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

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Using Real Objects for Interaction in Virtual Reality 在虚拟现实中使用真实对象进行交互
Pub Date : 2017-07-01 DOI: 10.1109/iV.2017.57
Ryota Yoshimoto, Mariko Sasakura
Output devices to view Virtual Reality (VR), like Head Mount Displays, are getting common lately. However, there is no standard input devices to tell computers user's intention in VR yet. According to the naive intuition, using real objects that has similar shapes as in VR is the better way than using controllers like mouses or game controllers to manipulate objects showed in VR. But is it true? To make it clear, we develop an game system like tower defense. Users played the game in two ways, one is using real objects, the other is using mouse to place "Towers". As the result of questionnaire after game plays, "easy to use" factor was lower for the real objects operation mainly because of the technical difficulties like object detection failure. But the "fun to use" factor was still higher for the real objects than the controllers. It show that using real objects has high potential for interaction between users and the VR system.
观看虚拟现实(VR)的输出设备,如头戴式显示器,最近变得越来越普遍。然而,目前还没有标准的输入设备来告诉计算机用户在VR中的意图。根据天真的直觉,使用与VR中形状相似的真实物体比使用鼠标或游戏控制器等控制器来操作VR中显示的物体更好。但这是真的吗?明确地说,我们开发了一个类似塔防的游戏系统。用户通过两种方式玩游戏,一种是使用实物,另一种是使用鼠标放置“塔”。游戏结束后的问卷调查结果显示,真实物体操作的“易使用”因素较低,主要是由于物体检测失败等技术难点。但真实物体的“使用乐趣”因素仍然高于控制器。这表明使用真实的物体在用户和VR系统之间具有很大的交互潜力。
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引用次数: 5
Interactive Data Exploration through Multiple Visual Contexts with Different Data Models and Dimensions 通过具有不同数据模型和维度的多个可视化上下文进行交互式数据探索
Pub Date : 2017-07-01 DOI: 10.1109/iV.2017.53
Phi Giang Pham, M. Huang, Quang Vinh Nguyen
Visual analytics plays a key role in bringing insights to audiences who are interested and dedicated in data exploration. In the area of relational data, many advanced visualization tools and frameworks are proposed in order to dealing with such data features. However, the majority of those have not greatly considered the whole process from data-model mining to query utilizing on dimensions and data values, which might cause interruption to exploration activities. This paper presents a new interactive exploration framework for relational data analysis through automatic interconnection of data models, data dimensions and data values. The basic idea is to construct a relative and switchable chain of those context representations by integrating our previous techniques on node-link, parallel coordinate and scatterplot graphics. This approach enables users to flexibly make relative queries on desired contexts at any stage of exploration for deep data understanding. The result from a typical case study for the framework demonstration indicates that our approach is able to handle the addressed challenge.
可视化分析在向对数据探索感兴趣和专注的受众提供见解方面发挥着关键作用。在关系数据领域,为了处理这些数据特征,提出了许多先进的可视化工具和框架。然而,这些方法大多没有充分考虑到从数据模型挖掘到查询利用维度和数据值的全过程,可能会对勘探活动造成干扰。本文通过数据模型、数据维度和数据值的自动互联,提出了一种新的关系数据分析交互式探索框架。基本思想是通过整合我们之前在节点链接、平行坐标和散点图上的技术来构建这些上下文表示的相对可切换链。这种方法使用户能够在探索的任何阶段灵活地对所需的上下文进行相对查询,以实现深度数据理解。框架演示的典型案例研究的结果表明,我们的方法能够处理所解决的挑战。
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引用次数: 0
Whether the Relationscape of Interaction Design Strategies During Design Process Can Be Explained by Linkography 交互设计策略在设计过程中的关系景观是否可以用链接图来解释
Pub Date : 2017-07-01 DOI: 10.1109/iV.2017.79
Tsai-Ling Hsieh, T. Chang
There are a mass of design decisions within the design process, including the reasoning of design and the evolution of the conception, or undiscovered relevance between sketches/diagrams. If we don't realize the process of design by analysis of results further, the designer will not learn from experience and will not avoid the same mistake. This study through diagram following the linkography method, the critical decision CM (critical moves) will be revealed. By calculating the design process unit CM proportion of the number, the most important moves form a particularly large number of links. The CM can show the main idea of direction of subject, therefore, via CM, designers can understand what's the weakness of themselves and extending their knowledge, getting rid of the traditional thinking mod.
在设计过程中有大量的设计决策,包括设计的推理和概念的演变,或者草图/图表之间未被发现的相关性。如果我们不能通过对结果的进一步分析来认识设计的过程,那么设计师就无法从经验中学习,也无法避免同样的错误。本研究通过图示遵循联系法,将关键决策CM (critical moves)揭示出来。通过计算设计过程中单元CM所占的比例数,使最重要的动作形成数量特别大的环节。CM可以显示主题的主要思想方向,因此,通过CM,设计师可以了解自己的弱点,扩展自己的知识,摆脱传统的思维模式。
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引用次数: 6
Surfacing Repetitive Design Strategy with Visualization Tool 用可视化工具呈现重复设计策略
Pub Date : 2017-07-01 DOI: 10.1109/iV.2017.76
Hsin-Yi Huang, T. Chang
Designers tend to have repetitive design strategy in the process without notices. The elements setting the interactive function is to conform the user requirement and it can improve the user experiences. Although it has many information recorded on the paper, but via the think-aloud we can find out many implicit information. Then, we can go through the sketch to understand how we define the visualize graphic nodes and find out their implicit mode. By surfacing such behaviors, designers can focus on effective design strategies rather than repetitive design.
设计师往往会在没有注意到的情况下重复设计策略。设置交互功能的要素是为了符合用户需求,提高用户体验。虽然它有很多信息记录在纸上,但通过有声思维我们可以发现许多隐含的信息。然后,我们可以通过草图来了解我们如何定义可视化图形节点并找出它们的隐式模式。通过揭露这些行为,设计师可以专注于有效的设计策略,而不是重复的设计。
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引用次数: 4
Metasystems Learning Design Theory on Information Visualization 信息可视化的元系统学习设计理论
Pub Date : 2017-07-01 DOI: 10.1109/iV.2017.80
E. Railean
This paper presents the extension of Metasystems Learning Design Theory on Information Visualisation. Based on the hypothesis that educational norms have shifted considerably over the last decades, it is explained an innovative approach based on Lean Startup Theory. Within the context of the global education, the chapter explores the Metasystems Learning Design Principles as a response to the research question: What is the information visualisation from the perspective of Metasystems Learning Design Theory? The chapter incorporates results of a survey regarding the students' opinions of specific information visualisation features of Metasystems Learning Design Theory and its practical application for university courses: "Computational Chemistry", "Knowledge Management" and "Scientific methodology and ethics of research". This research serves the purpose of information visualisation criteria in the Higher Education. Conclusions are provided at the end.
本文提出了元系统学习设计理论在信息可视化中的扩展。基于教育规范在过去几十年发生了巨大变化的假设,本文解释了一种基于精益创业理论的创新方法。在全球教育的背景下,本章探讨了元系统学习设计原则,作为对研究问题的回应:从元系统学习设计理论的角度来看,什么是信息可视化?本章结合了一项关于学生对元系统学习设计理论的具体信息可视化特征及其在大学课程“计算化学”、“知识管理”和“科学方法论与研究伦理”中的实际应用的看法的调查结果。本研究旨在为高等教育信息可视化标准的制定提供参考。最后给出了结论。
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引用次数: 1
Temporal Visualization of Energy Consumption Loads Using Time-Tone 使用时间色调的能耗负荷时间可视化
Pub Date : 2017-07-01 DOI: 10.1109/iV.2017.13
M. Masoodian, I. Buchwald, S. Luz, E. André
Feedback plays an important role in assisting users to better understand their energy consumption behaviour. This is particularly true when users want to change their behaviour in order to reduce their energy consumption, and to manage their usage more effectively so as to avoid putting unnecessary load on energy providers. This paper presents the time-tone visualization, which aims to assist users by displaying variations in energy consumption by different categories of household devices over time, and their respective contributions to the total energy usage load. A user study conducted to compare time-tone against area-charts shows that although the two visualizations are comparable, time-tone is more effective for cases where there are large variations in energy usage loads.
反馈在帮助用户更好地了解他们的能源消耗行为方面发挥着重要作用。当用户想要改变他们的行为以减少他们的能源消耗,并更有效地管理他们的使用,以避免给能源供应商带来不必要的负担时,这一点尤其正确。本文介绍了时间色调可视化,其目的是通过显示不同类别的家用设备随时间的能源消耗变化,以及它们各自对总能源使用负荷的贡献,来帮助用户。为比较时间色调和面积图而进行的一项用户研究表明,尽管这两种可视化方法具有可比性,但时间色调在能源使用负荷变化较大的情况下更为有效。
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引用次数: 4
Interaction Visualisation of Complex Genomic Data with Game Engines 复杂基因组数据与游戏引擎的交互可视化
Pub Date : 2017-07-01 DOI: 10.1109/iV.2017.61
Nader Hasan Khalifa, Quang Vinh Nguyen, S. Simoff, D. Catchpoole
Graphic game engines have introduced even more advanced technologies to improve the rendering, image quality, ergonomics, and user experience of their creations by providing user-friendly yet powerful tools to design and develop new games. There are thousands of genes in the human genome that contain information about specific individual patients and the biological mechanisms of their diseases. The complexity in biomedical and genomic data usually requires effective visual information processing and analytics. Unfortunately, available visualisation techniques for this domain are limited, many in static forms. The open study questions here are as follow: Are there lessons to be learnt from these video games? Or could the game technology help us explore new graphic ideas accessible to non-specialists? This paper presents a visual analytics model that enables the analysis of large and complex genomic data using Unity3D game technology. This includes an interactive visualisation, providing an overview of the patient cohort with a detailed view of the individual genes. We illustrate the effectiveness of our approach in guiding the effective treatment decision in the cohort through datasets from the childhood cancer B-Cell acute lymphoblastic leukaemia.
图形游戏引擎引入了更先进的技术,通过提供用户友好但功能强大的工具来设计和开发新游戏,以改善渲染,图像质量,人体工程学和用户体验。人类基因组中有成千上万个基因,它们包含了关于特定个体患者及其疾病的生物学机制的信息。生物医学和基因组数据的复杂性通常需要有效的视觉信息处理和分析。不幸的是,这个领域可用的可视化技术是有限的,许多是静态形式的。这里的开放性研究问题如下:我们是否可以从这些电子游戏中学到什么?或者游戏技术是否能够帮助我们探索非专业人士也能接触到的新图像理念?本文提出了一个可视化的分析模型,可以使用Unity3D游戏技术分析大型和复杂的基因组数据。这包括交互式可视化,提供患者队列的概述和个体基因的详细视图。我们通过儿童癌症b细胞急性淋巴细胞白血病的数据集说明了我们的方法在指导有效治疗决策方面的有效性。
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引用次数: 1
GC1 Cubic Trigonometric Spline Function with its Geometric Attributes GC1三次三角样条函数及其几何属性
Pub Date : 2017-07-01 DOI: 10.1109/iV.2017.36
M. Sarfraz, Farsia Hussain, Saira Hussain, M. Hussain
This paper enlightens the ultimate requirement of piecewise cubic functions in graphic designing with having good control on the interpolatory curves and also having flexible tangents. To meet these requirements of graphic designing, a piecewise cubic trigonometric spline function is developed with three shape parameters. These shape parameters provide the flexibility in tangent on each sub interval of the data. The geometric characteristics of developed function are also deliberated here. The error of developed function is also calculated which is of order three.
本文揭示了分段三次函数在平面设计中的最终要求,即对插值曲线有良好的控制,切线具有柔性。为了满足图形设计的这些要求,提出了包含三个形状参数的分段三次三角样条函数。这些形状参数在数据的每个子区间上提供了切线上的灵活性。本文还讨论了展开函数的几何特性。计算了开发函数的三阶误差。
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引用次数: 1
Photo(Graph) Gallery: An “Exhibition” of Graph Classification 图(图)画廊:An “Exhibition”图的分类
Pub Date : 2017-07-01 DOI: 10.1109/iV.2017.21
Frédéric Rayar, Zeina Abu-Aisheh
This paper is an exhibition of graph matchingresults, in a classification context. We present Photo(Graph) Gallery, a platform that allows one to visually interpret graphmatchings. We aim at understanding the computed matchingsin order to improve the rates of graph classification. Preliminaryresults of the study performed on two data sets are also illustrated. Furthermore, a demonstrator of our proof-of-concept platform isavailable online at http://rfai.li.univ-tours.fr/PublicData/phogg/.
本文展示了在分类环境下的图匹配结果。我们提供照片(图表)画廊,一个可以直观地解释图表匹配的平台。我们的目标是理解计算匹配,以提高图的分类率。本文还说明了在两个数据集上进行的初步研究结果。此外,我们的概念验证平台的演示器可在http://rfai.li.univ-tours.fr/PublicData/phogg/上获得。
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引用次数: 1
Amatsubu: A Semi-static Representation Technique Exposing Spatial Changes in Spatio-temporal Dependent Data 一种揭示时空相关数据空间变化的半静态表示技术
Pub Date : 2017-07-01 DOI: 10.1109/iV.2017.42
Hiroki Chiba, Yuki Hyogo, Kazuo Misue
Spatio-temporal dependent data, such as weather observation data, is data in which attribute values depend on both the time and space in which they are recorded. Typical visualization methods of such data that are employed in mass communication involve plotting the attribute values at each point in time on a map, and either displaying a series of such maps in time order using animation or displaying them by juxtaposing horizontally or vertically. Such methods are widely known, even by non-experts in analysis, but they have some problems. These methods force readers who want to grasp spatial changes in the attribute values to memorize the representations on the maps. The longer the time-period of data, the higher the cognitive load. In order to address such problems, we develop a novel visualization technique, named "Amatsubu," which statically represents multiple instantaneous values on a single map by overlaying them. We confirm the usefulness of this method through user studies, and also determine a weak point. The weakness is a lack of readability of information for each point in time, which can induce misreadings of spatial changes. We attempt to overcome this issue by introducing animation to Amatsubu, and transforming it into a semi-static representation technique. We confirm the effect of this improvement through another user study.
时空相关数据,如天气观测数据,是指属性值同时取决于记录它们的时间和空间的数据。大众传播中使用的这类数据的典型可视化方法包括在地图上绘制每个时间点的属性值,或者使用动画按时间顺序显示一系列这样的地图,或者通过水平或垂直并置显示它们。这些方法是众所周知的,即使是非分析专家也知道,但它们存在一些问题。这些方法迫使想要掌握属性值的空间变化的读者记住地图上的表示。数据时间越长,认知负荷越高。为了解决这些问题,我们开发了一种新的可视化技术,名为“Amatsubu”,它通过叠加在一张地图上静态地表示多个瞬时值。我们通过用户研究证实了该方法的有效性,同时也确定了一个弱点。缺点是缺乏每个时间点信息的可读性,这可能导致对空间变化的误读。我们试图通过将动画引入松木来克服这个问题,并将其转化为半静态表现技术。我们通过另一项用户研究证实了这一改进的效果。
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引用次数: 2
期刊
2017 21st International Conference Information Visualisation (IV)
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