We introduce Projection Ensemble, a novel approach for identifying and visualizing robust structures across multidimensional projections. Although multidimensional projections, such as t-Stochastic Neighbor Embedding ...
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ISBN:
(纸本)9798350325577
We introduce Projection Ensemble, a novel approach for identifying and visualizing robust structures across multidimensional projections. Although multidimensional projections, such as t-Stochastic Neighbor Embedding (t-SNE), have gained popularity, their stochastic nature often leads the user to interpret the structures that arise by chance and make erroneous findings. To overcome this limitation, we present a frequent subgraph mining algorithm and a visualization interface to extract and visualize the consistent structures across multiple projections. We demonstrate that our system not only identifies trustworthy structures but also detects accidental clustering or separation of data points.
The small display size of the smartwatches makes it difficult to display large amounts of information on the device. Prior work explored leveraging a second device (e.g., Head-mounted displays) to extend the space whe...
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ISBN:
(纸本)9798350328387
The small display size of the smartwatches makes it difficult to display large amounts of information on the device. Prior work explored leveraging a second device (e.g., Head-mounted displays) to extend the space where users can access large information space with virtual displays anchored on their wrists. Though researchers showed that having an additional virtual screen increased information bandwidth, little is known about the effect of virtual display sizes on users' performance. In this paper, we examined the impact of display sizes on spatial memory, workload, and user experience to better understand the prospects of virtually-augmented displays for smartwatches. Results from a user study revealed that a 4.8 inches display size can be the "sweet spot" for the virtually-augmented displays to ensure improved spatial memory performance and better user experience with less workload. Finally, we provided a set of design guidelines focusing to display size, spatial memory, user experience, and workload for designing virtually augmented user interfaces for smartwatches.
Stacking (or stacked generalization) is an ensemble learning method with one main distinctiveness from the rest: even though several base models are trained on the original data set, their predictions are further used...
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ISBN:
(纸本)9798350321241
Stacking (or stacked generalization) is an ensemble learning method with one main distinctiveness from the rest: even though several base models are trained on the original data set, their predictions are further used as input data for one or more metamodels arranged in at least one extra layer. Composing a stack of models can produce high-performance outcomes, but it usually involves a trial-and-error process. Therefore, our previously developed visual analytics system, StackGenVis, was mainly designed to assist users in choosing a set of top-performing and diverse models by measuring their predictive performance. However, it only employs a single logistic regression metamodel. In this paper, we investigate the impact of alternative metamodels on the performance of stacking ensembles using a novel visualization tool, called MetaStackVis. Our interactive tool helps users to visually explore different singular and pairs of metamodels according to their predictive probabilities and multiple validation metrics, as well as their ability to predict specific problematic data instances. MetaStackVis was evaluated with a usage scenario based on a medical data set and via expert interviews.
Since the outbreak of the epidemic in recent years, many events have been held online to avoid spreading illness, such as the virtual gallery. Therefore, we propose an interactive style transfer virtual gallery system...
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ISBN:
(纸本)9798350348392
Since the outbreak of the epidemic in recent years, many events have been held online to avoid spreading illness, such as the virtual gallery. Therefore, we propose an interactive style transfer virtual gallery system. Users can perform style transfer on 2D objects and 3D objects, where 2D objects include pictures and paper jams, and 3D objects include frames and 3D artworks. The results show that it not only makes the viewing process more interesting but also deepens the impression of the artwork through the process of choosing different styles.
We introduce RealityFlow, a virtual reality (VR) system designed to assist neurologists in a clinical workflow of planning epilepsy surgery. RealityFlow offers 3D direct VR manipulation to prepare data, integrates spa...
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ISBN:
(纸本)9798350348392
We introduce RealityFlow, a virtual reality (VR) system designed to assist neurologists in a clinical workflow of planning epilepsy surgery. RealityFlow offers 3D direct VR manipulation to prepare data, integrates spatial and temporal information pieces for demonstration in a 3D space, and introduces a novel visualization of seizure propagation to help neurologists analyze and present a seizure spread and its types.
When working in Virtual Reality (VR), the user's performance is affected by how the user holds the input device (e.g., controller), typically using either a precision or a power grip. Previous work examined these ...
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ISBN:
(纸本)9798350328387
When working in Virtual Reality (VR), the user's performance is affected by how the user holds the input device (e.g., controller), typically using either a precision or a power grip. Previous work examined these grip styles for 3D pointing at targets at different depths in peripersonal space and found that participants had a lower error rate with the precision grip but identified no difference in movement speed, throughput, or interaction with target depth. Yet, this previous experiment was potentially affected by tracking differences between devices. This paper reports an experiment that partially replicates and extends the previous study by evaluating the effect of grip style on the 3D selection of nearby targets with the same device. Furthermore, our experiment re-investigates the effect of the vergence-accommodation conflict (VAC) present in current stereo displays on 3D pointing in peripersonal space. Our results show that grip style significantly affects user performance. We hope that our results are useful for researchers and designers when creating virtual environments.
We present a mixed methods user study evaluating augmented reality (AR) as a visualization technique for use in astronomy journal publications. This work is motivated by the highly spatial nature of scientific visuali...
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ISBN:
(纸本)9798350325577
We present a mixed methods user study evaluating augmented reality (AR) as a visualization technique for use in astronomy journal publications. This work is motivated by the highly spatial nature of scientific visualizations employed in astronomy, including spatial reasoning tasks for hypothesis generation and scientific communications. In this 52-person user study, we evaluate two AR approaches (one traditional tabletop projection and the other with a 'tangible' aid) as spatial 3D visualization techniques, as compared to a baseline 3D rendering on a phone. We identify a significant difference in mental and physical workload between the two AR conditions in men and women. Qualitatively, through thematic coding of interviews, we identify notable observed differences ranging from device-specific physical challenges, to subdomain-specific utility within astronomy. The confluence of quantitative and qualitative results suggest a tension between workload and engagement when comparing non-AR and AR technologies. We summarize these findings and contribute them for reference in data visualization research furthering novel scientific communications in astronomy journal publications.
Periodically occurring accumulations of events or measured values are present in many time-dependent datasets and can be of interest for analyses. The frequency of such periodic behavior is often not known in advance,...
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ISBN:
(纸本)9798350325577
Periodically occurring accumulations of events or measured values are present in many time-dependent datasets and can be of interest for analyses. The frequency of such periodic behavior is often not known in advance, making it difficult to detect and tedious to explore. Automated analysis methods exist, but can be too costly for smooth, interactive analysis. We propose a compact visual representation that reveals periodicity by showing a phase histogram for a given period length that can be used standalone or in combination with other linked visualizations. Our approach supports guided, interactive analyses by suggesting other period lengths to explore, which are ranked based on two quality measures. We further describe how the phase can be mapped to visual representations in other views to reveal periodicity there.
Current works on 3D interaction methods mainly focus on rigid object manipulation and selection, while very few have been done on elastic object interaction. Therefore, we suggest a novel interaction method to observe...
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ISBN:
(纸本)9798350348392
Current works on 3D interaction methods mainly focus on rigid object manipulation and selection, while very few have been done on elastic object interaction. Therefore, we suggest a novel interaction method to observe and manipulate virtual fabric in a VR environment. We use multi-sensory pseudo-haptic feedback (a combination of tactile and visual feedback) and muscle strength data (EMG) to perceive the stiffness of the virtual fabric and flexible objects. For demonstration, we make fabric patches with various stiffness, and the stiffness difference can be distinguished. Our system can be implemented in a virtual cloth store to give consumers information about product stiffness and texture.
Draco introduced a constraint-based framework to model visualization design in an extensible and testable form. It provides a way to abstract design guidelines from theoretical and empirical studies and applies the kn...
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ISBN:
(纸本)9798350325577
Draco introduced a constraint-based framework to model visualization design in an extensible and testable form. It provides a way to abstract design guidelines from theoretical and empirical studies and applies the knowledge in automated design tools. However, Draco is challenging to use because there is limited tooling and documentation. In response, we present Draco 2, the successor with (1) a more flexible visualization specification format, (2) a comprehensive test suite and documentation, and (3) flexible and convenient APIs. We designed Draco 2 to be more extensible and easier to integrate into visualization systems. We demonstrate these advantages and believe that they make Draco 2 a platform for future research.
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