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2013 17th International Conference on Information Visualisation最新文献

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Voronoi-Based Label Placement for Metro Maps 基于voronoi的地铁地图标签放置
Pub Date : 2013-07-16 DOI: 10.1109/IV.2013.11
Hsiang-Yun Wu, Shigeo Takahashi, Chun-Cheng Lin, H. Yen
Metro maps with thumbnail photographs serve as common travel guides for providing sufficient information to meet the requirements of travelers in the cities. However, conventional methods attempt to minimize the total distance between stations and labels while maximizing the number of the labels rather than further taking into account the overall balance of the spatial distribution of labels. This paper presents an entropy-based approach for effectively annotating large annotation labels sufficiently close to the metro stations. Our idea is to decompose the entire labeling space intro regions bounded by the metro lines, and then further partition each region into Voronoi cells, each of which is reserved for a station to be annotated. This is accomplished by incorporating a new genetic-based optimization, while the fitness of the decomposition is evaluated by the entropy of the relative coverage ratios of such Voronoi cells. We also include several design examples to demonstrate that the proposed approach successfully distributes large labels around the metro network with minimal user intervention.
带有缩略图的地铁地图作为普通的旅游指南,提供了足够的信息,以满足城市旅行者的需求。然而,传统的方法试图最小化站与标签之间的总距离,同时最大化标签的数量,而不是进一步考虑标签空间分布的整体平衡。本文提出了一种基于熵的方法来有效标注距离地铁站足够近的大型标注标签。我们的想法是将整个标注空间分解为以地铁线路为边界的区域,然后将每个区域进一步划分为Voronoi单元,每个单元保留一个待标注的车站。这是通过结合一种新的基于遗传的优化来实现的,而分解的适应度是通过这种Voronoi细胞的相对覆盖率的熵来评估的。我们还包括几个设计实例,以证明所提出的方法在最小的用户干预下成功地在地铁网络周围分配了大型标签。
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引用次数: 9
Laplacian Musculoskeletal Deformation for Patient-Specific Simulation and Visualisation Laplacian肌肉骨骼变形患者特异性模拟和可视化
Pub Date : 2013-07-16 DOI: 10.1109/IV.2013.67
Youbing Zhao, G. Clapworthy, J. Kohout, F. Dong, Yubo Tao, Hui Wei, N. McFarlane
In many biomedical applications, it is often desired to simulate, analyse and visualise the dynamics of a particular patient based on a patient-specific musculoskeletal model. However, reconstructing a patient-specific model directly from medical images is highly labour intensive, and impractical in the clinical context. A more efficient method is to derive it from an atlas musculoskeletal model using patient-specific hints. In this paper, Laplacian mesh processing is introduced to deform an atlas model to a patient-specific model, based on patient-specific landmarks extracted from two orthogonal clinical images and using least-squares error optimization. Muscle attachment landmarks and motion landmarks in the atlas are also transformed as part of the process. Drift and inter-surface penetrations are prevented by supplementary inter-surface landmarks. Mesh simplification and reconstruction are used to avoid out-of-memory failures that may result from trying to deform models at high resolution.
在许多生物医学应用中,通常需要基于特定患者的肌肉骨骼模型来模拟、分析和可视化特定患者的动态。然而,直接从医学图像中重建患者特异性模型是高度劳动密集型的,在临床环境中不切实际。一种更有效的方法是从使用患者特异性提示的寰肌骨骼模型中推导出它。本文引入拉普拉斯网格处理,基于从两张正交临床图像中提取的患者特异性地标,并采用最小二乘误差优化,将地图集模型变形为患者特异性模型。在这个过程中,寰椎中的肌肉附着标志和运动标志也会发生变化。通过补充的表面间标志可以防止漂移和表面间穿透。网格简化和重建是为了避免由于试图在高分辨率下变形模型而导致的内存不足故障。
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引用次数: 3
Developing a Novel Approach for 3D Visualisation of Tarland 开发一种新的Tarland三维可视化方法
Pub Date : 2013-07-16 DOI: 10.1109/IV.2013.66
Chen Wang, David Miller, Yang Jiang, J. Morrice
The objective of this paper is to report on the development of prototype models for use in raising public awareness of changes in rural areas, focusing on green spaces, and testing responses to scenarios of change. Specifically, the focus is on the design of appropriate types and speeds of movement of features. This modelling is done using the Maya and ArcGIS software packages together in a novel combination of spatial and visualisation tools. The experiment results show evidence that different types of animation with interactive communication will influence participation and decision making in land use planning.
本文的目的是报告原型模型的发展,用于提高公众对农村地区变化的认识,重点关注绿地,并测试对变化情景的反应。具体来说,重点是设计适当类型和运动速度的特征。这种建模是使用Maya和ArcGIS软件包在空间和可视化工具的新颖组合一起完成的。实验结果表明,不同类型的互动传播动画会影响土地利用规划的参与和决策。
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引用次数: 0
A Typology for Data Visualization on the Web Web上数据可视化的类型学
Pub Date : 2013-07-16 DOI: 10.1109/IV.2013.45
A. Figueiras
The need to visualize data has emerged from the research field, it has been a useful tool to the study of scientific problems. However the truth is that data visualization is a great way to present data for any area dealing with information, because visually presented information is not only more appealing due to its use of pictograms and colours, but also more efficient in conveying large amounts of information. Throughout the years there have been efforts to develop a classification for these visualizations, in order to provide a better understanding of this way to present data. There are many different classifications but none of them is fully complete. In this paper it is discussed and developed a typology for online data visualization and info graphics. Such a typology will be relevant for a better understanding of what kinds of visualizations exist and in further research to better identify which elements compose a good visualization that is pleasing to the public.
可视化数据的需求已经从研究领域出现,它已经成为研究科学问题的有用工具。然而事实是,数据可视化对于任何处理信息的领域来说都是一种很好的呈现数据的方式,因为可视化呈现的信息不仅因为使用象形图和颜色而更吸引人,而且在传达大量信息时也更有效。多年来,人们一直在努力为这些可视化开发一种分类,以便更好地理解这种呈现数据的方式。有许多不同的分类,但没有一个是完全完整的。本文讨论并开发了一种用于在线数据可视化和信息图形的类型。这样的类型学将有助于更好地理解存在哪些类型的可视化,并在进一步的研究中更好地确定哪些元素构成了一个良好的可视化,使公众满意。
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引用次数: 10
Categorisation of Audience Relationship between Action and Visualisation in Interactive Art Installations 互动艺术装置中行动与视觉的观众关系分类
Pub Date : 2013-07-16 DOI: 10.1109/IV.2013.47
Je-ho Oh, Chungkon Shi
The aim of this paper is to categorise audience participation in interactive art according to a visualisation method. The research studied categories of audience in interactivities and applied artworks at the 7th Seoul Media Art Biennale. To establish the method of categorisation, the participation of the audience is classified into two factors: 'to act' or 'to be represented' in the visualisation realm. Based on these two factors, the research proposed a new graph for visualisation of human action in interactive art, categorising interactive art into four categories. The audience in interactive artwork performs the following roles: object, coordinator, transformer, character. Ultimately, this research predicts the meaning of the human being in virtual reality and utilises basic categories to visualise audience actions.
本文的目的是根据可视化方法对互动艺术中的观众参与进行分类。该研究以第7届首尔媒体艺术双年展的互动活动和应用作品的观众类别为对象。为了建立分类方法,观众的参与被分为两个因素:在可视化领域中的“行动”或“被代表”。基于这两个因素,本研究提出了互动艺术中人类行为可视化的新图表,将互动艺术分为四类。观众在互动艺术作品中扮演着以下角色:对象、协调者、变形者、角色。最终,本研究预测了人在虚拟现实中的意义,并利用基本类别来可视化观众的行为。
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引用次数: 0
Interactive Curriculum Visualization 互动课程可视化
Pub Date : 2013-07-16 DOI: 10.1109/IV.2013.13
H. Siirtola, Kari-Jouko Räihä, Veikko Surakka
In curriculum visualization, information visualization techniques are used to communicate the structure and content of a curriculum to the stakeholders, such as students, lecturers, and administrators. Curriculum visualization has recently drawn a lot of interest as there are growing demands to form larger educational units and to find savings by eliminating overlap. We have developed a novel approach to analyse and visualize the contents of a curriculum. Our software tool for curriculum visualization uses a fast heuristic to automatically lay out a curriculum diagram, provides tools to process the content information, and offers several coordinated views to visualize the curriculum contents and overlap. The approach and software tool have already been used successfully in one survey and two others are underway.
在课程可视化中,信息可视化技术用于向利益相关者(如学生、讲师和管理员)传达课程的结构和内容。课程可视化最近引起了很多人的兴趣,因为越来越多的人要求组建更大的教育单位,并通过消除重叠来节省开支。我们开发了一种新的方法来分析和可视化课程内容。我们的课程可视化软件工具使用快速启发式自动布局课程图,提供处理内容信息的工具,并提供多个协调视图来可视化课程内容和重叠。该方法和软件工具已经在一项调查中成功使用,另外两项调查正在进行中。
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引用次数: 20
A New Approach for 3D Craniometric Measurements Using 3D Skull Models 利用三维颅骨模型进行三维颅骨测量的新方法
Pub Date : 2013-07-16 DOI: 10.1109/IV.2013.61
Paulo Dias, Daniel Santos, Danilo Souza, Helder Santos, Catarina Coelho, M. T. Ferreira, E. Cunha, B. Santos
This work presents an ongoing work on a new approach to perform craniometric analysis based on contactless 3D modelling of skulls. Beside the acquisition process with a 3D range sensor and initial results in the semi-automatic detection of features in the skulls, we also present some results in the development of a 3D interactive interface that eases interaction for users with little experience on digital 3D manipulation. The final objective is to provide an easy to use 3D interface to allow semi-automatic detection of features in skulls. It is our belief that this system might be the first step towards a new methodology for craniometric analysis that can solve several of the current problems such as repeatability, wide access to skull information or bone damage during measurements.
这项工作提出了一项正在进行的工作,一种新的方法来执行基于颅骨的非接触式3D建模的颅骨测量分析。除了3D距离传感器的采集过程和头骨特征半自动检测的初步结果外,我们还介绍了3D交互界面开发的一些结果,该界面可为缺乏数字3D操作经验的用户简化交互。最终目标是提供一个易于使用的3D界面,以允许半自动检测头骨中的特征。我们相信,该系统可能是颅测量分析新方法的第一步,可以解决当前的几个问题,如可重复性,广泛获取颅骨信息或测量过程中的骨损伤。
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引用次数: 5
Robust and Sparse RGBD Data Registration of Scene Views 场景视图的鲁棒稀疏RGBD数据配准
Pub Date : 2013-07-16 DOI: 10.1109/IV.2013.64
Abdenour Amamra, N. Aouf
This paper proposes a complete strategy to optimally filter, enhance and register 3D point clouds captured by commodity RGBD cameras. Starting from the raw data grabbed from multiple viewpoints, we build the scene that gathers all the clouds in one consistent view. The process begins with the innovative adaptation of Kalman filter to Kinect's output. The resulting point cloud is subject to an outlier removal technique and a pre-alignment based on 3D features is performed. Finally, the alignment is refined using Iterative Closest Point (ICP) algorithm. The output of this research work is a consistent 3D model which can be directly used in virtual reality applications, or any 3D rendering process. Test results on real data are presented to validate our approach, and to justify the choice of its different modules.
本文提出了一种完整的策略,以最佳地过滤、增强和配准由商用RGBD相机捕获的三维点云。从从多个视点抓取的原始数据开始,我们构建了在一个一致的视图中收集所有云的场景。这个过程始于对Kinect输出的卡尔曼滤波的创新适应。所得到的点云受到离群值去除技术的约束,并基于3D特征进行预对齐。最后,使用迭代最近点(ICP)算法对对齐进行细化。本研究工作的输出是一个可以直接用于虚拟现实应用或任何3D渲染过程的一致的3D模型。给出了实际数据的测试结果,验证了我们的方法,并证明了不同模块的选择是合理的。
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引用次数: 8
An Interactive Virtual Environment for Teaching "Triangulations and Coordinates Calculations" to Surveying Students 测量学学生“三角测量与坐标计算”教学的交互式虚拟环境
Pub Date : 2013-07-16 DOI: 10.1109/IV.2013.58
H. Dib, N. Adamo-Villani, Stephen Garver
This paper presents ongoing research aimed at improving surveying education through the use of virtual environments. Teaching surveying presents several challenges such as low student competence in mathematics, geometry and trigonometry, limited student access to instruments, limited availability of terrains on which to practice, dependency on weather conditions, and more. Prior research suggests that surveying education can be significantly improved with the use of digital teaching aids and virtual instruments. The goal of the work reported in the paper is to enhance traditional surveying instruction methods with a unique approach: an interactive Virtual Learning Environment (VLE) that supports students' mathematical representational fluency and includes realistic virtual terrains and surveying instruments that look, operate, and produce results comparable to the physical ones. The VLE is aimed at undergraduate students enrolled in Civil Engineering, Architecture and Building Construction Management programs and includes 5 educational modules, in this paper we describe the design, development and initial evaluation of the "Triangulations and Coordinates Calculations" module.
本文介绍了正在进行的研究,旨在通过使用虚拟环境来改善测量教育。测量教学面临着一些挑战,如学生在数学、几何和三角学方面的能力较低,学生使用仪器的机会有限,可供练习的地形有限,对天气条件的依赖等等。先前的研究表明,使用数字教学辅助工具和虚拟仪器可以显著改善测量教育。本文报告的工作目标是通过一种独特的方法来增强传统的测量教学方法:一个交互式虚拟学习环境(VLE),支持学生的数学表达流畅性,包括逼真的虚拟地形和测量仪器,这些仪器的外观、操作和产生的结果与物理仪器相当。VLE面向土木工程、建筑与建筑施工管理专业的本科生,包括5个教学模块,本文描述了“三角测量与坐标计算”模块的设计、开发和初步评估。
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引用次数: 3
Knowledge Visualization for Social Entrepreneurs 面向社会企业家的知识可视化
Pub Date : 2013-07-16 DOI: 10.1109/IV.2013.41
Sabrina Bresciani, Martin J. Eppler
Social entrepreneurship is an emerging field which has the power to change the way we do business and resolve societal challenges. Visualization has not yet been systematically applied to support social entrepreneurs in creating, growing and scaling their ventures. We thus propose a framework for the use of knowledge visualization in the creation and development of social enterprises. We posit that each phase of the social venturing process requires a different knowledge visualization method. These diverse types of (interactive) graphic representations help social entrepreneurs cope with resource constraints and interact with a great variety of stakeholders. In this contribution we thus show that knowledge visualization can provide versatile and inexpensive ways to augment social entrepreneurs' activities systematically.
社会企业家精神是一个新兴领域,它有能力改变我们做生意的方式,解决社会挑战。可视化还没有系统地应用于支持社会企业家创建、发展和扩大他们的企业。因此,我们提出了一个在社会企业的创建和发展中使用知识可视化的框架。我们假设社会创业过程的每个阶段都需要不同的知识可视化方法。这些不同类型的(交互式)图形表示帮助社会企业家应对资源限制,并与各种利益相关者进行互动。因此,在这篇文章中,我们表明知识可视化可以提供多功能和廉价的方式来系统地增加社会企业家的活动。
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引用次数: 10
期刊
2013 17th International Conference on Information Visualisation
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