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Showing papers in "IEEE Computer Graphics and Applications in 2016"


Journal ArticleDOI
TL;DR: The authors present a method based on a physical model of light propagation that takes into account the most significant effects to image degradation: absorption, scattering, and backscattering to restore the visual quality of the images acquired in typical underwater scenarios.
Abstract: In underwater environments, the scattering and absorption phenomena affect the propagation of light, degrading the quality of captured images. In this work, the authors present a method based on a physical model of light propagation that takes into account the most significant effects to image degradation: absorption, scattering, and backscattering. The proposed method uses statistical priors to restore the visual quality of the images acquired in typical underwater scenarios.

361 citations


Journal ArticleDOI
TL;DR: The VTK-m framework serves as a container for algorithms, provides flexible data representation, and simplifies the design of visualization algorithms on new and future computer architecture.
Abstract: One of the most critical challenges for high-performance computing (HPC) scientific visualization is execution on massively threaded processors. Of the many fundamental changes we are seeing in HPC systems, one of the most profound is a reliance on new processor types optimized for execution bandwidth over latency hiding. Our current production scientific visualization software is not designed for these new types of architectures. To address this issue, the VTK-m framework serves as a container for algorithms, provides flexible data representation, and simplifies the design of visualization algorithms on new and future computer architecture.

136 citations


Journal ArticleDOI
TL;DR: A number of visualization challenges unique to the healthcare discipline are reviewed, including ones to help doctors make more precise diagnoses, institutions identify at risk patients for intervention, clinicians develop more personalized treatment plans, and researchers better understand medical outcomes within complex patient populations.
Abstract: The healthcare industry's widespread digitization efforts are reshaping one of the largest sectors of the world's economy. This transformation is enabling systems that promise to use ever-improving data-driven evidence to help doctors make more precise diagnoses, institutions identify at risk patients for intervention, clinicians develop more personalized treatment plans, and researchers better understand medical outcomes within complex patient populations. Given the scale and complexity of the data required to achieve these goals, advanced data visualization tools have the potential to play a critical role. This article reviews a number of visualization challenges unique to the healthcare discipline.

80 citations


Journal ArticleDOI
TL;DR: To enable the identification of virtual 3D objects without visual feedback, a haptic display based on a vibrotactile glove and multiple points of contact gives users an enhanced sensation of touching a virtual object with their hands.
Abstract: The emergence of off-screen interaction devices is bringing the field of virtual reality to a broad range of applications where virtual objects can be manipulated without the use of traditional peripherals. However, to facilitate object interaction, other stimuli such as haptic feedback are necessary to improve the user experience. To enable the identification of virtual 3D objects without visual feedback, a haptic display based on a vibrotactile glove and multiple points of contact gives users an enhanced sensation of touching a virtual object with their hands. Experimental results demonstrate the capacity of this technology in practical applications.

64 citations


Journal ArticleDOI
TL;DR: A visual-interactive and data-analysis support system focuses on key situations by using rule-based filtering and automatically annotating key types of soccer match elements to improve soccer player and match analysis.
Abstract: For development and alignment of tactics and strategies, professional soccer analysts spend up to three working days manually analyzing and annotating professional soccer matches. In an effort to improve soccer player and match analysis, a visual-interactive and data-analysis support system focuses on key situations by using rule-based filtering and automatically annotating key types of soccer match elements. The authors evaluate the proposed approach by analyzing real-world soccer matches and several expert studies. Quantitative measures show the proposed methods can significantly outperform naive solutions.

50 citations


Journal ArticleDOI
TL;DR: The BKViz visual analytics system focuses on individual basketball games using classic and novel methods to reveal how players perform together and as individuals.
Abstract: The amount of data available in the sports field is difficult for coaches, analysts, and players to comprehend using classic analytics methods. Thus, new methods are necessary to help users break down that information and analyze it at a deeper level. The BKViz visual analytics system focuses on individual basketball games using classic and novel methods to reveal how players perform together and as individuals. The information is presented in interactive visualizations that allow immediate user feedback.

41 citations


Journal ArticleDOI
TL;DR: This article focuses on presentation-oriented techniques, considering their usefulness for presentation first and any other purposes as secondary.
Abstract: Data visualization research focuses on data exploration and analysis, yet the vast majority of visualizations people see were created for a different purpose: presentation. Whether we are talking about charts showing data to help make a presenter's point, data visuals created to accompany a news story, or the ubiquitous infographics, many more people consume charts than make them. Traditional visualization techniques treat presentation as an afterthought, but are there techniques uniquely suited to data presentation but not necessarily ideal for exploration and analysis? This article focuses on presentation-oriented techniques, considering their usefulness for presentation first and any other purposes as secondary.

40 citations


Journal ArticleDOI
TL;DR: A visualization and analytics infrastructure to help query and facilitate the analysis of this new tracking data of Major League Baseball (MLB) StatCast spatiotemporal data-tracking system is presented.
Abstract: Major League Baseball (MLB) has a long history of providing detailed, high-quality data, leading to a tremendous surge in sports analytics research in recent years. In 2015, MLB.com released the StatCast spatiotemporal data-tracking system, which has been used in approximately 2,500 games since its inception to capture player and ball locations as well as semantically meaningful game events. This article presents a visualization and analytics infrastructure to help query and facilitate the analysis of this new tracking data. The goal is to go beyond descriptive statistics of individual plays, allowing analysts to study diverse collections of games and game events. The proposed system enables the exploration of the data using a simple querying interface and a set of flexible interactive visualization tools.

38 citations


Journal ArticleDOI
TL;DR: This article features some of the latest advances and applications in computer graphics technology that have been introduced in recent years.
Abstract: This article features some of the latest advances and applications in computer graphics technology.

36 citations


Journal ArticleDOI
TL;DR: Different approaches to handle low-altitude images in both the RGB and NIR (near-infrared) bands to estimate and quantify plantation areas are used.
Abstract: Low cost remote sensing imagery has the potential to make precision farming feasible in developing countries. In this article, the authors describe image acquisition from eucalyptus, bean, and sugarcane crops acquired by low-cost and low-altitude systems. They use different approaches to handle low-altitude images in both the RGB and NIR (near-infrared) bands to estimate and quantify plantation areas.

34 citations


Journal ArticleDOI
TL;DR: A virtual box and block test system for hand, finger, and grasping assessments based on the BBT used for the grasping ability test in hospitals is developed, showing the possibilities for virtualizing conventional and unsupervised assessments.
Abstract: Evaluating and quantifying the upper-limb functions are essential to planning effective patient rehabilitation. The box and block test (BBT) is a conventional, simple, and easy-to-apply assessment tool that is used in hospitals, and previous studies have demonstrated its usefulness in stroke rehabilitation. Using a conventional depth-sensing camera, the authors developed a virtual box and block test (VBBT) system for hand, finger, and grasping assessments based on the BBT used for the grasping ability test in hospitals. Such a virtual upper-limb-function assessment tool that can be implemented in a home setting could be a key component in a home-based virtual rehabilitation system. Comparison results between the real and virtual BBTs show the possibilities for virtualizing conventional and unsupervised assessments.

Journal ArticleDOI
Susumu Tachi1
TL;DR: The TELESAR V telexistence master-slave system that enables a human user to feel present in a remote environment and can transmit not only visual and auditory sensations, but also haptic sensations, which are conveyed using the principle of haptic primary colors.
Abstract: Telecommunication and remote-controlled operations are becoming increasingly common in our daily lives. While performing these operations, ideally users would feel as if they were actually present at the remote sites. However, the present commercially available telecommunication and telepresence systems do not provide the sensation of self-presence or self-existence, and hence, users do not get the feeling of being spatially present or that they are directly performing spatial tasks, rather than simply controlling them remotely. This article describes the TELESAR V telexistence master-slave system that enables a human user to feel present in a remote environment. TELESAR V can transmit not only visual and auditory sensations, but also haptic sensations, which are conveyed using the principle of haptic primary colors.

Journal ArticleDOI
TL;DR: The genre of “computer art” began in the 1950s, when long exposure photography was used to capture images created by an oscilloscope manipulating electronic waves on a small fluorescent screen, but by the 1990s, the term computer art was fading, and computers were becoming a mainstream part of arts and entertainment.
Abstract: The genre of “computer art” began in the 1950s, when long exposure photography was used to capture images created by an oscilloscope manipulating electronic waves on a small fluorescent screen. Through the 1960s, most works of computer art were created using plotters and impact printers by the scientists and engineers who had access to emerging computing technology. By the 1970s, artists were learning to program, and some universities began to integrate computers into the fine arts curriculum. The widespread adoption of computers and the availability of off-the-shelf paint programs in the 1980s brought computer art to the masses. At the same time, computer graphics and special effects were beginning their takeover of the entertainment industry through Hollywood films, TV shows, and video games. By the 1990s, the term computer art was fading, and computers were becoming a mainstream part of arts and entertainment.

Journal ArticleDOI
TL;DR: The design of the proposed interactive visualization tool Episogram is based on an anatomy of social interaction process in which the actors and objects involved can be formally represented as a time-varying tripartite network.
Abstract: The key challenges of visualizing social interaction data include the difficulties of understanding the general structure of social interactions and representing the data in the context of various user activities to reveal different behavior patterns. The design of the proposed interactive visualization tool Episogram is based on an anatomy of social interaction process in which the actors and objects involved can be formally represented as a time-varying tripartite network. The authors show the effectiveness of the proposed technique using real-world datasets and user studies.

Journal ArticleDOI
TL;DR: The use of immersive VR simulators to preventively reduce accidents in the workplace by detecting behavioral patterns that may lead to an increased predisposition to risk exposure is introduced.
Abstract: Thousands of people die or are injured in work accidents every year. Although the lack of safety equipment is one of the causes, especially in developing countries, behavioral issues caused by psychosocial factors are also to blame. This article introduces the use of immersive VR simulators to preventively reduce accidents in the workplace by detecting behavioral patterns that may lead to an increased predisposition to risk exposure. The system simulates day-to-day situations, analyzes user reactions, and classifies the behaviors according to four psychosocial groups. The results of a user study support the effectiveness of this approach.

Journal ArticleDOI
Ken Perlin1
TL;DR: Once wearables become small enough, cheap enough, and therefore ubiquitous enough to be accepted as part of the authors' everyday reality, the use of language will evolve in important ways.
Abstract: Just as notebook computers once freed us to take our computers with us, smartphones freed us to walk around with computers in our pockets, and wearables will soon free us from needing to hold a screen at all. Today, as high-quality virtual and augmented reality begins to become available at consumer prices, the "screen" will soon be all around us. But the largest long-term impact here may not merely be one of form factor, but rather one of language itself. Once wearables become small enough, cheap enough, and therefore ubiquitous enough to be accepted as part of our everyday reality, our use of language will evolve in important ways.

Journal ArticleDOI
TL;DR: The benefit of combing text analysis (topic models in particular) with interactive visualization is presented and examples from prior work on topic and time-oriented visual text analysis are highlighted.
Abstract: In this article, we first present the benefit of combing text analysis (topic models in particular) with interactive visualization. We then highlight examples from prior work on topic and time-oriented visual text analysis. Lastly, we present four challenges that warrant additional future research in the field of visual text analysis.

Journal ArticleDOI
TL;DR: An integrated gamut- and tone-management framework for color-accurate reproduction of high dynamic range images can prevent hue and luminance shifts while taking gamut boundaries into consideration.
Abstract: Few tone mapping operators (TMOs) take color management into consideration, limiting compression to luminance values only. This could lead to changes in image chroma and hues, which are typically managed with a post-processing step. However, current post-processing techniques for tone reproduction do not explicitly consider the target display gamut. Gamut mapping, on the other hand, deals with mapping images from one color gamut to another, usually smaller, gamut but has traditionally focused on smaller scale, chromatic changes. The authors present a combined gamut- and tone-management framework for color-accurate reproduction of high dynamic range images that can prevent hue and luminance shifts while taking gamut boundaries into consideration. Their approach is conceptually and computationally simple, parameter-free, and compatible with existing TMOs.

Journal ArticleDOI
TL;DR: An experiment shows that forcibly removing players from the game environment causes distress, and that, with an understanding of player psychology, playtime can be manipulated without significantly changing the user experience or negating the positive effects of video games.
Abstract: Public concern surrounding the effects video games have on players has inspired a large body of research, and policy makers in China and South Korea have even mandated systems that limit the amount of time players spend in game. The authors present an experiment that evaluates the effectiveness of such policies. They show that forcibly removing players from the game environment causes distress, potentially removing some of the benefits that games provide and producing a desire for more game time. They also show that, with an understanding of player psychology, playtime can be manipulated without significantly changing the user experience or negating the positive effects of video games.

Journal ArticleDOI
TL;DR: The authors evaluate the effectiveness of GCs for performing different types of tasks and find that they outperform standard time-dependent ranking visualizations for tasks that involve identifying and understanding evolutions in both ranks and scores.
Abstract: To address the limitations of traditional line chart approaches, in particular rank charts (RCs) and score charts (SCs), a novel class of line charts called gap charts (GCs) show entries that are ranked over time according to a performance metric. The main advantages of GCs are that entries never overlap (only changes in rank generate limited overlap between time steps) and gaps between entries show the magnitude of their score difference. The authors evaluate the effectiveness of GCs for performing different types of tasks and find that they outperform standard time-dependent ranking visualizations for tasks that involve identifying and understanding evolutions in both ranks and scores. They also show that GCs are a generic and scalable class of line charts by applying them to a variety of different datasets.

Journal ArticleDOI
TL;DR: An experiment is set up that examines if visually salient features exist for genuine 3D stimuli and then computational models for the visual saliency of 3D objects are validated.
Abstract: In an effort to validate the assumption that the saliency found in flat stimuli can be related to a 3D scene, the authors set up an experiment that examines if visually salient features exist for genuine 3D stimuli. They then validate computational models for the visual saliency of 3D objects.

Journal ArticleDOI
TL;DR: An automatic method to calibrate the turntable axis without any calibration tools is proposed and the performance of the proposed method was evaluated on a structured light-based scanning system.
Abstract: Turntable-based 3D scanners are popular but require calibration of the turntable axis. Existing methods for turntable calibration typically make use of specially designed tools, such as a chessboard or criterion sphere, which users must manually install and dismount. In this article, the authors propose an automatic method to calibrate the turntable axis without any calibration tools. Given a scan sequence of the input object, they first recover the initial rotation axis from an automatic registration step. Then they apply an iterative procedure to obtain the optimized turntable axis. This iterative procedure alternates between two steps: refining the initial pose of the input scans and approximating the rotation matrix. The performance of the proposed method was evaluated on a structured light-based scanning system.

Journal ArticleDOI
TL;DR: The lessons learned from designing applications for small start-up companies and institutions are discussed and the need for tailored and customizable approaches to create functional prototypes is confirmed.
Abstract: A variety of visualization guidelines, principles, and techniques are available to help create a visualization-based dashboard, but few publications discuss the experience of designing dashboards in the real world. This article discuss the lessons learned from designing applications for small start-up companies and institutions. From their experience as visualization practitioners, the authors confirm the need for tailored and customizable approaches, emphasize the need for a quicker way to create functional prototypes, point out frequent misconceptions on the scope of a functional prototype, discuss how performance can affect prototyping, and discuss the resistance of industrial partners to involve their customers in requirements gathering.

Journal ArticleDOI
TL;DR: The SHIVA project was designed to provide virtual sculpting tools for young people with complex disabilities, allowing them to engage with artistic and creative activities that they might otherwise never be able to access.
Abstract: The SHIVA project was designed to provide virtual sculpting tools for young people with complex disabilities, allowing them to engage with artistic and creative activities that they might otherwise never be able to access. Their creations are then physically built using 3D printing. To achieve this, the authors built a generic, accessible GUI and a suitable geometric modeling system and used these to produce two prototype modeling exercises. These tools were deployed in a school for students with complex disabilities and are now being used for a variety of educational and developmental purposes. This article presents the project's motivations, approach, and implementation details together with initial results, including 3D printed objects designed by young people with disabilities.

Journal ArticleDOI
TL;DR: The proposed visual analytic system enables users to specify a sort requirement in a flexible manner without depending on specific knowledge about individual sort keys to facilitate knowledge discovery at different stages of the process.
Abstract: Organizing sports video data for performance analysis can be challenging, especially in cases involving multiple attributes and when the criteria for sorting frequently changes depending on the user's task. The proposed visual analytic system enables users to specify a sort requirement in a flexible manner without depending on specific knowledge about individual sort keys. The authors use regression techniques to train different analytical models for different types of sorting requirements and use visualization to facilitate knowledge discovery at different stages of the process. They demonstrate the system with a rugby case study to find key instances for analyzing team and player performance. Organizing sports video data for performance analysis can be challenging in cases with multiple attributes, and when sorting frequently changes depending on the user's task. As this video shows, the proposed visual analytic system allows interactive data sorting and exploration. https://youtu.be/Cs6SLtPVDQQ.

Journal ArticleDOI
TL;DR: This article takes a look at the most prevailing tensions of in situ visualization.
Abstract: In situ visualization is the coupling of visualization software with a simulation or other data producer to process the data "in memory" before the data are offloaded to a storage system. Although in situ visualization provides superior analysis, it has implementation tradeoffs resulting from conflicts with some traditional expected requirements. Numerous conflicting requirements create tensions that lead to difficult implementation tradeoffs. This article takes a look at the most prevailing tensions of in situ visualization.

Journal ArticleDOI
TL;DR: Motivated by the significant growth and popularity as well as overall potential of sports data visualization, this special issue gathers state-of-the-art research on this emerging topic.
Abstract: For every major sport, analysts can and often do extract large amounts of data, which can be leveraged by media and fans, athletes, and organizations. These efforts are often done in collaboration with leading technology vendors, who also have recognized the tremendous value of sports analytics. The ubiquity, diversity, and relative accessibility of sports data makes it a particularly attractive domain for a range of visualization researchers. Motivated by the significant growth and popularity as well as overall potential of sports data visualization, this special issue gathers state-of-the-art research on this emerging topic.

Journal ArticleDOI
TL;DR: The authors demonstrate the efficacy of using the 3D contour boxplot ensemble visualization technique to analyze shape alignment and variability in atlas construction and analysis as a real-world application.
Abstract: The visualization of variability in surfaces embedded in 3D, which is a type of ensemble uncertainty visualization, provides a means of understanding the underlying distribution of a collection or ensemble of surfaces. This work extends the contour boxplot technique to 3D and evaluates it against an enumeration-style visualization of the ensemble members and other conventional visualizations used by atlas builders. The authors demonstrate the efficacy of using the 3D contour boxplot ensemble visualization technique to analyze shape alignment and variability in atlas construction and analysis as a real-world application.

Journal ArticleDOI
TL;DR: A body-mapping approach that facilitates the effective ergonomic design of sportswears and can be customized based on the functional requirements of various sports and sportswear, the desired combination and selection of mapping areas for the human body, and customized quantitative data distribution of target physiological indicators.
Abstract: A successful high-performance sportswear design that considers human factors should result in a significant increase in thermal comfort and reduce energy loss. The authors describe a body-mapping approach that facilitates the effective ergonomic design of sportswear. Their general framework can be customized based on the functional requirements of various sports and sportswear, the desired combination and selection of mapping areas for the human body, and customized quantitative data distribution of target physiological indicators.

Journal ArticleDOI
TL;DR: The authors survey this exploratory side of visualization, using a visualization of Lisbon traffic data as a system of pulsing blood vessels as an example, and discuss the strengths and limitations of such as approach.
Abstract: By using semantic figurative metaphors, a visualization designer invests in a more figurative graphic representation, seeking provocative perspectives on common topics and trying to invoke emotional responses while clearly communicating meaningful data stories. The use of figurative metaphors in visualization, however, involves adding nondata aspects to a visualization. The authors survey this exploratory side of visualization, using a visualization of Lisbon traffic data as a system of pulsing blood vessels as an example, and discuss the strengths and limitations of such as approach.