{"title":"Stratiline: A visualization system based on stratified storyline","authors":"Mingdong Zhang, Li Chen, Junhai Yong","doi":"10.1016/j.cag.2025.104166","DOIUrl":"10.1016/j.cag.2025.104166","url":null,"abstract":"<div><div>In recent years, storyline visualization has garnered considerable attention from the visualization research community. However, previous studies have given little focus to representing the locations of scene and addressing visual clutter issues, especially with larger datasets. In response to this gap, we propose an innovative visual analysis method named Stratiline (short for stratified storyline), which emphasizes multiperspective story data exploration and overview+detail analysis for large-scale datasets. Stratiline introduces a novel framework for calculating the significance of locations, actors, and scenes, providing a mechanism that incorporates user adjustments into the calculation framework to enable multiperspective exploration. Based on this calculation framework, Stratiline offers multiple coordinated views that collaboratively present different perspectives of the story while facilitating rich interactions. Specifically, Stratiline includes time-range drill-down features for overview+detail analysis, while the Storyline View allows for detailed analysis, and the Scene View provides an overview of the entire narrative to help maintain the mental map. The effectiveness of Stratiline is validated through comparative analyses against contemporary storyline designs. Carefully designed case studies illustrate Stratiline’s capability for multiperspective story exploration and large-scale dataset analysis. Quantitative evaluations affirm the stability of our sorting algorithms, which are crucial for time-range drill-down analysis.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"127 ","pages":"Article 104166"},"PeriodicalIF":2.5,"publicationDate":"2025-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143155597","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Vítor J. Sá , Anabela Marto , Paula Alexandra Silva , Alan Chalmers
{"title":"Foreword to the special section on Recent Advances in Graphics and Interaction (RAGI 2023)","authors":"Vítor J. Sá , Anabela Marto , Paula Alexandra Silva , Alan Chalmers","doi":"10.1016/j.cag.2025.104172","DOIUrl":"10.1016/j.cag.2025.104172","url":null,"abstract":"","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"127 ","pages":"Article 104172"},"PeriodicalIF":2.5,"publicationDate":"2025-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143155596","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bernardo Marques, Paulo Dias, Kangsoo Kim, Heejin Jeong
{"title":"Foreword to the special section on Recent Advances in Industrial eXtended Reality (XR)","authors":"Bernardo Marques, Paulo Dias, Kangsoo Kim, Heejin Jeong","doi":"10.1016/j.cag.2025.104165","DOIUrl":"10.1016/j.cag.2025.104165","url":null,"abstract":"","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"127 ","pages":"Article 104165"},"PeriodicalIF":2.5,"publicationDate":"2025-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143155598","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Tao Ku , Sam Galanakis , Bas Boom , Remco C. Veltkamp , Darshan Bangera , Shankar Gangisetty , Nikolaos Stagakis , Gerasimos Arvanitis , Konstantinos Moustakas
{"title":"Retraction notice to “SHREC 2021: 3D point cloud change detection for street scenes”","authors":"Tao Ku , Sam Galanakis , Bas Boom , Remco C. Veltkamp , Darshan Bangera , Shankar Gangisetty , Nikolaos Stagakis , Gerasimos Arvanitis , Konstantinos Moustakas","doi":"10.1016/j.cag.2024.104127","DOIUrl":"10.1016/j.cag.2024.104127","url":null,"abstract":"<div><div>This article has been retracted: please see Elsevier Policy on Article Withdrawal (<span><span>https://www.elsevier.com/locate/withdrawalpolicy</span><svg><path></path></svg></span>).</div><div>This article has been retracted at the request of the author and Editor-in-Chief.</div><div>The authors identified an error in the original paper with the software that was made publicly available on GitHub, where accidentally the testing was carried out using the training set, instead of the correct test set, and therefore the published test results are invalid.</div><div>In addition, other minor inaccuracies in the paper were also identified.</div><div>The authors intend to correct the errors and resubmit the paper.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"125 ","pages":"Article 104127"},"PeriodicalIF":2.5,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142746873","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Contrast and content preserving HDMR-based color-to-gray conversion","authors":"Ayça Ceylan, Evrim Korkmaz Özay, Burcu Tunga","doi":"10.1016/j.cag.2024.104110","DOIUrl":"10.1016/j.cag.2024.104110","url":null,"abstract":"<div><div>Converting a color image into a grayscale image is a complex problem that is based on preserving color contrast, sharpness, and luminance. In this paper, a novel image decolorization algorithm is proposed using High Dimensional Model Representation (HDMR) with an optimization procedure that retains color content and contrast. In the proposed algorithm, a color image is first decomposed into HDMR components and then the components are categorized depending on whether they are colored or colorless. After that, the image is reconstructed by merging the weighted colored and colorless HDMR components. The weight coefficients are determined by an optimization process. The proposed algorithm both visually and quantitatively compared with state-of-the-art methods in the literature using various performance evaluation metrics. As regards all obtained results, the HDMR based image decolorization algorithm is more potent and has better performance in overall comparison. Most importantly, this algorithm has a flexible structure as it is able to produce various grayscale images for different thresholds of visible color contrast which makes this algorithm superior given that it is the only one that accomplishes this feat in the literature to the best of our knowledge.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"125 ","pages":"Article 104110"},"PeriodicalIF":2.5,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142746872","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Foreword to the special section on Conference on Graphics, Patterns, and Images (SIBGRAPI 2024)","authors":"Rita Borgo, João Luiz Dihl Comba","doi":"10.1016/j.cag.2024.104137","DOIUrl":"10.1016/j.cag.2024.104137","url":null,"abstract":"","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"126 ","pages":"Article 104137"},"PeriodicalIF":2.5,"publicationDate":"2024-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142742943","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The phantom effect in information visualization","authors":"Carolina Pereira , Tomás Alves , Sandra Gama","doi":"10.1016/j.cag.2024.104109","DOIUrl":"10.1016/j.cag.2024.104109","url":null,"abstract":"<div><div>Recent research focuses on understanding what triggers cognitive biases and how to alleviate them in the context of visualization use. Given its role in decision-making in other research fields, the Phantom Effect may hold exciting prospects among known biases. The Phantom Effect belongs to the category of decoy effects, where the decoy is an optimal yet unavailable alternative. We conducted a hybrid design experiment (N=76) where participants performed decision tasks based on information represented in different visualization idioms and phantom alternative’s unavailability presentation delays. We measured participants’ perceptual speed and visual working memory to study their impact on the expression of the Phantom Effect. Results show that visualization usually triggers the Phantom Effect, but two-sided bar charts mitigate this bias more effectively. We also found that waiting until the participant decides before presenting the decoy as unavailable helps alleviate the Phantom Effect. Although we did not find measurable effects, results also suggest that visual working memory and visualization literacy play a role in bias susceptibility. Our findings extend prior research in visualization-based decoy effects. They are the first steps to understanding the role of individual differences in the susceptibility to cognitive bias in visualization contexts.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"125 ","pages":"Article 104109"},"PeriodicalIF":2.5,"publicationDate":"2024-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142699316","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Efficient inverse-kinematics solver for precise pose reconstruction of skinned 3D models","authors":"Daeun Kang, Hyunah Park, Taesoo Kwon","doi":"10.1016/j.cag.2024.104125","DOIUrl":"10.1016/j.cag.2024.104125","url":null,"abstract":"<div><div>We propose an accelerated inverse-kinematics (IK) solving method aimed at reconstructing the pose of a 3D model based on the positions of surface markers or feature points. The model encompasses a skeletal structure of joints and a triangular mesh constituting its external surface. A mesh-based IK solving method optimizes the joint configurations to achieve the desired surface pose, assuming that surface markers are attached to the joints using linear-blended skinning, and that the target positions for these surface markers are provided. In the conventional IK solving method, the final position of a given joint is determined by iteratively computing error gradients based on the target marker positions, typically implemented using a 3-nested loop structure. In this paper, we streamline the standard IK computation process by precomputing all redundant terms for future use, leading to a significant reduction in asymptotic time complexity. We experimentally show that our accelerated IK solving method exhibits increasingly superior performance gains as the number of markers increases. Our pose reconstruction tests show performance improvements ranging between 34% and three times compared to a highly optimized implementation of the conventional method.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"125 ","pages":"Article 104125"},"PeriodicalIF":2.5,"publicationDate":"2024-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142699328","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Xiang Li , Jin-Du Wang , John J. Dudley , Per Ola Kristensson
{"title":"Swarm manipulation: An efficient and accurate technique for multi-object manipulation in virtual reality","authors":"Xiang Li , Jin-Du Wang , John J. Dudley , Per Ola Kristensson","doi":"10.1016/j.cag.2024.104113","DOIUrl":"10.1016/j.cag.2024.104113","url":null,"abstract":"<div><div>The theory of swarm control shows promise for controlling multiple objects, however, scalability is hindered by cost constraints, such as hardware and infrastructure. Virtual Reality (VR) can overcome these limitations, but research on swarm interaction in VR is limited. This paper introduces a novel swarm manipulation technique and compares it with two baseline techniques: Virtual Hand and Controller (ray-casting). We evaluated these techniques in a user study (<span><math><mi>N</mi></math></span> = 12) in three tasks (selection, rotation, and resizing) across five conditions. Our results indicate that swarm manipulation yielded superior performance, with significantly faster speeds in most conditions across the three tasks. It notably reduced resizing size deviations but introduced a trade-off between speed and accuracy in the rotation task. Additionally, we conducted a follow-up user study (<span><math><mi>N</mi></math></span> = 6) using swarm manipulation in two complex VR scenarios and obtained insights through semi-structured interviews, shedding light on optimized swarm control mechanisms and perceptual changes induced by this interaction paradigm. These results demonstrate the potential of the swarm manipulation technique to enhance the usability and user experience in VR compared to conventional manipulation techniques. In future studies, we aim to understand and improve swarm interaction via internal swarm particle cooperation.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"125 ","pages":"Article 104113"},"PeriodicalIF":2.5,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142721450","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}