220 results
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2. A Bibliometric Exploration of Infographics as Tools for Visual Literacy in Education
- Author
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Paula Marcelle, Okan Arslan, Aishat Balogun, and Monalisa Dash
- Abstract
The purpose of this paper is to examine how infographics are used in the dynamics of designing or creating in the teaching and learning process. Utilising a bibliometric approach and content analysis, we examined a sample of 760 documents from the Web of Science and Scopus databases with no lower time limit until November 2023. The analyses aimed to identify trends, including main topics, authors, sources, most cited articles, institutional affiliations, and countries in the literature. This bibliometric approach allows for the observation of trends in the educational application of promoting visual literacy through students' design or creation of infographics in formal and informal learning settings. Initial publications emerged in 2007, gaining momentum from 2014 to the present. The most prolific fields were medical science, chemistry, and computer science. This investigation shows that educational institutions could employ infographics beyond present boundaries to prepare students--particularly Generation Alpha, digital natives--for a data-driven society. Institutions should expand their use of infographics to improve visual literacy and address the changing educational requirements of students in a dynamic learning environment. Overall, this paper provides insights into the readiness of educators and institutions to engage Generation Alpha, the digital natives, through visual literacy and infographics.
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- 2024
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3. AI image generators often give racist and sexist results: can they be fixed?
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Ananya
- Subjects
- Racism prevention & control, Sexism prevention & control, Artificial Intelligence ethics, Artificial Intelligence trends, Prejudice prevention & control, Computer Graphics ethics, Computer Graphics trends, Photography ethics
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- 2024
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4. Improving Ray Tracing Understanding with Immersive Environments
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Nuno Verdelho Trindade, Lidia Custodio, Alfredo Ferreira, and Joao Madeiras Pereira
- Abstract
Ray tracing is a computer graphics technique used to produce realistic visuals by physically simulating the behavior of light. Although this technique can be described straightforwardly, fully comprehending it might be challenging. It is typically taught in the classroom using the 2-D formats, such as paper or a blackboard. We propose using immersive environments for incrementing the understanding of ray tracing. We focus on improving the knowledge of the technique in experienced users, particularly Master of Computer Science students minoring in a computer-graphics-related area. We argue that exploring the ray tracing process in an immersive visualization environment can further improve the understanding of ray tracing acquired using conventional means. With that objective, this study starts by presenting RayTracerVR, a virtual reality prototype tool for learning the mechanisms of ray tracing. This tool can be used to visually explore and interact with the different aspects of the technique. It allows users to observe the progression of the rays throughout the sequential stages of the ray tracing process and analyze its corresponding computer pseudocode. The study includes user evaluation where RayTracerVR is employed to assess improvements in ray tracing understanding. The prototype's usability is also assessed. The findings indicate that using the ray tracing immersive learning environment results in a supplemental increase in understanding in users who have previously learned ray tracing using conventional means.
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- 2024
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5. How Visual Literacy Is Developed through Engineering Graphics Subjects
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A. Martín Erro and S. Nuere Menéndez-Pidal
- Abstract
This paper aims to analyse to what extent the engineering curricula contribute to the development of visual literacy among engineering students. Communicating and thinking visually is a basic skill for all engineers, being a fundamental part of their educational stage. For this purpose, Engineering Graphics subjects from 30 engineering schools from Spain have been selected to review their content. The sample consists of 80 subjects of Engineering Graphics, mechanical design and computer-aided design. The curricula were analyzed using a quantitative and qualitative method. A database has been developed where keywords that identify the objectives of the analysis have been tabulated. Learning technical visual language and visualization skills as a means of developing visual literacy in engineering has been taken as the basis of the analysis. The results show that the curricula of the subjects contemplate the development of graphic skills around communication and technical representation and, to a lesser extent, visualization. On the other hand, the teaching activities contemplated do not dive into the cognitive aspects of graphics. We can also observe the pre-eminence of computer graphics as the main basis for teaching activities and marginal use of freehand drawing, which is basic for the development of Visual Literacy.
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- 2024
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6. Knowledge Graph Visualization Interface for Digital Heritage Collections: Design Issues and Recommendations.
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Khoo, Christopher S. G., Tan, Eleanor A. L., Siam-Gek Ng, Chwee-Fong Chan, Stanley-Baker, Michael, and Wei-Ning Cheng
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INTELLECT ,INTERNET searching ,ARCHIVES ,MEDICAL informatics ,INFORMATION technology ,COMPUTER graphics ,SEARCH engines ,METADATA ,HUMANITIES ,SOCIAL networks ,SOFTWARE architecture ,DIGITAL libraries ,USER interfaces - Abstract
Digital heritage portal interfaces are generally similar to digital library and search engine interfaces in displaying search results as a list of brief metadata records. The knowledge organization and search result display of these systems are item-centric, with little support for identifying relationships between items. This paper proposes a knowledge graph system and visualization interface as a promising solution for digital heritage systems to support users in browsing related items, understanding the relationships between items, and synthesizing a narrative on an issue. The paper discusses design issues for the knowledge graph, graph database, and graph visualization, and offers recommendations based on the authors' experience in developing three knowledge graph systems for archive and digital humanities resources: the Zubir Said personal archive collection at the Nanyang Academy of Fine Arts, Singapore; Singapore Pioneers social network; and Polyglot Medicine knowledge graph of Asian traditional and herbal medicine. Lessons learned from a small user study are incorporated in the discussion. [ABSTRACT FROM AUTHOR]
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- 2024
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7. Edge intelligence-assisted animation design with large models: a survey.
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Zhu, Jing, Hu, Chuanjiang, Khezri, Edris, and Ghazali, Mohd Mustafa Mohd
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COMPUTER graphics ,REAL-time computing ,COMPUTER-generated imagery ,RESEARCH personnel - Abstract
The integration of edge intelligence (EI) in animation design, particularly when dealing with large models, represents a significant advancement in the field of computer graphics and animation. This survey aims to provide a comprehensive overview of the current state and future prospects of EI-assisted animation design, focusing on the challenges and opportunities presented by large model implementations. Edge intelligence, characterized by its decentralized processing and real-time data analysis capabilities, offers a transformative approach to handling the computational and data-intensive demands of modern animation. This paper explores various aspects of EI in animation and then delves into the specifics of large models in animation, examining their evolution, current trends, and the inherent challenges in their implementation. Finally, the paper addresses the challenges and solutions in integrating EI with large models in animation, proposing future research directions. This survey serves as a valuable resource for researchers, animators, and technologists, offering insights into the potential of EI in revolutionizing animation design and opening new avenues for creative and efficient animation production. [ABSTRACT FROM AUTHOR]
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- 2024
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8. Measuring Embodiment: Movement Complexity and the Impact of Personal Characteristics.
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Peck TC and Good JJ
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- Humans, Male, Female, Adult, Young Adult, Virtual Reality, Movement physiology, Adolescent, Middle Aged, Video Games, User-Computer Interface, Computer Graphics
- Abstract
A user's personal experiences and characteristics may impact the strength of an embodiment illusion and affect resulting behavioral changes in unknown ways. This paper presents a novel re-analysis of two fully-immersive embodiment user-studies (n = 189 and n = 99) using structural equation modeling, to test the effects of personal characteristics on subjective embodiment. Results demonstrate that individual characteristics (gender, participation in science, technology, engineering or math - Experiment 1, age, video gaming experience - Experiment 2) predicted differing self-reported experiences of embodiment Results also indicate that increased self-reported embodiment predicts environmental response, in this case faster and more accurate responses within the virtual environment. Importantly, head-tracking data is shown to be an effective objective measure for predicting embodiment, without requiring researchers to utilize additional equipment.
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- 2024
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9. LoCoMoTe - A Framework for Classification of Natural Locomotion in VR by Task, Technique and Modality.
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Croucher C, Powell W, Stevens B, Miller-Dicks M, Powell V, Wiltshire TJ, and Spronck P
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- Humans, Algorithms, Machine Learning, User-Computer Interface, Walking physiology, Virtual Reality, Locomotion physiology, Computer Graphics
- Abstract
Virtual reality (VR) research has provided overviews of locomotion techniques, how they work, their strengths and overall user experience. Considerable research has investigated new methodologies, particularly machine learning to develop redirection algorithms. To best support the development of redirection algorithms through machine learning, we must understand how best to replicate human navigation and behaviour in VR, which can be supported by the accumulation of results produced through live-user experiments. However, it can be difficult to identify, select and compare relevant research without a pre-existing framework in an ever-growing research field. Therefore, this work aimed to facilitate the ongoing structuring and comparison of the VR-based natural walking literature by providing a standardised framework for researchers to utilise. We applied thematic analysis to study methodology descriptions from 140 VR-based papers that contained live-user experiments. From this analysis, we developed the LoCoMoTe framework with three themes: navigational decisions, technique implementation, and modalities. The LoCoMoTe framework provides a standardised approach to structuring and comparing experimental conditions. The framework should be continually updated to categorise and systematise knowledge and aid in identifying research gaps and discussions.
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- 2024
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10. Machine Learning Approaches for 3D Motion Synthesis and Musculoskeletal Dynamics Estimation: A Survey.
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Loi I, Zacharaki EI, and Moustakas K
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- Humans, Movement physiology, Musculoskeletal System diagnostic imaging, Machine Learning, Computer Graphics, Imaging, Three-Dimensional methods
- Abstract
The inference of 3D motion and dynamics of the human musculoskeletal system has traditionally been solved using physics-based methods that exploit physical parameters to provide realistic simulations. Yet, such methods suffer from computational complexity and reduced stability, hindering their use in computer graphics applications that require real-time performance. With the recent explosion of data capture (mocap, video) machine learning (ML) has started to become popular as it is able to create surrogate models harnessing the huge amount of data stemming from various sources, minimizing computational time (instead of resource usage), and most importantly, approximate real-time solutions. The main purpose of this paper is to provide a review and classification of the most recent works regarding motion prediction, motion synthesis as well as musculoskeletal dynamics estimation problems using ML techniques, in order to offer sufficient insight into the state-of-the-art and draw new research directions. While the study of motion may appear distinct to musculoskeletal dynamics, these application domains provide jointly the link for more natural computer graphics character animation, since ML-based musculoskeletal dynamics estimation enables modeling of more long-term, temporally evolving, ergonomic effects, while offering automated and fast solutions. Overall, our review offers an in-depth presentation and classification of ML applications in human motion analysis, unlike previous survey articles focusing on specific aspects of motion prediction.
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- 2024
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11. To Stick or Not to Stick? Studying the Impact of Offset Recovery Techniques During Mid-Air Interactions.
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Mavromatis M, Hoyet L, Lecuyer A, Dewez D, and Argelaguet F
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- Humans, Male, Female, Adult, Young Adult, Hand physiology, Computer Graphics, Virtual Reality, User-Computer Interface
- Abstract
During mid-air interactions, common approaches (such as the god-object method) typically rely on visually constraining the user's avatar to avoid visual interpenetrations with the virtual environment in the absence of kinesthetic feedback. This paper explores two methods which influence how the position mismatch (positional offset) between users' real and virtual hands is recovered when releasing the contact with virtual objects. The first method (sticky) constrains the user's virtual hand until the mismatch is recovered, while the second method (unsticky) employs an adaptive offset recovery method. In the first study, we explored the effect of positional offset and of motion alteration on users' behavioral adjustments and users' perception. In a second study, we evaluated variations in the sense of embodiment and the preference between the two control laws. Overall, both methods presented similar results in terms of performance and accuracy, yet, positional offsets strongly impacted motion profiles and users' performance. Both methods also resulted in comparable levels of embodiment. Finally, participants usually expressed strong preferences toward one of the two methods, but these choices were individual-specific and did not appear to be correlated solely with characteristics external to the individuals. Taken together, these results highlight the relevance of exploring the customization of motion control algorithms for avatars.
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- 2024
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12. HDhuman: High-Quality Human Novel-View Rendering From Sparse Views.
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Zhou T, Huang J, Yu T, Shao R, and Li K
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- Humans, Algorithms, Image Processing, Computer-Assisted methods, Imaging, Three-Dimensional methods, Computer Graphics
- Abstract
In this paper, we aim to address the challenge of novel view rendering of human performers that wear clothes with complex texture patterns using a sparse set of camera views. Although some recent works have achieved remarkable rendering quality on humans with relatively uniform textures using sparse views, the rendering quality remains limited when dealing with complex texture patterns as they are unable to recover the high-frequency geometry details that are observed in the input views. To this end, we propose HDhuman, which uses a human reconstruction network with a pixel-aligned spatial transformer and a rendering network with geometry-guided pixel-wise feature integration to achieve high-quality human reconstruction and rendering. The designed pixel-aligned spatial transformer calculates the correlations between the input views and generates human reconstruction results with high-frequency details. Based on the surface reconstruction results, the geometry-guided pixel-wise visibility reasoning provides guidance for multi-view feature integration, enabling the rendering network to render high-quality images at 2k resolution on novel views. Unlike previous neural rendering works that always need to train or fine-tune an independent network for a different scene, our method is a general framework that is able to generalize to novel subjects. Experiments show that our approach outperforms all the prior generic or specific methods on both synthetic data and real-world data. Source code and test data will be made publicly available for research purposes at http://cic.tju.edu.cn/faculty/likun/projects/HDhuman/index.html.
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- 2024
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13. PalmEx: Adding Palmar Force-Feedback for 3D Manipulation With Haptic Exoskeleton Gloves.
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Bouzbib E, Teyssier M, Howard T, Pacchierotti C, and Lecuyer A
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- Humans, Adult, Male, Female, Imaging, Three-Dimensional methods, Young Adult, User-Computer Interface, Equipment Design, Feedback, Sensory physiology, Exoskeleton Device, Virtual Reality, Hand physiology, Computer Graphics
- Abstract
Haptic exoskeleton gloves are a widespread solution for providing force-feedback in Virtual Reality (VR), especially for 3D object manipulations. However, they are still lacking an important feature regarding in-hand haptic sensations: the palmar contact. In this paper, we present PalmEx, a novel approach which incorporates palmar force-feedback into exoskeleton gloves to improve the overall grasping sensations and manual haptic interactions in VR. PalmEx's concept is demonstrated through a self-contained hardware system augmenting a hand exoskeleton with an encountered palmar contact interface - physically encountering the users' palm. We build upon current taxonomies to elicit PalmEx's capabilities for both the exploration and manipulation of virtual objects. We first conduct a technical evaluation optimising the delay between the virtual interactions and their physical counterparts. We then empirically evaluate PalmEx's proposed design space in a user study (n=12) to assess the potential of a palmar contact for augmenting an exoskeleton. Results show that PalmEx offers the best rendering capabilities to perform believable grasps in VR. PalmEx highlights the importance of the palmar stimulation, and provides a low-cost solution to augment existing high-end consumer hand exoskeletons.
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- 2024
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14. Sparse Spiking Neural-Like Membrane Systems on Graphics Processing Units.
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Hernández-Tello J, Martínez-Del-Amor MÁ, Orellana-Martín D, and Cabarle FGC
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- Neurons physiology, Neural Networks, Computer, Computer Simulation, Humans, Action Potentials physiology, Models, Neurological, Algorithms, Computer Graphics
- Abstract
The parallel simulation of Spiking Neural P systems is mainly based on a matrix representation, where the graph inherent to the neural model is encoded in an adjacency matrix. The simulation algorithm is based on a matrix-vector multiplication, which is an operation efficiently implemented on parallel devices. However, when the graph of a Spiking Neural P system is not fully connected, the adjacency matrix is sparse and hence, lots of computing resources are wasted in both time and memory domains. For this reason, two compression methods for the matrix representation were proposed in a previous work, but they were not implemented nor parallelized on a simulator. In this paper, they are implemented and parallelized on GPUs as part of a new Spiking Neural P system with delays simulator. Extensive experiments are conducted on high-end GPUs (RTX2080 and A100 80GB), and it is concluded that they outperform other solutions based on state-of-the-art GPU libraries when simulating Spiking Neural P systems.
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- 2024
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15. Are Metrics Enough? Guidelines for Communicating and Visualizing Predictive Models to Subject Matter Experts.
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Suh A, Appleby G, Anderson EW, Finelli L, Chang R, and Cashman D
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- Humans, Communication, Guidelines as Topic, Computer Graphics
- Abstract
Presenting a predictive model's performance is a communication bottleneck that threatens collaborations between data scientists and subject matter experts. Accuracy and error metrics alone fail to tell the whole story of a model - its risks, strengths, and limitations - making it difficult for subject matter experts to feel confident in their decision to use a model. As a result, models may fail in unexpected ways or go entirely unused, as subject matter experts disregard poorly presented models in favor of familiar, yet arguably substandard methods. In this paper, we describe an iterative study conducted with both subject matter experts and data scientists to understand the gaps in communication between these two groups. We find that, while the two groups share common goals of understanding the data and predictions of the model, friction can stem from unfamiliar terms, metrics, and visualizations - limiting the transfer of knowledge to SMEs and discouraging clarifying questions being asked during presentations. Based on our findings, we derive a set of communication guidelines that use visualization as a common medium for communicating the strengths and weaknesses of a model. We provide a demonstration of our guidelines in a regression modeling scenario and elicit feedback on their use from subject matter experts. From our demonstration, subject matter experts were more comfortable discussing a model's performance, more aware of the trade-offs for the presented model, and better equipped to assess the model's risks - ultimately informing and contextualizing the model's use beyond text and numbers.
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- 2024
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16. Improved 3D human face reconstruction from 2D images using blended hard edges
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Ding, Yueming and Mok, P. Y.
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- 2024
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17. Computer-Vision-Based Sensing Technologies for Livestock Body Dimension Measurement: A Survey.
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Ma, Weihong, Sun, Yi, Qi, Xiangyu, Xue, Xianglong, Chang, Kaixuan, Xu, Zhankang, Li, Mingyu, Wang, Rong, Meng, Rui, and Li, Qifeng
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DEEP learning ,LIVESTOCK ,COMPUTER engineering ,COMPUTER graphics ,IMAGE processing ,ECONOMIC indicators - Abstract
Livestock's live body dimensions are a pivotal indicator of economic output. Manual measurement is labor-intensive and time-consuming, often eliciting stress responses in the livestock. With the advancement of computer technology, the techniques for livestock live body dimension measurement have progressed rapidly, yielding significant research achievements. This paper presents a comprehensive review of the recent advancements in livestock live body dimension measurement, emphasizing the crucial role of computer-vision-based sensors. The discussion covers three main aspects: sensing data acquisition, sensing data processing, and sensing data analysis. The common techniques and measurement procedures in, and the current research status of, live body dimension measurement are introduced, along with a comparative analysis of their respective merits and drawbacks. Livestock data acquisition is the initial phase of live body dimension measurement, where sensors are employed as data collection equipment to obtain information conducive to precise measurements. Subsequently, the acquired data undergo processing, leveraging techniques such as 3D vision technology, computer graphics, image processing, and deep learning to calculate the measurements accurately. Lastly, this paper addresses the existing challenges within the domain of livestock live body dimension measurement in the livestock industry, highlighting the potential contributions of computer-vision-based sensors. Moreover, it predicts the potential development trends in the realm of high-throughput live body dimension measurement techniques for livestock. [ABSTRACT FROM AUTHOR]
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- 2024
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18. Dual Quaternion Matrix Equation AXB = C with Applications.
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Chen, Yan, Wang, Qing-Wen, and Xie, Lv-Ming
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QUATERNIONS ,AUTOMATIC differentiation ,EQUATIONS ,COMPUTER graphics ,HERMITIAN forms ,MATRICES (Mathematics) ,QUATERNION functions - Abstract
Dual quaternions have wide applications in automatic differentiation, computer graphics, mechanics, and others. Due to its application in control theory, matrix equation A X B = C has been extensively studied. However, there is currently limited information on matrix equation A X B = C regarding the dual quaternion algebra. In this paper, we provide the necessary and sufficient conditions for the solvability of dual quaternion matrix equation A X B = C , and present the expression for the general solution when it is solvable. As an application, we derive the ϕ -Hermitian solutions for dual quaternion matrix equation A X A ϕ = C , where the ϕ -Hermitian extends the concepts of Hermiticity and η -Hermiticity. Lastly, we present a numerical example to verify the main research results of this paper. [ABSTRACT FROM AUTHOR]
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- 2024
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19. Real-time soft body dissection simulation with parallelized graph-based shape matching on GPU.
- Author
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Yu P, Zhao Z, Wang R, and Pan J
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- Humans, Dissection, Computer Systems, Imaging, Three-Dimensional, Algorithms, Computer Simulation, Computer Graphics
- Abstract
Background and Objective: Interactive soft tissue dissection has been a fundamental procedure in virtual surgery systems. Existing cutting algorithms involve complex topology changes of simulation meshes, which can increase simulation overhead and produce visual artifacts. In this paper, we proposed a novel graph-based shape-matching method that allows for real-time, flexible, progressive, and discontinuous cuts on soft tissue., Methods: We employed shape-matching constraints within the position-based dynamics (PBD) framework, a widely adopted approach for real-time simulation applications. The soft tissue was effectively modeled using overlapping clusters, each governed by shape-matching constraints. The dissection process was bifurcated into two distinct stages. In the first stage, the surgical scalpel presses the surface of the soft tissue. The soft tissue is cut apart when the surface pressure exceeds a threshold, entering the second stage. To address the discrepancy between the visual mesh and the simulation model during cluster separation, we developed an Aggregate Finding Connected Components (AFCC) algorithm, optimized for GPU computation and integrated with a background grid. This approach also avoids ghost forces and fragmentation artifacts. To control the increase in the number of clusters, we also propose a merging strategy that can run in parallel., Results: Our simulation outcomes demonstrated that the AFCC dissection algorithm effectively manages cluster separation and expansion with robustness. There were no ghost forces between the cutting surface and unrealistic fragments. Our simulation capability extended to supporting intricate and discontinuous cutting routes. Our dissection simulation maintained real-time performance even with over 100,000 particles constituting the soft tissue., Conclusions: Our real-time and robust surgical dissection simulation technique enables the performance of complex cuts in various surgical scenarios, demonstrating its potential in virtual surgery applications., Competing Interests: Declaration of competing interest The authors declare that they have no known competing financial interests or personal relationships that could have appeared to influ- ence the work reported in this paper., (Copyright © 2024 Elsevier B.V. All rights reserved.)
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- 2024
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20. Subjective perception of visual field defects using random noise-moving images in patients with glaucoma: A comparison of computer graphics and analog noises.
- Author
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Inoue A, Koike E, Maeda N, and Matsumoto C
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- Humans, Female, Male, Middle Aged, Aged, Visual Field Tests methods, Adult, Visual Perception physiology, Glaucoma physiopathology, Visual Fields physiology, Computer Graphics
- Abstract
Purpose: Random noise-moving images (noises) can make glaucoma patients with no subjective symptoms aware of visual field abnormalities. To explore this concept, we developed a noise using computer graphics (CG) and investigated the difference in the subjective perception of visual field abnormalities between CG and conventional analog noises., Methods: We enrolled individuals with glaucoma (205 eyes), preperimetric glaucoma (PPG; 19 eyes), and normal eyes (35 eyes). For a CG noise, a series of still images was made by randomly selecting five monochromatic tones on 2-mm square dots, and these images were drawn at 60 frames per second (fps) to create a noise-moving image. The participants were asked to describe their perceived shadows on a paper. The results were categorized as follows based on the pattern deviation probability map of the Humphrey field analyzer (HFA): "agreement," "partial agreement," "disagreement," and "no response." The glaucoma stage was classified into four stages, from M1 to M4, based on the HFA's mean deviation., Result: The detection rates (agreement and partial agreement) were 80.5% and 65.4% for the CG and analog noises, respectively, with CG noise showing a significantly higher detection rate in all glaucoma eyes (P < 0.001). The detection rates tended to increase as the glaucoma stage progressed, and in Stage M3, these were 93.9% and 78.8% for the CG and analog noises, respectively. The PPG eyes did not exhibit subjective abnormalities for both noises. The specificity values were 97.1% and 100% for the CG and analog noises, respectively., Conclusion: The CG noise is more effective than the analog noise in evaluating the subjective perception of visual field abnormalities in patients with glaucoma., Competing Interests: Arata Inoue has a patent for a method and device for diagnosing visual field abnormalities (patent No. JP7339900), as mentioned in this article. There are no other relevant declarations relating to employment, consultancy, further patents, products in development or marketed products. This does not alter our adherence to PLOS ONE policies on sharing data and materials. Eiko Koike: none. Naoyuki Maeda: Paid consultancy: BVI Medical, CooperVision, Tomey Corporation. Research Grant: Senjyu Pharmaceutical Co., Ltd., Topcon Corporation. Honoraria for speaking: Alcon, Inc., Bausch + Lomb, HOYA Corporation, Johnson & Johnson, Menicon Co., Ltd., Nikon Corporation, Novartis International AG, Otsuka Pharmaceutical Co., Ltd., Santen Pharmaceutical Co., Ltd., Topcon Corporation. Chota Matsumoto: Paid consultancy: CREWT Medical Systems, Inc., Topcon Corporation. Honoraria for speaking: CREWT Medical Systems, Inc., Topcon Corporation. There are no patents, products in development or marketed products to declare. These do not alter our adherence to PLOS ONE policies on sharing data and materials., (Copyright: © 2024 Inoue et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.)
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- 2024
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21. Measurement of Empathy in Virtual Reality with Head-Mounted Displays: A Systematic Review.
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Lee Y, Shin H, and Gil YH
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- Humans, Smart Glasses, Male, Female, User-Computer Interface, Adult, Emotions physiology, Head physiology, Empathy physiology, Virtual Reality, Computer Graphics
- Abstract
We present a systematic review of 111 papers that measure the impact of virtual experiences created through head-mounted displays (HMDs) on empathy. Our goal was to analyze the conditions and the extent to which virtual reality (VR) enhances empathy. To achieve this, we categorized the relevant literature according to measurement methods, correlated human factors, viewing experiences, topics, and participants. Meta-analysis was performed based on categorized themes, and under specified conditions, we found that VR can improve empathy. Emotional empathy increased temporarily after the VR experience and returned to its original level over time, whereas cognitive empathy remained enhanced. Furthermore, while VR did not surpass 2D video in improving emotional empathy, it did enhance cognitive empathy, which is associated with embodiment. Our results are consistent with existing research suggesting differentiation between cognitive empathy (influenced by environmental factors and learnable) and emotional empathy (highly heritable and less variable). Interactivity, target of empathy, and point of view were not found to significantly affect empathy, but participants' age and nationality were found to influence empathy levels. It can be concluded that VR enhances cognitive empathy by immersing individuals in the perspective of others and that storytelling and personal characteristics are more important than the composition of the VR scene. Our findings provide guiding information for creating empathy content in VR and designing experiments to measure empathy.
- Published
- 2024
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22. BiRD: Using Bidirectional Rotation Gain Differences to Redirect Users during Back-and-forth Head Turns in Walking.
- Author
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Xu SZ, Chen FXY, Gong R, Zhang FL, and Zhang SH
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- Humans, Animals, Orientation, Environment, Birds, Computer Graphics, Walking
- Abstract
Redirected walking (RDW) facilitates user navigation within expansive virtual spaces despite the constraints of limited physical spaces. It employs discrepancies between human visual-proprioceptive sensations, known as gains, to enable the remapping of virtual and physical environments. In this paper, we explore how to apply rotation gain while the user is walking. We propose to apply a rotation gain to let the user rotate by a different angle when reciprocating from a previous head rotation, to achieve the aim of steering the user to a desired direction. To apply the gains imperceptibly based on such a Bidirectional Rotation gain Difference (BiRD), we conduct both measurement and verification experiments on the detection thresholds of the rotation gain for reciprocating head rotations during walking. Unlike previous rotation gains which are measured when users are turning around in place (standing or sitting), BiRD is measured during users' walking. Our study offers a critical assessment of the acceptable range of rotational mapping differences for different rotational orientations across the user's walking experience, contributing to an effective tool for redirecting users in virtual environments.
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- 2024
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23. PetPresence: Investigating the Integration of Real-World Pet Activities in Virtual Reality.
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Xiong N, Liu Q, and Zhu K
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- Humans, Animals, Dogs, Pilot Projects, Movement, Computer Graphics, Virtual Reality
- Abstract
For VR interaction, the home environment with complicated spatial setup and dynamics may hinder the VR user experience. In particular, pets' movement may be more unpredictable. In this paper, we investigate the integration of real-world pet activities into immersive VR interaction. Our pilot study showed that the active pet movements, especially dogs, could negatively impact users' performance and experience in immersive VR. We proposed three different types of pet integration, namely semitransparent real-world portal, non-interactive object in VR, and interactive object in VR. We conducted the user study with 16 pet owners and their pets. The results showed that compared to the baseline condition without any pet-integration technique, the approach of integrating the pet as interactive objects in VR yielded significantly higher participant ratings in perceived realism, joy, multisensory engagement, and connection with their pets in VR.
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- 2024
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24. Who says you are so sick? An investigation on individual susceptibility to cybersickness triggers using EEG, EGG and ECG.
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Tian N and Boulic R
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- Humans, Fixation, Ocular, Electroencephalography, Electrocardiography adverse effects, Computer Graphics, Motion Sickness diagnosis
- Abstract
In this research paper, we conducted a study to investigate the connection between three objective measures: Electrocardio-gram(EGG), Electrogastrogram (EGG), and Electroencephalogram (EEG), and individuals' susceptibility to cybersickness. Our primary objective was to identify which of these factors plays a central role in causing discomfort when experiencing rotations along three different axes: Roll, Pitch, and Yaw. This study involved 35 participants who were tasked with destroying asteroids using their eye gaze while undergoing passive rotations in four separate sessions. The results, when combined with subjective measurements (specifically, Fast motion sickness questionnaire (FMS) and Simulator sickness questionnaire (SSQ) score), demonstrated that EGG measurements were superior in detecting symptoms associated with nausea. As for ECG measurements, our observations did reveal significant changes in Heart Rate Variability (HRV) parameters. However, we caution against relying solely on ECG as a dependable indicator for assessing the extent of cybersickness. Most notably, EEG signals emerged as a crucial resource for discerning individual differences related to these rotational axes. Our findings were significant not only in the context of periodic activities but also underscored the potential of aperiodic activities in detecting the severity of cybersickness and an individual's susceptibility to rotational triggers.
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- 2024
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25. Robust edge-preserving image smoothing based on complementary weighting scheme.
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Yang, Yang, Xia, Minghui, Wang, Xinyu, Zeng, Lanling, and Zhan, Yongzhao
- Abstract
Edge-aware image smoothing refers to the removal of details with edges preserved. It is an essential topic in the field of image processing and computer graphics. In this paper, in order to achieve better edge preservation than the existing models, we propose a robust edge-preserving image filtering method based on a complementary weighting scheme. Both isotropic and anisotropic weights are involved in our model to adapt the fidelity and the regularization terms. To efficiently solve the proposed model, we introduce an effective algorithm based on additive half quadratic minimization, alternating direction of multipliers, and Fourier domain optimization strategies. We experimentally validate the proposed filter on several low-level vision tasks. Both quantitative and qualitative experimental results show significant superiority of our proposed filter compared to existing techniques. Furthermore, the filter exhibits high efficiency and is able to process 720P color images (over 10 fps) in real-time on an NVIDIA RTX 3070. Therefore, it is practical for real-world applications. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
26. Interactive Mesh Sculpting with Arbitrary Topologies in Head-Mounted VR Environments.
- Author
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Zhu, Xiaoqiang and Yang, Yifei
- Subjects
PERSONAL computers ,VIRTUAL reality ,COMPUTER-aided design ,TWO-dimensional models ,MATHEMATICAL optimization ,COMPUTER graphics - Abstract
Shape modeling is a dynamic area in computer graphics with significant applications in computer-aided design, animation, architecture, and entertainment. Virtual sculpting, a key paradigm in free-form modeling, has traditionally been performed on desktop computers where users manipulate meshes with controllers and view the models on two-dimensional displays. However, the advent of Extended Reality (XR) technology has ushered in immersive interactive experiences, expanding the possibilities for virtual sculpting across various environments. A real-time virtual sculpting system implemented in a Virtual Reality (VR) setting is introduced in this paper, utilizing quasi-uniform meshes as the foundational structure. In our innovative sculpting system, we design an integrated framework encompassing a surface selection algorithm, mesh optimization technique, mesh deformation strategy, and topology fusion methodology, which are all tailored to meet the needs of the sculpting process. The universal, user-friendly sculpting tools designed to support free-form topology are offered in this system, ensuring that the meshes remain watertight, manifold, and free from self-intersections throughout the sculpting process. The models produced are versatile and suitable for use in diverse fields such as gaming, art, and education. Experimental results confirm the system's real-time performance and universality, highlighting its user-centric design. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
27. SGRTmreg: A Learning-Based Optimization Framework for Multiple Pairwise Registrations.
- Author
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Zhao, Yan, Deng, Jiahui, Gao, Qinghong, and Zhang, Xiao
- Subjects
DEEP learning ,POINT cloud ,COMPUTER vision ,RECORDING & registration ,COMPUTER graphics - Abstract
Point cloud registration is a fundamental task in computer vision and graphics, which is widely used in 3D reconstruction, object tracking, and atlas reconstruction. Learning-based optimization and deep learning methods have been widely developed in pairwise registration due to their own distinctive advantages. Deep learning methods offer greater flexibility and enable registering unseen point clouds that are not trained. Learning-based optimization methods exhibit enhanced robustness and stability when handling registration under various perturbations, such as noise, outliers, and occlusions. To leverage the strengths of both approaches to achieve a less time-consuming, robust, and stable registration for multiple instances, we propose a novel computational framework called SGRTmreg for multiple pairwise registrations in this paper. The SGRTmreg framework utilizes three components—a Searching scheme, a learning-based optimization method called Graph-based Reweighted discriminative optimization (GRDO), and a Transfer module to achieve multi-instance point cloud registration.Given a collection of instances to be matched, a template as a target point cloud, and an instance as a source point cloud, the searching scheme selects one point cloud from the collection that closely resembles the source. GRDO then learns a sequence of regressors by aligning the source to the target, while the transfer module stores and applies the learned regressors to align the selected point cloud to the target and estimate the transformation of the selected point cloud. In short, SGRTmreg harnesses a shared sequence of regressors to register multiple point clouds to a target point cloud. We conduct extensive registration experiments on various datasets to evaluate the proposed framework. The experimental results demonstrate that SGRTmreg achieves multiple pairwise registrations with higher accuracy, robustness, and stability than the state-of-the-art deep learning and traditional registration methods. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
28. Video object segmentation via couple streams and feature memory.
- Author
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Liang, Yun, Xiao, Xinjie, Qiu, Shaojian, Zhang, Yuqing, and Su, Zhuo
- Subjects
ONLINE education ,MEMORY ,VIDEOS ,GRAPHICS processing units ,COMPUTER vision ,LINEAR network coding - Abstract
In recent years, most video segmentation methods use deep CNN to process the input image, but they did not fully mine the rich intermediate predictions in spatio‐temporal space. And, the segmentation challenges such as occlusion, severe deformation and illumination have not been well solved so far. To alleviate these problems, this paper focuses on constructing multi module network structures that represent multi semantics and proposes a video object segmentation network via coupled‐stream architecture with feature memory mechanism. This network first extracts high‐level semantic features, edge features, long‐term and short‐term stable depth features of the target, and then decode them into the segmentation mask of target. In addition, negative skeleton inhibition and frame interpolation are used to prevent the interference of similar objects and motion blur, respectively. The method has a low GPU memory usage, regardless of the number of object in video. And performs 86.5%and 62.4% in J&F measure on DAVIS 2016 and DAVIS 2017 validation set, without fine‐tuning and online training. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
29. GPU-Based Parallel Processing Techniques for Enhanced Brain Magnetic Resonance Imaging Analysis: A Review of Recent Advances.
- Author
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Kirimtat A and Krejcar O
- Subjects
- Humans, Software, Brain, Magnetic Resonance Imaging methods, Image Processing, Computer-Assisted methods, Algorithms, Computer Graphics
- Abstract
The approach of using more than one processor to compute in order to overcome the complexity of different medical imaging methods that make up an overall job is known as GPU (graphic processing unit)-based parallel processing. It is extremely important for several medical imaging techniques such as image classification, object detection, image segmentation, registration, and content-based image retrieval, since the GPU-based parallel processing approach allows for time-efficient computation by a software, allowing multiple computations to be completed at once. On the other hand, a non-invasive imaging technology that may depict the shape of an anatomy and the biological advancements of the human body is known as magnetic resonance imaging (MRI). Implementing GPU-based parallel processing approaches in brain MRI analysis with medical imaging techniques might be helpful in achieving immediate and timely image capture. Therefore, this extended review (the extension of the IWBBIO2023 conference paper) offers a thorough overview of the literature with an emphasis on the expanding use of GPU-based parallel processing methods for the medical analysis of brain MRIs with the imaging techniques mentioned above, given the need for quicker computation to acquire early and real-time feedback in medicine. Between 2019 and 2023, we examined the articles in the literature matrix that include the tasks, techniques, MRI sequences, and processing results. As a result, the methods discussed in this review demonstrate the advancements achieved until now in minimizing computing runtime as well as the obstacles and problems still to be solved in the future.
- Published
- 2024
- Full Text
- View/download PDF
30. Geometric analysis of non-degenerate shifted-knots Bézier surfaces in Minkowski space.
- Author
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Bashir S and Ahmad D
- Subjects
- Computer-Aided Design, Mathematics, Models, Theoretical, Computer Graphics
- Abstract
In this paper, we investigate the properties of timelike and spacelike shifted-knots Bézier surfaces in Minkowski space-[Formula: see text]. These surfaces are commonly used in mathematical models for surface formation in computer science for computer-aided geometric design and computer graphics, as well as in other fields of mathematics. Our objective is to analyze the characteristics of timelike and spacelike shifted-knots Bézier surfaces in Minkowski space-[Formula: see text]. To achieve this, we compute the fundamental coefficients of shifted-knots Bézier surfaces, including the Gauss-curvature, mean-curvature, and shape-operator of the surface. Furthermore, we present numerical examples of timelike and spacelike bi-quadratic (m = n = 2) and bi-cubic (m = n = 3) shifted-knots Bézier surfaces in Minkowski space-[Formula: see text] to demonstrate the applicability of the technique in Minkowski space., Competing Interests: NO authors have competing interests The authors have declared that no competing interests exist., (Copyright: © 2024 Bashir, Ahmad. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.)
- Published
- 2024
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31. Eleven Years of Gender Data Visualization: A Step Towards More Inclusive Gender Representation.
- Author
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Cabric F, Bjarnadottir MV, Ling M, Rafnsdottir GL, and Isenberg P
- Subjects
- Humans, Surveys and Questionnaires, Data Visualization, Computer Graphics
- Abstract
We present an analysis of the representation of gender as a data dimension in data visualizations and propose a set of considerations around visual variables and annotations for gender-related data. Gender is a common demographic dimension of data collected from study or survey participants, passengers, or customers, as well as across academic studies, especially in certain disciplines like sociology. Our work contributes to multiple ongoing discussions on the ethical implications of data visualizations. By choosing specific data, visual variables, and text labels, visualization designers may, inadvertently or not, perpetuate stereotypes and biases. Here, our goal is to start an evolving discussion on how to represent data on gender in data visualizations and raise awareness of the subtleties of choosing visual variables and words in gender visualizations. In order to ground this discussion, we collected and coded gender visualizations and their captions from five different scientific communities (Biology, Politics, Social Studies, Visualisation, and Human-Computer Interaction), in addition to images from Tableau Public and the Information Is Beautiful awards showcase. Overall we found that representation types are community-specific, color hue is the dominant visual channel for gender data, and nonconforming gender is under-represented. We end our paper with a discussion of considerations for gender visualization derived from our coding and the literature and recommendations for large data collection bodies. A free copy of this paper and all supplemental materials are available at https://osf.io/v9ams/.
- Published
- 2024
- Full Text
- View/download PDF
32. My Model is Unfair, Do People Even Care? Visual Design Affects Trust and Perceived Bias in Machine Learning.
- Author
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Gaba A, Kaufman Z, Cheung J, Shvakel M, Hall KW, Brun Y, and Bearfield CX
- Subjects
- Male, Humans, Female, Machine Learning, Bias, Surveys and Questionnaires, Trust psychology, Computer Graphics
- Abstract
Machine learning technology has become ubiquitous, but, unfortunately, often exhibits bias. As a consequence, disparate stakeholders need to interact with and make informed decisions about using machine learning models in everyday systems. Visualization technology can support stakeholders in understanding and evaluating trade-offs between, for example, accuracy and fairness of models. This paper aims to empirically answer "Can visualization design choices affect a stakeholder's perception of model bias, trust in a model, and willingness to adopt a model?" Through a series of controlled, crowd-sourced experiments with more than 1,500 participants, we identify a set of strategies people follow in deciding which models to trust. Our results show that men and women prioritize fairness and performance differently and that visual design choices significantly affect that prioritization. For example, women trust fairer models more often than men do, participants value fairness more when it is explained using text than as a bar chart, and being explicitly told a model is biased has a bigger impact than showing past biased performance. We test the generalizability of our results by comparing the effect of multiple textual and visual design choices and offer potential explanations of the cognitive mechanisms behind the difference in fairness perception and trust. Our research guides design considerations to support future work developing visualization systems for machine learning.
- Published
- 2024
- Full Text
- View/download PDF
33. SpeechMirror: A Multimodal Visual Analytics System for Personalized Reflection of Online Public Speaking Effectiveness.
- Author
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Huang Z, He Q, Maher K, Deng X, Lai YK, Ma C, Qin SF, Liu YJ, and Wang H
- Subjects
- Humans, Communication, Speech, Computer Graphics
- Abstract
As communications are increasingly taking place virtually, the ability to present well online is becoming an indispensable skill. Online speakers are facing unique challenges in engaging with remote audiences. However, there has been a lack of evidence-based analytical systems for people to comprehensively evaluate online speeches and further discover possibilities for improvement. This paper introduces SpeechMirror, a visual analytics system facilitating reflection on a speech based on insights from a collection of online speeches. The system estimates the impact of different speech techniques on effectiveness and applies them to a speech to give users awareness of the performance of speech techniques. A similarity recommendation approach based on speech factors or script content supports guided exploration to expand knowledge of presentation evidence and accelerate the discovery of speech delivery possibilities. SpeechMirror provides intuitive visualizations and interactions for users to understand speech factors. Among them, SpeechTwin, a novel multimodal visual summary of speech, supports rapid understanding of critical speech factors and comparison of different speech samples, and SpeechPlayer augments the speech video by integrating visualization of the speaker's body language with interaction, for focused analysis. The system utilizes visualizations suited to the distinct nature of different speech factors for user comprehension. The proposed system and visualization techniques were evaluated with domain experts and amateurs, demonstrating usability for users with low visualization literacy and its efficacy in assisting users to develop insights for potential improvement.
- Published
- 2024
- Full Text
- View/download PDF
34. Affective Visualization Design: Leveraging the Emotional Impact of Data.
- Author
-
Lan X, Wu Y, and Cao N
- Subjects
- Humans, Computer Graphics, Emotions
- Abstract
In recent years, more and more researchers have reflected on the undervaluation of emotion in data visualization and highlighted the importance of considering human emotion in visualization design. Meanwhile, an increasing number of studies have been conducted to explore emotion-related factors. However, so far, this research area is still in its early stages and faces a set of challenges, such as the unclear definition of key concepts, the insufficient justification of why emotion is important in visualization design, and the lack of characterization of the design space of affective visualization design. To address these challenges, first, we conducted a literature review and identified three research lines that examined both emotion and data visualization. We clarified the differences between these research lines and kept 109 papers that studied or discussed how data visualization communicates and influences emotion. Then, we coded the 109 papers in terms of how they justified the legitimacy of considering emotion in visualization design (i.e., why emotion is important) and identified five argumentative perspectives. Based on these papers, we also identified 61 projects that practiced affective visualization design. We coded these design projects in three dimensions, including design fields (where), design tasks (what), and design methods (how), to explore the design space of affective visualization design.
- Published
- 2024
- Full Text
- View/download PDF
35. Enthusiastic and Grounded, Avoidant and Cautious: Understanding Public Receptivity to Data and Visualizations.
- Author
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He HA, Walny J, Thoma S, Carpendale S, and Willett W
- Subjects
- Humans, Computer Graphics
- Abstract
Despite an abundance of open data initiatives aimed to inform and empower "general" audiences, we still know little about the ways people outside of traditional data analysis communities experience and engage with public data and visualizations. To investigate this gap, we present results from an in-depth qualitative interview study with 19 participants from diverse ethnic, occupational, and demographic backgrounds. Our findings characterize a set of lived experiences with open data and visualizations in the domain of energy consumption, production, and transmission. This work exposes information receptivity - an individual's transient state of willingness or openness to receive information -as a blind spot for the data visualization community, complementary to but distinct from previous notions of data visualization literacy and engagement. We observed four clusters of receptivity responses to data- and visualization-based rhetoric: Information-Avoidant, Data-Cautious, Data-Enthusiastic, and Domain-Grounded. Based on our findings, we highlight research opportunities for the visualization community. This exploratory work identifies the existence of diverse receptivity responses, highlighting the need to consider audiences with varying levels of openness to new information. Our findings also suggest new approaches for improving the accessibility and inclusivity of open data and visualization initiatives targeted at broad audiences. A free copy of this paper and all supplemental materials are available at https://OSF.IO/MPQ32.
- Published
- 2024
- Full Text
- View/download PDF
36. Generalized Bézier-like model and its applications to curve and surface modeling.
- Author
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Ameer, Moavia, Abbas, Muhammad, Shafiq, Madiha, Nazir, Tahir, and Birhanu, Asnake
- Subjects
COMPUTER-aided design ,MICROSOFT Surface (Computer) ,CURVES ,COMPUTER engineering ,SHIPBUILDING ,COMPUTER graphics - Abstract
The subject matter of surfaces in computer aided geometric design (CAGD) is the depiction and design of surfaces in the computer graphics arena. Due to their geometric features, modeling of Bézier curves and surfaces with their shape parameters is the most well-liked topic of research in CAGD/computer-aided manufacturing (CAM). The primary challenges in industries such as automotive, shipbuilding, and aerospace are the design of complex surfaces. In order to address this issue, the continuity constraints between surfaces are utilized to generate complex surfaces. The parametric and geometric continuities are the two metrics commonly used for establishing connections among surfaces. This paper proposes continuity constraints between two generalized Bézier-like surfaces (gBS) with different shape parameters to address the issue of modeling and designing surfaces. Initially, the generalized form of C
3 and G3 of generalized Bézier-like curves (gBC) are developed. To check the validity of these constraints, some numerical examples are also analyzed with graphical representations. Furthermore, for a continuous connection among these gBS, the necessary and sufficient G1 and G2 continuity constraints are also developed. It is shown through the use of several geometric designs of gBS that the recommended basis can resolve the shape and position adjustment problems associated with Bézier surfaces more effectively than any other basis. As a result, the proposed scheme not only incorporates all of the geometric features of curve design schemes but also improves upon their faults, which are typically encountered in engineering. Mainly, by changing the values of shape parameters, we can alter the shape of the curve by our choice which is not present in the standard Bézier model. This is the main drawback of traditional Bézier model. [ABSTRACT FROM AUTHOR]- Published
- 2024
- Full Text
- View/download PDF
37. Uniform Convergence on Iterations generated by Special Convex Combinations of Parametric Equations.
- Author
-
Wei-Chi YANG
- Subjects
- *
COLLEGE entrance examinations , *COMPUTER graphics , *PARAMETRIC equations , *APPLICATION software , *RECURSIVE sequences (Mathematics) - Abstract
This is an expansion and modiÖcation of the paper from [6]. We discuss the convergence of locus in the paper [5], which originated from a practice problem for the Chinese college entrance exam. Next, we extended some results in [6] from 2D to 3D. We are interested in the limit of a recursive sequence of loci that is built on a special convex combination of vectors involving curves or surfaces. We shall see many interesting graphs of uniform convergence of sequences generated by parametric curves and surfaces, which we hope to inspire many applications in computer graphics, and other related disciplines. [ABSTRACT FROM AUTHOR]
- Published
- 2024
38. Spatio-Temporal Hierarchical Data Structure Based on Sparse Voxel Octrees for Representation of the Geometry of Time-Variable Three-Dimensional Scenes.
- Author
-
Khorshidiyeh, Heidar, Madoš, Branislav, and Vaľko, Dávid
- Subjects
DATA structures ,TRIANGLES ,SPARSE approximations ,LOSSLESS data compression ,COMPUTER graphics ,GEOMETRY - Abstract
The paper deals with the problematics of representation of the geometry of three-dimensional scenes in computer graphics using domain-specific hierarchical data structures based on octant trees or directed acyclic graphs as the means of space saving binary representation of this information. Several hierarchical data structures were introduced in this field in past decades. In this paper we are moving this problematic to the field of the representation of three-dimensional scenes which are rather dynamic in time, so their geometry is changing on the regular basis. We are investigating the influence of this time-variability on the size of the related hierarchical data structure on binary level. We are comparing the approach in which each time step is considered as the stand-alone static three-dimensional scene and therefore is represented by its own hierarchical data structure with the approach when this time-variable scene is considered as the four dimensional space and spatio-temporal sparse voxel octree hierarchical data structure is used for the representation of the geometry of this scene. We tested both approaches on three different scenes which were obtained by voxelization into two different resolutions of polygonal surface models represented originally as the mesh of triangles in Wavefront Object file format. Results of the tests show that spatio-temporal sparse voxel octree is better solution, when we obtained from 1.73 to 2.08 more compact binary representation, in comparison to the solution when time frames were encoded separately as the set of sparse voxel octrees. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
39. Solution to Several Split Quaternion Matrix Equations.
- Author
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Liu, Xin, Shi, Tong, and Zhang, Yang
- Subjects
QUATERNIONS ,EQUATIONS ,COMPUTER graphics - Abstract
Split quaternions have various applications in mathematics, computer graphics, robotics, physics, and so on. In this paper, two useful, real representations of a split quaternion matrix are proposed. Based on this, we derive their fundamental properties. Then, via the real representation method, we obtain the necessary and sufficient conditions for the existence of solutions to two split quaternion matrix equations. In addition, two experimental examples are provided to show their feasibility. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
40. Exploring q-Bernstein-Bézier surfaces in Minkowski space: Analysis, modeling, and applications.
- Author
-
Bashir, Sadia, Ahmad, Daud, and Ali, Ghada
- Subjects
MINKOWSKI space ,MICROSOFT Surface (Computer) ,COMPUTER graphics ,COMPUTER-aided design ,GEOMETRIC modeling ,GAUSSIAN curvature ,MATHEMATICS - Abstract
In this paper, we examine q-Bernstein-Bézier surfaces in Minkowski space- R13 with q as the shape parameter. These surfaces, a generalization of Bézier surfaces, have applications in mathematics, computer-aided geometric design, and computer graphics for the surface formation and modeling. We analyze the timelike and spacelike cases of q-Bernstein-Bézier surfaces using known boundary control points. The mean curvature and Gaussian curvature of these q-Bernstein-Bézier surfaces are computed by finding the respective fundamental coefficients. We also investigate the shape operator dependency for timelike and spacelike q-Bernstein-Bézier surfaces in Minkowski space- R13 , and provide biquadratic and bicubic q-Bernstein-Bézier surfaces as illustrative examples for different values of the shape controlling parameter q. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
41. An efficient computational scheme for solving coupled time-fractional Schrödinger equation via cubic B-spline functions.
- Author
-
Mubashir Hayat, Afzaal, Abbas, Muhammad, Emadifar, Homan, Alzaidi, Ahmed S. M., Nazir, Tahir, and Aini Abdullah, Farah
- Subjects
CUBIC equations ,FINITE difference method ,FRACTIONAL calculus ,NUMERICAL analysis ,SCHRODINGER equation ,COMPUTER graphics ,QUANTUM Hall effect - Abstract
The time fractional Schrödinger equation contributes to our understanding of complex quantum systems, anomalous diffusion processes, and the application of fractional calculus in physics and cubic B-spline is a versatile tool in numerical analysis and computer graphics. This paper introduces a numerical method for solving the time fractional Schrödinger equation using B-spline functions and the Atangana-Baleanu fractional derivative. The proposed method employs a finite difference scheme to discretize the fractional derivative in time, while a θ-weighted scheme is used to discretize the space directions. The efficiency of the method is demonstrated through numerical results, and error norms are examined at various values of the non-integer parameter, temporal directions, and spatial directions. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
42. Raster‐to‐Graph: Floorplan Recognition via Autoregressive Graph Prediction with an Attention Transformer.
- Author
-
Hu, Sizhe, Wu, Wenming, Su, Ruolin, Hou, Wanni, Zheng, Liping, and Xu, Benzhu
- Subjects
- *
ARTIFICIAL neural networks , *TRANSFORMER models , *FLOOR plans , *COMPUTER vision , *COMPUTER graphics - Abstract
Recognizing the detailed information embedded in rasterized floorplans is at the research forefront in the community of computer graphics and vision. With the advent of deep neural networks, automatic floorplan recognition has made tremendous breakthroughs. However, co‐recognizing both the structures and semantics of floorplans through one neural network remains a significant challenge. In this paper, we introduce a novel framework Raster‐to‐Graph, which automatically achieves structural and semantic recognition of floorplans. We represent vectorized floorplans as structural graphs embedded with floorplan semantics, thus transforming the floorplan recognition task into a structural graph prediction problem. We design an autoregressive prediction framework using the neural network architecture of the visual attention Transformer, iteratively predicting the wall junctions and wall segments of floorplans in the order of graph traversal. Additionally, we propose a large‐scale floorplan dataset containing over 10,000 real‐world residential floorplans. Our autoregressive framework can automatically recognize the structures and semantics of floorplans. Extensive experiments demonstrate the effectiveness of our framework, showing significant improvements on all metrics. Qualitative and quantitative evaluations indicate that our framework outperforms existing state‐of‐the‐art methods. Code and dataset for this paper are available at: https://github.com/HSZVIS/Raster-to-Graph. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
43. Self‐attention residual network‐based spatial super‐resolution synthesis for time‐varying volumetric data.
- Author
-
Ma, Ji, Ye, Yuhao, and Chen, Jinjin
- Subjects
SCIENTIFIC visualization ,DEEP learning ,DATA visualization ,IMAGE processing - Abstract
In the field of scientific visualization, the upscaling of time‐varying volume is meaningful. It can be used in in situ visualization to help scientists overcome the limitations of I/O speed and storage capacity when analysing and visualizing large‐scale, time‐varying simulation data. This paper proposes self‐attention residual network‐based spatial super‐resolution (SARN‐SSR), a spatial super‐resolution model based on self‐attention residual networks that can generate time‐varying data with temporal coherence. SARN‐SSR consists of two components: a generator and a discriminator. The generator takes the low‐resolution volume sequences as the input and gives the corresponding high‐resolution volume sequences as the output. The discriminator takes both synthesized and real high‐resolution volume sequence as the input and gives a matrix to predict the realness as the output. To verify the validity of SARN‐SSR, four sets of time‐varying volume datasets are applied from scientific simulation. In addition, SARN‐SSR is compared on these datasets, both qualitatively and quantitatively, with two deep learning‐based techniques and one traditional technique. The experimental results show that by using this method, the closest time‐varying data to the ground truth can be obtained. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
44. Feature‐enhanced representation with transformers for multi‐view stereo.
- Author
-
Xiang, Lintao and Yin, Hujun
- Subjects
TRANSFORMER models ,FEATURE extraction ,ARTIFICIAL intelligence ,COMPUTER vision ,COMPUTER graphics - Abstract
Most existing multi‐view stereo (MVS) methods fail to consider global context information in the stage of feature extraction and cost aggregation. As transformers have shown remarkable performance on various vision tasks due to their ability to perceive global contextual information, this paper proposes a transformer‐based feature enhancement network (TF‐MVSNet) to facilitate feature representation learning by combining local features (both 2D and 3D) with long‐range contextual information. To reduce memory consumption of feature matching, the cross‐attention mechanism is leveraged to efficiently construct 3D cost volumes under the epipolar constraint. Additionally, a colour‐guided network is designed to refine depth maps at a coarse stage, hence reducing incorrect depth predictions at a fine stage. Extensive experiments were performed on the DTU dataset and Tanks and Temples (T&T) benchmark and results are reported. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
45. Designing electronic graphic symbol-based AAC systems: a scoping review. Part 1: system description.
- Author
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Tönsing, Kerstin M., Bartram, Jessica, Morwane, Refilwe E., and Waller, Annalu
- Subjects
- *
MIDDLE-income countries , *MOBILE apps , *FACILITATED communication , *REHABILITATION , *COMPUTER graphics , *ASSISTIVE technology , *SYSTEMATIC reviews , *ALLIED health personnel , *MULTILINGUALISM , *BIOINFORMATICS , *LITERATURE reviews , *LOW-income countries , *LANGUAGE acquisition - Abstract
This is the first of two papers summarizing studies reporting on the design of electronic graphic symbol-based augmentative and alternative communication (AAC) systems, to determine the state of the field. The aim of this paper was to provide an overview of the general characteristics of the studies and to describe the features of the systems designed. A scoping review was conducted. A multifaceted search resulted in the identification of 28 studies meeting the selection criteria. Data were extracted relating to four areas of interest, namely (1) the general characteristics of the studies, (2) features of the systems designed, (3) availability of the systems to the public, and (4) the design processes followed. In this paper, findings relating to the first three areas are presented. Most study authors were affiliated to fields of engineering and/or computer science and came from high-income countries. Most studies reported the design of AAC applications loaded onto mobile technology devices. Common system features included customizable vocabulary items, the inclusion of graphic symbols from both established AAC libraries and other sources, a dynamic grid display, and the inclusion of digital and/or synthetic speech output. Few systems were available to the public. Limited justifications for many of the complex design decisions were provided in the studies, possibly due to limited involvement of rehabilitation professionals during the design process. Furthermore, few studies reported on the design of graphic symbol-based AAC systems specifically for middle- and low-income contexts and also for multilingual populations. Complex design decisions about electronic graphic symbol-based augmentative and alternative communication (AAC) systems should be made purposefully and with sufficient justification. Increased collaboration between designers and rehabilitation professionals during the design of electronic graphic symbol-based systems could improve the products. Design of AAC systems for populations residing in low and middle-income contexts and also for multilingual populations are urgently needed. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
46. A Novel Method for Regional Prospecting Based on Modern 3D Graphics.
- Author
-
Xue, Zhaolong, Wu, Song, Li, Miao, and Cheng, Kaiwang
- Subjects
DIGITAL mapping ,GEOLOGICAL maps ,COMPUTER graphics ,VECTOR data ,GEOLOGICAL mapping - Abstract
During comprehensive regional prospecting evaluation and delineation of a prospecting target area, various types of data, including geological, geophysical, geochemical, and remote sensing, are usually integrated and visualized in a unified spatial environment, making it convenient for researchers to identify mineralization. To maximize the precision of spatial boundaries, the maps traditionally used in prospecting are predominantly in vector formats. However, with the rapid development of modern real-time 3D graphics and computer cartography technology, raster maps can now provide richer detail representation compared to traditional vector maps while still meeting the precision requirements. In this paper, we present a new GPU-based 3D visualization method for spatial data, specifically, two types of bitmap-based maps called dynamic geochemical maps (DGMs) and interactive geological maps (IGMs). A novel software system implementing this method was developed and has been applied in the exploration of the Zhunuo ore district, Tibet, showing large advantages over traditional vector maps. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
47. Theoretical and Empirical Analysis of a Fast Algorithm for Extracting Polygons from Signed Distance Bounds.
- Author
-
Markuš, Nenad and Sužnjević, Mirko
- Subjects
ALGORITHMS ,COMPUTER graphics ,COMPUTATIONAL complexity ,APPLICATION software ,POINT cloud - Abstract
Recently, there has been renewed interest in signed distance bound representations due to their unique properties for 3D shape modelling. This is especially the case for deep learning-based bounds. However, it is beneficial to work with polygons in most computer graphics applications. Thus, in this paper, we introduce and investigate an asymptotically fast method for transforming signed distance bounds into polygon meshes. This is achieved by combining the principles of sphere tracing (or ray marching) with traditional polygonization techniques, such as marching cubes. We provide theoretical and experimental evidence that this approach is of the O (N 2 log N) computational complexity for a polygonization grid with N 3 cells. The algorithm is tested on both a set of primitive shapes and signed distance bounds generated from point clouds by machine learning (and represented as neural networks). Given its speed, implementation simplicity, and portability, we argue that it could prove useful during the modelling stage as well as in shape compression for storage. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
48. Message from the Editor-in-Chief.
- Author
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Hu, Shi-Min
- Subjects
DEEP learning ,LINES of credit ,COMPUTER graphics ,VISUAL analytics ,ABSTRACTING & indexing services ,COMPUTER engineering - Published
- 2024
- Full Text
- View/download PDF
49. On Self-Intersections of Cubic Bézier Curves.
- Author
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Yu, Ying-Ying, Li, Xin, and Ji, Ye
- Subjects
CUBIC curves ,LINEAR systems ,GEOMETRIC analysis ,COMPUTER graphics ,GEOMETRIC modeling - Abstract
Cubic Bézier curves are widely used in computer graphics and geometric modeling, favored for their intuitive design and ease of implementation. However, self-intersections within these curves can pose significant challenges in both geometric modeling and analysis. This paper presents a comprehensive approach to detecting and computing self-intersections of cubic Bézier curves. We introduce an efficient algorithm that leverages both the geometric properties of Bézier curves and numerical methods to accurately identify intersection points. The self-intersection problem of cubic Bézier curves is firstly transformed into a quadratic problem by eliminating trivial solutions. Subsequently, this quadratic system is converted into a linear system that may be easily analyzed and solved. Finally, the parameter values corresponding to the self-intersection points are computed through the solution of the linear system. The proposed method is designed to be robust and computationally efficient, making it suitable for real-time applications. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
50. The inverse barycentric displacement problem.
- Author
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Maggiordomo, Andrea, Uralsky, Yury, Moreton, Henry, and Tarini, Marco
- Subjects
TEXTURE mapping ,COMPUTER graphics - Abstract
In this short paper, we analyze the problem of finding the triangular barycentric coordinates of an interpolated ray hitting a given point. This task, which we term the inverse barycentric displacement problem, is general and useful in geometry processing and computer graphics. Concrete applications of the solution include the construction of displacement maps and texture baking. We derive the set of complete, closed-form solutions and discuss the number and existence of solutions. We close with a discussion of implementation-oriented optimizations and a few example applications. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
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