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Interactive Texture Segmentation of 3D Scanned Models Leveraging Multiview Automatic Segmentation. 利用多视图自动分割的3D扫描模型的交互式纹理分割。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-04 DOI: 10.1109/MCG.2025.3595378
Koki Madono, Takeo Igarashi, Hiroharu Kato, Taisuke Hashimoto, Fabrice Matulic, Tsukasa Takagi, Keita Higuchi

In 3D model scanning, the raw texture of a 3D model often requires segmentation into distinct regions to apply different material properties to each region. Current methods, such as manual segmentation, are labor-intensive, while automatic segmentation techniques lack user control. We propose an interactive tool that combines automatic segmentation with minimal manual intervention, striking an optimal balance between efficiency and control. Following a multiview automatic segmentation process that divides the texture into small subsegments, users cluster the subsegments into segments by drawing simple scribbles in the 3D model view. We show that our approach results in more detailed subsegments compared to automatic segmentation approaches. Furthermore, a user study confirms that our approach improves segmentation accuracy and quality compared to manual segmentation with standard 3D computer graphics software. This research paves the way to more efficient texture segmentation in 3D model scanning.

在3D模型扫描中,通常需要将3D模型的原始纹理分割成不同的区域,以便对每个区域应用不同的材料属性。目前的方法,如人工分割,是劳动密集型的,而自动分割技术缺乏用户的控制。我们提出了一种交互式工具,它结合了自动分割和最小的人工干预,在效率和控制之间取得了最佳平衡。遵循多视图自动分割过程,将纹理划分为小的子段,用户通过在3D模型视图中绘制简单的涂鸦将子段聚类成段。我们表明,与自动分割方法相比,我们的方法产生了更详细的子段。此外,一项用户研究证实,与使用标准3D计算机图形软件进行手动分割相比,我们的方法提高了分割的准确性和质量。该研究为三维模型扫描中更有效的纹理分割奠定了基础。
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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 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-22 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 audiences' 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 was more apparent in the feedback from younger age cohorts relative to the older age cohorts. We conclude this paper 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
Li Ethnic Group's Anthropomorphic Motifs: Art and Applications. 黎族的拟人母题:艺术与应用。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-01 DOI: 10.1109/MCG.2025.3567695
Tianhong Tian, Bingjia Li, Qingyue Li, Xiaohui Wang, Bruce D Campbell, Francesca Samsel

In this article, we share an image library of anthropomorphic motifs found in the traditional patterns of the Li ethnic group, an indigenous population living on the island of Hainan, China. Existing pattern databases of the motifs lack visual coherence and accessibility for nonexperts. Our image-based framework enhances accessibility for artists and visual users through visual search features intended to facilitate easier understanding of multilayered patterns. This study applies semantic analysis and image processing algorithms to identify and deconstruct key elements within the motifs. We also present a modern redesign of these motifs for cultural innovation, offering new avenues for design in application.

在这篇文章中,我们分享了一个图片库,其中包含了生活在中国海南岛上的土著民族黎族的传统图案中的拟人图案。现有的图案数据库缺乏视觉连贯性和非专家的可及性。我们的基于图像的框架通过视觉搜索功能增强了艺术家和视觉用户的可访问性,旨在帮助更容易地理解多层模式。本研究应用语义分析和图像处理算法来识别和解构母题中的关键元素。我们还对这些主题进行了文化创新的现代重新设计,为设计的应用提供了新的途径。
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引用次数: 0
MarsIPAN: Optimization and Negotiations in Mars Sample Return Scheduling Coordination. MarsIPAN:火星样品返回调度协调的优化与协商。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-01 DOI: 10.1109/MCG.2025.3558426
Jasmine T Otto, Malika Khurana, Noah Deutsch, Benjamin P S Donitz, Oskar Elek, Scott Davidoff

Resource allocation problems touch almost every aspect of modernity. We examine communication bandwidth optimization and negotiation in NASA's early stage Mars Sample Return (MSR) mission, which places multiple robots into a single region on Mars. We present a design study conducted over two years at the NASA Jet Propulsion Laboratory with MSR, which characterizes the design and evaluation of the deployed MarsIPAN schedule browser. We find that MarsIPAN changes the schedule analysis process, providing new insight into how bandwidth is allocated and enabling individual spacecraft teams to openly negotiate for scarce resources. This visibility leads to changes in how spacecraft teams apportion bandwidth, plan staffing, and organize and share resources. We reflect on the design study methodology as revealing, documenting, and supporting existing communication processes and software infrastructure within knowledge-intensive organizations.

资源配置问题几乎涉及到现代性的方方面面。我们研究了NASA早期火星样本返回(MSR)任务中的通信带宽优化和协商,该任务将多个机器人放置在火星上的单个区域。我们介绍了在NASA喷气推进实验室与MSR进行的一项为期两年的设计研究,该研究描述了部署的MarsIPAN时间表浏览器的设计和评估。我们发现,MarsIPAN改变了进度分析过程,为如何分配带宽提供了新的见解,并使各个航天器团队能够公开协商稀缺资源。这种可见性导致航天器团队如何分配带宽,计划人员配备以及组织和共享资源的变化。我们将设计研究方法反映为揭示、记录和支持知识密集型组织中现有的通信过程和软件基础结构。
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引用次数: 0
2024 IEEE Scientific Visualization Contest Winner: PlumeViz: Interactive Exploration for Multifacet Features of Hydrothermal Plumes in Sonar Images. 2024年IEEE科学可视化竞赛冠军:PlumeViz:声纳图像中热液羽流多面特征的交互式探索。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-01 DOI: 10.1109/MCG.2025.3550365
Yiming Shao, Chengming Liu, Zhiyuan Meng, Shufan Qian, Peng Jiang, Yunhai Wang, Qiong Zeng

Plume visualization is essential for unveiling the dynamics of hydrothermal systems. This article introduces an interactive exploration tool, PlumeViz, designed to facilitate the extraction and visualization of multifaceted plume characteristics from data collected by a sonar device. The tool addresses the challenges posed by undersampled volume data and intricate plume structures by providing an interactive platform for plume identification, visual representation, and analysis. Key functionalities of PlumeViz encompass comprehensive plume evolution, plume feature extraction, and in-depth exploration of specific regions of interest. We demonstrate the efficacy of PlumeViz in visualizing hydrothermal plumes through a case study and a range of illustrative results.

羽流可视化对于揭示热液系统的动力学是必不可少的。本文介绍了一种交互式勘探工具PlumeViz,该工具旨在从声纳设备收集的数据中提取和可视化多面羽流特征。该工具通过提供羽流识别、可视化表示和分析的交互式平台,解决了采样不足的体积数据和复杂的羽流结构所带来的挑战。PlumeViz的主要功能包括全面的羽流演化、羽流特征提取以及对特定区域的深入探索。我们通过一个案例研究和一系列说明性结果证明了PlumeViz在可视化热液羽流方面的功效。
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引用次数: 0
The UDV Card Deck: A Collaborative Design Framework to Facilitate Urban Visualization Conversations. UDV卡组:促进城市可视化对话的协作设计框架。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-01 DOI: 10.1109/MCG.2025.3556573
Damla Cay, Till Nagel, Sebastian Meier

This article presents the urban data visualization (UDV) card deck, a tool designed to facilitate reflective discussions and inform the collaborative design process of urban data visualization. The UDV card deck was developed to bridge the gap between theoretical knowledge and practice in workshop settings, fostering inclusive and reflective approaches to visualization design. Drawing from urban visualization design literature and the results from a series of expert workshops, these cards summarize key considerations when designing urban data visualizations. The card deck guides different activities in an engaging, collaborative, and structured format, promoting inclusion of diverse urban actors. We introduce the card deck and its goals, demonstrate its use in four case studies, and discuss our findings. Feedback from workshop participants indicates that the urban data visualization card deck can serve as a supportive and reflective tool for urban data visualization researchers, designers, and practitioners.

本文介绍了城市数据可视化(UDV)卡组,这是一种旨在促进反思讨论并告知城市数据可视化协作设计过程的工具。UDV卡组的开发是为了弥合理论知识与车间环境实践之间的差距,促进可视化设计的包容和反思方法。这些卡片来自城市可视化设计文献和一系列专家研讨会的结果,总结了设计城市数据可视化时的关键考虑因素。卡组以吸引人的、协作的和结构化的形式指导不同的活动,促进不同城市参与者的包容。我们介绍了牌组及其目标,在四个案例研究中演示了它的使用,并讨论了我们的发现。研讨会参与者的反馈表明,UDV卡组可以作为城市数据可视化研究人员、设计师和实践者的支持和反思工具。
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引用次数: 0
Design Considerations for Virtual Self-Representation in Educational Games. 教育游戏中虚拟自我表现的设计考虑
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-01 DOI: 10.1109/MCG.2025.3553207
Melissa T Kronenberger, Hai-Ning Liang, Christos Mousas, Dominic Kao, Beatriz Sousa Santos, Alejandra J Magana, Rafael Bidarra

Virtual self-representations, commonly known as avatars, play a critical and often underexplored role in the design and effectiveness of educational games. This article explores various dimensions of avatar design and their impact on educational game outcomes. We examine how an avatar's voice can influence player identification, how certain colors can distract from educational material, and how the presence of a digital role model of a similar ethnic background and gender can help drive interaction. In addition, this article addresses scenarios where avatar identification might be less desirable. Specifically, when players struggle, our data suggest that abstract avatars might be more beneficial than humanoid avatars. These insights can help lead to the design of more effective educational games.

虚拟自我表现,通常被称为化身,在教育游戏的设计和有效性中扮演着重要的角色,但往往未被充分发掘。本文将探讨角色设计的不同维度及其对教育类游戏结果的影响。我们研究了角色的声音如何影响玩家的识别,某些颜色如何分散人们对教育材料的注意力,以及类似种族背景和性别的数字角色模型如何推动互动。此外,本文还讨论了不太需要角色标识的场景。具体来说,当玩家挣扎时,我们的数据表明抽象的虚拟形象可能比人形虚拟形象更有益。这些见解可以帮助我们设计出更有效的教育游戏。
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引用次数: 0
CageModeler: An Open-Source Project for Cage-Based Deformation. 一个基于笼子的变形的开源项目。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-01 DOI: 10.1109/MCG.2025.3557926
Daniel Stroter, Zhivko Bogdanov, Nicholas F Polys

The interactive modeling of 3-D shapes is an important application of computer graphics. A versatile and interactive method for anisotropic shape deformation is cage-based deformation. We have released the CageModeler open-source project to provide the computer graphics community with a large collection of the most relevant methods for cage-based deformation. To facilitate practical use and future research, our project provides an extensible tool for interactive modeling. Our project is designed for collaborative open-source development, in order to enable researchers to implement their own methods building upon our project. In addition, our project includes evaluation functionality to investigate performance metrics, such as run time or local deformation influence. In this article, we present and review the design of our software in the light of open-source development. Important key aspects of our software design are automated dependence management, usage of available open-source libraries, and modular code design. To reflect on our design choices, we describe our lessons learned during the development process.

三维图形的交互式建模是计算机图形学的一个重要应用。基于笼型变形是一种通用的、相互作用的各向异性形状变形方法。我们已经发布了CageModeler开源项目,为计算机图形社区提供了大量基于笼子变形的最相关方法。为了便于实际使用和未来的研究,我们的项目提供了一个可扩展的交互式建模工具。我们的项目是为协作开源开发而设计的,以便使研究人员能够在我们的项目基础上实现他们自己的方法。此外,我们的项目包括评估功能,以调查性能指标,如运行时或局部变形影响。在这篇文章中,我们从开源开发的角度来展示和回顾我们的软件设计。我们的软件设计的重要关键方面是自动化的依赖管理、可用的开源库的使用和模块化的代码设计。为了反思我们的设计选择,我们描述了在开发过程中吸取的经验教训。
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引用次数: 0
What Can Visualization Research Do for Climate? A Workshop Report. 可视化研究能为气候做些什么?研讨会报告。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-01 DOI: 10.1109/MCG.2025.3566453
Helen-Nicole Kostis, Benjamin Bach, Fanny Chevalier, Mark SubbaRao, Yvonne Jansen, Robert Soden, Theresa-Marie Rhyne

Earth, our home planet, is changing at an unprecedented rate due to human industrial activity. Data visualization can uniquely illuminate these complex transformations by revealing hidden patterns, thereby translating abstract data into compelling narratives and increased understanding. How can we harness visualization's full potential to inform and inspire our generation toward environmental awareness and stewardship? This article reports on insights and key challenges from the 2024 IEEE VIS workshop on climate action and sustainability whose submissions paint a rich picture of the current, yet still nascent, landscape of how the field of visualization can help empower people to take meaningful steps toward environmental stewardship. Drawing from the presented works and the collective workshop discussions, we propose future research directions and invite the visualization community, both researchers and practitioners, to join this vital effort in addressing one of our planet's greatest challenges.

由于人类的工业活动,我们的家园地球正在以前所未有的速度发生变化。数据可视化可以通过揭示隐藏的模式来独特地阐明这些复杂的转换,从而将抽象数据转化为引人注目的叙述并增加理解。我们如何利用可视化的全部潜力来告知和激励我们这一代人提高环境意识和管理能力?本文报告了来自2024年IEEE VIS气候行动和可持续性研讨会的见解和主要挑战,该研讨会的提交内容描绘了当前(但仍处于初期)可视化领域如何帮助人们采取有意义的环境管理步骤的丰富图景。从展示的作品和集体研讨会讨论中,我们提出了未来的研究方向,并邀请可视化社区,无论是研究人员还是从业者,加入到解决我们星球上最大挑战之一的重要努力中来。
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引用次数: 0
Visual Data Analysis of Time-Based Transport Optimizations. 基于时间的交通优化可视化数据分析。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-01 DOI: 10.1109/MCG.2025.3575543
Dragos C Barbu, Torsten Moller, Mike Potel

This article proposes a novel approach to address the need for visual analysis tools in the transportation domain. Transportation planners require a tool to understand the interplay between vehicles, personnel, transported goods, and routes dynamically over time. Existing tools focus on map visualizations and are limited to animations when depicting changes over time in large amounts of data. We propose a design built from three views: absolute, relative, and topological, each showing a different data facet. We show how transport planners' trust in optimization algorithms can be achieved and how the same tool can be used to develop the optimization algorithm further.

本文提出了一种新的方法来解决交通领域对可视化分析工具的需求。交通规划者需要一种工具来了解车辆、人员、运输货物和路线之间的相互作用。现有的工具侧重于地图可视化,并且在描述大量数据随时间的变化时仅限于动画。我们提出了一个从三个视图构建的设计:绝对视图、相对视图和拓扑视图,每个视图都显示不同的数据方面。我们展示了如何实现交通规划者对优化算法的信任,以及如何使用相同的工具进一步开发优化算法。
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引用次数: 0
期刊
IEEE Computer Graphics and Applications
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