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Eli T. Brown

dblp:48/10660 · DBLP profile ↗
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6ranked-venue papers
1as first author
1since 2021 · last 2024
0009-0005-2894-2432ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 since 2021Software engineering, systems software and programming languages · 1

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
4 papers
Visualization and visual analytics · 100%
Human-computer interaction and pervasive computing
3 papers
Wearable and physiological sensing · 26% Human-AI interaction · 25% Usability and user experience research · 16%

Topics — the 11 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
decision-making with uncertainty
0.812024
Odds and Insights: Decision Quality in Exploratory Data Analysis Under Uncertainty · CHI 2024
Visualization and visual analytics
visual analytics
0.522018
Podium: Ranking Data Using Mixed-Initiative Visual Analytics · IEEE Trans. Vis. Comput. Graph. 2018
Finding Waldo: Learning about Users from their Interactions · IEEE Trans. Vis. Comput. Graph. 2014
Visualization and visual analytics
interaction techniques
0.312017
Visualization by Demonstration: An Interaction Paradigm for Visual Data Exploration · IEEE Trans. Vis. Comput. Graph. 2017
Human-AI interaction
mixed-initiative interaction
0.312017
Visualization by Demonstration: An Interaction Paradigm for Visual Data Exploration · IEEE Trans. Vis. Comput. Graph. 2017
Visualization and visual analytics
uncertainty visualization
0.212024
Odds and Insights: Decision Quality in Exploratory Data Analysis Under Uncertainty · CHI 2024
User interface design and tools
adaptive user interfaces
0.212014
Dynamic difficulty using brain metrics of workload · CHI 2014
Games and playful interaction › game AI
dynamic difficulty adjustment
0.212014
Dynamic difficulty using brain metrics of workload · CHI 2014
Wearable and physiological sensing › physiological computing
physiological adaptation
0.212014
Dynamic difficulty using brain metrics of workload · CHI 2014
Usability and user experience research
user modeling
0.212014
Finding Waldo: Learning about Users from their Interactions · IEEE Trans. Vis. Comput. Graph. 2014
Wearable and physiological sensing
brain sensing
0.112014
Dynamic difficulty using brain metrics of workload · CHI 2014
Wearable and physiological sensing › brain sensing
functional near-infrared spectroscopy
0.112014
Dynamic difficulty using brain metrics of workload · CHI 2014

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

crowdsourced study · 0.8benjamini-hochberg correction · 0.8transformation recommendation · 0.6machine learning · 0.4interaction logging · 0.4weighting model · 0.3Ranking SVM · 0.3fNIRS · 0.2brain-computer interface · 0.2
YearPublicationVenuePosition
2024 Odds and Insights: Decision Quality in Exploratory Data Analysis Under Uncertainty
abstract
Recent studies have shown that users of visual analytics tools can have difficulty distinguishing robust findings in the data from statistical noise, but the true extent of this problem is likely dependent on both the incentive structure motivating their decisions, and the ways that uncertainty and variability are (or are not) represented in visualisations. In this work, we perform a crowd-sourced study measuring decision-making quality in visual analytics, testing both an explicit structure of incentives designed to reward cautious decision-making as well as a variety of designs for communicating uncertainty. We find that, while participants are unable to perfectly control for false discoveries as well as idealised statistical models such as the Benjamini-Hochberg, certain forms of uncertainty visualisations can improve the quality of participants’ decisions and lead to fewer false discoveries than not correcting for multiple comparisons. We conclude with a call for researchers to further explore visual analytics decision quality under different decision-making contexts, and for designers to directly present uncertainty and reliability information to users of visual analytics tools. The supplementary materials are available at: https://osf.io/xtsfz/.
Abhraneel Sarma, Xiaoying Pu, Michael Correll, Eli T. Brown, Matthew Kay 0001
CHI5
2018 Podium: Ranking Data Using Mixed-Initiative Visual Analytics
abstract
People often rank and order data points as a vital part of making decisions. Multi-attribute ranking systems are a common tool used to make these data-driven decisions. Such systems often take the form of a table-based visualization in which users assign weights to the attributes representing the quantifiable importance of each attribute to a decision, which the system then uses to compute a ranking of the data. However, these systems assume that users are able to quantify their conceptual understanding of how important particular attributes are to a decision. This is not always easy or even possible for users to do. Rather, people often have a more holistic understanding of the data. They form opinions that data point A is better than data point B but do not necessarily know which attributes are important. To address these challenges, we present a visual analytic application to help people rank multi-variate data points. We developed a prototype system, Podium, that allows users to drag rows in the table to rank order data points based on their perception of the relative value of the data. Podium then infers a weighting model using Ranking SVM that satisfies the user's data preferences as closely as possible. Whereas past systems help users understand the relationships between data points based on changes to attribute weights, our approach helps users to understand the attributes that might inform their understanding of the data. We present two usage scenarios to describe some of the potential uses of our proposed technique: (1) understanding which attributes contribute to a user's subjective preferences for data, and (2) deconstructing attributes of importance for existing rankings. Our proposed approach makes powerful machine learning techniques more usable to those who may not have expertise in these areas.
Emily Wall 0001, Subhajit Das 0002, Ravish Chawla, Bharath Kalidindi, Eli T. Brown, Alex Endert
IEEE Trans. Vis. Comput. Graph.5
2017 Visualization by Demonstration: An Interaction Paradigm for Visual Data Exploration
abstract
Although data visualization tools continue to improve, during the data exploration process many of them require users to manually specify visualization techniques, mappings, and parameters. In response, we present the Visualization by Demonstration paradigm, a novel interaction method for visual data exploration. A system which adopts this paradigm allows users to provide visual demonstrations of incremental changes to the visual representation. The system then recommends potential transformations (Visual Representation, Data Mapping, Axes, and View Specification transformations) from the given demonstrations. The user and the system continue to collaborate, incrementally producing more demonstrations and refining the transformations, until the most effective possible visualization is created. As a proof of concept, we present VisExemplar, a mixed-initiative prototype that allows users to explore their data by recommending appropriate transformations in response to the given demonstrations.
Bahador Saket, Hannah Kim 0001, Eli T. Brown, Alex Endert
IEEE Trans. Vis. Comput. Graph.3
2015 The Activity Platform
Helen J. Wang, Alexander Moshchuk, Michael Gamon, Shamsi T. Iqbal, Eli T. Brown, Ashish Kapoor, Christopher Meek, Eric Yawei Chen, Yuan Tian 0001, Jaime Teevan, Mary Czerwinski, Susan T. Dumais
HotOS5
2014 Dynamic difficulty using brain metrics of workload
abstract
Dynamic difficulty adjustments can be used in human-computer systems in order to improve user engagement and performance. In this paper, we use functional near-infrared spectroscopy (fNIRS) to obtain passive brain sensing data and detect extended periods of boredom or overload. From these physiological signals, we can adapt a simulation in order to optimize workload in real-time, which allows the system to better fit the task to the user from moment to moment. To demonstrate this idea, we ran a laboratory study in which participants performed path planning for multiple unmanned aerial vehicles (UAVs) in a simulation. Based on their state, we varied the difficulty of the task by adding or removing UAVs and found that we were able to decrease error by 35% over a baseline condition. Our results show that we can use fNIRS brain sensing to detect task difficulty in real-time and construct an interface that improves user performance through dynamic difficulty adjustment.
Daniel Afergan, Evan M. Peck, Erin Treacy Solovey, Andrew Jenkins, Samuel W. Hincks, Eli T. Brown, Remco Chang, Robert J. K. Jacob
CHI6
2014 Finding Waldo: Learning about Users from their Interactions
abstract
Visual analytics is inherently a collaboration between human and computer. However, in current visual analytics systems, the computer has limited means of knowing about its users and their analysis processes. While existing research has shown that a user's interactions with a system reflect a large amount of the user's reasoning process, there has been limited advancement in developing automated, real-time techniques that mine interactions to learn about the user. In this paper, we demonstrate that we can accurately predict a user's task performance and infer some user personality traits by using machine learning techniques to analyze interaction data. Specifically, we conduct an experiment in which participants perform a visual search task, and apply well-known machine learning algorithms to three encodings of the users' interaction data. We achieve, depending on algorithm and encoding, between 62% and 83% accuracy at predicting whether each user will be fast or slow at completing the task. Beyond predicting performance, we demonstrate that using the same techniques, we can infer aspects of the user's personality factors, including locus of control, extraversion, and neuroticism. Further analyses show that strong results can be attained with limited observation time: in one case 95% of the final accuracy is gained after a quarter of the average task completion time. Overall, our findings show that interactions can provide information to the computer about its human collaborator, and establish a foundation for realizing mixed-initiative visual analytics systems.
Eli T. Brown, Alvitta Ottley, Jieqiong Zhao, Quan Lin, Richard Souvenir, Alex Endert, Remco Chang
IEEE Trans. Vis. Comput. Graph.1