Related papers: The Quest for Omnioculars: Embedded Visualization …
Conducting collaborative tasks, e.g., multi-user game, in virtual reality (VR) could enable us to explore more immersive and effective experience. However, for current VR systems, users cannot communicate properly with each other via their…
Recent advances in immersive technology have opened new possibilities in sports training, especially for activities requiring precise motor skills, such as tennis. In this paper, we present a virtual reality (VR) tennis training system…
The burgeoning growth of the esports and multiplayer online gaming community has highlighted the critical importance of evaluating the Most Valuable Player (MVP). The establishment of an explainable and practical MVP evaluation method is…
Data analytics in sports is crucial to evaluate the performance of single players and the whole team. The literature proposes a number of tools for both offence and defence scenarios. Data coming from tracking location of players, in this…
Embedding learning transforms discrete data entities into continuous numerical representations, encoding features/properties of the entities. Despite the outstanding performance reported from different embedding learning algorithms, few…
Data collection and analysis in the field is critical for operations in domains such as environmental science and public safety. However, field workers currently face data- and platform-oriented issues in efficient data collection and…
Augmented data storytelling enhances narrative delivery by integrating visualizations with physical environments and presenter actions. Existing systems predominantly rely on body gestures or speech to control visualizations, leaving…
Virtual Reality (VR) broadcasting has seen widespread adoption in major sports events, attributed to its ability to generate a sense of presence, curiosity, and excitement among viewers. However, we have noticed that still shots reveal a…
Effective data visualization is a key part of the discovery process in the era of big data. It is the bridge between the quantitative content of the data and human intuition, and thus an essential component of the scientific path from data…
We contribute a first design space on visualizations in motion and the design of a pilot study we plan to run in the fall. Visualizations can be useful in contexts where either the observation is in motion or the whole visualization is…
As online news increasingly include data journalism, there is a corresponding increase in the incorporation of visualization in article thumbnail images. However, little research exists on the design rationale for visualization thumbnails,…
As digital worlds become ubiquitous via video games, simulations, virtual and augmented reality, people with disabilities who cannot access those worlds are becoming increasingly disenfranchised. More often than not the design of these…
We study the task of embodied visual active learning, where an agent is set to explore a 3d environment with the goal to acquire visual scene understanding by actively selecting views for which to request annotation. While accurate on some…
In the realm of computer vision and robotics, embodied agents are expected to explore their environment and carry out human instructions. This necessitates the ability to fully understand 3D scenes given their first-person observations and…
Computer vision and video understanding have transformed sports analytics by enabling large-scale, automated analysis of game dynamics from broadcast footage. Despite significant advances in player and ball tracking, pose estimation, action…
Efficient explorative data analysis systems must take into account both what a user knows and wants to know. This paper proposes a principled framework for interactive visual exploration of relations in data, through views most informative…
We describe the design of an immersive virtual Cyberball task that included avatar customization, and user feedback on this design. We first created a prototype of an avatar customization template and added it to a Cyberball prototype built…
eSports is a developing multidisciplinary research area. At present, there is a lack of relevant data collected from real eSports athletes and lack of platforms which could be used for the data collection and further analysis. In this…
Domain-specific visualizations sometimes focus on narrow, albeit important, tasks for one group of users. This focus limits the utility of a visualization to other groups working with the same data. While tasks elicited from other groups…
In the past few years, augmented reality (AR) and virtual reality (VR) technologies have experienced terrific improvements in both accessibility and hardware capabilities, encouraging the application of these devices across various domains.…