3,444 research outputs found

    You can't always sketch what you want: Understanding Sensemaking in Visual Query Systems

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    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

    Parameterized Streaming Algorithms for Vertex Cover

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    As graphs continue to grow in size, we seek ways to effectively process such data at scale. The model of streaming graph processing, in which a compact summary is maintained as each edge insertion/deletion is observed, is an attractive one. However, few results are known for optimization problems over such dynamic graph streams. In this paper, we introduce a new approach to handling graph streams, by instead seeking solutions for the parameterized versions of these problems where we are given a parameter kk and the objective is to decide whether there is a solution bounded by kk. By combining kernelization techniques with randomized sketch structures, we obtain the first streaming algorithms for the parameterized versions of the Vertex Cover problem. We consider the following three models for a graph stream on nn nodes: 1. The insertion-only model where the edges can only be added. 2. The dynamic model where edges can be both inserted and deleted. 3. The \emph{promised} dynamic model where we are guaranteed that at each timestamp there is a solution of size at most kk. In each of these three models we are able to design parameterized streaming algorithms for the Vertex Cover problem. We are also able to show matching lower bound for the space complexity of our algorithms. (Due to the arXiv limit of 1920 characters for abstract field, please see the abstract in the paper for detailed description of our results)Comment: Fixed some typo

    The Sketching Complexity of Graph and Hypergraph Counting

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    Subgraph counting is a fundamental primitive in graph processing, with applications in social network analysis (e.g., estimating the clustering coefficient of a graph), database processing and other areas. The space complexity of subgraph counting has been studied extensively in the literature, but many natural settings are still not well understood. In this paper we revisit the subgraph (and hypergraph) counting problem in the sketching model, where the algorithm's state as it processes a stream of updates to the graph is a linear function of the stream. This model has recently received a lot of attention in the literature, and has become a standard model for solving dynamic graph streaming problems. In this paper we give a tight bound on the sketching complexity of counting the number of occurrences of a small subgraph HH in a bounded degree graph GG presented as a stream of edge updates. Specifically, we show that the space complexity of the problem is governed by the fractional vertex cover number of the graph HH. Our subgraph counting algorithm implements a natural vertex sampling approach, with sampling probabilities governed by the vertex cover of HH. Our main technical contribution lies in a new set of Fourier analytic tools that we develop to analyze multiplayer communication protocols in the simultaneous communication model, allowing us to prove a tight lower bound. We believe that our techniques are likely to find applications in other settings. Besides giving tight bounds for all graphs HH, both our algorithm and lower bounds extend to the hypergraph setting, albeit with some loss in space complexity

    Dynamic Sketching for Graph Optimization Problems with Applications to Cut-Preserving Sketches

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    In this paper, we introduce a new model for sublinear algorithms called dynamic sketching. In this model, the underlying data is partitioned into a large static part and a small dynamic part and the goal is to compute a summary of the static part (i.e, a sketch) such that given any update for the dynamic part, one can combine it with the sketch to compute a given function. We say that a sketch is compact if its size is bounded by a polynomial function of the length of the dynamic data, (essentially) independent of the size of the static part. A graph optimization problem P in this model is defined as follows. The input is a graph G(V,E) and a set T subseteq V of k terminals; the edges between the terminals are the dynamic part and the other edges in G are the static part. The goal is to summarize the graph G into a compact sketch (of size poly(k)) such that given any set Q of edges between the terminals, one can answer the problem P for the graph obtained by inserting all edges in Q to G, using only the sketch. We study the fundamental problem of computing a maximum matching and prove tight bounds on the sketch size. In particular, we show that there exists a (compact) dynamic sketch of size O(k^2) for the matching problem and any such sketch has to be of size Omega(k^2). Our sketch for matchings can be further used to derive compact dynamic sketches for other fundamental graph problems involving cuts and connectivities. Interestingly, our sketch for matchings can also be used to give an elementary construction of a cut-preserving vertex sparsifier with space O(kC^2) for k-terminal graphs, which matches the best known upper bound; here C is the total capacity of the edges incident on the terminals. Additionally, we give an improved lower bound (in terms of C) of Omega(C/log{C}) on size of cut-preserving vertex sparsifiers, and establish that progress on dynamic sketching of the s-t max-flow problem (either upper bound or lower bound) immediately leads to better bounds for size of cut-preserving vertex sparsifiers

    Application of Machine Learning within Visual Content Production

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    We are living in an era where digital content is being produced at a dazzling pace. The heterogeneity of contents and contexts is so varied that a numerous amount of applications have been created to respond to people and market demands. The visual content production pipeline is the generalisation of the process that allows a content editor to create and evaluate their product, such as a video, an image, a 3D model, etc. Such data is then displayed on one or more devices such as TVs, PC monitors, virtual reality head-mounted displays, tablets, mobiles, or even smartwatches. Content creation can be simple as clicking a button to film a video and then share it into a social network, or complex as managing a dense user interface full of parameters by using keyboard and mouse to generate a realistic 3D model for a VR game. In this second example, such sophistication results in a steep learning curve for beginner-level users. In contrast, expert users regularly need to refine their skills via expensive lessons, time-consuming tutorials, or experience. Thus, user interaction plays an essential role in the diffusion of content creation software, primarily when it is targeted to untrained people. In particular, with the fast spread of virtual reality devices into the consumer market, new opportunities for designing reliable and intuitive interfaces have been created. Such new interactions need to take a step beyond the point and click interaction typical of the 2D desktop environment. The interactions need to be smart, intuitive and reliable, to interpret 3D gestures and therefore, more accurate algorithms are needed to recognise patterns. In recent years, machine learning and in particular deep learning have achieved outstanding results in many branches of computer science, such as computer graphics and human-computer interface, outperforming algorithms that were considered state of the art, however, there are only fleeting efforts to translate this into virtual reality. In this thesis, we seek to apply and take advantage of deep learning models to two different content production pipeline areas embracing the following subjects of interest: advanced methods for user interaction and visual quality assessment. First, we focus on 3D sketching to retrieve models from an extensive database of complex geometries and textures, while the user is immersed in a virtual environment. We explore both 2D and 3D strokes as tools for model retrieval in VR. Therefore, we implement a novel system for improving accuracy in searching for a 3D model. We contribute an efficient method to describe models through 3D sketch via an iterative descriptor generation, focusing both on accuracy and user experience. To evaluate it, we design a user study to compare different interactions for sketch generation. Second, we explore the combination of sketch input and vocal description to correct and fine-tune the search for 3D models in a database containing fine-grained variation. We analyse sketch and speech queries, identifying a way to incorporate both of them into our system's interaction loop. Third, in the context of the visual content production pipeline, we present a detailed study of visual metrics. We propose a novel method for detecting rendering-based artefacts in images. It exploits analogous deep learning algorithms used when extracting features from sketches

    Multi-Paradigm Reasoning for Access to Heterogeneous GIS

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    Accessing and querying geographical data in a uniform way has become easier in recent years. Emerging standards like WFS turn the web into a geospatial web services enabled place. Mediation architectures like VirGIS overcome syntactical and semantical heterogeneity between several distributed sources. On mobile devices, however, this kind of solution is not suitable, due to limitations, mostly regarding bandwidth, computation power, and available storage space. The aim of this paper is to present a solution for providing powerful reasoning mechanisms accessible from mobile applications and involving data from several heterogeneous sources. By adapting contents to time and location, mobile web information systems can not only increase the value and suitability of the service itself, but can substantially reduce the amount of data delivered to users. Because many problems pertain to infrastructures and transportation in general and to way finding in particular, one cornerstone of the architecture is higher level reasoning on graph networks with the Multi-Paradigm Location Language MPLL. A mediation architecture is used as a “graph provider” in order to transfer the load of computation to the best suited component – graph construction and transformation for example being heavy on resources. Reasoning in general can be conducted either near the “source” or near the end user, depending on the specific use case. The concepts underlying the proposal described in this paper are illustrated by a typical and concrete scenario for web applications
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