Demo Data from VLDB 2026 / reviewers in the wild / expert
Alena Boucher
dblp:428/0300
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0007-1782-3467ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
1 paper |
Visualization and visual analytics · 100% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computing education · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Learning and educational technologies · 100% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computing education › visual computing education
visualization literacy |
1.0 | 1 | 2026 | Enhancing Data Visualization Literacy: A Comparative Study of Learning Materials in Schools · IEEE Trans. Vis. Comput. Graph. 2026 |
Visualization and visual analytics › visualization literacy › visualization interpretation
chart understanding |
1.0 | 1 | 2026 | Enhancing Data Visualization Literacy: A Comparative Study of Learning Materials in Schools · IEEE Trans. Vis. Comput. Graph. 2026 |
Visualization and visual analytics
visualization literacy |
1.0 | 1 | 2026 | Enhancing Data Visualization Literacy: A Comparative Study of Learning Materials in Schools · IEEE Trans. Vis. Comput. Graph. 2026 |
Methods — techniques the papers use, named apart from their topics
pre-post test · 3.0comparative classroom study · 3.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Enhancing Data Visualization Literacy: A Comparative Study of Learning Materials in SchoolsabstractInterpreting data visualizations is an essential skill in today's education, yet students often struggle with understanding unfamiliar formats. This study investigates how four learning materials - textbook, comic, video, and game - affect middle- and high school students' ability to interpret line charts, area charts, stacked area charts, and stream graphs. We conducted a comparative classroom study with 68 students, using pre- and post-tests, worksheet activities, and group discussions to assess learning outcomes and understanding. Our results show statistically significant improvement in students' understanding of stacked area charts and stream graphs, while no significant differences between the learning materials were found. This suggests that more factors than initially anticipated - such as engagement, motivation and active learning strategies - influence the learning outcome. The analysis of the worksheets revealed that while students could infer surface-level insights from charts, over 70% struggled to identify underlying patterns or relationships. Additionally, a common challenge across all learning materials was reading fatigue, which often led students to skim content, disengage, or misinterpret key information. These findings highlight the need for educational tools and approaches that foster deeper understanding of unfamiliar visualizations, reduce cognitive load, and encourage active engagement. Magdalena Boucher, Magdaléna Kejstová, Christina Stoiber, Martin Kandlhofer, Alena Boucher, Simone Kriglstein, Shelley Buchinger, Wolfgang Aigner |
IEEE Trans. Vis. Comput. Graph. | 5 |