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Along the design process of interactive system many intermediate artefacts (such as user interface prototypes, task models describing user work and activities, dialog models specifying system behavior, interaction models describing user…
This paper reviews published research in the field of computer-aided colorization technology. We argue that the colorization task originates from computer graphics, prospers by introducing computer vision, and tends to the fusion of vision…
There is an increasing worldwide demand for people educated into science and technology. Unfortunately, girls and underprivileged students are often underrepresented in Science, Technology, Engineering and Mathematics (STEM) education…
This major component of the research described in this thesis is 3D computer graphics, specifically the realistic physics-based softbody simulation and haptic responsive environments. Minor components include advanced human-computer…
Explainable recommender systems (RS) have traditionally followed a one-size-fits-all approach, delivering the same explanation level of detail to each user, without considering their individual needs and goals. Further, explanations in RS…
Tour guidance in virtual museums encourages multi-modal interactions to boost user experiences, concerning engagement, immersion, and spatial awareness. Nevertheless, achieving the goal is challenging due to the complexity of comprehending…
In this paper, we describe how we transformed our large-enrollment introductory physics sequence for life-science students to a Lecture/Studio format and aligned the physics concepts with authentic biological applications. We have reformed…
Curiosity-driven learning has shown significant positive effects on students' learning experiences and outcomes. But despite this importance, reports show that children lack this skill, especially in formal educational settings. To address…
In 1997, the very first tour guide robot RHINO was deployed in a museum in Germany. With the ability to navigate autonomously through the environment, the robot gave tours to over 2,000 visitors. Today, RHINO itself has become an exhibit…
This forward-looking paper uses speculative design fiction to explore future museum scenarios where citizen curators design and share immersive virtual reality museums populated with tangible heritage artefacts, intangible virtual elements…
The impact of inquiry-based instruction on the improvement of content knowledge of electricity and wave properties in two studies was the subject of this investigation. Groups of pre-college and undergraduate students performed a series of…
The state of the art review broadly oversees the use of novel research utilized in the creation of virtual environments applied in interactive art experiences, with a specific focus on the application of procedural animation in spatially…
Active stereo cameras that recover depth from structured light captures have become a cornerstone sensor modality for 3D scene reconstruction and understanding tasks across application domains. Existing active stereo cameras project a…
Color is one of the main visual channels used for highlighting elements of interest in visualization. However, in multi-class scatterplots, color highlighting often comes at the expense of degraded color discriminability. In this paper, we…
Prisoners of Nazi concentration camps created paintings as a means to express their daily life experiences and feelings. Several thousand such paintings exist, but a quantitative analysis of them has not been carried out. We created an…
We describe in detail an advanced project devised for outstanding High School (or undergraduate) students with appropriate abilities in physical reasoning (rather than with a good standard preparation), centered around the well-known…
We designed three color-coding schemes to identify related information across representations and to differentiate distinct information within a representation in slide-based instruction for calculus-based introductory mechanics. We found…
The "digital Michelangelo project" was a seminal computer vision project in the early 2000's that pushed the capabilities of acquisition systems and involved multiple people from diverse fields, many of whom are now leaders in industry and…
This paper presents a research through design exploration using tangible interactions in order to seamlessly integrate technology in a historical house museum. The study addresses a longstanding concern in museum exhibition design that…
The task of learning the piano has been a centuries-old challenge for novices, experts and technologists. Several innovations have been introduced to support proper posture, movement, and motivation, while sight-reading and improvisation…