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Über dieses Buch

This book constitutes the refereed proceedings of the 10th International Conference on E-Learning and Games, Edutainment 2016, held in Hangzhou, China, in April 2016.

The 36 full papers presented were carefully reviewed and selected from 60 submissions. They are organized in the following topical sections: E-learning and game; graphics, imaging and applications; intelligent data analytics and visualization.



E-Learning and Game


Visual Exploration of Virtual Lives in Multiplayer Online Games

Analyzing the user behavior of multiplayer online games can help understand the sociality and characteristics of players in the virtual world. The primary task is to characterize the game life and its evolution within the game. We propose a novel network-based representation, EvolutionLine Graph, that illustrates the evolving behavior of massive game players as a sequence of time-oriented transitions among various status. We design and implement a novel visual analytics system, GameLifeVis, that supports the visualization, exploration, and analysis of multi-level user behaviors in an integrated visual interface. We exemplify the efficiency of our approach with case studies on a multi-faceted dataset collected within a popular online game (15 million players) in 18 months.

Zhiqi Liu, Yandi Shen, Junhua Lu, Dingke Kong, Yinyin Chen, Jingxuan He, Shu Liu, Ye Qi, Wei Chen

Educational Folktale E-book with Collage Illustratable Tool

It is always challenging to teach children foreign languages, due to the difficulty of learning and their short attention span. To address the challenge and take advantage of the popularity of touchable tablets and smartphones, we propose an educational folktale e-book (EFE-Book) application with an interactive illustratable tool. EFE-Book is developed to teach pre-school children to learn foreign languages by telling folktales with illustrations. To encourage effective learning, EFE-Book provides an interactive collage tool that enables users to create collage-based illustrations by hand. To implement this, we propose a paper tile modeling method based on the Voronoi diagram. With EFE-Book, the user can create coloured paper tiles and attach them to the predesigned sketch through touch interface, such as Apple iPad.

Dongwann Kang, Feng Tian, Reza Sahandi

The Design of Augmented Reality-Based Learning System Applied in U-Learning Environment

The easy and widely accessibility of Internet resources makes it possible to support learning almost anywhere at any time through powerful mobile technologies, and facilitate ubiquitous learning (u-learning) to grow in use and popularity. Augmented Reality (AR) can be recognized as a key technology that can be used in the U-learning environment to increase learning effect and improve learning experience. This paper designs an integrated model of U-learning, based on which we have also developed an augmented reality technology based learning system named as “Starry Sky Exploration—Eight Planets of Solar System”; an analysis on its implementation is reported and the AR learning system applicable for U-learning environment is found effective and practical.

Jun Xiao, Zhen Xu, Ye Yu, Shuo Cai, Preben Hansen

ARDock: A Web-AR Based Real-Time Tangible Edugame for Molecular Docking

Molecular docking is increasingly considered as a key tool for lead discovery of structure-based drug design. While huge ligand-receptor combinations, intangible microcosmic molecular world and complex docking scoring are the major challenges for modern molecular docking. In this paper, we present an edugame called ARDock, which is a web-based and interactive molecular docking game. The web-based feature allows multiple participants to engage in the game and provides solutions to complex scientific problems. Augmented reality is imported and consequently molecular docking process becomes tangible. The relative positions of two molecules are instantly updated with the users’ operation, enabling the spatial locating capabilities of humans. The optimized scoring function is proposed to reduce the computation complexity, and the message-oriented middleware facilitates real-time communication between the browsers and the server. The overall framework and detailed designs are illustrated. Some combination strategies make this edugame more interesting, which in return can attract more users and enhance their continuous participation. Sufficient user evaluations validate the usability of this game. This work is a step to promote the popularization of molecular docking knowledge.

Gaoqi He, Fei Sun, Dong Hu, Xingjian Lu, Yi Guo, Shuhua Lai, Zhigeng Pan

Research on Virtual Training System in Aerospace Based on Interactive Environment

There are precedents both at home and abroad to use virtual reality technology in the field of aerospace industries. The purpose is to improve the training efficiency of the device assembly and make the operators have more intuitive understanding of the safety and the logic of the assemble process. The virtual training system was presented on Zspace environment, which has strong sense of interaction and immersion. After confirming the requirements, designers determine the conceptual frame and iterative prototype of the system. At last, the article proposed the interactive features in terms of software and hardware under different requirements by giving an application example.

Fang You, Yuxin Tan, Jinsong Feng, Linshen Li, Jing Lin, Xin Liu

Web3D Online Virtual Education Platform for Touring Huangyangjie Battlefield Scenario Over Internet

This paper explores how the reconstruction of special history scenario will be applied in online education. After investigating various virtual reality techniques including design of virtual educational system, reconstruction of virtual scene, management of scene, AI, lightweighting for 3D model and light shadow rendering, we build an online education platform for touring a web3D virtual battlefield scenario called Huangyangjie in China. We firstly present the solution and scheme for rebuilding the web 3D battlefield Scenario using lightweight 3D models. Secondly, we present voxel of interesting (VOI) scene management strategy based terrain-voxel-model uniform structure. Finally, we optimize A* algorithm in AI management process and present Parallel-Split Variance Shadow Mapping (PSVSM) algorithm based on sparse voxelization in real-time Web-based rendering.

Chang Liu, Jinyuan Jia, Yibo Ge, Ning Xie

EDTree: Emotional Dialogue Trees for Game Based Training

Immersion and interactivity are a major focus when creating gaming applications, as technology has improved and enabled the creation of larger and more detailed virtual environments the need for more engaging NPCs (non-playable characters) is also required. Many games utilise a form of dialogue tree when conversing with characters within a gaming application, allowing the user to choose their questions/responses. While this method does provide a dynamic conversation system, it is quite a one-sided level of interactivity with the NPC simply responding to the current question without it affecting the conversation on a whole. We present a novel dialogue system that explores the emotional state of the NPC to provide a more complex form of dialogue tree, termed EDTree (Emotional Dialogue Tree). Based on user actions, the interactions between the user and the NPC are enriched by the emotional state of the NPC. Utilising this system will provide an immersive experience based around improved believability of virtual characters. To demonstrate the effectiveness of our approach, we show an example of a training system that explores the use of gaming technology and the proposed EDTree.

Jay Collins, William Hisrt, Wen Tang, Colin Luu, Peter Smith, Andrew Watson, Reza Sahandi

Survey: Development and Analysis of a Games-Based Crisis Scenario Generation System

Crisis is an infrequent and unpredictable event which is challenging to prepare and resolve. Serious-game approach proved to provide potential support in training and simulating event of real-world crisis situation to different stakeholders. Yet in practice, the approach meets with difficulty on how to setup and utilize different core components such as asset management, crisis scenario generation, agent simulation, real-world constraints, and the evaluation process to yield beneficial information upon running the system. To address this issue, the key question is what can be done to propose a general crisis game-based framework providing necessary core components while generating evaluation result yielding potential analytical data for a crisis management process. Therefore, in this paper, we aim to review and consolidate the existing research on scenario generation techniques and related crisis simulation framework, then to propose novel solution to combine both processes and to derive a desirable scenario content which is also being validated in the simulation framework based on the JADE multi-agent architecture.

Pisit Praiwattana, Abdennour El Rhalibi

A Study of the Teaching Methods in the Course of the Programming of High-Level Language Based on Moodle Platform

Programming of High-Level Language course is an important basic course for computer science and its related subjects; And Moodle [1, 2] is a well-known e-learning platform. This paper presents a teaching mode of programming based on Moodle platform. The method emphasizes problem inspiration and focus on the process of solving problems by using computer, during which the thinking methods, basic knowledge and skills were explored completely. Meanwhile, it also provides a scene of autonomic learning by means of Moodle platform which integrated the online judge, online test and other matched resources. Teaching practice shows the methods could stimulate the programming interests and motivate the learning enthusiasm. It is a very effective method.

Chun-Bo Bao

Exploring Olfaction for Enhancing Multisensory and Emotional Game Experience

In recent years, an increasing amount of game players attribute importance to the perceived value of games, such as positive experiences and emotions, rather than functions in games. In contrast to the game itself, user experience is gradually becoming the main focus in the design of computer games. Therefore, a successful game should have a high perceived value and the capability of evoking positive emotions and experiences within the players through the five human senses. However, current games mainly depend on the visual, auditory and tactile experience, olfactory experience is very scarce. In order to explore the possibilities that the intervention of the sense of smell could enhance pleasantness experience of playing games. This study choose the Chinese folk music which is commonly used in Chinese games as background music, and some common odors as experimental stimuli. Three experiments were conducted. The first two experiments were used to classify the music clips and odors separately according to the evoked emotions. Results showed that most odors and music clips had a high effect on the arousal of emotion. The third experiment was used to verify whether congruent odors could increase the pleasantness of music significantly more than incongruent odors. Results showed that music-odor congruency played a key role in perceiving pleasantness of music. Congruent odor can increase pleasant perception of music while incongruent odor can decrease pleasant perception of music. These findings could be important not only for the theoretical understanding of multisensory and emotional feedback in game experience, but also for the optimization of game design.

Lekai Zhang, Shouqian Sun, Baixi Xing, Jiaqi Fu, Shixian Yu

Graphics, Imaging and Applications


Real-Time Weighted Median Filtering with the Edge-Aware 4D Bilateral Grid

Weighted median filtering is a fundamental operator in a great variety of image processing and computer graphics applications. This paper presents a novel real-time weighted median filter which smoothes out high-frequency details while preserving major edges. We define a new 4D bilateral grid by incorporating the 3D bilateral grid with an additional range dimension. The edge-aware weights and the weighted median values are computed in the 4D space. The proposed algorithm is highly parallel, enabling real-time GPU-based edge-aware implementation. Experimental results show that our algorithm can be run efficiently in real-time on modern GPUs. Applications including JPEG artifact removal and image stylization are demonstrated to verify the feasibility of the proposed weighted median filtering algorithm.

Hanli Zhao, Dandan Gao, Ming Wang, Zhigeng Pan

Nose Tip Detection and Face Localization from Face Range Image Based on Multi-angle Energy

In this paper, we propose a novel method to detect nose tip and localize face from face range image. The nose tip detection procedure of the method is based on the idea of Multi-angle Energy (ME) and works in scale-space. The face localization procedure of the method is based on the position of the nose tip and a modified version of Multi-angle Energy. The scale-space is established by robust smoothing the input face range image. In the nose tip detection procedure, for each scale of the scale-space, we compute the Multi-angle Energy for each point of the face range image. For the points whose values of ME are not equal to zero, hierarchical clustering method is used to cluster them into several clusters. In the obtained first h largest clusters, we can find a nose tip candidate by using a cascading scheme. For all scales of the scale-space, we get a series of nose tip candidates. We apply hierarchical clustering again for them. Nose tip can be found in the largest cluster. In the face localization procedure, we present a modified version of ME. With the modified ME, we use a similar cascading scheme to detect one endocanthion for the input face range image. Based on the distance between nose tip and endocanthion, face localization is achieved by using a sphere which is centered on the nose tip to crop the face region. We evaluate our method on two well-known 3D face databases, namely FRGC v2.0 and BOSPHORUS, and compare our method with other state-of-the-art methods. The experimental results show that the nose tip detection rates of our method are higher than those of the state-of-the-art methods. The face localization results are fine and can adapt to the face scale variance.

Jian Liu, Quan Zhang, Chaojing Tang

A Class of Variable Degree Trigonometric Polynomial Spline and Its Applications

A class of variable degree trigonometric polynomial spline is presented for geometric modeling and industrial design. The corresponding generalized Hermite-like interpolating base functions provide bias and tension control facilities for constructing continuous interpolating curves and surfaces. The constructed curves and surfaces by the new spline can represent some conic and conicoid segments very approximately. The new interpolation spline, which need not solve m-system of equations, provides higher approximation order for data fitting than normal cubic Hermite interpolation spline for proper parameters. The idea is extended to produce Coons-like surfaces. Moreover, the new spline can be used for trajectory planning of manipulators in industrial design, which provides a continuity of position, velocity and acceleration, in order to ensure that the resulting trajectory is smooth enough. The variable degree trigonometric polynomial spline can be used to fit the sequence of joint positions for N joints. This new method approve to be practicable by the experimental results, and can meet the requirements of smooth motion of the manipulator.

Min Sheng, Benyue Su, Liping Zou

Visualization of Multi-dimensional Information of Electromagnetic Environment Based on Three Dimensional Spheres

In the current research of visualization technology, most visualization methods based on 2D or 3D appearance of the layer (such as trees, maps etc.). Only a few methods have fully used the three-dimensional space. Aiming at the complex, Multi-dimensional and time-varying characteristics of electromagnetic, and this paper shows the visual display of multiple dimensions, allows users to obtain the corresponding Multi-dimensional information attribute characteristics from different angles. By using the idea of VisDB and the color scheme of the visual database, the multi dimension value of 2D information is set up. The Mercator projection of the inverse function to a pixel mapping to the sphere of a point, the two-dimensional panel abstract data into 3D visual sphere, realize the complex electromagnetic environment of multi-dimensional information to three-dimensional sphere mapping. The method can reflect the different types of visual effects in the visual results, and improve the performance of Multi-dimensional information visualization.

Ying Gao, Hongshuai Han, Fei Ge, Shuxia Guo

Remote Rendering for Mobile Devices Literature Overview

Mobile device such as mobile phone, PDA (Personal Digital Assistants), HPC (Handheld Personal Computer) and so on has become a prevalent commodity and also a significant influence power that dominates people’s daily life. Remote rendering over these platforms is a continuous research subject that still attracts many people’s attention. It is also a promising topic for its extensive usage in applications for mobile devices. It is still a challenging issue for the limitation of the wireless network and the process ability of the client side. Here we introduce the state of the art remote rendering techniques over mobile devices and analyze them in order to get a clear perception and a better understanding of this topic.

Chanchan Xu, Guangzheng Fei, Honglei Han

Research of Mesh Layout Algorithm Based on Greedy Optimization Strategy

In view of low rendering performance of complex data set which is caused by the limited memory bandwidth and data access speed, this paper presents a mesh layout algorithm based on greedy optimization strategy, by rearranging triangle sequences to improve spatial and temporal locality. Firstly, according to the improved cost function, we choose the vertex with the minimum cost as the focus vertex. Then render its all adjacent unrendered triangles by pushing their bounding vertices into buffer. The above steps are executed iteratively until adjacent triangles of all vertices are rendered. Finally, we get the reordered triangle sequence. Experimental results show that the algorithm provides a higher vertex cache hit ratio with less running time, which can effectively solve the problem of data access speed lagging behind the processing speed of GPU seriously.

Ziting Lou, Yaping Zhang

An Interactive 2D-to-3D Cartoon Modeling System

In this paper, we propose an interactive system that can quickly convert a 2D cartoon painting into a 3D textured cartoon model, enabling non-professional adults and children to easily create personalized 3D contents. Our system exploits a new approach based on solving Poisson equations to generate 3D models, which is free from the limitations of spherical topology in prior works. We also propose a novel method to generate whole textures for both sides of the models to deliver colorful appearances, making it possible to obtain stylized models rendered with cartoon textures. The results have shown that our method can greatly simplify the modeling process comparing with both traditional modeling softwares and prior sketch-based systems.

Lele Feng, Xubo Yang, Shuangjiu Xiao, Fan Jiang

Monet-Style Images Generation Using Recurrent Neural Networks

An automatic Monet-style images generation method using long short term memory recurrent neural network is proposed in this paper. The method shows that long short term memory recurrent neural network can learn the structure and characteristics of Monet’s paintings properly by demonstrating its ability to generate impressionism-style images. With Monet’s paintings as input, similar style of images can be constructed using the proposed method iteratively. The experiment results indicate that the trained recurrent neural networks were able to generate Monet-style images with a small amount of training data.

Yili Zhao, Dan Xu

Image Stylization for Yunnan Out-of-Print Woodcut Through Virtual Carving and Printing

Woodcut printing is a special art combining carving and printing skills. The difference of Yunnan Out-of-Print woodcut printing from ordinary printing is that carving alternates with printing in cycles to produce multi-color printings, and all colors are printed just out of one block which is recarved for each color. This is a complex process and requires high technical skills. We propose an image stylization method for Yunnan out-of-print woodcut through virtual carving and printing. First, image segmentation is applied to isolate areas for carving. In each segmented region, scores collected from real woodcut are placed to simulate the carving process. We introduce an algorithm to automate the placement according to the image feature. In the printing process, we mainly focus on the simulation of the mixture of oil paint and the special effect of random color blending in Yunnan out-of-print woodcut.

Jie Li, Dan Xu

Cross-Platform Cloth Simulation API for Games

Physics simulation is an active research topic in games, because without realistic physics, even the most beautiful game feels static and lifeless. Although cloth simulation is not new in computer graphics, high level of details of cloth in video games is rare and mostly coarse due to complex and nonlinear physical properties of cloth, which requires substantial computing power necessary to simulate it in real-time. This paper presents a robust and scalable real-time cloth simulation framework by exploring a variety of modern simulation techniques to produce realistic cloth simulation for games. The framework integrates with OpenCL GPGPU library to leverage parallelism. The final result is an API for games development with enriched interactive environments.

Wen Tang, Abhishek Sagi, Daniel Green, Tao Ruan Wan

Object Proposal Refinement Based on Contour Support for Augmented Reality

Object detection and segmentation are indispensable for image scene understanding in augmented reality games. Object proposals delineate candidate objects in the image, and are widely used to speed up object searching in object detection and segmentation. This paper presents an approach for reducing the redundancy in object proposals. We compute contour support of object proposals, and construct contour support constraints using the characteristics of contour support distributions for foreground objects and image background. According to the constructed constraints, we propose the accepting and rejecting strategies to refine object proposals. Experiments demonstrate that our method reduces redundant object proposals and improves proposal accuracy for low proposal budgets.

Xiao Huang, Yuanqi Su, Yuehu Liu

Sketch-Based Retrieval in Large-Scale Image Database via Position-Aware Silhouette Matching

We propose an interactive sketching tool called SKIT to explore image database. The aim is to achieve fast result convergence according to the visual user query. Our main contribution is a new interactive image exploration approach which dynamically adapts to user sketches and provides feedback. The novel user interface is suitable for a range of interactive image-database access applications. In addition, we propose a position-aware matching approach for SKIT to support translation-free sketch searching. Experimental results demonstrate that our method outperforms state-of-the-art approaches with respect to the superior user interface and matching results.

Shijie Hu, Hongxin Zhang, Sanyuan Zhang, Zishuo Fang, Qi Huang

ProcPlan: A Procedural Evaluation Strategy for Tourist Attractions Planning

Due to the relationship between design quality, tourist enjoyment, tourist satisfaction, tourist numbers, and tourist revenues, this paper intends to discover the influences which the tourist buildings’ arrangement has on tourist behavior and enjoyment in a scenic spot, and present a procedural method to evaluate the tourist attractions’ design quality in a quantified way. Through crowd simulation and several iterations, the evaluation system tries to lead the designers to a better configuration of the scenic buildings. The involved gamification stimulates the user to pursue a higher score. A case study illustrates the applicability and effectiveness of our strategy.

Chanchan Xu, Guangzheng Fei, Honglei Han

A Survey on Processing of Large-Scale 3D Point Cloud

This paper provides a comprehensive overview of the state-of-the-art for processing large-scale 3D point cloud based on optical acquisition. We first summarize the general pipeline of point cloud processing, ranging from filtering to the final reconstruction, and give further detailed introduction. On this basis we give a general insight over the previous and latest methods applying LIDAR and remote sensing techniques as well as Kinect on analysis techniques, including urban environment and cluttered indoor scene. We also focus on the various approaches of 3D laser scenes scanning. The goal of the paper is to provide a comprehensive understanding on the point cloud reconstruction methods based on 3D laser scanning techniques, and make forecasts for future research issues.

Xinying Liu, Weiliang Meng, Jianwei Guo, Xiaopeng Zhang

A Method of Real-Time Image Correction for Multi-aircrafts Cooperative Detection

Aiming at the problem of the geometric distortion of the real-time image under the condition of multi- aircrafts cooperative detection, an effective method for the geometric correction is proposed. First multi-aircrafts cooperative terminal guidance model is established, especially the relationship between terminal detection angle and the initial position. Second the detecting angle model combined with the actual parameters, is analyzed, then put forward a real-time image geometric correction method; Simulation of the detection angle geometric distortion is applied to real-time image. Last using normalized product correlation algorithm for a large number of matching simulation, then get matching threshold, a real-time image geometric correction experiment is carried out. The simulation results show that the proposed method is effective,which provides theoretical basis for the reformation of reference image and the further improvement of the algorithm.

Ge Fu, Xiao-gang Yang, Xiao-pei Tang, Ai-gang Zhao, Nai-xin Qi

A Flexible and Easy-to-Use Platform to Create Advanced Edutainment Applications

This paper describes the results of a R&D project focused on the creation of a flexible and easy-to-use platform for creating advanced multimedia applications, with strong focus on education and leisure contexts. Most of the similar existing platforms lack of enough flexibility to create different kind of content, or they require a strong technical background for authoring applications. In this project, a balance between flexibility and easiness has been fulfilled. Several use cases, whose authors have different levels of technical background, have been defined to validate it.

Nagore Barrena, Andrés Navarro, David Oyarzun

Bike-Sharing Prediction System

Bike Sharing System is a dynamic network. This paper proposes a method to balance the network and allocate the bikes in each station to avoid the imbalance happening. Real-time monitoring takes too much time to reallocate the bikes if an imbalance has occurred so it cannot tackle this problem well. And most of sharing systems cannot focus on the influenced factors and overlook assuring the creditability of the prediction. In this paper, we propose a hierarchical prediction model to predict the number of bikes. It mainly contains the following parts. First, we propose a clustering algorithm to cluster bike stations into groups using Gaussian Mixture Model (GMM). Second, gradient Boosting Regression Tree(GBRT) is adapted to predict the entire triffic. Third, we predict the proportion across clusters and the inter-cluster transition using a multi-factor-based inference model. Finally, we adapte Geo-Space Contrary Prediction Model to compare with the same period prediction datasets to improve the results. Based on Citi Bike system data in NYC, from Apr. 1st, 2014 to Sept. 30th, 2014 and the influenced factors, our model outperforms baseline approaches and can be applied to various geograph scene.

Qiang Cai, Ziyu Xue, Dianhui Mao, Haisheng Li, Jian Cao

A Support Network for Distributed Systems

Critical infrastructures are the backbone of everyday life and their protection from cyber-threats is an increasingly pressing issue for governments and private industries. Not only is effective security costly, the requirements individual critical infrastructures have been often unique, meaning their security systems have to be tailored to match their specific needs. As a result of these factors, simulation can play a key role in the advancement of security measures in a cheap, safe and effective way. In this paper, the development of a distributed support system is presented. The system employs behaviour analysis techniques to support interconnected infrastructures and distribute security advice throughout an interdependent system of systems. The approach is tested through the simulation, which is used to build realistic data from 8 critical infrastructures. The research is inspired by the human immune characteristics.

Sahar Badri, Paul Fergus, William Hurst

Workshop on Intelligent Data Analytics and Visualization


Visually Exploring Differences of DTI Fiber Models

Fiber tracking of Diffusion Tensor Imaging (DTI) datasets is a non-invasive tool to study the underlying fibrous structures in living tissues. However, DTI fibers may vary from subject to subject due to variations in anatomy, motions in scanning, and signal noise. In addition, fiber tracking parameters have a great influence on tracking results. Subtle changes of parameters can produce significantly different DTI fibers. Interactive exploration and analysis of differences among DTI fiber models are critical for the purposes of group comparison, atlas construction, and uncertainty analysis. Conventional approaches illustrate differences in the 3D space with either voxel-wise or fiber-based comparisons. Unfortunately, these approaches require an accurate alignment process and might give rise to visual clutter. This paper introduces a two-phase projection technique to reformulate a complex 3D fiber model as a unique 2D map for feature characterization and comparative analysis. To facilitate investigation, regions of significant differences among the 2D maps are further identified. Using these maps, differences that are difficult to be distinguished in the 3D space due to depth occlusion can be easily discovered. We design a visual exploration interface to study differences from multiple perspectives. We evaluate the effectiveness of our approach by examining two datasets.

Honghui Mei, Haidong Chen, Fangzhou Guo, Fan Zhang, Wei Chen, Zhang Song, Guizhen Wang

MyHealthAvatar: A Lifetime Visual Analytics Companion for Citizen Well-being

MyHealthAvatar is a European Commission funded project aimed to design a lifetime companion for citizens to collect, track and store lifestyle and health data to promote citizen well-being. MyHealthAvatar collects and aggregates life-logging data from wearable devices and mobile apps by integrating a variety of life-logging resources, such as Fitbit, Moves, Withings, etc. As a lifelong companion, the data collected will be too large for citizens, patients and doctors to understand and utilise without proper visual presentation and user interaction. This paper presents the key interactive visual analytics components in MyHealthAvatar to facilitate health and lifestyle data presentation and analysis, including 3D avatar, dashboard, diary, timeline, clockview and map to achieve flexible spatio-temporal lifestyle visual analysis to promote citizen well-being.

Zhikun Deng, Youbing Zhao, Farzad Parvinzamir, Xia Zhao, Hui Wei, Mu Liu, Xu Zhang, Feng Dong, Enjie Liu, Gordon Clapworthy

UIA: A Uniform Integrated Advection Algorithm for Steady and Unsteady Piecewise Linear Flow Field on Structured and Unstructured Grids

Integration-Based geometric method is widely used in vector field visualization. In order to improve visualization efficiency based on integration advection, we propose a unified advection algorithm on steady and unsteady vector field according to common piecewise linear field data set analysis. The algorithm interpolates along spatial and temporal direction using cell gradient based method combined with advection process of 4th-order Runge-Kutta algorithm, which transforms multi-step advection into single-step advection. The algorithm can dramatically reduce computational load, and is applicable on any grid type and cell-centered/cell-vertexed data structure. The experiments are per- formed on steady/unsteady vector fields on 2-dimensional cell-centered unstructured grids and 3-dimensional cell-vertexed format grids. The result shows that the proposed algorithm can significantly improve advection efficiency and reduce visualization computational time compared with 4th-order Runge-Kutta.

Fang Wang, Yang Liu, Dan Zhao, Liang Deng, Sikun Li

Data Mining, Management and Visualization in Large Scientific Corpuses

Organizing scientific papers helps efficiently derive meaningful insights of the published scientific resources, enables researchers grasp rapid technological change and hence assists new scientific discovery. In this paper, we experiment text mining and data management of scientific publications for collecting and presenting useful information to support research. For efficient data management and fast information retrieval, four data storages are employed: a semantic repository, an index and search repository, a document repository and a graph repository, taking full advantage of their features and strength. The results show that the combination of these four repositories can effectively store and index the publication data with reliability and efficiency and hence supply meaningful information to support scientific research.

Hui Wei, Shaopeng Wu, Youbing Zhao, Zhikun Deng, Nikolaos Ersotelos, Farzad Parvinzamir, Baoquan Liu, Enjie Liu, Feng Dong

Visual Analytics for Health Monitoring and Risk Management in CARRE

With the rise of wearable sensor technologies, an increasing number of wearable health and medical sensors are available on the market, which enables not only people but also doctors to utilise them to monitor people’s health in such a consistent way that the sensors may become people’s lifetime companion. The consistent measurements from a variety of wearable sensors implies that a huge amount of data needs to be processed, which cannot be achieved by traditional processing methods. Visual analytics is designed to promote knowledge discovery and utilisation of big data via mature visual paradigms with well-designed user interactions and has become indispensable in big data analysis. In this paper we introduce the role of visual analytics for health monitoring and risk management in the European Commission funded project CARRE which aims to provide innovative means for the management of cardiorenal diseases with the assistance of wearable sensors. The visual analytics components of timeline and parallel coordinates for health monitoring and of node-link diagrams, chord diagrams and sankey diagrams for risk analysis are presented to achieve ubiquitous and lifelong health and risk monitoring to promote people’s health.

Youbing Zhao, Farzad Parvinzamir, Hui Wei, Enjie Liu, Zhikun Deng, Feng Dong, Allan Third, Arūnas Lukoševičius, Vaidotas Marozas, Eleni Kaldoudi, Gordon Clapworthy

Robust Color Gradient Estimation for Photographic Volumes

Photographic volumes keep the original color in each voxel, and play an important role in medical and biological researches. The gradient is one of the most widely used attributes in volume visualization. However, it is more difficult to accurately estimate gradients for photographic volumes than scalar volumes. Current gradient estimators for photographic volumes do not work well for all cases, especially when the data is noisy. In this paper, we propose a new method to estimate gradients accurately and robustly for photographic volumes. Colors are directly used for gradient estimation instead of being converted to grayscale values, to ensure the accuracy of the gradient direction. For each of three gradient components in x, y and z directions, different filters are combined to reduce the negative effect of noises and generate an accurate result. Experiment results show that the proposed method can estimate gradients robustly in the presence of noise and outperforms other gradient estimators in photographic volume visualization.

Bin Zhang, Yubo Tao, Hai Lin

Edge Point Extract of LiDAR Data via Building Wrapped Circle

In the paper, a new algorithm of extracting the edge point in point cloud is presented, which can improve the running speed with a similar result. First, a specific radius and threshold is set, and a first point is selected as the center of a circle and a wrapped circle is built. Then, count the number in the pack circle. After that, repeat the above operations for all points in the point cloud. Finally, compare the number of point in every wrapped circle with the threshold value to extract the edge point. Simulation results show that compared to alpha shape algorithm, the proposed algorithm can effectively reduce running time.

Yu-ze Nie, Ying-lei Cheng, Lang-bo Qiu, Man-yun He, Pin Wang

TieVis: Visual Analytics of Evolution of Interpersonal Ties

Interpersonal ties, such as strong ties and weak ties, describe the information carried by an edge in social network. Tracking the dynamic changes of interpersonal ties can thus enhance our understanding of the evolution of a complex network. Nevertheless, existing studies in dynamic network visualization mostly focus on the temporal changes of nodes or structures of the network without an adequate support of analysis and exploration of the temporal changes of interpersonal ties. In this paper, we introduce a new visual analytics method that enables interactive analysis and exploration of the dynamic changes of interpersonal ties. The method integrates four well-linked visualizations, including a scatterplot, a pixelbar chart, a layered graph, and a node-link diagram, to allow for multi-perspective analysis of the evolution of interpersonal ties. The scatterplot created by multi-dimensional scaling can help reveal the clusters of ties and detect abnormal ties, while other visualizations allow users to explore the clusters of ties interactively from different perspectives. A case study has been conducted to demonstrate the effectiveness of our approach.

Tao Lin, Fangzhou Guo, Yingcai Wu, Biao Zhu, Fan Zhang, Huamin Qu, Wei Chen


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