8517678
Camera phone based motion sensing: interaction techniques, applications and performance study
This paper presents TinyMotion, a pure software approach for detecting a mobile phone user's hand movement in real time by analyzing image sequences captured by the built-in camera. We present the design and implementation of TinyMotion and several interactive applications based on TinyMotion. Through both an informal evaluation and a formal 17-participant user study, we found that 1. TinyMotion can detect camera movement reliably under most background and illumination conditions. 2. Target acquisition tasks based on TinyMotion follow Fitts' law and Fitts law parameters can be used for TinyMotion based pointing performance measurement. 3. The users can use Vision TiltText, a TinyMotion enabled input method, to enter sentences faster than MultiTap with a few minutes of practicing. 4. Using camera phone as a handwriting capture device and performing large vocabulary, multilingual real time handwriting recognition on the cell phone are feasible. 5. TinyMotion based gaming is enjoyable and immediately available for the current generation camera phones. We also report user experiences and problems with TinyMotion based interaction as resources for future design and development of mobile interfaces.
17608350
End-user place annotation on mobile devices: a comparative study
Advances in Location-Based Services (LBS) are opening opportunities for using the location of people, places, and things to augment or streamline interaction. While computers work with physical locations like latitude and longitude directly, people usually think and speak in terms of places, which adds personal, environmental and social meaning to a location. To address this conceptual mismatch, location-aware applications must incorporate the notion of place to achieve their full potential. In this paper, we investigate four techniques for collecting end-user place annotations interactively using cell phones. The results from a usability study suggest that while all the four methods receive similar preference ratings in understandability, the "photo memo plus offline editing" method is the most favorite approach in ease of use. In addition, users indicated their desire to adopt more than one place annotation method in location-aware applications.
207156320
Livenotes: a system for cooperative and augmented note-taking in lectures
We describe Livenotes, a shared whiteboard system and educational practice that uses wireless communication and tablet computing to support real-time conversations within small groups of students during lectures, independent of class size. We present an interface design that enables group members to interact with one another by taking lecture notes cooperatively, as well as to augment student note-taking by providing instructor slides in the background to annotate over. Livenotes was designed to facilitate more efficient, stimulating modes of learning that other collaborative approaches do not. We report how the system impacts cooperative learning in an undergraduate class and how students interacted with background slides in the workspace. We conclude with directions for improving the system and learning practice.
579393
Chinese input with keyboard and eye-tracking: an anatomical study
Chinese input presents unique challenges to the field of human computer interaction. This study provides an anatomical analysis of today's standard Chinese input process, which is based on pinyin, a phonetic spelling system in Roman characters. Through a combination of human performance modeling and experimentation, our study decomposed the Chinese input process into sub-tasks and found that choice reaction time and numeric keying, two component resulted from the large number of homophones in Chinese, were the major usability bottlenecks. Choice reaction alone took 36% of the total input time in our experiment. Numeric keying for multiple candidates selection tends to take the user's attention away from the computer visual screen. We designed and implemented the EASE (Eye Assisted Selection and Entry) system to help maintaining complete touch-typing experience without diverting visual (spacebar) and implicit eye-tracking to replace the numeric keystrokes. Our experiment showed that such a system could indeed work, even with today's imperfecteye-tracking technology.
23774
On Understanding Transient Interdomain Routing Failures
The convergence time of the interdomain routing protocol, BGP, can last as long as 30 minutes. Yet, routing behavior during BGP route convergence is poorly understood. During route convergence, an end-to-end Internet path can experience a transient loss of reachability. We refer to this loss of reachability as transient routing failure. Transient routing failures can lead to packet losses, and prolonged packet loss bursts can make the performance of applications such as Voice-over-IP and interactive games unacceptable. In this paper, we study how routing failures can occur in the Internet. With the aid of a formal model that captures transient failures of the interdomain routing protocol, we derive the sufficient conditions that transient routing failures could occur. We further study transient routing failures in typical BGP systems where commonly used routing policies are applied. Network administrators can apply our analysis to improve their network performance and stability.
1836730
Compiled Code in Distributed Logic Simulation
A logic simulation approach known as compiled-code event-driven simulation was developed in the past for sequential logic simulation. It improves simulation performance by reducing the logic evaluation and propagation time. In this paper we describe the application of this approach to distributed logic simulation. Our experimental results show that using compiled code can greatly improve the stability and overall performance of a time-warp based logic simulator. We also present a technique called fanout aggregation that makes use of information on circuit partitions and considerably improves the run-time performance of our (distributed) compiled code simulator. It does not produce a similar improvement when used in conjunction with an interpreted simulator because of run-time overhead
33293924
Intelligent Object Extraction Algorithm Based on Foreground/Background Classification
In this paper, we propose an intelligent object extraction algorithm based on foreground/background classification. The proposed algorithm can offer the users more friendly interface for object extraction from image without unnecessary steps. After the interactive steps from user (marking the foreground and background parts), the wanted object is extracted from the background automatically. The proposed algorithm processes the input image by watershed to produce the regions. Then, the regions are labeled after marking parts of regions. We also introduce an implementation of hierarchical queues to store the unlabeled regions. The classification of foreground and background will generate the final image with selected object. In our experimental results, the proposed algorithm provides the output image with high efficiency. The wanted object is generated after user marking the foreground and background parts less than one second. In addition, the application of this work also can be used in image synthesis or object removal in other fields of image processing.
2366018
Constrained texture synthesis by scalable sub-patch algorithm
In this paper, we propose a novel scalable sub-patch algorithm for texture synthesis. Texture synthesis is an important research topic in computer graphics and image processing. We present an efficient algorithm which can paste a patch each time without boundary processing technique. In particular, the proposed sub-patch algorithm can be used in constrained texture synthesis to fill the large lost region. On the other hand, the searching neighborhood pixels can be changed due to different patch size in image reconstruction. The comparison of previous algorithms is also provided in this paper. We present a first algorithm used in constrained texture synthesis by regular synthesizing order
33766757
A Peer-to-Peer Approach to Collaborative Repository for Digital Libraries
Growing amount of precious content digitized in digital libraries (DLs) could cost much digitization, backup, and restoration effort. To meet the requirements in a digital archiving system, several issues must be addressed. First, it usually requires much storage and network bandwidth for each individual DL to maintain its own backup service. Second, the manual effort makes it difficult to maintain. In this paper, we propose a peer-to-peer (P2P) approach to collaborative repository for DLs. Cooperating spiders are utilized to facilitate efficient and scalable archiving without much manual effort. The spidering-based approach can automatically keep the structure of content thus enabling simpler implementation and easier support for cross-archive applications. Preliminary experimental results show the potential of the proposed approach.