Demo Data from SIGIR 2026 / reviewers in the wild / expert
Isaac Cho
dblp:50/11181
· DBLP profile ↗
36ranked-venue papers
5as first author
23since 2021 · last 2026
0000-0003-1582-8428ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 24 · 4 first-author · 19 since 2021Human-computer interaction and ubiquitous computing · 14 · 2 first-author · 9 since 2021Applied, interdisciplinary, general and emerging computing · 9 · 4 since 2021Databases, data management, data science and information retrieval · 8 · 4 since 2021Artificial intelligence and machine learning · 7 · 4 since 2021Software engineering, systems software and programming languages · 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
15 papers |
Visualization and visual analytics · 64% Virtual and augmented reality · 36% | |
| Human-computer interaction and pervasive computing
12 papers |
Collaborative and social computing · 25% Interaction techniques and input · 22% Immersive interaction · 21% |
Topics — the 29 heaviest of 34, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › perception
perception in visualization |
1.9 | 2 | 2026 | Evaluating Preattentive Features for Detecting Changes in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2026 Perception of Visual Variables on Virtual Wall-Sized Tiled Displays in Immersive Environments · IEEE Trans. Vis. Comput. Graph. 2025 |
Immersive interaction
virtual reality interaction |
1.0 | 1 | 2026 | Evaluating Preattentive Features for Detecting Changes in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2026 |
Interaction techniques and input › spatial interaction
3d interaction |
0.9 | 2 | 2025 | Evaluating 3D User Interaction Techniques on Spatial Working Memory for 3D Scatter Plot Exploration in Immersive Analytics · ISMAR 2023 Perception of Visual Variables on Virtual Wall-Sized Tiled Displays in Immersive Environments · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality › augmented reality
augmented reality interaction |
0.9 | 1 | 2025 | When Senses Collide: Investigating Modality Congruence and Interference Between Task and Notification in Augmented Reality · ISMAR 2025 |
Visualization and visual analytics
geospatial visualization |
0.9 | 1 | 2025 | Evaluating Effectiveness of Interactivity in Contour-Based Geospatial Visualizations · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality
immersive visualization |
0.9 | 1 | 2025 | Perception of Visual Variables on Virtual Wall-Sized Tiled Displays in Immersive Environments · IEEE Trans. Vis. Comput. Graph. 2025 |
Visualization and visual analytics › display technology
tiled display wall |
0.9 | 1 | 2025 | Perception of Visual Variables on Virtual Wall-Sized Tiled Displays in Immersive Environments · IEEE Trans. Vis. Comput. Graph. 2025 |
Visualization and visual analytics › visual encoding
visual variables |
0.9 | 1 | 2025 | Perception of Visual Variables on Virtual Wall-Sized Tiled Displays in Immersive Environments · IEEE Trans. Vis. Comput. Graph. 2025 |
Collaborative and social computing › multi-user virtual environments
avatar design |
0.9 | 1 | 2025 | Gender Congruence and Social Context in Xr: Effects on Partner Preference, Warmth, Competence, and Uncanniness · ISMAR 2025 |
Haptics and multimodal interaction
haptic feedback |
0.9 | 1 | 2025 | Touching the Virtual Dog: Effects of Active and Passive Haptic Feedback on Social Presence and Emotional Bonding in Virtual Pet Interaction · ISMAR 2025 |
Human-AI interaction
virtual agents |
0.9 | 1 | 2025 | What if Virtual Agents Had Scents? Users' Judgments of Virtual Agent Personality and Appeals in Encounters · ISMAR 2025 |
Interaction techniques and input › gesture input
mid-air interaction |
0.8 | 1 | 2024 | Crossing Rays: Evaluation of Bimanual Mid-air Selection Techniques in an Immersive Environment · ISMAR 2024 |
Collaborative and social computing
psychological ownership |
0.7 | 1 | 2023 | Investigating Psychological Ownership in a Shared AR Space: Effects of Human and Object Reality and Object Controllability · ISMAR 2023 |
Collaborative and social computing › collaborative virtual environments
shared augmented reality |
0.7 | 1 | 2023 | Investigating Psychological Ownership in a Shared AR Space: Effects of Human and Object Reality and Object Controllability · ISMAR 2023 |
Health and well-being technologies › self-regulation support
stress management |
0.7 | 1 | 2023 | Exploring the Effects of VR Activities on Stress Relief: A Comparison of Sitting-in-Silence, VR Meditation, and VR Smash Room · ISMAR 2023 |
Visualization and visual analytics › temporal data visualization
event exploration |
0.6 | 1 | 2022 | HisVA: A Visual Analytics System for Studying History · IEEE Trans. Vis. Comput. Graph. 2022 |
Virtual and augmented reality
virtual reality |
0.5 | 2 | 2025 | What if Virtual Agents Had Scents? Users' Judgments of Virtual Agent Personality and Appeals in Encounters · ISMAR 2025 Exploring the Effects of VR Activities on Stress Relief: A Comparison of Sitting-in-Silence, VR Meditation, and VR Smash Room · ISMAR 2023 |
Visualization and visual analytics › information visualization › statistical graphics
categorical data visualization |
0.4 | 1 | 2020 | Du Bois Wrapped Bar Chart: Visualizing Categorical Data with Disproportionate Values · CHI 2020 |
Visualization and visual analytics › visualization evaluation
user study |
0.3 | 1 | 2025 | Evaluating Effectiveness of Interactivity in Contour-Based Geospatial Visualizations · IEEE Trans. Vis. Comput. Graph. 2025 |
Visualization and visual analytics › visual analytics
visual analytics system |
0.2 | 1 | 2016 | VAiRoma: A Visual Analytics System for Making Sense of Places, Times, and Events in Roman History · IEEE Trans. Vis. Comput. Graph. 2016 |
Interaction techniques and input
pointing and selection |
0.2 | 1 | 2024 | Crossing Rays: Evaluation of Bimanual Mid-air Selection Techniques in an Immersive Environment · ISMAR 2024 |
Virtual and augmented reality
augmented reality |
0.2 | 1 | 2023 | Investigating Psychological Ownership in a Shared AR Space: Effects of Human and Object Reality and Object Controllability · ISMAR 2023 |
Visualization and visual analytics › visual analytics
immersive analytics |
0.2 | 1 | 2023 | Evaluating 3D User Interaction Techniques on Spatial Working Memory for 3D Scatter Plot Exploration in Immersive Analytics · ISMAR 2023 |
Usability and user experience research › visual perception
visual attention |
0.2 | 1 | 2023 | Comparative Analysis of Change Blindness in Virtual Reality and Augmented Reality Environments · ISMAR 2023 |
Virtual and augmented reality
depth perception |
0.1 | 1 | 2012 | Evaluating depth perception of volumetric data in semi-immersive VR · VR 2012 |
Visualization and visual analytics
volume visualization |
0.1 | 1 | 2012 | Evaluating depth perception of volumetric data in semi-immersive VR · VR 2012 |
Immersive interaction › virtual reality
virtual reality perception |
0.1 | 1 | 2012 | Evaluating depth perception of volumetric data in semi-immersive VR · VR 2012 |
Information retrieval
text analysis |
0.1 | 1 | 2016 | VAiRoma: A Visual Analytics System for Making Sense of Places, Times, and Events in Roman History · IEEE Trans. Vis. Comput. Graph. 2016 |
Virtual and augmented reality
immersive interaction |
0.0 | 1 | 2012 | Evaluating depth perception of volumetric data in semi-immersive VR · VR 2012 |
Methods — techniques the papers use, named apart from their topics
user study · 11.4controlled user study · 2.5change detection task · 2.0within-subject experiment · 1.7vibrotactile feedback · 1.7subjective perception measures · 1.7passive plush toy · 1.7cognitive load measurement · 1.7VR display arrangements · 1.7haptic gloves · 0.9haptic glove · 0.9qualitative analysis · 0.6text analysis · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Psychological ownership in shared AR: The roles of partner reality, object reality, controllability, and proximity
Dongyun Han, Donghoon Kim 0001, Hyeongil Nam, Kangsoo Kim, Isaac Cho |
Comput. Graph. | 5 |
| 2026 | Evaluating Preattentive Features for Detecting Changes in Virtual EnvironmentsabstractVisual perception plays a critical role in detecting changes within immersive Virtual Reality (VR) environments. However, as visual complexity increases, perceptual performance declines, making it more difficult to detect changes quickly and accurately. This study examines how visual features, known for facilitating preattentive processing, impact a change detection task in immersive 3D environments, with a focus on visual complexity, object attributes, and spatial proximity. Our results demonstrate that preattentive processing enhances change detection, particularly when the altered object is spatially isolated and not perceptually grouped with similar surrounding objects. Changes to isolated objects were detected more reliably, suggesting that perceptual isolation reduces cognitive load and draws more attention. Conversely, when a changed object was surrounded by visually similar elements, participants were less likely to detect the change, indicating that perceptual grouping hinders individual object recognition in complex scenes. These results provide guidelines for designing VR applications that strategically utilize spatial isolation and visual features to improve the user experience. Donghoon Kim 0001, Isaac Cho |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | Touching the Virtual Dog: Effects of Active and Passive Haptic Feedback on Social Presence and Emotional Bonding in Virtual Pet InteractionabstractImmersive technologies such as virtual and augmented reality (VR/AR) enable people to own and interact with virtual pets, offering an alternative for those who are unable to care for real pets due to spatial, physical, or financial constraints. However, how users form social bonds and emotional connections with virtual pets remains unclear and underexplored. Most virtual pet systems rely primarily on visual and auditory cues, overlooking one critical modality for emotional bonding�touch. Touch plays a fundamental role in emotional communication and social presence, particularly in human-animal interactions. Haptic feedback can fill the role of providing touch cues for users of virtual pet systems. This paper investigates how different haptic feedback modalities can influence emotional communication between users and virtual pets. We compare active haptic feedback�more specifically vibrotactile feedback�delivered through haptic gloves that respond to user interactions with a virtual dog, and passive haptic feedback, provided through a physical plush toy dog that represents the dog's body in physical space. In a within-subjects study with 32 participants, results revealed that passive haptic feedback significantly enhanced emotional bonding, social presence, and perceptions of realism, while active vibrotactile feedback contributed meaningfully in the absence of passive cues, especially in increasing behavioral engagement. These findings offer valuable design insights for emotionally resonant virtual pet systems, suggesting that passive haptics anchor affective realism, while active vibrotactile haptics enhance interactivity and compensate for reduced physical embodiment in immersive environments. Ahmad Fouad, Hyeongil Nam, Dongyun Han, Donghoon Kim 0001, Isaac Cho, Kangsoo Kim |
ISMAR | 6 |
| 2025 | What if Virtual Agents Had Scents? Users' Judgments of Virtual Agent Personality and Appeals in EncountersabstractIncorporating multi-sensory cues into Virtual Reality (VR) can significantly enhance user experiences, mirroring the multi-sensory interactions we encounter in the real-world. Olfaction plays a crucial role in shaping impressions when engaging with others. This study examines how non-verbal cues from virtual agents-specifically olfactory cues, emotional expressions, and gender-influence user perceptions during encounters with virtual agents. Our findings indicate that in unscented, woodsy, and floral scent conditions, participants primarily relied on visually observable cues to form their impressions of virtual agents. Positive emotional expressions, conveyed through facial expressions and gestures, contributed to more favorable impressions, with this effect being stronger for the female agent than the male agent. However, in the unpleasant scent condition, participants consistently formed negative impressions, which overpowered the influence of emotional expressions and gender, suggesting that aversive olfactory stimuli can detrimentally impact user perceptions. Our results emphasize the importance of carefully selecting olfactory stimuli when designing immersive and engaging VR interactions. Finally, we present our findings and outline future research directions for effectively integrating olfactory cues into virtual agents. Dongyun Han, Siyeon Bak, So-Hui Kim, Kangsoo Kim, Sun-Jeong Kim, Isaac Cho |
ISMAR | 6 |
| 2025 | When Senses Collide: Investigating Modality Congruence and Interference Between Task and Notification in Augmented RealityabstractAs augmented reality (AR) technologies become more integrated into everyday tasks, the design of notification systems that minimize disruption while enhancing user awareness is increasingly important. This study investigates how crossmodal interference between notification modality (visual, audio, tactile) and primary task modality (also visual, auditory, tactile) affects user perception and performance in AR environments. Through a controlled user study ($N=36$), participants engaged in modality-specific pattern recognition tasks while responding to spatial directional notifications delivered via different sensory channels. By analyzing notification awareness time, reaction time, task accuracy, and subjective measures, such as cognitive load and user preference, the study reveals how congruency or mismatch between task and notification modalities can either facilitate or hinder attention redirection and multi-tasking efficiency. The findings contribute to the design of adaptive AR notification systems that are less intrusive and better aligned with users' perceptual and cognitive states. Mehakdeep Kaur, Hyeongil Nam, Ryan Kang, Dongyun Han, Donghoon Kim 0001, Isaac Cho, Kangsoo Kim |
ISMAR | 6 |
| 2025 | Gender Congruence and Social Context in Xr: Effects on Partner Preference, Warmth, Competence, and UncanninessabstractAs immersive virtual environments become more prevalent, avatars serve as critical social interfaces. This study explores how combinations of visual appearance, vocal characteristics, and informed identity influence users' initial impressions and partner preferences in four distinct XR scenarios: physical, intellectual, social, and romantic. A within-subject experiment with 40 participants assessed perceived warmth, competence, uncanniness, and selection preferences across diverse avatar configurations. Results indicate that vocal cues had a particularly strong impact on social perception, often shaping feelings of approachability and clarity in communication. While some cue alignments enhanced perceived social comfort and engagement, inconsistencies across gender-related cues occasionally led to increased perceptions of uncanniness, especially in emotionally sensitive contexts. These findings highlight the importance of designing avatars that thoughtfully adapt to different interaction contexts, supporting inclusive and responsive user experiences in social XR platforms. Hyeongil Nam, Seoyoung Kang, Isaac Cho, Woontack Woo, Kangsoo Kim |
ISMAR | 4 |
| 2025 | Beyond the Portal: Enhancing Recognition in Virtual Reality Through Multisensory CuesabstractWhile Virtual Reality (VR) systems have become increasingly immersive, they still rely predominantly on visual input, which can constrain perceptual performance when visual information is limited. Incorporating additional sensory modalities, such as sound and scent, offers a promising strategy to enhance user experience and overcome these limitations. This paper investigates the contribution of auditory and olfactory cues in supporting perception within the portal metaphor, a VR technique that reveals remote environments through narrow, visually constrained transitions. We conducted a user study in which participants identified target scenes by selecting the correct portal among alternatives under varying sensory conditions. The results demonstrate that integrating visual, auditory, and olfactory cues significantly improved both recognition accuracy and response time. These findings highlight the potential of multisensory integration to compensate for visual constraints in VR and emphasize the value of incorporating sound and scent to enhance perception, immersion, and interaction within future VR system designs. Siyeon Bak, Dongyun Han, Inho Jo, Sun-Jeong Kim, Isaac Cho |
VRST | 5 |
| 2025 | Foreword to the special section on eXtended Reality for Industrial and Occupational Supports (XRIOS)
Isaac Cho, Heejin Jeong, Kangsoo Kim, Hyungil Kim, Myounghoon Jeon 0001 |
Comput. Graph. | 1 |
| 2025 | Perception of Visual Variables on Virtual Wall-Sized Tiled Displays in Immersive EnvironmentsabstractWe investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study compared three different virtual display arrangements (Flat, Cylinder, and Cockpit). It showed that participants made smaller errors on virtual curved walls (Cylinder and Cockpit) compared to Flat. Following that, we compared the results with those from a previous study conducted in a real-world setting. The comparative analysis showed that virtual curved walls resulted in smaller errors than the real-world flat wall display, but with longer task completion time. The second study evaluated the impact of four 3D user interaction techniques (Selection, Walking, Steering, and Teleportation) on performing the elementary task on the virtual Flat wall display. The results confirmed that interaction techniques further improved task performance. Finally, we discuss the limitations and future work. Dongyun Han, Anastasia Bezerianos, Petra Isenberg, Isaac Cho |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | Evaluating Effectiveness of Interactivity in Contour-Based Geospatial VisualizationsabstractContour maps are an essential tool for exploring spatial features of the terrain, such as distance, directions, and surface gradient among the contour areas. User interactions in contour-based visualizations create approaches to visual analysis that are noticeably different from the perspective of human cognition. As such, various interactive approaches have been introduced to improve system usability and enhance human cognition for complex and large-scale spatial data exploration. However, what user interaction means for contour maps, its purpose, when to leverage, and design primitives have yet to be investigated in the context of analysis tasks. Therefore, further research is needed to better understand and quantify the potentials and benefits offered by user interactions in contour-based geospatial visualizations designed to support analytical tasks. In this article, we present a contour-based interactive geospatial visualization designed for analytical tasks. We conducted a crowd-sourced user study (N=62) to examine the impact of interactive features on analysis using contour-based geospatial visualizations. Our results show that the interactive features aid in their data analysis and understanding in terms of spatial data extent, map layout, task complexity, and user expertise. Finally, we discuss our findings in-depth, which will serve as guidelines for future design and implementation of interactive features in support of case-specific analytical tasks on contour-based geospatial views. Abdullah al-Raihan Nayeem, Dongyun Han, William J. Tolone, Isaac Cho |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | Crossing Rays: Evaluation of Bimanual Mid-air Selection Techniques in an Immersive EnvironmentabstractMid-air navigation offers a method of aerial travel that mitigates the constraints associated with continuous navigation. A mid-air selection technique is essential to enable such navigation. In this paper, we consider four variations of intersection-based bimanual midair selection techniques with visual aids and supporting features: Simple-Ray, Simple-Stripe, Precision-Stripe, and Cursor-Sync. We evaluate their performance and user experience compared to an unimanual mid-air selection technique using two tasks that require selecting a mid-air position with or without a reference object. Our findings indicate that the bimanual techniques generally demonstrate faster selection times compared to the unimanual technique. With a supporting feature, the bimanual techniques can provide a more accurate selection than the unimanual technique. Based on our results, we discuss the effect of selection technique’s visual aids and supporting features on performance and user experience for mid-air selection. Donghoon Kim 0001, Dongyun Han, Siyeon Bak, Isaac Cho |
ISMAR | 4 |
| 2023 | Interactive Visualization for Smart Power Grid Efficiency and Outage ExplorationabstractThis paper introduces an interactive visualization interface prototype tailored for electrical power grid system planners and analysts to facilitate the exploration of historical outage data and gain actionable insights. With the advent of smart sensors, data generation has exponentially increased. As the amount of data has significantly grown, so has the need to effectively monitor it. Our prototype addresses this challenge by seamlessly integrating heterogeneous datasets such as GIS, AMI, and OMS. Our interface is designed to empower system planners and analysts in assessing the performance of distribution systems, focusing on circuit efficiency and outage events. This paper describes the functionalities of the visualization interface and presents its example usage scenarios. Dongyun Han, Isaac Cho |
IEEE Big Data | 2 |
| 2023 | Evaluating 3D User Interaction Techniques on Spatial Working Memory for 3D Scatter Plot Exploration in Immersive AnalyticsabstractThis work evaluates three 3D user interaction techniques to investigate their visuo-spatial working memory support for users’ data exploration in immersive analytics. Two techniques are the common VR locomotion technique, Walking and Teleportation, while the other one is Grab, an object manipulation technique. We present two formal user studies in VR and AR. Our study is designed based on the Corsi block-tapping Task, a psychological test for assessing visuo-spatial working memory. Our study results show that Walking supports spatial memory best, and Grab follows. Though Teleportation is found to support it the least, participants rated Teleportation as the easiest way to move in the VR study. We also compare the Walking and Grab results in the VR and AR studies and discuss differences. At last, we discuss our limitations and future work. Dongyun Han, Isaac Cho |
ISMAR | 2 |
| 2023 | Investigating Psychological Ownership in a Shared AR Space: Effects of Human and Object Reality and Object ControllabilityabstractAugmented reality (AR) provides users with a unique social space where virtual objects are natural parts of the real world. The users can interact with 3D virtual objects and virtual humans projected onto the physical environment. This work examines perceived ownership based on the reality of objects and partners, as well as object controllability in a shared AR setting. Our formal user study with 28 participants shows a sense of possession, control, separation, and partner presence affect their perceived ownership of a shared object. Finally, we discuss the findings and present a conclusion. Dongyun Han, Donghoon Kim 0001, Kangsoo Kim, Isaac Cho |
ISMAR | 4 |
| 2023 | Exploring the Effects of VR Activities on Stress Relief: A Comparison of Sitting-in-Silence, VR Meditation, and VR Smash RoomabstractIn our lives, we encounter various stressors that may cause negative mental and bodily reactions to make us feel frustrated, angry, or irritated. Effective methods to manage or reduce stress and anxiety are essential for a healthy life, and several stress-management approaches are found to be useful for stress relief, such as meditation, taking a rest, walking around nature, or even breaking things in a smash room. Previous research has revealed that certain experiences in virtual reality (VR) are effective for reducing stress as traditional real-world methods. However, it is still unclear how the stress relief effects are associated with other factors like individual user profile in terms of different treatment activities. In this paper, we report our findings from a formal user study that investigates the effects of two virtual activities: (1) VR Meditation and (2) VR Smash Room experience, compared with a traditional Sitting-in-Silence method. Our results show that VR Meditation has a better stress relief effect compared to VR Smash Room and Sitting-in-Silence, and the effects of the treatments are correlated with the participants’ personalities. We discuss the findings and implications addressing potential benefits/impacts of different stress-relief activities in VR. Dongyun Han, Donghoon Kim 0001, Kangsoo Kim, Isaac Cho |
ISMAR | 4 |
| 2023 | Comparative Analysis of Change Blindness in Virtual Reality and Augmented Reality EnvironmentsabstractChange blindness is a phenomenon where an individual fails to notice alterations in a visual scene when a change occurs during a brief interruption or distraction. Understanding this phenomenon is specifically important for the technique that uses a visual stimulus, such as Virtual Reality (VR) or Augmented Reality (AR). Previous research had primarily focused on 2D environments or conducted limited controlled experiments in 3D immersive environments. In this paper, we design and conduct two formal user experiments to investigate the effects of different visual attention-disrupting conditions (Flickering and Head-Turning) and object alternative conditions (Removal, Color Alteration, and Size Alteration) on change blindness detection in VR and AR environments. Our results reveal that participants detected changes more quickly and had a higher detection rate with Flickering compared to Head-Turning. Furthermore, they spent less time detecting changes when an object disappeared compared to changes in color or size. Additionally, we provide a comparison of the results between VR and AR environments. Donghoon Kim 0001, Dongyun Han, Isaac Cho |
ISMAR | 3 |
| 2023 | Enhancing User Experience in VR using Wearable Olfactory SystemabstractThis paper introduces a mounted olfactory device prototype that instantly emits and quickly switches scents. Earlier approaches, such as fixed olfactory devices, have limitations in terms of the time it took for users to perceive a scent in Virtual Reality (VR) due to dissipating lingering scents in physical space, as well as the lack of instantaneous scent switching. To evaluate its effectiveness, we conducted a pilot user study comparing mounted and fixed olfactory devices.The results show that the mounted olfactory device provides a better VR experience than the fixed olfactory device. Je-Won Myung, Ye-Chan Choi, Siyeon Park, So-Hui Kim, Dongyun Han, Isaac Cho, Chang Geun Song, Sun-Jeong Kim |
VRST | 6 |
| 2023 | PDViz: A Visual Analytics Approach for State Policy DataabstractAbstract Sub‐national governments across the United States implement a variety of policies to address large societal problems and needs. Many policies are picked up or adopted in other states. This process is called policy diffusion and allows researchers to analyse and compare the social, political, and contextual characteristics that lead to adopting certain policies, as well as the efficacy of these policies once adopted. In this paper, we introduce PDViz, a visual analytics approach that allows social scientists to dynamically analyse the policy diffusion history and underlying patterns. It is designed for analysing and answering a list of research questions and tasks posed by social scientists in prior work. To evaluate our system, we present two usage scenarios and conduct interviews with domain experts in political science. The interviews highlight that PDViz provides the result of policy diffusion patterns that align with their domain knowledge as well as the potential to be a learning tool for students to understand the concept of policy diffusion. Dongyun Han, Abdullah al-Raihan Nayeem, Jason Windett, Isaac Cho |
Comput. Graph. Forum | 4 |
| 2022 | DCPViz: A Visual Analytics Approach for Downscaled Climate ProjectionsabstractThis paper introduces a novel visual analytics approach, DCPViz, to enable climate scientists to explore massive climate data interactively without requiring the upfront movement of massive data. Thus, climate scientists are afforded more effective approaches to support the identification of potential trends and patterns in climate projections and their subsequent impacts. We designed the DCPViz pipeline to fetch and extract NEX-DCP30 data with minimal data transfer from their public sources. We implemented DCPViz to demonstrate its scalability and scientific value and to evaluate its utility under three use cases based on different models and through domain expert feedback. Abdullah al-Raihan Nayeem, Huikyo Lee, Dongyun Han, Mohammed Elshambakey, William J. Tolone, Todd Dobbs, Daniel J. Crichton, Isaac Cho |
IEEE Big Data | 8 |
| 2022 | Learning on Health Fairness and Environmental Justice via Interactive VisualizationabstractThis paper introduces an interactive visualization interface with a machine learning consensus analysis that enables the researchers to explore the impact of atmospheric and socioeconomic factors on COVID-19 clinical severity by employing multiple Recurrent Graph Neural Networks. We designed and implemented a visualization interface that leverages coordinated multi-views to support exploratory and predictive analysis of hospitalizations and other socio-geographic variables at multiple dimensions, simultaneously. By harnessing the strength of geometric deep learning, we build a consensus machine learning model to include knowledge from county-level records and investigate the complex interrelationships between global infectious disease, environment, and social justice. Additionally, we make use of unique NASA satellite-based observations which are not broadly used in the context of climate justice applications. Our current interactive interface focus on three US states (California, Pennsylvania, and Texas) to demonstrate its scientific value and presented three case studies to make qualitative evaluations. Abdullah al-Raihan Nayeem, Ignacio Segovia-Dominguez, Huikyo Lee, Dongyun Han, Zhiwei Zhen, Yulia R. Gel, Isaac Cho |
IEEE Big Data | 8 |
| 2022 | PORTAL: Portal Widget for Remote Target Acquisition and Control in Immersive Virtual EnvironmentsabstractThis paper introduces PORTAL (POrtal widget for Remote Target Acquisition and controL) that allows the user to interact with out-of-reach objects in a virtual environment. We describe the PORTAL interaction technique for placing a portal widget and interacting with target objects through the portal. We conduct two formal user studies to evaluate PORTAL for selection and manipulation functionalities. The results show PORTAL supports participants to interact with remote objects successfully and precisely. Following that, we discuss its potential and limitations, and future works. Dongyun Han, Donghoon Kim 0001, Isaac Cho |
VRST | 3 |
| 2022 | HisVA: A Visual Analytics System for Studying HistoryabstractStudying history involves many difficult tasks. Examples include searching for proper data in a large event space, understanding stories of historical events by time and space, and finding relationships among events that may not be apparent. Instructors who extensively use well-organized and well-argued materials (e.g., textbooks and online resources) can lead students to a narrow perspective in understanding history and prevent spontaneous investigation of historical events, with the students asking their own questions. In this article, we proposed HisVA, a visual analytics system that allows the efficient exploration of historical events from Wikipedia using three views: event, map, and resource. HisVA provides an effective event exploration space, where users can investigate relationships among historical events by reviewing and linking them in terms of space and time. To evaluate our system, we present two usage scenarios, a user study with a qualitative analysis of user exploration strategies, and in-class deployment results. Dongyun Han, Gorakh Parsad, Hwiyeon Kim, Jaekyom Shim, Oh-Sang Kwon, Kyung A. Son, Isaac Cho, Sungahn Ko |
IEEE Trans. Vis. Comput. Graph. | 8 |
| 2021 | A Visual Analytics Framework for Distributed Data Analysis SystemsabstractThis paper proposes a visual analytics framework that addresses the complex user interactions required through a command-line interface to run analyses in distributed data analysis systems. The visual analytics framework facilitates the user to manage access to the distributed servers, incorporate data from the source, run data-driven analysis, monitor the progress, and explore the result using interactive visualizations. We provide a user interface embedded with generalized functionalities and access protocols and integrate it with a distributed analysis system. To demonstrate our proof of concept, we present two use cases from the earth science and Sustainable Human Building Ecosystem research domain. Abdullah al-Raihan Nayeem, Mohammed Elshambakey, Todd Dobbs, Huikyo Lee, Daniel J. Crichton, Yimin Zhu 0004, Chanachok Chokwitthaya, William J. Tolone, Isaac Cho |
IEEE BigData | 9 |
| 2020 | Du Bois Wrapped Bar Chart: Visualizing Categorical Data with Disproportionate ValuesabstractWe propose a visualization technique, Du Bois wrapped bar chart, inspired by work of W.E.B Du Bois. Du Bois wrapped bar charts enable better large-to-small bar comparison by wrapping large bars over a certain threshold. We first present two crowdsourcing experiments comparing wrapped and standard bar charts to evaluate (1) the benefit of wrapped bars in helping participants identify and compare values; (2) the characteristics of data most suitable for wrapped bars. In the first study (n=98) using real-world datasets, we find that wrapped bar charts lead to higher accuracy in identifying and estimating ratios between bars. In a follow-up study (n=190) with 13 simulated datasets, we find participants were consistently more accurate with wrapped bar charts when certain category values are disproportionate as measured by entropy and H-spread. Finally, in an in-lab study, we investigate participants' experience and strategies, leading to guidelines for when and how to use wrapped bar charts. Alireza Karduni, Ryan Wesslen, Isaac Cho, Wenwen Dou |
CHI | 3 |
| 2019 | Multi-View, Generative, Transfer Learning for Distributed Time Series ClassificationabstractIn this paper, we propose an effective, multi-view, generative, transfer learning framework for multivariate time-series data. While generative models are demonstrated effective for several machine learning tasks, their application to time-series classification problems is underexplored. The need for additional exploration is motivated when data are large, annotations are unbalanced or scarce, or data are distributed and fragmented. Recent advances in computer vision attempt to use synthesized samples with system generated annotations to overcome the lack or imbalance of annotated data. However, in multi-view problem settings, view mismatches between the synthetic data and real data pose additional challenges against harnessing new annotated data collections. The proposed method offers important contributions to facilitate knowledge sharing, while simultaneously ensuring an effective solution for domain-specific, finelevel categorizations. We propose a principled way to perform view adaptation in a cross-view learning environment, wherein pairwise view similarity is identified by a smaller subset of source samples that closely resemble the target data patterns. This approach integrates generative models within a deep classification framework to minimize the gap between source and target data. More precisely, we design category specific conditional, generative models to update the source generator in order for transforming source features so that they appear as target features and simultaneously tune the associated discriminative model to distinguish these features. During each learning iteration, the source generator is conditioned by a source training set represented as some target-like features. This transformation in appearance was performed via a target generator specifically learned for target-specific customization per category. Afterward, a smaller source training set, indicating close target pattern resemblance in terms of the corresponding generative and discriminative loss, is used to fine-tune the source classification model parameters. Experiments show that compared to existing approaches, our proposed multiview, generative, transfer learning framework improves timeseries classification performance by around 4% in the UCI multiview activity recognition dataset, while also showing a robust, generalized representation capacity in classifying several large-scale multi-view light curve collections. Sreyasee Das Bhattacharjee, William J. Tolone, Ashish Mahabal, Mohammed Elshambakey, Isaac Cho, Abdullah al-Raihan Nayeem, Junsong Yuan 0001, S. George Djorgovski |
IEEE BigData | 5 |
| 2019 | View-Adaptive Weighted Deep Transfer Learning for Distributed Time-Series ClassificationabstractIn this paper, we propose an effective, multi-view, deep, transfer learning framework for multivariate time-series data. Though widely used for tasks such as computer vision, the application of transfer learning to time-series classification problems (e.g., classification of light curves) is underexplored. The proposed framework makes several important contributions to facilitate knowledge sharing, while simultaneously ensuring an effective solution for domain specific fine-level categorizations. First, in contrast to the traditional approaches, the proposed framework describes pairwise view similarity by identifying a smaller subset of source-view samples that closely resemble the target data patterns. Second, by means of two-phase learning, a generic baseline model is learned on a larger source data collection and later fine-tuned on a smaller target data collection, precisely approximating the target data patterns. Third, an effective view-adaptive timestamp weighting scheme evaluates the relative importance of each timestamp in a more data-driven manner, which enables a more flexible yet discriminative feature representation scheme in the presence of evolving data characteristics. As shown by experiments, compared to the existing approaches, our proposed deep transfer learning framework improves classification performance by around 2-3% in the UCI multi-view activity recognition dataset, while also showing a robust, generalized representation capacity in classifying several large-scale multi-view light curve collections. Sreyasee Das Bhattacharjee, William J. Tolone, Ashish Mahabal, Mohammed Elshambakey, Isaac Cho, S. George Djorgovski |
COMPSAC (1) | 5 |
| 2019 | Vulnerable to misinformation?: Verifi!abstractWe present Verifi2, a visual analytic system to support the investigation of misinformation on social media. Various models and studies have emerged from multiple disciplines to detect or understand the effects of misinformation. However, there is still a lack of intuitive and accessible tools that help social media users distinguish misinformation from verified news. Verifi2 uses state-of-the-art computational methods to highlight linguistic, network, and image features that can distinguish suspicious news accounts. By exploring news on a source and document level in Verifi2, users can interact with the complex dimensions that characterize misinformation and contrast how real and suspicious news outlets differ on these dimensions. To evaluate Verifi2, we conduct interviews with experts in digital media, communications, education, and psychology who study misinformation. Our interviews highlight the complexity of the problem of combating misinformation and show promising potential for Verifi2 as an educational tool on misinformation. Alireza Karduni, Isaac Cho, Ryan Wesslen, Sashank Santhanam, Svitlana Volkova, Dustin Arendt, Samira Shaikh, Wenwen Dou |
IUI | 2 |
| 2019 | Investigating Effects of Visual Anchors on Decision-Making about MisinformationabstractAbstract Cognitive biases are systematic errors in judgment due to an over‐reliance on rule‐of‐thumb heuristics. Recent research suggests that cognitive biases, like numerical anchoring, transfers to visual analytics in the form of visual anchoring. However, it is unclear how visualization users can be visually anchored and how the anchors affect decision‐making. To investigate, we performed a between‐subjects laboratory experiment with 94 participants to analyze the effects of visual anchors and strategy cues using a visual analytics system. The decision‐making task was to identify misinformation from Twitter news accounts. Participants were randomly assigned to conditions that modified the scenario video (visual anchor) and/or strategy cues provided. Our findings suggest that such interventions affect user activity, speed, confidence, and, under certain circumstances, accuracy. We discuss implications of our results on the forking paths problem and raise concerns on how visualization researchers train users to avoid unintentionally anchoring users and affecting the end result. Ryan Wesslen, Sashank Santhanam, Alireza Karduni, Isaac Cho, Samira Shaikh, Wenwen Dou |
Comput. Graph. Forum | 4 |
| 2018 | Context-Aware Deep Sequence Learning with Multi-View Factor Pooling for Time Series ClassificationabstractIn this paper, we propose an effective, multi-view, multivariate deep classification model for time-series data. Multi-view methods show promise in their ability to learn correlation and exclusivity properties across different independent information resources. However, most current multi-view integration schemes employ only a linear model and, therefore, do not extensively utilize the relationships observed across different view-specific representations. Moreover, the majority of these methods rely exclusively on sophisticated, handcrafted features to capture local data patterns and, thus, depend heavily on large collections of labeled data. The multi-view, multivariate deep classification model for time-series data proposed in this paper makes important contributions to address these limitations. The proposed model derives a LSTM-based, deep feature descriptor to model both the view-specific data characteristics and cross-view interaction in an integrated deep architecture while driving the learning phase in a data-driven manner. The proposed model employs a compact context descriptor to exploit view-specific affinity information to design a more insightful context representation. Finally, the model uses a multi-view factor-pooling scheme for a context-driven attention learning strategy to weigh the most relevant feature dimensions while eliminating noise from the resulting fused descriptor. As shown by experiments, compared to the existing multi-view methods, the proposed multi-view deep sequential learning approach improves classification performance by roughly 4% in the UCI multi-view activity recognition dataset, while also showing significantly robust generalized representation capacity against its single-view counterparts, in classifying several large-scale multi-view light curve collections. Sreyasee Das Bhattacharjee, William J. Tolone, Mohammed Elshambakey, Isaac Cho, Ashish Mahabal, S. George Djorgovski |
IEEE BigData | 4 |
| 2018 | Can You Verifi This? Studying Uncertainty and Decision-Making About Misinformation Using Visual Analytics
Alireza Karduni, Ryan Wesslen, Sashank Santhanam, Isaac Cho, Svitlana Volkova, Dustin Arendt, Samira Shaikh, Wenwen Dou |
ICWSM | 4 |
| 2018 | Multi-Scale 7DOF View AdjustmentabstractMulti-scale virtual environments contain geometric details ranging over several orders of magnitude and typically employ out-of-core rendering techniques. When displayed in virtual reality systems this entails using a 7 degree-of-freedom (DOF) view model where view scale is a separate 7th DOF in addition to 6DOF view pose. Dynamic adjustment of this and other view parameters become very important to usability. In this paper, we evaluate how two adjustment techniques interact with uni- and bi-manual 7DOF navigation in DesktopVR and a CAVE. The travel task has two stages, an initial targeted zoom and a detailed geometric inspection. The results show benefits of the auto-adjustments on completion time and stereo fusion issues, but only in certain circumstances. Peculiar view configuration examples show the difficulty of creating robust adjustment rules. Isaac Cho, Jialei Li, Zachary Wartell |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2017 | Towards a distributed infrastructure for data-driven discoveries & analysisabstractBig data analytics traditionally involves download of massive amounts of datasets to common server/cluster for processing. Analytic process gets slower with increasing size of required data and network conditions. Data scientists also need explicit access to data locations to download required data. Explicit access to required data may not always be granted due to security reasons. To simplify and accelerate the analytics process on distributed big data with security considerations, we proposed the Virtual Information Fabric Infrastructure (VIFI) for data driven discoveries. Instead of moving large amounts of data to a common place of processing, VIFI allows automatic transfer of required analytics programs to the distributed data locations for in-place processing of relevant data. VIFI allows data scientists to conduct and coordinate complex analytics processes on distributed data repositories using containerization technology and open-source workflow design tools. VIFI alleviates users from having detailed knowledge of distributed data locations, as well as required dependencies, installation and configuration of analytical libraries. In this paper, we demonstrate our current and future work to improve the VIFI architecture using previous and additional uses cases, data management layer that simplifies search of relevant data sets through addition of metadata, integration with security policies at different institutions with the proposed VIFI security layer, and the use of a user-friendly web interface to carry different VIFI activities. Mohammed Elshambakey, Mohamed Khalefa, William J. Tolone, Sreyasee Das Bhattacharjee, Huikyo Lee, Luca Cinquini, Shannon Schlueter, Isaac Cho, Wenwen Dou, Daniel J. Crichton |
IEEE BigData | 8 |
| 2016 | A Survey on Visual Analysis Approaches for Financial DataabstractAbstract Market participants and businesses have made tremendous efforts to make the best decisions in a timely manner under varying economic and business circumstances. As such, decision‐making processes based on Financial data have been a popular topic in industries. However, analyzing Financial data is a non‐trivial task due to large volume, diversity and complexity, and this has led to rapid research and development of visualizations and visual analytics systems for Financial data exploration. Often, the development of such systems requires researchers to collaborate with Financial domain experts to better extract requirements and challenges in their tasks. Work to systematically study and gather the task requirements and to acquire an overview of existing visualizations and visual analytics systems that have been applied in Financial domains with respect to real‐world data sets has not been completed. To this end, we perform a comprehensive survey of visualizations and visual analytics. In this work, we categorize Financial systems in terms of data sources, applied automated techniques, visualization techniques, interaction, and evaluation methods. For the categorization and characterization, we utilize existing taxonomies of visualization and interaction. In addition, we present task requirements extracted from interviews with domain experts in order to help researchers design better systems with detailed goals. Sungahn Ko, Isaac Cho, Shehzad Afzal, Calvin Yau, Junghoon Chae, Abish Malik, Kaethe Beck, Yun Jang, William Ribarsky, David S. Ebert |
Comput. Graph. Forum | 2 |
| 2016 | VAiRoma: A Visual Analytics System for Making Sense of Places, Times, and Events in Roman HistoryabstractLearning and gaining knowledge of Roman history is an area of interest for students and citizens at large. This is an example of a subject with great sweep (with many interrelated sub-topics over, in this case, a 3,000 year history) that is hard to grasp by any individual and, in its full detail, is not available as a coherent story. In this paper, we propose a visual analytics approach to construct a data driven view of Roman history based on a large collection of Wikipedia articles. Extracting and enabling the discovery of useful knowledge on events, places, times, and their connections from large amounts of textual data has always been a challenging task. To this aim, we introduce VAiRoma, a visual analytics system that couples state-of-the-art text analysis methods with an intuitive visual interface to help users make sense of events, places, times, and more importantly, the relationships between them. VAiRoma goes beyond textual content exploration, as it permits users to compare, make connections, and externalize the findings all within the visual interface. As a result, VAiRoma allows users to learn and create new knowledge regarding Roman history in an informed way. We evaluated VAiRoma with 16 participants through a user study, with the task being to learn about roman piazzas through finding relevant articles and new relationships. Our study results showed that the VAiRoma system enables the participants to find more relevant articles and connections compared to Web searches and literature search conducted in a roman library. Subjective feedback on VAiRoma was also very positive. In addition, we ran two case studies that demonstrate how VAiRoma can be used for deeper analysis, permitting the rapid discovery and analysis of a small number of key documents even when the original collection contains hundreds of thousands of documents. Isaac Cho, Wenwen Dou, Derek Xiaoyu Wang, Eric Sauda, William Ribarsky |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2012 | Evaluating depth perception of volumetric data in semi-immersive VRabstractDisplays supporting stereoscopy and head-coupled motion parallax can enhance human perception of complex 3D datasets. This has been studied extensively for datasets containing 3D surfaces and 3D networks but less for so volumetric data. Volumetric data is characterized by a heavy presence of transparency, occlusion and highly ambiguous spatial structure. There are many different rendering and visualization algorithms and interactive techniques that enhance perception of volume data and these techniques' effectiveness have been evaluated. However, the effect of VR displays on perception of volume data is less well studied. Therefore, we conduct two experiments on how various display conditions affect a participant's depth perception accuracy of a volumetric dataset. A demographic pre-questionnaire also allows us to separate the accuracy differences between participants with more and less experience with 3D games and VR. Our results show an overall benefit for stereo with head-tracking for enhancing perception of depth in volumetric data. Our study also suggests that familiarity with 3D games and VR type technology affects the users'ability to perceive such data and affects the accuracy boost due to VR displays. Isaac Cho, Wenwen Dou, Zachary Wartell, William Ribarsky, Derek Xiaoyu Wang |
AVI | 1 |
| 2012 | Evaluating depth perception of volumetric data in semi-immersive VRabstractDisplays supporting stereopsis and head location based motion parallax can enhance human perception of complex three dimensional datasets. This has been demonstrated for datasets containing 3D surfaces and 3D networks. Yet many domains, such as medical imaging, weather and environment simulations and fluid flow, generate complex volumetric data. This poster present results of an initial formal experiment that examines the effectiveness of various display conditions on depth perception of volumetric data. There is an overall benefit for stereoscopy with head-tracking in enhancing depth perception. Further, familiarity with 3D games and VR-like hardware improves the users'ability to perceive such data. Isaac Cho, Wenwen Dou, Zachary Wartell, William Ribarsky, Derek Xiaoyu Wang |
VR | 1 |