Journal Information
IEEE Computer Graphics and Applications
Impact Factor:
Call For Papers
Sense making is one of the biggest challenges in data analysis faced by both the industry and the research community. It involves understanding the data and uncovering its model, generating a hypothesis, selecting analysis methods, creating novel solutions, designing evaluation, and also critical thinking and learning wherever needed. The research and development for such sense making tasks lags far behind the fast-changing user needs. As a result, sense making is often performed manually and the limited human cognition capability becomes the bottleneck of sense making in data analysis and decision making.

A recent advance in sense making research is the capture, visualization, and analysis of provenance information. Provenance is the history and context of sense making, including the data/analysis used and the users’ critical thinking process. It has been shown that provenance can effectively support many sense making tasks. For instance, provenance can provide an overview of what has been examined and reveal gaps such as unexplored information or solution possibilities. Besides, provenance can support collaborative sense making and communication by sharing the rich context of the sense making process.

Besides data analysis and decision making, provenance has been studied in many other fields, sometimes under different names, for different types of sense making. For example, the Human-Computer Interaction community relies on the analysis of logging to understand user behaviors and intentions; the WWW and database community has been working on data lineage to understand uncertainty and trustworthiness; and finally, reproducible science heavily relies on provenance to improve the reliability and efficiency of scientific research.

For this special issue, we are soliciting papers that describe innovative research, design, system/tools, and viewpoints regarding the collection, analysis, and summarization of provenance information to support the design and evaluation of novel techniques for sense making across different application domains:

Use cases of provenance and logging information, such as:
- Supporting sense making;
- Understanding user sense making activities and/or evaluation of sense making tools;
- Supporting collaborative sense making;
- Providing sense making transparency and reproducibility

Research related to the challenges in capturing the required provenance information, such as:
- The complex provenance information required for different use cases;
- Automatic capture of high-level provenance such as human thinking and reasoning;
- Software architecture for provenance capture for both new and existing systems.

Research related to the analysis and visualization of provenance data, such as:
- Visualization and summarization of provenance information;
- Machine learning and Nature Language Processing techniques that can help analysis of provenance data.
Last updated by Dou Sun in 2021-04-09
Special Issues
Special Issue on Metaverse: Technologies for Virtual Worlds
Submission Date: 2022-08-15

Virtual worlds can be a powerful tool for a variety of applications, including education, visualization, collaboration, and entertainment. Some of these virtual worlds utilize augmented reality (AR), virtual reality (VR), or extended reality (XR); others use Web 3.0 technologies. These virtual worlds can be isolated or interconnected within a metaverse, and some can even use blockchain technologies to enforce permanent records of, for example, ownership of part of the virtual world. This special issue of IEEE Computer Graphics and Applications seeks high-quality articles on a variety of technologies for such virtual worlds, including AR, VR, and XR as well as Web 3.0 and blockchain to support applications of these virtual worlds for training or education, visualization, collaboration, or entertainment. In addition, frameworks and tools that support the development of applications for virtual worlds are also of great interest. Due to the support provided by different environments and for different devices, these applications and frameworks could build on game engines, such as Unity or Unreal; use web technologies, such as WebXR and Web 3.0; or use a stand-alone approach to natively support the virtual world and the devices to access the virtual world ranging from web browsers, hand-held devices, and head-mounted displays to full-scale CAVE-type systems. Topics of interest include: - Simulation environments for virtual worlds - Web-based technologies for virtual worlds - Blockchain technologies to support ownership in virtual worlds - Multi-scale network environments for virtual worlds - Collaborative environments for virtual worlds - Frameworks for multi-user virtual worlds - Virtual worlds to support learning and training - Virtual worlds that support maintenance or other tasks - Virtual worlds for visualization
Last updated by Dou Sun in 2022-05-22
Special Issue on The Big 50: Celebrating 50 ACM SIGGRAPH Conferences
Submission Date: 2022-10-01

ACM SIGGRAPH is holding its 50th annual conference in August 2023. IEEE Computer Graphics and Applications is joining in the celebration with a special issue that celebrates favorite ACM SIGGRAPH memories. When people who have attended ACM SIGGRAPH conferences get together, one of the first things you hear is, “Do you remember…?” Remembering, sharing, trading stories—we all do it. In this Special Issue, we will create an archival record of many of those memories. Of necessity, each will have to be short. Below are some ideas to kick-start your thinking. The editors will assemble and organize the accepted materials per the categories, which are loosely taken from the website (a work in progress). The site will create a digital archive of ACM SIGGRAPH history. Anyone (young, old, middle age) can share a memory from any conference. Please include your memory’s “and why” significance. P.S. The questions are suggestions and are not exhaustive. Feel free to suggest other categories. People you met - Most amazing person you met - What you talked about - Life-long friend - Collaborator(s) on what subject Learning - The most inspirational talk you heard - technical papers - Favorite technical papers you use in your job - Courses you learned most from - Favorite keynote - Most impactful new technology - Where learning took place (art papers, talks, workshops, exhibits, emerging technology) Experiences - Favorite piece from the Electronic Theater or Computer Animation Festival - Most impressive art show piece(s) - Emerging technology you discussed when you returned home - Impact of being a student volunteer - Best local chapter program - Most unique exhibit or emerging technology booth Just for fun - Favorite receptions, parties, concerts, contests (e.g., T-shirts, trivia bowls, scavenger hunts, pre-film show entertainment) - Best party? Best ribbon - On-site catastrophes - Longest lines - Best vendor swag/giveaway you received - ACM-SIGGRAPH clothing you still wear - Number of ACM-SIGGRAPH pins, ribbons, and badges you still have
Last updated by Dou Sun in 2022-05-22
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