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Raimund Dachselt

Publications and source records attributed to Raimund Dachselt.

At least 19 recordsLinked to original sources

ManyFold: A Design Exploration of Data Visualization on Foldable Mobile Devices

With this work, we explore the unique potential of data visualization on novel foldable mobile devices (foldables). Even though foldables are already commercially available, there is limited knowledge of how to leverage their distinct characteristics for visualization. This gap will only grow as their form factors become increasingly diverse. To address this, we use a two-step approach. First, we present a device-centered design space, structured around physical and usage properties of foldable devices. Second, we introduce a conceptual framework that investigates visualization on foldables from four complementary perspectives: More Displays - distributing multiple views to leverage additional display space; More Shapes - mapping visualizations to spatial fold states; More Interactions - coupling visualization tasks and folding interactions; and More States - enabling responsive visualization through folding. We complement the design space and conceptual framework with a low-fidelity ideation workshop and the subsequent prototyping of interactive artifacts. We reflect on the results and lessons learned from our exploratory, design-driven process and discuss opportunities and challenges, including the gap between our proposed concepts and commercially available foldable devices. By providing conceptual foundations and illustrating the potential of foldables, we hope to inspire and inform the development of future visualization applications for this evolving class of devices.

cs.HC

Evaluating a Visual Query Tracer and Builder for Learning Declarative Logic Programming

Nemo Explain Visualizer (nev) is an interactive visual query tracer and builder for Nemo, a powerful Datalog reasoner with extended features. Our tools were developed with and for expert users. However, considering the lack of resources to learn Datalog and similar declarative logic programming languages, we conducted a qualitative user study to assess how our tools might help students. The study, interviewing 14 participants with varying levels of involvement with the content of a university course on knowledge graphs, revealed a very positive assessment of our tools, which strengthens the value of visual explanation tools beyond their intended use.

cs.HC

Keeping an Eye on AI: A Framework for Effective Human Oversight of AI Systems

The use of Artificial Intelligence (AI) in high-risk, decision-making scenarios presents technical, safety, and normative challenges; problems that may only be ameliorated by human oversight. However, notions of human oversight lack a common foundational understanding: oversight architectures are not well defined, the roles involved remain unclear, and implementation steps are opaque. Hence, researchers and practitioners struggle to determine how to design, implement, and evaluate systems that enable effective human oversight. This paper advances a practical framework for effective human oversight of AI systems, based on a cross-disciplinary perspective that draws on insights from computer science, human-computer interaction, psychology, philosophy, and law. The core contributions are: (1) a foundational framework, with a working definition, architecture and processes for effective human oversight of AI systems; (2) an initial template for documenting oversight architectures and processes, applied to diverse domains; and (3) a synthesis of open research challenges that need to be considered in the emerging field of effective human oversight of AI systems.

cs.CY

Hybrid User Interfaces: Past, Present, and Future of Complementary Cross-Device Interaction in Mixed Reality

We investigate hybrid user interfaces (HUIs), aiming to establish a cohesive understanding and adopt consistent terminology for this nascent research area. HUIs combine heterogeneous devices in complementary roles, leveraging the distinct benefits of each. Our work focuses on cross-device interaction between 2D devices and mixed reality environments, which are particularly compelling, leveraging the familiarity of traditional 2D platforms while providing spatial awareness and immersion. Although such HUIs have been prominently explored in the context of mixed reality by prior work, we still lack a cohesive understanding of the unique design possibilities and challenges of such combinations, resulting in a fragmented research landscape. We conducted a systematic survey and present a taxonomy of HUIs that combine conventional display technology and mixed reality environments. Based on this, we discuss past and current challenges, the evolution of definitions, and prospective opportunities to tie together the past 30 years of research with our vision of future HUIs.

cs.HC

Visualization on Smart Wristbands: Results from an In-situ Design Workshop with Four Scenarios

We present the results of an in-situ ideation workshop for designing data visualizations on smart wristbands that can show data around the entire wrist of a wearer. Wristbands pose interesting challenges because the visibility of different areas of the band depends on the wearer's arm posture. We focused on four usage scenarios that lead to different postures: office work, leisurely walks, cycling, and driving. As the technology for smart wristbands is not yet commercially available, we conducted a paper-based ideation exercise that showed how spatial layout and visualization design on smart wristbands may need to vary depending on the types of data items of interest and arm postures. Participants expressed a strong preference for responsive visualization designs that could adapt to the movement of wearers' arms. Supplemental material from the study is available here: https://osf.io/4hrca/.

cs.HC

Don't Leave Me Out: Designing for Device Inclusivity in Mixed Reality Collaboration

Modern collaborative Mixed Reality (MR) systems continue to break the boundaries of conventional co-located and remote collaboration and communication. They merge physical and virtual worlds and enable natural interaction, opening up a spectrum of novel opportunities for interpersonal connection. For these connections to be perceived as engaging and positive, collaborators should feel comfortable and experience a sense of belonging. Not having the dedicated devices to smoothly participate in these spaces can hinder this and give users the impression of being left out. To counteract this, we propose to prioritize designing for device inclusivity in MR collaboration, focusing on compensating disadvantages of common non-immersive device classes in cross-device systems.

cs.HC

Interactive Visualization on Large High-Resolution Displays: A Survey

In the past few years, large high-resolution displays (LHRDs) have attracted considerable attention from researchers, industries, and application areas that increasingly rely on data-driven decision-making. An up-to-date survey on the use of LHRDs for interactive data visualization seems warranted to summarize how new solutions meet the characteristics and requirements of LHRDs and take advantage of their unique benefits. In this survey, we start by defining LHRDs and outlining the consequence of LHRD environments on interactive visualizations in terms of more pixels, space, users, and devices. Then, we review related literature along the four axes of visualization, interaction, evaluation studies, and applications. With these four axes, our survey provides a unique perspective and covers a broad range of aspects being relevant when developing interactive visual data analysis solutions for LHRDs. We conclude this survey by reflecting on a number of opportunities for future research to help the community take up the still open challenges of interactive visualization on LHRDs.

cs.HC

BeauVis: A Validated Scale for Measuring the Aesthetic Pleasure of Visual Representations

We developed and validated a rating scale to assess the aesthetic pleasure (or beauty) of a visual data representation: the BeauVis scale. With our work we offer researchers and practitioners a simple instrument to compare the visual appearance of different visualizations, unrelated to data or context of use. Our rating scale can, for example, be used to accompany results from controlled experiments or be used as informative data points during in-depth qualitative studies. Given the lack of an aesthetic pleasure scale dedicated to visualizations, researchers have mostly chosen their own terms to study or compare the aesthetic pleasure of visualizations. Yet, many terms are possible and currently no clear guidance on their effectiveness regarding the judgment of aesthetic pleasure exists. To solve this problem, we engaged in a multi-step research process to develop the first validated rating scale specifically for judging the aesthetic pleasure of a visualization (osf.io/fxs76). Our final BeauVis scale consists of five items, "enjoyable," "likable," "pleasing," "nice," and "appealing." Beyond this scale itself, we contribute (a) a systematic review of the terms used in past research to capture aesthetics, (b) an investigation with visualization experts who suggested terms to use for judging the aesthetic pleasure of a visualization, and (c) a confirmatory survey in which we used our terms to study the aesthetic pleasure of a set of 3 visualizations.

cs.HC

Who benefits from Visualization Adaptations? Towards a better Understanding of the Influence of Visualization Literacy

The ability to read, understand, and comprehend visual information representations is subsumed under the term visualization literacy (VL). One possibility to improve the use of information visualizations is to introduce adaptations. However, it is yet unclear whether people with different VL benefit from adaptations to the same degree. We conducted an online experiment (n = 42) to investigate whether the effect of an adaptation (here: De-Emphasis) of visualizations (bar charts, scatter plots) on performance (accuracy, time) and user experiences depends on users' VL level. Using linear mixed models for the analyses, we found a positive impact of the De-Emphasis adaptation across all conditions, as well as an interaction effect of adaptation and VL on the task completion time for bar charts. This work contributes to a better understanding of the intertwined relationship of VL and visual adaptations and motivates future research.

cs.HC

Explaining Hyperproperty Violations

Hyperproperties relate multiple computation traces to each other. Model checkers for hyperproperties thus return, in case a system model violates the specification, a set of traces as a counterexample. Fixing the erroneous relations between traces in the system that led to the counterexample is a difficult manual effort that highly benefits from additional explanations. In this paper, we present an explanation method for counterexamples to hyperproperties described in the specification logic HyperLTL. We extend Halpern and Pearl's definition of actual causality to sets of traces witnessing the violation of a HyperLTL formula, which allows us to identify the events that caused the violation. We report on the implementation of our method and show that it significantly improves on previous approaches for analyzing counterexamples returned by HyperLTL model checkers.

cs.LO

Evonne: Interactive Proof Visualization for Description Logics (System Description) -- Extended Version

Explanations for description logic (DL) entailments provide important support for the maintenance of large ontologies. The "justifications" usually employed for this purpose in ontology editors pinpoint the parts of the ontology responsible for a given entailment. Proofs for entailments make the intermediate reasoning steps explicit, and thus explain how a consequence can actually be derived. We present an interactive system for exploring description logic proofs, called Evonne, which visualizes proofs of consequences for ontologies written in expressive DLs. We describe the methods used for computing those proofs, together with a feature called signature-based proof condensation. Moreover, we evaluate the quality of generated proofs using real ontologies.

cs.LO

A Visualization Authoring Model for Post-WIMP Interfaces

Besides the ability to utilize visualizations, the process of creating and authoring them is of equal importance. However, for visualization environments beyond the desktop, like multi-display or immersive analytics environments, this process is often decoupled from the place where the visualization is actually used. This separation makes it hard for authors, developers, or users of such systems to understand, what consequences different choices they made will have for the created visualizations. We present an extended visualization authoring model for Post-WIMP interfaces, which support designers by a more seamless approach of developing and utilizing visualizations. With it, our emphasis is on the iterative nature of creating and configuring visualizations, the existence of multiple views in the same system, and requirements for the data analysis process.

cs.HC

Visual Analysis of Hyperproperties for Understanding Model Checking Results

Model checkers provide algorithms for proving that a mathematical model of a system satisfies a given specification. In case of a violation, a counterexample that shows the erroneous behavior is returned. Understanding these counterexamples is challenging, especially for hyperproperty specifications, i.e., specifications that relate multiple executions of a system to each other. We aim to facilitate the visual analysis of such counterexamples through our HyperVis tool, which provides interactive visualizations of the given model, specification, and counterexample. Within an iterative and interdisciplinary design process, we developed visualization solutions that can effectively communicate the core aspects of the model checking result. Specifically, we introduce graphical representations of binary values for improving pattern recognition, color encoding for better indicating related aspects, visually enhanced textual descriptions, as well as extensive cross-view highlighting mechanisms. Further, through an underlying causal analysis of the counterexample, we are also able to identify values that contributed to the violation and use this knowledge for both improved encoding and highlighting. Finally, the analyst can modify both the specification of the hyperproperty and the system directly within HyperVis and initiate the model checking of the new version. In combination, these features notably support the analyst in understanding the error leading to the counterexample as well as iterating the provided system and specification. We ran multiple case studies with HyperVis and tested it with domain experts in qualitative feedback sessions. The participants' positive feedback confirms the considerable improvement over the manual, text-based status quo and the value of the tool for explaining hyperproperties.

cs.HC

Experiences with User Studies in Augmented Reality

The research field of augmented reality (AR) is of increasing popularity, as seen, among others, in several recently published surveys. To produce further advancements in AR, it is not only necessary to create new systems or applications, but also to evaluate them. One important aspect in regards to the evaluation is the general understanding of how users experience a given AR application, which can also be seen by the increased number of papers focusing on this topic that were published in the last years. With the steadily growing understanding and development of AR in general, it is only a matter of time until AR devices make the leap into the consumer market where such an in-depth user understanding is even more essential. Thus, a better understanding of factors that could influence the design and results of user experience studies can help us to make them more robust and dependable in the future. In this position paper, we describe three challenges which researchers face while designing and conducting AR users studies. We encountered these challenges in our past and current research, including papers that focus on perceptual studies of visualizations, interaction studies, and studies exploring the use of AR applications and their design spaces.

cs.HC

Personal Augmented Reality for Information Visualization on Large Interactive Displays

In this work we propose the combination of large interactive displays with personal head-mounted Augmented Reality (AR) for information visualization to facilitate data exploration and analysis. Even though large displays provide more display space, they are challenging with regard to perception, effective multi-user support, and managing data density and complexity. To address these issues and illustrate our proposed setup, we contribute an extensive design space comprising first, the spatial alignment of display, visualizations, and objects in AR space. Next, we discuss which parts of a visualization can be augmented. Finally, we analyze how AR can be used to display personal views in order to show additional information and to minimize the mutual disturbance of data analysts. Based on this conceptual foundation, we present a number of exemplary techniques for extending visualizations with AR and discuss their relation to our design space. We further describe how these techniques address typical visualization problems that we have identified during our literature research. To examine our concepts, we introduce a generic AR visualization framework as well as a prototype implementing several example techniques. In order to demonstrate their potential, we further present a use case walkthrough in which we analyze a movie data set. From these experiences, we conclude that the contributed techniques can be useful in exploring and understanding multivariate data. We are convinced that the extension of large displays with AR for information visualization has a great potential for data analysis and sense-making.

cs.HC

Responsive Matrix Cells: A Focus+Context Approach for Exploring and Editing Multivariate Graphs

Matrix visualizations are a useful tool to provide a general overview of a graph's structure. For multivariate graphs, a remaining challenge is to cope with the attributes that are associated with nodes and edges. Addressing this challenge, we propose responsive matrix cells as a focus+context approach for embedding additional interactive views into a matrix. Responsive matrix cells are local zoomable regions of interest that provide auxiliary data exploration and editing facilities for multivariate graphs. They behave responsively by adapting their visual contents to the cell location, the available display space, and the user task. Responsive matrix cells enable users to reveal details about the graph, compare node and edge attributes, and edit data values directly in a matrix without resorting to external views or tools. We report the general design considerations for responsive matrix cells covering the visual and interactive means necessary to support a seamless data exploration and editing. Responsive matrix cells have been implemented in a web-based prototype based on which we demonstrate the utility of our approach. We describe a walk-through for the use case of analyzing a graph of soccer players and report on insights from a preliminary user feedback session.

cs.GR

Bionic Tracking: Using Eye Tracking to Track Biological Cells in Virtual Reality

We present Bionic Tracking, a novel method for solving biological cell tracking problems with eye tracking in virtual reality using commodity hardware. Using gaze data, and especially smooth pursuit eye movements, we are able to track cells in time series of 3D volumetric datasets. The problem of tracking cells is ubiquitous in developmental biology, where large volumetric microscopy datasets are acquired on a daily basis, often comprising hundreds or thousands of time points that span hours or days. The image data, however, is only a means to an end, and scientists are often interested in the reconstruction of cell trajectories and cell lineage trees. Reliably tracking cells in crowded three-dimensional space over many timepoints remains an open problem, and many current approaches rely on tedious manual annotation and curation. In our Bionic Tracking approach, we substitute the usual 2D point-and-click annotation to track cells with eye tracking in a virtual reality headset, where users simply have to follow a cell with their eyes in 3D space in order to track it. We detail the interaction design of our approach and explain the graph-based algorithm used to connect different time points, also taking occlusion and user distraction into account. We demonstrate our cell tracking method using the example of two different biological datasets. Finally, we report on a user study with seven cell tracking experts, demonstrating the benefits of our approach over manual point-and-click tracking.

cs.HC

A Proposed Framework for Interactive Virtual Reality In Situ Visualization of Parallel Numerical Simulations

As computer simulations progress to increasingly complex, non-linear, and three-dimensional systems and phenomena, intuitive and immediate visualization of their results is becoming crucial. While Virtual Reality (VR) and Natural User Interfaces (NUIs) have been shown to improve understanding of complex 3D data, their application to live in situ visualization and computational steering is hampered by performance requirements. Here, we present the design of a software framework for interactive VR in situ visualization of parallel numerical simulations, as well as a working prototype implementation. Our design is targeted towards meeting the performance requirements for VR, and our work is packaged in a framework that allows for easy instrumentation of simulations. Our preliminary results inform about the technical feasibility of the architecture, as well as the challenges that remain.

cs.DC