首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
In recent years, a collection of new techniques which deal with video as input data, emerged in computer graphics and visualization. In this survey, we report the state of the art in video‐based graphics and video visualization. We provide a review of techniques for making photo‐realistic or artistic computer‐generated imagery from videos, as well as methods for creating summary and/or abstract visual representations to reveal important features and events in videos. We provide a new taxonomy to categorize the concepts and techniques in this newly emerged body of knowledge. To support this review, we also give a concise overview of the major advances in automated video analysis, as some techniques in this field (e.g. feature extraction, detection, tracking and so on) have been featured in video‐based modelling and rendering pipelines for graphics and visualization.  相似文献   

2.
We present SmallWorlds, a visual interactive graph‐based interface that allows users to specify, refine and build item‐preference profiles in a variety of domains. The interface facilitates expressions of taste through simple graph interactions and these preferences are used to compute personalized, fully transparent item recommendations for a target user. Predictions are based on a collaborative analysis of preference data from a user's direct peer group on a social network. We find that in addition to receiving transparent and accurate item recommendations, users also learn a wealth of information about the preferences of their peers through interaction with our visualization. Such information is not easily discoverable in traditional text based interfaces. A detailed analysis of our design choices for visual layout, interaction and prediction techniques is presented. Our evaluations discuss results from a user study in which SmallWorlds was deployed as an interactive recommender system on Facebook.  相似文献   

3.
Evaluating the use of data transformation for information visualization   总被引:1,自引:0,他引:1  
Data transformation, the process of preparing raw data for effective visualization, is one of the key challenges in information visualization. Although researchers have developed many data transformation techniques, there is little empirical study of the general impact of data transformation on visualization. Without such study, it is difficult to systematically decide when and which data transformation techniques are needed. We thus have designed and conducted a two-part empirical study that examines how the use of common data transformation techniques impacts visualization quality, which in turn affects user task performance. Our first experiment studies the impact of data transformation on user performance in single-step, typical visual analytic tasks. The second experiment assesses the impact of data transformation in multi-step analytic tasks. Our results quantify the benefits of data transformation in both experiments. More importantly, our analyses reveal that (1) the benefits of data transformation vary significantly by task and by visualization, and (2) the use of data transformation depends on a user’s interaction context. Based on our findings, we present a set of design recommendations that help guide the development and use of data transformation techniques.  相似文献   

4.
Visual representations of time-series are useful for tasks such as identifying trends, patterns and anomalies in the data. Many techniques have been devised to make these visual representations more scalable, enabling the simultaneous display of multiple variables, as well as the multi-scale display of time-series of very high resolution or that span long time periods. There has been comparatively little research on how to support the more elaborate tasks associated with the exploratory visual analysis of timeseries, e.g., visualizing derived values, identifying correlations, or discovering anomalies beyond obvious outliers. Such tasks typically require deriving new time-series from the original data, trying different functions and parameters in an iterative manner. We introduce a novel visualization technique called ChronoLenses, aimed at supporting users in such exploratory tasks. ChronoLenses perform on-the-fly transformation of the data points in their focus area, tightly integrating visual analysis with user actions, and enabling the progressive construction of advanced visual analysis pipelines.  相似文献   

5.
An insight-based longitudinal study of visual analytics   总被引:1,自引:0,他引:1  
Visualization tools are typically evaluated in controlled studies that observe the short-term usage of these tools by participants on preselected data sets and benchmark tasks. Though such studies provide useful suggestions, they miss the long-term usage of the tools. A longitudinal study of a bioinformatics data set analysis is reported here. The main focus of this work is to capture the entire analysts process that an analyst goes through from a raw data set to the insights sought from the data. The study provides interesting observations about the use of visual representations and interaction mechanisms provided by the tools, and also about the process of insight generation in general. This deepens our understanding of visual analytics, guides visualization developers in creating more effective visualization tools in terms of user requirements, and guides evaluators in designing future studies that are more representative of insights sought by users from their data sets  相似文献   

6.
Agentsheets: a medium for creating domain-oriented visual languages   总被引:1,自引:0,他引:1  
Repenning  A. Sumner  T. 《Computer》1995,28(3):17-25
Customized visual representations enable end users to achieve their programming goals. Here, designers work with users to tailor visual programming languages to specific problem domains. We describe a design methodology and a tool for creating domain oriented, end user programming languages that effectively use visualization. We first describe a collaborative design methodology involving end users and designers. We then present Agentsheets, a tool for creating domain oriented visual programming languages, and illustrate how it supports collaborative design by examining experiences from a real language design project. Finally, we summarize the contributions of our approach and discuss its viability in industrial design projects  相似文献   

7.
3D has been one of the most important technologies of the last decade having an exponential progression. Nevertheless, several problems such as visual discomfort and visual fatigue have slowed its progression for homes. This factor decreases significantly the overall quality of experience from watching 3D content and reduces the level of satisfaction of a user. This study explores the accumulation of visual fatigue when watching 3D video in close to real-life conditions. In order to obtain more information about visual discomfort, an hour of eye-tracking experiments have been conducted. Investigations have been made by analyzing information provided both by users through questionnaires and visual gaze characteristics recording. Obtained results are compared to data produced when watching 2D. The deep statistical analysis showed that time and video content have an influence on video fatigue accumulation and visual functions. With respect to the obtained results, a model has been proposed based on video characteristics (motion activity, disparity range and changes) and the previous state of visual fatigue.  相似文献   

8.
Video storyboard, which is a form of video visualization, summarizes the major events in a video using illustrative visualization. There are three main technical challenges in creating a video storyboard, (a) event classification, (b) event selection and (c) event illustration. Among these challenges, (a) is highly application-dependent and requires a significant amount of application specific semantics to be encoded in a system or manually specified by users. This paper focuses on challenges (b) and (c). In particular, we present a framework for hierarchical event representation, and an importance-based selection algorithm for supporting the creation of a video storyboard from a video. We consider the storyboard to be an event summarization for the whole video, whilst each individual illustration on the board is also an event summarization but for a smaller time window. We utilized a 3D visualization template for depicting and annotating events in illustrations. To demonstrate the concepts and algorithms developed, we use Snooker video visualization as a case study, because it has a concrete and agreeable set of semantic definitions for events and can make use of existing techniques of event detection and 3D reconstruction in a reliable manner. Nevertheless, most of our concepts and algorithms developed for challenges (b) and (c) can be applied to other application areas.  相似文献   

9.
Multi-valued data sets are increasingly common, with the number of dimensions growing. A number of multi-variate visualization techniques have been presented to display such data. However, evaluating the utility of such techniques for general data sets remains difficult. Thus most techniques are studied on only one data set. Another criticism that could be levied against previous evaluations of multi-variate visualizations is that the task doesn't require the presence of multiple variables. At the same time, the taxonomy of tasks that users may perform visually is extensive. We designed a task, trend localization, that required comparison of multiple data values in a multi-variate visualization. We then conducted a user study with this task, evaluating five multivariate visualization techniques from the literature (Brush Strokes, Data-Driven Spots, Oriented Slivers, Color Blending, Dimensional Stacking) and juxtaposed grayscale maps. We report the results and discuss the implications for both the techniques and the task.  相似文献   

10.
Multiple spatially-related videos are increasingly used in security, communication, and other applications. Since it can be difficult to understand the spatial relationships between multiple videos in complex environments (e.g. to predict a person's path through a building), some visualization techniques, such as video texture projection, have been used to aid spatial understanding. In this paper, we identify and begin to characterize an overall class of visualization techniques that combine video with 3D spatial context. This set of techniques, which we call contextualized videos, forms a design palette which must be well understood so that designers can select and use appropriate techniques that address the requirements of particular spatial video tasks. In this paper, we first identify user tasks in video surveillance that are likely to benefit from contextualized videos and discuss the video, model, and navigation related dimensions of the contextualized video design space. We then describe our contextualized video testbed which allows us to explore this design space and compose various video visualizations for evaluation. Finally, we describe the results of our process to identify promising design patterns through user selection of visualization features from the design space, followed by user interviews.  相似文献   

11.
3D animations are an effective method to learn about complex dynamic phenomena, such as mesoscale biological processes. The animators' goals are to convey a sense of the scene's overall complexity while, at the same time, visually guiding the user through a story of subsequent events embedded in the chaotic environment. Animators use a variety of visual emphasis techniques to guide the observers' attention through the story, such as highlighting, halos – or by manipulating motion parameters of the scene. In this paper, we investigate the effect of smoothing the motion of contextual scene elements to attract attention to focus elements of the story exhibiting high-frequency motion. We conducted a crowdsourced study with 108 participants observing short animations with two illustrative motion smoothing strategies: geometric smoothing through noise reduction of contextual motion trajectories and visual smoothing through motion blur of context items. We investigated the observers' ability to follow the story as well as the effect of the techniques on speed perception in a molecular scene. Our results show that moderate motion blur significantly improves users' ability to follow the story. Geometric motion smoothing is less effective but increases the visual appeal of the animation. However, both techniques also slow down the perceived speed of the animation. We discuss the implications of these results and derive design guidelines for animators of complex dynamic visualizations.  相似文献   

12.
Many text collections with temporal references, such as news corpora and weblogs, are generated to report and discuss real life events. Thus, event-related tasks, such as detecting real life events that drive the generation of the text documents, tracking event evolutions, and investigating reports and commentaries about events of interest, are important when exploring such text collections. To incorporate and leverage human efforts in conducting such tasks, we propose a novel visual analytics approach named EventRiver. EventRiver integrates event-based automated text analysis and visualization to reveal the events motivating the text generation and the long term stories they construct. On the visualization, users can interactively conduct tasks such as event browsing, tracking, association, and investigation. A working prototype of EventRiver has been implemented for exploring news corpora. A set of case studies, experiments, and a preliminary user test have been conducted to evaluate its effectiveness and efficiency.  相似文献   

13.
We present novel visual and interactive techniques for exploratory visualization of animal kinematics using instantaneous helical axes (IHAs). The helical axis has been used in orthopedics, biomechanics, and structural mechanics as a construct for describing rigid body motion. Within biomechanics, recent imaging advances have made possible accurate high‐speed measurements of individual bone positions and orientations during experiments. From this high‐speed data, instantaneous helical axes of motion may be calculated. We address questions of effective interactive, exploratory visualization of this high‐speed 3D motion data. A 3D glyph that encodes all parameters of the IHA in visual form is presented. Interactive controls are used to examine the change in the IHA over time and relate the IHA to anatomical features of interest selected by a user. The techniques developed are applied to a stereoscopic, interactive visualization of the mechanics of pig mastication and assessed by a team of evolutionary biologists who found interactive IHA‐based analysis a useful addition to more traditional motion analysis techniques.  相似文献   

14.
We describe an experiment in which art and illustration experts evaluated six 2D vector visualization methods. We found that these expert critiques mirrored previously recorded experimental results; these findings support that using artists, visual designers and illustrators to critique scientific visualizations can be faster and more productive than quantitative user studies. Our participants successfully evaluated how well the given methods would let users complete a given set of tasks. Our results show a statistically significant correlation with a previous objective study: designers' subjective predictions of user performance by these methods match users measured performance. The experts improved the evaluation by providing insights into the reasons for the effectiveness of each visualization method and suggesting specific improvements.  相似文献   

15.
Despite the existence of advanced functions in smartphones, most blind people are still using old-fashioned phones with familiar layouts and dependence on tactile buttons. Smartphones support accessibility features including vibration, speech and sound feedback, and screen readers. However, these features are only intended to provide feedback to user commands or input. It is still a challenge for blind people to discover functions on the screen and to input the commands. Although voice commands are supported in smartphones, these commands are difficult for a system to recognize in noisy environments. At the same time, smartphones are integrated with sophisticated motion sensors, and motion gestures with device tilt have been gaining attention for eyes-free input. We believe that these motion gesture interactions offer more efficient access to smartphone functions for blind people. However, most blind people are not smartphone users and they are aware of neither the affordances available in smartphones nor the potential for interaction through motion gestures. To investigate the most usable gestures for blind people, we conducted a user-defined study with 13 blind participants. Using the gesture set and design heuristics from the user study, we implemented motion gesture based interfaces with speech and vibration feedback for browsing phone books and making a call. We then conducted a second study to investigate the usability of the motion gesture interface and user experiences using the system. The findings indicated that motion gesture interfaces are more efficient than traditional button interfaces. Through the study results, we provided implications for designing smartphone interfaces.  相似文献   

16.
The nature of an information visualization can be considered to lie in the visual metaphors it uses to structure information. The process of understanding a visualization therefore involves an interaction between these external visual metaphors and the user's internal knowledge representations. To investigate this claim, we conducted an experiment to test the effects of visual metaphor and verbal metaphor on the understanding of tree visualizations. Participants answered simple data comprehension questions while viewing either a treemap or a node-link diagram. Questions were worded to reflect a verbal metaphor that was either compatible or incompatible with the visualization a participant was using. The results suggest that the visual metaphor indeed affects how a user derives information from a visualization. Additionally, we found that the degree to which a user is affected by the metaphor is strongly correlated with the user's ability to answer task questions correctly. These findings are a first step towards illuminating how visual metaphors shape user understanding, and have significant implications for the evaluation, application, and theory of visualization.  相似文献   

17.
Cognitive biases are systematic errors in judgment due to an over‐reliance on rule‐of‐thumb heuristics. Recent research suggests that cognitive biases, like numerical anchoring, transfers to visual analytics in the form of visual anchoring. However, it is unclear how visualization users can be visually anchored and how the anchors affect decision‐making. To investigate, we performed a between‐subjects laboratory experiment with 94 participants to analyze the effects of visual anchors and strategy cues using a visual analytics system. The decision‐making task was to identify misinformation from Twitter news accounts. Participants were randomly assigned to conditions that modified the scenario video (visual anchor) and/or strategy cues provided. Our findings suggest that such interventions affect user activity, speed, confidence, and, under certain circumstances, accuracy. We discuss implications of our results on the forking paths problem and raise concerns on how visualization researchers train users to avoid unintentionally anchoring users and affecting the end result.  相似文献   

18.
Providing appropriate methods to facilitate the analysis of time-oriented data is a key issue in many application domains. In this paper, we focus on the unique role of the parameter time in the context of visually driven data analysis. We will discuss three major aspects - visualization, analysis, and the user. It will be illustrated that it is necessary to consider the characteristics of time when generating visual representations. For that purpose we take a look at different types of time and present visual examples. Integrating visual and analytical methods has become an increasingly important issue. Therefore, we present our experiences in temporal data abstraction, principal component analysis, and clustering of larger volumes of time-oriented data. The third main aspect we discuss is supporting user-centered visual analysis. We describe event-based visualization as a promising means to adapt the visualization pipeline to needs and tasks of users.  相似文献   

19.
20.
目的 视频精彩片段提取是视频内容标注、基于内容的视频检索等领域的热点研究问题。视频精彩片段提取主要根据视频底层特征进行精彩片段的提取,忽略了用户兴趣对于提取结果的影响,导致提取结果可能与用户期望不相符。另一方面,基于用户兴趣的语义建模需要大量的标注视频训练样本才能获得较为鲁棒的语义分类器,而对于大量训练样本的标注费时费力。考虑到互联网中包含内容丰富且易于获取的图像,将互联网图像中的知识迁移到视频片段的语义模型中可以减少大量的视频数据标注工作。因此,提出利用互联网图像的用户兴趣的视频精彩片段提取框架。方法 利用大量互联网图像对用户兴趣语义进行建模,考虑到从互联网中获取的知识变化多样且有噪声,如果不加选择盲目地使用会影响视频片段提取效果,因此,将图像根据语义近似性进行分组,将语义相似但使用不同关键词检索得到的图像称为近义图像组。在此基础上,提出使用近义语义联合组权重模型权衡,根据图像组与视频的语义相关性为不同图像组分配不同的权重。首先,根据用户兴趣从互联网图像搜索引擎中检索与该兴趣语义相关的图像集,作为用户兴趣精彩片段提取的知识来源;然后,通过对近义语义图像组的联合组权重学习,将图像中习得的知识迁移到视频中;最后,使用图像集中习得的语义模型对待提取片段进行精彩片段提取。结果 本文使用CCV数据库中的视频对本文提出的方法进行验证,同时与多种已有的视频关键帧提取算法进行比较,实验结果显示本文算法的平均准确率达到46.54,较其他算法相比提高了21.6%,同时算法耗时并无增加。此外,为探究优化过程中不同平衡参数对最终结果的影响,进一步验证本文方法的有效性,本文在实验过程中通过移除算法中的正则项来验证每一项对于算法框架的影响。实验结果显示,在移除任何一项后算法的准确率明显降低,这表明本文方法所提出的联合组权重模型对提取用户感兴趣视频片段的有效性。结论 本文提出了一种针对用户兴趣语义的视频精彩片段提取方法,根据用户关注点的不同,为不同用户提取其感兴趣的视频片段。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号