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IEEE Computer Graphics and Applications

Bum Chul Kwon, Janu Verma, Peter J Haas, Cagatay Demiralp
Sampling is becoming an essential tool for scalable interactive visual analysis. After outlining prior work by the database community on sampling for visualization of aggregation queries, this article considers how these results might be improved and extended to a broader setting. The goal is to better understand how users interact with sampling to enable wider adoption of sampling for scalable visual analytics.
January 2017: IEEE Computer Graphics and Applications
Michelle Annett
The ubiquity and mobility of contemporary computing devices has enabled users to consume content, anytime, anywhere. Yet, when we need to create content, touch input is far from perfect. When coupled with touch input, the stylus should enable users to simultaneously ink, manipulate the page, and switch between tools with ease, so why has the stylus yet to achieve universal adoption? Michelle Annett's thesis sought to understand the usability barriers and tensions that have prevented stylus input from gaining traction and reaching widespread adoption...
January 2017: IEEE Computer Graphics and Applications
Michael Traore, Christophe Hurter
An interactive visualization system can support volumetric data exploration in airport security screenings by addressing the challenges unique to the baggage inspection. The proposed system includes a set of interaction techniques that combine the direct manipulation of voxels and their interactive visualization. The system's final tools and GUI design incorporate feedback from airport personnel and were validated by real-world users in terms of effectiveness and ease of use.
January 2017: IEEE Computer Graphics and Applications
Anatole Lecuyer
Virtual reality is an immersive experience based on computer-generated stimulations perceived with multiple sensory channels. It is possible to manipulate these sensory stimulations independently and create conflicting situations in which, for instance, vision and touch are spatially and/or temporally inconsistent. This article discusses how to exploit these ambiguous sensorial situations to generate new kinds of percept using three types of examples: pseudo-haptic effects, self-motion sensations, and body-ownership illusions...
January 2017: IEEE Computer Graphics and Applications
Weili Shi
The Shan Shui in the World project recreated Manhattan, New York, in the style of traditional Chinese shanshui paintings by using a generative algorithm to transform its buildings into mountains. This project revisits the ideas implicit in Chinese literati paintings of shan shui: the relationship between urban life and people's yearning for nature and between social responsibility and spiritual purity. Shan Shui in the World was made possible by the growing ubiquitousness of data and the development of data visualization techniques, especially generative art...
January 2017: IEEE Computer Graphics and Applications
Matthias F Stallmann
Although surveys suggest positive student attitudes toward the use of algorithm animations, it is not clear that they improve learning outcomes. The Graph Algorithm Animation Tool, or Galant, challenges and motivates students to engage more deeply with algorithm concepts, without distracting them with programming language details or GUIs. Even though Galant is specifically designed for graph algorithms, it has also been used to animate other algorithms, most notably sorting algorithms.
January 2017: IEEE Computer Graphics and Applications
Gary Singh
Dolores Kaufman often begins her pieces by transmuting scanned photos and objects into new digital images. She seeks to explore the mystery and symbolism embedded in the seemingly mundane ephemera with which we share our lives. Kaufman's Eye Sea will be included in the MoonArk, a six-inch-tall capsule designed by a team at Carnegie Mellon University that will be travelling to the moon in competition for the Google Lunar X Prize.
January 2017: IEEE Computer Graphics and Applications
Pynar Satylmys, Thomas Bashford-Rogers, Alan Chalmers, Kurt Debattista
Sky illumination is responsible for much of the lighting in a virtual environment. A machine-learning-based approach can compactly represent sky illumination from both existing analytic sky models and from captured environment maps. The proposed approach can approximate the captured lighting at a significantly reduced memory cost and enable smooth transitions of sky lighting to be created from a small set of environment maps captured at discrete times of day. The author's results demonstrate accuracy close to the ground truth for both analytical and capture-based methods...
January 2017: IEEE Computer Graphics and Applications
Alina Freund, Nazli Yonca Aydin, Dirk Zeckzer, Hans Hagen
An interactive decision-support system (DSS) can help experts prepare water resource management plans for decision makers and stakeholders. The design of the proposed prototype incorporates visualization techniques such as circle views, grid layout, small multiple maps, and node simplification to improve the data readability of water distribution systems. A case study with three urban water management and sanitary engineering experts revealed that the proposed DSS is satisfactory, efficient, and effective.
January 2017: IEEE Computer Graphics and Applications
Juan C Garcia, Bruno Patrao, Luis Almeida, Javier Perez, Paulo Menezes, Jorge Dias, Pedro J Sanz
Human-machine interfaces play a crucial role in intervention robotic systems operated in hazardous environments, such as deep sea conditions. This article introduces a user interface abstraction layer to enhance reconfigurability. It also describes a VR-based interface that utilizes immersive technologies to reduce user faults and mental fatigue. The goal is to show the user only the most relevant information about the current mission.
January 2017: IEEE Computer Graphics and Applications
Mikko Kyto, Krupakar Dhinakaran, Aki Martikainen, Perttu Hamalainen
The most time-consuming part of character animation is 3D character posing. Posing using a mouse is a slow and tedious task that involves sequences of selecting on-screen control handles and manipulating the handles to adjust character parameters, such as joint rotations and end effector positions. Thus, various 3D user interfaces have been proposed to make animating easier, but they typically provide less accuracy. The proposed interface combines a mouse with the Leap Motion device to provide 3D input. A usability study showed that users preferred the Leap Motion over a mouse as a 3D gestural input device...
January 2017: IEEE Computer Graphics and Applications
Ibai Leizea, Ainitze Mendizabal, Hugo Alvarez, Iker Aguinaga, Diego Borro, Emilio Sanchez
One of the most challenging problems in robot-assisted surgical systems is to provide surgical realism at interactive simulation rates. The proposed visual tracking system can track and register object deformations in real time using a physically based formulation, despite the occlusions produced by the robotic system itself. The results obtained provide an accurate visual representation of the deformed solid and will thus enable new assistance approaches to help surgeons during surgical procedures.
January 2017: IEEE Computer Graphics and Applications
Eduardo Simoes Lopes Gastal
Traditional computer graphics filters are agnostic to the concept of objects and the transition between objects (edges), but image filters need to take edges into account in order to produce high-quality, artifact-free, beautifully formed images. Eduardo S.L. Gastal's dissertation focuses on efficient algorithms for performing edge-aware image and video filtering. The techniques he describes here leverage the known relationship between edge-aware filtering and high-dimensional spaces and are capable of achieving real-time performance in high-resolution data...
November 2016: IEEE Computer Graphics and Applications
Tim Dwyer
The transformation of data into visuals that are as effective and engaging as possible for compelling presentation is an emerging topic in information visualization research. With this goal in mind, several data-analysis system approaches offer a higher-order network visualization that map insights rather than raw data. Knowledge visualization or externalization in the form of small, focused diagrams can communicate insights as well as help analysts structure their reasoning process.
November 2016: IEEE Computer Graphics and Applications
Mingliang Cao, Yi Li, Yueping Guo, Lei Yao, Zhigeng Pan
A successful high-performance sportswear design that considers human factors should result in a significant increase in thermal comfort and reduce energy loss. The authors describe a body-mapping approach that facilitates the effective ergonomic design of sportswear. Their general framework can be customized based on the functional requirements of various sports and sportswear, the desired combination and selection of mapping areas for the human body, and customized quantitative data distribution of target physiological indicators...
November 2016: IEEE Computer Graphics and Applications
Antonio G Losada, Roberto Theron, Alejandro Benito
The amount of data available in the sports field is difficult for coaches, analysts, and players to comprehend using classic analytics methods. Thus, new methods are necessary to help users break down that information and analyze it at a deeper level. The BKViz visual analytics system focuses on individual basketball games using classic and novel methods to reveal how players perform together and as individuals. The information is presented in interactive visualizations that allow immediate user feedback.
November 2016: IEEE Computer Graphics and Applications
Aniket Bera, Sujeong Kim, Dinesh Manocha
The proposed interactive crowd-behavior learning algorithms can be used to analyze crowd videos for surveillance and training applications. The authors' formulation combines online tracking algorithms from computer vision, nonlinear pedestrian motion models from computer graphics, and machine learning techniques to automatically compute trajectory-level pedestrian behaviors for each agent in the video. These learned behaviors are used to automatically detect anomalous behaviors, perform motion segmentation, and generate realistic behaviors for virtual reality training applications...
November 2016: IEEE Computer Graphics and Applications
Ryan Schubert, Greg Welch, Salam Daher, Andrew Raij
To support the study of effective human-surrogate interaction techniques and modalities, the Office of Naval Research awarded an equipment grant to support the development of a Human-Surrogate Interaction Space (HuSIS) at the University of Central Florida in the Institute for Simulation & Training. The HuSIS consists of a dedicated physical space, structures, and components designed specifically for carrying out controlled studies related to human-surrogate interactions. This article describes the motivation, design, and realization of the HuSIS and the benefits of the common data-collection and analysis framework developed for HuSIS research...
November 2016: IEEE Computer Graphics and Applications
Amela Sadagic
Visual display solutions are a key element of computer-based system architectures intended for human-system interaction. Particularly in the training domain, an ill-matched visual display can render a system unusable or ineffectual, which may cause underutilization or a negative transfer of training. This article outlines a set of approaches and best practices used in research efforts focused on the design of novel military training systems.
November 2016: IEEE Computer Graphics and Applications
Peter Lamb, Hayden Croft
Rugby coaches and analysts often use notational data describing match events to assess their team's performance and to devise strategic plans for upcoming matches. However, given the volume and complexity of the data available, it is difficult for them to recognize high-dimensional relationships among the available performance variables. A nonlinear approach using self-organizing maps (SOM) can help visualize the performance of a team and its opponents as well as the subsequent suitability of certain game styles, given the style of the opponent...
November 2016: IEEE Computer Graphics and Applications
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