Tobias Isenberg

HC
h-index36
11papers
299citations
Novelty33%
AI Score32

11 Papers

GRJun 27, 2025
A Design Space for Visualization Transitions of 3D Spatial Data in Hybrid AR-Desktop Environments

Yucheng Lu, Tobias Rau, Benjamin Lee et al.

We present a design space for animated transitions of the appearance of 3D spatial datasets in a hybrid Augmented Reality (AR)-desktop context. Such hybrid interfaces combine both traditional and immersive displays to facilitate the exploration of 2D and 3D data representations in the environment in which they are best displayed. One key aspect is to introduce transitional animations that change between the different dimensionalities to illustrate the connection between the different representations and to reduce the potential cognitive load on the user. The specific transitions to be used depend on the type of data, the needs of the application domain, and other factors. We summarize these as a transition design space to simplify the decision-making process and provide inspiration for future designs. First, we discuss 3D visualizations from a spatial perspective: a spatial encoding pipeline, where 3D data sampled from the physical world goes through various transformations, being mapped to visual representations, and then being integrated into a hybrid AR-desktop environment. The transition design then focuses on interpolating between two spatial encoding pipelines to provide a smooth experience. To illustrate the use of our design space, we apply it to three case studies that focus on applications in astronomy, radiology, and chemistry; we then discuss lessons learned from these applications.

HCMar 7, 2024
An Image-based Typology for Visualization

Jian Chen, Petra Isenberg, Robert S. Laramee et al.

We present and discuss the results of a qualitative analysis of visualization images to derive an image-based typology of visualizations. For each image, we seek to identify its main focus or the essential stimuli. As a result, we derived 10 image-based visualization types. We describe coding decisions we made in the derivation process. The resulting image typology can serve a number of purposes: enabling researchers and practitioners to identify visual design styles, facilitating the categorization of visualization images for the purpose of research and teaching, enabling researchers to study the evolution of the community and its research output over time, and facilitating a discussion of standardization in visualization. In addition, the tool and dataset enable scholars to closely examine the images and how they are published and communicated in our community. osf.io/dxjwt presents a pre-registration and all supplemental materials.

CVMay 20, 2021
Document Domain Randomization for Deep Learning Document Layout Extraction

Meng Ling, Jian Chen, Torsten Möller et al.

We present document domain randomization (DDR), the first successful transfer of convolutional neural networks (CNNs) trained only on graphically rendered pseudo-paper pages to real-world document segmentation. DDR renders pseudo-document pages by modeling randomized textual and non-textual contents of interest, with user-defined layout and font styles to support joint learning of fine-grained classes. We demonstrate competitive results using our DDR approach to extract nine document classes from the benchmark CS-150 and papers published in two domains, namely annual meetings of Association for Computational Linguistics (ACL) and IEEE Visualization (VIS). We compare DDR to conditions of style mismatch, fewer or more noisy samples that are more easily obtained in the real world. We show that high-fidelity semantic information is not necessary to label semantic classes but style mismatch between train and test can lower model accuracy. Using smaller training samples had a slightly detrimental effect. Finally, network models still achieved high test accuracy when correct labels are diluted towards confusing labels; this behavior hold across several classes.

CVDec 22, 2020
VIS30K: A Collection of Figures and Tables from IEEE Visualization Conference Publications

Jian Chen, Meng Ling, Rui Li et al.

We present the VIS30K dataset, a collection of 29,689 images that represents 30 years of figures and tables from each track of the IEEE Visualization conference series (Vis, SciVis, InfoVis, VAST). VIS30K's comprehensive coverage of the scientific literature in visualization not only reflects the progress of the field but also enables researchers to study the evolution of the state-of-the-art and to find relevant work based on graphical content. We describe the dataset and our semi-automatic collection process, which couples convolutional neural networks (CNN) with curation. Extracting figures and tables semi-automatically allows us to verify that no images are overlooked or extracted erroneously. To improve quality further, we engaged in a peer-search process for high-quality figures from early IEEE Visualization papers. With the resulting data, we also contribute VISImageNavigator (VIN, visimagenavigator.github.io), a web-based tool that facilitates searching and exploring VIS30K by author names, paper keywords, title and abstract, and years.

HCNov 4, 2020
Molecumentary: Scalable Narrated Documentaries Using Molecular Visualization

David Kouřil, Ondřej Strnad, Peter Mindek et al.

We present a method for producing documentary-style content using real-time scientific visualization. We produce molecumentaries, i.e., molecular documentaries featuring structural models from molecular biology. We employ scalable methods instead of the rigid traditional production pipeline. Our method is motivated by the rapid evolution of interactive scientific visualization, which shows great potential in science dissemination. Without some form of explanation or guidance, however, novices and lay-persons often find it difficult to gain insights from the visualization itself. We integrate such knowledge using the verbal channel and provide it along an engaging visual presentation. To realize the synthesis of a molecumentary, we provide technical solutions along two major production steps: 1) preparing a story structure and 2) turning the story into a concrete narrative. In the first step, information about the model from heterogeneous sources is compiled into a story graph. Local knowledge is combined with remote sources to complete the story graph and enrich the final result. In the second step, a narrative, i.e., story elements presented in sequence, is synthesized using the story graph. We present a method for traversing the story graph and generating a virtual tour, using automated camera and visualization transitions. Texts written by domain experts are turned into verbal representations using text-to-speech functionality and provided as a commentary. Using the described framework we synthesize automatic fly-throughs with descriptions that mimic a manually authored documentary. Furthermore, we demonstrate a second scenario: guiding the documentary narrative by a textual input.

GRJul 29, 2019
ScaleTrotter: Illustrative Visual Travels Across Negative Scales

Sarkis Halladjian, Haichao Miao, David Kouřil et al.

We present ScaleTrotter, a conceptual framework for an interactive, multi-scale visualization of biological mesoscale data and, specifically, genome data. ScaleTrotter allows viewers to smoothly transition from the nucleus of a cell to the atomistic composition of the DNA, while bridging several orders of magnitude in scale. The challenges in creating an interactive visualization of genome data are fundamentally different in several ways from those in other domains like astronomy that require a multi-scale representation as well. First, genome data has intertwined scale levels---the DNA is an extremely long, connected molecule that manifests itself at all scale levels. Second, elements of the DNA do not disappear as one zooms out---instead the scale levels at which they are observed group these elements differently. Third, we have detailed information and thus geometry for the entire dataset and for all scale levels, posing a challenge for interactive visual exploration. Finally, the conceptual scale levels for genome data are close in scale space, requiring us to find ways to visually embed a smaller scale into a coarser one. We address these challenges by creating a new multi-scale visualization concept. We use a scale-dependent camera model that controls the visual embedding of the scales into their respective parents, the rendering of a subset of the scale hierarchy, and the location, size, and scope of the view. In traversing the scales, ScaleTrotter is roaming between 2D and 3D visual representations that are depicted in integrated visuals. We discuss, specifically, how this form of multi-scale visualization follows from the specific characteristics of the genome data and describe its implementation. Finally, we discuss the implications of our work to the general illustrative depiction of multi-scale data.

HCSep 28, 2016
Preference Between Allocentric and Egocentric 3D Manipulation in a Locally Coupled Configuration

Paul Issartel, Lonni Besançon, Florimond Guéniat et al.

We study user preference between allocentric and egocentric 3D manipulation on mobile devices, in a configuration where the motion of the device is applied to an object displayed on the device itself. We first evaluate this preference for translations and for rotations alone, then for full 6-DOF manipulation. We also investigate the role of contextual cues by performing this experiment in different 3D scenes. Finally, we look at the specific influence of each manipulation axis. Our results provide guidelines to help interface designers select an appropriate default mapping in this locally coupled configuration.

SEApr 29, 2016
Deriving approximation tolerance constraints from verification runs

Tobias Isenberg, Marie-Christine Jakobs, Felix Pauck et al.

Approximate computing (AC) is an emerging paradigm for energy-efficient computation. The basic idea of AC is to sacrifice high precision for low energy by allowing for hardware which only carries out "approximately correct" calculations. For software verification, this challenges the validity of verification results for programs run on approximate hardware. In this paper, we present a novel approach to examine program correctness in the context of approximate computing. In contrast to all existing approaches, we start with a standard program verification and compute the allowed tolerances for AC hardware from that verification run. More precisely, we derive a set of constraints which - when met by the AC hardware - guarantees the verification result to carry over to AC. Our approach is based on the framework of abstract interpretation. On the practical side, we furthermore (1) show how to extract tolerance constraints from verification runs employing predicate abstraction as an instance of abstract interpretation, and (2) show how to check such constraints on hardware designs. We exemplify our technique on example C programs and a number of recently proposed approximate adders.

HCMar 29, 2016
Usability Comparison of Mouse, Touch and Tangible Inputs for 3D Data Manipulation

Lonni Besançon, Paul Issartel, Mehdi Ammi et al.

We evaluate the performance and usability of mouse-based, touch-based, and tangible interaction for manipulating objects in a 3D virtual environment. This comparison is a step toward a better understanding of the limitations and benefits of these existing interaction techniques, with the ultimate goal of facilitating the integration of different 3D data exploration environments into a single interaction continuum. For this purpose we analyze participants' performance in 3D manipulation using a docking task. We measured completion times, docking precision, as well as subjective criteria such as fatigue, workload, and preference. Our results show that the three input modalities provide similar levels of precision but require different interaction times. We also discuss our qualitative observations as well as people's preferences and put our findings into context of the practical application domain of 3D data analysis environments.

HCMar 24, 2016
Analysis of Locally Coupled 3D Manipulation Mappings Based on Mobile Device Motion

Paul Issartel, Florimond Guéniat, Tobias Isenberg et al.

We examine a class of techniques for 3D object manipulation on mobile devices, in which the device's physical motion is applied to 3D objects displayed on the device itself. This "local coupling" between input and display creates specific challenges compared to manipulation techniques designed for monitor-based or immersive virtual environments. Our work focuses specifically on the mapping between device motion and object motion. We review existing manipulation techniques and introduce a formal description of the main mappings under a common notation. Based on this notation, we analyze these mappings and their properties in order to answer crucial usability questions. We first investigate how the 3D objects should move on the screen, since the screen also moves with the mobile device during manipulation. We then investigate the effects of a limited range of manipulation and present a number of solutions to overcome this constraint. This work provides a theoretical framework to better understand the properties of locally-coupled 3D manipulation mappings based on mobile device motion.

HCMar 8, 2016
A Tangible Volume for Portable 3D Interaction

Paul Issartel, Lonni Besançon, Tobias Isenberg et al.

We present a new approach to achieve tangible object manipulation with a single, fully portable and self-contained device. Our solution is based on the concept of a "tangible volume". We turn a tangible object into a handheld fish-tank display. The tangible volume represents a volume of space that can be freely manipulated within a virtual scene. This volume can be positioned onto virtual objects to directly grasp them, and to manipulate them in 3D space. We investigate this concept through two user studies. The first study evaluates the intuitiveness of using a tangible volume for grasping and manipulating virtual objects. The second study evaluates the effects of the limited field of view on spatial awareness. Finally, we present a generalization of this concept to other forms of interaction through the surface of the volume.