2018 Fiscal Year

Books and Proceedings

Issei Fujishiro, Jinwook Seo (editors)
Proceedings of PacificVAST 2018
The Journal of Visual Informatics, Vol. 2, No. 1, pp. 1-110, March 2018
These are the proceedings of PacificVAST 2018 Workshop, which was held at Kobe University on April 10th, 2018. Prof. Fujishiro served as a workshop chair and a guest editor in chief for the special issue. These proceedings start with the guest editors’ foreword, followed by nine papers accepted by the workshop.PacificVAST has been held as a workshop of IEEE PacificVis Symposium since 2013. The past five year’s programs consisted only of invited talks, but PacificVAST 2018 is the first year that called for original papers and published its proceedings as the special issue of Elsevier Journal of Visual Informatics.

Academic Papers in English

Yusuke Ishikawa, Issei Fujishiro
TideGrapher: Visual analytics of tactical situations for rugby matches
The Journal of Visual Informatics, Vol. 2, No. 1, pp. 60-70, March 2018 [DOI: 10.1016/j.visinf.2018.04.007]
Various attempts at exploiting information visualization for sports have recently been reported in the literature, although it is still challenging to analyze continuous ball matches. In this paper, we propose a novel visual analytics system, called TideGrapher, to track the transition of tactile situations in a rugby match. With a particular focus on the side position of the ball, we designed a dedicated spatial substrate based on the spatio-temporal trajectory of the ball and provided a set of basic interactions. Quantitative analysis was strengthened by adding a new index, called initiative, to commonly used possession (ball occupation) and territory (dominance of territory). The feasibility of the proposed visual analytics system was proven empirically through application to datasets from real amateur and professional matches.

Yuriko Takakura, Masanori Nakayama, Issei Fujishiro
Visual Analysis for the Compositional Process of Composers in Spectral School
IIEEJ Transactions on Image Electronics and Visual Computing, Vol. 6, No. 1, pp. 22-30, June 2018
We propose a visual analysis approach for exploring the compositional process of composers in the Spectral School, with a particular focus on its sub-processes of sound analysis and synthesis. Spectral music has been one of the significant trends in contemporary music since the 1970s. Composers in the Spectral School use the acoustic properties of sounds as the basis of their compositional materials. One of the representative software systems they use is AudioSculpt, developed by IRCAM. We develop an accompanying system with AudioSculpt to manage the history of creating sounds with spectral analysis of sound materials. The salient feature of our system lies in its tessellated spectrogram space whose axes represent the elapsed time of the sound and the progress of composition. On the pixel-oriented, spatial substrate, the system makes it possible for users to analyze the compositional processes by using dedicated interactive manipulations. The present system can also be regarded as an initial attempt at managing the provenance of time-series events in the music visualization field. Our approach is intended to pave the way for composers and musicologists to analyze, develop, and share the compositional methodologies.

Issei Fujishiro, Naoko Sawada, Masanori Nakayama, Hsiang-Yun Wu, Kazuho Watanabe, Shigeo Takahashi, Makoto Uemura
TimeTubes: Visual Exploration of Observed Blazar Datasets
Journal of Physics: Conference Series, Vol. 1036, No. 1, Article No. 012011, June 2018 [DOI: 10.1088/1742-6596/1036/1/012011]
Blazars are attractive objects for astronomers to observe in order to burrow into the magnetic field in the relativistic jet. This paper presents TimeTubes as a novel visualization scheme that allows astronomers to interactively explore characteristic temporal variation patterns in observed blazar datasets. In the TimeTubes spatialization, the two Stokes parameters and their errors with a common timestamp are transformed into an ellipse. A series of such ellipses are aligned in parallel along the timeline to form a 3D volumetric tube. The resulting tube is then colorized by the observed intensities and colors of the blazar, and finally volume-rendered. A designated user interface is provided with visual exploration functions according to Shneiderman’s Visual Information Seeking Mantra. In the latest version, an auxiliary mechanism, called visual data fusion, was incorporated to ameliorate data- and mapping-inherent uncertainties for more efficient and effective visual exploration.

Academic Papers in Japanese

Yasunari IkedaYutaro TogoIssei Fujishiro
A Framework for Generating Cloth and Fabric Objects Using Yarn with Microfiber Details
The Journal of the Society for Art and Science, Vol. 17, No. 5, pp. 126–138, Dec. 2018.
Yarn objects are common materials for generating clothes which are essential for creating realistic scenes in computer graphics. Recent methods for generating yarn can mainly be classified into two categories: volume-based and fiber-based.These methods dramatically improved the representation of yarn details and reduced the cost, while the generation process for flyaway fibers still remains a challenge.In particular, some materials having microfibers around their surfaces, such as pile fabric and chenille yarn, are widely used for necessities including towels, car sheet upholstery, and clothes, but the generation processes of these materials are very difficult within the current frameworks. In addition, the previous approach focused only on automating the creation of a single yarn, and as far as the authors know, there exist no methods for producing fabrics from the generated yarn. In order to address these problems, this paper presents a method for generating yarn with additional microfibers and proposes a framework for automatically generating fabrics using our piled yarn with an arbitrary size.

International Conference Proceedings

Malik Olivier Boussejra, Kazuya Matsubayashi, Yuriko Takeshima, Shunya Takekawa, Rikuo Uchiki, Makoto Uemura, Issei Fujishiro
aflak: Pluggable Visual Programming Environment with Quick Feedback Loop Tuned for Multi-Spectral Astrophysical Observations
in Proceedings of IEEE Scientific Visualization Conference (SciVis), October 2018
In the age of big data and data science, some may think that artificial intelligence would bring analytical solution to every problem. However, we argue that there is still ample room left for human insight and exploration thanks to visualization technologies. New discoveries are not made by AI (yet!). This is true in all scientific domains, including astrophysics. With the improvements of telescopes and proliferation of sky surveys there is always more data to analyze, but not so many astronomers. We present aflak, a visualization environment to open astronomical datasets and analyze them. This paper’s contribution lies in that we leverage visual programming techniques to conduct fine-grained, astronomical transformations, filtering and visual analyses on multi-spectral datasets with the possibility for the astronomers to interactively fine-tune all the interacting parameters. By visualizing the computed results in real time as the visual program is designed, aflak puts the astronomer in the loop, while managing data provenance at the same time.

Naoko Sawada, Masanori Nakayama, Makoto Uemura, Issei Fujishiro
TimeTubes: Automatic Extraction of Observable Blazar Features from Long-Term, Multi-Dimensional Datasets
in Proceedings of IEEE Scientific Visualization Conference (SciVis), October 2018
Blazars are attractive objects for astronomers to observe in order to demystify the relativistic jet. Astronomers need to classify characteristic temporal variation patterns and correlations of multi-dimensional time-dependent observed blazar datasets. Our visualization scheme, called TimeTubes, allows them to easily explore and analyze such datasets geometrically as a 3D volumetric tube. Even with TimeTubes, however, data analysis over such long-term datasets costs them so much labor and may cause a biased analysis. This paper, therefore, attempts to incorporate into the current prototype of TimeTubes, a new functionality: feature extraction, which supports astronomers’ efficient data analysis by automatically extracting characteristic spatiotemporal subspaces.

Atsushi Miyazawa, Masanori Nakayama, Issei Fujishiro
Figurative And Non-Transcendental Approach to Mathematical Visualization (FANTA to Math Vis)
at Wolfram Technology Conference 2018 held at Wolfram Research worldwide headquarters (Champaign, Illinois, USA) from 16-19 October
It’s believed that the answers to various problems of basic math consisting of elementary calculus and geometry faced by high-school and college students have already been well-established, and there might not be any room for further study or discussion. But actually, pitfalls are found almost everywhere in this area, especially when it comes to graphing functions to understand their behavior in a higher dimensional space that we can neither experience nor access directly. Although topological abstraction plays an exceptionally important role in modern mathematics, it can greatly reduce the amount of information to what is needed for the problem to be just identified and lead to a lot of misconceptions. Rather than such abstraction processes, we advocate that figurative approaches are often considered as prime solution candidates. The work presented at Cyberworlds had been completely rewritten in Wolfram language. At the conclusion, it was also shown that the fifth* representation of the real projective plane could be visualized.
*The fourth one had already described in the appendix of Anschauliche Geometrie (by Hilbert and Cohn-Vossen, first published in 1952).

Atsushi Miyazawa, Masanori Nakayama, Issei Fujishiro
A Figurative and Non-topological Approach to Mathematical Visualization
in Proceedings of 2018 International Conference on Cyberworlds, pp. 150-155, Nanyang Technological University (Singapore), October 2018 [DOI: 10.1109/CW.2018.00036]
The term figurative refers to any form of mathematical visualization that retains strong references to the geometry found in the real world. This presentation explains the figuration process for some basic mathematical functions definable in the 2-dimensional complex projective space. In the latter part of this talk, we raise a question that has been neglected thus far: What does the Riemann sphere’s axis stand for? We show that the answer can be obtained only by observing from the inside the sphere by setting the viewpoint of the immersive environment to the origin (0,0), which is always undefined (and off-limits to everyone) in projective geometry.

Masato Nakada, Hélène Ballet, Issei Fujishiro
FIST: A Fast, Implicit Model of the Human Hand with Semi-Anatomical Structures
in SIGGRAPH Asia 2018 Technical Briefs, Article No. 34, Tokyo International Forum (Japan), December 2018 [DOI: 10.1145/3283254.3283280]
There are many opportunities to draw human hands in computer graphics. The motion of internal organs within a human hand has a non-negligible effect on the natural change in the appearance of the hand’s surface. In this work, we propose a method for expressing this change interactively with the use of an implicit model of a human hand that has semi-anatomical structures. The model is referred to as Fast, Implicit model with Semi-anatomical sTructures or FIST. In the FIST model, bones are modeled anatomically based on computed tomography imaging, while soft tissues are modeled artificially. It can be controlled only by specifying the angles of the joints. The proposed method can contribute to a compelling expression of the dynamism in such hand motions as grasping, pinching, and scratching in immersive virtual reality and games.

International Conference Posters (Peer-Reviewed)

Kazuki Miyazaki, Issei Fujishiro
Automatic Generation of Artworks Using Virtual Photoelastic Material
in Proceedings of ACM SIGGRAPH 2018 Posters, Vancouver (Canada), August 2018 [DOI: 10.1145/3230744.3230797]
Photoelasticity is known as one of the phenomena related to polarization and is defined as the change in birefringence of transparent material when internal force is applied. Interference fringes appear by irradiating the material with polarized light when viewing it through the polarizer. In this study, we attempt to apply the concept of photoelasticity to generative art. Assuming there is virtual stress distribution in the two-dimensional material, our method automatically generates artworks with photoelasticity. A GPU-based acceleration of the current implementation is also discussed.