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Träfflista för sökning "WFRF:(Marshall Joe) "

Sökning: WFRF:(Marshall Joe)

  • Resultat 1-10 av 12
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1.
  • Abolfathi, Bela, et al. (författare)
  • The LSST DESC DC2 Simulated Sky Survey
  • 2021
  • Ingår i: Astrophysical Journal Supplement Series. - : American Astronomical Society. - 0067-0049 .- 1538-4365. ; 253:31
  • Tidskriftsartikel (refereegranskat)abstract
    • We describe the simulated sky survey underlying the second data challenge (DC2) carried out in preparation for analysis of the Vera C. Rubin Observatory Legacy Survey of Space and Time (LSST) by the LSST Dark Energy Science Collaboration (LSST DESC). Significant connections across multiple science domains will be a hallmark of LSST; the DC2 program represents a unique modeling effort that stresses this interconnectivity in a way that has not been attempted before. This effort encompasses a full end-to-end approach: starting from a large N-body simulation, through setting up LSST-like observations including realistic cadences, through image simulations, and finally processing with Rubin's LSST Science Pipelines. This last step ensures that we generate data products resembling those to be delivered by the Rubin Observatory as closely as is currently possible. The simulated DC2 sky survey covers six optical bands in a wide-fast-deep area of approximately 300 deg2, as well as a deep drilling field of approximately 1 deg2. We simulate 5 yr of the planned 10 yr survey. The DC2 sky survey has multiple purposes. First, the LSST DESC working groups can use the data set to develop a range of DESC analysis pipelines to prepare for the advent of actual data. Second, it serves as a realistic test bed for the image processing software under development for LSST by the Rubin Observatory. In particular, simulated data provide a controlled way to investigate certain image-level systematic effects. Finally, the DC2 sky survey enables the exploration of new scientific ideas in both static and time domain cosmology.
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2.
  • Dancu, Alexandru, 1985, et al. (författare)
  • Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling
  • 2015
  • Ingår i: 10th ACM International Conference on Interactive Tabletops and Surfaces, ITS 2015; Funchal, Madeira; Portugal; 15 November 2015 through 18 November 2015. - New York, New York, USA : ACM Press. ; , s. 151-159
  • Konferensbidrag (refereegranskat)abstract
    • Interactive surfaces could be employed in urban environments to make people more aware of moving vehicles, showing drivers' intention and the subsequent position of vehicles.To explore the usage of projections while cycling, we created a system that displays a map for navigation and signals cyclist intention. The first experiment compared the task of map navigation on a display projected on a road surface in front of the bicycle with a head-up display (HUD) consisting of a projection on a windshield. The HUD system was considered safer and easier to use. In our second experiment, we used projected surfaces to implement concepts inspired by Gibson's perception theory of driving that were combined with detection of conventional cycling gestures to signal and visualize turning intention. The comparison of our system with an off-the-shelf turn signal system showed that gesture input was easier to use. A web-based follow-up study based on the recording of the two signalling systems from the perspective of participants in traffic showed that with the gesture-projector system it was easier to understand and predict the cyclist intention.
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3.
  • Henrysson, Anders, 1976-, et al. (författare)
  • Experiments in 3D Interaction for Mobile Phone AR
  • 2007
  • Ingår i: Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia, Perth, Australia. - New York : The Association for Computing Machinery, Inc.. - 9781595939128 ; , s. 187-194
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • In this paper we present an evaluation of several different techniques for virtual object positioning and rotation on a mobile phone. We compare gesture input captured by the phone's front camera, to tangible input, keypad interaction and phone tilting in increasingly complex positioning and rotation tasks in an AR context. Usability experiments found that tangible input techniques are best for translation tasks, while keypad input is best for rotation tasks. Implications for the design of mobile phone 3D interfaces are presented as well as directions for future research.
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4.
  • Marshall, Joe, et al. (författare)
  • Collision Design
  • 2023
  • Ingår i: CHI EA '23. - : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Collision, "the violent encounter of a moving body with another", is poorly understood in HCI. When we discuss people colliding with the physical artifacts we create, or colliding with each other while using our systems, this is primarily treated as a hazard, something which we should design to avoid. However many other human activities involve situations where deliberate exposure to risk of collision may in fact have positive aspects. In this paper we discuss how the ’risk matrix’, a widely used risk-management tool, which categorizes risks in terms of likelihood and severity, may limit interaction in unintended ways. We discuss reframings of this matrix in relation to design concepts of ’adventure’, ’disempowerment/agency’ and ’consent’. and show that a range of design spaces for collisions exist which may be fruitful to explore.
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5.
  • Marshall, Joe, et al. (författare)
  • Interaction in Motion: Designing Truly Mobile Interaction
  • 2016
  • Ingår i: Proceedings of the 17th conference on Designing Interactive Systems, DIS '16. - New York, NY, USA : ACM. - 9781450340311 ; , s. 215-228
  • Konferensbidrag (refereegranskat)abstract
    • The use of technology while being mobile now takes place in many areas of people’s lives in a wide range of scenarios, for example users cycle, climb, run and even swim while interacting with devices. Conflict between locomotion and system use can reduce interaction performance and also the ability to safely move. We discuss the risks of such “interaction in motion”, which we argue make it desirable to design with locomotion in mind. To aid such design we present a taxonomy and framework based on two key dimensions: relation of interaction task to locomotion task, and the amount that a locomotion activity inhibits use of input and output interfaces. We accompany this with four strategies for interaction in motion. With this work, we ultimately aim to enhance our understanding of what being “mobile” actually means for interaction, and help practitioners design truly mobile interactions.
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7.
  • Mueller, Florian "Floyd", et al. (författare)
  • Jogging at CHI
  • 2016
  • Ingår i: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450340823 ; , s. 1119-1122
  • Konferensbidrag (refereegranskat)abstract
    • HCI is increasingly paying attention to sports, and more and more CHI attendees are aiming to maintain being physically active while attending CHI. In response, we offer a SIG on the topic of sports-HCI and conduct it in a sportive way: we will go out of the conference venue and jog around San Jose while discussing the role of HCI in relation to sports. The goal is to actively shape the future of the field of sports-HCI.
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8.
  • Mueller, Florian Floyd, et al. (författare)
  • Understanding Sports-HCI by Going Jogging at CHI
  • 2015
  • Ingår i: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450331463 ; , s. 869-872
  • Konferensbidrag (refereegranskat)abstract
    • More and more technologies are emerging that aim to support sports activities, for example there are jogging apps, cycling computers and quadcopters for sportspeople to videorecord their actions. These new technologies appear to become more and more popular, yet interaction design knowledge how to support the associated exertion experiences is still limited. In order to bring practitioners and academics interested in sports-HCI together and examine the topic "in the wild", we propose to go outside and jog around the CHI venue while using and discussing some of these new technologies. The goal is to investigate and shape the future of the field of sports-HCI.
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9.
  • Nylander, Stina, et al. (författare)
  • HCI and Sports
  • 2014. - 11
  • Konferensbidrag (refereegranskat)abstract
    • Sport is an area in which the number of available computing devices is growing rapidly. However, HCI has so far devoted rather little attention to the sports domain. This workshop aims to form a community around sports by gathering existing activity in the HCI domain, thus starting a discussion on what HCI can contribute to the sports domain, as well as what HCI can gain from studying sports.
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10.
  • Nylander, Stina, et al. (författare)
  • HCI and sports
  • 2015
  • Ingår i: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 22:2, s. 30-31
  • Tidskriftsartikel (refereegranskat)abstract
    • Sports are an important part of many people’s lives. They are rewarding and motivating, but people appreciate them for a variety of reasons: Sports are personal and social, are fun but have health benefits, and can also be both enjoyable and painful. While motivation, fun, and sociality are elements often used as starting points in interaction design, we argue that for many athletes, these elements are already present and do not need to be specifically designed for. In this special section we have selected work that complements such an approach by focusing on novel viewpoints on interaction design in sports.
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