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A survey on automatic dashboard recommendation systems 仪表盘自动推荐系统调查
IF 3 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2024-03-01 DOI: 10.1016/j.visinf.2024.01.002
Praveen Soni , Cyril de Runz , Fatma Bouali , Gilles Venturini

This paper presents a survey on automatic or semi-automatic recommendation systems that help users create dashboards. It starts by showing the important role that dashboards play in data science, and give an informal definition of dashboards, i.e., a set of visualizations possibly with linkage, a screen layout and user feedback. We are mainly interested in systems that use a fully or partially automatic mechanism to recommend dashboards to users. This automation includes the suggestion of data and visualizations, the optimization of the layout and the use of user feedback. We position our work with respect to existing surveys. Starting from a set of over 1000 papers, we have selected and analyzed 19 papers/systems along several dimensions. The main dimensions were the set of considered visualizations, the suggestion method, the utility/objective functions, the layout, and the user interface. We conclude by highlighting the main achievements in this domain and by proposing perspectives.

本文对帮助用户创建仪表盘的自动或半自动推荐系统进行了调查。本文首先展示了仪表盘在数据科学中扮演的重要角色,并给出了仪表盘的非正式定义,即一组可视化(可能带有链接、屏幕布局和用户反馈)。我们主要关注使用完全或部分自动机制向用户推荐仪表盘的系统。这种自动化包括数据和可视化的建议、布局的优化以及用户反馈的使用。我们将我们的工作定位在现有的调查之上。从 1000 多篇论文开始,我们从多个维度选择并分析了 19 篇论文/系统。主要维度包括所考虑的可视化集合、建议方法、实用/目标功能、布局和用户界面。最后,我们强调了这一领域的主要成就,并提出了展望。
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引用次数: 0
An open dataset of data lineage graphs for data governance research 用于数据治理研究的开放式数据集--数据脉络图
IF 3 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2024-03-01 DOI: 10.1016/j.visinf.2024.01.001
Yunpeng Chen , Ying Zhao , Xuanjing Li , Jiang Zhang , Jiang Long , Fangfang Zhou

Data have become valuable assets for enterprises. Data governance aims to manage and reuse data assets, facilitating enterprise management and enabling product innovations. A data lineage graph (DLG) is an abstracted collection of data assets and their data lineages in data governance. Analyzing DLGs can provide rich data insights for data governance. However, the progress of data governance technologies is hindered by the shortage of available open datasets for DLGs. This paper introduces an open dataset of DLGs, including the DLG model, the dataset construction process, and applied areas. This real-world dataset is sourced from Huawei Cloud Computing Technology Company Limited, which contains 18 DLGs with three types of data assets and two types of relations. To the best of our knowledge, this dataset is the first open dataset of DLGs for data governance. This dataset can also support the development of other application areas, such as graph analytics and visualization.

数据已成为企业的宝贵资产。数据治理旨在管理和重用数据资产,促进企业管理和产品创新。数据脉络图(DLG)是数据治理中数据资产及其数据脉络的抽象集合。分析 DLG 可以为数据治理提供丰富的数据洞察力。然而,由于缺乏可用的 DLG 开放数据集,数据治理技术的发展受到了阻碍。本文介绍了一个 DLG 开放数据集,包括 DLG 模型、数据集构建过程和应用领域。这个真实世界的数据集来自华为云计算技术有限公司,包含 18 个 DLGs,其中有三类数据资产和两类关系。据我们所知,该数据集是首个用于数据治理的 DLGs 开放数据集。该数据集还可支持图分析和可视化等其他应用领域的开发。
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引用次数: 0
On generated artistic styles: Image generation experiments with GAN algorithms 关于生成的艺术风格:用GAN算法进行图像生成实验
IF 3 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2023-12-01 DOI: 10.1016/j.visinf.2023.10.005
Jianheng Xiang

As computer graphics technology supports pursuing a photorealistic style, replicated artworks with a photorealistic style overwhelmingly predominate in the computer-generated art circle. Along with the progression of generative technology, this trend may make generative art a virtual world of photorealistic fake, in which the single criterion of expressive style imperils art into the context of a single boring stereotype. This article focuses on the issue of style diversity and its technical feasibility by artistic experiments of generating flower images in StyleGAN. The author insisted that photo both technology and artistic style should not be confined merely for realistic purposes. This proposition was validated in the GAN generation experiment by changing the training materials.

由于计算机图形技术支持追求逼真的风格,因此具有逼真风格的复制艺术品在计算机生成艺术界占据了压倒性的优势。随着生成技术的发展,这种趋势可能会使生成艺术成为一个逼真的虚拟世界,在这个世界中,表达风格的单一标准使艺术陷入单一乏味的刻板印象。本文通过在StyleGAN中生成花卉图像的艺术实验,探讨了风格多样性问题及其技术可行性。作者坚持认为,摄影技术和艺术风格不应仅仅局限于现实目的。通过改变训练材料,在GAN生成实验中验证了这一命题。
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引用次数: 0
X-Space: Interaction design of extending mixed reality space from Web2D visualization X-Space:从Web2D可视化扩展混合现实空间的交互设计
IF 3 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2023-12-01 DOI: 10.1016/j.visinf.2023.10.001
Tiemeng Li , Songqian Wu , Yanning Jin , Haopai Shi , Shiran Liu

Mixed reality offers a larger visualization space and more intuitive means of interaction for data exploration, and many works have been dedicated to combining 2D visualizations on screen with mixe reality. However, for each combination, we need to customize the implementation of the corresponding mixed reality 3D visualization. It is a challenge to simplify this development process and enable agile building of mixed reality 3D visualizations for 2D visualizations. In addition, many existing 2D visualizations do not provide interfaces oriented to immersive analytics, so how to extend the mixed reality 3D space from existing 2D visualizations is another challenge. This work presents an agile and flexible approach to interactively transfer visualizations from 2D screens to mixed reality 3D spaces. We designed an interactive process for spatial generation of mixed-reality 3D visualizations, defined a unified data transfer framework, integrated data deconstruction techniques for 2D visualizations, implemented interfaces to immersive visualization building tool-kits, and encapsulated these techniques into a tool named X-Space. We validated that the approach is feasible and effective through 2D visualization cases including scatter plots, stacked bar charts, and adjacency matrix. Finally, we conducted expert interviews to discuss the usability and value of the method.

混合现实为数据探索提供了更大的可视化空间和更直观的交互手段,许多作品致力于将屏幕上的2D可视化与混合现实相结合。但是,对于每种组合,我们都需要定制实现相应的混合现实3D可视化。简化这一开发过程并为2D可视化实现混合现实3D可视化的敏捷构建是一项挑战。此外,许多现有的2D可视化没有提供面向沉浸式分析的界面,因此如何从现有的2D可视化扩展混合现实3D空间是另一个挑战。这项工作提出了一种敏捷和灵活的方法,以交互方式将可视化从2D屏幕转移到混合现实3D空间。我们设计了混合现实三维可视化空间生成的交互流程,定义了统一的数据传输框架,集成了二维可视化的数据解构技术,实现了沉浸式可视化构建工具包的接口,并将这些技术封装到一个名为X-Space的工具中。通过散点图、堆叠条形图和邻接矩阵等二维可视化实例验证了该方法的可行性和有效性。最后,我们进行了专家访谈,以讨论该方法的可用性和价值。
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引用次数: 0
Simplifying social networks via triangle-based cohesive subgraphs 通过基于三角形的内聚子图简化社会网络
IF 3 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2023-12-01 DOI: 10.1016/j.visinf.2023.07.003
Rusheng Pan , Yunhai Wang , Jiashun Sun , Hongbo Liu , Ying Zhao , Jiazhi Xia , Wei Chen

One main challenge for simplifying node-link diagrams of large-scale social networks lies in that simplified graphs generally contain dense subgroups or cohesive subgraphs. Graph triangles quantify the solid and stable relationships that maintain cohesive subgraphs. Understanding the mechanism of triangles within cohesive subgraphs contributes to illuminating patterns of connections within social networks. However, prior works can hardly handle and visualize triangles in cohesive subgraphs. In this paper, we propose a triangle-based graph simplification approach that can filter and visualize cohesive subgraphs by leveraging a triangle-connectivity called k-truss and a force-directed algorithm. We design and implement TriGraph, a web-based visual interface that provides detailed information for exploring and analyzing social networks. Quantitative comparisons with existing methods, two case studies on real-world datasets, and feedback from domain experts demonstrate the effectiveness of TriGraph.

简化大型社交网络的节点链接图的一个主要挑战在于,简化的图通常包含密集的子组或内聚子图。图三角形量化了维持内聚子图的坚实和稳定的关系。了解内聚子图中三角形的机制有助于阐明社会网络中的连接模式。然而,以往的研究很难处理和可视化内聚子图中的三角形。在本文中,我们提出了一种基于三角形的图简化方法,该方法可以通过利用称为k-truss的三角形连接和力定向算法来过滤和可视化内聚子图。我们设计并实现了triggraph,一个基于网络的可视化界面,为探索和分析社交网络提供详细的信息。与现有方法的定量比较,对现实世界数据集的两个案例研究以及领域专家的反馈证明了triggraph的有效性。
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引用次数: 0
KnowU social teleprompter: Interaction design applied to intervention therapy for language decline in early AD patients KnowU社交提词器:交互设计在早期AD患者语言能力下降干预治疗中的应用
IF 3 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2023-12-01 DOI: 10.1016/j.visinf.2023.10.004
Yi Wu , Minghong Zheng , Changqing Weng

Art therapy as an intervention has been shown to alleviate social impairment in people with AD. Meanwhile, digital technology (DTS) has been shown to perform well in different degenerative dementias through mobile devices and apps. However, it is unclear whether digital art creation therapy has an impact on the speech function of people with early AD. Therefore, the aim of this study was to confirm whether digital art creation therapy has an ameliorating effect on language decline in AD patients through the KnowU social teleprompter. This study was a controlled trial in which 16 patients with early AD worked with us and were divided into a paper-based art creation therapy group (control group) and a KnowU social teleprompter therapy group for a 6-week intervention. In the digital art creation intervention group we introduced the KnowU digital kit, consisting of a creation plug-in for the Procreate app on a tablet and a wearable device and its app. The entire treatment process is recorded and combined with a quantitative analysis of the McNemar χ2 test to analyze the differences in outcomes of verbal communication function in early AD patients after different therapies. Ultimately, it is shown that early AD patients utilizing​ the KnowU social teleprompter are more effective in the intervention treatment of language decline in the real social domain compared to the paper-based art creation therapy group. The discussion further demonstrates that DTs and art therapy can provide a better social experience, creative approach and emotional recall of language loss in early AD patients, as well as increase the collaborative relationship between early AD patients and their caregivers.

艺术疗法作为一种干预手段已被证明可以减轻阿尔茨海默病患者的社交障碍。与此同时,数字技术(DTS)已被证明通过移动设备和应用程序在不同的退行性痴呆中表现良好。然而,数字艺术创作疗法是否对早期AD患者的语言功能有影响尚不清楚。因此,本研究的目的是确认数字艺术创作疗法是否通过KnowU社交提词器对AD患者的语言能力下降有改善作用。本研究是一项对照试验,16名早期AD患者与我们一起工作,分为基于纸张的艺术创作治疗组(对照组)和KnowU社交提词器治疗组,进行为期6周的干预。在数字艺术创作干预组,我们引入了KnowU数字工具包,包括平板电脑上的Procreate应用程序的创作插件和可穿戴设备及其应用程序。记录整个治疗过程,并结合McNemar χ2检验的定量分析,分析不同治疗后早期AD患者言语沟通功能结局的差异。最终,研究表明,使用KnowU社交提词器的早期AD患者在真实社会领域的语言能力下降的干预治疗中比基于纸张的艺术创作治疗组更有效。讨论进一步表明,DTs和艺术治疗可以为早期AD患者提供更好的社会体验、创造性途径和情感回忆,并增加早期AD患者与其照顾者之间的协作关系。
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引用次数: 0
Corrigendum to “The Use of Facial Expressions in Measuring Students’ Interaction with Distance Learning Environments During the COVID-19 Crisis” Visual Informatics, Volume 7, Issue 1, March 2023, Pages 1–17 在 COVID-19 危机中使用面部表情测量学生与远程学习环境的互动》的更正,《视觉信息学》,第 7 卷第 1 期,2023 年 3 月,第 1-17 页
IF 3 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2023-12-01 DOI: 10.1016/j.visinf.2022.12.001
Waleed Maqableh , Faisal Y. Alzyoud , Jamal Zraqou
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引用次数: 0
Visualization of isomorphism-synesthesia of colour and music 同构的可视化--色彩和音乐的共鸣
IF 3 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2023-12-01 DOI: 10.1016/j.visinf.2023.10.006
Xue Mao, Jie Xu, Jiahong Lang, Shangshu Zhang

Music and colour, as human hearing and visual art, are closely related to human psychological feelings and symbolic associations. There is an isomorphic relationship between music and colour. The article uses the concept of “synesthesia” in psychology and the “co-construction” relationship in mathematics as a bridge, based on Kandinsky’s “inner sound” theory and Mallion’s “tone-colour system”, an interdisciplinary theoretical model of “timbre isomorphism synesthesia” (ISCM) is constructed. At the practical level, based on the ISCM theory, a set of timbre synesthesia visualization tools ASAH and visualization processes are designed, through music data input, graphics mapping visualization, colour mapping visualization, real-time interactive visualization, and finally output timbre synesthesia visualization works. In order to avoid the visual homogenization caused by algorithm design, ASHA has set up a custom editor, which emphasizes the individual differences and multi-sensory experience of tonal synesthesia visualization.

音乐和色彩作为人的听觉和视觉艺术,与人的心理感受和符号联想密切相关。音乐和色彩之间有一种同构关系。本文以心理学中的“联觉”概念和数学中的“共构”关系为桥梁,以康定斯基的“内在声音”理论和马列恩的“音色系统”为基础,构建了一个跨学科的“音色同构联觉”理论模型。在实践层面,基于ISCM理论,设计了一套音色联觉可视化工具ASAH和可视化流程,通过音乐数据输入、图形映射可视化、色彩映射可视化、实时交互可视化,最终输出音色联觉可视化作品。为了避免算法设计造成的视觉同质化,ASHA设置了自定义编辑器,强调了调性联觉可视化的个体差异和多感官体验。
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引用次数: 0
Exploring and visualizing temporal relations in multivariate time series 探索和可视化多元时间序列中的时间关系
IF 3 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2023-12-01 DOI: 10.1016/j.visinf.2023.09.001
Gota Shirato , Natalia Andrienko , Gennady Andrienko

This paper introduces an approach to analyzing multivariate time series (MVTS) data through progressive temporal abstraction of the data into patterns characterizing the behavior of the studied dynamic phenomenon. The paper focuses on two core challenges: identifying basic behavior patterns of individual attributes and examining the temporal relations between these patterns across the range of attributes to derive higher-level abstractions of multi-attribute behavior. The proposed approach combines existing methods for univariate pattern extraction, computation of temporal relations according to the Allen’s time interval algebra, visual displays of the temporal relations, and interactive query operations into a cohesive visual analytics workflow. The paper describes the application of the approach to real-world examples of population mobility data during the COVID-19 pandemic and characteristics of episodes in a football match, illustrating its versatility and effectiveness in understanding composite patterns of interrelated attribute behaviors in MVTS data.

本文介绍了一种分析多变量时间序列(MVTS)数据的方法,该方法将数据逐级时间抽象为表征所研究动态现象行为的模式。本文关注两个核心挑战:识别单个属性的基本行为模式和检查这些模式在属性范围内的时间关系,以获得多属性行为的更高级别抽象。该方法将现有的单变量模式提取方法、基于Allen时间间隔代数的时间关系计算方法、时间关系的可视化显示方法和交互式查询操作方法结合成一个内聚的可视化分析工作流。本文介绍了该方法在COVID-19大流行期间人口流动数据和足球比赛事件特征的实际示例中的应用,说明了其在理解MVTS数据中相互关联属性行为复合模式方面的通用性和有效性。
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引用次数: 0
Desirable molecule discovery via generative latent space exploration 通过生成潜在空间探索发现理想分子
IF 3 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2023-12-01 DOI: 10.1016/j.visinf.2023.10.002
Wanjie Zheng, Jie Li, Yang Zhang

Drug molecule design is a classic research topic. Drug experts traditionally design molecules relying on their experience. Manual drug design is time-consuming and may produce low-efficacy and off-target molecules. With the popularity of deep learning, drug experts are beginning to use generative models to design drug molecules. A well-trained generative model can learn the distribution of training samples and infinitely generate drug-like molecules similar to the training samples. The automatic process improves design efficiency. However, most existing methods focus on proposing and optimizing generative models. How to discover ideal molecules from massive candidates is still an unresolved challenge. We propose a visualization system to discover ideal drug molecules generated by generative models. In this paper, we investigated the requirements and issues of drug design experts when using generative models, i.e., generating molecular structures with specific constraints and finding other molecular structures similar to potential drug molecular structures. We formalized the first problem as an optimization problem and proposed using a genetic algorithm to solve it. For the second problem, we proposed using a neighborhood sampling algorithm based on the continuity of the latent space to find solutions. We integrated the proposed algorithms into a visualization tool, and a case study for discovering potential drug molecules to make KOR agonists and experiments demonstrated the utility of our approach.

药物分子设计是一个经典的研究课题。药物专家通常依靠他们的经验来设计分子。人工药物设计耗时长,可能产生低疗效和脱靶分子。随着深度学习的普及,药物专家开始使用生成模型来设计药物分子。一个训练良好的生成模型可以学习训练样本的分布,并无限地生成与训练样本相似的类药物分子。自动化流程提高了设计效率。然而,大多数现有的方法都集中在生成模型的提出和优化上。如何从大量候选分子中发现理想分子仍然是一个未解决的挑战。我们提出了一个可视化系统来发现由生成模型生成的理想药物分子。在本文中,我们研究了药物设计专家在使用生成模型时的要求和问题,即生成具有特定约束的分子结构和寻找与潜在药物分子结构相似的其他分子结构。我们将第一个问题形式化为一个优化问题,并提出使用遗传算法来解决它。对于第二个问题,我们提出了一种基于隐空间连续性的邻域采样算法来求解。我们将提出的算法集成到一个可视化工具中,并进行了一个案例研究,用于发现潜在的药物分子来制造KOR激动剂和实验,证明了我们方法的实用性。
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引用次数: 0
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Visual Informatics
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