When visualizing large datasets, an important goal is to emphasize data that is relevant to the task at hand. A common way of achieving this is to compute the relevance of the data using degree of interest (DOI) funct...
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ISBN:
(纸本)9798350325577
When visualizing large datasets, an important goal is to emphasize data that is relevant to the task at hand. A common way of achieving this is to compute the relevance of the data using degree of interest (DOI) functions, which apply a scenario-specific metric to quantify the data items according to their relevance to the users and their tasks. These DOI values can then be used to adjust the visual encoding through mechanisms like focus+context or information hiding. For datasets too large to be visualized at once, an alternative approach is to visualize it progressively in chunks, allowing analysts to reason about partial results and concluding their analysis much earlier than had they waited for all data. Combining the advantages of both approaches to tailor the visualization seems synergistic, yet, in practice turns out to be challenging, as DOI functions require the context of all data to produce useful values, requiring lengthy computations that break analysts' flow in progressive visualization. In this paper, we propose an approach for uniting DOI functions with progressive visualization. We first introduce a new model for quantifying the user interest in analysis scenarios where the data is only partially available, by computing the interest for available data and predicting it for the rest. We then propose regression trees for implementing this approach in practice and evaluate it in benchmarks. With DOI values now available for progressive visualization as well, our approach opens the door for tailoring the visualization of large datasets to the analysis task at interactive update rates.
The majority of music consumption nowadays takes place on music streaming platforms. Whichever artists, albums, or songs are exposed to consumers on these platforms therefore greatly influences what music is ultimatel...
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ISBN:
(纸本)9781450399326
The majority of music consumption nowadays takes place on music streaming platforms. Whichever artists, albums, or songs are exposed to consumers on these platforms therefore greatly influences what music is ultimately consumed. As a result, the impact of these platforms on artists-their main item providers-is considerable. The recommender systems at the core of streaming platforms, though, have traditionally been developed focusing on end consumer objectives. Only recently, researchers have started to include item provider objectives, though rarely through reaching out to item providers directly. By omitting this important stakeholder's point of view, we risk not understanding what artists value most, and might miss first-hand ideas on how to improve streaming platforms and recommender systems. Therefore, we conducted semi-structured interviews to capture the artists' view. Specifically, we explore artists' considerations regarding fairness, transparency, and diversity in music recommender systems, and the role artists envision for streaming platforms regarding those topics. We identify some topics with a clear consensus among artists, such as desiring more control over which music is recommended to whom, and expecting streaming platforms to actively increase music diversity in recommendations. In contrast, artists' opinions differ on whether platforms should actively intervene in recommender systems to, e.g., increase localization or gender balance. Further, we observe that artists often take user preferences into account and even suggest new platform functionality to benefit both users and item providers. We encourage utilizing these insights when designing and evaluating music streaming platforms and recommender systems.
Virtual reality (VR) produces a highly realistic simulated environment with controllable environment variables. This paper proposes a Dynamic Scene Adjustment (DSA) mechanism based on the user interaction status and p...
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ISBN:
(纸本)9798350348392
Virtual reality (VR) produces a highly realistic simulated environment with controllable environment variables. This paper proposes a Dynamic Scene Adjustment (DSA) mechanism based on the user interaction status and performance, which aims to adjust the VR experiment variables to improve the user's game engagement. We combined the DSA mechanism with a musical rhythm VR game. The experimental results show that the DSA mechanism can improve the user's game engagement (task performance).
Widespread adoption of virtual reality (VR) will likely be limited by the common occurrence of cybersickness. Cybersickness susceptibility varies across individuals, and previous research reported that interpupillary ...
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ISBN:
(纸本)9798350348392
Widespread adoption of virtual reality (VR) will likely be limited by the common occurrence of cybersickness. Cybersickness susceptibility varies across individuals, and previous research reported that interpupillary distance (IPD) may be a factor. However, that work emphasized cybersickness recovery rather than cybersickness immediately after exposure. The current study (N=178) examined if the mismatch between the user's IPD and the VR headset's IPD setting contributes to immediate cybersickness. Multiple linear regression indicated that gender and prior sickness due to screens were significant predictors of immediate cybersickness. However, no significant relationship between IPD mismatch and immediate cybersickness was observed.
Autonomous vehicles (AV) are predicted to change our current transportation system, however, how and when they become fully adopted is still an uncertain matter. One essential aspect to consider is how people form tru...
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ISBN:
(纸本)9783031356773;9783031356780
Autonomous vehicles (AV) are predicted to change our current transportation system, however, how and when they become fully adopted is still an uncertain matter. One essential aspect to consider is how people form trust towards AV. In the context of AV, trust in technology is critical for safety considerations. Although humans are capable of making instinctive assessments of the trustworthiness of other people, this ability does not directly translate to technological systems. The rising complexity of autonomous systems (AS) (e.g., cruise control) requires the operators to calibrate their trust in the system to achieve their safety and performance goals. As such, a detailed understanding of how trust develops, and especially the underlying mental processes, will facilitate the prediction of how trust levels influence behavior mode and decision-making strategies when interacting with AV. To investigate this in the context of AV, we conducted interviews and follow-up surveys to examine users' current behavior with an analogous system (cruise control) and explored its relationship with the perception of AV trustworthiness. Our findings suggest that external factors play a role in the adoption of cruise control (an analogous system), while internal factors determine non-adoption. Trustworthiness in AV is affected by external factors, users' trust in others, and their knowledge of advanced vehicle technology.
Virtual Reality (VR) can completely immerse users in a virtual world and provide little awareness of bystanders in the surrounding physical environment. Current technologies use predefined guardian area visualizations...
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ISBN:
(纸本)9798350348156
Virtual Reality (VR) can completely immerse users in a virtual world and provide little awareness of bystanders in the surrounding physical environment. Current technologies use predefined guardian area visualizations to set safety boundaries for VR interactions. However, bystanders cannot perceive these boundaries and may collide with VR users if they accidentally enter guardian areas. In this paper, we investigate four awareness techniques on mobile phones and smartwatches to help bystanders avoid invading guardian areas. These techniques include augmented reality boundary overlays and visual, auditory, and haptic alerts indicating bystanders' distance from guardians. Our findings suggest that the proposed techniques effectively keep participants clear of the safety boundaries. More specifically, using augmented reality overlays, participants could avoid guardians with less time, and haptic alerts caused less distraction.
In our lives, we encounter various stressors that may cause negative mental and bodily reactions to make us feel frustrated, angry, or irritated. Effective methods to manage or reduce stress and anxiety are essential ...
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ISBN:
(纸本)9798350328387
In our lives, we encounter various stressors that may cause negative mental and bodily reactions to make us feel frustrated, angry, or irritated. Effective methods to manage or reduce stress and anxiety are essential for a healthy life, and several stress-management approaches are found to be useful for stress relief, such as meditation, taking a rest, walking around nature, or even breaking things in a smash room. Previous research has revealed that certain experiences in virtual reality (VR) are effective for reducing stress as traditional real-world methods. However, it is still unclear how the stress relief effects are associated with other factors like individual user profile in terms of different treatment activities. In this paper, we report our findings from a formal user study that investigates the effects of two virtual activities: (1) VR Meditation and (2) VR Smash Room experience, compared with a traditional Sitting-in-Silence method. Our results show that VR Meditation has a better stress relief effect compared to VR Smash Room and Sitting-in-Silence, and the effects of the treatments are correlated with the participants' personalities. We discuss the findings and implications addressing potential benefits/impacts of different stress-relief activities in VR.
With the rise of the metaverse, more and more massively multi-user applications are to be expected. Because some of the data integrated in those virtual environments can be seen as highly sensitive, it is important to...
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ISBN:
(纸本)9798350348392
With the rise of the metaverse, more and more massively multi-user applications are to be expected. Because some of the data integrated in those virtual environments can be seen as highly sensitive, it is important to reinforce the applications with authentication methods to keep them safe. However, and while there are many authentication methods for 2D applications that could be regarded as safe enough, most of them do not provide a sufficient ease of use for VR applications. Henceforth, we propose an authentication method adapted to 3D user interfaces, based on toggling areas in a cubic grid. As illustrated in Figure 1, this leads to the construction of a voxelbased volume, which is an object simple enough to remember and playful to build, yet difficult to guess thanks to a high number of possibilities. For a more portable authentication method, the cubic grid is complemented by the generation of virtual keys representing the access a user has to a certain lock. The key acts as a metaphor that allows to easily share or grant access to secured objects or places in the VE.
Extended Reality (XR) applications have become increasingly relevant due to technical advances, but also have their own challenges regarding the user's real-world orientation. We propose a novel definition and a n...
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ISBN:
(纸本)9798350348392
Extended Reality (XR) applications have become increasingly relevant due to technical advances, but also have their own challenges regarding the user's real-world orientation. We propose a novel definition and a not yet validated questionnaire for the feeling of disorientation and fear of colliding with real objects in XR, called Collision Anviety (CA). Participants (N = 37) played an AR and VR version of a game with results suggesting that while an AR game can provide a similar player experience compared to its VR equivalent, differences regarding CA exist.
We propose an interactive visual analytics tool, Vis-SPLIT, for partitioning a population of individuals into groups with similar gene signatures. Vis-SPLIT allows users to interactively explore a dataset and exploit ...
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ISBN:
(纸本)9798350325577
We propose an interactive visual analytics tool, Vis-SPLIT, for partitioning a population of individuals into groups with similar gene signatures. Vis-SPLIT allows users to interactively explore a dataset and exploit visual separations to build a classification model for specific cancers. The visualization components reveal gene expression and correlation to assist specific partitioning decisions, while also providing overviews for the decision model and clustered genetic signatures. We demonstrate the effectiveness of our framework through a case study and evaluate its usability with domain experts. Our results show that Vis-SPLIT can classify patients based on their genetic signatures to effectively gain insights into RNA sequencing data, as compared to an existing classification system.
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