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End-user composition of interactive applications through actionable UI components 最终用户通过可操作的UI组件组成交互式应用程序
Q3 Computer Science Pub Date : 2017-10-01 DOI: 10.1016/j.jvlc.2017.08.004
Giuseppe Desolda , Carmelo Ardito , Maria Francesca Costabile , Maristella Matera

Developing interactive systems to access and manipulate data is a very tough task. In particular, the development of user interfaces (UIs) is one of the most time-consuming activities in the software lifecycle. This is even more demanding when data have to be retrieved by accessing flexibly different online resources. Indeed, software development is moving more and more toward composite applications that aggregate on the fly specific Web services and APIs. In this article, we present a mashup model that describes the integration, at the presentation layer, of UI components. The goal is to allow non-technical end users to visualize and manipulate (i.e., to perform actions on) the data displayed by the components, which thus become actionable UI components. This article shows how the model has guided the development of a mashup platform through which non-technical end users can create component-based interactive workspaces via the aggregation and manipulation of data fetched from distributed online resources. Due to the abundance of online data sources, facilitating the creation of such interactive workspaces is a very relevant need that emerges in different contexts. A utilization study has been performed in order to assess the benefits of the proposed model and of the Actionable UI Components; participants were required to perform real tasks using the mashup platform. The study results are reported and discussed.

开发访问和操作数据的交互式系统是一项非常艰巨的任务。特别是,用户界面(UI)的开发是软件生命周期中最耗时的活动之一。当必须通过灵活访问不同的在线资源来检索数据时,这一要求甚至更高。事实上,软件开发正越来越多地向动态聚合特定Web服务和API的复合应用程序发展。在本文中,我们介绍了一个mashup模型,该模型描述了UI组件在表示层的集成。目标是允许非技术性的最终用户可视化和操作(即对组件执行操作)由组件显示的数据,从而使这些数据成为可操作的UI组件。本文展示了该模型如何指导mashup平台的开发,通过该平台,非技术性的最终用户可以通过聚合和操作从分布式在线资源中获取的数据来创建基于组件的交互式工作区。由于在线数据源丰富,促进创建此类交互式工作空间是在不同背景下出现的一项非常相关的需求。已经进行了利用率研究,以评估拟议模型和可操作UI组件的好处;参与者被要求使用mashup平台执行实际任务。报告并讨论了研究结果。
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引用次数: 11
Inaugural JVLC S. K. Chang Best Paper Award Winner Announcement 首届JVLC张最佳论文奖获奖者公告
Q3 Computer Science Pub Date : 2017-10-01 DOI: 10.1016/j.jvlc.2017.08.001
Gail M. Rodney
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引用次数: 0
Visual analysis of user-driven association rule mining 用户驱动的关联规则挖掘可视化分析
Q3 Computer Science Pub Date : 2017-10-01 DOI: 10.1016/j.jvlc.2017.08.007
Wei Chen , Cong Xie , Pingping Shang , Qunsheng Peng

Association rules have been widely used for detecting relations between attribute-value pairs of categorical datasets. Existing solutions of mining interesting association rules are based on the support-confidence theory. However, it is non-trivial for the user to understand and modify the rules or the results of intermediate steps in the mining process, because the interestingness of rules might differ largely for various tasks and users. In this paper we reinforce conventional association rule mining process by mapping the entire process into a visualization assisted loop, with which the user workload for modulating parameters and mining rules is reduced, and the mining efficiency is greatly improved. A hierarchical matrix-based visualization technique is proposed for the user to explore the measure value and the intermediate results of association rules. We also design a set of visual exploration tools to support interactively inspection and manipulation of mining process. The effectiveness and usability of our approach is demonstrated with two scenarios.

关联规则已被广泛用于检测分类数据集的属性值对之间的关系。现有的挖掘感兴趣的关联规则的解决方案是基于支持置信理论的。然而,对于用户来说,理解和修改挖掘过程中的规则或中间步骤的结果是非常重要的,因为规则的有趣程度可能因不同的任务和用户而异。在本文中,我们通过将整个过程映射到可视化辅助循环中来加强传统的关联规则挖掘过程,从而减少了用户调整参数和挖掘规则的工作量,并大大提高了挖掘效率。提出了一种基于层次矩阵的可视化技术,供用户探索关联规则的度量值和中间结果。我们还设计了一套可视化勘探工具,以支持交互式检查和操作采矿过程。我们的方法的有效性和可用性通过两个场景进行了演示。
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引用次数: 0
Wi-Fi based city users’ behaviour analysis for smart city 基于Wi-Fi的智能城市用户行为分析
Q3 Computer Science Pub Date : 2017-10-01 DOI: 10.1016/j.jvlc.2017.08.005
Pierfrancesco Bellini, Daniele Cenni, Paolo Nesi , Irene Paoli

Monitoring, understanding and predicting city user behaviour (hottest places, trajectories, flows, etc.) is one the major topics in the context of Smart City management. People flow surveillance provides valuable information about city conditions, useful not only for monitoring and controlling the environmental conditions, but also to optimize the deliverying of city services (security, clean, transport,..). In this context, it is mandatory to develop methods and tools for assessing people behaviour in the city. This paper presents a methodology to instrument the city via the placement of Wi-Fi Access Points, AP, and to use them as sensors to capture and understand city user behaviour with a significant precision rate (the understanding of city user behaviour is concretized with the computing of heat-maps, origin destination matrices and predicting user density). The first issue is the positioning of Wi-Fi AP in the city, thus a comparative analyses have been conducted with respect to the real data (i.e., cab traces) of the city of San Francisco. Several different positioning methodologies of APs have been proposed and compared, to minimize the cost of AP installation with the aim of producing the best origin destination matrices. In a second phase, the methodology was adopted to select suitable AP in the city of Florence (Italy), with the aim of observing city users behaviour. The obtained instrumented Firenze Wi-Fi network collected data for 6 months. The data has been analysed with data mining techniques to infer similarity patterns in AP area and related time series. The resulting model has been validated and used for predicting the number of AP accesses that is also related to number of city users. The research work described in this paper has been conducted in the scope of the EC funded Horizon 2020 project Resolute (http://www.resolute-eu.org), for early warning and city resilience.

监测、理解和预测城市用户行为(最热的地方、轨迹、流量等)是智能城市管理的主要主题之一。人流监测提供了有关城市条件的宝贵信息,不仅有助于监测和控制环境条件,也有助于优化城市服务(安全、清洁、交通等)的提供。在这种情况下,必须开发评估城市中人们行为的方法和工具。本文提出了一种方法,通过放置Wi-Fi接入点(AP)来监测城市,并将其用作传感器,以高精度捕捉和了解城市用户行为(通过计算热图、出发地-目的地矩阵和预测用户密度来具体化对城市用户行为的理解)。第一个问题是Wi-Fi AP在城市中的定位,因此对旧金山市的真实数据(即出租车轨迹)进行了比较分析。已经提出并比较了几种不同的AP定位方法,以最大限度地降低AP安装成本,目的是生成最佳始发地-目的地矩阵。在第二阶段,采用该方法在佛罗伦萨市(意大利)选择合适的AP,目的是观察城市用户的行为。获得的装有仪器的Firenze Wi-Fi网络收集了6个月的数据。利用数据挖掘技术对数据进行分析,推断AP区域和相关时间序列的相似模式。所得到的模型已经过验证,并用于预测AP接入的数量,该数量也与城市用户的数量有关。本文中描述的研究工作是在欧盟资助的地平线2020项目Resolute的范围内进行的(http://www.resolute-eu.org),用于预警和城市恢复能力。
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引用次数: 24
Investigating one-handed and two-handed inter-device interaction 调查单手和双手设备间的交互
Q3 Computer Science Pub Date : 2017-10-01 DOI: 10.1016/j.jvlc.2017.07.001
Huang Zheng, Limke Jed, Kong Jun

Using a mobile device together with a large shared screen supports collaborative tasks and potentially prevents interference among users. In order to evaluate the usability of inter-device interaction, this paper compared two fundamental inter-device interaction styles, i.e., one-handed and two-handed interaction. The one-handed interaction style only uses one hand to select an object from a large display device while the two-handed interaction style needs the cooperation of two hands to realize a selection. A framework was developed to implement these two interaction styles. Based on the framework, a pretest-posttest, repeated-measures study was conducted to compare their differences. All participants went through eight tasks, which were differentiated by both the selection order (sequential or random order) and the density level (sparse or dense layout), using both interaction styles. During the study, both the completion time and the error rate in each task with each interaction style were recorded. In addition, the IBM Post-Study Usability Questionnaire (PSSUQ) was used to evaluate the subjective satisfaction on each interaction style. The overall PSSUQ score indicates that both interaction styles receive positive feedback with high user satisfaction. The study also revealed that the one-handed interaction took less time to complete tasks (i.e., more efficient) than the two-handed interaction, while the two-handed interaction style had a lower error rate than the one-handed interaction, and especially so in a dense layout.

将移动设备与大共享屏幕一起使用支持协作任务,并有可能防止用户之间的干扰。为了评估设备间交互的可用性,本文比较了两种基本的设备间交互风格,即单手交互和双手交互。单手交互风格只使用一只手从大型显示设备中选择对象,而双手交互风格需要两只手的合作来实现选择。开发了一个框架来实现这两种交互风格。基于该框架,进行了前测后测、重复测量研究,以比较它们的差异。所有参与者都完成了八项任务,使用两种交互风格,根据选择顺序(顺序或随机顺序)和密度水平(稀疏或密集布局)进行区分。在研究过程中,记录了每项任务的完成时间和每种互动风格的错误率。此外,IBM研究后可用性问卷(PSSUQ)用于评估对每种互动风格的主观满意度。PSSUQ的总体得分表明,两种交互风格都获得了具有高用户满意度的积极反馈。研究还表明,单手交互比双手交互花更少的时间完成任务(即更高效),而双手交互风格的错误率比单手交互低,尤其是在密集布局中。
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引用次数: 2
Human–computer interaction, foundations and new paradigms 人机交互、基础和新范式
Q3 Computer Science Pub Date : 2017-10-01 DOI: 10.1016/j.jvlc.2016.04.001
Alan Dix

This paper explores the roots of human–computer interaction as a discipline, the various trends which have marked its development, and some of the current and future challenges for research. Human–computer interaction, like any vocational discipline, sits upon three broad foundations: theoretical principles, professional practice and a community of people. As an interdisciplinary field the theoretical roots of HCI encompass a number of other disciplines including psychology, computing, ergonomics, and social sciences; however, it also has theoretical and practical challenges of its own. The evolving internal and external context of HCI, computers, have become smaller and less costly; this has led to changes in nature of the users and uses of computers, with corresponding impact on society. The paper explores the current challenges of computers from the cloud to digital fabrication and the need to design for solitude. It suggests that HCI should not just react to the changes around it, but also shape those changes.

本文探讨了人机交互作为一门学科的根源,标志着其发展的各种趋势,以及当前和未来研究的一些挑战。与任何职业学科一样,人机交互建立在三个广泛的基础上:理论原理、专业实践和人员社区。作为一个跨学科领域,人机工程学的理论基础涵盖了许多其他学科,包括心理学、计算机、人机工程学和社会科学;然而,它也有自己的理论和实践挑战。HCI不断发展的内部和外部环境,即计算机,已经变得更小、成本更低;这导致了计算机用户和使用性质的变化,并对社会产生了相应的影响。本文探讨了当前计算机从云到数字制造的挑战,以及为独处而设计的必要性。这表明HCI不仅应该对周围的变化做出反应,还应该塑造这些变化。
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引用次数: 88
Multi-amalgamated triple graph grammars: Formal foundation and application to visual language translation 多重合并三图语法:形式基础及其在视觉语言翻译中的应用
Q3 Computer Science Pub Date : 2017-10-01 DOI: 10.1016/j.jvlc.2016.03.001
Erhan Leblebici , Anthony Anjorin , Andy Schürr , Gabriele Taentzer

Visual languages (VLs) facilitate software development by not only supporting communication and abstraction, but also by generating various artifacts such as code and reports from the same high-level specification. VLs are thus often translated to other formalisms, in most cases with bidirectionality as a crucial requirement to, e.g., support re-engineering of software systems. Triple Graph Grammars (TGGs) are a rule-based language to specify consistency relations between two (visual) languages from which bidirectional translators are automatically derived. TGGs are formally founded but are also limited in expressiveness, i.e., not all types of consistency can be specified with TGGs. In particular, 1-to-n correspondence between elements depending on concrete input models cannot be described. In other words, a universal quantifier over certain parts of a TGG rule is missing to generalize consistency to arbitrary size. To overcome this, we transfer the well-known multi-amalgamation concept from algebraic graph transformation to TGGs, allowing us to mark certain parts of rules as repeated depending on the translation context. Our main contribution is to derive TGG-based translators that comply with this extension. Furthermore, we identify bad smells on the usage of multi-amalgamation in TGGs, prove that multi-amalgamation increases the expressiveness of TGGs, and evaluate our tool support.

可视化语言(VL)不仅支持通信和抽象,而且通过从同一高级规范生成各种工件(如代码和报告)来促进软件开发。因此,VL通常被转换为其他形式主义,在大多数情况下,双向性是支持软件系统重新设计的关键要求。三重图语法(TGG)是一种基于规则的语言,用于指定两种(视觉)语言之间的一致性关系,双向翻译器从中自动派生。TGG是正式建立的,但在表达性方面也受到限制,即并非所有类型的一致性都可以用TGG指定。特别地,不能描述依赖于具体输入模型的元素之间的1对n对应关系。换句话说,TGG规则的某些部分上缺少一个通用量词来将一致性推广到任意大小。为了克服这一点,我们将众所周知的多重融合概念从代数图变换转移到TGG,使我们能够根据翻译上下文将规则的某些部分标记为重复。我们的主要贡献是派生出符合此扩展的基于TGG的翻译器。此外,我们确定了TGG中使用多重合并的臭味,证明多重合并增加了TGG的表现力,并评估了我们的工具支持。
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引用次数: 9
A multi-level slow intelligence system for visualizing personal health care 用于可视化个人医疗保健的多级慢速智能系统
Q3 Computer Science Pub Date : 2017-10-01 DOI: 10.1016/j.jvlc.2017.08.006
Chang Shi-Kuo, Chen JunHui, Gao Wei, Lou ManSi, Yin XiYao, Zhang Qui, Zhao ZiHao

This paper describes the design of an experimental multi-level slow intelligence system for visualizing personal health care, called the TDR system, consisting of interacting super-components each with different computation cycles specified by an abstract machine model. The TDR system has three major super-components: Tian (Heaven), Di (Earth) and Ren (Human), which are the essential ingredients of a human-centric psycho-physical system following the Chinese philosophy. Each super-component further consists of interacting components supported by an SIS server. This experimental TDR system provides a platform for exploring, visualizing and integrating different applications in personal health care, emergency management and social networking.

本文描述了一种用于可视化个人医疗保健的实验性多级慢智能系统的设计,称为TDR系统,该系统由交互的超级组件组成,每个超级组件具有由抽象机器模型指定的不同计算周期。TDR系统有三个主要的超级组成部分:天(天)、地(地)和人(人),它们是遵循中国哲学的以人为中心的心理-物理系统的基本组成部分。每个超级组件还由SIS服务器支持的交互组件组成。这个实验性TDR系统为探索、可视化和集成个人医疗、应急管理和社交网络中的不同应用提供了一个平台。
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引用次数: 0
Improved visual correlation analysis for multidimensional data 改进的多维数据视觉相关性分析
Q3 Computer Science Pub Date : 2017-08-01 DOI: 10.1016/j.jvlc.2017.03.005
Yi Zhang, Teng Liu, Kefei Li, Jiawan Zhang

With the era of data explosion coming, multidimensional visualization, as one of the most helpful data analysis technologies, is more frequently applied to the tasks of multidimensional data analysis. Correlation analysis is an efficient technique to reveal the complex relationships existing among the dimensions in multidimensional data. However, for the multidimensional data with complex dimension features,traditional correlation analysis methods are inaccurate and limited. In this paper, we introduce the improved Pearson correlation coefficient and mutual information correlation analysis respectively to detect the dimensions’ linear and non-linear correlations. For the linear case,all dimensions are classified into three groups according to their distributions. Then we correspondingly select the appropriate parameters for each group of dimensions to calculate their correlations. For the non-linear case,we cluster the data within each dimension. Then their probability distributions are calculated to analyze the dimensions’ correlations and dependencies based on the mutual information correlation analysis. Finally,we use the relationships between dimensions as the criteria for interactive ordering of axes in parallel coordinate displays.

随着数据爆炸时代的到来,多维可视化作为最有用的数据分析技术之一,越来越多地应用于多维数据分析任务。相关性分析是揭示多维数据中各维度之间存在的复杂关系的一种有效技术。然而,对于具有复杂维度特征的多维数据,传统的相关性分析方法是不准确和有限的。在本文中,我们分别引入了改进的Pearson相关系数和互信息相关分析来检测维度的线性和非线性相关性。对于线性情况,所有维度根据其分布分为三组。然后,我们相应地为每组维度选择合适的参数来计算它们的相关性。对于非线性情况,我们对每个维度内的数据进行聚类。然后在互信息相关性分析的基础上,计算它们的概率分布来分析维度的相关性和依赖性。最后,我们使用尺寸之间的关系作为平行坐标显示中轴的交互式排序的标准。
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引用次数: 15
A viewpoint based approach to the visual exploration of trajectory 一种基于视点的轨迹视觉探测方法
Q3 Computer Science Pub Date : 2017-08-01 DOI: 10.1016/j.jvlc.2017.04.001
Jie Li , Zhao Xiao , Jun Kong

We present a new viewpoint-based approach to improving the exploration effects and efficiency of trajectory datasets. Our approach integrates novel trajectory visualization techniques with algorithms for selecting optimal viewpoints to explore the generated visualization. Both the visualization and the viewpoints will be represented in the form of KML, which can be directly rendered in most of off-the-shelf GIS platforms. By playing the viewpoint sequence and directly utilizing the components of GIS platforms to explore the visualization, the overview status, detailed information, and the time variation characteristics of the trajectories can be quickly captured. A case study and a usability experiment have been conducted on an actual public transportation dataset, justifying the effectiveness of our approach. Comparing with the basic exploration approach without viewpoints, we find our approach increases the speed of information retrieval when analyzing trajectory datasets, and enhances user experiences in 3D trajectory exploration.

我们提出了一种新的基于视点的方法来提高轨迹数据集的探索效果和效率。我们的方法将新颖的轨迹可视化技术与选择最佳视点的算法相结合,以探索生成的可视化。可视化和视点都将以KML的形式表示,KML可以在大多数现成的GIS平台中直接渲染。通过播放视点序列,直接利用GIS平台的组件进行可视化探索,可以快速捕捉轨迹的概览状态、详细信息和时间变化特征。在实际的公共交通数据集上进行了案例研究和可用性实验,证明了我们方法的有效性。与没有视点的基本探索方法相比,我们发现我们的方法在分析轨迹数据集时提高了信息检索的速度,并增强了用户在三维轨迹探索中的体验。
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引用次数: 3
期刊
Journal of Visual Languages and Computing
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