Abstract:In human-media interactions, visualizations occur in a large variety of forms. However, they remain but a single form of possible feedback towards a user. In this chapter it is argued that human-centered visualization is a fundamental part of human-media interaction and vice versa. To that end, the focus in this chapter lies first on the more general topic of interaction research, thus providing a solid literary ground for the rest of this chapter (Section 3.1). In Section 3.2 the focus shifts towards the ques… Show more
“…These can be limitations on the display technology, the graph data store, or on the means of computation on the graph. In this work, we focus on how graphics processors can enable scalable graph visualization and their limitations; for discussion on the limits and capabilities of displays and graph storage, we refer the reader to the relevant literature [2,21].…”
Section: Leveraging the Graphics Card (Gpu)mentioning
Full bibliographic details must be given when referring to, or quoting from full items including the author's name, the title of the work, publication details where relevant (place, publisher, date), pagination, and for theses or dissertations the awarding institution, the degree type awarded, and the date of the award.
“…These can be limitations on the display technology, the graph data store, or on the means of computation on the graph. In this work, we focus on how graphics processors can enable scalable graph visualization and their limitations; for discussion on the limits and capabilities of displays and graph storage, we refer the reader to the relevant literature [2,21].…”
Section: Leveraging the Graphics Card (Gpu)mentioning
Full bibliographic details must be given when referring to, or quoting from full items including the author's name, the title of the work, publication details where relevant (place, publisher, date), pagination, and for theses or dissertations the awarding institution, the degree type awarded, and the date of the award.
“…Such topics would widely go beyond the scope of this paper. The interested reader is referred to the literature, such as the book chapter (Fikkert et al 2007). …”
This paper firstly provides a general introduction in the most important aspects and ideas of Visual Analytics. This multidisciplinary field focuses on the analytical reasoning of typically large and complex (often heterogeneous) data sets and combines techniques from interactive visualizations with computational analysis methods. Hereby, intuitive and efficient user interactions are a fundamental component which has to be efficiently supported by any Visual Analytics system. This integration of interaction techniques into both visual representations and automatic analysis methods supports the human-information discourse and can be realized in various ways which is discussed in the second part of the paper. We give examples of possible applications of Visual Analytics from the domain of biological simulations and highlight the importance and role of the human in the analysis loop.
“…The research presented here relates to geographic visualization [18], especially the 3-D visualization of geospatial data [29,4,9] and to geoscientific virtual environments [6], to humancentered visualization techniques [5,3], to usability issues [25] and to 3-D user interface design [2].…”
We describe a prototype software system for investigating novel human-computer interaction techniques for 3-D geospatial data. This system, M4-Geo (Multi-Modal Mesh Manipulation of Geospatial data), aims to provide a more intuitive interface for directly manipulating 3-D surface data, such as digital terrain models (DTM). The M4-Geo system takes place within a 3-D environment and uses a Phantom haptic force feedback device to enhance 3-D computer graphics with touch-based interactions. The Phantom uses a 3-D force feedback stylus, which acts as a virtual "finger tip" that allows the user to feel the shape (morphology) of the terrain's surface in great detail. In addition, it acts as a touch sensitive tool for different GIS tasks, such as digitizing (draping) of lines and polygons directly onto a 3-D surface and directly deforming surfaces (by pushing or pulling the stylus in or out). The user may adjust the properties of the surface deformation (e.g., soft or hard) locally by painting it with a special "material color."The overlap of visual and force representation of 3-D data aides hand-eye coordination for these tasks and helps the user to perceive the 3-D spatial data in a more holistic, multi-sensory way. The use of such a 3-D force feedback device for direct interaction may thus provide more intuitive and efficient alternatives to the mouse and keyboards driven interactions common today, in particular in areas related to digital landscape design, surface hydrology and geotechnical engineering.
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