LightGuider is a novel guidance-based approach to interactive lighting design, which typically consists of interleaved 3D modeling operations and light transport simulations. Rather than having designers use a trial-and-error approach to match their illumination constraints and aesthetic goals, LightGuider supports the process by simulating potential next modeling steps that can deliver the most significant improvements. LightGuider takes predefined quality criteria and the current focus of the designer into account to visualize suggestions for lighting-design improvements via a specialized provenance tree. This provenance tree integrates snapshot visualizations of how well a design meets the given quality criteria weighted by the designer's preferences. This integration facilitates the analysis of quality improvements over the course of a modeling workflow as well as the comparison of alternative design solutions. We evaluate our approach with three lighting designers to illustrate its usefulness.
@cite_45 present a guidance approach that helps to discover interesting data and patterns based on the system user's interests. They provide a system to extract, combine, refine, and visualize such findings of interest. They distinguish between user-driven and data-driven findings. In our work we combine user-driven (i.e., the user chooses which areas and which illumination constraints are more important than others) with data-driven (i.e., optimizing the current design with respect to specified illumination constraints) steering of the guidance suggestions.
@cite_45
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The extraction of relevant and meaningful information from multivariate or high-dimensional data is a challenging problem. One reason for this is that the number of possible representations, which might contain relevant information, grows exponentially with the amount of data dimensions. Also, not all views from a possibly large view space, are potentially relevant to a given analysis task or user. Focus+Context or Semantic Zoom Interfaces can help to some extent to efficiently search for interesting views or data segments, yet they show scalability problems for very large data sets. Accordingly, users are confronted with the problem of identifying interesting views, yet the manual exploration of the entire view space becomes ineffective or even infeasible. While certain quality metrics have been proposed recently to identify potentially interesting views, these often are defined in a heuristic way and do not take into account the application or user context. We introduce a framework for a feedback-driven view exploration, inspired by relevance feedback approaches used in Information Retrieval. Our basic idea is that users iteratively express their notion of interestingness when presented with candidate views. From that expression, a model representing the user's preferences, is trained and used to recommend further interesting view candidates. A decision support system monitors the exploration process and assesses the relevance-driven search process for convergence and stability. We present an instantiation of our framework for exploration of Scatter Plot Spaces based on visual features. We demonstrate the effectiveness of this implementation by a case study on two real-world datasets. We also discuss our framework in light of design alternatives and point out its usefulness for development of user- and context-dependent visual exploration systems. We seek to elicit individual design preferences through human-computer interaction. During an iteration of the interactive session, the computer queries the subject by presenting a set of designs from which the subject must make a choice. The computer uses this choice feedback and creates the next set of designs using knowledge accumulated from previous choices. Under the hypothesis that human responses are deterministic, we discuss how query schemes in the elicitation task can be viewed mathematically as learning or optimization algorithms. Two query schemes are defined. Query type 1 considers the subject’s binary choices as definite preferences, i.e., only preferred designs are chosen, while others are skipped; query type 2 treats choices as comparisons among a set, i.e., preferred designs are chosen relative to those in the current set but may be dropped in future iterations. We show that query type 1 can be considered as an active learning problem, while type 2 as a “black-box” optimization problem. This paper concentrates on query type 2. Two algorithms based on support vector machine and efficient global optimization search are presented and discussed. Early user tests for vehicle exterior styling preference elicitation are also presented. [DOI: 10.1115 1.4005104] Humans navigate crowded spaces such as a university campus by following common sense rules based on social etiquette. In this paper, we argue that in order to enable the design of new target tracking or trajectory forecasting methods that can take full advantage of these rules, we need to have access to better data in the first place. To that end, we contribute a new large-scale dataset that collects videos of various types of targets (not just pedestrians, but also bikers, skateboarders, cars, buses, golf carts) that navigate in a real world outdoor environment such as a university campus. Moreover, we introduce a new characterization that describes the “social sensitivity” at which two targets interact. We use this characterization to define “navigation styles” and improve both forecasting models and state-of-the-art multi-target tracking–whereby the learnt forecasting models help the data association step. An important component of routine visual behavior is the ability to find one item in a visual world filled with other, distracting items. This ability to performvisual search has been the subject of a large body of research in the past 15 years. This paper reviews the visual search literature and presents a model of human search behavior. Built upon the work of Neisser, Treisman, Julesz, and others, the model distinguishes between a preattentive, massively parallel stage that processes information about basic visual features (color, motion, various depth cues, etc.) across large portions of the visual field and a subsequent limited-capacity stage that performs other, more complex operations (e.g., face recognition, reading, object identification) over a limited portion of the visual field. The spatial deployment of the limited-capacity process is under attentional control. The heart of the guided search model is the idea that attentional deployment of limited resources isguided by the output of the earlier parallel processes. Guided Search 2.0 (GS2) is a revision of the model in which virtually all aspects of the model have been made more explicit and or revised in light of new data. The paper is organized into four parts: Part 1 presents the model and the details of its computer simulation. Part 2 reviews the visual search literature on preattentive processing of basic features and shows how the GS2 simulation reproduces those results. Part 3 reviews the literature on the attentional deployment of limited-capacity processes in conjunction and serial searches and shows how the simulation handles those conditions. Finally, Part 4 deals with shortcomings of the model and unresolved issues.