Related papers: Design by Immersion: A Transdisciplinary Approach …
Understanding a visualization is a multi-level process. A reader must extract and extrapolate from numeric facts, understand how those facts apply to both the context of the data and other potential contexts, and draw or evaluate…
Deep learning models heavily rely on large scale annotated datasets for training. Unfortunately, datasets cannot capture the infinite variability of the real world, thus neural networks are inherently limited by the restricted visual and…
Computer science education has evolved extensively; however, systemic barriers still prevent students with visual impairments from fully participating. While existing research has developed specialized programming tools and assistive…
Navigating and visualizing multilayered knowledge graphs remains a challenging, unresolved problem in information systems design. Building on our earlier study, which engaged end users in both the design and population of a domain-specific…
The well-established deceptive design literature has focused on conventional user interfaces. With the rise of extended reality (XR), understanding deceptive design's unique manifestations in this immersive domain is crucial. However,…
Three-dimensional (3D) data visualizations, such as surface plots, are vital in STEM fields from biomedical imaging to spectroscopy, yet remain largely inaccessible to blind and low-vision (BLV) people. To address this gap, we conducted an…
We investigate the relationship between immersion and learning across three domains (cultural heritage, environmental awareness, and high school physics) through the lens of the Cognitive Affective Model of Immersive Learning (CAMIL)…
Individuals with Intellectual and Developmental Disabilities (IDD) have unique needs and challenges when working with data. While visualization aims to make data more accessible to a broad audience, our understanding of how to design…
This paper revisits the role of quantitative and qualitative methods in visualization research in the context of advancements in artificial intelligence (AI). The focus is on how we can bridge between the different methods in an integrated…
Visualization is a heterogeneous field, and this aspect is often reflected by the organizational structures at higher education institutions that academic researchers in visualization and related fields including computer graphics,…
In this position paper, we frame the field of Visual Musicology by providing an overview of well-established musicological sub-domains and their corresponding analytic and visualization tasks. To foster collaborative, interdisciplinary…
This chapter examines how data analytics can be leveraged to enhance immersive teacher simulations, situating this inquiry within the broader learning sciences discourse on embodied cognition, data-informed feedback, and teacher…
Research in visualization literacy explores the skills required to engage with visualizations. This state-of-the-art report surveys the current literature in visualization literacy to provide a comprehensive overview of the field. We…
Visual blends combine elements from two distinct visual concepts into a single, integrated image, with the goal of conveying ideas through imaginative and often thought-provoking visuals. Communicating abstract concepts through visual…
The application and implementation of collaborative embodiment in virtual reality (VR) are a critical aspect of the computer science landscape, aiming to enhance multi-user interaction and teamwork in immersive environments. A notable and…
Contribution: This secondary study examines the literature on immersive learning frameworks and reviews their state of the art. Frameworks have been categorized according to their purpose. In addition, the elements that compose them were…
Planning from raw visual input remains a significant challenge for current Vision-Language Models (VLMs), when the complexity of input is beyond their one-step perception capability. Motivated by recent advances in Thinking with Images…
We introduce a conceptual model for scalability designed for visualization research. With this model, we systematically analyze over 120 visualization publications from 1990-2020 to characterize the different notions of scalability in these…
With the advancement of virtual reality (VR) technology, virtual displays have become integral to how museums, galleries, and other tourist destinations present their collections to the public. However, the current lack of immersion in…
Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…