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Michael Sedlmair

Publications and source records attributed to Michael Sedlmair.

At least 37 records · Page 2Linked to original sources

ClustML: A Measure of Cluster Pattern Complexity in Scatterplots Learnt from Human-labeled Groupings

Visual quality measures (VQMs) are designed to support analysts by automatically detecting and quantifying patterns in visualizations. We propose a new VQM for visual grouping patterns in scatterplots, called ClustML, which is trained on previously collected human subject judgments. Our model encodes scatterplots in the parametric space of a Gaussian Mixture Model and uses a classifier trained on human judgment data to estimate the perceptual complexity of grouping patterns. The numbers of initial mixture components and final combined groups. It improves on existing VQMs, first, by better estimating human judgments on two-Gaussian cluster patterns and, second, by giving higher accuracy when ranking general cluster patterns in scatterplots. We use it to analyze kinship data for genome-wide association studies, in which experts rely on the visual analysis of large sets of scatterplots. We make the benchmark datasets and the new VQM available for practical use and further improvements.

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ChoreoVis: Planning and Assessing Formations in Dance Choreographies

Sports visualization has developed into an active research field over the last decades. Many approaches focus on analyzing movement data recorded from unstructured situations, such as soccer. For the analysis of choreographed activities like formation dancing, however, the goal differs, as dancers follow specific formations in coordinated movement trajectories. To date, little work exists on how visual analytics methods can support such choreographed performances. To fill this gap, we introduce a new visual approach for planning and assessing dance choreographies. In terms of planning choreographies, we contribute a web application with interactive authoring tools and views for the dancers' positions and orientations, movement trajectories, poses, dance floor utilization, and movement distances. For assessing dancers' real-world movement trajectories, extracted by manual bounding box annotations, we developed a timeline showing aggregated trajectory deviations and a dance floor view for detailed trajectory comparison. Our approach was developed and evaluated in collaboration with dance instructors, showing that introducing visual analytics into this domain promises improvements in training efficiency for the future.

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Design Space of Visual Feedforward And Corrective Feedback in XR-Based Motion Guidance Systems

Extended reality (XR) technologies are highly suited in assisting individuals in learning motor skills and movements -- referred to as motion guidance. In motion guidance, the "feedforward" provides instructional cues of the motions that are to be performed, whereas the "feedback" provides cues which help correct mistakes and minimize errors. Designing synergistic feedforward and feedback is vital to providing an effective learning experience, but this interplay between the two has not yet been adequately explored. Based on a survey of the literature, we propose design space for both motion feedforward and corrective feedback in XR, and describe the interaction effects between them. We identify common design approaches of XR-based motion guidance found in our literature corpus, and discuss them through the lens of our design dimensions. We then discuss additional contextual factors and considerations that influence this design, together with future research opportunities for motion guidance in XR.

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LSDvis: Hallucinatory Data Visualisations in Real World Environments

We propose the concept of "LSDvis": the (highly exaggerated) visual blending of situated visualisations and the real-world environment to produce data representations that resemble hallucinations. Such hallucinatory visualisations incorporate elements of the physical environment, twisting and morphing their appearance such that they become part of the visualisation itself. We demonstrate LSDvis in a ``proof of proof of concept'', where we use Stable Diffusion to modify images of real environments with abstract data visualisations as input. We conclude by discussing considerations of LSDvis. We hope that our work promotes visualisation designs which deprioritise saliency in favour of quirkiness and ambience.

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Visual Ensemble Analysis of Fluid Flow in Porous Media across Simulation Codes and Experiment

We study the question of how visual analysis can support the comparison of spatio-temporal ensemble data of liquid and gas flow in porous media. To this end, we focus on a case study, in which nine different research groups concurrently simulated the process of injecting CO2 into the subsurface. We explore different data aggregation and interactive visualization approaches to compare and analyze these nine simulations. In terms of data aggregation, one key component is the choice of similarity metrics that define the relation between the different simulations. We test different metrics and find that a fine-tuned machine-learning based metric provides the best visualization results. Based on that, we propose different visualization methods. For overviewing the data, we use dimensionality reduction methods that allow us to plot and compare the different simulations in a scatterplot. To show details about the spatio-temporal data of each individual simulation, we employ a space-time cube volume rendering. We use the resulting interactive, multi-view visual analysis tool to explore the nine simulations and also to compare them to data from experimental setups. Our main findings include new insights into ranking of simulation results with respect to experimental data, and the development of gravity fingers in simulations.

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Design Patterns for Situated Visualization in Augmented Reality

Situated visualization has become an increasingly popular research area in the visualization community, fueled by advancements in augmented reality (AR) technology and immersive analytics. Visualizing data in spatial proximity to their physical referents affords new design opportunities and considerations not present in traditional visualization, which researchers are now beginning to explore. However, the AR research community has an extensive history of designing graphics that are displayed in highly physical contexts. In this work, we leverage the richness of AR research and apply it to situated visualization. We derive design patterns which summarize common approaches of visualizing data in situ. The design patterns are based on a survey of 293 papers published in the AR and visualization communities, as well as our own expertise. We discuss design dimensions that help to describe both our patterns and previous work in the literature. This discussion is accompanied by several guidelines which explain how to apply the patterns given the constraints imposed by the real world. We conclude by discussing future research directions that will help establish a complete understanding of the design of situated visualization, including the role of interactivity, tasks, and workflows.

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Visual Guitar Tab Comparison

We designed a visual interface for comparing different guitar tablature (tab) versions of the same piece. By automatically aligning the bars of these versions and visually encoding different metrics, our interface helps determine similarity, difficulty, and correctness. During our design, we collected and integrated feedback from musicians and finally conducted a qualitative evaluation with five guitarists. Results confirm that our interface effectively supports comparison and helps musicians choose a version appropriate for their personal skills and tastes.

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Designing Situated Dashboards: Challenges and Opportunities

Situated Visualization is an emerging field that unites several areas - visualization, augmented reality, human-computer interaction, and internet-of-things, to support human data activities within the ubiquitous world. Likewise, dashboards are broadly used to simplify complex data through multiple views. However, dashboards are only adapted for desktop settings, and requires visual strategies to support situatedness. We propose the concept of AR-based situated dashboards and present design considerations and challenges developed over interviews with experts. These challenges aim to propose directions and opportunities for facilitating the effective designing and authoring of situated dashboards.

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Visual Overviews for Sheet Music Structure

We propose different methods for alternative representation and visual augmentation of sheet music that help users gain an overview of general structure, repeating patterns, and the similarity of segments. To this end, we explored mapping the overall similarity between sections or bars to colors. For these mappings, we use dimensionality reduction or clustering to assign similar segments to similar colors and vice versa. To provide a better overview, we further designed simplified music notation representations, including hierarchical and compressed encodings. These overviews allow users to display whole pieces more compactly on a single screen without clutter and to find and navigate to distant segments more quickly. Our preliminary evaluation with guitarists and tablature shows that our design supports users in tasks such as analyzing structure, finding repetitions, and determining the similarity of specific segments to others.

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Reading Strategies for Graph Visualizations that Wrap Around in Torus Topology

We investigate reading strategies for node-link diagrams that wrap around the boundaries in a flattened torus topology by examining eye tracking data recorded in a previous controlled study. Prior work showed that torus drawing affords greater flexibility in clutter reduction than traditional node-link representations, but impedes link-and-path exploration tasks, while repeating tiles around boundaries aids comprehension. However, it remains unclear what strategies users apply in different wrapping settings. This is important for design implications for future work on more effective wrapped visualizations for network applications, and cyclic data that could benefit from wrapping. We perform visual-exploratory data analysis of gaze data, and conduct statistical tests derived from the patterns identified. Results show distinguishable gaze behaviors, with more visual glances and transitions between areas of interest in the non-replicated layout. Full-context has more successful visual searches than partial-context, but the gaze allocation indicates that the layout could be more space-efficient.

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Scalability in Visualization

We introduce a conceptual model for scalability designed for visualization research. With this model, we systematically analyze over 120 visualization publications from 1990-2020 to characterize the different notions of scalability in these works. While many papers have addressed scalability issues, our survey identifies a lack of consistency in the use of the term in the visualization research community. We address this issue by introducing a consistent terminology meant to help visualization researchers better characterize the scalability aspects in their research. It also helps in providing multiple methods for supporting the claim that a work is "scalable". Our model is centered around an effort function with inputs and outputs. The inputs are the problem size and resources, whereas the outputs are the actual efforts, for instance, in terms of computational run time or visual clutter. We select representative examples to illustrate different approaches and facets of what scalability can mean in visualization literature. Finally, targeting the diverse crowd of visualization researchers without a scalability tradition, we provide a set of recommendations for how scalability can be presented in a clear and consistent way to improve fair comparison between visualization techniques and systems and foster reproducibility.

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Not As Easy As You Think -- Experiences and Lessons Learnt from Trying to Create a Bottom-Up Visualization Image Typology

We present and discuss the results of a two-year qualitative analysis of images published in IEEE Visualization (VIS) papers. Specifically, we derive a typology of 13 visualization image types, coded to distinguish visualizations and several image characteristics. The categorization process required much more time and was more difficult than we initially thought. The resulting typology and image analysis may serve a number of purposes: to study the evolution of the community and its research output over time, to facilitate the categorization of visualization images for the purpose of teaching, to identify visual designs for evaluation purposes, or to enable progress towards standardization in visualization. In addition to the typology and image characterization, we provide a dataset of 6,833 tagged images and an online tool that can be used to explore and analyze the large set of tagged images. We thus facilitate a discussion of the diverse visualizations used and how they are published and communicated in our community.

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Toward Inclusion and Accessibility in Visualization Research: Speculations on Challenges, Solution Strategies, and Calls for Action (Position Paper)

Inclusion and accessibility in visualization research have gained increasing attention in recent years. However, many challenges still remain to be solved on the road toward a more inclusive, shared-experience-driven visualization design and evaluation process. In this position paper, we discuss challenges and speculate about potential solutions, based on related work, our own research, as well as personal experiences. The goal of this paper is to start discussions on the role of accessibility and inclusion in visualization design and evaluation.

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Comparative Evaluation of Bipartite, Node-Link, and Matrix-Based Network Representations

This work investigates and compares the performance of node-link diagrams, adjacency matrices, and bipartite layouts for visualizing networks. In a crowd-sourced user study (n = 150), we measure the task accuracy and completion time of the three representations for different network classes and properties. In contrast to the literature, which covers mostly topology-based tasks (e.g., path finding) in small datasets, we mainly focus on overview tasks for large and directed networks. We consider three overview tasks on networks with 500 nodes: (T1) network class identification, (T2) cluster detection, and (T3) network density estimation, and two detailed tasks: (T4) node in-degree vs. out-degree and (T5) representation mapping, on networks with 50 and 20 nodes, respectively. Our results show that bipartite layouts are beneficial for revealing the overall network structure, while adjacency matrices are most reliable across the different tasks.

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Immersive Visual Analysis of Cello Bow Movements

We propose a 3D immersive visualization environment for analyzing the right hand movements of a cello player. To achieve this, we track the position and orientation of the cello bow and record audio. As movements mostly occur in a shallow volume and the motion is therefore mostly two-dimensional, we use the third dimension to encode time. Our concept further explores various mappings from motion and audio data to spatial and other visual attributes. We work in close cooperation with a cellist and plan to evaluate our prototype through a user study with a group of cellists in the near future.

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Data-Driven Visual Reflection on Music Instrument Practice

We propose a data-driven approach to music instrument practice that allows studying patterns and long-term trends through visualization. Inspired by life logging and fitness tracking, we imagine musicians to record their practice sessions over the span of months or years. The resulting data in the form of MIDI or audio recordings can then be analyzed sporadically to track progress and guide decisions. Toward this vision, we started exploring various visualization designs together with a group of nine guitarists, who provided us with data and feedback over the course of three months.

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MolecuSense: Using Force-Feedback Gloves for Creating and Interacting with Ball-and-Stick Molecules in VR

We contribute MolecuSense, a virtual version of a physical molecule construction kit, based on visualization in Virtual Reality (VR) and interaction with force-feedback gloves. Targeting at chemistry education, our goal is to make virtual molecule structures more tangible. Results of an initial user study indicate that the VR molecular construction kit was positively received. Compared to a physical construction kit, the VR molecular construction kit is on the same level in terms of natural interaction. Besides, it fosters the typical digital advantages though, such as saving, exporting, and sharing of molecules. Feedback from the study participants has also revealed potential future avenues for tangible molecule visualizations.

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Does the Layout Really Matter? A Study on Visual Model Accuracy Estimation

In visual interactive labeling, users iteratively assign labels to data items until the machine model reaches an acceptable accuracy. A crucial step of this process is to inspect the model's accuracy and decide whether it is necessary to label additional elements. In scenarios with no or very little labeled data, visual inspection of the predictions is required. Similarity-preserving scatterplots created through a dimensionality reduction algorithm are a common visualization that is used in these cases. Previous studies investigated the effects of layout and image complexity on tasks like labeling. However, model evaluation has not been studied systematically. We present the results of an experiment studying the influence of image complexity and visual grouping of images on model accuracy estimation. We found that users outperform traditional automated approaches when estimating a model's accuracy. Furthermore, while the complexity of images impacts the overall performance, the layout of the items in the plot has little to no effect on estimations.

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