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Critical Interactivity: Exploration and Narration in Data Visualization. 关键的互动性:数据可视化中的探索和叙述。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-01 DOI: 10.1109/MCG.2025.3544684
Francesca Morini, Manuela Garreton, Jona Pomerance, Nadia Zeissig, Sabine de Guenther, Fidel Thomet, Linda Freyberg, Ilias Kyriazis, Andrea Scholz, Marian Dork

We propose critical interactivity as a concept to study and design the dynamic and transitory aspects of data visualizations. Theoretically, interactivity is often described as the means to support analytical tasks, while in practice, it encompasses the techniques that alter visual representations. These notions are a useful starting point to study the role of interactivity in critical engagements with data visualizations. At the core of critical interactivity is the negotiation of authority and agency: authority as authors provide structure and context, and agency as viewers navigate and interpret the data on their own terms. This raises the critical question: who has the power to control the visualization? Drawing from four case studies in science communication, art history, anthropology, and climate advocacy, we examine how critical interactivity links exploration and narration. We reflect on the effort involved in preparing data and propose design strategies for implementing critical interactivity in data visualization.

我们提出关键的交互性作为一个概念来研究和设计数据可视化的动态和短暂方面。从理论上讲,交互性通常被描述为支持分析任务的手段,而在实践中,它包含了改变视觉表示的技术。这些概念是研究交互性在关键数据可视化中的作用的一个有用的起点。关键交互性的核心是权威和代理的协商:作为作者的权威提供结构和上下文,作为观众的代理以他们自己的方式浏览和解释数据。这就提出了一个关键问题:谁有权力控制可视化?从科学传播、艺术史、人类学和气候倡导的四个案例研究中,我们研究了关键的互动性如何将探索和叙述联系起来。我们反思了准备数据所涉及的努力,并提出了在数据可视化中实现关键交互性的设计策略。
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引用次数: 0
Constructive Data Criticism. 建设性数据批评。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-01 DOI: 10.1109/MCG.2025.3558378
Gary Singh

In Brazil, the confluence of the Amazon and the Rio Negro is referred to as the Meeting of Waters. One river is black, and the other is a sandy, light brown color. The two rivers flow together, but they do not mix.

在巴西,亚马逊河和黑河的汇合处被称为“水的交汇处”。一条河是黑色的,另一条是浅棕色的沙质。这两条河流在一起,但它们不会混合。
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引用次数: 0
Inclusive Immersive Technology in Industry 5.0: Considering Spatial Computing Barriers for Users With Physical Impairments. 工业5.0中的包容性沉浸式技术:考虑身体障碍用户的空间计算障碍。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-01 DOI: 10.1109/MCG.2025.3559265
Maite Frutos-Pascual, Chris Creed, Ian Williams, Kyle Johnsen, Mark Billinghurst, Michele Fiorentino

Industry 5.0 offers the potential to reshape manufacturing processes and aims to improve the working environment for all users. The promise of the natural integration of immersive technologies, namely, augmented reality and virtual reality (AR/VR) and usable spatial interfaces, with traditional industry processes presents an opportunity to improve efficiency, accuracy, training, and collaboration. However, for Industry 5.0 to deliver on this potential, it is paramount that fully inclusive systems are created by placing all users at the center of the AR/VR spatial interface design, development, and implementation. This article discusses hurdles that could manifest in Industry 5.0 AR/VR spatial interfaces for users with physical impairments. We discuss the challenges that have been reported in prior academic literature specifically relating to software, hardware, ethics, and collaboration and connect these to spatial interface elements for potential Industry 5.0 uses of AR/VR technology. We present six indicative Industry 5.0 spatial interface scenarios, which cover a spectrum of potential applications ranging from training though to collaboration, and illustrate where these barriers may manifest for users with a physical impairment. While we do not present an exhaustive list of scenarios, we present a representation of tasks and a starting point for discussion, which can inform developers, designers, and researchers on how to consider a more inclusive approach to spatial Industry 5.0 interfaces.

工业5.0提供了重塑制造流程的潜力,旨在改善所有用户的工作环境。沉浸式技术,即增强现实和虚拟现实(AR/VR)以及可用的空间界面,与传统工业流程的自然整合,为提高效率、准确性、培训和协作提供了机会。然而,为了实现工业5.0的这一潜力,最重要的是,通过将所有用户置于AR/VR空间界面设计、开发和实现的中心,创建完全包容的系统。本文讨论了工业5.0 AR/VR空间界面中可能出现的障碍,这些障碍适用于有身体障碍的用户。我们讨论了先前学术文献中报道的挑战,特别是与软件、硬件、伦理和协作相关的挑战,并将这些挑战与AR/VR技术的潜在工业5.0使用的空间接口元素联系起来。我们提出了六个指示性的工业5.0空间接口场景,涵盖了从培训到协作的一系列潜在应用,并说明了这些障碍在哪里可能会对有身体障碍的用户产生影响。虽然我们没有给出详尽的场景列表,但我们提出了任务的表示和讨论的起点,这可以告诉开发人员,设计师和研究人员如何考虑更包容的空间工业5.0接口方法。
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引用次数: 0
Playful Learning in Computer Graphics. 计算机图形学的有趣学习。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-01 DOI: 10.1109/MCG.2025.3549614
Anika Jewst, Martin Eisemann, Marcus Magnor, Dagmar Meyer, Beatriz Sousa Santos, Alejandra J Magana, Rafael Bidarra

In this article, we introduce a playful learning method for teaching computer graphics, grounded in the three traditional learning theories of flow, constructivism, and cognitive load. Our approach consists of two main stages: first, the theoretical concepts are delivered through traditional lectures, and then, students engage in practical exercises designed to reduce cognitive load, promote flow, and provide hands-on experience with complex topics. We tested this method in a second-year undergraduate computer graphics course focused on transformations. Feedback from students and the quality of their final projects indicate a positive reception to this playful learning approach. To incorporate this approach into other computer graphics courses and more easily extend it to other topics, we also give an overview of freely available online tools anyone can use.

在本文中,我们介绍了一种基于心流、建构主义和认知负荷这三种传统学习理论的计算机图形学有趣学习方法。我们的方法包括两个主要阶段:首先,理论概念通过传统的讲座传授,然后,学生参与实践练习,旨在减少认知负荷,促进流动,并提供复杂主题的实践经验。我们在一门以变换为重点的二年级计算机图形学课程中测试了这种方法。来自学生的反馈和他们期末项目的质量表明这种有趣的学习方法得到了积极的接受。为了将这种方法纳入其他计算机图形学课程,并更容易地将其扩展到其他主题,我们还提供了任何人都可以使用的免费在线工具的概述。
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引用次数: 0
Navigating Uncertainty: Challenges in Visualizing Ensemble Data and Surrogate Models for Decision Systems. 导航不确定性:可视化集成数据和决策系统代理模型的挑战。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-01 DOI: 10.1109/MCG.2025.3549665
Kristi Potter, Sam Molnar, J D Laurence-Chasen, Yuhan Duan, Julie Bessac, Han-Wei Shen, Theresa-Marie Rhyne

Uncertainty visualization plays a critical role in transforming ensemble simulation data into actionable insights by effectively communicating various dimensions of uncertainty within a system. The emergence of artificial intelligence-driven surrogate models trained on multirun ensemble data offers a transformative opportunity to replace computationally intensive simulations with fast estimates, enabling users to explore data spaces with unprecedented depth and interactivity. However, integrating ensemble data and surrogate models into decision-making workflows and tools introduces novel challenges for uncertainty visualization. These include reconciling and clearly communicating the unique uncertainties associated with ensembles and their surrogate model estimates, and leveraging these approximations to inform actionable decisions. This work explores these challenges in the context of high-dimensional data visualization, bridging discrete datasets with their continuous representations and addressing the complexities of systems that support iterative navigation between input and output spaces. We evaluate the role of uncertainty visualization in fostering intuitive, actionable interactions and identify critical hurdles in advancing this frontier of computational simulation.

不确定性可视化通过有效地传达系统内不同维度的不确定性,在将集成仿真数据转换为可操作的见解方面起着关键作用。基于多运行集成数据训练的人工智能驱动代理模型的出现提供了一个变革性的机会,用快速估计取代计算密集型模拟,使用户能够以前所未有的深度和交互性探索数据空间。然而,将集成数据和替代模型集成到决策工作流和工具中,为不确定性可视化带来了新的挑战。这些包括协调和清楚地传达与集成及其替代模型估计相关的独特不确定性,并利用这些近似来告知可操作的决策。这项工作在高维数据可视化的背景下探索了这些挑战,将离散数据集与其连续表示连接起来,并解决了支持输入和输出空间之间迭代导航的系统的复杂性。我们评估了不确定性可视化在促进直观、可操作的交互中的作用,并确定了推进这一计算模拟前沿的关键障碍。
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引用次数: 0
What Data Do and Do Not Represent: Visualizing the Archive of Slavery. 数据能代表什么,不能代表什么:将奴隶制档案可视化。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-01 DOI: 10.1109/MCG.2025.3553412
Shiyao Li, Margy Adams, Tanvi Sharma, Jay Varner, Lauren Klein

This article presents a design report on a humanistically informed data visualization of a dataset related to the trans-Atlantic slave trade. The visualization employs a quantitative dataset of slaving voyages that took place between 1565 and 1858 and uses historical scholarship and humanistic theory in order to call attention to the people behind the data, as well as to what the data do not or cannot represent. In this article, we summarize the intersecting histories of slavery and data and then outline the theories that inform our design: of the archive of slavery, of the dangers of restaging historical violence, and of visibility, opacity, representation, and resistance. We then describe our design approach and discuss the visualization's ability to honor the lives of the enslaved by calling attention to their acts of resistance, both recorded and unrecorded.

这篇论文提出了一份关于跨大西洋奴隶贸易相关数据集的人性化数据可视化的设计报告。可视化使用了1565年至1858年间的奴隶航行的定量数据集,并使用了历史学术和人文理论,以引起人们对数据背后的人的关注,以及数据没有或不能代表的东西。在本文中,我们总结了奴隶制和数据的交叉历史,然后概述了为我们的设计提供信息的理论:奴隶制的档案,再现历史暴力的危险,以及可见性,不透明性,代表性和抵抗性。然后,我们描述了我们的设计方法,并讨论了可视化的能力,通过引起人们对他们的抵抗行为的关注,包括记录和未记录,来尊重被奴役者的生活。
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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 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-04-30 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 3,000 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 ability to interpret data graphics. Our work demonstrates a need for further study on how chart comprehension and comfort with drawing real-world conclusions differs across demographic groups and commonly-used chart types. Additionally, 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
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 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-04-14 DOI: 10.1109/MCG.2025.3560537
Georgios Pappas, Dimitrios Lappas, Panagiotis Karampelas, Joshua E Siegel, Ioannis Templalexis, Stavros Stavrou, Sriram Krishnan

This study 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 (OUC) and the Hellenic Air Force Academy (HAFA), 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
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 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-04-11 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 paper 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
Voting-Based Intervention Planning Using AI-Generated Images. 使用人工智能生成的图像进行基于投票的干预计划。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-03-01 DOI: 10.1109/MCG.2025.3553620
Ioannis Kavouras, Ioannis Rallis, Emmanuel Sardis, Anastasios Doulamis, Nikolaos Doulamis

The continuous evolution of artificial intelligence and advanced algorithms capable of generating information from simplified input creates new opportunities for several scientific fields. Currently, the applicability of such technologies is limited to art and medical domains, but it can be applied to engineering domains to help the architects and urban planners design environmentally friendly solutions by proposing several alternatives in a short time. This work utilizes the image-inpainting algorithm for suggesting several alternative solutions to four European cities. In addition, this work suggests the utilization of a voting-based framework for finding the most preferred solution for each case study. The voting-based framework involves the participation of citizens and, as a result, decentralizes and democratizes the urban planning process. Finally, this research indicates the importance of deploying generative models in engineering applications by proving that generative AI models are capable of supporting the architects and urban planners in urban planning procedures.

人工智能的不断发展和先进的算法能够从简化的输入中生成信息,这为几个科学领域创造了新的机会。目前,这种技术的适用性仅限于艺术和医疗领域,但它可以应用于工程领域,通过在短时间内提出几种替代方案,帮助建筑师和城市规划者设计环境友好的解决方案。这项工作利用图像绘制算法为四个欧洲城市提供了几种替代解决方案。此外,这项工作建议利用基于投票的框架为每个案例研究找到最受欢迎的解决方案。以投票为基础的框架涉及公民的参与,从而使城市规划过程分散和民主化。最后,本研究通过证明生成人工智能模型能够在城市规划过程中支持建筑师和城市规划者,表明了在工程应用中部署生成模型的重要性。
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引用次数: 0
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IEEE Computer Graphics and Applications
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