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Topology-Based Visualization Techniques for Scientific Data Exploration. 科学数据探索的基于拓扑的可视化技术。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-01 DOI: 10.1109/MCG.2025.3541464
Lin Yan, Sumanta N Pattanaik

Data visualization provides intuitive and practical tools for information exploration and scientific discovery. However, with the increased availability of computing resources and sensing devices, data's ever-increasing size and complexity pose fundamental challenges to existing visualization techniques. The first challenge is data understanding, requiring new methodologies to extract key features and insights from large-scale data. Second, the development of data transmission and storage systems is outpaced by unprecedented data growth. This disparity challenges in situ data processing since data need to be transferred to a commodity workstation to conduct interactive inspections. Third, visualization tools and methodologies for understanding the uncertainties of scientific simulations are lacking. The author's research aims to address these challenges by significantly enriching topology-based visualization methodologies and tools for scientific data exploration. The author's dissertation (Yan, 2022) made advances in three areas: redefining topology for domain-specific features for data understanding, enhancing data reduction with topology for data transmission and storage, and developing methodologies for statistical feature analysis to mitigate uncertainty in data visualization. These methodologies and tools have applications in structural biology, climate science, combustion study, and neuroscience.

数据可视化为信息探索和科学发现提供了直观、实用的工具。然而,随着计算资源和传感设备可用性的增加,数据的不断增加的大小和复杂性对现有的可视化技术提出了根本性的挑战。第一个挑战是数据理解,需要新的方法从大规模数据中提取关键特征和见解。第二,数据传输和存储系统的发展被前所未有的数据增长所超越。这种差异给现场数据处理带来了挑战,因为数据需要传输到商品工作站进行交互式检查。第三,缺乏理解科学模拟不确定性的可视化工具和方法。作者的研究旨在通过显著丰富基于拓扑的可视化方法和科学数据探索工具来解决这些挑战。作者的论文(Yan, 2022)在三个方面取得了进展:重新定义用于数据理解的特定领域特征的拓扑,增强用于数据传输和存储的拓扑的数据约简,以及开发用于统计特征分析的方法以减轻数据可视化中的不确定性。这些方法和工具在结构生物学、气候科学、燃烧研究和神经科学中都有应用。
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引用次数: 0
"Paths in Education": A Case Study on Integrating Statistical Data and Qualitative Narratives Using Data Visualization. “教育之路”:利用数据可视化整合统计数据与定性叙述的个案研究。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-01 DOI: 10.1109/MCG.2025.3565890
Paula Lago, Stuart King

This case study explores a novel approach to data visualization that integrates statistical data with qualitative narratives, guided by the principles of data feminism and data humanism. The narrative, titled "Paths in Education," focuses on secondary education in Uruguay, a country where almost half of young adults have not completed mandatory education. Through a combination of quantitative analysis and interviews, the narrative is presented on an interactive scrollytelling website. This article discusses the critical visualization theories that inspired the chosen approach, the methodologies used for data collection and analysis, and the design process. It also discusses how the project relates to data feminism and humanism, as well as some lessons learned.

本案例研究在数据女权主义和数据人文主义原则的指导下,探索了一种将统计数据与定性叙述相结合的数据可视化新方法。这篇题为《教育之路》的报告重点介绍了乌拉圭的中等教育,在这个国家,几乎一半的年轻人没有完成义务教育。通过定量分析和访谈相结合的方式,将故事呈现在一个互动的叙述性网站上。本文讨论了启发选择方法的关键可视化理论,用于数据收集和分析的方法,以及设计过程。它还讨论了该项目与数据女权主义和人文主义的关系,以及一些经验教训。
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引用次数: 0
From Exploration to Critique: Catalyzing Critical Inquiry With Cultural Collection Visualizations. 从探索到批判:用文化收藏可视化催化批判性探究。
IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-01 DOI: 10.1109/MCG.2025.3559769
Florian Windhager, Eva Mayr, Katrin Glinka

This article examines whether visualizations in cultural heritage fields can move beyond their traditional roles of exploration and analysis to facilitate higher order cognitive processes central to the practice of "critique." Drawing on arts and humanities perspectives, we define critical cognition as a mode of inquiry that explores and evaluates the potentiality of cultural objects and topics-and interrogates the associated representation and research systems that shape them-against the background of their actual state. We propose a framework for thinking about the critical potential of visualization systems and outline design strategies that enhance critical cognition and encourage responsive action. To that end, we examine multiple system components, including culture and context, collection practices, digital modeling, visualization, and research practices. We argue that by incorporating critical perspectives on these system components into interface design, we can empower users, foster more reflective and nuanced engagement with cultural collections, deepen understanding of their social, historical, and epistemic contexts, and ultimately strengthen trust in visualization methods within the arts and humanities.

本文探讨了文化遗产领域的可视化是否可以超越其传统的探索和分析角色,以促进对“批判”实践核心的高阶认知过程。借鉴艺术和人文学科的观点,我们将批判性认知定义为一种探究模式,它探索和评估文化对象和主题的潜力,并在其实际状态的背景下询问相关的表征和塑造它们的研究系统。我们提出了一个框架来思考可视化系统的关键潜力,并概述了增强批判性认知和鼓励响应性行动的设计策略。为此,我们研究了多个系统组件,包括文化和背景、收集实践、数字建模、可视化和研究实践。我们认为,通过将对这些系统组件的批判性观点纳入界面设计,我们可以赋予用户权力,促进对文化收藏品的更多反思和细致入微的参与,加深对其社会、历史和认知背景的理解,并最终加强对艺术和人文学科中可视化方法的信任。
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引用次数: 0
FEWSim: A Visual Analytic Framework for Exploring the Nexus of Food-Energy-Water Simulations. FEWSim:探索食物-能量-水模拟关系的可视化分析框架。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-06-19 DOI: 10.1109/MCG.2025.3581004
Fan Lei, David A Sampson, Jiayi Hong, Yuxin Ma, Giuseppe Mascaro, Dave White, Rimjhim Agarwal, Ross Maciejewski

The interdependencies of food, energy, and water (FEW) systems create a nexus opportunity to explore the strengths and vulnerabilities of individual and cross-sector interactions within FEW systems. However, the variables quantifying nexus interactions are hard to observe, which hinders the cross-sector analysis. To overcome such challenges, we present FEWSim, a visual analytics framework designed to support domain experts in exploring and interpreting simulation results from a coupled FEW model. FEWSim employs a three-layer asynchronous architecture: the model layer integrates food, energy, and water models to simulate the FEW nexus; the middleware layer manages scenario configuration and execution; and the visualization layer provides interactive visual exploration of simulated time-series results across FEW sectors. The visualization layer further facilitates the exploration across multiple scenarios and evaluates scenario differences in performance using sustainability indices of the FEW nexus. We demonstrate the utility of FEWSim through a case study for the Phoenix Active Management Area (AMA) in Arizona.

食物、能源和水(FEW)系统的相互依赖性为探索FEW系统中个人和跨部门互动的优势和弱点创造了一个联系机会。然而,量化联系相互作用的变量很难观察到,这阻碍了跨部门分析。为了克服这些挑战,我们提出了FEWSim,这是一个可视化分析框架,旨在支持领域专家从耦合的FEW模型中探索和解释模拟结果。FEWSim采用三层异步架构:模型层集成食物、能源和水模型来模拟FEW关系;中间件层管理场景配置和执行;可视化层提供跨几个部门模拟时间序列结果的交互式可视化探索。可视化层进一步促进了跨多个场景的探索,并使用FEW关系的可持续性指数评估场景的性能差异。我们通过亚利桑那州Phoenix Active Management Area (AMA)的一个案例研究来演示FEWSim的实用性。
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引用次数: 0
SSGesture: Multimodal Gesture Generation Framework for Human Animation Synthesis. SSGesture:人类动画合成的多模态手势生成框架。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-06-06 DOI: 10.1109/MCG.2025.3577477
Xinyi Wang, Shiguang Liu, Xu Yang

Technological innovations are reshaping the development of animation production. As virtual characters are increasingly used in animation creation and smart assistants, a key challenge is how to automatically generate dialogue gestures. However, current approaches often overlook a wide range of modalities and their interactions, resulting in gestures that have low contextual variation and noticeable jitter. To address these issues, we propose SSGesture, a novel diffusion-based framework that effectively captures cross-modal associations. Our three-layer attention structure enhances multimodal processing. We propose the first method to automatically resolve style conflicts through interpolation-based gesture style control, while implementing a unified unmarked style prompt structure via the PAAN layer. Our framework is practically applied in the field of intelligent virtual assistants to generate gestures in human animation synthesis and to realize various new applications. Extensive experiments and user studies have demonstrated that our proposed framework, provides substantial assistance in enhancing the efficiency of human animation production.

技术创新正在重塑动画制作的发展。随着虚拟角色在动画创作和智能助手中的应用越来越多,如何自动生成对话手势是一个关键的挑战。然而,目前的方法往往忽略了大范围的模态及其相互作用,导致手势具有低上下文变化和明显的抖动。为了解决这些问题,我们提出了SSGesture,这是一个新颖的基于扩散的框架,可以有效地捕获跨模态关联。我们的三层注意结构增强了多模态处理。我们提出了第一种通过基于插值的手势样式控制自动解决样式冲突的方法,同时通过PAAN层实现统一的未标记样式提示结构。我们的框架实际应用于智能虚拟助手领域,在人体动画合成中生成手势,实现各种新的应用。大量的实验和用户研究表明,我们提出的框架,为提高人类动画制作的效率提供了实质性的帮助。
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引用次数: 0
A Two-Stage Unsupervised GAN Approach for Anime-to-Manga Translation. 一种用于动漫翻译的两阶段无监督GAN方法。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-06 DOI: 10.1109/MCG.2025.3567442
Joao Luiz Lagoas de A B, Carlos Eduardo Pedreira, Pedro V Sander, Jing Liao

This project aims to investigate how cartoon and comic images can be better explored within the context of unsupervised image-to-image translation. Specifically, we seek to study the translation of anime illustrations into their manga representations, given a manga book as a reference. Although current state-of-the-art image-to-image translation models can convert images between different domains, existing methods for translating illustrations to manga style are scarce. We propose to exploit the unique characteristics of anime and manga images, allowing for a preliminary output that can support the translation process in two stages. We believe this approach can reduce model complexity while generating high-fidelity outputs. Furthermore, we aim to impose minimal restrictions on the manga target domain, making the translation fully unsupervised. Finally, the proposed framework's output can be used to produce rich datasets composed of colored and synthetic manga images, which would support colorization methods that rely on large amounts of paired training data.

本项目旨在探讨如何在无监督的图像到图像翻译的背景下更好地探索卡通和漫画图像。具体来说,我们试图研究将动漫插图翻译成漫画,并以漫画书为参考。虽然目前最先进的图像到图像的翻译模型可以在不同的域之间转换图像,但现有的将插图翻译成漫画风格的方法很少。我们建议利用动画和漫画图像的独特特征,允许初步输出,可以支持两个阶段的翻译过程。我们相信这种方法可以在生成高保真输出的同时降低模型的复杂性。此外,我们的目标是对漫画目标领域施加最小的限制,使翻译完全不受监督。最后,提出的框架的输出可用于生成由彩色和合成漫画图像组成的丰富数据集,这将支持依赖于大量成对训练数据的着色方法。
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引用次数: 0
Meta-Objects: Interactive and Multisensory Virtual Objects Learned From the Real World for Use in Augmented Reality. 元对象:从现实世界中学习用于增强现实的交互式和多感官虚拟对象。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-01 DOI: 10.1109/MCG.2025.3555901
Dooyoung Kim, Taewook Ha, Jinseok Hong, Seonji Kim, Selin Choi, Heejeong Ko, Woontack Woo, Mike Potel

We introduce the concept of a meta-object, a next-generation virtual object that inherits the form, properties, and functions of its real-world counterpart, enabling seamless synchronization, interaction, and sharing between the physical and virtual worlds. While plenty of today's virtual objects provide some sensory feedback and dynamic behavior, meta-objects fully integrate interactive and multisensory features within a structured data framework to enable real-time immersive experiences in a postmetaverse intelligent simulation platform. Three key components underpin the utilization of meta-objects in the postmetaverse: property-embedded modeling for physical and action realism, adaptive multisensory feedback tailored to user interactions, and a scene graph-based intelligence simulation platform for scalable and efficient ecosystem integration. By leveraging meta-objects through wearable augmented reality/virtual reality devices, the postmetaverse facilitates seamless interactions that transcend spatial and temporal barriers, paving the way for a transformative reality-virtuality convergence.

我们介绍了元对象的概念,这是下一代虚拟对象,它继承了现实世界中对应对象的形式、属性和功能,实现了物理世界和虚拟世界之间的无缝同步、交互和共享。虽然今天的许多虚拟对象提供一些感官反馈和动态行为,但元对象在结构化数据框架内完全集成了交互式和多感官功能,从而在后元世界智能模拟平台中实现实时沉浸式体验。三个关键组件支撑着在后元世界中元对象的利用:用于物理和动作现实主义的属性嵌入建模,为用户交互量身定制的自适应多感官反馈,以及用于可扩展和高效生态系统集成的基于场景图形的智能仿真平台。通过可穿戴增强现实/虚拟现实设备利用元对象,后元世界促进了超越空间和时间障碍的无缝交互,为变革性的现实-虚拟融合铺平了道路。
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引用次数: 0
Data-Inflected Visions of Feminicide. 数据影响下的杀害女性行为。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-01 DOI: 10.1109/MCG.2025.3543025
Helena Suarez Val

This article advances the notion of "data-inflected visions" to show how various visual representations may come to be imagined as data, and how doing so opens up different meanings for the political and affective work of data. The visuality of social issues is produced through competing hegemonic and alternative visions, and conventional visualization is not the only format in which data participate in visual contestation. Focusing on Latin American actions to visibilizar feminicide, I propose an encounter with activist-made imagery to elucidate how data participate in alternative representations of the issue. The article contributes both an exploration of the role of data in constructing how feminicide is seen and a novel approach to study data and visuality, to inspire scholars from visual studies and from feminist and critical data and data visualization studies to engage with images beyond conventional graphic representation as sites for the political and affective work of data.

本文提出了“数据变形视觉”的概念,以展示各种视觉表征如何被想象为数据,以及这样做如何为数据的政治和情感工作开辟不同的意义。社会问题的视觉性是通过霸权和替代视觉的竞争而产生的,传统的视觉化并不是数据参与视觉竞争的唯一形式。专注于拉丁美洲的行动,以使杀害女性的行为可见,我提出与活动家制作的图像相遇,以阐明数据如何参与问题的替代表现。这篇文章既探索了数据在构建如何看待杀害女性行为中的作用,也提供了一种研究数据和可视化的新方法,以激励视觉研究、女权主义和批判性数据和数据可视化研究的学者,将图像超越传统的图形表示作为数据政治情感工作的场所。
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引用次数: 0
Preparedness for Visualization in the Next Pandemic. 为下一次大流行的可视化做好准备。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-01 DOI: 10.1109/MCG.2025.3561619
Fintan McGee, Muna Abu Sin, Min Chen, David Ebert, Kazuo Misue, Panagiotis D Ritsos, Antje Wulff, Melanie Tory, Daniel Keefe

This article discusses considerations on how visualization can be best positioned to help respond to future pandemics. We examine visualization, along with the corresponding and necessary enabling technologies and platforms, as a tool to facilitate a rapid and effective response to a forthcoming pandemic. We consider challenges in terms of an infrastructure supporting world-wide response, corresponding training and stakeholder engagement, integration of future technologies, and appraisal of such systems. Finally, we discuss how addressing these challenges also helps emergency response beyond infectious diseases.

本文讨论了可视化如何才能最好地帮助应对未来的流行病。我们研究可视化以及相应和必要的支持技术和平台,作为促进对即将到来的大流行作出快速有效反应的工具。我们从支持全球响应的基础设施、相应的培训和利益相关者参与、未来技术的整合以及对此类系统的评估等方面考虑挑战。最后,我们讨论了如何应对这些挑战也有助于传染病以外的应急响应。
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引用次数: 0
Toward Collective Storytelling: Investigating Audience Annotations in Data Visualizations. 走向集体叙事:调查数据可视化中的受众注释。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-01 DOI: 10.1109/MCG.2025.3547944
Tobias Kauer, Marian Dork, Benjamin Bach

This work investigates personal perspectives in visualization annotations as devices for collective data-driven storytelling. Inspired by existing efforts in critical cartography, we show how people share personal memories in a visualization of COVID-19 data and how comments by other visualization readers influence the reading and understanding of visualizations. Analyzing interaction logs, reader surveys, visualization annotations, and interviews, we find that reader annotations help other viewers relate to other people's stories and reflect on their own experiences. Further, we found that annotations embedded directly into the visualization can serve as social traces guiding through a visualization and help readers contextualize their own stories. With that, they supersede the attention paid to data encodings and become the main focal point of the visualization.

这项工作研究了可视化注释作为集体数据驱动的讲故事设备的个人视角。受现有关键制图工作的启发,我们展示了人们如何在COVID-19数据的可视化中分享个人记忆,以及其他可视化读者的评论如何影响对可视化的阅读和理解。通过分析互动日志、读者调查、可视化注释和访谈,我们发现读者注释可以帮助其他观众与他人的故事联系起来,并反思他们自己的经历。此外,我们发现直接嵌入到可视化中的注释可以作为引导可视化的社会痕迹,并帮助读者将自己的故事语境化。因此,它们取代了对数据编码的关注,成为可视化的主要焦点。
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引用次数: 0
期刊
IEEE Computer Graphics and Applications
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