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2018 International Symposium on Big Data Visual and Immersive Analytics (BDVA) : Konstanz, Germany, October 17 -19, 2018. IEEE International Symposium on Big Data Visual and Immersive Analytics (4th : 2018 : Konstanz, Germany)最新文献

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VISupply: A Supply-Chain Process Model for Visualization Guidelines 可视化指南的供应链流程模型
U. Engelke, A. Abdul-Rahman, Min Chen
Visualization is widely accepted as an effective medium to communicate complex data to a human observer. To do this effectively, visualizations have to be carefully designed to achieve a certain intent. Visualization guidelines are proposed by the academic research community and practitioners to facilitate effective visualization design. A few guidelines have been received a fair amount of attention, and effort has been made to study, discuss, validate, falsify, adopt, adapt, or extend them. However, many guidelines have not received adequate exposure or have not had the opportunities to undergone a similar level of scrutiny. When some of these guidelines managed to emerge or resurface, it is often not clear about their scientific rationale and the state of play in their validation. In this paper, we juxtapose the development and consumption of visualization guidelines with that of consumer products. We outline a conceptual model for a Visualization Guidelines Supply Chain, VISupply. It describes an idealized loop of actions for formulating, curating, using, and improving guidelines systematically. By enabling an ecosystem for visualization guidelines, the community can collectively optimize these guidelines and adopt them with confidence in a given context. We examine the current and potential roles of different stakeholders in this ecosystem.
可视化作为一种将复杂数据传递给人类观察者的有效媒介被广泛接受。为了有效地做到这一点,必须仔细设计可视化以达到特定的目的。可视化指南是由学术研究界和实践者提出的,以促进有效的可视化设计。一些指导方针已经得到了相当多的关注,并且已经做出了努力来研究、讨论、验证、证伪、采用、适应或扩展它们。然而,许多准则没有得到充分的曝光,或者没有机会进行类似程度的审查。当这些指导方针中的一些设法出现或重新出现时,通常不清楚它们的科学原理和它们在验证中的作用状态。在本文中,我们将可视化指南的发展和消费与消费产品的发展和消费并列。我们概述了可视化指导供应链的概念模型,visupsupply。它描述了一个理想的行动循环,系统地制定,策划,使用和改进指导方针。通过启用可视化指导方针的生态系统,社区可以共同优化这些指导方针,并在给定的上下文中充满信心地采用它们。我们研究了这个生态系统中不同利益相关者的当前和潜在角色。
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引用次数: 7
LabelTransfer - Integrating Static and Dynamic Label Representation for Focus+Context Text Exploration LabelTransfer -集成静态和动态标签表示的焦点+上下文文本探索
Qi Han, M. John, Steffen Koch, Ivan Assenov, T. Ertl
In recent years, interactive visualization to analyze text documents has gained an impressive momentum. This is not surprising considering the fast increase of electronically available textual documents of various kinds. These include, for example, patents, scholarly documents, social media messages, and many other sources that contain valuable knowledge and insights for many stakeholders. Interactive text visualization turned out to be an important means for exploring and gaining insights into complex and often large document collections. An established visualization strategy to represent such collections is using projection-based techniques that visualize documents as glyphs in a 2D view aiming to reflect the semantic similarity of documents by the proximity of their placement. Static labels have been suggested to characterize the overall topics contained in the projected data to improve the effectiveness of such visualization techniques. Other approaches employ magic lenses that enable users to explore the 2D spatialization freely on various granularity levels. In this work, we propose a visual exploration approach that combines cluster-based labeling of projected documents with an interaction concept for magic lens techniques. We offer a set of novel interactive features to support a smooth transition between static labels and the magic lens approach while exploiting the different levels of visual abstraction of both techniques without introducing additional clutter through overdraw. Finally, we provide insights gained from a preliminary user study and present the benefits of our approach.
近年来,用于分析文本文档的交互式可视化获得了令人印象深刻的势头。考虑到各种电子文本文件的快速增长,这并不奇怪。例如,这些资源包括专利、学术文献、社交媒体信息以及许多其他资源,这些资源包含对许多利益相关者有价值的知识和见解。交互式文本可视化是探索和深入了解复杂且通常较大的文档集合的重要手段。已经建立的表示这些集合的可视化策略是使用基于投影的技术,将文档可视化为2D视图中的符号,目的是通过文档位置的接近程度来反映文档的语义相似性。有人建议用静态标签来描述投影数据中包含的总体主题,以提高这种可视化技术的有效性。其他方法使用神奇的镜头,使用户能够在各种粒度级别上自由地探索2D空间化。在这项工作中,我们提出了一种视觉探索方法,将基于聚类的投影文档标记与魔术透镜技术的交互概念相结合。我们提供了一组新颖的交互功能,以支持静态标签和魔术镜头方法之间的平滑过渡,同时利用这两种技术的不同层次的视觉抽象,而不会通过透支引入额外的混乱。最后,我们提供了从初步用户研究中获得的见解,并介绍了我们的方法的好处。
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引用次数: 7
Building Multiple Coordinated Spaces for Effective Immersive Analytics through Distributed Cognition 通过分布式认知为有效的沉浸式分析构建多个协调空间
Tahir Mahmood, Erik Butler, Nicholas Davis, Jian Huang, Aidong Lu
Multiple Coordinated Views (MCV) has been widely used in visualization. This work explores Multiple Coordinated Spaces (MCS), a 3D version of MCV, in order to integrate various 2D displays in a large physical environment as a unified analysis workspace. Built upon the rich background of distributed and embodied cognition, MCS supports interactive analysis in a connected, distributed set of subspaces. For MCS, we have developed visualization and interactive techniques for coordinating augmented reality devices together with classical WIMP GUIs systems. We also demonstrate the usages of MCS using a multivariate, geo-spatial biodiversity application. The major advantage of MCS is a flexible coordination framework for creating new immersive analytics methods by mixing visualizations from different devices, and mixing physical and virtual operations from different environments.
多协调视图(MCV)在可视化中得到了广泛的应用。本作品探索了多重协调空间(Multiple Coordinated Spaces, MCS),即MCV的3D版本,以便在大型物理环境中集成各种2D显示作为统一的分析工作空间。MCS建立在分布式和具身认知的丰富背景之上,支持在一个连接的、分布式的子空间集合中进行交互分析。对于MCS,我们开发了用于协调增强现实设备与经典WIMP gui系统的可视化和交互技术。我们还通过多元地理空间生物多样性应用演示了MCS的用法。MCS的主要优势是一个灵活的协调框架,可以通过混合来自不同设备的可视化,以及混合来自不同环境的物理和虚拟操作来创建新的沉浸式分析方法。
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引用次数: 28
BDVA 2018 Author Index BDVA 2018作者索引
C Çetin, Gökhan ................................................ 21 Chen, Min ....................................................... 82 Chen, Siming .................................................. 39 Cilasun, Nida .................................................. 39 Cliquet, Gregoire ............................................ 91 Cordeil, Maxime ............................................. 50 Cunningham, Andrew ....................... 31, 50, 167
CÇetin, Gökhan ................................................小敏挤,21 .......................................................82挤,Siming ..................................................39 Cilasun, Nida ..................................................39 Cliquet, Gregoire ............................................91 Cordeil, Maxime .............................................坎宁安,安德鲁。31 50 167
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引用次数: 0
REMatch: Research Expert Matching System REMatch:研究专家匹配系统
Md. Iqbal Hossain, S. Kobourov, H. Purchase, M. Surdeanu
We describe a system designed to process, analyze and visualize academic data, from research papers and research proposals to list of courses taught, consulting, internal and external service. This can be helpful in identifying experts in a given field for future collaborations, as well as in putting together strong multi-disciplinary teams to apply for future research funding. Our REMatch system aims to support such tasks by leveraging natural language processing, machine learning, and interactive visualization. Specifically, REMatch provides a functional system that implements in-the-browser, map-based interactive navigation of a large underlying network, supporting semantic zooming, panning, searching, and map overlays. A prototype of the system is evaluated with a small-scale case study.
我们描述了一个旨在处理,分析和可视化学术数据的系统,从研究论文和研究提案到所教授的课程列表,咨询,内部和外部服务。这有助于确定某一特定领域的专家以便进行未来的合作,也有助于组建强大的多学科团队来申请未来的研究经费。我们的REMatch系统旨在通过利用自然语言处理、机器学习和交互式可视化来支持这些任务。具体来说,REMatch提供了一个功能系统,它实现了一个大型底层网络的浏览器内、基于地图的交互式导航,支持语义缩放、平移、搜索和地图覆盖。通过一个小规模的案例研究对系统的原型进行了评估。
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引用次数: 2
Tangible Braille Plot: Tangibly Exploring Geo-Temporal Data in Virtual Reality 有形盲文图:在虚拟现实中有形地探索地理时间数据
James A. Walsh, Andrew Cunningham, Ross T. Smith, B. Thomas
Despite the resurgence of virtual reality (VR), the primary method of interacting with the environment is using generic controllers. Given the often-purpose-built nature of applications within VR, this is surprising, as despite the effort put into the design of the application itself, the same attention is not paid to the input control. This is despite the advantages that tangible interfaces have for user understanding, especially in the context of visualization, where user understanding is paramount. This paper presents the adaptation of a previous 2D temporal-geospatial visualization into VR, and more importantly, describes the development of a novel 8DOF Tangible User Interface developed to support the exploration of that data. For our application, this centers around the exploration of geospatial data to explore colocation and divergence of entities, but could easily be extended to other domains. We present our novel controller as an example of the benefits of the utilization of purpose built physical controllers as a first-tier method of enabling immersive analytics. We describe the immersive system and controller, followed by an example use case and other applications encouraging further development of novel tangibles as a key component of immersive data analytics.
尽管虚拟现实(VR)重新兴起,但与环境交互的主要方法是使用通用控制器。考虑到VR中应用程序的通常目的构建性质,这是令人惊讶的,因为尽管在应用程序本身的设计上投入了努力,但输入控制却没有得到同样的关注。尽管有形界面对于用户理解具有优势,特别是在可视化环境中,用户理解是至关重要的。本文介绍了将以前的2D时间-地理空间可视化应用于VR,更重要的是,描述了为支持该数据的探索而开发的新型8DOF有形用户界面的开发。对于我们的应用程序,这主要围绕着地理空间数据的探索,以探索实体的托管和分歧,但可以很容易地扩展到其他领域。我们将我们的新型控制器作为使用专用物理控制器作为实现沉浸式分析的第一层方法的好处的示例。我们描述了沉浸式系统和控制器,随后是一个示例用例和其他应用程序,鼓励进一步开发作为沉浸式数据分析关键组成部分的新型有形产品。
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引用次数: 8
Casual Visual Exploration of Large Bipartite Graphs Using Hierarchical Aggregation and Filtering 使用层次聚合和过滤的大型二部图的随意视觉探索
Daniel Steinböck, E. Gröller, Manuela Waldner
Bipartite graphs are typically visualized using linked lists or matrices. However, these classic visualization techniques do not scale well with the number of nodes. Biclustering has been used to aggregate edges, but not to create linked lists with thousands of nodes. In this paper, we present a new casual exploration interface for large, weighted bipartite graphs, which allows for multi-scale exploration through hierarchical aggregation of nodes and edges using biclustering in linked lists. We demonstrate the usefulness of the technique using two data sets: a database of media advertising expenses of public authorities and author-keyword co-occurrences from the IEEE Visualization Publication collection. Through an insight-based study with lay users, we show that the biclustering interface leads to longer exploration times, more insights, and more unexpected findings than a baseline interface using only filtering. However, users also perceive the biclustering interface as more complex.
二部图通常使用链表或矩阵进行可视化。然而,这些经典的可视化技术不能很好地随节点数量的增加而扩展。双聚类已经被用于聚合边,但没有用于创建包含数千个节点的链表。在本文中,我们提出了一个新的随机探索界面,用于大型加权二部图,它允许在链表中使用双聚类通过节点和边的分层聚集进行多尺度探索。我们使用两个数据集证明了该技术的实用性:一个是公共机构的媒体广告费用数据库,另一个是来自IEEE可视化出版物集合的作者关键词共现。通过对非专业用户的基于洞察力的研究,我们表明,与仅使用过滤的基线界面相比,双聚类界面可以带来更长的探索时间、更多的洞察力和更多意想不到的发现。然而,用户也认为双聚类界面更复杂。
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引用次数: 8
Immersive Visualisation of Geo-Temporal Narratives in Law Enforcement 执法中地理时间叙事的沉浸式可视化
Andrew Cunningham, James A. Walsh, B. Thomas
Recent advances in virtual reality technologies enable high-fidelity exploration of data in immersive environments. This is advantageous for professional applications of high-dimensional datasets (such as geo-temporal narratives), as we can leverage all three spatial axes while immersing the user in the information itself. Geo-temporal narratives tell a story of entities, their movements, and as a result, their potential relationships, thereby defining the who, what, where, and when that define a story; everything except the why. This paper describes an immersive virtual reality system we have developed to convey these narratives, specifically focusing on the law enforcement domain. The system lets users not only view who was where and when, but also view explicit and implicit relationships between entities, repeated visits to recurring locations, as well as the crucial descriptive information supporting the why. We present the results of an expert review of the system from federal law enforcement and defence agencies that validate our approach.
虚拟现实技术的最新进展使得在沉浸式环境中对数据进行高保真度的探索成为可能。这对于高维数据集(如地理时间叙述)的专业应用程序是有利的,因为我们可以利用所有三个空间轴,同时让用户沉浸在信息本身中。地理时间叙事讲述了一个关于实体的故事,它们的运动,以及它们潜在的关系,从而定义了谁,什么,在哪里,什么时候定义了一个故事;除了为什么。本文描述了我们开发的一种沉浸式虚拟现实系统,用于传达这些叙述,特别关注执法领域。该系统使用户不仅可以查看谁在何时何地,还可以查看实体之间的显式和隐式关系,重复访问重复出现的位置,以及支持原因的关键描述性信息。我们提出了联邦执法和国防机构对该系统进行专家审查的结果,这些结果验证了我们的方法。
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引用次数: 7
Revealing the Invisible: Visual Analytics and Explanatory Storytelling for Advanced Team Sport Analysis 揭示隐形:高级团队运动分析的视觉分析和解释性故事
M. Stein, Thorsten Breitkreutz, Johannes Häussler, Daniel Seebacher, C. Niederberger, T. Schreck, Michael Grossniklaus, D. Keim, H. Janetzko
The analysis of invasive team sports often concentrates on cooperative and competitive aspects of collective movement behavior. A main goal is the identification and explanation of strategies, and eventually the development of new strategies. In visual sports analytics, a range of different visual-interactive analysis techniques have been proposed, e.g., based on visualization using for example trajectories, graphs, heatmaps, and animations. Identifying suitable visualizations for a specific situation is key to a successful analysis. Existing systems enable the interactive selection of different visualization facets to support the analysis process. However, an interactive selection of appropriate visualizations is a difficult, complex, and time-consuming task. In this paper, we propose a four-step analytics conceptual workflow for an automatic selection of appropriate views for key situations in soccer games. Our concept covers classification, specification, explanation, and alteration of match situations, effectively enabling the analysts to focus on important game situations and the determination of alternative moves. Combining abstract visualizations with real world video recordings by Immersive Visual Analytics and descriptive storylines, we support domain experts in understanding key situations. We demonstrate the usefulness of our proposed conceptual workflow via two proofs of concept and evaluate our system by comparing our results to manual video annotations by domain experts. Initial expert feedback shows that our proposed concept improves the understanding of competitive sports and leads to a more efficient data analysis.
对侵入性团队运动的分析通常集中在集体运动行为的合作和竞争方面。主要目标是识别和解释策略,并最终制定新策略。在视觉体育分析中,已经提出了一系列不同的视觉交互分析技术,例如,基于可视化使用例如轨迹,图形,热图和动画。为特定情况确定合适的可视化是成功分析的关键。现有系统支持对不同可视化方面的交互选择,以支持分析过程。然而,对适当的可视化进行交互式选择是一项困难、复杂且耗时的任务。在本文中,我们提出了一个四步分析概念工作流,用于自动选择足球比赛中关键情况的适当视图。我们的概念涵盖了比赛情况的分类、规范、解释和改变,有效地使分析人员能够专注于重要的比赛情况和确定备选的行动。通过沉浸式视觉分析和描述性故事情节,将抽象可视化与真实世界的视频记录相结合,我们支持领域专家了解关键情况。我们通过两个概念证明证明了我们提出的概念工作流的有效性,并通过将我们的结果与领域专家的手动视频注释进行比较来评估我们的系统。初步的专家反馈表明,我们提出的概念提高了对竞技体育的理解,并导致了更有效的数据分析。
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引用次数: 18
BDVA 2018 Table of Contents BDVA 2018目录
M. Behrisch, Rob Kruger, Fritz Lekschas, T. Schreck, N. Gehlenborg, W. Stuerzlinger, A. Cunningham, James A. Walsh, D. Keim, Adam Drogemuller, Maxime Cordeil, William Rosz, B. Thomas, Tim Dwyer
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引用次数: 0
期刊
2018 International Symposium on Big Data Visual and Immersive Analytics (BDVA) : Konstanz, Germany, October 17 -19, 2018. IEEE International Symposium on Big Data Visual and Immersive Analytics (4th : 2018 : Konstanz, Germany)
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