Today real‐time sports performance analysis is a crucial aspect of matches in many major sports. For example, in soccer and rugby, team analysts may annotate videos during the matches by tagging specific actions and events, which typically result in some summary statistics and a large spreadsheet of recorded actions and events. To a coach, the summary statistics (e.g., the percentage of ball possession) lacks sufficient details, while reading the spreadsheet is time‐consuming and making decisions based on the spreadsheet in real‐time is thereby impossible. In this paper, we present a visualization solution to the current problem in real‐time sports performance analysis. We adopt a glyph‐based visual design to enable coaching staff and analysts to visualize actions and events “at a glance”. We discuss the relative merits of metaphoric glyphs in comparison with other types of glyph designs in this particular application. We describe an algorithm for managing the glyph layout at different spatial scales in interactive visualization. We demonstrate the use of this technical approach through its application in rugby, for which we delivered the visualization software, MatchPad, on a tablet computer. The MatchPad was used by the Welsh Rugby Union during the Rugby World Cup 2011. It successfully helped coaching staff and team analysts to examine actions and events in detail whilst maintaining a clear overview of the match, and assisted in their decision making during the matches. It also allows coaches to convey crucial information back to the players in a visually‐engaging manner to help improve their performance.
In recent years, a collection of new techniques which deal with video as input data, emerged in computer graphics and visualization. In this survey, we report the state of the art in video‐based graphics and video visualization. We provide a review of techniques for making photo‐realistic or artistic computer‐generated imagery from videos, as well as methods for creating summary and/or abstract visual representations to reveal important features and events in videos. We provide a new taxonomy to categorize the concepts and techniques in this newly emerged body of knowledge. To support this review, we also give a concise overview of the major advances in automated video analysis, as some techniques in this field (e.g. feature extraction, detection, tracking and so on) have been featured in video‐based modelling and rendering pipelines for graphics and visualization.
In this paper, we present a user-centered design study on poetry visualization. We develop a rule-based solution to address the conflicting needs for maintaining the flexibility of visualizing a large set of poetic variables and for reducing the tedium and cognitive load in interacting with the visual mapping control panel. We adopt Munzner's nested design model to maintain high-level interactions with the end users in a closed loop. In addition, we examine three design options for alleviating the difficulty in visualizing poems latitudinally. We present several example uses of poetry visualization in scholarly research on poetry.
Detecting similarity between texts is a frequently encountered text mining task. Because the measurement of similarity is typically composed of a number of metrics, and some measures are sensitive to subjective interpretation, a generic detector obtained using machine learning often has difficulties balancing the roles of different metrics according to the semantic context exhibited in a specific collection of texts. In order to facilitate human interaction in a visual analytics process for text similarity detection, we first map the problem of pairwise sequence comparison to that of image processing, allowing patterns of similarity to be visualized as a 2D pixelmap. We then devise a visual interface to enable users to construct and experiment with different detectors using primitive metrics, in a way similar to constructing an image processing pipeline. We deployed this new approach for the identification of commonplaces in 18th‐century literary and print culture. Domain experts were then able to make use of the prototype system to derive new scholarly discoveries and generate new hypotheses.
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