2,208 research outputs found

    Scaling Up Medical Visualization : Multi-Modal, Multi-Patient, and Multi-Audience Approaches for Medical Data Exploration, Analysis and Communication

    Get PDF
    Medisinsk visualisering er en av de mest applikasjonsrettede områdene av visualiseringsforsking. Tett samarbeid med medisinske eksperter er nødvendig for å tolke medisinsk bildedata og lage betydningsfulle visualiseringsteknikker og visualiseringsapplikasjoner. Kreft er en av de vanligste dødsårsakene, og med økende gjennomsnittsalder i i-land øker også antallet diagnoser av gynekologisk kreft. Moderne avbildningsteknikker er et viktig verktøy for å vurdere svulster og produsere et økende antall bildedata som radiologer må tolke. I tillegg til antallet bildemodaliteter, øker også antallet pasienter, noe som fører til at visualiseringsløsninger må bli skalert opp for å adressere den økende kompleksiteten av multimodal- og multipasientdata. Dessuten er ikke medisinsk visualisering kun tiltenkt medisinsk personale, men har også som mål å informere pasienter, pårørende, og offentligheten om risikoen relatert til visse sykdommer, og mulige behandlinger. Derfor har vi identifisert behovet for å skalere opp medisinske visualiseringsløsninger for å kunne håndtere multipublikumdata. Denne avhandlingen adresserer skaleringen av disse dimensjonene i forskjellige bidrag vi har kommet med. Først presenterer vi teknikkene våre for å skalere visualiseringer i flere modaliteter. Vi introduserer en visualiseringsteknikk som tar i bruk små multipler for å vise data fra flere modaliteter innenfor et bildesnitt. Dette lar radiologer utforske dataen effektivt uten å måtte bruke flere sidestilte vinduer. I det neste steget utviklet vi en analyseplatform ved å ta i bruk «radiomic tumor profiling» på forskjellige bildemodaliteter for å analysere kohortdata og finne nye biomarkører fra bilder. Biomarkører fra bilder er indikatorer basert på bildedata som kan forutsi variabler relatert til kliniske utfall. «Radiomic tumor profiling» er en teknikk som genererer mulige biomarkører fra bilder basert på første- og andregrads statistiske målinger. Applikasjonen lar medisinske eksperter analysere multiparametrisk bildedata for å finne mulige korrelasjoner mellom kliniske parameter og data fra «radiomic tumor profiling». Denne tilnærmingen skalerer i to dimensjoner, multimodal og multipasient. I en senere versjon la vi til funksjonalitet for å skalere multipublikumdimensjonen ved å gjøre applikasjonen vår anvendelig for livmorhalskreft- og prostatakreftdata, i tillegg til livmorkreftdataen som applikasjonen var designet for. I et senere bidrag fokuserer vi på svulstdata på en annen skala og muliggjør analysen av svulstdeler ved å bruke multimodal bildedata i en tilnærming basert på hierarkisk gruppering. Applikasjonen vår finner mulige interessante regioner som kan informere fremtidige behandlingsavgjørelser. I et annet bidrag, en digital sonderingsinteraksjon, fokuserer vi på multipasientdata. Bildedata fra flere pasienter kan sammenlignes for å finne interessante mønster i svulstene som kan være knyttet til hvor aggressive svulstene er. Til slutt skalerer vi multipublikumdimensjonen med en likhetsvisualisering som er anvendelig for forskning på livmorkreft, på bilder av nevrologisk kreft, og maskinlæringsforskning på automatisk segmentering av svulstdata. Som en kontrast til de allerede fremhevete bidragene, fokuserer vårt siste bidrag, ScrollyVis, hovedsakelig på multipublikumkommunikasjon. Vi muliggjør skapelsen av dynamiske og vitenskapelige “scrollytelling”-opplevelser for spesifikke eller generelle publikum. Slike historien kan bli brukt i spesifikke brukstilfeller som kommunikasjon mellom lege og pasient, eller for å kommunisere vitenskapelige resultater via historier til et generelt publikum i en digital museumsutstilling. Våre foreslåtte applikasjoner og interaksjonsteknikker har blitt demonstrert i brukstilfeller og evaluert med domeneeksperter og fokusgrupper. Dette har ført til at noen av våre bidrag allerede er i bruk på andre forskingsinstitusjoner. Vi ønsker å evaluere innvirkningen deres på andre vitenskapelige felt og offentligheten i fremtidige arbeid.Medical visualization is one of the most application-oriented areas of visualization research. Close collaboration with medical experts is essential for interpreting medical imaging data and creating meaningful visualization techniques and visualization applications. Cancer is one of the most common causes of death, and with increasing average age in developed countries, gynecological malignancy case numbers are rising. Modern imaging techniques are an essential tool in assessing tumors and produce an increasing number of imaging data radiologists must interpret. Besides the number of imaging modalities, the number of patients is also rising, leading to visualization solutions that must be scaled up to address the rising complexity of multi-modal and multi-patient data. Furthermore, medical visualization is not only targeted toward medical professionals but also has the goal of informing patients, relatives, and the public about the risks of certain diseases and potential treatments. Therefore, we identify the need to scale medical visualization solutions to cope with multi-audience data. This thesis addresses the scaling of these dimensions in different contributions we made. First, we present our techniques to scale medical visualizations in multiple modalities. We introduced a visualization technique using small multiples to display the data of multiple modalities within one imaging slice. This allows radiologists to explore the data efficiently without having several juxtaposed windows. In the next step, we developed an analysis platform using radiomic tumor profiling on multiple imaging modalities to analyze cohort data and to find new imaging biomarkers. Imaging biomarkers are indicators based on imaging data that predict clinical outcome related variables. Radiomic tumor profiling is a technique that generates potential imaging biomarkers based on first and second-order statistical measurements. The application allows medical experts to analyze the multi-parametric imaging data to find potential correlations between clinical parameters and the radiomic tumor profiling data. This approach scales up in two dimensions, multi-modal and multi-patient. In a later version, we added features to scale the multi-audience dimension by making our application applicable to cervical and prostate cancer data and the endometrial cancer data the application was designed for. In a subsequent contribution, we focus on tumor data on another scale and enable the analysis of tumor sub-parts by using the multi-modal imaging data in a hierarchical clustering approach. Our application finds potentially interesting regions that could inform future treatment decisions. In another contribution, the digital probing interaction, we focus on multi-patient data. The imaging data of multiple patients can be compared to find interesting tumor patterns potentially linked to the aggressiveness of the tumors. Lastly, we scale the multi-audience dimension with our similarity visualization applicable to endometrial cancer research, neurological cancer imaging research, and machine learning research on the automatic segmentation of tumor data. In contrast to the previously highlighted contributions, our last contribution, ScrollyVis, focuses primarily on multi-audience communication. We enable the creation of dynamic scientific scrollytelling experiences for a specific or general audience. Such stories can be used for specific use cases such as patient-doctor communication or communicating scientific results via stories targeting the general audience in a digital museum exhibition. Our proposed applications and interaction techniques have been demonstrated in application use cases and evaluated with domain experts and focus groups. As a result, we brought some of our contributions to usage in practice at other research institutes. We want to evaluate their impact on other scientific fields and the general public in future work.Doktorgradsavhandlin

    Interactive Experience Design: Integrated and Tangible Storytelling with Maritime Museum Artefacts

    Get PDF
    Museums play the role of intermediary between cultural heritage and visitors, and are often described as places and environments for education and enjoyment. The European Union also encourages innovative uses of museums to support education through the cultural heritage resources. However, the importance of visitors’ active role in museums as places for education and entertainment, on the one hand, and the growing and indispensable presence of technology in the cultural heritage domain, on the other hand, provided the initial ideas to develop the research. This thesis, presents the study and design for an interactive storytelling installation for a maritime museum. The installation is designed to integrate different museum artefacts into the storytelling system to enrich the visitors experience through tangible storytelling. The project was conducted in collaboration with another PhD student, Luca Ciotoli. His contribution was mainly focused on the narrative and storytelling features of the research, while my contribution was focused on the interaction- and technology-related features, including the design and implementation of the prototype. The research is deployed using a four-phase iterative approach. The first phase of the research, Study, deals with literature review and different studies to identify the requirements. The second phase, Design, determines the broad outlines of the project i.e., an interactive storytelling installation. The design phase includes interaction and museum experience design. We investigated different design approaches, e.g., interaction and museum experience design, to develop a conceptual design. The third phase, prototype, allows us to determine how to fulfill the tasks and meet the requirements that are established for the research. Prototyping involves content creation, storyboarding, integrating augmented artefacts into the storytelling system. Th final phase, test, refers to the evaluations that are conducted during the aforementioned phases e.g., formative and the final usability testing with users. The outcome of the research confirms previous results in the literature about how digital narratives can be enriched with the tangible dimension, moreover it shows how this dimension can enable to communicate stories and knowledge of the past that are complex, such as the art of navigating in the past, by integrating tangible objects that play different roles in the storytelling process

    Context-aware ranking : from search to dialogue

    Full text link
    Les systèmes de recherche d'information (RI) ou moteurs de recherche ont été largement utilisés pour trouver rapidement les informations pour les utilisateurs. Le classement est la fonction centrale de la RI, qui vise à ordonner les documents candidats dans une liste classée en fonction de leur pertinence par rapport à une requête de l'utilisateur. Alors que IR n'a considéré qu'une seule requête au début, les systèmes plus récents prennent en compte les informations de contexte. Par exemple, dans une session de recherche, le contexte de recherche tel que le requêtes et interactions précédentes avec l'utilisateur, est largement utilisé pour comprendre l'intention de la recherche de l'utilisateur et pour aider au classement des documents. En plus de la recherche ad-hoc traditionnelle, la RI a été étendue aux systèmes de dialogue (c'est-à-dire, le dialogue basé sur la recherche, par exemple, XiaoIce), où on suppose avoir un grand référentiel de dialogues et le but est de trouver la réponse pertinente à l'énoncé courant d'un utilisateur. Encore une fois, le contexte du dialogue est un élément clé pour déterminer la pertinence d'une réponse. L'utilisation des informations contextuelles a fait l'objet de nombreuses études, allant de l'extraction de mots-clés importants du contexte pour étendre la requête ou l'énoncé courant de dialogue, à la construction d'une représentation neuronale du contexte qui sera utilisée avec la requête ou l'énoncé de dialogue pour la recherche. Nous remarquons deux d'importantes insuffisances dans la littérature existante. (1) Pour apprendre à utiliser les informations contextuelles, on doit extraire des échantillons positifs et négatifs pour l'entraînement. On a généralement supposé qu'un échantillon positif est formé lorsqu'un utilisateur interagit avec (clique sur) un document dans un contexte, et un un échantillon négatif est formé lorsqu'aucune interaction n'est observée. En réalité, les interactions des utilisateurs sont éparses et bruitées, ce qui rend l'hypothèse ci-dessus irréaliste. Il est donc important de construire des exemples d'entraînement d'une manière plus appropriée. (2) Dans les systèmes de dialogue, en particulier les systèmes de bavardage (chitchat), on cherche à trouver ou générer les réponses sans faire référence à des connaissances externes, ce qui peut facilement provoquer des réponses non pertinentes ou des hallucinations. Une solution consiste à fonder le dialogue sur des documents ou graphe de connaissances externes, où les documents ou les graphes de connaissances peuvent être considérés comme de nouveaux types de contexte. Le dialogue fondé sur les documents et les connaissances a été largement étudié, mais les approches restent simplistes dans la mesure où le contenu du document ou les connaissances sont généralement concaténés à l'énoncé courant. En réalité, seules certaines parties du document ou du graphe de connaissances sont pertinentes, ce qui justifie un modèle spécifique pour leur sélection. Dans cette thèse, nous étudions le problème du classement de textes en tenant compte du contexte dans le cadre de RI ad-hoc et de dialogue basé sur la recherche. Nous nous concentrons sur les deux problèmes mentionnés ci-dessus. Spécifiquement, nous proposons des approches pour apprendre un modèle de classement pour la RI ad-hoc basée sur des exemples d'entraîenemt sélectionnés à partir d'interactions utilisateur bruitées (c'est-à-dire des logs de requêtes) et des approches à exploiter des connaissances externes pour la recherche de réponse pour le dialogue. La thèse est basée sur cinq articles publiés. Les deux premiers articles portent sur le classement contextuel des documents. Ils traitent le problème ovservé dans les études existantes, qui considèrent tous les clics dans les logs de recherche comme des échantillons positifs, et prélever des documents non cliqués comme échantillons négatifs. Dans ces deux articles, nous proposons d'abord une stratégie d'augmentation de données non supervisée pour simuler les variations potentielles du comportement de l'utilisateur pour tenir compte de la sparcité des comportements des utilisateurs. Ensuite, nous appliquons l'apprentissage contrastif pour identifier ces variations et à générer une représentation plus robuste du comportement de l'utilisateur. D'un autre côté, comprendre l'intention de recherche dans une session de recherche peut représentent différents niveaux de difficulté - certaines intentions sont faciles à comprendre tandis que d'autres sont plus difficiles et nuancées. Mélanger directement ces sessions dans le même batch d'entraînement perturbera l'optimisation du modèle. Par conséquent, nous proposons un cadre d'apprentissage par curriculum avec des examples allant de plus faciles à plus difficiles. Les deux méthodes proposées obtiennent de meilleurs résultats que les méthodes existantes sur deux jeux de données de logs de requêtes réels. Les trois derniers articles se concentrent sur les systèmes de dialogue fondé les documents/connaissances. Nous proposons d'abord un mécanisme de sélection de contenu pour le dialogue fondé sur des documents. Les expérimentations confirment que la sélection de contenu de document pertinent en fonction du contexte du dialogue peut réduire le bruit dans le document et ainsi améliorer la qualité du dialogue. Deuxièmement, nous explorons une nouvelle tâche de dialogue qui vise à générer des dialogues selon une description narrative. Nous avons collecté un nouveau jeu de données dans le domaine du cinéma pour nos expérimentations. Les connaissances sont définies par une narration qui décrit une partie du scénario du film (similaire aux dialogues). Le but est de créer des dialogues correspondant à la narration. À cette fin, nous concevons un nouveau modèle qui tient l'état de la couverture de la narration le long des dialogues et déterminer la partie non couverte pour le prochain tour. Troisièmement, nous explorons un modèle de dialogue proactif qui peut diriger de manière proactive le dialogue dans une direction pour couvrir les sujets requis. Nous concevons un module de prédiction explicite des connaissances pour sélectionner les connaissances pertinentes à utiliser. Pour entraîner le processus de sélection, nous générons des signaux de supervision par une méthode heuristique. Les trois articles examinent comment divers types de connaissances peuvent être intégrés dans le dialogue. Le contexte est un élément important dans la RI ad-hoc et le dialogue, mais nous soutenons que le contexte doit être compris au sens large. Dans cette thèse, nous incluons à la fois les interactions précédentes avec l'utilisateur, le document et les connaissances dans le contexte. Cette série d'études est un pas dans la direction de l'intégration d'informations contextuelles diverses dans la RI et le dialogue.Information retrieval (IR) or search systems have been widely used to quickly find desired information for users. Ranking is the central function of IR, which aims at ordering the candidate documents in a ranked list according to their relevance to a user query. While IR only considered a single query in the early stages, more recent systems take into account the context information. For example, in a search session, the search context, such as the previous queries and interactions with the user, is widely used to understand the user's search intent and to help document ranking. In addition to the traditional ad-hoc search, IR has been extended to dialogue systems (i.e., retrieval-based dialogue, e.g., XiaoIce), where one assumes a large repository of previous dialogues and the goal is to retrieve the most relevant response to a user's current utterance. Again, the dialogue context is a key element for determining the relevance of a response. The utilization of context information has been investigated in many studies, which range from extracting important keywords from the context to expand the query or current utterance, to building a neural context representation used with the query or current utterance for search. We notice two important insufficiencies in the existing literature. (1) To learn to use context information, one has to extract positive and negative samples for training. It has been generally assumed that a positive sample is formed when a user interacts with a document in a context, and a negative sample is formed when no interaction is observed. In reality, user interactions are scarce and noisy, making the above assumption unrealistic. It is thus important to build more appropriate training examples. (2) In dialogue systems, especially chitchat systems, responses are typically retrieved or generated without referring to external knowledge. This may easily lead to hallucinations. A solution is to ground dialogue on external documents or knowledge graphs, where the grounding document or knowledge can be seen as new types of context. Document- and knowledge-grounded dialogue have been extensively studied, but the approaches remain simplistic in that the document content or knowledge is typically concatenated to the current utterance. In reality, only parts of the grounding document or knowledge are relevant, which warrant a specific model for their selection. In this thesis, we study the problem of context-aware ranking for ad-hoc document ranking and retrieval-based dialogue. We focus on the two problems mentioned above. Specifically, we propose approaches to learning a ranking model for ad-hoc retrieval based on training examples selected from noisy user interactions (i.e., query logs), and approaches to exploit external knowledge for response retrieval in retrieval-based dialogue. The thesis is based on five published articles. The first two articles are about context-aware document ranking. They deal with the problem in the existing studies that consider all clicks in the search logs as positive samples, and sample unclicked documents as negative samples. In the first paper, we propose an unsupervised data augmentation strategy to simulate potential variations of user behavior sequences to take into account the scarcity of user behaviors. Then, we apply contrastive learning to identify these variations and generate a more robust representation for user behavior sequences. On the other hand, understanding the search intent of search sessions may represent different levels of difficulty -- some are easy to understand while others are more difficult. Directly mixing these search sessions in the same training batch will disturb the model optimization. Therefore, in the second paper, we propose a curriculum learning framework to learn the training samples in an easy-to-hard manner. Both proposed methods achieve better performance than the existing methods on two real search log datasets. The latter three articles focus on knowledge-grounded retrieval-based dialogue systems. We first propose a content selection mechanism for document-grounded dialogue and demonstrate that selecting relevant document content based on dialogue context can effectively reduce the noise in the document and increase dialogue quality. Second, we explore a new task of dialogue, which is required to generate dialogue according to a narrative description. We collect a new dataset in the movie domain to support our study. The knowledge is defined as a narrative that describes a part of a movie script (similar to dialogues). The goal is to create dialogues corresponding to the narrative. To this end, we design a new model that can track the coverage of the narrative along the dialogues and determine the uncovered part for the next turn. Third, we explore a proactive dialogue model that can proactively lead the dialogue to cover the required topics. We design an explicit knowledge prediction module to select relevant pieces of knowledge to use. To train the selection process, we generate weak-supervision signals using a heuristic method. All of the three papers investigate how various types of knowledge can be integrated into dialogue. Context is an important element in ad-hoc search and dialogue, but we argue that context should be understood in a broad sense. In this thesis, we include both previous interactions and the grounding document and knowledge as part of the context. This series of studies is one step in the direction of incorporating broad context information into search and dialogue

    Just-In-Time Measures for Fashion Brand Management

    Get PDF
    This case study analyzes the impacts of the Just-In-Time (JIT) Knowledge Brand Model (Rosa, 2017) - an interactive device for brand management applied to GUESS fashion brand management. The research uses JIT Knowledge Brand Model as a conceptual framework in a mixed methodology approach through qualitative and quantitative measurements. Thus, the research process is divided into two phases: 1st phase exploratory (qualitative) and 2nd confirmatory (quantitative). The 1st phase involves 42 in-depth Face-To-Face interviews with Guess clients and stakeholders, while the 2nd phase includes data collected through a self-administered online questionnaire sent by email to a database of 50.000 clients which resulted in 584 valid responses. The main findings indicate that an interactive omnichannel device, operationally tested and supported by JIT Knowledge Brand Model, has a significant impact on measuring emotional attachment (customer satisfaction, loyalty and recommendation) and gathering co-creative innovation inputs for performance sustainability and continuous improvement, thus confirming the operationality of the conceptual model for knowledge management and interaction with the client base. Furthermore, it was found in latent data that the emotional attachment is strongly dependent and predicted by two factors: F1. Makes me feel good and represented, and F2. Price and variety of products and quality of services.Este estudo de caso analisa os impactos do JIT (Just-In-Time) modelo de marca de conhecimento (Rosa, 2017) - um dispositivo interactivo para gerenciamento de marca aplicado à GUESS gestão de marca de moda. A pesquisa usa o JIT Modelo de marca de conhecimento como uma estrutura conceptual numa abordagem de metodologia mista através de medições qualitativas e quantitativas. Assim, o processo de pesquisa é dividido em duas fases: 1ª fase exploratória (qualitativa) e a 2ª confirmatória (quantitativa). A 1ª fase envolve 42 entrevistas em profundidade cara à cara com os clientes Guess e accionistas, enquanto a 2ª fase inclui a recolha de dados através de um questionário on-line auto-administrado enviado por email a uma base de dados de 50 mil clientes que resultaram em 584 respostas validas. Os principais resultados indicam que um dispositivo comunicação linear interactivo, testado operacionalmente e apoiado pelo JIT Modelo de marca de conhecimento, tem um impacto significativo na medição da ligação emocional (satisfação, lealdade e recomendação do cliente) e reunindo inputs de inovação co-criativa para sustentabilidade de desempenho e melhoria contínua, confirmando assim a operacionalidade do modelo conceptual para a gestão do conhecimento e interacção com uma base de clientes. Além disso, foi encontrado em dados latentes que a ligação emocional é fortemente dependente e previsto por dois factores: F1. Faz-me sentir bem e representado. F2. Preço e variedade de produtos e qualidade de serviços

    A Creative Exploration of the Use of Intelligent Agents in Spatial Narrative Structures

    Get PDF
    This thesis is an interdisciplinary study of authoring tools for creating spatial narrative structures– exposing the relationship between artists, the tools they use, and the experiences they create. It is a research-creation enterprise resulting in the creation of a new authoring tool. A prototype collaborative tool for authoring spatial narratives used at the Land|Slide: Possible Futures public art exhibit in Markham, Ontario 2013 is described. Using narrative analysis of biographical information a cultural context for authoring and experiencing spatial narrative structures is discussed. The biographical information of artists using digital technologies is posited as a context framing for usability design heuristics. The intersection of intelligent agents and spatial narrative structures provide a future scenario by which to assess the suitability of the approach outlined in this study
    corecore