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Retraction notice to “SHREC 2021: 3D point cloud change detection for street scenes”
IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-12-01 DOI: 10.1016/j.cag.2024.104127
Tao Ku , Sam Galanakis , Bas Boom , Remco C. Veltkamp , Darshan Bangera , Shankar Gangisetty , Nikolaos Stagakis , Gerasimos Arvanitis , Konstantinos Moustakas
This article has been retracted: please see Elsevier Policy on Article Withdrawal (https://www.elsevier.com/locate/withdrawalpolicy).
This article has been retracted at the request of the author and Editor-in-Chief.
The authors identified an error in the original paper with the software that was made publicly available on GitHub, where accidentally the testing was carried out using the training set, instead of the correct test set, and therefore the published test results are invalid.
In addition, other minor inaccuracies in the paper were also identified.
The authors intend to correct the errors and resubmit the paper.
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引用次数: 0
Contrast and content preserving HDMR-based color-to-gray conversion
IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-12-01 DOI: 10.1016/j.cag.2024.104110
Ayça Ceylan, Evrim Korkmaz Özay, Burcu Tunga
Converting a color image into a grayscale image is a complex problem that is based on preserving color contrast, sharpness, and luminance. In this paper, a novel image decolorization algorithm is proposed using High Dimensional Model Representation (HDMR) with an optimization procedure that retains color content and contrast. In the proposed algorithm, a color image is first decomposed into HDMR components and then the components are categorized depending on whether they are colored or colorless. After that, the image is reconstructed by merging the weighted colored and colorless HDMR components. The weight coefficients are determined by an optimization process. The proposed algorithm both visually and quantitatively compared with state-of-the-art methods in the literature using various performance evaluation metrics. As regards all obtained results, the HDMR based image decolorization algorithm is more potent and has better performance in overall comparison. Most importantly, this algorithm has a flexible structure as it is able to produce various grayscale images for different thresholds of visible color contrast which makes this algorithm superior given that it is the only one that accomplishes this feat in the literature to the best of our knowledge.
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引用次数: 0
Foreword to the special section on Conference on Graphics, Patterns, and Images (SIBGRAPI 2024)
IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-28 DOI: 10.1016/j.cag.2024.104137
Rita Borgo, João Luiz Dihl Comba
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引用次数: 0
The phantom effect in information visualization 信息可视化中的幻影效应
IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-21 DOI: 10.1016/j.cag.2024.104109
Carolina Pereira , Tomás Alves , Sandra Gama
Recent research focuses on understanding what triggers cognitive biases and how to alleviate them in the context of visualization use. Given its role in decision-making in other research fields, the Phantom Effect may hold exciting prospects among known biases. The Phantom Effect belongs to the category of decoy effects, where the decoy is an optimal yet unavailable alternative. We conducted a hybrid design experiment (N=76) where participants performed decision tasks based on information represented in different visualization idioms and phantom alternative’s unavailability presentation delays. We measured participants’ perceptual speed and visual working memory to study their impact on the expression of the Phantom Effect. Results show that visualization usually triggers the Phantom Effect, but two-sided bar charts mitigate this bias more effectively. We also found that waiting until the participant decides before presenting the decoy as unavailable helps alleviate the Phantom Effect. Although we did not find measurable effects, results also suggest that visual working memory and visualization literacy play a role in bias susceptibility. Our findings extend prior research in visualization-based decoy effects. They are the first steps to understanding the role of individual differences in the susceptibility to cognitive bias in visualization contexts.
最近的研究重点是了解是什么引发了认知偏差,以及如何在可视化使用的背景下减轻这些偏差。鉴于 "幻影效应 "在其他研究领域的决策中的作用,它在已知偏差中可能具有令人兴奋的前景。幻影效应属于诱饵效应的一种,诱饵是一种最佳但不可用的替代品。我们进行了一项混合设计实验(N=76),参与者根据不同的可视化习惯用语所代表的信息和幻影替代品的不可用呈现延迟来完成决策任务。我们测量了参与者的感知速度和视觉工作记忆,以研究它们对幻影效应表现的影响。结果显示,视觉化通常会引发幻影效应,但双面柱形图能更有效地缓解这种偏差。我们还发现,等到被试做出决定后再将诱饵显示为不可用,有助于缓解幻影效应。虽然我们没有发现可测量的效果,但研究结果也表明,视觉工作记忆和可视化素养在偏差易感性中起着一定的作用。我们的研究结果扩展了之前关于视觉诱饵效应的研究。它们是了解个体差异在可视化情境中易产生认知偏差的作用的第一步。
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引用次数: 0
Efficient inverse-kinematics solver for precise pose reconstruction of skinned 3D models 用于精确重建带皮肤三维模型姿态的高效逆运动学求解器
IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-20 DOI: 10.1016/j.cag.2024.104125
Daeun Kang, Hyunah Park, Taesoo Kwon
We propose an accelerated inverse-kinematics (IK) solving method aimed at reconstructing the pose of a 3D model based on the positions of surface markers or feature points. The model encompasses a skeletal structure of joints and a triangular mesh constituting its external surface. A mesh-based IK solving method optimizes the joint configurations to achieve the desired surface pose, assuming that surface markers are attached to the joints using linear-blended skinning, and that the target positions for these surface markers are provided. In the conventional IK solving method, the final position of a given joint is determined by iteratively computing error gradients based on the target marker positions, typically implemented using a 3-nested loop structure. In this paper, we streamline the standard IK computation process by precomputing all redundant terms for future use, leading to a significant reduction in asymptotic time complexity. We experimentally show that our accelerated IK solving method exhibits increasingly superior performance gains as the number of markers increases. Our pose reconstruction tests show performance improvements ranging between 34% and three times compared to a highly optimized implementation of the conventional method.
我们提出了一种加速逆运动学(IK)求解方法,旨在根据表面标记或特征点的位置重建三维模型的姿态。该模型包括由关节组成的骨骼结构和构成其外表面的三角形网格。基于网格的 IK 求解方法可以优化关节配置以实现所需的表面姿态,前提是使用线性混合蒙皮法将表面标记连接到关节上,并提供这些表面标记的目标位置。在传统的 IK 求解方法中,给定关节的最终位置是通过基于目标标记位置迭代计算误差梯度来确定的,通常使用 3 嵌套循环结构来实现。在本文中,我们通过预计算所有冗余项来简化标准 IK 计算过程,从而显著降低渐进时间复杂度。我们的实验表明,随着标记数量的增加,我们的加速 IK 求解方法表现出越来越优异的性能。我们的姿态重建测试表明,与传统方法的高度优化实现相比,性能提高了 34% 到三倍不等。
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引用次数: 0
Swarm manipulation: An efficient and accurate technique for multi-object manipulation in virtual reality 蜂群操纵:在虚拟现实中高效、精确地操纵多物体的技术
IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1016/j.cag.2024.104113
Xiang Li , Jin-Du Wang , John J. Dudley , Per Ola Kristensson
The theory of swarm control shows promise for controlling multiple objects, however, scalability is hindered by cost constraints, such as hardware and infrastructure. Virtual Reality (VR) can overcome these limitations, but research on swarm interaction in VR is limited. This paper introduces a novel swarm manipulation technique and compares it with two baseline techniques: Virtual Hand and Controller (ray-casting). We evaluated these techniques in a user study (N = 12) in three tasks (selection, rotation, and resizing) across five conditions. Our results indicate that swarm manipulation yielded superior performance, with significantly faster speeds in most conditions across the three tasks. It notably reduced resizing size deviations but introduced a trade-off between speed and accuracy in the rotation task. Additionally, we conducted a follow-up user study (N = 6) using swarm manipulation in two complex VR scenarios and obtained insights through semi-structured interviews, shedding light on optimized swarm control mechanisms and perceptual changes induced by this interaction paradigm. These results demonstrate the potential of the swarm manipulation technique to enhance the usability and user experience in VR compared to conventional manipulation techniques. In future studies, we aim to understand and improve swarm interaction via internal swarm particle cooperation.
蜂群控制理论为控制多个物体带来了希望,但由于硬件和基础设施等成本限制,可扩展性受到阻碍。虚拟现实(VR)可以克服这些限制,但有关 VR 中蜂群交互的研究还很有限。本文介绍了一种新颖的蜂群操纵技术,并将其与两种基准技术进行了比较:虚拟手和控制器(光线铸造)。我们在一项用户研究(N = 12)中对这两种技术进行了评估,研究涉及五个条件下的三个任务(选择、旋转和调整大小)。我们的研究结果表明,蜂群操作性能优越,在这三个任务中的大多数条件下,速度明显更快。它显著减少了调整大小的偏差,但在旋转任务中却在速度和准确性之间进行了权衡。此外,我们还进行了一项后续用户研究(N = 6),在两个复杂的 VR 场景中使用了蜂群操纵,并通过半结构化访谈获得了深入的见解,揭示了优化的蜂群控制机制以及这种交互范式引起的感知变化。这些结果表明,与传统操纵技术相比,蜂群操纵技术具有提高 VR 可用性和用户体验的潜力。在未来的研究中,我们的目标是通过蜂群内部的粒子合作来理解和改进蜂群互动。
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引用次数: 0
Me! Me! Me! Me! A study and comparison of ego network representations 我我!我!我自我网络表征的研究与比较
IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-15 DOI: 10.1016/j.cag.2024.104123
Henry Ehlers , Daniel Pahr , Velitchko Filipov , Hsiang-Yun Wu , Renata G. Raidou
From social networks to brain connectivity, ego networks are a simple yet powerful approach to visualizing parts of a larger graph, i.e. those related to a selected focal node — the so-called “ego”. While surveys and comparisons of general graph visualization approaches exist in the literature, we note (i) the many conflicting results of comparisons of adjacency matrices and node-link diagrams, thus motivating further study, as well as (ii) the absence of such systematic comparisons for ego networks specifically. In this paper, we propose the development of empirical recommendations for ego network visualization strategies. First, we survey the literature across application domains and collect examples of network visualizations to identify the most common visual encodings, namely straight-line, radial, and layered node-link diagrams, as well as adjacency matrices. These representations are then applied to a representative, intermediate-sized network and subsequently compared in a large-scale, crowd-sourced user study in a mixed-methods analysis setup to investigate their impact on both user experience and performance. Within the limits of this study, and contrary to previous comparative investigations of adjacency matrices and node-link diagrams (outside of ego networks specifically), participants performed systematically worse when using adjacency matrices than those using node-link diagrammatic representations. Similar to previous comparisons of different node-link diagrams, we do not detect any notable differences in participant performance between the three node-link diagrams. Lastly, our quantitative and qualitative results indicate that participants found adjacency matrices harder to learn, use, and understand than node-link diagrams. We conclude that in terms of both participant experience and performance, a layered node-link diagrammatic representation appears to be the most preferable for ego network visualization purposes.
从社交网络到大脑连通性,"自我 "网络是一种简单而强大的方法,可用于可视化更大图形的各个部分,即与选定的焦点节点(即所谓的 "自我")相关的部分。虽然文献中存在对一般图形可视化方法的调查和比较,但我们注意到:(i) 在邻接矩阵和节点链接图的比较中存在许多相互矛盾的结果,因此需要进一步研究;(ii) 缺乏专门针对自我网络的系统性比较。在本文中,我们提出了关于自我网络可视化策略的经验性建议。首先,我们调查了各应用领域的文献,并收集了网络可视化实例,以确定最常见的可视化编码方式,即直线图、径向图、分层节点链接图以及邻接矩阵。然后,将这些表示法应用于一个具有代表性的中等规模网络,并在随后进行的大规模众包用户研究中通过混合方法分析设置进行比较,以研究它们对用户体验和性能的影响。在本研究的范围内,与以往对邻接矩阵和节点链接图(特别是在自我网络之外)的比较研究相反,参与者在使用邻接矩阵时的表现明显比使用节点链接图表示法时差。与之前对不同节点链接图的比较类似,我们没有发现三种节点链接图之间参与者表现的明显差异。最后,我们的定量和定性结果表明,参与者发现邻接矩阵比节点链接图更难学习、使用和理解。我们的结论是,就参与者的体验和表现而言,分层节点链接图似乎最适合用于自我网络可视化目的。
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引用次数: 0
Enhancing Visual Analytics systems with guidance: A task-driven methodology 通过引导增强可视分析系统:任务驱动方法
IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-10 DOI: 10.1016/j.cag.2024.104121
Ignacio Pérez-Messina, Davide Ceneda, Silvia Miksch
Enhancing Visual Analytics (VA) systems with guidance, such as the automated provision of data-driven suggestions and answers to the user’s task, is becoming increasingly important and common. However, how to design such systems remains a challenging task. We present a methodology to aid and structure the design of guidance for enhancing VA solutions consisting of four steps: (S1) defining the target of analysis, (S2) identifying the user tasks, (S3) describing the guidance tasks, and (S4) placing guidance. In summary, our proposed methodology specifies a space of possible user tasks and maps them to the corresponding space of guidance tasks, using recent abstract task typologies for guidance and visualization. We exemplify this methodology through two case studies from the literature: Overview, a system for exploring and labeling document collections aimed at journalists, and DoRIAH, a system for historical imagery analysis. We show how our methodology enriches existing VA solutions with guidance and provides a structured way to design guidance in complex VA scenarios.
增强可视化分析(VA)系统的指导功能,如针对用户的任务自动提供数据驱动的建议和答案,正变得越来越重要和普遍。然而,如何设计这样的系统仍然是一项具有挑战性的任务。我们提出了一种方法来帮助和组织指导设计,以增强虚拟机构解决方案,包括四个步骤:(S1)定义分析目标;(S2)确定用户任务;(S3)描述引导任务;(S4)设置引导。总之,我们提出的方法指定了可能的用户任务空间,并将其映射到相应的引导任务空间,同时使用最新的引导和可视化抽象任务类型。我们通过文献中的两个案例研究来举例说明这种方法:概述》是一个针对新闻记者的文档集探索和标注系统,《DoRIAH》是一个历史图像分析系统。我们展示了我们的方法如何通过指导来丰富现有的虚拟现实解决方案,并为在复杂的虚拟现实场景中设计指导提供了一种结构化的方法。
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引用次数: 0
Enhancing semantic mapping in text-to-image diffusion via Gather-and-Bind 通过聚合绑定增强文本到图像扩散中的语义映射
IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-07 DOI: 10.1016/j.cag.2024.104118
Huan Fu, Guoqing Cheng
Text-to-image synthesis is a challenging task that aims to generate realistic and diverse images from natural language descriptions. However, existing text-to-image diffusion models (e.g., Stable Diffusion) sometimes fail to satisfy the semantic descriptions of the users, especially when the prompts contain multiple concepts or modifiers such as colors. By visualizing the cross-attention maps of the Stable Diffusion model during the denoising process, we find that one of the concepts has a very scattered attention map, which cannot form a whole and gradually gets ignored. Moreover, the attention maps of the modifiers are hard to overlap with the corresponding concepts, resulting in incorrect semantic mapping. To address this issue, we propose a Gather-and-Bind method that intervenes in the cross-attention maps during the denoising process to alleviate the catastrophic forgetting and attribute binding problems without any pre-training. Specifically, we first use information entropy to measure the dispersion degree of the cross-attention maps and construct an information entropy loss to gather these scattered attention maps, which eventually captures all the concepts in the generated output. Furthermore, we construct an attribute binding loss that minimizes the distance between the attention maps of the attributes and their corresponding concepts, which enables the model to establish correct semantic mapping and significantly improves the performance of the baseline model. We conduct extensive experiments on public datasets and demonstrate that our method can better capture the semantic information of the input prompts. Code is available at https://github.com/huan085128/Gather-and-Bind.
文本到图像的合成是一项具有挑战性的任务,其目的是根据自然语言描述生成逼真、多样的图像。然而,现有的文本到图像扩散模型(如稳定扩散模型)有时无法满足用户的语义描述,尤其是当提示包含多个概念或修饰词(如颜色)时。通过可视化稳定扩散模型在去噪过程中的交叉注意图,我们发现其中一个概念的注意图非常分散,无法形成一个整体,逐渐被忽略。此外,修饰词的注意图很难与相应的概念重叠,导致语义映射不正确。针对这一问题,我们提出了一种 "聚合与绑定"(Gather-and-Bind)方法,即在去噪过程中对交叉注意力图进行干预,以缓解灾难性遗忘和属性绑定问题,而无需任何预训练。具体来说,我们首先使用信息熵来测量交叉注意力图的分散程度,并构建一个信息熵损失来收集这些分散的注意力图,最终在生成的输出中捕获所有概念。此外,我们还构建了一种属性绑定损失,使属性注意图与其对应概念之间的距离最小化,从而使模型能够建立正确的语义映射,并显著提高了基线模型的性能。我们在公共数据集上进行了大量实验,证明我们的方法能更好地捕捉输入提示的语义信息。代码见 https://github.com/huan085128/Gather-and-Bind。
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引用次数: 0
Learning geometric complexes for 3D shape classification 学习用于三维形状分类的几何复合物
IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-07 DOI: 10.1016/j.cag.2024.104119
Prachi Kudeshia, Muhammad Altaf Agowun, Jiju Poovvancheri
Geometry and topology are vital elements in discerning and describing the shape of an object. Geometric complexes constructed on the point cloud of a 3D object capture the geometry as well as topological features of the underlying shape space. Leveraging this aspect of geometric complexes, we present an attention-based dual stream graph neural network (DS-GNN) for 3D shape classification. In the first stream of DS-GNN, we introduce spiked skeleton complex (SSC) for learning the shape patterns through comprehensive feature integration of the point cloud’s core structure. SSC is a novel and concise geometric complex comprising principal plane-based cluster centroids complemented with per-centroid spatial locality information. The second stream of DS-GNN consists of alpha complex which facilitates the learning of geometric patterns embedded in the object shapes via higher dimensional simplicial attention. To evaluate the model’s response to different shape topologies, we perform a persistent homology-based object segregation that groups the objects based on the underlying topological space characteristics quantified through the second Betti number. Our experimental study on benchmark datasets such as ModelNet40 and ScanObjectNN shows the potential of the proposed GNN for the classification of 3D shapes with different topologies and offers an alternative to the current evaluation practices in this domain.
几何和拓扑是辨别和描述物体形状的重要元素。在三维物体点云上构建的几何复合体可以捕捉底层形状空间的几何和拓扑特征。利用几何复合物的这一特点,我们提出了一种基于注意力的双流图神经网络(DS-GNN),用于三维形状分类。在 DS-GNN 的第一流中,我们引入了尖峰骨架复合体(SSC),通过对点云核心结构的综合特征整合来学习形状模式。SSC 是一种新颖简洁的几何复合体,由基于主平面的聚类中心点和每个中心点的空间位置信息组成。DS-GNN 的第二流由阿尔法复合体组成,它通过高维简约注意力促进学习嵌入在物体形状中的几何模式。为了评估模型对不同形状拓扑结构的响应,我们进行了基于持久同源性的物体分离,根据通过第二个贝蒂数量化的底层拓扑空间特征对物体进行分组。我们在 ModelNet40 和 ScanObjectNN 等基准数据集上进行的实验研究表明,所提出的 GNN 具有对具有不同拓扑结构的三维形状进行分类的潜力,并为该领域当前的评估实践提供了一种替代方案。
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引用次数: 0
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Computers & Graphics-Uk
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