20,543 research outputs found
Interactive Visual Analysis of Networked Systems: Workflows for Two Industrial Domains
We report on a first study of interactive visual analysis of networked systems. Working with ABB Corporate Research and Ericsson Research, we have created workflows which demonstrate the potential of visualization in the domains of industrial automation and telecommunications. By a workflow in this context, we mean a sequence of visualizations and the actions for generating them. Visualizations can be any images that represent properties of the data sets analyzed, and actions typically either change the selection of data visualized or change the visualization by choice of technique or change of parameters
Visualising Music with Impromptu
This paper discusses our experiments with a method of creating visual representations of music using a graphical library for Impromptu that emulates and builds on Logo’s turtle graphics. We explore the potential and limitations of this library for visualising music, and describe some ways in which this simple system can be utilised to assist the musician by revealing musical structure are demonstrated
An Algebra of Hierarchical Graphs and its Application to Structural Encoding
We define an algebraic theory of hierarchical graphs, whose axioms
characterise graph isomorphism: two terms are equated exactly when
they represent the same graph. Our algebra can be understood as
a high-level language for describing graphs with a node-sharing, embedding
structure, and it is then well suited for defining graphical
representations of software models where nesting and linking are key
aspects. In particular, we propose the use of our graph formalism as a
convenient way to describe configurations in process calculi equipped
with inherently hierarchical features such as sessions, locations, transactions,
membranes or ambients. The graph syntax can be seen as an
intermediate representation language, that facilitates the encodings of
algebraic specifications, since it provides primitives for nesting, name
restriction and parallel composition. In addition, proving soundness
and correctness of an encoding (i.e. proving that structurally equivalent
processes are mapped to isomorphic graphs) becomes easier as it can
be done by induction over the graph syntax
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Representation Effects and Loss Aversion in Analytical Behaviour: An Experimental Study into Decision Making Facilitated by Visual Analytics
This paper presents the results of an experiment into the relationship between the representation of data and decision-making. Three hundred participants online, were asked to choose between a series of financial investment opportunities using data presented in line charts. A single dependent variable of investment choice was examined over four levels of varying display conditions and randomised data. Three variations to line chart visualisations provided a controlled factor between subjects divided into three groups; -˜standard’ line charts, -˜tall’ line charts, and one dual-series line chart. The final results revealed a consistent main effect and two other interactions between certain display conditions and decision-making. The findings of this paper are significant to the study visualisation and to the field of visual analytics. This experiment was devised as part of a study into Analytical Behaviour, defined as decision-making facilitated by visual analytics - a new topic that encompasses existing research and real-world applications
Visualisation techniques for users and designers of layout algorithms
Visualisation systems consisting of a set of components through which data and interaction commands flow have been explored by a number of researchers. Such hybrid and multistage algorithms can be used to reduce overall computation time, and to provide views of the data that show intermediate results and the outputs of complementary algorithms. In this paper we present work on expanding the range and variety of such components, with two new techniques for analysing and controlling the performance of visualisation processes. While the techniques presented are quite different, they are unified within HIVE: a visualisation system based upon a data-flow model and visual programming. Embodied within this system is a framework for weaving together our visualisation components to better afford insight into data and also deepen understanding of the process of the data's visualisation. We describe the new components and offer short case studies of their application. We demonstrate that both analysts and visualisation designers can benefit from a rich set of components and integrated tools for profiling performance
Animating the evolution of software
The use and development of open source software has increased significantly in the last decade. The high frequency of changes and releases across a distributed environment requires good project management tools in order to control the process adequately. However, even with these tools in place, the nature of the development and the fact that developers will often work on many other projects simultaneously, means that the developers are unlikely to have a clear picture of the current state of the project at any time. Furthermore, the poor documentation associated with many projects has a detrimental effect when encouraging new developers to contribute to the software. A typical version control repository contains a mine of information that is not always obvious and not easy to comprehend in its raw form. However, presenting this historical data in a suitable format by using software visualisation techniques allows the evolution of the software over a number of releases to be shown. This allows the changes that have been made to the software to be identified clearly, thus ensuring that the effect of those changes will also be emphasised. This then enables both managers and developers to gain a more detailed view of the current state of the project. The visualisation of evolving software introduces a number of new issues. This thesis investigates some of these issues in detail, and recommends a number of solutions in order to alleviate the problems that may otherwise arise. The solutions are then demonstrated in the definition of two new visualisations. These use historical data contained within version control repositories to show the evolution of the software at a number of levels of granularity. Additionally, animation is used as an integral part of both visualisations - not only to show the evolution by representing the progression of time, but also to highlight the changes that have occurred. Previously, the use of animation within software visualisation has been primarily restricted to small-scale, hand generated visualisations. However, this thesis shows the viability of using animation within software visualisation with automated visualisations on a large scale. In addition, evaluation of the visualisations has shown that they are suitable for showing the changes that have occurred in the software over a period of time, and subsequently how the software has evolved. These visualisations are therefore suitable for use by developers and managers involved with open source software. In addition, they also provide a basis for future research in evolutionary visualisations, software evolution and open source development
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
P ORTOLAN: a Model-Driven Cartography Framework
Processing large amounts of data to extract useful information is an
essential task within companies. To help in this task, visualization techniques
have been commonly used due to their capacity to present data in synthesized
views, easier to understand and manage. However, achieving the right
visualization display for a data set is a complex cartography process that
involves several transformation steps to adapt the (domain) data to the
(visualization) data format expected by visualization tools. To maximize the
benefits of visualization we propose Portolan, a generic model-driven
cartography framework that facilitates the discovery of the data to visualize,
the specification of view definitions for that data and the transformations to
bridge the gap with the visualization tools. Our approach has been implemented
on top of the Eclipse EMF modeling framework and validated on three different
use cases
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Evolutionary Algorithms for Community Detection in Continental-Scale High-Voltage Transmission Grids
Symmetry is a key concept in the study of power systems, not only because the admittance and Jacobian matrices used in power flow analysis are symmetrical, but because some previous studies have shown that in some real-world power grids there are complex symmetries. In order to investigate the topological characteristics of power grids, this paper proposes the use of evolutionary algorithms for community detection using modularity density measures on networks representing supergrids in order to discover densely connected structures. Two evolutionary approaches (generational genetic algorithm, GGA+, and modularity and improved genetic algorithm, MIGA) were applied. The results obtained in two large networks representing supergrids (European grid and North American grid) provide insights on both the structure of the supergrid and the topological differences between different regions. Numerical and graphical results show how these evolutionary approaches clearly outperform to the well-known Louvain modularity method. In particular, the average value of modularity obtained by GGA+ in the European grid was 0.815, while an average of 0.827 was reached in the North American grid. These results outperform those obtained by MIGA and Louvain methods (0.801 and 0.766 in the European grid and 0.813 and 0.798 in the North American grid, respectively)
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