LOMay 19, 2022
Evonne: Interactive Proof Visualization for Description Logics (System Description) -- Extended VersionChristian Alrabbaa, Franz Baader, Stefan Borgwardt et al.
Explanations for description logic (DL) entailments provide important support for the maintenance of large ontologies. The "justifications" usually employed for this purpose in ontology editors pinpoint the parts of the ontology responsible for a given entailment. Proofs for entailments make the intermediate reasoning steps explicit, and thus explain how a consequence can actually be derived. We present an interactive system for exploring description logic proofs, called Evonne, which visualizes proofs of consequences for ontologies written in expressive DLs. We describe the methods used for computing those proofs, together with a feature called signature-based proof condensation. Moreover, we evaluate the quality of generated proofs using real ontologies.
92.3CYApr 9
Keeping an Eye on AI: A Framework for Effective Human Oversight of AI SystemsSusanne Gaube, Markus Langer, Tim Miller et al.
The use of Artificial Intelligence (AI) in high-risk, decision-making scenarios presents technical, safety, and normative challenges; problems that may only be ameliorated by human oversight. However, notions of human oversight lack a common foundational understanding: oversight architectures are not well defined, the roles involved remain unclear, and implementation steps are opaque. Hence, researchers and practitioners struggle to determine how to design, implement, and evaluate systems that enable effective human oversight. This paper advances a practical framework for effective human oversight of AI systems, based on a cross-disciplinary perspective that draws on insights from computer science, human-computer interaction, psychology, philosophy, and law. The core contributions are: (1) a foundational framework, with a working definition, architecture and processes for effective human oversight of AI systems; (2) an initial template for documenting oversight architectures and processes, applied to diverse domains; and (3) a synthesis of open research challenges that need to be considered in the emerging field of effective human oversight of AI systems.
HCOct 27, 2021
A Visualization Authoring Model for Post-WIMP InterfacesMarc Satkowski, Weizhou Luo, Raimund Dachselt
Besides the ability to utilize visualizations, the process of creating and authoring them is of equal importance. However, for visualization environments beyond the desktop, like multi-display or immersive analytics environments, this process is often decoupled from the place where the visualization is actually used. This separation makes it hard for authors, developers, or users of such systems to understand, what consequences different choices they made will have for the created visualizations. We present an extended visualization authoring model for Post-WIMP interfaces, which support designers by a more seamless approach of developing and utilizing visualizations. With it, our emphasis is on the iterative nature of creating and configuring visualizations, the existence of multiple views in the same system, and requirements for the data analysis process.
HCAug 8, 2021
Visual Analysis of Hyperproperties for Understanding Model Checking ResultsTom Horak, Norine Coenen, Niklas Metzger et al.
Model checkers provide algorithms for proving that a mathematical model of a system satisfies a given specification. In case of a violation, a counterexample that shows the erroneous behavior is returned. Understanding these counterexamples is challenging, especially for hyperproperty specifications, i.e., specifications that relate multiple executions of a system to each other. We aim to facilitate the visual analysis of such counterexamples through our HyperVis tool, which provides interactive visualizations of the given model, specification, and counterexample. Within an iterative and interdisciplinary design process, we developed visualization solutions that can effectively communicate the core aspects of the model checking result. Specifically, we introduce graphical representations of binary values for improving pattern recognition, color encoding for better indicating related aspects, visually enhanced textual descriptions, as well as extensive cross-view highlighting mechanisms. Further, through an underlying causal analysis of the counterexample, we are also able to identify values that contributed to the violation and use this knowledge for both improved encoding and highlighting. Finally, the analyst can modify both the specification of the hyperproperty and the system directly within HyperVis and initiate the model checking of the new version. In combination, these features notably support the analyst in understanding the error leading to the counterexample as well as iterating the provided system and specification. We ran multiple case studies with HyperVis and tested it with domain experts in qualitative feedback sessions. The participants' positive feedback confirms the considerable improvement over the manual, text-based status quo and the value of the tool for explaining hyperproperties.
HCApr 8, 2021
Experiences with User Studies in Augmented RealityMarc Satkowski, Wolfgang Büschel, Raimund Dachselt
The research field of augmented reality (AR) is of increasing popularity, as seen, among others, in several recently published surveys. To produce further advancements in AR, it is not only necessary to create new systems or applications, but also to evaluate them. One important aspect in regards to the evaluation is the general understanding of how users experience a given AR application, which can also be seen by the increased number of papers focusing on this topic that were published in the last years. With the steadily growing understanding and development of AR in general, it is only a matter of time until AR devices make the leap into the consumer market where such an in-depth user understanding is even more essential. Thus, a better understanding of factors that could influence the design and results of user experience studies can help us to make them more robust and dependable in the future. In this position paper, we describe three challenges which researchers face while designing and conducting AR users studies. We encountered these challenges in our past and current research, including papers that focus on perceptual studies of visualizations, interaction studies, and studies exploring the use of AR applications and their design spaces.
GRSep 7, 2020
Responsive Matrix Cells: A Focus+Context Approach for Exploring and Editing Multivariate GraphsTom Horak, Philip Berger, Heidrun Schumann et al.
Matrix visualizations are a useful tool to provide a general overview of a graph's structure. For multivariate graphs, a remaining challenge is to cope with the attributes that are associated with nodes and edges. Addressing this challenge, we propose responsive matrix cells as a focus+context approach for embedding additional interactive views into a matrix. Responsive matrix cells are local zoomable regions of interest that provide auxiliary data exploration and editing facilities for multivariate graphs. They behave responsively by adapting their visual contents to the cell location, the available display space, and the user task. Responsive matrix cells enable users to reveal details about the graph, compare node and edge attributes, and edit data values directly in a matrix without resorting to external views or tools. We report the general design considerations for responsive matrix cells covering the visual and interactive means necessary to support a seamless data exploration and editing. Responsive matrix cells have been implemented in a web-based prototype based on which we demonstrate the utility of our approach. We describe a walk-through for the use case of analyzing a graph of soccer players and report on insights from a preliminary user feedback session.
HCSep 7, 2020
Personal Augmented Reality for Information Visualization on Large Interactive DisplaysPatrick Reipschläger, Tamara Flemisch, Raimund Dachselt
In this work we propose the combination of large interactive displays with personal head-mounted Augmented Reality (AR) for information visualization to facilitate data exploration and analysis. Even though large displays provide more display space, they are challenging with regard to perception, effective multi-user support, and managing data density and complexity. To address these issues and illustrate our proposed setup, we contribute an extensive design space comprising first, the spatial alignment of display, visualizations, and objects in AR space. Next, we discuss which parts of a visualization can be augmented. Finally, we analyze how AR can be used to display personal views in order to show additional information and to minimize the mutual disturbance of data analysts. Based on this conceptual foundation, we present a number of exemplary techniques for extending visualizations with AR and discuss their relation to our design space. We further describe how these techniques address typical visualization problems that we have identified during our literature research. To examine our concepts, we introduce a generic AR visualization framework as well as a prototype implementing several example techniques. In order to demonstrate their potential, we further present a use case walkthrough in which we analyze a movie data set. From these experiences, we conclude that the contributed techniques can be useful in exploring and understanding multivariate data. We are convinced that the extension of large displays with AR for information visualization has a great potential for data analysis and sense-making.
HCMay 1, 2020
Bionic Tracking: Using Eye Tracking to Track Biological Cells in Virtual RealityUlrik Günther, Kyle I. S. Harrington, Raimund Dachselt et al.
We present Bionic Tracking, a novel method for solving biological cell tracking problems with eye tracking in virtual reality using commodity hardware. Using gaze data, and especially smooth pursuit eye movements, we are able to track cells in time series of 3D volumetric datasets. The problem of tracking cells is ubiquitous in developmental biology, where large volumetric microscopy datasets are acquired on a daily basis, often comprising hundreds or thousands of time points that span hours or days. The image data, however, is only a means to an end, and scientists are often interested in the reconstruction of cell trajectories and cell lineage trees. Reliably tracking cells in crowded three-dimensional space over many timepoints remains an open problem, and many current approaches rely on tedious manual annotation and curation. In our Bionic Tracking approach, we substitute the usual 2D point-and-click annotation to track cells with eye tracking in a virtual reality headset, where users simply have to follow a cell with their eyes in 3D space in order to track it. We detail the interaction design of our approach and explain the graph-based algorithm used to connect different time points, also taking occlusion and user distraction into account. We demonstrate our cell tracking method using the example of two different biological datasets. Finally, we report on a user study with seven cell tracking experts, demonstrating the benefits of our approach over manual point-and-click tracking.
HCApr 29, 2015
Mapping Tasks to Interactions for Graph Exploration and Graph Editing on Interactive SurfacesStefan Gladisch, Ulrike Kister, Christian Tominski et al.
Graph exploration and editing are still mostly considered independently and systems to work with are not designed for todays interactive surfaces like smartphones, tablets or tabletops. When developing a system for those modern devices that supports both graph exploration and graph editing, it is necessary to 1) identify what basic tasks need to be supported, 2) what interactions can be used, and 3) how to map these tasks and interactions. This technical report provides a list of basic interaction tasks for graph exploration and editing as a result of an extensive system review. Moreover, different interaction modalities of interactive surfaces are reviewed according to their interaction vocabulary and further degrees of freedom that can be used to make interactions distinguishable are discussed. Beyond the scope of graph exploration and editing, we provide an approach for finding and evaluating a mapping from tasks to interactions, that is generally applicable. Thus, this work acts as a guideline for developing a system for graph exploration and editing that is specifically designed for interactive surfaces.