Tim Dwyer

dblp:21/6679 · DBLP profile ↗
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122ranked-venue papers
25as first author
52since 2021 · last 2026
0000-0002-9076-9571ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 64 · 12 first-author · 25 since 2021Human-computer interaction and ubiquitous computing · 44 · 1 first-author · 27 since 2021Theory of computation · 16 · 11 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 first-authorArtificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1
YearPublicationVenuePosition
2026 Challenges in Synchronous & Remote Collaboration Around Visualization
abstract
We characterize 16 challenges faced by those investigating and developing remote and synchronous collaborative experiences around visualization. Our work reflects the perspectives and prior research efforts of an international group of 29 experts from across human-computer interaction and visualization sub-communities. The challenges are anchored around five collaborative activities that exhibit a centrality of visualization and multimodal communication. These activities include exploratory data analysis, creative ideation, visualization-rich presentations, joint decision making grounded in data, and real-time data monitoring. The challenges also reflect the changing dynamics of these activities in the face of recent advances in extended reality (XR) and artificial intelligence (AI). As an organizing scheme for future research at the intersection of visualization and computer-supported cooperative work, we align the challenges with a sequence of four sets of research and development activities: technological choices, social factors, AI assistance, and evaluation.
Matthew Brehmer, Maxime Cordeil, Christophe Hurter, Takayuki Itoh, Wolfgang Büschel, Mahmood Jasim, Arnaud Prouzeau, David Saffo, Lyn Bartram, Sheelagh Carpendale, Chen Zhu-Tian, Andrew Cunningham, Tim Dwyer, Samuel Huron, Masahiko Itoh, Alark Joshi, Kiyoshi Kiyokawa, Hideaki Kuzuoka, Bongshin Lee, Gabriela Molina León, Harald Reiterer, Bektur Ryskeldiev, Jonathan A. Schwabish, Brian A. Smith 0001, Yasuyuki Sumi, Ryo Suzuki 0001, Anthony Tang 0001, Yalong Yang 0001, Jian Zhao 0010
CHI13
2026 MarioChart: Autonomous Tangibles as Active Proxy Interfaces for Embodied Casual Data Exploration
abstract
We introduce the notion of an Active Proxy interface, i.e. tangible models as proxies for physical data referents, supporting interactive exploration of data through active manipulation. We realise an active proxy data visualisation system, “MarioChart", using robot carts relocating themselves on a tabletop, e.g., to align with their data referents in a map or other visual layout. We consider a casual-data exploration scenario involving a multivariate campus sustainability dataset, using scale models as proxies for their physical building data referents. Our empirical study (n=12) compares active proxy use with conventional tablet interaction, finding that our active proxy system enhances short-term spatial memory of data and enables faster completion of certain data analytic tasks. It shows no significant differences compared to traditional touchscreens in long-term memory, physical fatigue, mental workload, or user engagement. Our study offers an initial baseline for active proxy techniques and advances understanding of tangible interfaces in situated data visualisation.
Shaozhang Dai, Kadek Ananta Satriadi, Jim Smiley, Barrett Ens, Lonni Besançon, Tim Dwyer
CHI6
2026 How Do Operators Use Network Diagrams? Characterising Visualisation Tasks in an Energy Control Room
abstract
Decision-making in energy control rooms relies on visualising complex, dynamic networks through single-line diagrams (SLDs), yet the tasks these views support remain under-characterised. From a systematic review of 42 papers, we coded 202 tasks using Munzner’s WHY–WHAT–HOW framework and Lee et al.’s graph-task taxonomy. Analysis identified six task themes coalescing into five archetypes: topology exploration using shape/orientation; line-attribute comparison through size/alignment; temporal evolution via animation; alarm triage using colour/luminance; and overview synthesis through coordinated views. Assessment with 42 field tasks from real control room observations demonstrated that the archetypes show coverage, clean boundaries, and distinctive visual channels. Our findings reveal critical needs for semantic zoom, temporal continuity, and adaptive view coordination in control room design. Beyond infrastructure domains, this work highlights fundamental visualisation challenges in representing dynamic topologies, encoding multiple attributes in dense configurations, and managing attention across views. Further study should balance geographic reality with operational clarity.
Merry Kim Hoang, Sarah Goodwin, Roger Dargaville, Tim Dwyer
CHI4
2026 Criminator: An Easy-to-Use XR "Crime Animator" for Rapid Reconstruction and Analysis of Dynamic Crime Scenes
abstract
Law enforcement authorities are increasingly interested in 3D modelling for virtual crime scene reconstruction, enabling offline analysis without the cost and contamination risk of on-site investigation. Past work has demonstrated spatial relationships through static modelling but validating the sequence of events in dynamic scenarios is crucial for solving a case. Yet, animation tools are not well suited to crime scene reconstruction, and complex for non-experts in 3D modelling/animation. Through a co-design process with criminology experts, we designed “Criminator”—a methodological framework and XR tool that simplifies animation authoring. We evaluated this tool with participants trained in criminology (n=6) and untrained individuals (n=12). Both groups were able to successfully complete the character animation tasks and provided high usability ratings for observation tasks. Criminator has potential for hypothesis testing, demonstration, sense-making, and training. Challenges remain in how such a tool fits into the entire judicial process, with questions about including animations as evidence.
Vahid Pooryousef, Lonni Besançon, Maxime Cordeil, Chris Flight, Alastair M. Ross, Richard Bassed, Tim Dwyer
CHI7
2026 Integrating Visual Analytics into Eye Tracking Workflows: A Longitudinal Field Study
Kun-Ting Chen, Arnaud Prouzeau, Christophe Hurter, Joshua Langmead, Lawrence Lee, Tim Dwyer, Michael Sedlmair, Daniel Weiskopf, Sarah Goodwin
PacificVis6
2026 Consideration of Human Values in Extended Reality: A Systematic Review
abstract
With the increasing emphasis on real-world applications of Extended Reality (XR), the field faces growing challenges in creating meaningful, user-centred, and ethical experiences. Understanding how human values have been considered in prior research is essential for ensuring that future XR experiences are designed with a deep awareness of human needs, behaviours, and cultural contexts. This study presents a systematic review of human values in the extant XR literature. It aims to address which values have been explored, how they have been studied, and why they have been considered in XR contexts. We report findings on authors' research motivations, approaches to studying values, application domains, forms of technology, target groups and associated values, as well as identified directions for future research. Based on these findings, we propose a structured analysis that synthesises key trends and gaps, providing a foundation for future research to advance more inclusive, ethically grounded, and context-aware XR design.
Mengxing Li, Yidan Zhang 0003, Tim Dwyer, Taghreed Alshehri, Joanne Evans, Sarah Goodwin
IEEE Trans. Vis. Comput. Graph.3
2026 Qualitative Study for LLM-assisted Design Study Process: Strategies, Challenges, and Roles
abstract
Design studies aim to develop visualization solutions for real-world problems across various application domains. Recently, the emergence of large language models (LLMs) has introduced new opportunities to enhance the design study process, providing capabilities such as creative problem-solving, data handling, and insightful analysis. However, despite their growing popularity, there remains a lack of systematic understanding of how LLMs can effectively assist researchers in visualization-specific design studies. In this paper, we conducted a rnulti-stage qualitative study to fill this gap, which involved 30 design study researchers from diverse backgrounds and expertise levels. Through in-depth interviews and carefully-designed questionnaires, we investigated strategies for utilizing LLMs, the challenges encountered, and the practices used to overcome them. We further compiled the roles that LLMs can play across different stages of the design study process. Our findings highlight practical implications to inform visualization practitioners, and also provide a framework for leveraging LLMs to facilitate the design study process in visualization research.
Shaolun Ruan, Rui Sheng, Xiaolin Wen, Jiachen Wang 0001, Yong Wang 0021, Tim Dwyer, Jiannan Li
IEEE Trans. Vis. Comput. Graph.7
2026 Editorial: Guest Editors' Introduction: Special Issue on IEEE PacificVis 2026
Ivan Viola, Tim Dwyer
IEEE Trans. Vis. Comput. Graph.3
2025 AlphaPIG: The Nicest Way to Prolong Interactive Gestures in Extended Reality
abstract
Mid-air gestures serve as a common interaction modality across Extended Reality (XR) applications, enhancing engagement and ownership through intuitive body movements. However, prolonged arm movements induce shoulder fatigue—known as "Gorilla Arm Syndrome"—degrading user experience and reducing interaction duration. Although existing ergonomic techniques derived from Fitts’ law (such as reducing target distance, increasing target width, and modifying control-display gain) provide some fatigue mitigation, their implementation in XR applications remains challenging due to the complex balance between user engagement and physical exertion. We present AlphaPIG, a meta-technique designed to Prolong Interactive Gestures by leveraging real-time fatigue predictions. AlphaPIG assists designers in extending and improving XR interactions by enabling automated fatigue-based interventions. Through adjustment of intervention timing and intensity decay rate, designers can explore and control the trade-off between fatigue reduction and potential effects such as decreased body ownership. We validated AlphaPIG’s effectiveness through a study (N=22) implementing the widely-used Go-Go technique. Results demonstrated that AlphaPIG significantly reduces shoulder fatigue compared to non-adaptive Go-Go, while maintaining comparable perceived body ownership and agency. Based on these findings, we discuss positive and negative perceptions of the intervention. By integrating real-time fatigue prediction with adaptive intervention mechanisms, AlphaPIG constitutes a critical first step towards creating fatigue-aware applications in XR.
Yi Li 0058, Florian Fischer 0001, Tim Dwyer, Barrett Ens, Robert George Crowther, Per Ola Kristensson, Benjamin Tag
CHI3
2025 ACCESS : A Benchmark for Abstract Causal Event Discovery and Reasoning
abstract
Vy Vo, Lizhen Qu, Tao Feng, Yuncheng Hua, Xiaoxi Kang, Songhai Fan, Tim Dwyer, Lay-Ki Soon, Gholamreza Haffari. Proceedings of the 2025 Conference of the Nations of the Americas Chapter of the Association for Computational Linguistics: Human Language Technologies (Volume 1: Long Papers). 2025.
Vy Vo, Lizhen Qu, Tao Feng 0013, Yuncheng Hua, Xiaoxi Kang, Songhai Fan, Tim Dwyer, Lay-Ki Soon, Gholamreza Haffari
NAACL (Long Papers)7
2025 MagnePins: A Modular, Affordable, and DIY Refreshable Braille and Tactile Display
Jim Smiley, Swamy Ananthanarayan, Leona Holloway, Matthew Butler 0002, Tim Dwyer
UIST5
2025 Precise Embodied Data Selection with Haptic Feedback while Retaining Room-Scale Visualisation Context
abstract
Room-scale immersive data visualisations provide viewers a wide-scale overview of a large dataset, but to interact precisely with individual data points they typically have to navigate to change their point of view. In traditional screen-based visualisations, focus-and-context techniques allow visualisation users to keep a full dataset in view while making detailed selections. Such techniques have been studied extensively on desktop to allow precise selection within large data sets, but they have not been explored in immersive 3D modalities. In this paper we develop a novel immersive focus-and-context technique based on a "magic portal" metaphor adapted specifically for data visualisation scenarios. An extendable-hand interaction technique is used to place a portal close to the region of interest. The other end of the portal then opens comfortably within the user's physical reach such that they can reach through to precisely select individual data points. Through a controlled study with 12 participants, we find strong evidence that portals reduce overshoots in selection and overall hand trajectory length, reducing arm and shoulder fatigue compared to ranged interaction without the portal. The portals also enable us to use a robot arm to provide haptic feedback for data within the limited volume of the portal region. In a second study with another 12 participants we found that haptics provided a positive experience (qualitative feedback) but did not significantly reduce fatigue. We demonstrate applications for portal-based selection through two use-case scenarios.
Shaozhang Dai, Yi Li 0058, Barrett Ens, Lonni Besançon, Tim Dwyer
IEEE Trans. Vis. Comput. Graph.5
2025 GraphTrials: Visual Proofs of Graph Properties
abstract
Graph and network visualization supports exploration, analysis and communication of relational data arising in many domains: from biological and social networks, to transportation and powergrid systems. With the arrival of AI-based question-answering tools, issues of trustworthiness and explainability of generated answers motivate a significant new role for visualization. In the context of graphs, we see the need for visualizations that can convince a critical audience that an assertion (e. g., from an AI) about the graph under analysis is valid. The requirements for such representations that convey precisely one specific graph property are quite different from standard network visualization criteria which optimize general aesthetics and readability. In this paper, we aim to provide a comprehensive introduction to visual proofs of graph properties and a foundation for further research in the area. We present a framework that defines what it means to visually prove a graph property. In the process, we introduce the notion of a visual certificate, that is, a specialized faithful graph visualization that leverages the viewer's perception, in particular, pre-attentive processing (e. g., via pop-out effects), to verify a given assertion about the represented graph. We also discuss the relationships between visual complexity, cognitive load and complexity theory, and propose a classification based on visual proof complexity. Then, we provide further examples of visual certificates for problems in different visual proof complexity classes. Finally, we conclude the paper with a discussion of the limitations of our model and some open problems.
Henry Förster, Felix Klesen, Tim Dwyer, Peter Eades, Seok-Hee Hong 0001, Stephen G. Kobourov, Giuseppe Liotta, Kazuo Misue, Fabrizio Montecchiani, Alexander Pastukhov, Falk Schreiber
IEEE Trans. Vis. Comput. Graph.3
2025 Embedding Human Values in the Design of Mixed-Reality Technologies
abstract
Current mixed reality (MR) designs predominantly prioritise functionality and usability, often overlooking individual's diverse value needs. To create more meaningful MR experiences, this paper aims to address this gap by exploring how human values can be integrated into MR design. We propose a values-based design process and evaluate it through three design workshops considering a remote collaborative learning scenario. By comparing our approach to an existing MR application for collaborative learning, we demonstrate how embedding human values into MR design can lead to more ethical and human-centred outcomes. Our findings contribute to advancing the design and application of MR technologies to be more aligned with people's diverse needs and values.
Mengxing Li, Taghreed Alshehri, Tim Dwyer, Sarah Goodwin, Joanne Evans
IEEE Trans. Vis. Comput. Graph.3
2024 Exploring Human Values in Mixed Reality Futures
abstract
The rapid development of immersive technologies is heralding a shift from purely physical environments to one that seamlessly mixes the physical and the digital. As these Mixed Reality (MR) worlds develop quickly we need to reflect on how human values are incorporated into the design and deployment of the technology. Human values map our perception of the world, reflect attitudes, guide behaviours, and provide us with social and moral grounding. However, there is limited research on incorporating values in the design of MR technologies. This research has three contributions: (1) a playful values-driven workshop design, (2) insights into the values of different groups of people in diverse MR scenarios, and (3) recommendations for incorporating human values for future MR design and application. This work will contribute to improving the ethical and responsible development of current and future MR applications.
Mengxing Li, Sarah Goodwin, Tim Dwyer, Joanne Evans
Conference on Designing Interactive Systems3
2024 GraphTrials: Visual Proofs of Graph Properties
abstract
Graph and network visualization supports exploration, analysis and communication of relational data arising in many domains: from biological and social networks, to transportation and powergrid systems. With the arrival of AI-based question-answering tools, issues of trustworthiness and explainability of generated answers motivate a greater role for visualization. In the context of graphs, we see the need for visualizations that can convince a critical audience that an assertion about the graph under analysis is valid. The requirements for such representations that convey precisely one specific graph property are quite different from standard network visualization criteria which optimize general aesthetics and readability. In this paper, we aim to provide a comprehensive introduction to visual proofs of graph properties and a foundation for further research in the area. We present a framework that defines what it means to visually prove a graph property. In the process, we introduce the notion of a visual certificate, that is, a specialized faithful graph visualization that leverages the viewer's perception, in particular, pre-attentive processing (e. g. via pop-out effects), to verify a given assertion about the represented graph. We also discuss the relationships between visual complexity, cognitive load and complexity theory, and propose a classification based on visual proof complexity. Finally, we provide examples of visual certificates for problems in different visual proof complexity classes.
Henry Förster, Felix Klesen, Tim Dwyer, Peter Eades, Seok-Hee Hong 0001, Stephen G. Kobourov, Giuseppe Liotta, Kazuo Misue, Fabrizio Montecchiani, Alexander Pastukhov, Falk Schreiber
GD3
2024 Investigating the Effects of Physical Landmarks on Spatial Memory for Information Visualisation in Augmented Reality
abstract
Augmented Reality (AR) is touted to be beneficial in supporting situated information display, allowing virtual information panels to be overlaid on real-world scenes. People must then use their spatial memory to navigate among these virtual panels effectively. While spatial memory has been studied in physical environments (wall displays) and virtual reality environments, there has been little research on how physical surroundings might affect memorisation of virtual content in a mixed environment like AR. Therefore, we provide the first AR study of spatial memory, comparing two different room settings with two different situated layouts of virtual targets on an abstract spatial memory task. We find that participants recall spatial patterns with greater accuracy and higher subjective ratings in a room with furniture compared to an empty room. Our findings lead to important design implications for mixed-reality user interfaces, particularly in information-rich applications like situated analytics and small-multiples information visualisation.
Jiazhou Liu, Kadek Ananta Satriadi, Barrett Ens, Tim Dwyer
ISMAR4
2024 Extending Adjacency Matrices to 3D with Triangles
abstract
Social networks are the fabric of society and the subject of frequent visual analysis. Closed triads represent triangular relationships between three people in a social network and are significant for understanding inherent interconnections and influence within the network. The most common methods for representing social networks (node-link diagrams and adjacency matrices) are not optimal for understanding triangles. We propose extending the adjacency matrix form to 3D for better visualization of network triads. We design a 3D matrix reordering technique and implement an immersive interactive system to assist in visualizing and analyzing closed triads in social networks. The evaluations demonstrate that our method provides substantial added value over node-link diagrams in improving the efficiency and accuracy of manipulating and understanding the social network triads.
Rusheng Pan, Helen C. Purchase, Tim Dwyer, Wei Chen 0001
PacificVis3
2024 NICER: A New and Improved Consumed Endurance and Recovery Metric to Quantify Muscle Fatigue of Mid-Air Interactions
abstract
Natural gestures are crucial for mid-air interaction, but predicting and managing muscle fatigue is challenging. Existing torque-based models are limited in their ability to model above-shoulder interactions and to account for fatigue recovery. We introduce a new hybrid model, NICER , which combines a torque-based approach with a new term derived from the empirical measurement of muscle contraction and a recovery factor to account for decreasing fatigue during rest. We evaluated NICER in a mid-air selection task using two interaction methods with different degrees of perceived fatigue. Results show that NICER can accurately model above-shoulder interactions as well as reflect fatigue recovery during rest periods. Moreover, both interaction methods show a stronger correlation with subjective fatigue measurement ( ρ = 0.978/0.976) than a previous model, Cumulative Fatigue ( ρ = 0.966/0.923), confirming that NICER is a powerful analytical tool to predict fatigue across a variety of gesture-based interactive applications.
Yi Li 0058, Benjamin Tag, Shaozhang Dai, Robert George Crowther, Tim Dwyer, Pourang Irani, Barrett Ens
ACM Trans. Graph.5
2024 Welcome
Tim Dwyer, Sarah Goodwin, Michael Wybrow
IEEE Trans. Vis. Comput. Graph.1
2024 Collaborative Forensic Autopsy Documentation and Supervised Report Generation Using a Hybrid Mixed-Reality Environment and Generative AI
abstract
Forensic investigation is a complex procedure involving experts working together to establish cause of death and report findings to legal authorities. While new technologies are being developed to provide better post-mortem imaging capabilities-including mixed-reality (MR) tools to support 3D visualisation of such data-these tools do not integrate seamlessly into their existing collaborative workflow and report authoring process, requiring extra steps, e.g. to extract imagery from the MR tool and combine with physical autopsy findings for inclusion in the report. Therefore, in this work we design and evaluate a new forensic autopsy report generation workflow and present a novel documentation system using hybrid mixed-reality approaches to integrate visualisation, voice and hand interaction, as well as collaboration and procedure recording. Our preliminary findings indicate that this approach has the potential to improve data management, aid reviewability, and thus, achieve more robust standards. Further, it potentially streamlines report generation and minimise dependency on external tools and assistance, reducing autopsy time and related costs. This system also offers significant potential for education. A free copy of this paper and all supplemental materials are available at https://osf.io/ygfzx.
Vahid Pooryousef, Maxime Cordeil, Lonni Besançon, Richard Bassed, Tim Dwyer
IEEE Trans. Vis. Comput. Graph.5
2023 Deimos: A Grammar of Dynamic Embodied Immersive Visualisation Morphs and Transitions
abstract
We present Deimos, a grammar for specifying dynamic embodied immersive visualisation morphs and transitions. A morph is a collection of animated transitions that are dynamically applied to immersive visualisations at runtime and is conceptually modelled as a state machine. It is comprised of state, transition, and signal specifications. States in a morph are used to generate animation keyframes, with transitions connecting two states together. A transition is controlled by signals, which are composable data streams that can be used to enable embodied interaction techniques. Morphs allow immersive representations of data to transform and change shape through user interaction, facilitating the embodied cognition process. We demonstrate the expressivity of Deimos in an example gallery and evaluate its usability in an expert user study of six immersive analytics researchers. Participants found the grammar to be powerful and expressive, and showed interest in drawing upon Deimos’ concepts and ideas in their own research.
Benjamin Lee 0001, Arvind Satyanarayan, Maxime Cordeil, Arnaud Prouzeau, Bernhard Jenny, Tim Dwyer
CHI6
2023 DataDancing: An Exploration of the Design Space For Visualisation View Management for 3D Surfaces and Spaces
abstract
Recent studies have explored how users of immersive visualisation systems arrange data representations in the space around them. Generally, these have focused on placement centred at eye-level in absolute room coordinates. However, work in HCI exploring full-body interaction has identified zones relative to the user’s body with different roles. We encapsulate the possibilities for visualisation view management into a design space (called “DataDancing”). From this design space we extrapolate a variety of view management prototypes, each demonstrating a different combination of interaction techniques and space use. The prototypes are enabled by a full-body tracking system including novel devices for torso and foot interaction. We explore four of these prototypes, encompassing standard wall and table-style interaction as well as novel foot interaction, in depth through a qualitative user study. Learning from the results, we improve the interaction techniques and propose two hybrid interfaces that demonstrate interaction possibilities of the design space.
Jiazhou Liu, Barrett Ens, Arnaud Prouzeau, Jim Smiley, Isobel Kara Nixon, Sarah Goodwin, Tim Dwyer
CHI7
2023 User-Driven Constraints for Layout Optimisation in Augmented Reality
abstract
Automatic layout optimisation allows users to arrange augmented reality content in the real-world environment without the need for tedious manual interactions. This optimisation is often based on modelling the intended content placement as constraints, defined as cost functions. Then, applying a cost minimization algorithm leads to a desirable placement. However, such an approach is limited by the lack of user control over the optimisation results. In this paper we explore the concept of user-driven constraints for augmented reality layout optimisation. With our approach users can define and set up their own constraints directly within the real-world environment. We first present a design space composed of three dimensions: the constraints, the regions of interest and the constraint parameters. Then we explore which input gestures can be employed to define the user-driven constraints of our design space through a user elicitation study. Using the results of the study, we propose a holistic system design and implementation demonstrating our user-driven constraints, which we evaluate in a final user study where participants had to create several constraints at the same time to arrange a set of virtual contents.
Aziz Niyazov, Barrett Ens, Kadek Ananta Satriadi, Nicolas Mellado, Loïc Barthe, Tim Dwyer, Marcos Serrano
CHI6
2023 Working with Forensic Practitioners to Understand the Opportunities and Challenges for Mixed-Reality Digital Autopsy
abstract
Forensic practitioners analyse intrinsic 3D data daily on 2D screens. We explore novel immersive visualisation techniques that enable digital autopsy through analysis of 3D imagery. We employ a user-centred design process involving four rounds of user feedback: (1) formative interviews eliciting opportunities and requirements for mixed-reality digital autopsies; (2) a larger workshop identifying our prototype’s limitations and further use-cases and interaction ideas; (3+4) two rounds of qualitative user validation of successive prototypes of novel interaction techniques for pathologist sensemaking. Overall, we find MR holds great potential to enable digital autopsy, initially to supplement physical autopsy, but ultimately to replace it. We found that experts were able to use our tool to perform basic virtual autopsy tasks, MR setup promotes exploration and sense making of cause of death, and subject to limitations of current MR technology, the proposed system is a valid option for digital autopsies, according to experts’ feedback.
Vahid Pooryousef, Maxime Cordeil, Lonni Besançon, Christophe Hurter, Tim Dwyer, Richard Bassed
CHI5
2023 ProxSituated Visualization: An Extended Model of Situated Visualization using Proxies for Physical Referents
abstract
Existing situated visualization models assume the user is able to directly interact with the objects and spaces to which the data refers (known as physical referents). We review a growing body of work exploring scenarios where the user interacts with a proxy representation of the physical referent rather than immediately with the object itself. This introduces a complex mixture of immediate situatedness and proxies of situatedness that goes beyond the expressiveness of current models. We propose an extended model of situated visualization that encompasses Immediate Situated Visualization and ProxSituated (Proxy of Situated) Visualization. Our model describes a set of key entities involved in proxSituated scenarios and important relationships between them. From this model, we derive design dimensions and apply them to existing situated visualization work. The resulting design space allows us to describe and evaluate existing scenarios, as well as to creatively generate new conceptual scenarios.
Kadek Ananta Satriadi, Andrew Cunningham, Ross Smith 0001, Tim Dwyer, Adam Drogemuller, Bruce H. Thomas
CHI4
2023 Reading Strategies for Graph Visualizations that Wrap Around in Torus Topology
abstract
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.
Kun-Ting Chen, Quynh Quang Ngo, Kuno Kurzhals, Kim Marriott, Tim Dwyer, Michael Sedlmair, Daniel Weiskopf
ETRA5
2023 Gazealytics: A Unified and Flexible Visual Toolkit for Exploratory and Comparative Gaze Analysis
abstract
We present a novel, web-based visual eye-tracking analytics tool called Gazealytics. Our open-source toolkit features a unified combination of gaze analytics features that support flexible exploratory analysis, along with annotation of areas of interest (AOI) and filter options based on multiple criteria to visually analyse eye tracking data across time and space. Gazealytics features coordinated views unifying spatiotemporal exploration of fixations and scanpaths for various analytical tasks. A novel matrix representation allows analysis of relationships between such spatial or temporal features. Data can be grouped across samples, user-defined AOIs or time windows of interest (TWIs) to support aggregate or filtered analysis of gaze activity. This approach exceeds the capabilities of existing systems by supporting flexible comparison between and within subjects, hypothesis generation, data analysis and communication of insights. We demonstrate in a walkthrough that Gazealytics supports multiple types of eye tracking datasets and analytical tasks.
Kun-Ting Chen, Arnaud Prouzeau, Joshua Langmead, Ryan Whitelock-Jones, Lawrence Lee, Tim Dwyer, Christophe Hurter, Daniel Weiskopf, Sarah Goodwin
ETRA6
2023 ChameleonIDE: Untangling Type Errors Through Interactive Visualization and Exploration
abstract
Dynamically typed programming languages are popular in education and the software industry. While presenting a low barrier to entry, they suffer from runtime type errors and longer-term problems in code quality and maintainability. Statically typed languages, while showing strength in these aspects, lack in learnability and ease of use. In particular, fixing type errors poses challenges to both novice users and experts. Further, compiler type error messages are presented in a static way that is biased toward the first occurrence of the error in the program code. To help users resolve such type errors we introduce ChameleonIDE, a type debugging tool that presents type errors to the user in an unbiased way, allowing them to explore the full context of where the errors could occur. Programmers can interactively verify the steps of reasoning against their intention. Through three studies involving actual programmers, we showed that ChameleonIDE is more effective in fixing type errors than traditional text-based error messages. This difference is more significant in harder tasks. Further, programmers actively using ChameleonIDE’s interactive features are shown to be more efficient in fixing type errors than passively reading the type error output.
Tim Dwyer, Peter J. Stuckey, Jackson Wain, Jesse Linossier
ICPC2
2023 Revisiting Consumed Endurance: A NICE Way to Quantify Shoulder Fatigue in Virtual Reality
abstract
Virtual Reality (VR) is increasingly being adopted in fitness, gaming, and workplace productivity applications for its natural interaction with body movement. A widely accepted method for quantifying the physical fatigue caused by VR interactions is through metrics such as Consumed Endurance (CE). Proposed in 2014, CE calculates the shoulder torque to infer endurance time (ET)—i.e. the maximum amount of time a pose can be maintained—during mid-air interactions. This model remains widely cited but has not been closely examined beyond its initial evaluation, leaving untested assumptions about exertion from low-intensity interactions and its basis on torque. In this paper, we present two VR studies where we (1) collect a baseline dataset that replicates the foundation of CE and (2) extend the initial evaluation in a pointing task from a two-dimensional (2D) screen to a three-dimensional (3D) immersive environment. Our baseline dataset collected from a high-precision tracking system found that the CE model overestimates ET for low-exertion interactions. Further, our studies reveal that a biomechanical model based on only torque cannot account for additional exertion measured when the shoulder angle exceeds 90° elevation. Based on these findings, we propose a revised formulation of CE to highlight the need for a hybrid approach in future fatigue modelling.
Yi Li 0058, Robert George Crowther, Jim Smiley, Tim Dwyer, Benjamin Tag, Pourang Irani, Barrett Ens
VRST4
2023 RoboHapalytics: A Robot Assisted Haptic Controller for Immersive Analytics
abstract
Immersive environments offer new possibilities for exploring three-dimensional volumetric or abstract data. However, typical mid-air interaction offers little guidance to the user in interacting with the resulting visuals. Previous work has explored the use of haptic controls to give users tangible affordances for interacting with the data, but these controls have either: been limited in their range and resolution; were spatially fixed; or required users to manually align them with the data space. We explore the use of a robot arm with hand tracking to align tangible controls under the user's fingers as they reach out to interact with data affordances. We begin with a study evaluating the effectiveness of a robot-extended slider control compared to a large fixed physical slider and a purely virtual mid-air slider. We find that the robot slider has similar accuracy to the physical slider but is significantly more accurate than mid-air interaction. Further, the robot slider can be arbitrarily reoriented, opening up many new possibilities for tangible haptic interaction with immersive visualisations. We demonstrate these possibilities through three use-cases: selection in a time-series chart; interactive slicing of CT scans; and finally exploration of a scatter plot depicting time-varying socio-economic data.
Shaozhang Dai, Jim Smiley, Tim Dwyer, Barrett Ens, Lonni Besançon
IEEE Trans. Vis. Comput. Graph.3
2022 GAN'SDA Wrap: Geographic And Network Structured DAta on surfaces that Wrap around
abstract
There are many methods for projecting spherical maps onto the plane. Interactive versions of these projections allow the user to centre the region of interest. However, the effects of such interaction have not previously been evaluated. In a study with 120 participants we find interaction provides significantly more accurate area, direction and distance estimation in such projections. The surface of 3D sphere and torus topologies provides a continuous surface for uninterrupted network layout. But how best to project spherical network layouts to 2D screens has not been studied, nor have such spherical network projections been compared to torus projections. Using the most successful interactive sphere projections from our first study, we compare spherical, standard and toroidal layouts of networks for cluster and path following tasks with 96 participants, finding benefits for both spherical and toroidal layouts over standard network layouts in terms of accuracy for cluster understanding tasks.
Kun-Ting Chen, Tim Dwyer, Yalong Yang 0001, Benjamin Bach, Kim Marriott
CHI2
2022 A Design Space For Data Visualisation Transformations Between 2D And 3D In Mixed-Reality Environments
abstract
As mixed-reality (MR) technologies become more mainstream, the delineation between data visualisations displayed on screens or other surfaces and those floating in space becomes increasingly blurred. Rather than the choice of using either a 2D surface or the 3D space for visualising data being a dichotomy, we argue that users should have the freedom to transform visualisations seamlessly between the two as needed. However, the design space for such transformations is large, and practically uncharted. To explore this, we first establish an overview of the different states that a data visualisation can take in MR, followed by how transformations between these states can facilitate common visualisation tasks. We then describe a design space of how these transformations function, in terms of the different stages throughout the transformation, and the user interactions and input parameters that affect it. This design space is then demonstrated with multiple exemplary techniques based in MR.
Benjamin Lee 0001, Maxime Cordeil, Arnaud Prouzeau, Bernhard Jenny, Tim Dwyer
CHI5
2022 Tangible Globes for Data Visualisation in Augmented Reality
abstract
Head-mounted augmented reality (AR) displays allow for the seamless integration of virtual visualisation with contextual tangible references, such as physical (tangible) globes. We explore the design of immersive geospatial data visualisation with AR and tangible globes. We investigate the “tangible-virtual interplay” of tangible globes with virtual data visualisation, and propose a conceptual approach for designing immersive geospatial globes. We demonstrate a set of use cases, such as augmenting a tangible globe with virtual overlays, using a physical globe as a tangible input device for interacting with virtual globes and maps, and linking an augmented globe to an abstract data visualisation. We gathered qualitative feedback from experts about our use case visualisations, and compiled a summary of key takeaways as well as ideas for envisioned future improvements. The proposed design space, example visualisations and lessons learned aim to guide the design of tangible globes for data visualisation in AR.
Kadek Ananta Satriadi, Jim Smiley, Barrett Ens, Maxime Cordeil, Tobias Czauderna, Benjamin Lee 0001, Tim Dwyer, Bernhard Jenny
CHI8
2022 Effects of Display Layout on Spatial Memory for Immersive Environments
abstract
In immersive environments, positioning data visualisations around the user in a wraparound layout has been advocated as advantageous over flat arrangements more typical of traditional screens. However, other than limiting the distance users must walk, there is no clear design rationale behind this common practice, and little research on the impact of wraparound layouts on visualisation tasks. The ability to remember the spatial location of elements of visualisations within the display space is crucial to support visual analytical tasks, especially those that require users to shift their focus or perform comparisons. This ability is influenced by the user's spatial memory but how spatial memory is affected by different display layouts remains unclear. In this paper, we perform two user studies to evaluate the effects of three layouts with varying degrees of curvature around the user (flat-wall, semicircular-wraparound, and circular-wraparound) on a visuo-spatial memory task in a virtual environment. The results show that participants are able to recall spatial patterns with greater accuracy and report more positive subjective ratings using flat than circular-wraparound layouts. While we didn't find any significant performance differences between the flat and semicircular-wraparound layouts, participants overwhelmingly preferred the semicircular-wraparound layout suggesting it is a good compromise between the two extremes of display curvature.
Jiazhou Liu, Arnaud Prouzeau, Barrett Ens, Tim Dwyer
Proc. ACM Hum. Comput. Interact.4
2022 Towards Immersive Collaborative Sensemaking
abstract
When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop interfaces they no longer feel like they are sharing the same space. This limitation may be overcome through collaboration in immersive environments, which simulate the physical in-person experience. In this paper, we report on a between-groups study comparing collaborations on image organisation tasks, in an immersive Virtual Reality (VR) environment to more conventional desktop conferencing. Collecting data from 40 subjects in groups of four, we measured task performance, user behaviours, collaboration engagement and awareness. Overall, the VR and desktop interface resulted in similar speed, accuracy and social presence rating, but we observed more conversations and interaction with objects, and more equal contributions to the interaction from participants within groups in VR. We also identified differences in coordination and collaborative awareness behaviours between VR and desktop platforms. We report on a set of systematic measures for assessing VR collaborative experience and a new analysis tool that we have developed to capture user behaviours in collaborative setting. Finally, we provide design considerations and directions for future work.
Tim Dwyer, Michael Wybrow, Benjamin Lee 0001, Maxime Cordeil, Mark Billinghurst, Bruce H. Thomas
Proc. ACM Hum. Comput. Interact.2
2022 Increasing User Trust in Optimisation through Feedback and Interaction
abstract
User trust plays a key role in determining whether autonomous computer applications are relied upon. It will play a key role in the acceptance of emerging AI applications such as optimisation. Two important factors known to affect trust are system transparency, i.e., how well the user understands how the system works, and system performance. However, in the case of optimisation, it is difficult for the end-user to understand the underlying algorithms or to judge the quality of the solution. Through two controlled user studies, we explore whether the user is better able to calibrate their trust in the system when: (a) They are provided feedback on the system operation in the form of visualisation of intermediate solutions and their quality; (b) They can interactively explore the solution space by modifying the solution returned by the system. We found that showing intermediate solutions can lead to over-trust, while interactive exploration leads to more accurately calibrated trust.
Jie Liu 0046, Kim Marriott, Tim Dwyer, Guido Tack
ACM Trans. Comput. Hum. Interact.3
2022 Rotate or Wrap? Interactive Visualisations of Cyclical Data on Cylindrical or Toroidal Topologies
abstract
In this paper, we report on a study of visual representations for cyclical data and the effect of interactively wrapping a bar chart 'around its boundaries'. Compared to linear bar chart, polar (or radial) visualisations have the advantage that cyclical data can be presented continuously without mentally bridging the visual 'cut' across the left-and-right boundaries. To investigate this hypothesis and to assess the effect the cut has on analysis performance, this paper presents results from a crowdsourced, controlled experiment with 72 participants comparing new continuous panning technique to linear bar charts (interactive wrapping). Our results show that bar charts with interactive wrapping lead to less errors compared to standard bar charts or polar charts. Inspired by these results, we generalise the concept of interactive wrapping to other visualisations for cyclical or relational data. We describe a design space based on the concept of one-dimensional wrapping and two-dimensional wrapping, linked to two common 3D topologies; cylinder and torus that can be used to metaphorically explain one- and two-dimensional wrapping. This design space suggests that interactive wrapping is widely applicable to many different data types.
Kun-Ting Chen, Tim Dwyer, Benjamin Bach, Kim Marriott
IEEE Trans. Vis. Comput. Graph.2
2022 VETA: Visual eye-tracking analytics for the exploration of gaze patterns and behaviours
abstract
Eye tracking is growing in popularity for multiple application areas, yet analysing and exploring the large volume of complex data remains difficult for most users. We present a comprehensive eye tracking visual analytics system to enable the exploration and presentation of eye-tracking data across time and space in an efficient manner. The application allows the user to gain an overview of general patterns and perform deep visual analysis of local gaze exploration. The ability to link directly to the video of the underlying scene allows the visualisation insights to be verified on the fly. The system was motivated by the need to analyse eye-tracking data collected from an ‘in the wild’ study with energy network operators and has been further evaluated via interviews with 14 eye-tracking experts in multiple domains. Results suggest that, thanks to state-of-the-art visualisation techniques and by providing context with videos, our system could enable an improved analysis of eye-tracking data through interactive exploration, facilitating comparison between different participants or conditions, thus enhancing the presentation of complex data analysis to non-experts. This research paper provides four contributions: (1) analysis of a motivational use case demonstrating the need for rich visual-analytics workflow tools for eye-tracking data; (2) a highly dynamic system to visually explore and present complex eye-tracking data; (3) insights from our applied use case evaluation and interviews with experienced users demonstrating the potential for the system and visual analytics for the wider eye-tracking community.
Sarah Goodwin, Arnaud Prouzeau, Ryan Whitelock-Jones, Christophe Hurter, Lawrence Lee, Umair Afzal, Tim Dwyer
Vis. Informatics7
2021 Visualising Temporal Uncertainty: A Taxonomy and Call for Systematic Evaluation
abstract
Increased reliance on data in decision-making has highlighted the importance of conveying uncertainty in data visualisations. Yet developing visualisation techniques that clearly and accurately convey uncertainty in data is an open challenge across a variety of fields. This is especially the case when visualising temporal uncertainty. To facilitate the development of innovative and accessible temporal uncertainty visualisation techniques and respond to an identified gap in the literature, we propose the first-ever survey of over 50 temporal uncertainty visualisation techniques deployed in numerous fields. Our paper offers two contributions. First, we propose a novel taxonomy to be applied when classifying temporal uncertainty visualisation techniques. This takes into account the visualisation's intended audience, as well as its level of discreteness in representing uncertainty. Second, we urge researchers and practitioners to use a greater variety of visualisations which differ in terms of their discreteness. In doing so, we believe that a more robust evaluation of visualisation techniques can be achieved.
Yashvir S. Grewal, Sarah Goodwin, Tim Dwyer
PacificVis3
2021 It's a Wrap: Toroidal Wrapping of Network Visualisations Supports Cluster Understanding Tasks
abstract
We explore network visualisation on a two-dimensional torus topology that continuously wraps when the viewport is panned. That is, links may be “wrapped” across the boundary, allowing additional spreading of node positions to reduce visual clutter. Recent work has investigated such pannable wrapped visualisations, finding them not worse than unwrapped drawings for small networks for path-following tasks. However, they did not evaluate larger networks nor did they consider whether torus-based layout might also better display high-level network structure like clusters. We offer two algorithms for improving toroidal layout that is completely autonomous and automatic panning of the viewport to minimiswe wrapping links. The resulting layouts afford fewer crossings, less stress, and greater cluster separation. In a study of 32 participants comparing performance in cluster understanding tasks, we find that toroidal visualisation offers significant benefits over standard unwrapped visualisation in terms of improvement in error by 62.7% and time by 32.3%.
Kun-Ting Chen, Tim Dwyer, Benjamin Bach, Kim Marriott
CHI2
2021 Grand Challenges in Immersive Analytics
abstract
Immersive Analytics is a quickly evolving field that unites several areas such as visualisation, immersive environments, and human-computer interaction to support human data analysis with emerging technologies. This research has thrived over the past years with multiple workshops, seminars, and a growing body of publications, spanning several conferences. Given the rapid advancement of interaction technologies and novel application domains, this paper aims toward a broader research agenda to enable widespread adoption. We present 17 key research challenges developed over multiple sessions by a diverse group of 24 international experts, initiated from a virtual scientific workshop at ACM CHI 2020. These challenges aim to coordinate future work by providing a systematic roadmap of current directions and impending hurdles to facilitate productive and effective applications for Immersive Analytics.
Barrett Ens, Benjamin Bach, Maxime Cordeil, Ulrich Engelke, Marcos Serrano, Wesley Willett, Arnaud Prouzeau, Christoph Anthes, Wolfgang Büschel, Cody Dunne, Tim Dwyer, Jens Grubert, Jason H. Haga, Nurit Kirshenbaum, Dylan Kobayashi, Tica Lin, Monsurat Olaosebikan, Fabian Pointecker, David Saffo, Dieter Schmalstieg, Danielle Albers Szafir, Matt Whitlock, Yalong Yang 0001
CHI11
2021 Data as Delight: Eating data
abstract
The HCI community has a rich history of finding new ways to engage people with data beyond the screen. With our work, we aim to expand the scope of how interaction design can engage people, arguing that “eating data” has the potential to allow people to experience “data as delight”. With reference to prior work and our design research findings, we discuss the advantages and the challenges of this approach to integrating data and food. We then identify four themes to guide the design of engagements with data through food: food form, food commensality, food ephemerality, and emotional response to food. Within these design themes, we articulate twelve insights for interaction designers to use when working on serving data as delight.
Florian 'Floyd' Mueller, Tim Dwyer, Sarah Goodwin, Kim Marriott, Jialin Deng, Han Duy Phan, Jionghao Lin, Kun-Ting Chen, Yan Wang 0057, Rohit Ashok Khot
CHI2
2021 The MADE-Axis: A Modular Actuated Device to Embody the Axis of a Data Dimension
abstract
Tangible controls-especially sliders and rotary knobs-have been explored in a wide range of interactive applications for desktop and immersive environments. Studies have shown that they support greater precision and provide proprioceptive benefits, such as support for eyes-free interaction. However, such controls tend to be expressly designed for specific applications. We draw inspiration from a bespoke controller for immersive data visualisation, but decompose this design into a simple, wireless, composable unit featuring two actuated sliders and a rotary encoder. Through these controller units, we explore the interaction opportunities around actuated sliders; supporting precise selection, infinite scrolling, adaptive data representations, and rich haptic feedback; all within a mode-less interaction space. We demonstrate the controllers' use for simple, ad hoc desktop interaction,before moving on to more complex, multi-dimensional interactions in VR and AR. We show that the flexibility and composability of these actuated controllers provides an emergent design space which covers the range of interactive dynamics for visual analysis. In a user study involving pairs performing collaborative visual analysis tasks in mixed-reality, our participants were able to easily compose rich visualisations, make insights and discuss their findings.
Jim Smiley, Benjamin Lee 0001, Siddhant Tandon, Maxime Cordeil, Lonni Besançon, Jarrod Knibbe, Bernhard Jenny, Tim Dwyer
Proc. ACM Hum. Comput. Interact.8
2021 Uplift: A Tangible and Immersive Tabletop System for Casual Collaborative Visual Analytics
abstract
Collaborative visual analytics leverages social interaction to support data exploration and sensemaking. These processes are typically imagined as formalised, extended activities, between groups of dedicated experts, requiring expertise with sophisticated data analysis tools. However, there are many professional domains that benefit from support for short 'bursts' of data exploration between a subset of stakeholders with a diverse breadth of knowledge. Such 'casual collaborative' scenarios will require engaging features to draw users' attention, with intuitive, 'walk-up and use' interfaces. This paper presents Uplift, a novel prototype system to support 'casual collaborative visual analytics' for a campus microgrid, co-designed with local stakeholders. An elicitation workshop with key members of the building management team revealed relevant knowledge is distributed among multiple experts in their team, each using bespoke analysis tools. Uplift combines an engaging 3D model on a central tabletop display with intuitive tangible interaction, as well as augmented-reality, mid-air data visualisation, in order to support casual collaborative visual analytics for this complex domain. Evaluations with expert stakeholders from the building management and energy domains were conducted during and following our prototype development and indicate that Uplift is successful as an engaging backdrop for casual collaboration. Experts see high potential in such a system to bring together diverse knowledge holders and reveal complex interactions between structural, operational, and financial aspects of their domain. Such systems have further potential in other domains that require collaborative discussion or demonstration of models, forecasts, or cost-benefit analyses to high-level stakeholders.
Barrett Ens, Sarah Goodwin, Arnaud Prouzeau, Fraser Anderson, Florence Y. Wang, Samuel Gratzl, Zac Lucarelli, Brendan Moyle, Jim Smiley, Tim Dwyer
IEEE Trans. Vis. Comput. Graph.10
2021 Data Visceralization: Enabling Deeper Understanding of Data Using Virtual Reality
abstract
A fundamental part of data visualization is transforming data to map abstract information onto visual attributes. While this abstraction is a powerful basis for data visualization, the connection between the representation and the original underlying data (i.e., what the quantities and measurements actually correspond with in reality) can be lost. On the other hand, virtual reality (VR) is being increasingly used to represent real and abstract models as natural experiences to users. In this work, we explore the potential of using VR to help restore the basic understanding of units and measures that are often abstracted away in data visualization in an approach we call data visceralization. By building VR prototypes as design probes, we identify key themes and factors for data visceralization. We do this first through a critical reflection by the authors, then by involving external participants. We find that data visceralization is an engaging way of understanding the qualitative aspects of physical measures and their real-life form, which complements analytical and quantitative understanding commonly gained from data visualization. However, data visceralization is most effective when there is a one-to-one mapping between data and representation, with transformations such as scaling affecting this understanding. We conclude with a discussion of future directions for data visceralization.
Benjamin Lee 0001, Dave Brown, Bongshin Lee, Christophe Hurter, Steven Mark Drucker, Tim Dwyer
IEEE Trans. Vis. Comput. Graph.6
2021 Shared Surfaces and Spaces: Collaborative Data Visualisation in a Co-located Immersive Environment
abstract
Immersive technologies offer new opportunities to support collaborative visual data analysis by providing each collaborator a personal, high-resolution view of a flexible shared visualisation space through a head mounted display. However, most prior studies of collaborative immersive analytics have focused on how groups interact with surface interfaces such as tabletops and wall displays. This paper reports on a study in which teams of three co-located participants are given flexible visualisation authoring tools to allow a great deal of control in how they structure their shared workspace. They do so using a prototype system we call FIESTA: the Free-roaming Immersive Environment to Support Team-based Analysis. Unlike traditional visualisation tools, FIESTA allows users to freely position authoring interfaces and visualisation artefacts anywhere in the virtual environment, either on virtual surfaces or suspended within the interaction space. Our participants solved visual analytics tasks on a multivariate data set, doing so individually and collaboratively by creating a large number of 2D and 3D visualisations. Their behaviours suggest that the usage of surfaces is coupled with the type of visualisation used, often using walls to organise 2D visualisations, but positioning 3D visualisations in the space around them. Outside of tightly-coupled collaboration, participants followed social protocols and did not interact with visualisations that did not belong to them even if outside of its owner's personal workspace.
Benjamin Lee 0001, Xiaoyun Hu, Maxime Cordeil, Arnaud Prouzeau, Bernhard Jenny, Tim Dwyer
IEEE Trans. Vis. Comput. Graph.6
2021 Supporting the Problem-Solving Loop: Designing Highly Interactive Optimisation Systems
abstract
Efficient optimisation algorithms have become important tools for finding high-quality solutions to hard, real-world problems such as production scheduling, timetabling, or vehicle routing. These algorithms are typically "black boxes" that work on mathematical models of the problem to solve. However, many problems are difficult to fully specify, and require a "human in the loop" who collaborates with the algorithm by refining the model and guiding the search to produce acceptable solutions. Recently, the Problem-Solving Loop was introduced as a high-level model of such interactive optimisation. Here, we present and evaluate nine recommendations for the design of interactive visualisation tools supporting the Problem-Solving Loop. They range from the choice of visual representation for solutions and constraints to the use of a solution gallery to support exploration of alternate solutions. We first examined the applicability of the recommendations by investigating how well they had been supported in previous interactive optimisation tools. We then evaluated the recommendations in the context of the vehicle routing problem with time windows (VRPTW). To do so we built a sophisticated interactive visual system for solving VRPTW that was informed by the recommendations. Ten participants then used this system to solve a variety of routing problems. We report on participant comments and interaction patterns with the tool. These showed the tool was regarded as highly usable and the results generally supported the usefulness of the underlying recommendations.
Jie Liu 0046, Tim Dwyer, Guido Tack, Samuel Gratzl, Kim Marriott
IEEE Trans. Vis. Comput. Graph.2
2021 MobileVisFixer: Tailoring Web Visualizations for Mobile Phones Leveraging an Explainable Reinforcement Learning Framework
abstract
We contribute MobileVisFixer, a new method to make visualizations more mobile-friendly. Although mobile devices have become the primary means of accessing information on the web, many existing visualizations are not optimized for small screens and can lead to a frustrating user experience. Currently, practitioners and researchers have to engage in a tedious and time-consuming process to ensure that their designs scale to screens of different sizes, and existing toolkits and libraries provide little support in diagnosing and repairing issues. To address this challenge, MobileVisFixer automates a mobile-friendly visualization re-design process with a novel reinforcement learning framework. To inform the design of MobileVisFixer, we first collected and analyzed SVG-based visualizations on the web, and identified five common mobile-friendly issues. MobileVisFixer addresses four of these issues on single-view Cartesian visualizations with linear or discrete scales by a Markov Decision Process model that is both generalizable across various visualizations and fully explainable. MobileVisFixer deconstructs charts into declarative formats, and uses a greedy heuristic based on Policy Gradient methods to find solutions to this difficult, multi-criteria optimization problem in reasonable time. In addition, MobileVisFixer can be easily extended with the incorporation of optimization algorithms for data visualizations. Quantitative evaluation on two real-world datasets demonstrates the effectiveness and generalizability of our method.
Aoyu Wu, Wai Tong, Tim Dwyer, Bongshin Lee, Petra Isenberg, Huamin Qu
IEEE Trans. Vis. Comput. Graph.3
2021 Embodied Navigation in Immersive Abstract Data Visualization: Is Overview+Detail or Zooming Better for 3D Scatterplots?
abstract
data has no natural scale and so interactive data visualizations must provide techniques to allow the user to choose their viewpoint and scale. Such techniques are well established in desktop visualization tools. The two most common techniques are zoom+pan and overview+detail. However, how best to enable the analyst to navigate and view abstract data at different levels of scale in immersive environments has not previously been studied. We report the findings of the first systematic study of immersive navigation techniques for 3D scatterplots. We tested four conditions that represent our best attempt to adapt standard 2D navigation techniques to data visualization in an immersive environment while still providing standard immersive navigation techniques through physical movement and teleportation. We compared room-sized visualization versus a zooming interface, each with and without an overview. We find significant differences in participants' response times and accuracy for a number of standard visual analysis tasks. Both zoom and overview provide benefits over standard locomotion support alone (i.e., physical movement and pointer teleportation). However, which variation is superior, depends on the task. We obtain a more nuanced understanding of the results by analyzing them in terms of a time-cost model for the different components of navigation: way-finding, travel, number of travel steps, and context switching.
Yalong Yang 0001, Maxime Cordeil, Johanna Beyer, Tim Dwyer, Kim Marriott, Hanspeter Pfister
IEEE Trans. Vis. Comput. Graph.4
2021 Tilt Map: Interactive Transitions Between Choropleth Map, Prism Map and Bar Chart in Immersive Environments
abstract
We introduce Tilt Map, a novel interaction technique for intuitively transitioning between 2D and 3D map visualisations in immersive environments. Our focus is visualising data associated with areal features on maps, for example, population density by state. Tilt Map transitions from 2D choropleth maps to 3D prism maps to 2D bar charts to overcome the limitations of each. Our article includes two user studies. The first study compares subjects' task performance interpreting population density data using 2D choropleth maps and 3D prism maps in virtual reality (VR). We observed greater task accuracy with prism maps, but faster response times with choropleth maps. The complementarity of these views inspired our hybrid Tilt Map design. Our second study compares Tilt Map to: a side-by-side arrangement of the various views; and interactive toggling between views. The results indicate benefits for Tilt Map in user preference; and accuracy (versus side-by-side) and time (versus toggle).
Yalong Yang 0001, Tim Dwyer, Kim Marriott, Bernhard Jenny, Sarah Goodwin
IEEE Trans. Vis. Comput. Graph.2
2021 Scalability of Network Visualisation from a Cognitive Load Perspective
abstract
Node-link diagrams are widely used to visualise networks. However, even the best network layout algorithms ultimately result in 'hairball' visualisations when the graph reaches a certain degree of complexity, requiring simplification through aggregation or interaction (such as filtering) to remain usable. Until now, there has been little data to indicate at what level of complexity node-link diagrams become ineffective or how visual complexity affects cognitive load. To this end, we conducted a controlled study to understand workload limits for a task that requires a detailed understanding of the network topology-finding the shortest path between two nodes. We tested performance on graphs with 25 to 175 nodes with varying density. We collected performance measures (accuracy and response time), subjective feedback, and physiological measures (EEG, pupil dilation, and heart rate variability). To the best of our knowledge this is the first network visualisation study to include physiological measures. Our results show that people have significant difficulty finding the shortest path in high density node-link diagrams with more than 50 nodes and even low density graphs with more than 100 nodes. From our collected EEG data we observe functional differences in brain activity between hard and easy tasks. We found that cognitive load increased up to certain level of difficulty after which it decreased, likely because participants had given up. We also explored the effects of global network layout features such as size or number of crossings, and features of the shortest path such as length or straightness on task difficulty. We found that global features generally had a greater impact than those of the shortest path.
Vahan Yoghourdjian, Yalong Yang 0001, Tim Dwyer, Lawrence Lee, Michael Wybrow, Kim Marriott
IEEE Trans. Vis. Comput. Graph.3
2020 Uncertainty Visualisation: An Interactive Visual Survey
abstract
There exists a gulf between the rhetoric in visualisation research about the significance of uncertainty and the inclusion of representations of uncertainty in visualisations used in practice. The graphical representation of uncertainty information has emerged as a problem of great importance in visualisation research. This contribution presents a survey of 286 uncertainty visualisation research publications. All publications are categorised with regard to publication type, publication venue, application domain, target user, and evaluation type. We present an interactive web-based browser that facilitates easy visual search and exploration of the publications included in the survey. We conclude that uncertainty visualisation is severely limited by the quality and scope of uncertainty data, by the limited confidence in the data, and by the perceptual and cognitive confusion that the graphical representation of the data can generate.
Amit Jena, Ulrich Engelke, Tim Dwyer, Venkatesh Raiamanickam, Cécile Paris
PacificVis3
2020 Corsican Twin: Authoring In Situ Augmented Reality Visualisations in Virtual Reality
abstract
We introduce Corsican Twin, a tool for authoring augmented reality data visualisations in virtual reality using digital twins. The system provides users with the contextual information necessary to design embedded and situated data visualisations in a safe and convenient remote setting. We created system via a co-design process which involved people with little or no programming experience. Using the system, we illustrate three potential use cases for situated visualizations in the context of building maintenance, including: (1) on-site equipment debugging and diagnosis; (2) remote incident playback; and (3) operations simulations for future buildings. From feedback gathered during formative evaluations of our prototype tool with domain experts, we discuss implications, opportunities, and challenges for future in situ visualisation design tools.
Arnaud Prouzeau, Barrett Ens, Wesley Willett, Tim Dwyer
AVI5
2020 DoughNets: Visualising Networks Using Torus Wrapping
abstract
We investigate visualisations of networks on a 2-dimensional torus topology, like an opened-up and flattened doughnut. That is, the network is drawn on a rectangular area while "wrapping" specific links around the border. Previous work on torus drawings of networks has been mostly theoretical, limited to certain classes of networks, and not evaluated by human readability studies. We offer a simple interactive layout approach applicable to general graphs. We use this to find layouts affording better aesthetics in terms of conventional measures like more equal edge length and fewer crossings. In two controlled user studies we find that torus layout with either additional context or interactive panning provided significant performance improvement (in terms of error and time) over torus layout without either of these improvements, to the point that it is comparable to standard non-torus layout.
Kun-Ting Chen, Tim Dwyer, Kim Marriott, Benjamin Bach
CHI2
2020 Embodied Axes: Tangible, Actuated Interaction for 3D Augmented Reality Data Spaces
abstract
We present Embodied Axes, a controller which supports selection operations for 3D imagery and data visualisations in Augmented Reality. The device is an embodied representation of a 3D data space -- each of its three orthogonal arms corresponds to a data axis or domain specific frame of reference. Each axis is composed of a pair of tangible, actuated range sliders for precise data selection, and rotary encoding knobs for additional parameter tuning or menu navigation. The motor actuated sliders support alignment to positions of significant values within the data, or coordination with other input: e.g., mid-air gestures in the data space, touch gestures on the surface below the data, or another Embodied Axes device supporting multi-user scenarios. We conducted expert enquiries in medical imaging which provided formative feedback on domain tasks and refinements to the design. Additionally, a controlled user study was performed and found that the Embodied Axes was overall more accurate than conventional tracked controllers for selection tasks.
Maxime Cordeil, Benjamin Bach, Andrew Cunningham, Bastian Montoya, Ross Smith 0001, Bruce H. Thomas, Tim Dwyer
CHI7
2020 Personal+Context navigation: combining AR and shared displays in Network Path-following
abstract
Shared displays are well suited to public viewing and collaboration, however they lack personal space to view private information and act without disturbing others. Combining them with Augmented Reality (AR) headsets allows interaction without altering the context on the shared display. We study a set of such interaction techniques in the context of network navigation, in particular path following, an important network analysis task. Applications abound, for example planning private trips on a network map shown on a public display. The proposed techniques allow for hands-free interaction, rendering visual aids inside the headset, in order to help the viewer maintain a connection between the AR cursor and the network that is only shown on the shared display. In two experiments on path following, we found that adding persistent connections between the AR cursor and the network on the shared display works well for high precision tasks, but more transient connections work best for lower precision tasks. More broadly, we show that combining personal AR interaction with shared displays is feasible for network navigation.
Raphaël James, Anastasia Bezerianos, Olivier Chapuis, Maxime Cordeil, Tim Dwyer, Arnaud Prouzeau
Graphics Interface5
2020 Design and Evaluation of Interactive Small Multiples Data Visualisation in Immersive Spaces
abstract
We explore the adaptation of 2D small-multiples visualisation on flat screens to 3D immersive spaces. We use a "shelves" metaphor for layout of small multiples and consider a design space across a number of layout and interaction dimensions. We demonstrate the applicability of a prototype system informed by this design space to data sets from different domains. We perform two user studies comparing the effect of the shelf curvature dimension from our design space on users’ ability to perform comparison and trend analysis tasks. Our results suggest that, with fewer multiples, a flat layout is more performant despite the need for participants to walk further. With an increase in the number of multiples, this performance difference disappears due to the time participants had to spend walking. In the latter case, users prefer a semi-circular layout over either a fully surrounding or a flat arrangement.
Jiazhou Liu, Arnaud Prouzeau, Barrett Ens, Tim Dwyer
VR4
2020 There Is No Spoon: Evaluating Performance, Space Use, and Presence with Expert Domain Users in Immersive Analytics
abstract
Immersive analytics turns the very space surrounding the user into a canvas for data analysis, supporting human cognitive abilities in myriad ways. We present the results of a design study, contextual inquiry, and longitudinal evaluation involving professional economists using a Virtual Reality (VR) system for multidimensional visualization to explore actual economic data. Results from our preregistered evaluation highlight the varied use of space depending on context (exploration vs. presentation), the organization of space to support work, and the impact of immersion on navigation and orientation in the 3D analysis space.
Andrea Batch, Andrew Cunningham, Maxime Cordeil, Niklas Elmqvist, Tim Dwyer, Bruce H. Thomas, Kim Marriott
IEEE Trans. Vis. Comput. Graph.5
2020 The Data Visualisation and Immersive Analytics Research Lab at Monash University
abstract
This article reviews two decades of research in topics in Information Visualisation emerging from the Data Visualisation and Immersive Analytics Lab at Monash University Australia (Monash IA Lab). The lab has been influential with contributions in algorithms, interaction techniques and experimental results in Network Visualisation, Interactive Optimisation and Geographic and Cartographic visualisation. It has also been a leader in the emerging topic of Immersive Analytics, which explores natural interactions and immersive display technologies in support of data analytics. We reflect on advances in these areas but also sketch our vision for future research and developments in data visualisation more broadly.
Tim Dwyer, Maxime Cordeil, Tobias Czauderna, Pari Delir Haghighi, Barrett Ens, Sarah Goodwin, Bernhard Jenny, Kim Marriott, Michael Wybrow
Vis. Informatics1
2019 Scaptics and Highlight-Planes: Immersive Interaction Techniques for Finding Occluded Features in 3D Scatterplots
abstract
Three-dimensional scatterplots suffer from well-known perception and usability problems. In particular, overplotting and occlusion, mainly due to density and noise, prevent users from properly perceiving the data. Thanks to accurate head and hand tracking, immersive Virtual Reality (VR) setups provide new ways to interact and navigate with 3D scatterplots. VR also supports additional sensory modalities such as haptic feedback. Inspired by methods commonly used in Scientific Visualisation to visually explore volumes, we propose two techniques that leverage the immersive aspects of VR: first, a density-based haptic vibration technique (Scaptics) which provides feedback through the controller; and second, an adaptation of a cutting plane for 3D scatterplots (Highlight-Plane). We evaluated both techniques in a controlled study with two tasks involving density (finding high- and low-density areas). Overall, Scaptics was the most time-efficient and accurate technique, however, in some conditions, it was outperformed by Highlight-Plane.
Arnaud Prouzeau, Maxime Cordeil, Clement Robin, Barrett Ens, Bruce H. Thomas, Tim Dwyer
CHI6
2019 Introduction to IATK: An Immersive Visual Analytics toolkit
abstract
Immersive Analytics is an emerging interdisciplinary research area that investigates the use of nontraditional display and input technology to immerse users in their data. A prominent aspect this research investigates is "immersive data visualization", which uses augmented and virtual reality technology to visually immerse users in their data to facilitate collaboration, exploration and understanding. Currently, there is a lack of simple tools to build interactive data visualizations in immersive environments. The de facto approach is to use off-the-shelf game engines because they allow easy prototyping of 3D user interfaces in these immersive environments. However, game engines do not consider the specialized requirements of data visualization, such as the type and structure of datasets, the breadth of data, especially in the age of "big data", and typical information visualization tasks. IATK: Immersive Analytics Toolkit is an open source visualization toolkit for the Unity game engine that fills this gap. Specifically, IATK: supports an infovis pipeline for virtual and augmented reality environments; visualizes large (up to 1 million) data points at an optimal framerate for immersive applications; and, provides a technology-agnostic model for user interactions with immersive visualizations. This tutorial will introduce participants to the Unity game engine and teach practical skills for implementing immersive data visualisations using IATK.
Maxime Cordeil, Tim Dwyer
ISS2
2019 FIESTA: A Free Roaming Collaborative Immersive Analytics System
abstract
We present FIESTA, a prototype system for collaborative immersive analytics (CIA). In contrast to many existing CIA prototypes, FIESTA allows users to collaboratively work together wherever and however they wish---untethered from mandatory physical display devices. Users can freely move around in a shared room-sized environment, author and generate immersive data visualisations, position them in the space around them, and share and communicate their insights to one another. Certain visualisation tasks are also supported to facilitate this process, such as details on demand and brushing and linking.
Benjamin Lee 0001, Maxime Cordeil, Arnaud Prouzeau, Tim Dwyer
ISS4
2019 Visual Link Routing in Immersive Visualisations
abstract
In immersive display environments, such as virtual or augmented reality, we can make explicit the connections between data points in visualisations and their context in the world, or in other visualisations. This paper considers the requirements and design space for drawing such links in order to minimise occlusion and clutter. A novel possibility in immersive environments is to optimise the link layout with respect to a particular point of view. In collaborative scenarios there is the need to do this for multiple points of view. We present an algorithm to achieve such link layouts and demonstrate its applicability in a variety of practical use cases.
Arnaud Prouzeau, Antoine Lhuillier, Barrett Ens, Daniel Weiskopf, Tim Dwyer
ISS5
2019 IATK: An Immersive Analytics Toolkit
abstract
We introduce IATK, the Immersive Analytics Toolkit, a software package for Unity that allows interactive authoring and exploration of data visualisation in immersive environments. The design of IATK was informed by interdisciplinary expert-collaborations as well as visual analytics applications and iterative refinement over several years. IATK allows for easy assembly of visualisations through a grammar of graphics that a user can configure in a GUI-in addition to a dedicated visualisation API that supports the creation of novel immersive visualisation designs and interactions. IATK is designed with scalability in mind, allowing visualisation and fluid responsive interactions in the order of several million points at a usable frame rate. This paper outlines our design requirements, IATK's framework design and technical features, its user interface, as well as application examples.
Maxime Cordeil, Andrew Cunningham, Benjamin Bach, Christophe Hurter, Bruce H. Thomas, Kim Marriott, Tim Dwyer
VR7
2019 Preface
abstract
This January 2019 issue of theIEEE Transactions on Visualization and Computer Graphics (TVCG)contains the proceedings of IEEE VIS 2018, held during 21-26 October 2018 at the Estrel Hotel & Congress Center in Berlin. With IEEE VIS 2018, the conference series is in its 29th year.IEEE VIS consists of three conferences, held concurrently: the IEEE Visual Analytics Science and Technology Conference (IEEE VAST), the IEEE Information Visualization Conference (IEEE InfoVis), and the IEEE Scientific Visualization Conference (IEEE SciVis). These three conferences are the premier venues for the visualization community to exchange the latest ideas and developments, attracting researchers and practitioners alike.
Remco Chang, Tim Dwyer, Issei Fujishiro, Petra Isenberg, Steven Franconeri, Huamin Qu, Tobias Schreck, Daniel Weiskopf, Gunther H. Weber
IEEE Trans. Vis. Comput. Graph.2
2019 Origin-Destination Flow Maps in Immersive Environments
abstract
Immersive virtual- and augmented-reality headsets can overlay a flat image against any surface or hang virtual objects in the space around the user. The technology is rapidly improving and may, in the long term, replace traditional flat panel displays in many situations. When displays are no longer intrinsically flat, how should we use the space around the user for abstract data visualisation? In this paper, we ask this question with respect to origin-destination flow data in a global geographic context. We report on the findings of three studies exploring different spatial encodings for flow maps. The first experiment focuses on different 2D and 3D encodings for flows on flat maps. We find that participants are significantly more accurate with raised flow paths whose height is proportional to flow distance but fastest with traditional straight line 2D flows. In our second and third experiment we compared flat maps, 3D globes and a novel interactive design we call MapsLink, involving a pair of linked flat maps. We find that participants took significantly more time with MapsLink than other flow maps while the 3D globe with raised flows was the fastest, most accurate, and most preferred method. Our work suggests that careful use of the third spatial dimension can resolve visual clutter in complex flow maps.
Yalong Yang 0001, Tim Dwyer, Bernhard Jenny, Kim Marriott, Maxime Cordeil, Haohui Chen
IEEE Trans. Vis. Comput. Graph.2
2018 An Evaluation of Perceptually Complementary Views for Multivariate Data
abstract
We evaluate the relative merits of three techniques for visualising multivariate data: parallel coordinates; scatterplot matrix; and a side-by-side, coordinated combination of these views. In particular, we report on: (1) the most effective visual encoding of multivariate data for each of the six common tasks considered; (2) common strategies that our participants used when the two views were combined based on eye-tracking data analysis; (3) the finding that these views are perceptually complementary in the sense that they both show the same information, but with different and complementary support for different types of analysis. For the combined view, our studies show that there is a perceptually complementary effect in terms of significantly improved accuracy for certain tasks, but that there is a small cost in terms of slightly longer completion time than the faster of the two techniques alone. Eye-movement data shows that for many tasks participants were able to swiftly switch their strategies after trying both in the training phase.
Chunlei Chang, Tim Dwyer, Kim Marriott
PacificVis2
2018 Optimal Sankey Diagrams Via Integer Programming
abstract
We present the first practical Integer Linear Programming model for Sankey Diagram layout. We show that this approach is viable in terms of running time for reasonably complex diagrams and also that the quality of the layout is measurably and visibly better than heuristic approaches in terms of crossing reduction. Finally, we demonstrate that the model is easily extensible through the addition of constraints, such as arbitrary grouping of nodes.
David Cheng Zarate, Pierre Le Bodic, Tim Dwyer, Graeme Gange, Peter J. Stuckey
PacificVis3
2018 Maps and Globes in Virtual Reality
abstract
Abstract This paper explores different ways to render world‐wide geographic maps in virtual reality (VR). We compare: (a) a 3D exocentric globe, where the user's viewpoint is outside the globe; (b) a flat map (rendered to a plane in VR); (c) an egocentric 3D globe, with the viewpoint inside the globe; and (d) a curved map, created by projecting the map onto a section of a sphere which curves around the user. In all four visualisations the geographic centre can be smoothly adjusted with a standard handheld VR controller and the user, through a head‐tracked headset, can physically move around the visualisation. For distance comparison exocentric globe is more accurate than egocentric globe and flat map. For area comparison more time is required with exocentric and egocentric globes than with flat and curved maps. For direction estimation, the exocentric globe is more accurate and faster than the other visual presentations. Our study participants had a weak preference for the exocentric globe. Generally the curved map had benefits over the flat map. In almost all cases the egocentric globe was found to be the least effective visualisation. Overall, our results provide support for the use of exocentric globes for geographic visualisation in mixed‐reality.
Yalong Yang 0001, Bernhard Jenny, Tim Dwyer, Kim Marriott, Haohui Chen, Maxime Cordeil
Comput. Graph. Forum3
2018 Preface
abstract
EditorsThis January 2018 issue of the IEEE Transactions on Visualization and Computer Graphics contains the proceedings of IEEE VIS 2017, held during 1-6 October 2017. In 2017, IEEE VIS returns to the city of Phoenix, AZ, USA, for the conference's 28th year. The conference will be held at the Hyatt Regency Phoenix hotel. VIS consists of three conferences, held concurrently: the IEEE Visual Analytics Science and Technology Conference (VAST 2017), the IEEE Information Visualization Conference (InfoVis 2017), and the IEEE Scientific Visualization Conference (SciVis 2017). Information on the paper review process is provided along with an overview of each conference.
Tim Dwyer, Niklas Elmqvist, Brian D. Fisher, Steven Franconeri, Ingrid Hotz, Robert M. Kirby, Shixia Liu, Tobias Schreck, Xiaoru Yuan
IEEE Trans. Vis. Comput. Graph.1
2018 Understanding the Relationship Between Interactive Optimisation and Visual Analytics in the Context of Prostate Brachytherapy
abstract
The fields of operations research and computer science have long sought to find automatic solver techniques that can find high-quality solutions to difficult real-world optimisation problems. The traditional workflow is to exactly model the problem and then enter this model into a general-purpose "black-box" solver. In practice, however, many problems cannot be solved completely automatically, but require a "human-in-the-loop" to iteratively refine the model and give hints to the solver. In this paper, we explore the parallels between this interactive optimisation workflow and the visual analytics sense-making loop. We assert that interactive optimisation is essentially a visual analytics task and propose a problem-solving loop analogous to the sense-making loop. We explore these ideas through an in-depth analysis of a use-case in prostate brachytherapy, an application where interactive optimisation may be able to provide significant assistance to practitioners in creating prostate cancer treatment plans customised to each patient's tumour characteristics. However, current brachytherapy treatment planning is usually a careful, mostly manual process involving multiple professionals. We developed a prototype interactive optimisation tool for brachytherapy that goes beyond current practice in supporting focal therapy - targeting tumour cells directly rather than simply seeking coverage of the whole prostate gland. We conducted semi-structured interviews, in two stages, with seven radiation oncology professionals in order to establish whether they would prefer to use interactive optimisation for treatment planning and whether such a tool could improve their trust in the novel focal therapy approach and in machine generated solutions to the problem.
Jie Liu 0046, Tim Dwyer, Kim Marriott, Jeremy Millar, Annette Haworth
IEEE Trans. Vis. Comput. Graph.2
2018 Graph Thumbnails: Identifying and Comparing Multiple Graphs at a Glance
abstract
We propose Graph Thumbnails, small icon-like visualisations of the high-level structure of network data. Graph Thumbnails are designed to be legible in small multiples to support rapid browsing within large graph corpora. Compared to existing graph-visualisation techniques our representation has several advantages: (1) the visualisation can be computed in linear time; (2) it is canonical in the sense that isomorphic graphs will always have identical thumbnails; and (3) it provides precise information about the graph structure. We report the results of two user studies. The first study compares Graph Thumbnails to node-link and matrix views for identifying similar graphs. The second study investigates the comprehensibility of the different representations. We demonstrate the usefulness of this representation for summarising the evolution of protein-protein interaction networks across a range of species.
Vahan Yoghourdjian, Tim Dwyer, Karsten Klein 0001, Kim Marriott, Michael Wybrow
IEEE Trans. Vis. Comput. Graph.2
2018 Guidance in the human-machine analytics process
abstract
In this paper, we list the goals for and the pros and cons of guidance, and we discuss the role that it can play not only in key low-level visualization tasks but also the more sophisticated model-generation tasks of visual analytics. Recent advances in artificial intelligence, particularly in machine learning, have led to high hopes regarding the possibilities of using automatic techniques to perform some of the tasks that are currently done manually using visualization by data analysts. However, visual analytics remains a complex activity, combining many different subtasks. Some of these tasks are relatively low-level, and it is clear how automation could play a role—for example, classification and clustering of data. Other tasks are much more abstract and require significant human creativity, for example, linking insights gleaned from a variety of disparate and heterogeneous data artifacts to build support for decision making. In this paper, we outline the potential applications of guidance, as well as the inputs to guidance. We discuss challenges in implementing guidance, including the inputs to guidance systems and how to provide guidance to users. We propose potential methods for evaluating the quality of guidance at different phases in the analytic process and introduce the potential negative effects of guidance as a source of bias in analytic decision making.
Christopher Collins 0001, Natalia V. Andrienko, Tobias Schreck, Jing Yang 0001, Jaegul Choo, Ulrich Engelke, Amit Jena, Tim Dwyer
Vis. Informatics8
2018 Exploring the limits of complexity: A survey of empirical studies on graph visualisation
abstract
For decades, researchers in information visualisation and graph drawing have focused on developing techniques for the layout and display of very large and complex networks. Experiments involving human participants have also explored the readability of different styles of layout and representations for such networks. In both bodies of literature, networks are frequently referred to as being ‘large’ or ‘complex’, yet these terms are relative. From a human-centred, experiment point-of-view, what constitutes ‘large’ (for example) depends on several factors, such as data complexity, visual complexity, and the technology used. In this paper, we survey the literature on human-centred experiments to understand how, in practice, different features and characteristics of node–link diagrams affect visual complexity.
Vahan Yoghourdjian, Daniel Archambault, Stephan Diehl 0001, Tim Dwyer, Karsten Klein 0001, Helen C. Purchase, Hsiang-Yun Wu
Vis. Informatics4
2017 Design space for spatio-data coordination: Tangible interaction devices for immersive information visualisation
abstract
We introduce the concept of “spatio-data coordination” (SD coordination) which defines the mapping of user actions in physical space into the space of data in a visualisation. SD coordination is intended to lower the user's cognitive load when exploring complex multi-dimensional data such as biomedical data, multiple data attributes vs time in a space-time-cube visualisation, or three-dimensional projections of three-or-higher-dimensional data sets. To inform the design of interaction devices to allow for SD coordination, we define a design space and demonstrate it with sketches and early prototypes of three exemplar devices for SD coordinated interaction.
Maxime Cordeil, Benjamin Bach, Elliott Wilson, Tim Dwyer
PacificVis5
2017 Chair message
abstract
Welcome to the proceedings of the IEEE Pacific Visualization Symposium 2017 (IEEE PacificVis 2017), tenth in a series of successful events that have been sponsored by the IEEE Computer Society Visualization and Graphics Technical Committee (VGTC). Past IEEE PacificVis symposia were held in Kyoto (2008), Beijing (2009), Taipei (2010), Hong Kong (2011), Songdo (2012), Sydney (2013), Yokohama (2014), Hangzhou (2015), and Taipei (2016). This year, PacificVis is held at Seoul, Korea from April 18 to 21, 2017, hosted by Seoul National University.
Daniel Weiskopf, Yingcai Wu, Tim Dwyer, Yun Jang, Naohisa Sakamoto
PacificVis3
2017 Evaluating Perceptually Complementary Views for Network Exploration Tasks
abstract
We explore the relative merits of matrix, node-link and combined side-by-side views for the visualisation of weighted networks with three controlled studies: (1) finding the most effective visual encoding for weighted edges in matrix representations; (2) comparing matrix, node-link and combined views for static weighted networks; and (3) comparing MatrixWave, Sankey and combined views of both for event-sequence data. Our studies underline that node-link and matrix views are suited to different analysis tasks. For the combined view, our studies show that there is a perceptually complementary effect in terms of improved accuracy for some tasks, but that there is a cost in terms of longer completion time than the faster of the two techniques alone. Eye-movement data shows that for many tasks participants strongly favour one of the two views, after trying both in the training phase.
Chunlei Chang, Benjamin Bach, Tim Dwyer, Kim Marriott
CHI3
2017 ImAxes: Immersive Axes as Embodied Affordances for Interactive Multivariate Data Visualisation
abstract
We introduce ImAxes immersive system for exploring multivariate data using fluid, modeless interaction. The basic interface element is an embodied data axis. The user can manipulate these axes like physical objects in the immersive environment and combine them into sophisticated visualisations. The type of visualisation that appears depends on the proximity and relative orientation of the axes with respect to one another, which we describe with a formal grammar. This straight-forward composability leads to a number of emergent visualisations and interactions, which we review, and then demonstrate with a detailed multivariate data analysis use case.
Maxime Cordeil, Andrew Cunningham, Tim Dwyer, Bruce H. Thomas, Kim Marriott
UIST3
2017 Towards Unambiguous Edge Bundling: Investigating Confluent Drawings for Network Visualization
abstract
In this paper, we investigate Confluent Drawings (CD), a technique for bundling edges in node-link diagrams based on network connectivity. Edge-bundling techniques are designed to reduce edge clutter in node-link diagrams by coalescing lines into common paths or bundles. Unfortunately, traditional bundling techniques introduce ambiguity since edges are only bundled by spatial proximity, rather than network connectivity; following an edge from its source to its target can lead to the perception of incorrect connectivity if edges are not clearly separated within the bundles. Contrary, CDs bundle edges based on common sources or targets. Thus, a smooth path along a confluent bundle indicates precise connectivity. While CDs have been described in theory, practical investigation and application to real-world networks (i.e., networks beyond those with certain planarity restrictions) is currently lacking. Here, we provide the first algorithm for constructing CDs from arbitrary directed and undirected networks and present a simple layout method, embedded in a sand box environment providing techniques for interactive exploration. We then investigate patterns and artifacts in CDs, which we compare to other common edge-bundling techniques. Finally, we present the first user study that compares edge-compression techniques, including CD, power graphs, metro-style, and common edge bundling. We found that users without particular expertise in visualization or network analysis are able to read small CDs without difficulty. Compared to existing bundling techniques, CDs are more likely to allow people to correctly perceive connectivity.
Benjamin Bach, Nathalie Henry Riche, Christophe Hurter, Kim Marriott, Tim Dwyer
IEEE Trans. Vis. Comput. Graph.5
2017 Immersive Collaborative Analysis of Network Connectivity: CAVE-style or Head-Mounted Display?
abstract
High-quality immersive display technologies are becoming mainstream with the release of head-mounted displays (HMDs) such as the Oculus Rift. These devices potentially represent an affordable alternative to the more traditional, centralised CAVE-style immersive environments. One driver for the development of CAVE-style immersive environments has been collaborative sense-making. Despite this, there has been little research on the effectiveness of collaborative visualisation in CAVE-style facilities, especially with respect to abstract data visualisation tasks. Indeed, very few studies have focused on the use of these displays to explore and analyse abstract data such as networks and there have been no formal user studies investigating collaborative visualisation of abstract data in immersive environments. In this paper we present the results of the first such study. It explores the relative merits of HMD and CAVE-style immersive environments for collaborative analysis of network connectivity, a common and important task involving abstract data. We find significant differences between the two conditions in task completion time and the physical movements of the participants within the space: participants using the HMD were faster while the CAVE2 condition introduced an asymmetry in movement between collaborators. Otherwise, affordances for collaborative data analysis offered by the low-cost HMD condition were not found to be different for accuracy and communication with the CAVE2. These results are notable, given that the latest HMDs will soon be accessible (in terms of cost and potentially ubiquity) to a massive audience.
Maxime Cordeil, Tim Dwyer, Karsten Klein 0001, Bireswar Laha, Kim Marriott, Bruce H. Thomas
IEEE Trans. Vis. Comput. Graph.2
2017 Guest Editors' Introduction: Special Section on IEEE PacificVis 2017
abstract
The papers in this special section were presented at the 2017 IEEE Pacific Visualization Symposium (IEEE PacificVis’17) which was held at the Seoul National University, Seoul, Korea from April 18 to 21, 2017.
Tim Dwyer, Yingcai Wu
IEEE Trans. Vis. Comput. Graph.1
2017 What do Constraint Programming Users Want to See? Exploring the Role of Visualisation in Profiling of Models and Search
abstract
Constraint programming allows difficult combinatorial problems to be modelled declaratively and solved automatically. Advances in solver technologies over recent years have allowed the successful use of constraint programming in many application areas. However, when a particular solver's search for a solution takes too long, the complexity of the constraint program execution hinders the programmer's ability to profile that search and understand how it relates to their model. Therefore, effective tools to support such profiling and allow users of constraint programming technologies to refine their model or experiment with different search parameters are essential. This paper details the first user-centred design process for visual profiling tools in this domain. We report on: our insights and opportunities identified through an on-line questionnaire and a creativity workshop with domain experts carried out to elicit requirements for analytical and visual profiling techniques; our designs and functional prototypes realising such techniques; and case studies demonstrating how these techniques shed light on the behaviour of the solvers in practice.
Sarah Goodwin, Christopher Mears, Tim Dwyer, Maria Garcia de la Banda, Guido Tack, Mark Wallace 0001
IEEE Trans. Vis. Comput. Graph.3
2017 Many-to-Many Geographically-Embedded Flow Visualisation: An Evaluation
abstract
Showing flows of people and resources between multiple geographic locations is a challenging visualisation problem. We conducted two quantitative user studies to evaluate different visual representations for such dense many-to-many flows. In our first study we compared a bundled node-link flow map representation and OD Maps [37] with a new visualisation we call MapTrix. Like OD Maps, MapTrix overcomes the clutter associated with a traditional flow map while providing geographic embedding that is missing in standard OD matrix representations. We found that OD Maps and MapTrix had similar performance while bundled node-link flow map representations did not scale at all well. Our second study compared participant performance with OD Maps and MapTrix on larger data sets. Again performance was remarkably similar.
Yalong Yang 0001, Tim Dwyer, Sarah Goodwin, Kim Marriott
IEEE Trans. Vis. Comput. Graph.2
2016 Immersive Analytics: Exploring Future Interaction and Visualization Technologies for Data Analytics
abstract
We propose to conduct a workshop on the topic of Immersive Analytics: a new multidisciplinary initiative to explore future interaction technologies for data analytics. Immersive Analytics aims to bring together researchers in Information Visualisation, Visual Analytics, Virtual and Augmented Reality and Natural User Interfaces. http://immersiveanalytics.net
Benjamin Bach, Raimund Dachselt, Sheelagh Carpendale, Tim Dwyer, Christopher Collins 0001, Bongshin Lee
ISS4
2016 Visual Encoding of Dissimilarity Data via Topology-Preserving Map Deformation
abstract
We present an efficient technique for topology-preserving map deformation and apply it to the visualization of dissimilarity data in a geographic context. Map deformation techniques such as value-by-area cartograms are well studied. However, using deformation to highlight (dis)similarity between locations on a map in terms of their underlying data attributes is novel. We also identify an alternative way to represent dissimilarities on a map through the use of visual overlays. These overlays are complementary to deformation techniques and enable us to assess the quality of the deformation as well as to explore the design space of blending the two methods. Finally, we demonstrate how these techniques can be useful in several-quite different-applied contexts: travel-time visualization, social demographics research and understanding energy flowing in a wide-area power-grid.
Quirijn W. Bouts, Tim Dwyer, Jason Dykes, Bettina Speckmann, Sarah Goodwin, Nathalie Henry Riche, Sheelagh Carpendale, Ariel Liebman
IEEE Trans. Vis. Comput. Graph.2
2016 HOLA: Human-like Orthogonal Network Layout
abstract
Over the last 50 years a wide variety of automatic network layout algorithms have been developed. Some are fast heuristic techniques suitable for networks with hundreds of thousands of nodes while others are multi-stage frameworks for higher-quality layout of smaller networks. However, despite decades of research currently no algorithm produces layout of comparable quality to that of a human. We give a new "human-centred" methodology for automatic network layout algorithm design that is intended to overcome this deficiency. User studies are first used to identify the aesthetic criteria algorithms should encode, then an algorithm is developed that is informed by these criteria and finally, a follow-up study evaluates the algorithm output. We have used this new methodology to develop an automatic orthogonal network layout method, HOLA, that achieves measurably better (by user study) layout than the best available orthogonal layout algorithm and which produces layouts of comparable quality to those produced by hand.
Steve Kieffer, Tim Dwyer, Kim Marriott, Michael Wybrow
IEEE Trans. Vis. Comput. Graph.2
2016 Guest Editors' Introduction: Special Section on the IEEE Pacific Visualization Symposium 2015
abstract
The papers in this special section were presenteda at the 2015 IEEE Pacific Visualization Symposium (PacificVis’15) that was held in Hangzhou from April 14 to 17, 2015.
Shixia Liu, Gerik Scheuermann, Shigeo Takahashi, Tim Dwyer, Yingcai Wu
IEEE Trans. Vis. Comput. Graph.4
2016 High-Quality Ultra-Compact Grid Layout of Grouped Networks
abstract
Prior research into network layout has focused on fast heuristic techniques for layout of large networks, or complex multi-stage pipelines for higher quality layout of small graphs. Improvements to these pipeline techniques, especially for orthogonal-style layout, are difficult and practical results have been slight in recent years. Yet, as discussed in this paper, there remain significant issues in the quality of the layouts produced by these techniques, even for quite small networks. This is especially true when layout with additional grouping constraints is required. The first contribution of this paper is to investigate an ultra-compact, grid-like network layout aesthetic that is motivated by the grid arrangements that are used almost universally by designers in typographical layout. Since the time when these heuristic and pipeline-based graph-layout methods were conceived, generic technologies (MIP, CP and SAT) for solving combinatorial and mixed-integer optimization problems have improved massively. The second contribution of this paper is to reassess whether these techniques can be used for high-quality layout of small graphs. While they are fast enough for graphs of up to 50 nodes we found these methods do not scale up. Our third contribution is a large-neighborhood search meta-heuristic approach that is scalable to larger networks.
Vahan Yoghourdjian, Tim Dwyer, Graeme Gange, Steve Kieffer, Karsten Klein 0001, Kim Marriott
IEEE Trans. Vis. Comput. Graph.2
2015 Small MultiPiles: Piling Time to Explore Temporal Patterns in Dynamic Networks
abstract
Abstract We introduce MultiPiles, a visualization to explore time‐series of dense, weighted networks. MultiPiles is based on the physical analogy of piling adjacency matrices, each one representing a single temporal snapshot. Common interfaces for visualizing dynamic networks use techniques such as: flipping/animation; small multiples; or summary views in isolation. Our proposed ‘piling’ metaphor presents a hybrid of these techniques, leveraging each one's advantages, as well as offering the ability to scale to networks with hundreds of temporal snapshots. While the MultiPiles technique is applicable to many domains, our prototype was initially designed to help neuroscientists investigate changes in brain connectivity networks over several hundred snapshots. The piling metaphor and associated interaction and visual encodings allowed neuroscientists to explore their data, prior to a statistical analysis. They detected high‐level temporal patterns in individual networks and this helped them to formulate and reject several hypotheses.
Benjamin Bach, Nathalie Henry Riche, Tim Dwyer, Tara M. Madhyastha, Jean-Daniel Fekete, Thomas J. Grabowski
Comput. Graph. Forum3
2014 Improved Optimal and Approximate Power Graph Compression for Clearer Visualisation of Dense Graphs
abstract
Drawings of highly connected (dense) graphs can be very difficult to read. Power Graph Analysis offers an alternate way to draw a graph in which sets of nodes with common neighbours are shown grouped into modules. An edge connected to the module then implies a connection to each member of the module. Thus, the entire graph may be represented with much less clutter and without loss of detail. A recent experimental study has shown that such lossless compression of dense graphs makes it easier to follow paths. However, computing optimal power graphs is difficult. In this paper, we show that computing the optimal power-graph with only one module is NP-hard and therefore likely NP-hard in the general case. We give an ILP model for power graph computation and discuss why ILP and CP techniques are poorly suited to the problem. Instead, we are able to find optimal solutions much more quickly using a custom search method. We also show how to restrict this type of search to allow only limited back-tracking to provide a heuristic that has better speed and better results than previously known heuristics.
Tim Dwyer, Christopher Mears, Kerri Morgan, Todd Niven, Kim Marriott, Mark Wallace 0001
PacificVis1
2014 Stress-Minimizing Orthogonal Layout of Data Flow Diagrams with Ports
Ulf Rüegg, Steve Kieffer, Tim Dwyer, Kim Marriott, Michael Wybrow
GD3
2013 Incremental Grid-Like Layout Using Soft and Hard Constraints
Steve Kieffer, Tim Dwyer, Kim Marriott, Michael Wybrow
GD2
2013 Edge Compression Techniques for Visualization of Dense Directed Graphs
abstract
We explore the effectiveness of visualizing dense directed graphs by replacing individual edges with edges connected to 'modules'-or groups of nodes-such that the new edges imply aggregate connectivity. We only consider techniques that offer a lossless compression: that is, where the entire graph can still be read from the compressed version. The techniques considered are: a simple grouping of nodes with identical neighbor sets; Modular Decomposition which permits internal structure in modules and allows them to be nested; and Power Graph Analysis which further allows edges to cross module boundaries. These techniques all have the same goal--to compress the set of edges that need to be rendered to fully convey connectivity--but each successive relaxation of the module definition permits fewer edges to be drawn in the rendered graph. Each successive technique also, we hypothesize, requires a higher degree of mental effort to interpret. We test this hypothetical trade-off with two studies involving human participants. For Power Graph Analysis we propose a novel optimal technique based on constraint programming. This enables us to explore the parameter space for the technique more precisely than could be achieved with a heuristic. Although applicable to many domains, we are motivated by--and discuss in particular--the application to software dependency analysis.
Tim Dwyer, Nathalie Henry Riche, Kim Marriott, Christopher Mears
IEEE Trans. Vis. Comput. Graph.1
2013 KelpFusion: A Hybrid Set Visualization Technique
abstract
We present KelpFusion: a method for depicting set membership of items on a map or other visualization using continuous boundaries. KelpFusion is a hybrid representation that bridges hull techniques such as Bubble Sets and Euler diagrams and line- and graph-based techniques such as LineSets and Kelp Diagrams. We describe an algorithm based on shortest-path graphs to compute KelpFusion visualizations. Based on a single parameter, the shortest-path graph varies from the minimal spanning tree to the convex hull of a point set. Shortest-path graphs aim to capture the shape of a point set and smoothly adapt to sets of varying densities. KelpFusion fills enclosed faces based on a set of simple legibility rules. We present the results of a controlled experiment comparing KelpFusion to Bubble Sets and LineSets. We conclude that KelpFusion outperforms Bubble Sets both in accuracy and completion time and outperforms LineSets in completion time.
Wouter Meulemans, Nathalie Henry Riche, Bettina Speckmann, Basak Alper, Tim Dwyer
IEEE Trans. Vis. Comput. Graph.5
2012 Exploring the design space of interactive link curvature in network diagrams
abstract
When exploiting the power of node-link diagrams to represent real-world data such as web structures, airline routes, electrical, telecommunication and social networks, link congestion frequently arises. Such areas in the diagram---with dense, overlapping links---are not readable connectivity, node shapes, labels, and contextual information are obscured. In response, graph-layout research has begun to consider the modification of link shapes with techniques such as link routing and bundling. In this paper, we delve into the interactive techniques afforded by variant use of link curvature, delineating a six-dimensional design space that is populated by four families of interactive techniques: bundling, fanning, magnets, and legends. Our taxonomy encompasses existing techniques and reveals several novel link interactions. We describe the implementation of these techniques and illustrate their potential for exploring dense graphs with multiple types of links.
Nathalie Henry Riche, Tim Dwyer, Bongshin Lee, Sheelagh Carpendale
AVI2
2012 Theory and Practice of Graph Drawing
Tim Dwyer, Fabrizio Frati, Seok-Hee Hong 0001, Karsten Klein 0001
GD1
2010 Hi-tree Layout Using Quadratic Programming
Tim Dwyer, Kim Marriott, Peter Sbarski
Diagrams1
2010 Untangling Euler Diagrams
abstract
In many common data analysis scenarios the data elements are logically grouped into sets. Venn and Euler style diagrams are a common visual representation of such set membership where the data elements are represented by labels or glyphs and sets are indicated by boundaries surrounding their members. Generating such diagrams automatically such that set regions do not intersect unless the corresponding sets have a non-empty intersection is a difficult problem. Further, it may be impossible in some cases if regions are required to be continuous and convex. Several approaches exist to draw such set regions using more complex shapes, however, the resulting diagrams can be difficult to interpret. In this paper we present two novel approaches for simplifying a complex collection of intersecting sets into a strict hierarchy that can be more easily automatically arranged and drawn (Figure 1). In the first approach, we use compact rectangular shapes for drawing each set, attempting to improve the readability of the set intersections. In the second approach, we avoid drawing intersecting set regions by duplicating elements belonging to multiple sets. We compared both of our techniques to the traditional non-convex region technique using five readability tasks. Our results show that the compact rectangular shapes technique was often preferred by experimental subjects even though the use of duplications dramatically improves the accuracy and performance time for most of our tasks. In addition to general set representation our techniques are also applicable to visualization of networks with intersecting clusters of nodes.
Nathalie Henry Riche, Tim Dwyer
IEEE Trans. Vis. Comput. Graph.2
2009 Fast Edge-Routing for Large Graphs
Tim Dwyer, Lev Nachmanson
GD1
2009 Layout with Circular and Other Non-linear Constraints Using Procrustes Projection
Tim Dwyer, George G. Robertson
GD1
2009 Understanding Multi-touch Manipulation for Surface Computing
Chris North 0001, Tim Dwyer, Bongshin Lee, Danyel Fisher, Petra Isenberg, George G. Robertson, Kori Inkpen
INTERACT (2)2
2009 Scrolling behaviour with single- and multi-column layout
abstract
The standard layout model used by web browsers is to lay text out in a vertical scroll using a single column. The horizontal-scroll layout model--in which text is laid out in columns whose height is set to that of the browser window and the viewer scrolls horizontally - seems well-suited to multi-column layout on electronic devices. We describe a study that examines how people read and, in particular, the strategies they use for scrolling with these two models when reading large textual documents on a standard computer monitor. We compare usability of the models and evaluate both user preferences and the effect of the model on performance. Also interesting is the description of the browser and its user interface which we used for the study.
Cameron Braganza, Kim Marriott, Peter Moulder, Michael Wybrow, Tim Dwyer
WWW5
2009 A generic algorithm for layout of biological networks
abstract
BACKGROUND: Biological networks are widely used to represent processes in biological systems and to capture interactions and dependencies between biological entities. Their size and complexity is steadily increasing due to the ongoing growth of knowledge in the life sciences. To aid understanding of biological networks several algorithms for laying out and graphically representing networks and network analysis results have been developed. However, current algorithms are specialized to particular layout styles and therefore different algorithms are required for each kind of network and/or style of layout. This increases implementation effort and means that new algorithms must be developed for new layout styles. Furthermore, additional effort is necessary to compose different layout conventions in the same diagram. Also the user cannot usually customize the placement of nodes to tailor the layout to their particular need or task and there is little support for interactive network exploration. RESULTS: We present a novel algorithm to visualize different biological networks and network analysis results in meaningful ways depending on network types and analysis outcome. Our method is based on constrained graph layout and we demonstrate how it can handle the drawing conventions used in biological networks. CONCLUSION: The presented algorithm offers the ability to produce many of the fundamental popular drawing styles while allowing the exibility of constraints to further tailor these layouts.
Falk Schreiber, Tim Dwyer, Kim Marriott, Michael Wybrow
BMC Bioinform.2
2009 Scalable, Versatile and Simple Constrained Graph Layout
abstract
Abstract We describe a new technique for graph layout subject to constraints. Compared to previous techniques the proposed method is much faster and scalable to much larger graphs. For a graph with n nodes, m edges and c constraints it computes incremental layout in time O(n log n+m+c) per iteration. Also, it supports a much more powerful class of constraint: inequalities or equalities over the Euclidean distance between nodes. We demonstrate the power of this technique by application to a number of diagramming conventions which previous constrained graph layout methods could not support. Further, the constraint‐satisfaction method—inspired by recent work in position‐based dynamics—is far simpler to implement than previous methods.
Tim Dwyer
Comput. Graph. Forum1
2009 A Comparison of User-Generated and Automatic Graph Layouts
abstract
The research presented in this paper compares user-generated and automatic graph layouts. Following the methods suggested by van Ham et al. (2008), a group of users generated graph layouts using both multi-touch interaction on a tabletop display and mouse interaction on a desktop computer. Users were asked to optimize their layout for aesthetics and analytical tasks with a social network. We discuss characteristics of the user-generated layouts and interaction methods employed by users in this process. We then report on a web-based study to compare these layouts with the output of popular automatic layout algorithms. Our results demonstrate that the best of the user-generated layouts performed as well as or better than the physics-based layout. Orthogonal and circular automatic layouts were found to be considerably less effective than either the physics-based layout or the best of the user-generated layouts. We highlight several attributes of the various layouts that led to high accuracy and improved task completion time, as well as aspects in which traditional automatic layout methods were unsuccessful for our tasks.
Tim Dwyer, Bongshin Lee, Danyel Fisher, Kori Inkpen Quinn, Petra Isenberg, George G. Robertson, Chris North 0001
IEEE Trans. Vis. Comput. Graph.1
2008 Topology Preserving Constrained Graph Layout
Tim Dwyer, Kim Marriott, Michael Wybrow
GD1
2008 Dunnart: A Constraint-Based Network Diagram Authoring Tool
Tim Dwyer, Kim Marriott, Michael Wybrow
GD1
2008 Exploration of Networks using overview+detail with Constraint-based cooperative layout
abstract
A standard approach to large network visualization is to provide an overview of the network and a detailed view of a small component of the graph centred around a focal node. The user explores the network by changing the focal node in the detailed view or by changing the level of detail of a node or cluster. For scalability, fast force-based layout algorithms are used for the overview and the detailed view. However, using the same layout algorithm in both views is problematic since layout for the detailed view has different requirements to that in the overview. Here we present a model in which constrained graph layout algorithms are used for layout in the detailed view. This means the detailed view has high-quality layout including sophisticated edge routing and is customisable by the user who can add placement constraints on the layout. Scalability is still ensured since the slower layout techniques are only applied to the small subgraph shown in the detailed view. The main technical innovations are techniques to ensure that the overview and detailed view remain synchronized, and modifying constrained graph layout algorithms to support smooth, stable layout. The key innovation supporting stability are new dynamic graph layout algorithms that preserve the topology or structure of the network when the user changes the focus node or the level of detail by in situ semantic zooming. We have built a prototype tool and demonstrate its use in two application domains, UML class diagrams and biological networks.
Tim Dwyer, Kim Marriott, Falk Schreiber, Peter J. Stuckey, Michael Woodward, Michael Wybrow
IEEE Trans. Vis. Comput. Graph.1
2007 Constrained Stress Majorization Using Diagonally Scaled Gradient Projection
Tim Dwyer, Kim Marriott
GD1
2006 Fast Node Overlap Removal - Correction
Tim Dwyer, Kim Marriott, Peter J. Stuckey
GD1
2006 Integrating Edge Routing into Force-Directed Layout
Tim Dwyer, Kim Marriott, Michael Wybrow
GD1
2006 Drawing Directed Graphs Using Quadratic Programming
abstract
We describe a new method for visualization of directed graphs. The method combines constraint programming techniques with a high performance force-directed placement (FDP) algorithm. The resulting placements highlight hierarchy in directed graphs while retaining useful properties of FDP; such as emphasis of symmetries and preservation of proximity relations. Our algorithm automatically identifies those parts of the digraph that contain hierarchical information and draws them accordingly. Additionally, those parts that do not contain hierarchy are drawn at the same quality expected from a nonhierarchical, undirected layout algorithm. Our experiments show that this new approach is better able to convey the structure of large digraphs than the most widely used hierarchical graph-drawing method. An interesting application of our algorithm is directional multidimensional scaling (DMDS). DMDS deals with low-dimensional embedding of multivariate data where we want to emphasize the overall flow in the data (e.g., chronological progress) along one of the axes.
Tim Dwyer, Yehuda Koren, Kim Marriott
IEEE Trans. Vis. Comput. Graph.1
2006 IPSep-CoLa: An Incremental Procedure for Separation Constraint Layout of Graphs
abstract
We extend the popular force-directed approach to network (or graph) layout to allow separation constraints, which enforce a minimum horizontal or vertical separation between selected pairs of nodes. This simple class of linear constraints is expressive enough to satisfy a wide variety of application-specific layout requirements, including: layout of directed graphs to better show flow; layout with non-overlapping node labels; and layout of graphs with grouped nodes (called clusters). In the stress majorization force-directed layout process, separation constraints can be treated as a quadratic programming problem. We give an incremental algorithm based on gradient projection for efficiently solving this problem. The algorithm is considerably faster than using generic constraint optimization techniques and is comparable in speed to unconstrained stress majorization. We demonstrate the utility of our technique with sample data from a number of practical applications including gene-activation networks, terrorist networks and visualization of high-dimensional data.
Tim Dwyer, Yehuda Koren, Kim Marriott
IEEE Trans. Vis. Comput. Graph.1
2005 GEOMI: GEOmetry for Maximum Insight
Adel Ahmed, Tim Dwyer, Michael Forster, Xiaoyan Fu, Joshua W. K. Ho, Seok-Hee Hong 0001, Dirk Koschützki, Colin Murray, Nikola S. Nikolov, Ronnie Taib, Alexandre Tarassov, Kai Xu 0003
GD2
2005 Stress Majorization with Orthogonal Ordering Constraints
Tim Dwyer, Yehuda Koren, Kim Marriott
GD1
2005 Fast Node Overlap Removal
Tim Dwyer, Kim Marriott, Peter J. Stuckey
GD1
2005 Visualisation and Analysis of Large and Complex Scale-free Networks
abstract
Scale-free networks appear in many application domains such as social and biological networks [BA99, BB03, BO04]. Roughly speaking, scale-free networks have power-law degree distribution, ultra-short average path length and high clustering coefficient [BA99, BB03, BO04]. This paper presents new methods for visualising scale-free networks in three dimensions. To make effective use of the third dimension and minimise occlusion, we produce graph visulaisations with nodes constrained to lie on parallel planes or on the surface of spheres. We implement the algorithms using a variation of a fast force-directed graph layout method [QE00]. Results with real world data sets such as IEEE InfoVis citation and collaboration networks and a protein-protein interaction network show that our method can be useful for visual analysis of large and complex scale-free networks. We also discuss the issue of visualisation of evolving networks and network integration.
Adel Ahmed, Tim Dwyer, Seok-Hee Hong 0001, Colin Murray, Ying Xin Wu
EuroVis2
2004 Representing Experimental Biological Data in Metabolic Networks
Tim Dwyer, Hardy Rolletschek, Falk Schreiber
APBC1
2003 Visualizing Related Metabolic Pathways in Two and a Half Dimensions
Ulrik Brandes, Tim Dwyer, Falk Schreiber
GD2
2002 Visualising a Fund Manager Flow Graph with Columns and Worms
abstract
We describe a paradigm for visualising time dependent flow in a network of objects connected by abstract relationships (a graph) by representing time in the third dimension. We show two variants of the paradigm, one in which the elements of the graph are shown as vertical columns of varying width and another which emphasises centrality with bending "worms". We demonstrate these techniques by visualising the movements of Fund Managers within the UK Stock Market in terms of their changing share ownership over time.
Tim Dwyer, Peter Eades
IV1
2001 WilmaScope - An Interactive 3D Graph Visualisation System
Tim Dwyer, Peter Eckersley
GD1