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Jennifer Adorno Nieves

dblp:178/9881 · also Jorge Adorno, Jorge Adorno Nieves · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2024
0000-0002-6511-694XORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Visualization and visual analytics · 100%
Human-computer interaction and pervasive computing
1 paper
Usability and user experience research · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › visualization literacy
visualization interpretation
0.812024
Do You See What I See? A Qualitative Study Eliciting High-Level Visualization Comprehension · CHI 2024
Visualization and visual analytics › scatterplot
scatterplot design
0.712023
Automatic Scatterplot Design Optimization for Clustering Identification · IEEE Trans. Vis. Comput. Graph. 2023
Usability and user experience research › evaluation methodology
visualization evaluation
0.212024
Do You See What I See? A Qualitative Study Eliciting High-Level Visualization Comprehension · CHI 2024
Usability and user experience research › visual perception
visualization perception
0.212024
Do You See What I See? A Qualitative Study Eliciting High-Level Visualization Comprehension · CHI 2024

Methods — techniques the papers use, named apart from their topics

think-aloud protocol · 1.5qualitative study · 1.5natural language descriptions · 0.8natural language description · 0.8subsampling · 0.7parameter optimization · 0.7merge tree · 0.7
YearPublicationVenuePosition
2024 Do You See What I See? A Qualitative Study Eliciting High-Level Visualization Comprehension
abstract
Designers often create visualizations to achieve specific high-level analytical or communication goals. These goals require people to naturally extract complex, contextualized, and interconnected patterns in data. While limited prior work has studied general high-level interpretation, prevailing perceptual studies of visualization effectiveness primarily focus on isolated, predefined, low-level tasks, such as estimating statistical quantities. This study more holistically explores visualization interpretation to examine the alignment between designers’ communicative goals and what their audience sees in a visualization, which we refer to as their comprehension. We found that statistics people effectively estimate from visualizations in classical graphical perception studies may differ from the patterns people intuitively comprehend in a visualization. We conducted a qualitative study on three types of visualizations—line graphs, bar graphs, and scatterplots—to investigate the high-level patterns people naturally draw from a visualization. Participants described a series of graphs using natural language and think-aloud protocols. We found that comprehension varies with a range of factors, including graph complexity and data distribution. Specifically, 1) a visualization’s stated objective often does not align with people’s comprehension, 2) results from traditional experiments may not predict the knowledge people build with a graph, and 3) chart type alone is insufficient to predict the information people extract from a graph. Our study confirms the importance of defining visualization effectiveness from multiple perspectives to assess and inform visualization practices.
Ghulam Jilani Quadri, Zeyu Wang 0005, Zhehao Wang, Jennifer Adorno Nieves, Paul Rosen 0001, Danielle Albers Szafir
CHI4
2023 Automatic Scatterplot Design Optimization for Clustering Identification
abstract
Scatterplots are among the most widely used visualization techniques. Compelling scatterplot visualizations improve understanding of data by leveraging visual perception to boost awareness when performing specific visual analytic tasks. Design choices in scatterplots, such as graphical encodings or data aspects, can directly impact decision-making quality for low-level tasks like clustering. Hence, constructing frameworks that consider both the perceptions of the visual encodings and the task being performed enables optimizing visualizations to maximize efficacy. In this article, we propose an automatic tool to optimize the design factors of scatterplots to reveal the most salient cluster structure. Our approach leverages the merge tree data structure to identify the clusters and optimize the choice of subsampling algorithm, sampling rate, marker size, and marker opacity used to generate a scatterplot image. We validate our approach with user and case studies that show it efficiently provides high-quality scatterplot designs from a large parameter space.
Ghulam Jilani Quadri, Jennifer Adorno Nieves, Brenton M. Wiernik, Paul Rosen 0001
IEEE Trans. Vis. Comput. Graph.2
2021 Compressive Features in Offline Reinforcement Learning for Recommender Systems
abstract
In this paper, we develop a recommender system for a game that suggests potential items to players based on their interactive behaviors to maximize revenue for the game provider. Most of today’s recommender systems in e-commerce and retail businesses are built based on supervised learning models and collaborative filtering, while our approach is built on a reinforcement-learning-based technique and is trained on an offline data set that is publicly available on an IEEE Big Data Cup challenge. The limitation of the offline data set and the curse of high dimensionality pose significant obstacles to solving this problem. Our proposed method focuses on improving the total rewards and performance by tackling these main difficulties. More specifically, we utilized sparse PCA to extract important features of user behaviors. Our Q-learning-based system is then trained from the processed offline data set. To exploit all possible information from the provided data set, we cluster user features to different groups and build an independent Q-table for each group. Furthermore, to tackle the challenge of unknown formula for evaluation metrics, we design a metric to self-evaluate our system’s performance based on the potential value the game provider might achieve and a small collection of actual evaluation metrics that we obtain from the live scoring environment. Our experiments show that our proposed metric is consistent with the results published by the challenge organizers. We have implemented the proposed training pipeline, and the results show that our method outperforms current state-of-the-art methods in terms of both total rewards and training speed. By addressing the main challenges and leveraging the state-of-the-art techniques, we have achieved the best public leaderboard result in the challenge. Furthermore, our proposed method achieved an estimated score of approximately 20% better and can be trained faster by 30 times than the best of the current state-of-the-art methods.
Long Dang, Jennifer Adorno Nieves
IEEE BigData4