Using Counterfactuals to Improve Causal Inferences From Visualizations.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING IEEE Computer Graphics and Applications Pub Date : 2024-01-01 DOI:10.1109/MCG.2023.3338788
David Borland, Arran Zeyu Wang, David Gotz, Theresa-Marie Rhyne
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Abstract

Traditional approaches to data visualization have often focused on comparing different subsets of data, and this is reflected in the many techniques developed and evaluated over the years for visual comparison. Similarly, common workflows for exploratory visualization are built upon the idea of users interactively applying various filter and grouping mechanisms in search of new insights. This paradigm has proven effective at helping users identify correlations between variables that can inform thinking and decision-making. However, recent studies show that consumers of visualizations often draw causal conclusions even when not supported by the data. Motivated by these observations, this article highlights recent advances from a growing community of researchers exploring methods that aim to directly support visual causal inference. However, many of these approaches have their own limitations, which limit their use in many real-world scenarios. This article, therefore, also outlines a set of key open challenges and corresponding priorities for new research to advance the state of the art in visual causal inference.

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利用反事实改进可视化的因果推断。
数据可视化的传统方法通常侧重于比较不同的数据子集,多年来开发和评估的许多可视化比较技术就反映了这一点。同样,探索性可视化的常见工作流程也是建立在用户交互式应用各种过滤和分组机制以寻求新见解的基础之上。事实证明,这种模式能有效帮助用户识别变量之间的相关性,为思考和决策提供依据。然而,最近的研究表明,可视化用户往往会在没有数据支持的情况下得出因果结论。受这些观察结果的启发,本文重点介绍了越来越多的研究人员在探索旨在直接支持可视化因果推理的方法方面取得的最新进展。然而,其中许多方法都有自身的局限性,这限制了它们在许多现实世界场景中的应用。因此,本文还概述了一系列关键的公开挑战和相应的新研究重点,以推动可视化因果推理技术的发展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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