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Tong W, Shigyo K, Yuan LP, Fan M, Pong TC, Qu H, Xia M. VisTellAR: Embedding Data Visualization to Short-Form Videos Using Mobile Augmented Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2025; 31:1862-1874. [PMID: 38427541 DOI: 10.1109/tvcg.2024.3372104] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/03/2024]
Abstract
With the rise of short-form video platforms and the increasing availability of data, we see the potential for people to share short-form videos embedded with data in situ (e.g., daily steps when running) to increase the credibility and expressiveness of their stories. However, creating and sharing such videos in situ is challenging since it involves multiple steps and skills (e.g., data visualization creation and video editing), especially for amateurs. By conducting a formative study (N=10) using three design probes, we collected the motivations and design requirements. We then built VisTellAR, a mobile AR authoring tool, to help amateur video creators embed data visualizations in short-form videos in situ. A two-day user study shows that participants (N=12) successfully created various videos with data visualizations in situ and they confirmed the ease of use and learning. AR pre-stage authoring was useful to assist people in setting up data visualizations in reality with more designs in camera movements and interaction with gestures and physical objects to storytelling.
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Jackson J, Ritsos PD, Butcher PWS, Roberts JC. Path-Based Design Model for Constructing and Exploring Alternative Visualisations. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2025; 31:1158-1168. [PMID: 39255171 DOI: 10.1109/tvcg.2024.3456323] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 09/12/2024]
Abstract
We present a path-based design model and system for designing and creating visualisations. Our model represents a systematic approach to constructing visual representations of data or concepts following a predefined sequence of steps. The initial step involves outlining the overall appearance of the visualisation by creating a skeleton structure, referred to as a flowpath. Subsequently, we specify objects, visual marks, properties, and appearance, storing them in a gene. Lastly, we map data onto the flowpath, ensuring suitable morphisms. Alternative designs are created by exchanging values in the gene. For example, designs that share similar traits, are created by making small incremental changes to the gene. Our design methodology fosters the generation of diverse creative concepts, space-filling visualisations, and traditional formats like bar charts, circular plots and pie charts. Through our implementation we showcase the model in action. As an example application, we integrate the output visualisations onto a smartwatch and visualisation dashboards. In this article we (1) introduce, define and explain the path model and discuss possibilities for its use, (2) present our implementation, results, and evaluation, and (3) demonstrate and evaluate an application of its use on a mobile watch.
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Zhu Q, Lu T, Guo S, Ma X, Yang Y. CompositingVis: Exploring Interactions for Creating Composite Visualizations in Immersive Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2025; 31:591-601. [PMID: 39250414 DOI: 10.1109/tvcg.2024.3456210] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 09/11/2024]
Abstract
Composite visualization represents a widely embraced design that combines multiple visual representations to create an integrated view. However, the traditional approach of creating composite visualizations in immersive environments typically occurs asynchronously outside of the immersive space and is carried out by experienced experts. In this work, we aim to empower users to participate in the creation of composite visualization within immersive environments through embodied interactions. This could provide a flexible and fluid experience with immersive visualization and has the potential to facilitate understanding of the relationship between visualization views. We begin with developing a design space of embodied interactions to create various types of composite visualizations with the consideration of data relationships. Drawing inspiration from people's natural experience of manipulating physical objects, we design interactions based on the combination of 3D manipulations in immersive environments. Building upon the design space, we present a series of case studies showcasing the interaction to create different kinds of composite visualizations in virtual reality. Subsequently, we conduct a user study to evaluate the usability of the derived interaction techniques and user experience of creating composite visualizations through embodied interactions. We find that empowering users to participate in composite visualizations through embodied interactions enables them to flexibly leverage different visualization views for understanding and communicating the relationships between different views, which underscores the potential of several future application scenarios.
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Li H, Xue T, Zhang A, Luo X, Kong L, Huang G. The application and impact of artificial intelligence technology in graphic design: A critical interpretive synthesis. Heliyon 2024; 10:e40037. [PMID: 39559215 PMCID: PMC11570473 DOI: 10.1016/j.heliyon.2024.e40037] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/24/2024] [Revised: 10/30/2024] [Accepted: 10/30/2024] [Indexed: 11/20/2024] Open
Abstract
In the field of graphic design, the application of Artificial Intelligence (AI) is reshaping the design process. This study employs the Critical Interpretive Synthesis (CIS) approach to explore the impacts and challenges of AI on graphic design. Through a comprehensive review of 33 papers, this research reveals four research paradigms of AI in graphic design: Artificial Intelligence Driven Design Automation and Generation (AIDAG), Artificial Intelligence Assisted Graphic Design and Image Processing (AGDIP), Artificial Intelligence in Art and Creative Design Processes (AACDP), and Artificial Intelligence Enhanced Visual Attention and Emotional Response Modeling (AVERM). These paradigms demonstrate the multidimensional role of AI in design, ranging from automation to emotional interaction. The findings suggest that AI serves a dual role as both a design tool and a medium for innovation. AI not only enhances the automation and efficiency of the design process but also fosters designers' creative thinking and understanding of users' emotional needs. This study also proposes a path for the application of the four paradigms in the graphic design process, providing effective design ideas for future design workflows.
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Affiliation(s)
- Hong Li
- Faculty of Humanities and Arts, Macau University of Science and Technology, Avenida Wai Long, Taipa, Macau, 999078, China
| | - Tao Xue
- Faculty of Humanities and Arts, Macau University of Science and Technology, Avenida Wai Long, Taipa, Macau, 999078, China
| | - Aijia Zhang
- Faculty of Humanities and Arts, Macau University of Science and Technology, Avenida Wai Long, Taipa, Macau, 999078, China
| | - Xuexing Luo
- Faculty of Humanities and Arts, Macau University of Science and Technology, Avenida Wai Long, Taipa, Macau, 999078, China
| | - Lingqi Kong
- Faculty of Humanities and Arts, Macau University of Science and Technology, Avenida Wai Long, Taipa, Macau, 999078, China
| | - Guanghui Huang
- Faculty of Humanities and Arts, Macau University of Science and Technology, Avenida Wai Long, Taipa, Macau, 999078, China
- Zhuhai M.U.S.T. Science and Technology Research Institute, Zhuhai, Guangdong, China
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Yao L, Vuillemot R, Bezerianos A, Isenberg P. Designing for Visualization in Motion: Embedding Visualizations in Swimming Videos. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:1821-1836. [PMID: 38090861 DOI: 10.1109/tvcg.2023.3341990] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/31/2024]
Abstract
We report on challenges and considerations for supporting design processes for visualizations in motion embedded in sports videos. We derive our insights from analyzing swimming race visualizations and motion-related data, building a technology probe, as well as a study with designers. Understanding how to design situated visualizations in motion is important for a variety of contexts. Competitive sports coverage, in particular, increasingly includes information on athlete or team statistics and records. Although moving visual representations attached to athletes or other targets are starting to appear, systematic investigations on how to best support their design process in the context of sports videos are still missing. Our work makes several contributions in identifying opportunities for visualizations to be added to swimming competition coverage but, most importantly, in identifying requirements and challenges for designing situated visualizations in motion. Our investigations include the analysis of a survey with swimming enthusiasts on their motion-related information needs, an ideation workshop to collect designs and elicit design challenges, the design of a technology probe that allows to create embedded visualizations in motion based on real data (Fig. 1), and an evaluation with visualization designers that aimed to understand the benefits of designing directly on videos.
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Chen Z, Chiappalupi D, Lin T, Yang Y, Beyer J, Pfister H. RL-LABEL: A Deep Reinforcement Learning Approach Intended for AR Label Placement in Dynamic Scenarios. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; PP:1347-1357. [PMID: 37871050 DOI: 10.1109/tvcg.2023.3326568] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/25/2023]
Abstract
Labels are widely used in augmented reality (AR) to display digital information. Ensuring the readability of AR labels requires placing them in an occlusion-free manner while keeping visual links legible, especially when multiple labels exist in the scene. Although existing optimization-based methods, such as force-based methods, are effective in managing AR labels in static scenarios, they often struggle in dynamic scenarios with constantly moving objects. This is due to their focus on generating layouts optimal for the current moment, neglecting future moments and leading to sub-optimal or unstable layouts over time. In this work, we present RL-LABEL, a deep reinforcement learning-based method intended for managing the placement of AR labels in scenarios involving moving objects. RL-LABEL considers both the current and predicted future states of objects and labels, such as positions and velocities, as well as the user's viewpoint, to make informed decisions about label placement. It balances the trade-offs between immediate and long-term objectives. We tested RL-LABEL in simulated AR scenarios on two real-world datasets, showing that it effectively learns the decision-making process for long-term optimization, outperforming two baselines (i.e., no view management and a force-based method) by minimizing label occlusions, line intersections, and label movement distance. Additionally, a user study involving 18 participants indicates that, within our simulated environment, RL-LABEL excels over the baselines in aiding users to identify, compare, and summarize data on labels in dynamic scenes.
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Ye S, Chen Z, Chu X, Li K, Luo J, Li Y, Geng G, Wu Y. PuzzleFixer: A Visual Reassembly System for Immersive Fragments Restoration. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:429-439. [PMID: 36179001 DOI: 10.1109/tvcg.2022.3209388] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/16/2023]
Abstract
We present PuzzleFixer, an immersive interactive system for experts to rectify defective reassembled 3D objects. Reassembling the fragments of a broken object to restore its original state is the prerequisite of many analytical tasks such as cultural relics analysis and forensics reasoning. While existing computer-aided methods can automatically reassemble fragments, they often derive incorrect objects due to the complex and ambiguous fragment shapes. Thus, experts usually need to refine the object manually. Prior advances in immersive technologies provide benefits for realistic perception and direct interactions to visualize and interact with 3D fragments. However, few studies have investigated the reassembled object refinement. The specific challenges include: 1) the fragment combination set is too large to determine the correct matches, and 2) the geometry of the fragments is too complex to align them properly. To tackle the first challenge, PuzzleFixer leverages dimensionality reduction and clustering techniques, allowing users to review possible match categories, select the matches with reasonable shapes, and drill down to shapes to correct the corresponding faces. For the second challenge, PuzzleFixer embeds the object with node-link networks to augment the perception of match relations. Specifically, it instantly visualizes matches with graph edges and provides force feedback to facilitate the efficiency of alignment interactions. To demonstrate the effectiveness of PuzzleFixer, we conducted an expert evaluation based on two cases on real-world artifacts and collected feedback through post-study interviews. The results suggest that our system is suitable and efficient for experts to refine incorrect reassembled objects.
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Wen Z, Zeng W, Weng L, Liu Y, Xu M, Chen W. Effects of View Layout on Situated Analytics for Multiple-View Representations in Immersive Visualization. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:440-450. [PMID: 36170396 DOI: 10.1109/tvcg.2022.3209475] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/16/2023]
Abstract
Multiple-view (MV) representations enabling multi-perspective exploration of large and complex data are often employed on 2D displays. The technique also shows great potential in addressing complex analytic tasks in immersive visualization. However, although useful, the design space of MV representations in immersive visualization lacks in deep exploration. In this paper, we propose a new perspective to this line of research, by examining the effects of view layout for MV representations on situated analytics. Specifically, we disentangle situated analytics in perspectives of situatedness regarding spatial relationship between visual representations and physical referents, and analytics regarding cross-view data analysis including filtering, refocusing, and connecting tasks. Through an in-depth analysis of existing layout paradigms, we summarize design trade-offs for achieving high situatedness and effective analytics simultaneously. We then distill a list of design requirements for a desired layout that balances situatedness and analytics, and develop a prototype system with an automatic layout adaptation method to fulfill the requirements. The method mainly includes a cylindrical paradigm for egocentric reference frame, and a force-directed method for proper view-view, view-user, and view-referent proximities and high view visibility. We conducted a formal user study that compares layouts by our method with linked and embedded layouts. Quantitative results show that participants finished filtering- and connecting-centered tasks significantly faster with our layouts, and user feedback confirms high usability of the prototype system.
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Tong W, Chen Z, Xia M, Lo LYH, Yuan L, Bach B, Qu H. Exploring Interactions with Printed Data Visualizations in Augmented Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:418-428. [PMID: 36166542 DOI: 10.1109/tvcg.2022.3209386] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/16/2023]
Abstract
This paper presents a design space of interaction techniques to engage with visualizations that are printed on paper and augmented through Augmented Reality. Paper sheets are widely used to deploy visualizations and provide a rich set of tangible affordances for interactions, such as touch, folding, tilting, or stacking. At the same time, augmented reality can dynamically update visualization content to provide commands such as pan, zoom, filter, or detail on demand. This paper is the first to provide a structured approach to mapping possible actions with the paper to interaction commands. This design space and the findings of a controlled user study have implications for future designs of augmented reality systems involving paper sheets and visualizations. Through workshops ( N=20) and ideation, we identified 81 interactions that we classify in three dimensions: 1) commands that can be supported by an interaction, 2) the specific parameters provided by an (inter)action with paper, and 3) the number of paper sheets involved in an interaction. We tested user preference and viability of 11 of these interactions with a prototype implementation in a controlled study ( N=12, HoloLens 2) and found that most of the interactions are intuitive and engaging to use. We summarized interactions (e.g., tilt to pan) that have strong affordance to complement "point" for data exploration, physical limitations and properties of paper as a medium, cases requiring redundancy and shortcuts, and other implications for design.
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Ying L, Shu X, Deng D, Yang Y, Tang T, Yu L, Wu Y. MetaGlyph: Automatic Generation of Metaphoric Glyph-based Visualization. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:331-341. [PMID: 36179002 DOI: 10.1109/tvcg.2022.3209447] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/16/2023]
Abstract
Glyph-based visualization achieves an impressive graphic design when associated with comprehensive visual metaphors, which help audiences effectively grasp the conveyed information through revealing data semantics. However, creating such metaphoric glyph-based visualization (MGV) is not an easy task, as it requires not only a deep understanding of data but also professional design skills. This paper proposes MetaGlyph, an automatic system for generating MGVs from a spreadsheet. To develop MetaGlyph, we first conduct a qualitative analysis to understand the design of current MGVs from the perspectives of metaphor embodiment and glyph design. Based on the results, we introduce a novel framework for generating MGVs by metaphoric image selection and an MGV construction. Specifically, MetaGlyph automatically selects metaphors with corresponding images from online resources based on the input data semantics. We then integrate a Monte Carlo tree search algorithm that explores the design of an MGV by associating visual elements with data dimensions given the data importance, semantic relevance, and glyph non-overlap. The system also provides editing feedback that allows users to customize the MGVs according to their design preferences. We demonstrate the use of MetaGlyph through a set of examples, one usage scenario, and validate its effectiveness through a series of expert interviews.
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Deng Z, Weng D, Liu S, Tian Y, Xu M, Wu Y. A survey of urban visual analytics: Advances and future directions. COMPUTATIONAL VISUAL MEDIA 2022; 9:3-39. [PMID: 36277276 PMCID: PMC9579670 DOI: 10.1007/s41095-022-0275-7] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/10/2021] [Accepted: 02/08/2022] [Indexed: 06/16/2023]
Abstract
Developing effective visual analytics systems demands care in characterization of domain problems and integration of visualization techniques and computational models. Urban visual analytics has already achieved remarkable success in tackling urban problems and providing fundamental services for smart cities. To promote further academic research and assist the development of industrial urban analytics systems, we comprehensively review urban visual analytics studies from four perspectives. In particular, we identify 8 urban domains and 22 types of popular visualization, analyze 7 types of computational method, and categorize existing systems into 4 types based on their integration of visualization techniques and computational models. We conclude with potential research directions and opportunities.
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Affiliation(s)
- Zikun Deng
- State Key Lab of CAD & CG, Zhejiang University, Hangzhou, 310058 China
| | - Di Weng
- Microsoft Research Asia, Beijing, 100080 China
| | - Shuhan Liu
- State Key Lab of CAD & CG, Zhejiang University, Hangzhou, 310058 China
| | - Yuan Tian
- State Key Lab of CAD & CG, Zhejiang University, Hangzhou, 310058 China
| | - Mingliang Xu
- School of Information Engineering, Zhengzhou University, Zhengzhou, China
- Henan Institute of Advanced Technology, Zhengzhou University, Zhengzhou, 450001 China
| | - Yingcai Wu
- State Key Lab of CAD & CG, Zhejiang University, Hangzhou, 310058 China
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Abstract
Recent research in the area of immersive analytics demonstrated the utility of augmented reality for data analysis. However, there is a lack of research on how to facilitate engaging, embodied, and interactive AR graph visualization. In this paper, we explored the design space for combining the capabilities of AR with node-link diagrams to create immersive data visualization. We first systematically described the design rationale and the design process of the mobile based AR graph including the layout, interactions, and aesthetics. Then, we validated the AR concept by conducting a user study with 36 participants to examine users’ behaviors with an AR graph and a 2D graph. The results of our study showed the feasibility of using an AR graph to present data relations and also introduced interaction challenges in terms of the effectiveness and usability with mobile devices. Third, we iterated the AR graph by implementing embodied interactions with hand gestures and addressing the connection between the physical objects and the digital graph. This study is the first step in our research, aiming to guide the design of the application of immersive AR data visualization in the future.
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SmartShots: An Optimization Approach for Generating Videos with Data Visualizations Embedded. ACM T INTERACT INTEL 2022. [DOI: 10.1145/3484506] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/01/2022]
Abstract
Videos are well-received methods for storytellers to communicate various narratives. To further engage viewers, we introduce a novel visual medium where data visualizations are embedded into videos to present data insights. However, creating such data-driven videos requires professional video editing skills, data visualization knowledge, and even design talents. To ease the difficulty, we propose an optimization method and develop SmartShots, which facilitates the automatic integration of in-video visualizations. For its development, we first collaborated with experts from different backgrounds, including information visualization, design, and video production. Our discussions led to a design space that summarizes crucial design considerations along three dimensions: visualization, embedded layout, and rhythm. Based on that, we formulated an optimization problem that aims to address two challenges: (1) embedding visualizations while considering both contextual relevance and aesthetic principles and (2) generating videos by assembling multi-media materials. We show how SmartShots solves this optimization problem and demonstrate its usage in three cases. Finally, we report the results of semi-structured interviews with experts and amateur users on the usability of SmartShots.
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Chu X, Xie X, Ye S, Lu H, Xiao H, Yuan Z, Zhu-Tian C, Zhang H, Wu Y. TIVEE: Visual Exploration and Explanation of Badminton Tactics in Immersive Visualizations. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:118-128. [PMID: 34596547 DOI: 10.1109/tvcg.2021.3114861] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
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.
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Chen Z, Ye S, Chu X, Xia H, Zhang H, Qu H, Wu Y. Augmenting Sports Videos with VisCommentator. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:824-834. [PMID: 34587045 DOI: 10.1109/tvcg.2021.3114806] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
Visualizing data in sports videos is gaining traction in sports analytics, given its ability to communicate insights and explicate player strategies engagingly. However, augmenting sports videos with such data visualizations is challenging, especially for sports analysts, as it requires considerable expertise in video editing. To ease the creation process, we present a design space that characterizes augmented sports videos at an element-level (what the constituents are) and clip-level (how those constituents are organized). We do so by systematically reviewing 233 examples of augmented sports videos collected from TV channels, teams, and leagues. The design space guides selection of data insights and visualizations for various purposes. Informed by the design space and close collaboration with domain experts, we design VisCommentator, a fast prototyping tool, to eases the creation of augmented table tennis videos by leveraging machine learning-based data extractors and design space-based visualization recommendations. With VisCommentator, sports analysts can create an augmented video by selecting the data to visualize instead of manually drawing the graphical marks. Our system can be generalized to other racket sports (e.g., tennis, badminton) once the underlying datasets and models are available. A user study with seven domain experts shows high satisfaction with our system, confirms that the participants can reproduce augmented sports videos in a short period, and provides insightful implications into future improvements and opportunities.
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Zollmann S, Langlotz T, Grasset R, Lo WH, Mori S, Regenbrecht H. Visualization Techniques in Augmented Reality: A Taxonomy, Methods and Patterns. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2021; 27:3808-3825. [PMID: 32275601 DOI: 10.1109/tvcg.2020.2986247] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
In recent years, the development of Augmented Reality (AR) frameworks made AR application development widely accessible to developers without AR expert background. With this development, new application fields for AR are on the rise. This comes with an increased need for visualization techniques that are suitable for a wide range of application areas. It becomes more important for a wider audience to gain a better understanding of existing AR visualization techniques. In this article we provide a taxonomy of existing works on visualization techniques in AR. The taxonomy aims to give researchers and developers without an in-depth background in Augmented Reality the information to successively apply visualization techniques in Augmented Reality environments. We also describe required components and methods and analyze common patterns.
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Rubab S, Tang J, Wu Y. Examining interaction techniques in data visualization authoring tools from the perspective of goals and human cognition: a survey. J Vis (Tokyo) 2021. [DOI: 10.1007/s12650-020-00705-3] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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Whitlock M, Wu K, Szafir DA. Designing for Mobile and Immersive Visual Analytics in the Field. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2020; 26:503-513. [PMID: 31425088 DOI: 10.1109/tvcg.2019.2934282] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/10/2023]
Abstract
Data collection and analysis in the field is critical for operations in domains such as environmental science and public safety. However, field workers currently face data- and platform-oriented issues in efficient data collection and analysis in the field, such as limited connectivity, screen space, and attentional resources. In this paper, we explore how visual analytics tools might transform field practices by more deeply integrating data into these operations. We use a design probe coupling mobile, cloud, and immersive analytics components to guide interviews with ten experts from five domains to explore how visual analytics could support data collection and analysis needs in the field. The results identify shortcomings of current approaches and target scenarios and design considerations for future field analysis systems. We embody these findings in FieldView, an extensible, open-source prototype designed to support critical use cases for situated field analysis. Our findings suggest the potential for integrating mobile and immersive technologies to enhance data's utility for various field operations and new directions for visual analytics tools to transform fieldwork.
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