TL;DR: An empirical study is presented, designed to observe the effect of orientation upon the comprehension of Euler diagrams, and concludes that the orientation ofEuler diagrams does not significantly affect comprehension.
Abstract: Euler diagrams, which form the basis of numerous visual languages, can be an effective representation of information when they are both well-matched and well-formed. However, being well-matched and well-formed alone does not imply effectiveness. Other diagrammatical properties need to be considered. Information visualization theorists have known for some time that orientation has the potential to affect our interpretation of diagrams. This paper begins by explaining why well-matched and well-formed drawing principles are insufficient and discusses why we should study the orientation of Euler diagrams. To this end an empirical study is presented, designed to observe the effect of orientation upon the comprehension of Euler diagrams. The paper concludes that the orientation of Euler diagrams does not significantly affect comprehension.
TL;DR: An algorithm based on a reduced palette of 12 colors and on a non-uniform segmentation of the HSV color space using fuzzy membership functions is developed, able to identify the same three dominant colors as users in 50% of the cases, while the classic histogram is only able to identifying 43%.
Abstract: In this paper we propose a solution for the identification of the dominant colors in pictures taking into account the way people perceive them. To that end we developed an algorithm based on a reduced palette of 12 colors and on a non-uniform segmentation of the HSV color space using fuzzy membership functions. Experimental results from an evaluation with users, showed that our algorithm based on the fuzzy histogram is able to identify the same three dominant colors as users in 50% of the cases, while the classic histogram is only able to identify 43%.
TL;DR: This paper examines two of the most well-known methods of determining such intersections of two 3D objects, as well as various programming language libraries available to perform these calculations, and proposes a new method which lends itself to exploiting the inherently parallel nature of these calculations.
Abstract: Ƞ Computational geometry is a field that is relevant to computer graphics rendering, computational physical simulation, and countless other problem domains involving the use of image data. Efficiently determining the intersection of the boundaries, interiors, and exteriors of two 3D objects can mean the difference between a realistic and relevant simulation, and a slow program that produces results to that do not keep pace with user interaction with the object. However, the speed of these calculations is not the only area of concern. Taking into consideration the finite unit of resolution in a computer display (the pixel), the minimum change in distance the human eye can perceive, and error in the floating-point representation of numbers, it may be the case that the perceived correctness of these computations does not necessarily correspond to the accuracy with which the calculations are carried out. In this paper, we examine two of the most well-known methods of determining such intersections, as well as various programming language libraries available to perform these calculations. These existing approaches are considered with respect to limitations in human perception, display resolution, and floating point error. We also propose a new method which lends itself to exploiting the inherently parallel nature of these calculations. 뀀ഀȠ
TL;DR: The results show that knowledge transfer is highly increased when a formation paradigm is used together with a set of cooperation tools, and a scalability model has been extracted from the results of this experimental community.
Abstract: Communities of Practice (CoP) are a cornerstone in the design and innovation process of knowledge acquisition and knowledge transfer. This paper presents an empirical evaluation of an experimental Open Community of Practice (OCoP), designed to deliver a programming course. The empirical model fosters cooperation between communities which share similar learning objectives. The results show that knowledge transfer is highly increased when a formation paradigm is used together with a set of cooperation tools. A scalability model has been extracted from the results of this experimental community. The model is currently being used as a launching platform to start an open collaborative learning environment to connect two communities of practice, one located in Italy and the other in the United States.
TL;DR: Previous approaches in the area of 3D languages are introduced, the specification process to get a 3D language implementation using the DEViL3D framework is described, and the 3D specific features of these implementations automatically derived without further effort are illustrated.
Abstract: Visual languages are beneficial particularly for domain-specific applications, since they support graphical metaphors of the domain. The development of graphical editors for such languages can be simplified by using generator frameworks. Up to now the majority of visual languages are two-dimensional, but there are domains which are much better described by three-dimensional language constructs. The use of three-dimensional representations is well known in the area of (scientific) visualizations, games, or movies. Our approach is to use 3D graphics for visual languages that make use of 3D relationships, and to develop a generator framework to simplify the implementation of 3D languages. Our system DEViL3D accomplishes this task and encapsulates special knowledge necessary to implement 3D editors for such languages. The language designer does not need to know about implementation of 3D graphics and interaction with them, because our framework supports this for each language implementation automatically. This paper introduces previous approaches in the area of 3D languages, describes the specification process to get a 3D language implementation using our generator framework, and especially illustrates the 3D specific features of these implementations automatically derived without further effort.
TL;DR: This paper reports the experience in working with chemists to identify interactive visual tools that can be useful for their purposes and provides insights on the difficulty of creating systems that users find really useful in their work, even when users participate in the design team.
Abstract: Developing visual tools that support data analysis in a specific application domain requires a careful investigation in order to understand needs and expectations of people who will use such tools. The domain experts addressed in this paper are chemists specialized in environmental data analysis. Their main activity is to detect and monitor chemical compounds in the air through many devices in order to detect anomalies or prevent risks. One of the main problems that chemists face is the analysis of the huge amount of data produced by devices. They perform explorative data analysis and are willing to use software tools that can help them to get insights from data. This paper reports the experience in working with chemists to identify interactive visual tools that can be useful for their purposes. It provides insights on the difficulty of creating systems that users find really useful for their work, even when users participate in the design team. Because of the complexity of the considered problem and the fact that people are unable to make explicit all their needs and requirements, the identification of proper tools resulted very
TL;DR: VRCC-3D+ is the implementation of a Region Connection Calculus (RCC) that qualitatively determines the spatial relations between 3D objects, both in terms of connectivity and obscuration.
Abstract: 3D models are used in many problem domains. Typically the spatial relations between objects are approximated as necessary for human recognition of an image. For some applications, this may be insufficient; a more precise analysis may be required, and a temporal sequence of configurations of the objects may need to be considered. VRCC-3D+ is the implementation of a Region Connection Calculus (RCC) that qualitatively determines the spatial relations between 3D objects, both in terms of connectivity and obscuration. Herein we discuss how this system can be used to validate hypotheses of spatial transformation over time, and generate possible intermediate configurations. Such analyses have been performed manually in research fields such as organism evolution and development. Automation of this process has the potential to improve both the efficiency and precision of such investigations.
TL;DR: A well-designed portfolio will meet the teaching goals of engaging the students in the higher order cognitive of activities of reflection and creativity, and opens the door for nonvenue-based assessment; a driving force in open distance learning assessment.
Abstract: In outcomes-based education (OBE), outcomes, not content, must be assessed. Formative assessment takes place during the teaching and learning process, whereas summative assessment refers to assessment that is used for making a judgment about the achievement of an outcome. Authentic assessment mirrors the real world and is integrated with learning as learners are viewed as active participants in the learning process. Integrated assessment assesses a number of outcomes simultaneously, using a combination of assessment methods and instruments. One appropriate method that can be used to include summative, authentic and integrated assessment in a qualification would be the inclusion of a capstone module, to be taken in the final year of study. The purpose of such a module is to integrate the learning that has taken place throughout the programme and assess if the exit outcomes have been achieved. A well-designed portfolio will meet the teaching goals of engaging the students in the higher order cognitive of activities of reflection and creativity. Furthermore, the assessment of a portfolio opens the door for nonvenue-based assessment; a driving force in open distance learning (ODL) assessment.
TL;DR: A novel approach to the sentiment analysis which is based on the ontological filtering approach is presented, which shows how to automatically mine, from a corpus of documents, positive and negative sentiments.
Abstract: The rapid growth of the internet has increased the number of online reviews, opinions and sentiments toward products, services or topics. People appreciate this opportunity so that e-Commerce websites provide services for users to publish their reviews. Social networks, blogs and websites enable, thanks to the reviews, a social structure that provides benefits for the users and the firms that hosts electronic markets. Therefore, this huge quantity of information can confuse users and does not produce useful knowledge. In such a context, in fact, who says what and how they say it, matters. In this scenario a valuable contribute can be given by the sentiment analysis that is one of the hottest current research area. This paper presents a novel approach to the sentiment analysis which is based on the ontological filtering approach. The proposed approach shows how to automatically mine, from a corpus of documents, positive and negative sentiments .Experimental evaluations, on real dataset, show that the proposed approach is effective and furnishes interesting results.
TL;DR: The design and implementation of an integrated architecture for performing and facilitating quiz games for adaptive testing with a multi-agent system JADE/Jason and a 3D virtual world engine Open Wonderland is described.
Abstract: One of the key success factors that contribute towards the creation and sustenance of online (2D and 3D) virtual worlds for learning might be to provide game-style educational activities. However, there is no development platform available which can meet the inherent system requirements including usability of platform and scalability to modern massively multiplayer online games, yet focused on engaging learning for the individual user. Work has been done with software agents in the context of multiagent systems (MAS), and it makes sense to try to leverage that work when it comes to modeling functional modules, controlling realistic non-player characters (NPCs), and Personal Assistants for Learning (PALs) in a virtual learning world. There are challenges to integrating a multi-agent system into a virtual world including concerns with synchronization, communication, monitoring, efficiency, and control. This paper describes the design and implementation of an integrated architecture for performing and facilitating quiz games for adaptive testing with a multi-agent system JADE/Jason and a 3D virtual world engine Open Wonderland.
TL;DR: SyncSurface is presented, a system framework for distributed collaboration, which shares digital contents and physical contents on and above distributed surfaces, and a simple and low-cost segmentation technique called "active infrared keying" that uses a display that emits infrared light from its surface.
Abstract: This paper presents SyncSurface, a system framework for distributed collaboration, which shares digital contents and physical contents on and above distributed surfaces. In such sharing, one important technique is to segment each frame, in a video stream from a camera placed above a surface, into its foreground (e.g., objects and users’ bodies) and its background (i.e., displays). This paper describes a simple and low-cost segmentation technique called “active infrared keying” that uses a display that emits infrared light from its surface. We have implemented two systems using the framework to examine the feasibility of the technique. The results of our pilot studies indicate that the technique enables users to communicate with each other using physical miniatures on the surfaces, gestures for pointing out physical objects, and facial expressions. Keywords—tabletop, large display, whiteboard, CSCW, groupware, gestures, shared spaces, chroma keying, image processing, user interface.
TL;DR: The aim is to study a new model to make a comparison among the most diffused SNs and the BPNs, that takes into account the functionalities available in the portal, and the treatment of the knowledge.
Abstract: The concept of knowledge starts from the individual, from his critical analysis and on how one interacts with people and objects around. The goal of this paper is (i) to investigate the treatment of knowledge, (ii) highlight that Social Networks (SNs) and Best Practice Networks (BPNs) are the best Web technologies available on the market for its management, (iii) make a comparison among the most diffused Social Platforms with the Best Practice Networks, in terms of functionalities offered for the knowledge management, analyzing the knowledge flows in all their complexity and entirety, (iv) evaluate all the previous aspects, taking into account our BPN applied in a Social Portal. Our aim is to study a new model to make a comparison among the most diffused SNs and the BPNs, that we are developing. This model takes into account the functionalities available in the portal, and the treatment of the knowledge. Topics: collaborative and social multimedia systems and solutions, management and fruition, intelligent multimedia computing, user profiling.