5,089 research outputs found
You can't always sketch what you want: Understanding Sensemaking in Visual Query Systems
Visual query systems (VQSs) empower users to interactively search for line
charts with desired visual patterns, typically specified using intuitive
sketch-based interfaces. Despite decades of past work on VQSs, these efforts
have not translated to adoption in practice, possibly because VQSs are largely
evaluated in unrealistic lab-based settings. To remedy this gap in adoption, we
collaborated with experts from three diverse domains---astronomy, genetics, and
material science---via a year-long user-centered design process to develop a
VQS that supports their workflow and analytical needs, and evaluate how VQSs
can be used in practice. Our study results reveal that ad-hoc sketch-only
querying is not as commonly used as prior work suggests, since analysts are
often unable to precisely express their patterns of interest. In addition, we
characterize three essential sensemaking processes supported by our enhanced
VQS. We discover that participants employ all three processes, but in different
proportions, depending on the analytical needs in each domain. Our findings
suggest that all three sensemaking processes must be integrated in order to
make future VQSs useful for a wide range of analytical inquiries.Comment: Accepted for presentation at IEEE VAST 2019, to be held October 20-25
in Vancouver, Canada. Paper will also be published in a special issue of IEEE
Transactions on Visualization and Computer Graphics (TVCG) IEEE VIS
(InfoVis/VAST/SciVis) 2019 ACM 2012 CCS - Human-centered computing,
Visualization, Visualization design and evaluation method
Online advertising: analysis of privacy threats and protection approaches
Online advertising, the pillar of the “free” content on the Web, has revolutionized the marketing business in recent years by creating a myriad of new opportunities for advertisers to reach potential customers. The current advertising model builds upon an intricate infrastructure composed of a variety of intermediary entities and technologies whose main aim is to deliver personalized ads. For this purpose, a wealth of user data is collected, aggregated, processed and traded behind the scenes at an unprecedented rate. Despite the enormous value of online advertising, however, the intrusiveness and ubiquity of these practices prompt serious privacy concerns. This article surveys the online advertising infrastructure and its supporting technologies, and presents a thorough overview of the underlying privacy risks and the solutions that may mitigate them. We first analyze the threats and potential privacy attackers in this scenario of online advertising. In particular, we examine the main components of the advertising infrastructure in terms of tracking capabilities, data collection, aggregation level and privacy risk, and overview the tracking and data-sharing technologies employed by these components. Then, we conduct a comprehensive survey of the most relevant privacy mechanisms, and classify and compare them on the basis of their privacy guarantees and impact on the Web.Peer ReviewedPostprint (author's final draft
Spatial Dichotomies: Research into the Development of 3D Representation
Abstract
Matthew McGuire, for the Masters of Science degree in Professional Media & Media Management, presented on Friday, November 14th 2014, at Southern Illinois University Carbondale.
Spatial Dichotomies: Research into the Development of 3D Representation
Chair of Committee: Robert Spahr
This research paper covers how 3D technology influences different industries over time. Key points within the research find that over time humans consistently gravitate toward increasing their ability to recreate depth, texture and image. Industry leaders in education, film, medical, television, and the Web will find literature and discussion of how to adjust their modes of production and manufacturing in the future. Each of these industries will be reviewed throughout the report. The data in the report identifies 3D technology in two sections: object and screen-based technology. Each chapter contains social and financial elements that assist and react to new technology in the market. Additionally, to help show the effects on the different industries there are trends and time lines to show how individual industries develop. In each industry, there are multiple ways that 3D technology can be effective and ineffective. The research goes over transitions in early media to compare to transitions in modern mediums of art and science. After covering a short history on the transformation that society has had with the image, the paper covers public demand for new virtual settings in education and entertainment. Image-based research indicates that users will on average continuously desire more depth and interactivity in content
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