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- invited-talkOctober 2017
Towards a Universal Knowledge Accelerator
UIST '17: Proceedings of the 30th Annual ACM Symposium on User Interface Software and TechnologyPage 1https://doi.org/10.1145/3126594.3126668The human mind remains an unparalleled engine of innovation, with its unique ability to make sense of complex information and find deep analogical connections driving progress in science and technology over the past millennia. The recent explosion of ...
- research-articleOctober 2017
AutoDub: Automatic Redubbing for Voiceover Editing
UIST '17: Proceedings of the 30th Annual ACM Symposium on User Interface Software and TechnologyPages 533–538https://doi.org/10.1145/3126594.3126661Redubbing is an extensively used technique to correct errors in voiceover recordings. It involves re-recording a part of a voiceover, identifying the corresponding section of audio in the original recording that needs to be replaced, and using low level ...
- research-articleOctober 2017
CollaVR: Collaborative In-Headset Review for VR Video
UIST '17: Proceedings of the 30th Annual ACM Symposium on User Interface Software and TechnologyPages 267–277https://doi.org/10.1145/3126594.3126659Collaborative review and feedback is an important part of conventional filmmaking and now Virtual Reality (VR) video production as well. However, conventional collaborative review practices do not easily translate to VR video because VR video is ...
- research-articleOctober 2017
Learning Visual Importance for Graphic Designs and Data Visualizations
- Zoya Bylinskii,
- Nam Wook Kim,
- Peter O'Donovan,
- Sami Alsheikh,
- Spandan Madan,
- Hanspeter Pfister,
- Fredo Durand,
- Bryan Russell,
- Aaron Hertzmann
UIST '17: Proceedings of the 30th Annual ACM Symposium on User Interface Software and TechnologyPages 57–69https://doi.org/10.1145/3126594.3126653Knowing where people look and click on visual designs can provide clues about how the designs are perceived, and where the most important or relevant content lies. The most important content of a visual design can be used for effective summarization or ...
- research-articleOctober 2017
INVISO: A Cross-platform User Interface for Creating Virtual Sonic Environments
UIST '17: Proceedings of the 30th Annual ACM Symposium on User Interface Software and TechnologyPages 507–518https://doi.org/10.1145/3126594.3126644The predominant interaction paradigm of current audio spatialization tools, which are primarily geared towards expert users, imposes a design process in which users are characterized as stationary, limiting the application domain of these tools. ...
- research-articleOctober 2017
One Reality: Augmenting How the Physical World is Experienced by combining Multiple Mixed Reality Modalities
UIST '17: Proceedings of the 30th Annual ACM Symposium on User Interface Software and TechnologyPages 787–795https://doi.org/10.1145/3126594.3126638Most of our daily activities take place in the physical world, which inherently imposes physical constraints. In contrast, the digital world is very flexible, but usually isolated from its physical counterpart. To combine these two realms, many Mixed ...
- research-articleOctober 2017
Qoom: An Interactive Omnidirectional Ball Display
UIST '17: Proceedings of the 30th Annual ACM Symposium on User Interface Software and TechnologyPages 599–609https://doi.org/10.1145/3126594.3126607We present a sphere-shaped interactive display system, named Qoom, as a new input and output device. Unlike existing sphere-shaped displays, Qoom is a perfectly spherical ball that can be rotated, thrown, or even kicked. First, we discuss how spherical ...
- research-articleOctober 2017
SceneCtrl: Mixed Reality Enhancement via Efficient Scene Editing
UIST '17: Proceedings of the 30th Annual ACM Symposium on User Interface Software and TechnologyPages 427–436https://doi.org/10.1145/3126594.3126601Due to the development of 3D sensing and modeling techniques, the state-of-the-art mixed reality devices such as Microsoft Hololens have the ability of digitalizing the physical world. This unique feature bridges the gap between virtuality and reality ...