751 research outputs found

    Distributed and Collaborative Software Evolution Analysis with Churrasco

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    AbstractAnalyzing the evolution of large and long-lived software systems is a complex problem that requires extensive tool support due to the amount and complexity of the data that needs to be processed. In this paper, we present Churrasco, a tool to support collaborative software evolution analysis through a web interface. After describing the tool and its architecture, we provide a usage scenario of Churrasco on a large open source software system, and we present two collaboration experiments performed with, respectively, 8 and 4 participants

    Visualizing Historical Book Trade Data: An Iterative Design Study with Close Collaboration with Domain Experts

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    The circulation of historical books has always been an area of interest for historians. However, the data used to represent the journey of a book across different places and times can be difficult for domain experts to digest due to buried geographical and chronological features within text-based presentations. This situation provides an opportunity for collaboration between visualization researchers and historians. This paper describes a design study where a variant of the Nine-Stage Framework was employed to develop a Visual Analytics (VA) tool called DanteExploreVis. This tool was designed to aid domain experts in exploring, explaining, and presenting book trade data from multiple perspectives. We discuss the design choices made and how each panel in the interface meets the domain requirements. We also present the results of a qualitative evaluation conducted with domain experts. The main contributions of this paper include: 1) the development of a VA tool to support domain experts in exploring, explaining, and presenting book trade data; 2) a comprehensive documentation of the iterative design, development, and evaluation process following the variant Nine-Stage Framework; 3) a summary of the insights gained and lessons learned from this design study in the context of the humanities field; and 4) reflections on how our approach could be applied in a more generalizable way

    A PROPOSED CHARACTER ANIMATION WORKFLOW FOR DIGITAL PRODUCTION ARTS WITH PREPARATION FOR CLOTH DYNAMICS

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    In a fast-paced production studio, procedures and standard operating practices have been created to ensure maximum use of resources, while being flexible enough to account for problems that might arise. For the animation section of the pipeline, it is imperative to produce animation in a timely manner so that the other sections of the pipeline that are dependent on animation can begin at an appropriate time. Using \u27Mileena Malign\u27 and \u27SpaceCat\u27 as case studies, a possible workflow for computer animation--specifically as it pertains to preparation for cloth dynamics--is developed, with highlights on the advantages and challenges encountered. This thesis presents a method for efficiently and effectively creating animation within a multi-tiered CG production pipeline

    A Portrayal of Biomechanics in Avian Flight

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    The art of avian flight is incredibly complex and sophisticated. It is one of the most energy-intensive modes of animal locomotion, and requires specific anatomical and physiological adaptations. I believe that in order to truly comprehend the beauty and complexity of avian flight, it is necessary to clearly visualize the anatomical adaptations found in birds. To aid in the visualization process, I set out to produce a series of educational animations that focus on the biomechanical requirements for flight. These requirements are numerous and complex, often making the flight process difficult to visualize and understand. The artwork and animations that I have created for this thesis are intended to visually portray the major aspects that are involved in avian flight. The majority of artwork created for this project is comprised of 3D models created and animated Autodesk Maya, including a complete pigeon skeleton, the musculature involved in flight, and the anatomy of the avian respiratory system. These 3D models present the viewer with a completely unique view of avian anatomy that provides a relatively complete overview of the various aspects involved in avian flight. The final movie is composed of three animations that focus on the following subject matter: general adaptations to the avian skeleton, the specialization of the avian wing, and the importance of the avian respiratory system

    The pre-production phase in the making of Iranian full-length animated films 1979-2012

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    As the pre-production phase is a vital process in feature-length animation filmmaking, this study focuses on the arrangement of this phase in Iranian animation film projects. They are Mouse and Cat, Tak Taz, Namaki & The Giant, The Sun of Egypt, Jamshid & Khorshid, Simorq’s Heart and Tehran 2121. In support of the investigation of these, the research reviews the background of Iranian cinema, television and animation. It looks also at the emergence and evolution of the pre-production phase in Disney and Pixar studios. Moreover, comparisons of pre-production phases implemented by Japanese, British and Pixar filmmakers are complementary contexts highlighting this process. It comprises four key stages: writing stages e.g. script; visualization stages e.g. concept design; scene setting e.g. storyboard, and a rough version of a film in the form of a story reel (Yun Mou et al, 2013). Implementation of these stages needs strategies to be employed by successful filmmakers. Based on such facts, a theoretical comparison analyses the arrangement of the pre-production phase in the seven projects. The findings indicate two types of factors affecting the arrangement of this phase. Indirect factors such as the dependency on management by government and its financial support constitutes issues influencing productions. Direct factors include filmmakers’ abilities and their direct actions on production

    User Interfaces and Difference Visualizations for Alternatives

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    Designers often create multiple iterations to evaluate alternatives. Todays computer-based tools do not support such easy exploration of a design space, despite the fact that such support has been advocated. This dissertation is centered on this. I begin by investigating the effectiveness of various forms of difference visualizations and support for merging changes within a system targeted at diagrams with node and edge attributes. I evaluated the benefits of the introduced difference visualization techniques in two user studies. I found that the basic side-by-side juxtaposition visualization was not effective and also not well received. For comparing diagrams with matching node positions, participants preferred the side-by-side option with a difference layer. For diagrams with non-matching positions animation was beneficial, but the combination with a difference layer was preferred. Thus, the difference layer technique was useful and a good complement to animation. I continue by investigating if explicit support for design alternatives better supports exploration and creativity in a generative design system. To investigate the new techniques to better support exploration, I built a new system that supports parallel exploration of alternative designs and generation of new structural combinations. I investigate the usefulness of my prototype in two user studies and interviews. The results and feedback suggest and confirm that supporting design alternatives explicitly enables designers to work more creatively. Generative models are often represented as DAGs (directed acyclic graphs) in a dataflow programming environment. Existing approaches to compare such DAGs do not generalize to multiple alternatives. Informed by and building on the first part of my dissertation, I introduce a novel user interface that enables visual differencing and editing alternative graphsspecifically more than two alternatives simultaneously, something that has not been presented before. I also explore multi-monitor support to demonstrate that the difference visualization technique scales well to up to 18 alternatives. The novel jamming space feature makes organizing alternatives on a 23 monitor system easier. To investigate the usability of the new difference visualization method I conducted an exploratory interview with three expert designers. The received comments confirmed that it meets their design goals

    Improving Animatic Creation in Maya

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    The goal of this work is the development of a new tool within Autodesk Maya for the creation of animatics. A brief history and survey of pre-visualization techniques and methods is provided, and the functionality and effective uses of current pre-visualization programs and tools are explored, focusing on an analysis of the current Maya Camera Sequencer tool. Development of the modified animatic creation tool (named ‘jSequencer’) is then discussed and the new tool is demonstrated using an example animation sequence. Results of the application of jSequencer are then compared with an animatic created with the Maya Camera Sequencer. jSequencer enhances the functionalities and adds elements that improve the animatic creation process’s efficiency and effectiveness; therefore, jSequencer is a better tool for creating animatics in the Maya workspace

    Science communication with alma: #WAWUA and the role of animation video in science outreach

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    With the rise of web 2.0. and the current social media landscape, audiovisual content, and online video in particular, provide a novel and interactive platform for communicating science. This report focuses and reflects on three, interrelated subjects: (1) The potential animation videos offer to science outreach, especially to astronomy outreach, with the singular challenges and benefits it faces. Animation allows the representation of un-filmable or abstract scientific processes, offers the possibility for narrative integration and visual storytelling, and has an intrinsically artistry and versatile nature. All these characteristics make it an invaluable tool to reach and engage audiences with a wide range of backgrounds, despite the inherent complexity and technicality of science subjects; (2) The step-by-step process of producing animated videos – which include background research, script writing, storyboarding, voice over and its editing, illustrating/designing, animating and sound editing – and how they were used to create #WAWAU: “Why do Astronomers Want to Use ALMA?”. #WAWUA is a series of five two-minute animated videos and the result of a 9-month internship in the Atacama Large Millimeter/Submillimeter Array’s (ALMA) Education and Public Outreach Office (EPO). The project aim is to communicate the science behind ALMA and the radio telescope itself in a simple, accurate and engaging manner; (3) The reception of the animated series in ALMA’s social media and how the monitoring of that performance allows for both the measuring of #WAWUA’s impact in the audience and the development of guidelines based on the lessons learnt throughout the entire production process, from the project’s conception to its evaluation

    Visual Design Process: Communicating with Storyboarding and Augmented Reality

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    In the building profession, it is essential for architects to communicate clearly and effectively to numerous people. This thesis introduces a design process utilizing two visual tools— Storyboarding and Augmented Reality—as a methodology for stronger visual communication. Storyboarding is a visual design tool that communicates concepts, ideas, and specifics quickly through clear illustrations. It allows designers to visually communicate to a team and change ideas during the development phase of a project. Augmented Reality is a visual tool that communicates superimposed digital information through a composite view of the real and digital world. This gives designers the ability to present more information about completed projects. Through further investigation of this design process, I have found that it is the balance between the two and the transition of information between design phases that allows for a brand new process of visual communication throughout a design project’s entirety.In the building profession, it is essential for architects to communicate clearly and effectively to numerous people. This thesis introduces a design process utilizing two visual tools— Storyboarding and Augmented Reality—as a methodology for stronger visual communication. Storyboarding is a visual design tool that communicates concepts, ideas, and specifics quickly through clear illustrations. It allows designers to visually communicate to a team and change ideas during the development phase of a project. Augmented Reality is a visual tool that communicates superimposed digital information through a composite view of the real and digital world. This gives designers the ability to present more information about completed projects. Through further investigation of this design process, I have found that it is the balance between the two and the transition of information between design phases that allows for a brand new process of visual communication throughout a design project’s entirety.In the building profession, it is essential for architects to communicate clearly and effectively to numerous people. This thesis introduces a design process utilizing two visual tools— Storyboarding and Augmented Reality—as a methodology for stronger visual communication. Storyboarding is a visual design tool that communicates concepts, ideas, and specifics quickly through clear illustrations. It allows designers to visually communicate to a team and change ideas during the development phase of a project. Augmented Reality is a visual tool that communicates superimposed digital information through a composite view of the real and digital world. This gives designers the ability to present more information about completed projects. Through further investigation of this design process, I have found that it is the balance between the two and the transition of information between design phases that allows for a brand new process of visual communication throughout a design project’s entirety.In the building profession, it is essential for architects to communicate clearly and effectively to numerous people. This thesis introduces a design process utilizing two visual tools— Storyboarding and Augmented Reality—as a methodology for stronger visual communication. Storyboarding is a visual design tool that communicates concepts, ideas, and specifics quickly through clear illustrations. It allows designers to visually communicate to a team and change ideas during the development phase of a project. Augmented Reality is a visual tool that communicates superimposed digital information through a composite view of the real and digital world. This gives designers the ability to present more information about completed projects. Through further investigation of this design process, I have found that it is the balance between the two and the transition of information between design phases that allows for a brand new process of visual communication throughout a design project’s entirety.In the building profession, it is essential for architects to communicate clearly and effectively to numerous people. This thesis introduces a design process utilizing two visual tools— Storyboarding and Augmented Reality—as a methodology for stronger visual communication. Storyboarding is a visual design tool that communicates concepts, ideas, and specifics quickly through clear illustrations. It allows designers to visually communicate to a team and change ideas during the development phase of a project. Augmented Reality is a visual tool that communicates superimposed digital information through a composite view of the real and digital world. This gives designers the ability to present more information about completed projects. Through further investigation of this design process, I have found that it is the balance between the two and the transition of information between design phases that allows for a brand new process of visual communication throughout a design project’s entirety.In the building profession, it is essential for architects to communicate clearly and effectively to numerous people. This thesis introduces a design process utilizing two visual tools— Storyboarding and Augmented Reality—as a methodology for stronger visual communication. Storyboarding is a visual design tool that communicates concepts, ideas, and specifics quickly through clear illustrations. It allows designers to visually communicate to a team and change ideas during the development phase of a project. Augmented Reality is a visual tool that communicates superimposed digital information through a composite view of the real and digital world. This gives designers the ability to present more information about completed projects. Through further investigation of this design process, I have found that it is the balance between the two and the transition of information between design phases that allows for a brand new process of visual communication throughout a design project’s entirety.In the building profession, it is essential for architects to communicate clearly and effectively to numerous people. This thesis introduces a design process utilizing two visual tools— Storyboarding and Augmented Reality—as a methodology for stronger visual communication. Storyboarding is a visual design tool that communicates concepts, ideas, and specifics quickly through clear illustrations. It allows designers to visually communicate to a team and change ideas during the development phase of a project. Augmented Reality is a visual tool that communicates superimposed digital information through a composite view of the real and digital world. This gives designers the ability to present more information about completed projects. Through further investigation of this design process, I have found that it is the balance between the two and the transition of information between design phases that allows for a brand new process of visual communication throughout a design project’s entirety.In the building profession, it is essential for architects to communicate clearly and effectively to numerous people. This thesis introduces a design process utilizing two visual tools— Storyboarding and Augmented Reality—as a methodology for stronger visual communication. Storyboarding is a visual design tool that communicates concepts, ideas, and specifics quickly through clear illustrations. It allows designers to visually communicate to a team and change ideas during the development phase of a project. Augmented Reality is a visual tool that communicates superimposed digital information through a composite view of the real and digital world. This gives designers the ability to present more information about completed projects. Through further investigation of this design process, I have found that it is the balance between the two and the transition of information between design phases that allows for a brand new process of visual communication throughout a design project’s entirety.In the building profession, it is essential for architects to communicate clearly and effectively to numerous people. This thesis introduces a design process utilizing two visual tools— Storyboarding and Augmented Reality—as a methodology for stronger visual communication. Storyboarding is a visual design tool that communicates concepts, ideas, and specifics quickly through clear illustrations. It allows designers to visually communicate to a team and change ideas during the development phase of a project. Augmented Reality is a visual tool that communicates superimposed digital information through a composite view of the real and digital world. This gives designers the ability to present more information about completed projects. Through further investigation of this design process, I have found that it is the balance between the two and the transition of information between design phases that allows for a brand new process of visual communication throughout a design project’s entirety.In the building profession, it is essential for architects to communicate clearly and effectively to numerous people. This thesis introduces a design process utilizing two visual tools— Storyboarding and Augmented Reality—as a methodology for stronger visual communication. Storyboarding is a visual design tool that communicates concepts, ideas, and specifics quickly through clear illustrations. It allows designers to visually communicate to a team and change ideas during the development phase of a project. Augmented Reality is a visual tool that communicates superimposed digital information through a composite view of the real and digital world. This gives designers the ability to present more information about completed projects. Through further investigation of this design process, I have found that it is the balance between the two and the transition of information between design phases that allows for a brand new process of visual communication throughout a design project’s entirety.In the building profession, it is essential for architects to communicate clearly and effectively to numerous people. This thesis introduces a design process utilizing two visual tools— Storyboarding and Augmented Reality—as a methodology for stronger visual communication. Storyboarding is a visual design tool that communicates concepts, ideas, and specifics quickly through clear illustrations. It allows designers to visually communicate to a team and change ideas during the development phase of a project. Augmented Reality is a visual tool that communicates superimposed digital information through a composite view of the real and digital world. This gives designers the ability to present more information about completed projects. Through further investigation of this design process, I have found that it is the balance between the two and the transition of information between design phases that allows for a brand new process of visual communication throughout a design project’s entirety.In the building profession, it is essential for architects to communicate clearly and effectively to numerous people. This thesis introduces a design process utilizing two visual tools— Storyboarding and Augmented Reality—as a methodology for stronger visual communication. Storyboarding is a visual design tool that communicates concepts, ideas, and specifics quickly through clear illustrations. It allows designers to visually communicate to a team and change ideas during the development phase of a project. Augmented Reality is a visual tool that communicates superimposed digital information through a composite view of the real and digital world. This gives designers the ability to present more information about completed projects. Through further investigation of this design process, I have found that it is the balance between the two and the transition of information between design phases that allows for a brand new process of visual communication throughout a design project’s entirety

    On porting software visualization tools to the web

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    Software systems are hard to understand due to the complexity and the sheer size of the data to be analyzed. Software visualization tools are a great help as they can sum up large quantities of data in dense, meaningful pictures. Traditionally, such tools come in the form of desktop applications. Modern web frameworks are about to change this status quo, as building software visualization tools as web applications can help in making them available to a larger audience in a collaborative setting. Such a migration comes with a number of promises, perils, and technical implications that must be considered before starting any migration process. In this paper, we share our experiences in porting two such tools to the web and provide guidelines about the porting. In particular, we discuss promises and perils that go hand in hand with such an endeavor and present a number of technological alternatives that are available to implement web-based visualization
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