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Yingcai Wu

Publications and source records attributed to Yingcai Wu.

At least 55 records · Page 3Linked to original sources

Reviving Static Charts into Live Charts

Data charts are prevalent across various fields due to their efficacy in conveying complex data relationships. However, static charts may sometimes struggle to engage readers and efficiently present intricate information, potentially resulting in limited understanding. We introduce "Live Charts," a new format of presentation that decomposes complex information within a chart and explains the information pieces sequentially through rich animations and accompanying audio narration. We propose an automated approach to revive static charts into Live Charts. Our method integrates GNN-based techniques to analyze the chart components and extract data from charts. Then we adopt large natural language models to generate appropriate animated visuals along with a voice-over to produce Live Charts from static ones. We conducted a thorough evaluation of our approach, which involved the model performance, use cases, a crowd-sourced user study, and expert interviews. The results demonstrate Live Charts offer a multi-sensory experience where readers can follow the information and understand the data insights better. We analyze the benefits and drawbacks of Live Charts over static charts as a new information consumption experience.

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MARVisT: Authoring Glyph-based Visualization in Mobile Augmented Reality

Recent advances in mobile augmented reality (AR) techniques have shed new light on personal visualization for their advantages of fitting visualization within personal routines, situating visualization in a real-world context, and arousing users' interests. However, enabling non-experts to create data visualization in mobile AR environments is challenging given the lack of tools that allow in-situ design while supporting the binding of data to AR content. Most existing AR authoring tools require working on personal computers or manually creating each virtual object and modifying its visual attributes. We systematically study this issue by identifying the specificity of AR glyph-based visualization authoring tool and distill four design considerations. Following these design considerations, we design and implement MARVisT, a mobile authoring tool that leverages information from reality to assist non-experts in addressing relationships between data and virtual glyphs, real objects and virtual glyphs, and real objects and data. With MARVisT, users without visualization expertise can bind data to real-world objects to create expressive AR glyph-based visualizations rapidly and effortlessly, reshaping the representation of the real world with data. We use several examples to demonstrate the expressiveness of MARVisT. A user study with non-experts is also conducted to evaluate the authoring experience of MARVisT.

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Augmenting Sports Videos with VisCommentator

Visualizing data in sports videos is gaining traction in sports analytics, given its ability to communicate insights and explicate player strategies engagingly. However, augmenting sports videos with such data visualizations is challenging, especially for sports analysts, as it requires considerable expertise in video editing. To ease the creation process, we present a design space that characterizes augmented sports videos at an element-level (what the constituents are) and clip-level (how those constituents are organized). We do so by systematically reviewing 233 examples of augmented sports videos collected from TV channels, teams, and leagues. The design space guides selection of data insights and visualizations for various purposes. Informed by the design space and close collaboration with domain experts, we design VisCommentator, a fast prototyping tool, to eases the creation of augmented table tennis videos by leveraging machine learning-based data extractors and design space-based visualization recommendations. With VisCommentator, sports analysts can create an augmented video by selecting the data to visualize instead of manually drawing the graphical marks. Our system can be generalized to other racket sports (e.g., tennis, badminton) once the underlying datasets and models are available. A user study with seven domain experts shows high satisfaction with our system, confirms that the participants can reproduce augmented sports videos in a short period, and provides insightful implications into future improvements and opportunities.

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Sporthesia: Augmenting Sports Videos Using Natural Language

Augmented sports videos, which combine visualizations and video effects to present data in actual scenes, can communicate insights engagingly and thus have been increasingly popular for sports enthusiasts around the world. Yet, creating augmented sports videos remains a challenging task, requiring considerable time and video editing skills. On the other hand, sports insights are often communicated using natural language, such as in commentaries, oral presentations, and articles, but usually lack visual cues. Thus, this work aims to facilitate the creation of augmented sports videos by enabling analysts to directly create visualizations embedded in videos using insights expressed in natural language. To achieve this goal, we propose a three-step approach - 1) detecting visualizable entities in the text, 2) mapping these entities into visualizations, and 3) scheduling these visualizations to play with the video - and analyzed 155 sports video clips and the accompanying commentaries for accomplishing these steps. Informed by our analysis, we have designed and implemented Sporthesia, a proof-of-concept system that takes racket-based sports videos and textual commentaries as the input and outputs augmented videos. We demonstrate Sporthesia's applicability in two exemplar scenarios, i.e., authoring augmented sports videos using text and augmenting historical sports videos based on auditory comments. A technical evaluation shows that Sporthesia achieves high accuracy (F1-score of 0.9) in detecting visualizable entities in the text. An expert evaluation with eight sports analysts suggests high utility, effectiveness, and satisfaction with our language-driven authoring method and provides insights for future improvement and opportunities.

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ViSTec: Video Modeling for Sports Technique Recognition and Tactical Analysis

The immense popularity of racket sports has fueled substantial demand in tactical analysis with broadcast videos. However, existing manual methods require laborious annotation, and recent attempts leveraging video perception models are limited to low-level annotations like ball trajectories, overlooking tactics that necessitate an understanding of stroke techniques. State-of-the-art action segmentation models also struggle with technique recognition due to frequent occlusions and motion-induced blurring in racket sports videos. To address these challenges, We propose ViSTec, a Video-based Sports Technique recognition model inspired by human cognition that synergizes sparse visual data with rich contextual insights. Our approach integrates a graph to explicitly model strategic knowledge in stroke sequences and enhance technique recognition with contextual inductive bias. A two-stage action perception model is jointly trained to align with the contextual knowledge in the graph. Experiments demonstrate that our method outperforms existing models by a significant margin. Case studies with experts from the Chinese national table tennis team validate our model's capacity to automate analysis for technical actions and tactical strategies. More details are available at: https://ViSTec2024.github.io/.

cs.CV↗

VAID: Indexing View Designs in Visual Analytics System

Visual analytics (VA) systems have been widely used in various application domains. However, VA systems are complex in design, which imposes a serious problem: although the academic community constantly designs and implements new designs, the designs are difficult to query, understand, and refer to by subsequent designers. To mark a major step forward in tackling this problem, we index VA designs in an expressive and accessible way, transforming the designs into a structured format. We first conducted a workshop study with VA designers to learn user requirements for understanding and retrieving professional designs in VA systems. Thereafter, we came up with an index structure VAID to describe advanced and composited visualization designs with comprehensive labels about their analytical tasks and visual designs. The usefulness of VAID was validated through user studies. Our work opens new perspectives for enhancing the accessibility and reusability of professional visualization designs.

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Exploring the Design Space of Immersive Urban Analytics

Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology of urban visual analytics by providing critical 3D context information and creating a sense of presence. In this paper, we propose an theoretical model to characterize the visualizations in immersive urban analytics. Further more, based on our comprehensive and concise model, we contribute a typology of combination methods of 2D and 3D visualizations that distinguish between linked views, embedded views, and mixed views. We also propose a supporting guideline to assist users in selecting a proper view under certain circumstances by considering visual geometry and spatial distribution of the 2D and 3D visualizations. Finally, based on existing works, possible future research opportunities are explored and discussed.

cs.GR↗

NeighViz: Towards Better Understanding of Neighborhood Effects on Social Groups with Spatial Data

Understanding how local environments influence individual behaviors, such as voting patterns or suicidal tendencies, is crucial in social science to reveal and reduce spatial disparities and promote social well-being. With the increasing availability of large-scale individual-level census data, new analytical opportunities arise for social scientists to explore human behaviors (e.g., political engagement) among social groups at a fine-grained level. However, traditional statistical methods mostly focus on global, aggregated spatial correlations, which are limited to understanding and comparing the impact of local environments (e.g., neighborhoods) on human behaviors among social groups. In this study, we introduce a new analytical framework for analyzing multi-variate neighborhood effects between social groups. We then propose NeighVi, an interactive visual analytics system that helps social scientists explore, understand, and verify the influence of neighborhood effects on human behaviors. Finally, we use a case study to illustrate the effectiveness and usability of our system.

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Beep: Balancing Effectiveness and Efficiency when Finding Multivariate Patterns in Racket Sports

Modeling each hit as a multivariate event in racket sports and conducting sequential analysis aids in assessing player/team performance and identifying successful tactics for coaches and analysts. However, the complex correlations among multiple event attributes require pattern mining algorithms to be highly effective and efficient. This paper proposes Beep to discover meaningful multivariate patterns in racket sports. In particular, Beep introduces a new encoding scheme to discover patterns with correlations among multiple attributes and high-level tolerances of noise. Moreover, Beep applies an algorithm based on LSH (Locality-Sensitive Hashing) to accelerate summarizing patterns. We conducted a case study on a table tennis dataset and quantitative experiments on multi-scaled synthetic datasets to compare Beep with the SOTA multivariate pattern mining algorithm. Results showed that Beep can effectively discover patterns and noises to help analysts gain insights. Moreover, Beep was about five times faster than the SOTA algorithm.

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Notable: On-the-fly Assistant for Data Storytelling in Computational Notebooks

Computational notebooks are widely used for data analysis. Their interleaved displays of code and execution results (e.g., visualizations) are welcomed since they enable iterative analysis and preserve the exploration process. However, the communication of data findings remains challenging in computational notebooks. Users have to carefully identify useful findings from useless ones, document them with texts and visual embellishments, and then organize them in different tools. Such workflow greatly increases their workload, according to our interviews with practitioners. To address the challenge, we designed Notable to offer on-the-fly assistance for data storytelling in computational notebooks. It provides intelligent support to minimize the work of documenting and organizing data findings and diminishes the cost of switching between data exploration and storytelling. To evaluate Notable, we conducted a user study with 12 data workers. The feedback from user study participants verifies its effectiveness and usability.

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RASIPAM: Interactive Pattern Mining of Multivariate Event Sequences in Racket Sports

Experts in racket sports like tennis and badminton use tactical analysis to gain insight into competitors' playing styles. Many data-driven methods apply pattern mining to racket sports data -- which is often recorded as multivariate event sequences -- to uncover sports tactics. However, tactics obtained in this way are often inconsistent with those deduced by experts through their domain knowledge, which can be confusing to those experts. This work introduces RASIPAM, a RAcket-Sports Interactive PAttern Mining system, which allows experts to incorporate their knowledge into data mining algorithms to discover meaningful tactics interactively. RASIPAM consists of a constraint-based pattern mining algorithm that responds to the analysis demands of experts: Experts provide suggestions for finding tactics in intuitive written language, and these suggestions are translated into constraints to run the algorithm. RASIPAM further introduces a tailored visual interface that allows experts to compare the new tactics with the original ones and decide whether to apply a given adjustment. This interactive workflow iteratively progresses until experts are satisfied with all tactics. We conduct a quantitative experiment to show that our algorithm supports real-time interaction. Two case studies in tennis and in badminton respectively, each involving two domain experts, are conducted to show the effectiveness and usefulness of the system.

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Revisiting the Design Patterns of Composite Visualizations

Composite visualization is a popular design strategy that represents complex datasets by integrating multiple visualizations in a meaningful and aesthetic layout, such as juxtaposition, overlay, and nesting. With this strategy, numerous novel designs have been proposed in visualization publications to accomplish various visual analytic tasks. These well-crafted composite visualizations have formed a valuable collection for designers and researchers to address real-world problems and inspire new research topics and designs. However, there is a lack of understanding of design patterns of composite visualization, thus failing to provide holistic design space and concrete examples for practical use. In this paper, we opted to revisit the composite visualizations in VIS publications and answered what and how visualizations of different types are composed together. To achieve this, we first constructed a corpus of composite visualizations from IEEE VIS publications and decomposed them into a series of basic visualization types (e.g., bar chart, map, and matrix). With this corpus, we studied the spatial (e.g., separated or overlaying) and semantic relationships (e.g., with same types or shared axis) between visualizations and proposed a taxonomy consisting of eight different design patterns (e.g., repeated, stacked, accompanied, and nested). Furthermore, we analyzed and discussed common practices of composite visualizations, such as the distribution of different patterns and correlations between visualization types. From the analysis and examples, we obtained insights into different design patterns on the utilities, advantages, and disadvantages. Finally, we developed an interactive system to help visualization developers and researchers conveniently explore collected examples and design patterns.

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Visualizing the Scripts of Data Wrangling with SOMNUS

Data workers use various scripting languages for data transformation, such as SAS, R, and Python. However, understanding intricate code pieces requires advanced programming skills, which hinders data workers from grasping the idea of data transformation at ease. Program visualization is beneficial for debugging and education and has the potential to illustrate transformations intuitively and interactively. In this paper, we explore visualization design for demonstrating the semantics of code pieces in the context of data transformation. First, to depict individual data transformations, we structure a design space by two primary dimensions, i.e., key parameters to encode and possible visual channels to be mapped. Then, we derive a collection of 23 glyphs that visualize the semantics of transformations. Next, we design a pipeline, named Somnus, that provides an overview of the creation and evolution of data tables using a provenance graph. At the same time, it allows detailed investigation of individual transformations. User feedback on Somnus is positive. Our study participants achieved better accuracy with less time using Somnus, and preferred it over carefully-crafted textual description. Further, we provide two example applications to demonstrate the utility and versatility of Somnus.

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Revealing the Semantics of Data Wrangling Scripts With COMANTICS

Data workers usually seek to understand the semantics of data wrangling scripts in various scenarios, such as code debugging, reusing, and maintaining. However, the understanding is challenging for novice data workers due to the variety of programming languages, functions, and parameters. Based on the observation that differences between input and output tables highly relate to the type of data transformation, we outline a design space including 103 characteristics to describe table differences. Then, we develop COMANTICS, a three-step pipeline that automatically detects the semantics of data transformation scripts. The first step focuses on the detection of table differences for each line of wrangling code. Second, we incorporate a characteristic-based component and a Siamese convolutional neural network-based component for the detection of transformation types. Third, we derive the parameters of each data transformation by employing a "slot filling" strategy. We design experiments to evaluate the performance of COMANTICS. Further, we assess its flexibility using three example applications in different domains.

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DashBot: Insight-Driven Dashboard Generation Based on Deep Reinforcement Learning

Analytical dashboards are popular in business intelligence to facilitate insight discovery with multiple charts. However, creating an effective dashboard is highly demanding, which requires users to have adequate data analysis background and be familiar with professional tools, such as Power BI. To create a dashboard, users have to configure charts by selecting data columns and exploring different chart combinations to optimize the communication of insights, which is trial-and-error. Recent research has started to use deep learning methods for dashboard generation to lower the burden of visualization creation. However, such efforts are greatly hindered by the lack of large-scale and high-quality datasets of dashboards. In this work, we propose using deep reinforcement learning to generate analytical dashboards that can use well-established visualization knowledge and the estimation capacity of reinforcement learning. Specifically, we use visualization knowledge to construct a training environment and rewards for agents to explore and imitate human exploration behavior with a well-designed agent network. The usefulness of the deep reinforcement learning model is demonstrated through ablation studies and user studies. In conclusion, our work opens up new opportunities to develop effective ML-based visualization recommenders without beforehand training datasets.

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MetaGlyph: Automatic Generation of Metaphoric Glyph-based Visualization

Glyph-based visualization achieves an impressive graphic design when associated with comprehensive visual metaphors, which help audiences effectively grasp the conveyed information through revealing data semantics. However, creating such metaphoric glyph-based visualization (MGV) is not an easy task, as it requires not only a deep understanding of data but also professional design skills. This paper proposes MetaGlyph, an automatic system for generating MGVs from a spreadsheet. To develop MetaGlyph, we first conduct a qualitative analysis to understand the design of current MGVs from the perspectives of metaphor embodiment and glyph design. Based on the results, we introduce a novel framework for generating MGVs by metaphoric image selection and an MGV construction. Specifically, MetaGlyph automatically selects metaphors with corresponding images from online resources based on the input data semantics. We then integrate a Monte Carlo tree search algorithm that explores the design of an MGV by associating visual elements with data dimensions given the data importance, semantic relevance, and glyph non-overlap. The system also provides editing feedback that allows users to customize the MGVs according to their design preferences. We demonstrate the use of MetaGlyph through a set of examples, one usage scenario, and validate its effectiveness through a series of expert interviews.

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In Defence of Visual Analytics Systems: Replies to Critics

The last decade has witnessed many visual analytics (VA) systems that make successful applications to wide-ranging domains like urban analytics and explainable AI. However, their research rigor and contributions have been extensively challenged within the visualization community. We come in defence of VA systems by contributing two interview studies for gathering critics and responses to those criticisms. First, we interview 24 researchers to collect criticisms the review comments on their VA work. Through an iterative coding and refinement process, the interview feedback is summarized into a list of 36 common criticisms. Second, we interview 17 researchers to validate our list and collect their responses, thereby discussing implications for defending and improving the scientific values and rigor of VA systems. We highlight that the presented knowledge is deep, extensive, but also imperfect, provocative, and controversial, and thus recommend reading with an inclusive and critical eye. We hope our work can provide thoughts and foundations for conducting VA research and spark discussions to promote the research field forward more rigorously and vibrantly.

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VisImages: A Fine-Grained Expert-Annotated Visualization Dataset

Images in visualization publications contain rich information, e.g., novel visualization designs and implicit design patterns of visualizations. A systematic collection of these images can contribute to the community in many aspects, such as literature analysis and automated tasks for visualization. In this paper, we build and make public a dataset, VisImages, which collects 12,267 images with captions from 1,397 papers in IEEE InfoVis and VAST. Built upon a comprehensive visualization taxonomy, the dataset includes 35,096 visualizations and their bounding boxes in the images.We demonstrate the usefulness of VisImages through three use cases: 1) investigating the use of visualizations in the publications with VisImages Explorer, 2) training and benchmarking models for visualization classification, and 3) localizing visualizations in the visual analytics systems automatically.

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