24 research outputs found

    Medical Volume Visualization Beyond Single Voxel Values

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    Serious Games for use in a Higher Education Environment.

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    This paper presents a serious game that covers the teaching of some basic concepts of computer networks, which has been specifically designed for educating university level students. User requirements are collected through an expert user evaluation with academics as well as with a quantitative evaluation with university students. Based on these results, an online serious game was designed and implemented. The effectiveness of the serious game when applied for teaching purposes is quantified through an end-user evaluation with 30 users. Initial evaluation results show that online serious games can be an effective and useful pedagogic tool in teaching computer networks in a higher education environment

    Supporting Quantitative Visual Analysis in Medicine and Biology in the Presence of Data Uncertainty

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    Storytelling and Visualization: An Extended Survey

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    Throughout history, storytelling has been an effective way of conveying information and knowledge. In the field of visualization, storytelling is rapidly gaining momentum and evolving cutting-edge techniques that enhance understanding. Many communities have commented on the importance of storytelling in data visualization. Storytellers tend to be integrating complex visualizations into their narratives in growing numbers. In this paper, we present a survey of storytelling literature in visualization and present an overview of the common and important elements in storytelling visualization. We also describe the challenges in this field as well as a novel classification of the literature on storytelling in visualization. Our classification scheme highlights the open and unsolved problems in this field as well as the more mature storytelling sub-fields. The benefits offer a concise overview and a starting point into this rapidly evolving research trend and provide a deeper understanding of this topic

    Machine-assisted mixed methods: augmenting humanities and social sciences with artificial intelligence

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    The increasing capacities of large language models (LLMs) present an unprecedented opportunity to scale up data analytics in the humanities and social sciences, augmenting and automating qualitative analytic tasks previously typically allocated to human labor. This contribution proposes a systematic mixed methods framework to harness qualitative analytic expertise, machine scalability, and rigorous quantification, with attention to transparency and replicability. 16 machine-assisted case studies are showcased as proof of concept. Tasks include linguistic and discourse analysis, lexical semantic change detection, interview analysis, historical event cause inference and text mining, detection of political stance, text and idea reuse, genre composition in literature and film; social network inference, automated lexicography, missing metadata augmentation, and multimodal visual cultural analytics. In contrast to the focus on English in the emerging LLM applicability literature, many examples here deal with scenarios involving smaller languages and historical texts prone to digitization distortions. In all but the most difficult tasks requiring expert knowledge, generative LLMs can demonstrably serve as viable research instruments. LLM (and human) annotations may contain errors and variation, but the agreement rate can and should be accounted for in subsequent statistical modeling; a bootstrapping approach is discussed. The replications among the case studies illustrate how tasks previously requiring potentially months of team effort and complex computational pipelines, can now be accomplished by an LLM-assisted scholar in a fraction of the time. Importantly, this approach is not intended to replace, but to augment researcher knowledge and skills. With these opportunities in sight, qualitative expertise and the ability to pose insightful questions have arguably never been more critical

    From complex data to clear insights: visualizing molecular dynamics trajectories

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    Advances in simulations, combined with technological developments in high-performance computing, have made it possible to produce a physically accurate dynamic representation of complex biological systems involving millions to billions of atoms over increasingly long simulation times. The analysis of these computed simulations is crucial, involving the interpretation of structural and dynamic data to gain insights into the underlying biological processes. However, this analysis becomes increasingly challenging due to the complexity of the generated systems with a large number of individual runs, ranging from hundreds to thousands of trajectories. This massive increase in raw simulation data creates additional processing and visualization challenges. Effective visualization techniques play a vital role in facilitating the analysis and interpretation of molecular dynamics simulations. In this paper, we focus mainly on the techniques and tools that can be used for visualization of molecular dynamics simulations, among which we highlight the few approaches used specifically for this purpose, discussing their advantages and limitations, and addressing the future challenges of molecular dynamics visualization

    The State of the Art of Spatial Interfaces for 3D Visualization

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    International audienceWe survey the state of the art of spatial interfaces for 3D visualization. Interaction techniques are crucial to data visualization processes and the visualization research community has been calling for more research on interaction for years. Yet, research papers focusing on interaction techniques, in particular for 3D visualization purposes, are not always published in visualization venues, sometimes making it challenging to synthesize the latest interaction and visualization results. We therefore introduce a taxonomy of interaction technique for 3D visualization. The taxonomy is organized along two axes: the primary source of input on the one hand and the visualization task they support on the other hand. Surveying the state of the art allows us to highlight specific challenges and missed opportunities for research in 3D visualization. In particular, we call for additional research in: (1) controlling 3D visualization widgets to help scientists better understand their data, (2) 3D interaction techniques for dissemination, which are under-explored yet show great promise for helping museum and science centers in their mission to share recent knowledge, and (3) developing new measures that move beyond traditional time and errors metrics for evaluating visualizations that include spatial interaction

    The delta radiance field

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    The wide availability of mobile devices capable of computing high fidelity graphics in real-time has sparked a renewed interest in the development and research of Augmented Reality applications. Within the large spectrum of mixed real and virtual elements one specific area is dedicated to produce realistic augmentations with the aim of presenting virtual copies of real existing objects or soon to be produced products. Surprisingly though, the current state of this area leaves much to be desired: Augmenting objects in current systems are often presented without any reconstructed lighting whatsoever and therefore transfer an impression of being glued over a camera image rather than augmenting reality. In light of the advances in the movie industry, which has handled cases of mixed realities from one extreme end to another, it is a legitimate question to ask why such advances did not fully reflect onto Augmented Reality simulations as well. Generally understood to be real-time applications which reconstruct the spatial relation of real world elements and virtual objects, Augmented Reality has to deal with several uncertainties. Among them, unknown illumination and real scene conditions are the most important. Any kind of reconstruction of real world properties in an ad-hoc manner must likewise be incorporated into an algorithm responsible for shading virtual objects and transferring virtual light to real surfaces in an ad-hoc fashion. The immersiveness of an Augmented Reality simulation is, next to its realism and accuracy, primarily dependent on its responsiveness. Any computation affecting the final image must be computed in real-time. This condition rules out many of the methods used for movie production. The remaining real-time options face three problems: The shading of virtual surfaces under real natural illumination, the relighting of real surfaces according to the change in illumination due to the introduction of a new object into a scene, and the believable global interaction of real and virtual light. This dissertation presents contributions to answer the problems at hand. Current state-of-the-art methods build on Differential Rendering techniques to fuse global illumination algorithms into AR environments. This simple approach has a computationally costly downside, which limits the options for believable light transfer even further. This dissertation explores new shading and relighting algorithms built on a mathematical foundation replacing Differential Rendering. The result not only presents a more efficient competitor to the current state-of-the-art in global illumination relighting, but also advances the field with the ability to simulate effects which have not been demonstrated by contemporary publications until now
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