EDBT 2026 Demo / reviewers in the wild / expert
Michael Gleicher
dblp:g/MichaelGleicher · also Michael Lee Gleicher
· DBLP profile ↗
128ranked-venue papers
23as first author
22since 2021 · last 2026
0000-0003-3295-4071ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 84 · 20 first-author · 9 since 2021Human-computer interaction and ubiquitous computing · 41 · 10 first-author · 4 since 2021Artificial intelligence and machine learning · 35 · 1 first-author · 13 since 2021Systems, architecture and hardware · 12 · 9 since 2021Applied, interdisciplinary, general and emerging computing · 5Computer networks · 2 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 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. | 2 |
| 2025 | Recovering Parametric Scenes from Very Few Time-of-Flight PixelsabstractWe aim to recover the geometry of 3D parametric scenes using very few depth measurements from low-cost, commercially available time-of-flight sensors. These sensors offer very low spatial resolution (i.e., a single pixel), but image a wide field-of-view per pixel and capture detailed time-of-flight data in the form of time-resolved photon counts. This time-of-flight data encodes rich scene information and thus enables recovery of simple scenes from sparse measurements. We investigate the feasibility of using a distributed set of few measurements (e.g., as few as 15 pixels) to recover the geometry of simple parametric scenes with a strong prior, such as estimating the 6D pose of a known object. To achieve this, we design a method that utilizes both feed-forward prediction to infer scene parameters, and differentiable rendering within an analysis-by-synthesis framework to refine the scene parameter estimate. We develop hardware prototypes and demonstrate that our method effectively recovers object pose given an untextured 3D model in both simulations and controlled real-world captures, and show promising initial results for other parametric scenes. We additionally conduct experiments to explore the limits and capabilities of our imaging solution. Carter Sifferman, Yiquan Li, Fangzhou Mu, Michael Gleicher, Mohit Gupta 0001, Yin Li 0003 |
ICCV | 5 |
| 2025 | Hierarchically Accelerated Coverage Path Planning for Redundant ManipulatorsabstractMany robotic applications, such as sanding, polishing, wiping and sensor scanning, require a manipulator to dexterously cover a surface using its end-effector. In this paper, we provide an efficient and effective coverage path planning approach that leverages a manipulator's redundancy and task tolerances to minimize costs in joint space. We formulate the problem as a Generalized Traveling Salesman Problem and hierarchically streamline the graph size. Our strategy is to identify guide paths that roughly cover the surface and accelerate the computation by solving a sequence of smaller problems. We demonstrate the effectiveness of our method through a simulation experiment and an illustrative demonstration using a physical robot. Yeping Wang, Michael Gleicher |
ICRA | 2 |
| 2025 | Beware of Validation by Eye: Visual Validation of Linear Trends in ScatterplotsabstractVisual validation of regression models in scatterplots is a common practice for assessing model quality, yet its efficacy remains unquantified. We conducted two empirical experiments to investigate individuals' ability to visually validate linear regression models (linear trends) and to examine the impact of common visualization designs on validation quality. The first experiment showed that the level of accuracy for visual estimation of slope (i.e., fitting a line to data) is higher than for visual validation of s lope (i.e., accepting a shown line). Notably, we found bias toward slopes that are "too steep" in both cases. This lead to novel insights that participants naturally assessed regression with orthogonal distances between the points and the line (i.e., ODR regression) rather than the common vertical distances (OLS regression). In the second experiment, we investigated whether incorporating common designs for regression visualization (error lines, bounding boxes, and confidence intervals) would improve visual validation. Even though error lines reduced validation bias, results failed to show the desired improvements in accuracy for any design. Overall, our findings suggest caution in using visual model validation for linear trends in scatterplots. Daniel Braun 0010, Remco Chang, Michael Gleicher, Tatiana von Landesberger |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | RSVP for VPSA : A Meta Design Study on Rapid Suggestive Visualization Prototyping for Visual Parameter Space AnalysisabstractVisual Parameter Space Analysis (VPSA) enables domain scientists to explore input-output relationships of computational models. Existing VPSA applications often feature multi-view visualizations designed by visualization experts for a specific scenario, making it hard for domain scientists to adapt them to their problems without professional help. We present RSVP, the Rapid Suggestive Visualization Prototyping system encoding VPSA knowledge to enable domain scientists to prototype custom visualization dashboards tailored to their specific needs. The system implements a task-oriented, multi-view visualization recommendation strategy over a visualization design space optimized for VPSA to guide users in meeting their analytical demands. We derived the VPSA knowledge implemented in the system by conducting an extensive meta design study over the body of work on VPSA. We show how this process can be used to perform a data and task abstraction, extract a common visualization design space, and derive a task-oriented VisRec strategy. User studies indicate that the system is user-friendly and can uncover novel insights. Manfred Klaffenböck, Michael Gleicher, Johannes Sorger, Michael Wimmer 0001, Torsten Möller |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | Towards 3D Vision with Low-Cost Single-Photon CamerasabstractWe present a method for reconstructing 3D shape of arbitrary Lambertian objects based on measurements by miniature, energy-efficient, low-cost single-photon cameras. These cameras, operating as time resolved image sensors, illuminate the scene with a very fast pulse of diffuse light and record the shape of that pulse as it returns back from the scene at a high temporal resolution. We propose to model this image formation process, account for its non-idealities, and adapt neural rendering to reconstruct 3D geometry from a set of spatially distributed sensors with known poses. We show that our approach can successfully recover complex 3D shapes from simulated data. We further demonstrate 3D object reconstruction from real-world captures, utilizing measurements from a commodity proximity sensor. Our work draws a connection between image-based modeling and active range scanning, and offers a step towards 3D vision with single-photon cameras. Our project webpage is at https://cpsiff.github.io/towards_3d_vision/. Fangzhou Mu, Carter Sifferman, Sacha Jungerman, Yiquan Li, Mark Han, Michael Gleicher, Mohit Gupta 0001, Yin Li 0003 |
CVPR | 6 |
| 2024 | A System for Human-Robot Teaming through End-User Programming and Shared AutonomyabstractMany industrial tasks-such as sanding, installing fasteners, and wire harnessing-are difficult to automate due to task complexity and variability. We instead investigate deploying robots in an assistive role for these tasks, where the robot assumes the physical task burden and the skilled worker provides both the high-level task planning and low-level feedback necessary to effectively complete the task. In this article, we describe the development of a system for flexible human-robot teaming that combines state-of-the-art methods in end-user programming and shared autonomy and its implementation in sanding applications. We demonstrate the use of the system in two types of sanding tasks, situated in aircraft manufacturing, that highlight two potential workflows within the human-robot teaming setup. We conclude by discussing challenges and opportunities in human-robot teaming identified during the development, application, and demonstration of our system. Michael Hagenow, Emmanuel Senft, Robert G. Radwin, Michael Gleicher, Michael R. Zinn, Bilge Mutlu |
HRI | 4 |
| 2024 | IKLink: End-Effector Trajectory Tracking with Minimal ReconfigurationsabstractMany applications require a robot to accurately track reference end-effector trajectories. Certain trajectories may not be tracked as single, continuous paths due to the robot’s kinematic constraints or obstacles elsewhere in the environment. In this situation, it becomes necessary to divide the trajectory into shorter segments. Each such division introduces a reconfiguration, in which the robot deviates from the reference trajectory, repositions itself in configuration space, and then resumes task execution. The occurrence of reconfigurations should be minimized because they increase time and energy usage. In this paper, we present IKLink, a method for finding joint motions to track reference end-effector trajectories while executing the minimum number of reconfigurations. Our graph-based method generates a diverse set of Inverse Kinematics (IK) solutions for every waypoint on the reference trajectory and utilizes a dynamic programming algorithm to find the optimal motion by linking the IK solutions. We demonstrate the effectiveness of IKLink through a simulation experiment and an illustrative demonstration using a physical robot. Yeping Wang, Carter Sifferman, Michael Gleicher |
ICRA | 3 |
| 2023 | RangedIK: An Optimization-based Robot Motion Generation Method for Ranged-Goal TasksabstractGenerating feasible robot motions in real-time requires achieving multiple tasks (i.e., kinematic requirements) simultaneously. These tasks can have a specific goal, a range of equally valid goals, or a range of acceptable goals with a preference toward a specific goal. To satisfy multiple and potentially competing tasks simultaneously, it is important to exploit the flexibility afforded by tasks with a range of goals. In this paper, we propose a real-time motion generation method that accommodates all three categories of tasks within a single, unified framework and leverages the flexibility of tasks with a range of goals to accommodate other tasks. Our method incorporates tasks in a weighted-sum multiple-objective optimization structure and uses barrier methods with novel loss functions to encode the valid range of a task. We demonstrate the effectiveness of our method through a simulation experiment that compares it to state-of-the-art alternative approaches, and by demonstrating it on a physical camera-in-hand robot that shows that our method enables the robot to achieve smooth and feasible camera motions. Yeping Wang, Pragathi Praveena, Daniel Rakita, Michael Gleicher |
ICRA | 4 |
| 2023 | Exploiting Task Tolerances in Mimicry-Based TelemanipulationabstractWe explore task tolerances, i.e., allowable position or rotation inaccuracy, as an important resource to facilitate smooth and effective telemanipulation. Task tolerances provide a robot flexibility to generate smooth and feasible motions; however, in teleoperation, this flexibility may make the user's control less direct. In this work, we implemented a telema-nipulation system that allows a robot to autonomously adjust its configuration within task tolerances. We conducted a user study comparing a telemanipulation paradigm that exploits task tolerances (functional mimicry) to a paradigm that requires the robot to exactly mimic its human operator (exact mimicry), and assess how the choice in paradigm shapes user experience and task performance. Our results show that autonomous adjustments within task tolerances can lead to performance improvements without sacrificing perceived control of the robot. Additionally, we find that users perceive the robot to be more under control, predictable, fluent, and trustworthy in functional mimicry than in exact mimicry. Yeping Wang, Carter Sifferman, Michael Gleicher |
IROS | 3 |
| 2023 | Periscope: A Robotic Camera System to Support Remote Physical CollaborationabstractWe investigate how robotic camera systems can offer new capabilities to computer-supported cooperative work through the design, development, and evaluation of a prototype system called Periscope. With Periscope, a local worker completes manipulation tasks with guidance from a remote helper who observes the workspace through a camera mounted on a semi-autonomous robotic arm that is co-located with the worker. Our key insight is that the helper, the worker, and the robot should all share responsibility of the camera view-an approach we call shared camera control. Using this approach, we present a set of modes that distribute the control of the camera between the human collaborators and the autonomous robot depending on task needs. We demonstrate the system's utility and the promise of shared camera control through a preliminary study where 12 dyads collaboratively worked on assembly tasks. Finally, we discuss design and research implications of our work for future robotic camera systems that facilitate remote collaboration. Pragathi Praveena, Yeping Wang, Emmanuel Senft, Michael Gleicher, Bilge Mutlu |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2022 | Understanding Control Frames in Multi-Camera Robot TelemanipulationabstractIn telemanipulation, showing the user multiple views of the remote environment can offer many benefits, although such different views can also create a problem for control. Systems must either choose a single fixed control frame, aligned with at most one of the views or switch between view-aligned control frames, enabling view-aligned control at the expense of switching costs. In this paper, we explore the trade-off between these options. We study the feasibility, benefits, and drawbacks of switching the user's control frame to align with the actively used view during telemanipulation. We additionally explore the effectiveness of explicit and implicit methods for switching control frames. Our results show that switching between multiple view-specific control frames offers significant performance gains compared to a fixed control frame. We also find personal preferences for explicit or implicit switching based on how participants planned their movements. Our findings offer concrete design guidelines for future multi-camera interfaces. Pragathi Praveena, Luis Molina, Yeping Wang, Emmanuel Senft, Bilge Mutlu, Michael Gleicher |
HRI | 6 |
| 2022 | Registering Articulated Objects With Human-in-the-loop CorrectionsabstractRemotely programming robots to execute tasks often relies on registering objects of interest in the robot's environment. Frequently, these tasks involve articulating objects such as opening or closing a valve. However, existing human-in-the-loop methods for registering objects do not consider articulations and the corresponding impact to the geometry of the object, which can cause the methods to fail. In this work, we present an approach where the registration system attempts to automatically determine the object model, pose, and articulation for user-selected points using nonlinear fitting and the iterative closest point algorithm. When the fitting is incorrect, the operator can iteratively intervene with corrections after which the system will refit the object. We present an implementation of our fitting procedure for one degree-of-freedom (DOF) objects with revolute joints and evaluate it with a user study that shows that it can improve user performance, in measures of time on task and task load, ease of use, and usefulness compared to a manual registration approach. We also present a situated example that integrates our method into an end-to-end system for articulating a remote valve. Michael Hagenow, Emmanuel Senft, Evan Laske, Kimberly A. Hambuchen, Terrence Fong, Robert G. Radwin, Michael Gleicher, Bilge Mutlu, Michael R. Zinn |
IROS | 7 |
| 2022 | A Method For Automated Drone Viewpoints to Support Remote Robot ManipulationabstractDrones can provide a minimally-constrained adapting camera view to support robot telemanipulation. Furthermore, the drone view can be automated to reduce the burden on the operator during teleoperation. However, existing approaches do not focus on two important aspects of using a drone as an automated view provider. The first is how the drone should select from a range of quality viewpoints within the workspace (e.g., opposite sides of an object). The second is how to compensate for unavoidable drone pose uncertainty in determining the viewpoint. In this paper, we provide a nonlinear optimization method that yields effective and adaptive drone viewpoints for telemanipulation with an articulated manipulator. Our first key idea is to use sparse human-in-the-loop input to toggle between multiple automatically-generated drone viewpoints. Our second key idea is to introduce optimization objectives that maintain a view of the manipulator while considering drone uncertainty and the impact on viewpoint occlusion and environment collisions. We provide an instantiation of our drone viewpoint method within a drone-manipulator remote teleoperation system. Finally, we provide an initial validation of our method in tasks where we complete common household and industrial manipulations. Emmanuel Senft, Michael Hagenow, Pragathi Praveena, Robert G. Radwin, Michael R. Zinn, Michael Gleicher, Bilge Mutlu |
IROS | 6 |
| 2022 | embComp: Visual Interactive Comparison of Vector EmbeddingsabstractThis article introduces embComp, a novel approach for comparing two embeddings that capture the similarity between objects, such as word and document embeddings. We survey scenarios where comparing these embedding spaces is useful. From those scenarios, we derive common tasks, introduce visual analysis methods that support these tasks, and combine them into a comprehensive system. One of embComp's central features are overview visualizations that are based on metrics for measuring differences in the local structure around objects. Summarizing these local metrics over the embeddings provides global overviews of similarities and differences. Detail views allow comparison of the local structure around selected objects and relating this local information to the global views. Integrating and connecting all of these components, embComp supports a range of analysis workflows that help understand similarities and differences between embedding spaces. We assess our approach by applying it in several use cases, including understanding corpora differences via word vector embeddings, and understanding algorithmic differences in generating embeddings. Florian Heimerl, Christoph Kralj, Torsten Möller, Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2022 | PrefaceabstractThis February 2022 issue of theIEEE Transactions on Visualization and Computer Graphics (TVCG)contains the proceedings of IEEE VIS 2021, held online on October 24-29, 2021, with General Chairs from Tulane University and Universidade de Sao Paulo. With IEEE VIS 2021, the conference series is in its 32nd year. Bongshin Lee, Silvia Miksch, Anders Ynnerman, Anastasia Bezerianos, Jian Chen 0006, Wei Chen 0001, Christopher Collins 0001, Michael Gleicher, M. Eduard Gröller, Alexander Lex, Bernhard Preim, Jinwook Seo, Rüdiger Westermann, Jing Yang 0001, Xiaoru Yuan, Han-Wei Shen, Jean-Daniel Fekete, Shixia Liu |
IEEE Trans. Vis. Comput. Graph. | 8 |
| 2022 | Trinary tools for continuously valued binary classifiersabstractClassification methods for binary (yes/no) tasks often produce a continuously valued score. Machine learning practitioners must perform model selection, calibration, discretization, performance assessment, tuning, and fairness assessment. Such tasks involve examining classifier results, typically using summary statistics and manual examination of details. In this paper, we provide an interactive visualization approach to support such continuously-valued classifier examination tasks. Our approach addresses the three phases of these tasks: calibration, operating point selection, and examination. We enhance standard views and introduce task-specific views so that they can be integrated into a multi-view coordination (MVC) system. We build on an existing comparison-based approach, extending it to continuous classifiers by treating the continuous values as trinary (positive, unsure, negative) even if the classifier will not ultimately use the 3-way classification. We provide use cases that demonstrate how our approach enables machine learning practitioners to accomplish key tasks. Michael Gleicher |
Vis. Informatics | 1 |
| 2021 | Recognizing Orientation Slip in Human DemonstrationsabstractManipulations of a constrained object often use a non-rigid grasp that allows the object to rotate relative to the end effector. This orientation slip strategy is often present in natural human demonstrations, yet it is generally overlooked in methods to identify constraints from such demonstrations. In this paper, we present a method to model and recognize prehensile orientation slip in human demonstrations of constrained interactions. Using only observations of an end effector, we can detect the type of constraint, parameters of the constraint, and orientation slip properties. Our method uses a novel hierarchical model selection method that is informed by multiple origins of physics-based evidence. A study with eight participants shows that orientation slip occurs in natural demonstrations and confirms that it can be detected by our method. Michael Hagenow, Bilge Mutlu, Michael R. Zinn, Michael Gleicher |
ICRA | 5 |
| 2021 | Strobe: An Acceleration Meta-algorithm for Optimizing Robot Paths using Concurrent Interleaved Sub-Epoch PodsabstractIn this paper, we present a meta-algorithm intended to accelerate many existing path optimization algorithms. The central idea of our work is to strategically break up a waypoint path into consecutive groupings called "pods," then optimize over various pods concurrently using parallel processing. Each pod is assigned a color, either blue or red, and the path is divided in such a way that adjacent pods of the same color have an appropriate buffer of the opposite color between them, reducing the risk of interference between concurrent computations. We present a path splitting algorithm to create blue and red pod groupings and detail steps for a meta-algorithm that optimizes over these pods in parallel. We assessed how our method works on a testbed of simulated path optimization scenarios using various optimization tasks and characterize how it scales with additional threads. We also compared our meta-algorithm on these tasks to other parallelization schemes. Our results show that our method more effectively utilizes concurrency compared to the alternatives, both in terms of speed and optimization quality. Daniel Rakita, Bilge Mutlu, Michael Gleicher |
ICRA | 3 |
| 2021 | CollisionIK: A Per-Instant Pose Optimization Method for Generating Robot Motions with Environment Collision AvoidanceabstractIn this work, we present a per-instant pose optimization method that can generate configurations that achieve specified pose or motion objectives as best as possible over a sequence of solutions, while also simultaneously avoiding collisions with static or dynamic obstacles in the environment. We cast our method as a weighted sum non-linear constrained optimization-based IK problem where each term in the objective function encodes a particular pose objective. We demonstrate how to effectively incorporate environment collision avoidance as a single term in this multi-objective, optimization-based IK structure, and provide solutions for how to spatially represent and organize external environments such that data can be efficiently passed to a real-time, performance-critical optimization loop. We demonstrate the effectiveness of our method by comparing it to various state-of-the-art methods in a testbed of simulation experiments and discuss the implications of our work based on our results. Daniel Rakita, Bilge Mutlu, Michael Gleicher |
ICRA | 4 |
| 2021 | Situated Live Programming for Human-Robot CollaborationabstractWe present situated live programming for human-robot collaboration, an approach that enables users with limited programming experience to program collaborative applications for human-robot interaction. Allowing end users, such as shop floor workers, to program collaborative robots themselves would make it easy to “retask” robots from one process to another, facilitating their adoption by small and medium enterprises. Our approach builds on the paradigm of trigger-action programming (TAP) by allowing end users to create rich interactions through simple trigger-action pairings. It enables end users to iteratively create, edit, and refine a reactive robot program while executing partial programs. This live programming approach enables the user to utilize the task space and objects by incrementally specifying situated trigger-action pairs, substantially lowering the barrier to entry for programming or reprogramming robots for collaboration. We instantiate situated live programming in an authoring system where users can create trigger-action programs by annotating an augmented video feed from the robot’s perspective and assign robot actions to trigger conditions. We evaluated this system in a study where participants (n = 10) developed robot programs for solving collaborative light-manufacturing tasks. Results showed that users with little programming experience were able to program HRC tasks in an interactive fashion and our situated live programming approach further supported individualized strategies and workflows. We conclude by discussing opportunities and limitations of the proposed approach, our system implementation, and our study and discuss a roadmap for expanding this approach to a broader range of tasks and applications. Emmanuel Senft, Michael Hagenow, Robert G. Radwin, Michael R. Zinn, Michael Gleicher, Bilge Mutlu |
UIST | 5 |
| 2021 | CAVA: A Visual Analytics System for Exploratory Columnar Data Augmentation Using Knowledge GraphsabstractMost visual analytics systems assume that all foraging for data happens before the analytics process; once analysis begins, the set of data attributes considered is fixed. Such separation of data construction from analysis precludes iteration that can enable foraging informed by the needs that arise in-situ during the analysis. The separation of the foraging loop from the data analysis tasks can limit the pace and scope of analysis. In this paper, we present CAVA, a system that integrates data curation and data augmentation with the traditional data exploration and analysis tasks, enabling information foraging in-situ during analysis. Identifying attributes to add to the dataset is difficult because it requires human knowledge to determine which available attributes will be helpful for the ensuing analytical tasks. CAVA crawls knowledge graphs to provide users with a a broad set of attributes drawn from external data to choose from. Users can then specify complex operations on knowledge graphs to construct additional attributes. CAVA shows how visual analytics can help users forage for attributes by letting users visually explore the set of available data, and by serving as an interface for query construction. It also provides visualizations of the knowledge graph itself to help users understand complex joins such as multi-hop aggregations. We assess the ability of our system to enable users to perform complex data combinations without programming in a user study over two datasets. We then demonstrate the generalizability of CAVA through two additional usage scenarios. The results of the evaluation confirm that CAVA is effective in helping the user perform data foraging that leads to improved analysis outcomes, and offer evidence in support of integrating data augmentation as a part of the visual analytics pipeline. Dylan Cashman, Shenyu Xu, Subhajit Das 0002, Florian Heimerl, Shah Rukh Humayoun, Michael Gleicher, Alex Endert, Remco Chang |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2020 | Supporting Perception of Weight through Motion-induced Sensory Conflicts in Robot TeleoperationabstractIn this paper, we design and evaluate a novel form of visually-simulated haptic feedback cue for communicating weight in robot teleoperation. We propose that a visuo-proprioceptive cue results from inconsistencies created between the user's visual and proprioceptive senses when the robot's movement differs from the movement of the user's input. In a user study where participants teleoperate a six-DoF robot arm, we demonstrate the feasibility of using such a cue for communicating weight in four telemanipulation tasks to enhance user experience and task performance. Pragathi Praveena, Daniel Rakita, Bilge Mutlu, Michael Gleicher |
HRI | 4 |
| 2020 | Effects of Onset Latency and Robot Speed Delays on Mimicry-Control TeleoperationabstractIn this paper, we study the effects of delays in a mimicry-control robot teleoperation interface which involves a user moving their arms to directly show the robot how to move and the robot follows in real time. Unlike prior work considering delays in other teleoperation systems, we consider delays due to robot slowness in addition to latency in the onset of movement commands. We present a human-subjects study that shows how different amounts and types of delays have different effects on task performance. We compare the movements under different delays to reveal the strategies that operators use to adapt to delay conditions and to explain performance differences. Our results show that users can quickly develop strategies to adapt to slowness delays but not onset latency delays. We discuss the implications of our results for the future development of methods designed to mitigate the effects of delays. Daniel Rakita, Bilge Mutlu, Michael Gleicher |
HRI | 3 |
| 2020 | QUESTO: Interactive Construction of Objective Functions for Classification TasksabstractAbstract Building effective classifiers requires providing the modeling algorithms with information about the training data and modeling goals in order to create a model that makes proper tradeoffs. Machine learning algorithms allow for flexible specification of such meta‐information through the design of the objective functions that they solve. However, such objective functions are hard for users to specify as they are a specific mathematical formulation of their intents. In this paper, we present an approach that allows users to generate objective functions for classification problems through an interactive visual interface. Our approach adopts a semantic interaction design in that user interactions over data elements in the visualization are translated into objective function terms. The generated objective functions are solved by a machine learning solver that provides candidate models, which can be inspected by the user, and used to suggest refinements to the specifications. We demonstrate a visual analytics system QUESTO for users to manipulate objective functions to define domain‐specific constraints. Through a user study we show that QUESTO helps users create various objective functions that satisfy their goals. Subhajit Das 0002, Shenyu Xu, Michael Gleicher, Remco Chang, Alex Endert |
Comput. Graph. Forum | 3 |
| 2020 | Boxer: Interactive Comparison of Classifier ResultsabstractAbstract Machine learning practitioners often compare the results of different classifiers to help select, diagnose and tune models. We present Boxer, a system to enable such comparison. Our system facilitates interactive exploration of the experimental results obtained by applying multiple classifiers to a common set of model inputs. The approach focuses on allowing the user to identify interesting subsets of training and testing instances and comparing performance of the classifiers on these subsets. The system couples standard visual designs with set algebra interactions and comparative elements. This allows the user to compose and coordinate views to specify subsets and assess classifier performance on them. The flexibility of these compositions allow the user to address a wide range of scenarios in developing and assessing classifiers. We demonstrate Boxer in use cases including model selection, tuning, fairness assessment, and data quality diagnosis. Michael Gleicher, Aditya Barve, Florian Heimerl |
Comput. Graph. Forum | 1 |
| 2019 | Characterizing Input Methods for Human-to-Robot DemonstrationsabstractHuman demonstrations are important in a range of robotics applications, and are created with a variety of input methods. However, the design space for these input methods has not been extensively studied. In this paper, focusing on demonstrations of hand-scale object manipulation tasks to robot arms with two-finger grippers, we identify distinct usage paradigms in robotics that utilize human-to-robot demonstrations, extract abstract features that form a design space for input methods, and characterize existing input methods as well as a novel input method that we introduce, the instrumented tongs. We detail the design specifications for our method and present a user study that compares it against three common input methods: free-hand manipulation, kinesthetic guidance, and teleoperation. Study results show that instrumented tongs provide high quality demonstrations and a positive experience for the demonstrator while offering good correspondence to the target robot. Pragathi Praveena, Guru Subramani, Bilge Mutlu, Michael Gleicher |
HRI | 4 |
| 2019 | Supplementary Material for Characterizing Input Methods for Human-to-Robot DemonstrationsabstractIn this section, we discuss some extensions of Section III and expand on the limitations mentioned in Section VI of the main article. Pragathi Praveena, Guru Subramani, Bilge Mutlu, Michael Gleicher |
HRI | 4 |
| 2019 | User-Guided Offline Synthesis of Robot Arm Motion from 6-DoF PathsabstractWe present an offline method to generate smooth, feasible motion for robot arms such that end-effector pose goals of a 6-DoF path are matched within acceptable limits specified by the user. Our approach aims to accurately match the position and orientation goals of the given path, and allows deviation from these goals if there is danger of self-collisions, joint-space discontinuities or kinematic singularities. Our method generates multiple candidate trajectories, and selects the best by incorporating sparse user input that specifies what kinds of deviations are acceptable. We apply our method to a range of challenging paths and show that our method generates solutions that achieve smooth, feasible motions while closely approximating the given pose goals and adhering to user specifications. Pragathi Praveena, Daniel Rakita, Bilge Mutlu, Michael Gleicher |
ICRA | 4 |
| 2019 | STAMPEDE: A Discrete-Optimization Method for Solving Pathwise-Inverse KinematicsabstractWe present a discrete-optimization technique for finding feasible robot arm trajectories that pass through provided 6-DOF Cartesian-space end-effector paths with high accuracy, a problem called pathwise-inverse kinematics. The output from our method consists of a path function of joint-angles that best follows the provided end-effector path function, given some definition of “best”. Our method, called Stampede, casts the robot motion translation problem as a discrete-space graph-search problem where the nodes in the graph are individually solved for using non-linear optimization; framing the problem in such a way gives rise to a well-structured graph that affords an effective best path calculation using an efficient dynamic-programming algorithm. We present techniques for sampling configuration space, such as diversity sampling and adaptive sampling, to construct the search-space in the graph. Through an evaluation, we show that our approach performs well in finding smooth, feasible, collision-free robot motions that match the input end-effector trace with very high accuracy, while alternative approaches, such as a state-of-the-art per-frame inverse kinematics solver and a global non-linear trajectory-optimization approach, performed unfavorably. Daniel Rakita, Bilge Mutlu, Michael Gleicher |
ICRA | 3 |
| 2019 | A User-based Visual Analytics Workflow for Exploratory Model AnalysisabstractAbstract Many visual analytics systems allow users to interact with machine learning models towards the goals of data exploration and insight generation on a given dataset. However, in some situations, insights may be less important than the production of an accurate predictive model for future use. In that case, users are more interested in generating of diverse and robust predictive models, verifying their performance on holdout data, and selecting the most suitable model for their usage scenario. In this paper, we consider the concept of Exploratory Model Analysis (EMA), which is defined as the process of discovering and selecting relevant models that can be used to make predictions on a data source. We delineate the differences between EMA and the well‐known term exploratory data analysis in terms of the desired outcome of the analytic process: insights into the data or a set of deployable models. The contributions of this work are a visual analytics system workflow for EMA, a user study, and two use cases validating the effectiveness of the workflow. We found that our system workflow enabled users to generate complex models, to assess them for various qualities, and to select the most relevant model for their task. Dylan Cashman, Shah Rukh Humayoun, Florian Heimerl, Kendall Park, Subhajit Das 0002, John Thompson 0002, Bahador Saket, Ab Mosca, John T. Stasko, Alex Endert, Michael Gleicher, Remco Chang |
Comput. Graph. Forum | 11 |
| 2018 | An Autonomous Dynamic Camera Method for Effective Remote TeleoperationabstractIn this paper, we present a method that improves the ability of remote users to teleoperate amanipulation robot arm by continuously providing them with an effective viewpoint using a secondcamera-in-hand robot arm. The user controls the manipulation robot usinganyteleoperation interface, and the camera-in-hand robot automatically servos to provide a view of the remote environment that is estimated to best support effective manipulations. Our method avoids occlusions with the manipulation arm to improve visibility, provides context and detailed views of the environment by varying the camera-target distance, utilizes motion prediction to cover the space of the user»s next manipulation actions, and actively corrects views to avoid disorienting the user as the camera moves. Through two user studies, we show that our method improves teleoperation performance over alternative methods of providing visual support for teleoperation. We discuss the implications of our findings for real-world teleoperation and for future research. Daniel Rakita, Bilge Mutlu, Michael Gleicher |
HRI | 3 |
| 2018 | Shared Dynamic Curves: A Shared-Control Telemanipulation Method for Motor Task TrainingabstractIn this paper, we present a novel shared-control telemanipulation method that is designed to incrementally improve a user»s motor ability. Our method initially corrects for the user»s suboptimal control trajectories, gradually giving the user more direct control over a series of training trials as he/she naturally gets more accustomed to the task. Our shared-control method, calledShared Dynamic Curves, blends suboptimal user translation and rotation control inputs with known translation and rotation paths needed to complete a task. Shared Dynamic Curves provide a translation and rotation path in space along which the user can easily guide the robot, and this curve can bend and flex in real-time as a dynamical system to pull the user»s motion gracefully toward a goal. We show through a user study that Shared Dynamic Curves affords effective motor learning on certain tasks compared to alternative training methods. We discuss our findings in the context of shared control and speculate on how this method could be applied in real-world scenarios such as job training or stroke rehabilitation. Daniel Rakita, Bilge Mutlu, Michael Gleicher, Laura M. Hiatt |
HRI | 3 |
| 2018 | Interactive Analysis of Word Vector EmbeddingsabstractAbstract Word vector embeddings are an emerging tool for natural language processing. They have proven beneficial for a wide variety of language processing tasks. Their utility stems from the ability to encode word relationships within the vector space. Applications range from components in natural language processing systems to tools for linguistic analysis in the study of language and literature. In many of these applications, interpreting embeddings and understanding the encoded grammatical and semantic relations between words is useful, but challenging. Visualization can aid in such interpretation of embeddings. In this paper, we examine the role for visualization in working with word vector embeddings. We provide a literature survey to catalogue the range of tasks where the embeddings are employed across a broad range of applications. Based on this survey, we identify key tasks and their characteristics. Then, we present visual interactive designs that address many of these tasks. The designs integrate into an exploration and analysis environment for embeddings. Finally, we provide example use cases for them and discuss domain user feedback. Florian Heimerl, Michael Gleicher |
Comput. Graph. Forum | 2 |
| 2018 | Design Factors for Summary Visualization in Visual AnalyticsabstractAbstract Data summarization allows analysts to explore datasets that may be too complex or too large to visualize in detail. Designers face a number of design and implementation choices when using summarization in visual analytics systems. While these choices influence the utility of the resulting system, there are no clear guidelines for the use of these summarization techniques. In this paper, we codify summarization use in existing systems to identify key factors in the design of summary visualizations. We use quantitative content analysis to systematically survey examples of visual analytics systems and enumerate the use of these design factors in data summarization. Through this analysis, we expose the relationship between design considerations, strategies for data summarization in visualization systems, and how different summarization methods influence the analyses supported by systems. We use these results to synthesize common patterns in real‐world use of summary visualizations and highlight open challenges and opportunities that these patterns offer for designing effective systems. This work provides a more principled understanding of design practices for summary visualization and offers insight into underutilized approaches. Alper Sarikaya 0001, Michael Gleicher, Danielle Albers Szafir |
Comput. Graph. Forum | 2 |
| 2018 | Perceptual Biases in Font Size as a Data EncodingabstractMany visualizations, including word clouds, cartographic labels, and word trees, encode data within the sizes of fonts. While font size can be an intuitive dimension for the viewer, using it as an encoding can introduce factors that may bias the perception of the underlying values. Viewers might conflate the size of a word's font with a word's length, the number of letters it contains, or with the larger or smaller heights of particular characters ('o' versus 'p' versus 'b'). We present a collection of empirical studies showing that such factors-which are irrelevant to the encoded values-can indeed influence comparative judgements of font size, though less than conventional wisdom might suggest. We highlight the largest potential biases, and describe a strategy to mitigate them. Eric C. Alexander, Chih-Ching Chang, Mariana Shimabukuro, Steven Franconeri, Christopher Collins 0001, Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2018 | Considerations for Visualizing ComparisonabstractSupporting comparison is a common and diverse challenge in visualization. Such support is difficult to design because solutions must address both the specifics of their scenario as well as the general issues of comparison. This paper aids designers by providing a strategy for considering those general issues. It presents four considerations that abstract comparison. These considerations identify issues and categorize solutions in a domain independent manner. The first considers how the common elements of comparison-a target set of items that are related and an action the user wants to perform on that relationship-are present in an analysis problem. The second considers why these elements lead to challenges because of their scale, in number of items, complexity of items, or complexity of relationship. The third considers what strategies address the identified scaling challenges, grouping solutions into three broad categories. The fourth considers which visual designs map to these strategies to provide solutions for a comparison analysis problem. In sequence, these considerations provide a process for developers to consider support for comparison in the design of visualization tools. Case studies show how these considerations can help in the design and evaluation of visualization solutions for comparison problems. Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2018 | Scatterplots: Tasks, Data, and DesignsabstractTraditional scatterplots fail to scale as the complexity and amount of data increases. In response, there exist many design options that modify or expand the traditional scatterplot design to meet these larger scales. This breadth of design options creates challenges for designers and practitioners who must select appropriate designs for particular analysis goals. In this paper, we help designers in making design choices for scatterplot visualizations. We survey the literature to catalog scatterplot-specific analysis tasks. We look at how data characteristics influence design decisions. We then survey scatterplot-like designs to understand the range of design options. Building upon these three organizations, we connect data characteristics, analysis tasks, and design choices in order to generate challenges, open questions, and example best practices for the effective design of scatterplots. Alper Sarikaya 0001, Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2017 | Looking Coordinated: Bidirectional Gaze Mechanisms for Collaborative Interaction with Virtual CharactersabstractSuccessful collaboration relies on the coordination and alignment of communicative cues. In this paper, we present mechanisms of bidirectional gaze - the coordinated production and detection of gaze cues - by which a virtual character can coordinate its gaze cues with those of its human user. We implement these mechanisms in a hybrid stochastic/heuristic model synthesized from data collected in human-human interactions. In three lab studies wherein a virtual character instructs participants in a sandwich-making task, we demonstrate how bidirectional gaze can lead to positive outcomes in error rate, completion time, and the agent's ability to produce quick, effective nonverbal references. The first study involved an on-screen agent and the participant wearing eye-tracking glasses. The second study demonstrates that these positive outcomes can be achieved using head-pose estimation in place of full eye tracking. The third study demonstrates that these effects also transfer into virtual-reality interactions. Sean Andrist, Michael Gleicher, Bilge Mutlu |
CHI | 2 |
| 2017 | A Motion Retargeting Method for Effective Mimicry-based Teleoperation of Robot ArmsabstractIn this paper, we introduce a novel interface that allows novice users to effectively and intuitively tele-operate robot manipulators. The premise of our method is that an interface that allows its user to direct a robot arm using the natural 6-DOF space of his/her hand would afford effective direct control of the robot; however, a direct mapping between the user's hand and the robot's end effector is impractical because the robot has different kinematic and speed capabilities than the human arm. Our key technical idea that by relaxing the constraint of the direct mapping between hand position and orientation and end effector configuration, a system can provide the user with the feel of direct control, while still achieving the practical requirements for telemanipulation, such as motion smoothness and singularity avoidance. We present methods for implementing a motion retargeting solution that achieves this relaxed control using constrained optimization and describe a system that utilizes it to provide real-time control of a robot arm. We demonstrate the effectiveness of our approach in a user study that shows novice users can complete a range of tasks more efficiently and enjoyably using our relaxed-mimicry based interface compared to standard interfaces. Daniel Rakita, Bilge Mutlu, Michael Gleicher |
HRI | 3 |
| 2017 | Recognizing actions during tactile manipulations through force sensingabstractIn this paper we provide a method for identifying and temporally localizing tactile force actions from measured force signals. Our key idea is to use the continuous wavelet transform (CWT) with the Complex Morlet wavelet to transform force signals into feature vectors amenable to machine learning algorithms. Our method uses these feature vectors to train a classifier that recognizes different actions. We demonstrate our approach in a system that records human activities with an instrumented set of tongs. Our system successfully identifies a wide range of actions based on a small set of labeled examples. Guru Subramani, Daniel Rakita, Hongyi Wang 0001, Jordan Black, Michael R. Zinn, Michael Gleicher |
IROS | 6 |
| 2017 | Who, Me? How Virtual Agents Can Shape Conversational Footing in Virtual Reality
Tomislav Pejsa, Michael Gleicher, Bilge Mutlu |
IVA | 2 |
| 2017 | Understanding human-robot interaction in virtual realityabstractInteractions with simulated robots are typically presented on screens. Virtual reality (VR) offers an attractive alternative as it provides visual cues that are more similar to the real world. In this paper, we explore how virtual reality mediates human-robot interactions through two user studies. The first study shows that in situations where perception of the robot is challenging, a VR display provides significantly improved performance on a collaborative task. The second study shows that this improved performance is primarily due to stereo cues. Together, the findings of these studies suggest that VR displays can offer users unique perceptual benefits in simulated robotics applications. Oliver Liu, Daniel Rakita, Bilge Mutlu, Michael Gleicher |
RO-MAN | 4 |
| 2017 | Zooming On All Actors: Automatic Focus+Context Split Screen Video GenerationabstractRecordings of stage performances are easy to capture with a high-resolution camera, but are difficult to watch because the actors' faces are too small. We present an approach to automatically create a split screen video that transforms these recordings to show both the context of the scene as well as close-up details of the actors. Given a static recording of a stage performance and tracking information about the actors positions, our system generates videos showing a focus+context view based on computed close-up camera motions using crop-and zoom. The key to our approach is to compute these camera motions such that they are cinematically valid close-ups and to ensure that the set of views of the different actors are properly coordinated and presented. We pose the computation of camera motions as convex optimization that creates detailed views and smooth movements, subject to cinematic constraints such as not cutting faces with the edge of the frame. Additional constraints link the close up views of each actor, causing them to merge seamlessly when actors are close. Generated views are placed in a resulting layout that preserves the spatial relationships between actors. We demonstrate our results on a variety of staged theater and dance performances. Moneish Kumar, Vineet Gandhi, Rémi Ronfard, Michael Gleicher |
Comput. Graph. Forum | 4 |
| 2017 | The State-of-the-Art in Predictive Visual AnalyticsabstractAbstract Predictive analytics embraces an extensive range of techniques including statistical modeling, machine learning, and data mining and is applied in business intelligence, public health, disaster management and response, and many other fields. To date, visualization has been broadly used to support tasks in the predictive analytics pipeline. Primary uses have been in data cleaning, exploratory analysis, and diagnostics. For example, scatterplots and bar charts are used to illustrate class distributions and responses. More recently, extensive visual analytics systems for feature selection, incremental learning, and various prediction tasks have been proposed to support the growing use of complex models, agent‐specific optimization, and comprehensive model comparison and result exploration. Such work is being driven by advances in interactive machine learning and the desire of end‐users to understand and engage with the modeling process. In this state‐of‐the‐art report, we catalogue recent advances in the visualization community for supporting predictive analytics. First, we define the scope of predictive analytics discussed in this article and describe how visual analytics can support predictive analytics tasks in a predictive visual analytics (PVA) pipeline. We then survey the literature and categorize the research with respect to the proposed PVA pipeline. Systems and techniques are evaluated in terms of their supported interactions, and interactions specific to predictive analytics are discussed. We end this report with a discussion of challenges and opportunities for future research in predictive visual analytics. Yafeng Lu, Rolando Garcia, Brett Hansen, Michael Gleicher, Ross Maciejewski |
Comput. Graph. Forum | 4 |
| 2016 | Assessing Topic Representations for Gist-FormingabstractAs topic modeling has grown in popularity, tools for visualizing the process have become increasingly common. Though these tools support a variety of different tasks, they generally have a view or module that conveys the contents of an individual topic. These views support the important task of gist-forming: helping the user build a cohesive overall sense of the topic's semantic content that can be generalized outside the specific subset of words that are shown. There are a number of factors that affect these views, including the visual encoding used, the number of topic words included, and the quality of the topics themselves. To our knowledge, there has been no formal evaluation comparing the ways in which these factors might change users' interpretations. In a series of crowdsourced experiments, we sought to compare features of visual topic representations in their suitability for gist-forming. We found that gist-forming ability is remarkably resistant to changes in visual representation, though it deteriorates with topics of lower quality. Eric C. Alexander, Michael Gleicher |
AVI | 2 |
| 2016 | Evaluating intent-expressive robot arm motionabstractPlanning effective arm motions is integral to manipulation tasks. In general, motion synthesis methods have focused on functional objectives, such as minimizing time and maximizing efficiency. However, recent work in human-robot collaboration suggests that choices in motion design can influence collaboration performance and quality. Some motion designs are easier than others for human observers to interpret. In this paper, we explore the tradeoffs in robot arm movements designed to be observed by people. Through a series of human-subjects experiments, we compare collaboration performance between several motion-synthesis methods explored by prior work. We find that a number of factors, including the design of the robot arm and metric for success, affect the relative merits of different approaches. Christopher Bodden, Daniel Rakita, Bilge Mutlu, Michael Gleicher |
RO-MAN | 4 |
| 2016 | Motion synopsis for robot arm trajectoriesabstractMonitoring, analyzing, or comparing the motions of a robot can be a critical activity but a tedious and inefficient one in research settings and practical applications. In this paper, we present an approach we call motion synopsis for providing users with a global view of a robot's motion trajectory as a set of key poses in a static 2D image, allowing for more efficient robot motion review, preview, analysis, and comparisons. To accomplish this presentation, we construct a 3D scene, select a camera view direction and position based on the motion data, decide what interior poses should be shown based on robot motion features, and organize the robot mesh models and graphical information in a way that provides the user with an at-a-glance view of the motion. Through examples and a user study, we document how our approach performs against alternative summarization techniques and highlight where the approach offers benefit and where it is limited. Daniel Rakita, Bilge Mutlu, Michael Gleicher |
RO-MAN | 3 |
| 2016 | Visualizing Co-occurrence of Events in Populations of Viral Genome SequencesabstractAbstract Virologists are not only interested in point mutations in a genome, but also in relationships between mutations. In this work, we present a design study to support the discovery of correlated mutation events (calledco‐occurrences) in populations of viral genomes. The key challenge is to identify potentially interesting pairs of events within the vast space of event combinations. In our work, we identify analyst requirements and develop a prototype through a participatory process. The key ideas of our approach are to use interest metrics to create dynamic filtering that guides the viewer to interesting and relevant correlations of genome mutations, and to provide visual encodings designed to fit scientists' mental map of the data, along with dynamic filtering techniques. We demonstrate the strength of our approach in virology‐situated case studies, and offer suggestions for extending our strategy to other sequence‐based domains. Alper Sarikaya 0001, M. Correli, Joao M. Dinis, David H. O'Connor, Michael Gleicher |
Comput. Graph. Forum | 5 |
| 2016 | TextDNA: Visualizing Word Usage with Configurable ColorfieldsabstractAbstract Patterns of words used in different text collections can characterize interesting properties of a corpus. However, these patterns are challenging to explore as they often involve complex relationships across many words and collections in a large space of words. In this paper, we propose a configurable colorfield design to aid this exploration. Our approach uses a dense colorfield overview to present large amounts of data in ways that make patterns perceptible. It allows flexible configuration of both data mappings and aggregations to expose different kinds of patterns, and provides interactions to help connect detailed patterns to the corpus overview. TextDNA, our prototype implementation, leverages the GPU to provide interactivity in the web browser even on large corpora. We present five case studies showing how the tool supports inquiry in corpora ranging in size from single document to millions of books. Our work shows how to make a configurable colorfield approach practical for a range of analytic tasks. Danielle Albers Szafir, D. Stuffer, Y. Sohail, Michael Gleicher |
Comput. Graph. Forum | 4 |
| 2016 | Authoring directed gaze for full-body motion captureabstractWe present an approach for adding directed gaze movements to characters animated using full-body motion capture. Our approach provides a comprehensive authoring solution that automatically infers plausible directed gaze from the captured body motion, provides convenient controls for manual editing, and adds synthetic gaze movements onto the original motion. The foundation of the approach is an abstract representation of gaze behavior as a sequence of gaze shifts and fixations toward targets in the scene. We present methods for automatic inference of this representation by analyzing the head and torso kinematics and scene features. We introduce tools for convenient editing of the gaze sequence and target layout that allow an animator to adjust the gaze behavior without worrying about the details of pose and timing. A synthesis component translates the gaze sequence into coordinated movements of the eyes, head, and torso, and blends these with the original body motion. We evaluate the effectiveness of our inference methods, the efficiency of the authoring process, and the quality of the resulting animation. Tomislav Pejsa, Daniel Rakita, Bilge Mutlu, Michael Gleicher |
ACM Trans. Graph. | 4 |
| 2016 | Task-Driven Comparison of Topic ModelsabstractTopic modeling, a method of statistically extracting thematic content from a large collection of texts, is used for a wide variety of tasks within text analysis. Though there are a growing number of tools and techniques for exploring single models, comparisons between models are generally reduced to a small set of numerical metrics. These metrics may or may not reflect a model's performance on the analyst's intended task, and can therefore be insufficient to diagnose what causes differences between models. In this paper, we explore task-centric topic model comparison, considering how we can both provide detail for a more nuanced understanding of differences and address the wealth of tasks for which topic models are used. We derive comparison tasks from single-model uses of topic models, which predominantly fall into the categories of understanding topics, understanding similarity, and understanding change. Finally, we provide several visualization techniques that facilitate these tasks, including buddy plots, which combine color and position encodings to allow analysts to readily view changes in document similarity. Eric C. Alexander, Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2016 | Lightness Constancy in Surface VisualizationabstractColor is a common channel for displaying data in surface visualization, but is affected by the shadows and shading used to convey surface depth and shape. Understanding encoded data in the context of surface structure is critical for effective analysis in a variety of domains, such as in molecular biology. In the physical world, lightness constancy allows people to accurately perceive shadowed colors; however, its effectiveness in complex synthetic environments such as surface visualizations is not well understood. We report a series of crowdsourced and laboratory studies that confirm the existence of lightness constancy effects for molecular surface visualizations using ambient occlusion. We provide empirical evidence of how common visualization design decisions can impact viewers' abilities to accurately identify encoded surface colors. These findings suggest that lightness constancy aids in understanding color encodings in surface visualization and reveal a correlation between visualization techniques that improve color interpretation in shadow and those that enhance perceptions of surface depth. These results collectively suggest that understanding constancy in practice can inform effective visualization design. Danielle Albers Szafir, Alper Sarikaya 0001, Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2015 | LayerCake: a tool for the visual comparison of viral deep sequencing dataabstractMOTIVATION: The advent of next-generation sequencing (NGS) has created unprecedented opportunities to examine viral populations within individual hosts, among infected individuals and over time. Comparing sequence variability across viral genomes allows for the construction of complex population structures, the analysis of which can yield powerful biological insights. However, the simultaneous display of sequence variation, coverage depth and quality scores across thousands of bases presents a unique visualization challenge that has not been fully met by current NGS analysis tools. RESULTS: Here, we present LayerCake, a self-contained visualization tool that allows for the rapid analysis of variation in viral NGS data. LayerCake enables the user to simultaneously visualize variations in multiple viral populations across entire genomes within a highly customizable framework, drawing attention to pertinent and interesting patterns of variation. We have successfully deployed LayerCake to assist with a variety of different genomics datasets. AVAILABILITY AND IMPLEMENTATION: Program downloads and detailed instructions are available at http://graphics.cs.wisc.edu/WP/layercake under a modified MIT license. LayerCake is a cross-platform tool written in the Processing framework for Java. CONTACT: [email protected]. Michael Correll, Adam L. Bailey, Alper Sarikaya 0001, David H. O'Connor, Michael Gleicher |
Bioinform. | 5 |
| 2015 | N-ary implicit blends with topology control
Cédric Zanni, Michael Gleicher, Marie-Paule Cani |
Comput. Graph. | 2 |
| 2015 | A Review of Eye Gaze in Virtual Agents, Social Robotics and HCI: Behaviour Generation, User Interaction and PerceptionabstractAbstract A person's emotions and state of mind are apparent in their face and eyes. As a Latin proverb states: ‘The face is the portrait of the mind; the eyes, its informers’. This presents a significant challenge for Computer Graphics researchers who generate artificial entities that aim to replicate the movement and appearance of the human eye, which is so important in human–human interactions. This review article provides an overview of the efforts made on tackling this demanding task. As with many topics in computer graphics, a cross‐disciplinary approach is required to fully understand the workings of the eye in the transmission of information to the user. We begin with a discussion of the movement of the eyeballs, eyelids and the head from a physiological perspective and how these movements can be modelled, rendered and animated in computer graphics applications. Furthermore, we present recent research from psychology and sociology that seeks to understand higher level behaviours, such as attention and eye gaze, during the expression of emotion or during conversation. We discuss how these findings are synthesized in computer graphics and can be utilized in the domains of Human–Robot Interaction and Human–Computer Interaction for allowing humans to interact with virtual agents and other artificial entities. We conclude with a summary of guidelines for animating the eye and head from the perspective of a character animator. Kerstin Ruhland, Christopher Peters 0001, Sean Andrist, Jeremy B. Badler, Norman I. Badler, Michael Gleicher, Bilge Mutlu, Rachel McDonnell |
Comput. Graph. Forum | 6 |
| 2015 | Gaze and Attention Management for Embodied Conversational AgentsabstractTo facilitate natural interactions between humans and embodied conversational agents (ECAs), we need to endow the latter with the same nonverbal cues that humans use to communicate. Gaze cues in particular are integral in mechanisms for communication and management of attention in social interactions, which can trigger important social and cognitive processes, such as establishment of affiliation between people or learning new information. The fundamental building blocks of gaze behaviors are gaze shifts : coordinated movements of the eyes, head, and body toward objects and information in the environment. In this article, we present a novel computational model for gaze shift synthesis for ECAs that supports parametric control over coordinated eye, head, and upper body movements. We employed the model in three studies with human participants. In the first study, we validated the model by showing that participants are able to interpret the agent’s gaze direction accurately. In the second and third studies, we showed that by adjusting the participation of the head and upper body in gaze shifts, we can control the strength of the attention signals conveyed, thereby strengthening or weakening their social and cognitive effects. The second study shows that manipulation of eye--head coordination in gaze enables an agent to convey more information or establish stronger affiliation with participants in a teaching task, while the third study demonstrates how manipulation of upper body coordination enables the agent to communicate increased interest in objects in the environment. Tomislav Pejsa, Sean Andrist, Michael Gleicher, Bilge Mutlu |
ACM Trans. Interact. Intell. Syst. | 3 |
| 2015 | Space-time sketching of character animationabstractWe present a space-time abstraction for the sketch-based design of character animation. It allows animators to draft a full coordinated motion using a single stroke called the space-time curve (STC). From the STC we compute a dynamic line of action (DLOA) that drives the motion of a 3D character through projective constraints. Our dynamic models for the line's motion are entirely geometric, require no pre-existing data, and allow full artistic control. The resulting DLOA can be refined by over-sketching strokes along the space-time curve, or by composing another DLOA on top leading to control over complex motions with few strokes. Additionally, the resulting dynamic line of action can be applied to arbitrary body parts or characters. To match a 3D character to the 2D line over time, we introduce a robust matching algorithm based on closed-form solutions, yielding a tight match while allowing squash and stretch of the character's skeleton. Our experiments show that space-time sketching has the potential of bringing animation design within the reach of beginners while saving time for skilled artists. Martin Guay, Rémi Ronfard, Michael Gleicher, Marie-Paule Cani |
ACM Trans. Graph. | 3 |
| 2014 | Task-driven evaluation of aggregation in time series visualizationabstractMany visualization tasks require the viewer to make judgments about aggregate properties of data. Recent work has shown that viewers can perform such tasks effectively, for example to efficiently compare the maximums or means over ranges of data. However, this work also shows that such effectiveness depends on the designs of the displays. In this paper, we explore this relationship between aggregation task and visualization design to provide guidance on matching tasks with designs. We combine prior results from perceptual science and graphical perception to suggest a set of design variables that influence performance on various aggregate comparison tasks. We describe how choices in these variables can lead to designs that are matched to particular tasks. We use these variables to assess a set of eight different designs, predicting how they will support a set of six aggregate time series comparison tasks. A crowd-sourced evaluation confirms these predictions. These results not only provide evidence for how the specific visualizations support various tasks, but also suggest using the identified design variables as a tool for designing visualizations well suited for various types of tasks. Danielle Albers Szafir, Michael Correll, Michael Gleicher |
CHI | 3 |
| 2014 | Conversational gaze aversion for humanlike robotsabstractGaze aversion-the intentional redirection away from the face of an interlocutor-is an important nonverbal cue that serves a number of conversational functions, including signaling cognitive effort, regulating a conversation's intimacy level, and managing the conversational floor. In prior work, we developed a model of how gaze aversions are employed in conversation to perform these functions. In this paper, we extend the model to apply to conversational robots, enabling them to achieve some of these functions in conversations with people. We present a system that addresses the challenges of adapting human gaze aversion movements to a robot with very different affordances, such as a lack of articulated eyes. This system, implemented on the NAO platform, autonomously generates and combines three distinct types of robot head movements with different purposes: face-tracking movements to engage in mutual gaze, idle head motion to increase lifelikeness, and purposeful gaze aversions to achieve conversational functions. The results of a human-robot interaction study with 30 participants show that gaze aversions implemented with our approach are perceived as intentional, and robots can use gaze aversions to appear more thoughtful and effectively manage the conversational floor. Sean Andrist, Xiang Zhi Tan, Michael Gleicher, Bilge Mutlu |
HRI | 3 |
| 2014 | Visualizing Validation of Protein Surface ClassifiersabstractMany bioinformatics applications construct classifiers that are validated in experiments that compare their results to known ground truth over a corpus. In this paper, we introduce an approach for exploring the results of such classifier validation experiments, focusing on classifiers for regions of molecular surfaces. We provide a tool that allows for examining classification performance patterns over a test corpus. The approach combines a summary view that provides information about an entire corpus of molecules with a detail view that visualizes classifier results directly on protein surfaces. Rather than displaying miniature 3D views of each molecule, the summary provides 2D glyphs of each protein surface arranged in a reorderable, small-multiples grid. Each summary is specifically designed to support visual aggregation to allow the viewer to both get a sense of aggregate properties as well as the details that form them. The detail view provides a 3D visualization of each protein surface coupled with interaction techniques designed to support key tasks, including spatial aggregation and automated camera touring. A prototype implementation of our approach is demonstrated on protein surface classifier experiments. Alper Sarikaya 0001, Danielle Albers Szafir, Jake Mitchell, Michael Gleicher |
Comput. Graph. Forum | 4 |
| 2014 | Error Bars Considered Harmful: Exploring Alternate Encodings for Mean and ErrorabstractWhen making an inference or comparison with uncertain, noisy, or incomplete data, measurement error and confidence intervals can be as important for judgment as the actual mean values of different groups. These often misunderstood statistical quantities are frequently represented by bar charts with error bars. This paper investigates drawbacks with this standard encoding, and considers a set of alternatives designed to more effectively communicate the implications of mean and error data to a general audience, drawing from lessons learned from the use of visual statistics in the information visualization community. We present a series of crowd-sourced experiments that confirm that the encoding of mean and error significantly changes how viewers make decisions about uncertain data. Careful consideration of design tradeoffs in the visual presentation of data results in human reasoning that is more consistently aligned with statistical inferences. We suggest the use of gradient plots (which use transparency to encode uncertainty) and violin plots (which use width) as better alternatives for inferential tasks than bar charts with error bars. Michael Correll, Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Quantity estimation in visualizations of tagged textabstractA valuable task in text visualization is to have viewers make judgments about text that has been annotated (either by hand or by some algorithm such as text clustering or entity extraction). In this work we look at the ability of viewers to make judgments about the relative quantities of tags in annotated text (specifically text tagged with one of a set of qualitatively distinct colors), and examine design choices that can improve performance at extracting statistical information from these texts. We find that viewers can efficiently and accurately estimate the proportions of tag levels over a range of situations; however accuracy can be improved through color choice and area adjustments. Michael Correll, Eric C. Alexander, Michael Gleicher |
CHI | 3 |
| 2013 | Conversational Gaze Aversion for Virtual Agents
Sean Andrist, Bilge Mutlu, Michael Gleicher |
IVA | 3 |
| 2013 | Stylized and Performative Gaze for Character AnimationabstractAbstract Existing models of gaze motion for character animation simulate human movements, incorporating anatomical, neurophysiological, and functional constraints. While these models enable the synthesis of humanlike gaze motion, they only do so in characters that conform to human anatomical proportions, causing undesirable artifacts such as cross‐eyedness in characters with non‐human or exaggerated human geometry. In this paper, we extend a state‐of‐the‐art parametric model of human gaze motion with control parameters for specifying character geometry, gaze dynamics, and performative characteristics in order to create an enhanced model that supports gaze motion in characters with a wide range of geometric properties that is free of these artifacts. The model also affords “staging effects” by offering softer functional constraints and more control over the appearance of the character's gaze movements. An evaluation study showed that the model, compared with the state‐of‐the‐art model, creates gaze motion with fewer artifacts in characters with non‐human or exaggerated human geometry while retaining their naturalness and communicative accuracy. Tomislav Pejsa, Bilge Mutlu, Michael Gleicher |
Comput. Graph. Forum | 3 |
| 2013 | Explainers: Expert Explorations with Crafted ProjectionsabstractThis paper introduces an approach to exploration and discovery in high-dimensional data that incorporates a user's knowledge and questions to craft sets of projection functions meaningful to them. Unlike most prior work that defines projections based on their statistical properties, our approach creates projection functions that align with user-specified annotations. Therefore, the resulting derived dimensions represent concepts defined by the user's examples. These especially crafted projection functions, or explainers, can help find and explain relationships between the data variables and user-designated concepts. They can organize the data according to these concepts. Sets of explainers can provide multiple perspectives on the data. Our approach considers tradeoffs in choosing these projection functions, including their simplicity, expressive power, alignment with prior knowledge, and diversity. We provide techniques for creating collections of explainers. The methods, based on machine learning optimization frameworks, allow exploring the tradeoffs. We demonstrate our approach on model problems and applications in text analysis. Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2013 | Perception of Average Value in Multiclass ScatterplotsabstractThe visual system can make highly efficient aggregate judgements about a set of objects, with speed roughly independent of the number of objects considered. While there is a rich literature on these mechanisms and their ramifications for visual summarization tasks, this prior work rarely considers more complex tasks requiring multiple judgements over long periods of time, and has not considered certain critical aggregation types, such as the localization of the mean value of a set of points. In this paper, we explore these questions using a common visualization task as a case study: relative mean value judgements within multi-class scatterplots. We describe how the perception literature provides a set of expected constraints on the task, and evaluate these predictions with a large-scale perceptual study with crowd-sourced participants. Judgements are no harder when each set contains more points, redundant and conflicting encodings, as well as additional sets, do not strongly affect performance, and judgements are harder when using less salient encodings. These results have concrete ramifications for the design of scatterplots. Michael Gleicher, Michael Correll, Christine Nothelfer, Steven Franconeri |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2013 | Splatterplots: Overcoming Overdraw in Scatter PlotsabstractWe introduce Splatterplots, a novel presentation of scattered data that enables visualizations that scale beyond standard scatter plots. Traditional scatter plots suffer from overdraw (overlapping glyphs) as the number of points per unit area increases. Overdraw obscures outliers, hides data distributions, and makes the relationship among subgroups of the data difficult to discern. To address these issues, Splatterplots abstract away information such that the density of data shown in any unit of screen space is bounded, while allowing continuous zoom to reveal abstracted details. Abstraction automatically groups dense data points into contours and samples remaining points. We combine techniques for abstraction with perceptually based color blending to reveal the relationship between data subgroups. The resulting visualizations represent the dense regions of each subgroup of the data set as smooth closed shapes and show representative outliers explicitly. We present techniques that leverage the GPU for Splatterplot computation and rendering, enabling interaction with massive data sets. We show how Splatterplots can be an effective alternative to traditional methods of displaying scatter data communicating data trends, outliers, and data set relationships much like traditional scatter plots, but scaling to data sets of higher density and up to millions of points on the screen. Adrian Mayorga, Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Perceptual Calibration for Immersive Display EnvironmentsabstractThe perception of objects, depth, and distance has been repeatedly shown to be divergent between virtual and physical environments. We hypothesize that many of these discrepancies stem from incorrect geometric viewing parameters, specifically that physical measurements of eye position are insufficiently precise to provide proper viewing parameters. In this paper, we introduce a perceptual calibration procedure derived from geometric models. While most research has used geometric models to predict perceptual errors, we instead use these models inversely to determine perceptually correct viewing parameters. We study the advantages of these new psychophysically determined viewing parameters compared to the commonly used measured viewing parameters in an experiment with 20 subjects. The perceptually calibrated viewing parameters for the subjects generally produced new virtual eye positions that were wider and deeper than standard practices would estimate. Our study shows that perceptually calibrated viewing parameters can significantly improve depth acuity, distance estimation, and the perception of shape. Kevin Ponto, Michael Gleicher, Robert G. Radwin, Hyun Joon Shin |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2012 | Designing effective gaze mechanisms for virtual agentsabstractVirtual agents hold great promise in human-computer interaction with their ability to afford embodied interaction using nonverbal human communicative cues. Gaze cues are particularly important to achieve significant high-level outcomes such as improved learning and feelings of rapport. Our goal is to explore how agents might achieve such outcomes through seemingly subtle changes in gaze behavior and what design variables for gaze might lead to such positive outcomes. Drawing on research in human physiology, we developed a model of gaze behavior to capture these key design variables. In a user study, we investigated how manipulations in these variables might improve affiliation with the agent and learning. The results showed that an agent using affiliative gaze elicited more positive feelings of connection, while an agent using referential gaze improved participants' learning. Our model and findings offer guidelines for the design of effective gaze behaviors for virtual agents. Sean Andrist, Tomislav Pejsa, Bilge Mutlu, Michael Gleicher |
CHI | 4 |
| 2012 | Comparing averages in time series dataabstractVisualizations often seek to aid viewers in assessing the big picture in the data, that is, to make judgments about aggregate properties of the data. In this paper, we present an empirical study of a representative aggregate judgment task: finding regions of maximum average in a series. We show how a theory of perceptual averaging suggests a visual design other than the typically-used line graph. We describe an experiment that assesses participants' ability to estimate averages and make judgments based on these averages. The experiment confirms that this color encoding significantly outperforms the standard practice. The experiment also provides evidence for a perceptual averaging theory. Michael Correll, Danielle Albers Szafir, Steven Franconeri, Michael Gleicher |
CHI | 4 |
| 2012 | Online real-time presentation of virtual experiences forexternal viewersabstractExternally observing the experience of a participant in a virtual environment is generally accomplished by viewing an egocentric perspective. Monitoring this view can often be difficult for others to watch due to unwanted camera motions that appear unnatural and unmotivated. We present a novel method for reducing the unnaturalness of these camera motions by minimizing camera movement while maintaining the context of the participant's observations. For each time-step, we compare the parts of the scene viewed by the virtual participant to the parts of the scene viewed by the camera. Based on the similarity of these two viewpoints we next determine how the camera should be adjusted. We present two means of adjustment, one which continuously adjusts the camera and a second which attempts to stop camera movement when possible. Empirical evaluation shows that our method can produce paths that have substantially shorter travel distances, are easier to watch and maintain the original observations of the participant's virtual experience. Kevin Ponto, Hyun Joon Shin, Joe Kohlmann, Michael Gleicher |
VRST | 4 |
| 2012 | Local functional descriptors for surface comparison based binding predictionabstractBACKGROUND: Molecular recognition in proteins occurs due to appropriate arrangements of physical, chemical, and geometric properties of an atomic surface. Similar surface regions should create similar binding interfaces. Effective methods for comparing surface regions can be used in identifying similar regions, and to predict interactions without regard to the underlying structural scaffold that creates the surface. RESULTS: We present a new descriptor for protein functional surfaces and algorithms for using these descriptors to compare protein surface regions to identify ligand binding interfaces. Our approach uses descriptors of local regions of the surface, and assembles collections of matches to compare larger regions. Our approach uses a variety of physical, chemical, and geometric properties, adaptively weighting these properties as appropriate for different regions of the interface. Our approach builds a classifier based on a training corpus of examples of binding sites of the target ligand. The constructed classifiers can be applied to a query protein providing a probability for each position on the protein that the position is part of a binding interface. We demonstrate the effectiveness of the approach on a number of benchmarks, demonstrating performance that is comparable to the state-of-the-art, with an approach with more generality than these prior methods. CONCLUSIONS: Local functional descriptors offer a new method for protein surface comparison that is sufficiently flexible to serve in a variety of applications. Gregory Cipriano, George N. Phillips Jr., Michael Gleicher |
BMC Bioinform. | 3 |
| 2012 | Image resizing via non-homogeneous warping
Yuzhen Niu, Feng Liu 0015, Michael Gleicher |
Multim. Tools Appl. | 4 |
| 2012 | Automated Illustration of Molecular FlexibilityabstractIn this paper, we present an approach to creating illustrations of molecular flexibility using normal mode analysis (NMA). The output of NMA is a collection of points corresponding to the locations of atoms and associated motion vectors, where a vector for each point is known. Our approach abstracts the complex object and its motion by grouping the points, models the motion of each group as an affine velocity, and depicts the motion of each group by automatically choosing glyphs such as arrows. Affine exponentials allow the extrapolation of nonlinear effects such as near rotations and spirals from the linear velocities. Our approach automatically groups points by finding sets of neighboring points whose motions fit the motion model. The geometry and motion models for each group are used to determine glyphs that depict the motion, with various aspects of the motion mapped to each glyph. We evaluated the utility of our system in real work done by structural biologists both by utilizing it in our own structural biology work and quantitatively measuring its usefulness on a set of known protein conformation changes. Additionally, in order to allow ourselves and our collaborators to effectively use our techniques we integrated our system with commonly used tools for molecular visualization. Aaron Bryden, George N. Phillips Jr., Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2012 | Effective Replays and Summarization of Virtual ExperiencesabstractDirect replay of the experience of a user in a virtual environment is difficult for others to watch due to unnatural camera motions. We present methods for replaying and summarizing these egocentric experiences that effectively communicate the user's observations while reducing unwanted camera movements. Our approach summarizes the viewpoint path as a concise sequence of viewpoints that cover the same parts of the scene. The core of our approach is a novel content-dependent metric that can be used to identify similarities between viewpoints. This enables viewpoints to be grouped by similar contextual view information and provides a means to generate novel viewpoints that can encapsulate a series of views. These resulting encapsulated viewpoints are used to synthesize new camera paths that convey the content of the original viewer's experience. Projecting the initial movement of the user back on the scene can be used to convey the details of their observations, and the extracted viewpoints can serve as bookmarks for control or analysis. Finally we present performance analysis along with two forms of validation to test whether the extracted viewpoints are representative of the viewer's original observations and to test for the overall effectiveness of the presented replay methods. Kevin Ponto, Joe Kohlmann, Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2011 | Exploring Collections of Tagged Text for Literary ScholarshipabstractAbstract Modern literary scholars must combine access to vast collections of text with the traditional close analysis of their field. In this paper, we discuss the design and development of tools to support this work. Based on analysis of the needs of literary scholars, we constructed a suite of visualization tools for the analysis of large collections of tagged text (i.e. text where one or more words have been annotated as belonging to a specific category). These tools unite the aspects of the scholars’ work: large scale overview tools help to identify corpus‐wide statistical patterns while fine scale analysis tools assist in finding specific details that support these observations. We designed visual tools that support and integrate these levels of analysis. The result is the first tool suite that can support the multilevel text analysis performed by scholars, combining standard visual elements with novel methods for selecting individual texts and identifying represenative passages in them. Michael Correll, Michael Witmore, Michael Gleicher |
Comput. Graph. Forum | 3 |
| 2011 | Subspace video stabilizationabstractWe present a robust and efficient approach to video stabilization that achieves high-quality camera motion for a wide range of videos. In this article, we focus on the problem of transforming a set of input 2D motion trajectories so that they are both smooth and resemble visually plausible views of the imaged scene; our key insight is that we can achieve this goal by enforcing subspace constraints on feature trajectories while smoothing them. Our approach assembles tracked features in the video into a trajectory matrix, factors it into two low-rank matrices, and performs filtering or curve fitting in a low-dimensional linear space. In order to process long videos, we propose a moving factorization that is both efficient and streamable. Our experiments confirm that our approach can efficiently provide stabilization results comparable with prior 3D methods in cases where those methods succeed, but also provides smooth camera motions in cases where such approaches often fail, such as videos that lack parallax. The presented approach offers the first method that both achieves high-quality video stabilization and is practical enough for consumer applications. Feng Liu 0015, Michael Gleicher, Jue Wang 0001, Hailin Jin, Aseem Agarwala |
ACM Trans. Graph. | 2 |
| 2011 | Sequence Surveyor: Leveraging Overview for Scalable Genomic Alignment VisualizationabstractIn this paper, we introduce overview visualization tools for large-scale multiple genome alignment data. Genome alignment visualization and, more generally, sequence alignment visualization are an important tool for understanding genomic sequence data. As sequencing techniques improve and more data become available, greater demand is being placed on visualization tools to scale to the size of these new datasets. When viewing such large data, we necessarily cannot convey details, rather we specifically design overview tools to help elucidate large-scale patterns. Perceptual science, signal processing theory, and generality provide a framework for the design of such visualizations that can scale well beyond current approaches. We present Sequence Surveyor, a prototype that embodies these ideas for scalable multiple whole-genome alignment overview visualization. Sequence Surveyor visualizes sequences in parallel, displaying data using variable color, position, and aggregation encodings. We demonstrate how perceptual science can inform the design of visualization techniques that remain visually manageable at scale and how signal processing concepts can inform aggregation schemes that highlight global trends, outliers, and overall data distributions as the problem scales. These techniques allow us to visualize alignments with over 100 whole bacterial-sized genomes. Danielle Albers Szafir, Colin N. Dewey, Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2010 | Warp propagation for video resizingabstractThis paper presents a video resizing approach that provides both efficiency and temporal coherence. Prior approaches either sacrifice temporal coherence (resulting in jitter), or require expensive spatio-temporal optimization. By assessing the requirements for video resizing we observe a fundamental tradeoff between temporal coherence in the background and shape preservation for the moving objects. Understanding this tradeoff enables us to devise a novel approach that is efficient, because it warps each frame independently, yet can avoid introducing jitter. Like previous approaches, our method warps frames so that the background are distorted similarly to prior frames while avoiding distortion of the moving objects. However, our approach introduces a motion history map that propagates information about the moving objects between frames, allowing for graceful tradeoffs between temporal coherence in the background and shape preservation for the moving objects. The approach can handle scenes with significant camera and object motion and avoid jitter, yet warp each frame sequentially for efficiency. Experiments with a variety of videos demonstrate that our approach can efficiently produce high-quality video resizing results. Yuzhen Niu, Feng Liu 0015, Michael Gleicher |
CVPR | 4 |
| 2009 | Learning color and locality cues for moving object detection and segmentationabstractThis paper presents an algorithm for automatically detecting and segmenting a moving object from a monocular video. Detecting and segmenting a moving object from a video with limited object motion is challenging. Since existing automatic algorithms rely on motion to detect the moving object, they cannot work well when the object motion is sparse and insufficient. In this paper, we present an unsupervised algorithm to learn object color and locality cues from the sparse motion information. We first detect key frames with reliable motion cues and then estimate moving sub-objects based on these motion cues using a Markov Random Field (MRF) framework. From these sub-objects, we learn an appearance model as a color Gaussian Mixture Model. To avoid the false classification of background pixels with similar color to the moving objects, the locations of these sub-objects are propagated to neighboring frames as locality cues. Finally, robust moving object segmentation is achieved by combining these learned color and locality cues with motion cues in a MRF framework. Experiments on videos with a variety of object and camera motion demonstrate the effectiveness of this algorithm. Feng Liu 0015, Michael Gleicher |
CVPR | 2 |
| 2009 | Using Web Photos for Measuring Video Frame Interestingness
Feng Liu 0015, Yuzhen Niu, Michael Gleicher |
IJCAI | 3 |
| 2009 | Visual-Quality Optimizing Super ResolutionabstractAbstract In this paper, we propose a robust image super‐resolution (SR) algorithm that aims to maximize the overall visual quality of SR results. We consider a good SR algorithm to be fidelity preserving, image detail enhancing and smooth. Accordingly, we define perception‐based measures for these visual qualities. Based on these quality measures, we formulate image SR as an optimization problem aiming to maximize the overall quality. Since the quality measures are quadratic, the optimization can be solved efficiently. Experiments on a large image set and subjective user study demonstrate the effectiveness of the perception‐based quality measures and the robustness and efficiency of the presented method. Feng Liu 0015, Jinjun Wang, Shenghuo Zhu, Michael Gleicher, Yihong Gong |
Comput. Graph. Forum | 4 |
| 2009 | Image Retargeting Using Mesh ParametrizationabstractImage retargeting aims to adapt images to displays of small sizes and different aspect ratios. Effective retargeting requires emphasizing the important content while retaining surrounding context with minimal visual distortion. In this paper, we present such an effective image retargeting method using saliency-based mesh parametrization. Our method first constructs a mesh image representation that is consistent with the underlying image structures. Such a mesh representation enables easy preservation of image structures during retargeting since it captures underlying image structures. Based on this mesh representation, we formulate the problem of retargeting an image to a desired size as a constrained image mesh parametrization problem that aims at finding a homomorphous target mesh with desired size. Specifically, to emphasize salient objects and minimize visual distortion, we associate image saliency into the image mesh and regard image structure as constraints for mesh parametrization. Through a stretch-based mesh parametrization process we obtain the homomorphous target mesh, which is then used to render the target image by texture mapping. The effectiveness of our algorithm is demonstrated by experiments. Yanwen Guo 0001, Feng Liu 0015, Zhi-Hua Zhou, Michael Gleicher |
IEEE Trans. Multim. | 5 |
| 2009 | Content-preserving warps for 3D video stabilizationabstractWe describe a technique that transforms a video from a hand-held video camera so that it appears as if it were taken with a directed camera motion. Our method adjusts the video to appear as if it were taken from nearby viewpoints, allowing 3D camera movements to be simulated. By aiming only for perceptual plausibility, rather than accurate reconstruction, we are able to develop algorithms that can effectively recreate dynamic scenes from a single source video. Our technique first recovers the original 3D camera motion and a sparse set of 3D, static scene points using an off-the-shelf structure-from-motion system. Then, a desired camera path is computed either automatically (e.g., by fitting a linear or quadratic path) or interactively. Finally, our technique performs a least-squares optimization that computes a spatially-varying warp from each input video frame into an output frame. The warp is computed to both follow the sparse displacements suggested by the recovered 3D structure, and avoid deforming the content in the video frame. Our experiments on stabilizing challenging videos of dynamic scenes demonstrate the effectiveness of our technique. Feng Liu 0015, Michael Gleicher, Hailin Jin, Aseem Agarwala |
ACM Trans. Graph. | 2 |
| 2009 | Multi-Scale Surface DescriptorsabstractLocal shape descriptors compactly characterize regions of a surface, and have been applied to tasks in visualization, shape matching, and analysis. Classically, curvature has be used as a shape descriptor; however, this differential property characterizes only an infinitesimal neighborhood. In this paper, we provide shape descriptors for surface meshes designed to be multi-scale, that is, capable of characterizing regions of varying size. These descriptors capture statistically the shape of a neighborhood around a central point by fitting a quadratic surface. They therefore mimic differential curvature, are efficient to compute, and encode anisotropy. We show how simple variants of mesh operations can be used to compute the descriptors without resorting to expensive parameterizations, and additionally provide a statistical approximation for reduced computational cost. We show how these descriptors apply to a number of uses in visualization, analysis, and matching of surfaces, particularly to tasks in protein surface analysis. Gregory Cipriano, George N. Phillips Jr., Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2008 | Texture-Consistent Shadow Removal
Feng Liu 0015, Michael Gleicher |
ECCV (4) | 2 |
| 2008 | Discovering panoramas in web videosabstractWhile methods for stitching panoramas have been successful given proper source images, providing these source images still remains a burden. In this paper, we present a method to discover panoramic source images within widely available web videos. The challenge comes from the fact that many of these videos are not recorded intentionally for stitching panoramas. Our method aims to find segments within a video that work as panorama sources. Specifically, we determine a video segment to be a valid panorama source according to the following three criteria. First, its camera motion should cover a wide field-of-view of the scene. Second, its frames should be "mosaicable", which states that the inter-frame motion should observe the underlying conditions for stitching a panorama. Third, its frames should have good image quality. Based on these criteria, we formulate discovering panoramas in a video as an optimization problem that aims to find an optimal set of video segments as panorama sources. After discovering these panorama sources, we synthesize regular scene panoramas using them. When significant dynamics is detected in the sources, we fuse the dynamics into the scene panoramas to make activity synopses to convey the dynamics. Our experiment of querying panoramas from YouTube confirms the feasibility of using web videos as panorama sources and demonstrates the effectiveness of our method. Feng Liu 0015, Yu Hen Hu, Michael Gleicher |
ACM Multimedia | 3 |
| 2008 | Noisy video super-resolutionabstractLow-quality videos often not only have limited resolution, but also suffer from noise. Directly up-sampling a video without considering noise could deteriorate its visual quality due to magnifying noise. This paper addresses this problem with a unified framework that achieves simultaneous de-noising and super-resolution. This framework formulates noisy video super-resolution as an optimization problem, aiming to maximize the visual quality of the result. We consider a good quality result to be fidelity-preserving, detailpreserving and smooth. Accordingly, we propose measures for these qualities in the scenario of de-noising and superresolution. The experiments on a variety of noisy videos demonstrate the effectiveness of the presented algorithm. Feng Liu 0015, Jinjun Wang, Shenghuo Zhu, Michael Gleicher, Yihong Gong |
ACM Multimedia | 4 |
| 2008 | Re-cinematography: Improving the camerawork of casual videoabstractThis article presents an approach to postprocessing casually captured videos to improve apparent camera movement. Re-cinematography transforms each frame of a video such that the video better follows cinematic conventions. The approach breaks a video into shorter segments. Segments of the source video where there is no intentional camera movement are made to appear as if the camera is completely static. For segments with camera motions, camera paths are keyframed automatically and interpolated with matrix logarithms to give velocity-profiled movements that appear intentional and directed. Closeups are inserted to provide compositional variety in otherwise uniform segments. The approach automatically balances the tradeoff between motion smoothness and distortion to the original imagery. Results from our prototype show improvements to poor quality home videos. Michael Gleicher, Feng Liu 0015 |
ACM Trans. Multim. Comput. Commun. Appl. | 1 |
| 2008 | Text Scaffolds for Effective Surface LabelingabstractIn this paper we introduce a technique for applying textual labels to 3D surfaces. An effective labeling must balance the conflicting goals of conveying the shape of the surface while being legible from a range of viewing directions. Shape can be conveyed by placing the text as a texture directly on the surface, providing shape cues, meaningful landmarks and minimally obstructing the rest of the model. But rendering such surface text is problematic both in regions of high curvature, where text would be warped, and in highly occluded regions, where it would be hidden. Our approach achieves both labeling goals by applying surface labels to a 'text scaffold', a surface explicitly constructed to hold the labels. Text scaffolds conform to the underlying surface whenever possible, but can also float above problem regions, allowing them to be smooth while still conveying the overall shape. This paper provides methods for constructing scaffolds from a variety of input sources, including meshes, constructive solid geometry, and scalar fields. These sources are first mapped into a distance transform, which is then filtered and used to construct a new mesh on which labels are either manually or automatically placed. In the latter case, annotated regions of the input surface are associated with proximal regions on the new mesh, and labels placed using cartographic principles. Gregory Cipriano, Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2007 | Re-cinematography: improving the camera dynamics of casual videoabstractThis paper presents an approach to post-processing casually captured videos to improve apparent camera movement. Re-cinematography transforms each frame of a video such that the video better follows cinematic conventions. The approach breaks videos into shorter segments. For segments of the source video where the camera is relatively static, re-cinematography uses image stabilization to make the result look locked-down. For segments with camera motions, camera paths are keyframed automatically and interpolated with matrix logarithms to give velocity-profiled movements that appear intentional and directed. The approach automatically balances the tradeoff between motion smoothness and distortion to the original imagery. Results from our prototype show improvements to poor quality home videos. Michael Gleicher, Feng Liu 0015 |
ACM Multimedia | 1 |
| 2007 | Parametric motion graphsabstractIn this paper, we present an example-based motion synthesis technique that generates continuous streams of high-fidelity, controllable motion for interactive applications, such as video games. Our method uses a new data structure called a parametric motion graph to describe valid ways of generating linear blend transitions between motion clips dynamically generated through parametric synthesis in realtime. Our system specifically uses blending-based parametric synthesis to accurately generate any motion clip from an entire space of motions by blending together examples from that space. The key to our technique is using sampling methods to identify and represent good transitions between these spaces of motion parameterized by a continuously valued parameter. This approach allows parametric motion graphs to be constructed with little user effort. Because parametric motion graphs organize all motions of a particular type, such as reaching to different locations on a shelf, using a single, parameterized graph node, they are highly structured, facilitating fast decision-making for interactive character control. We have successfully created interactive characters that perform sequences of requested actions, such as cartwheeling or punching. Rachel Heck, Michael Gleicher |
SI3D | 2 |
| 2007 | Virtual videographyabstractWell-produced videos provide a convenient and effective way to archive lectures. In this article, we offer a new way to create lecture videos that retains many of the advantages of well-composed recordings, without the cost and intrusion of a video production crew. We present an automated system called Virtual Videography that employs the art of videography to mimic videographer-produced videos, while unobtrusively recording lectures. The system uses the data recorded by unattended video cameras and microphones to produce a new edited video as an offline postprocess. By producing videos offline, our system can use future information when planning shot sequences and synthesizing new shots. Using simple syntactic cues gathered from the original video and a novel shot planning algorithm, the system makes cinematic decisions without any semantic understanding of the lecture. Rachel Heck, Michael N. Wallick, Michael Gleicher |
ACM Trans. Multim. Comput. Commun. Appl. | 3 |
| 2007 | Molecular Surface AbstractionabstractIn this paper we introduce a visualization technique that provides an abstracted view of the shape and spatio-physico-chemical properties of complex molecules. Unlike existing molecular viewing methods, our approach suppresses small details to facilitate rapid comprehension, yet marks the location of significant features so they remain visible. Our approach uses a combination of filters and mesh restructuring to generate a simplified representation that conveys the overall shape and spatio-physico-chemical properties (e.g. electrostatic charge). Surface markings are then used in the place of important removed details, as well as to supply additional information. These simplified representations are amenable to display using stylized rendering algorithms to further enhance comprehension. Our initial experience suggests that our approach is particularly useful in browsing collections of large molecules and in readily making comparisons between them. Gregory Cipriano, Michael Gleicher |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2006 | Region Enhanced Scale-Invariant Saliency DetectionabstractSaliency measures the low-level stimuli to human vision, and serves as an alternative to semantic image understanding. This paper presents a region enhanced scale-invariant saliency detection method. Our method constructs a scale-invariant saliency map from an image, segments the image into regions, and enhances the saliency map with the region information. Compared with previous methods, our method has advantages in providing robust scale-invariant saliency, giving meaningful region information for applications, and eliminating misleading high-contrast edges Feng Liu 0015, Michael Gleicher |
ICME | 2 |
| 2006 | Virtual videographyabstractWell-produced videos provide a convenient and effective way to archive lectures. In this demonstration, we present a new way to create lecture videos that possess many of the advantages of well-composed recordings without the cost and intrusion of a video production crew. The videos are produced by an automated system called Virtual Videography that employs the art of videography to mimic videographer-produced videos, while being unobtrusive when recording the lectures. The system uses the data recorded by unattended video cameras and microphones to produce a new edited video as an offline post-process. By producing videos offline, our system can use future information when planning shot sequences and synthesizing new shots. Using syntactic cues gathered from the original video and a novel shot planning algorithm, the system makes cinematic decisions without any semantic understanding of the lecture. Rachel Heck, Michael N. Wallick, Michael Gleicher |
ACM Multimedia | 3 |
| 2006 | Video retargeting: automating pan and scanabstractWhen a video is displayed on a smaller display than originally intended, some of the information in the video is necessarily lost. In this paper, we introduce Video Retargeting that adapts video to better suit the target display, minimizing the important information lost. We define a framework that measures the preservation of the source material, and methods for estimating the important information in the video. Video retargeting crops each frame and scales it to fit the target display. An optimization process minimizes information loss by balancing the loss of detail due to scaling with the loss of content and composition due to cropping. The cropping window can be moved during a shot to introduce virtual pans and cuts, subject to constraints that ensure cinematic plausibility. We demonstrate results of adapting a variety of source videos to small display sizes. Feng Liu 0015, Michael Gleicher |
ACM Multimedia | 2 |
| 2006 | Integrating Dynamic Deformations into Interactive Volume VisualizationabstractNon-linear geometric deformation (or warping) is a useful tool for working with volumes. Unfortunately, the computational expense of performing the resampling needed to implement volume deformation has precluded its use in interactive applications. In this paper, we show how non-linear deformations can be integrated into interactive volume visualization allowing for dynamic deformations to be used along with interactive viewing, exploration, and manipulation tools. We describe how hardware assisted volume rendering can be adapted to resample volume deformations, leveraging programmable shaders to compute deformations and the local coordinate transformations required for shading effects. We describe how volume interaction techniques, such as ray picking and plane slicing, can be used in concert with our deformation methods. Our methods extend to simultaneous display of multiple volumes enabling comparisons. We demonstrate dynamic volume deformation at interactive rates on commodity hardware for interactive deformation control, animated deformations, and volume widgets. Tom Brunet, K. Evan Nowak, Michael Gleicher |
EuroVis | 3 |
| 2006 | Splicing Upper-Body Actions with LocomotionabstractAbstract This paper presents a simple and efficient technique for synthesizing high‐fidelity motions by attaching, or splicing, the upper‐body action of one motion example to the lower‐body locomotion of another. Existing splicing algorithms do little more than copy degrees of freedom (DOFs) from one motion onto another. This naïve DOF replacement can produce unrealistic results because it ignores both physical and stylistic correlations between various joints in the body. Our approach uses spatial and temporal relationships found within the example motions to retain the overall posture of the upper‐body action while adding secondary motion details appropriate to the timing and configuration of the lower body. By decoupling upper‐body action from lower‐body locomotion, our motion synthesis technique allows example motions to be captured independently and later combined to create new natural looking motions. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation Rachel Heck, Lucas Kovar, Michael Gleicher |
Comput. Graph. Forum | 3 |
| 2005 | Automatic image retargetingabstractWe present a non-photorealistic algorithm for retargeting large images to small size displays, particularly on mobile devices. This method adapts large images so that important objects in the image are still recognizable when displayed at a lower target resolution. Existing image manipulation techniques such as cropping works well for images containing a single important object, and down-sampling works well for images containing low frequency information. However, when these techniques are automatically applied to images with multiple objects, the image quality degrades and important information may be lost. Our algorithm addresses the case of multiple important objects in an image. The retargeting algorithm segments an image into regions, identifies important regions, removes them, fills the resulting gaps, resizes the remaining image, and re-inserts the important regions. Our approach lies in constructing a topologically constrained epitome of an image based on a visual attention model that is both comprehensible and size varying, making the method suitable for display-critical applications. Vidya Setlur, Saeko Takagi, Ramesh Raskar, Michael Gleicher, Bruce Gooch |
MUM | 4 |
| 2005 | Automatic image retargeting with fisheye-view warpingabstractImage retargeting is the problem of adapting images for display on devices different than originally intended. This paper presents a method for adapting large images, such as those taken with a digital camera, for a small display, such as a cellular telephone. The method uses a non-linear fisheye-view warp that emphasizes parts of an image while shrinking others. Like previous methods, fisheye-view warping uses image information, such as low-level salience and high-level object recognition to find important regions of the source image. However, unlike prior approaches, a non-linear image warping function emphasizes the important aspects of the image while retaining the surrounding context. The method has advantages in preserving information content, alerting the viewer to missing information and providing robustness. Feng Liu 0015, Michael Gleicher |
UIST | 2 |
| 2004 | Capillary Histology Imagery Visualization and ExplorationabstractIn this poster, we describe the Capillary Histology Imagery Visualization and Exploration (CHIVE) project that is developing new tools for studying the vascular system in the mouse brain. Our ultimate goal is to understand the micro-vascular architecture of the brain and its role in development and disease. The size and complexity of brain vasculature demands a new methodology for study. We are developing such a methodology for imaging and examining the micro-vasculature of the mouse brain. To study the vascular system in the brain, we need an imaging modality capable of seeing the capillaries, the smallest vessels that ultimately deliver oxygen and nutrients from the blood. We are interested in the patternings of these vessels throughout the brain. This requires an imaging modality capable of extremely high resolution: we must resolve individual capillaries that are a few microns wide, over the entire brain. At present, the only method capable of this resolution is histology and montage-microscopy: physically sectioning a specimen and imaging it under a light microscope. The histological process produces a unique dataset containing an immense amount of small details over a large volume. To make use of this data, we have needed to develop a new suite of tools for visualization and analysis. The result is a visualization system that allows a scientist to work with the large image sets that result from histology in a way that supports exploration and analysis that is tuned to the unusual features of the image sets. In the poster summarized in this abstract we will outline our protocol for data collection and the types of data it creates. We will describe how the features of the data lead to challenges for visualization and analysis. We will describe our preliminary system for working with the data, CHIVE, and describe how it responds to some of these challenges. We conclude by discussing some of the issues CHIVE does not presently address. Michael Gleicher, Tom Brunet, K. Evan Nowak, Liz Osten, Matt McElwee, Kevin Tanty, Adam Gepner, Garet Lahvis |
IEEE Visualization | 1 |
| 2004 | Scalable Behaviors for Crowd SimulationabstractAbstract Crowd simulation for virtual environments offers many challenges centered on the trade‐offs between rich behavior, control and computational cost. In this paper we present a new approach to controlling the behavior of agents in a crowd. Our method is scalable in the sense that increasingly complex crowd behaviors can be created without a corresponding increase in the complexity of the agents. Our approach is also more authorable; users can dynamically specify which crowd behaviors happen in various parts of an environment. Finally, the character motion produced by our system is visually convincing. We achieve our aims with a situation‐based control structure. Basic agents have very limited behaviors. As they enter new situations, additional, situation‐specific behaviors are composed on the fly to enable agents to respond appropriately. The composition is done using a probabilistic mechanism. We demonstrate our system with three environments including a city street and a theater. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation Mankyu Sung, Michael Gleicher, Stephen Chenney |
Comput. Graph. Forum | 2 |
| 2004 | Automated extraction and parameterization of motions in large data setsabstractLarge motion data sets often contain many variants of the same kind of motion, but without appropriate tools it is difficult to fully exploit this fact. This paper provides automated methods for identifying logically similar motions in a data set and using them to build a continuous and intuitively parameterized space of motions. To find logically similar motions that are numerically dissimilar, our search method employs a novel distance metric to find "close" motions and then uses them as intermediaries to find more distant motions. Search queries are answered at interactive speeds through a precomputation that compactly represents all possibly similar motion segments. Once a set of related motions has been extracted, we automatically register them and apply blending techniques to create a continuous space of motions. Given a function that defines relevant motion parameters, we present a method for extracting motions from this space that accurately possess new parameters requested by the user. Our algorithm extends previous work by explicitly constraining blend weights to reasonable values and having a run-time cost that is nearly independent of the number of example motions. We present experimental results on a test data set of 37,000 frames, or about ten minutes of motion sampled at 60 Hz. Lucas Kovar, Michael Gleicher |
ACM Trans. Graph. | 2 |
| 2003 | Physical Touch-Up of Human MotionsabstractMany popular motion editing methods do not take physical principles into account potentially producing implausible motions. This paper introduces an efficient method for touching up edited motions to improve physical plausibility. We start by estimating a mass distribution consistent with reference motions known to be physically correct. The edited motion is then divided into ground and flight stages and adjusted to enforce appropriate physical laws, for, respectively, zero moment point (ZMP) constraints and correct ballistic trajectory. Unlike previous methods, we do not solve a nonlinear optimization to calculate the adjustment. Instead, closed-form methods are used to construct a hierarchical displacement map which sequentially refines user-specified degrees of freedom at different scales. This is combined with standard methods for kinematic constraint enforcement, yielding an efficient and scalable editing method that allows users to model real human behaviors. The potential of our approach is demonstrated in a number of examples. Hyun Joon Shin, Lucas Kovar, Michael Gleicher |
PG | 3 |
| 2003 | Snap-together motion: assembling run-time animationsabstractMany virtual environments and games must be populated with synthetic characters to create the desired experience. These characters must move with sufficient realism, so as not to destroy the visual quality of the experience, yet be responsive, controllable, and efficient to simulate. In this paper we present an approach to character motion called Snap-Together Motion that addresses the unique demands of virtual environments. Snap-Together Motion (STM) preprocesses a corpus of motion capture examples into a set of short clips that can be concatenated to make continuous streams of motion. The result process is a simple graph structure that facilitates efficient planning of character motions. A user-guided process selects "common" character poses and the system automatically synthesizes multi-way transitions that connect through these poses. In this manner well-connected graphs can be constructed to suit a particular application, allowing for practical interactive control without the effort of manually specifying all transitions. Michael Gleicher, Hyun Joon Shin, Lucas Kovar, Andrew Jepsen |
SI3D | 1 |
| 2003 | Direct manipulation of interactive character skinsabstractGeometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex, linear blend skinning computes a weighted average of that vertex rigidly transformed by each bone that influences it. Authoring a character for linear blend skinning involves explicitly setting the weights used to compute deformed vertex positions. This process is tedious, repetitive, and frustrating not only because the deformed vertex positions are not intuitively related to the vertex weights, but also because the range of possible deformations is unclear. In this paper, we present a method that lets users directly manipulate the deformed vertex positions in a linear blend skin. We compute the subspace of possible deformed vertex positions, display it for users, and let them place the vertex anywhere in this space. Our algorithm then computes the correct weights automatically. This method lets us provide a skin editing interface that gives users as much direct control as possible and makes explicit what deformations are possible. Alex Mohr, Luke Tokheim, Michael Gleicher |
SI3D | 3 |
| 2003 | Snap-together motion: assembling run-time animationsabstractNo abstract available. Michael Gleicher, Hyun Joon Shin, Lucas Kovar, Andrew Jepsen |
ACM Trans. Graph. | 1 |
| 2003 | Building efficient, accurate character skins from examplesabstractGood character animation requires convincing skin deformations including subtleties and details like muscle bulges. Such effects are typically created in commercial animation packages which provide very general and powerful tools. While these systems are convenient and flexible for artists, the generality often leads to characters that are slow to compute or that require a substantial amount of memory and thus cannot be used in interactive systems. Instead, interactive systems restrict artists to a specific character deformation model which is fast and memory efficient but is notoriously difficult to author and can suffer from many deformation artifacts. This paper presents an automated framework that allows character artists to use the full complement of tools in high-end systems to create characters for interactive systems. Our method starts with an arbitrarily rigged character in an animation system. A set of examples is exported, consisting of skeleton configurations paired with the deformed geometry as static meshes. Using these examples, we fit the parameters of a deformation model that best approximates the original data yet remains fast to compute and compact in memory. Alex Mohr, Michael Gleicher |
ACM Trans. Graph. | 2 |
| 2002 | Evaluating Video-Based Motion CaptureabstractMotion capture can be an effective method of creating realistic human motion for animation. Unfortunately, the quality demands for animation place challenging demands on a capture system. To date, capture solutions that meet these demands have required specialized hardware that is invasive and expensive. Computer vision could make animation data much easier to obtain. Unfortunately, current techniques fall short of the demands of animation applications. In this paper, we will explore why the demands of animation lead to a particularly difficult challenge for capture techniques. We present a constraint-based methodology for reconstructing the 3D motion given image observations, and use this as a tool for understanding the problem. Synthetic experiments confirm that these situations would arise in practice. The experiments show how even simple visual tracking information can be used to create human motion but even with perfect tracking, incorrect reconstructions are not only possible but inevitable. Michael Gleicher, Nicola J. Ferrier |
CA | 1 |
| 2002 | Motion graphsabstractIn this paper we present a novel method for creating realistic, controllable motion. Given a corpus of motion capture data, we automatically construct a directed graph called a motion graph that encapsulates connections among the database. The motion graph consists both of pieces of original motion and automatically generated transitions. Motion can be generated simply by building walks on the graph. We present a general framework for extracting particular graph walks that meet a user's specifications. We then show how this framework can be applied to the specific problem of generating different styles of locomotion along arbitrary paths. Lucas Kovar, Michael Gleicher, Frédéric H. Pighin |
ACM Trans. Graph. | 2 |
| 2001 | Motion path editingabstractIn this paper we provide methods that allow for path-based editing of existing motion data. We begin by exploring the concept of path as an abstraction of motion, and show how many of the common motion editing tools fail to provide proper control over this useful property. We provide a simple extension to displacement mapping methods that provide better control over the path in a manner that is easy to implement in current systems. We then extend this simple method to avoid violation of geometric constraints such as footskate. Keywords: Animation, Animation with Constraints, Interaction Techniques 1 Michael Gleicher |
SI3D | 1 |
| 2001 | Non-invasive, interactive, stylized renderingabstractIn this paper, we show how many interactive 3D applications' visual styles can be changed to new, different, and interesting visual styles non-invasively. Our method lets a single stylized renderer be used with many applications. We implement this by intercepting the OpenGL graphics library and changing the drawing calls. Even though OpenGL only receives low-level information from an application, computation on this data and assumptions about the application can give us enough information to develop stylized renderers. Keywords: Non-photorealistic rendering, Real-time, Stylized, Interactive, 3D 1 Alex Mohr, Michael Gleicher |
SI3D | 2 |
| 2001 | Simplicial families of drawingsabstractIn this paper we present a method for helping artists make artwork more accessible to casual users. We focus on the specific case of drawings, showing how a small number of drawings can be transformed into a richer object containing an entire family of similar drawings. This object is represented as a simplicial complex approximating a set of valid interpolations in configuration space. The artist does not interact directly with the simplicial complex. Instead, she guides its construction by answering a specially chosen set of yes/no questions. By combining the flexibility of a simplicial complex with direct human guidance, we are able to represent very general constraints on membership in a family. The constructed simplicial complex supports a variety of algorithms useful to an end user, including random sampling of the space of drawings, constrained interpolation between drawings, projection of another drawing into the family, and interactive exploration of the family. Lucas Kovar, Michael Gleicher |
UIST | 2 |
| 2001 | Comparing Constraint-Based Motion Editing Methods
Michael Gleicher |
Graph. Model. | 1 |
| 2001 | Computer puppetry: An importance-based approachabstractComputer puppetry maps the movements of a performer to an animated character in real-time. In this article, we provide a comprehensive solution to the problem of transferring the observations of the motion capture sensors to an animated character whose size and proportion may be different from the performer's. Our goal is to map as many of the important aspects of the motion to the target character as possible, while meeting the online, real-time demands of computer puppetry. We adopt a Kalman filter scheme that addresses motion capture noise issues in this setting. We provide the notion of dynamic importance of an end-effector that allows us to determine what aspects of the performance must be kept in the resulting motion. We introduce a novel inverse kinematics solver that realizes these important aspects within tight real-time constraints. Our approach is demonstrated by its application to broadcast television performances. Hyun Joon Shin, Jehee Lee, Joseph S. Shin, Michael Gleicher |
ACM Trans. Graph. | 4 |
| 2000 | Towards virtual videography (poster session)abstractVideographers have developed an art of conveying events in video. Through choices made in cinematography, editing, and post-processing, effective video presentations can be created from events recorded with little or no intrusion. In this paper, we explore systems that bring videography to situations where cost or time issues preclude application of the art. Our goal is to develop virtual videography, that is, systems that can help automate the process of creating an effective video presentation from given footage. In this paper, we discuss how virtual videography systems can be constructed by combining image-based rendering to synthetically generate shots with image understanding to help choose what should be shown to the viewer. To this, visual effects can be added to enhance the presentation, lessening the degradation caused by the medium. Michael Gleicher, James Masanz |
ACM Multimedia | 1 |
| 1998 | Retargeting Motion to New CharactersabstractArticle Retargetting motion to new characters Share on Author: Michael Gleicher Autodesk Vision Technology Center Autodesk Vision Technology CenterView Profile Authors Info & Claims SIGGRAPH '98: Proceedings of the 25th annual conference on Computer graphics and interactive techniquesJuly 1998 Pages 33–42https://doi.org/10.1145/280814.280820Online:24 July 1998Publication History 484citation2,819DownloadsMetricsTotal Citations484Total Downloads2,819Last 12 Months151Last 6 weeks11 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access Michael Gleicher |
SIGGRAPH | 1 |
| 1998 | Constraint-based motion adaptationabstractToday's computer animators have access to many systems and techniques to author high-quality motion. Unfortunately, available techniques typically produce a particular motion for a specific character. In this paper we present a constraint-based approach to adapt previously created motions to new situations and characters. We combine constraint methods that compute changes to motion to meet specified needs with motion signal processing methods that modify signals yet preserve desired properties of the original motion. The combination allows the adaptation of motions to meet new goals while retaining much of the motion's original quality. © 1998 John Wiley & Sons, Ltd. Michael Gleicher, Peter Litwinowicz |
Comput. Animat. Virtual Worlds | 1 |
| 1997 | Projective registration with difference decompositionabstractCurrent methods for registering image regions perform well for simple transformations or large image regions. The author presents a new method that is better able to handle small image regions as they deform with nonlinear transformations. He introduces difference decomposition, a novel approach to solving the registration problem. The method is a generalization of previous methods and can better handle nonlinear transforms. Although the methods are general, he focuses on projective transformations and introduces piecewise-projective transformations for modeling the motions of non-planar objects. He concludes with examples from a prototype implementation. Michael Gleicher |
CVPR | 1 |
| 1997 | Motion editing with spacetime constraintsabstractIn this paper, we present a method for editing a pre-existing motion such that it meets new needs yet preserves as much of the original quality as possible. Our approach enables the user to interactively position characters using direct manipulation. A spacetime constraints solver finds these positions while considering the entire motion. This paper discusses the three central challenges of creating such an approach: defining a constraint formulation that is rich enough to be effective, yet simple enough to afford fast solution; providing a solver that is fast enough to solve the constraint problems at interactive rates; and creating an interface that allows users to specify and visualize changes to entire motions. We present examples with a prototype system that permits interactive motion editing for articulated 3D characters on personal computers. I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism – Animation; I.3.6 [Computer Graphics]: Methodology and Techniques Interaction Techniques; G.1.6 [Numerical Analysis]: Optimization. Spacetime Constraints, Motion Displacement Mapping. Michael Gleicher |
SI3D | 1 |
| 1995 | Image snappingabstractCursor snapping is a standard method for providing precise pointing in direct manipulation graphical interfaces.In this paper, we introduce image snapping , a variant of cursor snapping that works in image-based programs such as paint systems.Image snapping moves the cursor location to nearby features in the image, such as edges.It is implemented by using gradient descent on blurred versions of feature maps made from the images.Interaction techniques using cursor snapping for image segmentation and curve tracing are presented CR Descriptors: I.4. Michael Gleicher |
SIGGRAPH | 1 |
| 1993 | A Graphics Toolkit Based on Differential ConstraintsabstractThis paper describes Bramble, a toolkit for constructing graphical editing applications.The primary focus of Bramble is improve support for graphical manipulation by employing differential constraint techniques.A constraint engine capable of managing non-linear equations maps interactive controls and constraints to objectparameters.This allows objects to provide mathematical outputs that are easily composed, rather than exposing their internal structure or requiring special purpose interaction techniques.The model of interaction used with the differential approach has a continuous notion of time, which provides the continuous motion required for graphical manipulation, Bramble provides a LISP-like extension language and support for other application features such as windows and buttons, The paper concludes with examples of interaction techniques defined in Bramble and applications built with Bramble. Michael Gleicher |
ACM Symposium on User Interface Software and Technology | 1 |
| 1992 | Briar: A Constraint-Based Drawing ProgramabstractNo abstract available. Michael Gleicher |
CHI | 1 |
| 1992 | Integrating Constraints and Direct ManipulationabstractIn this paper, we present techniques for integrating constraint and direct manipulation approaches to geometric modeling.Direct manipulation positioning techniques are augmented to provide the option of making the relationships they establish persistent.Differential constraint techniques are used to maintain these relationships during subsequent editing.Issues in displaying and editing constraints are also addressed.By integrating constraints with direct manipulation, it is possible to build systems that provide the power of explicitrepresentation of geometric relationships and the properties which make direct manipulation so attractive. Michael Gleicher |
SI3D | 1 |
| 1992 | Through-the-lens camera controlabstractIn this paper we introduce through-the-lens camera control, a body of techniques that permit a user to manipulate a virtual camera by controlling and constraining features in the image seen through its lens. Rather than solving for camera parameters directly, constrained optimization is used to compute their time derivatives based on desired changes in user-defined controls. This effectively permits new controls to be defined independent of the underlying parameterization. The controls can also serve as constraints, maintaining their values as others are changed. We describe the techniques in general and work through a detailed example of a specific camera model. Our implementation demonstrates a gallery of useful controls and constraints and provides some examples of how these may be used in composing images and animations. Keywords: camera control, constrained optimization, interaction techniques 1 Introduction Camera placement and control play an important role in image compositi... Michael Gleicher, Andrew P. Witkin |
SIGGRAPH | 1 |
| 1990 | Interactive dynamicsabstractOur goal is to use physical simulation as an interactive medium for building and manipulating a wide range of models. A key to achieving this goal is the ability to create complex physical models dynamically by snapping simple pieces together, integrating the process of model creation into the ongoing simulation. We present a mathematical and computational formulation for constrained dynamics that makes this possible, allowing encapsulated objects, constraints, and forces to be combined dynamically and simulated efficiently. The formulation handles arbitrary objects, including nonrigid bodies. We describe an implementation for interactive dynamics, and discuss applications to mechanism construction, geometric modeling, interactive optimization data fitting, and animation. Andrew P. Witkin, Michael Gleicher, William Claude Welch |
I3D | 2 |