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2010 14th International Conference Information Visualisation最新文献

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Drawing Clustered Bipartite Graphs in Multi-circular Style 多圆型聚类二部图的绘制
Pub Date : 2010-07-26 DOI: 10.1109/IV.2010.13
Takao Ito, Kazuo Misue, J. Tanaka
Bipartite graphs are often used to illustrate relationships between two sets of data, such as web pages and visitors. At the same time, information is often organized hierarchically, for example, web pages are divided into directories by their contents. The hierarchical structures are useful for analyzing information. Graphs with both a bipartite structure and a hierarchical structure are called “clustered bipartite graphs.” A new clustered bipartite graphs visualization technique was developed for representing both bipartite and hierarchical structures simultaneously. In this technique, nodes in one set of the bipartite graph, which are leaves of a tree, are arranged in hierarchical multi-circular style. Then, nodes in the other set of the bipartite graph are arranged by the force-directed method. The technique enables step-by-step exploration for large-scale bipartite graphs.
二部图通常用于说明两组数据之间的关系,例如网页和访问者。同时,信息通常是分层组织的,例如,网页按内容分成目录。层次结构对分析信息很有用。同时具有二部结构和层次结构的图称为“聚类二部图”。提出了一种同时表示二部结构和层次结构的聚类二部图可视化技术。在这种技术中,二部图的一个集合中的节点(树的叶子)以分层多圆的方式排列。然后,用力定向法对二部图的另一个集合中的节点进行排列。该技术可以逐步探索大规模的二部图。
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引用次数: 5
Interaction with Computers Using Mobile Devices 使用移动设备与计算机交互
Pub Date : 2010-07-26 DOI: 10.1109/IV.2010.27
Mariko Sasakura, Shinsuke Fujioka, S. Yamasaki
We propose a new interaction way that uses mobile devices to input and output devices of computers. The idea is simple but powerful, because 1) mobile devices are popular, 2) people can use them easily, 3) people carry them at all times, 4) two displays one of which is a big display for a computer and another is a small display of a mobile device may make new interaction and visualization and 5) a user can store parts of public data in physically independent device, that is his/her mobile device. We expect that our idea may make psychological barrier lower than now so that users can access and modify all data around the world more easily. In this paper, we show an example application based the idea we propose and discuss its possibilities.
我们提出了一种新的交互方式,利用移动设备来输入和输出计算机设备。这个想法很简单但很强大,因为1)移动设备很流行,2)人们可以很容易地使用它们,3)人们随时携带它们,4)两个显示器,其中一个是电脑的大显示器,另一个是移动设备的小显示器,可以进行新的交互和可视化,5)用户可以将部分公共数据存储在物理上独立的设备中,即他/她的移动设备。我们希望我们的想法可以使心理障碍比现在更低,这样用户可以更容易地访问和修改世界各地的所有数据。在本文中,我们给出了一个基于我们所提出的思想的示例应用,并讨论了它的可能性。
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引用次数: 1
Re-writing Recent History: Developing a National Reconciliation Pedagogy Using a Video Game for School Age Children 重写近代史:利用学龄儿童视频游戏开发民族和解教学法
Pub Date : 2010-07-26 DOI: 10.1109/IV.2010.61
Belinda MacGill, T. Wyeld, Faye Blanch
Australian Aboriginal people have suffered ignominy through British policies and practices since the legal conquest of their land in 1788. They have been historically and socially misrepresented on the premise of their race alone. Recent attempts at reconciliation have come some way towards a shared culture. However, the national curriculum has not been effective in promoting reconciliation as an important part of a student’s education. As a pedagogical tool for advancing notions of reconciliation a game was developed. The pedagogical goal of the game is for students to experience notions of trust, empathy and collaboration – core to notions of reconciliation. Initial evaluation of the game suggests these goals are being met. The game provides a vehicle for notions of reconciliation to be broached in way school-age children can engage with the concepts at a familiar level (in a game). It promotes reflection on their own role in the reconciliation process.
自 1788 年英国合法征服澳大利亚原住民的土地以来,英国的政策和做法使澳大利亚原住民蒙受了耻辱。仅以种族为前提,他们在历史上和社会上一直被歪曲。最近的和解尝试在某种程度上促进了共同文化的形成。然而,国家课程并没有有效地促进和解,将其作为学生教育的一个重要部分。作为推进和解理念的教学工具,我们开发了一个游戏。该游戏的教学目标是让学生体验信任、移情和协作的概念--这是和解概念的核心。对该游戏的初步评估表明,这些目标已经实现。该游戏提供了一个载体,以学龄儿童熟悉的方式(在游戏中)接触和解概念。游戏促进了他们对自己在和解过程中所扮演角色的思考。
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引用次数: 1
An Interactive Visualization Framework for Time-Series of Web Graphs in a 3D Environment 三维环境下Web图时间序列的交互式可视化框架
Pub Date : 2010-07-26 DOI: 10.1109/IV.2010.18
Masahiko Itoh, Masashi Toyoda, M. Kitsuregawa
We propose an interactive framework for the 3D visualization of the time-series of Web graphs. The purpose of our framework is to enable users to examine the evolution of Web graphs by comparing multiple graphs that have different timings and topics. To achieve this, we provide TimeSlices that are 2D planes to visualize Web graphs in a 3D environment. Users can interactively add new TimeSlices along the timeline, and they can manipulate them to animate Web graphs. Visualized Web graphs on TimeSlices are snapshots of different timings. Moreover, we provide mechanisms to generate and manipulate overlay views and parallel views in the 3D environment to enable Web graphs to be compared. Users can seamlessly change these viewing modes. Our system can also visualize two Web graphs created from different keywords to display the evolutional correlation between them. This system enables us to observe structural and temporal changes in multiple Web graphs such as shifts in influential blogs or power shifts in the diffusion of blogs between topics.
我们提出了一个交互式框架,用于Web图表时间序列的三维可视化。我们的框架的目的是使用户能够通过比较具有不同时间和主题的多个图来检查Web图的演变。为了实现这一点,我们提供了2D平面TimeSlices,以便在3D环境中可视化Web图形。用户可以交互式地沿着时间轴添加新的timesslice,并且可以操作它们来为Web图形添加动画。TimeSlices上的可视化Web图形是不同时间的快照。此外,我们还提供了在3D环境中生成和操作覆盖视图和并行视图的机制,以便对Web图形进行比较。用户可以无缝地改变这些观看模式。我们的系统还可以可视化由不同关键字创建的两个Web图形,以显示它们之间的演化相关性。该系统使我们能够观察多个Web图表中的结构和时间变化,例如有影响力的博客的变化或博客在主题之间传播的权力变化。
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引用次数: 32
"Models, Mark-Up, Commentary and Attention" “模型、标记、评论和注意”
Pub Date : 2010-07-26 DOI: 10.1109/IV.2010.84
J. Counsell
This paper explores an evolutionary approach towards post creation markup and commentary attachments to 3D Virtual Reality models of Built Heritage from 1995 to date. A particular focus of the several projects described over this period was to enable and support web-based collaborative modelling of the built and natural environment, covering facsimiles of its current form, various interpretations of historic settings, and interpretations of the future in the form of versions of planning proposals. Throughout these projects a need was defined for non-proprietary and software-independent forms of ‘mark-up’ for: commenting on the evolving state of and versions of modelling; linking to many different media, documentary sources and base data that served to evidence these interpretations; and for achieving consensus in opposing or supporting planned proposals. It is suggested that the necessary 3D capable GIS that support a ‘Google Docs’ approach to web based 3D modelling collaboration and commentary are only now beginning to emerge.
本文探讨了1995年至今建筑遗产3D虚拟现实模型的创作后标记和评论附件的演进方法。这一时期所描述的几个项目的一个特别重点是实现和支持基于网络的建筑和自然环境的协作建模,包括其当前形式的复制品,对历史背景的各种解释,以及以规划建议版本的形式对未来的解释。在这些项目中,定义了对非专有和软件独立形式的“标记”的需求:对建模的发展状态和版本进行评论;链接到许多不同的媒体、文献来源和基础数据,为这些解释提供证据;以及在反对或支持计划中的提案方面达成共识。有人建议,支持“谷歌Docs”方法的基于网络的3D建模协作和评论的必要的3D功能GIS现在才刚刚开始出现。
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引用次数: 1
Challenges and Perspectives of Procedural Modelling and Effects 程序建模和效果的挑战和前景
Pub Date : 2010-07-26 DOI: 10.1109/IV.2010.80
David Fletcher, Yong Yue, M. A. Kader
The use of procedural modelling has risen dramatically over the last decade. This has been partly due to the increase in computing power, affording developers the opportunity to use methods that were previously infeasible. A further reason for this growth is due to the improvement of the representation of human knowledge. The development of procedural modeling has, thus far, been somewhat disjointed and ad hoc as different areas of graphics, gaming and modelling have been utilizing the technique with little reference outside of their own specialisation. This paper provides an overview of procedural modelling covering key techniques and applications and then suggests a framework for the development of a procedural modelling system that can form areas of land of both populated areas and bodies of water.
在过去十年中,程序建模的使用急剧增加。这部分是由于计算能力的提高,为开发人员提供了使用以前不可行的方法的机会。这种增长的另一个原因是人类知识表达方式的改进。到目前为止,程序建模的发展有些脱节和特别,因为图像、游戏和建模的不同领域都在利用这种技术,除了它们自己的专业领域之外,几乎没有什么参考。本文概述了涵盖关键技术和应用的程序建模,然后提出了一个开发程序建模系统的框架,该系统可以形成人口稠密地区和水体的土地区域。
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引用次数: 6
Visual Amortization Analysis of Recompilation Strategies 重编译策略的视觉摊销分析
Pub Date : 2010-07-26 DOI: 10.1109/IV.2010.76
Stephan Zimmer, S. Diehl
Dynamic recompilation tries to produce more efficient code by exploiting runtime information. Virtual machines like the Jikes RVM use recompilation heuristics to decide how to recompile the program, i.e. what parts are recompiled at what level of optimization. In this paper we present our post-mortem amortization analysis based on improved call stack sampling. Our tool presents the results of the analysis as an interactive visualizations to help both virtual machine implementors improve their recompilation strategies, as well as programmers assess whether these recompilation strategies pay off not only for their application as a whole, but also for individual methods.
动态重新编译试图通过利用运行时信息来生成更高效的代码。像Jikes RVM这样的虚拟机使用重新编译启发式来决定如何重新编译程序,即在什么优化级别上重新编译哪些部分。本文提出了一种基于改进的调用堆栈抽样的事后摊销分析方法。我们的工具将分析结果呈现为交互式可视化,以帮助虚拟机实现者改进其重新编译策略,并帮助程序员评估这些重新编译策略是否不仅对整个应用程序有利,而且对单个方法也有利。
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引用次数: 2
Polytree Numbering for Citation Networks Visualisation 用于引文网络可视化的多树编号
Pub Date : 2010-07-26 DOI: 10.1109/IV.2010.22
Alex Logvynovskiy, M. Dastbaz
Citation networks form directed acyclic graphs. Visualisation of the reference relationships within the network requires fast determination of ancestor-descendant relationships among the nodes within the digraph. Polytrees (singly connected digraphs) constitute an important class of acyclic digraphs and can be viewed as generalised directed trees where multiple parent nodes are permitted. In this paper, we propose a new ancestral numbering scheme for polytrees that allows fast determination of ancestor-descendant relationships among the nodes without traversal. The scheme is used to index and visualise reference relationships within citation networks.
引文网络形成有向无环图。网络中参考关系的可视化需要快速确定有向图中节点之间的祖先-后代关系。多树(单连通有向图)构成了一类重要的无环有向图,可以看作是允许多个父节点的广义有向树。在本文中,我们提出了一种新的多树祖先编号方案,可以快速确定节点之间的祖先-后代关系,而无需遍历。该方案用于索引和可视化引用网络中的参考关系。
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引用次数: 1
Visual Intention in Moving Image Editing and Eye-Tracking Methodology. An Exploratory Study 运动图像编辑中的视觉意图与眼动追踪方法。一项探索性研究
Pub Date : 2010-07-26 DOI: 10.1109/IV.2010.59
Thorbjörn Swenberg
Moving images production teams’ skills in directing the visual perception of viewers have been confirmed lately through eye-tracking methodology. One interest lies in explaining the use of different techniques by the production team for its realization of visual intentions. These intentions are however many in most moving images. This paper undertakes the development of a method for grasping the film or video editors’ intentions with the editing of moving images, and has been carried out as an exploratory study. The method suggested considers conventions of the trade, observational study with running screen-dump and proximate interviews with editors on specific edits, as well as the testing of moving image sequences where the intention of each edit point is known. The test is conducted on viewers, with the use of eye-tracking techniques. The findings are that the method should be useful in distinguishing between when the editors’ grip on the audience is firm, and when it is rather vague. But the method also suggests new aspects of understanding the viewers’ gazes when watching moving images.
动态图像制作团队在引导观众视觉感知方面的技能最近通过眼球追踪方法得到了证实。其中一个兴趣在于解释制作团队为实现视觉意图而使用的不同技术。然而,这些意图在大多数动态图像中是很多的。本文致力于开发一种通过对运动图像的编辑来把握电影或视频编辑意图的方法,这是一项探索性研究。所建议的方法考虑了行业惯例,通过运行屏幕转储和对编辑进行具体编辑的近似访谈进行观察研究,以及对每个编辑点的意图已知的运动图像序列进行测试。这项测试是在观看者身上进行的,使用了眼球追踪技术。研究结果表明,这种方法在区分编辑对观众的控制是坚定的和模糊的情况下是有用的。但这种方法也为理解观众在观看动态图像时的目光提供了新的视角。
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引用次数: 2
Visualise Web Usage Mining: Spanning Sequences' Impact on Periodicity Discovery 可视化Web使用挖掘:生成序列对周期性发现的影响
Pub Date : 2010-07-26 DOI: 10.1109/IV.2010.50
A. Alkilany
In this paper we present a more effective method to discover the periodicity in web log sequence data which handle missing sequences which may occur during the aggregation process, such as sequences that swing between two periods. On other hands, a sequence may start near the end time of a period where the rest of those sequences appear in next period however, these kinds of issues certainly it will leave its effect of periodicity discovery. Moreover, we incorporated OLAP data cube techniques in the aggregation process in order to handle large generated sequences and visualised the discovered periodic patterns, in order to study its impact on periodicity discovery.
本文提出了一种更有效的方法来发现网络日志序列数据的周期性,该方法处理了在聚合过程中可能出现的缺失序列,例如在两个周期之间摆动的序列。另一方面,一个序列可能在一个周期结束的时候开始,剩下的序列在下一个周期出现,然而,这些问题肯定会留下周期性发现的影响。此外,我们在聚合过程中引入OLAP数据立方技术,以处理生成的大型序列,并将发现的周期模式可视化,以研究其对周期性发现的影响。
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引用次数: 1
期刊
2010 14th International Conference Information Visualisation
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