243 research outputs found

    Fourteenth Biennial Status Report: März 2017 - February 2019

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    VisGuided: A Community-driven Approach for Education in Visualization

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    We propose a novel educational approach for teaching visualization, using a community-driven and participatory methodology that extends the traditional course boundaries from the classroom to the broader visualization community.We use a visualization community project, VisGuides, as the main platform to support our educational approach. We evaluate our new methodology by means of three use cases from two different universities. Our contributions include the proposed methodology, the discussion on the outcome of the use cases, the benefits and limitations of our current approach, and a reflection on the open problems and noteworthy gaps to improve the current pedagogical techniques to teach visualization and promote critical thinking. Our findings show extensive benefits from the use of our approach in terms of the number of transferable skills to students, educational resources for educators, and additional feedback for research opportunities to the visualization community

    Interactive Visual Explanation of Incremental Data Labeling

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    We present a visual analytics approach for the in-depth analysis and explanation of incremental machine learning processes that are based on data labeling. Our approach offers multiple perspectives to explain the process, i.e., data characteristics, label distribution, class characteristics, and classifier characteristics. Additionally, we introduce metrics from which we derive novel aggregated analytic views that enable the analysis of the process over time. We demonstrate the capabilities of our approach in a case study and thereby demonstrate how our approach improves the transparency of the iterative learning process

    Fast Nonlinear Least Squares Optimization of Large-Scale Semi-Sparse Problems

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    Many problems in computer graphics and vision can be formulated as a nonlinear least squares optimization problem, for which numerous off-the-shelf solvers are readily available. Depending on the structure of the problem, however, existing solvers may be more or less suitable, and in some cases the solution comes at the cost of lengthy convergence times. One such case is semi-sparse optimization problems, emerging for example in localized facial performance reconstruction, where the nonlinear least squares problem can be composed of hundreds of thousands of cost functions, each one involving many of the optimization parameters. While such problems can be solved with existing solvers, the computation time can severely hinder the applicability of these methods. We introduce a novel iterative solver for nonlinear least squares optimization of large-scale semi-sparse problems. We use the nonlinear Levenberg-Marquardt method to locally linearize the problem in parallel, based on its firstorder approximation. Then, we decompose the linear problem in small blocks, using the local Schur complement, leading to a more compact linear system without loss of information. The resulting system is dense but its size is small enough to be solved using a parallel direct method in a short amount of time. The main benefit we get by using such an approach is that the overall optimization process is entirely parallel and scalable, making it suitable to be mapped onto graphics hardware (GPU). By using our minimizer, results are obtained up to one order of magnitude faster than other existing solvers, without sacrificing the generality and the accuracy of the model. We provide a detailed analysis of our approach and validate our results with the application of performance-based facial capture using a recently-proposed anatomical local face deformation model

    First evidence of Proganochelys quenstedtii (Testudinata) from the Plateosaurus bonebeds (Norian, Late Triassic) of Frick, Canton Aargau, Switzerland

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    Proganochelys quenstedtii represents the best-known stem turtle from the Late Triassic, with gross anatomical and internal descriptions of the shell, postcranial bones and skull based on several well-preserved specimens from Central European fossil locations. We here report on the first specimen of P. quenstedtii from the Late Triassic (Klettgau Formation) Frickberg near the town of Frick, Canton Aargau, Switzerland. Similar to other Late Triassic ‘Plateosaurus-bearing bonebeds’, Proganochelys is considered to be a rare faunal element in the Swiss locality of Frick as well. The specimen, which is largely complete but was found only partially articulated and mixed with large Plateosaurus bones, overall resembles the morphology of the classical specimens from Germany. Despite being disarticulated, most skull bones could be identified and micro-computed tomography (CT) scanning of the posterior skull region reveals new insights into the braincase and neurovascular anatomy, as well as the inner ear region. These include the presence of a fenestra perilymphatica, potentially elongated cochlear ducts, and intense vascularization of small tubercles on the posterior end of the skull roof, which we interpret as horn cores. Other aspects of the skull in the braincase region, such as the presence or absence of a supratemporal remain ambiguous due to the fusion of individual bones and thus lack of visible sutures (externally and internally). Based on the size of the shell and fusion of individual elements, the specimen is interpreted as a skeletally mature animal

    Digital 3D Technologies for Humanities Research and Education: An Overview

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    Digital 3D modelling and visualization technologies have been widely applied to support research in the humanities since the 1980s. Since technological backgrounds, project opportunities, and methodological considerations for application are widely discussed in the literature, one of the next tasks is to validate these techniques within a wider scientific community and establish them in the culture of academic disciplines. This article resulted from a postdoctoral thesis and is intended to provide a comprehensive overview on the use of digital 3D technologies in the humanities with regards to (1) scenarios, user communities, and epistemic challenges; (2) technologies, UX design, and workflows; and (3) framework conditions as legislation, infrastructures, and teaching programs. Although the results are of relevance for 3D modelling in all humanities disciplines, the focus of our studies is on modelling of past architectural and cultural landscape objects via interpretative 3D reconstruction methods
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