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Showing papers in "IEEE Transactions on Visualization and Computer Graphics in 2022"


Journal ArticleDOI
TL;DR: Visualizations themselves have become a data format as discussed by the authors , and visualizations are increasingly created, stored, shared, and used with artificial intelligence (AI) techniques (AI4VIS).
Abstract: Visualizations themselves have become a data format. Akin to other data formats such as text and images, visualizations are increasingly created, stored, shared, and (re-)used with artificial intelligence (AI) techniques. In this survey, we probe the underlying vision of formalizing visualizations as an emerging data format and review the recent advance in applying AI techniques to visualization data (AI4VIS). We define visualization data as the digital representations of visualizations in computers and focus on data visualization (e.g., charts and infographics). We build our survey upon a corpus spanning ten different fields in computer science with an eye toward identifying important common interests. Our resulting taxonomy is organized around WHAT is visualization data and its representation, WHY and HOW to apply AI to visualization data. We highlight a set of common tasks that researchers apply to the visualization data and present a detailed discussion of AI approaches developed to accomplish those tasks. Drawing upon our literature review, we discuss several important research questions surrounding the management and exploitation of visualization data, as well as the role of AI in support of those processes. We make the list of surveyed papers and related material available online at.

38 citations


Journal ArticleDOI
TL;DR: NCNet as mentioned in this paper is a Transformer-based sequence-to-sequence model for supporting NL2VIS, with several novel visualization-aware optimizations, including using attention-forcing to optimize the learning process, and visualizationaware rendering to produce better visualization results.
Abstract: Supporting the translation from natural language (NL) query to visualization (NL2VIS) can simplify the creation of data visualizations because if successful, anyone can generate visualizations by their natural language from the tabular data. The state-of-the-art NL2VIS approaches (e.g., NL4DV and FlowSense) are based on semantic parsers and heuristic algorithms, which are not end-to-end and are not designed for supporting (possibly) complex data transformations. Deep neural network powered neural machine translation models have made great strides in many machine translation tasks, which suggests that they might be viable for NL2VIS as well. In this paper, we present ncNet, a Transformer-based sequence-to-sequence model for supporting NL2VIS, with several novel visualization-aware optimizations, including using attention-forcing to optimize the learning process, and visualization-aware rendering to produce better visualization results. To enhance the capability of machine to comprehend natural language queries, ncNet is also designed to take an optional chart template (e.g., a pie chart or a scatter plot) as an additional input, where the chart template will be served as a constraint to limit what could be visualized. We conducted both quantitative evaluation and user study, showing that ncNet achieves good accuracy in the nvBench benchmark and is easy-to-use.

29 citations


Journal ArticleDOI
TL;DR: In this paper , the authors present a systematic literature review of visual assets used in industrial augmented reality (iAR) applications and propose a classification for visual assets according to what is displayed, how it conveys information (frame of reference, color coding, animation), and why it is used.
Abstract: Industrial Augmented Reality (iAR) has demonstrated its advantages to communicate technical information in the fields of maintenance, assembly, and training. However, literature is scattered among different visual assets (i.e., AR visual user interface elements associated with a real scene). In this work, we present a systematic literature review of visual assets used in these industrial fields. We searched five databases, initially finding 1757 papers. Then, we selected 122 iAR papers from 1997 to 2019 and extracted 348 visual assets. We propose a classification for visual assets according to (i) what is displayed, (ii) how it conveys information (frame of reference, color coding, animation), and, (iii) why it is used. Our review shows that product models, text and auxiliary models are, in order, the most common, with each most often used to support operating, checking and locating tasks respectively. Other visual assets are scarcely used. Product and auxiliary models are commonly rendered world-fixed, color coding is not used as often as expected, while animations are limited to product and auxiliary model. This survey provides a snapshot of over 20 years of literature in iAR, useful to understand established practices to orientate in iAR interface design and to present future research directions.

27 citations


Journal ArticleDOI
TL;DR: In this article , the state-of-the-art visual analytics approaches, characterize them with their proposed design space and categorize them based on analytical tasks and applications, and identify several remaining research challenges and future research opportunities.
Abstract: Event sequence data record series of discrete events in the time order of occurrence. They are commonly observed in a variety of applications ranging from electronic health records to network logs, with the characteristics of large-scale, high-dimensional and heterogeneous. This high complexity of event sequence data makes it difficult for analysts to manually explore and find patterns, resulting in ever-increasing needs for computational and perceptual aids from visual analytics techniques to extract and communicate insights from event sequence datasets. In this paper, we review the state-of-the-art visual analytics approaches, characterize them with our proposed design space, and categorize them based on analytical tasks and applications. From our review of relevant literature, we have also identified several remaining research challenges and future research opportunities.

27 citations


Journal ArticleDOI
TL;DR: A workflow that allows users to first focus on model feedback using small data before moving on to a large data regime that allows empirical grounding of promising prompts using quantitative measures of the task, and then allows easy deployment of the newly created ad-hoc models.
Abstract: State-of-the-art neural language models can now be used to solve ad-hoc language tasks through zero-shot prompting without the need for supervised training. This approach has gained popularity in recent years, and researchers have demonstrated prompts that achieve strong accuracy on specific NLP tasks. However, finding a prompt for new tasks requires experimentation. Different prompt templates with different wording choices lead to significant accuracy differences. PromptIDE allows users to experiment with prompt variations, visualize prompt performance, and iteratively optimize prompts. We developed a workflow that allows users to first focus on model feedback using small data before moving on to a large data regime that allows empirical grounding of promising prompts using quantitative measures of the task. The tool then allows easy deployment of the newly created ad-hoc models. We demonstrate the utility of PromptIDE (demo: http://prompt.vizhub.ai) and our workflow using several real-world use cases.

25 citations


Journal ArticleDOI
TL;DR: TIVEE as discussed by the authors is an immersive visual analytics system to assist users in exploring and explaining badminton tactics from multi-level view using an unfolded visual presentation of stroke sequences.
Abstract: Tactic analysis is a major issue in badminton as the effective usage of tactics is the key to win. The tactic in badminton is defined as a sequence of consecutive strokes. Most existing methods use statistical models to find sequential patterns of strokes and apply 2D visualizations such as glyphs and statistical charts to explore and analyze the discovered patterns. However, in badminton, spatial information like the shuttle trajectory, which is inherently 3D, is the core of a tactic. The lack of sufficient spatial awareness in 2D visualizations largely limited the tactic analysis of badminton. In this work, we collaborate with domain experts to study the tactic analysis of badminton in a 3D environment and propose an immersive visual analytics system, TIVEE, to assist users in exploring and explaining badminton tactics from multi-levels. Users can first explore various tactics from the third-person perspective using an unfolded visual presentation of stroke sequences. By selecting a tactic of interest, users can turn to the first-person perspective to perceive the detailed kinematic characteristics and explain its effects on the game result. The effectiveness and usefulness of TIVEE are demonstrated by case studies and an expert interview.

25 citations


Journal ArticleDOI
TL;DR: NeRFPlayer as mentioned in this paper decomposes the 4D spatio-temporal space according to temporal characteristics and proposes a hybrid representations based feature streaming scheme for efficiently modeling the neural fields.
Abstract: Visually exploring in a real-world 4D spatiotemporal space freely in VR has been a long-term quest. The task is especially appealing when only a few or even single RGB cameras are used for capturing the dynamic scene. To this end, we present an efficient framework capable of fast reconstruction, compact modeling, and streamable rendering. First, we propose to decompose the 4D spatiotemporal space according to temporal characteristics. Points in the 4D space are associated with probabilities of belonging to three categories: static, deforming, and new areas. Each area is represented and regularized by a separate neural field. Second, we propose a hybrid representations based feature streaming scheme for efficiently modeling the neural fields. Our approach, coined NeRFPlayer, is evaluated on dynamic scenes captured by single hand-held cameras and multi-camera arrays, achieving comparable or superior rendering performance in terms of quality and speed comparable to recent state-of-the-art methods, achieving reconstruction in 10 seconds per frame and interactive rendering. Project website: https://bit.ly/nerfplayer.

23 citations


Journal ArticleDOI
TL;DR: Situated visualization is an emerging concept within visualization, in which data is visualized in situ, where it is relevant to people as discussed by the authors , and it has gained interest from multiple research communities, including visualization, human-computer interaction (HCI), and augmented reality.
Abstract: Situated visualization is an emerging concept within visualization, in which data is visualized in situ, where it is relevant to people. The concept has gained interest from multiple research communities, including visualization, human-computer interaction (HCI) and augmented reality. This has led to a range of explorations and applications of the concept, however, this early work has focused on the operational aspect of situatedness leading to inconsistent adoption of the concept and terminology. First, we contribute a literature survey in which we analyze 44 papers that explicitly use the term "situated visualization" to provide an overview of the research area, how it defines situated visualization, common application areas and technology used, as well as type of data and type of visualizations. Our survey shows that research on situated visualization has focused on technology-centric approaches that foreground a spatial understanding of situatedness. Secondly, we contribute five perspectives on situatedness (space, time, place, activity, and community) that together expand on the prevalent notion of situatedness in the corpus. We draw from six case studies and prior theoretical developments in HCI. Each perspective develops a generative way of looking at and working with situatedness in design and research. We outline future directions, including considering technology, material and aesthetics, leveraging the perspectives for design, and methods for stronger engagement with target audiences. We conclude with opportunities to consolidate situated visualization research.

22 citations


Journal ArticleDOI
TL;DR: In this paper , an analysis of the different dimensions that should be taken into account when analysing the contributions of AR to the collaborative work effort is performed, and an extended human-centered taxonomy for the categorization of the main features of Collaborative AR is proposed.
Abstract: To support the nuances of collaborative work, many researchers have been exploring the field of Augmented Reality (AR), aiming to assist in co-located or remote scenarios. Solutions using AR allow taking advantage from seamless integration of virtual objects and real-world objects, thus providing collaborators with a shared understanding or common ground environment. However, most of the research efforts, so far, have been devoted to experiment with technology and mature methods to support its design and development. Therefore, it is now time to understand where the field stands and how well can it address collaborative work with AR, to better characterize and evaluate the collaboration process. In this article, we perform an analysis of the different dimensions that should be taken into account when analysing the contributions of AR to the collaborative work effort. Then, we bring these dimensions forward into a conceptual framework and propose an extended human-centered taxonomy for the categorization of the main features of Collaborative AR. Our goal is to foster harmonization of perspectives for the field, which may help create a common ground for systematization and discussion. We hope to influence and improve how research in this field is reported by providing a structured list of the defining characteristics. Finally, some examples of the use of the taxonomy are presented to show how it can serve to gather information for characterizing AR-supported collaborative work, and illustrate its potential as the grounds to elicit further studies.

22 citations


Journal ArticleDOI
TL;DR: In this article , a systematic review of multisensory VR applications is presented, where the authors identify the extent to which multi-sensory stimuli affect the VR experience, which stimuli are used in multisensor VR, the type of VR setups used, and application fields covered.
Abstract: The majority of virtual reality (VR) applications rely on audiovisual stimuli and do not exploit the addition of other sensory cues that could increase the potential of VR. This systematic review surveys the existing literature on multisensory VR and the impact of haptic, olfactory, and taste cues over audiovisual VR. The goal is to identify the extent to which multisensory stimuli affect the VR experience, which stimuli are used in multisensory VR, the type of VR setups used, and the application fields covered. An analysis of the 105 studies that met the eligibility criteria revealed that 84.8 percent of the studies show a positive impact of multisensory VR experiences. Haptics is the most commonly used stimulus in multisensory VR systems (86.6 percent). Non-immersive and immersive VR setups are preferred over semi-immersive setups. Regarding the application fields, a considerable part was adopted by health professionals and science and engineering professionals. We further conclude that smell and taste are still underexplored, and they can bring significant value to VR applications. More research is recommended on how to synthesize and deliver these stimuli, which still require complex and costly apparatus be integrated into the VR experience in a controlled and straightforward manner.

21 citations


Journal ArticleDOI
TL;DR: KG4Vis as discussed by the authors is a knowledge graph-based approach for visualization recommendation, which does not require manual specifications of visualization rules and can also guarantee good explainability, but it does not have the ability to generate visualizations from existing data sets.
Abstract: Visualization recommendation or automatic visualization generation can significantly lower the barriers for general users to rapidly create effective data visualizations, especially for those users without a background in data visualizations. However, existing rule-based approaches require tedious manual specifications of visualization rules by visualization experts. Other machine learning-based approaches often work like black-box and are difficult to understand why a specific visualization is recommended, limiting the wider adoption of these approaches. This paper fills the gap by presenting KG4Vis, a knowledge graph (KG)-based approach for visualization recommendation. It does not require manual specifications of visualization rules and can also guarantee good explainability. Specifically, we propose a framework for building knowledge graphs, consisting of three types of entities (i.e., data features, data columns and visualization design choices) and the relations between them, to model the mapping rules between data and effective visualizations. A TransE-based embedding technique is employed to learn the embeddings of both entities and relations of the knowledge graph from existing dataset-visualization pairs. Such embeddings intrinsically model the desirable visualization rules. Then, given a new dataset, effective visualizations can be inferred from the knowledge graph with semantically meaningful rules. We conducted extensive evaluations to assess the proposed approach, including quantitative comparisons, case studies and expert interviews. The results demonstrate the effectiveness of our approach.

Journal ArticleDOI
TL;DR: In this article , the effects of background stories on graph perception were investigated and three hypotheses that focused on the role of visual focus areas, graph structure identification, and mental model formation were formulated and guided three controlled experiments.
Abstract: A graph is an abstract model that represents relations among entities, for example, the interactions between characters in a novel. A background story endows entities and relations with real-world meanings and describes the semantics and context of the abstract model, for example, the actual story that the novel presents. Considering practical experience and prior research, human viewers who are familiar with the background story of a graph and those who do not know the background story may perceive the same graph differently. However, no previous research has adequately addressed this problem. This research article thus presents an evaluation that investigated the effects of background stories on graph perception. Three hypotheses that focused on the role of visual focus areas, graph structure identification, and mental model formation on graph perception were formulated and guided three controlled experiments that evaluated the hypotheses using real-world graphs with background stories. An analysis of the resulting experimental data, which compared the performance of participants who read and did not read the background stories, obtained a set of instructive findings. First, having knowledge about a graph's background story influences participants’ focus areas during interactive graph explorations. Second, such knowledge significantly affects one's ability to identify community structures but not high degree and bridge structures. Third, this knowledge influences graph recognition under blurred visual conditions. These findings can bring new considerations to the design of storytelling visualizations and interactive graph explorations.

Journal ArticleDOI
TL;DR: In this article , a conceptual model for the semantic content conveyed by natural language descriptions of visualizations is introduced, which spans four levels of semantic content: enumerating visualization construction properties, reporting statistical concepts and relations, identifying perceptual and cognitive phenomena, and elucidating domain-specific insights.
Abstract: Natural language descriptions sometimes accompany visualizations to better communicate and contextualize their insights, and to improve their accessibility for readers with disabilities. However, it is difficult to evaluate the usefulness of these descriptions, and how effectively they improve access to meaningful information, because we have little understanding of the semantic content they convey, and how different readers receive this content. In response, we introduce a conceptual model for the semantic content conveyed by natural language descriptions of visualizations. Developed through a grounded theory analysis of 2,147 sentences, our model spans four levels of semantic content: enumerating visualization construction properties (e.g., marks and encodings); reporting statistical concepts and relations (e.g., extrema and correlations); identifying perceptual and cognitive phenomena (e.g., complex trends and patterns); and elucidating domain-specific insights (e.g., social and political context). To demonstrate how our model can be applied to evaluate the effectiveness of visualization descriptions, we conduct a mixed-methods evaluation with 30 blind and 90 sighted readers, and find that these reader groups differ significantly on which semantic content they rank as most useful. Together, our model and findings suggest that access to meaningful information is strongly reader-specific, and that research in automatic visualization captioning should orient toward descriptions that more richly communicate overall trends and statistics, sensitive to reader preferences. Our work further opens a space of research on natural language as a data interface coequal with visualization.

Journal ArticleDOI
TL;DR: In this paper , the authors systematically survey 88 ML4VIS studies, aiming to answer two motivating questions: "what visualization processes can be assisted by ML?" and "how ML techniques can be used to solve visualization problems?"
Abstract: Inspired by the great success of machine learning (ML), researchers have applied ML techniques to visualizations to achieve a better design, development, and evaluation of visualizations. This branch of studies, known as ML4VIS, is gaining increasing research attention in recent years. To successfully adapt ML techniques for visualizations, a structured understanding of the integration of ML4VISis needed. In this paper, we systematically survey 88 ML4VIS studies, aiming to answer two motivating questions: "what visualization processes can be assisted by ML?" and "how ML techniques can be used to solve visualization problems?" This survey reveals seven main processes where the employment of ML techniques can benefit visualizations:Data Processing4VIS, Data-VIS Mapping, InsightCommunication, Style Imitation, VIS Interaction, VIS Reading, and User Profiling. The seven processes are related to existing visualization theoretical models in an ML4VIS pipeline, aiming to illuminate the role of ML-assisted visualization in general visualizations.Meanwhile, the seven processes are mapped into main learning tasks in ML to align the capabilities of ML with the needs in visualization. Current practices and future opportunities of ML4VIS are discussed in the context of the ML4VIS pipeline and the ML-VIS mapping. While more studies are still needed in the area of ML4VIS, we hope this paper can provide a stepping-stone for future exploration. A web-based interactive browser of this survey is available at https://ml4vis.github.io

Journal ArticleDOI
TL;DR: In this paper , the authors interviewed 22 people with visual impairments regarding their experience with visualizations and their information needs in alternative texts, and found that participants actively try to construct an image of visualizations in their head while listening to alternative texts and wish to carry out visualization tasks.
Abstract: Alternative text is critical in communicating graphics to people who are blind or have low vision. Especially for graphics that contain rich information, such as visualizations, poorly written or an absence of alternative texts can worsen the information access inequality for people with visual impairments. In this work, we consolidate existing guidelines and survey current practices to inspect to what extent current practices and recommendations are aligned. Then, to gain more insight into what people want in visualization alternative texts, we interviewed 22 people with visual impairments regarding their experience with visualizations and their information needs in alternative texts. The study findings suggest that participants actively try to construct an image of visualizations in their head while listening to alternative texts and wish to carry out visualization tasks (e.g., retrieve specific values) as sighted viewers would. The study also provides ample support for the need to reference the underlying data instead of visual elements to reduce users' cognitive burden. Informed by the study, we provide a set of recommendations to compose an informative alternative text.

Journal ArticleDOI
TL;DR: In this article , the authors present the results of a user study that investigates the influence of different Dimensionality Reduction (DR) techniques on visual cluster analysis, focusing on the most concerned property types, namely linearity and locality.
Abstract: Dimensionality Reduction (DR) techniques can generate 2D projections and enable visual exploration of cluster structures of high-dimensional datasets. However, different DR techniques would yield various patterns, which significantly affect the performance of visual cluster analysis tasks. We present the results of a user study that investigates the influence of different DR techniques on visual cluster analysis. Our study focuses on the most concerned property types, namely the linearity and locality, and evaluates twelve representative DR techniques that cover the concerned properties. Four controlled experiments were conducted to evaluate how the DR techniques facilitate the tasks of 1) cluster identification, 2) membership identification, 3) distance comparison, and 4) density comparison, respectively. We also evaluated users' subjective preference of the DR techniques regarding the quality of projected clusters. The results show that: 1) Non-linear and Local techniques are preferred in cluster identification and membership identification; 2) Linear techniques perform better than non-linear techniques in density comparison; 3) UMAP (Uniform Manifold Approximation and Projection) and t-SNE (t-Distributed Stochastic Neighbor Embedding) perform the best in cluster identification and membership identification; 4) NMF (Nonnegative Matrix Factorization) has competitive performance in distance comparison; 5) t-SNLE (t-Distributed Stochastic Neighbor Linear Embedding) has competitive performance in density comparison.

Journal ArticleDOI
TL;DR: This paper aims to provide a state-of-the-art review on this subject by focusing on existing literature on immersive motor rehabilitation using VR, and presents good practices and highlight challenges and opportunities that can form constructive suggestions for the design and development of fit-for-purpose VR rehabilitation applications.
Abstract: Virtual reality (VR) has emerged as a powerful tool for rehabilitation. Many effective VR applications have been developed to support motor rehabilitation of people affected by motor issues. Movement reproduction, which transfers users’ movements from the physical world to the virtual environment, is commonly used in VR rehabilitation applications. Three major components are required for movement reproduction in VR: (1) movement input, (2) movement representation, and (3) movement modulation. Until now, movement reproduction in virtual rehabilitation has not yet been systematically studied. This article aims to provide a state-of-the-art review on this subject by focusing on existing literature on immersive motor rehabilitation using VR. In this review, we provided in-depth discussions on the rehabilitation goals and outcomes, technology issues behind virtual rehabilitation, and user experience regarding movement reproduction. Similarly, we present good practices and highlight challenges and opportunities that can form constructive suggestions for the design and development of fit-for-purpose VR rehabilitation applications and can help frame future research directions for this emerging area that combines VR and health.

Journal ArticleDOI
TL;DR: In this article , a glyph-based Sankey diagram is proposed to visualize the ever-changing tactic progression and support interactive data exploration in tennis and badminton games, and the algorithm can mine multiple nonoverlapping multivariate patterns from hundreds of sequences effectively.
Abstract: Event sequence mining is often used to summarize patterns from hundreds of sequences but faces special challenges when handling racket sports data. In racket sports (e.g., tennis and badminton), a player hitting the ball is considered a multivariate event consisting of multiple attributes (e.g., hit technique and ball position). A rally (i.e., a series of consecutive hits beginning with one player serving the ball and ending with one player winning a point) thereby can be viewed as a multivariate event sequence. Mining frequent patterns and depicting how patterns change over time is instructive and meaningful to players who want to learn more short-term competitive strategies (i.e., tactics) that encompass multiple hits. However, players in racket sports usually change their tactics rapidly according to the opponent's reaction, resulting in ever-changing tactic progression. In this work, we introduce a tailored visualization system built on a novel multivariate sequence pattern mining algorithm to facilitate explorative identification and analysis of various tactics and tactic progression. The algorithm can mine multiple non-overlapping multivariate patterns from hundreds of sequences effectively. Based on the mined results, we propose a glyph-based Sankey diagram to visualize the ever-changing tactic progression and support interactive data exploration. Through two case studies with four domain experts in tennis and badminton, we demonstrate that our system can effectively obtain insights about tactic progression in most racket sports. We further discuss the strengths and the limitations of our system based on domain experts' feedback.

Journal ArticleDOI
TL;DR: NeRF-Art as discussed by the authors is a text-guided stylization approach that manipulates the style of a pre-trained neural radiance field model with a simple text prompt, which can shift a 3D scene to the target style characterized by desired geometry and appearance variations without any mesh guidance.
Abstract: As a powerful representation of 3D scenes, the neural radiance field (NeRF) enables high-quality novel view synthesis from multi-view images. Stylizing NeRF, however, remains challenging, especially in simulating a text-guided style with both the appearance and the geometry altered simultaneously. In this paper, we present NeRF-Art, a text-guided NeRF stylization approach that manipulates the style of a pre-trained NeRF model with a simple text prompt. Unlike previous approaches that either lack sufficient geometry deformations and texture details or require meshes to guide the stylization, our method can shift a 3D scene to the target style characterized by desired geometry and appearance variations without any mesh guidance. This is achieved by introducing a novel global-local contrastive learning strategy, combined with the directional constraint to simultaneously control both the trajectory and the strength of the target style. Moreover, we adopt a weight regularization method to effectively suppress cloudy artifacts and geometry noises which arise easily when the density field is transformed during geometry stylization. Through extensive experiments on various styles, we demonstrate that our method is effective and robust regarding both single-view stylization quality and cross-view consistency. The code and more results can be found on our project page: https://cassiepython.github.io/nerfart/.

Journal ArticleDOI
TL;DR: In this paper , the authors propose a system that uses machine intelligence to enable analysts to visually monitor the current state of an exploratory visual analysis and effectively identify future activities to perform.
Abstract: During exploratory visual analysis (EVA), analysts need to continually determine which subsequent activities to perform, such as which data variables to explore or how to present data variables visually. Due to the vast combinations of data variables and visual encodings that are possible, it is often challenging to make such decisions. Further, while performing local explorations, analysts often fail to attend to the holistic picture that is emerging from their analysis, leading them to improperly steer their EVA. These issues become even more impactful in the real world analysis scenarios where EVA occurs in multiple asynchronous sessions that could be completed by one or more analysts. To address these challenges, this work proposes ChartSeer, a system that uses machine intelligence to enable analysts to visually monitor the current state of an EVA and effectively identify future activities to perform. ChartSeer utilizes deep learning techniques to characterize analyst-created data charts to generate visual summaries and recommend appropriate charts for further exploration based on user interactions. A case study was first conducted to demonstrate the usage of ChartSeer in practice, followed by a controlled study to compare ChartSeer's performance with a baseline during EVA tasks. The results demonstrated that ChartSeer enables analysts to adequately understand current EVA status and advance their analysis by creating charts with increased coverage and visual encoding diversity.

Journal ArticleDOI
TL;DR: In this article , a low-rank matrix approximation algorithm is proposed for both point clouds and meshes using a local isotropic structure for each point and finding its similar, non-local structures that are organized into a matrix.
Abstract: We propose a robust normal estimation method for both point clouds and meshes using a low rank matrix approximation algorithm. First, we compute a local isotropic structure for each point and find its similar, non-local structures that we organize into a matrix. We then show that a low rank matrix approximation algorithm can robustly estimate normals for both point clouds and meshes. Furthermore, we provide a new filtering method for point cloud data to smooth the position data to fit the estimated normals. We show the applications of our method to point cloud filtering, point set upsampling, surface reconstruction, mesh denoising, and geometric texture removal. Our experiments show that our method generally achieves better results than existing methods.

Journal ArticleDOI
TL;DR: In this paper , a meta-subnetwork is learned to adjust the weights of residual graph convolution (RGC) blocks dynamically, and a farthest sampling block is adopted to sample different numbers of points.
Abstract: Point cloud upsampling is vital for the quality of the mesh in three-dimensional reconstruction. Recent research on point cloud upsampling has achieved great success due to the development of deep learning. However, the existing methods regard point cloud upsampling of different scale factors as independent tasks. Thus, the methods need to train a specific model for each scale factor, which is both inefficient and impractical for storage and computation in real applications. To address this limitation, in this article, we propose a novel method called "Meta-PU" to first support point cloud upsampling of arbitrary scale factors with a single model. In the Meta-PU method, besides the backbone network consisting of residual graph convolution (RGC) blocks, a meta-subnetwork is learned to adjust the weights of the RGC blocks dynamically, and a farthest sampling block is adopted to sample different numbers of points. Together, these two blocks enable our Meta-PU to continuously upsample the point cloud with arbitrary scale factors by using only a single model. In addition, the experiments reveal that training on multiple scales simultaneously is beneficial to each other. Thus, Meta-PU even outperforms the existing methods trained for a specific scale factor only.

Journal ArticleDOI
TL;DR: In this paper , the authors present IRVINE, a visual analytics system for the analysis of acoustic data to detect and understand previously unknown errors in the manufacturing of electrical engines, which leverages interactive clustering and data labeling techniques, allowing users to analyze clusters of engines with similar signatures and select an engine of interest.
Abstract: In this design study, we present IRVINE, a Visual Analytics (VA) system, which facilitates the analysis of acoustic data to detect and understand previously unknown errors in the manufacturing of electrical engines. In serial manufacturing processes, signatures from acoustic data provide valuable information on how the relationship between multiple produced engines serves to detect and understand previously unknown errors. To analyze such signatures, IRVINE leverages interactive clustering and data labeling techniques, allowing users to analyze clusters of engines with similar signatures, drill down to groups of engines, and select an engine of interest. Furthermore, IRVINE allows to assign labels to engines and clusters and annotate the cause of an error in the acoustic raw measurement of an engine. Since labels and annotations represent valuable knowledge, they are conserved in a knowledge database to be available for other stakeholders. We contribute a design study, where we developed IRVINE in four main iterations with engineers from a company in the automotive sector. To validate IRVINE, we conducted a field study with six domain experts. Our results suggest a high usability and usefulness of IRVINE as part of the improvement of a real-world manufacturing process. Specifically, with IRVINE domain experts were able to label and annotate produced electrical engines more than 30% faster.

Journal ArticleDOI
TL;DR: Gosling as discussed by the authors is a JavaScript toolkit for interactive and scalable genomics data visualization, which is built on top of an existing platform for web-based genomics visualization to further simplify the visualization of common genomic data formats.
Abstract: The combination of diverse data types and analysis tasks in genomics has resulted in the development of a wide range of visualization techniques and tools. However, most existing tools are tailored to a specific problem or data type and offer limited customization, making it challenging to optimize visualizations for new analysis tasks or datasets. To address this challenge, we designed Gosling-a grammar for interactive and scalable genomics data visualization. Gosling balances expressiveness for comprehensive multi-scale genomics data visualizations with accessibility for domain scientists. Our accompanying JavaScript toolkit called Gosling.js provides scalable and interactive rendering. Gosling.js is built on top of an existing platform for web-based genomics data visualization to further simplify the visualization of common genomics data formats. We demonstrate the expressiveness of the grammar through a variety of real-world examples. Furthermore, we show how Gosling supports the design of novel genomics visualizations. An online editor and examples of Gosling.js, its source code, and documentation are available at https://gosling.js.org.

Journal ArticleDOI
TL;DR: RagRug combines state of the art visual encoding capabilities with a comprehensive physical-virtual model, which lets application developers systematically describe the physical objects in the real world and their role in AR.
Abstract: We present RagRug, an open-source toolkit for situated analytics. The abilities of RagRug go beyond previous immersive analytics toolkits by focusing on specific requirements emerging when using augmented reality (AR) rather than virtual reality. RagRug combines state of the art visual encoding capabilities with a comprehensive physical-virtual model, which lets application developers systematically describe the physical objects in the real world and their role in AR. We connect AR visualization with data streams from the Internet of Things using distributed dataflow. To this aim, we use reactive programming patterns so that visualizations become context-aware, i.e., they adapt to events coming in from the environment. The resulting authoring system is low-code; it emphasises describing the physical and the virtual world and the dataflow between the elements contained therein. We describe the technical design and implementation of RagRug, and report on five example applications illustrating the toolkit's abilities.

Journal ArticleDOI
TL;DR: In this article , a comparative study of virtual reality and physical desktop environments was conducted, where participants were working in VR for an entire week, for five days, eight hours each day, as well as a baseline physical desktop environment.
Abstract: Virtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there are limited studies of long-term effects when working in VR. This paper addresses the need for understanding such long-term effects. Specifically, we report on a comparative study $i$, in which participants were working in VR for an entire week—for five days, eight hours each day—as well as in a baseline physical desktop environment. This study aims to quantify the effects of exchanging a desktop-based work environment with a VR-based environment. Hence, during this study, we do not present the participants with the best possible VR system but rather a setup delivering a comparable experience to working in the physical desktop environment. The study reveals that, as expected, VR results in significantly worse ratings across most measures. Among other results, we found concerning levels of simulator sickness, below average usability ratings and two participants dropped out on the first day using VR, due to migraine, nausea and anxiety. Nevertheless, there is some indication that participants gradually overcame negative first impressions and initial discomfort. Overall, this study helps lay the groundwork for subsequent research, by clearly highlighting current shortcomings and identifying opportunities for improving the experience of working in VR.

Journal ArticleDOI
TL;DR: In this article , the authors identify the people who have specific insight into how blind people perceive the world: orientation and mobility (O&M) experts, who are instructors that teach blind individuals how to navigate the physical world using non-visual senses.
Abstract: For all its potential in supporting data analysis, particularly in exploratory situations, visualization also creates barriers: accessibility for blind and visually impaired individuals. Regardless of how effective a visualization is, providing equal access for blind users requires a paradigm shift for the visualization research community. To enact such a shift, it is not sufficient to treat visualization accessibility as merely another technical problem to overcome. Instead, supporting the millions of blind and visually impaired users around the world who have equally valid needs for data analysis as sighted individuals requires a respectful, equitable, and holistic approach that includes all users from the onset. In this paper, we draw on accessibility research methodologies to make inroads towards such an approach. We first identify the people who have specific insight into how blind people perceive the world: orientation and mobility (O&M) experts, who are instructors that teach blind individuals how to navigate the physical world using non-visual senses. We interview 10 O&M experts-all of them blind-to understand how best to use sensory substitution other than the visual sense for conveying spatial layouts. Finally, we investigate our qualitative findings using thematic analysis. While blind people in general tend to use both sound and touch to understand their surroundings, we focused on auditory affordances and how they can be used to make data visualizations accessible-using sonification and auralization. However, our experts recommended supporting a combination of senses-sound and touch-to make charts accessible as blind individuals may be more familiar with exploring tactile charts. We report results on both sound and touch affordances, and conclude by discussing implications for accessible visualization for blind individuals.

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TL;DR: In this paper , an interactive visual analytics system called Epidemic Mobility (EpiMob) was designed to simulate the changes in human mobility and infection status in response to the implementation of a certain restriction policy or a combination of policies (e.g., regional lockdown, telecommuting, screening).
Abstract: The outbreak of coronavirus disease (COVID-19) has swept across more than 180 countries and territories since late January 2020. As a worldwide emergency response, governments have implemented various measures and policies, such as self-quarantine, travel restrictions, work from home, and regional lockdown, to control the spread of the epidemic. These countermeasures seek to restrict human mobility because COVID-19 is a highly contagious disease that is spread by human-to-human transmission. Medical experts and policymakers have expressed the urgency to effectively evaluate the outcome of human restriction policies with the aid of big data and information technology. Thus, based on big human mobility data and city POI data, an interactive visual analytics system called Epidemic Mobility (EpiMob) was designed in this study. The system interactively simulates the changes in human mobility and infection status in response to the implementation of a certain restriction policy or a combination of policies (e.g., regional lockdown, telecommuting, screening). Users can conveniently designate the spatial and temporal ranges for different mobility restriction policies. Then, the results reflecting the infection situation under different policies are dynamically displayed and can be flexibly compared and analyzed in depth. Multiple case studies consisting of interviews with domain experts were conducted in the largest metropolitan area of Japan (i.e., Greater Tokyo Area) to demonstrate that the system can provide insight into the effects of different human mobility restriction policies for epidemic control, through measurements and comparisons.

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TL;DR: In this paper , the authors developed a VR table tennis system that incorporates customized physics with realistic audio-visual stimuli, haptics, and motion capture to enhance VR immersion and collect information about the player's posture and technique.
Abstract: Sports professionals have been increasingly using Virtual Reality (VR) for training and assessment of skill-based sports. Yet fundamental questions about the virtue of VR training for skill-based sports remain unanswered: Can the complex motor skills in these sports be learned in VR? If so, do these skills transfer to the real world? We have developed a VR table tennis system that incorporates customized physics with realistic audio-visual stimuli, haptics, and motion capture to enhance VR immersion and collect information about the player’s posture and technique. We have assessed skill acquisition and training transfer by comparing real table tennis performance between a control group (n=7) that received no training and an experimental group (n=8) trained for five sessions in VR. Results show a significant improvement in technique but no significant changes in the number of the returned balls in the experimental group in the real-life retention session. However, no significant differences are found in the control group. Our findings support the notion that complex skills can be learned in VR and that obtained skills can transfer to the real world. This work offers an inexpensive VR table tennis training platform, enabling effective training via real-time motor and ball returning technique feedback.

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TL;DR: This paper introduces a structured representation of users' visualization editing intents, called editing actions, based on a formative study and an extensive survey on visualization construction tools, and implements a deep learning-based NL interpreter to translate NL utterances into editing actions.
Abstract: A key challenge to visualization authoring is the process of getting familiar with the complex user interfaces of authoring tools. Natural Language Interface (NLI) presents promising benefits due to its learnability and usability. However, supporting NLIs for authoring tools requires expertise in natural language processing, while existing NLIs are mostly designed for visual analytic workflow. In this paper, we propose an authoring-oriented NLI pipeline by introducing a structured representation of users' visualization editing intents, called editing actions, based on a formative study and an extensive survey on visualization construction tools. The editing actions are executable, and thus decouple natural language interpretation and visualization applications as an intermediate layer. We implement a deep learning-based NL interpreter to translate NL utterances into editing actions. The interpreter is reusable and extensible across authoring tools. The authoring tools only need to map the editing actions into tool-specific operations. To illustrate the usages of the NL interpreter, we implement an Excel chart editor and a proof-of-concept authoring tool, VisTalk. We conduct a user study with VisTalk to understand the usage patterns of NL-based authoring systems. Finally, we discuss observations on how users author charts with natural language, as well as implications for future research.