880 research outputs found

    Exploring Spatial Interaction and Visualization Paradigms for 3D Cadastral Visualization

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    Effective visualization of spatial data, especially in the realm of 3D cadastral visualization, relies on the utilization of optimal interaction techniques and user interfaces for navigating complex datasets and understanding property delineations. This paper synthesizes findings from diverse studies investigating the efficacy of interaction modalities and user interfaces in 3D visualization across various domains. Drawing parallels to the broader field of 3D visualization, particularly in interaction tasks and user interface paradigms, this paper examines the potential for advancing 3D cadastral visualization systems. The study identifies fundamental interaction tasks crucial for effective 3D cadastral visualization, including object manipulation, widget manipulation, and data selection and annotation. It evaluates a range of user interfaces, from traditional input methods to emerging technologies such as gesture-based interfaces and virtual reality (VR) headsets, highlighting their respective strengths and limitations.Embracing insights from comparative analyses of immersive and non-immersive scenarios, this paper reveals significant insights into the effectiveness of immersive environments, such as virtual reality and augmented reality, in enhancing user experience and task performance for 3D cadastral visualization. Additionally, it aims to address key challenges associated with visualizing 3D cadastral data in immersive environments by proposing a comprehensive framework for evaluating the effectiveness and utility of immersive visualization for 3D cadastral purposes

    Augmented Reality: Will Burtin - The Past Becomes the Future

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    This thesis work concentrated on imperative historical content, extensive design research, and Microsoft HoloLens technology (microsoft.com/en-us/hololens). Archival content and technology were brought together to effectively develop a viable augmented environment in which to enrich archival experiences with the potential to be accessible by anyone, anywhere, at any time. For the first time since the original exhibit installation in 1971, viewers can now visit the AIGA Exhibit, The Communication of Knowledge (http://library.rit.edu/gda/designers/will-burtin). The exhibit presented a summary of pioneering American graphic designer Will Burtin’s innovative design career which has now been regenerated in its original scale and dimensions to demonstrate how physical archival content can be digitally replicated, presented, and experienced in an augmented environment. Among the goals is to show how this digital technology can revive important historical design work and enhance users’ experience interacting with the work and expand their comprehension of the material

    Spatial Interaction for Immersive Mixed-Reality Visualizations

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    Growing amounts of data, both in personal and professional settings, have caused an increased interest in data visualization and visual analytics. Especially for inherently three-dimensional data, immersive technologies such as virtual and augmented reality and advanced, natural interaction techniques have been shown to facilitate data analysis. Furthermore, in such use cases, the physical environment often plays an important role, both by directly influencing the data and by serving as context for the analysis. Therefore, there has been a trend to bring data visualization into new, immersive environments and to make use of the physical surroundings, leading to a surge in mixed-reality visualization research. One of the resulting challenges, however, is the design of user interaction for these often complex systems. In my thesis, I address this challenge by investigating interaction for immersive mixed-reality visualizations regarding three core research questions: 1) What are promising types of immersive mixed-reality visualizations, and how can advanced interaction concepts be applied to them? 2) How does spatial interaction benefit these visualizations and how should such interactions be designed? 3) How can spatial interaction in these immersive environments be analyzed and evaluated? To address the first question, I examine how various visualizations such as 3D node-link diagrams and volume visualizations can be adapted for immersive mixed-reality settings and how they stand to benefit from advanced interaction concepts. For the second question, I study how spatial interaction in particular can help to explore data in mixed reality. There, I look into spatial device interaction in comparison to touch input, the use of additional mobile devices as input controllers, and the potential of transparent interaction panels. Finally, to address the third question, I present my research on how user interaction in immersive mixed-reality environments can be analyzed directly in the original, real-world locations, and how this can provide new insights. Overall, with my research, I contribute interaction and visualization concepts, software prototypes, and findings from several user studies on how spatial interaction techniques can support the exploration of immersive mixed-reality visualizations.Zunehmende Datenmengen, sowohl im privaten als auch im beruflichen Umfeld, führen zu einem zunehmenden Interesse an Datenvisualisierung und visueller Analyse. Insbesondere bei inhärent dreidimensionalen Daten haben sich immersive Technologien wie Virtual und Augmented Reality sowie moderne, natürliche Interaktionstechniken als hilfreich für die Datenanalyse erwiesen. Darüber hinaus spielt in solchen Anwendungsfällen die physische Umgebung oft eine wichtige Rolle, da sie sowohl die Daten direkt beeinflusst als auch als Kontext für die Analyse dient. Daher gibt es einen Trend, die Datenvisualisierung in neue, immersive Umgebungen zu bringen und die physische Umgebung zu nutzen, was zu einem Anstieg der Forschung im Bereich Mixed-Reality-Visualisierung geführt hat. Eine der daraus resultierenden Herausforderungen ist jedoch die Gestaltung der Benutzerinteraktion für diese oft komplexen Systeme. In meiner Dissertation beschäftige ich mich mit dieser Herausforderung, indem ich die Interaktion für immersive Mixed-Reality-Visualisierungen im Hinblick auf drei zentrale Forschungsfragen untersuche: 1) Was sind vielversprechende Arten von immersiven Mixed-Reality-Visualisierungen, und wie können fortschrittliche Interaktionskonzepte auf sie angewendet werden? 2) Wie profitieren diese Visualisierungen von räumlicher Interaktion und wie sollten solche Interaktionen gestaltet werden? 3) Wie kann räumliche Interaktion in diesen immersiven Umgebungen analysiert und ausgewertet werden? Um die erste Frage zu beantworten, untersuche ich, wie verschiedene Visualisierungen wie 3D-Node-Link-Diagramme oder Volumenvisualisierungen für immersive Mixed-Reality-Umgebungen angepasst werden können und wie sie von fortgeschrittenen Interaktionskonzepten profitieren. Für die zweite Frage untersuche ich, wie insbesondere die räumliche Interaktion bei der Exploration von Daten in Mixed Reality helfen kann. Dabei betrachte ich die Interaktion mit räumlichen Geräten im Vergleich zur Touch-Eingabe, die Verwendung zusätzlicher mobiler Geräte als Controller und das Potenzial transparenter Interaktionspanels. Um die dritte Frage zu beantworten, stelle ich schließlich meine Forschung darüber vor, wie Benutzerinteraktion in immersiver Mixed-Reality direkt in der realen Umgebung analysiert werden kann und wie dies neue Erkenntnisse liefern kann. Insgesamt trage ich mit meiner Forschung durch Interaktions- und Visualisierungskonzepte, Software-Prototypen und Ergebnisse aus mehreren Nutzerstudien zu der Frage bei, wie räumliche Interaktionstechniken die Erkundung von immersiven Mixed-Reality-Visualisierungen unterstützen können

    From Industry to Practice: Can Users Tackle Domain Tasks with Augmented Reality?

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    Augmented Reality (AR) is a cutting-edge interactive technology. While Virtual Reality (VR) is based on completely virtual and immersive environments, AR superimposes virtual objects onto the real world. The value of AR has been demonstrated and applied within numerous industrial application areas due to its capability of providing interactive interfaces of visualized digital content. AR can provide functional tools that support users in undertaking domain-related tasks, especially facilitating them in data visualization and interaction by jointly augmenting physical space and user perception. Making effective use of the advantages of AR, especially the ability which augment human vision to help users perform different domain-related tasks is the central part of my PhD research.Industrial process tomography (IPT), as a non-intrusive and commonly-used imaging technique, has been effectively harnessed in many manufacturing components for inspections, monitoring, product quality control, and safety issues. IPT underpins and facilitates the extraction of qualitative and quantitative data regarding the related industrial processes, which is usually visualized in various ways for users to understand its nature, measure the critical process characteristics, and implement process control in a complete feedback network. The adoption of AR in benefiting IPT and its related fields is currently still scarce, resulting in a gap between AR technique and industrial applications. This thesis establishes a bridge between AR practitioners and IPT users by accomplishing four stages. First of these is a need-finding study of how IPT users can harness AR technique was developed. Second, a conceptualized AR framework, together with the implemented mobile AR application developed in an optical see-through (OST) head-mounted display (HMD) was proposed. Third, the complete approach for IPT users interacting with tomographic visualizations as well as the user study was investigated.Based on the shared technologies from industry, we propose and examine an AR approach for visual search tasks providing visual hints, audio hints, and gaze-assisted instant post-task feedback as the fourth stage. The target case was a book-searching task, in which we aimed to explore the effect of the hints and the feedback with two hypotheses: that both visual and audio hints can positively affect AR search tasks whilst the combination outperforms the individuals; that instant post-task feedback can positively affect AR search tasks. The proof-of-concept was demonstrated by an AR app in an HMD with a two-stage user evaluation. The first one was a pilot study (n=8) where the impact of the visual hint in benefiting search task performance was identified. The second was a comprehensive user study (n=96) consisting of two sub-studies, Study I (n=48) and Study II (n=48). Following quantitative and qualitative analysis, our results partially verified the first hypothesis and completely verified the second, enabling us to conclude that the synthesis of visual and audio hints conditionally improves AR search task efficiency when coupled with task feedback

    Smart Classroom User Manual

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    In 2018, Fort Hays State University began building a prototype for a low-cost, portable smart classroom. This project was a collaboration between the library and the Institute for New Media Studies and was funded by the Institute of Museum and Library Services. This manual assumes that you are working with a smart classroom kit with components that have already been collected and set up, either by you or by an organization or consortium. If you are trying to create a smart classroom kit or set up the smart classroom screens, please consult the Smart Classroom Designs document. If you are trying to display content, create an exhibit, or teach a class in the smart classroom, this user manual is for you

    Beyond visualization : designing interfaces to contextualize geospatial data

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2013.Cataloged from PDF version of thesis.Includes bibliographical references (p. 71-74).The growing sensor data collections about our environment have the potential to drastically change our perception of the fragile world we live in. To make sense of such data, we commonly use visualization techniques, enabling public discourse and analysis. This thesis describes the design and implementation of a series of interactive systems that integrate geospatial sensor data visualization and terrain models with various user interface modalities in an educational context to support data analysis and knowledge building using part-digital, part-physical rendering. The main contribution of this thesis is a concrete application scenario and initial prototype of a "Designed Environment" where we can explore the relationship between the surface of Japan's islands, the tension that originates in the fault lines along the seafloor beneath its east coast, and the resulting natural disasters. The system is able to import geospatial data from a multitude of sources on the "Spatial Web", bringing us one step closer to a tangible "dashboard of the Earth."Samuel Luescher.S.M

    Neutron stars: An infographics poster

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    Neutron stars are a timely and immensely interesting topic to learn about; through reading about them, one can come to understand the basic principles of the universe, grasp the meaning of recent scientific breakthroughs and successfully avoid plentiful misconceptions and hoaxes. However, for an educated adult to read and learn about neutron stars, one has to either go through superficial and often dubious pop-science articles on one end of the spectrum or deep and complex papers and course books intended for astronomy experts at the other end. Both of these extremes offer little graphic support to help the reader form mental models of the introduced concepts and fail to serve the needs of educated novices interested in the topic. There is a gap for material in the middle of the spectrum; where the target audience is thoughtfully approached with structure, language and visualizations, while their feedback being part of the design process. In this thesis I explore what kind of value can an Information design approach bring to adult novices interested in neutron stars. For that purpose, I create an information design poster about neutron stars. I frame the target audience of the poster with the use of personas, and after an extensive study of the phenomena, appropriately structure and produce textual and visual content. I refine the poster through various feedback sessions and conduct a qualitative evaluation session with users who fit the persona characteristics set at the beginning. The results of the evaluation session indicate that using a user centric information design approach to communicate about complex astronomical phenomena brings value to the target group; the users feel the content is sufficiently tailored to their needs and are content that a wider overview of astronomical phenomena is included. The comparisons used help them bridge the barrier of unimaginable numbers, and their interest in neutron stars rises after interaction with the poster. By including the users in the design process, and making an effort to understand their background, content can be produced that meets the needs and expectations of the target audience. This way, losing readers can be avoided by accurately estimating background knowledge if the target audience while supplying sufficient visual cues to help them navigate through complex phenomena

    Design Patterns for Situated Visualization in Augmented Reality

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    Situated visualization has become an increasingly popular research area in the visualization community, fueled by advancements in augmented reality (AR) technology and immersive analytics. Visualizing data in spatial proximity to their physical referents affords new design opportunities and considerations not present in traditional visualization, which researchers are now beginning to explore. However, the AR research community has an extensive history of designing graphics that are displayed in highly physical contexts. In this work, we leverage the richness of AR research and apply it to situated visualization. We derive design patterns which summarize common approaches of visualizing data in situ. The design patterns are based on a survey of 293 papers published in the AR and visualization communities, as well as our own expertise. We discuss design dimensions that help to describe both our patterns and previous work in the literature. This discussion is accompanied by several guidelines which explain how to apply the patterns given the constraints imposed by the real world. We conclude by discussing future research directions that will help establish a complete understanding of the design of situated visualization, including the role of interactivity, tasks, and workflows.Comment: To appear in IEEE VIS 202
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