Session:「Perception in Visualization 2」

A Trip to the Moon: Personalized Animated Movies for Self-reflection

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173827

論文アブストラクト: Self-tracking physiological and psychological data poses the challenge of presentation and interpretation. Insightful narratives for self-tracking data can motivate the user towards constructive self-reflection. One powerful form of narrative that engages audience across various culture and age groups is animated movies. We collected a week of self-reported mood and behavior data from each user and created in Unity a personalized animation based on their data. We evaluated the impact of their video in a randomized control trial with a non-personalized animated video as control. We found that personalized videos tend to be more emotionally engaging, encouraging greater and lengthier writing that indicated self-reflection about moods and behaviors, compared to non-personalized control videos.

日本語のまとめ:

内省を動機づけるための手法の提案. セルフトラッキングデータに基づいたアニメーションをUnityで作成し,比較実験をおこなった.

An Eye For Design: Gaze Visualizations for Remote Collaborative Work

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173923

論文アブストラクト: In remote collaboration, gaze visualizations are designed to display where collaborators are looking in a shared visual space. This type of gaze-based intervention can improve coordination, however researchers have yet to fully explore different gaze visualization techniques and develop a deeper understanding of the ways in which features of visualizations may interact with task attributes to influence collaborative performance. There are many ways to visualize characteristics of eye movements, such as a path connecting fixation points or a heat map illustrating fixation duration and coverage. In this study, we designed and evaluated three unique gaze visualizations in a remote search task. Our results suggest that the design of gaze visualizations affects performance, coordination, searching behavior, and perceived utility. Additionally, the degree of task coupling further influences the effect of gaze visualizations on performance and coordination. We then reflect on the value of gaze visualizations for remote work and discuss implications for the design of gaze-based interventions.

日本語のまとめ:

視線をビジュアル化することでリモート協調作業時にどのような効果があるか調査した. 3つの手法を比較した(Heat Map, Shared Area, Path)

Using Animation to Alleviate Overdraw in Multiclass Scatterplot Matrices

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173991

論文アブストラクト: The scatterplot matrix (SPLOM) is a commonly used technique for visualizing multiclass multivariate data. However, multiclass SPLOMs have issues with overdraw (overlapping points), and most existing techniques for alleviating overdraw focus on individual scatterplots with a single class. This paper explores whether animation using flickering points is an effective way to alleviate overdraw in these multiclass SPLOMs. In a user study with 69 participants, we found that users not only performed better at identifying dense regions using animated SPLOMs, but also found them easier to interpret and preferred them to static SPLOMs. These results open up new directions for future work on alleviating overdraw for multiclass SPLOMs, and provide insights for applying animation to alleviate overdraw in other settings.

日本語のまとめ:

多クラスの散布図では重複する点が生じる. 重複する点は観測者にとって解釈を困難にする原因である. 重複する点の解釈を容易にするために,アニメーションを利用して識別できるツールを提供した.

Experiential Augmentation: Uncovering The Meaning of Qualitative Visualizations when Applied to Augmented Objects

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174064

論文アブストラクト: As we move toward commercial usage of ubiquitous computing and augmented reality, it is important to think about how computing should communicate with us when it is distributed in our environment. This paper proposes that qualitative indexical visualizations based on learned understanding of physical phenomena (Experiential Augmentation) can enhance our interaction design language and aid digital interfaces in communicating in a real-world context. We present a study that gathers data on how participants interpret such visualizations, and propose a model with which to analyze their responses. Finally, we also give a set of design recommendations for those interested in creating similar augmentations.

日本語のまとめ:

オブジェクトに物質的な変化を与えることで,人々がどのような解釈をするか調査した. 調査結果から解釈の仕組みを3つの要素に分類し,モデル化した.