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Chen Q, Cao S, Wang J, Cao N. How Does Automation Shape the Process of Narrative Visualization: A Survey of Tools. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:4429-4448. [PMID: 37030780 DOI: 10.1109/tvcg.2023.3261320] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
In recent years, narrative visualization has gained much attention. Researchers have proposed different design spaces for various narrative visualization genres and scenarios to facilitate the creation process. As users' needs grow and automation technologies advance, increasingly more tools have been designed and developed. In this study, we summarized six genres of narrative visualization (annotated charts, infographics, timelines & storylines, data comics, scrollytelling & slideshow, and data videos) based on previous research and four types of tools (design spaces, authoring tools, ML/AI-supported tools and ML/AI-generator tools) based on the intelligence and automation level of the tools. We surveyed 105 papers and tools to study how automation can progressively engage in visualization design and narrative processes to help users easily create narrative visualizations. This research aims to provide an overview of current research and development in the automation involvement of narrative visualization tools. We discuss key research problems in each category and suggest new opportunities to encourage further research in the related domain.
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Fu Y, Stasko J. More Than Data Stories: Broadening the Role of Visualization in Contemporary Journalism. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:5240-5259. [PMID: 37339040 DOI: 10.1109/tvcg.2023.3287585] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/22/2023]
Abstract
Data visualization and journalism are deeply connected. From early infographics to recent data-driven storytelling, visualization has become an integrated part of contemporary journalism, primarily as a communication artifact to inform the general public. Data journalism, harnessing the power of data visualization, has emerged as a bridge between the growing volume of data and our society. Visualization research that centers around data storytelling has sought to understand and facilitate such journalistic endeavors. However, a recent metamorphosis in journalism has brought broader challenges and opportunities that extend beyond mere communication of data. We present this article to enhance our understanding of such transformations and thus broaden visualization research's scope and practical contribution to this evolving field. We first survey recent significant shifts, emerging challenges, and computational practices in journalism. We then summarize six roles of computing in journalism and their implications. Based on these implications, we provide propositions for visualization research concerning each role. Ultimately, by mapping the roles and propositions onto a proposed ecological model and contextualizing existing visualization research, we surface seven general topics and a series of research agendas that can guide future visualization research at this intersection.
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Lan J, Zhou Z, Wang J, Zhang H, Xie X, Wu Y. SimuExplorer: Visual Exploration of Game Simulation in Table Tennis. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:1719-1732. [PMID: 34818191 DOI: 10.1109/tvcg.2021.3130422] [Citation(s) in RCA: 3] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
We propose SimuExplorer, a visualization system to help analysts explore how player behaviors impact scoring rates in table tennis. Such analysis is indispensable for analysts and coaches, who aim to formulate training plans that can help players improve. However, it is challenging to identify the impacts of individual behaviors, as well as to understand how these impacts are generated and accumulated gradually over the course of a game. To address these challenges, we worked closely with experts who work for a top national table tennis team to design SimuExplorer. The SimuExplorer system integrates a Markov chain model to simulate individual and cumulative impacts of particular behaviors. It then provides flow and matrix views to help users visualize and interpret these impacts. We demonstrate the usefulness of the system with case studies and expert interviews. The experts think highly of the system and have obtained insights into players' behaviors using it.
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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: 2.0] [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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Lin T, Chen Z, Beyer J, Wu Y, Pfister H, Yang Y, Tory M, Keefe DF. The Ball is in Our Court: Conducting Visualization Research With Sports Experts. IEEE COMPUTER GRAPHICS AND APPLICATIONS 2023; 43:84-90. [PMID: 37022362 DOI: 10.1109/mcg.2022.3222042] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
Most sports visualizations rely on a combination of spatial, highly temporal, and user-centric data, making sports a challenging target for visualization. Emerging technologies, such as augmented and mixed reality (AR/XR), have brought exciting opportunities along with new challenges for sports visualization. We share our experience working with sports domain experts and present lessons learned from conducting visualization research in SportsXR. In our previous work, we have targeted different types of users in sports, including athletes, game analysts, and fans. Each user group has unique design constraints and requirements, such as obtaining real-time visual feedback in training, automating the low-level video analysis workflow, or personalizing embedded visualizations for live game data analysis. In this article, we synthesize our best practices and pitfalls we identified while working on SportsXR. We highlight lessons learned in working with sports domain experts in designing and evaluating sports visualizations and in working with emerging AR/XR technologies. We envision that sports visualization research will benefit the larger visualization community through its unique challenges and opportunities for immersive and situated analytics.
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Wang J, Ma J, Hu K, Zhou Z, Zhang H, Xie X, Wu Y. Tac-Trainer: A Visual Analytics System for IoT-based Racket Sports Training. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:951-961. [PMID: 36179004 DOI: 10.1109/tvcg.2022.3209352] [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
Conventional racket sports training highly relies on coaches' knowledge and experience, leading to biases in the guidance. To solve this problem, smart wearable devices based on Internet of Things technology (IoT) have been extensively investigated to support data-driven training. Considerable studies introduced methods to extract valuable information from the sensor data collected by IoT devices. However, the information cannot provide actionable insights for coaches due to the large data volume and high data dimensions. We proposed an IoT + VA framework, Tac-Trainer, to integrate the sensor data, the information, and coaches' knowledge to facilitate racket sports training. Tac-Trainer consists of four components: device configuration, data interpretation, training optimization, and result visualization. These components collect trainees' kinematic data through IoT devices, transform the data into attributes and indicators, generate training suggestions, and provide an interactive visualization interface for exploration, respectively. We further discuss new research opportunities and challenges inspired by our work from two perspectives, VA for IoT and IoT for VA.
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Yao L, Bezerianos A, Vuillemot R, Isenberg P. Visualization in Motion: A Research Agenda and Two Evaluations. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:3546-3562. [PMID: 35727779 DOI: 10.1109/tvcg.2022.3184993] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
We contribute a research agenda for visualization in motion and two experiments to understand how well viewers can read data from moving visualizations. We define visualizations in motion as visual data representations that are used in contexts that exhibit relative motion between a viewer and an entire visualization. Sports analytics, video games, wearable devices, or data physicalizations are example contexts that involve different types of relative motion between a viewer and a visualization. To analyze the opportunities and challenges for designing visualization in motion, we show example scenarios and outline a first research agenda. Motivated primarily by the prevalence of and opportunities for visualizations in sports and video games we started to investigate a small aspect of our research agenda: the impact of two important characteristics of motion-speed and trajectory on a stationary viewer's ability to read data from moving donut and bar charts. We found that increasing speed and trajectory complexity did negatively affect the accuracy of reading values from the charts and that bar charts were more negatively impacted. In practice, however, this impact was small: both charts were still read fairly accurately.
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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: 6.5] [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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Tang T, Wu Y, Wu Y, Yu L, Li Y. VideoModerator: A Risk-aware Framework for Multimodal Video Moderation in E-Commerce. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:846-856. [PMID: 34587029 DOI: 10.1109/tvcg.2021.3114781] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
Video moderation, which refers to remove deviant or explicit content from e-commerce livestreams, has become prevalent owing to social and engaging features. However, this task is tedious and time consuming due to the difficulties associated with watching and reviewing multimodal video content, including video frames and audio clips. To ensure effective video moderation, we propose VideoModerator, a risk-aware framework that seamlessly integrates human knowledge with machine insights. This framework incorporates a set of advanced machine learning models to extract the risk-aware features from multimodal video content and discover potentially deviant videos. Moreover, this framework introduces an interactive visualization interface with three views, namely, a video view, a frame view, and an audio view. In the video view, we adopt a segmented timeline and highlight high-risk periods that may contain deviant information. In the frame view, we present a novel visual summarization method that combines risk-aware features and video context to enable quick video navigation. In the audio view, we employ a storyline-based design to provide a multi-faceted overview which can be used to explore audio content. Furthermore, we report the usage of VideoModerator through a case scenario and conduct experiments and a controlled user study to validate its effectiveness.
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RallyComparator: visual comparison of the multivariate and spatial stroke sequence in table tennis rally. J Vis (Tokyo) 2021. [DOI: 10.1007/s12650-021-00772-0] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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