Matthias Kraus 0002

dblp:34/8969-2 · DBLP profile ↗
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9ranked-venue papers
4as first author
3since 2021 · last 2025
0000-0001-5398-3109ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

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

Computer graphics and multimedia
6 papers
Visualization and visual analytics · 90% Virtual and augmented reality · 10%
Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 38% Immersive interaction · 38% Usability and user experience research · 23%
Artificial intelligence
1 paper
Knowledge representation and reasoning · 100%
Databases, data mining, and information retrieval
1 paper
Data mining · 100%

Topics — the 15 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
visual analytics
0.722019
VIS4ML: An Ontology for Visual Analytics Assisted Machine Learning · IEEE Trans. Vis. Comput. Graph. 2019
SOMFlow: Guided Exploratory Cluster Analysis with Self-Organizing Maps and Analytic Provenance · IEEE Trans. Vis. Comput. Graph. 2018
Visualization and visual analytics › information visualization › statistical graphics
heat map visualization
0.412020
Assessing 2D and 3D Heatmaps for Comparative Analysis: An Empirical Study · CHI 2020
Visualization and visual analytics
scatterplot
0.412020
The Impact of Immersion on Cluster Identification Tasks · IEEE Trans. Vis. Comput. Graph. 2020
Visualization and visual analytics
user study methodology
0.412020
Evaluating Mixed and Augmented Reality: A Systematic Literature Review (2009-2019) · ISMAR 2020
Immersive interaction › virtual reality locomotion
teleportation
0.412020
A Comparative Study of Orientation Support Tools in Virtual Reality Environments with Virtual Teleportation · ISMAR 2020
Interaction techniques and input › spatial interaction › navigation
virtual reality navigation
0.412020
A Comparative Study of Orientation Support Tools in Virtual Reality Environments with Virtual Teleportation · ISMAR 2020
Visualization and visual analytics › visual analytics
visual analytics for machine learning
0.412019
VIS4ML: An Ontology for Visual Analytics Assisted Machine Learning · IEEE Trans. Vis. Comput. Graph. 2019
Visualization and visual analytics › visual analytics › visual analytics workflow
analytic provenance
0.312018
SOMFlow: Guided Exploratory Cluster Analysis with Self-Organizing Maps and Analytic Provenance · IEEE Trans. Vis. Comput. Graph. 2018
Virtual and augmented reality › immersive display
head-mounted display
0.112020
The Impact of Immersion on Cluster Identification Tasks · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality
immersive visualization
0.112020
The Impact of Immersion on Cluster Identification Tasks · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality
virtual environment
0.112020
Assessing 2D and 3D Heatmaps for Comparative Analysis: An Empirical Study · CHI 2020
Knowledge, reasoning and agents › Knowledge representation and reasoning
ontology
0.112019
VIS4ML: An Ontology for Visual Analytics Assisted Machine Learning · IEEE Trans. Vis. Comput. Graph. 2019
Knowledge, reasoning and agents › Knowledge representation and reasoning › ontology
ontology construction
0.112019
VIS4ML: An Ontology for Visual Analytics Assisted Machine Learning · IEEE Trans. Vis. Comput. Graph. 2019
Data mining
clustering
0.112018
SOMFlow: Guided Exploratory Cluster Analysis with Self-Organizing Maps and Analytic Provenance · IEEE Trans. Vis. Comput. Graph. 2018
Data mining › clustering › prototype-based clustering
self-organizing map
0.112018
SOMFlow: Guided Exploratory Cluster Analysis with Self-Organizing Maps and Analytic Provenance · IEEE Trans. Vis. Comput. Graph. 2018

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

grounded theory · 0.9systematic literature review · 0.9semantic web technologies · 0.8OWL · 0.8self-organizing map · 0.7quality measures · 0.7interestingness measures · 0.7within-subjects design · 0.4user study · 0.4quantitative user study · 0.4empirical user study · 0.4
YearPublicationVenuePosition
2025 An Analysis of the Interplay and Mutual Benefits of Grounded Theory and Visualization
abstract
Grounded theory (GT) is a research methodology that entails a systematic workflow for theory generation grounded on emergent data. In this article, we juxtapose GT workflows with typical workflows in visualization and visual analytics (VIS), unveiling the characteristics shared by these workflows. We explore the research landscape of VIS to study where GT is applied to generate VIS theories, explicitly as well as implicitly. We discuss "why" GT can potentially play a significant role in VIS. We outline a "how" methodology for conducting GT research in VIS, which addresses the need for theoretical advancement in VIS while benefiting from other methods and techniques in VIS. We illustrate this "how" methodology with a use case of adopting GT approaches in studying visualization guidelines.
Alexandra Diehl, Alfie Abdul-Rahman, Benjamin Bach, Mennatallah El-Assady, Matthias Kraus 0002, Robert S. Laramee, Daniel A. Keim, Min Chen 0001
IEEE Trans. Vis. Comput. Graph.5
2022 Comparative Evaluation of EduClust and Its Transfer to a Virtual Reality Environment
Johannes Fuchs 0001, Matthias Kraus 0002
ITS2
2022 Immersive Analytics with Abstract 3D Visualizations: A Survey
abstract
Abstract After a long period of scepticism, more and more publications describe basic research but also practical approaches to how abstract data can be presented in immersive environments for effective and efficient data understanding. Central aspects of this important research question in immersive analytics research are concerned with the use of 3D for visualization, the embedding in the immersive space, the combination with spatial data, suitable interaction paradigms and the evaluation of use cases. We provide a characterization that facilitates the comparison and categorization of published works and present a survey of publications that gives an overview of the state of the art, current trends, and gaps and challenges in current research.
Matthias Kraus 0002, Johannes Fuchs 0001, Björn Sommer 0001, Karsten Klein 0001, Ulrich Engelke, Daniel A. Keim, Falk Schreiber
Comput. Graph. Forum1
2020 Assessing 2D and 3D Heatmaps for Comparative Analysis: An Empirical Study
abstract
Heatmaps are a popular visualization technique that encode 2D density distributions using color or brightness. Experimental studies have shown though that both of these visual variables are inaccurate when reading and comparing numeric data values. A potential remedy might be to use 3D heatmaps by introducing height as a third dimension to encode the data. Encoding abstract data in 3D, however, poses many problems, too. To better understand this tradeoff, we conducted an empirical study (N=48) to evaluate the user performance of 2D and 3D heatmaps for comparative analysis tasks. We test our conditions on a conventional 2D screen, but also in a virtual reality environment to allow for real stereoscopic vision. Our main results show that 3D heatmaps are superior in terms of error rate when reading and comparing single data items. However, for overview tasks, the well-established 2D heatmap performs better.
Matthias Kraus 0002, Katrin Angerbauer, Juri Buchmüller, Daniel Schweitzer, Daniel A. Keim, Michael Sedlmair, Johannes Fuchs 0001
CHI1
2020 A Comparative Study of Orientation Support Tools in Virtual Reality Environments with Virtual Teleportation
abstract
Movement-compensating interactions like teleportation are commonly deployed techniques in virtual reality environments. Although practical, they tend to cause disorientation while navigating. Previous studies show the effectiveness of orientation-supporting tools, such as trails, in reducing such disorientation and reveal different strengths and weaknesses of individual tools. However, to date, there is a lack of a systematic comparison of those tools when teleportation is used as a movement-compensating technique, in particular under consideration of different tasks. In this paper, we compare the effects of three orientation-supporting tools, namely minimap, trail, and heatmap. We conducted a quantitative user study with 48 participants to investigate the accuracy and efficiency when executing four exploration and search tasks. As dependent variables, task performance, completion time, space coverage, amount of revisiting, retracing time, and memorability were measured. Overall, our results indicate that orientation-supporting tools improve task completion times and revisiting behavior. The trail and heatmap tools were particularly useful for speed-focused tasks, minimal revisiting, and space coverage. The minimap increased memorability and especially supported retracing tasks. These results suggest that virtual reality systems should provide orientation aid tailored to the specific tasks of the users.
Matthias Kraus 0002, Hanna Hauptmann, Philipp Meschenmoser, Daniel Schweitzer, Daniel A. Keim, Michael Sedlmair, Johannes Fuchs 0001
ISMAR1
2020 Evaluating Mixed and Augmented Reality: A Systematic Literature Review (2009-2019)
abstract
We present a systematic review of 45S papers that report on evaluations in mixed and augmented reality (MR/AR) published in ISMAR, CHI, IEEE VR, and UIST over a span of 11 years (2009-2019). Our goal is to provide guidance for future evaluations of MR/AR approaches. To this end, we characterize publications by paper type (e.g., technique, design study), research topic (e.g., tracking, rendering), evaluation scenario (e.g., algorithm performance, user performance), cognitive aspects (e.g., perception, emotion), and the context in which evaluations were conducted (e.g., lab vs. in-thewild). We found a strong coupling of types, topics, and scenarios. We observe two groups: (a) technology-centric performance evaluations of algorithms that focus on improving tracking, displays, reconstruction, rendering, and calibration, and (b) human-centric studies that analyze implications of applications and design, human factors on perception, usability, decision making, emotion, and attention. Amongst the 458 papers, we identified 248 user studies that involved 5,761 participants in total, of whom only 1,619 were identified as female. We identified 43 data collection methods used to analyze 10 cognitive aspects. We found nine objective methods, and eight methods that support qualitative analysis. A majority (216/248) of user studies are conducted in a laboratory setting. Often (138/248), such studies involve participants in a static way. However, we also found a fair number (30/248) of in-the-wild studies that involve participants in a mobile fashion. We consider this paper to be relevant to academia and industry alike in presenting the state-of-the-art and guiding the steps to designing, conducting, and analyzing results of evaluations in MR/AR.
Leonel Merino, Magdalena Schwarzl, Matthias Kraus 0002, Michael Sedlmair, Dieter Schmalstieg, Daniel Weiskopf
ISMAR3
2020 The Impact of Immersion on Cluster Identification Tasks
abstract
Recent developments in technology encourage the use of head-mounted displays (HMDs) as a medium to explore visualizations in virtual realities (VRs). VR environments (VREs) enable new, more immersive visualization design spaces compared to traditional computer screens. Previous studies in different domains, such as medicine, psychology, and geology, report a positive effect of immersion, e.g., on learning performance or phobia treatment effectiveness. Our work presented in this paper assesses the applicability of those findings to a common task from the information visualization (InfoVis) domain. We conducted a quantitative user study to investigate the impact of immersion on cluster identification tasks in scatterplot visualizations. The main experiment was carried out with 18 participants in a within-subjects setting using four different visualizations, (1) a 2D scatterplot matrix on a screen, (2) a 3D scatterplot on a screen, (3) a 3D scatterplot miniature in a VRE and (4) a fully immersive 3D scatterplot in a VRE. The four visualization design spaces vary in their level of immersion, as shown in a supplementary study. The results of our main study indicate that task performance differs between the investigated visualization design spaces in terms of accuracy, efficiency, memorability, sense of orientation, and user preference. In particular, the 2D visualization on the screen performed worse compared to the 3D visualizations with regard to the measured variables. The study shows that an increased level of immersion can be a substantial benefit in the context of 3D data and cluster detection.
Matthias Kraus 0002, Niklas Weiler, Daniela Oelke, Johannes Kehrer, Daniel A. Keim, Johannes Fuchs 0001
IEEE Trans. Vis. Comput. Graph.1
2019 VIS4ML: An Ontology for Visual Analytics Assisted Machine Learning
abstract
While many VA workflows make use of machine-learned models to support analytical tasks, VA workflows have become increasingly important in understanding and improving Machine Learning (ML) processes. In this paper, we propose an ontology (VIS4ML) for a subarea of VA, namely "VA-assisted ML". The purpose of VIS4ML is to describe and understand existing VA workflows used in ML as well as to detect gaps in ML processes and the potential of introducing advanced VA techniques to such processes. Ontologies have been widely used to map out the scope of a topic in biology, medicine, and many other disciplines. We adopt the scholarly methodologies for constructing VIS4ML, including the specification, conceptualization, formalization, implementation, and validation of ontologies. In particular, we reinterpret the traditional VA pipeline to encompass model-development workflows. We introduce necessary definitions, rules, syntaxes, and visual notations for formulating VIS4ML and make use of semantic web technologies for implementing it in the Web Ontology Language (OWL). VIS4ML captures the high-level knowledge about previous workflows where VA is used to assist in ML. It is consistent with the established VA concepts and will continue to evolve along with the future developments in VA and ML. While this ontology is an effort for building the theoretical foundation of VA, it can be used by practitioners in real-world applications to optimize model-development workflows by systematically examining the potential benefits that can be brought about by either machine or human capabilities. Meanwhile, VIS4ML is intended to be extensible and will continue to be updated to reflect future advancements in using VA for building high-quality data-analytical models or for building such models rapidly.
Dominik Sacha, Matthias Kraus 0002, Daniel A. Keim, Min Chen 0001
IEEE Trans. Vis. Comput. Graph.2
2018 SOMFlow: Guided Exploratory Cluster Analysis with Self-Organizing Maps and Analytic Provenance
abstract
Clustering is a core building block for data analysis, aiming to extract otherwise hidden structures and relations from raw datasets, such as particular groups that can be effectively related, compared, and interpreted. A plethora of visual-interactive cluster analysis techniques has been proposed to date, however, arriving at useful clusterings often requires several rounds of user interactions to fine-tune the data preprocessing and algorithms. We present a multi-stage Visual Analytics (VA) approach for iterative cluster refinement together with an implementation (SOMFlow) that uses Self-Organizing Maps (SOM) to analyze time series data. It supports exploration by offering the analyst a visual platform to analyze intermediate results, adapt the underlying computations, iteratively partition the data, and to reflect previous analytical activities. The history of previous decisions is explicitly visualized within a flow graph, allowing to compare earlier cluster refinements and to explore relations. We further leverage quality and interestingness measures to guide the analyst in the discovery of useful patterns, relations, and data partitions. We conducted two pair analytics experiments together with a subject matter expert in speech intonation research to demonstrate that the approach is effective for interactive data analysis, supporting enhanced understanding of clustering results as well as the interactive process itself.
Dominik Sacha, Matthias Kraus 0002, Jürgen Bernard, Michael Behrisch 0001, Tobias Schreck, Yuki Asano 0003, Daniel A. Keim
IEEE Trans. Vis. Comput. Graph.2