Results 1 - 10
of
54
Unstructured video-based rendering: Interactive exploration of casually captured videos
- ACM Transactions on Graphics (TOG
, 2010
"... Figure 1: Navigating multiple videos of a climber. First and last images are from real cameras 40 ◦ apart. We present an algorithm designed for navigating around a perfor-mance that was filmed as a “casual ” multi-view video collection: real-world footage captured on hand held cameras by a few au-di ..."
Abstract
-
Cited by 46 (2 self)
- Add to MetaCart
Figure 1: Navigating multiple videos of a climber. First and last images are from real cameras 40 ◦ apart. We present an algorithm designed for navigating around a perfor-mance that was filmed as a “casual ” multi-view video collection: real-world footage captured on hand held cameras by a few au-dience members. The objective is to easily navigate in 3D, gen-erating a video-based rendering (VBR) of a performance filmed with widely separated cameras. Casually filmed events are es-pecially challenging because they yield footage with complicated backgrounds and camera motion. Such challenging conditions pre-clude the use of most algorithms that depend on correlation-based stereo or 3D shape-from-silhouettes. Our algorithm builds on the concepts developed for the explo-ration of photo-collections of empty scenes. Interactive performer-specific view-interpolation is now possible through innovations in interactive rendering and offline-matting relating to i) modeling the foreground subject as video-sprites on billboards, ii) modeling the background geometry with adaptive view-dependent textures, and iii) view interpolation that follows a performer. The billboards are embedded in a simple but realistic reconstruction of the environ-ment. The reconstructed environment provides very effective visual cues for spatial navigation as the user transitions between view-points. The prototype is tested on footage from several challenging events, and demonstrates the editorial utility of the whole system and the particular value of our new inter-billboard optimization. 1
Video Object Annotation, Navigation, and Composition
"... We explore the use of tracked 2D object motion to enable novel approaches to interacting with video. These include moving annotations, video navigation by direct manipulation of objects, and creating an image composite from multiple video frames. Features in the video are automatically tracked and g ..."
Abstract
-
Cited by 43 (1 self)
- Add to MetaCart
(Show Context)
We explore the use of tracked 2D object motion to enable novel approaches to interacting with video. These include moving annotations, video navigation by direct manipulation of objects, and creating an image composite from multiple video frames. Features in the video are automatically tracked and grouped in an off-line preprocess that enables later interactive manipulation. Examples of annotations include speech and thought balloons, video graffiti, path arrows, video hyperlinks, and schematic storyboards. We also demonstrate a direct-manipulation interface for random frame access using spatial constraints, and a drag-and-drop interface for assembling still images from videos. Taken together, our tools can be employed in a variety of applications including film and video editing, visual tagging, and authoring rich media such as hyperlinked video. ACM Classification: H5.2 [Information interfaces and presentation]:
SmartPlayer: User-Centric Video Fast-Forwarding
"... Figure 1. Our SmartPlayer is adopted by the metaphor of scenic car driving. In this paper we propose a new video interaction model called adaptive fast-forwarding to help people quickly browse videos with predefined semantic rules. This model is designed around the metaphor of “scenic car driving, ” ..."
Abstract
-
Cited by 24 (1 self)
- Add to MetaCart
(Show Context)
Figure 1. Our SmartPlayer is adopted by the metaphor of scenic car driving. In this paper we propose a new video interaction model called adaptive fast-forwarding to help people quickly browse videos with predefined semantic rules. This model is designed around the metaphor of “scenic car driving, ” in which the driver slows down near areas of interest and speeds through unexciting areas. Results from a preliminary user study of our video player suggest the following: (1) the player should adaptively adjust the current playback speed based on the complexity of the present scene and predefined semantic events; (2) the player should learn user preferences about predefined event types as well as a suitable playback speed; (3) the player should fast-forward the video continuously with a playback rate acceptable to the user to avoid missing any undefined events or areas of interest. Furthermore, our user study results suggest that for certain types of video, our SmartPlayer yields better user experiences in browsing and fast-forwarding videos than existing video players ’ interaction models. Author Keywords Video playback, adaptive fast-forward, predefined event
MouseLight: Bimanual Interactions on Digital Paper Using a Pen and a Spatially-Aware Mobile Projector
"... MouseLight is a spatially-aware standalone mobile projector with the form factor of a mouse that can be used in combination with digital pens on paper. By interacting with the projector and the pen bimanually, users can visualize and modify the virtually augmented contents on top of the paper, and s ..."
Abstract
-
Cited by 21 (0 self)
- Add to MetaCart
(Show Context)
MouseLight is a spatially-aware standalone mobile projector with the form factor of a mouse that can be used in combination with digital pens on paper. By interacting with the projector and the pen bimanually, users can visualize and modify the virtually augmented contents on top of the paper, and seamlessly transition between virtual and physical information. We present a high fidelity hardware prototype of the system and demonstrate a set of novel interactions specifically tailored to the unique properties of MouseLight. MouseLight differentiates itself from related systems such as PenLight in two aspects. First, MouseLight presents a rich set of bimanual interactions inspired by the ToolGlass interaction metaphor, but applied to physical paper. Secondly, our system explores novel displaced interactions, that take advantage of the independent input and output that is spatially aware of the underneath paper. These properties enable users to issue remote commands such as copy and paste or search. We also report on a preliminary evaluation of the system, which produced encouraging observations and feedback.
Waken: Reverse Engineering Usage Information and Interface Structure from Software Videos
"... We present Waken, an application-independent system that recognizes UI components and activities from screen captured videos, without any prior knowledge of that application. Waken can identify the cursors, icons, menus, and tooltips that an application contains, and when those items are used. Waken ..."
Abstract
-
Cited by 8 (2 self)
- Add to MetaCart
(Show Context)
We present Waken, an application-independent system that recognizes UI components and activities from screen captured videos, without any prior knowledge of that application. Waken can identify the cursors, icons, menus, and tooltips that an application contains, and when those items are used. Waken uses frame differencing to identify occurrences of behaviors that are common across graphical user interfaces. Candidate templates are built, and then other occurrences of those templates are identified using a multiphase algorithm. An evaluation demonstrates that the system can successfully reconstruct many aspects of a UI without any prior application-dependant knowledge. To showcase the design opportunities that are introduced by having this additional meta-data, we present the Waken Video Player, which allows users to directly interact with UI components that are displayed in the video. ACM Classification: H5.2 [Information interfaces and
Design by dragging: An interface for creative forward and inverse design with simulation ensembles
- IEEE Trans. Vis. Comput. Graph
"... Fig. 1: In Design by Dragging, designers navigate through a space of hundreds of simulation outputs using direct manipulation interfaces on top of data visualizations. In this example, medical device engineers refine the design of a mechanical biopsy device with two concentric cylinders (cannulas) t ..."
Abstract
-
Cited by 8 (2 self)
- Add to MetaCart
(Show Context)
Fig. 1: In Design by Dragging, designers navigate through a space of hundreds of simulation outputs using direct manipulation interfaces on top of data visualizations. In this example, medical device engineers refine the design of a mechanical biopsy device with two concentric cylinders (cannulas) that slide against each other to cut tissue. In forward design (left), drag operations change the value of simulation inputs, such as the length of the cutting window. In inverse design (right), drag operations directly change the simulation outputs. Users bend and reshape stress fields and the system responds continuously, displaying morphs between the pre-computed simulation results. Abstract—We present an interface for exploring large design spaces as encountered in simulation-based engineering, design of visual effects, and other tasks that require tuning parameters of computationally-intensive simulations and visually evaluating results. The goal is to enable a style of design with simulations that feels as-direct-as-possible so users can concentrate on creative design tasks. The approach integrates forward design via direct manipulation of simulation inputs (e.g., geometric properties, applied forces) in the same visual space with inverse design via “tugging ” and reshaping simulation outputs (e.g., scalar fields from finite element analysis (FEA) or computational fluid dynamics (CFD)). The interface includes algorithms for interpreting the intent of users ’ drag operations relative to parameterized models, morphing arbitrary scalar fields output from FEA and CFD simulations, and in-place interactive ensemble visualization. The inverse design strategy can be extended to use multi-touch input in combination with an as-rigid-as-possible shape manipulation to support rich visual queries. The potential of this new design approach is confirmed via two applications: medical device engineering of a vacuum-assisted biopsy device and visual effects design using a physically based flame simulation. Index Terms—design, simulation, direct manipulation, multi-touch 1
Content-Aware Dynamic Timeline for Video Browsing
"... When browsing a long video using a traditional timeline slider control, its effectiveness and precision degrade as a video’s length grows. When browsing videos with more frames than pixels in the slider, aside from some frames being inaccessible, scrolling actions cause sudden jumps in a video’s con ..."
Abstract
-
Cited by 7 (3 self)
- Add to MetaCart
(Show Context)
When browsing a long video using a traditional timeline slider control, its effectiveness and precision degrade as a video’s length grows. When browsing videos with more frames than pixels in the slider, aside from some frames being inaccessible, scrolling actions cause sudden jumps in a video’s continuity as well as video frames to flash by too fast for one to assess the content. We propose a content-aware dynamic timeline control that is designed to overcome these limitations. Our timeline control decouples video speed and playback speed, and leverages video content analysis to allow salient shots to be presented at an intelligible speed. Our control also takes advantage of previous work on elastic sliders, which allows us to produce an accurate navigation control. ACM Classification: H5.2 [Information interfaces and presentation]:
Comet and Target Ghost: Techniques for Selecting Moving Targets
"... Numerous applications such as simulations, air traffic control systems, and video surveillance systems are inherently composed of spatial objects that move in a scene. In many instances, users can benefit from tools that allow them to select these targets in real-time, without having to pause the dy ..."
Abstract
-
Cited by 6 (1 self)
- Add to MetaCart
(Show Context)
Numerous applications such as simulations, air traffic control systems, and video surveillance systems are inherently composed of spatial objects that move in a scene. In many instances, users can benefit from tools that allow them to select these targets in real-time, without having to pause the dynamic display. However, selecting moving objects is considerably more difficult and error prone than selecting stationary targets. In this paper, we evaluate the effectiveness of several techniques that assist in selecting moving targets. We present Comet, a technique that enhances targets based on their speed and direction. We also introduce Target Ghost, which allows users to select a static proxy of the target, while leaving the motion uninterrupted. We found a speed benefit for the Comet in a 1D selection task in comparison to other cursor and target enhancements. For 2D selection, Comet outperformed Bubble cursor but only when Target Ghost was not available. We conclude with guidelines for design. ACM Classification: H5.2 [Information interfaces and
DragLocks: handling temporal ambiguities in direct manipulation video navigation
- in Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems. ACM
, 2012
"... Direct manipulation video navigation (DMVN) systems allow to navigate inside video scenes by spatially manipulating objects in the video. Problems arise when dealing with temporal ambiguities where a time span is projected onto a single point in image space, e.g., when objects stop moving. Existing ..."
Abstract
-
Cited by 5 (0 self)
- Add to MetaCart
(Show Context)
Direct manipulation video navigation (DMVN) systems allow to navigate inside video scenes by spatially manipulating objects in the video. Problems arise when dealing with temporal ambiguities where a time span is projected onto a single point in image space, e.g., when objects stop moving. Existing DMVN systems deal with these cases by either disabling navigation on the paused object or by allowing jumps in the timeline. Both of these workarounds are undesirable as they introduce inconsistency or provoke loss of context. We analyze current practices regarding temporal ambiguities and introduce two new methods to visualize and navigate object pauses. User tests show that the new approaches are better suited for navigation in scenes containing temporal ambiguities and are rated higher in terms of user satisfaction. Author Keywords Video navigation; direct manipulation; accessing pauses.
Histomages: fully synchronized views for image editing
- Proc. ACM UIST, 2012
"... HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte p ..."
Abstract
-
Cited by 5 (4 self)
- Add to MetaCart
(Show Context)
HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et a ̀ la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d’enseignement et de recherche français ou étrangers, des laboratoires publics ou privés.