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1.
Artículo en Inglés | MEDLINE | ID: mdl-39255156

RESUMEN

Propagation analysis refers to studying how information spreads on social media, a pivotal endeavor for understanding social sentiment and public opinions. Numerous studies contribute to visualizing information spread, but few have considered the implicit and complex diffusion patterns among multiple platforms. To bridge the gap, we summarize cross-platform diffusion patterns with experts and identify significant factors that dissect the mechanisms of cross-platform information spread. Based on that, we propose an information diffusion model that estimates the likelihood of a topic/post spreading among different social media platforms. Moreover, we propose a novel visual metaphor that encapsulates cross-platform propagation in a manner analogous to the spread of seeds across gardens. Specifically, we visualize platforms, posts, implicit cross-platform routes, and salient instances as elements of a virtual ecosystem - gardens, flowers, winds, and seeds, respectively. We further develop a visual analytic system, namely BloomWind, that enables users to quickly identify the cross-platform diffusion patterns and investigate the relevant social media posts. Ultimately, we demonstrate the usage of BloomWind through two case studies and validate its effectiveness using expert interviews.

2.
IEEE Trans Vis Comput Graph ; 29(1): 429-439, 2023 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-36179001

RESUMEN

We present PuzzleFixer, an immersive interactive system for experts to rectify defective reassembled 3D objects. Reassembling the fragments of a broken object to restore its original state is the prerequisite of many analytical tasks such as cultural relics analysis and forensics reasoning. While existing computer-aided methods can automatically reassemble fragments, they often derive incorrect objects due to the complex and ambiguous fragment shapes. Thus, experts usually need to refine the object manually. Prior advances in immersive technologies provide benefits for realistic perception and direct interactions to visualize and interact with 3D fragments. However, few studies have investigated the reassembled object refinement. The specific challenges include: 1) the fragment combination set is too large to determine the correct matches, and 2) the geometry of the fragments is too complex to align them properly. To tackle the first challenge, PuzzleFixer leverages dimensionality reduction and clustering techniques, allowing users to review possible match categories, select the matches with reasonable shapes, and drill down to shapes to correct the corresponding faces. For the second challenge, PuzzleFixer embeds the object with node-link networks to augment the perception of match relations. Specifically, it instantly visualizes matches with graph edges and provides force feedback to facilitate the efficiency of alignment interactions. To demonstrate the effectiveness of PuzzleFixer, we conducted an expert evaluation based on two cases on real-world artifacts and collected feedback through post-study interviews. The results suggest that our system is suitable and efficient for experts to refine incorrect reassembled objects.

3.
IEEE Trans Vis Comput Graph ; 28(1): 824-834, 2022 01.
Artículo en Inglés | MEDLINE | ID: mdl-34587045

RESUMEN

Visualizing data in sports videos is gaining traction in sports analytics, given its ability to communicate insights and explicate player strategies engagingly. However, augmenting sports videos with such data visualizations is challenging, especially for sports analysts, as it requires considerable expertise in video editing. To ease the creation process, we present a design space that characterizes augmented sports videos at an element-level (what the constituents are) and clip-level (how those constituents are organized). We do so by systematically reviewing 233 examples of augmented sports videos collected from TV channels, teams, and leagues. The design space guides selection of data insights and visualizations for various purposes. Informed by the design space and close collaboration with domain experts, we design VisCommentator, a fast prototyping tool, to eases the creation of augmented table tennis videos by leveraging machine learning-based data extractors and design space-based visualization recommendations. With VisCommentator, sports analysts can create an augmented video by selecting the data to visualize instead of manually drawing the graphical marks. Our system can be generalized to other racket sports (e.g., tennis, badminton) once the underlying datasets and models are available. A user study with seven domain experts shows high satisfaction with our system, confirms that the participants can reproduce augmented sports videos in a short period, and provides insightful implications into future improvements and opportunities.

4.
IEEE Trans Vis Comput Graph ; 28(1): 118-128, 2022 01.
Artículo en Inglés | MEDLINE | ID: mdl-34596547

RESUMEN

Tactic analysis is a major issue in badminton as the effective usage of tactics is the key to win. The tactic in badminton is defined as a sequence of consecutive strokes. Most existing methods use statistical models to find sequential patterns of strokes and apply 2D visualizations such as glyphs and statistical charts to explore and analyze the discovered patterns. However, in badminton, spatial information like the shuttle trajectory, which is inherently 3D, is the core of a tactic. The lack of sufficient spatial awareness in 2D visualizations largely limited the tactic analysis of badminton. In this work, we collaborate with domain experts to study the tactic analysis of badminton in a 3D environment and propose an immersive visual analytics system, TIVEE, to assist users in exploring and explaining badminton tactics from multi-levels. Users can first explore various tactics from the third-person perspective using an unfolded visual presentation of stroke sequences. By selecting a tactic of interest, users can turn to the first-person perspective to perceive the detailed kinematic characteristics and explain its effects on the game result. The effectiveness and usefulness of TIVEE are demonstrated by case studies and an expert interview.


Asunto(s)
Gráficos por Computador , Deportes de Raqueta , Fenómenos Biomecánicos , Humanos
5.
IEEE Trans Vis Comput Graph ; 27(2): 860-869, 2021 02.
Artículo en Inglés | MEDLINE | ID: mdl-33048712

RESUMEN

We present ShuttleSpace, an immersive analytics system to assist experts in analyzing trajectory data in badminton. Trajectories in sports, such as the movement of players and balls, contain rich information on player behavior and thus have been widely analyzed by coaches and analysts to improve the players' performance. However, existing visual analytics systems often present the trajectories in court diagrams that are abstractions of reality, thereby causing difficulty for the experts to imagine the situation on the court and understand why the player acted in a certain way. With recent developments in immersive technologies, such as virtual reality (VR), experts gradually have the opportunity to see, feel, explore, and understand these 3D trajectories from the player's perspective. Yet, few research has studied how to support immersive analysis of sports data from such a perspective. Specific challenges are rooted in data presentation (e.g., how to seamlessly combine 2D and 3D visualizations) and interaction (e.g., how to naturally interact with data without keyboard and mouse) in VR. To address these challenges, we have worked closely with domain experts who have worked for a top national badminton team to design ShuttleSpace. Our system leverages 1) the peripheral vision to combine the 2D and 3D visualizations and 2) the VR controller to support natural interactions via a stroke metaphor. We demonstrate the effectiveness of ShuttleSpace through three case studies conducted by the experts with useful insights. We further conduct interviews with the experts whose feedback confirms that our first-person immersive analytics system is suitable and useful for analyzing badminton data.

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