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Situated Visualization in Motion for Video Games 视频游戏运动中的情景可视化
Pub Date : 2024-09-11 DOI: arxiv-2409.07031
Federica Bucchieri, Lijie Yao, Petra Isenberg
We contribute a systematic review of situated visualizations in motion in thecontext of video games. Video games produce rich dynamic datasets duringgameplay that are often visualized to help players succeed in a game. Oftenthese visualizations are moving either because they are attached to moving gameelements or due to camera changes. We want to understand to what extent thismotion and contextual game factors impact how players can read thesevisualizations. In order to ground our work, we surveyed 160 visualizations inmotion and their embeddings in the game world. Here, we report on our analysisand categorization of these visualizations.
我们对视频游戏背景下的运动情景可视化进行了系统回顾。视频游戏在游戏过程中会产生丰富的动态数据集,这些数据集通常会被可视化,以帮助玩家在游戏中取得成功。这些可视化通常是移动的,要么是因为它们附着在移动的游戏元素上,要么是因为摄像头的变化。我们希望了解这种运动和游戏背景因素在多大程度上会影响玩家如何阅读这些可视化效果。为了夯实我们的工作基础,我们调查了 160 个运动中的可视化及其在游戏世界中的嵌入情况。在此,我们将报告我们对这些可视化效果的分析和分类。
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引用次数: 0
Envisioning Situated Visualizations of Environmental Footprints in an Urban Environment 城市环境中环境足迹的情景可视化设想
Pub Date : 2024-09-11 DOI: arxiv-2409.07006
Yvonne Jansen, Federica Bucchieri, Pierre Dragicevic, Martin Hachet, Morgane Koval, Léana Petiot, Arnaud Prouzeau, Dieter Schmalstieg, Lijie Yao, Petra Isenberg
We present the results of a brainstorming exercise focused on how situatedvisualizations could be used to better understand the state of the environmentand our personal behavioral impact on it. Specifically, we conducted a day longworkshop in the French city of Bordeaux where we envisioned situatedvisualizations of urban environmental footprints. We explored the city and tookphotos and notes about possible situated visualizations of environmentalfootprints that could be embedded near places, people, or objects of interest.We found that our designs targeted four purposes and used four differentmethods that could be further explored to test situated visualizations for theprotection of the environment.
我们介绍了一次集思广益活动的成果,该活动的重点是如何利用情景可视化更好地了解环境状况以及我们的个人行为对环境的影响。具体来说,我们在法国城市波尔多举办了为期一天的研讨会,设想对城市环境足迹进行情景可视化。我们探索了这座城市,并拍摄和记录了可能的环境足迹情景可视化,这些可视化可以嵌入到感兴趣的地方、人或物体附近。我们发现,我们的设计针对四个目的,并使用了四种不同的方法,这些方法可以进一步探索,以测试保护环境的情景可视化。
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引用次数: 0
Minimum Viable Ethics: From Institutionalizing Industry AI Governance to Product Impact 最低可行伦理:从行业人工智能治理制度化到产品影响力
Pub Date : 2024-09-11 DOI: arxiv-2409.06926
Archana Ahlawat, Amy Winecoff, Jonathan Mayer
Across the technology industry, many companies have expressed theircommitments to AI ethics and created dedicated roles responsible fortranslating high-level ethics principles into product. Yet it is unclear howeffective this has been in leading to meaningful product changes. Throughsemi-structured interviews with 26 professionals working on AI ethics inindustry, we uncover challenges and strategies of institutionalizing ethicswork along with translation into product impact. We ultimately find that AIethics professionals are highly agile and opportunistic, as they attempt tocreate standardized and reusable processes and tools in a corporate environmentin which they have little traditional power. In negotiations with productteams, they face challenges rooted in their lack of authority and ownershipover product, but can push forward ethics work by leveraging narratives ofregulatory response and ethics as product quality assurance. However, thisstrategy leaves us with a minimum viable ethics, a narrowly scoped industry AIethics that is limited in its capacity to address normative issues separatefrom compliance or product quality. Potential future regulation may help bridgethis gap.
在整个技术行业,许多公司都表达了对人工智能伦理的承诺,并设立了专门的职位,负责将高层次的伦理原则转化为产品。然而,目前还不清楚这种做法在促成有意义的产品变革方面有多大成效。通过对行业内 26 位从事人工智能伦理工作的专业人士进行半结构化访谈,我们发现了将伦理工作制度化并转化为产品影响所面临的挑战和策略。我们最终发现,人工智能伦理专业人员具有高度的灵活性和机会主义,因为他们试图在传统权力很小的企业环境中创建标准化和可重复使用的流程和工具。在与产品团队的谈判中,他们面临着因缺乏对产品的权威和所有权而带来的挑战,但他们可以通过利用监管响应和伦理作为产品质量保证的叙事来推进伦理工作。然而,这种策略给我们留下了最低限度的伦理,即范围狭窄的行业伦理,其解决与合规或产品质量无关的规范性问题的能力有限。未来的潜在法规可能有助于弥补这一差距。
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引用次数: 0
TopoMap++: A faster and more space efficient technique to compute projections with topological guarantees TopoMap++:更快、更节省空间的拓扑保证投影计算技术
Pub Date : 2024-09-11 DOI: arxiv-2409.07257
Vitoria Guardieiro, Felipe Inagaki de Oliveira, Harish Doraiswamy, Luis Gustavo Nonato, Claudio Silva
High-dimensional data, characterized by many features, can be difficult tovisualize effectively. Dimensionality reduction techniques, such as PCA, UMAP,and t-SNE, address this challenge by projecting the data into alower-dimensional space while preserving important relationships. TopoMap isanother technique that excels at preserving the underlying structure of thedata, leading to interpretable visualizations. In particular, TopoMap maps thehigh-dimensional data into a visual space, guaranteeing that the 0-dimensionalpersistence diagram of the Rips filtration of the visual space matches the onefrom the high-dimensional data. However, the original TopoMap algorithm can beslow and its layout can be too sparse for large and complex datasets. In thispaper, we propose three improvements to TopoMap: 1) a more space-efficientlayout, 2) a significantly faster implementation, and 3) a novel TreeMap-basedrepresentation that makes use of the topological hierarchy to aid theexploration of the projections. These advancements make TopoMap, now referredto as TopoMap++, a more powerful tool for visualizing high-dimensional datawhich we demonstrate through different use case scenarios.
高维数据具有许多特征,很难有效地可视化。降维技术,如 PCA、UMAP 和 t-SNE,通过将数据投影到低维空间,同时保留重要关系来解决这一难题。TopoMap 是另一种擅长保留数据底层结构的技术,它能带来可解释的可视化效果。尤其是,TopoMap 将高维数据映射到可视空间,保证了可视空间的 Rips 滤波的 0 维存在图与高维数据的存在图相匹配。然而,原始的 TopoMap 算法在处理大型复杂数据集时可能会出现速度慢、布局过于稀疏的问题。在本文中,我们对 TopoMap 提出了三项改进建议:1)更具空间效率的布局;2)更快的实现速度;3)基于 TreeMap 的新颖表示法,利用拓扑层次来帮助探索投影。这些进步使 TopoMap(现称为 TopoMap++)成为可视化高维数据的更强大工具,我们将通过不同的使用场景来展示这些进步。
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引用次数: 0
A Comparative Study of Table Sized Physicalization and Digital Visualization 桌子大小的实体化与数字可视化比较研究
Pub Date : 2024-09-11 DOI: arxiv-2409.06951
Yanxin Wang, Yihan Liu, Lingyun Yu, Chengtao Ji, Yu Liu
Data physicalization is gaining popularity in public and educational contextsdue to its potential to make abstract data more tangible and understandable.Despite its growing use, there remains a significant gap in our understandingof how large-size physical visualizations compare to their digital counterpartsin terms of user comprehension and memory retention. This study aims to bridgethis knowledge gap by comparing the effectiveness of visualizing schoolbuilding history data on large digital screens versus large physical models.Our experimental approach involved 32 participants who were exposed to one ofthe visualization mediums. We assessed their user experience and immediateunderstanding of the content, measured through tests after exposure, andevaluated memory retention with follow-up tests seven days later. The resultsrevealed notable differences between the two forms of visualization:physicalization not only facilitated better initial comprehension but alsosignificantly enhanced long-term memory retention. Furthermore, user feedbackon usability was also higher on physicalization. These findings underscore thesubstantial impact of physicalization in improving information comprehensionand retention. This study contributes crucial insights into futurevisualization media selection in educational and public settings.
数据实体化在公共和教育领域越来越受欢迎,因为它可以让抽象的数据变得更具体、更易懂。尽管其应用越来越广泛,但我们对大尺寸实体可视化与数字可视化在用户理解和记忆保持方面的比较仍有很大的差距。本研究旨在通过比较在大型数字屏幕上可视化学校建设历史数据与大型实物模型的效果来弥补这一知识空白。我们的实验方法是让 32 名参与者接触其中一种可视化媒介,在接触后通过测试评估他们的用户体验和对内容的即时理解,并在七天后通过后续测试评估记忆保持情况。结果显示了两种可视化形式之间的显著差异:实体化不仅有助于更好的初步理解,还能显著增强长期记忆保持。此外,用户对实体化的可用性反馈也更高。这些发现强调了物理化在提高信息理解和记忆方面的巨大影响。这项研究为今后在教育和公共场所选择可视化媒体提供了重要的启示。
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引用次数: 0
Identify Design Problems Through Questioning: Exploring Role-playing Interactions with Large Language Models to Foster Design Questioning Skills 通过提问发现设计问题:探索与大型语言模型的角色扮演互动,培养设计提问技能
Pub Date : 2024-09-11 DOI: arxiv-2409.07178
Hyunseung Lim, Dasom Choi, Hwajung Hong
Identifying design problems is a crucial step for creating plausiblesolutions, but it is challenging for design novices due to their limitedknowledge and experience. Questioning is a promising skill that enablesstudents to independently identify design problems without being passive orrelying on instructors. This study explores role-playing interactions withLarge Language Model (LLM)-powered Conversational Agents (CAs) to foster thequestioning skills of novice design students. We proposed an LLM-powered CAprototype and conducted a preliminary study with 16 novice design studentsengaged in a real-world design class to observe the interactions betweenstudents and the LLM-powered CAs. Our findings indicate that while the CAsstimulated questioning and reduced pressure to ask questions, it alsoinadvertently led to over-reliance on LLM responses. We proposed designconsiderations and future works for LLM-powered CA to foster questioningskills.
发现设计问题是创造合理解决方案的关键步骤,但由于知识和经验有限,这对设计新手来说具有挑战性。提问是一种很有前途的技能,它能让学生独立地发现设计问题,而不是被动地或依赖于教师。本研究探索了与大语言模型(LLM)驱动的对话代理(CA)进行角色扮演互动,以培养设计新手的提问技能。我们提出了一个由 LLM 驱动的 CA 原型,并对参与真实世界设计课程的 16 名设计新手进行了初步研究,以观察学生与由 LLM 驱动的 CA 之间的互动。我们的研究结果表明,虽然计算机辅助设计激发了学生的提问并减少了提问的压力,但它也无意中导致了对 LLM 回答的过度依赖。我们提出了由 LLM 驱动的 CA 的设计考虑因素和未来工作,以培养学生的提问技能。
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引用次数: 0
RSVP for VPSA : A Meta Design Study on Rapid Suggestive Visualization Prototyping for Visual Parameter Space Analysis VPSA : 用于可视参数空间分析的快速建议性可视化原型的元设计研究 RSVP
Pub Date : 2024-09-11 DOI: arxiv-2409.07105
Manfred Klaffenboeck, Michael Gleicher, Johannes Sorger, Michael Wimmer, Torsten Möller
Visual Parameter Space Analysis (VPSA) enables domain scientists to exploreinput-output relationships of computational models. Existing VPSA applicationsoften feature multi-view visualizations designed by visualization experts for aspecific scenario, making it hard for domain scientists to adapt them to theirproblems without professional help. We present RSVP, the Rapid SuggestiveVisualization Prototyping system encoding VPSA knowledge to enable domainscientists to prototype custom visualization dashboards tailored to theirspecific needs. The system implements a task-oriented, multi-view visualizationrecommendation strategy over a visualization design space optimized for VPSA toguide users in meeting their analytical demands. We derived the VPSA knowledgeimplemented in the system by conducting an extensive meta design study over thebody of work on VPSA. We show how this process can be used to perform a dataand task abstraction, extract a common visualization design space, and derive atask-oriented VisRec strategy. User studies indicate that the system isuser-friendly and can uncover novel insights.
可视化参数空间分析(VPSA)使领域科学家能够探索计算模型的输入输出关系。现有的 VPSA 应用程序通常采用可视化专家针对特定场景设计的多视图可视化,这使得领域科学家很难在没有专业帮助的情况下根据自己的问题进行调整。我们介绍的 RSVP 是快速建议可视化原型系统,它编码了 VPSA 知识,使领域科学家能够根据自己的具体需求定制可视化仪表板原型。该系统在为VPSA优化的可视化设计空间上实施了面向任务的多视图可视化推荐策略,以指导用户满足其分析需求。我们通过对有关 VPSA 的大量工作进行广泛的元设计研究,得出了系统中实施的 VPSA 知识。我们展示了如何利用这一过程进行数据和任务抽象、提取通用的可视化设计空间并推导出面向任务的 VisRec 策略。用户研究表明,该系统对用户友好,并能发现新的见解。
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引用次数: 0
"The struggle is a part of the experience": Engaging Discontents in the Design of Family Meal Technologies "斗争是体验的一部分":让不满者参与家庭用餐技术的设计
Pub Date : 2024-09-10 DOI: arxiv-2409.06627
Yuxing Wu, Andrew D Miller, Chia-Fang Chung, Elizabeth Kaziunas
Meals are a central (and messy) part of family life. Previous design framingsfor mealtime technologies have focused on supporting dietary needs or socialand celebratory interactions at the dinner table; however, family meals involvethe coordination of many activities and complicated family dynamics. In thispaper, we report on findings from interviews and design sessions with 18families from the Midwestern United States (including both partners/parents andchildren) to uncover important family differences and tensions that arisearound domestic meal experiences. Drawing on feminist theory, we unpack thework of feeding a family as a form of care, drawing attention to the social andemotional complexity of family meals. Critically situating our data withincurrent design narratives, we propose the sensitizing concepts of generativeand systemic discontents as a productive way towards troubling the design spaceof family-food interaction to contend with the struggles that are a part ofeveryday family meal experiences.
用餐是家庭生活的核心(也是混乱的)部分。以前的用餐时间技术设计框架主要集中在支持饮食需求或餐桌上的社交和庆祝互动;然而,家庭用餐涉及许多活动的协调和复杂的家庭动态。在本文中,我们报告了对美国中西部 18 个家庭(包括伴侣/父母和子女)进行访谈和设计会议的结果,揭示了围绕家庭用餐体验产生的重要家庭差异和紧张关系。我们借鉴女性主义理论,将家庭膳食作为一种关爱形式来解读,提请人们注意家庭膳食在社会和情感方面的复杂性。我们将我们的数据与当前的设计叙事进行了批判性的结合,提出了 "生成性不满 "和 "系统性不满 "的敏感概念,以此作为一种富有成效的方法,对家庭与食物互动的设计空间提出质疑,以应对作为日常家庭用餐体验一部分的挣扎。
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引用次数: 0
Formative Study for AI-assisted Data Visualization 人工智能辅助数据可视化的形成性研究
Pub Date : 2024-09-10 DOI: arxiv-2409.06892
Rania Saber, Anna Fariha
This formative study investigates the impact of data quality on AI-assisteddata visualizations, focusing on how uncleaned datasets influence the outcomesof these tools. By generating visualizations from datasets with inherentquality issues, the research aims to identify and categorize the specificvisualization problems that arise. The study further explores potential methodsand tools to address these visualization challenges efficiently andeffectively. Although tool development has not yet been undertaken, thefindings emphasize enhancing AI visualization tools to handle flawed databetter. This research underscores the critical need for more robust,user-friendly solutions that facilitate quicker and easier correction of dataand visualization errors, thereby improving the overall reliability andusability of AI-assisted data visualization processes.
本形成性研究调查了数据质量对人工智能辅助数据可视化的影响,重点关注未清理的数据集如何影响这些工具的结果。通过从存在固有质量问题的数据集生成可视化数据,本研究旨在识别和归类出现的具体可视化问题。研究还将进一步探索潜在的方法和工具,以便高效、有效地应对这些可视化挑战。虽然尚未进行工具开发,但研究结果强调要加强人工智能可视化工具,以处理有缺陷的数据集。这项研究强调,亟需更加强大、用户友好的解决方案,以便更快、更轻松地纠正数据和可视化错误,从而提高人工智能辅助数据可视化流程的整体可靠性和可用性。
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引用次数: 0
Reflections on Visualization in Motion for Fitness Trackers 对健身追踪器运动可视化的思考
Pub Date : 2024-09-10 DOI: arxiv-2409.06401
Alaul Islam, Lijie Yao, Anastasia Bezerianos, Tanja Blascheck, Tingying He, Bongshin Lee, Romain Vuillemot, Petra Isenberg
In this paper, we reflect on our past work towards understanding how todesign visualizations for fitness trackers that are used in motion. We havecoined the term "visualization in motion" for visualizations that are used inthe presence of relative motion between a viewer and the visualization. Here,we describe how visualization in motion is relevant to sports scenarios. Wealso provide new data on current smartwatch visualizations for sports anddiscuss future challenges for visualizations in motion for fitness tracker.
在本文中,我们对过去的工作进行了反思,以了解如何为健身追踪器设计在运动中使用的可视化效果。我们将 "运动中的可视化 "一词定义为在观看者和可视化之间存在相对运动的情况下使用的可视化。在此,我们将介绍运动中的可视化如何与运动场景相关。我们还提供了当前智能手表运动可视化的新数据,并讨论了健身追踪器运动可视化的未来挑战。
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引用次数: 0
期刊
arXiv - CS - Human-Computer Interaction
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