Related papers: The Quest for Omnioculars: Embedded Visualization …
Understanding player strategies is a key question when analyzing player behavior both for academic researchers and industry practitioners. For game designers and game user researchers, it is important to gauge the distance between intended…
Multi-dimensional data exploration is a classic research topic in visualization. Most existing approaches are designed for identifying record patterns in dimensional space or subspace. In this paper, we propose a visual analytics approach…
This paper proposes a visual analytics framework that addresses the complex user interactions required through a command-line interface to run analyses in distributed data analysis systems. The visual analytics framework facilitates the…
The paper presents a 3D interactive representation of fairly large picture collections which facilitates browsing through unstructured sets of icons or pictures. Implementation of this representation implies choosing between two…
Visualization recommendation work has focused solely on scoring visualizations based on the underlying dataset and not the actual user and their past visualization feedback. These systems recommend the same visualizations for every user,…
Statistical concepts often rely heavily on visual cues for comprehension, presenting challenges for individuals who face difficulties using visual information, such as the blind and low-vision (BLV) community. While prior work has explored…
Traditional approaches to measuring visual exploratory behavior in soccer rely on counting visual exploratory actions (VEAs) based on rapid head movements exceeding 125{\deg}/s, but this method suffer from player position bias (i.e., a…
We consider an active visual exploration scenario, where an agent must intelligently select its camera motions to efficiently reconstruct the full environment from only a limited set of narrow field-of-view glimpses. While the agent has…
A growing number of efforts aim to understand what people see when using a visualization. These efforts provide scientific grounding to complement design intuitions, leading to more effective visualization practice. However, published…
Data visualizations are standard tools for assessing and communicating risks. However, it is not always clear which designs are optimal or how encoding choices might influence risk perception and decision-making. In this paper, we report…
Embodied visual tracking is to follow a target object in dynamic 3D environments using an agent's egocentric vision. This is a vital and challenging skill for embodied agents. However, existing methods suffer from inefficient training and…
An important feature of a dynamic game is its monitoring structure namely, what the players effectively see from the played actions. We consider games with arbitrary monitoring structures. One of the purposes of this paper is to know to…
Great progress has been made in 3D body pose and shape estimation from a single photo. Yet, state-of-the-art results still suffer from errors due to challenging body poses, modeling clothing, and self occlusions. The domain of basketball…
Due to their pedagogical advantages, large final projects in information visualization courses have become standard practice. Students take on a client--real or simulated--a dataset, and a vague set of goals to create a complete…
We present BASKET, a large-scale basketball video dataset for fine-grained skill estimation. BASKET contains 4,477 hours of video capturing 32,232 basketball players from all over the world. Compared to prior skill estimation datasets, our…
The development and design of visualization solutions that are truly usable is essential for ensuring both their adoption and effectiveness. User-centered design principles, which focus on involving users throughout the entire development…
Tracking the ball is critical for video-based analysis of team sports. However, it is difficult, especially in low-resolution images, due to the small size of the ball, its speed that creates motion blur, and its often being occluded by…
Omnidirectional image (ODI) data is captured with a field-of-view of 360x180, which is much wider than the pinhole cameras and captures richer surrounding environment details than the conventional perspective images. In recent years, the…
On-screen game footage contains rich contextual information that players process when playing and experiencing a game. Learning pixel representations of games can benefit artificial intelligence across several downstream tasks including…
The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving…