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The challenge of information visualization evaluation 信息可视化评价的挑战
Pub Date : 2004-05-25 DOI: 10.1145/989863.989880
C. Plaisant
As the field of information visualization matures, the tools and ideas described in our research publications are reaching users. The reports of usability studies and controlled experiments are helpful to understand the potential and limitations of our tools, but we need to consider other evaluation approaches that take into account the long exploratory nature of users tasks, the value of potential discoveries or the benefits of overall awareness. We need better metrics and benchmark repositories to compare tools, and we should also seek reports of successful adoption and demonstrated utility.
随着信息可视化领域的成熟,我们的研究出版物中描述的工具和思想正在接触到用户。可用性研究和控制实验的报告有助于理解我们的工具的潜力和局限性,但我们需要考虑其他评估方法,考虑到用户任务的长期探索性,潜在发现的价值或整体意识的好处。我们需要更好的度量和基准库来比较工具,我们还应该寻求成功采用和演示实用程序的报告。
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引用次数: 706
Using games to investigate movement for graph comprehension 利用游戏研究图形理解的运动
Pub Date : 2004-05-25 DOI: 10.1145/989863.989872
J. Bovey, Florence Benoy, P. Rodgers
We describe the results of empirical investigations that explore the effectiveness of moving graph diagrams to improve the comprehension of their structure. The investigations involved subjects playing a game that required understanding the structure of a number of graphs. The use of a game as the task was intended to motivate the exploration of the graph by the subjects. The results show that movement can be beneficial when there is node-node or node-edge occlusion in the graph diagram but can have a detrimental effect when there is no occlusion, particularly if the diagram is small. We believe the positive result should generalise to other graph exploration tasks, and that graph movement is likely be useful as an additional graph exploration tool.
我们描述了实证调查的结果,探讨了移动图表的有效性,以提高对其结构的理解。在这项调查中,研究对象需要玩一个游戏,这个游戏需要理解一些图表的结构。使用游戏作为任务是为了激发受试者对图表的探索。结果表明,当图中存在节点-节点或节点-边缘遮挡时,运动可能是有益的,但当图中没有遮挡时,特别是当图很小时,运动可能会产生有害的影响。我们相信积极的结果应该推广到其他图形探索任务,并且图形移动可能是有用的额外的图形探索工具。
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引用次数: 6
Combining visual techniques for Association Rules exploration 结合可视化技术进行关联规则探索
Pub Date : 2004-05-25 DOI: 10.1145/989863.989930
D. Bruzzese, P. Buono
The abundance of data available nowadays fosters the need of developing tools and methodologies to help users in extracting significant information. Visual data mining is going in this direction, exploiting data mining algorithms and methodologies together with information visualization techniques.The demand for visual and interactive analysis tools is particularly pressing in the Association Rules context where often the user has to analyze hundreds of rules in order to grasp valuable knowledge. This paper presents a visual strategy to face this drawback by exploiting graph-based technique and parallel coordinates to visualize the results of association rules mining algorithms. The combination of the two approaches allows both to get an overview on the association structure hidden in the data and to deeper investigate inside a specific set of rules selected by the user.
如今可利用的大量数据促使人们需要开发工具和方法来帮助用户提取重要信息。可视化数据挖掘正朝着这个方向发展,利用数据挖掘算法和方法以及信息可视化技术。在Association Rules上下文中,对可视化和交互式分析工具的需求尤其迫切,因为用户通常必须分析数百条规则才能掌握有价值的知识。本文提出了一种可视化策略,利用基于图的技术和并行坐标将关联规则挖掘算法的结果可视化。这两种方法的结合既可以获得隐藏在数据中的关联结构的概览,也可以更深入地研究用户选择的一组特定规则。
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引用次数: 31
Usability of E-learning tools 电子学习工具的可用性
Pub Date : 2004-05-25 DOI: 10.1145/989863.989873
C. Ardito, M. De Marsico, R. Lanzilotti, S. Levialdi, T. Roselli, Veronica Rossano, Manuela Tersigni
The new challenge for designers and HCI researchers is to develop software tools for effective e-learning. Learner-Centered Design (LCD) provides guidelines to make new learning domains accessible in an educationally productive manner. A number of new issues have been raised because of the new "vehicle" for education. Effective e-learning systems should include sophisticated and advanced functions, yet their interface should hide their complexity, providing an easy and flexible interaction suited to catch students' interest. In particular, personalization and integration of learning paths and communication media should be provided.It is first necessary to dwell upon the difference between attributes for platforms (containers) and for educational modules provided by a platform (contents). In both cases, it is hard to go deeply into pedagogical issues of the provided knowledge content. This work is a first step towards identifying specific usability attributes for e-learning systems, capturing the peculiar features of this kind of applications. We report about a preliminary users study involving a group of e-students, observed during their interaction with an e-learning system in a real situation. We then propose to adapt to the e-learning domain the so called SUE (Systematic Usability Evaluation) inspection, providing evaluation patterns able to drive inspectors' activities in the evaluation of an e-learning tool.
设计师和HCI研究人员面临的新挑战是开发有效的电子学习软件工具。以学习者为中心的设计(LCD)提供了指导方针,使新的学习领域能够以教育上富有成效的方式进入。由于这种新的教育“工具”,出现了许多新的问题。有效的电子学习系统应该包括复杂和先进的功能,但他们的界面应该隐藏其复杂性,提供一个简单而灵活的互动,以吸引学生的兴趣。特别是应提供个性化的学习途径和传播媒介的整合。首先有必要详细说明平台(容器)和平台提供的教育模块(内容)的属性之间的区别。在这两种情况下,很难深入到所提供的知识内容的教学问题。这项工作是确定电子学习系统的特定可用性属性的第一步,捕捉这类应用程序的特殊功能。我们报告了一项涉及一组电子学生的初步用户研究,观察他们在真实情况下与电子学习系统的互动。然后,我们建议将所谓的SUE(系统可用性评估)检查适应于电子学习领域,提供能够驱动检查人员在评估电子学习工具中的活动的评估模式。
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引用次数: 128
DOITrees revisited: scalable, space-constrained visualization of hierarchical data 重新访问doitree:分层数据的可伸缩、空间受限的可视化
Pub Date : 2004-05-25 DOI: 10.1145/989863.989941
Jeffrey Heer, S. Card
This paper extends previous work on focus+context visualizations of tree-structured data, introducing an efficient, space-constrained, multi-focal tree layout algorithm ("TreeBlock") and techniques at both the system and interactive levels for dealing with scale. These contributions are realized in a new version of the Degree-Of-Interest Tree browser, supporting real-time interactive visualization and exploration of data sets containing on the order of a million nodes.
本文扩展了之前在树结构数据的焦点+上下文可视化方面的工作,介绍了一种高效的、空间受限的、多焦点的树布局算法(“TreeBlock”)以及系统和交互级别处理规模的技术。这些贡献在新版本的兴趣度树浏览器中实现,支持实时交互式可视化和对包含一百万个节点的数据集的探索。
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引用次数: 96
Painting pictures to augment advice 通过绘画来增加建议
Pub Date : 2004-05-25 DOI: 10.1145/989863.989921
Kevin J. Burns
I present an approach to designing decision support systems. The approach is to dissect a decision from both a normative and a cognitive perspective, and then to design a diagram that helps bridge the gap between the math and the mind. The resulting diagram is ultimately implemented as a visual interface in a support system. I apply the approach to two prototypical problems in "Command and Control" and highlight two practical principles that were used to guide the interface designs. One principle is that the system's interface should be informative, i.e., it should show users the underlying reasons for algorithmic results. The other principle is that the system's interface should be interactive, i.e., it should let users see and set the inputs that affect outputs. I discuss how interfaces designed by these principles can help users understand system recommendations and overcome system limitations.
我提出了一种设计决策支持系统的方法。方法是从规范和认知的角度来剖析一个决定,然后设计一个图表,帮助弥合数学和思想之间的差距。生成的图表最终在支持系统中作为可视化界面实现。我将此方法应用于“命令与控制”中的两个原型问题,并强调了用于指导界面设计的两个实用原则。一个原则是系统的界面应该是信息性的,也就是说,它应该向用户显示算法结果的潜在原因。另一个原则是系统的界面应该是交互式的,也就是说,它应该让用户看到并设置影响输出的输入。我将讨论根据这些原则设计的接口如何帮助用户理解系统建议并克服系统限制。
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引用次数: 11
Scalable Fabric: flexible task management 可伸缩的结构:灵活的任务管理
Pub Date : 2004-05-25 DOI: 10.1145/989863.989874
G. Robertson, E. Horvitz, M. Czerwinski, Patrick Baudisch, D. Hutchings, B. Meyers, Daniel C. Robbins, Greg Smith
Our studies have shown that as displays become larger, users leave more windows open for easy multitasking. A larger number of windows, however, may increase the time that users spend arranging and switching between tasks. We present Scalable Fabric, a task management system designed to address problems with the proliferation of open windows on the PC desktop. Scalable Fabric couples window management with a flexible visual representation to provide a focus-plus-context solution to desktop complexity. Users interact with windows in a central focus region of the display in a normal manner, but when a user moves a window into the periphery, it shrinks in size, getting smaller as it nears the edge of the display. The window "minimize" action is redefined to return the window to its preferred location in the periphery, allowing windows to remain visible when not in use. Windows in the periphery may be grouped together into named tasks, and task switching is accomplished with a single mouse click. The spatial arrangement of tasks leverages human spatial memory to make task switching easier. We review the evolution of Scalable Fabric over three design iterations, including discussion of results from two user studies that were performed to compare the experience with Scalable Fabric to that of the Microsoft Windows XP TaskBar.
我们的研究表明,随着屏幕变大,用户会打开更多的窗口,以便更容易地进行多任务处理。然而,较大数量的窗口可能会增加用户花在安排和切换任务上的时间。我们介绍了可伸缩的结构,一个任务管理系统,旨在解决PC桌面上打开的窗口激增的问题。可伸缩的Fabric将窗口管理与灵活的可视化表示结合起来,为桌面复杂性提供焦点加上下文的解决方案。用户以正常的方式与显示中心焦点区域中的窗口进行交互,但是当用户将窗口移动到外围时,窗口的大小会缩小,当它靠近显示的边缘时变小。窗口“最小化”操作被重新定义,以将窗口返回到其在外围的首选位置,允许窗口在不使用时保持可见。外围的窗口可以组合成命名的任务,任务切换只需单击一次鼠标即可完成。任务的空间安排利用人的空间记忆,使任务切换更容易。我们回顾了可伸缩结构在三次设计迭代中的演变,包括讨论了两项用户研究的结果,这两项研究是为了比较可伸缩结构和微软Windows XP任务栏的体验。
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引用次数: 110
Robust object-identification from inaccurate recognition-based inputs 基于不准确识别输入的鲁棒对象识别
Pub Date : 2004-05-25 DOI: 10.1145/989863.989905
Qiaohui Zhang, K. Go, A. Imamiya, Xiaoyang Mao
Eyesight and speech are two channels that humans naturally use to communicate with each other. However both the eye tracking and the speech recognition technique existing are still far from perfect. This work explored how to integrate two (or more) error-prone sources of information on users' selection of objects in a visual interface. The implemented system integrated a commercial speech recognition system with gaze tracking in order to improve recognition results. In addition, we employed a new measure of the rate of mutual disambiguation for the multimodal system and conducted an experimental evaluation.
视觉和语言是人类相互交流的两种自然渠道。然而,无论是眼动追踪技术还是现有的语音识别技术都还很不完善。这项工作探讨了如何在可视化界面中集成两个(或更多)容易出错的信息来源,以帮助用户选择对象。为了提高识别效果,所实现的系统集成了带有注视跟踪的商业语音识别系统。此外,我们采用了一种新的测量多模态系统相互消歧率的方法,并进行了实验评估。
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引用次数: 1
Towards the next generation of 3D content creation 迈向下一代3D内容创作
Pub Date : 2004-05-25 DOI: 10.1145/989863.989912
G. Bendels, F. Kahlesz, R. Klein
In this paper we present a novel integrated 3D editing environment that combines recent advantages in various fields of computer graphics, such as shape modelling, video-based Human Computer Interaction, force feedback and VR fine-manipulation techniques. This integration allows us to create a new compelling form of 3D object creation and manipulation preserving the metaphors designers, artists and painters have accustomed to during their day to day practice. Our system comprises a novel augmented reality workbench and enables users to simultaneously perform natural fine pose determination of the edited object with one hand and model or paint the object with the other hand. The hardware setup features a non-intrusive, video-based hand tracking subsystem, see-through glasses and a 3D 6-degree of freedom input device. The possibilities delivered by our AR workbench enable us to implement traditional and recent editing metaphors in an immersive and fully three-dimensional environment, as well as to develop novel approaches to 3D object interaction.
在本文中,我们提出了一个新的集成3D编辑环境,它结合了计算机图形学各个领域的最新优势,如形状建模,基于视频的人机交互,力反馈和VR精细操作技术。这种整合使我们能够创建一种新的引人注目的3D对象创建和操作形式,保留设计师,艺术家和画家在日常实践中习惯的隐喻。我们的系统包括一个新颖的增强现实工作台,使用户能够同时用一只手对编辑对象进行自然的精细姿态确定,并用另一只手建模或绘制对象。硬件设置的特点是一个非侵入式的,基于视频的手部跟踪子系统,透明眼镜和一个3D 6自由度输入设备。我们的AR工作台提供的可能性使我们能够在沉浸式和全三维环境中实现传统和最新的编辑隐喻,以及开发3D对象交互的新方法。
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引用次数: 12
A collaborative annotation system for data visualization 用于数据可视化的协作注释系统
Pub Date : 2004-05-25 DOI: 10.1145/989863.989938
Sean E. Ellis, D. Groth
We present Collaborative Annotations on Visualizations (CAV), a system for annotating visual data in remote and collocated environments. Our system consists of a network framework, and a client application built for tablet PC's. CAV is designed to support the collection and sharing of annotations, through the use of mobile devices connected to visualization servers. We have developed a working system prototype based on tablet PC's that supports digital ink, voice and text annotation, and illustrates our approach in a variety of application domains, including biology, chemistry, and telemedicine. We have created an XML based open standard that supports access to a variety of client devices by publishing visualizations (data and annotations) as streams of images. CAV's primary goal is to enhance scientific discovery by supporting collaboration in the context of data visualizations.
我们提出了可视化协作注释(CAV),一个用于在远程和并发环境中注释可视化数据的系统。本系统由网络框架和面向平板电脑的客户端程序组成。CAV旨在通过使用连接到可视化服务器的移动设备来支持注释的收集和共享。我们已经开发了一个基于平板电脑的工作系统原型,支持数字墨水,语音和文本注释,并说明了我们的方法在各种应用领域,包括生物,化学和远程医疗。我们已经创建了一个基于XML的开放标准,该标准通过将可视化(数据和注释)发布为图像流来支持对各种客户机设备的访问。CAV的主要目标是通过支持数据可视化环境中的协作来增强科学发现。
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引用次数: 50
期刊
Proceedings of the working conference on Advanced visual interfaces
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