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Visual analytics (VA) tools support data exploration by helping analysts quickly and iteratively generate views of data which reveal interesting patterns. However, these tools seldom enable explicit checks of the resulting interpretations of data-e.g., whether patterns can be accounted for by a model that implies a particular structure in the relationships between variables. We present EVM, a data exploration tool that enables users to express and check provisional interpretations of data in the form of statistical models. EVM integrates support for visualization-based model checks by rendering distributions of model predictions alongside user-generated views of data. In a user study with data scientists practicing in the private and public sector, we evaluate how model checks influence analysts' thinking during data exploration. Our analysis characterizes how participants use model checks to scrutinize expectations about data generating process and surfaces further opportunities to scaffold model exploration in VA tools.
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Mosaic is an architecture for greater scalability, extensibility, and interoperability of interactive data views. Mosaic decouples data processing from specification logic: clients publish their data needs as declarative queries that are then managed and automatically optimized by a coordinator that proxies access to a scalable data store. Mosaic generalizes Vegalite's selection abstraction to enable rich integration and linking across visualizations and components such as menus, text search, and tables. We demonstrate Mosaic's expressiveness, extensibility, and interoperability through examples that compose diverse visualization, interaction, and optimization techniques-many constructed using vgplot, a grammar of interactive graphics in which graphical marks act as Mosaic clients. To evaluate scalability, we present benchmark studies with order-of-magnitude performance improvements over existing web-based visualization systems-enabling flexible, real-time visual exploration of billion+ record datasets. We conclude by discussing Mosaic's potential as an open platform that bridges visualization languages, scalable visualization, and interactive data systems more broadly.
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Dynamically Interactive Visualization (DIVI) is a novel approach for orchestrating interactions within and across static visualizations. DIVI deconstructs Scalable Vector Graphics charts at runtime to infer content and coordinate user input, decoupling interaction from specification logic. This decoupling allows interactions to extend and compose freely across different tools, chart types, and analysis goals. DIVI exploits positional relations of marks to detect chart components such as axes and legends, reconstruct scales and view encodings, and infer data fields. DIVI then enumerates candidate transformations across inferred data to perform linking between views. To support dynamic interaction without prior specification, we introduce a taxonomy that formalizes the space of standard interactions by chart element, interaction type, and input event. We demonstrate DIVI's usefulness for rapid data exploration and analysis through a usability study with 13 participants and a diverse gallery of dynamically interactive visualizations, including single chart, multi-view, and cross-tool configurations.
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Findings from graphical perception can guide visualization recommendation algorithms in identifying effective visualization designs. However, existing algorithms use knowledge from, at best, a few studies, limiting our understanding of how complementary (or contradictory) graphical perception results influence generated recommendations. In this paper, we present a pipeline of applying a large body of graphical perception results to develop new visualization recommendation algorithms and conduct an exploratory study to investigate how results from graphical perception can alter the behavior of downstream algorithms. Specifically, we model graphical perception results from 30 papers in Draco-a framework to model visualization knowledge-to develop new recommendation algorithms. By analyzing Draco-generated algorithms, we showcase the feasibility of our method to (1) identify gaps in existing graphical perception literature informing recommendation algorithms, (2) cluster papers by their preferred design rules and constraints, and (3) investigate why certain studies can dominate Draco's recommendations, whereas others may have little influence. Given our findings, we discuss the potential for mutually reinforcing advancements in graphical perception and visualization recommendation research.
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Animated transitions help viewers follow changes between related visualizations. Specifying effective animations demands significant effort: authors must select the elements and properties to animate, provide transition parameters, and coordinate the timing of stages. To facilitate this process, we present Gemini, a declarative grammar and recommendation system for animated transitions between single-view statistical graphics. Gemini specifications define transition "steps" in terms of high-level visual components (marks, axes, legends) and composition rules to synchronize and concatenate steps. With this grammar, Gemini can recommend animation designs to augment and accelerate designers' work. Gemini enumerates staged animation designs for given start and end states, and ranks those designs using a cost function informed by prior perceptual studies. To evaluate Gemini, we conduct both a formative study on Mechanical Turk to assess and tune our ranking function, and a summative study in which 8 experienced visualization developers implement animations in D3 that we then compare to Gemini's suggestions. We find that most designs (9/11) are exactly replicable in Gemini, with many (8/11) achievable via edits to suggestions, and that Gemini suggestions avoid multiple participant errors.
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Multiverse analysis is an approach to data analysis in which all "reasonable" analytic decisions are evaluated in parallel and interpreted collectively, in order to foster robustness and transparency. However, specifying a multiverse is demanding because analysts must manage myriad variants from a cross-product of analytic decisions, and the results require nuanced interpretation. We contribute Baba: an integrated domain-specific language (DSL) and visual analysis system for authoring and reviewing multiverse analyses. With the Boba DSL, analysts write the shared portion of analysis code only once, alongside local variations defining alternative decisions, from which the compiler generates a multiplex of scripts representing all possible analysis paths. The Boba Visualizer provides linked views of model results and the multiverse decision space to enable rapid, systematic assessment of consequential decisions and robustness, including sampling uncertainty and model fit. We demonstrate Boba's utility through two data analysis case studies, and reflect on challenges and design opportunities for multiverse analysis software.
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An emerging generation of visualization authoring systems support expressive information visualization without textual programming. As they vary in their visualization models, system architectures, and user interfaces, it is challenging to directly compare these systems using traditional evaluative methods. Recognizing the value of contextualizing our decisions in the broader design space, we present critical reflections on three systems we developed -Lyra, Data Illustrator, and Charticulator. This paper surfaces knowledge that would have been daunting within the constituent papers of these three systems. We compare and contrast their (previously unmentioned) limitations and trade-offs between expressivity and learnability. We also reflect on common assumptions that we made during the development of our systems, thereby informing future research directions in visualization authoring systems.
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Gender is one of the central categories organizing children's social world. Clear patterns of gender development have been well-documented among cisgender children (i.e., children who identify as a gender that is typically associated with their sex assigned at birth). We present a comprehensive study of gender development (e.g., gender identity and gender expression) in a cohort of 3- to 12-y-old transgender children (n = 317) who, in early childhood, are identifying and living as a gender different from their assigned sex. Four primary findings emerged. First, transgender children strongly identify as members of their current gender group and show gender-typed preferences and behaviors that are strongly associated with their current gender, not the gender typically associated with their sex assigned at birth. Second, transgender children's gender identity (i.e., the gender they feel they are) and gender-typed preferences generally did not differ from 2 comparison groups: cisgender siblings (n = 189) and cisgender controls (n = 316). Third, transgender and cisgender children's patterns of gender development showed coherence across measures. Finally, we observed minimal or no differences in gender identity or preferences as a function of how long transgender children had lived as their current gender. Our findings suggest that early sex assignment and parental rearing based on that sex assignment do not always define how a child identifies or expresses gender later.
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Desenvolvimento Sexual/fisiologia , Pessoas Transgênero/psicologia , Criança , Pré-Escolar , Vestuário/psicologia , Feminino , Humanos , Masculino , Irmãos , Fatores de Tempo , TransexualidadeRESUMO
Much contemporary rhetoric regards the prospects and pitfalls of using artificial intelligence techniques to automate an increasing range of tasks, especially those once considered the purview of people alone. These accounts are often wildly optimistic, understating outstanding challenges while turning a blind eye to the human labor that undergirds and sustains ostensibly "automated" services. This long-standing focus on purely automated methods unnecessarily cedes a promising design space: one in which computational assistance augments and enriches, rather than replaces, people's intellectual work. This tension between human agency and machine automation poses vital challenges for design and engineering. In this work, we consider the design of systems that enable rich, adaptive interaction between people and algorithms. We seek to balance the often-complementary strengths and weaknesses of each, while promoting human control and skillful action. We share case studies of interactive systems we have developed in three arenas-data wrangling, exploratory analysis, and natural language translation-that integrate proactive computational support into interactive systems. To improve outcomes and support learning by both people and machines, we describe the use of shared representations of tasks augmented with predictive models of human capabilities and actions. We conclude with a discussion of future prospects and scientific frontiers for intelligence augmentation research.
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There exists a gap between visualization design guidelines and their application in visualization tools. While empirical studies can provide design guidance, we lack a formal framework for representing design knowledge, integrating results across studies, and applying this knowledge in automated design tools that promote effective encodings and facilitate visual exploration. We propose modeling visualization design knowledge as a collection of constraints, in conjunction with a method to learn weights for soft constraints from experimental data. Using constraints, we can take theoretical design knowledge and express it in a concrete, extensible, and testable form: the resulting models can recommend visualization designs and can easily be augmented with additional constraints or updated weights. We implement our approach in Draco, a constraint-based system based on Answer Set Programming (ASP). We demonstrate how to construct increasingly sophisticated automated visualization design systems, including systems based on weights learned directly from the results of graphical perception experiments.
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Visualization designers regularly use color to encode quantitative or categorical data. However, visualizations "in the wild" often violate perceptual color design principles and may only be available as bitmap images. In this work, we contribute a method to semi-automatically extract color encodings from a bitmap visualization image. Given an image and a legend location, we classify the legend as describing either a discrete or continuous color encoding, identify the colors used, and extract legend text using OCR methods. We then combine this information to recover the specific color mapping. Users can also correct interpretation errors using an annotation interface. We evaluate our techniques using a corpus of images extracted from scientific papers and demonstrate accurate automatic inference of color mappings across a variety of chart types. In addition, we present two applications of our method: automatic recoloring to improve perceptual effectiveness, and interactive overlays to enable improved reading of static visualizations.
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We present Vega-Lite, a high-level grammar that enables rapid specification of interactive data visualizations. Vega-Lite combines a traditional grammar of graphics, providing visual encoding rules and a composition algebra for layered and multi-view displays, with a novel grammar of interaction. Users specify interactive semantics by composing selections. In Vega-Lite, a selection is an abstraction that defines input event processing, points of interest, and a predicate function for inclusion testing. Selections parameterize visual encodings by serving as input data, defining scale extents, or by driving conditional logic. The Vega-Lite compiler automatically synthesizes requisite data flow and event handling logic, which users can override for further customization. In contrast to existing reactive specifications, Vega-Lite selections decompose an interaction design into concise, enumerable semantic units. We evaluate Vega-Lite through a range of examples, demonstrating succinct specification of both customized interaction methods and common techniques such as panning, zooming, and linked selection.
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Thematic maps are commonly used for visualizing the density of events in spatial data. However, these maps can mislead by giving visual prominence to known base rates (such as population densities) or to artifacts of sample size and normalization (such as outliers arising from smaller, and thus more variable, samples). In this work, we adapt Bayesian surprise to generate maps that counter these biases. Bayesian surprise, which has shown promise for modeling human visual attention, weights information with respect to how it updates beliefs over a space of models. We introduce Surprise Maps, a visualization technique that weights event data relative to a set of spatia-temporal models. Unexpected events (those that induce large changes in belief over the model space) are visualized more prominently than those that follow expected patterns. Using both synthetic and real-world datasets, we demonstrate how Surprise Maps overcome some limitations of traditional event maps.
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We present Reactive Vega, a system architecture that provides the first robust and comprehensive treatment of declarative visual and interaction design for data visualization. Starting from a single declarative specification, Reactive Vega constructs a dataflow graph in which input data, scene graph elements, and interaction events are all treated as first-class streaming data sources. To support expressive interactive visualizations that may involve time-varying scalar, relational, or hierarchical data, Reactive Vega's dataflow graph can dynamically re-write itself at runtime by extending or pruning branches in a data-driven fashion. We discuss both compile- and run-time optimizations applied within Reactive Vega, and share the results of benchmark studies that indicate superior interactive performance to both D3 and the original, non-reactive Vega system.
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General visualization tools typically require manual specification of views: analysts must select data variables and then choose which transformations and visual encodings to apply. These decisions often involve both domain and visualization design expertise, and may impose a tedious specification process that impedes exploration. In this paper, we seek to complement manual chart construction with interactive navigation of a gallery of automatically-generated visualizations. We contribute Voyager, a mixed-initiative system that supports faceted browsing of recommended charts chosen according to statistical and perceptual measures. We describe Voyager's architecture, motivating design principles, and methods for generating and interacting with visualization recommendations. In a study comparing Voyager to a manual visualization specification tool, we find that Voyager facilitates exploration of previously unseen data and leads to increased data variable coverage. We then distill design implications for visualization tools, in particular the need to balance rapid exploration and targeted question-answering.
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Models of human perception - including perceptual "laws" - can be valuable tools for deriving visualization design recommendations. However, it is important to assess the explanatory power of such models when using them to inform design. We present a secondary analysis of data previously used to rank the effectiveness of bivariate visualizations for assessing correlation (measured with Pearson's r) according to the well-known Weber-Fechner Law. Beginning with the model of Harrison et al. [1], we present a sequence of refinements including incorporation of individual differences, log transformation, censored regression, and adoption of Bayesian statistics. Our model incorporates all observations dropped from the original analysis, including data near ceilings caused by the data collection process and entire visualizations dropped due to large numbers of observations worse than chance. This model deviates from Weber's Law, but provides improved predictive accuracy and generalization. Using Bayesian credibility intervals, we derive a partial ranking that groups visualizations with similar performance, and we give precise estimates of the difference in performance between these groups. We find that compared to other visualizations, scatterplots are unique in combining low variance between individuals and high precision on both positively- and negatively-correlated data. We conclude with a discussion of the value of data sharing and replication, and share implications for modeling similar experimental data.
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Gráficos por Computador , Modelos Neurológicos , Percepção Visual/fisiologia , Teorema de Bayes , Humanos , Análise de RegressãoRESUMO
Code is increasingly central to ecological research but often remains unpublished and insufficiently recognized. Making code available allows analyses to be more easily reproduced and can facilitate research by other scientists. We evaluate journal handling of code, discuss barriers to its publication, and suggest approaches for promoting and archiving code.
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Acesso à Informação , Ecologia , Publicações Periódicas como Assunto , Software , Linguagens de Programação , Relatório de PesquisaRESUMO
OBJECTIVE: To reliably extract two entity types, symptoms and conditions (SCs), and drugs and treatments (DTs), from patient-authored text (PAT) by learning lexico-syntactic patterns from data annotated with seed dictionaries. BACKGROUND AND SIGNIFICANCE: Despite the increasing quantity of PAT (eg, online discussion threads), tools for identifying medical entities in PAT are limited. When applied to PAT, existing tools either fail to identify specific entity types or perform poorly. Identification of SC and DT terms in PAT would enable exploration of efficacy and side effects for not only pharmaceutical drugs, but also for home remedies and components of daily care. MATERIALS AND METHODS: We use SC and DT term dictionaries compiled from online sources to label several discussion forums from MedHelp (http://www.medhelp.org). We then iteratively induce lexico-syntactic patterns corresponding strongly to each entity type to extract new SC and DT terms. RESULTS: Our system is able to extract symptom descriptions and treatments absent from our original dictionaries, such as 'LADA', 'stabbing pain', and 'cinnamon pills'. Our system extracts DT terms with 58-70% F1 score and SC terms with 66-76% F1 score on two forums from MedHelp. We show improvements over MetaMap, OBA, a conditional random field-based classifier, and a previous pattern learning approach. CONCLUSIONS: Our entity extractor based on lexico-syntactic patterns is a successful and preferable technique for identifying specific entity types in PAT. To the best of our knowledge, this is the first paper to extract SC and DT entities from PAT. We exhibit learning of informal terms often used in PAT but missing from typical dictionaries.
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Informação de Saúde ao Consumidor , Mineração de Dados/métodos , Internet , Processamento de Linguagem Natural , Diagnóstico , Dicionários como Assunto , Doença , Tratamento Farmacológico , Registros de Saúde Pessoal , Humanos , LinguísticaRESUMO
The authors propose visual embedding as a model for automatically generating and evaluating visualizations. A visual embedding is a function from data points to a space of visual primitives that measurably preserves structures in the data (domain) within the mapped perceptual space (range). The authors demonstrate its use with three examples: coloring of neural tracts, scatterplots with icons, and evaluation of alternative diffusion tensor glyphs. They discuss several techniques for generating visual-embedding functions, including probabilistic graphical models for embedding in discrete visual spaces. They also describe two complementary approaches--crowdsourcing and visual product spaces--for building visual spaces with associated perceptual--distance measures. In addition, they recommend several research directions for further developing the visual-embedding model.
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Visualization design can benefit from careful consideration of perception, as different assignments of visual encoding variables such as color, shape and size affect how viewers interpret data. In this work, we introduce perceptual kernels: distance matrices derived from aggregate perceptual judgments. Perceptual kernels represent perceptual differences between and within visual variables in a reusable form that is directly applicable to visualization evaluation and automated design. We report results from crowd-sourced experiments to estimate kernels for color, shape, size and combinations thereof. We analyze kernels estimated using five different judgment types--including Likert ratings among pairs, ordinal triplet comparisons, and manual spatial arrangement--and compare them to existing perceptual models. We derive recommendations for collecting perceptual similarities, and then demonstrate how the resulting kernels can be applied to automate visualization design decisions.