No Arabic abstract
We believe that 3D visualisations should not be used alone; by coincidentally displaying alternative views the user can gain the best understanding of all situations. The different presentations signify manifold meanings and afford different tasks. Natural 3D worlds implicitly tell many stories. For instance, walking into a living room, seeing the TV, types of magazines, pictures on the wall, tells us much about the occupiers: their occupation, standards of living, taste in design, whether they have kids, and so on. How can we similarly create rich and diverse 3D visualisation presentations? How can we create visualisations that allow people to understand different stories from the data? In a multivariate 2D visualisation a developer may coordinate and link many views together to provide exploratory visualisation functionality. But how can this be achieved in 3D and in immersive visualisations? Different visualisation types, each have specific uses, and each has the potential to tell or evoke a different story. Through several use-cases, we discuss challenges of 3D visualisation, and present our argument for concurrent and coordinated visualisations of alternative styles, and encourage developers to consider using alternative representations with any 3D view, even if that view is displayed in a virtual, augmented or mixed reality setup.
With the continuing development of affordable immersive virtual reality (VR) systems, there is now a growing market for consumer content. The current form of consumer systems is not dissimilar to the lab-based VR systems of the past 30 years: the primary input mechanism is a head-tracked display and one or two tracked hands with buttons and joysticks on hand-held controllers. Over those 30 years, a very diverse academic literature has emerged that covers design and ergonomics of 3D user interfaces (3DUIs). However, the growing consumer market has engaged a very broad range of creatives that have built a very diverse set of designs. Sometimes these designs adopt findings from the academic literature, but other times they experiment with completely novel or counter-intuitive mechanisms. In this paper and its online adjunct, we report on novel 3DUI design patterns that are interesting from both design and research perspectives: they are highly novel, potentially broadly re-usable and/or suggest interesting avenues for evaluation. The supplemental material, which is a living document, is a crowd-sourced repository of interesting patterns. This paper is a curated snapshot of those patterns that were considered to be the most fruitful for further elaboration.
Delivery of digital behaviour change interventions which encourage physical activity has been tried in many forms. Most often interventions are delivered as text notifications, but these do not promote interaction. Advances in conversational AI have improved natural language understanding and generation, allowing AI chatbots to provide an engaging experience with the user. For this reason, chatbots have recently been seen in healthcare delivering digital interventions through free text or choice selection. In this work, we explore the use of voice-based AI chatbots as a novel mode of intervention delivery, specifically targeting older adults to encourage physical activity. We co-created FitChat, an AI chatbot, with older adults and we evaluate the first prototype using Think Aloud Sessions. Our thematic evaluation suggests that older adults prefer voice-based chat over text notifications or free text entry and that voice is a powerful mode for encouraging motivation.
This paper concerns the ethics and morality of algorithms and computational systems, and has been circulating internally at Facebook for the past couple years. The paper reviews many Nobel laureates work, as well as the work of other prominent scientists such as Richard Dawkins, Andrei Kolmogorov, Vilfredo Pareto, and John von Neumann. The paper draws conclusions based on such works, as summarized in the title. The paper argues that the standard approach to modern machine learning and artificial intelligence is bound to be biased and unfair, and that longstanding traditions in the professions of law, justice, politics, and medicine should help.
P/2013 P5 PANSTARRS was discovered in Aug. 2013, displaying a cometary tail, but with orbital elements typical for a member of the inner asteroid Main Belt. We monitored the object from 2013 Aug. 30 until Oct. 05 using the CFHT, NTT, CA 1.23m, Perkins 1.8m (Lowell), and the 0.6m TRAPPIST telescopes. We measured its nuclear radius to be r < 0.25-0.29km, and its colours g-r = 0.58+/-0.05 and r-i = 0.23+/-0.06, typical for an S-class asteroid. We failed to detect any rotational light curve, with an amplitude < 0.05mag and a double-peaked rotation period < 20h. A detailed Finson-Probstein analysis of deep NTT and CFHT images indicated that the object was active since at least late January 2013 until the time of the latest observations in 2013 September, with at least two peaks of activity around 2013 June 14+/-10d and 2013 July 22+/-3d. The changes of activity level and the activity peaks were extremely sharp and short, shorter than the temporal resolution of our observations (about 1d). The dust distribution was similar during these two events, with dust grains covering at least the 1-1000{mu}m range. The total mass ejected in grains <1mm was estimated to be 3.0 10$^6$kg and 2.6 10$^7$kg around the two activity peaks. Rotational disruption cannot be ruled out as the cause of the dust ejection. We also propose that the components of a contact binary might gently rub and produce the observed emission. Volatile sublimation might also explain what appears as cometary activity over a period of 8 months. However, while Main Belt comets best explained by ice sublimation are found in the outskirts of the Main Belt, where water ice is believed to be able to survive buried in moderately large objects for the age of the solar system deeply, the presence of volatiles in an object smaller than 300m in radius would be very surprising in the inner asteroid belt.
Spatial drawing using ruled-surface brush strokes is a popular mode of content creation in immersive VR, yet little is known about the usability of existing spatial drawing interfaces or potential improvements. We address these questions in a three-phase study. (1) Our exploratory need-finding study (N=8) indicates that popular spatial brushes require users to perform large wrist motions, causing physical strain. We speculate that this is partly due to constraining users to align their 3D controllers with their intended stroke normal orientation. (2) We designed and implemented a new brush interface that significantly reduces the physical effort and wrist motion involved in VR drawing, with the additional benefit of increasing drawing accuracy. We achieve this by relaxing the normal alignment constraints, allowing users to control stroke rulings, and estimating normals from them instead. (3) Our comparative evaluation of StripBrush (N=17) against the traditional brush shows that StripBrush requires significantly less physical effort and allows users to more accurately depict their intended shapes while offering competitive ease-of-use and speed.