Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

David H. S. Chung

dblp:46/9846 · DBLP profile ↗
← Back
7ranked-venue papers
1as first author
0since 2021 · last 2016
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-authorArtificial intelligence and machine learning · 1

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

Computer graphics and multimedia
2 papers
Visualization and visual analytics · 62% Multimedia analysis and retrieval · 38%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
visual analytics
0.222013
Transformation of an Uncertain Video Search Pipeline to a Sketch-Based Visual Analytics Loop · IEEE Trans. Vis. Comput. Graph. 2013
Hierarchical Event Selection for Video Storyboards with a Case Study on Snooker Video Visualization · IEEE Trans. Vis. Comput. Graph. 2011
Multimedia analysis and retrieval
video retrieval
0.212013
Transformation of an Uncertain Video Search Pipeline to a Sketch-Based Visual Analytics Loop · IEEE Trans. Vis. Comput. Graph. 2013
Visualization and visual analytics
video visualization
0.112011
Hierarchical Event Selection for Video Storyboards with a Case Study on Snooker Video Visualization · IEEE Trans. Vis. Comput. Graph. 2011
Multimedia analysis and retrieval › multimodal summarization
event summarization
0.012011
Hierarchical Event Selection for Video Storyboards with a Case Study on Snooker Video Visualization · IEEE Trans. Vis. Comput. Graph. 2011

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

sketch-based interface · 0.2active machine learning · 0.2importance-based selection · 0.1hierarchical event representation · 0.1
YearPublicationVenuePosition
2016 How Ordered Is It? On the Perceptual Orderability of Visual Channels
abstract
Abstract The design of effective glyphs for visualisation involves a number of different visual encodings. Since spatial position is usually already specified in advance, we must rely on other visual channels to convey additional relationships for multivariate analysis. One such relationship is the apparent order present in the data. This paper presents two crowdsourcing empirical studies that focus on the perceptual evaluation of orderability for visual channels, namely Bertin's retinal variables. The first study investigates the perception of order in a sequence of elements encoded with different visual channels. We found evidence that certain visual channels are perceived as more ordered (for example, value) while others are perceived as less ordered (for example, hue) than the measured order present in the data. As a result, certain visual channels are more/less sensitive to disorder. The second study evaluates how visual orderability affects min and max judgements of elements in the sequence. We found that visual channels that tend to be perceived as ordered, improve the accuracy of identifying these values.
David H. S. Chung, Daniel Archambault, Rita Borgo, Darren J. Edwards, Robert S. Laramee, Min Chen 0001
Comput. Graph. Forum1
2013 Automated 3-D Animation From Snooker Videos With Information-Theoretical Optimization
abstract
Automated 3-D modeling from real sports videos can provide useful resources for visual design in sports-related computer games, saving a lot of effort in manual design of visual contents. However, image-based 3-D reconstruction usually suffers from inaccuracy caused by statistic image analysis. In this paper, we propose an information-theoretical scheme to minimize errors of automated 3-D modeling from monocular sports videos. In the proposed scheme, mutual information (MI) was exploited to compute the fitting scores of a 3-D model against the observed single-view scene, and the optimization of model fitting was carried out subsequently. With this optimization scheme, errors in model fitting were minimized without human intervention, allowing automated reconstruction of 3-D animation from consecutive monocular video frames at high accuracy. In our work, the Snooker videos were taken as our case study, balls were positioned in 3-D space from single-view frames, and 3-D animation was reproduced from real Snooker videos. Our experimental results validated that the proposed information-theoretical scheme can help attain better accuracy in the automated reconstruction of 3-D animation, and demonstrated that information-theoretical evaluation can be an effective approach for model-based reconstruction from single-view videos.
Richard Jiang 0001, Matthew L. Parry, Philip A. Legg, David H. S. Chung, Iwan W. Griffiths
IEEE Trans. Comput. Intell. AI Games4
2013 Transformation of an Uncertain Video Search Pipeline to a Sketch-Based Visual Analytics Loop
abstract
Traditional sketch-based image or video search systems rely on machine learning concepts as their core technology. However, in many applications, machine learning alone is impractical since videos may not be semantically annotated sufficiently, there may be a lack of suitable training data, and the search requirements of the user may frequently change for different tasks. In this work, we develop a visual analytics systems that overcomes the shortcomings of the traditional approach. We make use of a sketch-based interface to enable users to specify search requirement in a flexible manner without depending on semantic annotation. We employ active machine learning to train different analytical models for different types of search requirements. We use visualization to facilitate knowledge discovery at the different stages of visual analytics. This includes visualizing the parameter space of the trained model, visualizing the search space to support interactive browsing, visualizing candidature search results to support rapid interaction for active learning while minimizing watching videos, and visualizing aggregated information of the search results. We demonstrate the system for searching spatiotemporal attributes from sports video to identify key instances of the team and player performance.
Philip A. Legg, David H. S. Chung, Matthew L. Parry, Rhodri Bown, Mark W. Jones 0001, Iwan W. Griffiths, Min Chen 0001
IEEE Trans. Vis. Comput. Graph.2
2012 MatchPad: Interactive Glyph-Based Visualization for Real-Time Sports Performance Analysis
abstract
Abstract Today real‐time sports performance analysis is a crucial aspect of matches in many major sports. For example, in soccer and rugby, team analysts may annotate videos during the matches by tagging specific actions and events, which typically result in some summary statistics and a large spreadsheet of recorded actions and events. To a coach, the summary statistics (e.g., the percentage of ball possession) lacks sufficient details, while reading the spreadsheet is time‐consuming and making decisions based on the spreadsheet in real‐time is thereby impossible. In this paper, we present a visualization solution to the current problem in real‐time sports performance analysis. We adopt a glyph‐based visual design to enable coaching staff and analysts to visualize actions and events “at a glance”. We discuss the relative merits of metaphoric glyphs in comparison with other types of glyph designs in this particular application. We describe an algorithm for managing the glyph layout at different spatial scales in interactive visualization. We demonstrate the use of this technical approach through its application in rugby, for which we delivered the visualization software,MatchPad, on a tablet computer. The MatchPad was used by the Welsh Rugby Union during the Rugby World Cup 2011. It successfully helped coaching staff and team analysts to examine actions and events in detail whilst maintaining a clear overview of the match, and assisted in their decision making during the matches. It also allows coaches to convey crucial information back to the players in a visually‐engaging manner to help improve their performance.
Philip A. Legg, David H. S. Chung, Matthew L. Parry, Mark W. Jones 0001, R. Long, Iwan W. Griffiths, Min Chen 0001
Comput. Graph. Forum2
2011 Intelligent filtering by semantic importance for single-view 3D reconstruction from Snooker video
abstract
In this paper we investigate the challenge of 3D reconstruction from Snooker video data. We propose a system pipeline for intelligent filtering based on semantic importance in Snooker. The system can be divided into table detection and correction, followed by ball detection, classification and tracking. It is apparent from previous work that there are several challenges presented here. Firstly, previous methods tend to use a fixed top-down camera mounted above the table. To capture a full table view from this is challenging due to space limitations above the table. Instead, we capture video data from a tripod and correct the viewpoint through processing. Secondly, previous methods tend to simply detect the balls without considering other interfering objects such as player and cue. This becomes even more apparent when the player strikes the cue ball. Our intelligent filtering avoids such issues to give accurate 3D table reconstruction.
Philip A. Legg, Matthew L. Parry, David H. S. Chung, Richard Jiang 0001, Adrian Morris, Iwan W. Griffiths, David Marshall 0001, Min Chen 0001
ICIP3
2011 Visual Reconstructability as a Quality Metric for Flow Visualization
abstract
Abstract We present a novel approach for the evaluation of 2D flow visualizations based on the visual reconstructability of the input vector fields. According to this metric, a visualization has high quality if the underlying data can be reliably reconstructed from the image. This approach provides visualization creators with a cost‐effective means to assess the quality of visualization results objectively. We present a vision‐based reconstruction system for the three most commonly‐used visual representations of vector fields, namely streamlines, arrow glyphs, and line integral convolution. To demonstrate the use of visual reconstructability as a quality metric, we consider a selection of vector fields obtained from numerical simulations, containing typical flow features. We apply the three types of visualization to each dataset, and compare the visualization results based on their visual reconstructability of the original vector field.
Heike Leitte, Thomas Weidner, David H. S. Chung, Robert S. Laramee, Peter Townsend, Min Chen 0001
Comput. Graph. Forum3
2011 Hierarchical Event Selection for Video Storyboards with a Case Study on Snooker Video Visualization
abstract
Video storyboard, which is a form of video visualization, summarizes the major events in a video using illustrative visualization. There are three main technical challenges in creating a video storyboard, (a) event classification, (b) event selection and (c) event illustration. Among these challenges, (a) is highly application-dependent and requires a significant amount of application specific semantics to be encoded in a system or manually specified by users. This paper focuses on challenges (b) and (c). In particular, we present a framework for hierarchical event representation, and an importance-based selection algorithm for supporting the creation of a video storyboard from a video. We consider the storyboard to be an event summarization for the whole video, whilst each individual illustration on the board is also an event summarization but for a smaller time window. We utilized a 3D visualization template for depicting and annotating events in illustrations. To demonstrate the concepts and algorithms developed, we use Snooker video visualization as a case study, because it has a concrete and agreeable set of semantic definitions for events and can make use of existing techniques of event detection and 3D reconstruction in a reliable manner. Nevertheless, most of our concepts and algorithms developed for challenges (b) and (c) can be applied to other application areas.
Matthew L. Parry, Philip A. Legg, David H. S. Chung, Iwan W. Griffiths, Min Chen 0001
IEEE Trans. Vis. Comput. Graph.3