scispace - formally typeset
Search or ask a question

Showing papers in "IEEE Transactions on Visualization and Computer Graphics in 2017"


Journal ArticleDOI
TL;DR: Vega-Lite combines a traditional grammar of graphics, providing visual encoding rules and a composition algebra for layered and multi-view displays, with a novel grammar of interaction, that enables rapid specification of interactive data visualizations.
Abstract: We present Vega-Lite, a high-level grammar that enables rapid specification of interactive data visualizations. Vega-Lite combines a traditional grammar of graphics, providing visual encoding rules and a composition algebra for layered and multi-view displays, with a novel grammar of interaction. Users specify interactive semantics by composing selections. In Vega-Lite, a selection is an abstraction that defines input event processing, points of interest, and a predicate function for inclusion testing. Selections parameterize visual encodings by serving as input data, defining scale extents, or by driving conditional logic. The Vega-Lite compiler automatically synthesizes requisite data flow and event handling logic, which users can override for further customization. In contrast to existing reactive specifications, Vega-Lite selections decompose an interaction design into concise, enumerable semantic units. We evaluate Vega-Lite through a range of examples, demonstrating succinct specification of both customized interaction methods and common techniques such as panning, zooming, and linked selection.

622 citations


Journal ArticleDOI
TL;DR: Zhang et al. as discussed by the authors formulated a deep CNN as a directed acyclic graph and developed a hybrid visualization to disclose the multiple facets of each neuron and the interactions between them.
Abstract: Deep convolutional neural networks (CNNs) have achieved breakthrough performance in many pattern recognition tasks such as image classification. However, the development of high-quality deep models typically relies on a substantial amount of trial-and-error, as there is still no clear understanding of when and why a deep model works. In this paper, we present a visual analytics approach for better understanding, diagnosing, and refining deep CNNs. We formulate a deep CNN as a directed acyclic graph. Based on this formulation, a hybrid visualization is developed to disclose the multiple facets of each neuron and the interactions between them. In particular, we introduce a hierarchical rectangle packing algorithm and a matrix reordering algorithm to show the derived features of a neuron cluster. We also propose a biclustering-based edge bundling method to reduce visual clutter caused by a large number of connections between neurons. We evaluated our method on a set of CNNs and the results are generally favorable.

379 citations


Journal ArticleDOI
TL;DR: It is shown how visualization can provide highly valuable feedback for network designers through experiments conducted in three traditional image classification benchmark datasets, and the presence of interpretable clusters of learned representations and the partitioning of artificial neurons into groups with apparently related discriminative roles are discovered.
Abstract: In machine learning, pattern classification assigns high-dimensional vectors (observations) to classes based on generalization from examples. Artificial neural networks currently achieve state-of-the-art results in this task. Although such networks are typically used as black-boxes, they are also widely believed to learn (high-dimensional) higher-level representations of the original observations. In this paper, we propose using dimensionality reduction for two tasks: visualizing the relationships between learned representations of observations, and visualizing the relationships between artificial neurons. Through experiments conducted in three traditional image classification benchmark datasets, we show how visualization can provide highly valuable feedback for network designers. For instance, our discoveries in one of these datasets (SVHN) include the presence of interpretable clusters of learned representations, and the partitioning of artificial neurons into groups with apparently related discriminative roles.

275 citations


Journal ArticleDOI
TL;DR: This work provides guidance for data practitioners to navigate through a modular view of the recent advances in high-dimensional data visualization, inspiring the creation of new visualizations along the enriched visualization pipeline, and identifying future opportunities for visualization research.
Abstract: Massive simulations and arrays of sensing devices, in combination with increasing computing resources, have generated large, complex, high-dimensional datasets used to study phenomena across numerous fields of study. Visualization plays an important role in exploring such datasets. We provide a comprehensive survey of advances in high-dimensional data visualization that focuses on the past decade. We aim at providing guidance for data practitioners to navigate through a modular view of the recent advances, inspiring the creation of new visualizations along the enriched visualization pipeline, and identifying future opportunities for visualization research.

253 citations


Journal ArticleDOI
TL;DR: A taxonomy for PervasiveAugmented Reality and context-aware Augmented Reality is presented, which classifies context sources and context targets relevant for implementing such a context- aware, continuous Augmented reality experience.
Abstract: Augmented Reality is a technique that enables users to interact with their physical environment through the overlay of digital information. While being researched for decades, more recently, Augmented Reality moved out of the research labs and into the field. While most of the applications are used sporadically and for one particular task only, current and future scenarios will provide a continuous and multi-purpose user experience. Therefore, in this paper, we present the concept of Pervasive Augmented Reality, aiming to provide such an experience by sensing the user’s current context and adapting the AR system based on the changing requirements and constraints. We present a taxonomy for Pervasive Augmented Reality and context-aware Augmented Reality, which classifies context sources and context targets relevant for implementing such a context-aware, continuous Augmented Reality experience. We further summarize existing approaches that contribute towards Pervasive Augmented Reality. Based our taxonomy and survey, we identify challenges for future research directions in Pervasive Augmented Reality.

236 citations


Journal ArticleDOI
TL;DR: This work systematically studied the visual analytics and visualization literature to investigate how analysts interact with automatic DR techniques, and proposes a “human in the loop” process model that provides a general lens for the evaluation of visual interactive DR systems.
Abstract: Dimensionality Reduction (DR) is a core building block in visualizing multidimensional data. For DR techniques to be useful in exploratory data analysis, they need to be adapted to human needs and domain-specific problems, ideally, interactively, and on-the-fly. Many visual analytics systems have already demonstrated the benefits of tightly integrating DR with interactive visualizations. Nevertheless, a general, structured understanding of this integration is missing. To address this, we systematically studied the visual analytics and visualization literature to investigate how analysts interact with automatic DR techniques. The results reveal seven common interaction scenarios that are amenable to interactive control such as specifying algorithmic constraints, selecting relevant features, or choosing among several DR algorithms. We investigate specific implementations of visual analysis systems integrating DR, and analyze ways that other machine learning methods have been combined with DR. Summarizing the results in a “human in the loop” process model provides a general lens for the evaluation of visual interactive DR systems. We apply the proposed model to study and classify several systems previously described in the literature, and to derive future research opportunities.

228 citations


Journal ArticleDOI
TL;DR: In this article, a controllable t-Distributed Stochastic Neighbor Embedding (tSNE) is introduced to enable interactive data exploration, where the user can decide on local refinements and steer the approximation level during the analysis.
Abstract: Progressive Visual Analytics aims at improving the interactivity in existing analytics techniques by means of visualization as well as interaction with intermediate results. One key method for data analysis is dimensionality reduction, for example, to produce 2D embeddings that can be visualized and analyzed efficiently. t-Distributed Stochastic Neighbor Embedding (tSNE) is a well-suited technique for the visualization of high-dimensional data. tSNE can create meaningful intermediate results but suffers from a slow initialization that constrains its application in Progressive Visual Analytics. We introduce a controllable tSNE approximation (A-tSNE), which trades off speed and accuracy, to enable interactive data exploration. We offer real-time visualization techniques, including a density-based solution and a Magic Lens to inspect the degree of approximation. With this feedback, the user can decide on local refinements and steer the approximation level during the analysis. We demonstrate our technique with several datasets, in a real-world research scenario and for the real-time analysis of high-dimensional streams to illustrate its effectiveness for interactive data analysis.

225 citations


Journal ArticleDOI
TL;DR: Squares is presented, a performance visualization for multiclass classification problems that supports estimating common performance metrics while displaying instance-level distribution information necessary for helping practitioners prioritize efforts and access data.
Abstract: Performance analysis is critical in applied machine learning because it influences the models practitioners produce. Current performance analysis tools suffer from issues including obscuring important characteristics of model behavior and dissociating performance from data. In this work, we present Squares, a performance visualization for multiclass classification problems. Squares supports estimating common performance metrics while displaying instance-level distribution information necessary for helping practitioners prioritize efforts and access data. Our controlled study shows that practitioners can assess performance significantly faster and more accurately with Squares than a confusion matrix, a common performance analysis tool in machine learning.

195 citations


Journal ArticleDOI
TL;DR: The notion of physical data referents is formalized - the real-world entities and spaces to which data corresponds - and the relationship between referentS and the visual and physical representations of their data is examined, including both visualizations and physicalizations.
Abstract: We introduce embedded data representations , the use of visual and physical representations of data that are deeply integrated with the physical spaces, objects, and entities to which the data refers. Technologies like lightweight wireless displays, mixed reality hardware, and autonomous vehicles are making it increasingly easier to display data in-context. While researchers and artists have already begun to create embedded data representations, the benefits, trade-offs, and even the language necessary to describe and compare these approaches remain unexplored. In this paper, we formalize the notion of physical data referents - the real-world entities and spaces to which data corresponds - and examine the relationship between referents and the visual and physical representations of their data. We differentiate situated representations , which display data in proximity to data referents, and embedded representations , which display data so that it spatially coincides with data referents. Drawing on examples from visualization, ubiquitous computing, and art, we explore the role of spatial indirection, scale, and interaction for embedded representations. We also examine the tradeoffs between non-situated, situated, and embedded data displays, including both visualizations and physicalizations. Based on our observations, we identify a variety of design challenges for embedded data representation, and suggest opportunities for future research and applications.

181 citations


Journal ArticleDOI
TL;DR: It is shown that Shifty can enhance the perception of virtual objects changing in shape, especially in length and thickness, and specific combinations of haptic, visual and auditory feedback during the pick-up interaction help to compensate for visual-haptic mismatch perceived during the shifting process.
Abstract: We define the concept of Dynamic Passive Haptic Feedback (DPHF) for virtual reality by introducing the weight-shifting physical DPHF proxy object Shifty . This concept combines actuators known from active haptics and physical proxies known from passive haptics to construct proxies that automatically adapt their passive haptic feedback. We describe the concept behind our ungrounded weight-shifting DPHF proxy Shifty and the implementation of our prototype. We then investigate how Shifty can, by automatically changing its internal weight distribution, enhance the user's perception of virtual objects interacted with in two experiments. In a first experiment, we show that Shifty can enhance the perception of virtual objects changing in shape, especially in length and thickness. Here, Shifty was shown to increase the user's fun and perceived realism significantly, compared to an equivalent passive haptic proxy. In a second experiment, Shifty is used to pick up virtual objects of different virtual weights. The results show that Shifty enhances the perception of weight and thus the perceived realism by adapting its kinesthetic feedback to the picked-up virtual object. In the same experiment, we additionally show that specific combinations of haptic, visual and auditory feedback during the pick-up interaction help to compensate for visual-haptic mismatch perceived during the shifting process.

176 citations


Journal ArticleDOI
TL;DR: A general model that facilitates in-depth reasoning about guidance is established by extending van Wijk's model of visualization with the fundamental components of guidance, which is defined as a process that gradually narrows the gap that hinders effective continuation of the data analysis.
Abstract: Visual analytics (VA) is typically applied in scenarios where complex data has to be analyzed. Unfortunately, there is a natural correlation between the complexity of the data and the complexity of the tools to study them. An adverse effect of complicated tools is that analytical goals are more difficult to reach. Therefore, it makes sense to consider methods that guide or assist users in the visual analysis process. Several such methods already exist in the literature, yet we are lacking a general model that facilitates in-depth reasoning about guidance. We establish such a model by extending van Wijk's model of visualization with the fundamental components of guidance. Guidance is defined as a process that gradually narrows the gap that hinders effective continuation of the data analysis. We describe diverse inputs based on which guidance can be generated and discuss different degrees of guidance and means to incorporate guidance into VA tools. We use existing guidance approaches from the literature to illustrate the various aspects of our model. As a conclusion, we identify research challenges and suggest directions for future studies. With our work we take a necessary step to pave the way to a systematic development of guidance techniques that effectively support users in the context of VA.

Journal ArticleDOI
TL;DR: This study attempts to employ visual analytics that combines the state-of-the-art mining and visualization techniques to tackle the problem of formulating solutions immediately and comparing them rapidly for billboard placements using large-scale GPS trajectory data.
Abstract: The problem of formulating solutions immediately and comparing them rapidly for billboard placements has plagued advertising planners for a long time, owing to the lack of efficient tools for in-depth analyses to make informed decisions. In this study, we attempt to employ visual analytics that combines the state-of-the-art mining and visualization techniques to tackle this problem using large-scale GPS trajectory data. In particular, we present SmartAdP, an interactive visual analytics system that deals with the two major challenges including finding good solutions in a huge solution space and comparing the solutions in a visual and intuitive manner. An interactive framework that integrates a novel visualization-driven data mining model enables advertising planners to effectively and efficiently formulate good candidate solutions. In addition, we propose a set of coupled visualizations: a solution view with metaphor-based glyphs to visualize the correlation between different solutions; a location view to display billboard locations in a compact manner; and a ranking view to present multi-typed rankings of the solutions. This system has been demonstrated using case studies with a real-world dataset and domain-expert interviews. Our approach can be adapted for other location selection problems such as selecting locations of retail stores or restaurants using trajectory data.

Journal ArticleDOI
TL;DR: OSPRay is presented, a turn-key CPU ray tracing framework oriented towards production-use scientific visualization which can utilize varying SIMD widths and multiple device backends found across diverse HPC resources.
Abstract: Scientific data is continually increasing in complexity, variety and size, making efficient visualization and specifically rendering an ongoing challenge. Traditional rasterization-based visualization approaches encounter performance and quality limitations, particularly in HPC environments without dedicated rendering hardware. In this paper, we present OSPRay, a turn-key CPU ray tracing framework oriented towards production-use scientific visualization which can utilize varying SIMD widths and multiple device backends found across diverse HPC resources. This framework provides a high-quality, efficient CPU-based solution for typical visualization workloads, which has already been integrated into several prevalent visualization packages. We show that this system delivers the performance, high-level API simplicity, and modular device support needed to provide a compelling new rendering framework for implementing efficient scientific visualization workflows.

Journal ArticleDOI
TL;DR: Significant differences are found between the two conditions in task completion time and the physical movements of the participants within the space: participants using the HMD were faster while the CAVE2 condition introduced an asymmetry in movement between collaborators.
Abstract: High-quality immersive display technologies are becoming mainstream with the release of head-mounted displays (HMDs) such as the Oculus Rift. These devices potentially represent an affordable alternative to the more traditional, centralised CAVE-style immersive environments. One driver for the development of CAVE-style immersive environments has been collaborative sense-making. Despite this, there has been little research on the effectiveness of collaborative visualisation in CAVE-style facilities, especially with respect to abstract data visualisation tasks. Indeed, very few studies have focused on the use of these displays to explore and analyse abstract data such as networks and there have been no formal user studies investigating collaborative visualisation of abstract data in immersive environments. In this paper we present the results of the first such study. It explores the relative merits of HMD and CAVE-style immersive environments for collaborative analysis of network connectivity, a common and important task involving abstract data. We find significant differences between the two conditions in task completion time and the physical movements of the participants within the space: participants using the HMD were faster while the CAVE2 condition introduced an asymmetry in movement between collaborators. Otherwise, affordances for collaborative data analysis offered by the low-cost HMD condition were not found to be different for accuracy and communication with the CAVE2. These results are notable, given that the latest HMDs will soon be accessible (in terms of cost and potentially ubiquity) to a massive audience.

Journal ArticleDOI
TL;DR: This work introduces an all-in-one solution — a new wide field of view, gaze-tracked near-eye display for augmented reality applications that uses a single see-through, varifocal deformable membrane mirror for each eye reflecting a display.
Abstract: Accommodative depth cues, a wide field of view, and ever-higher resolutions all present major hardware design challenges for near-eye displays. Optimizing a design to overcome one of these challenges typically leads to a trade-off in the others. We tackle this problem by introducing an all-in-one solution — a new wide field of view, gaze-tracked near-eye display for augmented reality applications. The key component of our solution is the use of a single see-through, varifocal deformable membrane mirror for each eye reflecting a display. They are controlled by airtight cavities and change the effective focal power to present a virtual image at a target depth plane which is determined by the gaze tracker. The benefits of using the membranes include wide field of view (100° diagonal) and fast depth switching (from 20 cm to infinity within 300 ms). Our subjective experiment verifies the prototype and demonstrates its potential benefits for near-eye see-through displays.

Journal ArticleDOI
TL;DR: Quantitative and qualitative experimental evaluations demonstrate promising performance of the thumbnail generation methods in comparison to state-of-the-art algorithms.
Abstract: In this paper, we propose a framework for automatically producing thumbnails from stereo image pairs. It has two components focusing respectively on stereo saliency detection and stereo thumbnail generation. The first component analyzes stereo saliency through various saliency stimuli, stereoscopic perception and the relevance between two stereo views. The second component uses stereo saliency to guide stereo thumbnail generation. We develop two types of thumbnail generation methods, both changing image size automatically. The first method is called content-persistent cropping (CPC), which aims at cropping stereo images for display devices with different aspect ratios while preserving as much content as possible. The second method is an object-aware cropping method (OAC) for generating the smallest possible thumbnail pair that retains the most important content only and facilitates quick visual exploration of a stereo image database. Quantitative and qualitative experimental evaluations demonstrate promising performance of our thumbnail generation methods in comparison to state-of-the-art algorithms.

Journal ArticleDOI
TL;DR: A design space for storytelling with timelines that balances expressiveness and effectiveness is presented, identifying 14 design choices characterized by three dimensions: representation, scale, and layout that are viable timeline designs that can be matched to different narrative points.
Abstract: There are many ways to visualize event sequences as timelines . In a storytelling context where the intent is to convey multiple narrative points, a richer set of timeline designs may be more appropriate than the narrow range that has been used for exploratory data analysis by the research community. Informed by a survey of 263 timelines, we present a design space for storytelling with timelines that balances expressiveness and effectiveness, identifying 14 design choices characterized by three dimensions: representation, scale, and layout. Twenty combinations of these choices are viable timeline designs that can be matched to different narrative points, while smooth animated transitions between narrative points allow for the presentation of a cohesive story, an important aspect of both interactive storytelling and data videos. We further validate this design space by realizing the full set of viable timeline designs and transitions in a proof-of-concept sandbox implementation that we used to produce seven example timeline stories. Ultimately, this work is intended to inform and inspire the design of future tools for storytelling with timelines.

Journal ArticleDOI
TL;DR: Evaluation results show that the virtual reality training approach designed to teach individuals how to survive earthquakes, in common indoor environments, is effective, with participants who are trained by the approach performing better, on average, than those trained by alternative approaches in terms of the capabilities to avoid physical damage and to detect potentially dangerous objects.
Abstract: Recent popularity of consumer-grade virtual reality devices, such as the Oculus Rift and the HTC Vive, has enabled household users to experience highly immersive virtual environments. We take advantage of the commercial availability of these devices to provide an immersive and novel virtual reality training approach, designed to teach individuals how to survive earthquakes, in common indoor environments. Our approach makes use of virtual environments realistically populated with furniture objects for training. During a training, a virtual earthquake is simulated. The user navigates in, and manipulates with, the virtual environments to avoid getting hurt, while learning the observation and self-protection skills to survive an earthquake. We demonstrated our approach for common scene types such as offices, living rooms and dining rooms. To test the effectiveness of our approach, we conducted an evaluation by asking users to train in several rooms of a given scene type and then test in a new room of the same type. Evaluation results show that our virtual reality training approach is effective, with the participants who are trained by our approach performing better, on average, than those trained by alternative approaches in terms of the capabilities to avoid physical damage and to detect potentially dangerous objects.

Journal ArticleDOI
TL;DR: This work systematically developed a visualization literacy assessment test (VLAT), especially for non-expert users in data visualization, by following the established procedure of test development in Psychological and Educational Measurement.
Abstract: The Information Visualization community has begun to pay attention to visualization literacy; however, researchers still lack instruments for measuring the visualization literacy of users. In order to address this gap, we systematically developed a visualization literacy assessment test (VLAT), especially for non-expert users in data visualization, by following the established procedure of test development in Psychological and Educational Measurement: (1) Test Blueprint Construction, (2) Test Item Generation, (3) Content Validity Evaluation, (4) Test Tryout and Item Analysis, (5) Test Item Selection, and (6) Reliability Evaluation. The VLAT consists of 12 data visualizations and 53 multiple-choice test items that cover eight data visualization tasks. The test items in the VLAT were evaluated with respect to their essentialness by five domain experts in Information Visualization and Visual Analytics (average content validity ratio = 0.66). The VLAT was also tried out on a sample of 191 test takers and showed high reliability (reliability coefficient omega = 0.76). In addition, we demonstrated the relationship between users' visualization literacy and aptitude for learning an unfamiliar visualization and showed that they had a fairly high positive relationship (correlation coefficient = 0.64). Finally, we discuss evidence for the validity of the VLAT and potential research areas that are related to the instrument.

Journal ArticleDOI
TL;DR: The Deformable Dot Cluster Marker (DDCM) is proposed, a novel fiducial marker for high-speed tracking of non-rigid surfaces using a high-frame-rate camera that realizes robust tracking even in the presence of external and self occlusions and allows millisecond-order computational speed.
Abstract: Dynamic projection mapping for moving objects has attracted much attention in recent years. However, conventional approaches have faced some issues, such as the target objects being limited to rigid objects, and the limited moving speed of the targets. In this paper, we focus on dynamic projection mapping onto rapidly deforming non-rigid surfaces with a speed sufficiently high that a human does not perceive any misalignment between the target object and the projected images. In order to achieve such projection mapping, we need a high-speed technique for tracking non-rigid surfaces, which is still a challenging problem in the field of computer vision. We propose the Deformable Dot Cluster Marker (DDCM), a novel fiducial marker for high-speed tracking of non-rigid surfaces using a high-frame-rate camera. The DDCM has three performance advantages. First, it can be detected even when it is strongly deformed. Second, it realizes robust tracking even in the presence of external and self occlusions. Third, it allows millisecond-order computational speed. Using DDCM and a high-speed projector, we realized dynamic projection mapping onto a deformed sheet of paper and a T-shirt with a speed sufficiently high that the projected images appeared to be printed on the objects.

Journal ArticleDOI
TL;DR: A dataset with information about every paper that has appeared at the IEEE Visualization set of conferences: InfoVis, SciVis, VAST, and Vis is created and made available to all.
Abstract: We have created and made available to all a dataset with information about every paper that has appeared at the IEEE Visualization (VIS) set of conferences: InfoVis, SciVis, VAST, and Vis. The information about each paper includes its title, abstract, authors, and citations to other papers in the conference series, among many other attributes. This article describes the motivation for creating the dataset, as well as our process of coalescing and cleaning the data, and a set of three visualizations we created to facilitate exploration of the data. This data is meant to be useful to the broad data visualization community to help understand the evolution of the field and as an example document collection for text data visualization research.

Journal ArticleDOI
TL;DR: This paper presents Data-Driven Guides (DDG), a technique for designing expressive information graphics in a graphic design environment that provides guides to encode data using three fundamental visual encoding channels: length, area, and position.
Abstract: In recent years, there is a growing need for communicating complex data in an accessible graphical form. Existing visualization creation tools support automatic visual encoding, but lack flexibility for creating custom design; on the other hand, freeform illustration tools require manual visual encoding, making the design process time-consuming and error-prone. In this paper, we present Data-Driven Guides (DDG), a technique for designing expressive information graphics in a graphic design environment. Instead of being confined by predefined templates or marks, designers can generate guides from data and use the guides to draw, place and measure custom shapes. We provide guides to encode data using three fundamental visual encoding channels: length, area, and position. Users can combine more than one guide to construct complex visual structures and map these structures to data. When underlying data is changed, we use a deformation technique to transform custom shapes using the guides as the backbone of the shapes. Our evaluation shows that data-driven guides allow users to create expressive and more accurate custom data-driven graphics.

Journal ArticleDOI
TL;DR: This work identifies four levels of granularity in clickstream analysis: patterns, segments, sequences and events, and presents an analytic pipeline consisting of three stages: pattern mining, pattern pruning and coordinated exploration between patterns and sequences.
Abstract: Modern web clickstream data consists of long, high-dimensional sequences of multivariate events, making it difficult to analyze. Following the overarching principle that the visual interface should provide information about the dataset at multiple levels of granularity and allow users to easily navigate across these levels, we identify four levels of granularity in clickstream analysis: patterns, segments, sequences and events. We present an analytic pipeline consisting of three stages: pattern mining, pattern pruning and coordinated exploration between patterns and sequences. Based on this approach, we discuss properties of maximal sequential patterns, propose methods to reduce the number of patterns and describe design considerations for visualizing the extracted sequential patterns and the corresponding raw sequences. We demonstrate the viability of our approach through an analysis scenario and discuss the strengths and limitations of the methods based on user feedback.

Journal ArticleDOI
TL;DR: Colorgorical allows users to make customized color palettes that are, on average, as effective as current industry standards by balancing the importance of discriminability and aesthetic preference.
Abstract: We present an evaluation of Colorgorical, a web-based tool for creating discriminable and aesthetically preferable categorical color palettes. Colorgorical uses iterative semi-random sampling to pick colors from CIELAB space based on user-defined discriminability and preference importances. Colors are selected by assigning each a weighted sum score that applies the user-defined importances to Perceptual Distance, Name Difference, Name Uniqueness, and Pair Preference scoring functions, which compare a potential sample to already-picked palette colors. After, a color is added to the palette by randomly sampling from the highest scoring palettes. Users can also specify hue ranges or build off their own starting palettes. This procedure differs from previous approaches that do not allow customization (e.g., pre-made ColorBrewer palettes) or do not consider visualization design constraints (e.g., Adobe Color and ACE). In a Palette Score Evaluation, we verified that each scoring function measured different color information. Experiment 1 demonstrated that slider manipulation generates palettes that are consistent with the expected balance of discriminability and aesthetic preference for 3-, 5-, and 8-color palettes, and also shows that the number of colors may change the effectiveness of pair-based discriminability and preference scores. For instance, if the Pair Preference slider were upweighted, users would judge the palettes as more preferable on average. Experiment 2 compared Colorgorical palettes to benchmark palettes (ColorBrewer, Microsoft, Tableau, Random). Colorgorical palettes are as discriminable and are at least as preferable or more preferable than the alternative palette sets. In sum, Colorgorical allows users to make customized color palettes that are, on average, as effective as current industry standards by balancing the importance of discriminability and aesthetic preference.

Journal ArticleDOI
TL;DR: The potential of curved walking is discussed, a first approach to leverage bent paths in a way that can provide undetectable RDW manipulations even in room-scale VR is presented and encouragingly wider detection thresholds than for straightforward walking are revealed.
Abstract: Redirected walking (RDW) promises to allow near-natural walking in an infinitely large virtual environment (VE) by subtle manipulations of the virtual camera. Previous experiments analyzed the human sensitivity to RDW manipulations by focusing on the worst-case scenario, in which users walk perfectly straight ahead in the VE, whereas they are redirected on a circular path in the real world. The results showed that a physical radius of at least 22 meters is required for undetectable RDW. However, users do not always walk exactly straight in a VE. So far, it has not been investigated how much a physical path can be bent in situations in which users walk a virtual curved path instead of a straight one. Such curved walking paths can be often observed, for example, when users walk on virtual trails, through bent corridors, or when circling around obstacles. In such situations the question is not, whether or not the physical path can be bent, but how much the bending of the physical path may vary from the bending of the virtual path. In this article, we analyze this question and present redirection by means of bending gains that describe the discrepancy between the bending of curved paths in the real and virtual environment. Furthermore, we report the psychophysical experiments in which we analyzed the human sensitivity to these gains. The results reveal encouragingly wider detection thresholds than for straightforward walking. Based on our findings, we discuss the potential of curved walking and present a first approach to leverage bent paths in a way that can provide undetectable RDW manipulations even in room-scale VR.

Journal ArticleDOI
TL;DR: This work presents an approach facilitating exploration of long-term flow data by means of spatial and temporal abstraction, which allows representing spatial situations by diagram maps instead of flow maps, thus reducing the intersections and occlusions pertaining to flow maps.
Abstract: Origin-destination (OD) movement data describe moves or trips between spatial locations by specifying the origins, destinations, start, and end times, but not the routes travelled. For studying the spatio-temporal patterns and trends of mass mobility, individual OD moves of many people are aggregated into flows (collective moves) by time intervals. Time-variant flow data pose two difficult challenges for visualization and analysis. First, flows may connect arbitrary locations (not only neighbors), thus making a graph with numerous edge intersections, which is hard to visualize in a comprehensible way. Even a single spatial situation consisting of flows in one time step is hard to explore. The second challenge is the need to analyze long time series consisting of numerous spatial situations. We present an approach facilitating exploration of long-term flow data by means of spatial and temporal abstraction. It involves a special way of data aggregation, which allows representing spatial situations by diagram maps instead of flow maps, thus reducing the intersections and occlusions pertaining to flow maps. The aggregated data are used for clustering of time intervals by similarity of the spatial situations. Temporal and spatial displays of the clustering results facilitate the discovery of periodic patterns and longer-term trends in the mass mobility behavior.

Journal ArticleDOI
TL;DR: The design and implementation of a comprehensive visual analytics system, ViDX, which supports both real-time tracking of assembly line performance and historical data exploration to identify inefficiencies, locate anomalies, and form hypotheses about their causes and effects is reported.
Abstract: Visual analytics plays a key role in the era of connected industry (or industry 4.0, industrial internet) as modern machines and assembly lines generate large amounts of data and effective visual exploration techniques are needed for troubleshooting, process optimization, and decision making. However, developing effective visual analytics solutions for this application domain is a challenging task due to the sheer volume and the complexity of the data collected in the manufacturing processes. We report the design and implementation of a comprehensive visual analytics system, ViDX. It supports both real-time tracking of assembly line performance and historical data exploration to identify inefficiencies, locate anomalies, and form hypotheses about their causes and effects. The system is designed based on a set of requirements gathered through discussions with the managers and operators from manufacturing sites. It features interlinked views displaying data at different levels of detail. In particular, we apply and extend the Marey's graph by introducing a time-aware outlier-preserving visual aggregation technique to support effective troubleshooting in manufacturing processes. We also introduce two novel interaction techniques, namely the quantiles brush and samples brush, for the users to interactively steer the outlier detection algorithms. We evaluate the system with example use cases and an in-depth user interview, both conducted together with the managers and operators from manufacturing plants. The result demonstrates its effectiveness and reports a successful pilot application of visual analytics for manufacturing in smart factories.

Journal ArticleDOI
TL;DR: Two cognitive load studies comparing three augmented reality display technologies showed that spatial augmented reality led to increased performance and reduced cognitive load, and it was discovered that a limited field of view can introduce increased cognitive load requirements.
Abstract: This paper presents the results of two cognitive load studies comparing three augmented reality display technologies: spatial augmented reality, the optical see-through Microsoft HoloLens, and the video see-through Samsung Gear VR. In particular, the two experiments focused on isolating the cognitive load cost of receiving instructions for a button-pressing procedural task. The studies employed a self-assessment cognitive load methodology, as well as an additional dual-task cognitive load methodology. The results showed that spatial augmented reality led to increased performance and reduced cognitive load. Additionally, it was discovered that a limited field of view can introduce increased cognitive load requirements. The findings suggest that some of the inherent restrictions of head-mounted displays materialize as increased user cognitive load.

Journal ArticleDOI
TL;DR: This paper proposes a combination of two novel implicit pressure solvers enforcing both a low volume compression as well as a divergence-free velocity field for the efficient and stable simulation of incompressible fluids.
Abstract: In this paper we present a novel Smoothed Particle Hydrodynamics (SPH) method for the efficient and stable simulation of incompressible fluids. The most efficient SPH-based approaches enforce incompressibility either on position or velocity level. However, the continuity equation for incompressible flow demands to maintain a constant density and a divergence-free velocity field. We propose a combination of two novel implicit pressure solvers enforcing both a low volume compression as well as a divergence-free velocity field. While a compression-free fluid is essential for realistic physical behavior, a divergence-free velocity field drastically reduces the number of required solver iterations and increases the stability of the simulation significantly. Thanks to the improved stability, our method can handle larger time steps than previous approaches. This results in a substantial performance gain since the computationally expensive neighborhood search has to be performed less frequently. Moreover, we introduce a third optional implicit solver to simulate highly viscous fluids which seamlessly integrates into our solver framework. Our implicit viscosity solver produces realistic results while introducing almost no numerical damping. We demonstrate the efficiency, robustness and scalability of our method in a variety of complex simulations including scenarios with millions of turbulent particles or highly viscous materials.

Journal ArticleDOI
TL;DR: It is demonstrated that non-experts are able to learn and use DataClips with a short training period and were able to produce more videos than experts using a professional editing tool, and their clips were rated similarly by an independent audience.
Abstract: Data videos, or short data-driven motion graphics, are an increasingly popular medium for storytelling. However, creating data videos is difficult as it involves pulling together a unique combination of skills. We introduce DataClips, an authoring tool aimed at lowering the barriers to crafting data videos. DataClips allows non-experts to assemble data-driven “clips” together to form longer sequences. We constructed the library of data clips by analyzing the composition of over 70 data videos produced by reputable sources such as The New York Times and The Guardian. We demonstrate that DataClips can reproduce over 90% of our data videos corpus. We also report on a qualitative study comparing the authoring process and outcome achieved by (1) non-experts using DataClips, and (2) experts using Adobe Illustrator and After Effects to create data-driven clips. Results indicated that non-experts are able to learn and use DataClips with a short training period. In the span of one hour, they were able to produce more videos than experts using a professional editing tool, and their clips were rated similarly by an independent audience.