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2017 21st International Conference Information Visualisation (IV)最新文献

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A Haptic User Interface to Assess the Mobility of the Newborn's Neck 一个触觉用户界面,以评估新生儿的颈部活动
Pub Date : 2017-11-16 DOI: 10.1109/iV.2017.48
Said-Magomed Sadulaev, R. Lapeer, Zelimkhan Gerikhanov, Edward Morris
A virtual reality program has been developed to assess the strength and flexibility of a computer based model of a term fetus or newborn baby's neck. The software has a haptic/force feedback user interface which allows clinical experts to adjust the mechanical properties, including range of motion and mechanical stiffness of a newborn neck model, at runtime. The developed software was assessed by ten clinical experts in obstetrics. The empirically obtained stiffness and range of motion values corresponded well with values reported in the literature.
一个虚拟现实程序已经开发出来,用来评估足月胎儿或新生儿颈部的计算机模型的强度和灵活性。该软件具有触觉/力反馈用户界面,允许临床专家在运行时调整机械性能,包括新生儿颈部模型的运动范围和机械刚度。开发的软件由10名产科临床专家进行评估。经验得到的刚度和运动范围值与文献报道的值吻合良好。
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引用次数: 0
Acceptance and Usability of Interactive Infographics in Online Newspapers 在线报纸中交互式信息图表的接受度和可用性
Pub Date : 2017-07-11 DOI: 10.1109/iV.2017.65
S. Zwinger, Julia Langer, M. Zeiller
Interactive infographics are a powerful tool to represent and communicate complex information. In datadriven journalism journalists use interactive infographics to explain new insights and facts while telling complex stories on the basis of retrieved data. However, readers of online news are still unexperienced while using interactive infographics. The results of a user survey among readers of online newspapers show how readers use and interact with interactive infographics in online newspapers. To improve the acceptance among users and to identify success factors of their utilization the results of a usability study of interactive infographics are presented.
交互式信息图表是表示和传达复杂信息的强大工具。在数据驱动的新闻中,记者使用交互式信息图表来解释新的见解和事实,同时根据检索到的数据讲述复杂的故事。然而,在线新闻的读者在使用交互式信息图表时仍然缺乏经验。对在线报纸读者的用户调查结果显示了读者如何使用在线报纸中的交互式信息图表并与之互动。为了提高用户对交互式信息图表的接受度并确定其使用的成功因素,本文提出了交互式信息图表可用性研究的结果。
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引用次数: 4
The Role of Perspective Cues in RSVP 视角线索在回复邀请中的作用
Pub Date : 2017-07-11 DOI: 10.1109/iV.2017.52
Joshua Brown, M. Witkowski, James Mardell, K. Wittenburg, R. Spence
Riffling the pages of a book, perhaps in the search for a specific image, is an example of Rapid Serial Visual Presentation (RSVP). Even at a pace of 10 images per second, successful search is often possible. Interest in RSVP arises because a digital embodiment of RSVP has many applications.There are many possible 'modes' of RSVP. However, a mode can be especially helpful if, after the appearance of an image, and without delaying the arrival of other images, it can remain in view for a second or two to allow a user to confirm that a desired image has been found. Moreover, if a collection of images is presented in such a way as to be perceived as moving in 3D space, it is thought that the search for an individual image can thereby be enhanced by comparison with a 2D presentation.To test this conjecture we devise and use the "Deep-Flat" visual illusion whereby a column of moving images magnifying in size is perceived as approaching the viewer as in a 3D space. When the images are presented in an equivalent way horizontally as a row, the viewer tends to see this as images growing in size, but now on a flat (2D) plane. We tested comparable RSVP designs in these two illusions to ascertain the relative effects of 2D and 3D style presentation under precisely controlled conditions. Elicited data included both performance measures (e.g., recognition success), and user preferences and opinions.We established the effectiveness of RSVP using the illusion. When tested under directly comparable conditions, we concluded that performance is not significantly affected by the illusion of depth, but that the inclusion of certain background cues can have a significantly detrimental effect on performance.
快速连续视觉呈现(RSVP)是快速连续视觉呈现(RSVP)的一个例子。即使以每秒10张图片的速度,成功的搜索也是可能的。对RSVP产生兴趣是因为RSVP的数字体现有许多应用。有许多可能的回复“模式”。但是,如果在图像出现之后,在不延迟其他图像到达的情况下,它可以在视图中保持一两秒钟,以允许用户确认已找到所需的图像,则模式可能特别有用。此外,如果以这样一种方式呈现图像集合,以便被感知为在3D空间中移动,则认为可以通过与2D呈现相比较来增强对单个图像的搜索。为了验证这一猜想,我们设计并使用了“深平面”视觉错觉,即一列移动图像的大小被放大,就像在3D空间中接近观众一样。当图像以同样的方式水平排列时,观看者倾向于将其视为图像尺寸的增长,但现在是在平坦(2D)平面上。我们在这两种错觉中测试了可比较的RSVP设计,以确定在精确控制的条件下2D和3D风格呈现的相对效果。获得的数据包括性能度量(例如,识别成功)和用户偏好和意见。我们利用错觉建立了RSVP的有效性。当在直接比较的条件下进行测试时,我们得出的结论是,深度错觉对表现没有显著影响,但包含某些背景线索可能对表现产生显著的不利影响。
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引用次数: 0
Music Plagiarism at a Glance: Metrics of Similarity and Visualizations 音乐剽窃一览:相似性和可视化的度量
Pub Date : 2017-07-11 DOI: 10.1109/iV.2017.49
R. Prisco, A. Esposito, N. Lettieri, Delfina Malandrino, Donato Pirozzi, Gianluca Zaccagnino, R. Zaccagnino
The plagiarism is a debated topic in different fields and in particular in music, given the huge amount of money that music is able to generate. Moreover, it is controversial aspect in the law's field given the subjectivity of the judges that have to pronounce on a suspicious case. Automatic detection of music plagiarism is fundamental to overcome these limits by representing an useful support for judges during their pronouncements and an important result to avoid musicians to spend more time in court than on composing and playing music.In this paper we address this issue by defining a new metric to discover pop music similarity and we study whether visualization can assist domain experts in judging suspicious cases. We describe a user study in which subjects performed different tasks on a song collection using different visual representations to investigate which one is best in terms of intuitiveness and accuracy. Results provided us with positive feedback about our choices and some useful suggestions for future directions.
剽窃在不同的领域都是一个有争议的话题,特别是在音乐领域,因为音乐能够产生大量的钱。此外,由于法官必须对可疑案件作出判决的主观性,这在法律界也是一个有争议的方面。音乐剽窃的自动检测是克服这些限制的基础,它为法官在判决过程中提供了有用的支持,也是避免音乐家在法庭上花费比作曲和演奏更多的时间的重要结果。在本文中,我们通过定义一个新的度量来发现流行音乐相似度来解决这个问题,并研究可视化是否可以帮助领域专家判断可疑案件。我们描述了一项用户研究,其中受试者使用不同的视觉表示对歌曲集合执行不同的任务,以调查哪一个在直观性和准确性方面是最好的。结果为我们的选择提供了积极的反馈,并为未来的发展方向提供了一些有用的建议。
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引用次数: 20
Converting Night-Time Images to Day-Time Images through a Deep Learning Approach 通过深度学习方法将夜间图像转换为白天图像
Pub Date : 2017-07-11 DOI: 10.1109/iV.2017.16
N. Capece, U. Erra, Raffaele Scolamiero
This paper examines the application of a deep learning approach to converting night-time images to day-time images. In particular, we show that a convolutional neural network enables the simulation of artificial and ambient light on images. In this paper, we illustrate the design of the deep neural network and some preliminary results on a real indoor environment and two virtual environments rendered with a 3D graphics engine. The experimental results are encouraging and confirm that a convolutional neural network is an interesting approach in the fields of photo-editing and digital image postprocessing.
本文研究了将夜间图像转换为白天图像的深度学习方法的应用。特别是,我们展示了卷积神经网络能够在图像上模拟人工光和环境光。在本文中,我们举例说明了深度神经网络的设计,并在一个真实的室内环境和两个用三维图形引擎渲染的虚拟环境上取得了一些初步结果。实验结果令人鼓舞,并证实了卷积神经网络在照片编辑和数字图像后处理领域是一种有趣的方法。
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引用次数: 7
Urban Fusion: Visualizing Urban Data Fused with Social Feeds via a Game Engine 城市融合:通过游戏引擎将城市数据与社交信息融合
Pub Date : 2017-07-11 DOI: 10.1109/iV.2017.33
J. Perháč, Wei Zeng, Shiho Asada, S. Arisona, S. Schubiger-Banz, R. Burkhard, Bernhard Klein
This paper presents a framework which allows urban planners to navigate and interact with large datasets fused with social feeds in real-time, enhanced by a virtual reality (VR) capability, which further promotes the knowledge discovery process and allows to interact with urban data in natural yet immersive way. A challenge in urban planning is making decisions based on datasets which are many times ambiguous, together with effective use of newly available yet unstructured sources of information like social media. Providing expert users with novel ways of representing knowledge can be beneficial for decision making. Game engines have evolved into capable testbeds for novel visualization and interaction techniques. We therefore explore the possibility of using a modern game engine as a platform for knowledge representation in urban planning and how it can be used to model ambiguity. We also investigate how urban planners can benefit from immersion when it comes to data exploration and knowledge discovery. We apply the concept of using primitives to publicly available transportation datasets and social feeds of New York city, we discuss a gesture-based VR extension of our framework and lastly, we conclude the paper with feedback from expert users in urban planning and with an outlook of future challenges.
本文提出了一个框架,该框架允许城市规划者实时导航和交互与社交feed融合的大型数据集,并通过虚拟现实(VR)功能增强,从而进一步促进知识发现过程,并允许以自然而身临其境的方式与城市数据交互。城市规划面临的一个挑战是,根据很多时候模棱两可的数据集做出决策,同时有效利用新获得的、但非结构化的信息来源,如社交媒体。为专家用户提供新颖的知识表示方法有助于决策制定。游戏引擎已经发展成为新的可视化和交互技术的测试平台。因此,我们探索了在城市规划中使用现代游戏引擎作为知识表示平台的可能性,以及如何使用它来模拟模糊性。我们还研究了城市规划者在数据探索和知识发现方面如何从沉浸中受益。我们将使用原语的概念应用于纽约市公开可用的交通数据集和社交feed,我们讨论了基于手势的VR框架扩展,最后,我们用城市规划专家用户的反馈和对未来挑战的展望来总结本文。
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引用次数: 13
Analysis of Game Development Activity Using Team-Based Learning 基于团队学习的游戏开发活动分析
Pub Date : 2017-07-11 DOI: 10.1109/iV.2017.73
Akiko Teranishi, M. Nakayama, T. Wyeld, M. Eid
Game development activity using Team-based Learning (TBL) was investigated in order to identify factors contributing to the usability of the product. In this study, three teams from two different countries are compared. As the related factors, the followings were examined to analyze the relationships with usability scores: (1) learning reflection, (2) social media communications within teams, and (3) participants’ characteristics and information literacy. Usability scores were conveyed using a System Usability Scale (SUS) by evaluations from the other teams. The participants’ characteristics and information literacy were measured before starting the project as a pre-test. The discussions and communications via social media of each group were categorized as: Proposal, Permission, Encouragement, and Acknowledgment, using protocol analysis to examine their contributions towards the usability scores. After completing the study project, a learning reflection questionnaire was completed by all participants to evaluate efficacy, satisfaction and achievement of learning, and difficulties.
我们调查了使用基于团队的学习(TBL)的游戏开发活动,以确定影响产品可用性的因素。在这项研究中,来自两个不同国家的三个团队进行了比较。作为相关因素,我们考察了以下因素来分析与可用性得分的关系:(1)学习反思,(2)团队内的社交媒体沟通,(3)参与者’特点与信息素养。可用性分数是通过其他团队的评估使用系统可用性量表(SUS)来传达的。参与者# x2019;在项目开始前,作为预测试,测量了特征和信息素养。每个小组通过社交媒体的讨论和交流被分类为:建议、许可、鼓励和承认,使用协议分析来检查他们对可用性得分的贡献。在完成研究项目后,所有参与者完成一份学习反思问卷,评估学习效果、学习满意度、学习成就和学习困难。
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引用次数: 2
Visualization Practices in Scandinavian Newsrooms: A Qualitative Study 斯堪的纳维亚新闻编辑室的可视化实践:一项定性研究
Pub Date : 2017-07-11 DOI: 10.1109/iV.2017.54
Martin Engebretsen, H. Kennedy, Wibke Weber
The visualization of numeric data is becoming an important element in journalism, and new tools and platforms make the development of data visualization in the news discourse accelerate. In this paper we present an interview study investigating this development in Scandinavian newsrooms. Editorial leaders, data journalists, graphic designers, and developers in 10 major news organizations in Norway, Sweden and Denmark inform the study on a range of issues concerning visual practices and experiences in the newsrooms. Elements of tension are revealed on issues concerning the role and effect of complex, exploratory data visualizations and concerning the role of ordinary journalists in the production of simpler charts and graphs. The results presented are the first outcome of a larger ongoing study investigating visual practices in six European countries.
数字数据的可视化正在成为新闻领域的重要内容,新的工具和平台使得数据可视化在新闻话语中的发展加速。在本文中,我们提出了一项访谈研究,调查斯堪的纳维亚新闻编辑室的这一发展。挪威、瑞典和丹麦10家主要新闻机构的编辑领导、数据记者、图形设计师和开发人员就新闻编辑室的视觉实践和经验等一系列问题进行了研究。关于复杂的探索性数据可视化的作用和效果以及关于普通记者在制作更简单的图表和图表中的作用的问题,揭示了紧张的因素。这些结果是在六个欧洲国家进行的一项更大规模的视觉实践调查研究的第一个结果。
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引用次数: 5
Identifying the Relationships Between the Visualization Context and Representation Components to Enable Recommendations for Designing New Visualizations 识别可视化上下文和表示组件之间的关系,以便为设计新的可视化提供建议
Pub Date : 2017-07-11 DOI: 10.1109/iV.2017.55
Alma Cantu, O. Grisvard, Thierry Duval, G. Coppin
In this paper we address the question of the relationships between visualization challenges and the representation components that provide solutions to these challenges. Our approach involves extracting such relationships through an identification of the context and the components of a significant number of representations and a comparison of the result to existing theoretical studies. To make such an identification possible, we rely on a characterization of the representation context based on a thoughtful aggregation of existing characterizations of the data type, the tasks and the context of use of the representations. We illustrate our approach on a use-case with examples of a relationships extraction and of a comparison of that relationships to the theory. We believe that the establishment of such relationships makes it possible to understand the mechanisms behind the representations, in order to build a representation design recommendation tool. Such a tool will enable us to recommend the components to use in a representation, given a visualization challenge to address.
在本文中,我们讨论了可视化挑战和为这些挑战提供解决方案的表示组件之间的关系问题。我们的方法包括通过识别上下文和大量表征的组成部分来提取这种关系,并将结果与现有理论研究进行比较。为了使这种识别成为可能,我们依赖于基于数据类型、任务和使用表示的上下文的现有特征的深思熟虑的聚合的表示上下文的特征。我们在一个用例上用关系提取和关系与理论比较的例子来说明我们的方法。我们相信这种关系的建立使得理解表示背后的机制成为可能,从而构建一个表示设计推荐工具。这样的工具将使我们能够在给定要解决的可视化挑战的情况下,推荐在表示中使用的组件。
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引用次数: 3
Visually Supporting Image Annotation Based on Visual Features and Ontologies 基于视觉特征和本体的视觉支持图像标注
Pub Date : 2017-07-11 DOI: 10.1109/iV.2017.27
Jalila Filali, Hajer Baazaoui Zghal, J. Martinet
Automatic Image Annotation (AIA) is a challenging problem in the field of image retrieval, and several methods have been proposed. However, visually supporting this important tasks and reducing the semantic gap between low-level image features and high-level semantic concepts still remains a key issue. In this paper, we propose a visually supporting image annotation framework based on visual features and ontologies. Our framework relies on three main components: (i) extraction and classification of features component, (ii) ontology’s building component and (iii) image annotation component. Our goal consists on improving the visual image annotation by:(1) extracting invariant and complex visual features; (2) integrating feature classification results and semantic concepts to build ontology and (3) combining both visual and semantic similarities during the image annotation process.
自动图像标注(AIA)是图像检索领域的一个具有挑战性的问题,已有几种方法被提出。然而,在视觉上支持这一重要任务,并减少低级图像特征和高级语义概念之间的语义差距仍然是一个关键问题。本文提出了一种基于视觉特征和本体的视觉支持图像标注框架。我们的框架依赖于三个主要组件:(i)特征提取和分类组件,(ii)本体构建组件和(iii)图像注释组件。我们的目标是改进视觉图像标注:(1)提取不变的和复杂的视觉特征;(2)结合特征分类结果和语义概念构建本体;(3)在图像标注过程中将视觉相似性和语义相似性结合起来。
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引用次数: 2
期刊
2017 21st International Conference Information Visualisation (IV)
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