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ProtoExplorer: Interpretable forensic analysis of deepfake videos using prototype exploration and refinement ProtoExplorer:利用原型探索和改进对深度伪造视频进行可解释的取证分析
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-04-17 DOI: 10.1177/14738716241238476
Merel de Leeuw den Bouter, Javier Lloret Pardo, Zeno Geradts, Marcel Worring
In high-stakes settings, Machine Learning models that can provide predictions that are interpretable for humans are crucial. This is even more true with the advent of complex deep learning based models with a huge number of tunable parameters. Recently, prototype-based methods have emerged as a promising approach to make deep learning interpretable. We particularly focus on the analysis of deepfake videos in a forensics context. Although prototype-based methods have been introduced for the detection of deepfake videos, their use in real-world scenarios still presents major challenges, in that prototypes tend to be overly similar and interpretability varies between prototypes. This paper proposes a Visual Analytics process model for prototype learning, and, based on this, presents ProtoExplorer, a Visual Analytics system for the exploration and refinement of prototype-based deepfake detection models. ProtoExplorer offers tools for visualizing and temporally filtering prototype-based predictions when working with video data. It disentangles the complexity of working with spatio-temporal prototypes, facilitating their visualization. It further enables the refinement of models by interactively deleting and replacing prototypes with the aim to achieve more interpretable and less biased predictions while preserving detection accuracy. The system was designed with forensic experts and evaluated in a number of rounds based on both open-ended think aloud evaluation and interviews. These sessions have confirmed the strength of our prototype-based exploration of deepfake videos while they provided the feedback needed to continuously improve the system.
在高风险环境中,能够提供可为人类解释的预测的机器学习模型至关重要。随着具有大量可调参数的基于深度学习的复杂模型的出现,情况更是如此。最近,基于原型的方法已成为使深度学习具有可解释性的一种有前途的方法。我们尤其关注在取证背景下对深度伪造视频的分析。虽然基于原型的方法已被引入到深度伪造视频的检测中,但它们在真实世界场景中的应用仍面临着重大挑战,因为原型往往过于相似,而且不同原型之间的可解释性也不尽相同。本文提出了一种用于原型学习的可视化分析流程模型,并在此基础上介绍了用于探索和完善基于原型的深度防伪检测模型的可视化分析系统 ProtoExplorer。ProtoExplorer 提供了在处理视频数据时对基于原型的预测进行可视化和时间过滤的工具。ProtoExplorer 可消除处理时空原型的复杂性,促进其可视化。通过交互式删除和替换原型,该系统还能进一步完善模型,从而在保持检测准确性的同时,获得更易于解释、偏差更小的预测结果。该系统由法医专家共同设计,并在开放式思考评估和访谈的基础上进行了多轮评估。这些评估证实了我们基于原型探索深度伪造视频的能力,同时也提供了不断改进系统所需的反馈。
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引用次数: 0
Enhancing graph drawings through edge bundling using clustering ensembles 利用聚类组合通过边缘捆绑增强图形绘制能力
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-04-08 DOI: 10.1177/14738716241239619
Raissa dos Santos Vieira, Hugo Alexandre Dantas do Nascimento, Joelma de Moura Ferreira, Les Foulds
Edge bundling is a technique used to improve the readability of large graph drawings by grouping edges to reduce visual complexity. This paper treats this task as a clustering problem, using compatibility metrics to evaluate solutions in an optimization pipeline combined with a clustering ensemble approach. The aim is to present the Clustering Ensemble-based Edge Bundling (CEBEB) method for solving the General-based Edge Bundling (GBEB) problem and report results for some given graphs. The CEBEB method proved very promising and generated better solutions than an existing evolutionary algorithm. Additionally, the paper introduces a new ensemble algorithm, specific for the GBEB, and reviews some previous results.
边缘捆绑是一种通过对边缘进行分组来降低视觉复杂性,从而提高大型图形可读性的技术。本文将这一任务视为聚类问题,在结合聚类集合方法的优化管道中使用兼容性指标来评估解决方案。本文旨在介绍基于聚类集合的边缘捆绑(CEBEB)方法,以解决基于通用的边缘捆绑(GBEB)问题,并报告一些给定图形的结果。事实证明,CEBEB 方法很有前途,比现有的进化算法生成了更好的解决方案。此外,论文还介绍了一种专门针对 GBEB 的新集合算法,并回顾了之前的一些结果。
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引用次数: 0
Towards an understanding and explanation for mixed-initiative artificial scientific text detection 理解和解释混合倡议人工科学文本检测
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-04-08 DOI: 10.1177/14738716241240156
Luoxuan Weng, Shi Liu, Hang Zhu, Jiashun Sun, Wong Kam-Kwai, Dongming Han, Minfeng Zhu, Wei Chen
Large language models (LLMs) have gained popularity in various fields for their exceptional capability of generating human-like text. Their potential misuse has raised social concerns about plagiarism in academic contexts. However, effective artificial scientific text detection is a non-trivial task due to several challenges, including (1) the lack of a clear understanding of the differences between machine-generated and human-written scientific text, (2) the poor generalization performance of existing methods caused by out-of-distribution issues, and (3) the limited support for human-machine collaboration with sufficient interpretability during the detection process. In this paper, we first identify the critical distinctions between machine-generated and human-written scientific text through a quantitative experiment. Then, we propose a mixed-initiative workflow that combines human experts’ prior knowledge with machine intelligence, along with a visual analytics system to facilitate efficient and trustworthy scientific text detection. Finally, we demonstrate the effectiveness of our approach through two case studies and a controlled user study. We also provide design implications for interactive artificial text detection tools in high-stakes decision-making scenarios.
大语言模型(LLM)因其生成类人文本的卓越能力而在各个领域广受欢迎。其潜在的滥用已引起社会对学术剽窃的关注。然而,有效的人工科学文本检测并不是一件容易的事,这其中有几个挑战,包括:(1) 对机器生成的科学文本和人类撰写的科学文本之间的差异缺乏清晰的认识;(2) 现有方法的泛化性能较差,这是由分布外问题造成的;(3) 在检测过程中,对具有充分可解释性的人机协作的支持有限。在本文中,我们首先通过定量实验确定了机器生成的科学文本与人类撰写的科学文本之间的关键区别。然后,我们提出了一种混合倡议工作流程,将人类专家的先验知识与机器智能相结合,再加上可视化分析系统,以促进高效、可信的科学文本检测。最后,我们通过两个案例研究和一项对照用户研究证明了我们方法的有效性。我们还为高风险决策场景中的交互式人工文本检测工具提供了设计意义。
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引用次数: 0
Principal trade-off analysis 主要权衡分析
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-04-05 DOI: 10.1177/14738716241239018
Alexander Strang, David Sewell, Alexander Kim, Kevin Alcedo, David Rosenbluth
How are the advantage relations between a set of agents playing a game organized and how do they reflect the structure of the game? In this paper, we illustrate ‘Principal Trade-off Analysis’ (PTA), a decomposition method that embeds games into a low-dimensional feature space. We argue that the embeddings are more revealing than previously demonstrated by developing an analogy to Principal Component Analysis (PCA). PTA represents an arbitrary two-player zero-sum game as linear combination of simple games via the projection of policy profiles into orthogonal 2D feature planes. We show that the feature planes represent unique strategic trade-offs and truncation of the sequence provides insightful model reduction and visualization. We demonstrate the validity of PTA on a quartet of games (Kuhn poker, RPS + 2, Blotto and Pokemon). In Kuhn poker, PTA clearly identifies the trade-off between bluffing and calling. In Blotto, PTA identifies game symmetries and specifies strategic trade-offs associated with distinct win conditions. These symmetries reveal limitations of PTA unaddressed in previous work. For Pokemon, PTA recovers clusters that naturally correspond to Pokemon types, correctly identifies the designed trade-off between those types, and discovers a rock-paper-scissor (RPS) cycle in the Pokemon generation type – all absent any specific information except game outcomes.
玩游戏的一组代理之间的优势关系是如何组织的,它们又是如何反映游戏结构的呢?本文阐述了 "主权衡分析"(PTA),这是一种将博弈嵌入低维特征空间的分解方法。通过与主成分分析法(PCA)进行类比,我们认为这种嵌入方法比以前的方法更能揭示问题。主成分分析将任意双人零和博弈表示为简单博弈的线性组合,通过将策略剖面投影到正交的二维特征平面。我们表明,特征平面代表了独特的战略权衡,序列截断提供了有洞察力的模型缩减和可视化。我们在四种游戏(库恩扑克、RPS + 2、Blotto 和 Pokemon)中证明了 PTA 的有效性。在库恩扑克中,PTA 清楚地识别了虚张声势和跟注之间的权衡。在 Blotto 中,PTA 确定了游戏的对称性,并指明了与不同获胜条件相关的策略权衡。这些对称性揭示了 PTA 的局限性,而这些局限性在之前的研究中尚未涉及。在《口袋妖怪》中,PTA 恢复了与口袋妖怪类型自然对应的群集,正确识别了这些类型之间的设计权衡,并发现了口袋妖怪生成类型中的剪刀石头布(RPS)循环--除了游戏结果之外,所有这一切都不需要任何特定信息。
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引用次数: 0
From word clouds to Word Rain: Revisiting the classic word cloud to visualize climate change texts 从文字云到文字雨:重温经典词云,将气候变化文本可视化
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-28 DOI: 10.1177/14738716241236188
Maria Skeppstedt, Magnus Ahltorp, Kostiantyn Kucher, Matts Lindström
Word Rain is a development of the classic word cloud. It addresses some of the limitations of word clouds, in particular the lack of a semantically motivated positioning of the words, and the use of font size as a sole indicator of word prominence. Word Rain uses the semantic information encoded in a distributional semantics-based language model – reduced into one dimension – to position the words along the x-axis. Thereby, the horizontal positioning of the words reflects semantic similarity. Font size is still used to signal word prominence, but this signal is supplemented with a bar chart, as well as with the position of the words on the y-axis. We exemplify the use of Word Rain by three concrete visualization tasks, applied on different real-world texts and document collections on climate change. In these case studies, word2vec models, reduced to one dimension with t-SNE, are used to encode semantic similarity, and TF-IDF is used for measuring word prominence. We evaluate the technique further by carrying out domain expert reviews.
词雨是对经典词云的发展。它解决了词云的一些局限性问题,特别是缺乏以语义为基础的词定位,以及将字体大小作为衡量词突出度的唯一指标。字雨使用基于分布语义的语言模型中编码的语义信息(简化为一个维度)来沿 x 轴定位词语。因此,词语的水平定位反映了语义的相似性。字体大小仍用于表示单词的显著性,但这一信号通过条形图以及单词在 y 轴上的位置得到了补充。我们通过三个具体的可视化任务来示范 "词雨 "的使用,这些任务应用于不同的真实文本和有关气候变化的文档集。在这些案例研究中,用 t-SNE 将 word2vec 模型缩减到一个维度来编码语义相似性,用 TF-IDF 来测量词的显著性。我们通过进行领域专家评审来进一步评估该技术。
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引用次数: 0
An empirical study of counterfactual visualization to support visual causal inference 支持可视化因果推理的反事实可视化实证研究
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-02-07 DOI: 10.1177/14738716241229437
Arran Zeyu Wang, David Borland, David Gotz
Counterfactuals – expressing what might have been true under different circumstances – have been widely applied in statistics and machine learning to help understand causal relationships. More recently, counterfactuals have begun to emerge as a technique being applied within visualization research. However, it remains unclear to what extent counterfactuals can aid with visual data communication. In this paper, we primarily focus on assessing the quality of users’ understanding of data when provided with counterfactual visualizations. We propose a preliminary model of causality comprehension by connecting theories from causal inference and visual data communication. Leveraging this model, we conducted an empirical study to explore how counterfactuals can improve users’ understanding of data in static visualizations. Our results indicate that visualizing counterfactuals had a positive impact on participants’ interpretations of causal relations within datasets. These results motivate a discussion of how to more effectively incorporate counterfactuals into data visualizations.
反事实--表达在不同情况下可能发生的真实情况--已被广泛应用于统计和机器学习领域,以帮助理解因果关系。最近,反事实开始作为一种技术应用于可视化研究中。然而,反事实在多大程度上有助于可视化数据交流,目前仍不清楚。在本文中,我们主要侧重于评估用户在使用反事实可视化时对数据理解的质量。我们将因果推理和可视化数据交流的理论联系起来,提出了一个初步的因果关系理解模型。利用这一模型,我们开展了一项实证研究,探索反事实如何在静态可视化中提高用户对数据的理解。研究结果表明,反事实可视化对参与者解释数据集中的因果关系有积极影响。这些结果促使我们讨论如何更有效地将反事实纳入数据可视化。
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引用次数: 0
ClustML: A measure of cluster pattern complexity in scatterplots learnt from human-labeled groupings ClustML:从人类标记的分组中学习散点图中聚类模式复杂性的测量方法
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-30 DOI: 10.1177/14738716231220536
Mostafa M Hamza, Ehsan Ullah, Abdelkader Baggag, Halima Bensmail, Michael Sedlmair, Michael Aupetit
Visual quality measures (VQMs) are designed to support analysts by automatically detecting and quantifying patterns in visualizations. We propose a new VQM for visual grouping patterns in scatterplots, called ClustML, which is trained on previously collected human subject judgments. Our model encodes scatterplots in the parametric space of a Gaussian Mixture Model and uses a classifier trained on human judgment data to estimate the perceptual complexity of grouping patterns. The numbers of initial mixture components and final combined groups quantify visual cluster patterns in scatterplots. It improves on existing VQMs, first, by better estimating human judgments on two-Gaussian cluster patterns and, second, by giving higher accuracy when ranking general cluster patterns in scatterplots. We use it to analyze kinship data for genome-wide association studies, in which experts rely on the visual analysis of large sets of scatterplots. We make the benchmark datasets and the new VQM available for practical use and further improvements.
视觉质量度量(VQM)旨在通过自动检测和量化可视化中的模式为分析人员提供支持。我们针对散点图中的视觉分组模式提出了一种新的 VQM,称为 ClustML,它是根据以前收集的人类主体判断训练而成的。我们的模型在高斯混合模型的参数空间中对散点图进行编码,并使用根据人类判断数据训练的分类器来估计分组模式的感知复杂度。初始混合物成分和最终组合组的数量可量化散点图中的视觉分组模式。首先,它能更好地估计人类对双高斯聚类模式的判断;其次,在对散点图中的一般聚类模式进行排序时,它能提供更高的准确性,从而改进了现有的 VQM。我们用它来分析全基因组关联研究的亲缘关系数据,在这种研究中,专家依赖于对大量散点图集的可视化分析。我们将提供基准数据集和新的 VQM,以供实际使用和进一步改进。
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引用次数: 0
Interact: A visual what-if analysis tool for virtual product design Interact:用于虚拟产品设计的可视化假设分析工具
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-29 DOI: 10.1177/14738716231216030
V. Ciorna, Guy Melançon, F. Petry, Mohammad Ghoniem
Virtual prototyping is increasingly used by businesses to streamline operations, cut costs, and enhance daily operations. This often includes a variety of modeling techniques among which, complex, black-box models. The path from model development to utilization in applied contexts is yet long. Domain experts need to be convinced of the validity of the models and to trust their predictions. To be used in the field, model capabilities need to be affordable, that is, allow rapid and interactive scenario building, even for non-experts. Complex relations governed by statistical interactions must be unveiled for users to understand unexpected predictions. We propose Interact, a model-agnostic, visual what-if tool for regression problems, supporting (1) the visualization of statistical interactions between features, (2) the creation of interactive what-if scenarios using predictive models, (3) the evaluation of model quality and building trust, and (4) the externalization of knowledge through model explainability. While the approach applies in various industrial contexts, we validate the application purpose and design with a detailed case study and a qualitative user study with engineers in the tire industry. By unraveling statistical interactions between features, the INTERACT tool proves to be useful to increase the transparency of black-box machine learning models. We also reflect on lessons learned concerning the development of visual what-if tools for virtual product development and beyond.
企业越来越多地使用虚拟原型来简化操作、降低成本和提高日常运营水平。这通常包括各种建模技术,其中包括复杂的黑盒模型。从模型开发到应用的过程还很漫长。领域专家需要确信模型的有效性并信任其预测。要在实地使用,模型的功能必须是可负担得起的,也就是说,即使是非专家也能快速、交互式地构建情景。必须揭示受统计相互作用支配的复杂关系,以便用户理解意想不到的预测结果。我们提出的 Interact 是一种与模型无关的可视化假设回归问题工具,支持(1)特征间统计交互的可视化,(2)使用预测模型创建交互式假设情景,(3)评估模型质量和建立信任,以及(4)通过模型的可解释性实现知识的外部化。该方法适用于各种工业环境,我们通过详细的案例研究和对轮胎行业工程师的定性用户研究,验证了应用目的和设计。通过揭示特征之间的统计交互作用,INTERACT 工具被证明有助于提高黑盒机器学习模型的透明度。我们还反思了在虚拟产品开发及其他方面开发可视化假设工具的经验教训。
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引用次数: 0
Strategies for evaluating visual analytics systems: A systematic review and new perspectives 评估视觉分析系统的策略:系统回顾与新视角
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-28 DOI: 10.1177/14738716231212568
Md. Rafiqul Islam, Shanjita Akter, Linta Islam, Imran Razzak, Xianzhi Wang, Guandong Xu
In recent times, visual analytics systems (VAS) have been used to solve various complex issues in diverse application domains. Nonetheless, an inherent drawback arises from the insufficient evaluation of VAS, resulting in occasional inaccuracies when it comes to analytical reasoning, information synthesis, and deriving insights from vast, ever-changing, ambiguous, and frequently contradictory data. Hence, the significance of implementing an appropriate evaluation methodology cannot be overstated, as it plays a pivotal role in enhancing the design and development of visualization systems. This paper assesses visualization systems by providing a systematic exploration of various evaluation strategies (ES). While several existing studies have examined some ES, the extent of comprehensive and systematic review for visualization research remains limited. In this work, we introduce seven state-of-the-art and widely recognized ES namely (1) dashboard comparison; (2) insight-based evaluation; (3) log data analysis; (4) Likert scales; (5) qualitative and quantitative analysis; (6) Nielsen’s heuristics; and (7) eye trackers. Moreover, it delves into their historical context and explores numerous applications where these ES have been employed, shedding light on the associated evaluation practices. Through our comprehensive review, we overview and analyze the predominant evaluation goals within the visualization community, elucidating their evolution and the inherent contrasts. Additionally, we identify the open challenges that arise with the emergence of new ES, while also highlighting the key themes gleaned from the existing literature that hold potential for further exploration in future studies.
近年来,可视分析系统(VAS)已被用于解决不同应用领域中的各种复杂问题。然而,可视分析系统固有的缺点是评估不足,导致在分析推理、信息合成以及从大量、不断变化、模棱两可且经常相互矛盾的数据中得出见解时,偶尔会出现不准确的情况。因此,实施适当的评估方法的意义无论怎样强调都不为过,因为它在加强可视化系统的设计和开发方面发挥着举足轻重的作用。本文通过系统地探讨各种评估策略(ES)来评估可视化系统。虽然现有的一些研究已经对一些评估策略进行了研究,但针对可视化研究的全面、系统的综述仍然有限。在这项工作中,我们介绍了七种最先进且广受认可的评估策略,即(1)仪表盘比较;(2)基于洞察力的评估;(3)日志数据分析;(4)李克特量表;(5)定性和定量分析;(6)尼尔森启发式方法;以及(7)眼球跟踪器。此外,本报告还深入探讨了这些 ES 的历史背景,并探讨了这些 ES 的大量应用,揭示了相关的评估实践。通过全面回顾,我们概述并分析了可视化领域的主要评估目标,阐明了它们的演变和内在对比。此外,我们还指出了随着新 ES 的出现而出现的公开挑战,同时还强调了从现有文献中收集到的关键主题,这些主题具有在未来研究中进一步探索的潜力。
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引用次数: 0
Studying the resiliency of the anchoring bias to locus of control in visualization 研究可视化中锚定偏差对控制定位的适应能力
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-24 DOI: 10.1177/14738716231213987
Tomás Alves, Ricardo Velhinho, J. Henriques-Calado, Daniel Gonçalves, S. Gama
The anchoring effect is the over-reliance on an initial piece of information when making decisions. It is one of the most pervasive and robust biases. Recently, literature has focused on knowing how influential the anchoring effect is when applied to information visualization, with studies finding its reproducibility in the field. Despite the extensive literature surrounding the anchoring effect’s robustness, there is still a need for research on which individual differences make people more susceptible. We explore how Locus of Control influences visualization’s ubiquitous and resilient anchoring effect. Locus of Control differentiates individuals who believe their life depends on their behavior or actions from those who blame outside factors such as destiny or luck for their life’s outcomes. We focus on the relationship between Locus of Control and the anchoring effect by exposing subjects to an anchor and analyzing their interaction with a complex visualization. Our results show that the anchoring strategies primed individuals and suggest that the Locus of Control plays a role in the susceptibility to the anchoring effect.
锚定效应是指在做决定时过度依赖最初的信息。它是最普遍、最强大的偏见之一。最近,文献重点关注了解锚定效应在应用于信息可视化时的影响力,研究发现它在该领域具有可重复性。尽管有大量文献围绕锚定效应的稳健性展开讨论,但仍有必要研究哪些个体差异使人们更容易受到影响。我们将探讨 "控制感"(Locus of Control)如何影响可视化无处不在且具有弹性的锚定效应。控制感将那些认为自己的人生取决于自己的行为或行动的人与那些将人生结果归咎于命运或运气等外部因素的人区分开来。我们通过让受试者接触锚点并分析他们与复杂可视化的互动,重点研究了控制感与锚定效应之间的关系。我们的研究结果表明,锚定策略对个体产生了引诱作用,并表明控制感在锚定效应的易感性中发挥了作用。
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引用次数: 0
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