VLDB 2026 Research / reviewers in the wild / expert
Mira Dontcheva
dblp:24/425
· DBLP profile ↗
55ranked-venue papers
4as first author
7since 2021 · last 2026
0009-0006-5394-2706ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 48 · 3 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | VidTune: Creating Video Soundtracks with Generative Music and Video-Based ThumbnailsabstractMusic shapes the tone of videos, yet creators find it hard to find soundtracks that match their video’s mood and narrative. Recent text-to-music models let creators generate music from text prompts, but our formative study (N=8) shows creators struggle to construct diverse prompts, quickly review and compare tracks, and understand their impact on the video. We present VidTune, a system that supports soundtrack creation by generating diverse music options from a creator’s prompt and producing contextual thumbnails for rapid review. VidTune extracts representative video subjects to ground thumbnails in context, maps each track’s valence and energy onto visual cues like color and brightness, and depicts prominent genres and instruments. Creators can refine tracks with natural language edits, which VidTune expands into new generations. In a controlled user study (N=12) and an exploratory case study (N=6), participants found VidTune helpful for efficiently reviewing and comparing music options and described the process as playful and enriching. Mina Huh, C. Ailie Fraser, Dingzeyu Li, Mira Dontcheva, Bryan Wang |
CHI | 4 |
| 2026 | Vidmento: Creating Video Stories through Context-Aware Expansion with Generative VideoabstractVideo storytelling is often constrained by available material, limiting creative expression and leaving undesired narrative gaps. Generative video offers a new way to address these limitations by augmenting captured media with tailored visuals. To explore this potential, we interviewed eight video creators to identify opportunities and challenges in integrating generative video into their workflows. Building on these insights and established filmmaking principles, we developed Vidmento, a tool for authoring hybrid video stories that combine captured and generated media through context-aware expansion. Vidmento surfaces opportunities for story development, generates clips that blend stylistically and narratively with surrounding media, and provides controls for refinement. In a study with 12 creators, Vidmento supported narrative development and exploration by systematically expanding initial materials with generative media, enabling expressive video storytelling aligned with creative intent. We highlight how creators bridge story gaps with generative content and where they find this blending capability most valuable. Catherine Yeh, Anh Truong, Mira Dontcheva, Bryan Wang |
CHI | 3 |
| 2025 | "It's more of a vibe I'm going for": Designing Text-to-Music Generation Interfaces for Video CreatorsabstractBackground music plays a crucial role in social media videos, yet finding the right music remains a challenge for video creators.These creators, often not music experts, struggle to describe their musical goals and compare options.AI text-to-music generation presents an opportunity to address these challenges by allowing users to generate music through text prompts; however, these models often require musical expertise and are difficult to control.In this paper, we explore how to incorporate music generation into video editing workflows.A formative study with video creators revealed challenges in articulating and iterating on musical preferences, as creators described music as "vibes" rather than with explicit musical vocabulary.Guided by these insights, we developed a creative assistant for music generation using editable vibe-based recommendations and structured refinement of music output.A user study showed that the assistant supports exploration, while direct prompting is more effective for precise goals.Our findings offer design recommendations for AI music tools for video creators. Noor Hammad, C. Ailie Fraser, Erik Harpstead, Jessica Hammer, Mira Dontcheva |
Conference on Designing Interactive Systems | 5 |
| 2025 | VideoDiff: Human-AI Video Co-Creation with AlternativesabstractTo make an engaging video, people sequence interesting moments and add visuals such as B-rolls or text. While video editing requires time and effort, AI has recently shown strong potential to make editing easier through suggestions and automation. A key strength of generative models is their ability to quickly generate multiple variations, but when provided with many alternatives, creators struggle to compare them to find the best fit. We propose VideoDiff, an AI video editing tool designed for editing with alternatives. With VideoDiff, creators can generate and review multiple AI recommendations for each editing process: creating a rough cut, inserting B-rolls, and adding text effects. VideoDiff simplifies comparisons by aligning videos and highlighting differences through timelines, transcripts, and video previews. Creators have the flexibility to regenerate and refine AI suggestions as they compare alternatives. Our study participants (N=12) could easily compare and customize alternatives, creating more satisfying results. Mina Huh, Kim Pimmel, Hijung Shin, Amy Pavel, Mira Dontcheva |
CHI | 6 |
| 2024 | PodReels: Human-AI Co-Creation of Video Podcast TeasersabstractVideo podcast teasers are short videos that can be shared on social media platforms to capture interest in full episodes of a video podcast. These teasers enable long-form podcasters to reach new audiences and gain more followers. However, creating a compelling teaser from an hour-long episode can be challenging. Selecting interesting clips requires significant mental effort; editing the chosen clips into a cohesive, well-produced teaser is time-consuming. To support the creation of video podcast teasers, we first investigated what makes a good teaser. We combined insights from audience comments and creator interviews to identify key ingredients. We also identified a common workflow used by creators during this process. Based on these findings, we developed a human-AI co-creative tool called PodReels to assist video podcasters in crafting teasers. Our user study demonstrated that PodReels significantly reduces creators’ mental demand and improves their efficiency in producing video podcast teasers. Sitong Wang 0001, Zheng Ning, Anh Truong, Mira Dontcheva, Dingzeyu Li, Lydia B. Chilton |
Conference on Designing Interactive Systems | 4 |
| 2021 | CrowdFolio: Understanding How Holistic and Decomposed Workflows Influence Feedback on Online PortfoliosabstractFreelancers increasingly earn their livelihood through online marketplaces. To attract new clients, freelancers continuously curate their online portfolios to convey their unique skills and style. However, many lack access to rapid, regular, and inexpensive feedback needed to improve their portfolios. Existing crowd feedback systems, which collect feedback on individual creative projects (i.e., decomposed approach), could fill this need, but it is unclear how they might support feedback on multiple projects (i.e., holistic approach). In a between-subjects study with 30 freelancers, we compared decomposed and holistic feedback collection approaches using CrowdFolio, a crowd feedback system for portfolios. The holistic approach helped freelancers discover new ways to describe their work, while the decomposed approach provided detailed insight about the visual attractiveness of projects. This study contributes evidence that portfolio feedback systems, regardless of collection approach, can positively support professional development by impacting how freelancers portray themselves online and reflect on their identity. Eureka Foong, Joy Kim, Mira Dontcheva, Elizabeth Gerber |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2021 | StreamSketch: Exploring Multi-Modal Interactions in Creative Live StreamsabstractCreative live streams, where artists or designers demonstrate their creative process, have emerged as a unique and popular genre of live streams due to the real-time interactivity they afford. However, streamer-viewer interactions on most live streaming platforms only enable users to utilize text and emojis to communicate, which limits what viewers can convey and share in real time. To investigate the design space of potential visual and non-textual modalities within creative live streams, we first analyzed existing Twitch extensions and conducted a formative study with streamers who share creative activities to uncover key challenges that these streamers face. We then designed and implemented a prototype system, StreamSketch, which enables viewers and streamers to interact during live streams using multiple modalities, including freeform sketches and text. The prototype was evaluated by two professional artist streamers and their viewers during six streaming sessions. Overall, streamers and viewers found that StreamSketch provided increased engagement and new affordances compared to the traditional text-only modality, and highlighted how efficiency, moderation, and tool integration were continued challenges. Zhicong Lu, Rubaiat Habib Kazi, Li-Yi Wei, Mira Dontcheva, Karrie Karahalios |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2020 | Temporal Segmentation of Creative Live StreamsabstractMany artists broadcast their creative process through live streaming platforms like Twitch and YouTube, and people often watch archives of these broadcasts later for learning and inspiration. Unfortunately, because live stream videos are often multiple hours long and hard to skim and browse, few can leverage the wealth of knowledge hidden in these archives. We present an approach for automatic temporal segmentation of creative live stream videos. Using an audio transcript and a log of software usage, the system segments the video into sections that the artist can optionally label with meaningful titles. We evaluate this approach by gathering feedback from expert streamers and comparing automatic segmentations to those made by viewers. We find that, while there is no one "correct" way to segment a live stream, our automatic method performs similarly to viewers, and streamers find it useful for navigating their streams after making slight adjustments and adding section titles. C. Ailie Fraser, Joy Kim, Hijung Shin, Joel Brandt, Mira Dontcheva |
CHI | 5 |
| 2020 | Yarn: Adding Meaning to Shared Personal Data through Structured StorytellingabstractPeople often do not receive the reactions they desire when they use social networking sites to share data collected through personal tracking tools like Fitbit, Strava, and Swarm. Although some people have found success sharing with close connections or in finding online communities, most audiences express limited interest and rarely respond. We report on findings from a human-centered design process undertaken to examine how tracking tools can better support people in telling their story using their data formative interviews contribute design goals for telling stories of accomplishment, including a need to include relevant data. We implement these goals in Yarn, a mobile app that offers structure for telling stories of accomplishment around training for running races and completing Do-It-Yourself projects.1 participants used Yarn for 4 weeks across two studies. Although Yarn's structure led some participants to include more data or explanation in the moments they created, many felt like the structure prevented them from telling their stories in the way they desired. In light of participant use, we discuss additional challenges to using personal data to inform and target an interested audience. Daniel A. Epstein, Mira Dontcheva, James Fogarty, Sean A. Munson |
Graphics Interface | 2 |
| 2020 | ReMap: Lowering the Barrier to Help-Seeking with Multimodal SearchabstractPeople often seek help online while using complex software. Currently, information search takes users' attention away from the task at hand by creating a separate search task. This paper investigates how multimodal interaction can make in-task help-seeking easier and faster. We introduce ReMap, a multimodal search interface that helps users find video assistance while using desktop and web applications. Users can speak search queries, add application-specific terms deictically (e.g., "how to erase this"), and navigate search results via speech, all without taking their hands (or mouse) off their current task. Thirteen participants who used ReMap in the lab found that it helped them stay focused on their task while simultaneously searching for and using learning videos. Users' experiences with ReMap also raised a number of important challenges with implementing system-wide context-aware multimodal assistance. C. Ailie Fraser, Julia M. Markel, N. James Basa, Mira Dontcheva, Scott R. Klemmer |
UIST | 4 |
| 2019 | Sharing the Studio: How Creative Livestreaming can Inspire, Educate, and EngageabstractMany artists livestream their creative process, allowing viewers to learn and be inspired from the decisions -- and mistakes -- they make along the way. This paper presents the first broad look at the range of creative activities people stream. Through content analysis of livestream archives, interviews with 8 streamers, and online surveys with 165 viewers, we study current practices and challenges in creative livestream communities and compare them with prior observations of livestreaming in other domains. We observed four common types of creative livestreams: teaching, making, socializing, and performing. We identify three open questions for the research community around how to better support the goals of creative streamers and viewers: how to support richer audience interactions at scale, how to support all parts of the creative process, and how to support watching livestream archives. C. Ailie Fraser, Joy Kim, Alison Thornsberry, Scott R. Klemmer, Mira Dontcheva |
Creativity & Cognition | 5 |
| 2019 | RePlay: Contextually Presenting Learning Videos Across Software ApplicationsabstractComplex activities often require people to work across multiple software applications. However, people frequently lack valuable knowledge about at least one application, especially as software changes and new software emerges. Existing help systems either lack contextual knowledge or are tightly-knit into a single application. We introduce an application-independent approach for contextually presenting video learning resources and demonstrate it through the RePlay system. RePlay uses accessibility APIs to gather context about the user's activity. It leverages an existing search engine to present relevant videos and highlights key segments within them using video captions. We report on a week-long field study (n=7) and a lab study (n=24) showing that contextual assistance helps people spend less time away from their task than web video search and replaces current video navigation strategies. Our findings highlight challenges with representing and using context across applications. C. Ailie Fraser, Tricia Ngoon, Mira Dontcheva, Scott R. Klemmer |
CHI | 3 |
| 2019 | Vocal Shortcuts for Creative ExpertsabstractVocal shortcuts, short spoken phrases to control interfaces, have the potential to reduce cognitive and physical costs of interactions. They may benefit expert users of creative applications (e.g., designers, illustrators) by helping them maintain creative focus. To aid the design of vocal shortcuts and gather use cases and design guidelines for speech interaction, we interviewed ten creative experts. Based on our findings, we built VoiceCuts, a prototype implementation of vocal shortcuts in the context of an existing creative application. In contrast to other speech interfaces, VoiceCuts targets experts' unique needs by handling short and partial commands and leverages document model and application context to disambiguate user utterances. We report on the viability and limitations of our approach based on feedback from creative experts. Yea-Seul Kim, Mira Dontcheva, Eytan Adar, Jessica Hullman |
CHI | 2 |
| 2019 | Discovering natural language commands in multimodal interfacesabstractDiscovering what to say and how to say it remains a challenge for users of multimodal interfaces supporting speech input. Users end up "guessing" commands that a system might support, often leading to interpretation errors and frustration. One solution to this problem is to display contextually relevant command examples as users interact with a system. The challenge, however, is deciding when, how, and which examples to recommend. In this work, we describe an approach for generating and ranking natural language command examples in multimodal interfaces. We demonstrate the approach using a prototype touch- and speech-based image editing tool. We experiment with augmentations of the UI to understand when and how to present command examples. Through an online user study, we evaluate these alternatives and find that in-situ command suggestions promote discovery and encourage the use of speech input. Arjun Srinivasan, Mira Dontcheva, Eytan Adar, Seth Walker |
IUI | 2 |
| 2018 | Data Illustrator: Augmenting Vector Design Tools with Lazy Data Binding for Expressive Visualization AuthoringabstractBuilding graphical user interfaces for visualization authoring is challenging as one must reconcile the tension between flexible graphics manipulation and procedural visualization generation based on a graphical grammar or declarative languages. To better support designers' workflows and practices, we propose Data Illustrator, a novel visualization framework. In our approach, all visualizations are initially vector graphics; data binding is applied when necessary and only constrains interactive manipulation to that data bound property. The framework augments graphic design tools with new concepts and operators, and describes the structure and generation of a variety of visualizations. Based on the framework, we design and implement a visualization authoring system. The system extends interaction techniques in modern vector design tools for direct manipulation of visualization configurations and parameters. We demonstrate the expressive power of our approach through a variety of examples. A qualitative study shows that designers can use our framework to compose visualizations. Zhicheng Liu 0001, John Thompson 0002, Alan Wilson 0004, Mira Dontcheva, James Delorey, Sam Grigg, Bernard Kerr, John T. Stasko |
CHI | 4 |
| 2018 | Interactive Guidance Techniques for Improving Creative FeedbackabstractGood feedback is critical to creativity and learning, yet rare. Many people do not know how to actually provide effective feedback. There is increasing demand for quality feedback -- and thus feedback givers -- in learning and professional settings. This paper contributes empirical evidence that two interactive techniques -- reusable suggestions and adaptive guidance -- can improve feedback on creative work. We present these techniques embodied in the CritiqueKit system to help reviewers give specific, actionable, and justified feedback. Two real-world deployment studies and two controlled experiments with CritiqueKit found that adaptively-presented suggestions improve the quality of feedback from novice reviewers. Reviewers also reported that suggestions and guidance helped them describe their thoughts and reminded them to provide effective feedback. Tricia Ngoon, C. Ailie Fraser, Ariel S. Weingarten, Mira Dontcheva, Scott R. Klemmer |
CHI | 4 |
| 2018 | Charrette: Supporting In-Person Discussions around Iterations in User Interface DesignabstractAs a rule, user interface designers work iteratively. Over the course of a project, they repeatedly gather feedback, typically through in-person meetings, and update their designs accordingly. Through formative work, we find that design software tools do not support designers in managing meeting notes and previous design iterations as a cohesive whole. This causes designers to rely on ad-hoc practices for organizing work, which makes it hard for them to keep track of relevant feedback and explain their design decisions. To address this problem, we present Charrette, a system that allows designers to curate design iterations, attach meeting notes to the relevant content, and navigate sequences of design iterations with the associated notes to facilitate in-person discussions. In an exploratory user study, we evaluate how Charrette affects designers' self-reported ease in handling feedback during face-to-face discussions, compared with using their own tools. We find that using Charrette correlates with increased confidence and recall in discussing previous design decisions. Jasper O'Leary, Holger Winnemöller, Wilmot Li, Mira Dontcheva, Morgan Dixon |
CHI | 4 |
| 2018 | Rewire: Interface Design Assistance from ExamplesabstractInterface designers often use screenshot images of example designs as building blocks for new designs. Since images are unstructured and hard to edit, designers typically reconstruct screenshots with vector graphics tools in order to reuse or edit parts of the design. Unfortunately, this reconstruction process is tedious and slow. We present Rewire, an interactive system that helps designers leverage example screenshots. Rewire automatically infers a vector representation of screenshots where each UI component is a separate object with editable shape and style properties. Based on this representation, the system provides three design assistance modes that help designers reuse or redraw components of the example design. The results from our quantitative and user evaluations demonstrate that Rewire can generate accurate vector representations of interface screenshots found in the wild and that design assistance enables users to reconstruct and edit example designs more efficiently compared to a baseline design tool. Amanda Swearngin, Mira Dontcheva, Wilmot Li, Joel Brandt, Morgan Dixon, Amy J. Ko |
CHI | 2 |
| 2018 | TakeToons: Script-driven Performance AnimationabstractPerformance animation is an expressive method for animating characters through human performance. However, character motion is only one part of creating animated stories. The typical workflow also involves writing a script, coordinating actors, and editing recorded performances. In most cases, these steps are done in isolation with separate tools, which introduces friction and hinders iteration. We propose TakeToons, a script-driven approach that allows authors to annotate standard scripts with relevant animation events like character actions, camera positions, and scene backgrounds. We compile this script into a story model that persists throughout the production process and provides a consistent structure for organizing and assembling recorded performances and propagating script or timing edits to existing recordings. TakeToons enables writing, performing and editing to happen in an integrated and interleaved manner that streamlines production and facilitates iteration. Informal feedback from professional animators suggests that our approach can benefit many existing workflows supporting individual authors and production teams with many different contributors. Hariharan Subramonyam, Wilmot Li, Eytan Adar, Mira Dontcheva |
UIST | 4 |
| 2017 | How2Sketch: generating easy-to-follow tutorials for sketching 3D objectsabstractAccurately drawing 3D objects is difficult for untrained individuals, as it requires an understanding of perspective and its effects on geometry and proportions. Step-by-step tutorials break the complex task of sketching an entire object down into easy-to-follow steps that even a novice can follow. However, creating such tutorials requires expert knowledge and is time-consuming. As a result, the availability of tutorials for a given object or viewpoint is limited. How2Sketch (H2S) addresses this problem by automatically generating easy-to-follow tutorials for arbitrary 3D objects. Given a segmented 3D model and a camera viewpoint, H2S computes a sequence of steps for constructing a drawing scaffold comprised of geometric primitives, which helps the user draw the final contours in correct perspective and proportion. To make the drawing scaffold easy to construct, the algorithm solves for an ordering among the scaffolding primitives and explicitly makes small geometric modifications to the size and location of the object parts to simplify relative positioning. Technically, we formulate this scaffold construction as a single selection problem that simultaneously solves for the ordering and geometric changes of the primitives. We generate different tutorials on man-made objects using our method and evaluate how easily the tutorials can be followed with a user study. James W. Hennessey, Han Liu 0003, Holger Winnemöller, Mira Dontcheva, Niloy J. Mitra |
I3D | 4 |
| 2017 | CoreFlow: Extracting and Visualizing Branching Patterns from Event SequencesabstractAbstract Event sequence datasets with high event cardinality and long sequences are difficult to visualize and analyze. In particular, it is hard to generate a high level visual summary of paths and volume of flow. Existing approaches of mining and visualizing frequent sequential patterns look promising, but have limitations in terms of scalability, interpretability and utility. We propose CoreFlow, a technique that automatically extracts and visualizes branching patterns in event sequences. CoreFlow constructs a tree by recursively applying a three‐step procedure: rank events, divide sequences into groups, and trim sequences by the chosen event. The resulting tree contains key events as nodes, and links represent aggregated flows between key events. Based on CoreFlow, we have developed an interactive system for event sequence analysis. Our approach can compute branching patterns for millions of events in a few seconds, with improved interpretability of extracted patterns compared to previous work. We also present case studies of using the system in three different domains and discuss success and failure cases of applying CoreFlow to real‐world analytic problems. These case studies call forth future research on metrics and models to evaluate the quality of visual summaries of event sequences. Zhicheng Liu 0001, Bernard Kerr, Mira Dontcheva, Justin Grover, Matthew Hoffman 0001, Alan Wilson 0004 |
Comput. Graph. Forum | 3 |
| 2017 | Data-Driven Guides: Supporting Expressive Design for Information GraphicsabstractIn recent years, there is a growing need for communicating complex data in an accessible graphical form. Existing visualization creation tools support automatic visual encoding, but lack flexibility for creating custom design; on the other hand, freeform illustration tools require manual visual encoding, making the design process time-consuming and error-prone. In this paper, we present Data-Driven Guides (DDG), a technique for designing expressive information graphics in a graphic design environment. Instead of being confined by predefined templates or marks, designers can generate guides from data and use the guides to draw, place and measure custom shapes. We provide guides to encode data using three fundamental visual encoding channels: length, area, and position. Users can combine more than one guide to construct complex visual structures and map these structures to data. When underlying data is changed, we use a deformation technique to transform custom shapes using the guides as the backbone of the shapes. Our evaluation shows that data-driven guides allow users to create expressive and more accurate custom data-driven graphics. Eston Schweickart, Zhicheng Liu 0001, Mira Dontcheva, Wilmot Li, Jovan Popovic, Hanspeter Pfister |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2017 | Patterns and Sequences: Interactive Exploration of Clickstreams to Understand Common Visitor PathsabstractModern web clickstream data consists of long, high-dimensional sequences of multivariate events, making it difficult to analyze. Following the overarching principle that the visual interface should provide information about the dataset at multiple levels of granularity and allow users to easily navigate across these levels, we identify four levels of granularity in clickstream analysis: patterns, segments, sequences and events. We present an analytic pipeline consisting of three stages: pattern mining, pattern pruning and coordinated exploration between patterns and sequences. Based on this approach, we discuss properties of maximal sequential patterns, propose methods to reduce the number of patterns and describe design considerations for visualizing the extracted sequential patterns and the corresponding raw sequences. We demonstrate the viability of our approach through an analysis scenario and discuss the strengths and limitations of the methods based on user feedback. Zhicheng Liu 0001, Mira Dontcheva, Matthew Hoffman 0001, Seth Walker, Alan Wilson 0004 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2016 | DiscoverySpace: Suggesting Actions in Complex SoftwareabstractComplex software offers power for experts, yet overwhelms new users. Novices often do not know how to execute tasks, what they want to achieve, or even what is possible. To address this, we introduce the DiscoverySpace interface for executable action suggestions. DiscoverySpace is a prototype extension panel for Adobe Photoshop that suggests task-level action macros to apply to photographs based on visual features. DiscoverySpace harvests these one-click actions from the online Photoshop user community. A between-subjects study indicated that action suggestions may help novices maintain confidence, accomplish tasks, and discover features. This work demonstrates how interfaces can leverage user-generated content to help novices navigate complex software. C. Ailie Fraser, Mira Dontcheva, Holger Winnemöller, Sheryl M. Ehrlich, Scott R. Klemmer |
Conference on Designing Interactive Systems | 2 |
| 2016 | Authoring Illustrations of Human Movements by Iterative Physical DemonstrationabstractIllustrations of human movements are used to communicate ideas and convey instructions in many domains, but creating them is time-consuming and requires skill. We introduce DemoDraw, a multi-modal approach to generate these illustrations as the user physically demonstrates the movements. In a Demonstration Interface, DemoDraw segments speech and 3D joint motion into a sequence of motion segments, each characterized by a key pose and salient joint trajectories. Based on this sequence, a series of illustrations is automatically generated using a stylistically rendered 3D avatar annotated with arrows to convey movements. During demonstration, the user can navigate using speech and amend or re-perform motions if needed. Once a suitable sequence of steps has been created, a Refinement Interface enables fine control of visualization parameters. In a three-part evaluation, we validate the effectiveness of the generated illustrations and the usability of DemoDraw. Our results show 4 to 7-step illustrations can be created in 5 or 10 minutes on average. Pei-Yu Chi, Daniel Vogel 0001, Mira Dontcheva, Wilmot Li, Björn Hartmann |
UIST | 3 |
| 2016 | Aesthetic Electronics: Designing, Sketching, and Fabricating Circuits through Digital ExplorationabstractAs interactive electronics become increasingly intimate and personal, the design of circuitry is correspondingly developing a more playful and creative aesthetic. Circuit sketching and design is a multidimensional activity which combines the arts, crafts, and engineering broadening participation of electronic creation to include makers of diverse backgrounds. In order to support this design ecology, we present Ellustrate, a digital design tool that enables the functional and aesthetic design of electronic circuits with multiple conductive and dielectric materials. Ellustrate guides users through the fabrication and debugging process, easing the task of practical circuit creation while supporting designers' aesthetic decisions throughout the circuit authoring workflow. In a formal user study, we demonstrate how Ellustrate enables a new electronic design conversation that combines electronics, materials, and visual aesthetic concerns. Joanne Lo, César Torres 0001, Isabel Yang, Jasper O'Leary, Danny M. Kaufman, Wilmot Li, Mira Dontcheva, Eric Paulos |
UIST | 7 |
| 2016 | CodeMend: Assisting Interactive Programming with Bimodal EmbeddingabstractSoftware APIs often contain too many methods and parameters for developers to memorize or navigate effectively. Instead, developers resort to finding answers through online search engines and systems such as Stack Overflow. However, the process of finding and integrating a working solution is often very time-consuming. Though code search engines have increased in quality, there remain significant language- and workflow-gaps in meeting end-user needs. Novice and intermediate programmers often lack the language to query, and the expertise in transferring found code to their task. To address this problem, we present CodeMend, a system to support finding and integration of code. CodeMend leverages a neural embedding model to jointly model natural language and code as mined from large Web and code datasets. We also demonstrate a novel, mixed-initiative, interface to support query and integration steps. Through CodeMend, end-users describe their goal in natural language. The system makes salient the relevant API functions, the lines in the end-user's program that should be changed, as well as proposing the actual change. We demonstrate the utility and accuracy of CodeMend through lab and simulation studies. Xin Rong, Shiyan Yan, Steve Oney, Mira Dontcheva, Eytan Adar |
UIST | 4 |
| 2015 | Motif: Supporting Novice Creativity through Expert PatternsabstractCreating personal narratives helps people build meaning around their experiences. However, novices lack the knowledge and experience to create stories with strong narrative structure. Current storytelling tools often structure novice work through templates, enforcing a linear creative process that asks novices for materials they may not have. In this paper, we propose scaffolding creative work using storytelling patterns extracted from stories created by experts. Patterns are modular sets of related camera shots that expert videographers commonly use to achieve a specific narrative function. After identifying a set of patterns from high-quality storytelling videos, we created Motif, a mobile video storytelling application that allows users to construct video stories by combining these patterns. By making existing solutions used by experts available to novices, we encourage capturing shots with story structure and narrative goals in mind. In a controlled study where we asked participants to create travel video stories, videos created with patterns conveyed stronger narrative structure and were considered higher quality by expert evaluators than videos created without patterns. Joy Kim, Mira Dontcheva, Wilmot Li, Michael S. Bernstein, Daniela Steinsapir |
CHI | 2 |
| 2015 | MatrixWave: Visual Comparison of Event Sequence DataabstractEvent sequence data analysis is common in many domains, including web and software development, transportation, and medical care. Few have investigated visualization techniques for comparative analysis of multiple event sequence datasets. Grounded in the real-world characteristics of web clickstream data, we explore visualization techniques for comparison of two clickstream datasets collected on different days or from users with different demographics. Through iterative design with web analysts, we designed MatrixWave, a matrix-based representation that allows analysts to get an overview of differences in traffic patterns and interactively explore paths through the website. We use color to encode differences and size to offer context over traffic volume. User feedback on MatrixWave is positive. Our study participants made fewer errors with MatrixWave and preferred it over the more familiar Sankey diagram. Jian Zhao 0010, Zhicheng Liu 0001, Mira Dontcheva, Aaron Hertzmann, Alan Wilson 0004 |
CHI | 3 |
| 2015 | Learning style similarity for searching infographics
Babak Saleh, Mira Dontcheva, Aaron Hertzmann, Zhicheng Liu 0001 |
Graphics Interface | 2 |
| 2015 | DataTone: Managing Ambiguity in Natural Language Interfaces for Data VisualizationabstractAnswering questions with data is a difficult and time-consuming process. Visual dashboards and templates make it easy to get started, but asking more sophisticated questions often requires learning a tool designed for expert analysts. Natural language interaction allows users to ask questions directly in complex programs without having to learn how to use an interface. However, natural language is often ambiguous. In this work we propose a mixed-initiative approach to managing ambiguity in natural language interfaces for data visualization. We model ambiguity throughout the process of turning a natural language query into a visualization and use algorithmic disambiguation coupled with interactive ambiguity widgets. These widgets allow the user to resolve ambiguities by surfacing system decisions at the point where the ambiguity matters. Corrections are stored as constraints and influence subsequent queries. We have implemented these ideas in a system, DataTone. In a comparative study, we find that DataTone is easy to learn and lets users ask questions without worrying about syntax and proper question form. Mira Dontcheva, Eytan Adar, Zhicheng Liu 0001, Karrie Karahalios |
UIST | 2 |
| 2014 | Combining crowdsourcing and learning to improve engagement and performanceabstractCrowdsourcing complex creative tasks remains difficult, in part because these tasks require skilled workers. Most crowdsourcing platforms do not help workers acquire the skills necessary to accomplish complex creative tasks. In this paper, we describe a platform that combines learning and crowdsourcing to benefit both the workers and the requesters. Workers gain new skills through interactive step-by-step tutorials and test their knowledge by improving real-world images submitted by requesters. In a series of three deployments spanning two years, we varied the design of our platform to enhance the learning experience and improve the quality of the crowd work. We tested our approach in the context of LevelUp for Photoshop, which teaches people how to do basic photograph improvement tasks using Adobe Photoshop. We found that by using our system workers gained new skills and produced high-quality edits for requested images, even if they had little prior experience editing images. Mira Dontcheva, Robert R. Morris, Joel Brandt, Elizabeth Gerber |
CHI | 1 |
| 2014 | CommandSpace: modeling the relationships between tasks, descriptions and featuresabstractUsers often describe what they want to accomplish with an application in a language that is very different from the application's domain language. To address this gap between system and human language, we propose modeling an application's domain language by mining a large corpus of Web documents about the application using deep learning techniques. A high dimensional vector space representation can model the relationships between user tasks, system commands, and natural language descriptions and supports mapping operations, such as identifying likely system commands given natural language queries and identifying user tasks given a trace of user operations. We demonstrate the feasibility of this approach with a system, CommandSpace, for the popular photo editing application Adobe Photoshop. We build and evaluate several applications enabled by our model showing the power and flexibility of this approach. Eytan Adar, Mira Dontcheva, Gierad Laput |
UIST | 2 |
| 2013 | Affect and Creative Performance on Crowdsourcing PlatformsabstractPerformance on crowd sourcing platforms varies greatly, especially for tasks requiring significant cognitive effort or creative insight. Researchers have proposed several techniques to address these problems, yet few have considered the role of affect, despite the well-established link between positive affect and creative performance. In this paper, we examine two affective techniques to boost creativity on crowd sourcing platforms - affective priming and affective pre-screening. Across three experiments, we find divergent results, depending on which technique is used. We find that not all happy crowd workers are alike. Those that are primed to feel happy exhibit enhanced creative performance, whereas those that merely report feeling happy exhibit impaired creative performance. We examine these findings in light of preexisting research on creativity, affect, and mood saliency. Lastly, we show how our findings have implications not only for crowd sourcing platforms, but also for other human-computer interaction scenarios that involve affect and creative performance. Robert R. Morris, Mira Dontcheva, Adam Finkelstein, Elizabeth Gerber |
ACII | 2 |
| 2013 | Toward a cognitive theory of creativity supportabstractWe present the beginnings of a Cognitive Theory of Creativity Support aimed specifically at understanding novices and their needs. Our theory identifies unique difficulties novices face and reasons that may keep them from engaging in creative endeavors, such as fear of failure, time commitment, and lack of skill. To test our theory, we use it to analyze existing creativity support tools from multiple domains. We also describe the design and initial implementation of a creativity support tool based on our theory. The creativity support tool, called StorySketch, is designed to empower storytellers without graphical skills to engage in visual storytelling. Nicholas Davis 0001, Holger Winnemöller, Mira Dontcheva, Ellen Yi-Luen Do |
Creativity & Cognition | 3 |
| 2013 | PixelTone: a multimodal interface for image editingabstractPhoto editing can be a challenging task, and it becomes even more difficult on the small, portable screens of mobile devices that are now frequently used to capture and edit images. To address this problem we present PixelTone, a multimodal photo editing interface that combines speech and direct manipulation. We observe existing image editing practices and derive a set of principles that guide our design. In particular, we use natural language for expressing desired changes to an image, and sketching to localize these changes to specific regions. To support the language commonly used in photo-editing we develop a customized natural language interpreter that maps user phrases to specific image processing operations. Finally, we perform a user study that evaluates and demonstrates the effectiveness of our interface. Gierad Laput, Mira Dontcheva, Gregg Wilensky, Walter Chang, Aseem Agarwala, Jason Linder, Eytan Adar |
CHI | 2 |
| 2013 | DemoCut: generating concise instructional videos for physical demonstrationsabstractAmateur instructional videos often show a single uninterrupted take of a recorded demonstration without any edits. While easy to produce, such videos are often too long as they include unnecessary or repetitive actions as well as mistakes. We introduce DemoCut, a semi-automatic video editing system that improves the quality of amateur instructional videos for physical tasks. DemoCut asks users to mark key moments in a recorded demonstration using a set of marker types derived from our formative study. Based on these markers, the system uses audio and video analysis to automatically organize the video into meaningful segments and apply appropriate video editing effects. To understand the effectiveness of DemoCut, we report a technical evaluation of seven video tutorials created with DemoCut. In a separate user evaluation, all eight participants successfully created a complete tutorial with a variety of video editing effects using our system. Pei-Yu Chi, Joyce Liu, Jason Linder, Mira Dontcheva, Wilmot Li, Björn Hartmann |
UIST | 4 |
| 2012 | Discovery-based games for learning softwareabstractWe propose using discovery-based learning games to teach people how to use complex software. Specifically, we developed Jigsaw, a learning game that asks players to solve virtual jigsaw puzzles using tools in Adobe Photoshop. We conducted an eleven-person lab study of the prototype, and found the game to be an effective learning medium that can complement demonstration-based tutorials. Not only did the participants learn about new tools and techniques while actively solving the puzzles in Jigsaw, but they also recalled techniques that they had learned previously but had forgotten. Mira Dontcheva, Diana M. Joseph, Karrie Karahalios, Mark W. Newman, Mark S. Ackerman |
CHI | 2 |
| 2012 | MixT: automatic generation of step-by-step mixed media tutorialsabstractUsers of complex software applications often learn concepts and skills through step-by-step tutorials. Today, these tutorials are published in two dominant forms: static tutorials composed of images and text that are easy to scan, but cannot effectively describe dynamic interactions; and video tutorials that show all manipulations in detail, but are hard to navigate. We hypothesize that a mixed tutorial with static instructions and per-step videos can combine the benefits of both formats. We describe a comparative study of static, video, and mixed image manipulation tutorials with 12 participants and distill design guidelines for mixed tutorials. We present MixT, a system that automatically generates step-by-step mixed media tutorials from user demonstrations. MixT segments screencapture video into steps using logs of application commands and input events, applies video compositing techniques to focus on salient infor-mation, and highlights interactions through mouse trails. Informal evaluation suggests that automatically generated mixed media tutorials were as effective in helping users complete tasks as tutorials that were created manually. Pei-Yu Chi, Sally Ahn, Amanda Ren, Mira Dontcheva, Wilmot Li, Björn Hartmann |
UIST | 4 |
| 2012 | Tutorial-based interfaces for cloud-enabled applicationsabstractPowerful image editing software like Adobe Photoshop and GIMP have complex interfaces that can be hard to master. To help users perform image editing tasks, we introduce tutorial-based applications (tapps) that retain the step-by-step structure and descriptive text of tutorials but can also automatically apply tutorial steps to new images. Thus, tapps can be used to batch process many images automatically, similar to traditional macros. Tapps also support interactive exploration of parameters, automatic variations, and direct manipulation (e.g., selection, brushing). Another key feature of tapps is that they execute on remote instances of Photoshop, which allows users to edit their images on any Web-enabled device. We demonstrate a working prototype system called TappCloud for creating, managing and using tapps. Initial user feedback indicates support for both the interactive features of tapps and their ability to automate image editing. We conclude with a discussion of approaches and challenges of pushing monolithic direct-manipulation GUIs to the cloud. Gierad Laput, Eytan Adar, Mira Dontcheva, Wilmot Li |
UIST | 3 |
| 2011 | Affective computational priming and creativityabstractWhile studies have shown that affect influences creativity, few investigate how affect influences creative performance with creativity support tools. Drawing from methods commonly used in psychology research, we present affective computational priming, a new method for manipulating affect using digitally embedded stimuli. We present two studies that explore computational techniques for inducing positive, neutral, and negative affect and examine their impact on idea generation with creativity support tools. Our results suggest that positive affective computational priming positively influences the quality of ideas generated. We discuss opportunities for future HCI research and offer practical applications of affective computational priming. Sheena Lewis, Mira Dontcheva, Elizabeth Gerber |
CHI | 2 |
| 2011 | Pause-and-play: automatically linking screencast video tutorials with applicationsabstractVideo tutorials provide a convenient means for novices to learn new software applications. Unfortunately, staying in sync with a video while trying to use the target application at the same time requires users to repeatedly switch from the application to the video to pause or scrub backwards to replay missed steps. We present Pause-and-Play, a system that helps users work along with existing video tutorials. Pause-and-Play detects important events in the video and links them with corresponding events in the target application as the user tries to replicate the depicted procedure. This linking allows our system to automatically pause and play the video to stay in sync with the user. Pause-and-Play also supports convenient video navigation controls that are accessible from within the target application and allow the user to easily replay portions of the video without switching focus out of the application. Finally, since our system uses computer vision to detect events in existing videos and leverages application scripting APIs to obtain real time usage traces, our approach is largely independent of the specific target application and does not require access or modifications to application source code. We have implemented Pause-and-Play for two target applications, Google SketchUp and Adobe Photoshop, and we report on a user study that shows our system improves the user experience of working with video tutorials. Suporn Pongnumkul, Mira Dontcheva, Wilmot Li, Jue Wang 0001, Lubomir D. Bourdev, Shai Avidan, Michael F. Cohen |
UIST | 2 |
| 2011 | A Framework for content-adaptive photo manipulation macros: Application to face, landscape, and global manipulationsabstractWe present a framework for generating content-adaptive macros that can transfer complex photo manipulations to new target images. We demonstrate applications of our framework to face, landscape, and global manipulations. To create a content-adaptive macro, we make use of multiple training demonstrations. Specifically, we use automated image labeling and machine learning techniques to learn the dependencies between image features and the parameters of each selection, brush stroke, and image processing operation in the macro. Although our approach is limited to learning manipulations where there is a direct dependency between image features and operation parameters, we show that our framework is able to learn a large class of the most commonly used manipulations using as few as 20 training demonstrations. Our framework also provides interactive controls to help macro authors and users generate training demonstrations and correct errors due to incorrect labeling or poor parameter estimation. We ask viewers to compare images generated using our content-adaptive macros with and without corrections to manually generated ground-truth images and find that they consistently rate both our automatic and corrected results as close in appearance to the ground truth. We also evaluate the utility of our proposed macro generation workflow via a small informal lab study with professional photographers. The study suggests that our workflow is effective and practical in the context of real-world photo editing. Floraine Berthouzoz, Wilmot Li, Mira Dontcheva, Maneesh Agrawala |
ACM Trans. Graph. | 3 |
| 2010 | Example-centric programming: integrating web search into the development environmentabstractThe ready availability of online source-code examples has fundamentally changed programming practices. However, current search tools are not designed to assist with programming tasks and are wholly separate from editing tools. This paper proposes that embedding a task-specific search engine in the development environment can significantly reduce the cost of finding information and thus enable programmers to write better code more easily. This paper describes the design, implementation, and evaluation of Blueprint, a Web search interface integrated into the Adobe Flex Builder development environment that helps users locate example code. Blueprint automatically augments queries with code context, presents a code-centric view of search results, embeds the search experience into the editor, and retains a link between copied code and its source. A comparative laboratory study found that Blueprint enables participants to write significantly better code and find example code significantly faster than with a standard Web browser. Analysis of three months of usage logs with 2,024 users suggests that task-specific search interfaces can significantly change how and when people search the Web. Joel Brandt, Mira Dontcheva, Marcos Weskamp, Scott R. Klemmer |
CHI | 2 |
| 2010 | Creating collections with automatic suggestions and example-based refinementabstractTo create collections, like music playlists from personal media libraries, users today typically do one of two things. They either manually select items one-by-one, which can be time consuming, or they use an example-based recommendation system to automatically generate a collection. While such automatic engines are convenient, they offer the user limited control over how items are selected. Based on prior research and our own observations of existing practices, we propose a semi-automatic interface for creating collections that combines automatic suggestions with manual refinement tools. Our system includes a keyword query interface for specifying high-level collection preferences (e.g., "some rock, no Madonna, lots of U2,") as well as three example-based collection refinement techniques: 1) a suggestion widget for adding new items in-place in the context of the collection; 2) a mechanism for exploring alternatives for one or more collection items; and 3) a two-pane linked interface that helps users browse their libraries based on any selected collection item. We demonstrate our approach with two applications. SongSelect helps users create music playlists, and PhotoSelect helps users select photos for sharing. Initial user feedback is positive and confirms the need for semi-automated tools that give users control over automatically created collections. Adrian Secord, Holger Winnemöller, Wilmot Li, Mira Dontcheva |
UIST | 4 |
| 2009 | Two studies of opportunistic programming: interleaving web foraging, learning, and writing codeabstractThis paper investigates the role of online resources in problem solving. We look specifically at how programmers - an exemplar form of knowledge workers - opportunistically interleave Web foraging, learning, and writing code. We describe two studies of how programmers use online resources. The first, conducted in the lab, observed participants' Web use while building an online chat room. We found that programmers leverage online resources with a range of intentions: They engage in just-in-time learning of new skills and approaches, clarify and extend their existing knowledge, and remind themselves of details deemed not worth remembering. The results also suggest that queries for different purposes have different styles and durations. Do programmers' queries "in the wild" have the same range of intentions, or is this result an artifact of the particular lab setting? We analyzed a month of queries to an online programming portal, examining the lexical structure, refinements made, and result pages visited. Here we also saw traits that suggest the Web is being used for learning and reminding. These results contribute to a theory of online resource usage in programming, and suggest opportunities for tools to facilitate online knowledge work. Joel Brandt, Philip J. Guo, Joel Lewenstein, Mira Dontcheva, Scott R. Klemmer |
CHI | 4 |
| 2009 | Exploring websites through contextual facetsabstractWe present contextual facets, a novel user interface technique for navigating websites that publish large collections of semi-structured data. Contextual facets extend traditional faceted navigation techniques by transforming webpage elements into user interface components for filtering and retrieving related webpages. To investigate users' reactions to contextual facets, we built FacetPatch, a web browser that automatically generates contextual facet interfaces. As the user browses the web, FacetPatch automatically extracts semi-structured data from collections of webpages and overlays contextual facets on top of the current page. Participants in an exploratory user evaluation of FacetPatch were enthusiastic about contextual facets and often preferred them to an existing, familiar faceted navigation interface. We discuss how we improved the design of contextual facets and FacetPatch based on the results of this study. Yevgeniy Eugene Medynskiy, Mira Dontcheva, Steven Mark Drucker |
CHI | 2 |
| 2009 | Attaching UI enhancements to websites with end usersabstractWe present reform, a step toward write-once apply-anywhere user interface enhancements. The reform system envisions roles for both programmers and end users in enhancing existing websites to support new goals. First, a programmer authors a traditional mashup or browser extension, but they do not write a web scraper. Instead they use reform, which allows novice end users to attach the enhancement to their favorite sites with a scraping by-example interface. reform makes enhancements easier to program while also carrying the benefit that end users can apply the enhancements to any number of new websites. We present reform's architecture, user interface, interactive by-example extraction algorithm for novices, and evaluation, along with five example reform enabled enhancements. Michael Toomim, Steven Mark Drucker, Mira Dontcheva, Blake Thomson, James A. Landay |
CHI | 3 |
| 2009 | Generating photo manipulation tutorials by demonstrationabstractWe present a demonstration-based system for automatically generating succinct step-by-step visual tutorials of photo manipulations. An author first demonstrates the manipulation using an instrumented version of GIMP that records all changes in interface and application state. From the example recording, our system automatically generates tutorials that illustrate the manipulation using images, text, and annotations. It leverages automated image labeling (recognition of facial features and outdoor scene structures in our implementation) to generate more precise text descriptions of many of the steps in the tutorials. A user study comparing our automatically generated tutorials to hand-designed tutorials and screen-capture video recordings finds that users are 20--44% faster and make 60--95% fewer errors using our tutorials. While our system focuses on tutorial generation, we also present some initial work on generating content-dependent macros that use image recognition to automatically transfer selection operations from the example image used in the demonstration to new target images. While our macros are limited to transferring selection operations we demonstrate automatic transfer of several common retouching techniques including eye recoloring, whitening teeth and sunset enhancement. Floraine Grabler, Maneesh Agrawala, Wilmot Li, Mira Dontcheva, Takeo Igarashi |
ACM Trans. Graph. | 4 |
| 2008 | Adaptive layout for dynamically aggregated documentsabstractWe present a system for designing and displaying grid-based document designs that adapt to many different viewing conditions and content selections. Our system can display traditional, static documents, or it can assemble dynamic documents "on the fly" from many disparate sources via the Internet. Our adaptive layouts for aggregated documents are inspired by traditional newspaper design. Furthermore, our system allows documents to be interactive so that readers can customize documents as they read them. Our system builds on previous work on adaptive documents, using constraint-based templates to specify content-independent page designs. The new templates we describe are much more flexible in their ability to adapt to different types of content and viewing situations. This flexibility comes from allowing the individual components, or "elements," of the templates to be mixed and matched, according to the content being displayed. We demonstrate our system with two example applications: an interactive news reader for the New York Times, and an Internet news aggregator based on MSN Newsbot. Evan Schrier, Mira Dontcheva, Charles E. Jacobs, Geraldine Wade, David Salesin |
IUI | 2 |
| 2008 | Zoetrope: interacting with the ephemeral webabstractThe Web is ephemeral. Pages change frequently, and it is nearly impossible to find data or follow a link after the underlying page evolves. We present Zoetrope, a system that enables interaction with the historicalWeb (pages, links, and embedded data) that would otherwise be lost to time. Using a number of novel interactions, the temporal Web can be manipulated, queried, and analyzed from the context of familar pages. Zoetrope is based on a set of operators for manipulating content streams. We describe these primitives and the associated indexing strategies for handling temporal Web data. They form the basis of Zoetrope and enable our construction of new temporal interactions and visualizations. Eytan Adar, Mira Dontcheva, James Fogarty, Daniel S. Weld |
UIST | 2 |
| 2007 | Relations, cards, and search templates: user-guided web data integration and layoutabstractWe present three new interaction techniques for aiding users in collecting and organizing Web content. First, we demonstrate an interface for creating associations between websites, which facilitate the automatic retrieval of related content. Second, we present an authoring interface that allows users to quickly merge content from many different websites into a uniform and personalized representation, which we call a card. Finally, we introduce a novel search paradigm that leverages the relationships in a card to direct search queries to extract relevant content from multiple Web sources and fill a new series of cards instead of just returning a list of webpage URLs. Preliminary feedback from users is positive andvalidates our design. Mira Dontcheva, Steven Mark Drucker, David Salesin, Michael F. Cohen |
UIST | 1 |
| 2006 | Summarizing personal web browsing sessionsabstractWe describe a system, implemented as a browser extension, that enables users to quickly and easily collect, view, and share personal Web content. Our system employs a novel interaction model, which allows a user to specify webpage extraction patterns by interactively selecting webpage elements and applying these patterns to automatically collect similar content. Further, we present a technique for creating visual summaries of the collected information by combining user labeling with predefined layout templates. These summaries are interactive in nature: depending on the behaviors encoded in their templates, they may respond to mouse events, in addition to providing a visual summary. Finally, the summaries can be saved or sent to others to continue the research at another place or time. Informal evaluation shows that our approach works well for popular websites, and that users can quickly learn this interaction model for collecting content from the Web. Mira Dontcheva, Steven Mark Drucker, Geraldine Wade, David Salesin, Michael F. Cohen |
UIST | 1 |
| 2004 | Interactive digital photomontageabstractWe describe an interactive, computer-assisted framework for combining parts of a set of photographs into a single composite picture, a process we call "digital photomontage." Our framework makes use of two techniques primarily: graph-cut optimization, to choose good seams within the constituent images so that they can be combined as seamlessly as possible; and gradient-domain fusion, a process based on Poisson equations, to further reduce any remaining visible artifacts in the composite. Also central to the framework is a suite of interactive tools that allow the user to specify a variety of high-level image objectives, either globally across the image, or locally through a painting-style interface. Image objectives are applied independently at each pixel location and generally involve a function of the pixel values (such as "maximum contrast") drawn from that same location in the set of source images. Typically, a user applies a series of image objectives iteratively in order to create a finished composite. The power of this framework lies in its generality; we show how it can be used for a wide variety of applications, including "selective composites" (for instance, group photos in which everyone looks their best), relighting, extended depth of field, panoramic stitching, clean-plate production, stroboscopic visualization of movement, and time-lapse mosaics. Aseem Agarwala, Mira Dontcheva, Maneesh Agrawala, Steven Mark Drucker, Alex Colburn, Brian Curless, David Salesin, Michael F. Cohen |
ACM Trans. Graph. | 2 |
| 2003 | Layered acting for character animationabstractWe introduce an acting-based animation system for creating and editing character animation at interactive speeds. Our system requires minimal training, typically under an hour, and is well suited for rapidly prototyping and creating expressive motion. A real-time motion-capture framework records the user's motions for simultaneous analysis and playback on a large screen. The animator's real-world, expressive motions are mapped into the character's virtual world. Visual feedback maintains a tight coupling between the animator and character. Complex motion is created by layering multiple passes of acting. We also introduce a novel motion-editing technique, which derives implicit relationships between the animator and character. The animator mimics some aspect of the character motion, and the system infers the association between features of the animator's motion and those of the character. The animator modifies the mimic by acting again, and the system maps the changes onto the character. We demonstrate our system with several examples and present the results from informal user studies with expert and novice animators. Mira Dontcheva, Gary D. Yngve, Zoran Popovic |
ACM Trans. Graph. | 1 |