EDBT 2026 Demo / reviewers in the wild / expert
Michael Sedlmair
dblp:80/6465
· DBLP profile ↗
111ranked-venue papers
9as first author
64since 2021 · last 2026
0000-0001-7048-9292ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 70 · 8 first-author · 36 since 2021Human-computer interaction and ubiquitous computing · 44 · 3 first-author · 29 since 2021Artificial intelligence and machine learning · 6 · 3 since 2021Databases, data management, data science and information retrieval · 3 · 2 since 2021Systems, architecture and hardware · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | The Ambivalent Experience of Eye Contact for People with Visual Impairments: Mechanisms and Design ChallengesabstractIn mixed-ability collaboration, eye contact is often treated as a default cue for attention and turn-taking. As these signals are primarily visual, they are not reliably accessible to people with visual impairments. While prior work emphasized technical solutions, mechanism-level explanations of their experiences with sighted partners remain scarce. We interviewed 17 people with visual impairments about everyday interactions across work, education, and social settings. Using a critical-realist lens, we link events to plausible causal mechanisms and identify three recurring mechanisms: First, when gaze cannot allocate the floor, addressability hinges on explicit naming. Second, unclear speech entry cues and ongoing access work split attention and build fatigue, sometimes leading to withdrawal. Third, eye-contact norms can skew judgments of participation, prompting active management of visibility. We translate these mechanisms into five design challenges that reframe accessible eye contact as supporting configurable interaction contracts rather than merely making gaze visible. Markus Wieland, Phillip Koch, Michael Sedlmair |
DIS | 3 |
| 2026 | Interaction Methods in Generative AI Image Tools: A Review of Trends and Design Opportunities Across HCI and IndustryabstractGenerative AI (GenAI) image tools are increasingly integrated into design workflows, prompting HCI research on their interaction methods and interfaces. We reviewed 37 such tools, including 28 HCI research systems and nine commercial systems (2022–July 2025), using three analytical frameworks: interaction methods, creative processes, and tool functionalities. We found that text prompts remain the dominant input method, while visual and attribute-based inputs—particularly in academic tools—are gaining traction and are often combined with text for refinement. Commercial systems emphasize parameter control, whereas academic tools focus on semantic attributes and visual organization. Most tools support ideation and exploration, but provide limited support for refinement and evaluation. Based on these findings, we identify nine design opportunities, including advanced visual interaction, simplified parameter control, precision editing, direct manipulation, workflow integration, default settings that support rapid exploration, and user guidance for later stages. We contribute a framework for analyzing GenAI interfaces and actionable directions for designing more usable, creativity-supportive GenAI image systems. Hyerim Park, Malin Eiband, André Luckow, Michael Sedlmair |
CHI | 4 |
| 2026 | Analyzing Visual Attention Patterns During Band Rehearsal with Mobile Eye TrackingabstractVisual attention is central to ensemble coordination, yet how musicians allocate gaze during naturalistic rehearsal remains poorly understood. We present a pilot study using mobile eye tracking to examine gaze behaviour in a four-member band across three songs, each practiced twice. Musicians wore Pupil Labs Neon eye trackers, and YOLOv8-assisted scene annotations mapped fixations to ensemble members and objects in view. Analyzing fixation matrices, transition matrices, temporal scarf plots, and dwell–transition correlations, we uncover a hub-and-spoke attention topology: the session leader was the dominant gaze target for all members, while the learning guitarist concentrated up to 97% of interpersonal dwell on this single reference. Between attempts, gaze transitions decreased by up to 65% on average for unfamiliar material (up to 82% for individual participants) as scanning stabilized. Scarf plots reveal how teaching breakdowns fragment attention and uninterrupted runs consolidate it. Post-session participant reflections align with the quantitative patterns, and we discuss implications for gaze-aware tools in ensemble pedagogy. Arvind Srinivasan 0001, Tobias Rau, Michael Sedlmair |
ETRA | 3 |
| 2026 | Evaluating Generative AI in the Lab: Methodological Challenges and GuidelinesabstractGenerative AI (GenAI) systems are inherently non-deterministic, producing varied outputs even for identical inputs. While this variability is central to their appeal, it challenges established HCI evaluation practices that typically assume consistent and predictable system behavior. Designing controlled lab studies under such conditions therefore remains a key methodological challenge. We present a reflective multi-case analysis of four lab-based user studies with GenAI-integrated prototypes, spanning conversational in-car assistant systems and image generation tools for design workflows. Through cross-case reflection and thematic analysis across all study phases, we identify five methodological challenges and propose eighteen practice-oriented recommendations, organized into five guidelines. These challenges represent methodological constructs that are either amplified, redefined, or newly introduced by GenAI’s stochastic nature: (C1) reliance on familiar interaction patterns, (C2) fidelity–control trade-offs, (C3) feedback and trust, (C4) gaps in usability evaluation, and (C5) interpretive ambiguity between interface and system issues. Our guidelines address these challenges through strategies such as reframing onboarding to help participants manage unpredictability, extending evaluation with constructs such as trust and intent alignment, and logging system events, including hallucinations and latency, to support transparent analysis. This work contributes (1) a methodological reflection on how GenAI’s stochastic nature unsettles lab-based HCI evaluation and (2) eighteen recommendations that help researchers design more transparent, robust, and comparable studies of GenAI systems in controlled settings. Hyerim Park, Khanh Huynh, Malin Eiband, Jeremy Dillmann, Sven Mayer, Michael Sedlmair |
IUI | 6 |
| 2026 | Enhancing Generative AI Image Refinement with Scribbles and Annotations: A Comparative Study of Multimodal PromptsabstractGenerative AI (GenAI) image tools are increasingly used in design practice, enabling rapid ideation but offering limited support for refinement tasks such as adjusting layout, scale, or visual attributes. While text prompts and inpainting allow localized edits, they often remain inefficient or ambiguous for precise, in-context, and iterative refinement—motivating the exploration of alternative methods. This work examines how pen-based scribbles and annotations can enhance GenAI image refinement. A formative study with seven professional designers informed a prototype supporting three input modalities: text-only, visual-only, and combined prompting. A within-subjects study with 30 designers and design students compared these modalities across closed- and open-ended tasks, evaluating expressiveness, efficiency, workload, user experience, iteration, and multimodal strategies. Visual prompts improved clarity and speed for spatial edits while reducing workload, whereas text remained effective for semantic and global changes. The combined modality received the highest overall ratings, enabling complementary use, balancing spatial precision with semantic detail, and supporting smoother iteration. Task-specific preferences also emerged: adding new objects often required both modalities, while moving or modifying elements was typically handled through visual input. This work contributes (1) an empirical comparison of multimodal prompting for GenAI refinement, (2) a prototype integrating scribbles and annotations, and (3) insights into designers’ multimodal strategies to inform future GenAI interfaces that better support refinement in GenAI-supported design workflows. Hyerim Park, Phuong Thao Tran, André Luckow, Ceenu George, Michael Sedlmair, Malin Eiband |
IUI | 5 |
| 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 |
PacificVis | 7 |
| 2026 | Enhance comprehension of over-the-counter drug instructions for the general public and medical professionals through visualization design
Mengjie Fan, Katrin Angerbauer, Yinchu Cheng, Yingying Yan, Tianfu Wang 0008, Michael Sedlmair, Liang Zhou 0001 |
Comput. Graph. | 7 |
| 2026 | QVis: Query-Based Visual Analysis of Multiscale Patterns in Spatiotemporal EnsemblesabstractUnderstanding how dynamic patterns vary across large spatiotemporal ensembles is essential in many scientific domains. In fluid dynamics, for instance, researchers analyze how splash patterns in droplet impact experiments change with physical parameters such as fluid type or impact velocity. These experiments produce large volumes of data where patterns differ in size, shape, and duration, making manual analysis tedious and error-prone. Recently, interactive visualization approaches have been developed to assist analysis using learned similarity models for pattern-based querying. However, they assume fixed-size inputs and only support single-pattern queries, thus limiting their effectiveness for multiscale, multi-pattern analysis and exploration of ensembles. In this paper, we present a visual analysis approach for the interactive exploration of spatiotemporal ensembles through multiscale pattern querying. Our approach extends an existing similarity model to support variable-sized patterns, allowing users to define queries by selecting examples directly on visualized data. Coordinated views enable interactive querying, comparison, and analysis of pattern occurrences and relate pattern occurrences to ensemble parameters. A guidance mechanism supports the user in finding underexplored regions. We demonstrate the utility of our approach on synthetic and real-world datasets. Domain expert feedback confirms that the approach is intuitive, easy to use, and effective for revealing parameter-pattern relationships. Ruben Bauer, Quynh Quang Ngo, Guido Reina, Steffen Frey, Michael Sedlmair |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2026 | What Makes a Visualization Image Complex?abstractWe investigate the perceived visual complexity (VC) in data visualizations using objective image-based metrics. We collected VC scores through a large-scale crowdsourcing experiment involving 349 participants and 1,800 visualization images. We then examined how these scores align with 12 image-based metrics spanning pixel-based and statistic-information-theoretic (clutter), color, shape, and our two new object-based metrics (meaningful-color-count (MeC) and text-to-ink ratio (TiR)). Our results show that both low-level edges and high-level elements affect perceived VC in visualization images; the number of corners and distinct colors are robust metrics across visualizations. Second, feature congestion, a statistical information-theoretic metric capturing color and texture patterns, is the strongest predictor of perceived complexity in visualizations rich in the same continuous color/texture stimuli; edge density effectively explains VC in node-link diagrams. Additionally, we observe a bell-curve effect for texts: increasing TiR initially reduces complexity, reaching an optimal point, beyond which further text increases VC. Our quantification model is also interpretable-enabling metric-based explanations-grounded in the VisComplexity2K dataset, bridging computational metrics with human perceptual responses. The preregistration is available at osf.io/5xe8a. osf.io/bdet6 has the dataset and analysis code. Mengdi Chu, Zefeng Qiu, Meng Ling, Shuning Jiang, Robert S. Laramee, Michael Sedlmair, Jian Chen 0006 |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2026 | ISilDR: Isometric Seriation-Based Dimensionality Reduction for Visual Cluster AnalysisabstractVisual cluster analysis is a central task to explore multidimensional data. Dimensionality Reduction (DR) techniques support this task by spatializing multidimensional (MD) data similarities as point patterns in scatterplots. However, unavoidable false and missing neighbor distortions limit their accuracy. For instance, false neighbors make truly separated data clusters appear to overlap in the layout, while missing neighbors split true clusters into falsely separated groups. In general, both types of distortions exist in DR layouts except for orthogonal linear projections (OLP) that only generate false neighbors. In this work, we propose Isometric Seriation-based Dimensionality Reductions (ISilDR) that provably generate at most missing neighbors. We study how ISilDR and OLP together could be leveraged to discover true MD clusters. An ISilDR first creates a seriation of the MD data points, i.e., an ordering along a one-dimensional projection axis, and then each pair of consecutive points along this axis is spaced by their MD distance. An $m$D ISilDR can be obtained by combining $m$ 1D ISilDRs. We study the theoretical and empirical characteristics of different variants of ISilDRs and OLPs and propose a systematic and formal analysis based on ε-neighborhood graphs. From there, we derive rules to discover cluster patterns in MD data from interactive linking of ISilDR and OLP coordinated layouts. We then conduct case studies and illustrate scenarios for trustworthy visual cluster analysis using a combination of ISilDR and other classical DR techniques. René Cutura, Sophie Sadler, Quynh Quang Ngo, Michaël Aupetit 0001, Michael Sedlmair |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2026 | Make the Unhearable Visible: Exploring Visualization for Musical Instrument PracticeabstractWe explore the potential of visualization to support musicians in instrument practice through real-time feedback and reflection on their playing. Musicians often struggle to observe patterns in their playing and interpret them with respect to their goals. Our premise is that these patterns can be made visible with interactive visualization: we can make the unhearable visible. However, understanding the design of such visualizations is challenging: the diversity of needs, including different instruments, skills, musical attributes, and genres, means that any single use case is unlikely to illustrate the broad potential and opportunities. To address this challenge, we conducted a design exploration where we created and iterated on 33 designs, each focusing on a subset of needs, for example, only one musical skill. Our designs are grounded in our own experience as musicians and the ideas and feedback of 18 musicians with various musical backgrounds and we evaluated them with 13 music learners and teachers. This paper presents the results of our exploration, focusing on a few example designs as instances of possible instrument practice visualizations. From our work, we draw design considerations that contribute to future research and products for visual instrument education. Frank Heyen, Michael Gleicher, Michael Sedlmair |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2026 | A Large-Scale Quantitative Analysis of Avatars in VR and ARabstractAvatars play a central role in virtual and augmented reality (VR/AR), yet little is known about how they are represented in research. To address this gap, we collected and analyzed 14 440 avatar images from 4 659 publications. Every image was hand-labeled for gender, ethnicity, body representation, and visual style, and linked to publication metadata such as keywords, affiliation, and year. Our large-scale analysis yields 14 findings: for example, the dominance of realistic white male avatars in VR studies, the use of lower-fidelity and more gender-diverse bodies in AR, the post-2021 rise of stylized designs and diversity labels, and the mismatch between the amount of female keywords and their avatar occurrences. Based on our findings, we offer practical implications for avatar designers and researchers, such as adopting balanced starter libraries, employing bias dashboards, and using simple representation checklists. These steps can help future VR and AR platforms reduce bias and improve representations in avatar systems. Natalie Hube, Alexander Achberger, Michael Sedlmair |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2026 | Situated Brushing and Linking in Virtual and Augmented RealityabstractIn traditional visual analysis, brushing and linking is commonly used to visually connect multiple views using highlighting techniques. However, brushing and linking has rarely been used in situated analytics, which uses visualizations to analyze data in the context of physical referents. In situated analytics, data representations must be visually linked to real-world objects. Previous work has assessed situated brushing and linking in a virtual reality simulation of a supermarket scenario. Here, we replicate and extend the previous approach by studying brushing and linking in an actual physical space with augmented reality, while further improving the highlighting techniques. Using a video see-through display, we compare augmented reality with virtual reality. Results suggest that AR performs better in time and accuracy, but the effectiveness of the techniques varies by condition. These results provide a new framing of how the real-world stimuli matter in situated analytics. Carlos Quijano-Chavez, Benjamin Lee 0001, Nina Doerr, Wolfgang Büschel, Michael Sedlmair, Dieter Schmalstieg |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2025 | Traversing Dual Realities: Investigating Techniques for Transitioning 3D Objects between Desktop and Augmented Reality Environmentsabstractheadworn devices to support 3D representations, visualizations, and CHI '25, Yokohama, Japan Tobias Rau, Tobias Isenberg 0001, Andreas Köhn, Michael Sedlmair, Benjamin Lee 0001 |
CHI | 4 |
| 2025 | Who is in Control? Understanding User Agency in AR-assisted Construction Assembly
Xiliu Yang, Prasanth Sasikumar, Felix Amtsberg, Achim Menges, Michael Sedlmair, Suranga Nanayakkara |
CHI | 5 |
| 2025 | A Hybrid User Interface Combining AR, Desktop, and Mobile Interfaces for Enhanced Industrial Robot ProgrammingabstractRobot programming for complex assembly tasks is challenging and demands expert knowledge. With Augmented Reality (AR), immersive 3D visualization can be placed in the robot's intrinsic coordinate system to support robot programming. However, AR interfaces introduce usability challenges. To address these, we introduce a hybrid user interface (HUI) that combines a 2D desktop, a smartphone, and an AR head-mounted display (HMD) application, enabling operators to choose the most suitable device for each sub-task. The evaluation with an expert user study shows that an HUI can enhance efficiency and user experience by selecting the appropriate device for each sub-task. Generally, the HMD is preferred for tasks involving 3D content, the desktop for creating the program structure and parametrization, and the smartphone for mobile parametrization. However, the device selection depends on individual user characteristics and their familiarity with the devices. Jan Krieglstein, Jan Kolberg, Aimée Sousa Calepso, Werner Kraus, Michael Sedlmair |
ICRA | 5 |
| 2025 | Exoskeletons and Augmented Reality: Opening Pathways to Improved Coordination in Collaborative Tasks
Aimée Sousa Calepso, Jan Kolberg, Enrique Bances, Braulio Garcia, Quynh Quang Ngo, Jörg Siegert, Urs Schneider, Thomas Bauernhansl, Michael Sedlmair |
INTERACT (1) | 9 |
| 2025 | GuitarPie: Using the Fretboard of an Electric Guitar for Audio-Based Pie Menu Interaction
Frank Heyen, Marius Labudda, Michael Sedlmair, Andreas Rene Fender |
UIST | 3 |
| 2025 | VisRing: A Display-Extended Smartring for Nano Visualizations
Taiting Lu, Christian Krauter, Runze Liu 0003, Mara Schulte, Alexander Achberger, Tanja Blascheck, Michael Sedlmair, Mahanth Gowda |
UIST | 7 |
| 2025 | Immersive Analysis of Multifield Point CloudsabstractPoint clouds are used to measure and assess building processes in areas such as architecture, engineering, and construction. Precise spatial measurements can inform about deviations from a baseline, and the increasing use of sensor data in the context of building information modeling leads to multiple scalar fields containing rich information of individual spatial points. We propose an immersive approach to investigate such multivariate point cloud data from scans of buildings. We compare a switching approach that provides an overview of individual scalar fields with a spotlight that provides local information about all fields simultaneously. Furthermore, locomotion is compared for such immersive analysis with teleportation and with an omnidirectional treadmill. Our results show a preference for free movement and a task-dependence of visualization approaches for the inspection of scalar fields. Ayla-Irina Flach, Tobias Rau, Michael Becher, Michael Sedlmair, Kuno Kurzhals |
VINCI | 4 |
| 2025 | An implementation and evaluation of large-scale multi-user human-robot collaboration with head-mounted augmented realityabstractHuman–robot collaboration (HRC) offers promising potential for more flexible and sustainable production practices in architecture and construction. This requires HRC setups to scale up from light-payload collaborative robots to conform with the scale of building construction while considering the safety and teamwork culture for workers. This research proposes a system for large-scale multi-user HRC using head-mounted augmented reality (AR) devices. To achieve this, we contribute three methods that work in conjunction: (1) an AR system that enables multiple users to share tasks and work together with robots; (2) a dynamic human task allocation engine that reacts to the changing production teams and task types; and (3) a safety zone generation and allocation method to configure human collaboration in shared space with large-scale robots. The system is evaluated using a case study of prefabricated timber cassettes combining discrete event simulations , a user study and a fabrication process demonstrator with an industry partner. Xiliu Yang, Felix Amtsberg, Lior Skoury, Tim Stark, Simon Treml, Nils Opgenorth, Aimée Sousa Calepso, Michael Sedlmair, Thomas Wortmann, Alexander Verl, Achim Menges |
Adv. Eng. Informatics | 9 |
| 2025 | Voronoi Cell Interface-Based Parameter Sensitivity Analysis for Labeled SamplesabstractAbstract Varying the input parameters of simulations or experiments often leads to different classes of results. Parameter sensitivity analysis in this context includes estimating the sensitivity to the individual parameters, that is, to understand which parameters contribute most to changes in output classifications and for which parameter ranges these occur. We propose a novel visual parameter sensitivity analysis approach based on Voronoi cell interfaces between the sample points in the parameter space to tackle the problem. The Voronoi diagram of the sample points in the parameter space is first calculated. We then extract Voronoi cell interfaces which we use to quantify the sensitivity to parameters, considering the class label information of each sample's corresponding output. Multiple visual encodings are then utilized to represent the cell interface transitions and class label distribution, including stacked graphs for local parameter sensitivity. We evaluate the approach's expressiveness and usefulness with case studies for synthetic and real‐world datasets. Ruben Bauer, Marina Evers, Quynh Quang Ngo, Guido Reina, Steffen Frey, Michael Sedlmair |
Comput. Graph. Forum | 6 |
| 2025 | MAICO: A Visualization Design Study on AI-Assisted Music CompositionabstractWe contribute a design study on using visual analytics for AI-assisted music composition. The main result is the interface MAICO (Music AI Co-creativity), which allows composers and other music creators to interactively generate, explore, select, edit, and compare samples from generative music models. MAICO is based on the idea of visual parameter space analysis and supports the simultaneous analysis of hundreds of short samples of symbolic music from multiple models, displaying them in different metric- and similarity-based layouts. We developed and evaluated MAICO together with a professional composer who actively used it for five months to create, among other things, a composition for the Biennale Arte 2024 in Venice, which was recorded by the Munich Symphonic Orchestra. We discuss our design choices and lessons learned from this endeavor to support Human-AI co-creativity with visual analytics. Simeon Rau, Frank Heyen, Benedikt Brachtel, Michael Sedlmair |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | Selection at a Distance Through a Large Transparent Touch ScreenabstractLarge transparent touch screens (LTTS) have recently become commercially available. These displays have the potential for engaging Augmented Reality (AR) applications, especially in public and shared spaces. However, the interaction with objects in the real environment behind the display remains challenging: Users must combine pointing and touch input if they want to select objects at varying distances. There is a lot of work on wearable or mobile AR displays, but little on how users interact with LTTS. Our goal is to contribute to a better understanding of natural user interaction for these AR displays. To this end, we developed a prototype and evaluated different pointing techniques for selecting 12 physical targets behind an LTTS, with distances ranging from 6 to 401 cm. We conducted a user study with 16 participants and measured user preferences, performance, and behavior. We analyzed the change in accuracy depending on the target position and the selection technique used. Our findings include: (a) Users naturally align the touch point with their line of sight for targets farther than 36 cm behind the LTTS. (b) This technique provides the lowest angular deviation compared to other techniques. (c) Some user close one eye to improve their performance. Our results help to improve future AR scenarios using LTTS systems. Sebastian Rigling, Steffen Koch 0001, Dieter Schmalstieg, Bruce H. Thomas, Michael Sedlmair |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2024 | Is it Part of Me? Exploring Experiences of Inclusive Avatar Use For Visible and Invisible Disabilities in Social VRabstractSocial Virtual Reality (VR) platforms have surged in popularity in recent years, including among people with disabilities (PWD). Previous research has documented accessibility challenges, harassment, and negative experiences for PWD using disability signifiers in VR, primarily focusing on those with visible disabilities who encounter negative experiences. Yet, little is known about the experiences of people with invisible disabilities in social VR environments, and whether positive experiences are also common. To address these gaps, we designed inclusive avatars (avatars with disability signifiers) and investigated the lived experiences of 26 individuals with both visible and invisible disabilities immersing themselves in social interactions in VRChat for a week. We utilized a mixed methods experience sampling design and multilevel regression to explore the relationships between social interactions of PWD in VR and various psychological outcomes. Our results indicate that PWD, both visible and invisible, experienced positive and negative social interactions in VR. These interactions, in turn, significantly influenced users’ overall experience with inclusive avatars, affecting aspects such as emotional responses, engagement levels, satisfaction with the avatar’s design, and perceptions of inclusion in VR. Qualitative interviews of 18 participants allowed for a more nuanced exploration of the experiences of PWD by giving voice to users who are rarely studied in depth. Findings provided unique insights into both the positive and negative experiences of PWD, as well as identified key design factors influencing user experience in social VR. Katrin Angerbauer, Phoenix Van Wagoner, Tim Halach, Jonas Vogelsang, Natalie Hube, Andria L. Smith, Ksenia Keplinger, Michael Sedlmair |
ASSETS | 8 |
| 2024 | Sitting Posture Recognition and Feedback: A Literature ReviewabstractExtensive sitting is unhealthy; thus, countermeasures are needed to react to the ongoing trend toward more prolonged sitting. A variety of studies and guidelines have long addressed the question of how we can improve our sitting habits. Nevertheless, sitting time is still increasing. Here, smart devices can provide a general overview of sitting habits for more nuanced feedback on the user’s sitting posture. Based on a literature review (N=223), including publications from engineering, computer science, medical sciences, electronics, and more, our work guides developers of posture systems. There is a large variety of approaches, with pressure-sensing hardware and visual feedback being the most prominent. We found factors like environment, cost, privacy concerns, portability, and accuracy important for deciding hardware and feedback types. Further, one should consider the user’s capabilities, preferences, and tasks. Regarding user studies for sitting posture feedback, there is a need for better comparability and for investigating long-term effects. Christian Krauter, Katrin Angerbauer, Aimée Sousa Calepso, Alexander Achberger, Sven Mayer, Michael Sedlmair |
CHI | 6 |
| 2024 | A Systematic Review of Ability-diverse Collaboration through Ability-based Lens in HCIabstractIn a world where diversity is increasingly recognised and celebrated, it is important for HCI to embrace the evolving methods and theories for technologies to reflect the diversity of its users and be ability-centric. Interdependence Theory, an example of this evolution, highlights the interpersonal relationships between humans and technologies and how technologies should be designed to meet shared goals and outcomes for people, regardless of their abilities. This necessitates a contemporary understanding of "ability-diverse collaboration," which motivated this review. In this review, we offer an analysis of 117 papers sourced from the ACM Digital Library spanning the last two decades. We contribute (1) a unified taxonomy and the Ability-Diverse Collaboration Framework, (2) a reflective discussion and mapping of the current design space, and (3) future research opportunities and challenges. Finally, we have released our data and analysis tool to encourage the HCI research community to contribute to this ongoing effort. Maryam Bandukda, Katrin Angerbauer, Weiyue Lin, Tigmanshu Bhatnagar, Michael Sedlmair, Catherine Holloway |
CHI | 6 |
| 2024 | Design Space of Visual Feedforward And Corrective Feedback in XR-Based Motion Guidance SystemsabstractExtended reality (XR) technologies are highly suited in assisting individuals in learning motor skills and movements—referred to as motion guidance. In motion guidance, the “feedforward’’ provides instructional cues of the motions that are to be performed, whereas the “feedback’’ provides cues which help correct mistakes and minimize errors. Designing synergistic feedforward and feedback is vital to providing an effective learning experience, but this interplay between the two has not yet been adequately explored. Based on a survey of the literature, we propose design space for both motion feedforward and corrective feedback in XR, and describe the interaction effects between them. We identify common design approaches of XR-based motion guidance found in our literature corpus, and discuss them through the lens of our design dimensions. We then discuss additional contextual factors and considerations that influence this design, together with future research opportunities for motion guidance in XR. Xingyao Yu, Benjamin Lee 0001, Michael Sedlmair |
CHI | 3 |
| 2024 | An Image Quality Dataset with Triplet Comparisons for Multi-dimensional ScalingabstractIn the early days of perceptual image quality research more than 30 years ago, the multidimensionality of distortions in perceptual space was considered important. However, research focused on scalar quality as measured by mean opinion scores. With our work, we intend to revive interest in this relevant area by presenting a first pilot dataset of annotated triplet comparisons for image quality assessment. It contains one source stimulus together with distorted versions derived from 7 distortion types at 12 levels each. Our crowdsourced and curated dataset contains roughly 50,000 responses to 7,000 triplet comparisons. We show that the multidimensional embedding of the dataset poses a challenge for many established triplet embedding algorithms. Finally, we propose a new reconstruction algorithm, dubbed logistic triplet embedding (LTE) with Tikhonov regularization. It shows promising performance. This study helps researchers to create larger datasets and better embedding techniques for multidimensional image quality. The dataset includes images and ratings and can be accessed at https://github.com/jenadeleh/multidimensionalIQA-dataset/tree/main. Mohsen Jenadeleh, Frederik L. Dennig, René Cutura, Quynh Quang Ngo, Daniel A. Keim, Michael Sedlmair, Dietmar Saupe |
QoMEX | 6 |
| 2024 | Eyes on the Task: Gaze Analysis of Situated Visualization for Collaborative TasksabstractThe use of augmented reality technology to support humans with situated visualization in complex tasks such as navigation or assembly has gained increasing importance in research and industrial applications. One important line of research regards supporting and understanding collaborative tasks. Analyzing collaboration patterns is usually done by conducting observations and interviews. To expand these methods, we argue that eye tracking can be used to extract further insights and quantify behavior. To this end, we contribute a study that uses eye tracking to investigate participant strategies for solving collaborative sorting and assembly tasks. We compare participants’ visual attention during situated instructions in AR and traditional paper-based instructions as a baseline. By investigating the performance and gaze behavior of the participants, different strategies for solving the provided tasks are revealed. Our results show that with situated visualization, participants focus more on task-relevant areas and require less discussion between collaboration partners to solve the task at hand. Nelusa Pathmanathan, Tobias Rau, Xiliu Yang, Aimée Sousa Calepso, Felix Amtsberg, Achim Menges, Michael Sedlmair, Kuno Kurzhals |
VR | 7 |
| 2024 | Configuring augmented reality users: analysing YouTube commercials to understand industry expectationsabstractCommercial videos are often used to familiarise potential buyers and users with new technologies and their possibilities. In addition, presenting visions of future applications is a way to configure users and define social worlds of technology use. We analyse 30 YouTube videos featuring augmented reality (AR) devices in industrial manufacturing and construction, to explore how these commercial videos situate AR technology and future users by showcasing techno-euphoric promises and imagined use cases. With a video analysis based on Grounded Theory and Situational Analysis, we untangle the promises of AR for manufacturing and construction work; second, we present two prevailing configurations of AR users: ‘experts in situ’ and ‘smart dummies’; and third, we discuss how YouTube videos put forward developmental expectations. In addition, we identify discrepancies between expectations and foreseeable requirements in construction work. Finally, our research could contribute to a more holistic understanding of workplaces and socially robust AR applications. Ann-Kathrin Wortmeier, Aimée Sousa Calepso, Cordula Kropp, Michael Sedlmair, Daniel Weiskopf |
Behav. Inf. Technol. | 4 |
| 2024 | ChoreoVis: Planning and Assessing Formations in Dance ChoreographiesabstractAbstract Sports visualization has developed into an active research field over the last decades. Many approaches focus on analyzing movement data recorded from unstructured situations, such as soccer. For the analysis of choreographed activities like formation dancing, however, the goal differs, as dancers follow specific formations in coordinated movement trajectories. To date, little work exists on how visual analytics methods can support such choreographed performances. To fill this gap, we introduce a new visual approach for planning and assessing dance choreographies. In terms of planning choreographies, we contribute a web application with interactive authoring tools and views for the dancers' positions and orientations, movement trajectories, poses, dance floor utilization, and movement distances. For assessing dancers' real‐world movement trajectories, extracted by manual bounding box annotations, we developed a timeline showing aggregated trajectory deviations and a dance floor view for detailed trajectory comparison. Our approach was developed and evaluated in collaboration with dance instructors, showing that introducing visual analytics into this domain promises improvements in training efficiency for the future. Samuel Beck, Nina Doerr, Kuno Kurzhals, Alexander Riedlinger, Fabian Schmierer, Michael Sedlmair, Steffen Koch 0001 |
Comput. Graph. Forum | 6 |
| 2024 | Visual Highlighting for Situated Brushing and LinkingabstractAbstract Brushing and linking is widely used for visual analytics in desktop environments. However, using this approach to link many data items between situated (e.g., a virtual screen with data) and embedded views (e.g., highlighted objects in the physical environment) is largely unexplored. To this end, we study the effectiveness of visual highlighting techniques in helping users identify and link physical referents to brushed data marks in a situated scatterplot. In an exploratory virtual reality user study (N=20), we evaluated four highlighting techniques under different physical layouts and tasks. We discuss the effectiveness of these techniques, as well as implications for the design of brushing and linking operations in situated analytics. Nina Doerr, Benjamin Lee 0001, Katarina Baricova, Dieter Schmalstieg, Michael Sedlmair |
Comput. Graph. Forum | 5 |
| 2024 | An Exploratory Expert-Study for Multi-Type Haptic Feedback for Automotive Virtual Reality TasksabstractPrevious research has shown that integrating haptic feedback can improve immersion and realism in automotive VR applications. However, current haptic feedback approaches primarily focus on a single feedback type. This means users must switch between devices to experience haptic stimuli for different feedback types, such as grabbing, collision, or weight simulation. This restriction limits the ability to simulate haptics realistically for complex tasks such as maintenance. To address this issue, we evaluated existing feedback devices based on our requirements analysis to determine which devices are most suitable for simulating these three feedback types. Since no suitable haptic feedback system can simulate all three feedback types simultaneously, we evaluated which devices can be combined. Based on that, we devised a new multi-type haptic feedback system combining three haptic feedback devices. We evaluated the system with different feedback-type combinations through a qualitative expert study involving twelve automotive VR experts. The results showed that combining weight and collision feedback yielded the best and most realistic experience. The study also highlighted technical limitations in current grabbing devices. Our findings provide insights into the effectiveness of haptic device combinations and practical boundaries for automotive virtual reality tasks. Alexander Achberger, Patrick Gebhardt, Michael Sedlmair |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | Optimally Ordered Orthogonal Neighbor Joining Trees for Hierarchical Cluster AnalysisabstractNJ) trees as a new way to visually explore cluster structures and outliers in multi-dimensional data. Neighbor-joining (NJ) trees are widely used in biology, and their visual representation is similar to that of dendrograms. The core difference to dendrograms, however, is that NJ trees correctly encode distances between data points, resulting in trees with varying edge lengths. We optimize NJ trees for their use in visual analysis in two ways. First, we propose to use a novel leaf sorting algorithm that helps users to better interpret adjacencies and proximities within such a tree. Second, we provide a new method to visually distill the cluster tree from an ordered NJ tree. Numerical evaluation and three case studies illustrate the benefits of this approach for exploring multi-dimensional data in areas such as biology or image analysis. Tong Ge, Yunhai Wang, Michael Sedlmair, Zhanglin Cheng, Ying Zhao 0001, Xin Liu 0007, Oliver Deussen, Baoquan Chen |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | Design Patterns for Situated Visualization in Augmented RealityabstractSituated visualization has become an increasingly popular research area in the visualization community, fueled by advancements in augmented reality (AR) technology and immersive analytics. Visualizing data in spatial proximity to their physical referents affords new design opportunities and considerations not present in traditional visualization, which researchers are now beginning to explore. However, the AR research community has an extensive history of designing graphics that are displayed in highly physical contexts. In this work, we leverage the richness of AR research and apply it to situated visualization. We derive design patterns which summarize common approaches of visualizing data in situ. The design patterns are based on a survey of 293 papers published in the AR and visualization communities, as well as our own expertise. We discuss design dimensions that help to describe both our patterns and previous work in the literature. This discussion is accompanied by several guidelines which explain how to apply the patterns given the constraints imposed by the real world. We conclude by discussing future research directions that will help establish a complete understanding of the design of situated visualization, including the role of interactivity, tasks, and workflows. Benjamin Lee 0001, Michael Sedlmair, Dieter Schmalstieg |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | Scalability in VisualizationabstractWe introduce a conceptual model for scalability designed for visualization research. With this model, we systematically analyze over 120 visualization publications from 1990 to 2020 to characterize the different notions of scalability in these works. While many article have addressed scalability issues, our survey identifies a lack of consistency in the use of the term in the visualization research community. We address this issue by introducing a consistent terminology meant to help visualization researchers better characterize the scalability aspects in their research. It also helps in providing multiple methods for supporting the claim that a work is "scalable." Our model is centered around an effort function with inputs and outputs. The inputs are the problem size and resources, whereas the outputs are the actual efforts, for instance, in terms of computational run time or visual clutter. We select representative examples to illustrate different approaches and facets of what scalability can mean in visualization literature. Finally, targeting the diverse crowd of visualization researchers without a scalability tradition, we provide a set of recommendations for how scalability can be presented in a clear and consistent way to improve fair comparison between visualization techniques and systems and foster reproducibility. Gaëlle Richer, Alexis Pister, Moataz Abdelaal, Jean-Daniel Fekete, Michael Sedlmair, Daniel Weiskopf |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2023 | What's (Not) Tracking? Factors of Influence in Industrial Augmented Reality Tracking: A Use Case Study in an Automotive EnvironmentabstractAugmented Reality (AR) is a key technology for digitization in enterprises. However, often there is a lack of stable tracking solutions when used inside manufacturing environments. Many different tracking technologies are available, yet, it can be difficult to choose the most appropriate tracking solution for different use cases with their varying conditions. In order to shed light on common tracking requirements and conditions for automotive AR use cases we conducted a use case study spanning 61 use cases within the complete product life-cycle of a large automotive manufacturer. By analyzing the gathered data we were able to note the frequency of different tracking requirements and conditions within automotive AR use cases. Based on these use cases we could also derive common factors of influence for AR tracking in the automotive industry, which show the various challenges automotive AR tracking is currently facing. Jonas Haischt, Michael Sedlmair |
AutomotiveUI | 2 |
| 2023 | Reading Strategies for Graph Visualizations that Wrap Around in Torus TopologyabstractWe 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 |
ETRA | 6 |
| 2023 | Work vs. Leisure - Differences in Avatar Characteristics Depending on Social SituationsabstractUser avatars are a critical component in collaborative Virtual Environments. A multitude of tools exist, employing various avatar types for self-representation and the representation of others. However, the optimal appearance for these avatars remains unclear. Consumer applications predominantly utilize stylized avatars, which are less prevalent in enterprise sectors. To investigate users’ avatar preferences, we conducted three user studies in both non-immersive and immersive environments, exploring whether social contexts influence virtual self-avatar selection. We generated individual avatars based on photographs of 91 participants, comprising 71 employees in the automotive industry and 20 individuals external to the company. Our findings indicate that work situations, irrespective of the occupational domain, significantly impact self-avatar choices. Conversely, we observed no correlation between the display medium or personality dimensions and avatar selection. Drawing upon our results, we provide recommendations for future avatar representation in work environments. Natalie Hube, Melissa Reinelt, Kresimir Vidackovic, Michael Sedlmair |
VINCI | 4 |
| 2023 | Exploring Augmented Reality for Situated Analytics with Many Movable Physical ReferentsabstractSituated analytics (SitA) uses visualization in the context of physical referents, typically by using augmented reality (AR). We want to pave the way toward studying SitA in more suitable and realistic settings. Toward this goal, we contribute a testbed to evaluate SitA based on a scenario in which participants play the role of a museum curator and need to organize an exhibition of music artifacts. We conducted two experiments: First, we evaluated an AR headset interface and the testbed itself in an exploratory manner. Second, we compared the AR headset to a tablet interface. We summarize the lessons learned as guidance for designing and evaluating SitA. Aimée Sousa Calepso, Philipp Fleck, Dieter Schmalstieg, Michael Sedlmair |
VRST | 4 |
| 2023 | Visual Gaze Labeling for Augmented Reality StudiesabstractAbstract Augmented Reality (AR) provides new ways for situated visualization and human‐computer interaction in physical environments. Current evaluation procedures for AR applications rely primarily on questionnaires and interviews, providing qualitative means to assess usability and task solution strategies. Eye tracking extends these existing evaluation methodologies by providing indicators for visual attention to virtual and real elements in the environment. However, the analysis of viewing behavior, especially the comparison of multiple participants, is difficult to achieve in AR. Specifically, the definition of areas of interest (AOIs), which is often a prerequisite for such analysis, is cumbersome and tedious with existing approaches. To address this issue, we present a new visualization approach to define AOIs, label fixations, and investigate the resulting annotated scanpaths. Our approach utilizes automatic annotation of gaze on virtual objects and an image‐based approach that also considers spatial context for the manual annotation of objects in the real world. Our results show, that with our approach, eye tracking data from AR scenes can be annotated and analyzed flexibly with respect to data aspects and annotation strategies. Seyda Öney, Nelusa Pathmanathan, Michael Becher, Michael Sedlmair, Daniel Weiskopf, Kuno Kurzhals |
Comput. Graph. Forum | 4 |
| 2023 | Been There, Seen That: Visualization of Movement and 3D Eye Tracking Data from Real-World EnvironmentsabstractAbstract The distribution of visual attention can be evaluated using eye tracking, providing valuable insights into usability issues and interaction patterns. However, when used in real, augmented, and collaborative environments, new challenges arise that go beyond desktop scenarios and purely virtual environments. Toward addressing these challenges, we present a visualization technique that provides complementary views on the movement and eye tracking data recorded from multiple people in real‐world environments. Our method is based on a space‐time cube visualization and a linked 3D replay of recorded data. We showcase our approach with an experiment that examines how people investigate an artwork collection. The visualization provides insights into how people moved and inspected individual pictures in their spatial context over time. In contrast to existing methods, this analysis is possible for multiple participants without extensive annotation of areas of interest. Our technique was evaluated with a think‐aloud experiment to investigate analysis strategies and an interview with domain experts to examine the applicability in other research fields. Nelusa Pathmanathan, Seyda Öney, Michael Becher, Michael Sedlmair, Daniel Weiskopf, Kuno Kurzhals |
Comput. Graph. Forum | 4 |
| 2023 | Comparative Evaluation of Bipartite, Node-Link, and Matrix-Based Network RepresentationsabstractThis work investigates and compares the performance of node-link diagrams, adjacency matrices, and bipartite layouts for visualizing networks. In a crowd-sourced user study ( n=150), we measure the task accuracy and completion time of the three representations for different network classes and properties. In contrast to the literature, which covers mostly topology-based tasks (e.g., path finding) in small datasets, we mainly focus on overview tasks for large and directed networks. We consider three overview tasks on networks with 500 nodes: (T1) network class identification, (T2) cluster detection, and (T3) network density estimation, and two detailed tasks: (T4) node in-degree vs. out-degree and (T5) representation mapping, on networks with 50 and 20 nodes, respectively. Our results show that bipartite layouts are beneficial for revealing the overall network structure, while adjacency matrices are most reliable across the different tasks. Moataz Abdelaal, Nathan Daniel Schiele, Katrin Angerbauer, Kuno Kurzhals, Michael Sedlmair, Daniel Weiskopf |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2023 | ManuKnowVis: How to Support Different User Groups in Contextualizing and Leveraging Knowledge RepositoriesabstractWe present ManuKnowVis, the result of a design study, in which we contextualize data from multiple knowledge repositories of a manufacturing process for battery modules used in electric vehicles. In data-driven analyses of manufacturing data, we observed a discrepancy between two stakeholder groups involved in serial manufacturing processes: Knowledge providers (e.g., engineers) have domain knowledge about the manufacturing process but have difficulties in implementing data-driven analyses. Knowledge consumers (e.g., data scientists) have no first-hand domain knowledge but are highly skilled in performing data-driven analyses. ManuKnowVis bridges the gap between providers and consumers and enables the creation and completion of manufacturing knowledge. We contribute a multi-stakeholder design study, where we developed ManuKnowVis in three main iterations with consumers and providers from an automotive company. The iterative development led us to a multiple linked view tool, in which, on the one hand, providers can describe and connect individual entities (e.g., stations or produced parts) of the manufacturing process based on their domain knowledge. On the other hand, consumers can leverage this enhanced data to better understand complex domain problems, thus, performing data analyses more efficiently. As such, our approach directly impacts the success of data-driven analyses from manufacturing data. To demonstrate the usefulness of our approach, we carried out a case study with seven domain experts, which demonstrates how providers can externalize their knowledge and consumers can implement data-driven analyses more efficiently. Joscha Eirich, Dominik Jäckle, Michael Sedlmair, Christoph Wehner, Ute Schmid, Jürgen Bernard, Tobias Schreck |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | RagRug: A Toolkit for Situated AnalyticsabstractWe present RagRug, an open-source toolkit for situated analytics. The abilities of RagRug go beyond previous immersive analytics toolkits by focusing on specific requirements emerging when using augmented reality (AR) rather than virtual reality. RagRug combines state of the art visual encoding capabilities with a comprehensive physical-virtual model, which lets application developers systematically describe the physical objects in the real world and their role in AR. We connect AR visualizations with data streams from the Internet of Things using distributed dataflow. To this end, we use reactive programming patterns so that visualizations become context-aware, i.e., they adapt to events coming in from the environment. The resulting authoring system is low-code; it emphasises describing the physical and the virtual world and the dataflow between the elements contained therein. We describe the technical design and implementation of RagRug, and report on five example applications illustrating the toolkit's abilities. Philipp Fleck, Aimée Sousa Calepso, Sebastian Hubenschmid, Michael Sedlmair, Dieter Schmalstieg |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2023 | Predicting User Preferences of Dimensionality Reduction Embedding QualityabstractA plethora of dimensionality reduction techniques have emerged over the past decades, leaving researchers and analysts with a wide variety of choices for reducing their data, all the more so given some techniques come with additional hyper-parametrization (e.g., t-SNE, UMAP, etc.). Recent studies are showing that people often use dimensionality reduction as a black-box regardless of the specific properties the method itself preserves. Hence, evaluating and comparing 2D embeddings is usually qualitatively decided, by setting embeddings side-by-side and letting human judgment decide which embedding is the best. In this work, we propose a quantitative way of evaluating embeddings, that nonetheless places human perception at the center. We run a comparative study, where we ask people to select "good" and "misleading" views between scatterplots of low-dimensional embeddings of image datasets, simulating the way people usually select embeddings. We use the study data as labels for a set of quality metrics for a supervised machine learning model whose purpose is to discover and quantify what exactly people are looking for when deciding between embeddings. With the model as a proxy for human judgments, we use it to rank embeddings on new datasets, explain why they are relevant, and quantify the degree of subjectivity when people select preferred embeddings. Cristina Morariu, Adrien Bibal, René Cutura, Benoît Frénay, Michael Sedlmair |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2023 | guitARhero: Interactive Augmented Reality Guitar TutorialsabstractThis paper presents guitARhero, an Augmented Reality application for interactively teaching guitar playing to beginners through responsive visualizations overlaid on the guitar neck. We support two types of visual guidance, a highlighting of the frets that need to be pressed and a 3D hand overlay, as well as two display scenarios, one using a desktop magic mirror and one using a video see-through head-mounted display. We conducted a user study with 20 participants to evaluate how well users could follow instructions presented with different guidance and display combinations and compare these to a baseline where users had to follow video instructions. Our study highlights the trade-off between the provided information and visual clarity affecting the user's ability to interpret and follow instructions for fine-grained tasks. We show that the perceived usefulness of instruction integration into an HMD view highly depends on the hardware capabilities and instruction details. Lucchas Ribeiro Skreinig, Denis Kalkofen, Ana Stanescu 0003, Peter Mohr, Frank Heyen, Shohei Mori, Michael Sedlmair, Dieter Schmalstieg, Alexander Plopski |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2022 | Accessibility for Color Vision Deficiencies: Challenges and Findings of a Large Scale Study on Paper FiguresabstractWe present an exploratory study on the accessibility of images in publications when viewed with color vision deficiencies (CVDs). The study is based on 1,710 images sampled from a visualization dataset (VIS30K) over five years. We simulated four CVDs on each image. First, four researchers (one with a CVD) identified existing issues and helpful aspects in a subset of the images. Based on the resulting labels, 200 crowdworkers provided 30,000 ratings on present CVD issues in the simulated images. We analyzed this data for correlations, clusters, trends, and free text comments to gain a first overview of paper figure accessibility. Overall, about 60 % of the images were rated accessible. Furthermore, our study indicates that accessibility issues are subjective and hard to detect. On a meta-level, we reflect on our study experience to point out challenges and opportunities of large-scale accessibility studies for future research directions. Katrin Angerbauer, Nils Rodrigues, René Cutura, Seyda Öney, Nelusa Pathmanathan, Cristina Morariu, Daniel Weiskopf, Michael Sedlmair |
CHI | 8 |
| 2022 | Toward In-Situ Authoring of Situated Visualization with Chorded KeyboardsabstractAuthoring situated visualizations in-situ is challenging due to the need of writing code in a mobile and highly dynamic fashion. To provide better support for that, we define requirements for text input methods that target situated visualization authoring. We identify wearable chorded keyboards as a potentially suitable method that fulfills some of these requirements. To further investigate this approach, we tailored a chorded keyboard device to visualization authoring, developed a learning application, and conducted a pilot user study. Our results confirm that learning a high number of chords is the main barrier for adoption, as in other application areas. Based on that, we discuss ideas on how chorded keyboards with a strongly reduced alphabet, hand gestures, and voice recognition might be used as a viable, multi-modal support for authoring situated visualizations in-situ. Sarah Dosdall, Katrin Angerbauer, Leonel Merino, Michael Sedlmair, Daniel Weiskopf |
VINCI | 4 |
| 2022 | MolecuSense: Using Force-Feedback Gloves for Creating and Interacting with Ball-and-Stick Molecules in VRabstractWe contribute MolecuSense, a virtual version of a physical molecule construction kit, based on visualization in Virtual Reality (VR) and interaction with force-feedback gloves. Targeting at chemistry education, our goal is to make virtual molecule structures more tangible. Results of an initial user study indicate that the VR molecular construction kit was positively received. Compared to a physical construction kit, the VR molecular construction kit is on the same level in terms of natural interaction. Besides, it fosters the typical digital advantages though, such as saving, exporting, and sharing of molecules. Feedback from the study participants has also revealed potential future avenues for tangible molecule visualizations. Patrick Gebhardt, Xingyao Yu, Andreas Köhn, Michael Sedlmair |
VINCI | 4 |
| 2022 | STROE: An Ungrounded String-Based Weight Simulation DeviceabstractWe present STROE, a new ungrounded string-based weight simulation device. STROE is worn as an add-on to a shoe that in turn is connected to the user’s hand via a controllable string. A motor is pulling the string with a force according to the weight to be simulated. The design of STROE allows the users to move more freely than other state-of-the-art devices for weight simulation. It is also quieter than other devices, and is comparatively cheap. We conducted a user study that empirically shows that STROE is able to simulate the weight of various objects and, in doing so, increases users’ perceived realism and immersion of VR scenes. Alexander Achberger, Pirathipan Arulrajah, Michael Sedlmair, Kresimir Vidackovic |
VR | 3 |
| 2022 | RfX: A Design Study for the Interactive Exploration of a Random Forest to Enhance Testing Procedures for Electrical EnginesabstractAbstract Random Forests (RFs) are a machine learning (ML) technique widely used across industries. The interpretation of a given RF usually relies on the analysis of statistical values and is often only possible for data analytics experts. To make RFs accessible to experts with no data analytics background, we present RfX, a Visual Analytics (VA) system for the analysis of a RF's decision‐making process. RfX allows to interactively analyse the properties of a forest and to explore and compare multiple trees in a RF. Thus, its users can identify relationships within a RF's feature subspace and detect hidden patterns in the model's underlying data. We contribute a design study in collaboration with an automotive company. A formative evaluation of RFX was carried out with two domain experts and a summative evaluation in the form of a field study with five domain experts. In this context, new hidden patterns such as increased eccentricities in an engine's rotor by observing secondary excitations of its bearings were detected using analyses made with RfX. Rules derived from analyses with the system led to a change in the company's testing procedures for electrical engines, which resulted in 80% reduced testing time for over 30% of all components. Joscha Eirich, Markus Münch, Dominik Jäckle, Michael Sedlmair, Jakob Bonart, Tobias Schreck |
Comput. Graph. Forum | 4 |
| 2022 | IRVINE: A Design Study on Analyzing Correlation Patterns of Electrical EnginesabstractIn this design study, we present IRVINE, a Visual Analytics (VA) system, which facilitates the analysis of acoustic data to detect and understand previously unknown errors in the manufacturing of electrical engines. In serial manufacturing processes, signatures from acoustic data provide valuable information on how the relationship between multiple produced engines serves to detect and understand previously unknown errors. To analyze such signatures, IRVINE leverages interactive clustering and data labeling techniques, allowing users to analyze clusters of engines with similar signatures, drill down to groups of engines, and select an engine of interest. Furthermore, IRVINE allows to assign labels to engines and clusters and annotate the cause of an error in the acoustic raw measurement of an engine. Since labels and annotations represent valuable knowledge, they are conserved in a knowledge database to be available for other stakeholders. We contribute a design study, where we developed IRVINE in four main iterations with engineers from a company in the automotive sector. To validate IRVINE, we conducted a field study with six domain experts. Our results suggest a high usability and usefulness of IRVINE as part of the improvement of a real-world manufacturing process. Specifically, with IRVINE domain experts were able to label and annotate produced electrical engines more than 30% faster. Joscha Eirich, Jakob Bonart, Dominik Jäckle, Michael Sedlmair, Ute Schmid, Kai Fischbach, Tobias Schreck, Jürgen Bernard |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2021 | Document Domain Randomization for Deep Learning Document Layout ExtractionabstractWe present document domain randomization (DDR), the first successful transfer of convolutional neural networks (CNNs) trained only on graphically rendered pseudo-paper pages to real-world document segmentation. DDR renders pseudo-document pages by modeling randomized textual and non-textual contents of interest, with user-defined layout and font styles to support joint learning of fine-grained classes. We demonstrate competitive results using our DDR approach to extract nine document classes from the benchmark CS-150 and papers published in two domains, namely annual meetings of Association for Computational Linguistics (ACL) and IEEE Visualization (VIS). We compare DDR to conditions of style mismatch, fewer or more noisy samples that are more easily obtained in the real world. We show that high-fidelity semantic information is not necessary to label semantic classes but style mismatch between train and test can lower model accuracy. Using smaller training samples had a slightly detrimental effect. Finally, network models still achieved high test accuracy when correct labels are diluted towards confusing labels; this behavior hold across several classes. Meng Ling, Jian Chen 0006, Torsten Möller, Petra Isenberg, Tobias Isenberg 0001, Michael Sedlmair, Robert S. Laramee, Han-Wei Shen, Jian Wu 0006, C. Lee Giles |
ICDAR (1) | 6 |
| 2021 | STRIVE: String-Based Force Feedback for Automotive EngineeringabstractThe large potential of force feedback devices for interacting in Virtual Reality (VR) has been illustrated in a plethora of research prototypes. Yet, these devices are still rarely used in practice and it remains an open challenge how to move this research into practice. To that end, we contribute a participatory design study on the use of haptic feedback devices in the automotive industry. Based on a 10-month observing process with 13 engineers, we developed STRIVE, a string-based haptic feedback device. In addition to the design of STRIVE, this process led to a set of requirements for introducing haptic devices into industrial settings, which center around a need for flexibility regarding forces, comfort, and mobility. We evaluated STRIVE with 16 engineers in five different day-to-day automotive VR use cases. The main results show an increased level of trust and perceived safety as well as further challenges towards moving haptics research into practice. Alexander Achberger, Fabian Aust, Daniel Pohlandt, Kresimir Vidackovic, Michael Sedlmair |
UIST | 5 |
| 2021 | PropellerHand: A Hand-Mounted, Propeller-Based Force Feedback DeviceabstractImmersive analytics is a fast growing field that is often applied in virtual reality (VR). VR environments often lack immersion due to missing sensory feedback when interacting with data. Existing haptic devices are often expensive, stationary, or occupy the user’s hand, preventing them from grasping objects or using a controller. We propose PropellerHand, an ungrounded hand-mounted haptic device with two rotatable propellers, that allows exerting forces on the hand without obstructing hand use. PropellerHand is able to simulate feedback such as weight and torque by generating thrust up to 11 N in 2-DOF and a torque of 1.87 Nm in 2-DOF. Its design builds on our experience from quantitative and qualitative experiments with different form factors and parts. We evaluated our final version through a qualitative user study in various VR scenarios that required participants to manipulate virtual objects in different ways, while changing between torques and directional forces. Results show that PropellerHand improves users’ immersion in virtual reality. Alexander Achberger, Frank Heyen, Kresimir Vidackovic, Michael Sedlmair |
VINCI | 4 |
| 2021 | Hagrid - Gridify Scatterplots with Hilbert and Gosper CurvesabstractA common enhancement of scatterplots represents points as small multiples, glyphs, or thumbnail images. As this encoding often results in overlaps, a general strategy is to alter the position of the data points, for instance, to a grid-like structure. Previous approaches rely on solving expensive optimization problems or on dividing the space that alter the global structure of the scatterplot. To find a good balance between efficiency and neighborhood and layout preservation, we propose Hagrid, a technique that uses space-filling curves (SFCs) to “gridify” a scatterplot without employing expensive collision detection and handling mechanisms. Using SFCs ensures that the points are plotted close to their original position, retaining approximately the same global structure. The resulting scatterplot is mapped onto a rectangular or hexagonal grid, using Hilbert and Gosper curves. We discuss and evaluate the theoretic runtime of our approach and quantitatively compare our approach to three state-of-the-art gridifying approaches, DGrid, Small multiples with gaps SMWG, and CorrelatedMultiples CMDS, in an evaluation comprising 339 scatterplots. Here, we compute several quality measures for neighborhood preservation together with an analysis of the actual runtimes. The main results show that, compared to the best other technique, Hagrid is faster by a factor of four, while achieving similar or even better quality of the gridified layout. Due to its computational efficiency, our approach also allows novel applications of gridifying approaches in interactive settings, such as removing local overlap upon hovering over a scatterplot. René Cutura, Cristina Morariu, Zhanglin Cheng, Yunhai Wang, Daniel Weiskopf, Michael Sedlmair |
VINCI | 6 |
| 2021 | ProSeCo: Visual analysis of class separation measures and dataset characteristicsabstractClass separation is an important concept in machine learning and visual analytics. We address the visual analysis of class separation measures for both high-dimensional data and its corresponding projections into 2D through dimensionality reduction (DR) methods. Although a plethora of separation measures have been proposed, it is difficult to compare class separation between multiple datasets with different characteristics, multiple separation measures, and multiple DR methods. We present ProSeCo, an interactive visualization approach to support comparison between up to 20 class separation measures and up to 4 DR methods, with respect to any of 7 dataset characteristics: dataset size, dataset dimensions, class counts, class size variability, class size skewness, outlieriness, and real-world vs. synthetically generated data. ProSeCo supports (1) comparing across measures, (2) comparing high-dimensional to dimensionally-reduced 2D data across measures, (3) comparing between different DR methods across measures, (4) partitioning with respect to a dataset characteristic, (5) comparing partitions for a selected characteristic across measures, and (6) inspecting individual datasets in detail. We demonstrate the utility of ProSeCo in two usage scenarios, using datasets [1] posted at https://osf.io/epcf9/. Jürgen Bernard, Marco Hutter 0002, Matthias Zeppelzauer, Michael Sedlmair, Tamara Munzner |
Comput. Graph. | 4 |
| 2021 | A Taxonomy of Property Measures to Unify Active Learning and Human-centered Approaches to Data LabelingabstractStrategies for selecting the next data instance to label, in service of generating labeled data for machine learning, have been considered separately in the machine learning literature on active learning and in the visual analytics literature on human-centered approaches. We propose a unified design space for instance selection strategies to support detailed and fine-grained analysis covering both of these perspectives. We identify a concise set of 15 properties, namely measureable characteristics of datasets or of machine learning models applied to them, that cover most of the strategies in these literatures. To quantify these properties, we introduce Property Measures (PM) as fine-grained building blocks that can be used to formalize instance selection strategies. In addition, we present a taxonomy of PMs to support the description, evaluation, and generation of PMs across four dimensions: machine learning (ML) Model Output , Instance Relations , Measure Functionality , and Measure Valence . We also create computational infrastructure to support qualitative visual data analysis: a visual analytics explainer for PMs built around an implementation of PMs using cascades of eight atomic functions. It supports eight analysis tasks, covering the analysis of datasets and ML models using visual comparison within and between PMs and groups of PMs, and over time during the interactive labeling process. We iteratively refined the PM taxonomy, the explainer, and the task abstraction in parallel with each other during a two-year formative process, and show evidence of their utility through a summative evaluation with the same infrastructure. This research builds a formal baseline for the better understanding of the commonalities and differences of instance selection strategies, which can serve as the stepping stone for the synthesis of novel strategies in future work. Jürgen Bernard, Marco Hutter 0002, Michael Sedlmair, Matthias Zeppelzauer, Tamara Munzner |
ACM Trans. Interact. Intell. Syst. | 3 |
| 2021 | SineStream: Improving the Readability of Streamgraphs by Minimizing Sine Illusion EffectsabstractIn this paper, we propose SineStream, a new variant of streamgraphs that improves their readability by minimizing sine illusion effects. Such effects reflect the tendency of humans to take the orthogonal rather than the vertical distance between two curves as their distance. In SineStream, we connect the readability of streamgraphs with minimizing sine illusions and by doing so provide a perceptual foundation for their design. As the geometry of a streamgraph is controlled by its baseline (the bottom-most curve) and the ordering of the layers, we re-interpret baseline computation and layer ordering algorithms in terms of reducing sine illusion effects. For baseline computation, we improve previous methods by introducing a Gaussian weight to penalize layers with large thickness changes. For layer ordering, three design requirements are proposed and implemented through a hierarchical clustering algorithm. Quantitative experiments and user studies demonstrate that SineStream improves the readability and aesthetics of streamgraphs compared to state-of-the-art methods. Chuan Bu, Quanjie Zhang, Qianwen Wang 0001, Jian Zhang 0070, Michael Sedlmair, Oliver Deussen, Yunhai Wang |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2021 | VIS30K: A Collection of Figures and Tables From IEEE Visualization Conference PublicationsabstractWe present the VIS30K dataset, a collection of 29,689 images that represents 30 years of figures and tables from each track of the IEEE Visualization conference series (Vis, SciVis, InfoVis, VAST). VIS30K's comprehensive coverage of the scientific literature in visualization not only reflects the progress of the field but also enables researchers to study the evolution of the state-of-the-art and to find relevant work based on graphical content. We describe the dataset and our semi-automatic collection process, which couples convolutional neural networks (CNN) with curation. Extracting figures and tables semi-automatically allows us to verify that no images are overlooked or extracted erroneously. To improve quality further, we engaged in a peer-search process for high-quality figures from early IEEE Visualization papers. With the resulting data, we also contribute VISImageNavigator (VIN, visimagenavigator.github.io), a web-based tool that facilitates searching and exploring VIS30K by author names, paper keywords, title and abstract, and years. Jian Chen 0006, Meng Ling, Rui Li 0067, Petra Isenberg, Tobias Isenberg 0001, Michael Sedlmair, Torsten Möller, Robert S. Laramee, Han-Wei Shen, Katharina Wünsche |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2021 | Palettailor: Discriminable Colorization for Categorical DataabstractWe present an integrated approach for creating and assigning color palettes to different visualizations such as multi-class scatterplots, line, and bar charts. While other methods separate the creation of colors from their assignment, our approach takes data characteristics into account to produce color palettes, which are then assigned in a way that fosters better visual discrimination of classes. To do so, we use a customized optimization based on simulated annealing to maximize the combination of three carefully designed color scoring functions: point distinctness, name difference, and color discrimination. We compare our approach to state-of-the-art palettes with a controlled user study for scatterplots and line charts, furthermore we performed a case study. Our results show that Palettailor, as a fully-automated approach, generates color palettes with a higher discrimination quality than existing approaches. The efficiency of our optimization allows us also to incorporate user modifications into the color selection process. Kecheng Lu 0002, Mi Feng, Xin Chen 0075, Michael Sedlmair, Oliver Deussen, Dani Lischinski, Zhanglin Cheng, Yunhai Wang |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2021 | Revisited: Comparison of Empirical Methods to Evaluate Visualizations Supporting Crafting and Assembly PurposesabstractUbiquitous, situated, and physical visualizations create entirely new possibilities for tasks contextualized in the real world, such as doctors inserting needles. During the development of situated visualizations, evaluating visualizations is a core requirement. However, performing such evaluations is intrinsically hard as the real scenarios are safety-critical or expensive to test. To overcome these issues, researchers and practitioners adapt classical approaches from ubiquitous computing and use surrogate empirical methods such as Augmented Reality (AR), Virtual Reality (VR) prototypes, or merely online demonstrations. This approach's primary assumption is that meaningful insights can also be gained from different, usually cheaper and less cumbersome empirical methods. Nevertheless, recent efforts in the Human-Computer Interaction (HCI) community have found evidence against this assumption, which would impede the use of surrogate empirical methods. Currently, these insights rely on a single investigation of four interactive objects. The goal of this work is to investigate if these prior findings also hold for situated visualizations. Therefore, we first created a scenario where situated visualizations support users in do-it-yourself (DIY) tasks such as crafting and assembly. We then set up five empirical study methods to evaluate the four tasks using an online survey, as well as VR, AR, laboratory, and in-situ studies. Using this study design, we conducted a new study with 60 participants. Our results show that the situated visualizations we investigated in this study are not prone to the same dependency on the empirical method, as found in previous work. Our study provides the first evidence that analyzing situated visualizations through different empirical (surrogate) methods might lead to comparable results. Maximilian Weiß, Katrin Angerbauer, Alexandra Voit, Magdalena Schwarzl, Michael Sedlmair, Sven Mayer |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2020 | Caarvida: Visual Analytics for Test Drive VideosabstractWe report on an interdisciplinary visual analytics project wherein automotive engineers analyze test drive videos. These videos are annotated with navigation-specific augmented reality (AR) content, and the engineers need to identify issues and evaluate the behavior of the underlying AR navigation system. With the increasing amount of video data, traditional analysis approaches can no longer be conducted in an acceptable timeframe. To address this issue, we collaboratively developed Caarvida, a visual analytics tool that helps engineers to accomplish their tasks faster and handle an increased number of videos. Caarvida combines automatic video analysis with interactive and visual user interfaces. We conducted two case studies which show that Caarvida successfully supports domain experts and speeds up their task completion time. Alexander Achberger, René Cutura, Oguzhan Türksoy, Michael Sedlmair |
AVI | 4 |
| 2020 | Comparing and Exploring High-Dimensional Data with Dimensionality Reduction Algorithms and Matrix VisualizationsabstractWe propose Compadre, a tool for visual analysis for comparing distances of high-dimensional (HD) data and their low-dimensional projections. At the heart is a matrix visualization to represent the discrepancy between distance matrices, linked side-by-side with 2D scatterplot projections of the data. Using different examples and datasets, we illustrate how this approach fosters (1) evaluating dimensionality reduction techniques w.r.t. how well they project the HD data, (2) comparing them to each other side-by-side, and (3) evaluate important data features through subspace comparison. We also present a case study, in which we analyze IEEE VIS authors from 1990 to 2018, and gain new insights on the relationships between coauthors, citations, and keywords. The coauthors are projected as accurately with UMAP as with t-SNE but the projections show different insights. The structure of the citation subspace is very different from the coauthor subspace. The keyword subspace is noisy yet consistent among the three IEEE VIS sub-conferences. René Cutura, Michaël Aupetit 0001, Jean-Daniel Fekete, Michael Sedlmair |
AVI | 4 |
| 2020 | ClaVis: An Interactive Visual Comparison System for ClassifiersabstractWe propose ClaVis, a visual analytics system for comparative analysis of classification models. ClaVis allows users to visually compare the performance and behavior of tens to hundreds of classifiers trained with different hyperparameter configurations. Our approach is plugin-based and classifier-agnostic and allows users to add their own datasets and classifier implementations. It provides multiple visualizations, including a multivariate ranking, a similarity map, a scatterplot that reveals correlations between parameters and scores, and a training history chart. We demonstrate the effectivity of our approach in multiple case studies for training classification models in the domain of natural language processing. Frank Heyen, Tanja Munz-Körner, Michael Neumann 0001, Daniel Ortega, Ngoc Thang Vu, Daniel Weiskopf, Michael Sedlmair |
AVI | 7 |
| 2020 | Assessing 2D and 3D Heatmaps for Comparative Analysis: An Empirical StudyabstractHeatmaps 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 |
CHI | 6 |
| 2020 | A View on the Viewer: Gaze-Adaptive Captions for VideosabstractSubtitles play a crucial role in cross-lingual distribution of multimedia content and help communicate information where auditory content is not feasible (loud environments, hearing impairments, unknown languages). Established methods utilize text at the bottom of the screen, which may distract from the video. Alternative techniques place captions closer to related content (e.g., faces) but are not applicable to arbitrary videos such as documentations. Hence, we propose to leverage live gaze as indirect input method to adapt captions to individual viewing behavior. We implemented two gaze-adaptive methods and compared them in a user study (n=54) to traditional captions and audio-only videos. The results show that viewers with less experience with captions prefer our gaze-adaptive methods as they assist them in reading. Furthermore, gaze distributions resulting from our methods are closer to natural viewing behavior compared to the traditional approach. Based on these results, we provide design implications for gaze-adaptive captions. Kuno Kurzhals, Fabian Göbel, Katrin Angerbauer, Michael Sedlmair, Martin Raubal |
CHI | 4 |
| 2020 | A Comparative Study of Orientation Support Tools in Virtual Reality Environments with Virtual TeleportationabstractMovement-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 |
ISMAR | 6 |
| 2020 | Evaluating Mixed and Augmented Reality: A Systematic Literature Review (2009-2019)abstractWe 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 |
ISMAR | 4 |
| 2020 | Perspective Matters: Design Implications for Motion Guidance in Mixed RealityabstractWe investigate how Mixed Reality (MR) can be used to guide human body motions, such as in physiotherapy, dancing, or workout applications. While first MR prototypes have shown promising results, many dimensions of the design space behind such applications remain largely unexplored. To better understand this design space, we approach the topic from different angles by contributing three user studies. In particular, we take a closer look at the influence of the perspective, the characteristics of motions, and visual guidance on different user performance measures. Our results indicate that a first-person perspective performs best for all visible motions, whereas the type of visual instruction plays a minor role. From our results we compile a set of considerations that can guide future work on the design of instructions, evaluations, and the technical setup of MR motion guidance systems. Xingyao Yu, Katrin Angerbauer, Peter Mohr, Denis Kalkofen, Michael Sedlmair |
ISMAR | 5 |
| 2020 | Improving the Robustness of ScagnosticsabstractIn this paper, we examine the robustness of scagnostics through a series of theoretical and empirical studies. First, we investigate the sensitivity of scagnostics by employing perturbing operations on more than 60M synthetic and real-world scatterplots. We found that two scagnostic measures, Outlying and Clumpy, are overly sensitive to data binning. To understand how these measures align with human judgments of visual features, we conducted a study with 24 participants, which reveals that i) humans are not sensitive to small perturbations of the data that cause large changes in both measures, and ii) the perception of clumpiness heavily depends on per-cluster topologies and structures. Motivated by these results, we propose Robust Scagnostics (RScag) by combining adaptive binning with a hierarchy-based form of scagnostics. An analysis shows that RScag improves on the robustness of original scagnostics, aligns better with human judgments, and is equally fast as the traditional scagnostic measures. Yunhai Wang, Zeyu Wang 0005, Michael Correll, Zhanglin Cheng, Oliver Deussen, Michael Sedlmair |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2019 | Neighborhood Perception in Bar ChartsabstractIn this paper, we report three user experiments that investigate in how far the perception of a bar in a bar chart changes based on the height of its neighboring bars. We hypothesized that the perception of the very same bar, for instance, might differ when it is surrounded by the top highest vs. the top lowest bars. Our results show that such neighborhood effects exist: a target bar surrounded by high neighbor bars, is perceived to be lower as the same bar surrounded with low neighbors. Yet, the effect size of this neighborhood effect is small compared to other data-inherent effects: the judgment accuracy largely depends on the target bar rank, number of data items, and other data characteristics of the dataset. Based on the findings, we discuss design implications for perceptually optimizing bar charts. Mingqian Zhao, Huamin Qu, Michael Sedlmair |
CHI | 3 |
| 2019 | A Framework for Pervasive Visual Deficiency SimulationabstractWe present a framework for rapid prototyping of pervasive visual deficiency simulation in the context of graphical interfaces, virtual reality, and augmented reality. Our framework facilitates the emulation of various visual deficiencies for a wide range of applications, which allows users with normal vision to experience combinations of conditions such as myopia, hyperopia, presbyopia, cataract, nyctalopia, protanopia, deuteranopia, tritanopia, and achromatopsia. Our framework provides an infrastructure to encourage researchers to evaluate visualization and other display techniques regarding visual deficiencies, and opens up the field of visual disease simulation to a broader audience. The benefits of our framework are easy integration, configuration, fast prototyping, and portability to new emerging hardware. To demonstrate the applicability of our framework, we showcase a desktop application and an Android application that transform commodity hardware into glasses for visual deficiency simulation. We expect that this work promotes a greater understanding of visual impairments, leads to better product design for the visually impaired, and forms a basis for research to compensate for these impairments as everyday help. Christoph Schulz 0001, Nils Rodrigues, Marco Amann, Daniel Baumgartner, Arman Mielke, Christian Baumann, Michael Sedlmair, Daniel Weiskopf |
VR | 7 |
| 2019 | ClustMe: A Visual Quality Measure for Ranking Monochrome Scatterplots based on Cluster PatternsabstractAbstract We propose ClustMe, a new visual quality measure to rank monochrome scatterplots based on cluster patterns. ClustMe is based on data collected from a human‐subjects study, in which34participants judged synthetically generated cluster patterns in1000scatterplots. We generated these patterns by carefully varying the free parameters of a simple Gaussian Mixture Model with two components, and asked the participants to count the number of clusters they could see (1 or more than 1). Based on the results, we form ClustMe by selecting the model that best predicts these human judgments among7different state‐of‐the‐art merging techniques (Demp). To quantitatively evaluate ClustMe, we conducted a second study, in which31human subjects ranked 435 pairs of scatterplots of real and synthetic data in terms of cluster patterns complexity. We use this data to compare ClustMe's performance to 4 other state‐of‐the‐art clustering measures, including the well‐known Clumpiness scagnostics. We found that of all measures, ClustMe is in strongest agreement with the human rankings. Mostafa M. Abbas, Michaël Aupetit 0001, Michael Sedlmair, Halima Bensmail |
Comput. Graph. Forum | 3 |
| 2019 | netflower: Dynamic Network Visualization for Data JournalistsabstractAbstract Journalists need visual interfaces that cater to the exploratory nature of their investigative activities. In this paper, we report on a four‐year design study with data journalists. The main result is netflower, a visual exploration tool that supports journalists in investigating quantitative flows in dynamic network data for story‐finding. The visual metaphor is based on Sankey diagrams and has been extended to make it capable of processing large amounts of input data as well as network change over time. We followed a structured, iterative design process including requirement analysis and multiple design and prototyping iterations in close cooperation with journalists. To validate our concept and prototype, a workshop series and two diary studies were conducted with journalists. Our findings indicate that the prototype can be picked up quickly by journalists and valuable insights can be achieved in a few hours. The prototype can be accessed at: http://netflower.fhstp.ac.at/ Christina Stoiber, Alexander Rind, Florian Grassinger, Robert Gutounig, Eva Goldgruber, Michael Sedlmair, Stefan Emrich, Wolfgang Aigner |
Comput. Graph. Forum | 6 |
| 2019 | Optimizing Color Assignment for Perception of Class Separability in Multiclass ScatterplotsabstractAppropriate choice of colors significantly aids viewers in understanding the structures in multiclass scatterplots and becomes more important with a growing number of data points and groups. An appropriate color mapping is also an important parameter for the creation of an aesthetically pleasing scatterplot. Currently, users of visualization software routinely rely on color mappings that have been pre-defined by the software. A default color mapping, however, cannot ensure an optimal perceptual separability between groups, and sometimes may even lead to a misinterpretation of the data. In this paper, we present an effective approach for color assignment based on a set of given colors that is designed to optimize the perception of scatterplots. Our approach takes into account the spatial relationships, density, degree of overlap between point clusters, and also the background color. For this purpose, we use a genetic algorithm that is able to efficiently find good color assignments. We implemented an interactive color assignment system with three extensions of the basic method that incorporates top K suggestions, user-defined color subsets, and classes of interest for the optimization. To demonstrate the effectiveness of our assignment technique, we conducted a numerical study and a controlled user study to compare our approach with default color assignments; our findings were verified by two expert studies. The results show that our approach is able to support users in distinguishing cluster numbers faster and more precisely than default assignment methods. Yunhai Wang, Xin Chen 0075, Tong Ge, Chen Bao, Michael Sedlmair, Chi-Wing Fu, Oliver Deussen, Baoquan Chen |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2019 | Structure-aware Fisheye Views for Efficient Large Graph ExplorationabstractTraditional fisheye views for exploring large graphs introduce substantial distortions that often lead to a decreased readability of paths and other interesting structures. To overcome these problems, we propose a framework for structure-aware fisheye views. Using edge orientations as constraints for graph layout optimization allows us not only to reduce spatial and temporal distortions during fisheye zooms, but also to improve the readability of the graph structure. Furthermore, the framework enables us to optimize fisheye lenses towards specific tasks and design a family of new lenses: polyfocal, cluster, and path lenses. A GPU implementation lets us process large graphs with up to 15,000 nodes at interactive rates. A comprehensive evaluation, a user study, and two case studies demonstrate that our structure-aware fisheye views improve layout readability and user performance. Yunhai Wang, Yinqi Sun, Chi-Wing Fu, Michael Sedlmair, Baoquan Chen, Oliver Deussen |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2018 | VisCoDeR: A tool for visually comparing dimensionality reduction algorithms
René Cutura, Stefan Holzer, Michaël Aupetit 0001, Michael Sedlmair |
ESANN | 4 |
| 2018 | Towards User-Centered Active Learning AlgorithmsabstractAbstract The labeling of data sets is a time‐consuming task, which is, however, an important prerequisite for machine learning and visual analytics. Visual‐interactive labeling (VIAL) provides users an active role in the process of labeling, with the goal to combine the potentials of humans and machines to make labeling more efficient. Recent experiments showed that users apply different strategies when selecting instances for labeling with visual‐interactive interfaces. In this paper, we contribute a systematic quantitative analysis of such user strategies. We identify computational building blocks of user strategies, formalize them, and investigate their potentials for different machine learning tasks in systematic experiments. The core insights of our experiments are as follows. First, we identified that particular user strategies can be used to considerably mitigate the bootstrap (cold start) problem in early labeling phases. Second, we observed that they have the potential to outperform existing active learning strategies in later phases. Third, we analyzed the identified core building blocks, which can serve as the basis for novel selection strategies. Overall, we observed that data‐based user strategies (clusters, dense areas) work considerably well in early phases, while model‐based user strategies (e.g., class separation) perform better during later phases. The insights gained from this work can be applied to develop novel active learning approaches as well as to better guide users in visual interactive labeling. Jürgen Bernard, Matthias Zeppelzauer, Markus Lehmann, Michael Sedlmair |
Comput. Graph. Forum | 5 |
| 2018 | Hypersliceplorer: Interactive visualization of shapes in multiple dimensionsabstractAbstract In this paper we present Hypersliceplorer, an algorithm for generating 2D slices of multi‐dimensional shapes defined by a simplical mesh. Often, slices are generated by using a parametric form and then constraining parameters to view the slice. In our case, we developed an algorithm to slice a simplical mesh of any number of dimensions with a two‐dimensional slice. In order to get a global appreciation of the multi‐dimensional object, we show multiple slices by sampling a number of different slicing points and projecting the slices into a single view per dimension pair. These slices are shown in an interactive viewer which can switch between a global view (all slices) and a local view (single slice). We show how this method can be used to study regular polytopes, differences between spaces of polynomials, and multi‐objective optimization surfaces. Thomas Torsney-Weir, Torsten Möller, Michael Sedlmair, Robert M. Kirby |
Comput. Graph. Forum | 3 |
| 2018 | Comparing Visual-Interactive Labeling with Active Learning: An Experimental StudyabstractLabeling data instances is an important task in machine learning and visual analytics. Both fields provide a broad set of labeling strategies, whereby machine learning (and in particular active learning) follows a rather model-centered approach and visual analytics employs rather user-centered approaches (visual-interactive labeling). Both approaches have individual strengths and weaknesses. In this work, we conduct an experiment with three parts to assess and compare the performance of these different labeling strategies. In our study, we (1) identify different visual labeling strategies for user-centered labeling, (2) investigate strengths and weaknesses of labeling strategies for different labeling tasks and task complexities, and (3) shed light on the effect of using different visual encodings to guide the visual-interactive labeling process. We further compare labeling of single versus multiple instances at a time, and quantify the impact on efficiency. We systematically compare the performance of visual interactive labeling with that of active learning. Our main findings are that visual-interactive labeling can outperform active learning, given the condition that dimension reduction separates well the class distributions. Moreover, using dimension reduction in combination with additional visual encodings that expose the internal state of the learning model turns out to improve the performance of visual-interactive labeling. Jürgen Bernard, Marco Hutter 0002, Matthias Zeppelzauer, Dieter W. Fellner, Michael Sedlmair |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2018 | Priming and Anchoring Effects in VisualizationabstractWe investigate priming and anchoring effects on perceptual tasks in visualization. Priming or anchoring effects depict the phenomena that a stimulus might influence subsequent human judgments on a perceptual level, or on a cognitive level by providing a frame of reference. Using visual class separability in scatterplots as an example task, we performed a set of five studies to investigate the potential existence of priming and anchoring effects. Our findings show that-under certain circumstances-such effects indeed exist. In other words, humans judge class separability of the same scatterplot differently depending on the scatterplot(s) they have seen before. These findings inform future work on better understanding and more accurately modeling human perception of visual patterns. André Calero Valdez, Martina Ziefle, Michael Sedlmair |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2018 | EdWordle: Consistency-Preserving Word Cloud EditingabstractWe present EdWordle, a method for consistently editing word clouds. At its heart, EdWordle allows users to move and edit words while preserving the neighborhoods of other words. To do so, we combine a constrained rigid body simulation with a neighborhood-aware local Wordle algorithm to update the cloud and to create very compact layouts. The consistent and stable behavior of EdWordle enables users to create new forms of word clouds such as storytelling clouds in which the position of words is carefully edited. We compare our approach with state-of-the-art methods and show that we can improve user performance, user satisfaction, as well as the layout itself. Yunhai Wang, Chen Bao, Lifeng Zhu, Oliver Deussen, Baoquan Chen, Michael Sedlmair |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2018 | A Perception-Driven Approach to Supervised Dimensionality Reduction for VisualizationabstractDimensionality reduction (DR) is a common strategy for visual analysis of labeled high-dimensional data. Low-dimensional representations of the data help, for instance, to explore the class separability and the spatial distribution of the data. Widely-used unsupervised DR methods like PCA do not aim to maximize the class separation, while supervised DR methods like LDA often assume certain spatial distributions and do not take perceptual capabilities of humans into account. These issues make them ineffective for complicated class structures. Towards filling this gap, we present a perception-driven linear dimensionality reduction approach that maximizes the perceived class separation in projections. Our approach builds on recent developments in perception-based separation measures that have achieved good results in imitating human perception. We extend these measures to be density-aware and incorporate them into a customized simulated annealing algorithm, which can rapidly generate a near optimal DR projection. We demonstrate the effectiveness of our approach by comparing it to state-of-the-art DR methods on 93 datasets, using both quantitative measure and human judgments. We also provide case studies with class-imbalanced and unlabeled data. Yunhai Wang, Kang Feng, Jian Zhang 0070, Chi-Wing Fu, Michael Sedlmair, Xiaohui Yu 0001, Baoquan Chen |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2018 | Revisiting Stress Majorization as a Unified Framework for Interactive Constrained Graph VisualizationabstractWe present an improved stress majorization method that incorporates various constraints, including directional constraints without the necessity of solving a constraint optimization problem. This is achieved by reformulating the stress function to impose constraints on both the edge vectors and lengths instead of just on the edge lengths (node distances). This is a unified framework for both constrained and unconstrained graph visualizations, where we can model most existing layout constraints, as well as develop new ones such as the star shapes and cluster separation constraints within stress majorization. This improvement also allows us to parallelize computation with an efficient GPU conjugant gradient solver, which yields fast and stable solutions, even for large graphs. As a result, we allow the constraint-based exploration of large graphs with 10K nodes - an approach which previous methods cannot support. Yunhai Wang, Yinqi Sun, Lifeng Zhu, Kecheng Lu 0002, Chi-Wing Fu, Michael Sedlmair, Oliver Deussen, Baoquan Chen |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2018 | VIAL: a unified process for visual interactive labeling
Jürgen Bernard, Matthias Zeppelzauer, Michael Sedlmair, Wolfgang Aigner |
Vis. Comput. | 3 |
| 2017 | Sliceplorer: 1D slices for multi-dimensional continuous functionsabstractAbstract Multi‐dimensional continuous functions are commonly visualized with 2D slices or topological views. Here, we explore 1D slices as an alternative approach to show such functions. Our goal with 1D slices is to combine the benefits of topological views, that is, screen space efficiency, with those of slices, that is a close resemblance of the underlying function. We compare 1D slices to 2D slices and topological views, first, by looking at their performance with respect to common function analysis tasks. We also demonstrate 3 usage scenarios: the 2D sinc function, neural network regression, and optimization traces. Based on this evaluation, we characterize the advantages and drawbacks of each of these approaches, and show how interaction can be used to overcome some of the shortcomings. Thomas Torsney-Weir, Michael Sedlmair, Torsten Möller |
Comput. Graph. Forum | 2 |
| 2017 | What you see is what you can change: Human-centered machine learning by interactive visualization
Dominik Sacha, Michael Sedlmair, Leishi Zhang, John A. Lee 0001, Jaakko Peltonen, Daniel Weiskopf, Stephen C. North, Daniel A. Keim |
Neurocomputing | 2 |
| 2017 | Visualization as Seen through its Research Paper KeywordsabstractWe present the results of a comprehensive multi-pass analysis of visualization paper keywords supplied by authors for their papers published in the IEEE Visualization conference series (now called IEEE VIS) between 1990-2015. From this analysis we derived a set of visualization topics that we discuss in the context of the current taxonomy that is used to categorize papers and assign reviewers in the IEEE VIS reviewing process. We point out missing and overemphasized topics in the current taxonomy and start a discussion on the importance of establishing common visualization terminology. Our analysis of research topics in visualization can, thus, serve as a starting point to (a) help create a common vocabulary to improve communication among different visualization sub-groups, (b) facilitate the process of understanding differences and commonalities of the various research sub-fields in visualization, (c) provide an understanding of emerging new research trends, (d) facilitate the crucial step of finding the right reviewers for research submissions, and (e) it can eventually lead to a comprehensive taxonomy of visualization research. One additional tangible outcome of our work is an online query tool (http://keyvis.org/) that allows visualization researchers to easily browse the 3952 keywords used for IEEE VIS papers since 1990 to find related work or make informed keyword choices. Petra Isenberg, Tobias Isenberg 0001, Michael Sedlmair, Jian Chen 0006, Torsten Möller |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2017 | Vispubdata.org: A Metadata Collection About IEEE Visualization (VIS) PublicationsabstractWe have created and made available to all a dataset with information about every paper that has appeared at the IEEE Visualization (VIS) set of conferences: InfoVis, SciVis, VAST, and Vis. The information about each paper includes its title, abstract, authors, and citations to other papers in the conference series, among many other attributes. This article describes the motivation for creating the dataset, as well as our process of coalescing and cleaning the data, and a set of three visualizations we created to facilitate exploration of the data. This data is meant to be useful to the broad data visualization community to help understand the evolution of the field and as an example document collection for text data visualization research. Petra Isenberg, Florian Heimerl, Steffen Koch 0001, Tobias Isenberg 0001, Charles D. Stolper, Michael Sedlmair, Jian Chen 0006, Torsten Möller, John T. Stasko |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2017 | Visual Interaction with Dimensionality Reduction: A Structured Literature AnalysisabstractDimensionality Reduction (DR) is a core building block in visualizing multidimensional data. For DR techniques to be useful in exploratory data analysis, they need to be adapted to human needs and domain-specific problems, ideally, interactively, and on-the-fly. Many visual analytics systems have already demonstrated the benefits of tightly integrating DR with interactive visualizations. Nevertheless, a general, structured understanding of this integration is missing. To address this, we systematically studied the visual analytics and visualization literature to investigate how analysts interact with automatic DR techniques. The results reveal seven common interaction scenarios that are amenable to interactive control such as specifying algorithmic constraints, selecting relevant features, or choosing among several DR algorithms. We investigate specific implementations of visual analysis systems integrating DR, and analyze ways that other machine learning methods have been combined with DR. Summarizing the results in a "human in the loop" process model provides a general lens for the evaluation of visual interactive DR systems. We apply the proposed model to study and classify several systems previously described in the literature, and to derive future research opportunities. Dominik Sacha, Leishi Zhang, Michael Sedlmair, John A. Lee 0001, Jaakko Peltonen, Daniel Weiskopf, Stephen C. North, Daniel A. Keim |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2016 | SepMe: 2002 New visual separation measuresabstractOur goal is to accurately model human class separation judgements in color-coded scatterplots. Towards this goal, we propose a set of 2002 visual separation measures, by systematically combining 17 neighborhood graphs and 14 class purity functions, with different parameterizations. Using a Machine Learning framework, we evaluate these measures based on how well they predict human separation judgements. We found that more than 58% of the 2002 new measures outperform the best state-of-the-art Distance Consistency (DSC) measure. Among the 2002, the best measure is the average proportion of same-class neighbors among the 0.35-Observable Neighbors of each point of the target class (short GONG 0.35 DIR CPT), with a prediction accuracy of 92.9%, which is 11.7% better than DSC. We also discuss alternative, well-performing measures and give guidelines when to use which. Michaël Aupetit 0001, Michael Sedlmair |
PacificVis | 2 |
| 2016 | Human-centered machine learning through interactive visualization: review and open challenges
Dominik Sacha, Michael Sedlmair, Leishi Zhang, John A. Lee 0001, Daniel Weiskopf, Stephen C. North, Daniel A. Keim |
ESANN | 2 |
| 2016 | A team-approach to putting learner-centered principles to practice in a large course on Human-Computer InteractionabstractWe present a case study on how a team of instructors put learner-centered principles into practice in a large undergraduate course on Human-Computer Interaction (HCI) that was run in 4 parallel groups of about 50 students. The course stands on the crossroads between software engineering, business, and research in so far as student-teams apply human-centered design techniques to develop mobile apps, test them with real end-users, read research papers and regularly reflect upon their experience. As a proof of the course-concept, selected results from formative and summative assessments are presented. The summative results show that students rated the course as one of the best of the 87 computer science courses run in the summer term of 2015 at the University of Vienna. The primary goal of this paper is to provide instructors intrigued by learner-centered approaches with ideas for their own practice. In particular, this paper is of interest to those who teach Human-Computer Interaction and to those who seek inspiration on mapping their course to the 14 learner-centered principles. Renate Motschnig, Michael Sedlmair, Svenja Schröder, Torsten Möller |
FIE | 2 |
| 2016 | TagFlip: Active Mobile Music Discovery with Social TagsabstractWe report on the design and evaluation of TagFlip, a novel interface for active music discovery based on social tags of music. The tool, which was built for phone-sized screens, couples high user control on the recommended music with minimal interaction effort. Contrary to conventional recommenders, which only allow the specification of seed attributes and the subsequent like/dislike of songs, we put the users in the centre of the recommendation process. With a library of 100,000 songs, TagFlip describes each played song to the user through its most popular tags on Last.fm and allows the user to easily specify which of the tags should be considered for the next song, or the next stream of songs. In a lab user study where we compared it to Spotify's mobile application, TagFlip came out on top in both subjective user experience (control, transparency, and trust) and our objective measure of number of interactions per liked song. Our users found TagFlip to be an important complementary experience to that of Spotify, enabling more active and directed discovery sessions as opposed to the mostly passive experience that traditional recommenders offer. Mohsen Kamalzadeh, Christoph Kralj, Torsten Möller, Michael Sedlmair |
IUI | 4 |
| 2015 | Subspace Nearest Neighbor Search - Problem Statement, Approaches, and Discussion - Position Paper
Michael Blumenschein, Michael Behrisch 0001, Ines Färber, Michael Sedlmair, Tobias Schreck, Thomas Seidl 0001, Daniel A. Keim |
SISAP | 4 |
| 2015 | Data-driven Evaluation of Visual Quality MeasuresabstractAbstract Visual quality measures seek to algorithmically imitate human judgments of patterns such as class separability, correlation, or outliers. In this paper, we propose a novel data‐driven framework for evaluating such measures. The basic idea is to take a large set of visually encoded data, such as scatterplots, with reliable human “ground truth” judgements, and to use this human‐labeled data to learn how well a measure would predict human judgements on previously unseen data. Measures can then be evaluated based on predictive performance—an approach that is crucial for generalizing across datasets but has gained little attention so far. To illustrate our framework, we use it to evaluate 15 state‐of‐the‐art class separation measures, using human ground truth data from 828 class separation judgments on color‐coded 2D scatterplots. Michael Sedlmair, Michaël Aupetit 0001 |
Comput. Graph. Forum | 1 |
| 2014 | Opening the Black Box: Strategies for Increased User Involvement in Existing Algorithm ImplementationsabstractAn increasing number of interactive visualization tools stress the integration with computational software like MATLAB and R to access a variety of proven algorithms. In many cases, however, the algorithms are used as black boxes that run to completion in isolation which contradicts the needs of interactive data exploration. This paper structures, formalizes, and discusses possibilities to enable user involvement in ongoing computations. Based on a structured characterization of needs regarding intermediate feedback and control, the main contribution is a formalization and comparison of strategies for achieving user involvement for algorithms with different characteristics. In the context of integration, we describe considerations for implementing these strategies either as part of the visualization tool or as part of the algorithm, and we identify requirements and guidelines for the design of algorithmic APIs. To assess the practical applicability, we provide a survey of frequently used algorithm implementations within R regarding the fulfillment of these guidelines. While echoing previous calls for analysis modules which support data exploration more directly, we conclude that a range of pragmatic options for enabling user involvement in ongoing computations exists on both the visualization and algorithm side and should be used. Thomas Mühlbacher, Harald Piringer, Samuel Gratzl, Michael Sedlmair, Marc Streit |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2014 | Visual Parameter Space Analysis: A Conceptual FrameworkabstractVarious case studies in different application domains have shown the great potential of visual parameter space analysis to support validating and using simulation models. In order to guide and systematize research endeavors in this area, we provide a conceptual framework for visual parameter space analysis problems. The framework is based on our own experience and a structured analysis of the visualization literature. It contains three major components: (1) a data flow model that helps to abstractly describe visual parameter space analysis problems independent of their application domain; (2) a set of four navigation strategies of how parameter space analysis can be supported by visualization tools; and (3) a characterization of six analysis tasks. Based on our framework, we analyze and classify the current body of literature, and identify three open research gaps in visual parameter space analysis. The framework and its discussion are meant to support visualization designers and researchers in characterizing parameter space analysis problems and to guide their design and evaluation processes. Michael Sedlmair, Christoph Heinzl, Stefan Bruckner, Harald Piringer, Torsten Möller |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2013 | A Systematic Review on the Practice of Evaluating VisualizationabstractWe present an assessment of the state and historic development of evaluation practices as reported in papers published at the IEEE Visualization conference. Our goal is to reflect on a meta-level about evaluation in our community through a systematic understanding of the characteristics and goals of presented evaluations. For this purpose we conducted a systematic review of ten years of evaluations in the published papers using and extending a coding scheme previously established by Lam et al. [2012]. The results of our review include an overview of the most common evaluation goals in the community, how they evolved over time, and how they contrast or align to those of the IEEE Information Visualization conference. In particular, we found that evaluations specific to assessing resulting images and algorithm performance are the most prevalent (with consistently 80-90% of all papers since 1997). However, especially over the last six years there is a steady increase in evaluation methods that include participants, either by evaluating their performances and subjective feedback or by evaluating their work practices and their improved analysis and reasoning capabilities using visual tools. Up to 2010, this trend in the IEEE Visualization conference was much more pronounced than in the IEEE Information Visualization conference which only showed an increasing percentage of evaluation through user performance and experience testing. Since 2011, however, also papers in IEEE Information Visualization show such an increase of evaluations of work practices and analysis as well as reasoning using visual tools. Further, we found that generally the studies reporting requirements analyses and domain-specific work practices are too informally reported which hinders cross-comparison and lowers external validity. Tobias Isenberg 0001, Petra Isenberg, Jian Chen 0006, Michael Sedlmair, Torsten Möller |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2013 | ParaGlide: Interactive Parameter Space Partitioning for Computer SimulationsabstractIn this paper, we introduce ParaGlide, a visualization system designed for interactive exploration of parameter spaces of multidimensional simulation models. To get the right parameter configuration, model developers frequently have to go back and forth between setting input parameters and qualitatively judging the outcomes of their model. Current state-of-the-art tools and practices, however, fail to provide a systematic way of exploring these parameter spaces, making informed decisions about parameter configurations a tedious and workload-intensive task. ParaGlide endeavors to overcome this shortcoming by guiding data generation using a region-based user interface for parameter sampling and then dividing the model's input parameter space into partitions that represent distinct output behavior. In particular, we found that parameter space partitioning can help model developers to better understand qualitative differences among possibly high-dimensional model outputs. Further, it provides information on parameter sensitivity and facilitates comparison of models. We developed ParaGlide in close collaboration with experts from three different domains, who all were involved in developing new models for their domain. We first analyzed current practices of six domain experts and derived a set of tasks and design requirements, then engaged in a user-centered design process, and finally conducted three longitudinal in-depth case studies underlining the usefulness of our approach. Steven Bergner, Michael Sedlmair, Torsten Möller, Sareh Nabi, Ahmed Saad |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Empirical Guidance on Scatterplot and Dimension Reduction Technique ChoicesabstractTo verify cluster separation in high-dimensional data, analysts often reduce the data with a dimension reduction (DR) technique, and then visualize it with 2D Scatterplots, interactive 3D Scatterplots, or Scatterplot Matrices (SPLOMs). With the goal of providing guidance between these visual encoding choices, we conducted an empirical data study in which two human coders manually inspected a broad set of 816 scatterplots derived from 75 datasets, 4 DR techniques, and the 3 previously mentioned scatterplot techniques. Each coder scored all color-coded classes in each scatterplot in terms of their separability from other classes. We analyze the resulting quantitative data with a heatmap approach, and qualitatively discuss interesting scatterplot examples. Our findings reveal that 2D scatterplots are often 'good enough', that is, neither SPLOM nor interactive 3D adds notably more cluster separability with the chosen DR technique. If 2D is not good enough, the most promising approach is to use an alternative DR technique in 2D. Beyond that, SPLOM occasionally adds additional value, and interactive 3D rarely helps but often hurts in terms of poorer class separation and usability. We summarize these results as a workflow model and implications for design. Our results offer guidance to analysts during the DR exploration process. Michael Sedlmair, Tamara Munzner, Melanie Tory |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2012 | A Taxonomy of Visual Cluster Separation FactorsabstractAbstract We provide two contributions, a taxonomy of visual cluster separation factors in scatterplots, and an in‐depth qualitative evaluation of two recently proposed and validated separation measures. We initially intended to use these measures to provide guidance for the use of dimension reduction (DR) techniques and visual encoding (VE) choices, but found that they failed to produce reliable results. To understand why, we conducted a systematic qualitative data study covering a broad collection of 75 real and synthetic high‐dimensional datasets, four DR techniques, and three scatterplot‐based visual encodings. Two authors visually inspected over 800 plots to determine whether or not the measures created plausible results. We found that they failed in over half the cases overall, and in over two‐thirds of the cases involving real datasets. Using open and axial coding of failure reasons and separability characteristics, we generated a taxonomy of visual cluster separability factors. We iteratively refined its explanatory clarity and power by mapping the studied datasets and success and failure ranges of the measures onto the factor axes. Our taxonomy has four categories, ordered by their ability to influence successors: Scale, Point Distance, Shape, and Position. Each category is split into Within‐Cluster factors such as density, curvature, isotropy, and clumpiness, and Between‐Cluster factors that arise from the variance of these properties, culminating in the overarching factor of class separation. The resulting taxonomy can be used to guide the design and the evaluation of cluster separation measures. Michael Sedlmair, A. Tatu, Tamara Munzner, Melanie Tory |
Comput. Graph. Forum | 1 |
| 2012 | RelEx: Visualization for Actively Changing Overlay Network SpecificationsabstractWe present a network visualization design study focused on supporting automotive engineers who need to specify and optimize traffic patterns for in-car communication networks. The task and data abstractions that we derived support actively making changes to an overlay network, where logical communication specifications must be mapped to an underlying physical network. These abstractions are very different from the dominant use case in visual network analysis, namely identifying clusters and central nodes, that stems from the domain of social network analysis. Our visualization tool RelEx was created and iteratively refined through a full user-centered design process that included a full problem characterization phase before tool design began, paper prototyping, iterative refinement in close collaboration with expert users for formative evaluation, deployment in the field with real analysts using their own data, usability testing with non-expert users, and summative evaluation at the end of the deployment. In the summative post-deployment study, which entailed domain experts using the tool over several weeks in their daily practice, we documented many examples where the use of RelEx simplified or sped up their work compared to previous practices. Michael Sedlmair, Annika Frank, Tamara Munzner, Andreas Butz |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2012 | Design Study Methodology: Reflections from the Trenches and the StacksabstractDesign studies are an increasingly popular form of problem-driven visualization research, yet there is little guidance available about how to do them effectively. In this paper we reflect on our combined experience of conducting twenty-one design studies, as well as reading and reviewing many more, and on an extensive literature review of other field work methods and methodologies. Based on this foundation we provide definitions, propose a methodological framework, and provide practical guidance for conducting design studies. We define a design study as a project in which visualization researchers analyze a specific real-world problem faced by domain experts, design a visualization system that supports solving this problem, validate the design, and reflect about lessons learned in order to refine visualization design guidelines. We characterize two axes - a task clarity axis from fuzzy to crisp and an information location axis from the domain expert's head to the computer - and use these axes to reason about design study contributions, their suitability, and uniqueness from other approaches. The proposed methodological framework consists of 9 stages: learn, winnow, cast, discover, design, implement, deploy, reflect, and write. For each stage we provide practical guidance and outline potential pitfalls. We also conducted an extensive literature survey of related methodological approaches that involve a significant amount of qualitative field work, and compare design study methodology to that of ethnography, grounded theory, and action research. Michael Sedlmair, Miriah D. Meyer, Tamara Munzner |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2011 | Cardiogram: visual analytics for automotive engineersabstractWe present Cardiogram, a visual analytics system that supports automotive engineers in debugging masses of traces each consisting of millions of recorded messages from in-car communication networks. With their increasing complexity, ensuring these safety-critical networks to be error-free has become a major task and challenge for automotive engineers. To overcome shortcomings of current analysis tools, Cardiogram combines visualization techniques with a data preprocessing approach to automatically reduce complexity based on engineers' domain knowledge. In this paper, we provide the findings from an exploratory, three-year field study within a large automotive company, studying current practices of engineers, the challenges they meet and the characteristics for integrating novel visual analytics tools into their work practices. Michael Sedlmair, Petra Isenberg, Dominikus Baur, Michael Mauerer, Christian Pigorsch, Andreas Butz |
CHI | 1 |
| 2010 | The Streams of Our Lives: Visualizing Listening Histories in ContextabstractThe choices we take when listening to music are expressions of our personal taste and character. Storing and accessing our listening histories is trivial due to services like Last.fm, but learning from them and understanding them is not. Existing solutions operate at a very abstract level and only produce statistics. By applying techniques from information visualization to this problem, we were able to provide average people with a detailed and powerful tool for accessing their own musical past. LastHistory is an interactive visualization for displaying music listening histories, along with contextual information from personal photos and calendar entries. Its two main user tasks are (1) analysis, with an emphasis on temporal patterns and hypotheses related to musical genre and sequences, and (2) reminiscing, where listening histories and context represent part of one's past. In this design study paper we give an overview of the field of music listening histories and explain their unique characteristics as a type of personal data. We then describe the design rationale, data and view transformations of LastHistory and present the results from both a lab- and a large-scale online study. We also put listening histories in contrast to other lifelogging data. The resonant and enthusiastic feedback that we received from average users shows a need for making their personal data accessible. We hope to stimulate such developments through this research. Dominikus Baur, Frederik Seiffert, Michael Sedlmair, Sebastian Boring |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2009 | MostVis: An Interactive Visualization Supporting Automotive Engineers in MOST Catalog ExplorationabstractThe MOST bus is a current bus technology for connecting multimedia components in cars, such as radios, navigation systems, or media players. The bus functionality is described in a large hierarchically structured catalog of some 4psila000 entries. Browsing this catalog has become infeasible on paper as well as with currently used textual database interfaces. An observation of current work practices has revealed many problems and inefficiencies. We describe the (iteratively developed) design of MostVis, a visual tool for exploring MOST function catalogs, as well as an evaluation of our implemented prototype. Our design carefully adapts existing visualization techniques and combines them in a multiple coordinated view (MCV) approach to satisfy the specific needs of our target group. With this paper, we hope to provide a living example of how existing general-purpose techniques can be successfully trimmed and tailored for a very specific audience. Michael Sedlmair, Christian Bernhold, Daniel Herrscher, Sebastian Boring, Andreas Butz |
IV | 1 |
| 2008 | A Dual-View Visualization of In-Car Communication ProcessesabstractWith the increasing complexity of in-car communication architectures, their diagnostics have become essential for automotive development and maintenance. In order to help engineers to detect and analyze the potential sources and consequences of errors, it is crucial to provide both comprehensive and detailed insight into the communication processes and their contexts. Two important aspects of these are the dependencies and correlations between onboard functions. In this paper we present a dual-view visualization for exploring the functional dependency chains of in-car communication processes. One view presents the dependencies of hardware components using a space filling approach similar to a treemap, whereas the other view displays the functional correlations as an interactive sequence chart. The views are coupled via color coding and show the dependencies of an interactively selectable functional unit. In an expert evaluation, we assessed the benefits of using this visualization technique for in-car communication diagnostics with very positive results. Michael Sedlmair, Wolfgang Hintermaier, Konrad Stocker, Thorsten Bring, Andreas Butz |
IV | 1 |