience sampling method to investigate responses to a range of different media types, and, for example, the choice of surfaces used in each case.&lt;p&gt;&lt;br&gt;Projector phone use: practices and social implications&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2124489"&gt;http://dl.acm.org/citation.cfm?id=2124489&lt;/a&gt;&lt;br&gt;Lisa G. Cowan, Nadir Weibel, William G. Griswold, Laura R. Pina, James D. Hollan&lt;p&gt;Phones with integrated pico projectors are starting to be marketed as devices for business presentations and media viewing, and researchers are beginning to design projection-specific applications and interaction techniques to explore a broader array of possible uses. To begin to document how people use projector phones outside the laboratory, we present the results of a 4-week exploratory field study of naturalistic use of commodity projector phones. In our analysis, we consider how context, such as group size, relationships, and locale, influences projector phone use. A key observation is that users can readily exploit the new facilities of these devices to author interesting effects by employing representational techniques such as superimposition, scaling, translation, and motion.&lt;p&gt;&lt;br&gt;The projector as instrument&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2124492"&gt;http://dl.acm.org/citation.cfm?id=2124492&lt;/a&gt;&lt;br&gt;Bert Bongers&lt;p&gt;The projects presented in this paper address two issues. The first issue is about the act of interactivism of liberating the projector, and the subsequent design considerations of taking a certain technology out of its intended context, and the issue of breaking out of the `frame&amp;#39;. The second issue is about how video material through personal projection becomes a human output modality, potentially enabling a new and exciting form of audiovisual expression. This restores the balance of the enormous amount of images (still and moving) we take from out environment, but rarely give back. To address this asymmetry, the Videowalker project has been developed, as an instrument and an idea.&lt;p&gt;&lt;br&gt;Usability classification for spontaneous device association&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2124487"&gt;http://dl.acm.org/citation.cfm?id=2124487&lt;/a&gt;&lt;br&gt;Ming Ki Chong, Hans Gellersen&lt;p&gt;As wireless devices increasingly becoming ubiquitous, spontaneous interaction opportunities are accordingly becoming common. Although spontaneous interaction research has been ongoing for many years, a key question of spontaneous interaction still remains open: how can users associate devices in a natural, intuitive and secure manner. Over the past decade, researchers have demonstrated a plethora of device association techniques. Nonetheless, users were often neglected during design or they were only involved in a later stage, like testing. We argue that since device association is performed by end-users, usability factors need to be considered in the early stage of design. In this article, we present a categorisation of factors that influence the usability of device association.&lt;p&gt;&lt;br&gt;Discovering frequent user--environment interactions in intelligent environments&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2124493"&gt;http://dl.acm.org/citation.cfm?id=2124493&lt;/a&gt;&lt;br&gt;Asier Aztiria, Juan Carlos Augusto, Rosa Basagoiti, Alberto Izaguirre, Diane J. Cook&lt;p&gt;Intelligent Environments are expected to act proactively, anticipating the user&amp;#39;s needs and preferences. To do that, the environment must somehow obtain knowledge of those need and preferences, but unlike current computing systems, in Intelligent Environments, the user ideally should be released from the burden of providing information or programming any device as much as possible. Therefore, automated learning of a user&amp;#39;s most common behaviors becomes an important step towards allowing an environment to provide highly personalized services. In this article, we present a system that takes information collected by sensors as a starting point and then discovers frequent relationships between actions carried out by the user.&lt;p&gt;&lt;br&gt;Habits make smartphone use more pervasive&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2124486"&gt;http://dl.acm.org/citation.cfm?id=2124486&lt;/a&gt;&lt;br&gt;Antti Oulasvirta, Tye Rattenbury, Lingyi Ma, Eeva Raita&lt;p&gt;Examining several sources of data on smartphone use, this paper presents evidence for the popular conjecture that mobile devices are &amp;quot;habit-forming.&amp;quot; The form of habits we identified is called a checking habit: brief, repetitive inspection of dynamic content quickly accessible on the device. We describe findings on kinds and frequencies of checking behaviors in three studies. We found that checking habits occasionally spur users to do other things with the device and may increase usage overall. Data from a controlled field experiment show that checking behaviors emerge and are reinforced by informational &amp;quot;rewards&amp;quot; that are very quickly accessible. Qualitative data suggest that although repetitive habitual use is frequent, it is experienced more as an annoyance than an addiction.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-7232070089703574453?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/7232070089703574453/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=7232070089703574453' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/7232070089703574453'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/7232070089703574453'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2012/01/toc-service-personal-and-ubiquitous.html' title='TOC Service - Personal and Ubiquitous Computing'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-6736569667889581097</id><published>2011-12-30T18:00:00.000-05:00</published><updated>2011-12-30T18:01:31.896-05:00</updated><title type='text'>TOC Service - ACM Transactions on Computer-Human Interaction (TOCHI)</title><content type='html'>You have received this message because you subscribed to the ACM Transactions on Computer-Human Interaction (TOCHI) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J756.xml"&gt;http://rss.acm.org/dl/J756.xml&lt;/a&gt;&lt;p&gt;ACM Transactions on Computer-Human Interaction (TOCHI) Volume 18 Issue 4, December 2011&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2063231"&gt;http://dl.acm.org/citation.cfm?id=2063231&lt;/a&gt;&lt;p&gt;&lt;br&gt;Introduction: Social media and collaborative systems for crisis management&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2063232"&gt;http://dl.acm.org/citation.cfm?id=2063232&lt;/a&gt;&lt;br&gt;Starr Roxanne Hiltz, Paloma Diaz, Gloria Mark&lt;p&gt;&lt;br&gt;High reliability virtual organizations: Co-adaptive technology and organizational structures in tsunami warning systems&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2063233"&gt;http://dl.acm.org/citation.cfm?id=2063233&lt;/a&gt;&lt;br&gt;Martha Grabowski, Karlene Roberts&lt;p&gt;Highly reliable organizations (HROs) are those organizations, which by nature or design, cannot or must not fail; the consequences of failure in such systems are usually catastrophic. Systems that combine the characteristics of highly reliable operations and distributed, virtual organizations are known as highly reliable virtual organizations (HRVOs)&amp;amp;#8212;distributed and electronically linked groups of organizations that excel in high-consequence settings. Tsunami warning systems (TWS) are one example of virtual organizations that operate under enormous expectations for reliability. Adaptive structuration theory suggests that, in complex systems, technology and organizational structures co-evolve, and users adapt technology to their needs, creating shared meaning about the role and utility of technology in various settings.&lt;p&gt;&lt;br&gt;Socio-cognitive aspects of interoperability: Understanding communication task environments among different organizations&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2063234"&gt;http://dl.acm.org/citation.cfm?id=2063234&lt;/a&gt;&lt;br&gt;Gyu Hyun Kwon, Tonya L. Smith-Jackson, Charles W. Bostian&lt;p&gt;Emergency communication systems (ECS) are a key element in collaborations among different public safety organizations. The need for interoperability in emergency communication systems has hastened the development of interoperable communication technology that is an enabling technology to automatically identify environmental variables including appropriate radio frequencies and to connect different networks used by different organizations. Even though the technology has been researched from many perspectives and has shown that is possible to connect different organizations, there still remain many issues in terms of socio-cognitive aspects. Thus, this study examines the socio-cognitive dimensions of interoperability, which equal the technical dimensions of the problem in importance.&lt;p&gt;&lt;br&gt;Technology-mediated social arrangements to resolve breakdowns in infrastructure during ongoing disruption&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2063235"&gt;http://dl.acm.org/citation.cfm?id=2063235&lt;/a&gt;&lt;br&gt;Bryan Semaan, Gloria Mark&lt;p&gt;When societies experience disruption as caused by natural disasters, various official government agencies, relief organizations, and emergent citizen groups engage in activities that aid in the recovery effort&amp;amp;#8212;the process that leads to the resumption of normal life. In war environments however, societal trust can be affected and people may develop distrust of the institutions and associated individuals that provide and resolve breakdowns in infrastructure. This article reports on an ethnographic study of the use of information and communication technologies (ICTs) by citizens experiencing ongoing disruption in a conflict zone. We conducted 90 semistructured interviews with Iraqi civilians who experienced the 2nd Gulf War beginning in March 2003.&lt;p&gt;&lt;br&gt;Supporting common ground and awareness in emergency management planning: A design research project&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2063236"&gt;http://dl.acm.org/citation.cfm?id=2063236&lt;/a&gt;&lt;br&gt;Gregorio Convertino, Helena M. Mentis, Aleksandra Slavkovic, Mary Beth Rosson, John M. Carroll&lt;p&gt;We present a design research project on knowledge sharing and activity awareness in distributed emergency management planning. In three experiments we studied groups using three different prototypes, respectively: a paper-prototype in a collocated work setting, a first software prototype in a distributed setting, and a second, enhanced software prototype in a distributed setting. In this series of studies we tried to better understand the processes of knowledge sharing and activity awareness in complex cooperative work by developing and investigating new tools that can support these processes. We explicate the design rationale behind each prototype and report the results of each experiment investigating it.&lt;p&gt;&lt;br&gt;The team coordination game: Zero-fidelity simulation abstracted from fire emergency response practice&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2063237"&gt;http://dl.acm.org/citation.cfm?id=2063237&lt;/a&gt;&lt;br&gt;Zachary O. Toups, Andruid Kerne, William A. Hamilton&lt;p&gt;Crisis response engenders a high-stress environment in which teams gather, transform, and mutually share information. Prior educational approaches have not successfully addressed these critical skills. The assumption has been that the highest fidelity simulations result in the best learning. Deploying high-fidelity simulations is expensive and dangerous; they do not address team coordination. Low-fidelity approaches are ineffective because they are not stressful. Zero-fidelity simulation develops and invokes the principle of abstraction, focusing on human-information and human-human transfers of meaning, to derive design from work practice. Our principal hypothesis is that crisis responders will experience zero-fidelity simulation as effective simulation of team coordination.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-6736569667889581097?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/6736569667889581097/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=6736569667889581097' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/6736569667889581097'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/6736569667889581097'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/12/toc-service-acm-transactions-on_30.html' title='TOC Service - ACM Transactions on Computer-Human Interaction (TOCHI)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-6097458603541960757</id><published>2011-12-19T13:50:00.000-05:00</published><updated>2011-12-19T14:07:28.738-05:00</updated><title type='text'>TOC Service - Computers in Entertainment (CIE)</title><content type='html'>You have received this message because you subscribed to the Computers in Entertainment (CIE) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J912.xml"&gt;http://rss.acm.org/dl/J912.xml&lt;/a&gt;&lt;p&gt;Computers in Entertainment (CIE) Volume 9 Issue 3, November 2011&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2027456"&gt;http://dl.acm.org/citation.cfm?id=2027456&lt;/a&gt;&lt;p&gt;&lt;br&gt;Future entertainment technologies&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2027457"&gt;http://dl.acm.org/citation.cfm?id=2027457&lt;/a&gt;&lt;br&gt;Andreas M. Kunz, Thomas Nescher&lt;p&gt;Today&amp;#39;s computer games provide a realistic visual output combined with a convincing sound sensation. However, another important perception channel, the proprioceptive sensation, is insufficiently addressed. In particular the perception of spatial distances, which is typically supported by a real walking experience, is not yet integrated into existing games. However, walking is sensed by our limbs both in a proprioceptive way (joints, muscles etc.) and through skin surface sensors. This article describes an approach that could lead to a new quality of future computer games by integrating spatial awareness through the sensation of real walking.&lt;p&gt;&lt;br&gt;Alice on both sides of the looking glass: Performance, installations, and the real/virtual continuity&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2027458"&gt;http://dl.acm.org/citation.cfm?id=2027458&lt;/a&gt;&lt;br&gt;Christian Jacquemin, Rami Ajaj, Bertrand Planes&lt;p&gt;The Virtuality Continuum [Milgram and Kishino 1994] describes the possible variety of mixed reality setups between virtual environments and the real world depending on the ratio of digital and physical elements. We study here another type of continuity that concerns the perceptual (mainly visual) coherence between the real and virtual worlds. This notion is of particular importance for the use of new media in the performing arts and installations, but is also known to be a key issue in the sense of immersion [Bowman and McMahan 2007]. By examining studies on film editing and on the design of Mixed Reality applications, three principles are defined for the sake of perceptual continuity and compatibility: point-of-view, space and time coherence, and illumination.&lt;p&gt;&lt;br&gt;Performer-centered visual feedback for human-machine improvisation&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2027459"&gt;http://dl.acm.org/citation.cfm?id=2027459&lt;/a&gt;&lt;br&gt;Alexandre R. J. Fran&amp;amp;#231;ois, E. Chew, Dennis Thurmond&lt;p&gt;This article describes the design and implementation of the Multimodal Interactive Musical Improvisation (Mimi) system. Unique to Mimi is its visual interface, which provides the performer with instantaneous and continuous information on the state of the system, in contrast to other human-machine improvisation systems, which require performers to grasp and intuit possible extemporizations in response to machine-generated music without forewarning. In Mimi, the information displayed extends into the near future and reaches back into the recent past, allowing the performer awareness of the musical context so as to plan their response accordingly. This article presents the details of Mimi&amp;#39;s system design, the visual interface, and its implementation using the formalism defined by Fran&amp;amp;#231;ois&amp;#39; Software Architecture for Immersipresence (SAI) framework.&lt;p&gt;&lt;br&gt;Experiences with rapid mobile game development using unity engine&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2027460"&gt;http://dl.acm.org/citation.cfm?id=2027460&lt;/a&gt;&lt;br&gt;Daniel V. de Macedo, Maria Andr&amp;amp;#233;ia Formico Rodrigues&lt;p&gt;In this work, we describe our experiences with FunCopter, a casual game we have designed and implemented using Unity engine, suitable for portable devices. We emphasize some general principles, particularly with respect to rapid game development and constrained graphics. In addition to that, we present the main activities realized in each software engineering phase and the lessons we learned during its development. These descriptions include details from the initial concept to the fully realized, playable game. This work will share general but important experiences with Unity, particularly interesting for game developers in beginner&amp;#39;s level.&lt;p&gt;&lt;br&gt;Investigation of the antecedents and consequences of gamer satisfaction: An individual perspective&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2027461Yin-Leng"&gt;http://dl.acm.org/citation.cfm?id=2027461&lt;br&gt;Yin-Leng&lt;/a&gt; Theng, Liaw Wanzhen, Li Zhiqiang, Chai Robert, Rao Pallavi&lt;p&gt;New game technologies are changing the way people learn, play, socialize and participate in civic life. However, designing good games is challenging and expensive. While technologies have been improving swiftly, game design guidelines have evolved slowly. This article proposes a theoretical approach to study the key factors leading to successful online games. We first developed a theoretical model, Playability for Acceptance and Adoption Model (PAAM) for conciseness, linking the antecedents into the key factors using information acquired from an extended literature review. We then undertook a survey of 201 online gamers to investigate key factors affecting players&amp;#39; acceptance of online games.&lt;p&gt;&lt;br&gt;Player experience and technical performance prospects for distributed 3D gaming in private and public settings&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2027462"&gt;http://dl.acm.org/citation.cfm?id=2027462&lt;/a&gt;&lt;br&gt;Audrius Jurgelionis, Henk Herman Nap, Brian J. Gajadhar, Francesco Bellotti, A. I. Wang, Riccardo Berta&lt;p&gt;Distributed gaming enables access to interactive media from devices based on different platforms. It facilitates users to enjoy video games in various environments without the need for using a single device or operating system. Understanding the potential and limitations of such gaming-on-demand systems is key for their adoption and further growth in public places. This paper presents an in-depth, quantitative study performed with the Games@Large (GaL) distributed-gaming system and its potential users at an Internet caf&amp;amp;#233; in Genoa, Italy. The approach of the study was multilevel, covering the player experience and user acceptance aspects as well as technical performance peculiarities. Results show that the GaL system has a high potential at Internet cafes, in particular when playing a casual genre game.&lt;p&gt;&lt;br&gt;Security, privacy, and personalization: Informing next-generation interaction concepts for interactive TV systems&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2027463"&gt;http://dl.acm.org/citation.cfm?id=2027463&lt;/a&gt;&lt;br&gt;Regina Bernhaupt, Michael M. Pirker, Astrid Weiss, David Wilfinger, Manfred Tscheligi&lt;p&gt;The success of the next-generation of interactive TV systems will depend on the type and form of user interaction these systems can support. New services like social TV, direct image, and data up- and download from the set-top box, connectivity of the iTV system to the PC and other mobile media devices, pose the question of how to support security, privacy, and personalization. To investigate the (sometimes na&amp;amp;#239;ve) concepts of users of what changes an interactive TV system will bring for their living room behaviors in terms of security and privacy, and how to support these aspects regarding user interaction, we set up two ethnographic studies.&lt;p&gt;&lt;br&gt;Users&amp;#39; (Dis)satisfaction with the personalTV application: Combining objective and subjective data&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2027464"&gt;http://dl.acm.org/citation.cfm?id=2027464&lt;/a&gt;&lt;br&gt;Katrien De Moor, Toon De Pessemier, Peter Mechant, C&amp;amp;#233;dric Courtois, Adrian J. L. De Marez, Luc Martens&lt;p&gt;The overabundance of content on online video platforms has made intelligent recommender systems that assist users in finding content matching their personal preferences indispensable. This article reports on a study in which &amp;amp;#8220;PersonalTV,&amp;amp;#8221; an online video recommendation application that has been developed for research purposes, was evaluated by a panel of test users for the first time. In view of this, objective implicit and subjective explicit user feedback were triangulated. The &amp;amp;#8220;PersonalTV&amp;amp;#8221; application enables its users to explore and watch videos from the YouTube library. It builds up a personal viewing profile in order to give personalized content suggestions. We investigated the relation between the recommended content and the consumption percentage (RQ 1), between the recommended content and the reported satisfaction (RQ 2), and explored whether these objective and subjective measures converge (RQ 3).&lt;p&gt;&lt;br&gt;Social TV: The impact of social awareness on content navigation within IPTV systems&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2027465"&gt;http://dl.acm.org/citation.cfm?id=2027465&lt;/a&gt;&lt;br&gt;Keith Mitchell, Andrew Jones, Johnathan Ishmael, Nicholas J. P. Race&lt;p&gt;Internet Television (IPTV) is emerging as a new delivery method for offering access to digital TV and interactive services which potentially merge the &amp;amp;#8220;lean back&amp;amp;#8221; broadcast experience with more bidirectional &amp;amp;#8220;lean forward&amp;amp;#8221; interactivity. Within these environments, there is a significant growth in the volume and variety of content being offered which increases the difficulty and burden for the end-user in locating relevant content and finding something to watch. In this article we detail the design, implementation, and evaluation of a production IPTV service which operates on our University campus network. Our approach makes use of social networks as a mechanism for providing social awareness to individual users of an IPTV system.&lt;p&gt;&lt;br&gt;Adoption versus use diffusion of iDTV in flanders - personalized television content as a tool to cross the chasm&amp;amp;quest;&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2027466"&gt;http://dl.acm.org/citation.cfm?id=2027466&lt;/a&gt;&lt;br&gt;Dimitri Schuurman, Lieven De Marez, Katrien Berte&lt;p&gt;Digital television was introduced to the Belgian market in 2005, which is fairly late compared to other European countries. By 2010, in Flanders the 50&amp;amp;percnt; penetration threshold of digital television households was surpassed. Considering previous research into the adoption of digital television in Belgium, it can be stated that the &amp;amp;#8220;majority segments&amp;amp;#8221; have embraced iDTV. However, research suggests that this has not necessarily induced a change in their viewing habits and that interactive applications such as video on demand, time-shifted viewing, voting, email, etc., have remained &amp;amp;#8220;underused.&amp;amp;#8221; Therefore, the user adoption rate of 50&amp;amp;percnt; for iDTV does not automatically imply a 50&amp;amp;percnt; use diffusion rate of interactive services.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-6097458603541960757?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/6097458603541960757/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=6097458603541960757' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/6097458603541960757'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/6097458603541960757'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/12/toc-service-computers-in-entertainment.html' title='TOC Service - Computers in Entertainment (CIE)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-7467385569137590364</id><published>2011-12-19T13:49:00.001-05:00</published><updated>2011-12-19T13:59:19.473-05:00</updated><title type='text'>TOC Service - ACM Transactions on Applied Perception (TAP)</title><content type='html'>You have received this message because you subscribed to the ACM Transactions on Applied Perception (TAP) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J932.xml"&gt;http://rss.acm.org/dl/J932.xml&lt;/a&gt;&lt;p&gt;ACM Transactions on Applied Perception (TAP) Volume 8 Issue 4, November 2011&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2043603"&gt;http://dl.acm.org/citation.cfm?id=2043603&lt;/a&gt;&lt;p&gt;&lt;br&gt;Redirected walking to explore virtual environments: Assessing the potential for spatial interference&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2043604"&gt;http://dl.acm.org/citation.cfm?id=2043604&lt;/a&gt;&lt;br&gt;Eric Hodgson, Eric Bachmann, David Waller&lt;p&gt;Redirected walking has gained popularity in recent years as a way of enhancing the safety of users immersed in a virtual reality simulation and of extending the amount of space that can be simulated in a virtual environment (VE). Limits imposed by the available physical space and functional tracking area are overcome by inducing immersed users to veer imperceptibly in a way that prevents them from leaving the confines of the tracking space. Redirected walking has been shown to be feasible at levels below noticeable thresholds and to function without increasing the incidence of simulator sickness. The present studies demonstrate that redirected walking can function without negatively impacting memory for spatial locations of landmarks in a VE, despite introducing discrepancies between various spatial senses and distorting the spatial mapping of movement onto the environment.&lt;p&gt;&lt;br&gt;Attentional gradient for crossmodal proximal-distal tactile cueing of visual spatial attention&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2043605"&gt;http://dl.acm.org/citation.cfm?id=2043605&lt;/a&gt;&lt;br&gt;Roslizawaty Mohd Rosli, Hong Z. Tan, Robert W. Proctor, Rob Gray&lt;p&gt;Past studies have established a crossmodal spatial attentional link among vision, audition, and touch. The present study examined the dependence of visual attention on the distance between a distal visual target (a changing element among static distractors) and the quadrant of the visual display cued by a proximal tactile stimulus. The distance between the center of the cued visual quadrant and the visual target was one of six values: 0, 90, 180, 350, 450, and 550 pixels. The distances of 0, 90, and 180 corresponded to the valid tactile cueing condition, where the tactile cue and the visual target occurred in the same quadrant.&lt;p&gt;&lt;br&gt;Bimodal task-facilitation in a virtual traffic scenario through spatialized sound rendering&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2043606"&gt;http://dl.acm.org/citation.cfm?id=2043606&lt;/a&gt;&lt;br&gt;Matthias Bernhard, Karl Grosse, Michael Wimmer&lt;p&gt;Audio rendering is generally used to increase the realism of virtual environments (VE). In addition, audio rendering may also improve the performance in specific tasks carried out in interactive applications such as games or simulators. In this article we investigate the effect of the quality of sound rendering on task performance in a task which is inherently vision-dominated. The task is a virtual traffic gap-crossing scenario with two elements: first, to discriminate crossable and uncrossable gaps in oncoming traffic, and second, to find the right timing to start crossing the street without an accident. A study was carried out with 48 participants in an immersive virtual environment setup with a large screen and headphones.&lt;p&gt;&lt;br&gt;CyberWalk: Enabling unconstrained omnidirectional walking through virtual environments&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2043607"&gt;http://dl.acm.org/citation.cfm?id=2043607&lt;/a&gt;&lt;br&gt;J. L. Souman, P. Robuffo Giordano, M. Schwaiger, I. Frissen, T. Th&amp;amp;#252;mmel, H. Ulbrich, A. De Luca, H. H. B&amp;amp;#252;lthoff, M. O. Ernst&lt;p&gt;Despite many recent developments in virtual reality, an effective locomotion interface which allows for normal walking through large virtual environments was until recently still lacking. Here, we describe the new CyberWalk omnidirectional treadmill system, which makes it possible for users to walk endlessly in any direction, while never leaving the confines of the limited walking surface. The treadmill system improves on previous designs, both in its mechanical features and in the control system employed to keep users close to the center of the treadmill. As a result, users are able to start walking, vary their walking speed and direction, and stop walking as they would on a normal, stationary surface.&lt;p&gt;&lt;br&gt;Effects of scale change on distance perception in virtual environments&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2043608"&gt;http://dl.acm.org/citation.cfm?id=2043608&lt;/a&gt;&lt;br&gt;Tien Dat Nguyen, Christine J. Ziemer, Timofey Grechkin, Benjamin Chihak, Jodie M. Plumert, James F. Cremer, Joseph K. Kearney&lt;p&gt;We conducted a series of experiments to investigate effects of scale changes on distance perception in virtual environments. All experiments were carried out in an HMD. Participants first made distance estimates with feedback in a virtual tunnel (adaptation) and then made distance estimates without feedback in a differently-scaled virtual environment (test). We examined several types of scale changes, including changing the size of (1) the tunnel, (2) the targets, and (3) the separation of the two targets. Changes in target size always affected distance estimates at test. When the targets became smaller, participants overshot distance and when the targets became larger, participants undershot distance.&lt;p&gt;&lt;br&gt;Modeling human aesthetic perception of visual textures&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2043609"&gt;http://dl.acm.org/citation.cfm?id=2043609&lt;/a&gt;&lt;br&gt;Stefan Thumfart, Richard H. A. H. Jacobs, Edwin Lughofer, Christian Eitzinger, Frans W. Cornelissen, Werner Groissboeck, Roland Richter&lt;p&gt;Texture is extensively used in areas such as product design and architecture to convey specific aesthetic information. Using the results of a psychological experiment, we model the relationship between computational texture features and aesthetic properties of visual textures. Contrary to previous approaches, we build a layered model, which provides insights into hierarchical relationships involved in human aesthetic texture perception. This model uses a set of intermediate judgements to link computational texture features with aesthetic texture properties. We pursue two different approaches for modeling. (1) Supervised machine-learning methods are used to generate linear and nonlinear models from the experimental data automatically. The quality of these models is discussed, mainly focusing on interpretability and accuracy.&lt;p&gt;&lt;br&gt;Integrating multiple views with virtual mirrors to facilitate scene understanding&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2043610"&gt;http://dl.acm.org/citation.cfm?id=2043610&lt;/a&gt;&lt;br&gt;Carmen E. Au, James J. Clark&lt;p&gt;In this article, an image integration technique called Virtual Mirroring (VM) is evaluated. VM is a technique that combines multiple 2D views of a 3D scene into a single composite image by overlaying views onto virtual mirrors. Given multiple views of a scene, one view is augmented with the remaining views by placing virtual mirrors on the first view and overlaying onto them the corresponding remaining views. Unlike a standard array presentation, where 2D views are not integrated and simply placed adjacent to one another, the VM presentation preserves the relative location, orientation, and scale between views. As such, it is our contention that humans will fare better at performing certain visual tasks, such as scene identification, when viewing a 3D scene via a VM presentation than when viewing an array presentation.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-7467385569137590364?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/7467385569137590364/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=7467385569137590364' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/7467385569137590364'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/7467385569137590364'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/12/toc-service-acm-transactions-on-applied.html' title='TOC Service - ACM Transactions on Applied Perception (TAP)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-4555467278973494022</id><published>2011-12-19T13:49:00.000-05:00</published><updated>2011-12-19T13:56:57.580-05:00</updated><title type='text'>TOC Service - Personal and Ubiquitous Computing</title><content type='html'>You have received this message because you subscribed to the Personal and Ubiquitous Computing Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J822.xml"&gt;http://rss.acm.org/dl/J822.xml&lt;/a&gt;&lt;p&gt;Personal and Ubiquitous Computing Volume 15 Issue 8, December  2011&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2071111"&gt;http://dl.acm.org/citation.cfm?id=2071111&lt;/a&gt;&lt;p&gt;&lt;br&gt;Challenges and trends in wireless ubiquitous computing systems&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2071123"&gt;http://dl.acm.org/citation.cfm?id=2071123&lt;/a&gt;&lt;br&gt;Abdelfettah Belghith, Anis Koubaa, Elhadi Shakshuki&lt;p&gt;&lt;br&gt;RiSeG: a ring based secure group communication protocol for resource-constrained wireless sensor networks&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2071127"&gt;http://dl.acm.org/citation.cfm?id=2071127&lt;/a&gt;&lt;br&gt;Omar Cheikhrouhou, Anis Koub&amp;amp;#226;a, Gianluca Dini, Mohamed Abid&lt;p&gt;Securing group communication in wireless sensor networks has recently been extensively investigated. Many works have addressed this issue, and they have considered the grouping concept differently. In this paper, we consider a group as being a set of nodes sensing the same data type, and we alternatively propose an efficient secure group communication scheme guaranteeing secure group management and secure group key distribution. The proposed scheme (RiSeG) is based on a logical ring architecture, which permits to alleviate the group controller&amp;#39;s task in updating the group key. The proposed scheme also provides backward and forward secrecy, addresses the node compromise attack, and gives a solution to detect and eliminate the compromised nodes.&lt;p&gt;&lt;br&gt;Stability routing with constrained path length for improved routability in dynamic MANETs&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2071121"&gt;http://dl.acm.org/citation.cfm?id=2071121&lt;/a&gt;&lt;br&gt;Mohamed Amine Abid, Abdelfettah Belghith&lt;p&gt;Quality of service (QoS) routing is known to be an NP-hard problem in case of two or more additive constraints, and several exact algorithms and heuristics have been proposed to address this issue. In this paper, we consider a particular two-constrained quality of service routing problem maximizing path stability with a limited path length in the quest of improving routability in dynamic multi-hop mobile wireless ad hoc networks. First, we propose a novel exact algorithm to solve the optimal weight-constrained path problem. We instantiate our algorithm to solve the most stable path not exceeding a certain number of hops, in polynomial time.&lt;p&gt;&lt;br&gt;Robust video communication for ubiquitous network access&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2071129"&gt;http://dl.acm.org/citation.cfm?id=2071129&lt;/a&gt;&lt;br&gt;Hannadi Samek, Martin Fleury, Mohammed Ghanbari&lt;p&gt;Ubiquitous network access implies that video can be streamed to portable devices whether they are moving outdoors or docked at home. Unfortunately, broadband wireless channels and their wired alternatives present a hostile environment for video communication, which manifests itself in error bursts. This paper presents a robust application layer, channel-coding scheme suitable for data-partitioned, compressed video. Data partitioning prioritizes the more important data within a compressed bitstream. In the scheme, the more important compressed data are protected prior to communication over an access network. In particular, window-growth rateless codes are used. This form of rateless code can be incrementally scaled to reflect the importance of the data being protected.&lt;p&gt;&lt;br&gt;A new model for context-aware transactions in mobile services&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2071126"&gt;http://dl.acm.org/citation.cfm?id=2071126&lt;/a&gt;&lt;br&gt;Muhammad Younas, Soraya Kouadri Most&amp;amp;#233;faoui&lt;p&gt;With the ubiquity of handheld devices (such as smart phones and PDAs) and the availability of a wide range of mobile services (such as mobile banking, road traffic updates, and weather forecast), people can nowadays access information and conduct online transactions virtually anywhere and anytime. In such flexible, dynamic but less reliable environment, transaction management technology is believed to provide service reliability and data consistency. Indeed, in mobile and ubiquitous environments where devices as well as services can seamlessly join and leave the ubiquitous network; transaction management can be very helpful during the recovery of services from failure. Current transaction models and commit protocols do not take into account context information.&lt;p&gt;&lt;br&gt;A new scalable multicast routing algorithm for interactive real-time applications&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2071128"&gt;http://dl.acm.org/citation.cfm?id=2071128&lt;/a&gt;&lt;br&gt;Mohamed Aissa, Adel Ben Mnaouer, Rion Murray, Habib Youssef, Abdelfettah Belghith&lt;p&gt;Quality of service (QoS) provisioning generally assumes more than one QoS measure that implies that QoS routing can be categorized as an instance of routing subject to multiple constraints: delay jitter, bandwidth, cost, etc. We study the problem of constructing multicast trees to meet the QoS requirements of real-time interactive applications where it is necessary to provide bounded delays and bounded delay variation among the source and all destinations while keeping overall cost of the multicast tree low. The main contribution of our work is a new strategy for constructing multiconstrained multicast trees. We first derive mathematically a new delay-variation estimation scheme and prove its efficiency.&lt;p&gt;&lt;br&gt;Optimized skyline queries on road networks using nearest neighbors&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2071125"&gt;http://dl.acm.org/citation.cfm?id=2071125&lt;/a&gt;&lt;br&gt;Maytham Safar, Dalal El-Amin, David Taniar&lt;p&gt;Skyline queries are used with data extensive applications, such as mobile location-based services, to support multi-criteria decision-making and to prune the data space by returning the most &amp;quot;interesting&amp;quot; data points. Most interesting data points are the points, which are not dominated by any other point. Spatial network skyline query is a subset of the skyline query problem where data points are nodes in a road network and the attributes of the data points are network distance relative to a set of query points. Spatial network skyline query&amp;#39;s problem is the need to calculate the attributes with an expensive distance calculation operation.&lt;p&gt;&lt;br&gt;Adapting the mobile phone for task efficiency: the case of predicting outgoing calls using frequency and regularity of historical calls&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2071120"&gt;http://dl.acm.org/citation.cfm?id=2071120&lt;/a&gt;&lt;br&gt;Osama O. Barzaiq, Seng W. Loke&lt;p&gt;The set of functionalities provided by advanced mobile phones is significantly increasing. However, the small size of mobile phone user interfaces makes it difficult for the user to deal with this large number of functionalities, which could reflect negatively on user performance and the efficiency of mobile phone functionalities. In this paper, we designed and developed an adaptive task-based functionality called ATF on mobile phones, where the task we focused on was to predict the next contact that the user is most likely to call. Furthermore, we conducted comprehensive evaluation of our approach. We show that our approach can successfully predict contacts that a user will most likely call next.&lt;p&gt;&lt;br&gt;Supporting the transition from hospital to home for premature infants using integrated mobile computing and sensor support&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2071124"&gt;http://dl.acm.org/citation.cfm?id=2071124&lt;/a&gt;&lt;br&gt;Gillian R. Hayes, Donald J. Patterson, Mohan Singh, Dana Gravem, Julia Rich, Dan Cooper&lt;p&gt;This paper reports on the requirements for, design of, and preliminary evaluation of a novel pervasive healthcare system for supporting the care of premature infants as they transition from hospital to home. In support of this system, we report the results of gesture sensing in a clinical setting and of interviews and focus groups with caregivers and clinicians who are involved in the postnatal transition to the home. From these results, we developed prototype systems for monitoring and tracking observations of behavioral and health-related data in the home, including a mobile phone-based capture and access system for caregivers, a sensing platform, and an activity recognition algorithm for automatically documenting infant movement.&lt;p&gt;&lt;br&gt;A single tri-axial accelerometer-based real-time personal life log system capable of human activity recognition and exercise information generation&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2071122Myong-Woo"&gt;http://dl.acm.org/citation.cfm?id=2071122&lt;br&gt;Myong-Woo&lt;/a&gt; Lee, Adil Mehmood Khan, Tae-Seong Kim&lt;p&gt;Recording a personal life log (PLL) of daily activities in a ubiquitous environment is an emerging application of information technology. In this work, we present a single tri-axial accelerometer-based PLL system capable of human activity recognition and exercise information generation. Our PLL system exhibits two main functions: activity recognition and exercise information generation. For activity recognition, the system first recognizes a state of daily activities based on the statistical and spectral features of the accelerometer signals. An activity within the recognized state is then recognized using a set of augmented features, including autoregressive coefficients, signal magnitude area, and tilt angle, via linear discriminant analysis and hierarchical artificial neural networks.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-4555467278973494022?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/4555467278973494022/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=4555467278973494022' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/4555467278973494022'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/4555467278973494022'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/12/toc-service-personal-and-ubiquitous.html' title='TOC Service - Personal and Ubiquitous Computing'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-3049458383836026323</id><published>2011-12-19T13:45:00.000-05:00</published><updated>2011-12-19T13:53:41.199-05:00</updated><title type='text'>TOC Service - ACM Transactions on Graphics (TOG)</title><content type='html'>You have received this message because you subscribed to the ACM Transactions on Graphics (TOG) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J778.xml"&gt;http://rss.acm.org/dl/J778.xml&lt;/a&gt;&lt;p&gt;ACM Transactions on Graphics (TOG) Volume 30 Issue 6, December 2011&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2070781"&gt;http://dl.acm.org/citation.cfm?id=2070781&lt;/a&gt;&lt;p&gt;&lt;br&gt;Pattern-aware shape deformation using sliding dockers&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024157"&gt;http://dl.acm.org/citation.cfm?id=2024157&lt;/a&gt;&lt;br&gt;Martin Bokeloh, Michael Wand, Vladlen Koltun, Hans-Peter Seidel&lt;p&gt;This paper introduces a new structure-aware shape deformation technique. The key idea is to detect continuous and discrete regular patterns and ensure that these patterns are preserved during free-form deformation. We propose a variational deformation model that preserves these structures, and a discrete algorithm that adaptively inserts or removes repeated elements in regular patterns to minimize distortion. As a tool for such structural adaptation, we introduce sliding dockers, which represent repeatable elements that fit together seamlessly for arbitrary repetition counts. We demonstrate the presented approach on a number of complex 3D models from commercial shape libraries.&lt;p&gt;&lt;br&gt;Shape space exploration of constrained meshes&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024158Yong-Liang"&gt;http://dl.acm.org/citation.cfm?id=2024158&lt;br&gt;Yong-Liang&lt;/a&gt; Yang, Yi-Jun Yang, Helmut Pottmann, Niloy J. Mitra&lt;p&gt;We present a general computational framework to locally characterize any shape space of meshes implicitly prescribed by a collection of non-linear constraints. We computationally access such manifolds, typically of high dimension and co-dimension, through first and second order approximants, namely tangent spaces and quadratically parameterized osculant surfaces. Exploration and navigation of desirable subspaces of the shape space with regard to application specific quality measures are enabled using approximants that are intrinsic to the underlying manifold and directly computable in the parameter space of the osculant surface. We demonstrate our framework on shape spaces of planar quad (PQ) meshes, where each mesh face is constrained to be (nearly) planar, and circular meshes, where each face has a circumcircle.&lt;p&gt;&lt;br&gt;Joint shape segmentation with linear programming&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024159"&gt;http://dl.acm.org/citation.cfm?id=2024159&lt;/a&gt;&lt;br&gt;Qixing Huang, Vladlen Koltun, Leonidas Guibas&lt;p&gt;We present an approach to segmenting shapes in a heterogenous shape database. Our approach segments the shapes jointly, utilizing features from multiple shapes to improve the segmentation of each. The approach is entirely unsupervised and is based on an integer quadratic programming formulation of the joint segmentation problem. The program optimizes over possible segmentations of individual shapes as well as over possible correspondences between segments from multiple shapes. The integer quadratic program is solved via a linear programming relaxation, using a block coordinate descent procedure that makes the optimization feasible for large databases.&lt;p&gt;&lt;br&gt;Unsupervised co-segmentation of a set of shapes via descriptor-space spectral clustering&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024160"&gt;http://dl.acm.org/citation.cfm?id=2024160&lt;/a&gt;&lt;br&gt;Oana Sidi, Oliver van Kaick, Yanir Kleiman, Hao Zhang, Daniel Cohen-Or&lt;p&gt;We introduce an algorithm for unsupervised co-segmentation of a set of shapes so as to reveal the semantic shape parts and establish their correspondence across the set. The input set may exhibit significant shape variability where the shapes do not admit proper spatial alignment and the corresponding parts in any pair of shapes may be geometrically dissimilar. Our algorithm can handle such challenging input sets since, first, we perform co-analysis in a descriptor space, where a combination of shape descriptors relates the parts independently of their pose, location, and cardinality. Secondly, we exploit a key enabling feature of the input set, namely, dissimilar parts may be &amp;quot;linked&amp;quot; through third-parties present in the set.&lt;p&gt;&lt;br&gt;Modeling and generating moving trees from video&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024161"&gt;http://dl.acm.org/citation.cfm?id=2024161&lt;/a&gt;&lt;br&gt;Chuan Li, Oliver Deussen, Yi-Zhe Song, Phil Willis, Peter Hall&lt;p&gt;We present a probabilistic approach for the automatic production of tree models with convincing 3D appearance and motion. The only input is a video of a moving tree that provides us an initial dynamic tree model, which is used to generate new individual trees of the same type. Our approach combines global and local constraints to construct a dynamic 3D tree model from a 2D skeleton. Our modeling takes into account factors such as the shape of branches, the overall shape of the tree, and physically plausible motion. Furthermore, we provide a generative model that creates multiple trees in 3D, given a single example model.&lt;p&gt;&lt;br&gt;Candid portrait selection from video&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024162"&gt;http://dl.acm.org/citation.cfm?id=2024162&lt;/a&gt;&lt;br&gt;Juliet Fiss, Aseem Agarwala, Brian Curless&lt;p&gt;In this paper, we train a computer to select still frames from video that work well as candid portraits. Because of the subjective nature of this task, we conduct a human subjects study to collect ratings of video frames across multiple videos. Then, we compute a number of features and train a model to predict the average rating of a video frame. We evaluate our model with cross-validation, and show that it is better able to select quality still frames than previous techniques, such as simply omitting frames that contain blinking or motion blur, or selecting only smiles.&lt;p&gt;&lt;br&gt;Multiview face capture using polarized spherical gradient illumination&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024163"&gt;http://dl.acm.org/citation.cfm?id=2024163&lt;/a&gt;&lt;br&gt;Abhijeet Ghosh, Graham Fyffe, Borom Tunwattanapong, Jay Busch, Xueming Yu, Paul Debevec&lt;p&gt;We present a novel process for acquiring detailed facial geometry with high resolution diffuse and specular photometric information from multiple viewpoints using polarized spherical gradient illumination. Key to our method is a new pair of linearly polarized lighting patterns which enables multiview diffuse-specular separation under a given spherical illumination condition from just two photographs. The patterns -- one following lines of latitude and one following lines of longitude -- allow the use of fixed linear polarizers in front of the cameras, enabling more efficient acquisition of diffuse and specular albedo and normal maps from multiple viewpoints. In a second step, we employ these albedo and normal maps as input to a novel multi-resolution adaptive domain message passing stereo reconstruction algorithm to create high resolution facial geometry.&lt;p&gt;&lt;br&gt;Video face replacement&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024164"&gt;http://dl.acm.org/citation.cfm?id=2024164&lt;/a&gt;&lt;br&gt;Kevin Dale, Kalyan Sunkavalli, Micah K. Johnson, Daniel Vlasic, Wojciech Matusik, Hanspeter Pfister&lt;p&gt;We present a method for replacing facial performances in video. Our approach accounts for differences in identity, visual appearance, speech, and timing between source and target videos. Unlike prior work, it does not require substantial manual operation or complex acquisition hardware, only single-camera video. We use a 3D multilinear model to track the facial performance in both videos. Using the corresponding 3D geometry, we warp the source to the target face and retime the source to match the target performance. We then compute an optimal seam through the video volume that maintains temporal consistency in the final composite.&lt;p&gt;&lt;br&gt;A rendering framework for multiscale views of 3D models&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024165Wei-Hsien"&gt;http://dl.acm.org/citation.cfm?id=2024165&lt;br&gt;Wei-Hsien&lt;/a&gt; Hsu, Kwan-Liu Ma, Carlos Correa&lt;p&gt;Images that seamlessly combine views at different levels of detail are appealing. However, creating such multiscale images is not a trivial task, and most such illustrations are handcrafted by skilled artists. This paper presents a framework for direct multiscale rendering of geometric and volumetric models. The basis of our approach is a set of non-linearly bent camera rays that smoothly cast through multiple scales. We show that by properly setting up a sequence of conventional pinhole cameras to capture features of interest at different scales, along with image masks specifying the regions of interest for each scale on the projection plane, our rendering framework can generate non-linear sampling rays that smoothly project objects in a scene at multiple levels of detail onto a single image.&lt;p&gt;&lt;br&gt;Mixed-order compositing for 3D paintings&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024166"&gt;http://dl.acm.org/citation.cfm?id=2024166&lt;/a&gt;&lt;br&gt;Ilya Baran, Johannes Schmid, Thomas Siegrist, Markus Gross, Robert W. Sumner&lt;p&gt;We present a method for rendering 3D paintings by compositing brush strokes embedded in space. The challenge in compositing 3D brush strokes is reconciling conflicts between their z-order in 3D and the order in which the strokes were painted, while maintaining temporal and spatial coherence. Our algorithm smoothly transitions between compositing closer strokes over those farther away and compositing strokes painted later over those painted earlier. It is efficient, running in O(n log n) time, and simple to implement. We demonstrate its effectiveness on a variety of 3D paintings.&lt;p&gt;&lt;br&gt;Animated construction of line drawings&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024167"&gt;http://dl.acm.org/citation.cfm?id=2024167&lt;/a&gt;&lt;br&gt;Hongbo Fu, Shizhe Zhou, Ligang Liu, Niloy J. Mitra&lt;p&gt;Revealing the sketching sequence of a line drawing can be visually intriguing and used for video-based storytelling. Typically this is enabled based on tedious recording of artists&amp;#39; drawing process. We demonstrate that it is often possible to estimate a reasonable drawing order from a static line drawing with clearly defined shape geometry, which looks plausible to a human viewer. We map the key principles of drawing order from drawing cognition to computational procedures in our framework. Our system produces plausible animated constructions of input line drawings, with no or little user intervention. We test our algorithm on a range of input sketches, with varying degree of complexity and structure, and evaluate the results via a user study.&lt;p&gt;&lt;br&gt;Sketch-based Dynamic Illustration of Fluid Systems&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024168"&gt;http://dl.acm.org/citation.cfm?id=2024168&lt;/a&gt;&lt;br&gt;Bo Zhu, Michiaki Iwata, Ryo Haraguchi, Takashi Ashihara, Nobuyuki Umetani, Takeo Igarashi, Kazuo Nakazawa&lt;p&gt;This paper presents a lightweight sketching system that enables interactive illustration of complex fluid systems. Users can sketch on a 2.5-dimensional (2.5D) canvas to design the shapes and connections of a fluid circuit. These input sketches are automatically analyzed and abstracted into a hydraulic graph, and a new hybrid fluid model is used in the background to enhance the illustrations. The system provides rich simple operations for users to edit the fluid system incrementally, and the new internal flow patterns can be simulated in real time. Our system is used to illustrate various fluid systems in medicine, biology, and engineering.&lt;p&gt;&lt;br&gt;Interactive hybrid simulation of large-scale traffic&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024169"&gt;http://dl.acm.org/citation.cfm?id=2024169&lt;/a&gt;&lt;br&gt;Jason Sewall, David Wilkie, Ming C. Lin&lt;p&gt;We present a novel, real-time algorithm for modeling large-scale, realistic traffic using a hybrid model of both continuum and agent-based methods for traffic simulation. We simulate individual vehicles in regions of interest using state-of-the-art agent-based models of driver behavior, and use a faster continuum model of traffic flow in the remainder of the road network. Our key contributions are efficient techniques for the dynamic coupling of discrete vehicle simulation with the aggregated behavior of continuum techniques for traffic simulation. We demonstrate the flexibility and scalability of our interactive visual simulation technique on extensive road networks using both real-world traffic data and synthetic scenarios.&lt;p&gt;&lt;br&gt;Pattern-guided smoke animation with lagrangian coherent structure&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024170"&gt;http://dl.acm.org/citation.cfm?id=2024170&lt;/a&gt;&lt;br&gt;Zhi Yuan, Fan Chen, Ye Zhao&lt;p&gt;Fluid animation practitioners face great challenges from the complexity of flow dynamics and the high cost of numerical simulation. A major hindrance is the uncertainty of fluid behavior after simulation resolution increases and extra turbulent effects are added. In this paper, we propose to regulate fluid animations with predesigned flow patterns. Animators can design their desired fluid behavior with fast, low-cost simulations. Flow patterns are then extracted from the results by the Lagrangian Coherent Structure (LCS) that represents major flow skeleton. Therefore, the final high-quality animation is confined towards the designed behavior by applying the patterns to drive high-resolution and turbulent simulations.&lt;p&gt;&lt;br&gt;Interference-aware geometric modeling&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024171"&gt;http://dl.acm.org/citation.cfm?id=2024171&lt;/a&gt;&lt;br&gt;David Harmon, Daniele Panozzo, Olga Sorkine, Denis Zorin&lt;p&gt;While often a requirement for geometric models, there has been little research in resolving the interaction of deforming surfaces during real-time modeling sessions. To address this important topic, we introduce an interference algorithm specifically designed for the domain of geometric modeling. This algorithm is general, easily working within existing modeling paradigms to maintain their important properties. Our algorithm is fast, and is able to maintain interactive rates on complex deforming meshes of over 75K faces, while robustly removing intersections. Lastly, our method is controllable, allowing fine-tuning to meet the specific needs of the user.&lt;p&gt;&lt;br&gt;Imperceptible relaxation of collision avoidance constraints in virtual crowds&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024172"&gt;http://dl.acm.org/citation.cfm?id=2024172&lt;/a&gt;&lt;br&gt;Richard Kulpa, Anne-H&amp;amp;#233;l&amp;amp;#232;ne Olivierxs, Jan Ond&amp;amp;#345;ej, Julien Pettr&amp;amp;#233;&lt;p&gt;The performance of an interactive virtual crowd system for entertainment purposes can be greatly improved by setting a level-of-details (LOD) strategy: in distant areas, collision avoidance can even be stealthy disabled to drastically speed-up simulation and to handle huge crowds. The greatest difficulty is then to select LODs to progressively simplify simulation in an imperceptible but efficient manner. The main objective of this work is to experimentally evaluate spectators&amp;#39; ability to detect the presence of collisions in simulations. Factors related to the conditions of observation and simulation are studied, such as the camera angles, distance to camera, level of interpenetration or crowd density.&lt;p&gt;&lt;br&gt;A hybrid iterative solver for robustly capturing coulomb friction in hair dynamics&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024173"&gt;http://dl.acm.org/citation.cfm?id=2024173&lt;/a&gt;&lt;br&gt;Gilles Daviet, Florence Bertails-Descoubes, Laurence Boissieux&lt;p&gt;Dry friction between hair fibers plays a major role in the collective hair dynamic behavior as it accounts for typical nonsmooth features such as stick-slip instabilities. However, due the challenges posed by the modeling of nonsmooth friction, previous mechanical models for hair either neglect friction or use an approximate smooth friction model, thus losing important visual features. In this paper we present a new generic robust solver for capturing Coulomb friction in large assemblies of tightly packed fibers such as hair. Our method is based on an iterative algorithm where each single contact problem is efficiently and robustly solved by introducing a hybrid strategy that combines a new zero-finding formulation of (exact) Coulomb friction together with an analytical solver as a fail-safe.&lt;p&gt;&lt;br&gt;General planar quadrilateral mesh design using conjugate direction field&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024174"&gt;http://dl.acm.org/citation.cfm?id=2024174&lt;/a&gt;&lt;br&gt;Yang Liu, Weiwei Xu, Jun Wang, Lifeng Zhu, Baining Guo, Falai Chen, Guoping Wang&lt;p&gt;We present a novel method to approximate a freeform shape with a planar quadrilateral (PQ) mesh for modeling architectural glass structures. Our method is based on the study of conjugate direction fields (CDF) which allow the presence of &amp;amp;#177;&amp;amp;kappa;/4(&amp;amp;kappa; &amp;amp;#949; Z) singularities. Starting with a triangle discretization of a freeform shape, we first compute an as smooth as possible conjugate direction field satisfying the user&amp;#39;s directional and angular constraints, then apply mixed-integer quadrangulation and planarization techniques to generate a PQ mesh which approximates the input shape faithfully. We demonstrate that our method is effective and robust on various 3D models.&lt;p&gt;&lt;br&gt;Connectivity editing for quadrilateral meshes&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024175Chi-Han"&gt;http://dl.acm.org/citation.cfm?id=2024175&lt;br&gt;Chi-Han&lt;/a&gt; Peng, Eugene Zhang, Yoshihiro Kobayashi, Peter Wonka&lt;p&gt;We propose new connectivity editing operations for quadrilateral meshes with the unique ability to explicitly control the location, orientation, type, and number of the irregular vertices (valence not equal to four) in the mesh while preserving sharp edges. We provide theoretical analysis on what editing operations are possible and impossible and introduce three fundamental operations to move and re-orient a pair of irregular vertices. We argue that our editing operations are fundamental, because they only change the quad mesh in the smallest possible region and involve the fewest irregular vertices (i.e., two). The irregular vertex movement operations are supplemented by operations for the splitting, merging, canceling, and aligning of irregular vertices.&lt;p&gt;&lt;br&gt;Simple quad domains for field aligned mesh parametrization&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024176"&gt;http://dl.acm.org/citation.cfm?id=2024176&lt;/a&gt;&lt;br&gt;Marco Tarini, Enrico Puppo, Daniele Panozzo, Nico Pietroni, Paolo Cignoni&lt;p&gt;We present a method for the global parametrization of meshes that preserves alignment to a cross field in input while obtaining a parametric domain made of few coarse axis-aligned rectangular patches, which form an abstract base complex without T-junctions. The method is based on the topological simplification of the cross field in input, followed by global smoothing.&lt;p&gt;&lt;br&gt;Boundary aligned smooth 3D cross-frame field&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024177"&gt;http://dl.acm.org/citation.cfm?id=2024177&lt;/a&gt;&lt;br&gt;Jin Huang, Yiying Tong, Hongyu Wei, Hujun Bao&lt;p&gt;In this paper, we present a method for constructing a 3D cross-frame field, a 3D extension of the 2D cross-frame field as applied to surfaces in applications such as quadrangulation and texture synthesis. In contrast to the surface cross-frame field (equivalent to a 4-Way Rotational-Symmetry vector field), symmetry for 3D cross-frame fields cannot be formulated by simple one-parameter 2D rotations in the tangent planes. To address this critical issue, we represent the 3D frames by spherical harmonics, in a manner invariant to combinations of rotations around any axis by multiples of &amp;amp;pi;/2. With such a representation, we can formulate an efficient smoothness measure of the cross-frame field.&lt;p&gt;&lt;br&gt;Material matting&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024178"&gt;http://dl.acm.org/citation.cfm?id=2024178&lt;/a&gt;&lt;br&gt;Daniel Lepage, Jason Lawrence&lt;p&gt;Despite the widespread use of measured real-world materials, intuitive tools for editing measured reflectance datasets are still lacking. We present a solution inspired by natural image matting and texture synthesis to the material matting problem, which allows separating a measured spatially-varying material into simpler foreground and background component materials and a corresponding opacity map. We approach this problem in the context of Bayesian statistics and introduce a new prior on materials that favors those with highly self-similar stochastic structure.&lt;p&gt;&lt;br&gt;Physically-based interactive bi-scale material design&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024179"&gt;http://dl.acm.org/citation.cfm?id=2024179&lt;/a&gt;&lt;br&gt;Hongzhi Wu, Julie Dorsey, Holly Rushmeier&lt;p&gt;We present the first physically-based interactive system to facilitate the appearance design at different scales consistently, through manipulations of both small-scale geometry and materials. The core of our system is a novel reflectance filtering algorithm, which rapidly computes the large-scale appearance from small-scale details, by exploiting the low-rank structures of the Bidirectional Visible Normal Distribution Function and pre-rotated BRDFs in the matrix formulation of our rendering problem. Our algorithm is three orders of magnitude faster than a ground-truth method. We demonstrate various editing results of different small-scale geometry with analytical and measured BRDFs.&lt;p&gt;&lt;br&gt;AppGen: interactive material modeling from a single image&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024180"&gt;http://dl.acm.org/citation.cfm?id=2024180&lt;/a&gt;&lt;br&gt;Yue Dong, Xin Tong, Fabio Pellacini, Baining Guo&lt;p&gt;We present AppGen, an interactive system for modeling materials from a single image. Given a texture image of a nearly planar surface lit with directional lighting, our system models the detailed spatially-varying reflectance properties (diffuse, specular and roughness) and surface normal variations with minimal user interaction. We ask users to indicate global shading and reflectance information by roughly marking the image with a few user strokes, while our system assigns reflectance properties and normals to each pixel. We first interactively decompose the input image into the product of a diffuse albedo map and a shading map. A two-scale normal reconstruction algorithm is then introduced to recover the normal variations from the shading map and preserve the geometric features at different scales.&lt;p&gt;&lt;br&gt;AppWarp: retargeting measured materials by appearance-space warping&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024181"&gt;http://dl.acm.org/citation.cfm?id=2024181&lt;/a&gt;&lt;br&gt;Xiaobo An, Xin Tong, Jonathan D. Denning, Fabio Pellacini&lt;p&gt;We propose a method for retargeting measured materials, where a source measured material is edited by applying the reflectance functions of a template measured dataset. The resulting dataset is a material that maintains the spatial patterns of the source dataset, while exhibiting the reflectance behaviors of the template. Compared to editing materials by subsequent selections and modifications, retargeting shortens the time required to achieve a desired look by directly using template data, just as color transfer does for editing images. With our method, users have to just mark corresponding regions of source and template with rough strokes, with no need for further input.&lt;p&gt;&lt;br&gt;Fusion of depth maps with multiple scales&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024182"&gt;http://dl.acm.org/citation.cfm?id=2024182&lt;/a&gt;&lt;br&gt;Simon Fuhrmann, Michael Goesele&lt;p&gt;Multi-view stereo systems can produce depth maps with large variations in viewing parameters, yielding vastly different sampling rates of the observed surface. We present a new method for surface reconstruction by integrating a set of registered depth maps with dramatically varying sampling rate. The method is based on the construction of a hierarchical signed distance field represented in an incomplete primal octree by incrementally adding triangulated depth maps. Due to the adaptive data structure, our algorithm is able to handle depth maps with varying scale and to consistently represent coarse, low-resolution regions as well as small details contained in high-resolution depth maps.&lt;p&gt;&lt;br&gt;Global parametrization of range image sets&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024183"&gt;http://dl.acm.org/citation.cfm?id=2024183&lt;/a&gt;&lt;br&gt;Nico Pietroni, Marco Tarini, Olga Sorkine, Denis Zorin&lt;p&gt;We present a method to globally parameterize a surface represented by height maps over a set of planes (range images). In contrast to other parametrization techniques, we do not start with a manifold mesh. The parametrization we compute defines a manifold structure, it is seamless and globally smooth, can be aligned to geometric features and shows good quality in terms of angle and area preservation, comparable to current parametrization techniques for meshes. Computing such global seamless parametrization makes it possible to perform quad remeshing, texture mapping and texture synthesis and many other types of geometry processing operations. Our approach is based on a formulation of the Poisson equation on a manifold structure defined for the surface by the range images.&lt;p&gt;&lt;br&gt;Image-based bidirectional scene reprojection&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024184"&gt;http://dl.acm.org/citation.cfm?id=2024184&lt;/a&gt;&lt;br&gt;Lei Yang, Yu-Chiu Tse, Pedro V. Sander, Jason Lawrence, Diego Nehab, Hugues Hoppe, Clara L. Wilkins&lt;p&gt;We introduce a method for increasing the framerate of real-time rendering applications. Whereas many existing temporal upsampling strategies only reuse information from previous frames, our bidirectional technique reconstructs intermediate frames from a pair of consecutive rendered frames. This significantly improves the accuracy and efficiency of data reuse since very few pixels are simultaneously occluded in both frames. We present two versions of this basic algorithm. The first is appropriate for fill-bound scenes as it limits the number of expensive shading calculations, but involves rasterization of scene geometry at each intermediate frame. The second version, our more significant contribution, reduces both shading and geometry computations by performing reprojection using only image-based buffers.&lt;p&gt;&lt;br&gt;A shading reuse method for efficient micropolygon ray tracing&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024185"&gt;http://dl.acm.org/citation.cfm?id=2024185&lt;/a&gt;&lt;br&gt;Qiming Hou, Kun Zhou&lt;p&gt;We present a shading reuse method for micropolygon ray tracing. Unlike previous shading reuse methods that require an explicit object-to-image space mapping for shading density estimation or shading accuracy, our method performs shading density control and actual shading reuse in different spaces with uncorrelated criterions. Specifically, we generate the shading points by shooting a user-controlled number of shading rays from the image space, while the evaluated shading values are assigned to antialiasing samples through object-space nearest neighbor searches. Shading samples are generated in separate layers corresponding to first bounce ray paths to reduce spurious reuse from very different ray paths. This method eliminates the necessity of an explicit object-to-image space mapping, enabling the elegant handling of ray tracing effects such as reflection and refraction.&lt;p&gt;&lt;br&gt;Genetic programming for shader simplification&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024186"&gt;http://dl.acm.org/citation.cfm?id=2024186&lt;/a&gt;&lt;br&gt;Pitchaya Sitthi-Amorn, Nicholas Modly, Westley Weimer, Jason Lawrence&lt;p&gt;We present a framework based on Genetic Programming (GP) for automatically simplifying procedural shaders. Our approach computes a series of increasingly simplified shaders that expose the inherent trade-off between speed and accuracy. Compared to existing automatic methods for pixel shader simplification [Olano et al. 2003; Pellacini 2005], our approach considers a wider space of code transformations and produces faster and more faithful results. We further demonstrate how our cost function can be rapidly evaluated using graphics hardware, which allows tens of thousands of shader variants to be considered during the optimization process.&lt;p&gt;&lt;br&gt;An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024187"&gt;http://dl.acm.org/citation.cfm?id=2024187&lt;/a&gt;&lt;br&gt;Erik Sintorn, Ola Olsson, Ulf Assarsson&lt;p&gt;This paper presents a novel method for generating pixel-accurate shadows from point light-sources in real-time. The new method is able to quickly cull pixels that are not in shadow and to trivially accept large chunks of pixels thanks mainly to using the whole triangle shadow volume as a primitive, instead of rendering the shadow quads independently as in the classic Shadow-Volume algorithm. Our CUDA implementation outperforms z-fail consistently and surpasses z-pass at high resolutions, although these latter two are hardware accelerated, while inheriting none of the robustness issues associated with these methods. Another, perhaps even more important property of our algorithm, is that it requires no pre-processing or identification of silhouette edges and so robustly and efficiently handles arbitrary triangle soups.&lt;p&gt;&lt;br&gt;Data-driven visual similarity for cross-domain image matching&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024188"&gt;http://dl.acm.org/citation.cfm?id=2024188&lt;/a&gt;&lt;br&gt;Abhinav Shrivastava, Tomasz Malisiewicz, Abhinav Gupta, Alexei A. Efros&lt;p&gt;The goal of this work is to find visually similar images even if they appear quite different at the raw pixel level. This task is particularly important for matching images across visual domains, such as photos taken over different seasons or lighting conditions, paintings, hand-drawn sketches, etc. We propose a surprisingly simple method that estimates the relative importance of different features in a query image based on the notion of &amp;quot;data-driven uniqueness&amp;quot;. We employ standard tools from discriminative object detection in a novel way, yielding a generic approach that does not depend on a particular image representation or a specific visual domain.&lt;p&gt;&lt;br&gt;Arcimboldo-like collage using internet images&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024189"&gt;http://dl.acm.org/citation.cfm?id=2024189&lt;/a&gt;&lt;br&gt;Hua Huang, Lei Zhang, Hong-Chao Zhang&lt;p&gt;Collage is a composite artwork made from assemblage of different material forms. In this work, we present a novel approach for creating a fantastic collage artform, namely Arcimboldo-like collage, which represents an input image with multiple thematically-related cutouts from the filtered Internet images. Due to the massive data of Internet images, competent image cutouts can almost always be discovered to match the segmented components of the input image. The selected cutouts are purposefully arranged such that as a whole assembly, they can represent the input image with disguise in both shape and color; but separately, individual cutout is still recognizable as its own being.&lt;p&gt;&lt;br&gt;Semantic colorization with internet images&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024190"&gt;http://dl.acm.org/citation.cfm?id=2024190&lt;/a&gt;&lt;br&gt;Alex Yong-Sang Chia, Shaojie Zhuo, Raj Kumar Gupta, Yu-Wing Tai, Siu-Yeung Cho, Ping Tan, Stephen Lin&lt;p&gt;Colorization of a grayscale photograph often requires considerable effort from the user, either by placing numerous color scribbles over the image to initialize a color propagation algorithm, or by looking for a suitable reference image from which color information can be transferred. Even with this user supplied data, colorized images may appear unnatural as a result of limited user skill or inaccurate transfer of colors. To address these problems, we propose a colorization system that leverages the rich image content on the internet. As input, the user needs only to provide a semantic text label and segmentation cues for major foreground objects in the scene.&lt;p&gt;&lt;br&gt;Rendering synthetic objects into legacy photographs&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024191"&gt;http://dl.acm.org/citation.cfm?id=2024191&lt;/a&gt;&lt;br&gt;Kevin Karsch, Varsha Hedau, David Forsyth, Derek Hoiem&lt;p&gt;We propose a method to realistically insert synthetic objects into existing photographs without requiring access to the scene or any additional scene measurements. With a single image and a small amount of annotation, our method creates a physical model of the scene that is suitable for realistically rendering synthetic objects with diffuse, specular, and even glowing materials while accounting for lighting interactions between the objects and the scene. We demonstrate in a user study that synthetic images produced by our method are confusable with real scenes, even for people who believe they are good at telling the difference. Further, our study shows that our method is competitive with other insertion methods while requiring less scene information.&lt;p&gt;&lt;br&gt;Displacement interpolation using Lagrangian mass transport&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024192"&gt;http://dl.acm.org/citation.cfm?id=2024192&lt;/a&gt;&lt;br&gt;Nicolas Bonneel, Michiel van de Panne, Sylvain Paris, Wolfgang Heidrich&lt;p&gt;Interpolation between pairs of values, typically vectors, is a fundamental operation in many computer graphics applications. In some cases simple linear interpolation yields meaningful results without requiring domain knowledge. However, interpolation between pairs of distributions or pairs of functions often demands more care because features may exhibit translational motion between exemplars. This property is not captured by linear interpolation. This paper develops the use of displacement interpolation for this class of problem, which provides a generic method for interpolating between distributions or functions based on advection instead of blending. The functions can be non-uniformly sampled, high-dimensional, and defined on non-Euclidean manifolds, e.g., spheres and tori.&lt;p&gt;&lt;br&gt;Adaptive sampling and reconstruction using greedy error minimization&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024193"&gt;http://dl.acm.org/citation.cfm?id=2024193&lt;/a&gt;&lt;br&gt;Fabrice Rousselle, Claude Knaus, Matthias Zwicker&lt;p&gt;We introduce a novel approach for image space adaptive sampling and reconstruction in Monte Carlo rendering. We greedily minimize relative mean squared error (MSE) by iterating over two steps. First, given a current sample distribution, we optimize over a discrete set of filters at each pixel and select the filter that minimizes the pixel error. Next, given the current filter selection, we distribute additional samples to further reduce MSE. The success of our approach hinges on a robust technique to select suitable per pixel filters. We develop a novel filter selection procedure that robustly solves this problem even with noisy input data.&lt;p&gt;&lt;br&gt;T&amp;amp;#38;I engine: traversal and intersection engine for hardware accelerated ray tracing&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024194Jae-Ho"&gt;http://dl.acm.org/citation.cfm?id=2024194&lt;br&gt;Jae-Ho&lt;/a&gt; Nah, Jeong-Soo Park, Chanmin Park, Jin-Woo Kim, Yun-Hye Jung, Woo-Chan Park, Tack-Don Han&lt;p&gt;Ray tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First, we present an ordered depth-first layout and a traversal architecture using this layout to reduce the required memory bandwidth. Second, we propose a three-phase ray-triangle intersection architecture that takes advantage of early exit. Third, we propose a latency hiding architecture defined as the ray accumulation unit. Cycle-accurate simulation results indicate our architecture can achieve interactive distributed ray tracing.&lt;p&gt;&lt;br&gt;Coherent parallel hashing&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024195"&gt;http://dl.acm.org/citation.cfm?id=2024195&lt;/a&gt;&lt;br&gt;Ismael Garc&amp;amp;#237;a, Sylvain Lefebvre, Samuel Hornus, Anass Lasram&lt;p&gt;Recent spatial hashing schemes hash millions of keys in parallel, compacting sparse spatial data in small hash tables while still allowing for fast access from the GPU. Unfortunately, available schemes suffer from two drawbacks: Multiple runs of the construction process are often required before success, and the random nature of the hash functions decreases access performance. We introduce a new parallel hashing scheme which reaches high load factor with a very low failure rate. In addition our scheme has the unique advantage to exploit coherence in the data and the access patterns for faster performance. Compared to existing approaches, it exhibits much greater locality of memory accesses and consistent execution paths within groups of threads.&lt;p&gt;&lt;br&gt;Artist friendly facial animation retargeting&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024196"&gt;http://dl.acm.org/citation.cfm?id=2024196&lt;/a&gt;&lt;br&gt;Yeongho Seol, Jaewoo Seo, Paul Hyunjin Kim, J. P. Lewis, Junyong Noh&lt;p&gt;This paper presents a novel facial animation retargeting system that is carefully designed to support the animator&amp;#39;s workflow. Observation and analysis of the animators&amp;#39; often preferred process of key-frame animation with blendshape models informed our research. Our retargeting system generates a similar set of blendshape weights to those that would have been produced by an animator. This is achieved by rearranging the group of blendshapes into several sequential retargeting groups and solving using a matching pursuit-like scheme inspired by a traditional key-framing approach. Meanwhile, animators typically spend a tremendous amount of time simplifying the dense weight graphs created by the retargeting.&lt;p&gt;&lt;br&gt;Controlling physics-based characters using soft contacts&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024197"&gt;http://dl.acm.org/citation.cfm?id=2024197&lt;/a&gt;&lt;br&gt;Sumit Jain, C. Karen Liu&lt;p&gt;In this paper, we investigate the impact of the deformable bodies on the control algorithms for physically simulated characters. We hypothesize that ignoring the effect of deformable bodies at the site of contact negatively affects the control algorithms, leading to less robust and unnatural character motions. To verify the hypothesis, we introduce a compact representation for an articulated character with deformable soft tissue and develop a practical system to simulate two-way coupling between rigid and deformable bodies in a robust and efficient manner. We then apply a few simple and widely used control algorithms, such as pose-space tracking control, Cartesian-space tracking control, and a biped controller (SIMBICON), to simulate a variety of behaviors for both full-body locomotion and hand manipulation.&lt;p&gt;&lt;br&gt;Compression and direct manipulation of complex blendshape models&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024198"&gt;http://dl.acm.org/citation.cfm?id=2024198&lt;/a&gt;&lt;br&gt;Jaewoo Seo, Geoffrey Irving, J. P. Lewis, Junyong Noh&lt;p&gt;We present a method to compress complex blendshape models and thereby enable interactive, hardware-accelerated animation of these models. Facial blendshape models in production are typically large in terms of both the resolution of the model and the number of target shapes. They are represented by a single huge blendshape matrix, whose size presents a storage burden and prevents real-time processing. To address this problem, we present a new matrix compression scheme based on a hierarchically semi-separable (HSS) representation with matrix block reordering. The compressed data are also suitable for parallel processing. An efficient GPU implementation provides very fast feedback of the resulting animation.&lt;p&gt;&lt;br&gt;Stretchable and Twistable Bones for Skeletal Shape Deformation&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024199"&gt;http://dl.acm.org/citation.cfm?id=2024199&lt;/a&gt;&lt;br&gt;Alec Jacobson, Olga Sorkine&lt;p&gt;Skeleton-based linear blend skinning (LBS) remains the most popular method for real-time character deformation and animation. The key to its success is its simple implementation and fast execution. However, in addition to the well-studied elbow-collapse and candy-wrapper artifacts, the space of deformations possible with LBS is inherently limited. In particular, blending with only a scalar weight function per bone prohibits properly handling stretching, where bones change length, and twisting, where the shape rotates along the length of the bone. We present a simple modification of the LBS formulation that enables stretching and twisting without changing the existing skeleton rig or bone weights.&lt;p&gt;&lt;br&gt;Freeform vector graphics with controlled thin-plate splines&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024200"&gt;http://dl.acm.org/citation.cfm?id=2024200&lt;/a&gt;&lt;br&gt;Mark Finch, John Snyder, Hugues Hoppe&lt;p&gt;Recent work defines vector graphics using diffusion between colored curves. We explore higher-order fairing to enable more natural interpolation and greater expressive control. Specifically, we build on thin-plate splines which provide smoothness everywhere except at user-specified tears and creases (discontinuities in value and derivative respectively). Our system lets a user sketch discontinuity curves without fixing their colors, and sprinkle color constraints at sparse interior points to obtain smooth interpolation subject to the outlines. We refine the representation with novel contour and slope curves, which anisotropically constrain interpolation derivatives. Compound curves further increase editing power by expanding a single curve into multiple offsets of various basic types (value, tear, crease, slope, and contour).&lt;p&gt;&lt;br&gt;Multiscale vector volumes&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024201"&gt;http://dl.acm.org/citation.cfm?id=2024201&lt;/a&gt;&lt;br&gt;Lvdi Wang, Yizhou Yu, Kun Zhou, Baining Guo&lt;p&gt;We introduce multiscale vector volumes, a compact vector representation for volumetric objects with complex internal structures spanning a wide range of scales. With our representation, an object is decomposed into components and each component is modeled as an SDF tree, a novel data structure that uses multiple signed distance functions (SDFs) to further decompose the volumetric component into regions. Multiple signed distance functions collectively can represent non-manifold surfaces and deliver a powerful vector representation for complex volumetric features. We use multiscale embedding to combine object components at different scales into one complex volumetric object. As a result, regions with dramatically different scales and complexities can co-exist in an object.&lt;p&gt;&lt;br&gt;Slices: a shape-proxy based on planar sections&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024202"&gt;http://dl.acm.org/citation.cfm?id=2024202&lt;/a&gt;&lt;br&gt;James McCrae, Karan Singh, Niloy J. Mitra&lt;p&gt;Minimalist object representations or shape-proxies that spark and inspire human perception of shape remain an incompletely understood, yet powerful aspect of visual communication. We explore the use of planar sections, i.e., the contours of intersection of planes with a 3D object, for creating shape abstractions, motivated by their popularity in art and engineering. We first perform a user study to show that humans do define consistent and similar planar section proxies for common objects. Interestingly, we observe a strong correlation between user-defined planes and geometric features of objects. Further we show that the problem of finding the minimum set of planes that capture a set of 3D geometric shape features is both NP-hard and not always the proxy a user would pick.&lt;p&gt;&lt;br&gt;Coons BVH for freeform geometric models&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024203Yong-Joon"&gt;http://dl.acm.org/citation.cfm?id=2024203&lt;br&gt;Yong-Joon&lt;/a&gt; Kim, Young-Taek Oh, Seung-Hyun Yoon, Myung-Soo Kim, Gershon Elber&lt;p&gt;We present a compact representation for the bounding volume hierarchy (BVH) of freeform NURBS surfaces using Coons patches. Following the Coons construction, each subpatch can be bounded very efficiently using the bilinear surface determined by the four corners. The BVH of freeform surfaces is represented as a hierarchy of Coons patch approximation until the difference is reduced to within a given error bound. Each leaf node contains a single Coons patch, where a detailed BVH for the patch can be represented very compactly using two lists (containing curve approximation errors) of length proportional only to the height of the BVH.&lt;p&gt;&lt;br&gt;Practical spectral characterization of trichromatic cameras&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024204"&gt;http://dl.acm.org/citation.cfm?id=2024204&lt;/a&gt;&lt;br&gt;Martin Rump, Arno Zinke, Reinhard Klein&lt;p&gt;Simple and effective geometric and radiometric calibration of camera devices has enabled the use of consumer digital cameras for HDR photography, for image based measurement and similar applications requiring a deeper understanding about the camera characteristics. However, to date no such practical methods for estimating the spectral response of cameras are available. Existing approaches require costly hardware and controlled acquisition conditions limiting their applicability. Consequently, even though being highly desirable for color correction and color processing purposes as well as for designing image-based measurement or photographic setups, the spectral response of a camera is rarely considered. Our objective is to close this gap.&lt;p&gt;&lt;br&gt;Single view reflectance capture using multiplexed scattering and time-of-flight imaging&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024205"&gt;http://dl.acm.org/citation.cfm?id=2024205&lt;/a&gt;&lt;br&gt;Nikhil Naik, Shuang Zhao, Andreas Velten, Ramesh Raskar, Kavita Bala&lt;p&gt;This paper introduces the concept of time-of-flight reflectance estimation, and demonstrates a new technique that allows a camera to rapidly acquire reflectance properties of objects from a single view-point, over relatively long distances and without encircling equipment. We measure material properties by indirectly illuminating an object by a laser source, and observing its reflected light indirectly using a time-of-flight camera. The configuration collectively acquires dense angular, but low spatial sampling, within a limited solid angle range - all from a single viewpoint. Our ultra-fast imaging approach captures space-time &amp;quot;streak images&amp;quot; that can separate out different bounces of light based on path length.&lt;p&gt;&lt;br&gt;Estimating dual-scale properties of glossy surfaces from step-edge lighting&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024206Chun-Po"&gt;http://dl.acm.org/citation.cfm?id=2024206&lt;br&gt;Chun-Po&lt;/a&gt; Wang, Noah Snavely, Steve Marschner&lt;p&gt;This paper introduces a rapid appearance capture method suited for a variety of common indoor surfaces, in which a single photograph of the reflection of a step edge is used to estimate both a BRDF and a statistical model for visible surface geometry, or mesostructure. It is applicable to surfaces with statistically stationary variation in surface height, even when these variations are large enough to produce visible texture in the image. Results are shown from a prototype system using a separate camera and LCD, demonstrating good visual matches for a range of man-made indoor materials.&lt;p&gt;&lt;br&gt;Interactive hair rendering and appearance editing under environment lighting&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024207"&gt;http://dl.acm.org/citation.cfm?id=2024207&lt;/a&gt;&lt;br&gt;Kun Xu, Li-Qian Ma, Bo Ren, Rui Wang, Shi-Min Hu&lt;p&gt;We present an interactive algorithm for hair rendering and appearance editing under complex environment lighting represented as spherical radial basis functions (SRBFs). Our main contribution is to derive a compact 1D circular Gaussian representation that can accurately model the hair scattering function introduced by [Marschner et al. 2003]. The primary benefit of this representation is that it enables us to evaluate, at run-time, closed-form integrals of the scattering function with each SRBF light, resulting in efficient computation of both single and multiple scatterings. In contrast to previous work, our algorithm computes the rendering integrals entirely on the fly and does not depend on expensive pre-computation.&lt;p&gt;&lt;br&gt;Image smoothing via &amp;lt;i&amp;gt;L&amp;lt;/i&amp;gt;&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; gradient minimization&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024208"&gt;http://dl.acm.org/citation.cfm?id=2024208&lt;/a&gt;&lt;br&gt;Li Xu, Cewu Lu, Yi Xu, Jiaya Jia&lt;p&gt;We present a new image editing method, particularly effective for sharpening major edges by increasing the steepness of transition while eliminating a manageable degree of low-amplitude structures. The seemingly contradictive effect is achieved in an optimization framework making use of L0 gradient minimization, which can globally control how many non-zero gradients are resulted in to approximate prominent structure in a sparsity-control manner. Unlike other edge-preserving smoothing approaches, our method does not depend on local features, but instead globally locates important edges.&lt;p&gt;&lt;br&gt;Convolution pyramids&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024209"&gt;http://dl.acm.org/citation.cfm?id=2024209&lt;/a&gt;&lt;br&gt;Zeev Farbman, Raanan Fattal, Dani Lischinski&lt;p&gt;We present a novel approach for rapid numerical approximation of convolutions with filters of large support. Our approach consists of a multiscale scheme, fashioned after the wavelet transform, which computes the approximation in linear time. Given a specific large target filter to approximate, we first use numerical optimization to design a set of small kernels, which are then used to perform the analysis and synthesis steps of our multiscale transform. Once the optimization has been done, the resulting transform can be applied to any signal in linear time.&lt;p&gt;&lt;br&gt;GPU-efficient recursive filtering and summed-area tables&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024210"&gt;http://dl.acm.org/citation.cfm?id=2024210&lt;/a&gt;&lt;br&gt;Diego Nehab, Andr&amp;amp;#233; Maximo, Rodolfo S. Lima, Hugues Hoppe&lt;p&gt;Image processing operations like blurring, inverse convolution, and summed-area tables are often computed efficiently as a sequence of 1D recursive filters. While much research has explored parallel recursive filtering, prior techniques do not optimize across the entire filter sequence. Typically, a separate filter (or often a causal-anticausal filter pair) is required in each dimension. Computing these filter passes independently results in significant traffic to global memory, creating a bottleneck in GPU systems. We present a new algorithmic framework for parallel evaluation. It partitions the image into 2D blocks, with a small band of additional data buffered along each block perimeter. We show that these perimeter bands are sufficient to accumulate the effects of the successive filters.&lt;p&gt;&lt;br&gt;Multigrid and multilevel preconditioners for computational photography&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024211"&gt;http://dl.acm.org/citation.cfm?id=2024211&lt;/a&gt;&lt;br&gt;Dilip Krishnan, Richard Szeliski&lt;p&gt;This paper unifies multigrid and multilevel (hierarchical) preconditioners, two widely-used approaches for solving computational photography and other computer graphics simulation problems. It provides detailed experimental comparisons of these techniques and their variants, including an analysis of relative computational costs and how these impact practical algorithm performance. We derive both theoretical convergence rates based on the condition numbers of the systems and their preconditioners, and empirical convergence rates drawn from real-world problems. We also develop new techniques for sparsifying higher connectivity problems, and compare our techniques to existing and newly developed variants such as algebraic and combinatorial multigrid.&lt;p&gt;&lt;br&gt;Modular Radiance Transfer&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024212"&gt;http://dl.acm.org/citation.cfm?id=2024212&lt;/a&gt;&lt;br&gt;Bradford J. Loos, Lakulish Antani, Kenny Mitchell, Derek Nowrouzezahrai, Wojciech Jarosz, Peter-Pike Sloan&lt;p&gt;Many rendering algorithms willingly sacrifice accuracy, favoring plausible shading with high-performance. Modular Radiance Transfer (MRT) models coarse-scale, distant indirect lighting effects in scene geometry that scales from high-end GPUs to low-end mobile platforms. MRT eliminates scene-dependent precomputation by storing compact transport on simple shapes, akin to bounce cards used in film production. These shapes&amp;#39; modular transport can be instanced, warped and connected on-the-fly to yield approximate light transport in large scenes. We introduce a prior on incident lighting distributions and perform all computations in low-dimensional subspaces. An implicit lighting environment induced from the low-rank approximations is in turn used to model secondary effects, such as volumetric transport variation, higher-order irradiance, and transport through lightfields.&lt;p&gt;&lt;br&gt;LightSlice: matrix slice sampling for the many-lights problem&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024213"&gt;http://dl.acm.org/citation.cfm?id=2024213&lt;/a&gt;&lt;br&gt;Jiawei Ou, Fabio Pellacini&lt;p&gt;Recent work has shown that complex lighting effects can be well approximated by gathering the contribution of hundreds of thousands of virtual point lights (VPLs). This final gathering step is known as the many-lights problem. Due to the large number of VPLs, computing all the VPLs&amp;#39; contribution is not feasible. This paper presents LightSlice, an algorithm that efficiently solves the many-lights problem for large environments with complex lighting. As in prior work, we derive our algorithm from a matrix formulation of the many-lights problem, where the contribution of each VPL corresponds to a column, and computing the final image amounts to computing the sum of all matrix columns.&lt;p&gt;&lt;br&gt;Practical filtering for efficient ray-traced directional occlusion&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024214"&gt;http://dl.acm.org/citation.cfm?id=2024214&lt;/a&gt;&lt;br&gt;Kevin Egan, Fr&amp;amp;#233;do Durand, Ravi Ramamoorthi&lt;p&gt;Ambient occlusion and directional (spherical harmonic) occlusion have become a staple of production rendering because they capture many visually important qualities of global illumination while being reusable across multiple artistic lighting iterations. However, ray-traced solutions for hemispherical occlusion require many rays per shading point (typically 256-1024) due to the full hemispherical angular domain. Moreover, each ray can be expensive in scenes with moderate to high geometric complexity. However, many nearby rays sample similar areas, and the final occlusion result is often low frequency. We give a frequency analysis of shadow light fields using distant illumination with a general BRDF and normal mapping, allowing us to share ray information even among complex receivers.&lt;p&gt;&lt;br&gt;Progressive photon beams&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024215"&gt;http://dl.acm.org/citation.cfm?id=2024215&lt;/a&gt;&lt;br&gt;Wojciech Jarosz, Derek Nowrouzezahrai, Robert Thomas, Peter-Pike Sloan, Matthias Zwicker&lt;p&gt;We present progressive photon beams, a new algorithm for rendering complex lighting in participating media. Our technique is efficient, robust to complex light paths, and handles heterogeneous media and anisotropic scattering while provably converging to the correct solution using a bounded memory footprint. We achieve this by extending the recent photon beams variant of volumetric photon mapping. We show how to formulate a progressive radiance estimate using photon beams, providing the convergence guarantees and bounded memory usage of progressive photon mapping. Progressive photon beams can robustly handle situations that are difficult for most other algorithms, such as scenes containing participating media and specular interfaces, with realistic light sources completely enclosed by refractive and reflective materials.&lt;p&gt;&lt;br&gt;Insitu: sketching architectural designs in context&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024216"&gt;http://dl.acm.org/citation.cfm?id=2024216&lt;/a&gt;&lt;br&gt;Patrick Paczkowski, Min H. Kim, Yann Morvan, Julie Dorsey, Holly Rushmeier, Carol O&amp;#39;Sullivan&lt;p&gt;Architecture is design in spatial context. The only current methods for representing context involve designing in a heavyweight computer-aided design system, using a full model of existing buildings and landscape, or sketching on a panoramic photo. The former is too cumbersome; the latter is too restrictive in viewpoint and in the handling of occlusions and topography. We introduce a novel approach to presenting context such that it is an integral component in a lightweight conceptual design system. We represent sites through a fusion of data available from different sources. We derive a site model from geographic elevation data, on-site point-to-point distance measurements, and images of the site.&lt;p&gt;&lt;br&gt;Structure-preserving retargeting of irregular 3D architecture&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024217"&gt;http://dl.acm.org/citation.cfm?id=2024217&lt;/a&gt;&lt;br&gt;Jinjie Lin, Daniel Cohen-Or, Hao Zhang, Cheng Liang, Andrei Sharf, Oliver Deussen, Baoquan Chen&lt;p&gt;We present an algorithm for interactive structure-preserving retargeting of irregular 3D architecture models, offering the modeler an easy-to-use tool to quickly generate a variety of 3D models that resemble an input piece in its structural style. Working on a more global and structural level of the input, our technique allows and even encourages replication of its structural elements, while taking into account their semantics and expected geometric interrelations such as alignments and adjacency. The algorithm performs automatic replication and scaling of these elements while preserving their structures. Instead of formulating and solving a complex constrained optimization, we decompose the input model into a set of sequences, each of which is a 1D structure that is relatively straightforward to retarget.&lt;p&gt;&lt;br&gt;Adaptive partitioning of urban facades&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024218Chao-Hui"&gt;http://dl.acm.org/citation.cfm?id=2024218&lt;br&gt;Chao-Hui&lt;/a&gt; Shen, Shi-Sheng Huang, Hongbo Fu, Shi-Min Hu&lt;p&gt;Automatically discovering high-level facade structures in unorganized 3D point clouds of urban scenes is crucial for applications like digitalization of real cities. However, this problem is challenging due to poor-quality input data, contaminated with severe missing areas, noise and outliers. This work introduces the concept of adaptive partitioning to automatically derive a flexible and hierarchical representation of 3D urban facades. Our key observation is that urban facades are largely governed by concatenated and/or interlaced grids. Hence, unlike previous automatic facade analysis works which are typically restricted to globally rectilinear grids, we propose to automatically partition the facade in an adaptive manner, in which the splitting direction, the number and location of splitting planes are all adaptively determined.&lt;p&gt;&lt;br&gt;Conjoining Gestalt rules for abstraction of architectural drawings&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024219"&gt;http://dl.acm.org/citation.cfm?id=2024219&lt;/a&gt;&lt;br&gt;Liangliang Nan, Andrei Sharf, Ke Xie, Tien-Tsin Wong, Oliver Deussen, Daniel Cohen-Or, Baoquan Chen&lt;p&gt;We present a method for structural summarization and abstraction of complex spatial arrangements found in architectural drawings. The method is based on the well-known Gestalt rules, which summarize how forms, patterns, and semantics are perceived by humans from bits and pieces of geometric information. Although defining a computational model for each rule alone has been extensively studied, modeling a conjoint of Gestalt rules remains a challenge. In this work, we develop a computational framework which models Gestalt rules and more importantly, their complex interactions. We apply conjoining rules to line drawings, to detect groups of objects and repetitions that conform to Gestalt principles.&lt;p&gt;&lt;br&gt;Polarization fields: dynamic light field display using multi-layer LCDs&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024220"&gt;http://dl.acm.org/citation.cfm?id=2024220&lt;/a&gt;&lt;br&gt;Douglas Lanman, Gordon Wetzstein, Matthew Hirsch, Wolfgang Heidrich, Ramesh Raskar&lt;p&gt;We introduce polarization field displays as an optically-efficient design for dynamic light field display using multi-layered LCDs. Such displays consist of a stacked set of liquid crystal panels with a single pair of crossed linear polarizers. Each layer is modeled as a spatially-controllable polarization rotator, as opposed to a conventional spatial light modulator that directly attenuates light. Color display is achieved using field sequential color illumination with monochromatic LCDs, mitigating severe attenuation and moir&amp;amp;#233; occurring with layered color filter arrays. We demonstrate such displays can be controlled, at interactive refresh rates, by adopting the SART algorithm to tomographically solve for the optimal spatially-varying polarization state rotations applied by each layer.&lt;p&gt;&lt;br&gt;Computing and fabricating multilayer models&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024221"&gt;http://dl.acm.org/citation.cfm?id=2024221&lt;/a&gt;&lt;br&gt;Michael Holroyd, Ilya Baran, Jason Lawrence, Wojciech Matusik&lt;p&gt;We present a method for automatically converting a digital 3D model into a multilayer model: a parallel stack of high-resolution 2D images embedded within a semi-transparent medium. Multilayer models can be produced quickly and cheaply and provide a strong sense of an object&amp;#39;s 3D shape and texture over a wide range of viewing directions. Our method is designed to minimize visible cracks and other artifacts that can arise when projecting an input model onto a small number of parallel planes, and avoid layer transitions that cut the model along important surface features.&lt;p&gt;&lt;br&gt;C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024222"&gt;http://dl.acm.org/citation.cfm?id=2024222&lt;/a&gt;&lt;br&gt;Alexander Kulik, Andr&amp;amp;#233; Kunert, Stephan Beck, Roman Reichel, Roland Blach, Armin Zink, Bernd Froehlich&lt;p&gt;Stereoscopic multi-user systems provide multiple users with individual views of a virtual environment. We developed a new projection-based stereoscopic display for six users, which employs six customized DLP projectors for fast time-sequential image display in combination with polarization. Our intelligent high-speed shutter glasses can be programmed from the application to adapt to the situation. For instance, it does this by staying open if users do not look at the projection screen or switch to a VIP high brightness mode if less than six users use the system. Each user is tracked and can move freely in front of the display while perceiving perspectively correct views of the virtual environment.&lt;p&gt;&lt;br&gt;OSCAM - optimized stereoscopic camera control for interactive 3D&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024223"&gt;http://dl.acm.org/citation.cfm?id=2024223&lt;/a&gt;&lt;br&gt;Thomas Oskam, Alexander Hornung, Huw Bowles, Kenny Mitchell, Markus Gross&lt;p&gt;This paper presents a controller for camera convergence and interaxial separation that specifically addresses challenges in interactive stereoscopic applications like games. In such applications, unpredictable viewer- or object-motion often compromises stereopsis due to excessive binocular disparities. We derive constraints on the camera separation and convergence that enable our controller to automatically adapt to any given viewing situation and 3D scene, providing an exact mapping of the virtual content into a comfortable depth range around the display. Moreover, we introduce an interpolation function that linearizes the transformation of stereoscopic depth over time, minimizing nonlinear visual distortions. We describe how to implement the complete control mechanism on the GPU to achieve running times below 0.2ms for full HD.&lt;p&gt;&lt;br&gt;Multi-perspective stereoscopy from light fields&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2024224"&gt;http://dl.acm.org/citation.cfm?id=2024224&lt;/a&gt;&lt;br&gt;Changil Kim, Alexander Hornung, Simon Heinzle, Wojciech Matusik, Markus Gross&lt;p&gt;This paper addresses stereoscopic view generation from a light field. We present a framework that allows for the generation of stereoscopic image pairs with per-pixel control over disparity, based on multi-perspective imaging from light fields. The proposed framework is novel and useful for stereoscopic image processing and post-production. The stereoscopic images are computed as piecewise continuous cuts through a light field, minimizing an energy reflecting prescribed parameters such as depth budget, maximum disparity gradient, desired stereoscopic baseline, and so on. As demonstrated in our results, this technique can be used for efficient and flexible stereoscopic post-processing, such as reducing excessive disparity while preserving perceived depth, or retargeting of already captured scenes to various view settings.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-3049458383836026323?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/3049458383836026323/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=3049458383836026323' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/3049458383836026323'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/3049458383836026323'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/12/toc-service-acm-transactions-on.html' title='TOC Service - ACM Transactions on Graphics (TOG)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-5921237135697070143</id><published>2011-09-16T18:00:00.000-04:00</published><updated>2011-09-16T18:01:04.764-04:00</updated><title type='text'>TOC Service - Personal and Ubiquitous Computing</title><content type='html'>You have received this message because you subscribed to the Personal and Ubiquitous Computing Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J822.xml"&gt;http://rss.acm.org/dl/J822.xml&lt;/a&gt;&lt;p&gt;Personal and Ubiquitous Computing Volume 15 Issue 6, August    2011&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2035725"&gt;http://dl.acm.org/citation.cfm?id=2035725&lt;/a&gt;&lt;p&gt;&lt;br&gt;Globicomp--doing ubicomp differently: introduction to the special issue&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2035733"&gt;http://dl.acm.org/citation.cfm?id=2035733&lt;/a&gt;&lt;br&gt;Gary Marsden, Lucia Terrenghi, Matt Jones&lt;p&gt;&lt;br&gt;Cutting Chai, Jugaad, and Here Pheri: towards UbiComp for a global community&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2035737"&gt;http://dl.acm.org/citation.cfm?id=2035737&lt;/a&gt;&lt;br&gt;Nimmi Rangaswamy, Nithya Sambasivan&lt;p&gt;This paper attempts to re-imagine ubiquitous computing and technologies for populations in resource-poor, digitally unstable, and diversely literate environments. Extending UbiComp&amp;#39;s frame of reference to include any ICT with a ubiquitous presence, we articulate how technologies are adopted, accessed, used, and diffused in three urban slums of India. We showcase important local practices surrounding technology diffusion and their widespread implications for entrenching ICT use through sharing, learning, training, renewing, and extending use and access. We do this by discussing three main processes at the intersection of technology consumption, resource constraints, and cultural production specific to low-income communities in India: Cutting Chai or sharing technology ownership and maintenance to cut costs, Jugaad or workarounds in the face of resource constraints, and Here Pheri or gray market activity that subvert legal business processes.&lt;p&gt;&lt;br&gt;Designing ubiquitous information systems for a community of homeless young people: precaution and a way forward&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2035741"&gt;http://dl.acm.org/citation.cfm?id=2035741&lt;/a&gt;&lt;br&gt;Jill Palzkill Woelfer, David G. Hendry&lt;p&gt;Drawing upon and distinguishing themselves from domestic, public, work, and natural settings, homeless communities offer new cultural frontiers into which ubiquitous computing could diffuse. We report on one such frontier, a community of homeless young people, located in Seattle, WA, seeking both to foresee the consequences of pervasive access to digital media and communications and to prepare for its seemingly inevitable uptake. The community consists of hundreds of young people living without stable housing, often in the public, and an alliance of nine service agencies that seek to stabilize youth and equip them to escape homelessness. We examine the opportunities for ubiquitous computing in this community by, in part, developing a precautionary stance on intervention.&lt;p&gt;&lt;br&gt;Reflection on research methodologies for ubicomp in developing contexts&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2035736"&gt;http://dl.acm.org/citation.cfm?id=2035736&lt;/a&gt;&lt;br&gt;Beth Kolko, Cynthia Putnam, Emma Rose, Erica Johnson&lt;p&gt;As the user base for ubiquitous technology expands to developing regions, the likelihood of disparity between the lived experience of design team members (developers, designers, researchers, etc.) and end users has increased. Human-centered design (HCD) provides a toolkit of research methods aimed at helping bridge the distance between technology design teams and end users. However, we have found that traditional approaches to HCD research methods are difficult to deploy in developing regions. In this paper, we share our experiences of adapting HCD research methodologies to the Central Asia context and some lessons we have learned. While our lessons are many, reconsidering the unit of analysis from the individual to larger social units was an early discovery that provided a frame for later research activities that focused on ubicomp development.&lt;p&gt;&lt;br&gt;The politics of representing cultures in ubiquitous media: challenging national cultural norms by studying a map with Indian and British users&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2035739"&gt;http://dl.acm.org/citation.cfm?id=2035739&lt;/a&gt;&lt;br&gt;Ann Light&lt;p&gt;Ubiquitous computing brings new parts of the world into contact with each other through digital devices. Consequently, it is important to understand what meaning is attached across contexts to particular interface choices, especially for the display of identity-related information. This understanding is made all the more critical when there are politically sensitive differences in status between areas (such as those implied by labelling one a &amp;quot;developing region&amp;quot;). This paper examines the politics of designing interfaces by looking at the situation of two producers in developing regions and relating this to the outcomes of studying a map metaphor with potential consumers from India and the UK.&lt;p&gt;&lt;br&gt;Kheti: mobile multimedia in an agricultural co-operative&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2035735"&gt;http://dl.acm.org/citation.cfm?id=2035735&lt;/a&gt;&lt;br&gt;Andy Dearden, Paul Matthews, Haider Rizvi&lt;p&gt;Kheti is a mobile phone-based, multimedia communication system to support sharing of agricultural knowledge and advice within a producers&amp;#39; co-operative. The first version of this system was designed with, and was tested by, the Sironj Crop Producers Company Ltd, a co-operative of small farmers working in Madhya Pradesh, Central India. In this paper, we describe the Kheti system and examine how it addresses the problems of making agricultural knowledge available by recognizing that practical knowledge is always located within a complex network of social relations and practices.&lt;p&gt;&lt;br&gt;Situated interactions between audiovisual media and African herbal lore&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2035742"&gt;http://dl.acm.org/citation.cfm?id=2035742&lt;/a&gt;&lt;br&gt;Nicola J. Bidwell, Heike Winschiers-Theophilus, Gereon Koch-Kapuire, Shilumbe Chivuno-Kuria&lt;p&gt;We describe a rural African community&amp;#39;s interactions in recording and interpreting video on herb lore in our endeavours to design digital systems that extend sharing knowledge in a system of traditional medicine (TM). Designing for such a system involves reflecting on own narratives about medicine and media and recognising that narratives reflect &amp;quot;cultural logics&amp;quot; and media transforms narratives. We used video as sites to explore meaning-making in herb lore; anchor our dialogic with, and about users; and, elicit design ideas. Participants&amp;#39; prioritise speech, gesture and bodily interaction, above other visual context. Further, recordings can embody nuances in social relations and depict temporal patterns that are integral to TM pedagogy.&lt;p&gt;&lt;br&gt;Empowerment through seamfulness: smart phones in everyday life&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2035734"&gt;http://dl.acm.org/citation.cfm?id=2035734&lt;/a&gt;&lt;br&gt;Louise Barkhuus, Valerie E. Polichar&lt;p&gt;In this paper, we describe research into use of multifunctional mobile phones by working adults and posit the device as a plausible realization of ubiquitous computing. We investigate how users actively adapt and adopt the different functions in smart phones to suit their needs and lifestyles. Through an interview and diary study, we discover how the smart phone is used in pragmatic and seamful ways, regardless of the interface of the specific phone selected or the particular features available. Users used phones in highly individual manners; mixed and adapted existing functions to meet their own priorities; added some functions and ignored others to create their own portfolio; and blended their use with the specifics of their everyday lives.&lt;p&gt;&lt;br&gt;Organizing and presenting geospatial tags in location-based augmented reality&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2035740"&gt;http://dl.acm.org/citation.cfm?id=2035740&lt;/a&gt;&lt;br&gt;Jinhyuk Choi, Bongkyu Jang, Gerard J. Kim&lt;p&gt;Recent improvements in the capabilities of smart phones are making the location-based augmented reality services a reality. When widely used, such a system is expected to produce many user-created geospatial tags concentrated at popular and important sites. In this paper, we describe a way to organize and group such geospatial tags (manually or automatically using a nearest neighbor algorithm) and how to efficiently interact to search and find the tag that the user might be interested in. The proposed method was implemented on an Apple iPhone, and an experiment was carried out to verify the improved usability. The results do indicate the advantage of the principle of hierarchical organization of data.&lt;p&gt;&lt;br&gt;Enhancing and evaluating users&amp;#39; social experience with a mobile phone guide applied to cultural heritage&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2035738"&gt;http://dl.acm.org/citation.cfm?id=2035738&lt;/a&gt;&lt;br&gt;Youngjung Suh, Choonsung Shin, Woontack Woo, Steven Dow, Blair Macintyre&lt;p&gt;We designed and built a mobile phone-based guidance system to support shared group experiences by suggesting the use of an eavesdropping metaphor inspired by Sotto Voce that allows visitors to eavesdrop on each other&amp;#39;s audio. Going beyond Sotto Voce, we create a shared experience by synchronizing the audio controls of all people who are eavesdropping on each other. Our contribution is the design of a mobile phone guide for cultural tours that combines a linear tour with in-depth information exploration, GPS-based maps offering group awareness, simple content customization and suggestions, and fluid movement between individual and ad-hoc group touring. The most important contribution is the design of a simple sharing scheme that gives all users in an ad hoc group implicit control over the audio content of everyone currently linked together.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-5921237135697070143?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/5921237135697070143/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=5921237135697070143' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/5921237135697070143'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/5921237135697070143'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/09/toc-service-personal-and-ubiquitous.html' title='TOC Service - Personal and Ubiquitous Computing'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-6353104933331310605</id><published>2011-08-23T18:00:00.001-04:00</published><updated>2011-08-23T18:00:46.301-04:00</updated><title type='text'>TOC Service - ACM Transactions on Applied Perception (TAP)</title><content type='html'>You have received this message because you subscribed to the ACM Transactions on Applied Perception (TAP) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J932.xml"&gt;http://rss.acm.org/dl/J932.xml&lt;/a&gt;&lt;p&gt;ACM Transactions on Applied Perception (TAP) Volume 8 Issue 3, August 2011&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2010325"&gt;http://dl.acm.org/citation.cfm?id=2010325&lt;/a&gt;&lt;p&gt;&lt;br&gt;Emulating human observers with bayesian binning: Segmentation of action streams&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2010326"&gt;http://dl.acm.org/citation.cfm?id=2010326&lt;/a&gt;&lt;br&gt;Dominik Endres, Andrea Christensen, Lars Omlor, Martin A. Giese&lt;p&gt;Natural body movements arise in the form of temporal sequences of individual actions. During visual action analysis, the human visual system must accomplish a temporal segmentation of the action stream into individual actions. Such temporal segmentation is also essential to build hierarchical models for action synthesis in computer animation. Ideally, such segmentations should be computed automatically in an unsupervised manner. We present an unsupervised segmentation algorithm that is based on Bayesian Binning (BB) and compare it to human segmentations derived from psychophysical data. BB has the advantage that the observation model can be easily exchanged. Moreover, being an exact Bayesian method, BB allows for the automatic determination of the number and positions of segmentation points.&lt;p&gt;&lt;br&gt;Modeling and animating eye blinks&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2010327"&gt;http://dl.acm.org/citation.cfm?id=2010327&lt;/a&gt;&lt;br&gt;Laura C. Trutoiu, Elizabeth J. Carter, Iain Matthews, Jessica K. Hodgins&lt;p&gt;Facial animation often falls short in conveying the nuances present in the facial dynamics of humans. In this article, we investigate the subtleties of the spatial and temporal aspects of eye blinks. Conventional methods for eye blink animation generally employ temporally and spatially symmetric sequences; however, naturally occurring blinks in humans show a pronounced asymmetry on both dimensions. We present an analysis of naturally occurring blinks that was performed by tracking data from high-speed video using active appearance models. Based on this analysis, we generate a set of key-frame parameters that closely match naturally occurring blinks. We compare the perceived naturalness of blinks that are animated based on real data to those created using textbook animation curves.&lt;p&gt;&lt;br&gt;Near-field distance perception in real and virtual environments using both verbal and action responses&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2010328"&gt;http://dl.acm.org/citation.cfm?id=2010328&lt;/a&gt;&lt;br&gt;Phillip E. Napieralski, Bliss M. Altenhoff, Jeffrey W. Bertrand, Lindsay O. Long, Sabarish V. Babu, Christopher C. Pagano, Justin Kern, Timothy A. Davis&lt;p&gt;Few experiments have been performed to investigate near-field egocentric distance estimation in an Immersive Virtual Environment (IVE) as compared to the Real World (RW). This article investigates near-field distance estimation in IVEs and RW conditions using physical reach and verbal report measures, by using an apparatus similar to that used by Bingham and Pagano [1998]. Analysis of our experiment shows distance compression in both the IVE and RW conditions in participants&amp;#39; perceptual judgments to targets. This is consistent with previous research in both action space in an IVE and reach space with Augmented Reality (AR). Analysis of verbal responses from participants revealed that participants underestimated significantly less in the virtual world as compared to the RW.&lt;p&gt;&lt;br&gt;Evaluation of walking in place on a Wii balance board to explore a virtual environment&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2010329"&gt;http://dl.acm.org/citation.cfm?id=2010329&lt;/a&gt;&lt;br&gt;Betsy Williams, Stephen Bailey, Gayathri Narasimham, Muqun Li, Bobby Bodenheimer&lt;p&gt;In this work, we present a method of &amp;amp;#8220;Walking In Place&amp;amp;#8221; (WIP) on the Nintendo Wii Fit Balance Board to explore a virtual environment. We directly compare our method to joystick locomotion and normal walking. The joystick proves inferior to physically walking and to WIP on the Wii Balance Board (WIP--Wii). Interestingly, we find that physically exploring an environment on foot is equivalent in terms of spatial orientation to exploring an environment using our WIP--Wii method.&lt;p&gt;&lt;br&gt;Perceptual considerations for motion blur rendering&lt;br&gt;&lt;a href="http://dl.acm.org/citation.cfm?id=2010330"&gt;http://dl.acm.org/citation.cfm?id=2010330&lt;/a&gt;&lt;br&gt;Fernando Navarro, Susana Castillo, Francisco J. Ser&amp;amp;;oacute;n, Diego Gutierrez&lt;p&gt;Motion blur is a frequent requirement for the rendering of high-quality animated images. However, the computational resources involved are usually higher than those for images that have not been temporally antialiased. In this article we study the influence of high-level properties such as object material and speed, shutter time, and antialiasing level. Based on scenes containing variations of these parameters, we design different psychophysical experiments to determine how influential they are in the perception of image quality. This work gives insights on the effects these parameters have and exposes certain situations where motion blurred stimuli may be indistinguishable from a gold standard.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-6353104933331310605?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/6353104933331310605/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=6353104933331310605' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/6353104933331310605'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/6353104933331310605'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/08/toc-service-acm-transactions-on-applied.html' title='TOC Service - ACM Transactions on Applied Perception (TAP)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-5868914275112363351</id><published>2011-08-08T07:21:00.001-04:00</published><updated>2011-08-08T07:21:29.247-04:00</updated><title type='text'>InTouch - Human Factors: The Journal of the Human Factors and Ergonomics Society vol. 53 no. 4 (Summer 2011)</title><content type='html'>&lt;h2&gt;&lt;b&gt;ingentaconnect: keeping you InTouch&lt;/b&gt;&lt;/h2&gt; 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Personal users without access to a licence are restricted to 5 free new issue alerts; if you wish to purchase a licence in order to receive additional alerts, simply log in to ingentaconnect and click on "New Issue Alerts"&lt;/p&gt;&lt;p class="copyright"&gt;&amp;copy; Copyright  2011 ingentaconnect&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-5868914275112363351?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/5868914275112363351/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=5868914275112363351' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/5868914275112363351'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/5868914275112363351'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/08/intouch-human-factors-journal-of-human.html' title='InTouch - Human Factors: The Journal of the Human Factors and Ergonomics Society vol. 53 no. 4 (Summer 2011)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-650285229512239244</id><published>2011-08-05T18:00:00.001-04:00</published><updated>2011-08-05T18:00:40.192-04:00</updated><title type='text'>TOC Service - Computers in Entertainment (CIE)</title><content type='html'>You have received this message because you subscribed to the Computers in Entertainment (CIE) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J912.xml"&gt;http://rss.acm.org/dl/J912.xml&lt;/a&gt;&lt;p&gt;Computers in Entertainment (CIE) Volume 9 Issue 2, July 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1998376"&gt;http://portal.acm.org/citation.cfm?id=1998376&lt;/a&gt;&lt;p&gt;&lt;br&gt;Letter from the editors&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1998382"&gt;http://portal.acm.org/citation.cfm?id=1998382&lt;/a&gt;&lt;br&gt;Adrian David Cheok, Masa Inakage, Newton Lee&lt;p&gt;&lt;br&gt;An affective interactive audio interface for Lovotics&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1998377"&gt;http://portal.acm.org/citation.cfm?id=1998377&lt;/a&gt;&lt;br&gt;Hooman Aghaebrahimi Samani, Adrian David Cheok, Owen Noel Newton Fernando&lt;p&gt;The aim of the &amp;quot;Lovotics&amp;quot; (Love + Robotics) research is to accomplish an amicable relationship between humans and robots to create a sentimental robotic system that is engaged in a reciprocal affective interaction with humans. This article will outline the part of the project focus which is to develop an affective audio system for Lovotics which will act as an active participant in a bidirectional nonverbal communication process with humans. This interactive audio system is capable of synthesizing real-time audio output based on eight parameters, namely, pitch, number of harmonics, amplitude, tempo, sound envelope, chronemics, proximity, and synchrony. In addition to the first five common parameters, we focused on comprehensive research and user testing on the chronemics, proximity, and synchrony (C.P.S.&lt;p&gt;&lt;br&gt;Liquid interface: a malleable, transient, direct-touch interface&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1998378"&gt;http://portal.acm.org/citation.cfm?id=1998378&lt;/a&gt;&lt;br&gt;Jeffrey Tzu Kwan Valino Koh, Kasun Karunanayaka, Jose Sepulveda, Mili John Tharakan, Manoj Krishnan, Adrian David Cheok&lt;p&gt;We present a new methodology based on ferromagnetic fluids in which the user can have direct interaction (input/output) through a tangible and malleable interface. Liquid Interfaces uses the physical qualities of ferromagnetic fluids in combination with capacitive, multi-touch technology, to produce a 3D, multi-touch interface where actuation, representation, and self-configuration occur through the malleable liquid, ferromagnetic fluid. This, combined with the ability to produce sound, enables users to create musical sculptures that can be morphed in real time by interacting directly with the ferromagnetic fluid.&lt;p&gt;&lt;br&gt;Poetry mix-up&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1998379"&gt;http://portal.acm.org/citation.cfm?id=1998379&lt;/a&gt;&lt;br&gt;Kening Zhu, Nimesha Ranasinghe, Chamari Edirisinghe, Owen Noel Newton Fernando, Adrian David Cheok&lt;p&gt;Computer technology has become exceedingly integrated with modern culture, which prompted us to introduce and explore the avenues of integrating aesthetics with technology, familiar ground of modern society. With the intention of promoting aesthetic sensibilities generated in poetry, we introduce a poetry generating system called &amp;quot;Poetry Mix-up&amp;quot; which encourages users to experience the creation of a &amp;quot;remixed&amp;quot; variety of poetry by sending a simple SMS. In this system, WordNet-based Word Sense Disambiguating (WSD) and topic summarizing algorithms are implemented to understand the input short messages which will be categorized into several main topics. Based on the topics and the content of the input message, the system creates a new poem by mixing existing poem lines.&lt;p&gt;&lt;br&gt;Connected online and offline safe social networking for children&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1998380"&gt;http://portal.acm.org/citation.cfm?id=1998380&lt;/a&gt;&lt;br&gt;Dilrukshi Abeyrathne, Chamari Edirisinghe, Nimesha Ranasinghe, Kasun Karunanayaka, Kening Zhu, Roshan Lalintha Peiris, Owen Noel Newton Fernando, Adrian David Cheok, Lan Lan, Yukihiro Morisawa&lt;p&gt;Children today are more connected and active on the Internet. Their extensive use of online social networks, which ultimately could have perplexing effects on the recognition of their identity and personality, has caused grave social concerns. In addition there is a lack of actual physical communication among children due to their preoccupation with the online self. To address these issues, an interactive robotic toy called Petimo was developed. We believe this introduction of new physical dimension improves safety and enjoyment of children in the social networking arena. As a proof-of-concept, a 3D virtual world called Petimo World is developed. It incorporates basic features of traditional online social networks to provide childern collaborative interaction and enjoyment with their friends.&lt;p&gt;&lt;br&gt;Entertainment beyond divertissment: using computer games for city road accessibility&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1998381"&gt;http://portal.acm.org/citation.cfm?id=1998381&lt;/a&gt;&lt;br&gt;Marco Roccetti, Gustavo Marfia, Claudio Enrico Palazzi&lt;p&gt;Computer games today represent one of the most important businesses in the IT industry, as well as one of the prominent means of entertainment chosen by children and adults. Their popularity in the contemporary world society has led many researchers to think how they could be put to good use to improve the education of players engaged in a game. In this work we present a game that goes beyond this paradigm, which is centered on single persons and pervasively relies on players to pursue a service that may be useful to a community as a whole. The game we here propose collects and processes information about the accessibility of city roads to build paths that may be approached by people with impairments.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-650285229512239244?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/650285229512239244/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=650285229512239244' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/650285229512239244'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/650285229512239244'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/08/toc-service-computers-in-entertainment.html' title='TOC Service - Computers in Entertainment (CIE)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-1883649995615825666</id><published>2011-08-03T18:00:00.001-04:00</published><updated>2011-08-03T18:00:44.026-04:00</updated><title type='text'>TOC Service - ACM Transactions on Computer-Human Interaction (TOCHI)</title><content type='html'>You have received this message because you subscribed to the ACM Transactions on Computer-Human Interaction (TOCHI) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J756.xml"&gt;http://rss.acm.org/dl/J756.xml&lt;/a&gt;&lt;p&gt;ACM Transactions on Computer-Human Interaction (TOCHI) Volume 18 Issue 3, July 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1993060"&gt;http://portal.acm.org/citation.cfm?id=1993060&lt;/a&gt;&lt;p&gt;&lt;br&gt;Creating the spectacle: Designing interactional trajectories through spectator interfaces&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1993061"&gt;http://portal.acm.org/citation.cfm?id=1993061&lt;/a&gt;&lt;br&gt;Steve Benford, Andy Crabtree, Martin Flintham, Chris Greenhalgh, Boriana Koleva, Matt Adams, Nick Tandavanitj, Ju Row Farr, Gabriella Giannachi, Irma Lindt&lt;p&gt;An ethnographic study reveals how professional artists created a spectator interface for the interactive game Day of the Figurines, designing the size, shape, height and materials of two tabletop interfaces before carefully arranging them in a local setting. We also show how participants experienced this interface. We consider how the artists worked with a multi-scale notion of interactional trajectory that combined trajectories through individual displays, trajectories through a local ecology of displays, and trajectories through an entire experience.&lt;p&gt;&lt;br&gt;Homogeneous physio-behavioral visual and mouse-based biometric&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1993062"&gt;http://portal.acm.org/citation.cfm?id=1993062&lt;/a&gt;&lt;br&gt;Omar Hamdy, Issa Traor&amp;amp;#233;&lt;p&gt;In this research, we propose a novel biometric system for static user authentication that homogeneously combines mouse dynamics, visual search capability and short-term memory effect. The proposed system introduces the visual search capability, and short-term memory effect to the biometric-based security world for the first time. The use of a computer mouse for its dynamics, and as an input sensor for the other two biometrics, means no additional hardware is required than the standard mouse. Experimental evaluation showed the system effectiveness using variable or one-time passwords. All of these attributes qualify the proposed system to be effectively deployed as a static authentication mechanism.&lt;p&gt;&lt;br&gt;Effects of motor scale, visual scale, and quantization on small target acquisition difficulty&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1993063"&gt;http://portal.acm.org/citation.cfm?id=1993063&lt;/a&gt;&lt;br&gt;Olivier Chapuis, Pierre Dragicevic&lt;p&gt;Targets of only a few pixels are notoriously difficult to acquire. Despite many attempts at facilitating pointing, the reasons for this difficulty are poorly understood. We confirm a strong departure from Fitts&amp;#39; Law for small target acquisition using a mouse and investigate three potential sources of problems: motor accuracy, legibility, and quantization. We find that quantization is not a problem, but both motor and visual sizes are limiting factors. This suggests that small targets should be magnified in both motor and visual space to facilitate pointing. Since performance degrades exponentially as targets get very small, we further advocate the exploration of uniform, target-agnostic magnification strategies.&lt;p&gt;&lt;br&gt;XICE windowing toolkit: Seamless display annexation&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1993064"&gt;http://portal.acm.org/citation.cfm?id=1993064&lt;/a&gt;&lt;br&gt;Richard Arthur, Dan R. Olsen, Jr.&lt;p&gt;Users are increasingly nomadic, carrying computing power with them. To gain rich input and output, users could annex displays and input devices when available, but annexing via VGA cable is insufficient. This article introduces XICE, which uses wireless networks to connect portable devices to display servers. Network connections eliminate cables, allow multiple people to share a display, and ease input annexation. XICE mitigates potentially malicious input, and facilitates comfortable viewing on a variety of displays via view-independent coordinates. The XICE-distributed graphics model greatly reduces portable device CPU usage and extends portable device battery life.&lt;p&gt;&lt;br&gt;The relationship of action research to human-computer interaction&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1993065"&gt;http://portal.acm.org/citation.cfm?id=1993065&lt;/a&gt;&lt;br&gt;Gillian R. Hayes&lt;p&gt;Alongside the growing interest within HCI, and arguably computing more generally, in conducting research that has substantial societal benefits, there is a need for new ways to think about and to articulate the challenges of these engaged research projects as well as their results. Action Research (AR) is a class of methods and approaches for conducting democratic and collaborative research with community partners. AR has evolved over the last several decades and offers HCI researchers theoretical lenses, methodological approaches, and pragmatic guidance for conducting socially relevant, collaborative, and engaged research.&lt;p&gt;&lt;br&gt;Two-handed marking menus for multitouch devices&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1993066"&gt;http://portal.acm.org/citation.cfm?id=1993066&lt;/a&gt;&lt;br&gt;Kenrick Kin, Bj&amp;amp;#246;rn Hartmann, Maneesh Agrawala&lt;p&gt;We investigate multistroke marking menus for multitouch devices and we show that using two hands can improve performance. We present two new two-handed multistroke marking menu variants in which users either draw strokes with both hands simultaneously or alternate strokes between hands. In a pair of studies we find that using two hands simultaneously is faster than using a single, dominant-handed marking menu by 10--15&amp;amp;percnt;. Alternating strokes between hands doubles the number of accessible menu items for the same number of strokes, and is similar in performance to using a one-handed marking menu. We also examine how stroke direction affects performance.&lt;p&gt;&lt;br&gt;Signing on the tactile line: A multimodal system for teaching handwriting to blind children&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1993067"&gt;http://portal.acm.org/citation.cfm?id=1993067&lt;/a&gt;&lt;br&gt;Beryl Plimmer, Peter Reid, Rachel Blagojevic, Andrew Crossan, Stephen Brewster&lt;p&gt;We present McSig, a multimodal system for teaching blind children cursive handwriting so that they can create a personal signature. For blind people handwriting is very difficult to learn as it is a near-zero feedback activity that is needed only occasionally, yet in important situations; for example, to make an attractive and repeatable signature for legal contracts. McSig aids the teaching of signatures by translating digital ink from the teacher&amp;#39;s stylus gestures into three non-visual forms: (1) audio pan and pitch represents the x and y movement of the stylus; (2) kinaesthetic information is provided to the student through a force-feedback haptic pen that mimics the teacher&amp;#39;s stylus movement; and (3) a physical tactile line on the writing sheet is created by the haptic pen.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-1883649995615825666?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/1883649995615825666/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=1883649995615825666' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/1883649995615825666'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/1883649995615825666'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/08/toc-service-acm-transactions-on.html' title='TOC Service - ACM Transactions on Computer-Human Interaction (TOCHI)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-3367050955657455541</id><published>2011-07-25T18:01:00.001-04:00</published><updated>2011-07-25T18:01:37.564-04:00</updated><title type='text'>TOC Service - ACM Transactions on Graphics (TOG)</title><content type='html'>You have received this message because you subscribed to the ACM Transactions on Graphics (TOG) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J778.xml"&gt;http://rss.acm.org/dl/J778.xml&lt;/a&gt;&lt;p&gt;ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH 2011 Volume 30 Issue 4, July 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=2010324"&gt;http://portal.acm.org/citation.cfm?id=2010324&lt;/a&gt;&lt;p&gt;&lt;br&gt;ShadowDraw: real-time user guidance for freehand drawing&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964922"&gt;http://portal.acm.org/citation.cfm?id=1964922&lt;/a&gt;&lt;br&gt;Yong Jae Lee, C. Lawrence Zitnick, Michael F. Cohen&lt;p&gt;We present ShadowDraw, a system for guiding the freeform drawing of objects. As the user draws, ShadowDraw dynamically updates a shadow image underlying the user&amp;#39;s strokes. The shadows are suggestive of object contours that guide the user as they continue drawing. This paradigm is similar to tracing, with two major differences. First, we do not provide a single image from which the user can trace; rather ShadowDraw automatically blends relevant images from a large database to construct the shadows. Second, the system dynamically adapts to the user&amp;#39;s drawings in real-time and produces suggestions accordingly. ShadowDraw works by efficiently matching local edge patches between the query, constructed from the current drawing, and a database of images.&lt;p&gt;&lt;br&gt;OverCoat: an implicit canvas for 3D painting&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964923"&gt;http://portal.acm.org/citation.cfm?id=1964923&lt;/a&gt;&lt;br&gt;Johannes Schmid, Martin Sebastian Senn, Markus Gross, Robert W. Sumner&lt;p&gt;We present a technique to generalize the 2D painting metaphor to 3D that allows the artist to treat the full 3D space as a canvas. Strokes painted in the 2D viewport window must be embedded in 3D space in a way that gives creative freedom to the artist while maintaining an acceptable level of controllability. We address this challenge by proposing a canvas concept defined implicitly by a 3D scalar field. The artist shapes the implicit canvas by creating approximate 3D proxy geometry. An optimization procedure is then used to embed painted strokes in space by satisfying different objective criteria defined on the scalar field.&lt;p&gt;&lt;br&gt;A programmable system for artistic volumetric lighting&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964924"&gt;http://portal.acm.org/citation.cfm?id=1964924&lt;/a&gt;&lt;br&gt;Derek Nowrouzezahrai, Jared Johnson, Andrew Selle, Dylan Lacewell, Michael Kaschalk, Wojciech Jarosz&lt;p&gt;We present a method for generating art-directable volumetric effects, ranging from physically-accurate to non-physical results. Our system mimics the way experienced artists think about volumetric effects by using an intuitive lighting primitive, and decoupling the modeling and shading of this primitive. To accomplish this, we generalize the physically-based photon beams method to allow arbitrarily programmable simulation and shading phases. This provides an intuitive design space for artists to rapidly explore a wide range of physically-based as well as plausible, but exaggerated, volumetric effects. We integrate our approach into a real-world production pipeline and couple our volumetric effects to surface shading.&lt;p&gt;&lt;br&gt;Coherent noise for non-photorealistic rendering&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964925"&gt;http://portal.acm.org/citation.cfm?id=1964925&lt;/a&gt;&lt;br&gt;Michael Kass, Davide Pesare&lt;p&gt;A wide variety of non-photorealistic rendering techniques make use of random variation in the placement or appearance of primitives. In order to avoid the &amp;quot;shower-door&amp;quot; effect, this random variation should move with the objects in the scene. Here we present coherent noise tailored to this purpose. We compute the coherent noise with a specialized filter that uses the depth and velocity fields of a source sequence. The computation is fast and suitable for interactive applications like games.&lt;p&gt;&lt;br&gt;Motion capture from body-mounted cameras&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964926"&gt;http://portal.acm.org/citation.cfm?id=1964926&lt;/a&gt;&lt;br&gt;Takaaki Shiratori, Hyun Soo Park, Leonid Sigal, Yaser Sheikh, Jessica K. Hodgins&lt;p&gt;Motion capture technology generally requires that recordings be performed in a laboratory or closed stage setting with controlled lighting. This restriction precludes the capture of motions that require an outdoor setting or the traversal of large areas. In this paper, we present the theory and practice of using body-mounted cameras to reconstruct the motion of a subject. Outward-looking cameras are attached to the limbs of the subject, and the joint angles and root pose are estimated through non-linear optimization. The optimization objective function incorporates terms for image matching error and temporal continuity of motion. Structure-from-motion is used to estimate the skeleton structure and to provide initialization for the non-linear optimization procedure.&lt;p&gt;&lt;br&gt;Video-based characters: creating new human performances from a multi-view video database&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964927"&gt;http://portal.acm.org/citation.cfm?id=1964927&lt;/a&gt;&lt;br&gt;Feng Xu, Yebin Liu, Carsten Stoll, James Tompkin, Gaurav Bharaj, Qionghai Dai, Hans-Peter Seidel, Jan Kautz, Christian Theobalt&lt;p&gt;We present a method to synthesize plausible video sequences of humans according to user-defined body motions and viewpoints. We first capture a small database of multi-view video sequences of an actor performing various basic motions. This database needs to be captured only once and serves as the input to our synthesis algorithm. We then apply a marker-less model-based performance capture approach to the entire database to obtain pose and geometry of the actor in each database frame. To create novel video sequences of the actor from the database, a user animates a 3D human skeleton with novel motion and viewpoints. Our technique then synthesizes a realistic video sequence of the actor performing the specified motion based only on the initial database.&lt;p&gt;&lt;br&gt;Exploration of continuous variability in collections of 3D shapes&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964928"&gt;http://portal.acm.org/citation.cfm?id=1964928&lt;/a&gt;&lt;br&gt;Maks Ovsjanikov, Wilmot Li, Leonidas Guibas, Niloy J. Mitra&lt;p&gt;As large public repositories of 3D shapes continue to grow, the amount of shape variability in such collections also increases, both in terms of the number of different classes of shapes, as well as the geometric variability of shapes within each class. While this gives users more choice for shape selection, it can be difficult to explore large collections and understand the range of variations amongst the shapes. Exploration is particularly challenging for public shape repositories, which are often only loosely tagged and contain neither point-based nor part-based correspondences. In this paper, we present a method for discovering and exploring continuous variability in a collection of 3D shapes without correspondences.&lt;p&gt;&lt;br&gt;Characterizing structural relationships in scenes using graph kernels&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964929"&gt;http://portal.acm.org/citation.cfm?id=1964929&lt;/a&gt;&lt;br&gt;Matthew Fisher, Manolis Savva, Pat Hanrahan&lt;p&gt;Modeling virtual environments is a time consuming and expensive task that is becoming increasingly popular for both professional and casual artists. The model density and complexity of the scenes representing these virtual environments is rising rapidly. This trend suggests that data-mining a 3D scene corpus could be a very powerful tool enabling more efficient scene design. In this paper, we show how to represent scenes as graphs that encode models and their semantic relationships. We then define a kernel between these relationship graphs that compares common virtual substructures in two graphs and captures the similarity between their corresponding scenes. We apply this framework to several scene modeling problems, such as finding similar scenes, relevance feedback, and context-based model search.&lt;p&gt;&lt;br&gt;Probabilistic reasoning for assembly-based 3D modeling&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964930"&gt;http://portal.acm.org/citation.cfm?id=1964930&lt;/a&gt;&lt;br&gt;Siddhartha Chaudhuri, Evangelos Kalogerakis, Leonidas Guibas, Vladlen Koltun&lt;p&gt;Assembly-based modeling is a promising approach to broadening the accessibility of 3D modeling. In assembly-based modeling, new models are assembled from shape components extracted from a database. A key challenge in assembly-based modeling is the identification of relevant components to be presented to the user. In this paper, we introduce a probabilistic reasoning approach to this problem. Given a repository of shapes, our approach learns a probabilistic graphical model that encodes semantic and geometric relationships among shape components. The probabilistic model is used to present components that are semantically and stylistically compatible with the 3D model that is being assembled.&lt;p&gt;&lt;br&gt;Eulerian solid simulation with contact&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964931"&gt;http://portal.acm.org/citation.cfm?id=1964931&lt;/a&gt;&lt;br&gt;David I. W. Levin, Joshua Litven, Garrett L. Jones, Shinjiro Sueda, Dinesh K. Pai&lt;p&gt;Simulating viscoelastic solids undergoing large, nonlinear deformations in close contact is challenging. In addition to inter-object contact, methods relying on Lagrangian discretizations must handle degenerate cases by explicitly remeshing or resampling the object. Eulerian methods, which discretize space itself, provide an interesting alternative due to the fixed nature of the discretization. In this paper we present a new Eulerian method for viscoelastic materials that features a collision detection and resolution scheme which does not require explicit surface tracking to achieve accurate collision response. Time-stepping with contact is performed by the efficient solution of large sparse quadratic programs; this avoids constraint sticking and other difficulties.&lt;p&gt;&lt;br&gt;Efficient elasticity for character skinning with contact and collisions&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964932"&gt;http://portal.acm.org/citation.cfm?id=1964932&lt;/a&gt;&lt;br&gt;Aleka McAdams, Yongning Zhu, Andrew Selle, Mark Empey, Rasmus Tamstorf, Joseph Teran, Eftychios Sifakis&lt;p&gt;We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm is based on a novel discretization of corotational elasticity over a hexahedral lattice. Within this framework we enforce positive definiteness of the stiffness matrix to allow efficient quasistatics and dynamics. In addition, we present a multigrid method that converges with very high efficiency. Our design targets performance through parallelism using a fully vectorized and branch-free SVD algorithm as well as a stable one-point quadrature scheme. Since body collisions, self collisions and soft-constraints are necessary for real-world examples, we present a simple framework for enforcing them.&lt;p&gt;&lt;br&gt;Toward high-quality modal contact sound&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964933"&gt;http://portal.acm.org/citation.cfm?id=1964933&lt;/a&gt;&lt;br&gt;Changxi Zheng, Doug L. James&lt;p&gt;Contact sound models based on linear modal analysis are commonly used with rigid body dynamics. Unfortunately, treating vibrating objects as &amp;quot;rigid&amp;quot; during collision and contact processing fundamentally limits the range of sounds that can be computed, and contact solvers for rigid body animation can be ill-suited for modal contact sound synthesis, producing various sound artifacts. In this paper, we resolve modal vibrations in both collision and frictional contact processing stages, thereby enabling non-rigid sound phenomena such as micro-collisions, vibrational energy exchange, and chattering. We propose a frictional multibody contact formulation and modified Staggered Projections solver which is well-suited to sound rendering and avoids noise artifacts associated with spatial and temporal contact-force fluctuations which plague prior methods.&lt;p&gt;&lt;br&gt;Large-scale dynamic simulation of highly constrained strands&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964934"&gt;http://portal.acm.org/citation.cfm?id=1964934&lt;/a&gt;&lt;br&gt;Shinjiro Sueda, Garrett L. Jones, David I. W. Levin, Dinesh K. Pai&lt;p&gt;A significant challenge in applications of computer animation is the simulation of ropes, cables, and other highly constrained strandlike physical curves. Such scenarios occur frequently, for instance, when a strand wraps around rigid bodies or passes through narrow sheaths. Purely Lagrangian methods designed for less constrained applications such as hair simulation suffer from difficulties in these important cases. To overcome this, we introduce a new framework that combines Lagrangian and Eulerian approaches. The two key contributions are the reduced node, whose degrees of freedom precisely match the constraint, and the Eulerian node, which allows constraint handling that is independent of the initial discretization of the strand.&lt;p&gt;&lt;br&gt;HDR-VDP-2: a calibrated visual metric for visibility and quality predictions in all luminance conditions&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964935"&gt;http://portal.acm.org/citation.cfm?id=1964935&lt;/a&gt;&lt;br&gt;Rafat Mantiuk, Kil Joong Kim, Allan G. Rempel, Wolfgang Heidrich&lt;p&gt;Visual metrics can play an important role in the evaluation of novel lighting, rendering, and imaging algorithms. Unfortunately, current metrics only work well for narrow intensity ranges, and do not correlate well with experimental data outside these ranges. To address these issues, we propose a visual metric for predicting visibility (discrimination) and quality (mean-opinion-score). The metric is based on a new visual model for all luminance conditions, which has been derived from new contrast sensitivity measurements. The model is calibrated and validated against several contrast discrimination data sets, and image quality databases (LIVE and TID2008). The visibility metric is shown to provide much improved predictions as compared to the original HDR-VDP and VDP metrics, especially for low luminance conditions.&lt;p&gt;&lt;br&gt;A versatile HDR video production system&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964936"&gt;http://portal.acm.org/citation.cfm?id=1964936&lt;/a&gt;&lt;br&gt;Michael D. Tocci, Chris Kiser, Nora Tocci, Pradeep Sen&lt;p&gt;Although High Dynamic Range (HDR) imaging has been the subject of significant research over the past fifteen years, the goal of acquiring cinema-quality HDR images of fast-moving scenes using available components has not yet been achieved. In this work, we present an optical architecture for HDR imaging that allows simultaneous capture of high, medium, and low-exposure images on three sensors at high fidelity with efficient use of the available light. We also present an HDR merging algorithm to complement this architecture, which avoids undesired artifacts when there is a large exposure difference between the images.&lt;p&gt;&lt;br&gt;Perceptually based tone mapping for low-light conditions&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964937"&gt;http://portal.acm.org/citation.cfm?id=1964937&lt;/a&gt;&lt;br&gt;Adam G. Kirk, James F. O&amp;#39;Brien&lt;p&gt;In this paper we present a perceptually based algorithm for modeling the color shift that occurs for human viewers in low-light scenes. Known as the Purkinje effect, this color shift occurs as the eye transitions from photopic, cone-mediated vision in well-lit scenes to scotopic, rod-mediated vision in dark scenes. At intermediate light levels vision is mesopic with both the rods and cones active. Although the rods have a spectral response distinct from the cones, they still share the same neural pathways. As light levels decrease and the rods become increasingly active they cause a perceived shift in color. We model this process so that we can compute perceived colors for mesopic and scotopic scenes from spectral image data.&lt;p&gt;&lt;br&gt;Illumination decomposition for material recoloring with consistent interreflections&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964938"&gt;http://portal.acm.org/citation.cfm?id=1964938&lt;/a&gt;&lt;br&gt;Robert Carroll, Ravi Ramamoorthi, Maneesh Agrawala&lt;p&gt;Changing the color of an object is a basic image editing operation, but a high quality result must also preserve natural shading. A common approach is to first compute reflectance and illumination intrinsic images. Reflectances can then be edited independently, and recomposed with the illumination. However, manipulating only the reflectance color does not account for diffuse interreflections, and can result in inconsistent shading in the edited image. We propose an approach for further decomposing illumination into direct lighting, and indirect diffuse illumination from each material. This decomposition allows us to change indirect illumination from an individual material independently, so it matches the modified reflectance color.&lt;p&gt;&lt;br&gt;Building volumetric appearance models of fabric using micro CT imaging&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964939"&gt;http://portal.acm.org/citation.cfm?id=1964939&lt;/a&gt;&lt;br&gt;Shuang Zhao, Wenzel Jakob, Steve Marschner, Kavita Bala&lt;p&gt;The appearance of complex, thick materials like textiles is determined by their 3D structure, and they are incompletely described by surface reflection models alone. While volume scattering can produce highly realistic images of such materials, creating the required volume density models is difficult. Procedural approaches require significant programmer effort and intuition to design specialpurpose algorithms for each material. Further, the resulting models lack the visual complexity of real materials with their naturally-arising irregularities. This paper proposes a new approach to acquiring volume models, based on density data from X-ray computed tomography (CT) scans and appearance data from photographs under uncontrolled illumination.&lt;p&gt;&lt;br&gt;Pocket reflectometry&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964940"&gt;http://portal.acm.org/citation.cfm?id=1964940&lt;/a&gt;&lt;br&gt;Peiran Ren, Jiaping Wang, John Snyder, Xin Tong, Baining Guo&lt;p&gt;We present a simple, fast solution for reflectance acquisition using tools that fit into a pocket. Our method captures video of a flat target surface from a fixed video camera lit by a hand-held, moving, linear light source. After processing, we obtain an SVBRDF. We introduce a BRDF chart, analogous to a color &amp;quot;checker&amp;quot; chart, which arranges a set of known-BRDF reference tiles over a small card. A sequence of light responses from the chart tiles as well as from points on the target is captured and matched to reconstruct the target&amp;#39;s appearance. We develop a new algorithm for BRDF reconstruction which works directly on these LDR responses, without knowing the light or camera position, or acquiring HDR lighting.&lt;p&gt;&lt;br&gt;Microgeometry capture using an elastomeric sensor&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964941"&gt;http://portal.acm.org/citation.cfm?id=1964941&lt;/a&gt;&lt;br&gt;Micah K. Johnson, Forrester Cole, Alvin Raj, Edward H. Adelson&lt;p&gt;We describe a system for capturing microscopic surface geometry. The system extends the retrographic sensor [Johnson and Adelson 2009] to the microscopic domain, demonstrating spatial resolution as small as 2 microns. In contrast to existing microgeometry capture techniques, the system is not affected by the optical characteristics of the surface being measured---it captures the same geometry whether the object is matte, glossy, or transparent. In addition, the hardware design allows for a variety of form factors, including a hand-held device that can be used to capture high-resolution surface geometry in the field.&lt;p&gt;&lt;br&gt;CATRA: interactive measuring and modeling of cataracts&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964942"&gt;http://portal.acm.org/citation.cfm?id=1964942&lt;/a&gt;&lt;br&gt;Vitor F. Pamplona, Erick B. Passos, Jan Zizka, Manuel M. Oliveira, Everett Lawson, Esteban Clua, Ramesh Raskar&lt;p&gt;We introduce an interactive method to assess cataracts in the human eye by crafting an optical solution that measures the perceptual impact of forward scattering on the foveal region. Current solutions rely on highly-trained clinicians to check the back scattering in the crystallin lens and test their predictions on visual acuity tests. Close-range parallax barriers create collimated beams of light to scan through sub-apertures, scattering light as it strikes a cataract. User feedback generates maps for opacity, attenuation, contrast and sub-aperture point-spread functions. The goal is to allow a general audience to operate a portable high-contrast light-field display to gain a meaningful understanding of their own visual conditions.&lt;p&gt;&lt;br&gt;Blue-noise point sampling using kernel density model&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964943"&gt;http://portal.acm.org/citation.cfm?id=1964943&lt;/a&gt;&lt;br&gt;Raanan Fattal&lt;p&gt;Stochastic point distributions with blue-noise spectrum are used extensively in computer graphics for various applications such as avoiding aliasing artifacts in ray tracing, halftoning, stippling, etc. In this paper we present a new approach for generating point sets with high-quality blue noise properties that formulates the problem using a statistical mechanics interacting particle model. Points distributions are generated by sampling this model. This new formulation of the problem unifies randomness with the requirement for equidistant point spacing, responsible for the enhanced blue noise spectral properties. We derive a highly efficient multi-scale sampling scheme for drawing random point distributions from this model.&lt;p&gt;&lt;br&gt;Efficient maximal poisson-disk sampling&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964944"&gt;http://portal.acm.org/citation.cfm?id=1964944&lt;/a&gt;&lt;br&gt;Mohamed S. Ebeida, Andrew A. Davidson, Anjul Patney, Patrick M. Knupp, Scott A. Mitchell, John D. Owens&lt;p&gt;We solve the problem of generating a uniform Poisson-disk sampling that is both maximal and unbiased over bounded non-convex domains. To our knowledge this is the first provably correct algorithm with time and space dependent only on the number of points produced. Our method has two phases, both based on classical dart-throwing. The first phase uses a background grid of square cells to rapidly create an unbiased, near-maximal covering of the domain. The second phase completes the maximal covering by calculating the connected components of the remaining uncovered voids, and by using their geometry to efficiently place unbiased samples that cover them.&lt;p&gt;&lt;br&gt;Differential domain analysis for non-uniform sampling&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964945Li-Yi"&gt;http://portal.acm.org/citation.cfm?id=1964945&lt;br&gt;Li-Yi&lt;/a&gt; Wei, Rui Wang&lt;p&gt;Sampling is a core component for many graphics applications including rendering, imaging, animation, and geometry processing. The efficacy of these applications often crucially depends upon the distribution quality of the underlying samples. While uniform sampling can be analyzed by using existing spatial and spectral methods, these cannot be easily extended to general non-uniform settings, such as adaptive, anisotropic, or non-Euclidean domains. We present new methods for analyzing non-uniform sample distributions. Our key insight is that standard Fourier analysis, which depends on samples&amp;#39; spatial locations, can be reformulated into an equivalent form that depends only on the distribution of their location differentials.&lt;p&gt;&lt;br&gt;Filtering solid Gabor noise&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964946"&gt;http://portal.acm.org/citation.cfm?id=1964946&lt;/a&gt;&lt;br&gt;Ares Lagae, George Drettakis&lt;p&gt;Solid noise is a fundamental tool in computer graphics. Surprisingly, no existing noise function supports both high-quality antialiasing and continuity across sharp edges. In this paper we show that a slicing approach is required to preserve continuity across sharp edges, and we present a new noise function that supports anisotropic filtering of sliced solid noise. This is made possible by individually filtering the slices of Gabor kernels, which requires the proper treatment of phase. This in turn leads to the introduction of the phase-augmented Gabor kernel and random-phase Gabor noise, our new noise function.&lt;p&gt;&lt;br&gt;GlobFit: consistently fitting primitives by discovering global relations&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964947"&gt;http://portal.acm.org/citation.cfm?id=1964947&lt;/a&gt;&lt;br&gt;Yangyan Li, Xiaokun Wu, Yiorgos Chrysathou, Andrei Sharf, Daniel Cohen-Or, Niloy J. Mitra&lt;p&gt;Given a noisy and incomplete point set, we introduce a method that simultaneously recovers a set of locally fitted primitives along with their global mutual relations. We operate under the assumption that the data corresponds to a man-made engineering object consisting of basic primitives, possibly repeated and globally aligned under common relations. We introduce an algorithm to directly couple the local and global aspects of the problem. The local fit of the model is determined by how well the inferred model agrees to the observed data, while the global relations are iteratively learned and enforced through a constrained optimization. Starting with a set of initial RANSAC based locally fitted primitives, relations across the primitives such as orientation, placement, and equality are progressively learned and conformed to.&lt;p&gt;&lt;br&gt;Texture-lobes for tree modelling&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964948"&gt;http://portal.acm.org/citation.cfm?id=1964948&lt;/a&gt;&lt;br&gt;Yotam Livny, Soeren Pirk, Zhanglin Cheng, Feilong Yan, Oliver Deussen, Daniel Cohen-Or, Baoquan Chen&lt;p&gt;We present a lobe-based tree representation for modeling trees. The new representation is based on the observation that the tree&amp;#39;s foliage details can be abstracted into canonical geometry structures, termed lobe-textures. We introduce techniques to (i) approximate the geometry of given tree data and encode it into a lobe-based representation, (ii) decode the representation and synthesize a fully detailed tree model that visually resembles the input. The encoded tree serves as a light intermediate representation, which facilitates efficient storage and transmission of massive amounts of trees, e.g., from a server to clients for interactive applications in urban environments.&lt;p&gt;&lt;br&gt;High-quality spatio-temporal rendering using semi-analytical visibility&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964949"&gt;http://portal.acm.org/citation.cfm?id=1964949&lt;/a&gt;&lt;br&gt;Carl Johan Gribel, Rasmus Barringer, Tomas Akenine-M&amp;amp;#246;ller&lt;p&gt;We present a novel visibility algorithm for rendering motion blur with per-pixel anti-aliasing. Our algorithm uses a number of line samples over a rectangular group of pixels, and together with the time dimension, a two-dimensional spatio-temporal visibility problem needs to be solved per line sample. In a coarse culling step, our algorithm first uses a bounding volume hierarchy to rapidly remove geometry that does not overlap with the current line sample. For the remaining triangles, we approximate each triangle&amp;#39;s depth function, along the line and along the time dimension, with a number of patch triangles. We resolve for the final color using an analytical visibility algorithm with depth sorting, simple occlusion culling, and clipping.&lt;p&gt;&lt;br&gt;Temporal light field reconstruction for rendering distribution effects&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964950"&gt;http://portal.acm.org/citation.cfm?id=1964950&lt;/a&gt;&lt;br&gt;Jaakko Lehtinen, Timo Aila, Jiawen Chen, Samuli Laine, Fr&amp;amp;#233;do Durand&lt;p&gt;Traditionally, effects that require evaluating multidimensional integrals for each pixel, such as motion blur, depth of field, and soft shadows, suffer from noise due to the variance of the high-dimensional integrand. In this paper, we describe a general reconstruction technique that exploits the anisotropy in the temporal light field and permits efficient reuse of samples between pixels, multiplying the effective sampling rate by a large factor. We show that our technique can be applied in situations that are challenging or impossible for previous anisotropic reconstruction methods, and that it can yield good results with very sparse inputs.&lt;p&gt;&lt;br&gt;A quantized-diffusion model for rendering translucent materials&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964951"&gt;http://portal.acm.org/citation.cfm?id=1964951&lt;/a&gt;&lt;br&gt;Eugene D&amp;#39;Eon, Geoffrey Irving&lt;p&gt;We present a new BSSRDF for rendering images of translucent materials. Previous diffusion BSSRDFs are limited by the accuracy of classical diffusion theory. We introduce a modified diffusion theory that is more accurate for highly absorbing materials and near the point of illumination. The new diffusion solution accurately decouples single and multiple scattering. We then derive a novel, analytic, extended-source solution to the multilayer search-light problem by quantizing the diffusion Green&amp;#39;s function. This allows the application of the diffusion multipole model to material layers several orders of magnitude thinner than previously possible and creates accurate results under high-frequency illumination. Quantized diffusion provides both a new physical foundation and a variable-accuracy construction method for sum-of-Gaussians BSSRDFs, which have many useful properties for efficient rendering and appearance capture.&lt;p&gt;&lt;br&gt;Interactive and anisotropic geometry processing using the screened Poisson equation&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964952"&gt;http://portal.acm.org/citation.cfm?id=1964952&lt;/a&gt;&lt;br&gt;Ming Chuang, Michael Kazhdan&lt;p&gt;We present a general framework for performing geometry filtering through the solution of a screened Poisson equation. We show that this framework can be efficiently adapted to a changing Riemannian metric to support curvature-aware filtering and describe a parallel and streaming multigrid implementation for solving the system. We demonstrate the practicality of our approach by developing an interactive system for mesh editing that allows for exploration of a large family of curvature-guided, anisotropic filters.&lt;p&gt;&lt;br&gt;Articulated swimming creatures&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964953"&gt;http://portal.acm.org/citation.cfm?id=1964953&lt;/a&gt;&lt;br&gt;Jie Tan, Yuting Gu, Greg Turk, C. Karen Liu&lt;p&gt;We present a general approach to creating realistic swimming behavior for a given articulated creature body. The two main components of our method are creature/fluid simulation and the optimization of the creature motion parameters. We simulate two-way coupling between the fluid and the articulated body by solving a linear system that matches acceleration at fluid/solid boundaries and that also enforces fluid incompressibility. The swimming motion of a given creature is described as a set of periodic functions, one for each joint degree of freedom. We optimize over the space of these functions in order to find a motion that causes the creature to swim straight and stay within a given energy budget.&lt;p&gt;&lt;br&gt;Locomotion skills for simulated quadrupeds&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964954"&gt;http://portal.acm.org/citation.cfm?id=1964954&lt;/a&gt;&lt;br&gt;Stelian Coros, Andrej Karpathy, Ben Jones, Lionel Reveret, Michiel van de Panne&lt;p&gt;We develop an integrated set of gaits and skills for a physics-based simulation of a quadruped. The motion repertoire for our simulated dog includes walk, trot, pace, canter, transverse gallop, rotary gallop, leaps capable of jumping on-and-off platforms and over obstacles, sitting, lying down, standing up, and getting up from a fall. The controllers use a representation based on gait graphs, a dual leg frame model, a flexible spine model, and the extensive use of internal virtual forces applied via the Jacobian transpose. Optimizations are applied to these control abstractions in order to achieve robust gaits and leaps with desired motion styles.&lt;p&gt;&lt;br&gt;Expression flow for 3D-aware face component transfer&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964955"&gt;http://portal.acm.org/citation.cfm?id=1964955&lt;/a&gt;&lt;br&gt;Fei Yang, Jue Wang, Eli Shechtman, Lubomir Bourdev, Dimitri Metaxas&lt;p&gt;We address the problem of correcting an undesirable expression on a face photo by transferring local facial components, such as a smiling mouth, from another face photo of the same person which has the desired expression. Direct copying and blending using existing compositing tools results in semantically unnatural composites, since expression is a global effect and the local component in one expression is often incompatible with the shape and other components of the face in another expression. To solve this problem we present Expression Flow, a 2D flow field which can warp the target face globally in a natural way, so that the warped face is compatible with the new facial component to be copied over.&lt;p&gt;&lt;br&gt;Exploring photobios&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964956"&gt;http://portal.acm.org/citation.cfm?id=1964956&lt;/a&gt;&lt;br&gt;Ira Kemelmacher-Shlizerman, Eli Shechtman, Rahul Garg, Steven M. Seitz&lt;p&gt;We present an approach for generating face animations from large image collections of the same person. Such collections, which we call photobios, sample the appearance of a person over changes in pose, facial expression, hairstyle, age, and other variations. By optimizing the order in which images are displayed and cross-dissolving between them, we control the motion through face space and create compelling animations (e.g., render a smooth transition from frowning to smiling). Used in this context, the cross dissolve produces a very strong motion effect; a key contribution of the paper is to explain this effect and analyze its operating range.&lt;p&gt;&lt;br&gt;Discrete element textures&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964957"&gt;http://portal.acm.org/citation.cfm?id=1964957&lt;/a&gt;&lt;br&gt;Chongyang Ma, Li-Yi Wei, Xin Tong&lt;p&gt;A variety of phenomena can be characterized by repetitive small scale elements within a large scale domain. Examples include a stack of fresh produce, a plate of spaghetti, or a mosaic pattern. Although certain results can be produced via manual placement or procedural/physical simulation, these methods can be labor intensive, difficult to control, or limited to specific phenomena. We present discrete element textures, a data-driven method for synthesizing repetitive elements according to a small input exemplar and a large output domain. Our method preserves both individual element properties and their aggregate distributions. It is also general and applicable to a variety of phenomena, including different dimensionalities, different element properties and distributions, and different effects including both artistic and physically realistic ones.&lt;p&gt;&lt;br&gt;Color compatibility from large datasets&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964958"&gt;http://portal.acm.org/citation.cfm?id=1964958&lt;/a&gt;&lt;br&gt;Peter O&amp;#39;Donovan, Aseem Agarwala, Aaron Hertzmann&lt;p&gt;This paper studies color compatibility theories using large datasets, and develops new tools for choosing colors. There are three parts to this work. First, using on-line datasets, we test new and existing theories of human color preferences. For example, we test whether certain hues or hue templates may be preferred by viewers. Second, we learn quantitative models that score the quality of a five-color set of colors, called a color theme. Such models can be used to rate the quality of a new color theme.&lt;p&gt;&lt;br&gt;Example-based image color and tone style enhancement&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964959"&gt;http://portal.acm.org/citation.cfm?id=1964959&lt;/a&gt;&lt;br&gt;Baoyuan Wang, Yizhou Yu, Ying-Qing Xu&lt;p&gt;Color and tone adjustments are among the most frequent image enhancement operations. We define a color and tone style as a set of explicit or implicit rules governing color and tone adjustments. Our goal in this paper is to learn implicit color and tone adjustment rules from examples. That is, given a set of examples, each of which is a pair of corresponding images before and after adjustments, we would like to discover the underlying mathematical relationships optimally connecting the color and tone of corresponding pixels in all image pairs. We formally define tone and color adjustment rules as mappings, and propose to approximate complicated spatially varying nonlinear mappings in a piecewise manner.&lt;p&gt;&lt;br&gt;Switchable primaries using shiftable layers of color filter arrays&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964960"&gt;http://portal.acm.org/citation.cfm?id=1964960&lt;/a&gt;&lt;br&gt;Behzad Sajadi, Aditi Majumder, Kazuhiro Hiwada, Atsuto Maki, Ramesh Raskar&lt;p&gt;We present a camera with switchable primaries using shiftable layers of color filter arrays (CFAs). By layering a pair of CMY CFAs in this novel manner we can switch between multiple sets of color primaries (namely RGB, CMY and RGBCY) in the same camera. In contrast to fixed color primaries (e.g. RGB or CMY), which cannot provide optimal image quality for all scene conditions, our camera with switchable primaries provides optimal color fidelity and signal to noise ratio for multiple scene conditions. Next, we show that the same concept can be used to layer two RGB CFAs to design a camera with switchable low dynamic range (LDR) and high dynamic range (HDR) modes.&lt;p&gt;&lt;br&gt;&amp;lt;i&amp;gt;MeshFlow&amp;lt;/i&amp;gt;: interactive visualization of mesh construction sequences&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964961"&gt;http://portal.acm.org/citation.cfm?id=1964961&lt;/a&gt;&lt;br&gt;Jonathan D. Denning, William B. Kerr, Fabio Pellacini&lt;p&gt;The construction of polygonal meshes remains a complex task in Computer Graphics, taking tens of thousands of individual operations over several hours of modeling time. The complexity of modeling in terms of number of operations and time makes it difficult for artists to understand all details of how meshes are constructed. We present MeshFlow, an interactive system for visualizing mesh construction sequences. MeshFlow hierarchically clusters mesh editing operations to provide viewers with an overview of the model construction while still allowing them to view more details on demand. We base our clustering on an analysis of the frequency of repeated operations and implement it using substituting regular expressions.&lt;p&gt;&lt;br&gt;LR: compact connectivity representation for triangle meshes&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964962"&gt;http://portal.acm.org/citation.cfm?id=1964962&lt;/a&gt;&lt;br&gt;Topraj Gurung, Mark Luffel, Peter Lindstrom, Jarek Rossignac&lt;p&gt;We propose LR (Laced Ring)---a simple data structure for representing the connectivity of manifold triangle meshes. LR provides the option to store on average either 1.08 references per triangle or 26.2 bits per triangle. Its construction, from an input mesh that supports constant-time adjacency queries, has linear space and time complexity, and involves ordering most vertices along a nearly-Hamiltonian cycle. LR is best suited for applications that process meshes with fixed connectivity, as any changes to the connectivity require the data structure to be rebuilt.&lt;p&gt;&lt;br&gt;Local Laplacian filters: edge-aware image processing with a Laplacian pyramid&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964963"&gt;http://portal.acm.org/citation.cfm?id=1964963&lt;/a&gt;&lt;br&gt;Sylvain Paris, Samuel W. Hasinoff, Jan Kautz&lt;p&gt;The Laplacian pyramid is ubiquitous for decomposing images into multiple scales and is widely used for image analysis. However, because it is constructed with spatially invariant Gaussian kernels, the Laplacian pyramid is widely believed as being unable to represent edges well and as being ill-suited for edge-aware operations such as edge-preserving smoothing and tone mapping. To tackle these tasks, a wealth of alternative techniques and representations have been proposed, e.g., anisotropic diffusion, neighborhood filtering, and specialized wavelet bases. While these methods have demonstrated successful results, they come at the price of additional complexity, often accompanied by higher computational cost or the need to post-process the generated results.&lt;p&gt;&lt;br&gt;Domain transform for edge-aware image and video processing&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964964"&gt;http://portal.acm.org/citation.cfm?id=1964964&lt;/a&gt;&lt;br&gt;Eduardo S. L. Gastal, Manuel M. Oliveira&lt;p&gt;We present a new approach for performing high-quality edge-preserving filtering of images and videos in real time. Our solution is based on a transform that defines an isometry between curves on the 2D image manifold in 5D and the real line. This transform preserves the geodesic distance between points on these curves, adaptively warping the input signal so that 1D edge-preserving filtering can be efficiently performed in linear time. We demonstrate three realizations of 1D edge-preserving filters, show how to produce high-quality 2D edge-preserving filters by iterating 1D-filtering operations, and empirically analyze the convergence of this process. Our approach has several desirable features: the use of 1D operations leads to considerable speedups over existing techniques and potential memory savings; its computational cost is not affected by the choice of the filter parameters; and it is the first edge-preserving filter to work on color images at arbitrary scales in real time, ...&lt;p&gt;&lt;br&gt;Non-rigid dense correspondence with applications for image enhancement&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964965"&gt;http://portal.acm.org/citation.cfm?id=1964965&lt;/a&gt;&lt;br&gt;Yoav HaCohen, Eli Shechtman, Dan B. Goldman, Dani Lischinski&lt;p&gt;This paper presents a new efficient method for recovering reliable local sets of dense correspondences between two images with some shared content. Our method is designed for pairs of images depicting similar regions acquired by different cameras and lenses, under non-rigid transformations, under different lighting, and over different backgrounds. We utilize a new coarse-to-fine scheme in which nearest-neighbor field computations using Generalized PatchMatch [Barnes et al. 2010] are interleaved with fitting a global non-linear parametric color model and aggregating consistent matching regions using locally adaptive constraints. Compared to previous correspondence approaches, our method combines the best of two worlds: It is dense, like optical flow and stereo reconstruction methods, and it is also robust to geometric and photometric variations, like sparse feature matching.&lt;p&gt;&lt;br&gt;Data-driven elastic models for cloth: modeling and measurement&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964966"&gt;http://portal.acm.org/citation.cfm?id=1964966&lt;/a&gt;&lt;br&gt;Huamin Wang, James F. O&amp;#39;Brien, Ravi Ramamoorthi&lt;p&gt;Cloth often has complicated nonlinear, anisotropic elastic behavior due to its woven pattern and fiber properties. However, most current cloth simulation techniques simply use linear and isotropic elastic models with manually selected stiffness parameters. Such simple simulations do not allow differentiating the behavior of distinct cloth materials such as silk or denim, and they cannot model most materials with fidelity to their real-world counterparts. In this paper, we present a data-driven technique to more realistically animate cloth. We propose a piecewise linear elastic model that is a good approximation to nonlinear, anisotropic stretching and bending behaviors of various materials. We develop new measurement techniques for studying the elastic deformations for both stretching and bending in real cloth samples.&lt;p&gt;&lt;br&gt;Example-based elastic materials&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964967"&gt;http://portal.acm.org/citation.cfm?id=1964967&lt;/a&gt;&lt;br&gt;Sebastian Martin, Bernhard Thomaszewski, Eitan Grinspun, Markus Gross&lt;p&gt;We propose an example-based approach for simulating complex elastic material behavior. Supplied with a few poses that characterize a given object, our system starts by constructing a space of prefered deformations by means of interpolation. During simulation, this example manifold then acts as an additional elastic attractor that guides the object towards its space of prefered shapes. Added on top of existing solid simulation codes, this example potential effectively allows us to implement inhomogeneous and anisotropic materials in a direct and intuitive way.&lt;p&gt;&lt;br&gt;Sparse meshless models of complex deformable solids&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964968Fran&amp;amp;#231;ois"&gt;http://portal.acm.org/citation.cfm?id=1964968&lt;br&gt;Fran&amp;amp;#231;ois&lt;/a&gt; Faure, Benjamin Gilles, Guillaume Bousquet, Dinesh K. Pai&lt;p&gt;A new method to simulate deformable objects with heterogeneous material properties and complex geometries is presented. Given a volumetric map of the material properties and an arbitrary number of control nodes, a distribution of the nodes is computed automatically, as well as the associated shape functions. Reference frames attached to the nodes are used to apply skeleton subspace deformation across the volume of the objects. A continuum mechanics formulation is derived from the displacements and the material properties. We introduce novel material-aware shape functions in place of the traditional radial basis functions used in meshless frameworks. In contrast with previous approaches, these allow coarse deformation functions to efficiently resolve non-uniform stiffnesses.&lt;p&gt;&lt;br&gt;Leveraging motion capture and 3D scanning for high-fidelity facial performance acquisition&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964969"&gt;http://portal.acm.org/citation.cfm?id=1964969&lt;/a&gt;&lt;br&gt;Haoda Huang, Jinxiang Chai, Xin Tong, Hsiang-Tao Wu&lt;p&gt;This paper introduces a new approach for acquiring high-fidelity 3D facial performances with realistic dynamic wrinkles and fine-scale facial details. Our approach leverages state-of-the-art motion capture technology and advanced 3D scanning technology for facial performance acquisition. We start the process by recording 3D facial performances of an actor using a marker-based motion capture system and perform facial analysis on the captured data, thereby determining a minimal set of face scans required for accurate facial reconstruction. We introduce a two-step registration process to efficiently build dense consistent surface correspondences across all the face scans. We reconstruct high-fidelity 3D facial performances by combining motion capture data with the minimal set of face scans in the blendshape interpolation framework.&lt;p&gt;&lt;br&gt;High-quality passive facial performance capture using anchor frames&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964970"&gt;http://portal.acm.org/citation.cfm?id=1964970&lt;/a&gt;&lt;br&gt;Thabo Beeler, Fabian Hahn, Derek Bradley, Bernd Bickel, Paul Beardsley, Craig Gotsman, Robert W. Sumner, Markus Gross&lt;p&gt;We present a new technique for passive and markerless facial performance capture based on anchor frames. Our method starts with high resolution per-frame geometry acquisition using state-of-the-art stereo reconstruction, and proceeds to establish a single triangle mesh that is propagated through the entire performance. Leveraging the fact that facial performances often contain repetitive subsequences, we identify anchor frames as those which contain similar facial expressions to a manually chosen reference expression. Anchor frames are automatically computed over one or even multiple performances. We introduce a robust image-space tracking method that computes pixel matches directly from the reference frame to all anchor frames, and thereby to the remaining frames in the sequence via sequential matching.&lt;p&gt;&lt;br&gt;Interactive region-based linear 3D face models&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964971"&gt;http://portal.acm.org/citation.cfm?id=1964971&lt;/a&gt;&lt;br&gt;J. Rafael Tena, Fernando De la Torre, Iain Matthews&lt;p&gt;Linear models, particularly those based on principal component analysis (PCA), have been used successfully on a broad range of human face-related applications. Although PCA models achieve high compression, they have not been widely used for animation in a production environment because their bases lack a semantic interpretation. Their parameters are not an intuitive set for animators to work with. In this paper we present a linear face modelling approach that generalises to unseen data better than the traditional holistic approach while also allowing click-and-drag interaction for animation. Our model is composed of a collection of PCA sub-models that are independently trained but share boundaries.&lt;p&gt;&lt;br&gt;Realtime performance-based facial animation&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964972"&gt;http://portal.acm.org/citation.cfm?id=1964972&lt;/a&gt;&lt;br&gt;Thibaut Weise, Sofien Bouaziz, Hao Li, Mark Pauly&lt;p&gt;This paper presents a system for performance-based character animation that enables any user to control the facial expressions of a digital avatar in realtime. The user is recorded in a natural environment using a non-intrusive, commercially available 3D sensor. The simplicity of this acquisition device comes at the cost of high noise levels in the acquired data. To effectively map low-quality 2D images and 3D depth maps to realistic facial expressions, we introduce a novel face tracking algorithm that combines geometry and texture registration with pre-recorded animation priors in a single optimization. Formulated as a maximum a posteriori estimation in a reduced parameter space, our method implicitly exploits temporal coherence to stabilize the tracking.&lt;p&gt;&lt;br&gt;Bounded biharmonic weights for real-time deformation&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964973"&gt;http://portal.acm.org/citation.cfm?id=1964973&lt;/a&gt;&lt;br&gt;Alec Jacobson, Ilya Baran, Jovan Popovi&amp;amp;#263;, Olga Sorkine&lt;p&gt;Object deformation with linear blending dominates practical use as the fastest approach for transforming raster images, vector graphics, geometric models and animated characters. Unfortunately, linear blending schemes for skeletons or cages are not always easy to use because they may require manual weight painting or modeling closed polyhedral envelopes around objects. Our goal is to make the design and control of deformations simpler by allowing the user to work freely with the most convenient combination of handle types. We develop linear blending weights that produce smooth and intuitive deformations for points, bones and cages of arbitrary topology. Our weights, called bounded biharmonic weights, minimize the Laplacian energy subject to bound constraints.&lt;p&gt;&lt;br&gt;Blended intrinsic maps&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964974"&gt;http://portal.acm.org/citation.cfm?id=1964974&lt;/a&gt;&lt;br&gt;Vladimir G. Kim, Yaron Lipman, Thomas Funkhouser&lt;p&gt;This paper describes a fully automatic pipeline for finding an intrinsic map between two non-isometric, genus zero surfaces. Our approach is based on the observation that efficient methods exist to search for nearly isometric maps (e.g., M&amp;amp;#246;bius Voting or Heat Kernel Maps), but no single solution found with these methods provides low-distortion everywhere for pairs of surfaces differing by large deformations. To address this problem, we suggest using a weighted combination of these maps to produce a &amp;quot;blended map.&amp;quot; This approach enables algorithms that leverage efficient search procedures, yet can provide the flexibility to handle large deformations. The main challenges of this approach lie in finding a set of candidate maps {mi} and their associated blending weights {bi(p)} for every point p on the surface.&lt;p&gt;&lt;br&gt;Photo-inspired model-driven 3D object modeling&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964975"&gt;http://portal.acm.org/citation.cfm?id=1964975&lt;/a&gt;&lt;br&gt;Kai Xu, Hanlin Zheng, Hao Zhang, Daniel Cohen-Or, Ligang Liu, Yueshan Xiong&lt;p&gt;We introduce an algorithm for 3D object modeling where the user draws creative inspiration from an object captured in a single photograph. Our method leverages the rich source of photographs for creative 3D modeling. However, with only a photo as a guide, creating a 3D model from scratch is a daunting task. We support the modeling process by utilizing an available set of 3D candidate models. Specifically, the user creates a digital 3D model as a geometric variation from a 3D candidate. Our modeling technique consists of two major steps. The first step is a user-guided image-space object segmentation to reveal the structure of the photographed object.&lt;p&gt;&lt;br&gt;Two-scale particle simulation&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964976"&gt;http://portal.acm.org/citation.cfm?id=1964976&lt;/a&gt;&lt;br&gt;Barbara Solenthaler, Markus Gross&lt;p&gt;We propose a two-scale method for particle-based fluids that allocates computing resources to regions of the fluid where complex flow behavior emerges. Our method uses a low- and a high-resolution simulation that run at the same time. While in the coarse simulation the whole fluid is represented by large particles, the fine level simulates only a subset of the fluid with small particles. The subset can be arbitrarily defined and also dynamically change over time to capture complex flows and small-scale surface details. The low- and high-resolution simulations are coupled by including feedback forces and defining appropriate boundary conditions. Our method offers the benefit that particles are of the same size within each simulation level.&lt;p&gt;&lt;br&gt;Real-time Eulerian water simulation using a restricted tall cell grid&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964977"&gt;http://portal.acm.org/citation.cfm?id=1964977&lt;/a&gt;&lt;br&gt;Nuttapong Chentanez, Matthias M&amp;amp;#252;ller&lt;p&gt;We present a new Eulerian fluid simulation method, which allows real-time simulations of large scale three dimensional liquids. Such scenarios have hitherto been restricted to the domain of off-line computation. To reduce computation time we use a hybrid grid representation composed of regular cubic cells on top of a layer of tall cells. With this layout water above an arbitrary terrain can be represented without consuming an excessive amount of memory and compute power, while focusing effort on the area near the surface where it most matters. Additionally, we optimized the grid representation for a GPU implementation of the fluid solver.&lt;p&gt;&lt;br&gt;Guide shapes for high resolution naturalistic liquid simulation&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964978"&gt;http://portal.acm.org/citation.cfm?id=1964978&lt;/a&gt;&lt;br&gt;Michael B. Nielsen, Robert Bridson&lt;p&gt;Art direction of high resolution naturalistic liquid simulations is notoriously hard, due to both the chaotic nature of the physics and the computational resources required. Resimulating a scene at higher resolution often produces very different results, and is too expensive to allow many design cycles. We present a method of constraining or guiding a high resolution liquid simulation to stay close to a finalized low resolution version (either simulated or directly animated), restricting the solve to a thin outer shell of liquid around a guide shape. Our method is generally faster than an unconstrained simulation and can be integrated with a standard fluid simulator.&lt;p&gt;&lt;br&gt;Animating fire with sound&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964979"&gt;http://portal.acm.org/citation.cfm?id=1964979&lt;/a&gt;&lt;br&gt;Jeffrey N. Chadwick, Doug L. James&lt;p&gt;We propose a practical method for synthesizing plausible fire sounds that are synchronized with physically based fire animations. To enable synthesis of combustion sounds without incurring the cost of time-stepping fluid simulations at audio rates, we decompose our synthesis procedure into two components. First, a low-frequency flame sound is synthesized using a physically based combustion sound model driven with data from a visual flame simulation run at a relatively low temporal sampling rate. Second, we propose two bandwidth extension methods for synthesizing additional high-frequency flame sound content: (1) spectral bandwidth extension which synthesizes higher-frequency noise matching combustion sound spectra from theory and experiment; and (2) data-driven texture synthesis to synthesize high-frequency content based on input flame sound recordings.&lt;p&gt;&lt;br&gt;Converting 3D furniture models to fabricatable parts and connectors&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964980"&gt;http://portal.acm.org/citation.cfm?id=1964980&lt;/a&gt;&lt;br&gt;Manfred Lau, Akira Ohgawara, Jun Mitani, Takeo Igarashi&lt;p&gt;Although there is an abundance of 3D models available, most of them exist only in virtual simulation and are not immediately usable as physical objects in the real world. We solve the problem of taking as input a 3D model of a man-made object, and automatically generating the parts and connectors needed to build the corresponding physical object. We focus on furniture models, and we define formal grammars for IKEA cabinets and tables. We perform lexical analysis to identify the primitive parts of the 3D model. Structural analysis then gives structural information to these parts, and generates the connectors (i.e. nails, screws) needed to attach the parts together.&lt;p&gt;&lt;br&gt;Make it home: automatic optimization of furniture arrangement&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964981Lap-Fai"&gt;http://portal.acm.org/citation.cfm?id=1964981&lt;br&gt;Lap-Fai&lt;/a&gt; Yu, Sai-Kit Yeung, Chi-Keung Tang, Demetri Terzopoulos, Tony F. Chan, Stanley J. Osher&lt;p&gt;We present a system that automatically synthesizes indoor scenes realistically populated by a variety of furniture objects. Given examples of sensibly furnished indoor scenes, our system extracts, in advance, hierarchical and spatial relationships for various furniture objects, encoding them into priors associated with ergonomic factors, such as visibility and accessibility, which are assembled into a cost function whose optimization yields realistic furniture arrangements. To deal with the prohibitively large search space, the cost function is optimized by simulated annealing using a Metropolis-Hastings state search step.&lt;p&gt;&lt;br&gt;Interactive furniture layout using interior design guidelines&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964982"&gt;http://portal.acm.org/citation.cfm?id=1964982&lt;/a&gt;&lt;br&gt;Paul Merrell, Eric Schkufza, Zeyang Li, Maneesh Agrawala, Vladlen Koltun&lt;p&gt;We present an interactive furniture layout system that assists users by suggesting furniture arrangements that are based on interior design guidelines. Our system incorporates the layout guidelines as terms in a density function and generates layout suggestions by rapidly sampling the density function using a hardware-accelerated Monte Carlo sampler. Our results demonstrate that the suggestion generation functionality measurably increases the quality of furniture arrangements produced by participants with no prior training in interior design.&lt;p&gt;&lt;br&gt;Scalable and coherent video resizing with per-frame optimization&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964983Yu-Shuen"&gt;http://portal.acm.org/citation.cfm?id=1964983&lt;br&gt;Yu-Shuen&lt;/a&gt; Wang, Jen-Hung Hsiao, Olga Sorkine, Tong-Yee Lee&lt;p&gt;The key to high-quality video resizing is preserving the shape and motion of visually salient objects while remaining temporally-coherent. These spatial and temporal requirements are difficult to reconcile, typically leading existing video retargeting methods to sacrifice one of them and causing distortion or waving artifacts. Recent work enforces temporal coherence of content-aware video warping by solving a global optimization problem over the entire video cube. This significantly improves the results but does not scale well with the resolution and length of the input video and quickly becomes intractable. We propose a new method that solves the scalability problem without compromising the resizing quality.&lt;p&gt;&lt;br&gt;Tonal stabilization of video&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964984"&gt;http://portal.acm.org/citation.cfm?id=1964984&lt;/a&gt;&lt;br&gt;Zeev Farbman, Dani Lischinski&lt;p&gt;This paper presents a method for reducing undesirable tonal fluctuations in video: minute changes in tonal characteristics, such as exposure, color temperature, brightness and contrast in a sequence of frames, which are easily noticeable when the sequence is viewed. These fluctuations are typically caused by the camera&amp;#39;s automatic adjustment of its tonal settings while shooting. Our approach operates on a continuous video shot by first designating one or more frames as anchors. We then tonally align a sequence of frames with each anchor: for each frame, we compute an adjustment map that indicates how each of its pixels should be modified in order to appear as if it was captured with the tonal settings of the anchor.&lt;p&gt;&lt;br&gt;Sensitive couture for interactive garment modeling and editing&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964985"&gt;http://portal.acm.org/citation.cfm?id=1964985&lt;/a&gt;&lt;br&gt;Nobuyuki Umetani, Danny M. Kaufman, Takeo Igarashi, Eitan Grinspun&lt;p&gt;We present a novel interactive tool for garment design that enables, for the first time, interactive bidirectional editing between 2D patterns and 3D high-fidelity simulated draped forms. This provides a continuous, interactive, and natural design modality in which 2D and 3D representations are simultaneously visible and seamlessly maintain correspondence. Artists can now interactively edit 2D pattern designs and immediately obtain stable accurate feedback online, thus enabling rapid prototyping and an intuitive understanding of complex drape form.&lt;p&gt;&lt;br&gt;Real-time large-deformation substructuring&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964986"&gt;http://portal.acm.org/citation.cfm?id=1964986&lt;/a&gt;&lt;br&gt;Jernej Barbi&amp;amp;#269;, Yili Zhao&lt;p&gt;This paper shows a method to extend 3D nonlinear elasticity model reduction to open-loop multi-level reduced deformable structures. Given a volumetric mesh, we decompose the mesh into several subdomains, build a reduced deformable model for each domain, and connect the domains using inertia coupling. This makes model reduction deformable simulations much more versatile: localized deformations can be supported without prohibitive computational costs, parts can be re-used and precomputation times shortened. Our method does not use constraints, and can handle large domain rigid body motion in addition to large deformations, due to our derivation of the gradient and Hessian of the rotation matrix in polar decomposition.&lt;p&gt;&lt;br&gt;Solid simulation with oriented particles&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964987"&gt;http://portal.acm.org/citation.cfm?id=1964987&lt;/a&gt;&lt;br&gt;Matthias M&amp;amp;#252;ller, Nuttapong Chentanez&lt;p&gt;We propose a new fast and robust method to simulate various types of solid including rigid, plastic and soft bodies as well as one, two and three dimensional structures such as ropes, cloth and volumetric objects. The underlying idea is to use oriented particles that store rotation and spin, along with the usual linear attributes, i.e. position and velocity. This additional information adds substantially to traditional particle methods. First, particles can be represented by anisotropic shapes such as ellipsoids, which approximate surfaces more accurately than spheres. Second, shape matching becomes robust for sparse structures such as chains of particles or even single particles because the undefined degrees of freedom are captured in the rotational states of the particles.&lt;p&gt;&lt;br&gt;Physics-inspired upsampling for cloth simulation in games&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964988"&gt;http://portal.acm.org/citation.cfm?id=1964988&lt;/a&gt;&lt;br&gt;Ladislav Kavan, Dan Gerszewski, Adam W. Bargteil, Peter-Pike Sloan&lt;p&gt;We propose a method for learning linear upsampling operators for physically-based cloth simulation, allowing us to enrich coarse meshes with mid-scale details in minimal time and memory budgets, as required in computer games. In contrast to classical subdivision schemes, our operators adapt to a specific context (e.g. a flag flapping in the wind or a skirt worn by a character), which allows them to achieve higher detail. Our method starts by pre-computing a pair of coarse and fine training simulations aligned with tracking constraints using harmonic test functions. Next, we train the upsampling operators with a new regularization method that enables us to learn mid-scale details without overfitting.&lt;p&gt;&lt;br&gt;Computational stereo camera system with programmable control loop&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964989"&gt;http://portal.acm.org/citation.cfm?id=1964989&lt;/a&gt;&lt;br&gt;Simon Heinzle, Pierre Greisen, David Gallup, Christine Chen, Daniel Saner, Aljoscha Smolic, Andreas Burg, Wojciech Matusik, Markus Gross&lt;p&gt;Stereoscopic 3D has gained significant importance in the entertainment industry. However, production of high quality stereoscopic content is still a challenging art that requires mastering the complex interplay of human perception, 3D display properties, and artistic intent. In this paper, we present a computational stereo camera system that closes the control loop from capture and analysis to automatic adjustment of physical parameters. Intuitive interaction metaphors are developed that replace cumbersome handling of rig parameters using a touch screen interface with 3D visualization. Our system is designed to make stereoscopic 3D production as easy, intuitive, flexible, and reliable as possible. Captured signals are processed and analyzed in real-time on a stream processor.&lt;p&gt;&lt;br&gt;Layered 3D: tomographic image synthesis for attenuation-based light field and high dynamic range displays&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964990"&gt;http://portal.acm.org/citation.cfm?id=1964990&lt;/a&gt;&lt;br&gt;Gordon Wetzstein, Douglas Lanman, Wolfgang Heidrich, Ramesh Raskar&lt;p&gt;We develop tomographic techniques for image synthesis on displays composed of compact volumes of light-attenuating material. Such volumetric attenuators recreate a 4D light field or high-contrast 2D image when illuminated by a uniform backlight. Since arbitrary oblique views may be inconsistent with any single attenuator, iterative tomographic reconstruction minimizes the difference between the emitted and target light fields, subject to physical constraints on attenuation. As multi-layer generalizations of conventional parallax barriers, such displays are shown, both by theory and experiment, to exceed the performance of existing dual-layer architectures. For 3D display, spatial resolution, depth of field, and brightness are increased, compared to parallax barriers.&lt;p&gt;&lt;br&gt;A perceptual model for disparity&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964991"&gt;http://portal.acm.org/citation.cfm?id=1964991&lt;/a&gt;&lt;br&gt;Piotr Didyk, Tobias Ritschel, Elmar Eisemann, Karol Myszkowski, Hans-Peter Seidel&lt;p&gt;Binocular disparity is an important cue for the human visual system to recognize spatial layout, both in reality and simulated virtual worlds. This paper introduces a perceptual model of disparity for computer graphics that is used to define a metric to compare a stereo image to an alternative stereo image and to estimate the magnitude of the perceived disparity change. Our model can be used to assess the effect of disparity to control the level of undesirable distortions or enhancements (introduced on purpose). A number of psycho-visual experiments are conducted to quantify the mutual effect of disparity magnitude and frequency to derive the model.&lt;p&gt;&lt;br&gt;Making burr puzzles from 3D models&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964992"&gt;http://portal.acm.org/citation.cfm?id=1964992&lt;/a&gt;&lt;br&gt;Shiqing Xin, Chi-Fu Lai, Chi-Wing Fu, Tien-Tsin Wong, Ying He, Daniel Cohen-Or&lt;p&gt;A 3D burr puzzle is a 3D model that consists of interlocking pieces with a single-key property. That is, when the puzzle is assembled, all the pieces are notched except one single key component which remains mobile. The intriguing property of the assembled burr puzzle is that it is stable, perfectly interlocked, without glue or screws, etc. Moreover, a burr puzzle consisting of a small number of pieces is still rather difficult to solve since the assembly must follow certain orders while the combinatorial complexity of the puzzle&amp;#39;s piece arrangements is extremely high. In this paper, we generalize the 6-piece orthogonal burr puzzle (a knot) to design and model burr puzzles from 3D models.&lt;p&gt;&lt;br&gt;A geometric study of v-style pop-ups: theories and algorithms&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964993Xian-Ying"&gt;http://portal.acm.org/citation.cfm?id=1964993&lt;br&gt;Xian-Ying&lt;/a&gt; Li, Tao Ju, Yan Gu, Shi-Min Hu&lt;p&gt;Pop-up books are a fascinating form of paper art with intriguing geometric properties. In this paper, we present a systematic study of a simple but common class of pop-ups consisting of patches falling into four parallel groups, which we call v-style pop-ups. We give sufficient conditions for a v-style paper structure to be pop-uppable. That is, it can be closed flat while maintaining the rigidity of the patches, the closing and opening do not need extra force besides holding two patches and are free of intersections, and the closed paper is contained within the page border. These conditions allow us to identify novel mechanisms for making pop-ups.&lt;p&gt;&lt;br&gt;Depixelizing pixel art&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964994"&gt;http://portal.acm.org/citation.cfm?id=1964994&lt;/a&gt;&lt;br&gt;Johannes Kopf, Dani Lischinski&lt;p&gt;We describe a novel algorithm for extracting a resolution-independent vector representation from pixel art images, which enables magnifying the results by an arbitrary amount without image degradation. Our algorithm resolves pixel-scale features in the input and converts them into regions with smoothly varying shading that are crisply separated by piecewise-smooth contour curves. In the original image, pixels are represented on a square pixel lattice, where diagonal neighbors are only connected through a single point. This causes thin features to become visually disconnected under magnification by conventional means, and creates ambiguities in the connectedness and separation of diagonal neighbors. The key to our algorithm is in resolving these ambiguities.&lt;p&gt;&lt;br&gt;Digital micrography&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964995"&gt;http://portal.acm.org/citation.cfm?id=1964995&lt;/a&gt;&lt;br&gt;Ron Maharik, Mikhail Bessmeltsev, Alla Sheffer, Ariel Shamir, Nathan Carr&lt;p&gt;We present an algorithm for creating digital micrography images, or micrograms, a special type of calligrams created from minuscule text. These attractive text-art works successfully combine beautiful images with readable meaningful text. Traditional micrograms are created by highly skilled artists and involve a huge amount of tedious manual work. We aim to simplify this process by providing a computerized digital micrography design tool. The main challenge in creating digital micrograms is designing textual layouts that simultaneously convey the input image, are readable and appealing. To generate such layout we use the streamlines of singularity free, low curvature, smooth vector fields, especially designed for our needs.&lt;p&gt;&lt;br&gt;Circular arc structures&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964996"&gt;http://portal.acm.org/citation.cfm?id=1964996&lt;/a&gt;&lt;br&gt;Pengbo Bo, Helmut Pottmann, Martin Kilian, Wenping Wang, Johannes Wallner&lt;p&gt;The most important guiding principle in computational methods for freeform architecture is the balance between cost efficiency on the one hand, and adherence to the design intent on the other. Key issues are the simplicity of supporting and connecting elements as well as repetition of costly parts. This paper proposes so-called circular arc structures as a means to faithfully realize freeform designs without giving up smooth appearance. In contrast to non-smooth meshes with straight edges where geometric complexity is concentrated in the nodes, we stay with smooth surfaces and rather distribute complexity in a uniform way by allowing edges in the shape of circular arcs.&lt;p&gt;&lt;br&gt;Discrete Laplacians on general polygonal meshes&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964997"&gt;http://portal.acm.org/citation.cfm?id=1964997&lt;/a&gt;&lt;br&gt;Marc Alexa, Max Wardetzky&lt;p&gt;While the theory and applications of discrete Laplacians on triangulated surfaces are well developed, far less is known about the general polygonal case. We present here a principled approach for constructing geometric discrete Laplacians on surfaces with arbitrary polygonal faces, encompassing non-planar and non-convex polygons. Our construction is guided by closely mimicking structural properties of the smooth Laplace--Beltrami operator. Among other features, our construction leads to an extension of the widely employed cotan formula from triangles to polygons.&lt;p&gt;&lt;br&gt;HOT: Hodge-optimized triangulations&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964998"&gt;http://portal.acm.org/citation.cfm?id=1964998&lt;/a&gt;&lt;br&gt;Patrick Mullen, Pooran Memari, Fernando de Goes, Mathieu Desbrun&lt;p&gt;We introduce Hodge-optimized triangulations (HOT), a family of well-shaped primal-dual pairs of complexes designed for fast and accurate computations in computer graphics. Previous work most commonly employs barycentric or circumcentric duals; while barycentric duals guarantee that the dual of each simplex lies within the simplex, circumcentric duals are often preferred due to the induced orthogonality between primal and dual complexes. We instead promote the use of weighted duals (&amp;quot;power diagrams&amp;quot;). They allow greater flexibility in the location of dual vertices while keeping primal-dual orthogonality, thus providing a valuable extension to the usual choices of dual by only adding one additional scalar per primal vertex.&lt;p&gt;&lt;br&gt;Spin transformations of discrete surfaces&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1964999"&gt;http://portal.acm.org/citation.cfm?id=1964999&lt;/a&gt;&lt;br&gt;Keenan Crane, Ulrich Pinkall, Peter Schr&amp;amp;#246;der&lt;p&gt;We introduce a new method for computing conformal transformations of triangle meshes in R3. Conformal maps are desirable in digital geometry processing because they do not exhibit shear, and therefore preserve texture fidelity as well as the quality of the mesh itself. Traditional discretizations consider maps into the complex plane, which are useful only for problems such as surface parameterization and planar shape deformation where the target surface is flat. We instead consider maps into the quaternions H, which allows us to work directly with surfaces sitting in R3. In particular, we introduce a quaternionic Dirac operator and use it to develop a novel integrability condition on conformal deformations.&lt;p&gt;&lt;br&gt;Nonlinear revision control for images&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1965000Hsiang-Ting"&gt;http://portal.acm.org/citation.cfm?id=1965000&lt;br&gt;Hsiang-Ting&lt;/a&gt; Chen, Li-Yi Wei, Chun-Fa Chang&lt;p&gt;Revision control is a vital component of digital project management and has been widely deployed for text files. Binary files, on the other hand, have received relatively less attention. This can be inconvenient for graphics applications that use a significant amount of binary data, such as images, videos, meshes, and animations. Existing strategies such as storing whole files for individual revisions or simple binary deltas could consume significant storage and obscure vital semantic information. We present a nonlinear revision control system for images, designed with the common digital editing and sketching workflows in mind. We use DAG (directed acyclic graph) as the core structure, with DAG nodes representing editing operations and DAG edges the corresponding spatial, temporal and semantic relationships.&lt;p&gt;&lt;br&gt;Clipless dual-space bounds for faster stochastic rasterization&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1965001"&gt;http://portal.acm.org/citation.cfm?id=1965001&lt;/a&gt;&lt;br&gt;Samuli Laine, Timo Aila, Tero Karras, Jaakko Lehtinen&lt;p&gt;We present a novel method for increasing the efficiency of stochastic rasterization of motion and defocus blur. Contrary to earlier approaches, our method is efficient even with the low sampling densities commonly encountered in realtime rendering, while allowing the use of arbitrary sampling patterns for maximal image quality. Our clipless dual-space formulation avoids problems with triangles that cross the camera plane during the shutter interval. The method is also simple to plug into existing rendering systems.&lt;p&gt;&lt;br&gt;Spark: modular, composable shaders for graphics hardware&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1965002"&gt;http://portal.acm.org/citation.cfm?id=1965002&lt;/a&gt;&lt;br&gt;Tim Foley, Pat Hanrahan&lt;p&gt;In creating complex real-time shaders, programmers should be able to decompose code into independent, localized modules of their choosing. Current real-time shading languages, however, enforce a fixed decomposition into per-pipeline-stage procedures. Program concerns at other scales -- including those that cross-cut multiple pipeline stages -- cannot be expressed as reusable modules. We present a shading language, Spark, and its implementation for modern graphics hardware that improves support for separation of concerns into modules. A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extended and composed using object-oriented inheritance.&lt;p&gt;&lt;br&gt;Physically-based real-time lens flare rendering&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1965003"&gt;http://portal.acm.org/citation.cfm?id=1965003&lt;/a&gt;&lt;br&gt;Matthias Hullin, Elmar Eisemann, Hans-Peter Seidel, Sungkil Lee&lt;p&gt;Lens flare is caused by light passing through a photographic lens system in an unintended way. Often considered a degrading artifact, it has become a crucial component for realistic imagery and an artistic means that can even lead to an increased perceived brightness. So far, only costly offline processes allowed for convincing simulations of the complex light interactions. In this paper, we present a novel method to interactively compute physically-plausible flare renderings for photographic lenses. The underlying model covers many components that are important for realism, such as imperfections, chromatic and geometric lens aberrations, and antireflective lens coatings. 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Mccandless&lt;p&gt;&lt;br&gt;Introduction&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=2003852"&gt;http://portal.acm.org/citation.cfm?id=2003852&lt;/a&gt;&lt;br&gt;Jeffrey Mccandless&lt;p&gt;&lt;br&gt;Situated cognitive engineering for crew support in space&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=2003853"&gt;http://portal.acm.org/citation.cfm?id=2003853&lt;/a&gt;&lt;br&gt;Mark A. Neerincx&lt;p&gt;Space crews are in need for excellent cognitive support to perform nominal and off-nominal actions. This paper presents a coherent cognitive engineering methodology for the design of such support, which may be used to establish adequate usability, context-specific support that is integrated into astronaut&amp;#39;s task performance and/or electronic partners who enhance human---machine team&amp;#39;s resilience. It comprises (a) usability guidelines, measures and methods, (b) a general process guide that integrates task procedure design into user interface design and a software framework to implement such support and (c) theories, methods and tools to analyse, model and test future human---machine collaborations in space.&lt;p&gt;&lt;br&gt;A study on PDAs for onboard applications and technologies and methodologies&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=2003849Jes&amp;amp;#250;s"&gt;http://portal.acm.org/citation.cfm?id=2003849&lt;br&gt;Jes&amp;amp;#250;s&lt;/a&gt; Quirce Garc&amp;amp;#237;a&lt;p&gt;In 2005, the European Space Agency carried out a study intended to clarify the use of PDAs for onboard space operations. Being this a rather new application domain due to the introduction of uncommon technology onboard, a need for feasibility clarification was perceived. The study narrowed its unbounded technological dimension by focusing on Java technologies. Furthermore, at a software engineering level an &amp;quot;agile&amp;quot; approach was chosen for evaluation because of the high degree of user interaction and their ability to cope with general requirement changes like those resulting from the uncertainty about the actual features and quality of specific PDA platforms and COTS.&lt;p&gt;&lt;br&gt;The challenges and opportunities of designing pervasive systems for deep-space colonies&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=2003846"&gt;http://portal.acm.org/citation.cfm?id=2003846&lt;/a&gt;&lt;br&gt;Vassilis Kostakos&lt;p&gt;&lt;br&gt;Space extreme design&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=2003850"&gt;http://portal.acm.org/citation.cfm?id=2003850&lt;/a&gt;&lt;br&gt;Irene Lia Schlacht&lt;p&gt;This paper is an introduction to the following five articles, that have been conceived together as one chapter on habitability consideration for outer space habitations. Those contributions are made from authors in different fields, cultures and countries working with the Extreme-Design.eu research group. Projects, theories and requirements are referred to the context of outer space habitats, where for the love of knowledge, human beings are living under extreme condition. The group purpose is to apply holistic approach (using both scientific and humanity discipines) towards space habitat design to support human cultural experience and improve technical reliability. Space Anthropology, Space Design, Space Art and Space Psychology are the established disciplines here considered to have a bearing on astronaut reliability.&lt;p&gt;&lt;br&gt;Space anthropology: physical and cultural adaptation in outer space&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=2003851"&gt;http://portal.acm.org/citation.cfm?id=2003851&lt;/a&gt;&lt;br&gt;Melchiorre Masali, Marinella Ferrino, Monica Argenta, Franca Ligabue Stricker&lt;p&gt;Humans are the product of biologic and cultural adaptation to our Planet achieved over million years of Primates and Hominids species evolution which has led us to a specific development of intelligence, speech, and manual capability. Interface usability mainly depends on human characteristics that are also modified by variations in the environment. In outer space, body shapes may be different, things may not be in the expected place and models of conventional social relationships may be hardly transferred to prolonged missions. The process known as exaptation, according to which traits developed by a species as a response to a specific need are later &amp;quot;recycled&amp;quot; with new functions in a different environment, will be considered.&lt;p&gt;&lt;br&gt;Space design&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=2003855"&gt;http://portal.acm.org/citation.cfm?id=2003855&lt;/a&gt;&lt;br&gt;Irene Lia Schlacht, Henrik Birke&lt;p&gt;Space stations, Moon bases and Mars bases are artificial habitats intended to support human life in extreme conditions. Their purpose is to pursue human progress and to gain knowledge and experience of the environment surrounding our planet. This research focuses on visual investigation in order to improve interface design in space habitat interiors. The subject of this article is why the visual interface (as created through color, light, and artistic and natural visual inputs) is to be considered as fundamental for user reliability in isolated space habitats. The aim is to improve the quality of living conditions in today&amp;#39;s International Space Station (ISS) and in future long-term missions to Mars but also in more immediate prospects such as Space tourism.&lt;p&gt;&lt;br&gt;Space art: aesthetics design as psychological support&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=2003848"&gt;http://portal.acm.org/citation.cfm?id=2003848&lt;/a&gt;&lt;br&gt;Ayako Ono, Irene Lia Schlacht&lt;p&gt;The purpose of this article is to explore the possibilities of art and design in the context of space development. The focus is the effects of arts on feelings, how to enjoy arts as a creator (Ono expressed together with &amp;quot;Art for psychological support&amp;quot;, the paper presented at European Space Agency (ESA), Tools for psychological support during exploration missions to Mars and Moon, Noordwijk, The Netherlands, 2007), supporting the idea of Joseph Beuys that &amp;quot;every human being is an artist&amp;quot; (Art into society, society into art. First published in English in Caroline Tisdall, ICA, London, p 48, 1973). Expression with arts is helpful to find our real selves.&lt;p&gt;&lt;br&gt;Space psychology: natural elements in habitation design&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=2003856"&gt;http://portal.acm.org/citation.cfm?id=2003856&lt;/a&gt;&lt;br&gt;Scott C. Bates, Joshua Marquit&lt;p&gt;&lt;br&gt;Space extreme design: conclusion and acknowledgements&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=2003854"&gt;http://portal.acm.org/citation.cfm?id=2003854&lt;/a&gt;&lt;br&gt;Irene Lia Schlacht&lt;p&gt;&lt;br&gt;Brain---computer interfaces for space applications&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=2003847"&gt;http://portal.acm.org/citation.cfm?id=2003847&lt;/a&gt;&lt;br&gt;Cristina Negueruela, Michael Broschart, Carlo Menon, Jos&amp;amp;#233; R. Mill&amp;amp;#225;n&lt;p&gt;Recent experiments have shown the possibility to use the brain electrical activity to directly control the movement of robots. Such a kind of brain---computer interface is a natural way to augment human capabilities by providing a new interaction link with the outside world and is particularly relevant as an aid for paralysed humans, although it also opens up new possibilities in human---robot interaction for able-bodied people. One of these new fields of application is the use of brain---computer interfaces in the space environment, where astronauts are subject to extreme conditions and could greatly benefit from direct mental teleoperation of external semi-automatic manipulators--for instance, mental commands could be sent without any output/latency delays, as it is the case for manual control in microgravity conditions.&lt;p&gt;&lt;br&gt;The interior spatial environment: dynamic 0g environments and human places&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=2003845"&gt;http://portal.acm.org/citation.cfm?id=2003845&lt;/a&gt;&lt;br&gt;Tiiu Poldma&lt;p&gt;In outer space, human experiences interject with technology in ways not experienced on Earth. We will examine the human aspects of living both on Earth and in the interior 0g environment, how technology interacts with astronauts, and how the design of the interior environments in outer space considers the interaction of technology and humanity from an astronaut&amp;#39;s perspective. These issues are explored with Marc Garneau, the first Canadian astronaut in outer space, and Travis Baldwin, 0g environment designer, who has worked with astronauts in the USA. Both discuss the complexity of living in space and how the ways that we live on Earth in terms of interior spatial environment characteristics might be interesting to consider.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-1882247941953568531?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/1882247941953568531/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=1882247941953568531' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/1882247941953568531'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/1882247941953568531'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/07/toc-service-personal-and-ubiquitous.html' title='TOC Service - Personal and Ubiquitous Computing'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-6370864976572567024</id><published>2011-06-28T18:02:00.001-04:00</published><updated>2011-06-28T18:02:57.623-04:00</updated><title type='text'>TOC Service - ACM Transactions on Computer-Human Interaction (TOCHI)</title><content type='html'>You have received this message because you subscribed to the ACM Transactions on Computer-Human Interaction (TOCHI) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J756.xml"&gt;http://rss.acm.org/dl/J756.xml&lt;/a&gt;&lt;p&gt;ACM Transactions on Computer-Human Interaction (TOCHI) Volume 18 Issue 2, June 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1970378"&gt;http://portal.acm.org/citation.cfm?id=1970378&lt;/a&gt;&lt;p&gt;&lt;br&gt;Towards a framework of publics: Re-encountering media sharing and its user&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1970379"&gt;http://portal.acm.org/citation.cfm?id=1970379&lt;/a&gt;&lt;br&gt;Silvia Lindtner, Judy Chen, Gillian R. Hayes, Paul Dourish&lt;p&gt;Design and evaluation of user-generated media production and sharing in Human-Computer Interaction (HCI) often focus on formal and informal media sharing, such as communication within social networks, automatic notifications of activities, and the exchange of digital artifacts. However, conceptual tools for understanding how people relate to the audiences they reach through these systems are limited. The increasing interest in user-generated content in HCI demands the infusion of new methods and theories that explicitly engage the construction and use of media within and among large groups of individuals and systems. In this paper, we suggest that the notion of &amp;amp;#8220;publics,&amp;amp;#8221; drawn from media theory, provides useful insights into user-driven, social, and cultural forms of technology use and digital content creation.&lt;p&gt;&lt;br&gt;Design and evaluation of a command recommendation system for software applications&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1970380"&gt;http://portal.acm.org/citation.cfm?id=1970380&lt;/a&gt;&lt;br&gt;Wei Li, Justin Matejka, Tovi Grossman, Joseph A. Konstan, George Fitzmaurice&lt;p&gt;We examine the use of modern recommender system technology to aid command awareness in complex software applications. We first describe our adaptation of traditional recommender system algorithms to meet the unique requirements presented by the domain of software commands. A user study showed that our item-based collaborative filtering algorithm generates 2.1 times as many good suggestions as existing techniques. Motivated by these positive results, we propose a design space framework and its associated algorithms to support both global and contextual recommendations. To evaluate the algorithms, we developed the CommunityCommands plug-in for AutoCAD. This plug-in enabled us to perform a 6-week user study of real-time, within-application command recommendations in actual working environments.&lt;p&gt;&lt;br&gt;Measuring multitasking behavior with activity-based metrics&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1970381"&gt;http://portal.acm.org/citation.cfm?id=1970381&lt;/a&gt;&lt;br&gt;Raquel Benbunan-Fich, Rachel F. Adler, Tamilla Mavlanova&lt;p&gt;Multitasking is the result of time allocation decisions made by individuals faced with multiple tasks. Multitasking research is important in order to improve the design of systems and applications. Since people typically use computers to perform multiple tasks at the same time, insights into this type of behavior can help develop better systems and ideal types of computer environments for modern multitasking users. In this paper, we define multitasking based on the principles of task independence and performance concurrency and develop a set of metrics for computer-based multitasking. The theoretical foundation of this metric development effort stems from an application of key principles of Activity Theory and a systematic analysis of computer usage from the perspective of the user, the task and the technology.&lt;p&gt;&lt;br&gt;Improving performance, perceived usability, and aesthetics with culturally adaptive user interfaces&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1970382"&gt;http://portal.acm.org/citation.cfm?id=1970382&lt;/a&gt;&lt;br&gt;Katharina Reinecke, Abraham Bernstein&lt;p&gt;When we investigate the usability and aesthetics of user interfaces, we rarely take into account that what users perceive as beautiful and usable strongly depends on their cultural background. In this paper, we argue that it is not feasible to design one interface that appeals to all users of an increasingly global audience. Instead, we propose to design culturally adaptive systems, which automatically generate personalized interfaces that correspond to cultural preferences. In an evaluation of one such system, we demonstrate that a majority of international participants preferred their personalized versions over a nonadapted interface of the same Website. Results show that users were 22&amp;amp;percnt; faster using the culturally adapted interface, needed fewer clicks, and made fewer errors, in line with subjective results demonstrating that they found the adapted version significantly easier to use.&lt;p&gt;&lt;br&gt;The organization of home media&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1970383"&gt;http://portal.acm.org/citation.cfm?id=1970383&lt;/a&gt;&lt;br&gt;Robin Sease, David W. McDonald&lt;p&gt;The growing volume of digital music, photos and video challenges media management software and organizing schemes alike. Through 20 in situ, two hour interviews we explored the when, why and how of our participants&amp;#39; organizational schemes. We sought and studied significantly larger media collections than in previous studies. For these larger media collections some common assumptions like the distinction between popular and classical music collectors do not hold. Our analysis identifies organizing schemes commonly used on a day-to-day basis. We found that participants often rely on overrides or exceptions to their organizational schemes that they consider idiosyncrasies. However, our findings illustrate that those idiosyncratic behaviors are more common than participants believe.&lt;p&gt;&lt;br&gt;Walking improves your cognitive map in environments that are large-scale and large in extent&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1970384"&gt;http://portal.acm.org/citation.cfm?id=1970384&lt;/a&gt;&lt;br&gt;Roy A. Ruddle, Ekaterina Volkova, Heinrich H. B&amp;amp;#252;lthoff&lt;p&gt;This study investigated the effect of body-based information (proprioception, etc.) when participants navigated large-scale virtual marketplaces that were either small (Experiment 1) or large in extent (Experiment 2). Extent refers to the size of an environment, whereas scale refers to whether people have to travel through an environment to see the detail necessary for navigation. Each participant was provided with full body-based information (walking through the virtual marketplaces in a large tracking hall or on an omnidirectional treadmill), just the translational component of body-based information (walking on a linear treadmill, but turning with a joystick), just the rotational component (physically turning but using a joystick to translate) or no body-based information (joysticks to translate and rotate).&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-6370864976572567024?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/6370864976572567024/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=6370864976572567024' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/6370864976572567024'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/6370864976572567024'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/06/toc-service-acm-transactions-on.html' title='TOC Service - ACM Transactions on Computer-Human Interaction (TOCHI)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-3789090810227008891</id><published>2011-05-23T18:02:00.001-04:00</published><updated>2011-05-23T18:02:49.584-04:00</updated><title type='text'>TOC Service - ACM Transactions on Graphics (TOG)</title><content type='html'>You have received this message because you subscribed to the ACM Transactions on Graphics (TOG) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J778.xml"&gt;http://rss.acm.org/dl/J778.xml&lt;/a&gt;&lt;p&gt;ACM Transactions on Graphics (TOG) Volume 30 Issue 3, May 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1966394"&gt;http://portal.acm.org/citation.cfm?id=1966394&lt;/a&gt;&lt;p&gt;&lt;br&gt;Composite control of physically simulated characters&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1966395"&gt;http://portal.acm.org/citation.cfm?id=1966395&lt;/a&gt;&lt;br&gt;Uldarico Muico, Jovan Popovi&amp;amp;#263;, Zoran Popovi&amp;amp;#263;&lt;p&gt;A physics-based control system that tracks a single motion trajectory produces high-quality animations, but does not recover from large disturbances that require deviating from this tracked trajectory. In order to enhance the responsiveness of physically simulated characters, we introduce algorithms that construct composite controllers that track multiple trajectories in parallel instead of sequentially switching from one control to the other. The composite controllers can blend or transition between different path controllers at arbitrary times according to the current system state. As a result, a composite control system generates both high-quality animations and natural responses to certain disturbances. We demonstrate its potential for improving robustness in performing several locomotion tasks.&lt;p&gt;&lt;br&gt;Decoupled sampling for graphics pipelines&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1966396"&gt;http://portal.acm.org/citation.cfm?id=1966396&lt;/a&gt;&lt;br&gt;Jonathan Ragan-Kelley, Jaakko Lehtinen, Jiawen Chen, Michael Doggett, Fr&amp;amp;#233;do Durand&lt;p&gt;We propose a generalized approach to decoupling shading from visibility sampling in graphics pipelines, which we call decoupled sampling. Decoupled sampling enables stochastic supersampling of motion and defocus blur at reduced shading cost, as well as controllable or adaptive shading rates which trade off shading quality for performance. It can be thought of as a generalization of multisample antialiasing (MSAA) to support complex and dynamic mappings from visibility to shading samples, as introduced by motion and defocus blur and adaptive shading. It works by defining a many-to-one hash from visibility to shading samples, and using a buffer to memoize shading samples and exploit reuse across visibility samples.&lt;p&gt;&lt;br&gt;Motion reconstruction using sparse accelerometer data&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1966397"&gt;http://portal.acm.org/citation.cfm?id=1966397&lt;/a&gt;&lt;br&gt;Jochen Tautges, Arno Zinke, Bj&amp;amp;#246;rn Kr&amp;amp;#252;ger, Jan Baumann, Andreas Weber, Thomas Helten, Meinard M&amp;amp;#252;ller, Hans-Peter Seidel, Bernd Eberhardt&lt;p&gt;The development of methods and tools for the generation of visually appealing motion sequences using prerecorded motion capture data has become an important research area in computer animation. In particular, data-driven approaches have been used for reconstructing high-dimensional motion sequences from low-dimensional control signals. In this article, we contribute to this strand of research by introducing a novel framework for generating full-body animations controlled by only four 3D accelerometers that are attached to the extremities of a human actor. Our approach relies on a knowledge base that consists of a large number of motion clips obtained from marker-based motion capturing. Based on the sparse accelerometer input a cross-domain retrieval procedure is applied to build up a lazy neighborhood graph in an online fashion.&lt;p&gt;&lt;br&gt;Physically valid statistical models for human motion generation&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1966398"&gt;http://portal.acm.org/citation.cfm?id=1966398&lt;/a&gt;&lt;br&gt;Xiaolin Wei, Jianyuan Min, Jinxiang Chai&lt;p&gt;This article shows how statistical motion priors can be combined seamlessly with physical constraints for human motion modeling and generation. The key idea of the approach is to learn a nonlinear probabilistic force field function from prerecorded motion data with Gaussian processes and combine it with physical constraints in a probabilistic framework. In addition, we show how to effectively utilize the new model to generate a wide range of natural-looking motions that achieve the goals specified by users. Unlike previous statistical motion models, our model can generate physically realistic animations that react to external forces or changes in physical quantities of human bodies and interaction environments.&lt;p&gt;&lt;br&gt;Image-guided weathering: A new approach applied to flow phenomena&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1966399"&gt;http://portal.acm.org/citation.cfm?id=1966399&lt;/a&gt;&lt;br&gt;Carles Bosch, Pierre-Yves Laffont, Holly Rushmeier, Julie Dorsey, George Drettakis&lt;p&gt;The simulation of weathered appearance is essential in the realistic modeling of urban environments. A representative and particularly difficult effect to produce on a large scale is the effect of fluid flow. Changes in appearance due to flow are the result of both the global effect of large-scale shape, and local effects, such as the detailed roughness of a surface. With digital photography and Internet image collections, visual examples of flow effects are readily available. These images, however, mix the appearance of flows with the specific local context. We present a methodology to extract parameters and detail maps from existing imagery in a form that allows new target-specific flow effects to be produced, with natural variations in the effects as they are applied in different locations in a new scene.&lt;p&gt;&lt;br&gt;On the velocity of an implicit surface&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1966400"&gt;http://portal.acm.org/citation.cfm?id=1966400&lt;/a&gt;&lt;br&gt;Jos Stam, Ryan Schmidt&lt;p&gt;In this article we derive an equation for the velocity of an arbitrary time-evolving implicit surface. Strictly speaking, only the normal component of the velocity is unambiguously defined. This is because an implicit surface does not have a unique parametrization. However, by enforcing a constraint on the evolution of the normal field we obtain a unique tangential component. We apply our formulas to surface tracking and to the problem of computing velocity vectors of a motion blurred blobby surface. Other possible applications are mentioned at the end of the article.&lt;p&gt;&lt;br&gt;Antialiasing recovery&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1966401"&gt;http://portal.acm.org/citation.cfm?id=1966401&lt;/a&gt;&lt;br&gt;Lei Yang, Pedro V. Sander, Jason Lawrence, Hugues Hoppe&lt;p&gt;We present a method for restoring antialiased edges that are damaged by certain types of nonlinear image filters. This problem arises with many common operations such as intensity thresholding, tone mapping, gamma correction, histogram equalization, bilateral filters, unsharp masking, and certain nonphotorealistic filters. We present a simple algorithm that selectively adjusts the local gradients in affected regions of the filtered image so that they are consistent with those in the original image. Our algorithm is highly parallel and is therefore easily implemented on a GPU.&lt;p&gt;&lt;br&gt;Space-time planning with parameterized locomotion controllers&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1966402"&gt;http://portal.acm.org/citation.cfm?id=1966402&lt;/a&gt;&lt;br&gt;Sergey Levine, Yongjoon Lee, Vladlen Koltun, Zoran Popovi&amp;amp;#263;&lt;p&gt;We present a technique for efficiently synthesizing animations for characters traversing complex dynamic environments. Our method uses parameterized locomotion controllers that correspond to specific motion skills, such as jumping or obstacle avoidance. The controllers are created from motion capture data with reinforcement learning. A space-time planner determines the sequence in which controllers must be executed to reach a goal location, and admits a variety of cost functions to produce paths that exhibit different behaviors. By planning in space and time, the planner can discover paths through dynamically changing environments, even if no path exists in any static snapshot.&lt;p&gt;&lt;br&gt;Highlighted depth-of-field photography: Shining light on focus&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1966403"&gt;http://portal.acm.org/citation.cfm?id=1966403&lt;/a&gt;&lt;br&gt;Jaewon Kim, Roarke Horstmeyer, Ig-Jae Kim, Ramesh Raskar&lt;p&gt;We present a photographic method to enhance intensity differences between objects at varying distances from the focal plane. By combining a unique capture procedure with simple image processing techniques, the detected brightness of an object is decreased proportional to its degree of defocus. A camera-projector system casts distinct grid patterns onto a scene to generate a spatial distribution of point reflections. These point reflections relay a relative measure of defocus that is utilized in postprocessing to generate a highlighted DOF photograph. Trade-offs between three different projector-processing pairs are analyzed, and a model is developed to help describe a new intensity-dependent depth of field that is controlled by the pattern of illumination.&lt;p&gt;&lt;br&gt;Progressive photon mapping: A probabilistic approach&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1966404"&gt;http://portal.acm.org/citation.cfm?id=1966404&lt;/a&gt;&lt;br&gt;Claude Knaus, Matthias Zwicker&lt;p&gt;In this article we present a novel formulation of progressive photon mapping. Similar to the original progressive photon mapping algorithm, our approach is capable of computing global illumination solutions without bias in the limit, and it uses only a constant amount of memory. It produces high-quality results in situations that are difficult for most other algorithms, such as scenes with realistic light fixtures where the light sources are completely enclosed by refractive material. Our new formulation is based on a probabilistic derivation. The key property of our approach is that it does not require the maintenance of local photon statistics. In addition, our derivation allows for arbitrary kernels in the radiance estimate and includes stochastic ray tracing algorithms.&lt;p&gt;&lt;br&gt;Global registration of dynamic range scans for articulated model reconstruction&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1966405"&gt;http://portal.acm.org/citation.cfm?id=1966405&lt;/a&gt;&lt;br&gt;Will Chang, Matthias Zwicker&lt;p&gt;We present the articulated global registration algorithm to reconstruct articulated 3D models from dynamic range scan sequences. This new algorithm aligns multiple range scans simultaneously to reconstruct a full 3D model from the geometry of these scans. Unlike other methods, we express the surface motion in terms of a reduced deformable model and solve for joints and skinning weights. This allows a user to interactively manipulate the reconstructed 3D model to create new animations. We express the global registration as an optimization of both the alignment of the range scans and the articulated structure of the model. We employ a graph-based representation for the skinning weights that successfully handles difficult topological cases well.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-3789090810227008891?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/3789090810227008891/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=3789090810227008891' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/3789090810227008891'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/3789090810227008891'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/05/toc-service-acm-transactions-on_23.html' title='TOC Service - ACM Transactions on Graphics (TOG)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-882507429009083694</id><published>2011-05-13T18:01:00.001-04:00</published><updated>2011-05-13T18:01:37.846-04:00</updated><title type='text'>TOC Service - ACM SIGGRAPH Computer Graphics</title><content type='html'>You have received this message because you subscribed to the ACM SIGGRAPH Computer Graphics Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J166.xml"&gt;http://rss.acm.org/dl/J166.xml&lt;/a&gt;&lt;p&gt;ACM SIGGRAPH Computer Graphics Volume 45 Issue 1, February 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1982562"&gt;http://portal.acm.org/citation.cfm?id=1982562&lt;/a&gt;&lt;p&gt;&lt;br&gt;Coordination, collaboration and the impact of computer graphics&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1982564"&gt;http://portal.acm.org/citation.cfm?id=1982564&lt;/a&gt;&lt;br&gt;Hans Westman&lt;p&gt;2011 marks the tenth year I&amp;#39;ve been involved with SIGGRAPH (a relative new-be) primarily as a volunteer for the newsletter. The contributions comprised of both solicited and voluntarily submissions are what make the newsletter what it is, not only an exciting and informative array of articles, but a conduit for the exchange of ideas and collaborations around a common interest - computer graphics - in all its applicable nuances.&lt;p&gt;&lt;br&gt;Art + technology: the new frontier of creativity and innovation&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1982566"&gt;http://portal.acm.org/citation.cfm?id=1982566&lt;/a&gt;&lt;br&gt;Kim Chestney-Harvey&lt;p&gt;To some, the intersection between art and technology seems like an oxymoron. But to those who work with creative technology, it is the new frontier. For the past several decades, artists and technologists alike have been charting new horizons with the ever-evolving advances in both genres.&lt;p&gt;&lt;br&gt;An interactive, multi-modal workspace for physically based sound&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1982567"&gt;http://portal.acm.org/citation.cfm?id=1982567&lt;/a&gt;&lt;br&gt;Benjamin Schroeder&lt;p&gt;Physically based sound synthesis holds great promise for creating instruments that produce realistic sound but which can go beyond what is possible in the physical world.&lt;p&gt;&lt;br&gt;Preparing for a lunar impact&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1982569"&gt;http://portal.acm.org/citation.cfm?id=1982569&lt;/a&gt;&lt;br&gt;Ernie Wright&lt;p&gt;A two-ton Atlas Centaur rocket body, part of the Lunar Crater Observation and Sensing Satellite (LCROSS), struck the floor of Cabeus crater, near the south pole of the Moon, at 11:31 UT on October 9, 2009. The purpose of the crash was to create a plume of debris that could be examined for the presence of water and other chemicals in the lunar regolith. The effects of the impact were captured by sensors on board a shepherding satellite following four minutes behind the Centaur.&lt;p&gt;&lt;br&gt;ANIMIAMI Animation Festival and Conference&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1982571"&gt;http://portal.acm.org/citation.cfm?id=1982571&lt;/a&gt;&lt;br&gt;Mauricio Ferrazza&lt;p&gt;In its inaugural year, ANIMIAMI Animation Festival and Conference brought together 13 of the top animation experts who have worked on major motion pictures, video game animation and non-theatrical, commercial animation.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-882507429009083694?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/882507429009083694/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=882507429009083694' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/882507429009083694'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/882507429009083694'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/05/toc-service-acm-siggraph-computer.html' title='TOC Service - ACM SIGGRAPH Computer Graphics'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-3067829070427042212</id><published>2011-05-03T18:01:00.001-04:00</published><updated>2011-05-03T18:01:56.828-04:00</updated><title type='text'>TOC Service - interactions</title><content type='html'>You have received this message because you subscribed to the interactions Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J373.xml"&gt;http://rss.acm.org/dl/J373.xml&lt;/a&gt;&lt;p&gt;interactions Volume 18 Issue 3, May + June 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962438"&gt;http://portal.acm.org/citation.cfm?id=1962438&lt;/a&gt;&lt;p&gt;&lt;br&gt;WELCOME: Participation, technology and interaction design&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962439"&gt;http://portal.acm.org/citation.cfm?id=1962439&lt;/a&gt;&lt;br&gt;Ron Wakkary, Erik Stolterman&lt;p&gt;&lt;br&gt;Demo hour&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962441"&gt;http://portal.acm.org/citation.cfm?id=1962441&lt;/a&gt;&lt;br&gt;Michael Haller, Thomas Seifried, Stacey D. Scott, Florian Perteneder, Christian Rendl, Daisuke Sakamoto, Masahiko Inami, Pranav Mistry, Pattie Maes, Seth Hunter, David Merrill, Jeevan Kalanithi, Susanne Seitinger, Daniel M. Taub, Alex S. Taylor&lt;p&gt;&lt;br&gt;Killing off user-centered design&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962442"&gt;http://portal.acm.org/citation.cfm?id=1962442&lt;/a&gt;&lt;br&gt;John Zimmerman&lt;p&gt;&lt;br&gt;BETWEEN THE LINES: The social life of marginalia&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962443"&gt;http://portal.acm.org/citation.cfm?id=1962443&lt;/a&gt;&lt;br&gt;Liz Danzico&lt;p&gt;&lt;br&gt;Building outwards from sustainable HCI&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962444"&gt;http://portal.acm.org/citation.cfm?id=1962444&lt;/a&gt;&lt;br&gt;Elaine M. Huang&lt;p&gt;Sustainability in (Inter)Action provides a forum for innovative thought, design, and research in the area of interaction design and environmental sustainability. The column explores how HCI can contribute to the complex and interdisciplinary efforts to address sustainability challenges.&lt;p&gt;&lt;br&gt;An internet of things that do not exist&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962445"&gt;http://portal.acm.org/citation.cfm?id=1962445&lt;/a&gt;&lt;br&gt;Chris Speed&lt;p&gt;On Heritage aims to offer and promote a rich discussion at the intersection of art, performance, and culture that expands the boundaries of HCI while broadening our understanding of how things of the past come to matter in the present.&lt;p&gt;&lt;br&gt;IT in healthcare: a body of work&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962446"&gt;http://portal.acm.org/citation.cfm?id=1962446&lt;/a&gt;&lt;br&gt;Elizabeth D. Mynatt&lt;p&gt;This forum is dedicated to personal health in all its many facets: decision-making, goal setting, celebration, discovery, reflection, and coordination --- even entertainment. We&amp;#39;ll look at innovations in interactive technologies and how they help address current critical healthcare challenges.&lt;p&gt;&lt;br&gt;Technology and the human lifespan: learning from the bereaved&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962447"&gt;http://portal.acm.org/citation.cfm?id=1962447&lt;/a&gt;&lt;br&gt;Michael Massimi&lt;p&gt;&lt;br&gt;How high can expectations go?: practitioner issues and risks of interactive installations&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962448"&gt;http://portal.acm.org/citation.cfm?id=1962448&lt;/a&gt;&lt;br&gt;Pedro Campos, Miguel Campos, Joaquim Jorge&lt;p&gt;&lt;br&gt;Public policy and HCI in the U.S. context&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962449"&gt;http://portal.acm.org/citation.cfm?id=1962449&lt;/a&gt;&lt;br&gt;Jonathan Lazar&lt;p&gt;&lt;br&gt;Understanding, fostering, and supporting cultures of participation&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962450"&gt;http://portal.acm.org/citation.cfm?id=1962450&lt;/a&gt;&lt;br&gt;Gerhard Fischer&lt;p&gt;&lt;br&gt;How prototyping practices affect design results&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962451"&gt;http://portal.acm.org/citation.cfm?id=1962451&lt;/a&gt;&lt;br&gt;Steven Dow&lt;p&gt;&lt;br&gt;Using 3-D projection to bring a statue to life&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962452"&gt;http://portal.acm.org/citation.cfm?id=1962452&lt;/a&gt;&lt;br&gt;Kim Halskov, Peter Dalsgaard&lt;p&gt;&lt;br&gt;Experimental design: does external validity trump internal validity?&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962453"&gt;http://portal.acm.org/citation.cfm?id=1962453&lt;/a&gt;&lt;br&gt;Jeremiah D. Still&lt;p&gt;&lt;br&gt;INTERACTING WITH PUBLIC POLICY: Are HCI researchers an endangered species in Brazil?&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962454"&gt;http://portal.acm.org/citation.cfm?id=1962454&lt;/a&gt;&lt;br&gt;Simone Diniz Junqueira Barbosa, Clarisse Sieckenius de Souza&lt;p&gt;Public policy increasingly plays a role in influencing the work that we do as HCI researchers, interaction designers, and practitioners. &amp;quot;Public policy&amp;quot; is a broad term that includes both government policy and policy within non-governmental organizations, such as standards bodies. The Interacting with Public Policy forum focuses on topics at the intersection of human-computer interaction and public policy.&lt;p&gt;&lt;br&gt;TIMELINES: The DigiBarn computer museum: a personal passion for personal computing&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962455"&gt;http://portal.acm.org/citation.cfm?id=1962455&lt;/a&gt;&lt;br&gt;Bruce Damer&lt;p&gt;Timelines provides perspectives on HCI history, glancing back at a road that sometimes took unexpected branches and turns. History is not a dry list of events; it is about points of view and differing interpretations.&lt;p&gt;&lt;br&gt;Conversational alignment&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962456"&gt;http://portal.acm.org/citation.cfm?id=1962456&lt;/a&gt;&lt;br&gt;Austin Henderson, Jed Harris&lt;p&gt;Models help bridge the gap between observing and making---especially when systems are involved (as in designing for interaction, service, and evolution). This forum introduces new models, links them to existing models, and describes their history and why they matter.&lt;p&gt;&lt;br&gt;Making time&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962457"&gt;http://portal.acm.org/citation.cfm?id=1962457&lt;/a&gt;&lt;br&gt;Elizabeth F. Churchill&lt;p&gt;&lt;br&gt;SIGCHI: the state of the society&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962458"&gt;http://portal.acm.org/citation.cfm?id=1962458&lt;/a&gt;&lt;br&gt;Gerrit C. van der Veer&lt;p&gt;&lt;br&gt;Human-Centered Interaction Design Lab (HCIDL), KAIST, Department of Industrial Design&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962459"&gt;http://portal.acm.org/citation.cfm?id=1962459&lt;/a&gt;&lt;br&gt; INTR Staff&lt;p&gt;&lt;br&gt;Community calendar 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1962460"&gt;http://portal.acm.org/citation.cfm?id=1962460&lt;/a&gt;&lt;br&gt; INTR Staff&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-3067829070427042212?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/3067829070427042212/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=3067829070427042212' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/3067829070427042212'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/3067829070427042212'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/05/toc-service-interactions.html' title='TOC Service - interactions'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-5792352968737373698</id><published>2011-05-02T18:02:00.001-04:00</published><updated>2011-05-02T18:02:07.611-04:00</updated><title type='text'>TOC Service - ACM Transactions on Graphics (TOG)</title><content type='html'>You have received this message because you subscribed to the ACM Transactions on Graphics (TOG) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J778.xml"&gt;http://rss.acm.org/dl/J778.xml&lt;/a&gt;&lt;p&gt;ACM Transactions on Graphics (TOG) Volume 30 Issue 2, April 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1944846"&gt;http://portal.acm.org/citation.cfm?id=1944846&lt;/a&gt;&lt;p&gt;&lt;br&gt;Interactive editing of massive imagery made simple: Turning Atlanta into Atlantis&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1944847"&gt;http://portal.acm.org/citation.cfm?id=1944847&lt;/a&gt;&lt;br&gt;Brian Summa, Giorgio Scorzelli, Ming Jiang, Peer-Timo Bremer, Valerio Pascucci&lt;p&gt;This article presents a simple framework for progressive processing of high-resolution images with minimal resources. We demonstrate this framework&amp;#39;s effectiveness by implementing an adaptive, multi-resolution solver for gradient-based image processing that, for the first time, is capable of handling gigapixel imagery in real time. With our system, artists can use commodity hardware to interactively edit massive imagery and apply complex operators, such as seamless cloning, panorama stitching, and tone mapping. We introduce a progressive Poisson solver that processes images in a purely coarse-to-fine manner, providing near instantaneous global approximations for interactive display (see Figure 1). We also allow for data-driven adaptive refinements to locally emulate the effects of a global solution.&lt;p&gt;&lt;br&gt;The area perspective transform: A homogeneous transform for efficient in-volume queries&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1944848"&gt;http://portal.acm.org/citation.cfm?id=1944848&lt;/a&gt;&lt;br&gt;Warren A. Hunt, Gregory S. Johnson&lt;p&gt;A key problem in applications such as soft shadows and defocus blur is to identify points or primitives which are inside a volume of space. For example, the soft shadow computation involves finding surfaces which pass in front of an area light as viewed from a point p in the scene. The desired surfaces are those which are inside a frustum defined by the light and p, and can be found by intersecting the frustum with an acceleration structure over geometry. However, accurately computing this intersection is computationally intensive. In this article, we introduce a homogeneous transform which reduces the computation required to determine the set of points or primitives which are inside a tetrahedral volume.&lt;p&gt;&lt;br&gt;Frequency analysis and sheared filtering for shadow light fields of complex occluders&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1944849"&gt;http://portal.acm.org/citation.cfm?id=1944849&lt;/a&gt;&lt;br&gt;Kevin Egan, Florian Hecht, Fr&amp;amp;#233;do Durand, Ravi Ramamoorthi&lt;p&gt;Monte Carlo ray tracing of soft shadows produced by area lighting and intricate geometries, such as the shadows through plant leaves or arrays of blockers, is a critical challenge. The final image often has relatively smooth shadow patterns, since it integrates over the light source. However, Monte Carlo rendering exhibits considerable noise even at high sample counts because of the large variance of the integrand due to the intricate shadow function. This article develops an efficient diffuse soft shadow technique for mid to far occluders that relies on a new 4D cache and sheared reconstruction filter. For this, we first derive a frequency analysis of shadows for planar area lights and complex occluders.&lt;p&gt;&lt;br&gt;An efficient scheme for curve and surface construction based on a set of interpolatory basis functions&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1944850Ren-Jiang"&gt;http://portal.acm.org/citation.cfm?id=1944850&lt;br&gt;Ren-Jiang&lt;/a&gt; Zhang, Weiyin Ma&lt;p&gt;An efficient scheme is introduced to construct interpolatory curves and surfaces passing through a set of given scattered data points. The scheme is based on an interpolatory basis derived from the sinc function with a Guassian multiplier previously applied in other fields for signal or function reconstruction. In connection with its application addressed in this article for spatial curve and surface construction, the interpolatory basis possesses various nice properties, such as partition of unity, linear precision, and local support, etc., under a small tolerance. By using these basis functions, free-form curves and surfaces can be conveniently constructed. A designer can adjust the shape of the constructed curve and surface by moving some interpolating points or by inserting new interpolating points.&lt;p&gt;&lt;br&gt;Metropolis procedural modeling&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1944851"&gt;http://portal.acm.org/citation.cfm?id=1944851&lt;/a&gt;&lt;br&gt;Jerry O. Talton, Yu Lou, Steve Lesser, Jared Duke, Radom&amp;amp;#237;r M&amp;amp;#283;ch, Vladlen Koltun&lt;p&gt;Procedural representations provide powerful means for generating complex geometric structures. They are also notoriously difficult to control. In this article, we present an algorithm for controlling grammar-based procedural models. Given a grammar and a high-level specification of the desired production, the algorithm computes a production from the grammar that conforms to the specification. This production is generated by optimizing over the space of possible productions from the grammar. The algorithm supports specifications of many forms, including geometric shapes and analytical objectives. We demonstrate the algorithm on procedural models of trees, cities, buildings, and Mondrian paintings.&lt;p&gt;&lt;br&gt;Image and video upscaling from local self-examples&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1944852"&gt;http://portal.acm.org/citation.cfm?id=1944852&lt;/a&gt;&lt;br&gt;Gilad Freedman, Raanan Fattal&lt;p&gt;We propose a new high-quality and efficient single-image upscaling technique that extends existing example-based super-resolution frameworks. In our approach we do not rely on an external example database or use the whole input image as a source for example patches. Instead, we follow a local self-similarity assumption on natural images and extract patches from extremely localized regions in the input image. This allows us to reduce considerably the nearest-patch search time without compromising quality in most images. Tests, that we perform and report, show that the local self-similarity assumption holds better for small scaling factors where there are more example patches of greater relevance.&lt;p&gt;&lt;br&gt;Edge-aware color appearance&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1944853"&gt;http://portal.acm.org/citation.cfm?id=1944853&lt;/a&gt;&lt;br&gt;Min H. Kim, Tobias Ritschel, Jan Kautz&lt;p&gt;Color perception is recognized to vary with surrounding spatial structure, but the impact of edge smoothness on color has not been studied in color appearance modeling. In this work, we study the appearance of color under different degrees of edge smoothness. A psychophysical experiment was conducted to quantify the change in perceived lightness, colorfulness, and hue with respect to edge smoothness. We confirm that color appearance, in particular lightness, changes noticeably with increased smoothness. Based on our experimental data, we have developed a computational model that predicts this appearance change. The model can be integrated into existing color appearance models.&lt;p&gt;&lt;br&gt;Interactive architectural modeling with procedural extrusions&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1944854"&gt;http://portal.acm.org/citation.cfm?id=1944854&lt;/a&gt;&lt;br&gt;Tom Kelly, Peter Wonka&lt;p&gt;We present an interactive procedural modeling system for the exterior of architectural models. Our modeling system is based on procedural extrusions of building footprints. The main novelty of our work is that we can model difficult architectural surfaces in a procedural framework, for example, curved roofs, overhanging roofs, dormer windows, interior dormer windows, roof constructions with vertical walls, buttresses, chimneys, bay windows, columns, pilasters, and alcoves. We present a user interface to interactively specify procedural extrusions, a sweep plane algorithm to compute a two-manifold architectural surface, and applications to architectural modeling.&lt;p&gt;&lt;br&gt;Frame-based elastic models&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1944855"&gt;http://portal.acm.org/citation.cfm?id=1944855&lt;/a&gt;&lt;br&gt;Benjamin Gilles, Guillaume Bousquet, Francois Faure, Dinesh K. Pai&lt;p&gt;We present a new type of deformable model which combines the realism of physically-based continuum mechanics models and the usability of frame-based skinning methods. The degrees of freedom are coordinate frames. In contrast with traditional skinning, frame positions are not scripted but move in reaction to internal body forces. The displacement field is smoothly interpolated using dual quaternion blending. The deformation gradient and its derivatives are computed at each sample point of a deformed object and used in the equations of Lagrangian mechanics to achieve physical realism. This allows easy and very intuitive definition of the degrees of freedom of the deformable object.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-5792352968737373698?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/5792352968737373698/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=5792352968737373698' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/5792352968737373698'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/5792352968737373698'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/05/toc-service-acm-transactions-on.html' title='TOC Service - ACM Transactions on Graphics (TOG)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-2682986384491541244</id><published>2011-04-27T18:02:00.001-04:00</published><updated>2011-04-27T18:02:23.539-04:00</updated><title type='text'>TOC Service - ACM Transactions on Computer-Human Interaction (TOCHI)</title><content type='html'>You have received this message because you subscribed to the ACM Transactions on Computer-Human Interaction (TOCHI) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J756.xml"&gt;http://rss.acm.org/dl/J756.xml&lt;/a&gt;&lt;p&gt;ACM Transactions on Computer-Human Interaction (TOCHI) Volume 18 Issue 1, April 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1959022"&gt;http://portal.acm.org/citation.cfm?id=1959022&lt;/a&gt;&lt;p&gt;&lt;br&gt;An exploration of relations between visual appeal, trustworthiness and perceived usability of homepages&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1959023"&gt;http://portal.acm.org/citation.cfm?id=1959023&lt;/a&gt;&lt;br&gt;Gitte Lindgaard, Cathy Dudek, Devjani Sen, Livia Sumegi, Patrick Noonan&lt;p&gt;Extremely high correlations between repeated judgments of visual appeal of homepages shown for 50 milliseconds have been interpreted as evidence for a mere exposure effect [Lindgaard et al. 2006]. Continuing that work, the present research had two objectives. First, it investigated the relationship between judgments differing in cognitive demands. Second, it began to identify specific visual attributes that appear to contribute to different judgments. Three experiments are reported. All used the stimuli and viewing time as before. Using a paradigm known to disrupt processing beyond the stimulus offset, Experiment 1 was designed to ensure that the previous findings could not be attributed to such continued processing.&lt;p&gt;&lt;br&gt;Designing mobile interfaces for novice and low-literacy users&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1959024"&gt;http://portal.acm.org/citation.cfm?id=1959024&lt;/a&gt;&lt;br&gt;Indrani Medhi, Somani Patnaik, Emma Brunskill, S.N. Nagasena Gautama, William Thies, Kentaro Toyama&lt;p&gt;While mobile phones have found broad application in bringing health, financial, and other services to the developing world, usability remains a major hurdle for novice and low-literacy populations. In this article, we take two steps to evaluate and improve the usability of mobile interfaces for such users. First, we offer an ethnographic study of the usability barriers facing 90 low-literacy subjects in India, Kenya, the Philippines, and South Africa. Then, via two studies involving over 70 subjects in India, we quantitatively compare the usability of different points in the mobile design space. In addition to text interfaces such as electronic forms, SMS, and USSD, we consider three text-free interfaces: a spoken dialog system, a graphical interface, and a live operator.&lt;p&gt;&lt;br&gt;Blended interaction spaces for distributed team collaboration&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1959025"&gt;http://portal.acm.org/citation.cfm?id=1959025&lt;/a&gt;&lt;br&gt;Kenton O&amp;#39;hara, Jesper Kjeldskov, Jeni Paay&lt;p&gt;In recent years there has been an introduction of sophisticated new video conferencing technologies (e.g., HP Halo, Cisco Telepresence) that have led to enhancements in the collaborative user experience over traditional video conferencing technologies. Traditional video conferencing set-ups often distort the shared spatial properties of action and communication due to screen and camera orientation disparities and other asymmetries. These distortions affect access to the common resources used to mutually organize action and communication. By contrast, new systems, such as Halo, are physically configured to reduce these asymmetries and orientation disparities, thereby minimizing these spatial distortions. By creating appropriate shared spatial geometries, the distributed spaces become &amp;amp;#8220;blended&amp;amp;#8221; where the spatial geometries of the local space continue coherently across the distributed boundary into the remote site, providing the illusion of a single unified space.&lt;p&gt;&lt;br&gt;Sketching interactive systems with sketchify&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1959026&amp;amp;#381;eljko"&gt;http://portal.acm.org/citation.cfm?id=1959026&lt;br&gt;&amp;amp;#381;eljko&lt;/a&gt; Obrenovic, Jean-Bernard Martens&lt;p&gt;Recent discussions in the interaction design community have called attention to sketching as an omnipresent element of any disciplined activity of design, and have pointed out that sketching should be extended beyond the simple creation of a pencil trace on paper. More specifically, the need to deal with all attributes of a user experience, especially the timing, phrasing, and feel of the interaction, has been identified. In this article, we propose extending the concept of sketching with a pencil on paper to the more generic concept of fluent exploration of interactive materials. We define interactive materials as any piece of software or hardware that represents or simulates a part of the interactive user experience, such as input from sensors, output in the form of sound, video, or image, or interaction with Web services or specialized programs.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-2682986384491541244?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/2682986384491541244/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=2682986384491541244' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/2682986384491541244'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/2682986384491541244'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/04/toc-service-acm-transactions-on.html' title='TOC Service - ACM Transactions on Computer-Human Interaction (TOCHI)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-40797047312614305</id><published>2011-04-22T18:01:00.001-04:00</published><updated>2011-04-22T18:01:46.582-04:00</updated><title type='text'>TOC Service - Computers in Entertainment (CIE)</title><content type='html'>You have received this message because you subscribed to the Computers in Entertainment (CIE) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J912.xml"&gt;http://rss.acm.org/dl/J912.xml&lt;/a&gt;&lt;p&gt;Computers in Entertainment (CIE) Volume 9 Issue 1, April 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1953005"&gt;http://portal.acm.org/citation.cfm?id=1953005&lt;/a&gt;&lt;p&gt;&lt;br&gt;Homogeneous accelerometer-based sensor networks for game interaction&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1953006"&gt;http://portal.acm.org/citation.cfm?id=1953006&lt;/a&gt;&lt;br&gt;Anthony Whitehead, Hannah Johnston, Kaitlyn Fox, Nick Crampton, Joe Tuen&lt;p&gt;We have created and tested a wearable sensor network that detects a user&amp;#39;s body position and motion as input for interactive applications. It is envisioned to take game experiences such as Dance Dance Revolution, Wii Fit, and other active play scenarios to a whole new level, augmenting or replacing the binary foot-pad and balance board with a more immersive, full-body input system. We describe the design and functionality of the sensor network to characterize and verify body pose and position, perform experiments, and report on the capabilities and limitations of such a system. Our experience shows that a distributed set of sensors around the body prevents the player from cheating the system by using motion of the device alone to trick the system.&lt;p&gt;&lt;br&gt;Child-centered interaction in the design of a game for social skills intervention&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1953007"&gt;http://portal.acm.org/citation.cfm?id=1953007&lt;/a&gt;&lt;br&gt;Jean Lee Tan, Dion Hoe-Lian Goh, Rebecca P. Ang, Vivien S. Huan&lt;p&gt;In this article we describe the CALSIUM framework to elicit children&amp;#39;s contributions and perspectives in the design of an online game for enhancing social skills of children. This study advocates a participatory design approach that emphasizes the active involvement of users at the early part of the design process. The children play-tested the game prototype and participated in focus group discussions. Using storyboarding, a low-fidelity prototyping technique, they developed design concepts and ideas which were translated into design directions for the development of the game. The data collected were used to glean insights into the likes and dislikes of children and to analyze the opportunities and challenges in engaging children as users, testers, informants, and design partners.&lt;p&gt;&lt;br&gt;DevilTyper: a game for CAPTCHA usability evaluation&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1953008Chien-Ju"&gt;http://portal.acm.org/citation.cfm?id=1953008&lt;br&gt;Chien-Ju&lt;/a&gt; Ho, Chen-Chi Wu, Kuan-Ta Chen, Chin-Laung Lei&lt;p&gt;CAPTCHA is an effective and widely used solution for preventing computer programs (i.e., bots) from performing automated but often malicious actions, such as registering thousands of free email accounts or posting advertisement on Web blogs. To make CAPTCHAs robust to automatic character recognition techniques, the text in the tests are often distorted, blurred, and obscure. At the same time, those robust tests may prevent genuine users from telling the text easily and thus distribute the cost of crime prevention among all the users. Thus, we are facing a dilemma, that is, a CAPTCHA should be robust enough so that it cannot be broken by programs, but also needs to be easy enough so that users need not to repeatedly take tests because of wrong guesses.&lt;p&gt;&lt;br&gt;Large-scale displays for public spaces---constellation of departure: presenting the impression of airplanes taking off above an airport departure lounge&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1953009"&gt;http://portal.acm.org/citation.cfm?id=1953009&lt;/a&gt;&lt;br&gt;Munehiko Sato, Yasuhiro Suzuki, Shinya Nishizaka, Yusuke Torigoe, Atsushi Izumihara, Atsushi Hiyama, Kunihiro Nishimura, Tomohiro Tanikawa, Michitaka Hirose&lt;p&gt;The use of large visual displays in public spaces such as large buildings has become increasingly popular. Public art can make use of the characteristics and context of the site. However, it is difficult to install new displays in existing buildings because of the large, rigid hardware associated with such displays. In this article, we describe a robust, lightweight, low-profile, and fully restorable display system that can be easily and quickly installed for use in existing public buildings. We considerably reduced the number of physical components and the system weight with our proposed method, which can be optimized for any planned content.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-40797047312614305?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/40797047312614305/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=40797047312614305' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/40797047312614305'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/40797047312614305'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/04/toc-service-computers-in-entertainment.html' title='TOC Service - Computers in Entertainment (CIE)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-8830571650917409127</id><published>2011-04-13T18:02:00.001-04:00</published><updated>2011-04-13T18:02:53.459-04:00</updated><title type='text'>TOC Service - Personal and Ubiquitous Computing</title><content type='html'>You have received this message because you subscribed to the Personal and Ubiquitous Computing Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J822.xml"&gt;http://rss.acm.org/dl/J822.xml&lt;/a&gt;&lt;p&gt;Personal and Ubiquitous Computing Volume 15 Issue 4, April     2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1969435"&gt;http://portal.acm.org/citation.cfm?id=1969435&lt;/a&gt;&lt;p&gt;&lt;br&gt;Theme issue: &amp;quot;ubiquitous computing and ambient intelligence&amp;quot;&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1969449"&gt;http://portal.acm.org/citation.cfm?id=1969449&lt;/a&gt;&lt;br&gt;Jos� Bravo, Lidia Fuentes, Diego L�pez Ipi�a&lt;p&gt;&lt;br&gt;A model-driven approach for reusing tests in smart home systems&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1969441"&gt;http://portal.acm.org/citation.cfm?id=1969441&lt;/a&gt;&lt;br&gt;Jos� M. Conejero, Pedro J. Clemente, Roberto Rodr�guez-Echeverr�a, Juan Hern&amp;amp;#225;ndez, Fernando S&amp;amp;#225;nchez-Figueroa&lt;p&gt;The continuous advances of ubiquitous and pervasive computing have contributed to the successful increase in smart home systems. However, usually these systems are developed at a lower abstraction level very tied to specific technologies. Model-driven approaches have emerged to tackle the design of these systems, improving their reusability and maintainability and decreasing their complexity. Nevertheless, the existing model-driven approaches to develop smart home systems do not cover the whole development process, and testing activities are still relegated to the final programming stages, reducing their reusability for different technologies or platforms. Some approaches have proposed the incorporation of testing activities into the model-driven process.&lt;p&gt;&lt;br&gt;FamiWare: a family of event-based middleware for ambient intelligence&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1969447"&gt;http://portal.acm.org/citation.cfm?id=1969447&lt;/a&gt;&lt;br&gt;Nadia G&amp;amp;#225;mez, Lidia Fuentes&lt;p&gt;Most of the middlewares currently available focus on one type of device (e.g., TinyOS sensors) and/or are designed with one requirement in mind (e.g., data management). This is an important limitation since most of the AmI applications work with several devices (such as sensors, smartphones or PDAs) and use a high diversity of low-level services. Ideally, the middleware should provide a single interface for accessing all those services able to work in heterogeneous devices. To address this issue, we propose a family of configurable middleware (FamiWare) with a really flexible architecture, instead of building a single version of a middleware with a rigid structure.&lt;p&gt;&lt;br&gt;Ambient contracts: verifying and enforcing ambient object compositions � la carte&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1969438"&gt;http://portal.acm.org/citation.cfm?id=1969438&lt;/a&gt;&lt;br&gt;Christophe Scholliers, Dries Harnie, �ric Tanter, Wolfgang De Meuter, Theo D&amp;#39;Hondt&lt;p&gt;Current programming languages do not offer adequate abstractions to discover and compose heterogenous objects over unreliable networks. This forces programmers to discover objects one by one, compose them manually, and keep track of their individual connectivity state at all times. In this paper we propose Ambient Contracts, a novel programming abstraction to deal with the difficulties of composing objects connected over unreliable networks. Ambient Contracts provide declarative heterogenous group discovery and composition while dealing with the unreliability of the network. An ambient contract allows runtime verification and enforcement of the messages sent between the participants in the contract. The use of our abstraction significantly reduces the code base and allows programmers to focus on the core functionality of their application.&lt;p&gt;&lt;br&gt;A design process enabling adaptation in pervasive heterogeneous contexts&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1969440Jean-Baptiste"&gt;http://portal.acm.org/citation.cfm?id=1969440&lt;br&gt;Jean-Baptiste&lt;/a&gt; L�zoray, Maria-Teresa Segarra, An Phung-Khac, Andr� Th�paut, Jean-Marie Gilliot, Antoine Beugnard&lt;p&gt;In the next decades, the growth in population aging will cause important problems to most industrialized countries. To tackle this issue, Ambient Assistive Living (AAL) systems can reinforce the well-being of elderly people, by providing emergency, autonomy enhancement, and comfort services. These services will postpone the need of a medicalized environment and will allow the elderly to stay longer at home. However, each elderly has specific needs and a deployment environment of such services is likely unique. Furthermore, the needs evolve over time, and so does the deployment environment of the system. In this paper, we propose the use of a model-based development method, the adaptive medium approach, to enable dynamic adaptation of AAL systems.&lt;p&gt;&lt;br&gt;EDIPS: an Easy to Deploy Indoor Positioning System to support loosely coupled mobile work&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1969442"&gt;http://portal.acm.org/citation.cfm?id=1969442&lt;/a&gt;&lt;br&gt;Rodrigo Vera, Sergio F. Ochoa, Roberto G. Aldunate&lt;p&gt;Loosely coupled mobile work is characterized by nomadic workers collaborating in sporadically and on-demand ways. Supporting nomadic workers&amp;#39; interactions requires knowing the location of the potential collaborator; therefore, indoor/outdoor positioning systems play a key role. Locating persons in outdoor environments is well addressed by Global Positioning Systems (GPS); however, for the indoor scenario, the solution is not so clear. Although several proposals for indoor positioning have been reported in the literature, most of them demand important setup efforts. This article presents the Easy to Deploy Indoor Positioning System (EDIPS), a WiFi-based system able to support the typical location requirements involved in loosely coupled mobile work.&lt;p&gt;&lt;br&gt;Design and evaluation of an ambient assisted living system based on an argumentative multi-agent system&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1969446"&gt;http://portal.acm.org/citation.cfm?id=1969446&lt;/a&gt;&lt;br&gt;Andr�s Mu�oz, Juan Carlos Augusto, Ana Villa, Juan Antonio Bot�a&lt;p&gt;This paper focuses on ambient assisted living systems employed to monitor the ongoing situations of elderly people living independently. Such situations are represented here as contexts inferred by multiple software agents out of the data gathered from sensors within a home. Sensors can give an incomplete, sometimes ambiguous, picture of the world; hence, they often lead to inconsistent contexts and unreliability on the system as a whole. We report on a solution to this problem based on a multi-agent system where each agent is able to support its understanding of the context through arguments.&lt;p&gt;&lt;br&gt;Supporting the strategies to improve elders&amp;#39; medication compliance by providing ambient aids&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1969445"&gt;http://portal.acm.org/citation.cfm?id=1969445&lt;/a&gt;&lt;br&gt;Juan Pablo Garc�a-V&amp;amp;#225;zquez, Marcela D. Rodr�guez, �ngel G. Andrade, Jos� Bravo&lt;p&gt;In this paper, we present Ambient Information Systems (AIS) that support strategies relevant to enable elders to effectively manage their medication, such as: remind (Remind-Me AIS), guide (GUIDE-Me AIS), and motivate (CARE-Me AIS) them to medicate. We have informed the AIS design through a case study we carried out to understand elders&amp;#39; deficiencies for adhering to their medication routine. As a result of the case study and the AIS design process; we identified the design issues that should be addressed when developing AIS that cope with the elders needs for living independently. Identifying these design issues is a step toward proposing design guidelines for the development of AIS for elderly.&lt;p&gt;&lt;br&gt;Implicit interaction design for pervasive workflows&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1969444"&gt;http://portal.acm.org/citation.cfm?id=1969444&lt;/a&gt;&lt;br&gt;Pau Giner, Carlos Cetina, Joan Fons, Vicente Pelechano&lt;p&gt;The automatic identification capabilities of mobile devices enable the use of implicit interactions to connect the physical world with digital services. For example, users can be provided with information and services just by approaching to them or pointing to them with a mobile device. This kind of interactions can improve business processes by reducing the gap between physical and digital spaces. This work presents Parkour, a design method for workflows that make use of implicit interactions. Parkour allows designers to indicate how implicit interactions can be orchestrated to support a workflow. Furthermore, reconfiguration techniques have been applied to adapt at run-time the degree in which these interactions intrude the user&amp;#39;s mind.&lt;p&gt;&lt;br&gt;Awareness marks: adaptive services through user interactions with augmented objects&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1969448"&gt;http://portal.acm.org/citation.cfm?id=1969448&lt;/a&gt;&lt;br&gt;Ram�n Herv&amp;amp;#225;s, Jos� Bravo, Jes�s Fontecha&lt;p&gt;The ambient intelligence paradigm involves one important challenge: to be adaptive to users and context through simple and natural interactions. To meet this goal, it is important to associate data with relevant everyday objects in the environment, including users themselves, and to enable interaction mechanisms between these objects. Following this premise, in this paper, we present a conceptual model to link contextual information with augmented elements acquired from user interactions in an implicit and transparent way. In this way, it is possible to personalize and enhance offered services in order to facilitate daily user activities. We call this contextual data &amp;quot;awareness marks&amp;quot;, and these awareness marks make it possible to offer novel services adapted from past events that were captured as they happened.&lt;p&gt;&lt;br&gt;Imhotep: an approach to user and device conscious mobile applications&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1969443"&gt;http://portal.acm.org/citation.cfm?id=1969443&lt;/a&gt;&lt;br&gt;Aitor Almeida, Pablo Ordu�a, Eduardo Castillejo, Diego L�pez-De-Ipi�a, Marcos Sacrist&amp;amp;#225;n&lt;p&gt;As the dependence on mobile devices increases, the need for supporting a wider range of users and devices becomes crucial. Elders and people with disabilities adopt new technologies reluctantly, a tendency caused by the lack of adaptation of these technologies to their needs. To address this challenge, this paper describes a framework, Imhotep, whose aim is to aid developers in the accessible application creation process, making the creation of user-centered applications easier and faster. Our framework allows to easily adapt the applications to the constraints imposed by the user capabilities (sensorial, cognitive, and physical capabilities) and device capabilities by providing a repository that will manage the compilation and deployment of applications that include a set of preprocessor directives in the source code.&lt;p&gt;&lt;br&gt;An internet of things---based personal device for diabetes therapy management in ambient assisted living (AAL)&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1969439"&gt;http://portal.acm.org/citation.cfm?id=1969439&lt;/a&gt;&lt;br&gt;Antonio J. Jara, Miguel A. Zamora, Antonio F. Skarmeta&lt;p&gt;Diabetes therapy management in AAL environments, such as old people and diabetes patients homes, is a very difficult task since many factors affect a patient&amp;#39;s blood sugar levels. Factors such as illness, treatments, physical and psychological stress, physical activity, drugs, intravenous fluids and change in the meal plan cause unpredictable and potentially dangerous fluctuations in blood sugar levels. Right now, operations related to dosage are based on insulin infusion protocol boards, which are provided by physicians to the patients. These boards are not considering very influential factors such as glycemic index from the diet, consequently patients need to estimate the dosage leading to dose error, which culminates in hyperglycemia and hypoglycemia episode.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-8830571650917409127?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/8830571650917409127/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=8830571650917409127' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/8830571650917409127'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/8830571650917409127'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/04/toc-service-personal-and-ubiquitous.html' title='TOC Service - Personal and Ubiquitous Computing'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-7745277721316287037</id><published>2011-04-04T14:44:00.001-04:00</published><updated>2011-04-04T14:44:47.571-04:00</updated><title type='text'>InTouch - Human Factors: The Journal of the Human Factors and Ergonomics Society vol. 53 no. 1 (February 2011)</title><content type='html'>&lt;h2&gt;&lt;b&gt;ingentaconnect: keeping you InTouch&lt;/b&gt;&lt;/h2&gt; 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Personal users without access to a licence are restricted to 5 free new issue alerts; if you wish to purchase a licence in order to receive additional alerts, simply log in to ingentaconnect and click on "New Issue Alerts"&lt;/p&gt;&lt;p class="copyright"&gt;&amp;copy; Copyright  2011 ingentaconnect&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-7745277721316287037?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/7745277721316287037/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=7745277721316287037' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/7745277721316287037'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/7745277721316287037'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/04/intouch-human-factors-journal-of-human.html' title='InTouch - Human Factors: The Journal of the Human Factors and Ergonomics Society vol. 53 no. 1 (February 2011)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-5685679688647179094</id><published>2011-03-17T18:01:00.001-04:00</published><updated>2011-03-17T18:01:24.058-04:00</updated><title type='text'>TOC Service - Personal and Ubiquitous Computing</title><content type='html'>You have received this message because you subscribed to the Personal and Ubiquitous Computing Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J822.xml"&gt;http://rss.acm.org/dl/J822.xml&lt;/a&gt;&lt;p&gt;Personal and Ubiquitous Computing Volume 15 Issue 3, March     2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1961000"&gt;http://portal.acm.org/citation.cfm?id=1961000&lt;/a&gt;&lt;p&gt;&lt;br&gt;Theme issue on context-aware middleware and applications&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1961033"&gt;http://portal.acm.org/citation.cfm?id=1961033&lt;/a&gt;&lt;br&gt;Zhiwen Yu, Daqing Zhang, Jadwiga Indulska, Christian Becker&lt;p&gt;&lt;br&gt;Toward a cooperative programming framework for context-aware applications&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1961028"&gt;http://portal.acm.org/citation.cfm?id=1961028&lt;/a&gt;&lt;br&gt;Bin Guo, Daqing Zhang, Michita Imai&lt;p&gt;OPEN is an ontology-based programming framework for rapid prototyping, sharing, and personalization of context-aware applications. Unlike previous systems that provide programming support for single group of users, OPEN provides different programming support for users with diverse technical skills. According to the programming requirements of different users, several cooperation patterns are identified, and the mechanisms to facilitate resource sharing and reuse are built into the framework. Three corresponding programming modes are elaborated by showing how a context-aware game has been developed with the support of the OPEN framework, and the usability of our system is validated through an initial user study.&lt;p&gt;&lt;br&gt;Mobility management in ubiquitous environments&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1961030Chiung-Ying"&gt;http://portal.acm.org/citation.cfm?id=1961030&lt;br&gt;Chiung-Ying&lt;/a&gt; Wang, Hsiao-Yun Huang, Ren-Hung Hwang&lt;p&gt;Ubiquitous computing is aiming at providing users with intelligent human-centric context-aware services at anytime anywhere. However, mobility increases dynamism and uncertainty conditions. This study therefore explores the management and uses of various contexts for automatically providing appropriate services to individual users. This issue is explored from an open framework perspective referred to as ubiquitous gate (U-gate). In this framework, a distributed context management architecture and a communication model based on standard protocols are proposed. To fit user requirements and to achieve complete mobility management, a context-aware path planning mechanism (UbiPaPaGo) and a context-aware handoff mechanism (UbiHandoff) are proposed based on context stored in an open and distributed context management server U-gate.&lt;p&gt;&lt;br&gt;Supporting rapid design and evaluation of pervasive applications: challenges and solutions&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1961032"&gt;http://portal.acm.org/citation.cfm?id=1961032&lt;/a&gt;&lt;br&gt;Lei Tang, Zhiwen Yu, Xingshe Zhou, Hanbo Wang, Christian Becker&lt;p&gt;Along with the improvement of the key technologies for pervasive computing, the design of applications itself has emerged as a notable research area. A design should decide which features go into the application of supporting its context-awareness and ascertaining how well those features add value for users with an acceptable user experience. This paper initially identifies the challenges in designing and evaluating pervasive applications. It then presents a condensed survey of prototyping techniques and existing toolkits with the aim of understanding how the design issues have been addressed by research prototypes.&lt;p&gt;&lt;br&gt;COSAR: hybrid reasoning for context-aware activity recognition&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1961034"&gt;http://portal.acm.org/citation.cfm?id=1961034&lt;/a&gt;&lt;br&gt;Daniele Riboni, Claudio Bettini&lt;p&gt;Human activity recognition is a challenging problem for context-aware systems and applications. Research in this field has mainly adopted techniques based on supervised learning algorithms, but these systems suffer from scalability issues with respect to the number of considered activities and contextual data. In this paper, we propose a solution based on the use of ontologies and ontological reasoning combined with statistical inferencing. Structured symbolic knowledge about the environment surrounding the user allows the recognition system to infer which activities among the candidates identified by statistical methods are more likely to be the actual activity that the user is performing. Ontological reasoning is also integrated with statistical methods to recognize complex activities that cannot be derived by statistical methods alone.&lt;p&gt;&lt;br&gt;Context-aware pervasive service composition and its implementation&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1961029"&gt;http://portal.acm.org/citation.cfm?id=1961029&lt;/a&gt;&lt;br&gt;Jiehan Zhou, Ekaterina Gilman, Juha Palola, Jukka Riekki, Mika Ylianttila, Junzhao Sun&lt;p&gt;Incorporating service composition and pervasive computing into managing users&amp;#39; complex everyday activities calls for the Pervasive Service Composition paradigm for everyday life. In this paper, we propose the concept of Context-Aware Pervasive Service Composition (CAPSC), which aims at enabling a pervasive system to provide user service compositions that are relevant to the situation at hand. We investigate CAPSC requirements and design a CAPSC architecture by taking into account context-aware peer coordination, context-aware process service adaptation, and context-aware utility service adaptation. We present a proof of concept application prototype as well.&lt;p&gt;&lt;br&gt;On context-aware distributed event dissemination&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1961031"&gt;http://portal.acm.org/citation.cfm?id=1961031&lt;/a&gt;&lt;br&gt;Chen Lin, Beihong Jin, Zhenyue Long, Haibiao Chen&lt;p&gt;In pervasive environments, the Pub/Sub paradigm is regarded as an important means of information sharing and event dissemination. In this paper, we first analyze different context in Pub/Sub systems that has remarkable impacts upon user&amp;#39;s satisfaction to event dissemination and then give corresponding strategies by exploiting time context and event-preference context so as to provide personalized event dissemination. That is, by leveraging time context, we provide the extended matching against long-standing events, and by leveraging event-preference context, we present the recommendation algorithm which is based on hidden Markov process.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-5685679688647179094?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/5685679688647179094/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=5685679688647179094' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/5685679688647179094'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/5685679688647179094'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/03/toc-service-personal-and-ubiquitous.html' title='TOC Service - Personal and Ubiquitous Computing'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-7891378491827645158</id><published>2011-02-02T05:03:00.001-05:00</published><updated>2011-02-02T05:03:25.879-05:00</updated><title type='text'>TOC Service - Personal and Ubiquitous Computing</title><content type='html'>You have received this message because you subscribed to the Personal and Ubiquitous Computing Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J822.xml"&gt;http://rss.acm.org/dl/J822.xml&lt;/a&gt;&lt;p&gt;Personal and Ubiquitous Computing Volume 15 Issue 2, February  2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938284"&gt;http://portal.acm.org/citation.cfm?id=1938284&lt;/a&gt;&lt;p&gt;&lt;br&gt;Special issue on material computing&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938302"&gt;http://portal.acm.org/citation.cfm?id=1938302&lt;/a&gt;&lt;br&gt;Leah Buechley, Marcelo Coelho&lt;p&gt;&lt;br&gt;Electrostatic power harvesting for material computing&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938298"&gt;http://portal.acm.org/citation.cfm?id=1938298&lt;/a&gt;&lt;br&gt;E. Rehmi Post, Kit Waal&lt;p&gt;We describe a novel wearable energy-harvesting system based on the phenomenon of contact electrification: when two materials are brought into contact and then separated, they are often found to be charged. By patterning circuits out of textiles with specific electronic properties, we can collect and channel these transferred charges to power-harvesting circuitry. As a demonstration of this principle, we have designed and built a garment to display the wearer&amp;#39;s ongoing level of physical activity by powering strings of LEDs using only the energy generated in the garment&amp;#39;s motion.&lt;p&gt;&lt;br&gt;Experiments in design synthesis when behavior is determined by shape&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938297"&gt;http://portal.acm.org/citation.cfm?id=1938297&lt;/a&gt;&lt;br&gt;Eric Schweikardt, Mark D. Gross&lt;p&gt;As we rapidly approach the day of transitive materials, made of individual elements that sense and actuate and can be programmed and reprogrammed, it is time to think about how to design things using these new materials. Our roBlocks construction kit toy teaching children about emergent behavior in complex systems serves as an example for investigating the challenges of designing things made of transitive materials. The roBlocks kit comprises heterogeneous modular robotics components that exhibit modularity, one-to-one mapping between form and behavior, and non-hierarchical control; and these features make it appropriate for experimenting with emergent behavior. However, as the numbers of robotic components scales to the orders of magnitude needed to consider them as material these same features also make it difficult to apply traditional methods to design constructions with desired behaviors.&lt;p&gt;&lt;br&gt;Hyperform specification: designing and interacting with self-reconfiguring materials&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938296"&gt;http://portal.acm.org/citation.cfm?id=1938296&lt;/a&gt;&lt;br&gt;Michael Philetus Weller, Mark D. Gross, Seth Copen Goldstein&lt;p&gt;We are on the verge of realizing a new class of material that need not be machined or molded in order to make things. Rather, the material forms and re-forms itself according to software programmed into its component elements. These self-reconfiguring materials are composed of robotic modules that coordinate with each other locally to produce global behaviors. These robotic materials can be used to realize a new class of artifact: a shape that can change over time, i.e., a four-dimensional shape or a hyperform. Hyperforms present several opportunities: objects such as furniture could exhibit dynamic behaviors, could respond to tangible and gestural input, and end-users could customize their form and behavior.&lt;p&gt;&lt;br&gt;Materials with computational experience and style&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938303"&gt;http://portal.acm.org/citation.cfm?id=1938303&lt;/a&gt;&lt;br&gt;Orkan Telhan&lt;p&gt;This paper discusses the design of materials that utilize embedded computational techniques to demonstrate the capacity to learn, adapt and develop responsive behaviors that are shaped over time. The focus is on materials that develop time-based relationships based on a level of `experience&amp;#39; they accumulate from long-term interaction with their users and environment. Materials with `computational experience&amp;#39; are demonstrated with two designs: an interactive rocking chair that utilizes its material properties and computational abilities to manage its own energy production and consumption while providing physical and mental exercises to its user; and an LED-based, reconfigurable display that adjusts its content based on its interaction with its user while monitoring its internal conditions, environmental factors and usage.&lt;p&gt;&lt;br&gt;Shape-changing interfaces&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938295"&gt;http://portal.acm.org/citation.cfm?id=1938295&lt;/a&gt;&lt;br&gt;Marcelo Coelho, Jamie Zigelbaum&lt;p&gt;The design of physical interfaces has been constrained by the relative akinesis of the material world. Current advances in materials science promise to change this. In this paper, we present a foundation for the design of shape-changing surfaces in human---computer interaction. We provide a survey of shape-changing materials and their primary dynamic properties, define the concept of soft mechanics within an HCI context, and describe a soft mechanical alphabet that provides the kinetic foundation for the design of four design probes: Surflex, SpeakCup, Sprout I/O, and Shutters. These probes explore how individual soft mechanical elements can be combined to create large-scale transformable surfaces, which can alter their topology, texture, and permeability.&lt;p&gt;&lt;br&gt;Multi-field relations in designing for short-range RFID&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938299"&gt;http://portal.acm.org/citation.cfm?id=1938299&lt;/a&gt;&lt;br&gt;Kjetil Nordby&lt;p&gt;Multi-field inputs are techniques driven by multiple short-range RFID-enabled artifacts like RFID-tags and RFID-tag readers. The technology is useful for designers so as to enable the construction of advanced interaction through the physical world. To take advantage of such opportunities, it is important to understand the technology in terms of what interactions it might offer designers. I address this issue by unwrapping and exposing elements that can be used to conceptualize multi-field interactions. This is done by way of a design driven inquiry in which design and research methods are used to investigate short-range RFID technology. My approach is informed by activity theory which I use to analyze RFID technology from a design perspective.&lt;p&gt;&lt;br&gt;Effect of use contexts on the continuous use of mobile services: the case of mobile games&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938300Ting-Peng"&gt;http://portal.acm.org/citation.cfm?id=1938300&lt;br&gt;Ting-Peng&lt;/a&gt; Liang, Yi-Hsuan Yeh&lt;p&gt;As mobile services become more popular and people can use them virtually anywhere, research on the effect of use contexts is gaining more attention. This research presents results from a study of continuous use of mobile services in different use contexts as defined by task and consumption place. Using mobile games as an example, the authors proposed a research model that augments current technology adoption theories to fit the hedonic nature of mobile games. The results from conducting an online survey indicate that contextual factors have significant moderating effect on the intention to play mobile games. The diverse lifestyles of users also have different attitudes and concerns regarding using mobile services.&lt;p&gt;&lt;br&gt;Facilitating communication about books through an online community&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938301"&gt;http://portal.acm.org/citation.cfm?id=1938301&lt;/a&gt;&lt;br&gt;Connie Golsteijn, Elise Hoven&lt;p&gt;Reading books can serve as a means of gathering information, relaxing and escaping daily stress. Although reading is often primarily an individual activity, many readers also enjoy sharing reading experiences with friends, relatives, colleagues and, through the internet, even with strangers. Apart from valuing these individual and collective book activities, books as physical artifacts are also valued, for example because of the memories associated with them. This paper investigates how books can be enhanced with a new product, system or service. In a qualitative interview study, the main reasons for valuing books were found to be related to the self (individual activities and feelings), experiences (e.g., enjoyment or release) and personal values (e.g., embodiment of ideals or personification).&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-7891378491827645158?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/7891378491827645158/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=7891378491827645158' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/7891378491827645158'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/7891378491827645158'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/02/toc-service-personal-and-ubiquitous_02.html' title='TOC Service - Personal and Ubiquitous Computing'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-5567321661236505986</id><published>2011-02-02T01:09:00.001-05:00</published><updated>2011-02-02T01:09:51.902-05:00</updated><title type='text'>TOC Service - Personal and Ubiquitous Computing</title><content type='html'>You have received this message because you subscribed to the Personal and Ubiquitous Computing Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J822.xml"&gt;http://rss.acm.org/dl/J822.xml&lt;/a&gt;&lt;p&gt;Personal and Ubiquitous Computing Volume 15 Issue 2, February  2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938284"&gt;http://portal.acm.org/citation.cfm?id=1938284&lt;/a&gt;&lt;p&gt;&lt;br&gt;Special issue on material computing&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938302"&gt;http://portal.acm.org/citation.cfm?id=1938302&lt;/a&gt;&lt;br&gt;Leah Buechley, Marcelo Coelho&lt;p&gt;&lt;br&gt;Electrostatic power harvesting for material computing&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938298"&gt;http://portal.acm.org/citation.cfm?id=1938298&lt;/a&gt;&lt;br&gt;E. Rehmi Post, Kit Waal&lt;p&gt;We describe a novel wearable energy-harvesting system based on the phenomenon of contact electrification: when two materials are brought into contact and then separated, they are often found to be charged. By patterning circuits out of textiles with specific electronic properties, we can collect and channel these transferred charges to power-harvesting circuitry. As a demonstration of this principle, we have designed and built a garment to display the wearer&amp;#39;s ongoing level of physical activity by powering strings of LEDs using only the energy generated in the garment&amp;#39;s motion.&lt;p&gt;&lt;br&gt;Experiments in design synthesis when behavior is determined by shape&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938297"&gt;http://portal.acm.org/citation.cfm?id=1938297&lt;/a&gt;&lt;br&gt;Eric Schweikardt, Mark D. Gross&lt;p&gt;As we rapidly approach the day of transitive materials, made of individual elements that sense and actuate and can be programmed and reprogrammed, it is time to think about how to design things using these new materials. Our roBlocks construction kit toy teaching children about emergent behavior in complex systems serves as an example for investigating the challenges of designing things made of transitive materials. The roBlocks kit comprises heterogeneous modular robotics components that exhibit modularity, one-to-one mapping between form and behavior, and non-hierarchical control; and these features make it appropriate for experimenting with emergent behavior. However, as the numbers of robotic components scales to the orders of magnitude needed to consider them as material these same features also make it difficult to apply traditional methods to design constructions with desired behaviors.&lt;p&gt;&lt;br&gt;Hyperform specification: designing and interacting with self-reconfiguring materials&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938296"&gt;http://portal.acm.org/citation.cfm?id=1938296&lt;/a&gt;&lt;br&gt;Michael Philetus Weller, Mark D. Gross, Seth Copen Goldstein&lt;p&gt;We are on the verge of realizing a new class of material that need not be machined or molded in order to make things. Rather, the material forms and re-forms itself according to software programmed into its component elements. These self-reconfiguring materials are composed of robotic modules that coordinate with each other locally to produce global behaviors. These robotic materials can be used to realize a new class of artifact: a shape that can change over time, i.e., a four-dimensional shape or a hyperform. Hyperforms present several opportunities: objects such as furniture could exhibit dynamic behaviors, could respond to tangible and gestural input, and end-users could customize their form and behavior.&lt;p&gt;&lt;br&gt;Materials with computational experience and style&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938303"&gt;http://portal.acm.org/citation.cfm?id=1938303&lt;/a&gt;&lt;br&gt;Orkan Telhan&lt;p&gt;This paper discusses the design of materials that utilize embedded computational techniques to demonstrate the capacity to learn, adapt and develop responsive behaviors that are shaped over time. The focus is on materials that develop time-based relationships based on a level of `experience&amp;#39; they accumulate from long-term interaction with their users and environment. Materials with `computational experience&amp;#39; are demonstrated with two designs: an interactive rocking chair that utilizes its material properties and computational abilities to manage its own energy production and consumption while providing physical and mental exercises to its user; and an LED-based, reconfigurable display that adjusts its content based on its interaction with its user while monitoring its internal conditions, environmental factors and usage.&lt;p&gt;&lt;br&gt;Shape-changing interfaces&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938295"&gt;http://portal.acm.org/citation.cfm?id=1938295&lt;/a&gt;&lt;br&gt;Marcelo Coelho, Jamie Zigelbaum&lt;p&gt;The design of physical interfaces has been constrained by the relative akinesis of the material world. Current advances in materials science promise to change this. In this paper, we present a foundation for the design of shape-changing surfaces in human---computer interaction. We provide a survey of shape-changing materials and their primary dynamic properties, define the concept of soft mechanics within an HCI context, and describe a soft mechanical alphabet that provides the kinetic foundation for the design of four design probes: Surflex, SpeakCup, Sprout I/O, and Shutters. These probes explore how individual soft mechanical elements can be combined to create large-scale transformable surfaces, which can alter their topology, texture, and permeability.&lt;p&gt;&lt;br&gt;Multi-field relations in designing for short-range RFID&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938299"&gt;http://portal.acm.org/citation.cfm?id=1938299&lt;/a&gt;&lt;br&gt;Kjetil Nordby&lt;p&gt;Multi-field inputs are techniques driven by multiple short-range RFID-enabled artifacts like RFID-tags and RFID-tag readers. The technology is useful for designers so as to enable the construction of advanced interaction through the physical world. To take advantage of such opportunities, it is important to understand the technology in terms of what interactions it might offer designers. I address this issue by unwrapping and exposing elements that can be used to conceptualize multi-field interactions. This is done by way of a design driven inquiry in which design and research methods are used to investigate short-range RFID technology. My approach is informed by activity theory which I use to analyze RFID technology from a design perspective.&lt;p&gt;&lt;br&gt;Effect of use contexts on the continuous use of mobile services: the case of mobile games&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938300Ting-Peng"&gt;http://portal.acm.org/citation.cfm?id=1938300&lt;br&gt;Ting-Peng&lt;/a&gt; Liang, Yi-Hsuan Yeh&lt;p&gt;As mobile services become more popular and people can use them virtually anywhere, research on the effect of use contexts is gaining more attention. This research presents results from a study of continuous use of mobile services in different use contexts as defined by task and consumption place. Using mobile games as an example, the authors proposed a research model that augments current technology adoption theories to fit the hedonic nature of mobile games. The results from conducting an online survey indicate that contextual factors have significant moderating effect on the intention to play mobile games. The diverse lifestyles of users also have different attitudes and concerns regarding using mobile services.&lt;p&gt;&lt;br&gt;Facilitating communication about books through an online community&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1938301"&gt;http://portal.acm.org/citation.cfm?id=1938301&lt;/a&gt;&lt;br&gt;Connie Golsteijn, Elise Hoven&lt;p&gt;Reading books can serve as a means of gathering information, relaxing and escaping daily stress. Although reading is often primarily an individual activity, many readers also enjoy sharing reading experiences with friends, relatives, colleagues and, through the internet, even with strangers. Apart from valuing these individual and collective book activities, books as physical artifacts are also valued, for example because of the memories associated with them. This paper investigates how books can be enhanced with a new product, system or service. In a qualitative interview study, the main reasons for valuing books were found to be related to the self (individual activities and feelings), experiences (e.g., enjoyment or release) and personal values (e.g., embodiment of ideals or personification).&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-5567321661236505986?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/5567321661236505986/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=5567321661236505986' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/5567321661236505986'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/5567321661236505986'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/02/toc-service-personal-and-ubiquitous.html' title='TOC Service - Personal and Ubiquitous Computing'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-3979550148772016881</id><published>2011-01-26T03:34:00.000-05:00</published><updated>2011-01-26T03:35:24.093-05:00</updated><title type='text'>TOC Service - ACM Transactions on Applied Perception (TAP)</title><content type='html'>You have received this message because you subscribed to the ACM Transactions on Applied Perception (TAP) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J932.xml"&gt;http://rss.acm.org/dl/J932.xml&lt;/a&gt;&lt;p&gt;ACM Transactions on Applied Perception (TAP) Volume 8 Issue 2, January 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1870076"&gt;http://portal.acm.org/citation.cfm?id=1870076&lt;/a&gt;&lt;p&gt;&lt;br&gt;Modeling locomotor control: The advantages of mobile gaze&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1870077"&gt;http://portal.acm.org/citation.cfm?id=1870077&lt;/a&gt;&lt;br&gt;Richard M. Wilkie, John P. Wann, Robert S. Allison&lt;p&gt;In 1958, JJ Gibson put forward proposals on the visual control of locomotion. Research in the last 50 years has served to clarify the sources of visual and nonvisual information that contribute to successful steering, but has yet to determine how this information is optimally combined under conditions of uncertainty. Here, we test the conditions under which a locomotor robot with a mobile camera can steer effectively using simple visual and extra-retinal parameters to examine how such models cope with the noisy real-world visual and motor estimates that are available to humans.&lt;p&gt;&lt;br&gt;Perceptual effects of scene context and viewpoint for virtual pedestrian crowds&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1870078"&gt;http://portal.acm.org/citation.cfm?id=1870078&lt;/a&gt;&lt;br&gt;Cathy Ennis, Christopher Peters, Carol O&amp;#39;Sullivan&lt;p&gt;In this article, we evaluate the effects of position, orientation, and camera viewpoint on the plausibility of pedestrian formations. In a set of three perceptual studies, we investigated how humans perceive characteristics of virtual crowds in static scenes reconstructed from annotated still images, where the orientations and positions of the individuals have been modified. We found that by applying rules based on the contextual information of the scene, we improved the perceived realism of the crowd formations when compared to random formations. We also examined the effect of camera viewpoint on the plausibility of virtual pedestrian scenes, and we found that an eye-level viewpoint is more effective for disguising random behaviors, while a canonical viewpoint results in these behaviors being perceived as less realistic than an isometric or top-down viewpoint.&lt;p&gt;&lt;br&gt;Perception-motivated interpolation of image sequences&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1870079"&gt;http://portal.acm.org/citation.cfm?id=1870079&lt;/a&gt;&lt;br&gt;Timo Stich, Christian Linz, Christian Wallraven, Douglas Cunningham, Marcus Magnor&lt;p&gt;We present a method for image interpolation that is able to create high-quality, perceptually convincing transitions between recorded images. By implementing concepts derived from human vision, the problem of a physically correct image interpolation is relaxed to that of image interpolation which is perceived as visually correct by human observers. We find that it suffices to focus on exact edge correspondences, homogeneous regions and coherent motion to compute convincing results. A user study confirms the visual quality of the proposed image interpolation approach. We show how each aspect of our approach increases perceived quality of the result.&lt;p&gt;&lt;br&gt;Do predictions of visual perception aid design?&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1870080"&gt;http://portal.acm.org/citation.cfm?id=1870080&lt;/a&gt;&lt;br&gt;Ruth Rosenholtz, Amal Dorai, Rosalind Freeman&lt;p&gt;Understanding and exploiting the abilities of the human visual system is an important part of the design of usable user interfaces and information visualizations. Designers traditionally learn qualitative rules of thumb for how to enable quick, easy, and veridical perception of their design. More recently, work in human and computer vision has produced more quantitative models of human perception, which take as input arbitrary, complex images of a design. In this article, we ask whether models of perception aid the design process, using our tool DesignEye as a working example of a perceptual tool incorporating such models. Through a series of interactions with designers and design teams, we find that the models can help, but in somewhat unexpected ways.&lt;p&gt;&lt;br&gt;Object selection in gaze controlled systems: What you don&amp;#39;t look at is what you get&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1870081"&gt;http://portal.acm.org/citation.cfm?id=1870081&lt;/a&gt;&lt;br&gt;Anke Huckauf, Mario H. Urbina&lt;p&gt;Controlling computers using eye movements can provide a fast and efficient alternative to the computer mouse. However, implementing object selection in gaze-controlled systems is still a challenge. Dwell times or fixations on a certain object typically used to elicit the selection of this object show several disadvantages. We studied deviations of critical thresholds by an individual and task-specific adaptation method. This demonstrated an enormous variability of optimal dwell times. We developed an alternative approach using antisaccades for selection. For selection by antisaccades, highlighted objects are copied to one side of the object. The object is selected when fixating to the side opposed to that copy requiring to inhibit an automatic gaze shift toward new objects.&lt;p&gt;&lt;br&gt;An other-race effect for face recognition algorithms&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1870082"&gt;http://portal.acm.org/citation.cfm?id=1870082&lt;/a&gt;&lt;br&gt;P. Jonathon Phillips, Fang Jiang, Abhijit Narvekar, Julianne Ayyad, Alice J. O&amp;#39;Toole&lt;p&gt;Psychological research indicates that humans recognize faces of their own race more accurately than faces of other races. This &amp;amp;#8220;other-race effect&amp;amp;#8221; occurs for algorithms tested in a recent international competition for state-of-the-art face recognition algorithms. We report results for a Western algorithm made by fusing eight algorithms from Western countries and an East Asian algorithm made by fusing five algorithms from East Asian countries. At the low false accept rates required for most security applications, the Western algorithm recognized Caucasian faces more accurately than East Asian faces and the East Asian algorithm recognized East Asian faces more accurately than Caucasian faces.&lt;p&gt;&lt;br&gt;Human-inspired search for redundancy in automatic sign language recognition&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1870083"&gt;http://portal.acm.org/citation.cfm?id=1870083&lt;/a&gt;&lt;br&gt;Gineke A. Ten Holt, Andrea J. Van Doorn, Marcel J. T. Reinders, Emile A. Hendriks, Huib De Ridder&lt;p&gt;Human perception of sign language can serve as inspiration for the improvement of automatic recognition systems. Experiments with human signers show that sign language signs contain redundancy over time. In this article, experiments are conducted to investigate whether comparable redundancies also exist for an automatic sign language recognition system. Such redundancies could be exploited, for example, by reserving more processing resources for the more informative phases of a sign, or by discarding uninformative phases. In the experiments, an automatic system is trained and tested on isolated fragments of sign language signs. The stimuli used were similar to those of the human signer experiments, allowing us to compare the results.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-3979550148772016881?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/3979550148772016881/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=3979550148772016881' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/3979550148772016881'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/3979550148772016881'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/01/toc-service-acm-transactions-on-applied.html' title='TOC Service - ACM Transactions on Applied Perception (TAP)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-49226692364640921</id><published>2011-01-26T02:55:00.001-05:00</published><updated>2011-01-26T02:55:52.971-05:00</updated><title type='text'>TOC Service - ACM Transactions on Graphics (TOG)</title><content type='html'>You have received this message because you subscribed to the ACM Transactions on Graphics (TOG) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J778.xml"&gt;http://rss.acm.org/dl/J778.xml&lt;/a&gt;&lt;p&gt;ACM Transactions on Graphics (TOG) Volume 30 Issue 1, January 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899404"&gt;http://portal.acm.org/citation.cfm?id=1899404&lt;/a&gt;&lt;p&gt;&lt;br&gt;Shape google: Geometric words and expressions for invariant shape retrieval&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899405"&gt;http://portal.acm.org/citation.cfm?id=1899405&lt;/a&gt;&lt;br&gt;Alexander M. Bronstein, Michael M. Bronstein, Leonidas J. Guibas, Maks Ovsjanikov&lt;p&gt;The computer vision and pattern recognition communities have recently witnessed a surge of feature-based methods in object recognition and image retrieval applications. These methods allow representing images as collections of &amp;amp;#8220;visual words&amp;amp;#8221; and treat them using text search approaches following the &amp;amp;#8220;bag of features&amp;amp;#8221; paradigm. In this article, we explore analogous approaches in the 3D world applied to the problem of nonrigid shape retrieval in large databases. Using multiscale diffusion heat kernels as &amp;amp;#8220;geometric words,&amp;amp;#8221; we construct compact and informative shape descriptors by means of the &amp;amp;#8220;bag of features&amp;amp;#8221; approach. We also show that considering pairs of &amp;amp;#8220;geometric words&amp;amp;#8221; (&amp;amp;#8220;geometric expressions&amp;amp;#8221;) allows creating spatially sensitive bags of features with better discriminative power.&lt;p&gt;&lt;br&gt;Matting and compositing of transparent and refractive objects&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899406Sai-Kit"&gt;http://portal.acm.org/citation.cfm?id=1899406&lt;br&gt;Sai-Kit&lt;/a&gt; Yeung, Chi-Keung Tang, Michael S. Brown, Sing Bing Kang&lt;p&gt;This article introduces a new approach for matting and compositing transparent and refractive objects in photographs. The key to our work is an image-based matting model, termed the Attenuation-Refraction Matte (ARM), that encodes plausible refractive properties of a transparent object along with its observed specularities and transmissive properties. We show that an object&amp;#39;s ARM can be extracted directly from a photograph using simple user markup. Once extracted, the ARM is used to paste the object onto a new background with a variety of effects, including compound compositing, Fresnel effect, scene depth, and even caustic shadows. User studies find our results favorable to those obtained with Photoshop as well as perceptually valid in most cases.&lt;p&gt;&lt;br&gt;Contributing vertices-based Minkowski sum of a nonconvex--convex pair of polyhedra&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899407"&gt;http://portal.acm.org/citation.cfm?id=1899407&lt;/a&gt;&lt;br&gt;Hichem Barki, Florence Denis, Florent Dupont&lt;p&gt;The exact Minkowski sum of polyhedra is of particular interest in many applications, ranging from image analysis and processing to computer-aided design and robotics. Its computation and implementation is a difficult and complicated task when nonconvex polyhedra are involved. We present the NCC-CVMS algorithm, an exact and efficient contributing vertices-based Minkowski sum algorithm for the computation of the Minkowski sum of a nonconvex--convex pair of polyhedra, which handles nonmanifold situations and extracts eventual polyhedral holes inside the Minkowski sum outer boundary. Our algorithm does not output boundaries that degenerate into a polyline or a single point. First, we generate a superset of the Minkowski sum facets through the use of the contributing vertices concept and by summing only the features (facets, edges, and vertices) of the input polyhedra which have coincident orientations.&lt;p&gt;&lt;br&gt;Subspace video stabilization&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899408"&gt;http://portal.acm.org/citation.cfm?id=1899408&lt;/a&gt;&lt;br&gt;Feng Liu, Michael Gleicher, Jue Wang, Hailin Jin, Aseem Agarwala&lt;p&gt;We present a robust and efficient approach to video stabilization that achieves high-quality camera motion for a wide range of videos. In this article, we focus on the problem of transforming a set of input 2D motion trajectories so that they are both smooth and resemble visually plausible views of the imaged scene; our key insight is that we can achieve this goal by enforcing subspace constraints on feature trajectories while smoothing them. Our approach assembles tracked features in the video into a trajectory matrix, factors it into two low-rank matrices, and performs filtering or curve fitting in a low-dimensional linear space.&lt;p&gt;&lt;br&gt;A comprehensive theory of volumetric radiance estimation using photon points and beams&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899409"&gt;http://portal.acm.org/citation.cfm?id=1899409&lt;/a&gt;&lt;br&gt;Wojciech Jarosz, Derek Nowrouzezahrai, Iman Sadeghi, Henrik Wann Jensen&lt;p&gt;We present two contributions to the area of volumetric rendering. We develop a novel, comprehensive theory of volumetric radiance estimation that leads to several new insights and includes all previously published estimates as special cases. This theory allows for estimating in-scattered radiance at a point, or accumulated radiance along a camera ray, with the standard photon particle representation used in previous work. Furthermore, we generalize these operations to include a more compact, and more expressive intermediate representation of lighting in participating media, which we call &amp;amp;#8220;photon beams.&amp;amp;#8221; The combination of these representations and their respective query operations results in a collection of nine distinct volumetric radiance estimates.&lt;p&gt;&lt;br&gt;A nonsmooth Newton solver for capturing exact Coulomb friction in fiber assemblies&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899410"&gt;http://portal.acm.org/citation.cfm?id=1899410&lt;/a&gt;&lt;br&gt;Florence Bertails-Descoubes, Florent Cadoux, Gilles Daviet, Vincent Acary&lt;p&gt;We focus on the challenging problem of simulating thin elastic rods in contact, in the presence of friction. Most previous approaches in computer graphics rely on a linear complementarity formulation for handling contact in a stable way, and approximate Coulombs&amp;#39;s friction law for making the problem tractable. In contrast, following the seminal work by Alart and Curnier in contact mechanics, we simultaneously model contact and exact Coulomb friction as a zero finding problem of a nonsmooth function. A semi-implicit time-stepping scheme is then employed to discretize the dynamics of rods constrained by frictional contact: this leads to a set of linear equations subject to an equality constraint involving a nondifferentiable function.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-49226692364640921?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/49226692364640921/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=49226692364640921' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/49226692364640921'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/49226692364640921'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/01/toc-service-acm-transactions-on.html' title='TOC Service - ACM Transactions on Graphics (TOG)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-6343281060040593715</id><published>2011-01-10T18:05:00.001-05:00</published><updated>2011-01-10T18:05:39.389-05:00</updated><title type='text'>TOC Service - Computers in Entertainment (CIE)</title><content type='html'>You have received this message because you subscribed to the Computers in Entertainment (CIE) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J912.xml"&gt;http://rss.acm.org/dl/J912.xml&lt;/a&gt;&lt;p&gt;Computers in Entertainment (CIE) Volume 8 Issue 4, December 2010&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1921141"&gt;http://portal.acm.org/citation.cfm?id=1921141&lt;/a&gt;&lt;p&gt;&lt;br&gt;The future of entertainment: how play and engaging experience can contribute to the society&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1921142"&gt;http://portal.acm.org/citation.cfm?id=1921142&lt;/a&gt;&lt;br&gt;Bruce H. Thomas&lt;p&gt;&lt;br&gt;Realizing the unexploited potential of games on serious challenges&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1921143"&gt;http://portal.acm.org/citation.cfm?id=1921143&lt;/a&gt;&lt;br&gt;C. E. Palazzi, M. Roccetti, G. Marfia&lt;p&gt;&lt;br&gt;Meditainment and innotainment for improving health and intellect&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1921144"&gt;http://portal.acm.org/citation.cfm?id=1921144&lt;/a&gt;&lt;br&gt;Andrews Samraj, Chu Kiong Loo&lt;p&gt;&lt;br&gt;How games can redirect humanity&amp;#39;s cognitive surplus for social good&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1921145"&gt;http://portal.acm.org/citation.cfm?id=1921145&lt;/a&gt;&lt;br&gt;Joel Ross, Bill Tomlinson&lt;p&gt;&lt;br&gt;Scalable personalization of interactive experiences through creative automation&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1921146"&gt;http://portal.acm.org/citation.cfm?id=1921146&lt;/a&gt;&lt;br&gt;Mark O. Riedl&lt;p&gt;&lt;br&gt;Exergaming: a future of mixing entertainment and exercise assisted by mixed reality agents&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1921147"&gt;http://portal.acm.org/citation.cfm?id=1921147&lt;/a&gt;&lt;br&gt;Levent G&amp;amp;#246;rg&amp;amp;#252;, Abey Campbell, Mauro Dragone, Gregory M. P. O&amp;#39;Hare&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-6343281060040593715?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/6343281060040593715/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=6343281060040593715' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/6343281060040593715'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/6343281060040593715'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/01/toc-service-computers-in-entertainment.html' title='TOC Service - Computers in Entertainment (CIE)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-5942360347527969763</id><published>2011-01-07T18:05:00.001-05:00</published><updated>2011-01-07T18:05:31.749-05:00</updated><title type='text'>TOC Service - interactions</title><content type='html'>You have received this message because you subscribed to the interactions Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J373.xml"&gt;http://rss.acm.org/dl/J373.xml&lt;/a&gt;&lt;p&gt;interactions Volume 18 Issue 1, January + February 2011&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897239"&gt;http://portal.acm.org/citation.cfm?id=1897239&lt;/a&gt;&lt;p&gt;&lt;br&gt;WELCOME: Our first interactions&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897240"&gt;http://portal.acm.org/citation.cfm?id=1897240&lt;/a&gt;&lt;br&gt;Ron Wakkary, Erik Stolterman&lt;p&gt;&lt;br&gt;Demo Hour&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897241"&gt;http://portal.acm.org/citation.cfm?id=1897241&lt;/a&gt;&lt;br&gt;Heekyoung Jung, Altieri Youngsuk, Jeffrey Bardzell, J&amp;amp;#252;rgen Scheible, James Pierce, Eric Paulos, Ji-Dong Yim, Christopher Shaw&lt;p&gt;&lt;br&gt;The role of communities at CHI 2011 and beyond&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897242"&gt;http://portal.acm.org/citation.cfm?id=1897242&lt;/a&gt;&lt;br&gt;Arnie Lund, Bo Begole&lt;p&gt;&lt;br&gt;BETWEEN THE LINES: What we talk about when we talk about happiness&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897243"&gt;http://portal.acm.org/citation.cfm?id=1897243&lt;/a&gt;&lt;br&gt;Liz Danzico&lt;p&gt;&lt;br&gt;Rat, rational, or seething cauldron of desire: designing the shopper&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897257"&gt;http://portal.acm.org/citation.cfm?id=1897257&lt;/a&gt;&lt;br&gt;Elizabeth F. Churchill&lt;p&gt;&lt;br&gt;Interaction research studio: : &amp;lt;i&amp;gt;Goldsmiths, University of London&amp;lt;/i&amp;gt;&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897258"&gt;http://portal.acm.org/citation.cfm?id=1897258&lt;/a&gt;&lt;br&gt;Bill Gaver&lt;p&gt;&lt;br&gt;The cloud&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897244"&gt;http://portal.acm.org/citation.cfm?id=1897244&lt;/a&gt;&lt;br&gt;Yue Pan, Eli Blevis&lt;p&gt;The forum title &amp;quot;Sustainably Ours&amp;quot; was chosen to suggest two things about sustainability. First, sustainability is collectively ours---it is an issue of collective global fate accumulated from individual and sovereign actions. Second, our CHI community is especially responsible for certain issues of and approaches to sustainability---how interactivity is implicated in material effects, behavioral change, changing sociopolitical contexts of design, and mitigation of and adaptation to climate change. Eli Blevis, Editor | &amp;amp;&lt;a href="mailto:lt%3Bmail%26gt%3Beblevis@indiana.edu"&gt;lt;mail&amp;amp;gt;eblevis@indiana.edu&lt;/a&gt;&amp;amp;lt;/mail&amp;amp;gt;&lt;p&gt;&lt;br&gt;Things we value&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897245"&gt;http://portal.acm.org/citation.cfm?id=1897245&lt;/a&gt;&lt;br&gt;Elisa Giaccardi&lt;p&gt;&amp;quot;On Heritage&amp;quot; aims to offer and promote a rich discussion at the intersection of art, performance, and culture that expands the boundaries of HCI while broadening our understanding of how things of the past come to matter in the present. Elisa Giaccardi, Editor | &amp;amp;&lt;a href="mailto:lt%3Bmail%26gt%3Belisa.giaccardi@uc3m.es"&gt;lt;mail&amp;amp;gt;elisa.giaccardi@uc3m.es&lt;/a&gt;&amp;amp;lt;/mail&amp;amp;gt;&lt;p&gt;&lt;br&gt;Design and public policy considerations for accessible e-book readers&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897254"&gt;http://portal.acm.org/citation.cfm?id=1897254&lt;/a&gt;&lt;br&gt;Chris Danielsen, Anne Taylor, Wesley Majerus&lt;p&gt;Public policy increasingly plays a role in influencing the work that we do as HCI researchers, interaction designers, and practitioners. &amp;quot;Public policy&amp;quot; is a broad term that includes both government policy and policy within non-governmental organizations, such as standards bodies. The &amp;quot;Interacting with Public Policy&amp;quot; forum focuses on topics at the intersection of human-computer interaction and public policy.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Jonathan Lazar, Editor | &amp;amp;&lt;a href="mailto:lt%3Bmail%26gt%3BJLazar@towson.edu"&gt;lt;mail&amp;amp;gt;JLazar@towson.edu&lt;/a&gt;&amp;amp;lt;/mail&amp;amp;gt;&lt;p&gt;&lt;br&gt;TIMELINES: Multiscale zooming interfaces: a brief personal perspective on the design of cognitively convivial interaction&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897255"&gt;http://portal.acm.org/citation.cfm?id=1897255&lt;/a&gt;&lt;br&gt;James D. Hollan&lt;p&gt;&amp;quot;Timelines&amp;quot; provides perspectives on HCI history, glancing back at a road that sometimes took unexpected branches and turns. History is not a dry list of events; it is about points of view and differing interpretations.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Jonathan Grudin, Editor | &amp;amp;&lt;a href="mailto:lt%3Bmail%26gt%3Bjgrudin@microsoft.com"&gt;lt;mail&amp;amp;gt;jgrudin@microsoft.com&lt;/a&gt;&amp;amp;lt;/mail&amp;amp;gt;&lt;p&gt;&lt;br&gt;Design as learning---or &amp;quot;knowledge creation&amp;quot;---the SECI model&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897256"&gt;http://portal.acm.org/citation.cfm?id=1897256&lt;/a&gt;&lt;br&gt;Hugh Dubberly, Shelley Evenson&lt;p&gt;Models help bridge the gap between observing and making---especially when systems are involved (as in designing for interaction, service, and evolution). This forum introduces new models, links them to existing models, and describes their history and why they matter.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Hugh Dubberly, Editor | &amp;amp;&lt;a href="mailto:lt%3Bmail%26gt%3Bhugh@dubberly.com"&gt;lt;mail&amp;amp;gt;hugh@dubberly.com&lt;/a&gt;&amp;amp;lt;/mail&amp;amp;gt;&lt;p&gt;&lt;br&gt;The need for video in scientific communication&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897246"&gt;http://portal.acm.org/citation.cfm?id=1897246&lt;/a&gt;&lt;br&gt;Jonas L&amp;amp;#246;wgren&lt;p&gt;&amp;quot;The ground was shaking as the vehicle walked past me.&amp;quot;&lt;p&gt;&lt;br&gt;Journeying toward extravagant, expressive, place-based computing&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897247"&gt;http://portal.acm.org/citation.cfm?id=1897247&lt;/a&gt;&lt;br&gt;Matt Jones&lt;p&gt;&lt;br&gt;From materials to materiality: thinking of computation from within an Icehotel&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897248"&gt;http://portal.acm.org/citation.cfm?id=1897248&lt;/a&gt;&lt;br&gt;Erica Robles, Mikael Wiberg&lt;p&gt;&lt;br&gt;The (re)usability of everyday computational things: why industrial design will be the new interaction design&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897251"&gt;http://portal.acm.org/citation.cfm?id=1897251&lt;/a&gt;&lt;br&gt;Roel Vertegaal&lt;p&gt;&lt;br&gt;Visual analytics and human-computer interaction&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897249"&gt;http://portal.acm.org/citation.cfm?id=1897249&lt;/a&gt;&lt;br&gt;Richard Arias-Hern&amp;amp;#225;ndez, John Dill, Brian Fisher, Tera Marie Green&lt;p&gt;&lt;br&gt;Beyond interfaces and flows: abstractions for mapping organic architectures&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897252"&gt;http://portal.acm.org/citation.cfm?id=1897252&lt;/a&gt;&lt;br&gt;Davide Bolchini, Adam Neddo&lt;p&gt;&lt;br&gt;Did you ever know that you&amp;#39;re my hero?: the power of storytelling&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897253"&gt;http://portal.acm.org/citation.cfm?id=1897253&lt;/a&gt;&lt;br&gt;Sal Cilella&lt;p&gt;&lt;br&gt;Proxemic interactions: the new ubicomp?&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1897250"&gt;http://portal.acm.org/citation.cfm?id=1897250&lt;/a&gt;&lt;br&gt;Saul Greenberg, Nicolai Marquardt, Till Ballendat, Rob Diaz-Marino, Miaosen Wang&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-5942360347527969763?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/5942360347527969763/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=5942360347527969763' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/5942360347527969763'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/5942360347527969763'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2011/01/toc-service-interactions.html' title='TOC Service - interactions'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-7236673647122406446</id><published>2010-12-29T18:07:00.001-05:00</published><updated>2010-12-29T18:07:44.157-05:00</updated><title type='text'>TOC Service - Computers in Entertainment (CIE)</title><content type='html'>You have received this message because you subscribed to the Computers in Entertainment (CIE) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J912.xml"&gt;http://rss.acm.org/dl/J912.xml&lt;/a&gt;&lt;p&gt;Computers in Entertainment (CIE) - Special Issue: Advances in Computer Entertainment Technology Volume 8 Issue 2, December 2010&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899687"&gt;http://portal.acm.org/citation.cfm?id=1899687&lt;/a&gt;&lt;p&gt;&lt;br&gt;Introduction to the special issue on advances in computer entertainment technology-Part 1&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899688"&gt;http://portal.acm.org/citation.cfm?id=1899688&lt;/a&gt;&lt;br&gt;Jiung Yao Huang&lt;p&gt;&lt;br&gt;Animated paper: A toolkit for building moving toys&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899689"&gt;http://portal.acm.org/citation.cfm?id=1899689&lt;/a&gt;&lt;br&gt;Naoya Koizumi, Kentaro Yasu, Angela Liu, Maki Sugimoto, Masahiko Inami&lt;p&gt;In recent years, there has been a surge in the number of available rapid prototyping tools, making it easier than ever to create functioning prototypes with minimal technical background and at a low cost. However, most of these tools do not have the flexibility to allow for immediate physical modifications once a prototype has been built or programmed, and are often limited in movement by the size or range of the wired system. Accordingly, simple paper remains one of the most pervasive creative platforms in the world due to its low cost, light weight, freedom of physical spatial manipulation, disposability, and low interaction overhead.&lt;p&gt;&lt;br&gt;Charisma: High-performance Web-based MPEG-compliant animation framework&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899690"&gt;http://portal.acm.org/citation.cfm?id=1899690&lt;/a&gt;&lt;br&gt;Abdennour El Rhalibi, Chris Carter, Simon Cooper, Madjid Merabti, Marc Price&lt;p&gt;The MPEG-4 standards define a technique for 3D facial and body model animations (FAPS/BAPS respectively), as seen in animation systems such as Greta. The way this technique works is in contrast to the set of animation techniques currently used within modern games technologies and applications, which utilize more advanced, expressive animation systems such as Skeletal, Morph Target, and Inverse Kinematics. This article describes an object-oriented, Java-based framework for the integration and transformation of MPEG4 standards-compliant animation streams known as Charisma.&lt;p&gt;&lt;br&gt;ImpAct: Immersive haptic stylus to enable direct touch and manipulation for surface computing&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899691"&gt;http://portal.acm.org/citation.cfm?id=1899691&lt;/a&gt;&lt;br&gt;Anusha Withana, Yasutoshi Makino, Makoto Kondo, Maki Sugimoto, Gota Kakehi, Masahiko Inami&lt;p&gt;This article explores direct touch and manipulation techniques for surface computing environments using a specialized haptic force feedback stylus, called ImpAct, which can dynamically change its effective length and equipped with sensors to calculate its orientation in world coordinates. When a user pushes it against a touch screen, the physical stylus shrinks and a rendered projection of the stylus is drawn inside the screen, giving the illusion that it is submerged in the display device. Once the users can see the stylus immersed in the digital world below the screen, he or she can manipulate and interact with the virtual objects with active haptic sensations.&lt;p&gt;&lt;br&gt;Interactive simulations to help teenagers cope when a parent has a traumatic brain injury&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899692"&gt;http://portal.acm.org/citation.cfm?id=1899692&lt;/a&gt;&lt;br&gt;Jean E. Dumas, Nicolas Szilas, Urs Richle, Thomas Boggini&lt;p&gt;Traumatic brain injury (TBI) is a leading cause of long-term disability and death worldwide. This article describes an ongoing research project to design, develop, and evaluate interactive learning simulations that integrate educational materials for uninjured teenagers who have a parent with a TBI. By immersing players in an interactive environment that resembles the gaming world with which most teenagers are familiar, these simulations are designed to help players develop knowledge and skills in circumstances approximating real-life settings.&lt;p&gt;&lt;br&gt;PuzzleTale: A tangible puzzle game for interactive storytelling&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899693"&gt;http://portal.acm.org/citation.cfm?id=1899693&lt;/a&gt;&lt;br&gt;Yang Ting Shen, Ali Mazalek&lt;p&gt;We describe the design and development of PuzzleTale, an interactive storytelling system that makes use of tangible puzzle pieces on the surface of an interactive table. In the PuzzleTale system, assembling the tangible puzzle piece can affect the digital characters and create a flexible story context. Different assembled patterns represent the diverse ways that users explore and compose the story. The PuzzleTale system creates a dynamic causal relationship between the process of interactive storytelling and the outcome of a story. There are two variables that continuously affect the story context including the amount and the sequence of digital characters that the reader plays.&lt;p&gt;&lt;br&gt;QoE assessment in haptic media, sound, and video transmission: Effect of playout buffering control&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899694"&gt;http://portal.acm.org/citation.cfm?id=1899694&lt;/a&gt;&lt;br&gt;Kai Iwata, Yutaka Ishibashi, Norishige Fukushima, Shinji Sugawara&lt;p&gt;In this article we investigate the effect of playout buffering control in haptic media, sound, and video transmission via QoE (Quality of Experience) assessment. We assess the operability of the haptic interface device, sound output quality, video output quality, inter-stream synchronization quality, and comprehensive quality. We also evaluate the application-level QoS (Quality of Service), and demonstrate that, with high accuracy, it is possible to estimate QoE parameters from QoS parameters.&lt;p&gt;&lt;br&gt;The music pattern: A creative tabletop music creation platform&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899695"&gt;http://portal.acm.org/citation.cfm?id=1899695&lt;/a&gt;&lt;br&gt;Cong Ning, Steven Zhou&lt;p&gt;This article introduces the Music Pattern, a musical tabletop application that enables both novice and musically trained users to compose and play music in a creative and intuitive way. We begin by demonstrating the value of adopting human computer interaction (HCI) for creating music, especially for less musically trained users, and then provide a literature review to further explore the current approaches to a tangible user interface (TUI), as well as simulation of live performance, from which our design philosophy is drawn and stated. We then introduce the game design and implementation of the Music Pattern.&lt;p&gt;&lt;br&gt;Understanding how the affective quality of motion is perceived in the user interface&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1899696"&gt;http://portal.acm.org/citation.cfm?id=1899696&lt;/a&gt;&lt;br&gt;Doyun Park, Ji-Hyun Lee&lt;p&gt;More than ever, entertainment is being serviced via digital media. In this context, the user interface design must consider emotion, since it is a key aspect of entertainment. To approach user emotion, the affective quality of the user interface needs to be designed appropriately. In comparison to static elements such as color and texture, motion has received little attention, despite its increasing use for digital content. To gain positive emotion from an entertainment experience through interactive digital media, motion needs to be designed for affective quality as well. In this study, we investigated how the affective quality of motion is perceived in user interfaces.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-7236673647122406446?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/7236673647122406446/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=7236673647122406446' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/7236673647122406446'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/7236673647122406446'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2010/12/toc-service-computers-in-entertainment.html' title='TOC Service - Computers in Entertainment (CIE)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-6578910922079407100</id><published>2010-12-29T18:05:00.001-05:00</published><updated>2010-12-29T18:05:51.169-05:00</updated><title type='text'>TOC Service - ACM Transactions on Computer-Human Interaction (TOCHI)</title><content type='html'>You have received this message because you subscribed to the ACM Transactions on Computer-Human Interaction (TOCHI) Table of Contents Service within the ACM Digital Library.&lt;p&gt;An RSS feed for this Table of Contents Services is available - &lt;a href="http://rss.acm.org/dl/J756.xml"&gt;http://rss.acm.org/dl/J756.xml&lt;/a&gt;&lt;p&gt;ACM Transactions on Computer-Human Interaction (TOCHI) Volume 17 Issue 4, December 2010&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1879831"&gt;http://portal.acm.org/citation.cfm?id=1879831&lt;/a&gt;&lt;p&gt;&lt;br&gt;Indexicality: Understanding mobile human-computer interaction in context&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1879832"&gt;http://portal.acm.org/citation.cfm?id=1879832&lt;/a&gt;&lt;br&gt;Jesper Kjeldskov, Jeni Paay&lt;p&gt;A lot of research has been done within the area of mobile computing and context-awareness over the last 15 years, and the idea of systems adapting to their context has produced promising results for overcoming some of the challenges of user interaction with mobile devices within various specialized domains. However, today it is still the case that only a limited body of theoretically grounded knowledge exists that can explain the relationship between users, mobile system user interfaces, and their context. Lack of such knowledge limits our ability to elevate learning from the mobile systems we develop and study from a concrete to an abstract level.&lt;p&gt;&lt;br&gt;Oasis: A framework for linking notification delivery to the perceptual structure of goal-directed tasks&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1879833"&gt;http://portal.acm.org/citation.cfm?id=1879833&lt;/a&gt;&lt;br&gt;Shamsi T. Iqbal, Brian P. Bailey&lt;p&gt;A notification represents the proactive delivery of information to a user and reduces the need to visually scan or repeatedly check an external information source. At the same time, notifications often interrupt user tasks at inopportune moments, decreasing productivity and increasing frustration. Controlled studies have shown that linking notification delivery to the perceptual structure of a user&amp;#39;s tasks can reduce these interruption costs. However, in these studies, the scheduling was always performed manually, and it was not clear whether it would be possible for a system to mimic similar techniques. This article contributes the design and implementation of a novel system called Oasis that aligns notification scheduling with the perceptual structure of user tasks.&lt;p&gt;&lt;br&gt;Time warp sports for internet television&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1879834"&gt;http://portal.acm.org/citation.cfm?id=1879834&lt;/a&gt;&lt;br&gt;Dan R. Olsen, Brett Partridge, Stephen Lynn&lt;p&gt;Internet-based video delivery offers new opportunities for interactive television. The creation and usability of interactive television is very different from desktop or web-based interaction. The concepts of frameworks and genres provides an approach to learnable interaction in an entertainment rather than task-oriented activity. The concept of a framework defines the tools required for both producing and viewing a particular style of interactive video experience. An interactive framework for televised sports is presented. This framework implements a sports television experience that support play-by-play navigation as well as viewer&amp;#39;s interactive choice of camera angles. Tools for creating and viewing interactive sports are developed in parallel.&lt;p&gt;&lt;br&gt;Interaction design for mobile product recommendation agents: Supporting users&amp;#39; decisions in retail stores&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1879835"&gt;http://portal.acm.org/citation.cfm?id=1879835&lt;/a&gt;&lt;br&gt;Young Eun Lee, Izak Benbasat&lt;p&gt;Mobile product recommendation agents (RAs) are software systems that operate on mobile handheld devices, using wireless Internet to support users&amp;#39; decisions en route, such as consumers&amp;#39; product choices in retail stores. As the demand for ubiquitous access to the web grows, potential benefits of mobile RAs have been recognized, albeit with little supporting empirical evidence. We investigate whether and how mobile RAs enhance users&amp;#39; decisions in retail stores by reducing the effort to make purchase decisions while augmenting the accuracy of the decisions. In addition, to identify potential design principles for mobile RAs, we compare and evaluate two interaction styles of mobile RAs: alternative-driven (RA-AL) versus attribute-driven (RA-AT) interactions.&lt;p&gt;&lt;br&gt;Parallel prototyping leads to better design results, more divergence, and increased self-efficacy&lt;br&gt;&lt;a href="http://portal.acm.org/citation.cfm?id=1879836"&gt;http://portal.acm.org/citation.cfm?id=1879836&lt;/a&gt;&lt;br&gt;Steven P. Dow, Alana Glassco, Jonathan Kass, Melissa Schwarz, Daniel L. Schwartz, Scott R. Klemmer&lt;p&gt;Iteration can help people improve ideas. It can also give rise to fixation, continuously refining one option without considering others. Does creating and receiving feedback on multiple prototypes in parallel, as opposed to serially, affect learning, self-efficacy, and design exploration&amp;amp;quest; An experiment manipulated whether independent novice designers created graphic Web advertisements in parallel or in series. Serial participants received descriptive critique directly after each prototype. Parallel participants created multiple prototypes before receiving feedback. As measured by click-through data and expert ratings, ads created in the Parallel condition significantly outperformed those from the Serial condition. Moreover, independent raters found Parallel prototypes to be more diverse.&lt;p&gt;&lt;p&gt;&lt;br&gt;If you would like to unsubcribe or change your email address please go to &lt;a href="http://portal.acm.org/toc_manage.cfm"&gt;http://portal.acm.org/toc_manage.cfm&lt;/a&gt; and sign in with your ACM Web Account.&lt;p&gt;To send comments about ACM&amp;#39;s TOC Service, email: &lt;a href="mailto:tocservice@acm.org"&gt;tocservice@acm.org&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-6578910922079407100?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/6578910922079407100/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=6578910922079407100' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/6578910922079407100'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/6578910922079407100'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2010/12/toc-service-acm-transactions-on_29.html' title='TOC Service - ACM Transactions on Computer-Human Interaction (TOCHI)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-6220214092059935102</id><published>2010-12-28T08:44:00.003-05:00</published><updated>2010-12-28T08:44:47.064-05:00</updated><title type='text'>InTouch - Human Factors: The Journal of the Human Factors and Ergonomics Society vol. 54 no. 22 (2010)</title><content type='html'>&lt;h2&gt;&lt;b&gt;ingentaconnect: keeping you InTouch&lt;/b&gt;&lt;/h2&gt; &lt;p class="greeting"&gt;You have previously asked us to let you know about newly-posted content for the following journal or search terms.&lt;/p&gt; &lt;ol&gt;&lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000022/art00001"&gt;Debate: Is There Low Hanging Fruit in Healthcare Human Factors&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Seagull, F. 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&lt;p class="greeting"&gt;You have previously asked us to let you know about newly-posted content for the following journal or search terms.&lt;/p&gt; &lt;ol&gt;&lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00001"&gt;The Effect of In-Vehicle Warning Systems on Speed Compliance in Work Zones&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Whitmire, James; Morgan, J.F.; Oron-Gilad, Tal; Hancock, P.A.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2023-2027(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00002"&gt;In-Vehicle Decision Support to Reduce Crashes at Rural Thru-Stop Intersections&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Drew, Daniel A.; Hayes, Caroline C.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); 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Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00009"&gt;Physiological Reactivity to Graded Levels of Cognitive Workload across Three Age Groups: An On-Road Evaluation&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Mehler, Bruce; Reimer, Bryan; Coughlin, Joseph F.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2062-2066(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00010"&gt;Dissociating Eye Movements and Workload on Lateral Lane Position Variability&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Medeiros-Ward, Nathan; Seegmiller, Janelle; Cooper, Joel; Strayer, David&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2067-2070(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00011"&gt;Driving Performance and Driver Workload at High Speeds: Results from On-Road and Test Track Studies&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Chrysler, Susan T.; Funkhouser, Dillon; Fitzpatrick, Kay; Brewer, Marcus&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2071-2075(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00012"&gt;Driver Braking Performance to Surprise and Expected Events&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Fitch, Gregory M.; Blanco, Myra; Morgan, Justin F.; Wharton, Amy E.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2076-2080(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00013"&gt;Do Responses Differ Between Novice and Experienced Drivers When a Late Yellow Light Is Encountered&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Milloy, Shaunna L.; Caird, Jeff K.; Ohlhauser, Amanda D.; Pearson, Aimee M.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2081-2085(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00014"&gt;The effects of repeated exposures to collision warnings on drivers willingness to engage in a distracting secondary task&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Kidd, David G.; Nelson, Erik T.; Baldwin, Carryl L.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2086-2090(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00015"&gt;Effectiveness and Driver Acceptance of a Semi-Autonomous Forward Obstacle Collision Avoidance System&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Itoh, Makoto; Horikome, Tatsuya; Inagaki, Toshiyuki&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2091-2095(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00016"&gt;A Mental Model Perspective of a Driver Workload System&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Curry, Reates; Blommer, Mike; Tijerina, Louis; Greenberg, Jeff; Kochhar, Dev; Simonds, Craig; Watson, David&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2096-2100(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00017"&gt;The effect of hazard perception training on traffic-scene movies categorization&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Borowsky, Avinoam; Meir, Anat; Oron-Gilad, Tal; Shinar, David; Parmet, Yisrael&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2101-2105(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00018"&gt;Validating the Effectiveness of Recursive Blur Enhancement of Symbol Signs using Static and Dynamic Protocols&lt;/a&gt;&lt;br /&gt; &lt;i&gt;McCall, Robert; Schieber, Frank&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2106-2109(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00019"&gt;THE CAB TECHNOLOGY INTEGRATION LAB: A LOCOMOTIVE SIMULATOR FOR HUMAN FACTORS RESEARCH&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Jones, Michael; Plott, Christopher; Jones, Melvin; Olthoff, Thomas&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2110-2114(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00020"&gt;Conversation Impairs the Expression of Learned Sequence Information in a Simulated Driving Environment&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Cooper, Joel; Medeiros-Ward, Nathan&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2115-2119(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000024/art00021"&gt;Using Capacity Analysis to Evaluate the Effect of MP3 Player Usage on Driver Behavior&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Roberts, Shannon C.; Lee, John D.; Hoffman, Joshua D.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 24, pp. 2120-2124(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;/ol&gt; &lt;p class="profile"&gt;Profile number/username: &lt;span class="username"&gt;dglblogfwd&lt;/span&gt;&lt;br /&gt; Please quote this reference when contacting us.&lt;/p&gt;   &lt;p class="blurb"&gt;Search millions of articles, access thousands of full-text scholarly and&lt;br /&gt; professional publications, and find answers to your specific research needs&lt;br /&gt; at &lt;a href="http://www.ingentaconnect.com"&gt;www.ingentaconnect.com&lt;/a&gt;.&lt;/p&gt; 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&lt;p class="greeting"&gt;You have previously asked us to let you know about newly-posted content for the following journal or search terms.&lt;/p&gt; &lt;ol&gt;&lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00001"&gt;Capturing and Analyzing Visual Groupings of Multiple Moving Targets in an Aircraft Conflict Detection Task Using Eye Movements&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Kang, Ziho; Landry, Steven J.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1906-1910(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00002"&gt;EVALUATION OF MANAGEMENT PRACTICES AS A RESULT OF AN IMPLEMENTATION OF A PARTICIPATORY ERGONOMICS PROGRAM IN A POULTRY PROCESSING PLANT&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Boone, Christie P.; MacKinnon, Scott N.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1911-1915(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00003"&gt;Risk Exposure Assessment of Dairy Parlor Workers&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Patil, Anuja; Gilkey, David; Rosecrance, John; Douphrate, David&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1916-1920(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00004"&gt;A Heuristic Evaluation of Three Automated External Defibrillators&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Percival, Nicole Bryn; Mayer, Andrew K.; Caird, Jeff K.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1921-1925(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00005"&gt;The Effects of Acoustic Turn-by-turn Navigation on Wayfinding&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Fenech, Elliot P.; Drews, Frank A.; Bakdash, Jonathan Z.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1926-1930(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00006"&gt;The Effect of Interruption Similarity in Planning Tasks&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Nystrom, Daniel; Musters, Adrian; Drews, Frank&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1931-1935(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00007"&gt;Collaborative Tools in a Simulated Patient-Provider Medication Scheduling Task&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Waicekauskas, Kevin T; Kannampallil, Thomas G; Kopren, Katie; Tan, Pei-Hsiu; Fu, Wai-Tat; Morrow, Daniel G&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1936-1940(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00008"&gt;A proposed methodology for the theory-based prediction of mental workload with a cognitive architecture&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Jo, Seongsik; Myung, Rohae; Yoon, Daesub&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1941-1945(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00009"&gt;How Process Control Operators Derive, Update, and Apply Mental Models&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Yin, Shanqing; Laberge, Jason&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1946-1950(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00010"&gt;A PILOT STUDY ON THE CROSS-CULTURAL ACCEPTANCE OF TECHNOLOGY&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Kothaneth, Shreya&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1951-1955(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00011"&gt;Training Users to Counteract Phishing&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Nyeste, Patrick G; Mayhorn, Christopher B&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1956-1960(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00012"&gt;The Effect of Warning Design and Personalization on User Compliance in Computer Security Dialogs&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Mendel, Jeremy; Mayhorn, Christopher B.; Hardee, Jefferson B.; West, Ryan T.; Pak, Richard&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1961-1965(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00013"&gt;Information Visualizations as Complex Decision Support Systems&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Price, Margaux M.; Pak, Richard&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1966-1970(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00014"&gt;TEAM COMMUNICATION AND INNOVATIVE DESIGN PRACTICES: THE EFFECT OF TEAM ADOPTION AND IMPLEMENTATION OF THE TABLET PC&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Goncher, Andrea; Kothaneth, Shreya; Johri, Aditya&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1971-1975(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00015"&gt;An Eye Movement Analysis of Evolving User Preferences During Internet Search&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Liechty, Molly M.; Madhavan, Poornima&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1976-1980(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00016"&gt;Effects of Individual Differences on Visual Search Task Performance&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Tsai, Yi-Fang D.; Kang, Songhee; Peterson, Matthew S.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1981-1985(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00017"&gt;Learning to Solve a Visuospatial Problem: The Effect of Visual Cues on Overcoming Errors&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Luong, Mary G.; McLaughlin, Anne Collins&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1986-1989(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00018"&gt;WHERE DID THEY GO RECOVERING DYNAMIC OBJECTS AFTER INTERRUPTIONS&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Hunter, Aren C.; Parush, Avi&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1990-1994(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00019"&gt;INVESTIGATING DYNAMICS OF DARK FOCUS OF THE HUMAN EYE IN YOUNG ADULTS&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Yodpijit, Nantakrit; Lockhart, Thurmon E.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 1995-1999(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00020"&gt;The User Experience of Crowds A Human Factors Challenge&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Kendrick, Victoria L.; Haslam, Roger A.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 2000-2004(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00021"&gt;TRAINING NOVICES ON HIERARCHICAL TASK ANALYSIS&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Felipe, Sarah K.; Adams, Anne E.; Rogers, Wendy A.; Fisk, Arthur D.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 2005-2009(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00022"&gt;A BIOMECHANICAL STUDY ON THE EFFECTS OF HATHA YOGA BASIC POSES ON MUSCLE ACTIVITIES&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Chun, Young J.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 2010-2014(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00023"&gt;The Effect of Flooring Characteristics on Plantar Pressures on the Foot During Standing&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Wiggermann, Neal; Keyserling, Monroe; Pokorney, Benjamin&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 2015-2018(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000023/art00024"&gt;Effects of anti-fatigue flooring on gait parameters&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Soangra, Rahul; Jones, Baron; Lockhart, Thurmon E.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 23, pp. 2019-2022(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;/ol&gt; &lt;p class="profile"&gt;Profile number/username: &lt;span class="username"&gt;dglblogfwd&lt;/span&gt;&lt;br /&gt; Please quote this reference when contacting us.&lt;/p&gt;   &lt;p class="blurb"&gt;Search millions of articles, access thousands of full-text scholarly and&lt;br /&gt; professional publications, and find answers to your specific research needs&lt;br /&gt; at &lt;a href="http://www.ingentaconnect.com"&gt;www.ingentaconnect.com&lt;/a&gt;.&lt;/p&gt; &lt;p&gt;We have rebranded our alerting services as ingentaconnect InTouch. 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Personal users without access to a licence are restricted to 5 free new issue alerts; if you wish to purchase a licence in order to receive additional alerts, simply log in to ingentaconnect and click on "New Issue Alerts"&lt;/p&gt;&lt;p class="copyright"&gt;&amp;copy; Copyright  2010 ingentaconnect&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-40700013547539689?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/40700013547539689/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=40700013547539689' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/40700013547539689'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/40700013547539689'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2010/12/intouch-human-factors-journal-of-human_7547.html' title='InTouch - Human Factors: The Journal of the Human Factors and Ergonomics Society vol. 54 no. 23 (2010)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-2673307074245703078</id><published>2010-12-28T08:09:00.003-05:00</published><updated>2010-12-28T08:09:09.097-05:00</updated><title type='text'>InTouch - Human Factors: The Journal of the Human Factors and Ergonomics Society vol. 54 no. 28 (2010)</title><content type='html'>&lt;h2&gt;&lt;b&gt;ingentaconnect: keeping you InTouch&lt;/b&gt;&lt;/h2&gt; &lt;p class="greeting"&gt;You have previously asked us to let you know about newly-posted content for the following journal or search terms.&lt;/p&gt; &lt;ol&gt;&lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00001"&gt;Leveraging Virtual Reality, Simulations, and Games for Training&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Riley, Jennifer M.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2366-2368(3); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00002"&gt;Physiological Measures in a Team Training Simulation&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Kring, Jason P.; Wessinger, Lauren; Payne, Christopher; Blanding, Ryan; Entezari, Zoubair&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2369-2372(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00003"&gt;Alert Modality and Behavioral Compliance During Virtual Combat&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Bliss, James P.; Liebman, Rachel; Brill, J. Christopher&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2373-2377(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00004"&gt;Modeling Transfer of Training and Training Effectiveness in Simulated Marksmanship Training&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Merlo, James L; Frechette, Jacob; Banks, Stephen J&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2378-2382(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00005"&gt;BIOSENSOR-BASED VIDEO GAME CONTROL FOR PHYSICALLY DISABLED GAMERS&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Breugelmans, Jeffrey; Lin, Yingzi; Mourant, Ronald R.; Iversen, Maura Daly&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2383-2387(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00006"&gt;Recognizing Emotion in Virtual Agent, Synthetic Human, and Human Facial Expressions&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Beer, Jenay M.; Fisk, Arthur D.; Rogers, Wendy A.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2388-2392(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00007"&gt;Integrating Route and Survey Learning in Complex Virtual Environments: Using a 3D Map&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Luo, Zhiqiang; Wickens, Christopher D.; Duh, Henry Been-Lirn; Chen, I-Ming&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2393-2397(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00008"&gt;Game-based Learning: The Impact of Flow State and Videogame Selfefficacy&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Pavlas, Davin; Heyne, Kyle; Bedwell, Wendy; Lazzara, Elizabeth; Salas, Eduardo&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2398-2402(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00009"&gt;MILITARY TRAINING IN VIRTUAL ENVIRONMENTS: USER INTERFACE EVALUATIONS&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Singer, Michael J.; Barnett, John&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2403-2407(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00010"&gt;Leveraging Serious Games and Advanced Training Technologies for Enhanced Cognitive Skill Development&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Scielzo, Sandro; Davis, Fleet; Riley, Jennifer M.; Hyatt, John; Lampton, Donald; Merlo, James&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2408-2412(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00011"&gt;Team Performance as a Function of Task Difficulty in a Computer Game&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Proaps, Alexandra; Bliss, James&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2413-2416(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00012"&gt;Desktop and Wearable Game-Based Simulations: A Usability Study&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Barnett, John S.; Taylor, Grant S.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2417-2421(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00013"&gt;A META STUDY OF TRANSFER OF TRAINING&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Oskarsson, Per-Anders; Nahlinder, Staffan; Svensson, Erland&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2422-2426(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00014"&gt;Optical See-Through Head Mounted Display Direct Linear Transformation Calibration Robustness in the Presence of User Alignment Noise&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Axholt, Magnus; Skoglund, Martin; Peterson, Stephen D.; Cooper, Matthew D.; Schon, Thomas B.; Gustafsson, Fredrik; Ynnerman, Anders; Ellis, Stephen. R.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2427-2431(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00015"&gt;One Versus Two-Handed Six Degree-of-Freedom Compensatory Tracking in 3D and the Effects of Practice&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Underwood, Steven; Gallimore, Jennie J.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2432-2436(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000028/art00016"&gt;TUNING TRUST USING COGNITIVE CUES FOR BETTER HUMAN-MACHINE COLLABORATION&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Cai, Hua; Lin, Yingzi&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 28, pp. 2437-2441(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;/ol&gt; &lt;p class="profile"&gt;Profile number/username: &lt;span class="username"&gt;dglblogfwd&lt;/span&gt;&lt;br /&gt; Please quote this reference when contacting us.&lt;/p&gt;   &lt;p class="blurb"&gt;Search millions of articles, access thousands of full-text scholarly and&lt;br /&gt; professional publications, and find answers to your specific research needs&lt;br /&gt; at &lt;a href="http://www.ingentaconnect.com"&gt;www.ingentaconnect.com&lt;/a&gt;.&lt;/p&gt; &lt;p&gt;We have rebranded our alerting services as ingentaconnect InTouch. 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Personal users without access to a licence are restricted to 5 free new issue alerts; if you wish to purchase a licence in order to receive additional alerts, simply log in to ingentaconnect and click on "New Issue Alerts"&lt;/p&gt;&lt;p class="copyright"&gt;&amp;copy; Copyright  2010 ingentaconnect&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-2673307074245703078?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/2673307074245703078/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=2673307074245703078' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/2673307074245703078'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/2673307074245703078'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2010/12/intouch-human-factors-journal-of-human_3708.html' title='InTouch - Human Factors: The Journal of the Human Factors and Ergonomics Society vol. 54 no. 28 (2010)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-1018208392057424632</id><published>2010-12-28T08:09:00.001-05:00</published><updated>2010-12-28T08:09:08.681-05:00</updated><title type='text'>InTouch - Human Factors: The Journal of the Human Factors and Ergonomics Society vol. 54 no. 26 (2010)</title><content type='html'>&lt;h2&gt;&lt;b&gt;ingentaconnect: keeping you InTouch&lt;/b&gt;&lt;/h2&gt; &lt;p class="greeting"&gt;You have previously asked us to let you know about newly-posted content for the following journal or search terms.&lt;/p&gt; &lt;ol&gt;&lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000026/art00001"&gt;Winning the usability war: A long-term approach to success in rapid-prototyping environments&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Adams, Christi; Cole, Darren; Hunn, Bruce; Pierce, Eric; Weaver, Melissa; Savage-Knepshield, Pamela&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 26, pp. 2188-2191(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000026/art00002"&gt;How Would You Test This Third Annual Test and Evaluation Worksin-Progress Forum&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Grier, Rebecca A.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 26, pp. 2192-2195(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000026/art00003"&gt;Evaluation of 2D and 3D Displays to Validate the Integration of Human Performance Analysis Methods into Submarine Acquisitions&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Durkee, Kevin; Paley, Michael; Kudzma, Kathy; Reiners, Dirk&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 26, pp. 2196-2200(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000026/art00004"&gt;EVALUATION OF A TRANSFER OF CONTROL CONCEPT FOR AIRBORNE SELF-SEPARATION&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Hoermann, Hans-Juergen; Schulze-Kissing, Dirk; Zierke, Oliver&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 26, pp. 2201-2205(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000026/art00005"&gt;TOO GOOD TO BE BAD: THE EFFECT OF FAVORABLE EXPECTATIONS ON USABILITY PERCEPTIONS&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Raita, Eeva; Oulasvirta, Antti&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 26, pp. 2206-2210(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000026/art00006"&gt;Self-Report Methods for Cambridge Neurological Test Battery (CANTAB) strategies&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Militello, Laura G.; Nemeth, Kristie; Arbuckle, Nicole B.; Quill, Laurie L.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 26, pp. 2211-2215(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000026/art00007"&gt;Evaluating the Usability of Federal Student Aid Print Publications with Representative Users&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Becker, Mark; Douglas, Dana; Horst, Dick&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 26, pp. 2216-2220(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000026/art00008"&gt;Opportunities for Human Factors Measures in Military Operational Test and Evaluation&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Ockerman, Jennifer; Roberts, David; Sciarretta, Albert A.; Folds, Dennis; Mckee, Susana; Reynolds, Reta Morgan; Grier, Rebecca&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 26, pp. 2221-2225(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;/ol&gt; &lt;p class="profile"&gt;Profile number/username: &lt;span class="username"&gt;dglblogfwd&lt;/span&gt;&lt;br /&gt; Please quote this reference when contacting us.&lt;/p&gt;   &lt;p class="blurb"&gt;Search millions of articles, access thousands of full-text scholarly and&lt;br /&gt; professional publications, and find answers to your specific research needs&lt;br /&gt; at &lt;a href="http://www.ingentaconnect.com"&gt;www.ingentaconnect.com&lt;/a&gt;.&lt;/p&gt; &lt;p&gt;We have rebranded our alerting services as ingentaconnect InTouch. 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Personal users without access to a licence are restricted to 5 free new issue alerts; if you wish to purchase a licence in order to receive additional alerts, simply log in to ingentaconnect and click on "New Issue Alerts"&lt;/p&gt;&lt;p class="copyright"&gt;&amp;copy; Copyright  2010 ingentaconnect&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-1018208392057424632?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/1018208392057424632/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=1018208392057424632' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/1018208392057424632'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/1018208392057424632'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2010/12/intouch-human-factors-journal-of-human_7355.html' title='InTouch - Human Factors: The Journal of the Human Factors and Ergonomics Society vol. 54 no. 26 (2010)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-9054249621513684680</id><published>2010-12-28T08:07:00.000-05:00</published><updated>2010-12-28T08:08:01.738-05:00</updated><title type='text'>InTouch - Human Factors: The Journal of the Human Factors and Ergonomics Society vol. 54 no. 15 (2010)</title><content type='html'>&lt;h2&gt;&lt;b&gt;ingentaconnect: keeping you InTouch&lt;/b&gt;&lt;/h2&gt; &lt;p class="greeting"&gt;You have previously asked us to let you know about newly-posted content for the following journal or search terms.&lt;/p&gt; &lt;ol&gt;&lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00001"&gt;Hand Positions and Forces During Truck Ingress&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Reed, Matthew P.; Ebert-Hamilton, Sheila M.; Hoffman, Suzanne G.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1097-1100(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00002"&gt;Task Activities, Postures and Work Performances among Computer Operators in a State Agency&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Kim, K. Han; Bao, Stephen S.; Silverstein, Barbara&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1101-1104(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00003"&gt;Effects of Font Size on Muscle Activity&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Elouri, Yasser; Akladios, Magdy; Peres, S. Camille; Amos, April&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1105-1109(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00004"&gt;User-preferred position of computer displays of different sizes and configurations&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Shin, Gwanseob; Hegde, Sudeep&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1110-1114(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00005"&gt;Comparison of Anthropometry of US Electric Utility Field Workers to North American General Population Databases&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Saginus, Kyle; Marklin, Richard; Freier, Stephen; Seeley, Patricia; Stone, Amy&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1115-1119(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00006"&gt;Application of Electric Utility Workers Anthropometry To Clearance Between Vehicle Pedals and Adjacent Structures&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Freier, Stephen; Seeley, Patricia; Marklin, Richard; Saginus, Kyle&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1120-1124(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00007"&gt;MEXICAN PRACTICAL ANTHROPOMETRY OF AUTOMOTIVE INDUSTRY WORKERS&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Bustillos, Enrique de la Vega; Duarte, Karla Lucero; Millan, Octavio Lopez&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1125-1129(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00008"&gt;Computer Input Devices Race and Gender: Is there a mismatch between anthropometry and input device design&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Hwang, Sean; Johnson, Peter W.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1130-1133(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00009"&gt;40 YEARS OF HUMAN ENGINEERING THE KEYBOARD&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Kroemer, Karl H. E.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1134-1138(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00010"&gt;HFE AND SERVICE INDUSTRIES: NEW DIRECTIONS FOR IETG&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Drury, Colin G.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1139-1143(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00011"&gt;OCCUPATIONAL SAFETY: THE PAST, PRESENT AND FUTURE&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Lockhart, Thurmon E.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1144-1144(1); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00012"&gt;HAND TOOL ERGONOMICS PAST AND PRESENT&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Armstrong, T.; Cochran, David J.; Bleed, Peter A.; Lin, Jia-hua; Freivalds, Andris; Radwin, Robert G.; Rempel, David M.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1145-1148(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00013"&gt;Characteristics of Gait in Restricted Vertical Space Versus Unrestricted Walking&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Gallagher, Sean; Pollard, Jonisha; Porter, William L.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1149-1153(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; 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2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00021"&gt;Validation of Revised NIOSH Lifting Equation and 3D SSP Model to Predict Risk of Work-Related Low Back Pain&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Boda, Sruthi Vasudev; Bhoyar, Parag; Garg, Arun&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1185-1189(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00022"&gt;Use of MRI to Investigate Lumbar Muscle Inflammation as a Potential Cause of Low Back Pain&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Kotowski, Susan; Davis, Kermit; Lemen, Lisa&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1190-1194(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00023"&gt;Risk Assessment and Application of Engineering Controls to Reduce the Number of Occupational Related Musculoskeletal Disorders in a Large Pharmaceutical Production Facility&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Yagjian, Allen S.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1195-1199(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00024"&gt;Understanding the Physical Risk Factors Affecting Cervical Musculoskeletal Disorders&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Nimbarte, Ashish D.; Aghazadeh, Fereydoun; Sun, Yun&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1200-1204(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00025"&gt;Ergonomics of Colonoscopy: Wrist Postures of Gastroenterologists Performing Routine Colonoscopy&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Lee, David L.; Rempel, David; Barr, Alan B.; Shergill, Amandeep&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1205-1209(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00026"&gt;Participatory Ergonomics Applied to Mammographers Work&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Sommerich, Carolyn; Lavender, Steven; Sanders, Elizabeth; Lamar, Sabrina; Evans, Kevin; Joines, Sharon; Yen, Wei-Ting&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1210-1213(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00027"&gt;Cognitive Load Assessment of a Vibrotactile Posture Feedback Chair&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Zheng, Ying (Jean); Morrell, John B.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1214-1218(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00028"&gt;Quantitative Ergonomics Exposure Assessment for Floor Coverers in the Greater Boston Area&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Jing, Xiaolu; Fulmer, Scott; Dasgupta, Priya Darshini; Yuan, Lu; Buchholz, Bryan&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1219-1223(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00029"&gt;Biomechanical risk factors for knee disorders in Carpenters&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Fulmer, Scott; Jing, Xiaolu; Yuan, Lu; Dasgupta1, Priyadarshini Sengupta; Schugardt, Brad; Dale, Ann Marie; Punnett, Laura; Buchholz1, Bryan&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1224-1228(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00030"&gt;Developing Ergonomic Interventions to Reduce Musculoskeletal Disorders in Grocery Distribution Centers&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Lavender, Steven A.; Sommerich, Carolyn M.; Johnson, Monica R.; Radin, Zaid&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1229-1233(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000015/art00031"&gt;UNDERSTANDING FACTORS THAT AFFECT THE ADOPTION OF ERGONOMIC INTERVENTIONS AMONG EMS WORKERS&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Johnson, Monica R.; Lavender, Steven A.; Crawford, J Mac; Reichelt, Paul A.; Fernandez, Antonio R.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 15, pp. 1234-1238(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;/ol&gt; &lt;p class="profile"&gt;Profile number/username: &lt;span class="username"&gt;dglblogfwd&lt;/span&gt;&lt;br /&gt; Please quote this reference when contacting us.&lt;/p&gt;   &lt;p class="blurb"&gt;Search millions of articles, access thousands of full-text scholarly and&lt;br /&gt; professional publications, and find answers to your specific research needs&lt;br /&gt; at &lt;a href="http://www.ingentaconnect.com"&gt;www.ingentaconnect.com&lt;/a&gt;.&lt;/p&gt; 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If you or your institution have an existing licence to receive alerts, you will continue to have unrestricted use of the new service. Personal users without access to a licence are restricted to 5 free new issue alerts; if you wish to purchase a licence in order to receive additional alerts, simply log in to ingentaconnect and click on "New Issue Alerts"&lt;/p&gt;&lt;p class="copyright"&gt;&amp;copy; Copyright  2010 ingentaconnect&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7807695721802814688-9054249621513684680?l=dglmonitor.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dglmonitor.blogspot.com/feeds/9054249621513684680/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7807695721802814688&amp;postID=9054249621513684680' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/9054249621513684680'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7807695721802814688/posts/default/9054249621513684680'/><link rel='alternate' type='text/html' href='http://dglmonitor.blogspot.com/2010/12/intouch-human-factors-journal-of-human_7631.html' title='InTouch - Human Factors: The Journal of the Human Factors and Ergonomics Society vol. 54 no. 15 (2010)'/><author><name>Design Graphics Lab</name><uri>http://www.blogger.com/profile/16654330374746823837</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7807695721802814688.post-3692577196656275028</id><published>2010-12-28T07:33:00.003-05:00</published><updated>2010-12-28T07:33:27.092-05:00</updated><title type='text'>InTouch - Human Factors: The Journal of the Human Factors and Ergonomics Society vol. 54 no. 21 (2010)</title><content type='html'>&lt;h2&gt;&lt;b&gt;ingentaconnect: keeping you InTouch&lt;/b&gt;&lt;/h2&gt; &lt;p class="greeting"&gt;You have previously asked us to let you know about newly-posted content for the following journal or search terms.&lt;/p&gt; &lt;ol&gt;&lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000021/art00001"&gt;Evaluating Hazard Symbols for the Globally Harmonized System (GHS) for Hazard Communication&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Hesse, Robert G.; Steele, Nicholas H.; Kalsher, Michael J.; MontAlvao, Claudia&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 21, pp. 1832-1836(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000021/art00002"&gt;Hazard Connotation of Fire Safety Terms&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Wogalter, Michael S.; Israel, Jesseca R.; Kim, Soyun; Morgan, Emily R.; Coleman, Kwamoore M.; West, Julianne&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 21, pp. 1837-1840(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000021/art00003"&gt;Consumers Interpretation of the Statement: Do not leave [insert product here] unattended&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Lim, Raymond W.; Vigilante, William J.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 21, pp. 1841-1845(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000021/art00004"&gt;Behavioral Compliance to In-Manual and On-Product Warnings&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Smith, Jeffrey J.; Wogalter, Michael S.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 21, pp. 1846-1850(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000021/art00005"&gt;Effects of GHS Hazard Category, Signal Words, and Pictograms on an Individuals Assessment of Perceived Risk&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Boelhouwer, Eric J.; Davis, Jerry&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 21, pp. 1851-1855(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000021/art00006"&gt;An examination of traffic accidents occurring within highway work zones in the state of South Dakota&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Reiprich, Laurie; Berkhout, Jan; Fercho, Kelene&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 21, pp. 1856-1859(4); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000021/art00007"&gt;WORK ZONE SAFETY: PERCEPTUAL COUNTERMEASURES TO SPEEDING USING SYNCHRONIZED WARNING LIGHTS&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Khan, Sameer A&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 21, pp. 1860-1864(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000021/art00008"&gt;Passing Parked Police Cars: Speed as a Function of Emergency Lighting, Police Car Orientation, and Driver Experience&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Mayer, Andrew K.; Caird, Jeff K.; Milloy, Shaunna L.; Percival, Nicole B.; Ohlhauser, Amanda D.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 21, pp. 1865-1869(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000021/art00009"&gt;An Analysis of Injuries to Haul Truck Operators in the U.S. Mining Industry&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Santos, Brenda R.; Porter, William L.; Mayton, Alan G.&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 21, pp. 1870-1874(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000021/art00010"&gt;Human-factors antecedents in California amusement ride accident investigations&lt;/a&gt;&lt;br /&gt; &lt;i&gt;Woodcock, Kathryn; Diyaljee, Zahrah&lt;/i&gt;&lt;br /&gt; Human Factors: The Journal of the Human Factors and Ergonomics Society (ISSN: 0018-7208); Volume 54, No. 21, pp. 1875-1879(5); 2010&lt;br /&gt; Human Factors and Ergonomics Society	 &lt;/li&gt; &lt;li&gt;&lt;a href="http://www.ingentaconnect.com/content/hfes/hf/2010/00000054/00000021/art00011"&gt;Use of Information Sources Referenced in and Attitudes about Televised DTC Prescription Drug Advertisements&lt;/a&gt;&lt;
