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Assessing the Graphical Perception of Time and Speed on 2D+Time Trajectories
We empirically evaluate the extent to which people perceive non-constant time and speed encoded on 2D paths. In our graphical perception study, we evaluate nine encodings from the literature for both straight and curved paths. Visualizing time and speed information is a challenge when the x and y axes already encode other data dimensions, for example when plotting a trip on a map. This is particularly true in disciplines such as time-geography and movement analytics that often require visualizing spatio-temporal trajectories. A common approach is to use 2D+time trajectories, which are 2D paths for which time is an additional dimension. However, there are currently no guidelines regarding how to represent time and speed on such paths. Our study results provide InfoVis designers with clear guidance regarding which encodings to use and which ones to avoid; in particular, we suggest using color value to encode speed and segment length to encode time whenever possible
A Comparative Analysis of 2D and 3D Tasks for Virtual Reality Therapies Based on Robotic-Assisted Neurorehabilitation for Post-stroke Patients
Post-stroke neurorehabilitation based on virtual therapies are performed completing repetitive exercises shown in visual electronic devices, whose content represents imaginary or daily life tasks. Currently, there are two ways of visualization of these task. 3D virtual environments are used to get a three dimensional space that represents the real world with a high level of detail, whose realism is determinated by the resolucion and fidelity of the objects of the task. Furthermore, 2D virtual environments are used to represent the tasks with a low degree of realism using techniques of bidimensional graphics. However, the type of visualization can influence the quality of perception of the task, affecting the patient's sensorimotor performance. The purpose of this paper was to evaluate if there were differences in patterns of kinematic movements when post-stroke patients performed a reach task viewing a virtual therapeutic game with two different type of visualization of virtual environment: 2D and 3D. Nine post-stroke patients have participated in the study receiving a virtual therapy assisted by PUPArm rehabilitation robot. Horizontal movements of the upper limb were performed to complete the aim of the tasks, which consist in reaching peripheral or perspective targets depending on the virtual environment shown. Various parameter types such as the maximum speed, reaction time, path length, or initial movement are analyzed from the data acquired objectively by the robotic device to evaluate the influence of the task visualization. At the end of the study, a usability survey was provided to each patient to analysis his/her satisfaction level. For all patients, the movement trajectories were enhanced when they completed the therapy. This fact suggests that patient's motor recovery was increased. Despite of the similarity in majority of the kinematic parameters, differences in reaction time and path length were higher using the 3D task. Regarding the success rates were very similar. In conclusion, the using of 2D environments in virtual therapy may be a more appropriate and comfortable way to perform tasks for upper limb rehabilitation of post-stroke patients, in terms of accuracy in order to effectuate optimal kinematic trajectories
Scalable visualization of spatial data in 3D terrain
Designing visualizations of spatial data in 3D terrain is challenging because various heterogeneous data aspects need to be considered, including the terrain itself, multiple data attributes, and data uncertainty. It is hardly possible to visualize these data at full detail in a single image. Therefore, this thesis devises a scalable visualization approach that focuses on relevant information to be emphasized, while less-relevant information can be attenuated. In this context, a noval concept of visualizing spatial data in 3D terrain and different soft- and hardware solutions are proposed.Die Erstellung von Visualisierungen für räumliche Daten im 3D-Gelände ist schwierig, da viele heterogene Datenaspekte wie das Gelände selbst, die verschiedenen Datenattribute sowie Unsicherheiten bei der Darstellung zu berücksichtigen sind. Im Allgemeinen ist es nicht möglich, diese Datenaspekte gleichzeitig in einer Visualisierung darzustellen. Daher werden in der Arbeit skalierbare Visualisierungsstrategien entwickelt, welche die wichtigen Informationen hervorheben und trotzdem gleichzeitig Kontextinformationen liefern. Hierfür werden neue Systematisierungen und Konzepte vorgestellt
Performance Factors in Neurosurgical Simulation and Augmented Reality Image Guidance
Virtual reality surgical simulators have seen widespread adoption in an effort to provide safe, cost-effective and realistic practice of surgical skills. However, the majority of these simulators focus on training low-level technical skills, providing only prototypical surgical cases. For many complex procedures, this approach is deficient in representing anatomical variations that present clinically, failing to challenge users’ higher-level cognitive skills important for navigation and targeting. Surgical simulators offer the means to not only simulate any case conceivable, but to test novel approaches and examine factors that influence performance. Unfortunately, there is a void in the literature surrounding these questions. This thesis was motivated by the need to expand the role of surgical simulators to provide users with clinically relevant scenarios and evaluate human performance in relation to image guidance technologies, patient-specific anatomy, and cognitive abilities. To this end, various tools and methodologies were developed to examine cognitive abilities and knowledge, simulate procedures, and guide complex interventions all within a neurosurgical context. The first chapter provides an introduction to the material. The second chapter describes the development and evaluation of a virtual anatomical training and examination tool. The results suggest that learning occurs and that spatial reasoning ability is an important performance predictor, but subordinate to anatomical knowledge. The third chapter outlines development of automation tools to enable efficient simulation studies and data management. In the fourth chapter, subjects perform abstract targeting tasks on ellipsoid targets with and without augmented reality guidance. While the guidance tool improved accuracy, performance with the tool was strongly tied to target depth estimation – an important consideration for implementation and training with similar guidance tools. In the fifth chapter, neurosurgically experienced subjects were recruited to perform simulated ventriculostomies. Results showed anatomical variations influence performance and could impact outcome. Augmented reality guidance showed no marked improvement in performance, but exhibited a mild learning curve, indicating that additional training may be warranted. The final chapter summarizes the work presented. Our results and novel evaluative methodologies lay the groundwork for further investigation into simulators as versatile research tools to explore performance factors in simulated surgical procedures
3D-in-2D Displays for ATC.
This paper reports on the efforts and accomplishments
of the 3D-in-2D Displays for ATC project at the end of Year 1.
We describe the invention of 10 novel 3D/2D visualisations that
were mostly implemented in the Augmented Reality ARToolkit.
These prototype implementations of visualisation and interaction
elements can be viewed on the accompanying video. We have
identified six candidate design concepts which we will further
research and develop. These designs correspond with the early
feasibility studies stage of maturity as defined by the NASA
Technology Readiness Level framework. We developed the
Combination Display Framework from a review of the literature,
and used it for analysing display designs in terms of display
technique used and how they are combined. The insights we
gained from this framework then guided our inventions and the
human-centered innovation process we use to iteratively invent.
Our designs are based on an understanding of user work
practices. We also developed a simple ATC simulator that we
used for rapid experimentation and evaluation of design ideas.
We expect that if this project continues, the effort in Year 2 and 3
will be focus on maturing the concepts and employment in a
operational laboratory settings
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