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Toward Constructing Frameworks for Task- and Design-Optimized Visualizations. 为任务和设计优化的可视化构建框架。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-09-01 DOI: 10.1109/MCG.2024.3429828
Ghulam Jilani Quadri, Sumanta N Pattanaik

Visualization is crucial to augment and enhance human understanding and decision-making in today's data-driven world. However, the way data are visualized can influence and drastically change the conclusions people draw using data. The findings around visualization effectiveness are nuanced, and guidelines for effective visualization design depend on the visual channels used, chart types, and analysis tasks. This points to a significant need to understand the intersection of these factors to create optimized visualizations. We need a framework to define this intersection that fills the gap by providing a task-optimized visualization design for better quality and higher decision-making confidence that gives designers objective guidance. A task-optimized visualization design framework strategically integrates visual channels, visualization types, and specific low-level tasks to enhance data interpretation and optimize user task performance. We discuss constructing a visualization framework that considers both human perception for encoding techniques and the task being performed, enabling optimizing visualization design to maximize efficiency. Furthermore, we highlight a task-optimized framework's impact and potential applications.

在当今数据驱动的世界中,可视化对于增强和提高人类的理解力和决策力至关重要。然而,数据可视化的方式会影响并极大地改变人们利用数据得出的结论。有关可视化效果的研究结果存在细微差别,有效的可视化设计指南取决于所使用的可视化渠道、图表类型和分析任务。这表明,我们亟需了解这些因素的交叉点,以创建优化的可视化效果。我们需要一个框架来定义这种交集,通过提供任务优化的可视化设计来填补空白,从而提高质量和决策信心,为设计者提供客观指导。任务优化的可视化设计框架战略性地整合了可视化渠道、可视化类型和特定的底层任务,以加强数据解读和优化用户任务执行。我们讨论了构建可视化框架的问题,该框架既考虑了人类对编码技术的感知,又考虑了正在执行的任务,从而优化了可视化设计,最大限度地提高了效率。此外,我们还强调了任务优化框架的影响和潜在应用。
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引用次数: 0
Quantum Wave Function Collapse for Procedural Content Generation. 程序内容生成的量子波函数坍缩。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-09-01 Epub Date: 2024-10-25 DOI: 10.1109/MCG.2024.3447775
Raoul Heese

Quantum computers exhibit an inherent randomness, so it seems natural to consider them for procedural content generation. In this work, a quantum version of the famous (classical) wave function collapse algorithm is proposed. This quantum wave function collapse algorithm is based on the idea that a quantum circuit can be prepared in such a way that it acts as a special-purpose random generator for content of a desired form. The proposed method is presented theoretically and investigated experimentally on simulators and IBM Quantum devices.

量子计算机具有固有的随机性,因此将其用于程序内容生成似乎很自然。在这项工作中,我们提出了著名的(经典)波函数坍缩算法的量子版本。这种量子波函数坍缩算法基于这样一种想法,即量子电路可以这样一种方式准备,即它可以作为一种特殊用途的随机生成器,生成所需的内容形式。我们从理论上介绍了所提出的方法,并在模拟器和 IBM 量子设备上进行了实验研究。
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引用次数: 0
Quantum Computing for All: Online Courses Built Around an Interactive Visual Quantum Circuit Simulator. 全民量子计算:围绕交互式可视量子电路模拟器构建的在线课程。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-09-01 DOI: 10.1109/MCG.2024.3444952
Juha Reinikainen, Vlad Stirbu, Teiko Heinosaari, Vesa Lappalainen, Tommi Mikkonen, Beatriz Sousa Santos, Alejandra J Magana, Rafael Bidarra

Quantum computing is a highly abstract scientific discipline, which, however, is expected to have great practical relevance in future information technology. This forces educators to seek new methods to teach quantum computing for students with diverse backgrounds and with no prior knowledge of quantum physics. We have developed an online course built around an interactive quantum circuit simulator designed to enable easy creation and maintenance of course material with ranging difficulty. The immediate feedback and automatically evaluated tasks lower the entry barrier to quantum computing for all students, regardless of their background.

量子计算是一门高度抽象的科学学科,但预计在未来的信息技术中会有很大的实际意义。这就迫使教育工作者寻求新的方法来教授量子计算,以满足背景各异、没有量子物理知识背景的学生的需求。我们围绕交互式量子电路模拟器开发了一门在线课程,旨在轻松创建和维护难度不等的课程材料。即时反馈和自动评估任务降低了所有学生进入量子计算的门槛,无论其背景如何。
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引用次数: 0
A Chronicle of Quantum Technologies in Game and Software Development. 游戏和软件开发中的量子技术纪事》。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-09-01 Epub Date: 2024-10-25 DOI: 10.1109/MCG.2024.3448613
Natasha Skult, Laura Piispanen, Metincan Atas, Klementyna Jankiewicz, Elif Surer, Jouni Smed, Zeki C Seskir

The ongoing second quantum revolution, marked by advancements harnessing quantum phenomena, has permeated various fields, including communications, computation, and networking, collectively known as quantum technologies (QTs). Quantum computing, a focal point within QT, has led to the emergence of quantum games, a novel research and development area exploring creative applications of quantum computing in game development. While more than 300 quantum games have been developed by enthusiasts and commercial parties, a comprehensive research program or state-of-the-art review is notably absent. This article addresses this gap by conducting a thorough literature review, presenting current advancements and examples in quantum games and interactive designs, and exploring future prospects for QT in game development practices.

正在进行的第二次量子革命以利用量子现象的进步为标志,已经渗透到通信、计算和网络等各个领域,这些领域统称为量子技术(QT)。量子计算是量子技术中的一个焦点,它导致了量子游戏的出现,这是一个探索量子计算在游戏开发中的创造性应用的新型研发领域。虽然爱好者和商业机构已经开发了 300 多款量子游戏,但全面的研究计划或最新的评述却明显缺乏。本文针对这一空白进行了全面的文献综述,介绍了量子游戏和互动设计的当前进展和实例,并探讨了量子技术在游戏开发实践中的未来前景。
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引用次数: 0
Multisensory Experiences in Extended Reality 扩展现实中的多感官体验
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-08-20 DOI: 10.1109/mcg.2024.3428110
Francesco Ferrise, Monica Bordegoni, Alberto Gallace, Stefania Serafin
Since the beginning, virtual reality (VR) has been envisioned as a technology that engages multiple senses. Examples include Morton Heilig’s Sensorama simulator and Ivan E. Sutherland’s notion of the Ultimate Display described in the 1960s. In more than 60 years, technological development and scientific knowledge have predominantly focused virtual and extended reality (VR and XR) applications on the sense of sight and hearing. Despite their importance in everyday interaction, the other senses remain on the margins of VR and XR applications. The potential to include additional senses has been acknowledged and extensively explored in the literature. Those who deal with this topic encounter challenges in understanding the functioning mechanism of the human sensorial and perceptive components and creating interfaces capable of communicating through these senses. Last but not least, it is important to design case studies capable of exploiting the potential of this technology and encouraging investors to believe in its development and end users to adopt it once it is ready. These challenges drive the research activities included in this special issue.
虚拟现实(VR)从一开始就被设想为一种能调动多种感官的技术。这方面的例子包括莫顿-海利格(Morton Heilig)的 Sensorama 模拟器和伊万-萨瑟兰(Ivan E. Sutherland)在 20 世纪 60 年代提出的 "终极显示"(Ultimate Display)概念。60 多年来,技术发展和科学知识主要将虚拟现实和扩展现实(VR 和 XR)应用集中在视觉和听觉上。尽管其他感官在日常互动中非常重要,但它们仍然处于 VR 和 XR 应用的边缘。将其他感官纳入其中的潜力已在文献中得到承认和广泛探讨。在了解人类感官和知觉组件的运作机制以及创建能够通过这些感官进行交流的界面方面,研究人员遇到了挑战。最后但并非最不重要的一点是,重要的是要设计案例研究,能够挖掘这项技术的潜力,鼓励投资者相信这项技术的发展,并鼓励最终用户在这项技术成熟后加以采用。这些挑战推动了本特刊中的研究活动。
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引用次数: 0
The Making of “The Big 50: Celebrating 50 ACM SIGGRAPH Conferences” 制作 "The Big 50:庆祝 50 届 ACM SIGGRAPH 会议
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-08-20 DOI: 10.1109/mcg.2024.3414048
Mary C. Whitton, Chris R. Johnson, David J. Kasik, André Stork
The article offers a behind-the-scenes look at the creation process of last year's special issue article commemorating five decades of SIGGRAPH conferences. In this edited transcription of an interview, the article's editors, Mary Whitton, Chris Johnson, and Dave Kasik, share insights on how the project evolved from a conventional idea to an unconventional groundbreaking collection of personal stories. The interview delves into the inception of the project, the challenges faced in gathering contributions, the innovative methods employed for outreach, and the surprises encountered along the way. From the initial concept to the final publication, the editors recount the collaborative effort involved in producing a comprehensive and visually captivating retrospective. The impact of the article on the SIGGRAPH community especially and the computer graphics community in general is reflected in feedback received, highlighting its value as a repository of memories and a testament to the enduring legacy of the conference. Through personal anecdotes and reflections, the interview captures the spirit of camaraderie and innovation that has characterized SIGGRAPH over the past half-century.
这篇文章介绍了去年纪念 SIGGRAPH 会议五十年特刊文章的幕后创作过程。在这篇经过编辑的访谈录中,文章的编辑玛丽-惠顿(Mary Whitton)、克里斯-约翰逊(Chris Johnson)和戴夫-卡西克(Dave Kasik)分享了他们对该项目如何从一个传统的想法演变成一个非传统的开创性个人故事集的见解。访谈深入探讨了项目的最初构想、收集稿件时面临的挑战、推广过程中采用的创新方法以及一路上遇到的惊喜。从最初的构想到最终的出版,编辑们讲述了制作这本内容全面、极具视觉冲击力的回顾集所付出的共同努力。这篇文章对 SIGGRAPH 社区,特别是对整个计算机图形社区的影响反映在收到的反馈意见中,突出了它作为记忆库和会议持久遗产证明的价值。通过个人轶事和反思,访谈捕捉到了过去半个世纪以来 SIGGRAPH 的友爱和创新精神。
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引用次数: 0
Procedural Fish Modeling. 鱼类程序建模
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-08-07 DOI: 10.1109/MCG.2024.3439736
Chia-Hsing Chiu, Yu-Chi Lai, Shang-Yen Swen, Zhong-Qi Cai, Wen-Kai Tai

It is time- and man-power intensive to craft various fish species for underwater animations and games. Even professionals spend hours to days for one. Therefore, we propose Procedural Fish Generation, which presents an innovative and automatic approach to generate 3D fish models with one lateral image. The core lies in parameterizing the ray-finned fish with curves and optimizing them with textures to fit the input using differentiable rendering, greatly reducing the manual modeling work. It presents advantages over multi-image reconstruction in requiring single image, while state-of-the-art methods suffer from such a scenario to achieve informative reconstruction. Also, our method outputs a polygon mesh, widely compatible with modern graphics hardware and software, thus facilitating further editing. Furthermore, we fine tune the prompts for Stable Diffusion while users can type a name to find high-quality lateral images. Extensive ablation studies and comparisons have proved its effectiveness and efficiency for experts and non-experts.

为水下动画和游戏制作各种鱼类需要耗费大量的时间和人力。即使是专业人士也要花费数小时至数天的时间来制作。因此,我们提出了 "程序化鱼类生成"(Procedural Fish Generation)技术,该技术采用创新的自动方法,只需一张侧向图像即可生成三维鱼类模型。其核心在于用曲线对射线鳍鱼进行参数化,并用纹理对其进行优化,以适应使用可微分渲染的输入,从而大大减少手动建模工作。与需要单幅图像的多幅图像重建相比,我们的方法具有优势,而最先进的方法在这种情况下难以实现信息重建。此外,我们的方法输出的是多边形网格,与现代图形硬件和软件广泛兼容,因此便于进一步编辑。此外,我们还对稳定扩散的提示进行了微调,用户可以输入名称来查找高质量的横向图像。广泛的消融研究和比较证明了该方法对专家和非专业人员的有效性和效率。
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引用次数: 0
Automatic and User-Assisted Sphere-Mesh Construction. 自动和用户辅助的球形网格构建
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1109/MCG.2024.3426656
Davide Paolillo, Marco Tarini

A sphere-mesh is a class of geometric proxies defined as the volume swept by spheres with linearly interpolated centers and radii, potentially striking a good balance between conciseness of representation, simplicity of spatial queries, and expressive power. We investigate the semiautomatic generation of sphere-meshes from standard triangular meshes. We improve one known automatic construction algorithm, based on iterative local coarsening operation, by introducing a mechanism to prevent operations that would result in spheres exceeding the target shape; then, we propose a 3-D interface designed to permit users to easily and intuitively modify the automatically generated sphere-meshes. The two phases, an improved automatic algorithm and a novel interactive tool, used in cascade, constitute a viable semiautomatic way to produce high-quality sphere-meshes. We test our method on several inputs tri-meshes, assess their quality, and finally exemplify the usability of our results by testing them in a few downstream applications.

球面网格是一类几何代型,定义为具有线性插值中心和半径的球体所扫过的体积,有可能在表示的简洁性、空间查询的简便性和表达能力之间取得良好的平衡。我们研究了从标准三角形网格半自动生成球面网格的方法。我们改进了一种已知的基于迭代局部粗化操作的自动构建算法,引入了一种机制来防止会导致球形超出目标形状的操作;然后,我们提出了一种三维界面,旨在允许用户轻松直观地修改自动生成的球形网格。这两个阶段,即改进的自动算法和新颖的交互式工具,通过级联使用,构成了一种可行的半自动方法,用于生成高质量的球面模型。我们在几个输入的三面体上测试了我们的方法,评估了它们的质量,最后在几个下游应用中测试了我们的结果,从而体现了我们结果的可用性。
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引用次数: 0
The Mixed Tangible Catalog: Toward Tangible and Sustainable B2B Metaverse Fashion Showrooms. 混合触觉目录:打造有形且可持续的 B2B Metaverse 时装展示厅。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-01 Epub Date: 2024-08-20 DOI: 10.1109/MCG.2024.3424247
Fabio Vangi, Marina Ricci, Mine Dastan, Michele Fiorentino

The metaverse, driven by mixed reality (MR), is positioned as the future market, revolutionizing product exploration in virtual space. Existing literature on this subject mainly focuses on business-to-consumer perspectives, leaving a gap in understanding business-to-business (B2B) applications, particularly in the fashion industry. This article introduces a "Mixed Tangible Catalog" (MTC) for B2B that combines a physical, foldable cardboard booth with an MR application linked to a head-mounted display. Targeting the fashion sector's need for high standards in material evaluation, the MTC allows retailers and distributors to browse garments, customize material attributes, and receive visual and tangible feedback. Evaluation through a focus group of 10 industry experts revealed positive feedback. The MTC maintains the tangibility of traditional B2B showrooms and reduces the environmental impact by minimizing transportation, samples, and waste. This innovative approach offers an efficient and sustainable alternative to conventional physical showrooms, enhancing both economic and ecological aspects.

由混合现实(MR)驱动的元宇宙被定位为未来市场,将彻底改变虚拟空间中的产品探索。有关这一主题的现有文献主要侧重于企业对消费者(B2C)的视角,对企业对企业(B2B)应用的理解存在空白,尤其是在时尚行业。本文介绍了一种适用于 B2B 的 "混合触觉目录"(MTC),它将可折叠的实体纸板展台与与头戴式显示器(HMD)相连的磁共振应用相结合。针对时尚界对材料评估高标准的需求,MTC 允许零售商和分销商浏览服装、定制材料属性并获得视觉和触觉反馈。由 10 位业内专家组成的焦点小组进行的评估显示了积极的反馈。MTC 保持了传统 B2B 展厅的有形性,并通过最大限度地减少运输、样品和废物来降低对环境的影响。这种创新方法为传统的实体展厅提供了一种高效、可持续的替代方案,既提高了经济效益,又改善了生态环境。
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引用次数: 0
Are Mass Shootings in the U.S. Increasing? Understanding How Differing Definitions of Politically Charged Events Impact People's Perceptions of Expected Trends in Visualizations. 美国的大规模枪击事件在增加吗?了解对政治事件的不同定义如何影响人们对可视化预期趋势的看法。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-01 DOI: 10.1109/MCG.2024.3402790
Poorna Talkad Sukumar, Maurizio Porfiri, Oded Nov, Melanie Tory, Daniel Keefe

Visualizations of mass shooting incidents in the United States appearing in the media can influence people's beliefs and attitudes. However, different data sources each use their own definition of mass shootings, resulting in varying counts and trends of these incidents across the sources. To investigate the effects of these varying definitions on public perceptions, we conducted a crowdsourced study using data from four sources-Mother Jones, Mass Shooter Database, Everytown for Gun Safety, and The Washington Post. We used one or more line plots, with or without explicitly providing the definition, to see how these variations affect viewers' understanding of a 10-year trend in mass shooting frequency. We found that, depending on the data shown, participants' perceptions of the trend changed in both directions (i.e., more or less increasing) compared to their prestudy perceptions. We discuss how data from a single source can influence people's perceptions, and how visualizing data from multiple sources (e.g., superimposed line graphs) can enable more transparent communication. Our work has implications for other media and public visualizations, highlighting the importance of embracing pluralistic approaches to enquiry, especially when dealing with data of significant importance and consequence.

媒体对美国大规模枪击事件的可视化报道会影响人们的观念和态度。然而,不同的数据源对大规模枪击事件使用各自的定义,导致不同数据源对这些事件的计数和趋势各不相同。为了调查这些不同的定义对公众看法的影响,我们利用来自四个来源的数据进行了一项众包研究--琼斯母亲、大规模枪击数据库、每镇枪支安全组织和《华盛顿邮报》。我们使用了一个或多个折线图,无论是否明确提供了定义,以了解这些变化如何影响观众对大规模枪击事件发生频率 10 年趋势的理解。我们发现,与研究前的看法相比,根据所显示的数据,参与者对趋势的看法会发生双向变化(即增加或减少)。我们讨论了单一来源的数据如何影响人们的看法,以及将多种来源的数据可视化(如叠加折线图)如何实现更透明的传播。我们的工作对其他媒体和公众可视化具有借鉴意义,强调了采用多元化调查方法的重要性,尤其是在处理具有重大意义和后果的数据时。
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引用次数: 0
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IEEE Computer Graphics and Applications
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