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IEEE Transactions on Visualization and Computer Graphics

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https://www.readbyqxmd.com/read/29723141/meetingvis-visual-narratives-to-assist-in-recalling-meeting-context-and-content
#1
Yang Shi, Chris Bryan, Sridatt Bhamidipati, Ying Zhao, Yaoxue Zhang, Kwan-Liu Ma
In team-based workplaces, reviewing and reflecting on the content from a previously held meeting can lead to better planning and preparation. However, ineffective meeting summaries can impair this process, especially when participants have difficulty remembering what was said and what its context was. To assist with this process, we introduce MeetingVis, a visual narrative-based approach to meeting summarization. MeetingVis is composed of two primary components: (1) a data pipeline that processes the spoken audio from a group discussion, and (2) a visual-based interface that efficiently displays the summarized content...
June 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29723140/ganviz-a-visual-analytics-approach-to-understand-the-adversarial-game
#2
Junpeng Wang, Liang Gou, Hao Yang, Han-Wei Shen
Generative models bear promising implications to learn data representations in an unsupervised fashion with deep learning. Generative Adversarial Nets (GAN) is one of the most popular frameworks in this arena. Despite the promising results from different types of GANs, in-depth understanding on the adversarial training process of the models remains a challenge to domain experts. The complexity and the potential long-time training process of the models make it hard to evaluate, interpret, and optimize them. In this work, guided by practical needs from domain experts, we design and develop a visual analytics system, GANViz, aiming to help experts understand the adversarial process of GANs in-depth...
June 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29723139/predominance-tag-maps
#3
Martin Reckziegel, Muhammad Faisal Cheema, Gerik Scheuermann, Stefan Janicke
A predominance map expresses the predominant data category for each geographical entity and colors are used to differentiate a small number of data categories. In tag maps, many data categories are present in the form of different tags, but related tag map approaches do not account for predominance, as tags are either displaced from their respective geographical locations or visual clutter occurs. We propose predominance tag maps, a layout algorithm that accounts for predominance for arbitrary aggregation granularities...
June 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29723138/visual-interactive-map-matching
#4
Robert Kruger, Georgi Simeonov, Fabian Beck, Thomas Ertl
Map matching is the process of assigning observed geographic positions of vehicles and their trajectories to the actual road links in a road network. In this paper, we present Visual Interactive Map Matching, a visual analytics approach to fine-tune the data preprocessing and matching process. It is based on ST-matching, a state-of-the-art and easy-to-understand map matching algorithm. Parameters of the preprocessing step and algorithm can be optimized with immediate visual feedback. Visualizations show current matching issues and performance metrics on a map and in diagrams...
June 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29553931/exercise-intensity-driven-level-design
#5
Biao Xie, Yongqi Zhang, Haikun Huang, Elisa Ogawa, Tongjian You, Lap-Fai Yu
Games and experiences designed for virtual or augmented reality usually require the player to move physically to play. This poses substantial challenge for level designers because the player's physical experience in a level will need to be considered, otherwise the level may turn out to be too exhausting or not challenging enough. This paper presents a novel approach to optimize level designs by considering the physical challenge imposed upon the player in completing a level of motion-based games. A game level is represented as an assembly of chunks characterized by the exercise intensity levels they impose on players...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29553930/saliency-in-vr-how-do-people-explore-virtual-environments
#6
Vincent Sitzmann, Ana Serrano, Amy Pavel, Maneesh Agrawala, Diego Gutierrez, Belen Masia, Gordon Wetzstein
Understanding how people explore immersive virtual environments is crucial for many applications, such as designing virtual reality (VR) content, developing new compression algorithms, or learning computational models of saliency or visual attention. Whereas a body of recent work has focused on modeling saliency in desktop viewing conditions, VR is very different from these conditions in that viewing behavior is governed by stereoscopic vision and by the complex interaction of head orientation, gaze, and other kinematic constraints...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29553929/towards-a-machine-learning-approach-for-sickness-prediction-in-360%C3%A2-stereoscopic-videos
#7
Nitish Padmanaban, Timon Ruban, Vincent Sitzmann, Anthony M Norcia, Gordon Wetzstein
Virtual reality systems are widely believed to be the next major computing platform. There are, however, some barriers to adoption that must be addressed, such as that of motion sickness - which can lead to undesirable symptoms including postural instability, headaches, and nausea. Motion sickness in virtual reality occurs as a result of moving visual stimuli that cause users to perceive self-motion while they remain stationary in the real world. There are several contributing factors to both this perception of motion and the subsequent onset of sickness, including field of view, motion velocity, and stimulus depth...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543183/the-effect-of-realistic-appearance-of-virtual-characters-in-immersive-environments-does-the-character-s-personality-play-a-role
#8
Katja Zibrek, Elena Kokkinara, Rachel Mcdonnell
Virtual characters that appear almost photo-realistic have been shown to induce negative responses from viewers in traditional media, such as film and video games. This effect, described as the uncanny valley, is the reason why realism is often avoided when the aim is to create an appealing virtual character. In Virtual Reality, there have been few attempts to investigate this phenomenon and the implications of rendering virtual characters with high levels of realism on user enjoyment. In this paper, we conducted a large-scale experiment on over one thousand members of the public in order to gather information on how virtual characters are perceived in interactive virtual reality games...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543182/detection-thresholds-for-rotation-and-translation-gains-in-360%C3%A2-video-based-telepresence-systems
#9
Jingxin Zhang, Eike Langbehn, Dennis Krupke, Nicholas Katzakis, Frank Steinicke
Telepresence systems have the potential to overcome limits and distance constraints of the real-world by enabling people to remotely visit and interact with each other. However, current telepresence systems usually lack natural ways of supporting interaction and exploration of remote environments (REs). In particular, single webcams for capturing the RE provide only a limited illusion of spatial presence, and movement control of mobile platforms in today's telepresence systems are often restricted to simple interaction devices...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543181/mrtouch-adding-touch-input-to-head-mounted-mixed-reality
#10
Robert Xiao, Julia Schwarz, Nick Throm, Andrew D Wilson, Hrvoje Benko
We present MRTouch, a novel multitouch input solution for head-mounted mixed reality systems. Our system enables users to reach out and directly manipulate virtual interfaces affixed to surfaces in their environment, as though they were touchscreens. Touch input offers precise, tactile and comfortable user input, and naturally complements existing popular modalities, such as voice and hand gesture. Our research prototype combines both depth and infrared camera streams together with real-time detection and tracking of surface planes to enable robust finger-tracking even when both the hand and head are in motion...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543180/the-impact-of-avatar-personalization-and-immersion-on-virtual-body-ownership-presence-and-emotional-response
#11
Thomas Waltemate, Dominik Gall, Daniel Roth, Mario Botsch, Marc Erich Latoschik
This article reports the impact of the degree of personalization and individualization of users' avatars as well as the impact of the degree of immersion on typical psychophysical factors in embodied Virtual Environments. We investigated if and how virtual body ownership (including agency), presence, and emotional response are influenced depending on the specific look of users' avatars, which varied between (1) a generic hand-modeled version, (2) a generic scanned version, and (3) an individualized scanned version...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543179/you-spin-my-head-right-round-threshold-of-limited-immersion-for-rotation-gains-in-redirected-walking
#12
Patric Schmitz, Julian Hildebrandt, Andre Calero Valdez, Leif Kobbelt, Martina Ziefle
In virtual environments, the space that can be explored by real walking is limited by the size of the tracked area. To enable unimpeded walking through large virtual spaces in small real-world surroundings, redirection techniques are used. These unnoticeably manipulate the user's virtual walking trajectory. It is important to know how strongly such techniques can be applied without the user noticing the manipulation-or getting cybersick. Previously, this was estimated by measuring a detection threshold (DT) in highly-controlled psychophysical studies, which experimentally isolate the effect but do not aim for perceived immersion in the context of VR applications...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543178/diffraction-kernels-for-interactive-sound-propagation-in-dynamic-environments
#13
Atul Rungta, Carl Schissler, Nicholas Rewkowski, Ravish Mehra, Dinesh Manocha
We present a novel method to generate plausible diffraction effects for interactive sound propagation in dynamic scenes. Our approach precomputes a diffraction kernel for each dynamic object in the scene and combines them with interactive ray tracing algorithms at runtime. A diffraction kernel encapsulates the sound interaction behavior of individual objects in the free field and we present a new source placement algorithm to significantly accelerate the precomputation. Our overall propagation algorithm can handle highly-tessellated or smooth objects undergoing rigid motion...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543177/the-effect-of-gender-body-swap-illusions-on-working-memory-and-stereotype-threat
#14
Tabitha C Peck, My Doan, Kimberly A Bourne, Jessica J Good
The underrepresentation of women in technical and STEM fields is a well-known problem, and stereotype threatening situations have been linked to the inability to recruit and retain women into these fields. Virtual reality enables the unique ability to perform body-swap illusions, and research has shown that these illusions can change participant behavior. Characteristically people take on the traits of the avatar they are embodying. We hypothesized that female participants embodying male avatars when a stereotype threat was made salient would demonstrate stereotype lift...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543176/ascending-and-descending-in-virtual-reality-simple-and-safe-system-using-passive-haptics
#15
Ryohei Nagao, Keigo Matsumoto, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose
This paper presents a novel interactive system that provides users with virtual reality (VR) experiences, wherein users feel as if they are ascending/descending stairs through passive haptic feedback. The passive haptic stimuli are provided by small bumps under the feet of users; these stimuli are provided to represent the edges of the stairs in the virtual environment. The visual stimuli of the stairs and shoes, provided by head-mounted displays, evoke a visuo-haptic interaction that modifies a user's perception of the floor shape...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543175/a-comparison-of-virtual-and-physical-training-transfer-of-bimanual-assembly-tasks
#16
Maria Murcia-Lopez, Anthony Steed
As we explore the use of consumer virtual reality technology for training applications, there is a need to evaluate its validity compared to more traditional training formats. In this paper, we present a study that compares the effectiveness of virtual training and physical training for teaching a bimanual assembly task. In a between-subjects experiment, 60 participants were trained to solve three 3D burr puzzles in one of six conditions comprised of virtual and physical training elements. In the four physical conditions, training was delivered via paper- and video-based instructions, with or without the physical puzzles to practice with...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543174/the-effect-of-transition-type-in-multi-view-360%C3%A2-media
#17
Andrew MacQuarrie, Anthony Steed
360° images and video have become extremely popular formats for immersive displays, due in large part to the technical ease of content production. While many experiences use a single camera viewpoint, an increasing number of experiences use multiple camera locations. In such multi-view 360° media (MV360M) systems, a visual effect is required when the user transitions from one camera location to another. This effect can take several forms, such as a cut or an image-based warp, and the choice of effect may impact many aspects of the experience, including issues related to enjoyment and scene understanding...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543173/widening-viewing-angles-of-automultiscopic-displays-using-refractive-inserts
#18
Geng Lyu, Xukun Shen, Taku Komura, Kartic Subr, Lijun Teng
Displays that can portray environments that are perceivable from multiple views are known as multiscopic displays. Some multiscopic displays enable realistic perception of 3D environments without the need for cumbersome mounts or fragile head-tracking algorithms. These automultiscopic displays carefully control the distribution of emitted light over space, direction (angle) and time so that even a static image displayed can encode parallax across viewing directions (Iightfield). This allows simultaneous observation by multiple viewers, each perceiving 3D from their own (correct) perspective...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543172/parallax360-stereoscopic-360%C3%A2-scene-representation-for-head-motion-parallax
#19
Bicheng Luo, Feng Xu, Christian Richardt, Jun-Hai Yong
We propose a novel 360° scene representation for converting real scenes into stereoscopic 3D virtual reality content with head-motion parallax. Our image-based scene representation enables efficient synthesis of novel views with six degrees-of-freedom (6-DoF) by fusing motion fields at two scales: (1) disparity motion fields carry implicit depth information and are robustly estimated from multiple laterally displaced auxiliary viewpoints, and (2) pairwise motion fields enable real-time flow-based blending, which improves the visual fidelity of results by minimizing ghosting and view transition artifacts...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543171/gaze-aware-streaming-solutions-for-the-next-generation-of-mobile-vr-experiences
#20
Pietro Lungaro, Rickard Sjoberg, Alfredo Jose Fanghella Valero, Ashutosh Mittal, Konrad Tollmar
This paper presents a novel approach to content delivery for video streaming services. It exploits information from connected eye-trackers embedded in the next generation of VR Head Mounted Displays (HMDs). The proposed solution aims to deliver high visual quality, in real time, around the users' fixations points while lowering the quality everywhere else. The goal of the proposed approach is to substantially reduce the overall bandwidth requirements for supporting VR video experiences while delivering high levels of user perceived quality...
April 2018: IEEE Transactions on Visualization and Computer Graphics
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