{"title":"Toward Constructing Frameworks for Task- and Design-Optimized Visualizations.","authors":"Ghulam Jilani Quadri, Sumanta N Pattanaik","doi":"10.1109/MCG.2024.3429828","DOIUrl":"https://doi.org/10.1109/MCG.2024.3429828","url":null,"abstract":"<p><p>Visualization is crucial to augment and enhance human understanding and decision-making in today's data-driven world. However, the way data are visualized can influence and drastically change the conclusions people draw using data. The findings around visualization effectiveness are nuanced, and guidelines for effective visualization design depend on the visual channels used, chart types, and analysis tasks. This points to a significant need to understand the intersection of these factors to create optimized visualizations. We need a framework to define this intersection that fills the gap by providing a task-optimized visualization design for better quality and higher decision-making confidence that gives designers objective guidance. A task-optimized visualization design framework strategically integrates visual channels, visualization types, and specific low-level tasks to enhance data interpretation and optimize user task performance. We discuss constructing a visualization framework that considers both human perception for encoding techniques and the task being performed, enabling optimizing visualization design to maximize efficiency. Furthermore, we highlight a task-optimized framework's impact and potential applications.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"44 5","pages":"104-113"},"PeriodicalIF":1.7,"publicationDate":"2024-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142513172","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":"Quantum Wave Function Collapse for Procedural Content Generation.","authors":"Raoul Heese","doi":"10.1109/MCG.2024.3447775","DOIUrl":"10.1109/MCG.2024.3447775","url":null,"abstract":"<p><p>Quantum computers exhibit an inherent randomness, so it seems natural to consider them for procedural content generation. In this work, a quantum version of the famous (classical) wave function collapse algorithm is proposed. This quantum wave function collapse algorithm is based on the idea that a quantum circuit can be prepared in such a way that it acts as a special-purpose random generator for content of a desired form. The proposed method is presented theoretically and investigated experimentally on simulators and IBM Quantum devices.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"PP ","pages":"54-66"},"PeriodicalIF":1.7,"publicationDate":"2024-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142037823","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}
Juha Reinikainen, Vlad Stirbu, Teiko Heinosaari, Vesa Lappalainen, Tommi Mikkonen, Beatriz Sousa Santos, Alejandra J Magana, Rafael Bidarra
{"title":"Quantum Computing for All: Online Courses Built Around an Interactive Visual Quantum Circuit Simulator.","authors":"Juha Reinikainen, Vlad Stirbu, Teiko Heinosaari, Vesa Lappalainen, Tommi Mikkonen, Beatriz Sousa Santos, Alejandra J Magana, Rafael Bidarra","doi":"10.1109/MCG.2024.3444952","DOIUrl":"https://doi.org/10.1109/MCG.2024.3444952","url":null,"abstract":"<p><p>Quantum computing is a highly abstract scientific discipline, which, however, is expected to have great practical relevance in future information technology. This forces educators to seek new methods to teach quantum computing for students with diverse backgrounds and with no prior knowledge of quantum physics. We have developed an online course built around an interactive quantum circuit simulator designed to enable easy creation and maintenance of course material with ranging difficulty. The immediate feedback and automatically evaluated tasks lower the entry barrier to quantum computing for all students, regardless of their background.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"44 5","pages":"67-75"},"PeriodicalIF":1.7,"publicationDate":"2024-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142513171","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}
Natasha Skult, Laura Piispanen, Metincan Atas, Klementyna Jankiewicz, Elif Surer, Jouni Smed, Zeki C Seskir
{"title":"A Chronicle of Quantum Technologies in Game and Software Development.","authors":"Natasha Skult, Laura Piispanen, Metincan Atas, Klementyna Jankiewicz, Elif Surer, Jouni Smed, Zeki C Seskir","doi":"10.1109/MCG.2024.3448613","DOIUrl":"10.1109/MCG.2024.3448613","url":null,"abstract":"<p><p>The ongoing second quantum revolution, marked by advancements harnessing quantum phenomena, has permeated various fields, including communications, computation, and networking, collectively known as quantum technologies (QTs). Quantum computing, a focal point within QT, has led to the emergence of quantum games, a novel research and development area exploring creative applications of quantum computing in game development. While more than 300 quantum games have been developed by enthusiasts and commercial parties, a comprehensive research program or state-of-the-art review is notably absent. This article addresses this gap by conducting a thorough literature review, presenting current advancements and examples in quantum games and interactive designs, and exploring future prospects for QT in game development practices.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"PP ","pages":"14-26"},"PeriodicalIF":1.7,"publicationDate":"2024-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142044205","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}
Francesco Ferrise, Monica Bordegoni, Alberto Gallace, Stefania Serafin
{"title":"Multisensory Experiences in Extended Reality","authors":"Francesco Ferrise, Monica Bordegoni, Alberto Gallace, Stefania Serafin","doi":"10.1109/mcg.2024.3428110","DOIUrl":"https://doi.org/10.1109/mcg.2024.3428110","url":null,"abstract":"Since the beginning, virtual reality (VR) has been envisioned as a technology that engages multiple senses. Examples include Morton Heilig’s Sensorama simulator and Ivan E. Sutherland’s notion of the Ultimate Display described in the 1960s. In more than 60 years, technological development and scientific knowledge have predominantly focused virtual and extended reality (VR and XR) applications on the sense of sight and hearing. Despite their importance in everyday interaction, the other senses remain on the margins of VR and XR applications. The potential to include additional senses has been acknowledged and extensively explored in the literature. Those who deal with this topic encounter challenges in understanding the functioning mechanism of the human sensorial and perceptive components and creating interfaces capable of communicating through these senses. Last but not least, it is important to design case studies capable of exploiting the potential of this technology and encouraging investors to believe in its development and end users to adopt it once it is ready. These challenges drive the research activities included in this special issue.","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"76 2 1","pages":""},"PeriodicalIF":1.8,"publicationDate":"2024-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142211882","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}
Mary C. Whitton, Chris R. Johnson, David J. Kasik, André Stork
{"title":"The Making of “The Big 50: Celebrating 50 ACM SIGGRAPH Conferences”","authors":"Mary C. Whitton, Chris R. Johnson, David J. Kasik, André Stork","doi":"10.1109/mcg.2024.3414048","DOIUrl":"https://doi.org/10.1109/mcg.2024.3414048","url":null,"abstract":"The article offers a behind-the-scenes look at the creation process of last year's special issue article commemorating five decades of SIGGRAPH conferences. In this edited transcription of an interview, the article's editors, Mary Whitton, Chris Johnson, and Dave Kasik, share insights on how the project evolved from a conventional idea to an unconventional groundbreaking collection of personal stories. The interview delves into the inception of the project, the challenges faced in gathering contributions, the innovative methods employed for outreach, and the surprises encountered along the way. From the initial concept to the final publication, the editors recount the collaborative effort involved in producing a comprehensive and visually captivating retrospective. The impact of the article on the SIGGRAPH community especially and the computer graphics community in general is reflected in feedback received, highlighting its value as a repository of memories and a testament to the enduring legacy of the conference. Through personal anecdotes and reflections, the interview captures the spirit of camaraderie and innovation that has characterized SIGGRAPH over the past half-century.","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"33 1","pages":""},"PeriodicalIF":1.8,"publicationDate":"2024-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142211883","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 Mixed Tangible Catalog: Toward Tangible and Sustainable B2B Metaverse Fashion Showrooms.","authors":"Fabio Vangi, Marina Ricci, Mine Dastan, Michele Fiorentino","doi":"10.1109/MCG.2024.3424247","DOIUrl":"10.1109/MCG.2024.3424247","url":null,"abstract":"<p><p>The metaverse, driven by mixed reality (MR), is positioned as the future market, revolutionizing product exploration in virtual space. Existing literature on this subject mainly focuses on business-to-consumer perspectives, leaving a gap in understanding business-to-business (B2B) applications, particularly in the fashion industry. This article introduces a \"Mixed Tangible Catalog\" (MTC) for B2B that combines a physical, foldable cardboard booth with an MR application linked to a head-mounted display. Targeting the fashion sector's need for high standards in material evaluation, the MTC allows retailers and distributors to browse garments, customize material attributes, and receive visual and tangible feedback. Evaluation through a focus group of 10 industry experts revealed positive feedback. The MTC maintains the tangibility of traditional B2B showrooms and reduces the environmental impact by minimizing transportation, samples, and waste. This innovative approach offers an efficient and sustainable alternative to conventional physical showrooms, enhancing both economic and ecological aspects.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"PP ","pages":"40-52"},"PeriodicalIF":1.7,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141538988","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":"Are Mass Shootings in the U.S. Increasing? Understanding How Differing Definitions of Politically Charged Events Impact People's Perceptions of Expected Trends in Visualizations.","authors":"Poorna Talkad Sukumar, Maurizio Porfiri, Oded Nov, Melanie Tory, Daniel Keefe","doi":"10.1109/MCG.2024.3402790","DOIUrl":"https://doi.org/10.1109/MCG.2024.3402790","url":null,"abstract":"<p><p>Visualizations of mass shooting incidents in the United States appearing in the media can influence people's beliefs and attitudes. However, different data sources each use their own definition of mass shootings, resulting in varying counts and trends of these incidents across the sources. To investigate the effects of these varying definitions on public perceptions, we conducted a crowdsourced study using data from four sources-Mother Jones, Mass Shooter Database, Everytown for Gun Safety, and The Washington Post. We used one or more line plots, with or without explicitly providing the definition, to see how these variations affect viewers' understanding of a 10-year trend in mass shooting frequency. We found that, depending on the data shown, participants' perceptions of the trend changed in both directions (i.e., more or less increasing) compared to their prestudy perceptions. We discuss how data from a single source can influence people's perceptions, and how visualizing data from multiple sources (e.g., superimposed line graphs) can enable more transparent communication. Our work has implications for other media and public visualizations, highlighting the importance of embracing pluralistic approaches to enquiry, especially when dealing with data of significant importance and consequence.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"44 4","pages":"140-149"},"PeriodicalIF":1.7,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142009965","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":"PerfectTailor: Scale-Preserving 2-D Pattern Adjustment Driven by 3-D Garment Editing.","authors":"Anran Qi, Takeo Igarashi","doi":"10.1109/MCG.2024.3378171","DOIUrl":"10.1109/MCG.2024.3378171","url":null,"abstract":"<p><p>We address the problem of modifying a given well-designed 2-D sewing pattern to accommodate garment edits in the 3-D space. Existing methods usually adjust the sewing pattern by applying uniform flattening to the 3-D garment. The problems are twofold: first, it ignores local scaling of the 2-D sewing pattern such as shrinking ribs of cuffs; second, it does not respect the implicit design rules and conventions of the industry, such as the use of straight edges for simplicity and precision in sewing. To address those problems, we present a pattern adjustment method that considers the nonuniform local scaling of the 2-D sewing pattern by utilizing the intrinsic scale matrix. In addition, we preserve the original boundary shape by an as-original-as-possible geometric constraint when desirable. We build a prototype with a set of commonly used alteration operations and showcase the capability of our method via a number of alteration examples throughout the article.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"PP ","pages":"126-132"},"PeriodicalIF":1.7,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140159498","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}
Marcello A Carrozzino, Eleonora Lanfranco, Giuseppe Rignanese, Gianfranco Adornato, Massimo Bergamasco, Mike Potel
{"title":"Enhancing Archaeological Research Through Immersive Virtual Reality.","authors":"Marcello A Carrozzino, Eleonora Lanfranco, Giuseppe Rignanese, Gianfranco Adornato, Massimo Bergamasco, Mike Potel","doi":"10.1109/MCG.2024.3403299","DOIUrl":"https://doi.org/10.1109/MCG.2024.3403299","url":null,"abstract":"<p><p>Virtual reality (VR) is increasingly employed in archaeology to showcase reconstructions of ancient sites to the general public, yet its utilization for professional purposes by archaeologists remains less common. To address this gap, we introduce a VR application specifically designed to streamline the storage and access of critical data for archaeological studies. This application provides experts with an immersive visualization of excavation sites and related information during the postexcavation analysis phase. The application interface facilitates direct interaction with 3-D models generated through photogrammetry and modeling techniques, enabling detailed examination of collected data and enhancing research activities. We applied this system to the case study of excavations at the Temple of Juno in Agrigento, Italy. In addition, we present the findings of a pilot user study involving archaeologists, which evaluates the effectiveness of immersive technologies for professionals in documenting, preserving, and exploring archaeological sites, while also driving potential future developments.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"44 4","pages":"69-78"},"PeriodicalIF":1.7,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142009966","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}