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Personal networks formed within scientific communities and the collaborations they yield are one of the driving forces behind innovation and new discoveries. Luckily, successful collaboration produces analyzable data points in the form of publications that allow us to learn and understand some of the connections and collaborative structures in a scientific community. Co-author information is one important...
Nowadays, touch-input devices are widely available. The use of such touch input devices, e.g., large wall-mounted touchscreens in (team) meeting rooms appear appropiate and desirable. Thus, team meetings can change from one-man-presentation-shows towards collaborative and interactive developing of plans and processes via designing and creating its corresponding diagrams. In this paper, we present...
In this paper we present a new, very large, rich, Comprehensive Scholarly Corpus (CompScholarCorp) as a platform and data source for future research. Our corpus contains records of 1,044,454 papers, 472,365 unique authors, and substantial publication meta-data for each record. We have integrated the data we collected from 276 publishers using a uniform and consistent XML data format within the corpus...
Research has emerged over the past decade showing gender biases in software. Although a few methods and prototype systems have emerged to help address this issue, none have been reported to have an impact on the people who actually build software. In this paper, we summarize a few highlights from a year-long field study investigating how Gender HCI methods to address gender biases in software can...
Augmenting video conference with additional visual cues has been studied to improve remote collaboration. A common setup is a person wearing a head-mounted display (HMD) and camera sharing her view of the workspace with a remote collaborator and getting assistance on a real-world task. While this configuration has been extensively studied, there has been little research on how sharing gaze cues might...
In this poster, we describe The Social AR Continuum, a space that encompasses different dimensions of Augmented Reality (AR) for sharing social experiences. We explore various dimensions, discuss options for each dimension, and brainstorm possible scenarios where these options might be useful. We describe a prototype interface using the contact placement dimension, and report on feedback from potential...
Nowadays, collaborative systems and applications are widely used to allow multiple users to work together in order to achieve one same goal. In the field of virtual and augmented realities, such collaboration is often sought to effectuate complex activities in some relevant experiences. Users can share virtual objects, but most importantly, they use collaborative 3D interaction, visualize their objects...
Cinemagraphs are a compelling way to convey dynamic aspects of a scene. In these media, dynamic and still elements are juxtaposed to create an artistic and narrative experience. Creating a high-quality, aesthetically pleasing cinemagraph requires isolating objects in a semantically meaningful way and then selecting good start times and looping periods for those objects to minimize visual artifacts...
The present study describes the collaborative writing problem of Hana nikki, a novel published in Yasunari Kawabata’s name but suspected to be written by Tsuneko Nakazato. The aim of the present study is to visualize variances between the writing styles of the author (Yasunari Kawabata) and the potential co-author (Tsuneko Nakazato). We performed the rolling-SVM method on the pre-established...
Goal understanding and communication of requirements are vital for ensuring that large and complex project organizations collaborate efficiently. We have used a design science approach to explore and address the problem of communication for large IT projects. We designed a method for avoiding communication gaps by eliciting information regarding stakeholders and information flows. The MAPS (Mapping...
This paper introduces our approach to a real-time synchronous collaborative modeling of software systems using 3D UML in a way similar to shared Google Document online with the aim to reduce the complexity of UML models and to increase work efficiency. In our approach, we decided to visualize the system with 2D UML diagrams on interconnected layers containing components (in class diagrams) or use...
Visual Simultaneous Localization and Mapping (SLAM) has been used for markerless tracking in augmented reality applications. Distributed SLAM helps multiple agents to collaboratively explore and build a global map of the environment while estimating their locations in it. One of the main challenges in Distributed SLAM is to identify local map overlaps of these agents, especially when their initial...
A discriminative ensemble tracker employs multiple classifiers, each of which casts a vote on all of the obtained samples. The votes are then aggregated in an attempt to localize the target object. Such method relies on collective competence and the diversity of the ensemble to approach the target/non-target classification task from different views. However, by updating all of the ensemble using a...
Deciphering the behaviour of intelligent others is a fundamental characteristic of our own intelligence. As we interact with complex intelligent artefacts, humans inevitably construct mental models to understand and predict their behaviour. If these models are incorrect or inadequate, we run the risk of self deception or even harm. Here we demonstrate that providing even a simple, abstracted real-time...
Different from current researches on Flickr group recommendation approaches that recommend groups to either users or images, this work proposes a unified framework that recommends groups to both users and images. Four types of entities in the Flickr system (users, tags, images, and groups) are integrated into a tetradic model, and then we uses tetradic decomposition to discover the latent semantic...
Large collections of videos are grouped into clusters by a topic keyword, such as Eiffel Tower or Surfing, with many important visual concepts repeating across them. Such a topically close set of videos have mutual influence on each other, which could be used to summarize one of them by exploiting information from others in the set. We build on this intuition to develop a novel approach to extract...
Humans are vulnerable to cognitive biases such as neglect of probability, framing effect, confirmation bias, conservatism (belief revision) and anchoring. Argument Mapper addresses these biases in intelligence analysis by providing an easy-to-use, theoretically sound, web-based interactive software tool that enables the application of evidence-based reasoning to analytic questions. Designed in collaboration...
The exploration of moderately dense networks is used in various challenges of visual data analysis. Frequently, the solutions lay in graph drawing, based on automatic forcedirected layout, which results in a spontaneous and irreproducible node-link diagram. Currently available approaches to improve its readability are generally oriented to finite rendering without providing to the analyst handy tools...
Personal photographs shared in social network websites show a wide range of variations in illumination, pose and expression. As a result, conventional face recognition methods show poor performance in such uncontrolled setting. To resolve this problem, we explore incorporating associated social network context into visual face recognition system. Motivated by collaborative filtering technique, a new...
Web-based learning environments such as the Go-Lab portal facilitate the structuring and scaffolding of inquiry processes and enable learners to create various types of knowledge artefacts (texts, concept maps, hypotheses). In this context, we have introduced semantic technologies to extract key concepts from heterogeneous learner-generated artefacts. Based on this approach, we propose an algorithm...
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