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Three-dimensional (3D) reconstruction of living brain tissue down to an individual synapse level would create opportunities for decoding the dynamics and structure-function relationships of the brain's complex and dense information processing network; however, this has been hindered by insufficient 3D resolution, inadequate signal-to-noise ratio and prohibitive light burden in optical imaging, whereas electron microscopy is inherently static. Here we solved these challenges by developing an integrated optical/machine-learning technology, LIONESS (live information-optimized nanoscopy enabling saturated segmentation). This leverages optical modifications to stimulated emission depletion microscopy in comprehensively, extracellularly labeled tissue and previous information on sample structure via machine learning to simultaneously achieve isotropic super-resolution, high signal-to-noise ratio and compatibility with living tissue. This allows dense deep-learning-based instance segmentation and 3D reconstruction at a synapse level, incorporating molecular, activity and morphodynamic information. LIONESS opens up avenues for studying the dynamic functional (nano-)architecture of living brain tissue.
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Encéfalo , Sinapses , Microscopia de Fluorescência/métodos , Processamento de Imagem Assistida por ComputadorRESUMO
Trust is an essential aspect of data visualization, as it plays a crucial role in the interpretation and decision-making processes of users. While research in social sciences outlines the multi-dimensional factors that can play a role in trust formation, most data visualization trust researchers employ a single-item scale to measure trust. We address this gap by proposing a comprehensive, multidimensional conceptualization and operationalization of trust in visualization. We do this by applying general theories of trust from social sciences, as well as synthesizing and extending earlier work and factors identified by studies in the visualization field. We apply a two-dimensional approach to trust in visualization, to distinguish between cognitive and affective elements, as well as between visualization and data-specific trust antecedents. We use our framework to design and run a large crowd-sourced study to quantify the role of visual complexity in establishing trust in science visualizations. Our study provides empirical evidence for several aspects of our proposed theoretical framework, most notably the impact of cognition, affective responses, and individual differences when establishing trust in visualizations.
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We present a hybrid multi-volume rendering approach based on a novel Residency Octree that combines the advantages of out-of-core volume rendering using page tables with those of standard octrees. Octree approaches work by performing hierarchical tree traversal. However, in octree volume rendering, tree traversal and the selection of data resolution are intrinsically coupled. This makes fine-grained empty-space skipping costly. Page tables, on the other hand, allow access to any cached brick from any resolution. However, they do not offer a clear and efficient strategy for substituting missing high-resolution data with lower-resolution data. We enable flexible mixed-resolution out-of-core multi-volume rendering by decoupling the cache residency of multi-resolution data from a resolution-independent spatial subdivision determined by the tree. Instead of one-to-one node-to-brick correspondences, each residency octree node is mapped to a set of bricks from different resolution levels. This makes it possible to efficiently and adaptively choose and mix resolutions, adapt sampling rates, and compensate for cache misses. At the same time, residency octrees support fine-grained empty-space skipping, independent of the data subdivision used for caching. Finally, to facilitate collaboration and outreach, and to eliminate local data storage, our implementation is a web-based, pure client-side renderer using WebGPU and WebAssembly. Our method is faster than prior approaches and efficient for many data channels with a flexible and adaptive choice of data resolution.
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Badminton is a fast-paced sport that requires a strategic combination of spatial, temporal, and technical tactics. To gain a competitive edge at high-level competitions, badminton professionals frequently analyze match videos to gain insights and develop game strategies. However, the current process for analyzing matches is time-consuming and relies heavily on manual note-taking, due to the lack of automatic data collection and appropriate visualization tools. As a result, there is a gap in effectively analyzing matches and communicating insights among badminton coaches and players. This work proposes an end-to-end immersive match analysis pipeline designed in close collaboration with badminton professionals, including Olympic and national coaches and players. We present VIRD, a VR Bird (i.e., shuttle) immersive analysis tool, that supports interactive badminton game analysis in an immersive environment based on 3D reconstructed game views of the match video. We propose a top-down analytic workflow that allows users to seamlessly move from a high-level match overview to a detailed game view of individual rallies and shots, using situated 3D visualizations and video. We collect 3D spatial and dynamic shot data and player poses with computer vision models and visualize them in VR. Through immersive visualizations, coaches can interactively analyze situated spatial data (player positions, poses, and shot trajectories) with flexible viewpoints while navigating between shots and rallies effectively with embodied interaction. We evaluated the usefulness of VIRD with Olympic and national-level coaches and players in real matches. Results show that immersive analytics supports effective badminton match analysis with reduced context-switching costs and enhances spatial understanding with a high sense of presence.
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Tutoria , Esportes com Raquete , Gráficos por ComputadorRESUMO
Over the past century, multichannel fluorescence imaging has been pivotal in myriad scientific breakthroughs by enabling the spatial visualization of proteins within a biological sample. With the shift to digital methods and visualization software, experts can now flexibly pseudocolor and combine image channels, each corresponding to a different protein, to explore their spatial relationships. We thus propose psudo, an interactive system that allows users to create optimal color palettes for multichannel spatial data. In psudo, a novel optimization method generates palettes that maximize the perceptual differences between channels while mitigating confusing color blending in overlapping channels. We integrate this method into a system that allows users to explore multi-channel image data and compare and evaluate color palettes for their data. An interactive lensing approach provides on-demand feedback on channel overlap and a color confusion metric while giving context to the underlying channel values. Color palettes can be applied globally or, using the lens, to local regions of interest. We evaluate our palette optimization approach using three graphical perception tasks in a crowdsourced user study with 150 participants, showing that users are more accurate at discerning and comparing the underlying data using our approach. Additionally, we showcase psudo in a case study exploring the complex immune responses in cancer tissue data with a biologist.
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We present Cell2Cell, a novel visual analytics approach for quantifying and visualizing networks of cell-cell interactions in three-dimensional (3D) multi-channel cancerous tissue data. By analyzing cellular interactions, biomedical experts can gain a more accurate understanding of the intricate relationships between cancer and immune cells. Recent methods have focused on inferring interaction based on the proximity of cells in low-resolution 2D multi-channel imaging data. By contrast, we analyze cell interactions by quantifying the presence and levels of specific proteins within a tissue sample (protein expressions) extracted from high-resolution 3D multi-channel volume data. Such analyses have a strong exploratory nature and require a tight integration of domain experts in the analysis loop to leverage their deep knowledge. We propose two complementary semi-automated approaches to cope with the increasing size and complexity of the data interactively: On the one hand, we interpret cell-to-cell interactions as edges in a cell graph and analyze the image signal (protein expressions) along those edges, using spatial as well as abstract visualizations. Complementary, we propose a cell-centered approach, enabling scientists to visually analyze polarized distributions of proteins in three dimensions, which also captures neighboring cells with biochemical and cell biological consequences. We evaluate our application in three case studies, where biologists and medical experts use Cell2Cell to investigate tumor micro-environments to identify and quantify T-cell activation in human tissue data. We confirmed that our tool can fully solve the use cases and enables a streamlined and detailed analysis of cell-cell interactions.
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Interacting with data visualizations without an instrument or touch surface is typically characterized by the use of mid-air hand gestures. While mid-air expressions can be quite intuitive for interacting with digital content at a distance, they frequently lack precision and necessitate a different way of expressing users' data-related intentions. In this work, we aim to identify new designs for mid-air hand gesture manipulations that can facilitate instrument-free, touch-free, and embedded interactions with visualizations, while utilizing the three-dimensional (3D) interaction space that mid-air gestures afford. We explore mid-air hand gestures for data visualization by searching for natural means to interact with content. We employ three studies-an Elicitation Study, a User Study, and an Expert Study, to provide insight into the users' mental models, explore the design space, and suggest considerations for future mid-air hand gesture design. In addition to forming strong associations with physical manipulations, we discovered that mid-air hand gestures can: promote space-multiplexed interaction, which allows for a greater degree of expression; play a functional role in visual cognition and comprehension; and enhance creativity and engagement. We further highlight the challenges that designers in this field may face to help set the stage for developing effective gestures for a wide range of touchless interactions with visualizations.
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Augmented Reality (AR) embeds digital information into objects of the physical world. Data can be shown in-situ, thereby enabling real-time visual comparisons and object search in real-life user tasks, such as comparing products and looking up scores in a sports game. While there have been studies on designing AR interfaces for situated information retrieval, there has only been limited research on AR object labeling for visual search tasks in the spatial environment. In this article, we identify and categorize different design aspects in AR label design and report on a formal user study on labels for out-of-view objects to support visual search tasks in AR. We design three visualization techniques for out-of-view object labeling in AR, which respectively encode the relative physical position (height-encoded), the rotational direction (angle-encoded), and the label values (value-encoded) of the objects. We further implement two traditional in-view object labeling techniques, where labels are placed either next to the respective objects (situated) or at the edge of the AR FoV (boundary). We evaluate these five different label conditions in three visual search tasks for static objects. Our study shows that out-of-view object labels are beneficial when searching for objects outside the FoV, spatial orientation, and when comparing multiple spatially sparse objects. Angle-encoded labels with directional cues of the surrounding objects have the overall best performance with the highest user satisfaction. We discuss the implications of our findings for future immersive AR interface design.
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Labels are widely used in augmented reality (AR) to display digital information. Ensuring the readability of AR labels requires placing them in an occlusion-free manner while keeping visual links legible, especially when multiple labels exist in the scene. Although existing optimization-based methods, such as force-based methods, are effective in managing AR labels in static scenarios, they often struggle in dynamic scenarios with constantly moving objects. This is due to their focus on generating layouts optimal for the current moment, neglecting future moments and leading to sub-optimal or unstable layouts over time. In this work, we present RL-LABEL, a deep reinforcement learning-based method intended for managing the placement of AR labels in scenarios involving moving objects. RL-LABEL considers both the current and predicted future states of objects and labels, such as positions and velocities, as well as the user's viewpoint, to make informed decisions about label placement. It balances the trade-offs between immediate and long-term objectives. We tested RL-LABEL in simulated AR scenarios on two real-world datasets, showing that it effectively learns the decision-making process for long-term optimization, outperforming two baselines (i.e., no view management and a force-based method) by minimizing label occlusions, line intersections, and label movement distance. Additionally, a user study involving 18 participants indicates that, within our simulated environment, RL-LABEL excels over the baselines in aiding users to identify, compare, and summarize data on labels in dynamic scenes.
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We present VoxAR, a method to facilitate an effective visualization of volume-rendered objects in optical see-through head-mounted displays (OST-HMDs). The potential of augmented reality (AR) to integrate digital information into the physical world provides new opportunities for visualizing and interpreting scientific data. However, a limitation of OST-HMD technology is that rendered pixels of a virtual object can interfere with the colors of the real-world, making it challenging to perceive the augmented virtual information accurately. We address this challenge in a two-step approach. First, VoxAR determines an appropriate placement of the volume-rendered object in the real-world scene by evaluating a set of spatial and environmental objectives, managed as user-selected preferences and pre-defined constraints. We achieve a real-time solution by implementing the objectives using a GPU shader language. Next, VoxAR adjusts the colors of the input transfer function (TF) based on the real-world placement region. Specifically, we introduce a novel optimization method that adjusts the TF colors such that the resulting volume-rendered pixels are discernible against the background and the TF maintains the perceptual mapping between the colors and data intensity values. Finally, we present an assessment of our approach through objective evaluations and subjective user studies.
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Augmented sports videos, which combine visualizations and video effects to present data in actual scenes, can communicate insights engagingly and thus have been increasingly popular for sports enthusiasts around the world. Yet, creating augmented sports videos remains a challenging task, requiring considerable time and video editing skills. On the other hand, sports insights are often communicated using natural language, such as in commentaries, oral presentations, and articles, but usually lack visual cues. Thus, this work aims to facilitate the creation of augmented sports videos by enabling analysts to directly create visualizations embedded in videos using insights expressed in natural language. To achieve this goal, we propose a three-step approach - 1) detecting visualizable entities in the text, 2) mapping these entities into visualizations, and 3) scheduling these visualizations to play with the video - and analyzed 155 sports video clips and the accompanying commentaries for accomplishing these steps. Informed by our analysis, we have designed and implemented Sporthesia, a proof-of-concept system that takes racket-based sports videos and textual commentaries as the input and outputs augmented videos. We demonstrate Sporthesia's applicability in two exemplar scenarios, i.e., authoring augmented sports videos using text and augmenting historical sports videos based on auditory comments. A technical evaluation shows that Sporthesia achieves high accuracy (F1-score of 0.9) in detecting visualizable entities in the text. An expert evaluation with eight sports analysts suggests high utility, effectiveness, and satisfaction with our language-driven authoring method and provides insights for future improvement and opportunities.
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Gráficos por Computador , Esportes , Gravação em Vídeo , IdiomaRESUMO
State-of-the-art neural language models can now be used to solve ad-hoc language tasks through zero-shot prompting without the need for supervised training. This approach has gained popularity in recent years, and researchers have demonstrated prompts that achieve strong accuracy on specific NLP tasks. However, finding a prompt for new tasks requires experimentation. Different prompt templates with different wording choices lead to significant accuracy differences. PromptIDE allows users to experiment with prompt variations, visualize prompt performance, and iteratively optimize prompts. We developed a workflow that allows users to first focus on model feedback using small data before moving on to a large data regime that allows empirical grounding of promising prompts using quantitative measures of the task. The tool then allows easy deployment of the newly created ad-hoc models. We demonstrate the utility of PromptIDE (demo: http://prompt.vizhub.ai) and our workflow using several real-world use cases.
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Recent advances in high-resolution connectomics provide researchers with access to accurate petascale reconstructions of neuronal circuits and brain networks for the first time. Neuroscientists are analyzing these networks to better understand information processing in the brain. In particular, scientists are interested in identifying specific small network motifs, i.e., repeating subgraphs of the larger brain network that are believed to be neuronal building blocks. Although such motifs are typically small (e.g., 2 - 6 neurons), the vast data sizes and intricate data complexity present significant challenges to the search and analysis process. To analyze these motifs, it is crucial to review instances of a motif in the brain network and then map the graph structure to detailed 3D reconstructions of the involved neurons and synapses. We present Vimo, an interactive visual approach to analyze neuronal motifs and motif chains in large brain networks. Experts can sketch network motifs intuitively in a visual interface and specify structural properties of the involved neurons and synapses to query large connectomics datasets. Motif instances (MIs) can be explored in high-resolution 3D renderings. To simplify the analysis of MIs, we designed a continuous focus&context metaphor inspired by visual abstractions. This allows users to transition from a highly-detailed rendering of the anatomical structure to views that emphasize the underlying motif structure and synaptic connectivity. Furthermore, Vimo supports the identification of motif chains where a motif is used repeatedly (e.g., 2 - 4 times) to form a larger network structure. We evaluate Vimo in a user study and an in-depth case study with seven domain experts on motifs in a large connectome of the fruit fly, including more than 21,000 neurons and 20 million synapses. We find that Vimo enables hypothesis generation and confirmation through fast analysis iterations and connectivity highlighting.
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Most sports visualizations rely on a combination of spatial, highly temporal, and user-centric data, making sports a challenging target for visualization. Emerging technologies, such as augmented and mixed reality (AR/XR), have brought exciting opportunities along with new challenges for sports visualization. We share our experience working with sports domain experts and present lessons learned from conducting visualization research in SportsXR. In our previous work, we have targeted different types of users in sports, including athletes, game analysts, and fans. Each user group has unique design constraints and requirements, such as obtaining real-time visual feedback in training, automating the low-level video analysis workflow, or personalizing embedded visualizations for live game data analysis. In this article, we synthesize our best practices and pitfalls we identified while working on SportsXR. We highlight lessons learned in working with sports domain experts in designing and evaluating sports visualizations and in working with emerging AR/XR technologies. We envision that sports visualization research will benefit the larger visualization community through its unique challenges and opportunities for immersive and situated analytics.
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Realidade Aumentada , Esportes , HumanosRESUMO
The National Cancer Institute (NCI) supports many research programs and consortia, many of which use imaging as a major modality for characterizing cancerous tissue. A trans-consortia Image Analysis Working Group (IAWG) was established in 2019 with a mission to disseminate imaging-related work and foster collaborations. In 2022, the IAWG held a virtual hackathon focused on addressing challenges of analyzing high dimensional datasets from fixed cancerous tissues. Standard image processing techniques have automated feature extraction, but the next generation of imaging data requires more advanced methods to fully utilize the available information. In this perspective, we discuss current limitations of the automated analysis of multiplexed tissue images, the first steps toward deeper understanding of these limitations, what possible solutions have been developed, any new or refined approaches that were developed during the Image Analysis Hackathon 2022, and where further effort is required. The outstanding problems addressed in the hackathon fell into three main themes: 1) challenges to cell type classification and assessment, 2) translation and visual representation of spatial aspects of high dimensional data, and 3) scaling digital image analyses to large (multi-TB) datasets. We describe the rationale for each specific challenge and the progress made toward addressing it during the hackathon. We also suggest areas that would benefit from more focus and offer insight into broader challenges that the community will need to address as new technologies are developed and integrated into the broad range of image-based modalities and analytical resources already in use within the cancer research community.
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Blazars are celestial bodies of high interest to astronomers. In particular, through the analysis of photometric and polarimetric observations of blazars, astronomers aim to understand the physics of the blazar's relativistic jet. However, it is challenging to recognize correlations and time variations of the observed polarization, intensity, and color of the emitted light. In our prior study, we proposed TimeTubes to visualize a blazar dataset as a 3D volumetric tube. In this paper, we build primarily on the TimeTubes representation of blazar datasets to present a new visual analytics environment named TimeTubesX, into which we have integrated sophisticated feature and pattern detection techniques for effective location of observable and recurring time variation patterns in long-term, multi-dimensional datasets. Automatic feature extraction detects time intervals corresponding to well-known blazar behaviors. Dynamic visual querying allows users to search long-term observations for time intervals similar to a time interval of interest (query-by-example) or a sketch of temporal patterns (query-by-sketch). Users are also allowed to build up another visual query guided by the time interval of interest found in the previous process and refine the results. We demonstrate how TimeTubesX has been used successfully by domain experts for the detailed analysis of blazar datasets and report on the results.
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Sports game data is becoming increasingly complex, often consisting of multivariate data such as player performance stats, historical team records, and athletes' positional tracking information. While numerous visual analytics systems have been developed for sports analysts to derive insights, few tools target fans to improve their understanding and engagement of sports data during live games. By presenting extra data in the actual game views, embedded visualization has the potential to enhance fans' game-viewing experience. However, little is known about how to design such kinds of visualizations embedded into live games. In this work, we present a user-centered design study of developing interactive embedded visualizations for basketball fans to improve their live game-watching experiences. We first conducted a formative study to characterize basketball fans' in-game analysis behaviors and tasks. Based on our findings, we propose a design framework to inform the design of embedded visualizations based on specific data-seeking contexts. Following the design framework, we present five novel embedded visualization designs targeting five representative contexts identified by the fans, including shooting, offense, defense, player evaluation, and team comparison. We then developed Omnioculars, an interactive basketball game-viewing prototype that features the proposed embedded visualizations for fans' in-game data analysis. We evaluated Omnioculars in a simulated basketball game with basketball fans. The study results suggest that our design supports personalized in-game data analysis and enhances game understanding and engagement.
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Table2Text systems generate textual output based on structured data utilizing machine learning. These systems are essential for fluent natural language interfaces in tools such as virtual assistants; however, left to generate freely these ML systems often produce misleading or unexpected outputs. GenNI (Generation Negotiation Interface) is an interactive visual system for high-level human-AI collaboration in producing descriptive text. The tool utilizes a deep learning model designed with explicit control states. These controls allow users to globally constrain model generations, without sacrificing the representation power of the deep learning models. The visual interface makes it possible for users to interact with AI systems following a Refine-Forecast paradigm to ensure that the generation system acts in a manner human users find suitable. We report multiple use cases on two experiments that improve over uncontrolled generation approaches, while at the same time providing fine-grained control. A demo and source code are available at https://genni.vizhub.ai.
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We present how to integrate Design Sprints and project-based learning into introductory visualization courses. A design sprint is a unique process based on rapid prototyping and user testing to define goals and validate ideas before starting costly development. The well-defined, interactive, and time-constrained design cycle makes design sprints a promising option for teaching project-based and active-learning-centered courses to increase student engagement and hands-on experience. Over the past five years, we have adjusted the design sprint methodology for teaching a range of visualization courses. We present a detailed guide on incorporating design sprints into large undergraduate and small professional development courses in both online and on-campus settings. Design sprint results, including quantitative and qualitative student feedback, show that design sprints engage students and help practice and apply visualization and design skills. We provide design sprint teaching materials, show examples of student-created work, and discuss limitations and lessons learned.
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Aprendizagem Baseada em Problemas , Estudantes , Humanos , Materiais de EnsinoRESUMO
data has no natural scale and so interactive data visualizations must provide techniques to allow the user to choose their viewpoint and scale. Such techniques are well established in desktop visualization tools. The two most common techniques are zoom+pan and overview+detail. However, how best to enable the analyst to navigate and view abstract data at different levels of scale in immersive environments has not previously been studied. We report the findings of the first systematic study of immersive navigation techniques for 3D scatterplots. We tested four conditions that represent our best attempt to adapt standard 2D navigation techniques to data visualization in an immersive environment while still providing standard immersive navigation techniques through physical movement and teleportation. We compared room-sized visualization versus a zooming interface, each with and without an overview. We find significant differences in participants' response times and accuracy for a number of standard visual analysis tasks. Both zoom and overview provide benefits over standard locomotion support alone (i.e., physical movement and pointer teleportation). However, which variation is superior, depends on the task. We obtain a more nuanced understanding of the results by analyzing them in terms of a time-cost model for the different components of navigation: way-finding, travel, number of travel steps, and context switching.