51,812 research outputs found

    Sketchy rendering for information visualization

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    We present and evaluate a framework for constructing sketchy style information visualizations that mimic data graphics drawn by hand. We provide an alternative renderer for the Processing graphics environment that redefines core drawing primitives including line, polygon and ellipse rendering. These primitives allow higher-level graphical features such as bar charts, line charts, treemaps and node-link diagrams to be drawn in a sketchy style with a specified degree of sketchiness. The framework is designed to be easily integrated into existing visualization implementations with minimal programming modification or design effort. We show examples of use for statistical graphics, conveying spatial imprecision and for enhancing aesthetic and narrative qualities of visual- ization. We evaluate user perception of sketchiness of areal features through a series of stimulus-response tests in order to assess users’ ability to place sketchiness on a ratio scale, and to estimate area. Results suggest relative area judgment is compromised by sketchy rendering and that its influence is dependent on the shape being rendered. They show that degree of sketchiness may be judged on an ordinal scale but that its judgement varies strongly between individuals. We evaluate higher-level impacts of sketchiness through user testing of scenarios that encourage user engagement with data visualization and willingness to critique visualization de- sign. Results suggest that where a visualization is clearly sketchy, engagement may be increased and that attitudes to participating in visualization annotation are more positive. The results of our work have implications for effective information visualization design that go beyond the traditional role of sketching as a tool for prototyping or its use for an indication of general uncertainty

    Object Manipulation in Virtual Reality Under Increasing Levels of Translational Gain

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    Room-scale Virtual Reality (VR) has become an affordable consumer reality, with applications ranging from entertainment to productivity. However, the limited physical space available for room-scale VR in the typical home or office environment poses a significant problem. To solve this, physical spaces can be extended by amplifying the mapping of physical to virtual movement (translational gain). Although amplified movement has been used since the earliest days of VR, little is known about how it influences reach-based interactions with virtual objects, now a standard feature of consumer VR. Consequently, this paper explores the picking and placing of virtual objects in VR for the first time, with translational gains of between 1x (a one-to-one mapping of a 3.5m*3.5m virtual space to the same sized physical space) and 3x (10.5m*10.5m virtual mapped to 3.5m*3.5m physical). Results show that reaching accuracy is maintained for up to 2x gain, however going beyond this diminishes accuracy and increases simulator sickness and perceived workload. We suggest gain levels of 1.5x to 1.75x can be utilized without compromising the usability of a VR task, significantly expanding the bounds of interactive room-scale VR

    Quantify resilience enhancement of UTS through exploiting connect community and internet of everything emerging technologies

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    This work aims at investigating and quantifying the Urban Transport System (UTS) resilience enhancement enabled by the adoption of emerging technology such as Internet of Everything (IoE) and the new trend of the Connected Community (CC). A conceptual extension of Functional Resonance Analysis Method (FRAM) and its formalization have been proposed and used to model UTS complexity. The scope is to identify the system functions and their interdependencies with a particular focus on those that have a relation and impact on people and communities. Network analysis techniques have been applied to the FRAM model to identify and estimate the most critical community-related functions. The notion of Variability Rate (VR) has been defined as the amount of output variability generated by an upstream function that can be tolerated/absorbed by a downstream function, without significantly increasing of its subsequent output variability. A fuzzy based quantification of the VR on expert judgment has been developed when quantitative data are not available. Our approach has been applied to a critical scenario (water bomb/flash flooding) considering two cases: when UTS has CC and IoE implemented or not. The results show a remarkable VR enhancement if CC and IoE are deploye
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