No Arabic abstract
Dynamic networks can be challenging to analyze visually, especially if they span a large time range during which new nodes and edges can appear and disappear. Although it is straightforward to provide interfaces for visualization that represent multiple states of the network (i.e., multiple timeslices) either simultaneously (e.g., through small multiples) or interactively (e.g., through interactive animation), these interfaces might not support tasks in which disjoint timeslices need to be compared. Since these tasks are key for understanding the dynamic aspects of the network, understanding which interactive visualizations best support these tasks is important. We present the results of a series of laboratory experiments comparing two traditional approaches (small multiples and interactive animation), with a more recent approach based on interactive timeslicing. The tasks were performed on a large display through a touch interface. Participants completed 24 trials of three tasks with all techniques. The results show that interactive timeslicing brings benefit when comparing distant points in time, but less benefits when analyzing contiguous intervals of time.
We present a system that allows users to visualize complex human motion via 3D motion sculptures---a representation that conveys the 3D structure swept by a human body as it moves through space. Given an input video, our system computes the motion sculptures and provides a user interface for rendering it in different styles, including the options to insert the sculpture back into the original video, render it in a synthetic scene or physically print it. To provide this end-to-end workflow, we introduce an algorithm that estimates that humans 3D geometry over time from a set of 2D images and develop a 3D-aware image-based rendering approach that embeds the sculpture back into the scene. By automating the process, our system takes motion sculpture creation out of the realm of professional artists, and makes it applicable to a wide range of existing video material. By providing viewers with 3D information, motion sculptures reveal space-time motion information that is difficult to perceive with the naked eye, and allow viewers to interpret how different parts of the object interact over time. We validate the effectiveness of this approach with user studies, finding that our motion sculpture visualizations are significantly more informative about motion than existing stroboscopic and space-time visualization methods.
Graph data have become increasingly common. Visualizing them helps people better understand relations among entities. Unfortunately, existing graph visualization tools are primarily designed for single-person desktop use, offering limited support for interactive web-based exploration and online collaborative analysis. To address these issues, we have developed Argo Lite, a new in-browser interactive graph exploration and visualization tool. Argo Lite enables users to publish and share interactive graph visualizations as URLs and embedded web widgets. Users can explore graphs incrementally by adding more related nodes, such as highly cited papers cited by or citing a paper of interest in a citation network. Argo Lite works across devices and platforms, leveraging WebGL for high-performance rendering. Argo Lite has been used by over 1,000 students at Georgia Techs Data and Visual Analytics class. Argo Lite may serve as a valuable open-source tool for advancing multiple CIKM research areas, from data presentation, to interfaces for information systems and more.
We present a comprehensive framework for evaluating line chart smoothing methods under a variety of visual analytics tasks. Line charts are commonly used to visualize a series of data samples. When the number of samples is large, or the data are noisy, smoothing can be applied to make the signal more apparent. However, there are a wide variety of smoothing techniques available, and the effectiveness of each depends upon both nature of the data and the visual analytics task at hand. To date, the visualization community lacks a summary work for analyzing and classifying the various smoothing methods available. In this paper, we establish a framework, based on 8 measures of the line smoothing effectiveness tied to 8 low-level visual analytics tasks. We then analyze 12 methods coming from 4 commonly used classes of line chart smoothing---rank filters, convolutional filters, frequency domain filters, and subsampling. The results show that while no method is ideal for all situations, certain methods, such as Gaussian filters and Topology-based subsampling, perform well in general. Other methods, such as low-pass cutoff filters and Douglas-Peucker subsampling, perform well for specific visual analytics tasks. Almost as importantly, our framework demonstrates that several methods, including the commonly used uniform subsampling, produce low-quality results, and should, therefore, be avoided, if possible.
Cartograms are map-based data visualizations in which the area of each map region is proportional to an associated numeric data value (e.g., population or gross domestic product). A cartogram is called contiguous if it conforms to this area principle while also keeping neighboring regions connected. Because of their distorted appearance, contiguous cartograms have been criticized as difficult to read. Some authors have suggested that cartograms may be more legible if they are accompanied by interactive features (e.g., animations, linked brushing, or infotips). We conducted an experiment to evaluate this claim. Participants had to perform visual analysis tasks with interactive and noninteractive contiguous cartograms. The task types covered various aspects of cartogram readability, ranging from elementary lookup tasks to synoptic tasks (i.e., tasks in which participants had to summarize high-level differences between two cartograms). Elementary tasks were carried out equally well with and without interactivity. Synoptic tasks, by contrast, were more difficult without interactive features. With access to interactivity, however, most participants answered even synoptic questions correctly. In a subsequent survey, participants rated the interactive features as easy to use and helpful. Our study suggests that interactivity has the potential to make contiguous cartograms accessible even for those readers who are unfamiliar with interactive computer graphics or do not have a prior affinity to working with maps. Among the interactive features, animations had the strongest positive effect, so we recommend them as a minimum of interactivity when contiguous cartograms are displayed on a computer screen.
It is fundamental for personal robots to reliably navigate to a specified goal. To study this task, PointGoal navigation has been introduced in simulated Embodied AI environments. Recent advances solve this PointGoal navigation task with near-perfect accuracy (99.6% success) in photo-realistically simulated environments, assuming noiseless egocentric vision, noiseless actuation, and most importantly, perfect localization. However, under realistic noise models for visual sensors and actuation, and without access to a GPS and Compass sensor, the 99.6%-success agents for PointGoal navigation only succeed with 0.3%. In this work, we demonstrate the surprising effectiveness of visual odometry for the task of PointGoal navigation in this realistic setting, i.e., with realistic noise models for perception and actuation and without access to GPS and Compass sensors. We show that integrating visual odometry techniques into navigation policies improves the state-of-the-art on the popular Habitat PointNav benchmark by a large margin, improving success from 64.5% to 71.7% while executing 6.4 times faster.