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PLUTO: A Public Value Assessment Tool. 冥王星:一个公共价值评估工具。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-03-01 DOI: 10.1109/MCG.2025.3649342
Laura Koesten, Peter Ferenc Gyarmati, Connor Hogan, Bernhard Jordan, Seliem El-Sayed, Magdalena Eitenberger, Marlene Auer, Torsten Moller, Barbara Prainsack

In this article, we present Public VaLUe Assessment TOol (PLUTO), a framework for assessing the public value of specific instances of data use. Grounded in the concept of data solidarity, PLUTO aims to empower diverse stakeholders-including regulatory bodies, private enterprises, nongovernmental organization (NGOs), and individuals-to critically engage with data projects through a structured assessment of the risks and benefits of data use, and by encouraging critical reflection. This article discusses the theoretical foundation, development process, and initial user experiences with PLUTO. Key challenges include translating qualitative assessments of benefits and risks into actionable quantitative metrics while maintaining inclusivity and transparency. Initial feedback highlights PLUTO's potential to foster responsible decision-making and shared accountability in data practices.

我们提出了PLUTO(公共价值评估工具),这是一个评估特定数据使用实例的公共价值的框架。PLUTO以数据团结的概念为基础,旨在通过对数据使用的风险和收益进行结构化评估并鼓励批判性反思,使不同的利益相关者(包括监管机构、私营企业、非政府组织和个人)能够批判性地参与数据项目。本文讨论了PLUTO的理论基础、开发过程和初始用户体验。主要挑战包括将效益和风险的定性评估转化为可操作的定量指标,同时保持包容性和透明度。初步反馈强调了冥王星在数据实践中促进负责任决策和共同问责制的潜力。
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引用次数: 0
Generic Drone Simulator: Design, Development, and User Testing in a Virtual Search and Rescue Mission. 通用无人机模拟器:虚拟搜索和救援任务中的设计,开发和用户测试。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-03-01 DOI: 10.1109/MCG.2025.3560537
Georgios Pappas, Dimitrios Lappas, Panagiotis Karampelas, Joshua E Siegel, Ioannis Templalexis, Stavros Stavrou, Sriram Krishnan

This article addresses the need for scenario-specific drone simulators to enhance research, education, pilot training, and performance evaluation across diverse mission contexts. A gamified simulator was developed for the joint master's degree program "Security and Defence" between the Open University of Cyprus and the Hellenic Air Force Academy, with a focus on search and rescue mission training and planning. The simulator balances interface design, physics accuracy, and environmental realism to support specialized professional training and research. A survey-based evaluation involving 57 participants-pilots, engineers, and air traffic controllers-demonstrated the tool's ability to provide realistic experiences for trained pilots and meaningful learning opportunities for novices. Statistical analysis revealed significant correlations between gaming familiarity, task completion times, and participant expertise.

本研究解决了特定场景无人机模拟器的需求,以加强不同任务背景下的研究、教育、飞行员培训和性能评估。为塞浦路斯开放大学(OUC)和希腊空军学院(HAFA)之间的联合硕士学位课程“安全和防御”开发了一个游戏化模拟器,重点是搜索和救援任务训练和规划。该模拟器平衡了界面设计、物理精度和环境现实性,以支持专业的专业培训和研究。一项基于调查的评估涉及了57名参与者——飞行员、工程师和空中交通管制员——证明了该工具能够为训练有素的飞行员提供真实的经验,并为新手提供有意义的学习机会。统计分析显示,游戏熟悉度、任务完成时间和参与者专业知识之间存在显著相关性。
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引用次数: 0
Experiencing Data Visualization With Language Disability. 体验语言障碍的数据可视化。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-03-01 DOI: 10.1109/MCG.2025.3642747
Jo Wood, Niamh Devane, Abi Roper, Nicola Botting, Madeline Cruice, Ulfa Octaviani, Stephanie Wilson

Current data visualization research demonstrates very limited inclusion of users with language disabilities. To address this, this article introduces the language disabilities developmental language disorder (DLD) and aphasia. We present outcomes from a novel qualitative diary study exploring whether people living with either DLD or aphasia experience and engage with data visualization in their day-to-day lives. Outcomes reveal evidence of both exposure to, and engagement with, data visualization across a week-long period alongside accompanying experiences of inclusion and exclusion of the benefits of data visualization. We report types of data visualization tasks and application domains encountered and descriptions of issues experienced by participants. Findings highlight a critical need for increased awareness of language access needs within the discipline of data visualization and a case for further research into design practices inclusive of people with language disabilities.

目前的数据可视化研究表明,包含语言障碍的用户非常有限。为此,本文介绍了发展性语言障碍(Developmental language Disorder, DLD)和失语症。我们介绍了一项新的定性日记研究的结果,该研究探讨了患有DLD或失语症的人是否在日常生活中体验并参与数据可视化。结果揭示了在为期一周的时间内,数据可视化的暴露和参与的证据,以及数据可视化的好处的包含和排除的经验。我们报告所遇到的数据可视化任务和应用领域的类型以及参与者所经历的问题的描述。研究结果强调,在数据可视化学科中,迫切需要提高对语言获取需求的认识,并需要进一步研究包括语言障碍人士在内的设计实践。
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引用次数: 0
Efficient Stereo-Aware Screen-Space Ambient Occlusion With Adaptive Computation. 基于自适应计算的高效立体感知屏幕空间环境遮挡。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-03-01 DOI: 10.1109/MCG.2025.3560155
Yu-Ting Wu

Screen-space ambient occlusion (SSAO) has become a widely used technique in real-time rendering, valued for its high performance and full support for dynamic geometry. However, applying SSAO directly to stereo rendering can result in incorrect depth perception and viewer discomfort due to differences in captured scene approximations between the left and right views. Existing methods for generating stereo-consistent SSAO often involve substantial computational costs. This article introduces an adaptive method, inspired by Weber's law, to enhance the efficiency of achieving stereo-consistent SSAO. Our method identifies inconsistent pixels generated by cost-effective SSAO algorithms, such as monoscopic SSAO, and selectively applies computationally intensive stereo-aware computations only to those pixels. Experiments demonstrate that our method delivers stereo-consistent results comparable to state-of-the-art techniques while significantly enhancing rendering performance.

屏幕空间环境遮挡(SSAO)以其高性能和对动态几何的全面支持而成为实时渲染中广泛使用的技术。然而,将SSAO直接应用于立体渲染可能会导致不正确的深度感知和观看者不适,因为左右视图之间捕获的场景近似值存在差异。现有的生成立体一致SSAO的方法通常需要大量的计算成本。本文介绍了一种受韦伯定律启发的自适应方法,以提高实现立体一致SSAO的效率。我们的方法识别由成本效益高的SSAO算法(如单视角SSAO)生成的不一致像素,并选择性地仅对这些像素应用计算密集型的立体感知计算。实验表明,我们的方法提供了立体一致的结果,可与最先进的技术相媲美,同时显着提高了渲染性能。
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引用次数: 0
Measuring Real-World Understanding of Patterns in Data Graphics. 测量真实世界对数据图形模式的理解。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-03-01 DOI: 10.1109/MCG.2025.3565834
Kiegan Rice, Sydney Bell, Taylor Wing, Heike Hofmann, Nola du Toit

Presenting data visually is a cornerstone of effective science communication. While prior studies have investigated humans' ability to effectively perceive values in charts, fewer have focused on the translation of perceived values to real-world conclusions. Those that do focus on real-world understanding often utilize convenience samples or focus on very simple graphic formats, resulting in an incomplete understanding of how viewers translate data graphics into meaningful conclusions. We utilize a probability-based sample of over 3000 participants in the U.S. to test user understanding of three chart types and find that both educational attainment and age play a role in the ability to interpret data graphics. Our work demonstrates a need for further study on how chart comprehension and comfort with drawing real-world conclusions differ across demographic groups and commonly used chart types. In addition, this work highlights that complex charts can be inaccessible to viewers who lack confidence in reading a chart.

可视化地呈现数据是有效科学传播的基石。虽然之前的研究已经调查了人类在图表中有效感知价值的能力,但很少有人关注将感知价值转化为现实世界的结论。那些专注于现实世界理解的人通常使用方便的样本或专注于非常简单的图形格式,导致对观众如何将数据图形转化为有意义的结论的理解不完整。我们利用美国3000多名参与者的基于概率的样本来测试用户对三种图表类型的理解,并发现教育程度和年龄都在解释数据图形的能力中发挥作用。我们的工作表明,需要进一步研究不同人口群体和常用图表类型对图表的理解和得出现实世界结论的舒适度是如何不同的。此外,这项工作强调,复杂的图表可能无法访问的观众缺乏信心阅读图表。
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引用次数: 0
An Age-Based Study Into Interactive Narrative Visualization Engagement. 基于年龄的交互式叙事可视化参与研究。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-03-01 DOI: 10.1109/MCG.2025.3591817
Nina Errey, Yi Chen, Yu Dong, Quang Vinh Nguyen, Xiaoru Yuan, Tuck Wah Leong, Christy Jie Liang

Research has shown that an audience's age impacts their engagement in digital media. Interactive narrative visualization is an increasingly popular form of digital media that combines data visualization and storytelling to convey important information. However, audience age is often overlooked by interactive narrative visualization authors. Using an established visualization engagement questionnaire, we ran an empirical experiment where we compared end-user engagement to audience age. We found a small difference in engagement scores where older age cohorts were less engaged than the youngest age cohort. Our qualitative analysis revealed that the terminology and overall understanding of interactive narrative patterns integrated into narrative visualization were more apparent in the feedback from younger age cohorts relative to the older age cohorts. We conclude this article with a series of recommendations for authors of interactive narrative visualization on how to design inclusively for audiences according to their age.

研究表明,受众的年龄会影响他们对数字媒体的参与。交互式叙事可视化是一种日益流行的数字媒体形式,它结合了数据可视化和讲故事来传达重要信息。然而,互动叙事可视化作者往往忽略了受众年龄。使用一份已建立的可视化参与度问卷,我们进行了一项实证实验,将终端用户参与度与受众年龄进行了比较。我们发现,年龄较大的人群比年龄最小的人群参与度更低,在参与度得分上存在微小差异。我们的定性分析显示,相对于老年组,年轻组的反馈更明显地体现了对整合到叙事可视化中的交互式叙事模式的术语和整体理解。在本文的最后,我们对互动叙事可视化的作者提出了一系列建议,告诉他们如何根据不同年龄的受众进行包容性的设计。
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引用次数: 0
Toward Softerware: Enabling Personalization of Interactive Data Representations for Users With Disabilities. 走向软件:为残疾用户实现交互式数据表示的个性化。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-03-01 DOI: 10.1109/MCG.2025.3609294
Frank Elavsky, Marita Vindedal, Ted Gies, Patrick Carrington, Dominik Moritz, Oystein Moseng

Accessible design for some may still produce barriers for others. This tension, called access friction, creates challenges for both designers and end-users with disabilities. To address this, we present the concept of softerware, a system design approach that provides end-users with agency to meaningfully customize and adapt interfaces to their needs. To apply softerware to visualization, we assembled 195 data visualization customization options centered on the barriers we expect users with disabilities will experience. We built a prototype that applied a subset of these options and interviewed practitioners for feedback. Lastly, we conducted a design probe study with blind and low-vision accessibility professionals to learn more about their challenges and visions for softerware. We observed access frictions between our participant's designs, and they expressed that for softerware's success, current and future systems must be designed with accessible defaults, interoperability, persistence, and respect for a user's perceived effort-to-outcome ratio.

对某些人来说,无障碍设计可能仍然会给其他人带来障碍。这种紧张关系被称为访问摩擦,给设计师和残疾终端用户都带来了挑战。为了解决这个问题,我们提出了软件的概念,这是一种系统设计方法,为最终用户提供有意义的定制和调整接口以满足他们的需求的代理。为了将软件应用于可视化,我们集合了195个数据可视化定制选项,这些选项集中在残疾用户可能遇到的障碍上。我们构建了一个应用这些选项子集的原型,并采访了从业者以获得反馈。最后,我们对盲人和低视力无障碍专业人士进行了设计探索研究,以了解他们对软件的挑战和愿景。我们观察到参与者设计之间的访问摩擦,他们表示,为了软件的成功,当前和未来的系统必须具有可访问的默认值、互操作性、持久性,并尊重用户感知的努力与结果比。
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引用次数: 0
OmniSketch: Sketch-Guided Text-to-3D Generation with High-Fidelity Geometry and Texture. OmniSketch:高保真几何和纹理的草图引导文本到3d生成。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-02-23 DOI: 10.1109/MCG.2026.3667017
Xinbin Sun, Zhentong Xu, Guodong Wang, Fuqing Duan, Junli Zhao, Zhenkuan Pan, Mingquan Zhou

Sketch-based or text-based 3D content generation, which rapidly converts abstract concepts into 3D models, plays a vital role in accelerating digitalization. However, the sparse sketch, absent texture and unaligned dataset pose considerable challenges for cross-modal synthesis. To address these issues, we introduce OmniSketch, a sketch-guided text-to-3D generation framework that decouples the complex sketch-to-3D task into a three-stage pipeline. Firstly, we employ a conditional diffusion model to fuse structural constraints from the sketch with semantic descriptions, generating a high-quality intermediate reference view. Subsequently, a Rectified Flow model is utilized to produce a 3D model with high-fidelity geometry. Finally, we apply a geometry-guided multi-view image synthesis method to furnish the model with view-consistent, high-quality textural details. Extensive experiments demonstrate that our method surpasses state-of-the-art approaches in geometric fidelity and texture consistency. Leveraging our framework, we also construct a multi-modal sketch-to-3D dataset and an interactive platform to promote the application of digital content generation.

基于草图或基于文本的3D内容生成,将抽象概念快速转化为3D模型,在加速数字化进程中起着至关重要的作用。然而,稀疏的草图、缺失的纹理和未对齐的数据集给跨模态合成带来了相当大的挑战。为了解决这些问题,我们引入了OmniSketch,这是一个草图引导的文本到3d生成框架,它将复杂的草图到3d任务解耦为一个三阶段的管道。首先,我们采用条件扩散模型将草图中的结构约束与语义描述融合,生成高质量的中间参考视图。随后,利用整流模型生成具有高保真几何形状的3D模型。最后,我们采用几何引导的多视图图像合成方法,为模型提供与视图一致的高质量纹理细节。大量的实验表明,我们的方法在几何保真度和纹理一致性方面优于最先进的方法。利用我们的框架,我们还构建了一个多模态的草图到3d数据集和一个互动平台,以促进数字内容生成的应用。
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引用次数: 0
A Survey on Generative AI for 3D CAD in Engineering. 生成性人工智能在工程三维CAD中的应用综述。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-02-16 DOI: 10.1109/MCG.2026.3665334
Benjamin Klein, Johannes Mueller-Roemer, Andra Stork

AI support in CAD is an active research field, generating an increasing number of publications. Recent surveys give a broad overview of this field, each structuring works differently, e.g., by application area. Given this magazine's and special issue's scope, we focus on research relevant to the industrial design process, excluding applications such as avatar or toy generation. Within this scope, we broaden the discussion beyond core computer graphics and artificial intelligence to include perspectives from design theory and human cognition, which clarifies CAD's role in designing and how Generative AI methods relate to designers' intelligence. We discuss CAD as part of the design process, examine what constitutes designers' intelligence, and how this relates to theories of human intelligence. We analyze current works in Generative AI for CAD and how they can be positioned in this landscape. Finally, we discuss limitations and challenges, and identify avenues for future research.

人工智能在CAD中的支持是一个活跃的研究领域,产生了越来越多的出版物。最近的调查给出了该领域的广泛概述,每种结构的工作方式都不同,例如,根据应用领域。鉴于本杂志和特刊的范围,我们专注于与工业设计过程相关的研究,不包括化身或玩具生成等应用。在此范围内,我们将讨论范围扩大到核心计算机图形学和人工智能之外,包括设计理论和人类认知的观点,这阐明了CAD在设计中的作用以及生成式人工智能方法如何与设计师的智能相关。我们将CAD作为设计过程的一部分进行讨论,考察什么构成了设计师的智能,以及这与人类智能理论的关系。我们分析了CAD中生成式人工智能的当前作品,以及它们如何在这一领域中定位。最后,我们讨论了局限性和挑战,并确定了未来研究的途径。
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引用次数: 0
VILOD: Combining Visual Interactive Labeling With Active Learning for Object Detection. VILOD:结合视觉交互标记与主动学习的目标检测。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-02-03 DOI: 10.1109/MCG.2026.3660508
Isac Holm, Rafael M Martins, Claudio D G Linhares, Amilcar Soares

The need for large, high-quality annotated datasets continues to represent a primary limitation in training Object Detection (OD) models. To mitigate this challenge, we present VILOD, a Visual Interactive Labeling tool that integrates Active Learning (AL) with a suite of interactive visualizations to create an effective Human-in-the-Loop (HITL) workflow for OD annotation and training. VILOD is designed to make the AL process more transparent and steerable, empowering expert users to implement diverse, strategically guided labeling strategies that extend beyond algorithmic query strategies. Through comparative case studies, we evaluate three visually guided labeling strategies against a conventional automated AL baseline. The results show that a balanced, human-guided strategy-leveraging VILOD's visual cues to synthesize information about data structure and model uncertainty-not only outperforms the automated baseline but also achieves the highest overall model performance. These findings emphasize the potential of visually guided, interactive annotation to enhance both the efficiency and effectiveness of dataset creation for OD.

对大型、高质量注释数据集的需求仍然是训练对象检测(OD)模型的主要限制。为了缓解这一挑战,我们提出了VILOD,一种视觉交互式标签工具,它将主动学习(AL)与一套交互式可视化相结合,为OD注释和培训创建有效的人在环(HITL)工作流。VILOD旨在使人工智能过程更加透明和可操控,使专家用户能够实施超越算法查询策略的多样化、战略指导的标签策略。通过比较案例研究,我们针对传统的自动化人工智能基线评估了三种视觉引导标记策略。结果表明,一个平衡的、人为引导的策略——利用VILOD的视觉线索来综合有关数据结构和模型不确定性的信息——不仅优于自动化基线,而且还实现了最高的整体模型性能。这些发现强调了视觉引导、交互式注释在提高OD数据集创建效率和有效性方面的潜力。
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引用次数: 0
期刊
IEEE Computer Graphics and Applications
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