EDBT 2026 Demo / reviewers in the wild / expert
Daniele Chiappalupi
dblp:328/9927
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2024
0000-0002-1026-4056ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
2 papers |
Visualization and visual analytics · 78% Virtual and augmented reality · 22% | |
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 54% Design research and methods · 46% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
0.8 | 1 | 2024 | RL-L: A Deep Reinforcement Learning Approach Intended for AR Label Placement in Dynamic Scenarios · IEEE Trans. Vis. Comput. Graph. 2024 |
Visualization and visual analytics › graph visualization › graph drawing
label placement |
0.8 | 1 | 2024 | RL-L: A Deep Reinforcement Learning Approach Intended for AR Label Placement in Dynamic Scenarios · IEEE Trans. Vis. Comput. Graph. 2024 |
Visualization and visual analytics › information visualization
embedded visualization |
0.7 | 1 | 2023 | The Quest for : Embedded Visualization for Augmenting Basketball Game Viewing Experiences · IEEE Trans. Vis. Comput. Graph. 2023 |
Visualization and visual analytics › information visualization › quantitative data visualization
sports visualization |
0.7 | 1 | 2023 | The Quest for : Embedded Visualization for Augmenting Basketball Game Viewing Experiences · IEEE Trans. Vis. Comput. Graph. 2023 |
Visualization and visual analytics
visual analytics |
0.7 | 1 | 2023 | The Quest for : Embedded Visualization for Augmenting Basketball Game Viewing Experiences · IEEE Trans. Vis. Comput. Graph. 2023 |
Immersive interaction
augmented reality interaction |
0.2 | 1 | 2024 | RL-L: A Deep Reinforcement Learning Approach Intended for AR Label Placement in Dynamic Scenarios · IEEE Trans. Vis. Comput. Graph. 2024 |
Design research and methods
user-centered design |
0.2 | 1 | 2023 | The Quest for : Embedded Visualization for Augmenting Basketball Game Viewing Experiences · IEEE Trans. Vis. Comput. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
deep reinforcement learning · 1.5user-centered design · 1.3formative study · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | RL-L: A Deep Reinforcement Learning Approach Intended for AR Label Placement in Dynamic ScenariosabstractLabels are widely used in augmented reality (AR) to display digital information. Ensuring the readability of AR labels requires placing them in an occlusion-free manner while keeping visual links legible, especially when multiple labels exist in the scene. Although existing optimization-based methods, such as force-based methods, are effective in managing AR labels in static scenarios, they often struggle in dynamic scenarios with constantly moving objects. This is due to their focus on generating layouts optimal for the current moment, neglecting future moments and leading to sub-optimal or unstable layouts over time. In this work, we present RL-LABEL, a deep reinforcement learning-based method intended for managing the placement of AR labels in scenarios involving moving objects. RL-LABEL considers both the current and predicted future states of objects and labels, such as positions and velocities, as well as the user's viewpoint, to make informed decisions about label placement. It balances the trade-offs between immediate and long-term objectives. We tested RL-LABEL in simulated AR scenarios on two real-world datasets, showing that it effectively learns the decision-making process for long-term optimization, outperforming two baselines (i.e., no view management and a force-based method) by minimizing label occlusions, line intersections, and label movement distance. Additionally, a user study involving 18 participants indicates that, within our simulated environment, RL-LABEL excels over the baselines in aiding users to identify, compare, and summarize data on labels in dynamic scenes. Chen Zhu-Tian, Daniele Chiappalupi, Tica Lin, Yalong Yang 0001, Johanna Beyer, Hanspeter Pfister |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | The Quest for : Embedded Visualization for Augmenting Basketball Game Viewing ExperiencesabstractSports game data is becoming increasingly complex, often consisting of multivariate data such as player performance stats, historical team records, and athletes' positional tracking information. While numerous visual analytics systems have been developed for sports analysts to derive insights, few tools target fans to improve their understanding and engagement of sports data during live games. By presenting extra data in the actual game views, embedded visualization has the potential to enhance fans' game-viewing experience. However, little is known about how to design such kinds of visualizations embedded into live games. In this work, we present a user-centered design study of developing interactive embedded visualizations for basketball fans to improve their live game-watching experiences. We first conducted a formative study to characterize basketball fans' in-game analysis behaviors and tasks. Based on our findings, we propose a design framework to inform the design of embedded visualizations based on specific data-seeking contexts. Following the design framework, we present five novel embedded visualization designs targeting five representative contexts identified by the fans, including shooting, offense, defense, player evaluation, and team comparison. We then developed Omnioculars, an interactive basketball game-viewing prototype that features the proposed embedded visualizations for fans' in-game data analysis. We evaluated Omnioculars in a simulated basketball game with basketball fans. The study results suggest that our design supports personalized in-game data analysis and enhances game understanding and engagement. Tica Lin, Chen Zhu-Tian, Yalong Yang 0001, Daniele Chiappalupi, Johanna Beyer, Hanspeter Pfister |
IEEE Trans. Vis. Comput. Graph. | 4 |