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1.
Although previous research has suggested that examining the interplay between internal and external representations can benefit our understanding of the role of information visualization (InfoVis) in human cognitive activities, there has been little work detailing the nature of internal representations, the relationship between internal and external representations and how interaction is related to these representations. In this paper, we identify and illustrate a specific kind of internal representation, mental models, and outline the high-level relationships between mental models and external visualizations. We present a top-down perspective of reasoning as model construction and simulation, and discuss the role of visualization in model based reasoning. From this perspective, interaction can be understood as active modeling for three primary purposes: external anchoring, information foraging, and cognitive offloading. Finally we discuss the implications of our approach for design, evaluation and theory development.  相似文献   

2.
We present efficient representations and algorithms for exact boundary computation on low degree sculptured CSG solids using exact arithmetic. Most of the previous work using exact arithmetic has been restricted to polyhedral models. In this paper, we generalize it to higher order objects, whose boundaries are composed of rational parametric surfaces. We present the underlying representations necessary in our approach, and provide an overview of the boundary computation algorithm, which is described in more detail in a followup paper.  相似文献   

3.
To form view-invariant representations of objects, neurons in the inferior temporal cortex may associate together different views of an object, which tend to occur close together in time under natural viewing conditions. This can be achieved in neuronal network models of this process by using an associative learning rule with a short-term temporal memory trace. It is postulated that within a view, neurons learn representations that enable them to generalize within variations of that view. When three-dimensional (3D) objects are rotated within small angles (up to, e.g., 30 degrees), their surface features undergo geometric distortion due to the change of perspective. In this article, we show how trace learning could solve the problem of in-depth rotation-invariant object recognition by developing representations of the transforms that features undergo when they are on the surfaces of 3D objects. Moreover, we show that having learned how features on 3D objects transform geometrically as the object is rotated in depth, the network can correctly recognize novel 3D variations within a generic view of an object composed of a new combination of previously learned features. These results are demonstrated in simulations of a hierarchical network model (VisNet) of the visual system that show that it can develop representations useful for the recognition of 3D objects by forming perspective-invariant representations to allow generalization within a generic view.  相似文献   

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5.
Morphing is a shape transformation where the shape of one object is deformed to the shape of the other object. It is used as an animation or a modeling technique. Classical morphing operates between two input objects but this concept can be extended to multiple input objects – the so called multimorphing. Shapes generated by the multimorphing form a space of shapes motivated by an affine space. Besides the analogy with an affine space we also introduce an inner product and a concept of an orthogonal projection. We also show how to explore space of shapes and how to systematically generate new shapes. The paper focuses on the boundary representation, although some ideas are more general and can be used for other representations, too.  相似文献   

6.
Modeling two-dimensional and three-dimensional objects is an important theme in computer graphics. Two main types of models are used in both cases: boundary representations, which represent the surface of an object explicitly but represent its interior only implicitly, and constructive solid geometry representations, which model a complex object, surface and interior together, as a boolean combination of simpler objects. Because neither representation is good for all applications, conversion between the two is often necessary.We consider the problem of converting boundary representations of polyhedral objects into constructive solid geometry (CSG) representations. The CSG representations for a polyhedronP are based on the half-spaces supporting the faces ofP. For certain kinds of polyhedra this problem is equivalent to the corresponding problem for simple polygons in the plane. We give a new proof that the interior of each simple polygon can be represented by a monotone boolean formula based on the half-planes supporting the sides of the polygon and using each such half-plane only once. Our main contribution is an efficient and practicalO(n logn) algorithm for doing this boundary-to-CSG conversion for a simple polygon ofn sides. We also prove that such nice formulae do not always exist for general polyhedra in three dimensions.The first author would like to acknowledge the support of the National Science Foundation under Grants CCR87-00917 and CCR90-02352. The fourth author was supported in part by a National Science Foundation Graduate Fellowship. This work was begun while the first author was visiting the DEC Systems Research Center.  相似文献   

7.
Computer aided design systems based on solid modellers must provide fast visual feedback to users when objects are edited. This implies that boundary representations must be updated rapidly, because displays typically are generated in current-generation modellers from face, edge and vertex data.This paper describes algorithms for updating a boundary representation when an object's constructive solid geometry (CSG) representation is edited. The algorithms exploit the structural (representational) locality inherent in most object modifications by taking advantage of previously computed boundary representations for (sub-) objects that are not affected by the editing operations. They also exploit spatial locality by re-computing boundaries only within the spatial region where changes can occur. The algorithms are efficient, and are guaranteed to produce valid solids because they are based on CSG.  相似文献   

8.
For over 30 years, Blum's Medial Axis Transform (MAT) has proven to be an intriguing tool for analyzing and computing with form, but it is one that is notoriously difficult to apply in a robust and stable way. It is well documented how a tiny change to an object's boundary can cause a large change in its MAT. There has also been great difficulty in using the MAT to decompose an object into a hierarchy of parts reflecting the natural parts-hierarchy that we perceive. This paper argues that the underlying cause of these problems is that medial representations embody both the substance of each part of an object and the connections between adjacent parts. A small change in an object's boundary corresponds to a small change in its substance but may involve a large change in its connection information. The problems with Blum's MAT are generated because it does not explicitly represent this dichotomy of information. To use the Blum MAT to it's full potential, this paper presents a method for separating the substance and connection information of an object. This provides a natural parts-hierarchy while eliminating instabilities due to small boundary changes. The method also allows for graded, fuzzy classifications of object parts to match the ambiguity in human perception of many objects.  相似文献   

9.
While task modeling and task-based design are entering into current practice in the design of interactive software applications, there is still a lack of tools supporting the development and analysis of task models. Such tools should provide developers with ways to represent tasks, including their attributes and objects and their temporal and semantic relationships, to easily create, analyze, and modify such representations and to simulate their dynamic behavior. In this paper, we present a tool, CTTE, that provides thorough support for developing and analyzing task models of cooperative applications, which can then be used to improve the design and evaluation of interactive software applications. We discuss how we have designed this environment and report on trials of its use.  相似文献   

10.
11.
Design is commonly understood as a key element of products, contributing to their distinctiveness, usability and aesthetics. The success of a product is increasingly related to the user experience or the aesthetics of the user interface, meaning that design is increasingly important in the digital environment. The shift in competitive focus to the customer induced by digital design encourages companies to innovate and can also lead to changes in internal operations, market orientation and the reconfiguration of external collaboration procedures. This dimension of digital design-induced effects has to date seen very little research. The objective of this study is to investigate how digital design-induced changes in market orientation, internal restructuring and external cooperation affect firms' competitive orientation. The simultaneous equation framework was applied to a survey of 515 user interface and experience designers from France. Our results suggest that market orientation is not the only channel through which digital design influences firm competitiveness. Digital design leads to organizational change and the reconfiguration of external relationships that directly and indirectly help companies build competitive advantages and increase customer satisfaction.  相似文献   

12.
In this paper we summarize recent advances in shape analysis and shape-based activity recognition problems with a focus on techniques that use tools from differential geometry and statistics. We start with general goals and challenges faced in shape analysis, followed by a summary of the basic ideas, strengths and limitations, and applications of different mathematical representations used in shape analyses of 2D and 3D objects. These representations include point sets, curves, surfaces, level sets, deformable templates, medial representations, and other feature-based methods. We discuss some common choices of Riemannian metrics and computational tools used for evaluating geodesic paths and geodesic distances for several of these shape representations. Then, we study the use of Riemannian frameworks in statistical modeling of variability within shape classes.Next, we turn to models and algorithms for activity analysis from various perspectives. We discuss how mathematical representations for human shape and its temporal evolutions in videos lead to analyses over certain special manifolds. We discuss the various choices of shape features, and parametric and non-parametric models for shape evolution, and how these choices lead to appropriate manifold-valued constraints. We discuss applications of these methods in gait-based biometrics, action recognition, and video summarization and indexing.For reader convenience, we also provide a short overview of the relevant tools from geometry and statistics on manifolds in the Appendix.  相似文献   

13.
参数式曲线与隐式曲线是CAGD中常用的两种曲线形式,因此需要建立起二者之间相互转换的体制.长期以来,许多工作都集中在利用结式思想,将一个参数式曲线精确转化为一个隐式曲线上,而事实上用隐式曲线精确表示一条参数式曲线不仅非常麻烦,而且往往也没有必要.故此提出了参数式有理曲线均匀区间隐式化的一种新方法,利用区间算术和空间重心坐标的定义,可以用一个低阶区间多项式隐式曲线来逼近所给的参数式有理曲线,同时使一些目标函数最小化,达到用隐式多项式曲线来逼近参数式有理曲线的很好效果,并提供了一些算法和实例.  相似文献   

14.
Bridging knowledge boundaries among project team members is essential to prevent delays or complete failure of software development projects. Prior researchers have reported that software prototypes can be used to help bridge knowledge boundaries between team members in traditional software development settings, yet their use in an agile development setting remains unexplored. Agile development centers the interactions between team members on emerging representations of the prototype whose properties are prone to change over time. Therefore, we conducted an in‐depth study of an agile development project to enhance our understanding on how software prototypes are used as boundary objects in a distributed team setting. Our analyses of team member interactions during 46 virtual meetings that took place over a period of 6 months revealed four different prototype use practices (exemplifying, contrasting, relating, framing) that were effective in bridging syntactic, semantic, or pragmatic knowledge boundaries. We also provide empirically grounded evidence of how variations in object properties can afford different use practices, how the use practices take advantage of these properties, and how object properties are reshaped through these use practices as different types of knowledge boundaries are bridged. These findings bear important implications for research on prototypes as boundary objects in software development in particular and boundary object use in general.  相似文献   

15.
In this paper we consider the open problem how to unify version-space representations. We present a first solution to this problem, namely a new version-space representation called adaptable boundary sets (ABSs). We show that a version space can have a space of ABSs representations. We demonstrate that this space includes the boundary-set representation and the instance-based boundary-set representation; i.e., the ABSs unify these two representations.We consider the task of learning ABSs as a task of identifying a proper representation within the space of ABSs depending on the applicability requirements given. This is demonstrated in a series of examples where ABSs are used to overcome the complexity problem of the boundary sets.  相似文献   

16.
Fast generation of 3-D deformable moving surfaces   总被引:1,自引:0,他引:1  
Dynamic surface modeling is an important subject of geometric modeling due to their extensive applications in engineering design, entertainment and medical visualization. Many deformable objects in the real world are dynamic objects as their shapes change over time. Traditional geometric modeling methods are mainly concerned with static problems, therefore unsuitable for the representation of dynamic objects. Apart from the definition of a dynamic modeling problem, another key issue is how to solve the problem. Because of the complexity of the representations, currently the finite element method or finite difference method is usually used. Their major shortcoming is the excessive computational cost, hence not ideal for applications requiring real-time performance. We propose a representation of dynamic surface modeling with a set of fourth order dynamic partial differential equations (PDEs). To solve these dynamic PDEs accurately and efficiently, we also develop an effective resolution method. This method is further extended to achieve local deformation and produce n-sided patches. It is demonstrated that this new method is almost as fast and accurate as the analytical closed form resolution method and much more efficient and accurate than the numerical methods.  相似文献   

17.
Subdivision methods have been mainly used in computer graphics. This paper extends their applications to mechanical design and boundary element analysis (BEA), and fulfills the seamless integration of CAD and BEA in the model and representation.Traditionally, geometric design and BEA are treated as separate modules requiring different representations and models, which include continuous parametric models and discrete models. Due to the incompatibility of the involved representations and models, the post-processing in geometric design or the pre-processing in BEA is essential. The transition from geometric design to BEA requires substantial effort and errors are inevitably introduced during the transition. In this paper, a framework of realizing the integration of CAD and BEA was first presented based on subdivision methods. A common model or a unified representation for geometric design and BEA was created with subdivision surfaces. For general 3D structures, automatic mesh generation for geometric design and BEA was fulfilled through subdivision methods. The seamless integration improves the accuracy of numerical analysis and shortens the cycle of geometric design and BEA.  相似文献   

18.
Many studies report changes taking place in the field of higher education, changes which present considerable challenges to educational practice. Educational science should contribute to developing design guidance, enabling practitioners to respond to these challenges. Design patterns, as a form of design guidance, show potential since they promise to facilitate the design process and provide common ground for communication. However, the potential of patterns has not been fully exploited yet. We have proposed the introduction of a task conceptualization as an abstract view of the concept chosen as central: the task. The choice of the constituting elements of the task conceptualization has established an analytical perspective for analysis and (re)design of (e)learning environments. One of the constituting elements is that of ‘boundary objects’, which has added a focus on objects facilitating the coordination, alignment and integration of collaborative activities. The presented task conceptualization is deliberately generic in nature, to ease the portability between schools of thought and make it suitable for a wide target audience. The conceptualization and the accompanying graphical and textual representations have shown much promise in supporting the process of analysis and (re)design and add innovative insights to the domain of facilitating the creation of design patterns.  相似文献   

19.
We report an investigation into the processes involved in a common graph-reading task using two types of Cartesian graph. We describe an experiment and eye movement study, the results of which show that optimal scan paths assumed in the task analysis approximate the detailed sequences of saccades made by individuals. The research demonstrates the computational inequivalence of two sets of informationally equivalent graphs and illustrates how the computational advantages of a representation outweigh factors such as user unfamiliarity. We describe two models, using the ACT rational perceptual motor (ACT-R/PM) cognitive architecture, that replicate the pattern of observed response latencies and the complex scan paths revealed by the eye movement study. Finally, we outline three guidelines for designers of visual displays: Designers should (a) consider how different quantities are encoded within any chosen representational format, (b) consider the full range of alternative varieties of a given task, and (c) balance the cost of familiarization with the computational advantages of less familiar representations. Actual or potential applications of this research include informing the design and selection of appropriate visual displays and illustrating the practice and utility of task analysis, eye tracking, and cognitive modeling for understanding interactive tasks with external representations.  相似文献   

20.
传统的命名实体识别任务多见于人名、地名、机构名这些普通的命名实体,且大多采用规则文本进行研究。随着电子商务和互联网广告的不断发展,如何从用户的各种不规则的上下文信息中自动识别出商品名称这一特殊的命名实体成为了一个需要解决的问题。为了解决这一问题,建立了一个最大熵模型用于识别论坛发帖这种不规则文本中的商品名称,并探讨了多种特征对于识别效果的影响。这些特征不仅包括传统命名实体识别方法中所使用的局部特征和布朗聚类特征,还包括词的分布式表示这种比较新颖的特征。这些特征按照各种不同的方式进行组合作为模型的输入。在CPROD01评测数据集上的实验结果表明,布朗聚类特征能够有效地提高商品名称识别系统的准确性。  相似文献   

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