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Haleh Hagh-Shenas

dblp:85/6584 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1

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

Computer graphics and multimedia
3 papers
Visualization and visual analytics · 78% Image and video coding · 11% Rendering · 11%
Human-computer interaction and pervasive computing
2 papers
Usability and user experience research · 100%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › visual analytics
immersive analytics
0.112012
A user study to understand motion visualization in virtual reality · VR 2012
Visualization and visual analytics › data visualization › animated visualization
motion visualization
0.112012
A user study to understand motion visualization in virtual reality · VR 2012
Visualization and visual analytics
scientific visualization
0.112012
A user study to understand motion visualization in virtual reality · VR 2012
Rendering › graphics pipeline
color blending
0.112007
Weaving Versus Blending: a quantitative assessment of the information carrying capacities of two alternative methods for conveying multivariate data with color · IEEE Trans. Vis. Comput. Graph. 2007
Image and video coding › image compression
color image compression
0.112007
Weaving Versus Blending: a quantitative assessment of the information carrying capacities of two alternative methods for conveying multivariate data with color · IEEE Trans. Vis. Comput. Graph. 2007
Visualization and visual analytics › perception › visual perception
shape perception
0.012004
Conveying Shape with Texture: Experimental Investigations of Texture's Effects on Shape Categorization Judgments · IEEE Trans. Vis. Comput. Graph. 2004
Usability and user experience research
user study
0.012012
A user study to understand motion visualization in virtual reality · VR 2012
Visualization and visual analytics
graphical perception
0.012007
Weaving Versus Blending: a quantitative assessment of the information carrying capacities of two alternative methods for conveying multivariate data with color · IEEE Trans. Vis. Comput. Graph. 2007

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

user study · 0.3texture pattern design · 0.1psychophysical experiment · 0.1controlled observer experiment · 0.1
YearPublicationVenuePosition
2012 A user study to understand motion visualization in virtual reality
abstract
Studies of motion are fundamental to science. For centuries, pictures of motion have factored importantly in making scientific discoveries possible. Today, there is perhaps no tool more powerful than interactive virtual reality (VR) for conveying complex space-time data to scientists, doctors, and others; however, relatively little is known about how to design virtual environments in order to best facilitate these analyses. In designing virtual environments for presenting scientific motion data (e.g., 4D data captured via medical imaging or motion tracking) our intuition is most often to “reanimate” these data in VR, displaying moving virtual bones and other 3D structures in virtual space as if the viewer were watching the data being collected in a biomechanics lab. However, recent research in other contexts suggests that although animated displays are effective for presenting known trends, static displays are more effective for data analysis.
Dane M. Coffey, Fedor Korsakov, Marcus Ewert, Haleh Hagh-Shenas, Lauren Thorson, Daniel F. Keefe
VR4
2012 Visualizing Motion Data in Virtual Reality: Understanding the Roles of Animation, Interaction, and Static Presentation
abstract
Abstract We present a study of interactive virtual reality visualizations of scientific motions as found in biomechanics experiments. Our approach is threefold. First, we define a taxonomy of motion visualizations organized by the method (animation, interaction, or static presentation) used to depict both the spatial and temporal dimensions of the data. Second, we design and implement a set of eight example visualizations suggested by the taxonomy and evaluate their utility in a quantitative user study. Third, together with biomechanics collaborators, we conduct a qualitative evaluation of the eight example visualizations applied to a current study of human spinal kinematics. Results suggest that visualizations in this style that use interactive control for the time dimension of the data are preferable to others. Within this category, quantitative results support the utility of both animated and interactive depictions for space; however, qualitative feedback suggest that animated depictions for space should be avoided in biomechanics applications.
Dane M. Coffey, Fedor Korsakov, Marcus Ewert, Haleh Hagh-Shenas, Lauren Thorson, Arin M. Ellingson, David J. Nuckley, Daniel F. Keefe
Comput. Graph. Forum4
2007 Weaving Versus Blending: a quantitative assessment of the information carrying capacities of two alternative methods for conveying multivariate data with color
abstract
In many applications, it is important to understand the individual values of, and relationships between, multiple related scalar variables defined across a common domain. Several approaches have been proposed for representing data in these situations. In this paper we focus on strategies for the visualization of multivariate data that rely on color mixing. In particular, through a series of controlled observer experiments, we seek to establish a fundamental understanding of the information-carrying capacities of two alternative methods for encoding multivariate information using color: color blending and color weaving. We begin with a baseline experiment in which we assess participants' abilities to accurately read numerical data encoded in six different basic color scales defined in the L*a*b* color space. We then assess participants' abilities to read combinations of 2, 3, 4 and 6 different data values represented in a common region of the domain, encoded using either color blending or color weaving. In color blending a single mixed color is formed via linear combination of the individual values in L*a*b* space, and in color weaving the original individual colors are displayed side-by-side in a high frequency texture that fills the region. A third experiment was conducted to clarify some of the trends regarding the color contrast and its effect on the magnitude of the error that was observed in the second experiment. The results indicate that when the component colors are represented side-by-side in a high frequency texture, most participants' abilities to infer the values of individual components are significantly improved, relative to when the colors are blended. Participants' performance was significantly better with color weaving particularly when more than 2 colors were used, and even when the individual colors subtended only 3 minutes of visual angle in the texture. However, the information-carrying capacity of the color weaving approach has its limits. We found that participants' abilities to accurately interpret each of the individual components in a high frequency color texture typically falls off as the number of components increases from 4 to 6. We found no significant advantages, in either color blending or color weaving, to using color scales based on component hues thatare more widely separated in the L*a*b* color space. Furthermore, we found some indications that extra difficulties may arise when opponent hues are employed.
Haleh Hagh-Shenas, Sunghee Kim, Victoria Interrante, Christopher G. Healey
IEEE Trans. Vis. Comput. Graph.1
2004 Conveying Shape with Texture: Experimental Investigations of Texture's Effects on Shape Categorization Judgments
abstract
In this paper, we describe the results of two comprehensive controlled observer experiments intended to yield insight into the following question: If we could design the ideal texture pattern to apply to an arbitrary smoothly curving surface in order to enable its 3D shape to be most accurately and effectively perceived, what would the characteristics of that texture pattern be? We begin by reviewing the results of our initial study in this series, which were presented at the 2003 IEEE Symposium on Information Visualization, and offer an expanded analysis of those findings. We continue by presenting the results of a follow-on study in which we sought to more specifically investigate the separate and combined influences on shape perception of particular texture components, with the goal of obtaining a clearer view of their potential information carrying capacities. In each study, we investigated the observers' ability to identify the intrinsic shape category of a surface patch (elliptical, hyperbolic, cylindrical, or flat) and its extrinsic surface orientation (convex, concave, both, or neither). In our first study, we compared performance under eight different texture type conditions, plus two projection conditions (perspective or orthographic) and two viewing conditions (head-on or oblique). In this study, we found that: 1) Shape perception was better facilitated, in general, by the bidirectional "principal direction grid" pattern than by any of the seven other patterns tested; 2) shape type classification accuracy remained high under the orthographic projection condition for some texture types when the viewpoint was oblique; 3) perspective projection was required for accurate surface orientation classification; and 4) shape classification accuracy was higher when the surface patches were oriented at a (generic) oblique angle to the line of sight than when they were oriented (in a nongeneric pose) to face the viewpoint straight on. In our second study, we compared performance under eight new texture type conditions, redesigned to facilitate gathering insight into the cumulative effects of specific individual directional components in a wider variety of multidirectional texture patterns. In this follow-on study, we found that shape classification accuracy was equivalently good under a variety of test patterns that included components following either the first or first and second principal directions, in addition to other directions, suggesting that a principal direction grid texture is not the only possible "best option" for enhancing shape representation.
Sunghee Kim, Haleh Hagh-Shenas, Victoria Interrante
IEEE Trans. Vis. Comput. Graph.2