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VAST Program Committee VAST项目委员会
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2020-10-01 DOI: 10.1109/vast50239.2020.00017
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引用次数: 0
VAST Reviewers VAST审查员
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2020-10-01 DOI: 10.1109/vast50239.2020.00018
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引用次数: 0
VIS30K: A Collection of Figures and Tables From IEEE Visualization Conference Publications VIS30K:来自IEEE可视化会议出版物的图形和表的集合
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2020-07-12 DOI: 10.21227/4HY6-VH52
Jian Chen, Meng Ling, Rui Li, Petra Isenberg, Tobias Isenberg, M. Sedlmair, Torsten Möller, R. Laramee, Han-Wei Shen, Katharina Wünsche, Qiru Wang
We present the VIS30K dataset, a collection of 29,689 images that represents 30 years of figures and tables from each track of the IEEE Visualization conference series (Vis, SciVis, InfoVis, VAST). VIS30K's comprehensive coverage of the scientific literature in visualization not only reflects the progress of the field but also enables researchers to study the evolution of the state-of-the-art and to find relevant work based on graphical content. We describe the dataset and our semi-automatic collection process, which couples convolutional neural networks (CNN) with curation. Extracting figures and tables semi-automatically allows us to verify that no images are overlooked or extracted erroneously. To improve quality further, we engaged in a peer-search process for high-quality figures from early IEEE Visualization papers. With the resulting data, we also contribute VISImageNavigator (VIN, visimagenavigator.github.io), a web-based tool that facilitates searching and exploring VIS30K by author names, paper keywords, title and abstract, and years.
我们展示了VIS30K数据集,这是一个29,689张图像的集合,代表了IEEE可视化会议系列(Vis, SciVis, InfoVis, VAST)的每个轨道上30年来的图表和表格。VIS30K对可视化科学文献的全面覆盖不仅反映了该领域的进展,而且使研究人员能够研究最新技术的发展,并找到基于图形内容的相关工作。我们描述了数据集和我们的半自动收集过程,该过程将卷积神经网络(CNN)与策展相结合。半自动提取图形和表格使我们能够验证没有忽略或提取错误的图像。为了进一步提高质量,我们对早期IEEE可视化论文中的高质量数据进行了同行搜索。根据得到的数据,我们还贡献了VISImageNavigator (VIN, VISImageNavigator .github.io),这是一个基于web的工具,可以根据作者姓名,论文关键词,标题和摘要以及年份进行搜索和探索VIS30K。
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引用次数: 30
The 2019 Visualization Technical Achievement Award 2019年可视化技术成就奖
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2020-01-01 DOI: 10.1109/tvcg.2019.2935661
E. Gröller
The 2019 Visualization Technical Achievement Award goes to Eduard Groller, Eduard Groller is Professor at the Institute of Visual Computing & Human-Centered Technology (VC&HCT), Vienna University of Technology. In 1993 he received his PhD from the same university. His research interests include computer graphics, visualization, and visual computing.
2019年可视化技术成就奖授予爱德华·格罗勒,爱德华·格罗勒是维也纳理工大学视觉计算与以人为中心的技术研究所(VC&HCT)的教授。1993年,他在同一所大学获得博士学位。他的研究兴趣包括计算机图形学、可视化和视觉计算。
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引用次数: 0
Understanding the Role of Alternatives in Data Analysis Practices 理解替代方案在数据分析实践中的作用
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2020-01-01 DOI: 10.1109/TVCG.2019.2934593
Jiali Liu, N. Boukhelifa, James R. Eagan
Data workers are people who perform data analysis activities as a part of their daily work but do not formally identify as data scientists. They come from various domains and often need to explore diverse sets of hypotheses and theories, a variety of data sources, algorithms, methods, tools, and visual designs. Taken together, we call these alternatives. To better understand and characterize the role of alternatives in their analyses, we conducted semi-structured interviews with 12 data workers with different types of expertise. We conducted four types of analyses to understand 1) why data workers explore alternatives; 2) the different notions of alternatives and how they fit into the sensemaking process; 3) the high-level processes around alternatives; and 4) their strategies to generate, explore, and manage those alternatives. We find that participants' diverse levels of domain and computational expertise, experience with different tools, and collaboration within their broader context play an important role in how they explore these alternatives. These findings call out the need for more attention towards a deeper understanding of alternatives and the need for better tools to facilitate the exploration, interpretation, and management of alternatives. Drawing upon these analyses and findings, we present a framework based on participants' 1) degree of attention, 2) abstraction level, and 3) analytic processes. We show how this framework can help understand how data workers consider such alternatives in their analyses and how tool designers might create tools to better support them.
数据工作者是将数据分析活动作为日常工作的一部分,但不被正式认定为数据科学家的人。他们来自不同的领域,经常需要探索不同的假设和理论,各种数据源,算法,方法,工具和视觉设计。总而言之,我们称之为替代方案。为了更好地理解和描述替代方案在分析中的作用,我们对12名具有不同类型专业知识的数据工作者进行了半结构化访谈。我们进行了四种类型的分析来理解1)为什么数据工作者探索替代方案;2)选择的不同概念以及它们如何融入意义构建过程;3)围绕备选方案的高层过程;4)他们产生、探索和管理这些替代方案的策略。我们发现,参与者的不同领域和计算专业知识水平、不同工具的使用经验以及在更广泛的背景下的合作,在他们如何探索这些替代方案方面发挥了重要作用。这些发现表明,我们需要更多地关注对替代方案的深入理解,并需要更好的工具来促进对替代方案的探索、解释和管理。根据这些分析和发现,我们提出了一个基于参与者1)关注程度,2)抽象水平和3)分析过程的框架。我们展示了这个框架如何帮助理解数据工作者在分析中如何考虑这些替代方案,以及工具设计人员如何创建工具来更好地支持它们。
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引用次数: 43
Why Visualize? Untangling a Large Network of Arguments 为什么想象?解开一个庞大的争论网络
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-09-10 DOI: 10.1109/TVCG.2019.2940026
Dirk Streeb, Mennatallah El-Assady, D. Keim, Min Chen
Visualization has been deemed a useful technique by researchers and practitioners, alike, leaving a trail of arguments behind that reason why visualization works. In addition, examples of misleading usages of visualizations in information communication have occasionally been pointed out. Thus, to contribute to the fundamental understanding of our discipline, we require a comprehensive collection of arguments on “why visualize?” (or “why not?”), untangling the rationale behind positive and negative viewpoints. In this paper, we report a theoretical study to understand the underlying reasons of various arguments; their relationships (e.g., built-on, and conflict); and their respective dependencies on tasks, users, and data. We curated an argumentative network based on a collection of arguments from various fields, including information visualization, cognitive science, psychology, statistics, philosophy, and others. Our work proposes several categorizations for the arguments, and makes their relations explicit. We contribute the first comprehensive and systematic theoretical study of the arguments on visualization. Thereby, we provide a roadmap towards building a foundation for visualization theory and empirical research as well as for practical application in the critique and design of visualizations. In addition, we provide our argumentation network and argument collection online at https://whyvis.dbvis.de, supported by an interactive visualization.
可视化被研究者和实践者认为是一种有用的技术,留下了一系列关于可视化为什么有效的争论。此外,有时还指出了在信息传播中误用可视化的例子。因此,为了促进对我们学科的基本理解,我们需要一个关于“为什么可视化?”(或“为什么不呢?”),理清积极和消极观点背后的基本原理。在本文中,我们报告了一项理论研究,以了解各种论点的潜在原因;他们的关系(例如,建立和冲突);以及它们各自对任务、用户和数据的依赖关系。我们策划了一个基于不同领域的论证集合的论证网络,包括信息可视化、认知科学、心理学、统计学、哲学等。我们的工作提出了对这些论点的几种分类,并明确了它们之间的关系。我们对可视化的争论做出了第一次全面而系统的理论研究。因此,我们提供了一个路线图,为可视化理论和实证研究以及在可视化批评和设计中的实际应用奠定基础。此外,我们在https://whyvis.dbvis.de上提供我们的论证网络和论证集,并提供交互式可视化支持。
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引用次数: 17
Automatic Sitting Pose Generation for Ergonomic Ratings of Chairs 自动坐姿生成符合人体工程学的椅子评级
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-09-05 DOI: 10.1109/TVCG.2019.2938746
Aihua Mao, Hong Zhang, Zhenfeng Xie, Minjing Yu, Yong-Jin Liu, Ying He
Human poses play a critical role in human-centric product design. Despite considerable researches on pose synthesis and pose-driven product design, most of them adopt the simple stick figure model that captures only skeletons rather than real body geometries and do not link human poses to the environment (e.g., chairs for sitting). This paper focuses on user-tailored ergonomic design and rating of chairs using scanned human geometries. Fully utilizing the anthropometric information of the human models, our method considers more ergonomic guidelines of chair design (such as pressure distribution and support intensity) and links the geometry of 3D chair models and human-to-chair interactions into the pose deformation constraints of the human avatars. The core of our method is a pose generation algorithm which rigs the user's successive poses through coarse- and fine-level pose deformations. We define a non-linear energy function with contact, collision, and joint limit terms, and solve it using a hill-climbing algorithm. The fitting results allow us to quantitatively evaluate the chair model in terms of various ergonomic criteria. Our method is flexible and effective and can be applied to users with varying body shapes and a wide range of chairs. Moreover, the proposed technique can be easily extended to other furniture, such as desk, bed, and cabinet. Extensive evaluations and a user study demonstrate the efficiency and advantages of the proposed virtual fitting method. Given that our method avoids tedious on-site trying, facilitates the exploration/evaluation of various chair products, and provides valuable feedback for the designers and manufacturers to deliver customized products, it is ideal for online shopping of chairs.
在以人为本的产品设计中,人体姿势扮演着至关重要的角色。尽管在姿势合成和姿势驱动产品设计方面进行了大量的研究,但大多数都采用了简单的简笔画模型,只捕捉骨骼而不是真实的身体几何形状,并且没有将人体姿势与环境(例如坐的椅子)联系起来。本文的重点是用户定制的人体工程学设计和使用扫描人体几何形状的椅子评级。我们的方法充分利用人体模型的人体测量信息,考虑了更多的椅子设计的人体工程学准则(如压力分布和支撑强度),并将三维椅子模型的几何形状和人与椅子的相互作用联系到人体化身的姿势变形约束中。该方法的核心是一种姿态生成算法,该算法通过粗级和细级姿态变形来装配用户的连续姿态。我们定义了一个具有接触、碰撞和关节极限项的非线性能量函数,并使用爬坡算法求解它。拟合结果使我们能够根据各种人体工程学标准对椅子模型进行定量评估。我们的方法灵活有效,可以适用于不同体型的用户和各种各样的椅子。此外,所提出的技术可以很容易地扩展到其他家具,如书桌、床和橱柜。大量的评估和用户研究证明了所提出的虚拟拟合方法的效率和优势。我们的方法避免了繁琐的现场尝试,方便了对各种椅子产品的探索/评估,并为设计师和制造商提供有价值的反馈,以提供定制产品,是椅子网上购物的理想选择。
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引用次数: 4
Paper Reviewers for Journal Papers 期刊论文审稿人
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 DOI: 10.1109/tvcg.2019.2902967
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引用次数: 0
You or Me? Personality Traits Predict Sacrificial Decisions in an Accident Situation. 你还是我?性格特征预测意外情况下的牺牲决定。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 Epub Date: 2019-02-25 DOI: 10.1109/TVCG.2019.2899227
Ju Uijong, June Kang, Christian Wallraven

Emergency situations during car driving sometimes force the driver to make a sudden decision. Predicting these decisions will have important applications in updating risk analyses in insurance applications, but also can give insights for drafting autonomous vehicle guidelines. Studying such behavior in experimental settings, however, is limited by ethical issues as it would endanger peoples' lives. Here, we employed the potential of virtual reality (VR) to investigate decision-making in an extreme situation in which participants would have to sacrifice others in order to save themselves. In a VR driving simulation, participants first trained to complete a difficult course with multiple crossroads in which the wrong turn would lead the car to fall down a cliff. In the testing phase, obstacles suddenly appeared on the "safe" turn of a crossroad: for the control group, obstacles consisted of trees, whereas for the experimental group, they were pedestrians. In both groups, drivers had to decide between falling down the cliff or colliding with the obstacles. Results showed that differences in personality traits were able to predict this decision: in the experimental group, drivers who collided with the pedestrians had significantly higher psychopathy and impulsivity traits, whereas impulsivity alone was to some degree predictive in the control group. Other factors like heart rate differences, gender, video game expertise, and driving experience were not predictive of the emergency decision in either group. Our results show that self-interest related personality traits affect decision-making when choosing between preservation of self or others in extreme situations and showcase the potential of virtual reality in studying and modeling human decision-making.

汽车行驶中的紧急情况有时会迫使司机做出突然的决定。预测这些决策将在更新保险应用中的风险分析方面具有重要应用,但也可以为起草自动驾驶汽车指南提供见解。然而,在实验环境中研究这种行为受到伦理问题的限制,因为它会危及人们的生命。在这里,我们利用虚拟现实(VR)的潜力来研究参与者必须牺牲他人以拯救自己的极端情况下的决策。在虚拟现实驾驶模拟中,参与者首先接受训练,完成一段有多个十字路口的艰难路线,在这个过程中,错误的转弯可能会导致汽车掉下悬崖。在测试阶段,障碍物突然出现在十字路口的“安全”转弯处:对于对照组来说,障碍物是树木,而对于实验组来说,障碍物是行人。在这两组中,司机都必须在从悬崖上掉下来或与障碍物相撞之间做出选择。结果表明,性格特征的差异能够预测这一决定:在实验组中,与行人相撞的司机具有明显更高的精神变态和冲动特征,而在对照组中,冲动本身在某种程度上具有预测性。其他因素,如心率差异、性别、电子游戏专业知识和驾驶经验,对两组的紧急决策都没有预测作用。我们的研究结果表明,在极端情况下,自我利益相关的人格特征会影响人们在自我保护或他人保护之间的选择,并展示了虚拟现实在研究和模拟人类决策方面的潜力。
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引用次数: 8
Manufacturing Application-Driven Foveated Near-Eye Displays. 制造应用驱动的注视点近眼显示器。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 Epub Date: 2019-02-14 DOI: 10.1109/TVCG.2019.2898781
Kaan Aksit, Praneeth Chakravarthula, Kishore Rathinavel, Youngmo Jeong, Rachel Albert, Henry Fuchs, David Luebke

Traditional optical manufacturing poses a great challenge to near-eye display designers due to large lead times in the order of multiple weeks, limiting the abilities of optical designers to iterate fast and explore beyond conventional designs. We present a complete near-eye display manufacturing pipeline with a day lead time using commodity hardware. Our novel manufacturing pipeline consists of several innovations including a rapid production technique to improve surface of a 3D printed component to optical quality suitable for near-eye display application, a computational design methodology using machine learning and ray tracing to create freeform static projection screen surfaces for near-eye displays that can represent arbitrary focal surfaces, and a custom projection lens design that distributes pixels non-uniformly for a foveated near-eye display hardware design candidate. We have demonstrated untethered augmented reality near-eye display prototypes to assess success of our technique, and show that a ski-goggles form factor, a large monocular field of view (30o×55o), and a resolution of 12 cycles per degree can be achieved.

传统的光学制造给近眼显示器设计师带来了巨大的挑战,因为它的交货时间长达数周,限制了光学设计师快速迭代和探索传统设计之外的能力。我们提供了一个完整的近眼显示器制造管道,使用商品硬件,交货时间为一天。我们新颖的制造流水线由几项创新组成,包括快速生产技术,可将3D打印组件的表面提高到适合近眼显示应用的光学质量,使用机器学习和光线追踪的计算设计方法,可为近眼显示创建自由形状的静态投影屏幕表面,可以表示任意焦面。以及一种自定义投影透镜设计,用于非均匀分布像素,用于注视点近眼显示硬件设计候选产品。我们已经展示了不受束缚的增强现实近眼显示原型,以评估我们技术的成功,并展示了滑雪镜的外形因素,大的单目视野(30o×55o),以及每度12个周期的分辨率可以实现。
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引用次数: 47
期刊
IEEE Transactions on Visualization and Computer Graphics
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