Tobias Isenberg 0001

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86ranked-venue papers
10as first author
34since 2021 · last 2026
0000-0001-7953-8644ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 77 · 10 first-author · 31 since 2021Human-computer interaction and ubiquitous computing · 12 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021
YearPublicationVenuePosition
2026 ScaleFree: Dynamic KDE for Multiscale Point Cloud Exploration in VR
abstract
We present ScaleFree, a GPU-accelerated adaptive Kernel Density Estimation (KDE) algorithm for scalable, interactive multiscale point cloud exploration. With this technique, we cater to the massive datasets and complex multiscale structures in advanced scientific computing, such as cosmological simulations with billions of particles. Effective exploration of such data requires a full 3D understanding of spatial structures, a capability for which immersive environments such as VR are particularly well suited. However, simultaneously supporting global multiscale context and fine-grained local detail remains a significant challenge. A key difficulty lies in dynamically generating continuous density fields from point clouds to facilitate the seamless scale transitions: while KDE is widely used, precomputed fields restrict the accuracy of interaction and omit fine-scale structures, while dynamic computation is often too costly for real-time VR interaction. We address this challenge by leveraging GPU acceleration with k-d-tree-based spatial queries and parallel reduction within a thread group for on-the-fly density estimation. With this approach, we can recalculate scalar fields dynamically as users shift their focus across scales. We demonstrate the benefits of adaptive density estimation through two data exploration tasks: adaptive selection and progressive navigation. Through performance experiments, we demonstrate that ScaleFree with GPU-parallel implementation achieves orders-of-magnitude speedups over sequential and multi-core CPU baselines. In a controlled experiment, we further confirm that our adaptive selection technique improves accuracy and efficiency in multiscale selection tasks.
Lixiang Zhao, Fuqi Xie 0002, Tobias Isenberg 0001, Hai-Ning Liang, Lingyun Yu 0001
VR3
2026 Reframing Pattern: A Comprehensive Approach to a Composite Visual Variable
abstract
We present a new comprehensive theory for explaining, exploring, and using pattern as a visual variable in visualization. Although patterns have long been used for data encoding and continue to be valuable today, their conceptual foundations are precarious: the concepts and terminology used across the research literature and in practice are inconsistent, making it challenging to use patterns effectively and to conduct research to inform their use. To address this problem, we conduct a comprehensive cross-disciplinary literature review that clarifies ambiguities around the use of "pattern" and "texture". As a result, we offer a new consistent treatment of pattern as a composite visual variable composed of structured groups of graphic primitives that can serve as marks for encoding data individually and collectively. This new and widely applicable formulation opens a sizable design space for the visual variable pattern, which we formalize as a new system comprising three sets of variables: the spatial arrangement of primitives, the appearance relationships among primitives, and the retinal visual variables that characterize individual primitives. We show how our pattern system relates to existing visualization theory and highlight opportunities for visualization design. We further explore patterns based on complex spatial arrangements, demonstrating explanatory power and connecting our conceptualization to broader theory on maps and cartography. An author version and additional materials are available on OSF: osf.io/z7ae2.
Tingying He, Jason Dykes, Petra Isenberg, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.4
2025 Traversing Dual Realities: Investigating Techniques for Transitioning 3D Objects between Desktop and Augmented Reality Environments
abstract
headworn devices to support 3D representations, visualizations, and CHI '25, Yokohama, Japan
Tobias Rau, Tobias Isenberg 0001, Andreas Köhn, Michael Sedlmair, Benjamin Lee 0001
CHI2
2025 SynopFrame: Multiscale time-dependent visual abstraction framework for analyzing DNA nanotechnology simulations
abstract
We present an open-source framework, SynopFrame, that allows DNA nanotechnology (DNA-nano) experts to analyze and understand molecular dynamics simulation trajectories of their designs. We use a multiscale multi-dimensional abstraction space, connect the representations to a projected conformational space plot of the structure’s temporal sequence, and thus enable experts to analyze the dynamics of their structural designs and, specifically, failure cases of the assembly. In addition, our time-dependent abstraction representation allows the biologists, for the first time in a smooth and structurally clear way, to identify and observe temporal transitions of a DNA-nano design from one configuration to another, and to highlight important periods of the simulation for further analysis. We realize SynopFrame as a dashboard of the different synchronized 3D spatial and 2D schematic visual representations, with a color overlay to show essential properties such as the status of hydrogen bonds. The linking of the spatial, schematic, and abstract views ensures that users can effectively analyze the high-frequency motion. We also categorize the status of the hydrogen bonds into a new format to allow us to color-encode it and overlay it on the representations. To demonstrate the utility of SynopFrame, we describe example usage scenarios and report user feedback. • A new visual abstraction sequence for DNA-nano designs that combines spatial configurations and temporal MDS data. • A visual analytics framework combining the conformational space plot, the energy–time plot, and structural views. • A multi-scale dynamic visualization of DNA structures trajectories coupled with an H-bond status visualization, revealing design flaws in the structures.
Deng Luo, Alexandre Kouyoumdjian, Ondrej Strnad, Haichao Miao, Ivan Barisic, Tobias Isenberg 0001, Ivan Viola
Comput. Graph.6
2025 PREVis: Perceived Readability Evaluation for Visualizations
abstract
We developed and validated an instrument to measure the perceived readability in data visualization: PREVis. Researchers and practitioners can easily use this instrument as part of their evaluations to compare the perceived readability of different visual data representations. Our instrument can complement results from controlled experiments on user task performance or provide additional data during in-depth qualitative work such as design iterations when developing a new technique. Although readability is recognized as an essential quality of data visualizations, so far there has not been a unified definition of the construct in the context of visual representations. As a result, researchers often lack guidance for determining how to ask people to rate their perceived readability of a visualization. To address this issue, we engaged in a rigorous process to develop the first validated instrument targeted at the subjective readability of visual data representations. Our final instrument consists of 11 items across 4 dimensions: understandability, layout clarity, readability of data values, and readability of data patterns. We provide the questionnaire as a document with implementation guidelines on osf.io/9cg8j. Beyond this instrument, we contribute a discussion of how researchers have previously assessed visualization readability, and an analysis of the factors underlying perceived readability in visual data representations.
Anne-Flore Cabouat, Tingying He, Petra Isenberg, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.4
2025 Augmented Dynamic Data Physicalization: Blending Shape-Changing Data Sculptures With Virtual Content for Interactive Visualization
abstract
We investigate the concept of Augmented Dynamic Data Physicalization, the combination of shape-changing physical data representations with high-resolution virtual content. Tangible data sculptures, for example using mid-air shape-changing interfaces, are aesthetically appealing and persistent, but also technically and spatially limited. Blending them with Augmented Reality overlays such as scales, labels, or other contextual information opens up new possibilities. We explore the potential of this promising combination and propose a set of essential visualization components and interaction principles. They facilitate sophisticated hybrid data visualizations, for example Overview & Detail techniques or 3D view aggregations. We discuss three implemented applications that demonstrate how our approach can be used for personal information hubs, interactive exhibitions, and immersive data analytics. Based on these use cases, we conducted hands-on sessions with external experts, resulting in valuable feedback and insights. They highlight the potential of combining dynamic physicalizations with dynamic AR overlays to create rich and engaging data experiences.
Severin Engert, Andreas Peetz, Konstantin Klamka, Pierre Surer, Tobias Isenberg 0001, Raimund Dachselt
IEEE Trans. Vis. Comput. Graph.5
2025 DiffFit: Visually-Guided Differentiable Fitting of Molecule Structures to a Cryo-EM Map
abstract
We introduce DiffFit, a differentiable algorithm for fitting protein atomistic structures into an experimental reconstructed Cryo-Electron Microscopy (cryo-EM) volume map. In structural biology, this process is necessary to semi-automatically composite large mesoscale models of complex protein assemblies and complete cellular structures that are based on measured cryo-EM data. The current approaches require manual fitting in three dimensions to start, resulting in approximately aligned structures followed by an automated fine-tuning of the alignment. The DiffFit approach enables domain scientists to fit new structures automatically and visualize the results for inspection and interactive revision. The fitting begins with differentiable three-dimensional (3D) rigid transformations of the protein atom coordinates followed by sampling the density values at the atom coordinates from the target cryo-EM volume. To ensure a meaningful correlation between the sampled densities and the protein structure, we proposed a novel loss function based on a multi-resolution volume-array approach and the exploitation of the negative space. This loss function serves as a critical metric for assessing the fitting quality, ensuring the fitting accuracy and an improved visualization of the results. We assessed the placement quality of DiffFit with several large, realistic datasets and found it to be superior to that of previous methods. We further evaluated our method in two use cases: automating the integration of known composite structures into larger protein complexes and facilitating the fitting of predicted protein domains into volume densities to aid researchers in identifying unknown proteins. We implemented our algorithm as an open-source plugin (github.com/nanovis/DiffFit) in ChimeraX, a leading visualization software in the field. All supplemental materials are available at osf. io/5tx4q.
Deng Luo, Zainab Alsuwaykit, Dawar Khan, Ondrej Strnad, Tobias Isenberg 0001, Ivan Viola
IEEE Trans. Vis. Comput. Graph.5
2025 Errata to "DiffFit: Visually-Guided Differentiable Fitting of Molecule Structures to a Cryo-EM Map"
abstract
The authors would like to make the following errata after correcting the initialization related bugs in the associated program.
Deng Luo, Zainab Alsuwaykit, Dawar Khan, Ondrej Strnad, Tobias Isenberg 0001, Ivan Viola
IEEE Trans. Vis. Comput. Graph.5
2025 The Language of Infographics: Toward Understanding Conceptual Metaphor Use in Scientific Storytelling
abstract
We apply an approach from cognitive linguistics by mapping Conceptual Metaphor Theory (CMT) to the visualization domain to address patterns of visual conceptual metaphors that are often used in science infographics. Metaphors play an essential part in visual communication and are frequently employed to explain complex concepts. However, their use is often based on intuition, rather than following a formal process. At present, we lack tools and language for understanding and describing metaphor use in visualization to the extent where taxonomy and grammar could guide the creation of visual components, e.g., infographics. Our classification of the visual conceptual mappings within scientific representations is based on the breakdown of visual components in existing scientific infographics. We demonstrate the development of this mapping through a detailed analysis of data collected from four domains (biomedicine, climate, space, and anthropology) that represent a diverse range of visual conceptual metaphors used in the visual communication of science. This work allows us to identify patterns of visual conceptual metaphor use within the domains, resolve ambiguities about why specific conceptual metaphors are used, and develop a better overall understanding of visual metaphor use in scientific infographics. Our analysis shows that ontological and orientational conceptual metaphors are the most widely applied to translate complex scientific concepts. To support our findings we developed a visual exploratory tool based on the collected database that places the individual infographics on a spatio-temporal scale and illustrates the breakdown of visual conceptual metaphors.
Hana Pokojná, Tobias Isenberg 0001, Stefan Bruckner, Barbora Kozlíková, Laura A. Garrison
IEEE Trans. Vis. Comput. Graph.2
2025 SpatialTouch: Exploring Spatial Data Visualizations in Cross-Reality
abstract
We propose and study a novel cross-reality environment that seamlessly integrates a monoscopic 2D surface (an interactive screen with touch and pen input) with a stereoscopic 3D space (an augmented reality HMD) to jointly host spatial data visualizations. This innovative approach combines the best of two conventional methods of displaying and manipulating spatial 3D data, enabling users to fluidly explore diverse visual forms using tailored interaction techniques. Providing such effective 3D data exploration techniques is pivotal for conveying its intricate spatial structures-often at multiple spatial or semantic scales-across various application domains and requiring diverse visual representations for effective visualization. To understand user reactions to our new environment, we began with an elicitation user study, in which we captured their responses and interactions. We observed that users adapted their interaction approaches based on perceived visual representations, with natural transitions in spatial awareness and actions while navigating across the physical surface. Our findings then informed the development of a design space for spatial data exploration in cross-reality. We thus developed cross-reality environments tailored to three distinct domains: for 3D molecular structure data, for 3D point cloud data, and for 3D anatomical data. In particular, we designed interaction techniques that account for the inherent features of interactions in both spaces, facilitating various forms of interaction, including mid-air gestures, touch interactions, pen interactions, and combinations thereof, to enhance the users' sense of presence and engagement. We assessed the usability of our environment with biologists, focusing on its use for domain research. In addition, we evaluated our interaction transition designs with virtual and mixed-reality experts to gather further insights. As a result, we provide our design suggestions for the cross-reality environment, emphasizing the interaction with diverse visual representations and seamless interaction transitions between 2D and 3D spaces.
Lixiang Zhao, Tobias Isenberg 0001, Fuqi Xie 0002, Hai-Ning Liang, Lingyun Yu 0001
IEEE Trans. Vis. Comput. Graph.2
2024 Virtual reality inspection of chromatin 3D and 2D data
abstract
International audience
Elena Molina, David Kouril, Tobias Isenberg 0001, Barbora Kozlíková, Pere-Pau Vázquez
Comput. Graph.3
2024 Design Characterization for Black-and-White Textures in Visualization
abstract
We investigate the use of 2D black-and-white textures for the visualization of categorical data and contribute a summary of texture attributes, and the results of three experiments that elicited design strategies as well as aesthetic and effectiveness measures. Black-and-white textures are useful, for instance, as a visual channel for categorical data on low-color displays, in 2D/3D print, to achieve the aesthetic of historic visualizations, or to retain the color hue channel for other visual mappings. We specifically study how to use what we call geometric and iconic textures. Geometric textures use patterns of repeated abstract geometric shapes, while iconic textures use repeated icons that may stand for data categories. We parameterized both types of textures and developed a tool for designers to create textures on simple charts by adjusting texture parameters. 30 visualization experts used our tool and designed 66 textured bar charts, pie charts, and maps. We then had 150 participants rate these designs for aesthetics. Finally, with the top-rated geometric and iconic textures, our perceptual assessment experiment with 150 participants revealed that textured charts perform about equally well as non-textured charts, and that there are some differences depending on the type of chart.
Tingying He, Yuanyang Zhong, Petra Isenberg, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.4
2024 A Survey of Designs for Combined 2D+3D Visual Representations
abstract
We examine visual representations of data that make use of combinations of both 2D and 3D data mappings. Combining 2D and 3D representations is a common technique that allows viewers to understand multiple facets of the data with which they are interacting. While 3D representations focus on the spatial character of the data or the dedicated 3D data mapping, 2D representations often show abstract data properties and take advantage of the unique benefits of mapping to a plane. Many systems have used unique combinations of both types of data mappings effectively. Yet there are no systematic reviews of the methods in linking 2D and 3D representations. We systematically survey the relationships between 2D and 3D visual representations in major visualization publications-IEEE VIS, IEEE TVCG, and EuroVis-from 2012 to 2022. We closely examined 105 articles where 2D and 3D representations are connected visually, interactively, or through animation. These approaches are designed based on their visual environment, the relationships between their visual representations, and their possible layouts. Through our analysis, we introduce a design space as well as provide design guidelines for effectively linking 2D and 3D visual representations.
Jiayi Hong, Rostyslav Hnatyshyn, Ebrar A. D. Santos, Ross Maciejewski, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.5
2024 Visualizing and Comparing Machine Learning Predictions to Improve Human-AI Teaming on the Example of Cell Lineage
abstract
We visualize the predictions of multiple machine learning models to help biologists as they interactively make decisions about cell lineage-the development of a (plant) embryo from a single ovum cell. Based on a confocal microscopy dataset, traditionally biologists manually constructed the cell lineage, starting from this observation and reasoning backward in time to establish their inheritance. To speed up this tedious process, we make use of machine learning (ML) models trained on a database of manually established cell lineages to assist the biologist in cell assignment. Most biologists, however, are not familiar with ML, nor is it clear to them which model best predicts the embryo's development. We thus have developed a visualization system that is designed to support biologists in exploring and comparing ML models, checking the model predictions, detecting possible ML model mistakes, and deciding on the most likely embryo development. To evaluate our proposed system, we deployed our interface with six biologists in an observational study. Our results show that the visual representations of machine learning are easily understandable, and our tool, LineageD+, could potentially increase biologists' working efficiency and enhance the understanding of embryos.
Jiayi Hong, Ross Maciejewski, Alain Trubuil, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.4
2024 V-Mail: 3D-Enabled Correspondence About Spatial Data on (Almost) All Your Devices
abstract
We present V-Mail, a framework of cross-platform applications, interactive techniques, and communication protocols for improved multi-person correspondence about spatial 3D datasets. Inspired by the daily use of e-mail, V-Mail seeks to enable a similar style of rapid, multi-person communication accessible on any device; however, it aims to do this in the new context of spatial 3D communication, where limited access to 3D graphics hardware typically prevents such communication. The approach integrates visual data storytelling with data exploration, spatial annotations, and animated transitions. V-Mail "data stories" are exported in a standard video file format to establish a common baseline level of access on (almost) any device. The V-Mail framework also includes a series of complementary client applications and plugins that enable different degrees of story co-authoring and data exploration, adjusted automatically to match the capabilities of various devices. A lightweight, phone-based V-Mail app makes it possible to annotate data by adding captions to the video. These spatial annotations are then immediately accessible to team members running high-end 3D graphics visualization systems that also include a V-Mail client, implemented as a plugin. Results and evaluation from applying V-Mail to assist communication within an interdisciplinary science team studying Antarctic ice sheets confirm the utility of the asynchronous, cross-platform collaborative framework while also highlighting some current limitations and opportunities for future work.
Jung Who Nam, Tobias Isenberg 0001, Daniel F. Keefe
IEEE Trans. Vis. Comput. Graph.2
2024 MeTACAST: Target- and Context-Aware Spatial Selection in VR
abstract
We propose three novel spatial data selection techniques for particle data in VR visualization environments. They are designed to be target- and context-aware and be suitable for a wide range of data features and complex scenarios. Each technique is designed to be adjusted to particular selection intents: the selection of consecutive dense regions, the selection of filament-like structures, and the selection of clusters-with all of them facilitating post-selection threshold adjustment. These techniques allow users to precisely select those regions of space for further exploration-with simple and approximate 3D pointing, brushing, or drawing input-using flexible point- or path-based input and without being limited by 3D occlusions, non-homogeneous feature density, or complex data shapes. These new techniques are evaluated in a controlled experiment and compared with the Baseline method, a region-based 3D painting selection. Our results indicate that our techniques are effective in handling a wide range of scenarios and allow users to select data based on their comprehension of crucial features. Furthermore, we analyze the attributes, requirements, and strategies of our spatial selection methods and compare them with existing state-of-the-art selection methods to handle diverse data features and situations. Based on this analysis we provide guidelines for choosing the most suitable 3D spatial selection techniques based on the interaction environment, the given data characteristics, or the need for interactive post-selection threshold adjustment.
Lixiang Zhao, Tobias Isenberg 0001, Fuqi Xie 0002, Hai-Ning Liang, Lingyun Yu 0001
IEEE Trans. Vis. Comput. Graph.2
2023 Moliverse: Contextually embedding the microcosm into the universe
abstract
We present Moliverse, an integration of the molecular visualization framework VIAMD into the astronomical visualization software OpenSpace, allowing us to bridge the two extreme ends of the scale spectrum to show, for example, the gas composition in a planet’s atmosphere or molecular structures in comet trails and can empower the creation of educational exhibitions. For that purpose we do not use a linear scale traversal but break the scale continuity and show molecular simulations as focus in the context of celestial bodies. We demonstrate the application of our concept in two storytelling scenarios and envision the application both for science presentations to lay audiences and for dedicated exploration, potentially also in a molecule-only environment.
Mathis Brossier, Robin Skånberg, Lonni Besançon, Mathieu Linares, Tobias Isenberg 0001, Anders Ynnerman, Alexander Bock 0002
Comput. Graph.5
2023 State of the Art of Molecular Visualization in Immersive Virtual Environments
abstract
Abstract Visualization plays a crucial role in molecular and structural biology. It has been successfully applied to a variety of tasks, including structural analysis and interactive drug design. While some of the challenges in this area can be overcome with more advanced visualization and interaction techniques, others are challenging primarily due to the limitations of the hardware devices used to interact with the visualized content. Consequently, visualization researchers are increasingly trying to take advantage of new technologies to facilitate the work of domain scientists. Some typical problems associated with classic 2D interfaces, such as regular desktop computers, are a lack of natural spatial understanding and interaction, and a limited field of view. These problems could be solved by immersive virtual environments and corresponding hardware, such as virtual reality head‐mounted displays. Thus, researchers are investigating the potential of immersive virtual environments in the field of molecular visualization. There is already a body of work ranging from educational approaches to protein visualization to applications for collaborative drug design. This review focuses on molecular visualization in immersive virtual environments as a whole, aiming to cover this area comprehensively. We divide the existing papers into different groups based on their application areas, and types of tasks performed. Furthermore, we also include a list of available software tools. We conclude the report with a discussion of potential future research on molecular visualization in immersive environments.
David Kuták, Pere-Pau Vázquez, Tobias Isenberg 0001, Michael Krone, Marc Baaden, Jan Byska, Barbora Kozlíková, Haichao Miao
Comput. Graph. Forum3
2023 BeauVis: A Validated Scale for Measuring the Aesthetic Pleasure of Visual Representations
abstract
We developed and validated a rating scale to assess the aesthetic pleasure (or beauty) of a visual data representation: the BeauVis scale. With our work we offer researchers and practitioners a simple instrument to compare the visual appearance of different visualizations, unrelated to data or context of use. Our rating scale can, for example, be used to accompany results from controlled experiments or be used as informative data points during in-depth qualitative studies. Given the lack of an aesthetic pleasure scale dedicated to visualizations, researchers have mostly chosen their own terms to study or compare the aesthetic pleasure of visualizations. Yet, many terms are possible and currently no clear guidance on their effectiveness regarding the judgment of aesthetic pleasure exists. To solve this problem, we engaged in a multi-step research process to develop the first validated rating scale specifically for judging the aesthetic pleasure of a visualization (osf.io/fxs76). Our final BeauVis scale consists of five items, "enjoyable," "likable," "pleasing," "nice," and "appealing." Beyond this scale itself, we contribute (a) a systematic review of the terms used in past research to capture aesthetics, (b) an investigation with visualization experts who suggested terms to use for judging the aesthetic pleasure of a visualization, and (c) a confirmatory survey in which we used our terms to study the aesthetic pleasure of a set of 3 visualizations.
Tingying He, Petra Isenberg, Raimund Dachselt, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.4
2023 Molecumentary: Adaptable Narrated Documentaries Using Molecular Visualization
abstract
We present a method for producing documentary-style content using real-time scientific visualization. We introduce molecumentaries, i.e., molecular documentaries featuring structural models from molecular biology, created through adaptable methods instead of the rigid traditional production pipeline. Our work is motivated by the rapid evolution of scientific visualization and it potential in science dissemination. Without some form of explanation or guidance, however, novices and lay-persons often find it difficult to gain insights from the visualization itself. We integrate such knowledge using the verbal channel and provide it along an engaging visual presentation. To realize the synthesis of a molecumentary, we provide technical solutions along two major production steps: (1) preparing a story structure and (2) turning the story into a concrete narrative. In the first step, we compile information about the model from heterogeneous sources into a story graph. We combine local knowledge with external sources to complete the story graph and enrich the final result. In the second step, we synthesize a narrative, i.e., story elements presented in sequence, using the story graph. We then traverse the story graph and generate a virtual tour, using automated camera and visualization transitions. We turn texts written by domain experts into verbal representations using text-to-speech functionality and provide them as a commentary. Using the described framework, we synthesize fly-throughs with descriptions: automatic ones that mimic a manually authored documentary or semi-automatic ones which guide the documentary narrative solely through curated textual input.
David Kouril, Ondrej Strnad, Peter Mindek, Sarkis Halladjian, Tobias Isenberg 0001, M. Eduard Gröller, Ivan Viola
IEEE Trans. Vis. Comput. Graph.5
2022 Special C&G session at EuroVis 2022
Tobias Isenberg 0001, Stefan Bruckner
Comput. Graph.1
2022 LineageD: An Interactive Visual System for Plant Cell Lineage Assignments based on Correctable Machine Learning
abstract
Abstract We describe LineageD—a hybrid web‐based system to predict, visualize, and interactively adjust plant embryo cell lineages. Currently, plant biologists explore the development of an embryo and its hierarchical cell lineage manually, based on a 3D dataset that represents the embryo status at one point in time. This human decision‐making process, however, is time‐consuming, tedious, and error‐prone due to the lack of integrated graphical support for specifying the cell lineage. To fill this gap, we developed a new system to support the biologists in their tasks using an interactive combination of 3D visualization, abstract data visualization, and correctable machine learning to modify the proposed cell lineage. We use existing manually established cell lineages to obtain a neural network model. We then allow biologists to use this model to repeatedly predict assignments of a single cell division stage. After each hierarchy level prediction, we allow them to interactively adjust the machine learning based assignment, which we then integrate into the pool of verified assignments for further predictions. In addition to building the hierarchy this way in a bottom‐up fashion, we also offer users to divide the whole embryo and create the hierarchy tree in a top‐down fashion for a few steps, improving the ML‐based assignments by reducing the potential for wrong predictions. We visualize the continuously updated embryo and its hierarchical development using both 3D spatial and abstract tree representations, together with information about the model's confidence and spatial properties. We conducted case study validations with five expert biologists to explore the utility of our approach and to assess the potential for LineageD to be used in their daily workflow. We found that the visualizations of both 3D representations and abstract representations help with decision making and the hierarchy tree top‐down building approach can reduce assignments errors in real practice.
Jiayi Hong, Alain Trubuil, Tobias Isenberg 0001
Comput. Graph. Forum3
2022 Hybrid Touch/Tangible Spatial Selection in Augmented Reality
abstract
Abstract We study tangible touch tablets combined with Augmented Reality Head‐Mounted Displays (AR‐HMDs) to perform spatial 3D selections. We are primarily interested in the exploration of 3D unstructured datasets such as cloud points or volumetric datasets. AR‐HMDs immerse users by showing datasets stereoscopically, and tablets provide a set of 2D exploration tools. Because AR‐HMDs merge the visualization, interaction, and the users' physical spaces, users can also use the tablets as tangible objects in their 3D space. Nonetheless, the tablets' touch displays provide their own visualization and interaction spaces, separated from those of the AR‐HMD. This raises several research questions compared to traditional setups. In this paper, we theorize, discuss, and study different available mappings for manual spatial selections using a tangible tablet within an AR‐HMD space. We then study the use of this tablet within a 3D AR environment, compared to its use with a 2D external screen.
Mickaël Sereno, Stéphane Gosset, Lonni Besançon, Tobias Isenberg 0001
Comput. Graph. Forum4
2022 Understanding differences between combinations of 2D and 3D input and output devices for 3D data visualization
Lonni Besançon, Mehdi Ammi, Tobias Isenberg 0001
Int. J. Hum. Comput. Stud.4
2022 Multiscale Unfolding: Illustratively Visualizing the Whole Genome at a Glance
abstract
We present Multiscale Unfolding, an interactive technique for illustratively visualizing multiple hierarchical scales of DNA in a single view, showing the genome at different scales and demonstrating how one scale spatially folds into the next. The DNA's extremely long sequential structure-arranged differently on several distinct scale levels-is often lost in traditional 3D depictions, mainly due to its multiple levels of dense spatial packing and the resulting occlusion. Furthermore, interactive exploration of this complex structure is cumbersome, requiring visibility management like cut-aways. In contrast to existing temporally controlled multiscale data exploration, we allow viewers to always see and interact with any of the involved scales. For this purpose we separate the depiction into constant-scale and scale transition zones. Constant-scale zones maintain a single-scale representation, while still linearly unfolding the DNA. Inspired by illustration, scale transition zones connect adjacent constant-scale zones via level unfolding, scaling, and transparency. We thus represent the spatial structure of the whole DNA macro-molecule, maintain its local organizational characteristics, linearize its higher-level organization, and use spatially controlled, understandable interpolation between neighboring scales. We also contribute interaction techniques that provide viewers with a coarse-to-fine control for navigating within our all-scales-in-one-view representations and visual aids to illustrate the size differences. Overall, Multiscale Unfolding allows viewers to grasp the DNA's structural composition from chromosomes to the atoms, with increasing levels of "unfoldedness," and can be applied in data-driven illustration and communication.
Sarkis Halladjian, David Kouril, Haichao Miao, M. Eduard Gröller, Ivan Viola, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.6
2022 Do You Believe Your (Social Media) Data? A Personal Story on Location Data Biases, Errors, and Plausibility as Well as Their Visualization
Tobias Isenberg 0001, Zujany Salazar, Rafael Blanco, Catherine Plaisant
IEEE Trans. Vis. Comput. Graph.1
2022 Collaborative Work in Augmented Reality: A Survey
abstract
In Augmented Reality (AR), users perceive virtual content anchored in the real world. It is used in medicine, education, games, navigation, maintenance, product design, and visualization, in both single-user and multi-user scenarios. Multi-user AR has received limited attention from researchers, even though AR has been in development for more than two decades. We present the state of existing work at the intersection of AR and Computer-Supported Collaborative Work (AR-CSCW), by combining a systematic survey approach with an exploratory, opportunistic literature search. We categorize 65 papers along the dimensions of space, time, role symmetry (whether the roles of users are symmetric), technology symmetry (whether the hardware platforms of users are symmetric), and output and input modalities. We derive design considerations for collaborative AR environments, and identify under-explored research topics. These include the use of heterogeneous hardware considerations and 3D data exploration research areas. This survey is useful for newcomers to the field, readers interested in an overview of CSCW in AR applications, and domain experts seeking up-to-date information.
Mickaël Sereno, Lonni Besançon, Michael J. McGuffin, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.5
2021 Design and Evaluation of Three Selection Techniques for Tightly Packed 3D Objects in Cell Lineage Specification in Botany
abstract
We report on a controlled user study in which we investigated and compared three selection techniques in discovering and traversing 3D objects in densely packed environments. We apply this to cell division history marking as required by plant biologists who study the development of embryos, for whom existing selection techniques do not work due to the occlusion and tight packing of the cells to be selected. We specifically compared a list-based technique with an additional 3D view, a 3D selection technique that relies on an exploded view, and a combination of both techniques. Our results indicate that the combination was most preferred. List selection has advantages for traversing cells, while we did not find differences for surface cells. Our participants appreciated the combination because it supports discovering 3D objects with the 3D explosion technique while using the lists to traverse 3D cells.
Jiayi Hong, Ferran Argelaguet, Alain Trubuil, Tobias Isenberg 0001
Graphics Interface4
2021 Document Domain Randomization for Deep Learning Document Layout Extraction
abstract
We present document domain randomization (DDR), the first successful transfer of convolutional neural networks (CNNs) trained only on graphically rendered pseudo-paper pages to real-world document segmentation. DDR renders pseudo-document pages by modeling randomized textual and non-textual contents of interest, with user-defined layout and font styles to support joint learning of fine-grained classes. We demonstrate competitive results using our DDR approach to extract nine document classes from the benchmark CS-150 and papers published in two domains, namely annual meetings of Association for Computational Linguistics (ACL) and IEEE Visualization (VIS). We compare DDR to conditions of style mismatch, fewer or more noisy samples that are more easily obtained in the real world. We show that high-fidelity semantic information is not necessary to label semantic classes but style mismatch between train and test can lower model accuracy. Using smaller training samples had a slightly detrimental effect. Finally, network models still achieved high test accuracy when correct labels are diluted towards confusing labels; this behavior hold across several classes.
Meng Ling, Jian Chen 0006, Torsten Möller, Petra Isenberg, Tobias Isenberg 0001, Michael Sedlmair, Robert S. Laramee, Han-Wei Shen, Jian Wu 0006, C. Lee Giles
ICDAR (1)5
2021 Special C&G and G&VC session at EuroVis
Tobias Isenberg 0001
Comput. Graph.1
2021 The State of the Art of Spatial Interfaces for 3D Visualization
abstract
Abstract We survey the state of the art of spatial interfaces for 3D visualization. Interaction techniques are crucial to data visualization processes and the visualization research community has been calling for more research on interaction for years. Yet, research papers focusing on interaction techniques, in particular for 3D visualization purposes, are not always published in visualization venues, sometimes making it challenging to synthesize the latest interaction and visualization results. We therefore introduce a taxonomy of interaction technique for 3D visualization. The taxonomy is organized along two axes: the primary source of input on the one hand and the visualization task they support on the other hand. Surveying the state of the art allows us to highlight specific challenges and missed opportunities for research in 3D visualization. In particular, we call for additional research in: (1) controlling 3D visualization widgets to help scientists better understand their data, (2) 3D interaction techniques for dissemination, which are under‐explored yet show great promise for helping museum and science centers in their mission to share recent knowledge, and (3) developing new measures that move beyond traditional time and errors metrics for evaluating visualizations that include spatial interaction.
Lonni Besançon, Anders Ynnerman, Daniel F. Keefe, Lingyun Yu 0001, Tobias Isenberg 0001
Comput. Graph. Forum5
2021 Curve Complexity Heuristic KD-trees for Neighborhood-based Exploration of 3D Curves
abstract
Abstract We introduce the curve complexity heuristic (CCH), a KD‐tree construction strategy for 3D curves, which enables interactive exploration of neighborhoods in dense and large line datasets. It can be applied to searches of k‐nearest curves (KNC) as well as radius‐nearest curves (RNC). The CCH KD‐tree construction consists of two steps: (i) 3D curve decomposition that takes into account curve complexity and (ii) KD‐tree construction, which involves a novel splitting and early termination strategy. The obtained KD‐tree allows us to improve the speed of existing neighborhood search approaches by at least an order of magnitude (i. e., 28×for KNC and 12×for RNC with 98% accuracy) by considering local curve complexity. We validate this performance with a quantitative evaluation of the quality of search results and computation time. Also, we demonstrate the usefulness of our approach for supporting various applications such as interactive line queries, line opacity optimization, and line abstraction.
Luyu Cheng, Tobias Isenberg 0001, Chi-Wing Fu, Guoning Chen, Oliver Deussen, Yunhai Wang
Comput. Graph. Forum3
2021 VIS30K: A Collection of Figures and Tables From IEEE Visualization Conference Publications
abstract
We present the VIS30K dataset, a collection of 29,689 images that represents 30 years of figures and tables from each track of the IEEE Visualization conference series (Vis, SciVis, InfoVis, VAST). VIS30K's comprehensive coverage of the scientific literature in visualization not only reflects the progress of the field but also enables researchers to study the evolution of the state-of-the-art and to find relevant work based on graphical content. We describe the dataset and our semi-automatic collection process, which couples convolutional neural networks (CNN) with curation. Extracting figures and tables semi-automatically allows us to verify that no images are overlooked or extracted erroneously. To improve quality further, we engaged in a peer-search process for high-quality figures from early IEEE Visualization papers. With the resulting data, we also contribute VISImageNavigator (VIN, visimagenavigator.github.io), a web-based tool that facilitates searching and exploring VIS30K by author names, paper keywords, title and abstract, and years.
Jian Chen 0006, Meng Ling, Rui Li 0067, Petra Isenberg, Tobias Isenberg 0001, Michael Sedlmair, Torsten Möller, Robert S. Laramee, Han-Wei Shen, Katharina Wünsche
IEEE Trans. Vis. Comput. Graph.5
2021 HyperLabels: Browsing of Dense and Hierarchical Molecular 3D Models
abstract
We present a method for the browsing of hierarchical 3D models in which we combine the typical navigation of hierarchical structures in a 2D environment-using clicks on nodes, links, or icons-with a 3D spatial data visualization. Our approach is motivated by large molecular models, for which the traditional single-scale navigational metaphors are not suitable. Multi-scale phenomena, e. g., in astronomy or geography, are complex to navigate due to their large data spaces and multi-level organization. Models from structural biology are in addition also densely crowded in space and scale. Cutaways are needed to show individual model subparts. The camera has to support exploration on the level of a whole virus, as well as on the level of a small molecule. We address these challenges by employing HyperLabels: active labels that-in addition to their annotational role-also support user interaction. Clicks on HyperLabels select the next structure to be explored. Then, we adjust the visualization to showcase the inner composition of the selected subpart and enable further exploration. Finally, we use a breadcrumbs panel for orientation and as a mechanism to traverse upwards in the model hierarchy. We demonstrate our concept of hierarchical 3D model browsing using two exemplary models from meso-scale biology.
David Kouril, Tobias Isenberg 0001, Barbora Kozlíková, Miriah D. Meyer, M. Eduard Gröller, Ivan Viola
IEEE Trans. Vis. Comput. Graph.2
2020 Towards an Understanding of Augmented Reality Extensions for Existing 3D Data Analysis Tools
abstract
We present an observational study with domain experts to understand how augmented reality (AR) extensions to traditional PC-based data analysis tools can help particle physicists to explore and understand 3D data. Our goal is to allow researchers to integrate stereoscopic AR-based visual representations and interaction techniques into their tools, and thus ultimately to increase the adoption of modern immersive analytics techniques in existing data analysis workflows. We use Microsoft's HoloLens as a lightweight and easily maintainable AR headset and replicate existing visualization and interaction capabilities on both the PC and the AR view. We treat the AR headset as a second yet stereoscopic screen, allowing researchers to study their data in a connected multi-view manner. Our results indicate that our collaborating physicists appreciate a hybrid data exploration setup with an interactive AR extension to improve their understanding of particle collision events.
Lonni Besançon, David Rousseau, Mickaël Sereno, Mehdi Ammi, Tobias Isenberg 0001
CHI6
2020 Reducing Affective Responses to Surgical Images and Videos Through Stylization
abstract
Abstract We present the first empirical study on using colour manipulation and stylization to make surgery images/videos more palatable. While aversion to such material is natural, it limits many people's ability to satisfy their curiosity, educate themselves and make informed decisions. We selected a diverse set of image processing techniques to test them both on surgeons and lay people. While colour manipulation techniques and many artistic methods were found unusable by surgeons, edge‐preserving image smoothing yielded good results both for preserving information (as judged by surgeons) and reducing repulsiveness (as judged by lay people). We then conducted a second set of interview with surgeons to assess whether these methods could also be used on videos and derive good default parameters for information preservation. We provide extensive supplemental material at osf.io/4pfes/ .
Lonni Besançon, Amir Semmo, David Biau, Bruno Frachet, Virginie Pineau, El Hadi Sariali, Marc Soubeyrand, Rabah Taouachi, Tobias Isenberg 0001, Pierre Dragicevic
Comput. Graph. Forum9
2020 Scale Trotter: Illustrative Visual Travels Across Negative Scales
abstract
We present ScaleTrotter, a conceptual framework for an interactive, multi-scale visualization of biological mesoscale data and, specifically, genome data. ScaleTrotter allows viewers to smoothly transition from the nucleus of a cell to the atomistic composition of the DNA, while bridging several orders of magnitude in scale. The challenges in creating an interactive visualization of genome data are fundamentally different in several ways from those in other domains like astronomy that require a multi-scale representation as well. First, genome data has intertwined scale levels-the DNA is an extremely long, connected molecule that manifests itself at all scale levels. Second, elements of the DNA do not disappear as one zooms out-instead the scale levels at which they are observed group these elements differently. Third, we have detailed information and thus geometry for the entire dataset and for all scale levels, posing a challenge for interactive visual exploration. Finally, the conceptual scale levels for genome data are close in scale space, requiring us to find ways to visually embed a smaller scale into a coarser one. We address these challenges by creating a new multi-scale visualization concept. We use a scale-dependent camera model that controls the visual embedding of the scales into their respective parents, the rendering of a subset of the scale hierarchy, and the location, size, and scope of the view. In traversing the scales, ScaleTrotter is roaming between 2D and 3D visual representations that are depicted in integrated visuals. We discuss, specifically, how this form of multi-scale visualization follows from the specific characteristics of the genome data and describe its implementation. Finally, we discuss the implications of our work to the general illustrative depiction of multi-scale data.
Sarkis Halladjian, Haichao Miao, David Kouril, M. Eduard Gröller, Ivan Viola, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.6
2019 Analysis of drawing characteristics for reproducing traditional hand-made stippling
Domingo Martín, Germán Arroyo, Vicente del Sol, Celia Romo, Tobias Isenberg 0001
Comput. Graph.5
2019 Hybrid Touch/Tangible Spatial 3D Data Selection
abstract
Abstract We discuss spatial selection techniques for three‐dimensional datasets. Such 3D spatial selection is fundamental to exploratory data analysis. While 2D selection is efficient for datasets with explicit shapes and structures, it is less efficient for data without such properties. We first propose a new taxonomy of 3D selection techniques, focusing on the amount of control the user has to define the selection volume. We then describe the 3D spatial selection technique Tangible Brush, which gives manual control over the final selection volume. It combines 2D touch with 6‐DOF 3D tangible input to allow users to perform 3D selections in volumetric data. We use touch input to draw a 2D lasso, extruding it to a 3D selection volume based on the motion of a tangible, spatially‐aware tablet. We describe our approach and present its quantitative and qualitative comparison to state‐of‐the‐art structure‐dependent selection. Our results show that, in addition to being dataset‐independent, Tangible Brush is more accurate than existing dataset‐dependent techniques, thus providing a trade‐off between precision and effort.
Lonni Besançon, Mickaël Sereno, Lingyun Yu 0001, Mehdi Ammi, Tobias Isenberg 0001
Comput. Graph. Forum5
2019 Augmenting Tactile 3D Data Navigation With Pressure Sensing
abstract
Abstract We present a pressure‐augmented tactile 3D data navigation technique, specifically designed for small devices, motivated by the need to support the interactive visualization beyond traditional workstations. While touch input has been studied extensively on large screens, current techniques do not scale to small and portable devices. We use phone‐based pressure sensing with a binary mapping to separate interaction degrees of freedom (DOF) and thus allow users to easily select different manipulation schemes (e. g., users first perform only rotation and then with a simple pressure input to switch to translation). We compare our technique to traditional 3D‐RST (rotation, scaling, translation) using a docking task in a controlled experiment. The results show that our technique increases the accuracy of interaction, with limited impact on speed. We discuss the implications for 3D interaction design and verify that our results extend to older devices with pseudo pressure and are valid in realistic phone usage scenarios.
Lonni Besançon, Mehdi Ammi, Tobias Isenberg 0001
Comput. Graph. Forum4
2019 A Model of Spatial Directness in Interactive Visualization
abstract
We discuss the concept of directness in the context of spatial interaction with visualization. In particular, we propose a model that allows practitioners to analyze and describe the spatial directness of interaction techniques, ultimately to be able to better understand interaction issues that may affect usability. To reach these goals, we distinguish between different types of directness. Each type of directness depends on a particular mapping between different spaces, for which we consider the data space, the visualization space, the output space, the user space, the manipulation space, and the interaction space. In addition to the introduction of the model itself, we also show how to apply it to several real-world interaction scenarios in visualization, and thus discuss the resulting types of spatial directness, without recommending either more direct or more indirect interaction techniques. In particular, we will demonstrate descriptive and evaluative usage of the proposed model, and also briefly discuss its generative usage.
Stefan Bruckner, Tobias Isenberg 0001, Timo Ropinski, Alexander Wiebel
IEEE Trans. Vis. Comput. Graph.2
2018 A Survey of Surface-Based Illustrative Rendering for Visualization
abstract
Abstract In this paper, we survey illustrative rendering techniques for 3D surface models. We first discuss the field of illustrative visualization in general and provide a new definition for this sub‐area of visualization. For the remainder of the survey, we then focus on surface‐based models. We start by briefly summarizing the differential geometry fundamental to many approaches and discuss additional general requirements for the underlying models and the methods' implementations. We then provide an overview of low‐level illustrative rendering techniques including sparse lines, stippling and hatching, and illustrative shading, connecting each of them to practical examples of visualization applications. We also mention evaluation approaches and list various application fields, before we close with a discussion of the state of the art and future work.
Kai Lawonn, Ivan Viola, Bernhard Preim, Tobias Isenberg 0001
Comput. Graph. Forum4
2018 DimSUM: Dimension and Scale Unifying Map for Visual Abstraction of DNA Origami Structures
abstract
Abstract We present a novel visualization concept for DNA origami structures that integrates a multitude of representations into aDimension and Scale Unifying Map (DimSUM).This novel abstraction map provides means to analyze, smoothly transition between, and interact with many visual representations of the DNA origami structures in an effective way that was not possible before. DNA origami structures are nanoscale objects, which are challenging to model in silico. In our holistic approach we seamlessly combine three‐dimensional realistic shape models, two‐dimensional diagrammatic representations, and ordered alignments in one‐dimensional arrangements, with semantic transitions across many scales. To navigate through this large, two‐dimensional abstraction map we highlight locations that users frequently visit for certain tasks and datasets. Particularly interesting viewpoints can be explicitly saved to optimize the workflow. We have developedDimSUMtogether with domain scientists specialized in DNA nanotechnology. In the paper we discuss our design decisions for both the visualization and the interaction techniques. We demonstrate two practical use cases in which our approach increases the specialists’ understanding and improves their effectiveness in the analysis. Finally, we discuss the implications of our concept for the use of controlled abstraction in visualization in general.
Haichao Miao, Elisa De Llano, Tobias Isenberg 0001, M. Eduard Gröller, Ivan Barisic, Ivan Viola
Comput. Graph. Forum3
2018 Multiscale Visualization and Scale-Adaptive Modification of DNA Nanostructures
abstract
We present an approach to represent DNA nanostructures in varying forms of semantic abstraction, describe ways to smoothly transition between them, and thus create a continuous multiscale visualization and interaction space for applications in DNA nanotechnology. This new way of observing, interacting with, and creating DNA nanostructures enables domain experts to approach their work in any of the semantic abstraction levels, supporting both low-level manipulations and high-level visualization and modifications. Our approach allows them to deal with the increasingly complex DNA objects that they are designing, to improve their features, and to add novel functions in a way that no existing single-scale approach offers today. For this purpose we collaborated with DNA nanotechnology experts to design a set of ten semantic scales. These scales take the DNA's chemical and structural behavior into account and depict it from atoms to the targeted architecture with increasing levels of abstraction. To create coherence between the discrete scales, we seamlessly transition between them in a well-defined manner. We use special encodings to allow experts to estimate the nanoscale object's stability. We also add scale-adaptive interactions that facilitate the intuitive modification of complex structures at multiple scales. We demonstrate the applicability of our approach on an experimental use case. Moreover, feedback from our collaborating domain experts confirmed an increased time efficiency and certainty for analysis and modification tasks on complex DNA structures. Our method thus offers exciting new opportunities with promising applications in medicine and biotechnology.
Haichao Miao, Elisa De Llano, Johannes Sorger, Yasaman Ahmadi, Tadija Kekic, Tobias Isenberg 0001, M. Eduard Gröller, Ivan Barisic, Ivan Viola
IEEE Trans. Vis. Comput. Graph.6
2018 Pondering the Concept of Abstraction in (Illustrative) Visualization
abstract
We explore the concept of abstraction as it is used in visualization, with the ultimate goal of understanding and formally defining it. Researchers so far have used the concept of abstraction largely by intuition without a precise meaning. This lack of specificity left questions on the characteristics of abstraction, its variants, its control, or its ultimate potential for visualization and, in particular, illustrative visualization mostly unanswered. In this paper we thus provide a first formalization of the abstraction concept and discuss how this formalization affects the application of abstraction in a variety of visualization scenarios. Based on this discussion, we derive a number of open questions still waiting to be answered, thus formulating a research agenda for the use of abstraction for the visual representation and exploration of data. This paper, therefore, is intended to provide a contribution to the discussion of the theoretical foundations of our field, rather than attempting to provide a completed and final theory.
Ivan Viola, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.2
2017 Pressure-Based Gain Factor Control for Mobile 3D Interaction using Locally-Coupled Devices
abstract
We present the design and evaluation of pressure-based interactive control of 3D navigation precision. Specifically, we examine the control of gain factors in tangible 3D interactions using locally-coupled mobile devices. By focusing on pressure as a separate input channel we can adjust gain factors independently from other input modalities used in 3D navigation, in particular for the exploration of 3D visualisations. We present two experiments. First, we determined that people strongly preferred higher pressures to be mapped to higher gain factors. Using this mapping, we compared pressure with rate control, velocity control, and slider-based control in a second study. Our results show that pressure-based gain control allows people to be more precise in the same amount of time compared to established input modalities. Pressure-based control was also clearly preferred by our participants. In summary, we demonstrate that pressure facilitates effective and efficient precision control for mobile 3D navigation.
Lonni Besançon, Mehdi Ammi, Tobias Isenberg 0001
CHI3
2017 Mouse, Tactile, and Tangible Input for 3D Manipulation
abstract
We evaluate the performance and usability of mouse-based, touch-based, and tangible interaction for manipulating objects in a 3D virtual environment. This comparison is a step toward a better understanding of the limitations and benefits of these existing interaction techniques, with the ultimate goal of facilitating an easy transition between the different 3D data exploration environments. For this purpose we analyze participants' performance in 3D manipulation using a docking task. We measured completion times, docking accuracy, as well as subjective criteria such as fatigue, workload, and preference. Our results show that the three input modalities provide similar levels of precision but require different completion times. We also discuss our qualitative observations as well as people's preferences and put our findings into context of the application domain of 3D data analysis environments.
Lonni Besançon, Paul Issartel, Mehdi Ammi, Tobias Isenberg 0001
CHI4
2017 A survey of digital stippling
Domingo Martín, Germán Arroyo, Alejandro Rodríguez 0007, Tobias Isenberg 0001
Comput. Graph.4
2017 Visualization as Seen through its Research Paper Keywords
abstract
We present the results of a comprehensive multi-pass analysis of visualization paper keywords supplied by authors for their papers published in the IEEE Visualization conference series (now called IEEE VIS) between 1990-2015. From this analysis we derived a set of visualization topics that we discuss in the context of the current taxonomy that is used to categorize papers and assign reviewers in the IEEE VIS reviewing process. We point out missing and overemphasized topics in the current taxonomy and start a discussion on the importance of establishing common visualization terminology. Our analysis of research topics in visualization can, thus, serve as a starting point to (a) help create a common vocabulary to improve communication among different visualization sub-groups, (b) facilitate the process of understanding differences and commonalities of the various research sub-fields in visualization, (c) provide an understanding of emerging new research trends, (d) facilitate the crucial step of finding the right reviewers for research submissions, and (e) it can eventually lead to a comprehensive taxonomy of visualization research. One additional tangible outcome of our work is an online query tool (http://keyvis.org/) that allows visualization researchers to easily browse the 3952 keywords used for IEEE VIS papers since 1990 to find related work or make informed keyword choices.
Petra Isenberg, Tobias Isenberg 0001, Michael Sedlmair, Jian Chen 0006, Torsten Möller
IEEE Trans. Vis. Comput. Graph.2
2017 Hybrid Tactile/Tangible Interaction for 3D Data Exploration
abstract
We present the design and evaluation of an interface that combines tactile and tangible paradigms for 3D visualization. While studies have demonstrated that both tactile and tangible input can be efficient for a subset of 3D manipulation tasks, we reflect here on the possibility to combine the two complementary input types. Based on a field study and follow-up interviews, we present a conceptual framework of the use of these different interaction modalities for visualization both separately and combined-focusing on free exploration as well as precise control. We present a prototypical application of a subset of these combined mappings for fluid dynamics data visualization using a portable, position-aware device which offers both tactile input and tangible sensing. We evaluate our approach with domain experts and report on their qualitative feedback.
Lonni Besançon, Paul Issartel, Mehdi Ammi, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.4
2017 Vispubdata.org: A Metadata Collection About IEEE Visualization (VIS) Publications
abstract
We have created and made available to all a dataset with information about every paper that has appeared at the IEEE Visualization (VIS) set of conferences: InfoVis, SciVis, VAST, and Vis. The information about each paper includes its title, abstract, authors, and citations to other papers in the conference series, among many other attributes. This article describes the motivation for creating the dataset, as well as our process of coalescing and cleaning the data, and a set of three visualizations we created to facilitate exploration of the data. This data is meant to be useful to the broad data visualization community to help understand the evolution of the field and as an example document collection for text data visualization research.
Petra Isenberg, Florian Heimerl, Steffen Koch 0001, Tobias Isenberg 0001, Charles D. Stolper, Michael Sedlmair, Jian Chen 0006, Torsten Möller, John T. Stasko
IEEE Trans. Vis. Comput. Graph.4
2016 A Survey of Perceptually Motivated 3D Visualization of Medical Image Data
abstract
Abstract This survey provides an overview of perceptually motivated techniques for the visualization of medical image data, including physics‐based lighting techniques as well as illustrative rendering that incorporate spatial depth and shape cues. Additionally, we discuss evaluations that were conducted in order to study the perceptual effects of these visualization techniques as compared to conventional techniques. These evaluations assessed depth and shape perception with depth judgment, orientation matching, and related tasks. This overview of existing techniques and their evaluation serves as a basis for defining the evaluation process of medical visualizations and to discuss a research agenda.
Bernhard Preim, Alexandra Baer, Douglas W. Cunningham, Tobias Isenberg 0001, Timo Ropinski
Comput. Graph. Forum4
2016 Occlusion-free Blood Flow Animation with Wall Thickness Visualization
abstract
We present the first visualization tool that combines pathlines from blood flow and wall thickness information. Our method uses illustrative techniques to provide occlusion-free visualization of the flow. We thus offer medical researchers an effective visual analysis tool for aneurysm treatment risk assessment. Such aneurysms bear a high risk of rupture and significant treatment-related risks. Therefore, to get a fully informed decision it is essential to both investigate the vessel morphology and the hemodynamic data. Ongoing research emphasizes the importance of analyzing the wall thickness in risk assessment. Our combination of blood flow visualization and wall thickness representation is a significant improvement for the exploration and analysis of aneurysms. As all presented information is spatially intertwined, occlusion problems occur. We solve these occlusion problems by dynamic cutaway surfaces. We combine this approach with a glyph-based blood flow representation and a visual mapping of wall thickness onto the vessel surface. We developed a GPU-based implementation of our visualizations which facilitates wall thickness analysis through real-time rendering and flexible interactive data exploration mechanisms. We designed our techniques in collaboration with domain experts, and we provide details about the evaluation of the technique and tool.
Kai Lawonn, Sylvia Saalfeld, Anna Vilanova, Bernhard Preim, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.5
2016 Towards An Understanding of Mobile Touch Navigation in a Stereoscopic Viewing Environment for 3D Data Exploration
abstract
We discuss touch-based navigation of 3D visualizations in a combined monoscopic and stereoscopic viewing environment. We identify a set of interaction modes, and a workflow that helps users transition between these modes to improve their interaction experience. In our discussion we analyze, in particular, the control-display space mapping between the different reference frames of the stereoscopic and monoscopic displays. We show how this mapping supports interactive data exploration, but may also lead to conflicts between the stereoscopic and monoscopic views due to users' movement in space; we resolve these problems through synchronization. To support our discussion, we present results from an exploratory observational evaluation with domain experts in fluid mechanics and structural biology. These experts explored domain-specific datasets using variations of a system that embodies the interaction modes and workflows; we report on their interactions and qualitative feedback on the system and its workflow.
Lora Oehlberg, Candemir Doger, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.4
2016 CAST: Effective and Efficient User Interaction for Context-Aware Selection in 3D Particle Clouds
abstract
We present a family of three interactive Context-Aware Selection Techniques (CAST) for the analysis of large 3D particle datasets. For these datasets, spatial selection is an essential prerequisite to many other analysis tasks. Traditionally, such interactive target selection has been particularly challenging when the data subsets of interest were implicitly defined in the form of complicated structures of thousands of particles. Our new techniques SpaceCast, TraceCast, and PointCast improve usability and speed of spatial selection in point clouds through novel context-aware algorithms. They are able to infer a user's subtle selection intention from gestural input, can deal with complex situations such as partially occluded point clusters or multiple cluster layers, and can all be fine-tuned after the selection interaction has been completed. Together, they provide an effective and efficient tool set for the fast exploratory analysis of large datasets. In addition to presenting Cast, we report on a formal user study that compares our new techniques not only to each other but also to existing state-of-the-art selection methods. Our results show that Cast family members are virtually always faster than existing methods without tradeoffs in accuracy. In addition, qualitative feedback shows that PointCast and TraceCast were strongly favored by our participants for intuitiveness and efficiency.
Lingyun Yu 0001, Konstantinos Efstathiou 0001, Petra Isenberg, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.4
2015 Lightweight Relief Shearing for Enhanced Terrain Perception on Interactive Maps
abstract
We explore interactive relief shearing, a set of non-intrusive, direct manipulation interactions that expose depth and shape information in terrain maps using ephemeral animations. Reading and interpreting topography and relief on terrain maps is an important aspect of map use, but extracting depth information from 2D maps is notoriously difficult. Modern mapping software attempts to alleviate this limitation by presenting digital terrain using 3D views. However, 3D views introduce occlusion, complicate distance estimations, and typically require more complex interactions. In contrast, our approach reveals depth information via shearing animations on 2D maps, and can be paired with existing interactions such as pan and zoom. We examine explicit, integrated, and hybrid interactions for triggering relief shearing and present a version that uses device tilt to control depth effects. Our evaluation shows that these interactive techniques improve depth perception when compared to standard 2D and perspective views.
Wesley Willett, Bernhard Jenny, Tobias Isenberg 0001, Pierre Dragicevic
CHI3
2015 Exploration of the Brain's White Matter Structure through Visual Abstraction and Multi-Scale Local Fiber Tract Contraction
abstract
We present a visualization technique for brain fiber tracts from DTI data that provides insight into the structure of white matter through visual abstraction. We achieve this abstraction by analyzing the local similarity of tract segment directions at different scales using a stepwise increase of the search range. Next, locally similar tract segments are moved toward each other in an iterative process, resulting in a local contraction of tracts perpendicular to the local tract direction at a given scale. This not only leads to the abstraction of the global structure of the white matter as represented by the tracts, but also creates volumetric voids. This increase of empty space decreases the mutual occlusion of tracts and, consequently, results in a better understanding of the brain's three-dimensional fiber tract structure. Our implementation supports an interactive and continuous transition between the original and the abstracted representations via various scale levels of similarity. We also support the selection of groups of tracts, which are highlighted and rendered with the abstracted visualization as context.
Maarten H. Everts, Eric Begue, Henk Bekker, Jos B. T. M. Roerdink, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.5
2013 Weighted graph comparison techniques for brain connectivity analysis
abstract
The analysis of brain connectivity is a vast field in neuroscience with a frequent use of visual representations and an increasing need for visual analysis tools. Based on an in-depth literature review and interviews with neuroscientists, we explore high-level brain connectivity analysis tasks that need to be supported by dedicated visual analysis tools. A significant example of such a task is the comparison of different connectivity data in the form of weighted graphs. Several approaches have been suggested for graph comparison within information visualization, but the comparison of weighted graphs has not been addressed. We explored the design space of applicable visual representations and present augmented adjacency matrix and node-link visualizations. To assess which representation best support weighted graph comparison tasks, we performed a controlled experiment. Our findings suggest that matrices support these tasks well, outperforming node-link diagrams. These results have significant implications for the design of brain connectivity analysis tools that require weighted graph comparisons. They can also inform the design of visual analysis tools in other domains, e.g. comparison of weighted social networks or biological pathways.
Basak Alper, Benjamin Bach, Nathalie Henry Riche, Tobias Isenberg 0001, Jean-Daniel Fekete
CHI4
2013 Interactive example-based hatching
Moritz Gerl, Tobias Isenberg 0001
Comput. Graph.2
2013 A Systematic Review on the Practice of Evaluating Visualization
abstract
We present an assessment of the state and historic development of evaluation practices as reported in papers published at the IEEE Visualization conference. Our goal is to reflect on a meta-level about evaluation in our community through a systematic understanding of the characteristics and goals of presented evaluations. For this purpose we conducted a systematic review of ten years of evaluations in the published papers using and extending a coding scheme previously established by Lam et al. [2012]. The results of our review include an overview of the most common evaluation goals in the community, how they evolved over time, and how they contrast or align to those of the IEEE Information Visualization conference. In particular, we found that evaluations specific to assessing resulting images and algorithm performance are the most prevalent (with consistently 80-90% of all papers since 1997). However, especially over the last six years there is a steady increase in evaluation methods that include participants, either by evaluating their performances and subjective feedback or by evaluating their work practices and their improved analysis and reasoning capabilities using visual tools. Up to 2010, this trend in the IEEE Visualization conference was much more pronounced than in the IEEE Information Visualization conference which only showed an increasing percentage of evaluation through user performance and experience testing. Since 2011, however, also papers in IEEE Information Visualization show such an increase of evaluations of work practices and analysis as well as reasoning using visual tools. Further, we found that generally the studies reporting requirements analyses and domain-specific work practices are too informally reported which hinders cross-comparison and lowers external validity.
Tobias Isenberg 0001, Petra Isenberg, Jian Chen 0006, Michael Sedlmair, Torsten Möller
IEEE Trans. Vis. Comput. Graph.1
2013 Bristle Maps: A Multivariate Abstraction Technique for Geovisualization
abstract
We present Bristle Maps, a novel method for the aggregation, abstraction, and stylization of spatiotemporal data that enables multiattribute visualization, exploration, and analysis. This visualization technique supports the display of multidimensional data by providing users with a multiparameter encoding scheme within a single visual encoding paradigm. Given a set of geographically located spatiotemporal events, we approximate the data as a continuous function using kernel density estimation. The density estimation encodes the probability that an event will occur within the space over a given temporal aggregation. These probability values, for one or more set of events, are then encoded into a bristle map. A bristle map consists of a series of straight lines that extend from, and are connected to, linear map elements such as roads, train, subway lines, and so on. These lines vary in length, density, color, orientation, and transparency—creating the multivariate attribute encoding scheme where event magnitude, change, and uncertainty can be mapped as various bristle parameters. This approach increases the amount of information displayed in a single plot and allows for unique designs for various information schemes. We show the application of our bristle map encoding scheme using categorical spatiotemporal police reports. Our examples demonstrate the use of our technique for visualizing data magnitude, variable comparisons, and a variety of multivariate attribute combinations. To evaluate the effectiveness of our bristle map, we have conducted quantitative and qualitative evaluations in which we compare our bristle map to conventional geovisualization techniques. Our results show that bristle maps are competitive in completion time and accuracy of tasks with various levels of complexity.
SungYe Kim, Ross Maciejewski, Abish Malik, Yun Jang, David S. Ebert, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.6
2013 State of the "Art": A Taxonomy of Artistic Stylization Techniques for Images and Video
abstract
This paper surveys the field of nonphotorealistic rendering (NPR), focusing on techniques for transforming 2D input (images and video) into artistically stylized renderings. We first present a taxonomy of the 2D NPR algorithms developed over the past two decades, structured according to the design characteristics and behavior of each technique. We then describe a chronology of development from the semiautomatic paint systems of the early nineties, through to the automated painterly rendering systems of the late nineties driven by image gradient analysis. Two complementary trends in the NPR literature are then addressed, with reference to our taxonomy. First, the fusion of higher level computer vision and NPR, illustrating the trends toward scene analysis to drive artistic abstraction and diversity of style. Second, the evolution of local processing approaches toward edge-aware filtering for real-time stylization of images and video. The survey then concludes with a discussion of open challenges for 2D NPR identified in recent NPR symposia, including topics such as user and aesthetic evaluation.
Jan Eric Kyprianidis, John P. Collomosse, Tinghuai Wang, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.4
2012 Semantics by analogy for illustrative volume visualization
abstract
We present an interactive graphical approach for the explicit specification of semantics for volume visualization. This explicit and graphical specification of semantics for volumetric features allows us to visually assign meaning to both input and output parameters of the visualization mapping. This is in contrast to the implicit way of specifying semantics using transfer functions. In particular, we demonstrate how to realize a dynamic specification of semantics which allows to flexibly explore a wide range of mappings. Our approach is based on three concepts. First, we use semantic shader augmentation to automatically add rule-based rendering functionality to static visualization mappings in a shader program, while preserving the visual abstraction that the initial shader encodes. With this technique we extend recent developments that define a mapping between data attributes and visual attributes with rules, which are evaluated using fuzzy logic. Second, we let users define the semantics by analogy through brushing on renderings of the data attributes of interest. Third, the rules are specified graphically in an interface that provides visual clues for potential modifications. Together, the presented methods offer a high degree of freedom in the specification and exploration of rule-based mappings and avoid the limitations of a linguistic rule formulation.
Moritz Gerl, Peter Rautek, Tobias Isenberg 0001, M. Eduard Gröller
Comput. Graph.3
2012 A Design Study of Direct-Touch Interaction for Exploratory 3D Scientific Visualization
abstract
Abstract We present an interaction design study of several non‐overlapping direct‐touch interaction widgets, postures, and bi‐manual techniques to support the needs of scientists who are exploring a dataset. The final interaction design supports navigation/zoom, cutting plane interaction, a drilling exploration, the placement of seed particles in 3D space, and the exploration of temporal data evolution. To ground our design, we conducted a requirements analysis and used a participatory design approach throughout development. We chose simulations in the field of fluid mechanics as our example domain and, in the paper, discuss our choice of techniques, their adaptation to our target domain, and discuss how they facilitate the necessary combination of visualization control and data exploration. We evaluated our resulting interactive data exploration system with seven fluid mechanics experts and report on their qualitative feedback. While we use flow visualization as our application domain, the developed techniques were designed with generalizability in mind and we discuss several implications of our work on further development of direct‐touch data exploration techniques for scientific visualization in general.
Tijmen R. Klein, Florimond Guéniat, Luc Pastur, Frédéric Vernier, Tobias Isenberg 0001
Comput. Graph. Forum5
2012 Evaluating Sketchiness as a Visual Variable for the Depiction of Qualitative Uncertainty
abstract
We report on results of a series of user studies on the perception of four visual variables that are commonly used in the literature to depict uncertainty. To the best of our knowledge, we provide the first formal evaluation of the use of these variables to facilitate an easier reading of uncertainty in visualizations that rely on line graphical primitives. In addition to blur, dashing and grayscale, we investigate the use of `sketchiness' as a visual variable because it conveys visual impreciseness that may be associated with data quality. Inspired by work in non-photorealistic rendering and by the features of hand-drawn lines, we generate line trajectories that resemble hand-drawn strokes of various levels of proficiency-ranging from child to adult strokes-where the amount of perturbations in the line corresponds to the level of uncertainty in the data. Our results show that sketchiness is a viable alternative for the visualization of uncertainty in lines and is as intuitive as blur; although people subjectively prefer dashing style over blur, grayscale and sketchiness. We discuss advantages and limitations of each technique and conclude with design considerations on how to deploy these visual variables to effectively depict various levels of uncertainty for line marks.
Nadia Boukhelifa, Anastasia Bezerianos, Tobias Isenberg 0001, Jean-Daniel Fekete
IEEE Trans. Vis. Comput. Graph.3
2012 Sketchy Rendering for Information Visualization
abstract
We present and evaluate a framework for constructing sketchy style information visualizations that mimic data graphics drawn by hand. We provide an alternative renderer for the Processing graphics environment that redefines core drawing primitives including line, polygon and ellipse rendering. These primitives allow higher-level graphical features such as bar charts, line charts, treemaps and node-link diagrams to be drawn in a sketchy style with a specified degree of sketchiness. The framework is designed to be easily integrated into existing visualization implementations with minimal programming modification or design effort. We show examples of use for statistical graphics, conveying spatial imprecision and for enhancing aesthetic and narrative qualities of visualization. We evaluate user perception of sketchiness of areal features through a series of stimulus-response tests in order to assess users' ability to place sketchiness on a ratio scale, and to estimate area. Results suggest relative area judgment is compromised by sketchy rendering and that its influence is dependent on the shape being rendered. They show that degree of sketchiness may be judged on an ordinal scale but that its judgement varies strongly between individuals. We evaluate higher-level impacts of sketchiness through user testing of scenarios that encourage user engagement with data visualization and willingness to critique visualization design. Results suggest that where a visualization is clearly sketchy, engagement may be increased and that attitudes to participating in visualization annotation are more positive. The results of our work have implications for effective information visualization design that go beyond the traditional role of sketching as a tool for prototyping or its use for an indication of general uncertainty.
Jo Wood, Petra Isenberg, Tobias Isenberg 0001, Jason Dykes, Nadia Boukhelifa, Aidan Slingsby
IEEE Trans. Vis. Comput. Graph.3
2012 Efficient Structure-Aware Selection Techniques for 3D Point Cloud Visualizations with 2DOF Input
abstract
Data selection is a fundamental task in visualization because it serves as a pre-requisite to many follow-up interactions. Efficient spatial selection in 3D point cloud datasets consisting of thousands or millions of particles can be particularly challenging. We present two new techniques, TeddySelection and CloudLasso, that support the selection of subsets in large particle 3D datasets in an interactive and visually intuitive manner. Specifically, we describe how to spatially select a subset of a 3D particle cloud by simply encircling the target particles on screen using either the mouse or direct-touch input. Based on the drawn lasso, our techniques automatically determine a bounding selection surface around the encircled particles based on their density. This kind of selection technique can be applied to particle datasets in several application domains. TeddySelection and CloudLasso reduce, and in some cases even eliminate, the need for complex multi-step selection processes involving Boolean operations. This was confirmed in a formal, controlled user study in which we compared the more flexible CloudLasso technique to the standard cylinder-based selection technique. This study showed that the former is consistently more efficient than the latter - in several cases the CloudLasso selection time was half that of the corresponding cylinder-based selection.
Lingyun Yu 0001, Konstantinos Efstathiou 0001, Petra Isenberg, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.4
2011 Special section on Non-Photorealistic Animation and Rendering (NPAR) 2010
John P. Collomosse, Tobias Isenberg 0001
Comput. Graph.2
2011 Scale-Dependent and Example-Based Grayscale Stippling
Domingo Martín, Germán Arroyo, María Victoria Luzón, Tobias Isenberg 0001
Comput. Graph.4
2011 Computational Aesthetics 2011 in Vancouver, Canada, August 5-7, 2011, Sponsored by Eurographics, in Collaboration with ACM SIGGRAPH
abstract
International audience
Tobias Isenberg 0001, Douglas W. Cunningham
Comput. Graph. Forum1
2011 Illustrative Molecular Visualization with Continuous Abstraction
abstract
Abstract Molecular systems may be visualized with various degrees of structural abstraction, support of spatial perception, and ‘illustrativeness.’ In this work we propose and realize methods to create seamless transformations that allow us to affect and change each of these three parameters individually. The resulting transitions give viewers a dedicated control of abstraction in illustrative molecular visualization and, consequently, allow them to seamlessly explore the resulting abstraction space for obtaining a fundamental understanding of molecular systems. We show example visualizations created with our approach and report informal feedback on our technique from domain experts.
Matthew van der Zwan, Wouter Lueks, Henk Bekker, Tobias Isenberg 0001
Comput. Graph. Forum4
2010 Supporting Sandtray Therapy on an Interactive Tabletop
abstract
We present the iterative design of a virtual sandtray application for a tabletop display. The purpose of our prototype is to support sandtray therapy, a form of art therapy typically used for younger clients. A significant aspect of this therapy is the insight gained by the therapist as they observe the client interact with the figurines they use to create a scene in the sandtray. In this manner, the therapist can gain increased understanding of the client's psyche. We worked with three sandtray therapists throughout the evolution of our prototype. We describe the details of the three phases of this design process: initial face-to-face meetings, iterative design and development via distance collaboration, and a final face-to-face feedback session. This process revealed that our prototype was sufficient for therapists to gain insight about a person's psyche through their interactions with the virtual sandtray.
Mark S. Hancock, Thomas ten Cate, Sheelagh Carpendale, Tobias Isenberg 0001
CHI4
2010 Event Report: Computational Aesthetics 2010 in London, England, June 14-15, 2010, sponsored by Eurographics, in collaboration with ACM SIGGRAPH
Tobias Isenberg 0001, Neil A. Dodgson
Comput. Graph. Forum1
2010 DTI in Context: Illustrating Brain Fiber Tracts In Situ
abstract
Abstract We present an interactive illustrative visualization method inspired by traditional pen‐and‐ink illustration styles. Specifically, we explore how to provide context around DTI fiber tracts in the form of surfaces of the brain, the skull, or other objects such as tumors. These contextual surfaces are derived from either segmentation data or generated using interactive iso‐surface extraction and are rendered with a flexible, slice‐based hatching technique, controlled with ambient occlusion. This technique allows us to produce a consistent and frame‐coherent appearance with precise control over the lines. In addition, we provide context through cutting planes onto which we render gray matter with stippling. Together, our methods not only facilitate the interactive exploration and illustration of brain fibers within their anatomical context but also allow us to produce high‐quality images for print reproduction. We provide evidence for the success of our approach with an informal evaluation with domain experts.
Pjotr Svetachov, Maarten H. Everts, Tobias Isenberg 0001
Comput. Graph. Forum3
2010 FI3D: Direct-Touch Interaction for the Exploration of 3D Scientific Visualization Spaces
abstract
We present the design and evaluation of FI3D, a direct-touch data exploration technique for 3D visualization spaces. The exploration of three-dimensional data is core to many tasks and domains involving scientific visualizations. Thus, effective data navigation techniques are essential to enable comprehension, understanding, and analysis of the information space. While evidence exists that touch can provide higher-bandwidth input, somesthetic information that is valuable when interacting with virtual worlds, and awareness when working in collaboration, scientific data exploration in 3D poses unique challenges to the development of effective data manipulations. We present a technique that provides touch interaction with 3D scientific data spaces in 7 DOF. This interaction does not require the presence of dedicated objects to constrain the mapping, a design decision important for many scientific datasets such as particle simulations in astronomy or physics. We report on an evaluation that compares the technique to conventional mouse-based interaction. Our results show that touch interaction is competitive in interaction speed for translation and integrated interaction, is easy to learn and use, and is preferred for exploration and wayfinding tasks. To further explore the applicability of our basic technique for other types of scientific visualizations we present a second case study, adjusting the interaction to the illustrative visualization of fiber tracts of the brain and the manipulation of cutting planes in this context.
Lingyun Yu 0001, Pjotr Svetachov, Petra Isenberg, Maarten H. Everts, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.5
2009 Automatically Mimicking Unique Hand-Drawn Pencil Lines
Zainab AlMeraj, Brian Wyvill, Tobias Isenberg 0001, Amy Ashurst Gooch, Richard Guy
Comput. Graph.3
2009 Depth-Dependent Halos: Illustrative Rendering of Dense Line Data
abstract
We present a technique for the illustrative rendering of 3D line data at interactive frame rates. We create depth-dependent halos around lines to emphasize tight line bundles while less structured lines are de-emphasized. Moreover, the depth-dependent halos combined with depth cueing via line width attenuation increase depth perception, extending techniques from sparse line rendering to the illustrative visualization of dense line data. We demonstrate how the technique can be used, in particular, for illustrating DTI fiber tracts but also show examples from gas and fluid flow simulations and mathematics as well as describe how the technique extends to point data. We report on an informal evaluation of the illustrative DTI fiber tract visualizations with domain experts in neurosurgery and tractography who commented positively about the results and suggested a number of directions for future work.
Maarten H. Everts, Henk Bekker, Jos B. T. M. Roerdink, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.4
2008 Interactive Exploratory Visualization of 2D Vector Fields
abstract
Abstract In this paper we present several techniques to interactively explore representations of 2D vector fields. Through a set of simple hand postures used on large, touch‐sensitive displays, our approach allows individuals to custom‐design glyphs (arrows, lines, etc.) that best reveal patterns of the underlying dataset. Interactive exploration of vector fields is facilitated through freedom of glyph placement, glyph density control, and animation. The custom glyphs can be applied individually to probe specific areas of the data but can also be applied in groups to explore larger regions of a vector field. Re‐positionable sources from which glyphs—animated according to the local vector field—continue to emerge are used to examine the vector field dynamically. The combination of these techniques results in an engaging visualization with which the user can rapidly explore and analyze varying types of 2D vector fields, using a virtually infinite number of custom‐designed glyphs.
Tobias Isenberg 0001, Maarten H. Everts, Jens Grubert, Sheelagh Carpendale
Comput. Graph. Forum1
2006 G-Strokes: A Concept for Simplifying Line Stylization
Tobias Isenberg 0001, Angela Brennecke
Comput. Graph.1
2005 Combining Silhouettes, Surface, and Volume Rendering for Surgery Education and Planning
abstract
We introduce a flexible combination of volume, surface, and line rendering.We employ object-based edge detection because this allows a flexible parametrization of the generated lines. Our techniques were developed mainly for medical applications using segmented patient-individual volume datasets. In addition, we present an evaluation of the generated visualizations with 8 medical professionals and 25 laypersons. Integration of lines in conventional rendering turned out to be appropriate.
Christian Tietjen, Tobias Isenberg 0001, Bernhard Preim
EuroVis2
2004 High Quality Hatching
abstract
Abstract Hatching lines are often used in line illustrations to convey tone and texture of a surface. In this paper we present methods to generate hatching lines from polygonal meshes and render them in high quality either at interactive rates for on‐screen display or for reproduction in print. Our approach is based on local curvature information that is integrated to form streamlines on the surface of the mesh. We use a new algorithm that provides an even distribution of these lines. A special processing of these streamlines ensures high quality line rendering for both intended output media later on. While the streamlines are generated in a preprocessing stage, hatching lines are rendered either for vector‐based printer output or on‐screen display, the latter allowing for interaction in terms of changing the view parameters or manipulating the entire line shading model at run‐time using a virtual machine. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation—Display algorithms; I.3.3 [Computer Graphics]: Picture/Image Generation—Line and curve generation image
Johannes Zander, Tobias Isenberg 0001, Stefan Schlechtweg-Dorendorf, Thomas Strothotte
Comput. Graph. Forum2
2003 OPENNPAR: A System for Developing, Programming, and Designing Non-Photorealistic Animation and Rendering
abstract
The notable amount and variation of current techniques in non-photorealistic rendering (NPR) indicates a level of maturity whereby the categorization of algorithms has become possible. We present a conceptual model for NPR, on which we base a modular system, OPENNPAR, which integrates NPR algorithms into distinct classes. Components in OPENNPAR are modularized and consequently reintegrated for various rendering purposes, allowing many kinds of NPR algorithms to be reproduced, including the integration of 2D and 3D methods. Additionally, the system provides support for a range of users (developers, programmers, designers) according to their respective levels of abstraction, thus being available in multiple contexts. Ultimately, OPENNPAR holds great potential as a tool in the development, augmentation, and creation of NPR effects.
Nick Halper, Tobias Isenberg 0001, Felix Ritter, Bert Freudenberg, Oscar Meruvia-Pastor, Stefan Schlechtweg-Dorendorf, Thomas Strothotte
PG2
2003 Illustration Watermarks for Vector Graphics
abstract
Digital watermarking is a technique for embedding information into data, such as images, 3D models, or audio files, such that some properties (i.e., security, imperceptibility, robustness) are maintained. While most of the existing watermarking techniques focus on encoding copyright information where security is one of the most important properties, we have developed algorithms for embedding Illustration Watermarking, i.e., content-related annotations for the image. Robustness against common media transformations, high capacity, and blind detection are our aspired properties while security and the usage of secure keys are less important. The medium that we are using for embedding data are 2D vector graphics. We introduce algorithms that change line attributes, introduce new vertices in certain patterns, and replace existing stroke segments by new lines in a stylistic way. Based on the modification they introduced, we categorize our techniques into whether they change the appearance of the image or not and whether the changes are perceivable by the naked eye or not. We demonstrate our techniques with silhouette lines obtained from 3D models. Such line drawings are a very common style utilized in many illustrations, in particular in the medical and technical domain.
Henry Sonnet, Tobias Isenberg 0001, Jana Dittmann, Thomas Strothotte
PG2
2002 Stylizing Silhouettes at Interactive Rates: From Silhouette Edges to Silhouette Strokes
abstract
A way to create effective stylized line drawings is to draw strokes that start and stop at visible portions along the silhouette of an object to be portrayed. In computer graphics to date, algorithms to extract silhouette edges are many, although putting these edges into a form such that stylized strokes may be applied to them has not been greatly covered, so that existing methods are either time-consuming or presented vaguely. In this paper, we introduce an algorithm that takes a set of silhouette edges originating from polygonal meshes and efficiently computes the visible parts of the edges before connecting them to form long smooth silhouette strokes to which stylization algorithms may be effectively applied. Features of our algorithm that gain efficiency and accuracy over existing methods is that we directly exploit the analytic connectivity information of the mesh in combination with the available z-buffer information during rendering, and filter artifacts in connected edges during the process to improve the visual quality of strokes after stylization. Categories and Subject Descriptors (according to ACM CCS): 1.3.3 [Computer Graphics]: Picture/Image Generation—Line and curve generation 1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Hidden line/surface removal
Tobias Isenberg 0001, Nick Halper, Thomas Strothotte
Comput. Graph. Forum1
2000 3D Illustrative Effects for Animating Line Drawings
abstract
Most illustrative techniques used in non-photorealistic rendering to date apply a rendering style to objects or a scene and alter the appearance of this style by employing illumination or depth cueing. However for generating high quality illustrations this approach relies almost entirely on smart placement of light sources. We introduce the concept of illustrative effects to describe the workings of illustrative techniques that rely on spatial location rather than just illumination or depth. Although the rendering style is still object-dependent, this technique allows us to visualize or emphasize parts of objects or the whole scene without being limited by the scene's object decomposition. The approach also enforces the decoupling of the model and its animation from the visualization task. We demonstrate our approach using a sample collection of illustrative effects applied to line drawings. A uniform set of tools to manipulate these effects is provided.
Tobias Isenberg 0001, Maic Masuch, Thomas Strothotte
IV1
1999 Visualizing Knowledge about Virtual Reconstructions of Ancient Architecture
abstract
One of the assumptions of current software for visualizing architecture is that the underlying geometry is a correct, objective and complete representation of the objects in question. However, we argue that such an ideal situation can hardly be met. Instead, there are a variety of situations in which there is considerable uncertainty associated with some features of a model. Furthermore, the model usally stems from design decisions which are not encoded in the model but which may be important for users. We argue that more information about geometric models should be representable and visualizable. In particular, we propose non-photorealistic rendering styles for encoding such additional information in a visualization of a 3D model which goes over and above the geometry. We then apply this concept to visualizations of virtual reconstructions of ancient architecture. Finally, we describe the prototypical system AncientVis, which represents an approach to visualizing models with uncertain features.
Thomas Strothotte, Maic Masuch, Tobias Isenberg 0001
Computer Graphics International3