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1.
Understanding relationships between people and organizations by reading newspaper articles is difficult to manage for humans due to the large amount of data. To address this problem, we present and evaluate a new visual analytics system, which offers interactive exploration and tagging of social networks extracted from newspapers. For the visual exploration of the network, we extract “interesting” neighbourhoods of nodes, using a new degree of interest (DOI) measure based on edges instead of nodes. It improves the seminal definition of DOI, which we find to produce the same “globally interesting” neighbourhoods in our use case, regardless of the query. Our approach allows answering different user queries appropriately, avoiding uniform search results. We propose a user‐driven pattern‐based classifier for discovery and tagging of non‐taxonomic semantic relations. Our approach does not require any a‐priori user knowledge, such as expertise in syntax or pattern creation. An evaluation shows that our classifier is capable of identifying known lexico‐syntactic patterns as well as various domain‐specific patters. Our classifier yields good results already with a small amount of training, and continuously improves through user feedback. We conduct a user study to evaluate whether our visual interactive system has an impact on how users tag relationships, as compared to traditional text‐based interfaces. Study results suggest that users of the visual system tend to tag more concisely, avoiding too abstract or overly specific relationship labels.  相似文献   

2.
The typical user interaction with a database system is through queries. However, many times users do not have a clear understanding of their information needs or the exact content of the database. In this paper, we propose assisting users in database exploration by recommending to them additional items, called Ymal (“You May Also Like”) results, that, although not part of the result of their original query, appear to be highly related to it. Such items are computed based on the most interesting sets of attribute values, called faSets, that appear in the result of the original query. The interestingness of a faSet is defined based on its frequency in the query result and in the database. Database frequency estimations rely on a novel approach of maintaining a set of representative rare faSets. We have implemented our approach and report results regarding both its performance and its usefulness.  相似文献   

3.
Telemedicine has evolved rapidly in recent years to enable unprecedented access to digital medical data, such as with networked image distribution/sharing and online (distant) collaborative diagnosis, largely due to the advances in telecommunication and multimedia technologies. However, interactive collaboration systems which control editing of an object among multiple users are often limited to a simple “locking” mechanism based on a conventional client/server architecture, where only one user edits the object which is located in a specific server, while all other users become viewers. Such systems fail to provide the needs of a modern day telemedicine applications that demand simultaneous editing of the medical data distributed in diverse local sites. In this study, we introduce a novel system for telemedicine applications, with its application to an interactive segmentation of volumetric medical images. We innovate by proposing a collaborative mechanism with a scalable data sharing architecture which makes users interactively edit on a single shared image scattered in local sites, thus enabling collaborative editing for, e.g., collaborative diagnosis, teaching, and training. We demonstrate our collaborative telemedicine mechanism with a prototype image editing system developed and evaluated with a user case study. Our result suggests that the ability for collaborative editing in a telemedicine context can be of great benefit and hold promising potential for further research.  相似文献   

4.
We present a novel interactive learning‐based method for curating datasets using user‐defined criteria for training and refining Generative Adversarial Networks. We employ a novel batch‐mode active learning strategy to progressively select small batches of candidate exemplars for which the user is asked to indicate whether they match the, possibly subjective, selection criteria. After each batch, a classifier that models the user's intent is refined and subsequently used to select the next batch of candidates. After the selection process ends, the final classifier, trained with limited but adaptively selected training data, is used to sift through the large collection of input exemplars to extract a sufficiently large subset for training or refining the generative model that matches the user's selection criteria. A key distinguishing feature of our system is that we do not assume that the user can always make a firm binary decision (i.e., “meets” or “does not meet” the selection criteria) for each candidate exemplar, and we allow the user to label an exemplar as “undecided”. We rely on a non‐binary query‐by‐committee strategy to distinguish between the user's uncertainty and the trained classifier's uncertainty, and develop a novel disagreement distance metric to encourage a diverse candidate set. In addition, a number of optimization strategies are employed to achieve an interactive experience. We demonstrate our interactive curation system on several applications related to training or refining generative models: training a Generative Adversarial Network that meets a user‐defined criteria, adjusting the output distribution of an existing generative model, and removing unwanted samples from a generative model.  相似文献   

5.
Multimedia technology-based interactive learning/training programs have recently emerged as major tools for learning in educational settings (schools), at home and for training in corporations. Multimedia aspects and an ability to interact with the programs are claimed to enhance the learning experiences. A central thesis of this study is that such “interactive multimedia learning systems” would significantly improve users' attitudes, and that this, in turn, would enhance their learning achievement. An additional thesis of the study is that the “learning style” of the users will moderate the relationship between interactivity and attitude. This article reports the findings of a controlled quasi-experimental study of the influences of “interactivity” on six different dimensions of user attitude (content, format, user-control, feedback, ease of use and motivation) and performance improvement (achievement-gain). The results indicate that interactivity positively influences user attitude, and some dimensions of attitude translate into enhanced user performance. The study finds some interesting support for the moderating effects of learning styles. Implications and future research directions are discussed.  相似文献   

6.

Process design artifacts have been increasingly used to guide the modeling of business processes. To support users in designing and understanding process models, different process artifacts have been combined in several ways leading to the emergence of the so-called “hybrid process artifacts”. While many hybrid artifacts have been proposed in the literature, little is known about how they can actually support users in practice. To address this gap, this work investigates the way users engage with hybrid process artifacts during comprehension tasks. In particular, we focus on a hybrid representation of DCR Graphs (DCR-HR) combining a process model, textual annotations and an interactive simulation. Following a qualitative approach, we conduct a multi-granular analysis exploiting process mining, eye-tracking techniques, and verbal data analysis to scrutinize the reading patterns and the strategies adopted by users when being confronted with DCR-HR. The findings of the coarse-grained analysis provide important insights about the behavior of domain experts and IT specialists and show how user’s background and task type change the use of hybrid process artifacts. As for the fine-grained analysis, user’s behavior was classified into goal-directed and exploratory and different strategies of using the interactive simulation were identified. In addition, a progressive switch from an exploratory behavior to a goal-directed behavior was observed. These insights pave the way for an improved development of hybrid process artifacts and delineate several directions for future work.

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7.
Databases often contain uncertain and imprecise references to real-world entities. Entity resolution, the process of reconciling multiple references to underlying real-world entities, is an important data cleaning process required before accurate visualization or analysis of the data is possible. In many cases, in addition to noisy data describing entities, there is data describing the relationships among the entities. This relational data is important during the entity resolution process; it is useful both for the algorithms which determine likely database references to be resolved and for visual analytic tools which support the entity resolution process. In this paper, we introduce a novel user interface, D-Dupe, for interactive entity resolution in relational data. D-Dupe effectively combines relational entity resolution algorithms with a novel network visualization that enables users to make use of an entity's relational context for making resolution decisions. Since resolution decisions often are interdependent, D-Dupe facilitates understanding this complex process through animations which highlight combined inferences and a history mechanism which allows users to inspect chains of resolution decisions. An empirical study with 12 users confirmed the benefits of the relational context visualization on the performance of entity resolution tasks in relational data in terms of time as well as users' confidence and satisfaction.  相似文献   

8.
9.
殷开成  李同英 《计算机工程与设计》2006,27(8):1420-1421,1445
针对DIS体系仿真的要求,结合计算机数据库技术的研究现状,选择分布式数据库系统,同时将解决其分布处理问题,实现DIS体系仿真的分布式数据库实时交互功能,建立一个通用交互环境,用户可以对本地或异地数据库进行操作,包括创建、查询、修改和删除等操作,且不需要用户了解太多的具体数据库产品和软件开发工具.对数据库进行修改以后,任何站点的用户都可以实时地看到数据库修改以后的情况,从而为用户提供了对分布式数据库操作灵活、方便的手段.  相似文献   

10.
Serendipity is the making of fortunate discoveries by accident, and is one of the cornerstones of scientific progress. In today's world of digital data and media, there is now a vast quantity of material that we could potentially encounter, and so there is an increased opportunity of being able to discover interesting things. However, the availability of material does not imply that we will be able to actually find it; the sheer quantity of data mitigates against us being able to discover the interesting nuggets.This paper explores approaches we have taken to support users in their search for interesting and relevant information. The primary concept is the principle that it is more useful to augment user skills in information foraging than it is to try and replace them. We have taken a variety of artificial intelligence, statistical, and visualisation techniques, and combined them with careful design approaches to provide supportive systems that monitor user actions, garner additional information from their surrounding environment and use this enhanced understanding to offer supplemental information that aids the user in their interaction with the system.We present two different systems that have been designed and developed according to these principles. The first system is a data mining system that allows interactive exploration of the data, allowing the user to pose different questions and understand information at different levels of detail. The second supports information foraging of a different sort, aiming to augment users browsing habits in order to help them surf the internet more effectively. Both use ambient intelligence techniques to provide a richer context for the interaction and to help guide it in more effective ways: both have the user as the focal point of the interaction, in control of an iterative exploratory process, working in indirect collaboration with the artificial intelligence components.Each of these systems contains some important concepts of their own: the data mining system has a symbolic genetic algorithm which can be tuned in novel ways to aid knowledge discovery, and which reports results in a user-comprehensible format. The visualisation system supports high-dimensional data, dynamically organised in a three-dimensional space and grouped by similarity. The notions of similarity are further discussed in the internet browsing system, in which an approach to measuring similarity between web pages and a user's interests is presented. We present details of both systems and evaluate their effectiveness.  相似文献   

11.
12.
Social networking sites (SNSs) have applied personalized filtering to deal with overwhelmingly irrelevant social data. However, due to the focus of accuracy, the personalized filtering often leads to “the filter bubble” problem where the users can only receive information that matches their pre-stated preferences but fail to be exposed to new topics. Moreover, these SNSs are black boxes, providing no transparency for the user about how the filtering mechanism decides what is to be shown in the activity stream. As a result, the user’s usage experience and trust in the system can decline. This paper presents an interactive method to visualize the personalized filtering in SNSs. The proposed visualization helps to create awareness, explanation, and control of personalized filtering to alleviate the “filter bubble” problem and increase the users’ trust in the system. Three user evaluations are presented. The results show that users have a good understanding about the filter bubble visualization, and the visualization can increase users’ awareness of the filter bubble, understandability of the filtering mechanism and to a feeling of control over the data stream they are seeing. The intuitiveness of the design is overall good, but a context sensitive help is also preferred. Moreover, the visualization can provide users with better usage experience and increase users’ trust in the system.  相似文献   

13.
由于沉浸式环境下的三维交互方式对二维界面操作不够友好,使得依赖于二维列表界面的流场数据管理任务变得复杂且低效。为了实现沉浸式虚拟环境下对流场数据高效的组织和管理,增强用户对流场空间信息的理解,提出一种基于多视图结合交互的沉浸式流场可视化数据块管理方法。该方法构建了一个三维小视图用于提供场景概览,并通过“主视图交互+小视图辅助“”小视图交互+主视图反馈”等多种多视图组合交互方式完成对多块流场数据的管理交互操作。最后构建了一个基于手势的沉浸式流场可视化系统,定义多项交互任务,从学习时长、完成时间和用户反馈几个方面对比了多视图方法和传统交互方法差异。实验结果表明,相比于传统交互方法,多视图方法可以显著提高数据管理任务的效率。  相似文献   

14.
In this article we present ConQueSt, a constraint-based querying system able to support the intrinsically exploratory (i.e., human-guided, interactive and iterative) nature of pattern discovery. Following the inductive database vision, our framework provides users with an expressive constraint-based query language, which allows the discovery process to be effectively driven toward potentially interesting patterns. Such constraints are also exploited to reduce the cost of pattern mining computation. ConQueSt is a comprehensive mining system that can access real-world relational databases from which to extract data. Through the interaction with a friendly graphical user interface (GUI), the user can define complex mining queries by means of few clicks. After a pre-processing step, mining queries are answered by an efficient and robust pattern mining engine which entails the state-of-the-art of data and search space reduction techniques. Resulting patterns are then presented to the user in a pattern browsing window, and possibly stored back in the underlying database as relations.  相似文献   

15.

There are limited studies that are addressing the challenges of visually impaired (VI) users when viewing search results on a search engine interface by using a screen reader. This study investigates the effect of providing an overview of search results to VI users. We present a novel interactive search engine interface called InteractSE to support VI users during the results exploration stage in order to improve their interactive experience and web search efficiency. An overview of the search results is generated using an unsupervised machine learning approach to present the discovered concepts via a formal concept analysis that is domain-independent. These concepts are arranged in a multi-level tree following a hierarchical order and covering all retrieved documents that share maximal features. The InteractSE interface was evaluated by 16 legally blind users and compared with the Google search engine interface for complex search tasks. The evaluation results were obtained based on both quantitative (as task completion time) and qualitative (as participants’ feedback) measures. These results are promising and indicate that InteractSE enhances the search efficiency and consequently advances user experience. Our observations and analysis of the user interactions and feedback yielded design suggestions to support VI users when exploring and interacting with search results.

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16.
We present a user-centric system for visualization and layout for content-based image retrieval. Image features (visual and/or semantic) are used to display retrievals as thumbnails in a 2-D spatial layout or “configuration” which conveys all pair-wise mutual similarities. A graphical optimization technique is used to provide maximally uncluttered and informative layouts. Moreover, a novel subspace feature weighting technique can be used to modify 2-D layouts in a variety of context-dependent ways. An efficient computational technique for subspace weighting and re-estimation leads to a simple user-modeling framework whereby the system can learn to display query results based on layout examples (or relevance feedback) provided by the user. The resulting retrieval, browsing and visualization can adapt to the user's (time-varying) notions of content, context and preferences in style and interactive navigation. Monte Carlo simulations with machine-generated layouts as well as pilot user studies have demonstrated the ability of this framework to model or “mimic” users, by automatically generating layouts according to their preferences.  相似文献   

17.
随着大数据时代的到来,数据分析的作用日益显著,它能够从海量数据中发现有价值的信息,从而更有效地指导用户决策。然而,数据分析流程中存在三大挑战:分析流程高耦合、交互接口种类多和探索分析高耗时。为应对上述挑战,本文提出了基于自然语言交互的数据分析系统Navi,该系统采用模块化的设计原则,抽象出主流数据分析流程的三个核心功能模块:数据查询、可视化生成和可视化探索模块,从而降低系统设计的耦合度。同时,Navi以自然语言作为统一的交互接口,并通过一个任务调度器,实现了各功能模块的有效协同。此外,为了解决可视化探索中搜索空间指数级和用户意图不明确的问题,本文提出了一种基于蒙特卡洛树搜索的可视化自动探索方法,并设计了基于可视化领域知识的剪枝算法和复合奖励函数,提高了搜索效率和结果质量。最后,本文通过量化实验和用户实验验证了Navi的有效性。  相似文献   

18.
Many important decisions in the design process are made during fairly early on, after designers have presented initial concepts. In many domains, these concepts are already realized as 3D digital models. Then, in a meeting, the stakeholders for the project get together and evaluate these potential solutions. Frequently, the participants in this meeting want to interactively modify the proposed 3D designs to explore the design space better. Today’s systems and tools do not support this, as computer systems typically support only a single user and computer-aided design tools require significant training. This paper presents the design of a new system to facilitate a collaborative 3D design process. First, we discuss a set of guidelines which have been introduced by others and that are relevant to collaborative 3D design systems. Then, we introduce the new system, which consists of two main parts. The first part is an easy-to-use conceptual 3D design tool that can be used productively even by naive users. The tool provides novel interaction techniques that support important properties of conceptual design. The user interface is non-obtrusive, easy-to-learn, and supports rapid creation and modification of 3D models. The second part is a novel infrastructure for collaborative work, which offers an interactive table and several large interactive displays in a semi-immersive setup. It is designed to support multiple users working together. This infrastructure also includes novel pointing devices that work both as a stylus and a remote pointing device. The combination of the (modified) design tool with the collaborative infrastructure forms a new platform for collaborative virtual 3D design. Then, we present an evaluation of the system against the guidelines for collaborative 3D design. Finally, we present results of a preliminary user study, which asked naive users to collaborate in a 3D design task on the new system.  相似文献   

19.
A model system (called DATAPLAN) is proposed for generation, access, and control of a shared database by casual users in their own terminology. The DATAPLAN system achieves this goal by planning a dialog which hierarchically defines the possible universe of discourse where casual users can communicate with the database. The plan is executed on the domains of hierarchical semantics, and controlled by pattern matching with a goal and generative backtracking mechanism. To ensure flexible and smooth communication of casual users with the shared database, the system generates individualized user class “fuzzy” interfaces. They are composed of multiplex associations of the attributes and values of the shared database with those of casual user classes in varying degrees.  相似文献   

20.
针对ACM国际大学生程序设计竞赛培训教学中程序评测的需求,开发程序在线测评系统。系统基于Apache服务器,采用PHP和MYSQL数据库技术运行于Windows Sever 2003平台。采用软件工程黑盒测试的思想对用户提交的程序进行测评,系统主要分为三个部分:网站部分,数据库部分及测评部分。数据库部分对系统提供数据存储支持;网站部分则是系统与用户的交互接口;测评部分则是对用户提交程序运行的主要控制部分,它将控制提交程序的运行时间以及内存,并对运行程序的结果进行判断。  相似文献   

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