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Karsten Klein

Publications and source records attributed to Karsten Klein.

18 recordsLinked to original sources

Design Space and Implementation of RAG-Based Avatars for Virtual Archaeology

Immersive technologies, such as virtual and augmented reality, are transforming digital heritage by enabling users to explore and interact with culturally significant sites. It is now possible to view and augment digital twins, or digitally reconstructed versions of them, and to enable access to previously unreachable locations for a broader audience. Here, we investigate retrieval-augmented generation (RAG)-based avatars as an interface for accessing further information about digital cultural heritage objects while immersed in dedicated virtual environments. We present a requirement design space that spans the application realm, avatar personality, and I/O modalities. We instantiate it with a RAG system coupled to a conversational avatar in a virtual reality (VR) environment, using the Maxentius mausoleum from the 4th century AD as a case study, through which users gain access to curated on-demand information of the digitised heritage object. Our workflow utilises scholarly texts and enriches them with metadata. We evaluate various RAG configurations in terms of answer quality on a small expert-crafted question-answer set, as well as the perceived workload of users of a VR setup using such a RAG avatar. We demonstrate evidence that users perceive the overall workload for interacting with such an avatar as below average and that such avatars help to gain topical engagement. Overall, our work demonstrates how to utilise RAG-driven VR avatars for archaeological purposes and provides evidence that they can offer a pathway for immersive, AI-enhanced digital heritage applications.

cs.HC

Investigating Crossing Perception in 3D Graph Visualisation

Human perception of graph drawings is influenced by a variety of impact factors for which quality measures are used as a proxy indicator. The investigation of those impact factors and their effects is important to evaluate and improve quality measures and drawing algorithms. The number of edge crossings in a 2D graph drawing has long been a main quality measure for drawing evaluation. The use of stereoscopic 3D graph visualisations has gained attraction over the last years, and results from several studies indicate that they can improve analysis efficiency for a range of analysis scenarios. While edge crossings can also occur in 3D, there are edge configurations in space that are not crossings but might be perceived as such from a specific viewpoint. Such configurations create crossings when projected on the corresponding 2D image plane and could impact readability similar to 2D crossings. In 3D drawings, the additional depth aspect and the subsequent impact factors of edge distance and relative edge direction in space might further influence the importance of those configurations for readability. We investigate the impact of such factors in an empirical study and report on findings of difference between major factor categories.

cs.GR

Show Me Your Best Side: Characteristics of User-Preferred Perspectives for 3D Graph Drawings

The visual analysis of graphs in 3D has become increasingly popular, accelerated by the rise of immersive technology, such as augmented and virtual reality. Unlike 2D drawings, 3D graph layouts are highly viewpoint-dependent, making perspective selection critical for revealing structural and relational patterns. Despite its importance, there is limited empirical evidence guiding what constitutes an effective or preferred viewpoint from the user's perspective. In this paper, we present a systematic investigation into user-preferred viewpoints in 3D graph visualisations. We conducted a controlled study with 23 participants in a virtual reality environment, where users selected their most and least preferred viewpoints for 36 different graphs varying in size and layout. From this data, enriched by qualitative feedback, we distil common strategies underlying viewpoint choice. We further analyse the alignment of user preferences with classical 2D aesthetic criteria (e.g., Crossings), 3D-specific measures (e.g., Node-Node Occlusion), and introduce a novel measure capturing the perceivability of a graph's principal axes (Isometric Viewpoint Deviation). Our data-driven analysis indicates that Stress, Crossings, Gabriel Ratio, Edge-Node Overlap, and Isometric Viewpoint Deviation are key indicators of viewpoint preference. Beyond our findings, we contribute a publicly available dataset consisting of the graphs and computed aesthetic measures, supporting further research and the development of viewpoint evaluation measures for 3D graph drawing.

cs.HC

Resource efficient data transmission on animals based on machine learning

Bio-loggers, electronic devices used to track animal behaviour through various sensors, have become essential in wildlife research. Despite continuous improvements in their capabilities, bio-loggers still face significant limitations in storage, processing, and data transmission due to the constraints of size and weight, which are necessary to avoid disturbing the animals. This study aims to explore how selective data transmission, guided by machine learning, can reduce the energy consumption of bio-loggers, thereby extending their operational lifespan without requiring hardware modifications.

cs.LG

Visual Network Analysis in Immersive Environments: A Survey

The increasing complexity and volume of network data demand effective analysis approaches, with visual exploration proving particularly beneficial. Immersive technologies, such as augmented reality, virtual reality, and large display walls, have enabled the emerging field of immersive analytics, offering new opportunities to enhance user engagement, spatial awareness, and problem-solving. A growing body of work has explored immersive environments for network visualisation, ranging from design studies to fully integrated applications across various domains. Despite these advancements, the field remains fragmented, lacking a clear description of the design space and a structured overview of the aspects that have already been empirically evaluated. To address this gap, we present a survey of visual network analysis in immersive environments, covering 138 publications retrieved through a structured pipeline. We systematically analyse the key aspects that define the design space, investigate their coverage in prior applications (n=87), and review user evaluations (n=59) that provide empirical evidence for essential design-related questions. By synthesising experimental findings and evaluating existing applications, we identify key achievements, highlight research gaps, and offer guidance for the design of future approaches. Additionally, we provide an online resource to explore our results interactively, which will be updated as new developments emerge.

cs.HC

The Junction of Immersive Analytics and Virtual Reconstructions -- A Case Study on the Mausoleum of Emperor Maxentius

Virtual archaeology has significantly evolved over the last few decades through advancements in data acquisition and representation; for example, by improved data recording technologies and virtual reality devices. Immersive environments provide novel ways to present historical events or objects with high visual quality for both the general public and researchers. Here, we examine how the emerging field of immersive analytics can contribute to enhancing the understanding and exploration of archaeological data, and we explore the junction of virtual archaeology and immersive analytics. We discuss a selection of features already used by the community and examine how optimizing these can facilitate the discourse on cultural heritage objects. As a basis for discussion, we introduce and utilize three digital reconstruction interpretations of the mausoleum of the late Roman Emperor Maxentius in Rome, which are based on prior scientific work and a typological framework. Based on our work, we advocate for the value of combining historical and computer science expertise to optimize immersive environments for virtual reconstructions, thereby facilitating a deeper understanding and interactive exploration of archaeological data.

cs.OH

Collaborative Problem Solving in Mixed Reality: A Study on Visual Graph Analysis

Problem solving is a composite cognitive process, invoking a number of cognitive mechanisms, such as perception and memory. Individuals may form collectives to solve a given problem together in collaboration, especially when complexity is perceived to be high. To determine if and when collaborative problem solving is desired in the context of visual graph analysis, we compare ad hoc pairs to individuals and nominal pairs, when solving different tasks in mixed reality. We discuss the results of an experiment with 72 participants performed in two countries and three languages. We apply the concept of task instance complexity to quantify the visual demand of tasks used in the experiment. Our results show the importance of using nominal groups as a benchmark for evaluating collaborative virtual environments. We conclude that 3D graph representation is not sufficient to induce better collaborative results compared to the benchmark.

cs.HC

Wooly Graphs : A Mathematical Framework For Knitting

This paper aims to develop a mathematical foundation to model knitting with graphs. We provide a precise definition for knit objects with a knot theoretic component and propose a simple undirected graph, a simple directed graph, and a directed multigraph model for any arbitrary knit object. Using these models, we propose natural categories related to the complexity of knitting structures. We use these categories to explore the hardness of determining whether a knit object of each class exists for a given graph. We show that while this problem is NP-hard in general, under specific cases, there are linear and polynomial time algorithms which take advantage of unique properties of common knitting techniques. This work aims to bridge the gap between textile arts and graph theory, offering a useful and rigorous framework for analyzing knitting objects using their corresponding graphs and for generating knitting objects from graphs.

cs.DS

CelticGraph: Drawing Graphs as Celtic Knots and Links

Celtic knots are an ancient art form often attributed to Celtic cultures, used to decorate monuments and manuscripts, and to symbolise eternity and interconnectedness. This paper describes the framework CelticGraph to draw graphs as Celtic knots and links. The drawing process raises interesting combinatorial concepts in the theory of circuits in planar graphs. Further, CelticGraph uses a novel algorithm to represent edges as B\'ezier curves, aiming to show each link as a smooth curve with limited curvature.

cs.CG

2D, 2.5D, or 3D? An Exploratory Study on Multilayer Network Visualisations in Virtual Reality

Relational information between different types of entities is often modelled by a multilayer network (MLN) -- a network with subnetworks represented by layers. The layers of an MLN can be arranged in different ways in a visual representation, however, the impact of the arrangement on the readability of the network is an open question. Therefore, we studied this impact for several commonly occurring tasks related to MLN analysis. Additionally, layer arrangements with a dimensionality beyond 2D, which are common in this scenario, motivate the use of stereoscopic displays. We ran a human subject study utilising a Virtual Reality headset to evaluate 2D, 2.5D, and 3D layer arrangements. The study employs six analysis tasks that cover the spectrum of an MLN task taxonomy, from path finding and pattern identification to comparisons between and across layers. We found no clear overall winner. However, we explore the task-to-arrangement space and derive empirical-based recommendations on the effective use of 2D, 2.5D, and 3D layer arrangements for MLNs.

cs.HC

On Turn-Regular Orthogonal Representations

An interesting class of orthogonal representations consists of the so-called turn-regular ones, i.e., those that do not contain any pair of reflex corners that "point to each other" inside a face. For such a representation H it is possible to compute in linear time a minimum-area drawing, i.e., a drawing of minimum area over all possible assignments of vertex and bend coordinates of H. In contrast, finding a minimum-area drawing of H is NP-hard if H is non-turn-regular. This scenario naturally motivates the study of which graphs admit turn-regular orthogonal representations. In this paper we identify notable classes of biconnected planar graphs that always admit such representations, which can be computed in linear time. We also describe a linear-time testing algorithm for trees and provide a polynomial-time algorithm that tests whether a biconnected plane graph with "small" faces has a turn-regular orthogonal representation without bends.

cs.CG

A Study of Mental Maps in Immersive Network Visualization

The visualization of a network influences the quality of the mental map that the viewer develops to understand the network. In this study, we investigate the effects of a 3D immersive visualization environment compared to a traditional 2D desktop environment on the comprehension of a network's structure. We compare the two visualization environments using three tasks--interpreting network structure, memorizing a set of nodes, and identifying the structural changes--commonly used for evaluating the quality of a mental map in network visualization. The results show that participants were able to interpret network structure more accurately when viewing the network in an immersive environment, particularly for larger networks. However, we found that 2D visualizations performed better than immersive visualization for tasks that required spatial memory.

cs.HC

Exploring the Limits of Complexity: A Survey of Empirical Studies on Graph Visualisation

For decades, researchers in information visualisation and graph drawing have focused on developing techniques for the layout and display of very large and complex networks. Experiments involving human participants have also explored the readability of different styles of layout and representations for such networks. In both bodies of literature, networks are frequently referred to as being 'large' or 'complex', yet these terms are relative. From a human-centred, experiment point-of-view, what constitutes 'large' (for example) depends on several factors, such as data complexity, visual complexity, and the technology used. In this paper, we survey the literature on human-centred experiments to understand how, in practice, different features and characteristics of node-link diagrams affect visual complexity.

cs.HC

Turning Cliques into Paths to Achieve Planarity

Motivated by hybrid graph representations, we introduce and study the following beyond-planarity problem, which we call $h$-Clique2Path Planarity: Given a graph $G$, whose vertices are partitioned into subsets of size at most $h$, each inducing a clique, remove edges from each clique so that the subgraph induced by each subset is a path, in such a way that the resulting subgraph of $G$ is planar. We study this problem when $G$ is a simple topological graph, and establish its complexity in relation to $k$-planarity. We prove that $h$-Clique2Path Planarity is NP-complete even when $h=4$ and $G$ is a simple $3$-plane graph, while it can be solved in linear time, for any $h$, when $G$ is $1$-plane.

cs.DS

High-Dimensional Data Visualization by Interactive Construction of Low-Dimensional Parallel Coordinate Plots

Parallel coordinate plots (PCPs) are among the most useful techniques for the visualization and exploration of high-dimensional data spaces. They are especially useful for the representation of correlations among the dimensions, which identify relationships and interdependencies between variables. However, within these high-dimensional spaces, PCPs face difficulties in displaying the correlation between combinations of dimensions and generally require additional display space as the number of dimensions increases. In this paper, we present a new technique for high-dimensional data visualization in which a set of low-dimensional PCPs are interactively constructed by sampling user-selected subsets of the high-dimensional data space. In our technique, we first construct a graph visualization of sets of well-correlated dimensions. Users observe this graph and are able to interactively select the dimensions by sampling from its cliques, thereby dynamically specifying the most relevant lower dimensional data to be used for the construction of focused PCPs. Our interactive sampling overcomes the shortcomings of the PCPs by enabling the visualization of the most meaningful dimensions (i.e., the most relevant information) from high-dimensional spaces. We demonstrate the effectiveness of our technique through two case studies, where we show that the proposed interactive low-dimensional space constructions were pivotal for visualizing the high-dimensional data and discovering new patterns.

cs.HC

A Note on the Practicality of Maximal Planar Subgraph Algorithms

Given a graph $G$, the NP-hard Maximum Planar Subgraph problem (MPS) asks for a planar subgraph of $G$ with the maximum number of edges. There are several heuristic, approximative, and exact algorithms to tackle the problem, but---to the best of our knowledge---they have never been compared competitively in practice. We report on an exploratory study on the relative merits of the diverse approaches, focusing on practical runtime, solution quality, and implementation complexity. Surprisingly, a seemingly only theoretically strong approximation forms the building block of the strongest choice.

cs.DS

The Open Graph Archive: A Community-Driven Effort

In order to evaluate, compare, and tune graph algorithms, experiments on well designed benchmark sets have to be performed. Together with the goal of reproducibility of experimental results, this creates a demand for a public archive to gather and store graph instances. Such an archive would ideally allow annotation of instances or sets of graphs with additional information like graph properties and references to the respective experiments and results. Here we examine the requirements, and introduce a new community project with the aim of producing an easily accessible library of graphs. Through successful community involvement, it is expected that the archive will contain a representative selection of both real-world and generated graph instances, covering significant application areas as well as interesting classes of graphs.

cs.DS