377 research outputs found

    Target Acquisition in Multiscale Electronic Worlds

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    Since the advent of graphical user interfaces, electronic information has grown exponentially, whereas the size of screen displays has stayed almost the same. Multiscale interfaces were designed to address this mismatch, allowing users to adjust the scale at which they interact with information objects. Although the technology has progressed quickly, the theory has lagged behind. Multiscale interfaces pose a stimulating theoretical challenge, reformulating the classic target-acquisition problem from the physical world into an infinitely rescalable electronic world. We address this challenge by extending Fitts’ original pointing paradigm: we introduce the scale variable, thus defining a multiscale pointing paradigm. This article reports on our theoretical and empirical results. We show that target-acquisition performance in a zooming interface must obey Fitts’ law, and more specifically, that target-acquisition time must be proportional to the index of difficulty. Moreover, we complement Fitts’ law by accounting for the effect of view size on pointing performance, showing that performance bandwidth is proportional to view size, up to a ceiling effect. The first empirical study shows that Fitts’ law does apply to a zoomable interface for indices of difficulty up to and beyond 30 bits, whereas classical Fitts’ law studies have been confined in the 2-10 bit range. The second study demonstrates a strong interaction between view size and task difficulty for multiscale pointing, and shows a surprisingly low ceiling. We conclude with implications of these findings for the design of multiscale user interfaces

    Towards Actionable Visualization for Software Developers

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    Abundant studies have shown that visualization is advantageous for software developers, yet adopting visualization during software development is not a common practice due to the large effort involved in finding an appropriate visualization. Developers require support to facilitate that task. Among 368 papers in SOFTVIS/VISSOFT venues, we identify 86 design study papers about the application of visualization to relieve concerns in software development. We extract from these studies the task, need, audience, data source, representation, medium and tool; and we characterize them according to the subject, process and problem domain. On the one hand, we support software developers to put visualization in action by mapping existing visualization techniques to particular needs from different perspectives. On the other hand, we highlight the problem domains that are overlooked in the field and need more support

    Configurable nD-visualization for complex Building Information Models

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    With the ongoing development of building information modelling (BIM) towards a comprehensive coverage of all construction project information in a semantically explicit way, visual representations became decoupled from the building information models. While traditional construction drawings implicitly contained the visual representation besides the information, nowadays they are generated on the fly, hard-coded in software applications dedicated to other tasks such as analysis, simulation, structural design or communication. Due to the abstract nature of information models and the increasing amount of digital information captured during construction projects, visual representations are essential for humans in order to access the information, to understand it, and to engage with it. At the same time digital media open up the new field of interactive visualizations. The full potential of BIM can only be unlocked with customized task-specific visualizations, with engineers and architects actively involved in the design and development process of these visualizations. The visualizations must be reusable and reliably reproducible during communication processes. Further, to support creative problem solving, it must be possible to modify and refine them. This thesis aims at reconnecting building information models and their visual representations: on a theoretic level, on the level of methods and in terms of tool support. First, the research seeks to improve the knowledge about visualization generation in conjunction with current BIM developments such as the multimodel. The approach is based on the reference model of the visualization pipeline and addresses structural as well as quantitative aspects of the visualization generation. Second, based on the theoretic foundation, a method is derived to construct visual representations from given visualization specifications. To this end, the idea of a domain-specific language (DSL) is employed. Finally, a software prototype proofs the concept. Using the visualization framework, visual representations can be generated from a specific building information model and a specific visualization description.Mit der fortschreitenden Entwicklung des Building Information Modelling (BIM) hin zu einer umfassenden Erfassung aller Bauprojektinformationen in einer semantisch expliziten Weise werden Visualisierungen von den Gebäudeinformationen entkoppelt. Während traditionelle Architektur- und Bauzeichnungen die visuellen Reprä̈sentationen implizit als Träger der Informationen enthalten, werden sie heute on-the-fly generiert. Die Details ihrer Generierung sind festgeschrieben in Softwareanwendungen, welche eigentlich für andere Aufgaben wie Analyse, Simulation, Entwurf oder Kommunikation ausgelegt sind. Angesichts der abstrakten Natur von Informationsmodellen und der steigenden Menge digitaler Informationen, die im Verlauf von Bauprojekten erfasst werden, sind visuelle Repräsentationen essentiell, um sich die Information erschließen, sie verstehen, durchdringen und mit ihnen arbeiten zu können. Gleichzeitig entwickelt sich durch die digitalen Medien eine neues Feld der interaktiven Visualisierungen. Das volle Potential von BIM kann nur mit angepassten aufgabenspezifischen Visualisierungen erschlossen werden, bei denen Ingenieur*innen und Architekt*innen aktiv in den Entwurf und die Entwicklung dieser Visualisierungen einbezogen werden. Die Visualisierungen müssen wiederverwendbar sein und in Kommunikationsprozessen zuverlässig reproduziert werden können. Außerdem muss es möglich sein, Visualisierungen zu modifizieren und neu zu definieren, um das kreative Problemlösen zu unterstützen. Die vorliegende Arbeit zielt darauf ab, Gebäudemodelle und ihre visuellen Repräsentationen wieder zu verbinden: auf der theoretischen Ebene, auf der Ebene der Methoden und hinsichtlich der unterstützenden Werkzeuge. Auf der theoretischen Ebene trägt die Arbeit zunächst dazu bei, das Wissen um die Erstellung von Visualisierungen im Kontext von Bauprojekten zu erweitern. Der verfolgte Ansatz basiert auf dem Referenzmodell der Visualisierungspipeline und geht dabei sowohl auf strukturelle als auch auf quantitative Aspekte des Visualisierungsprozesses ein. Zweitens wird eine Methode entwickelt, die visuelle Repräsentationen auf Basis gegebener Visualisierungsspezifikationen generieren kann. Schließlich belegt ein Softwareprototyp die Realisierbarkeit des Konzepts. Mit dem entwickelten Framework können visuelle Repräsentationen aus jeweils einem spezifischen Gebäudemodell und einer spezifischen Visualisierungsbeschreibung generiert werden

    Software engineering perspectives on physiological computing

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    Physiological computing is an interesting and promising concept to widen the communication channel between the (human) users and computers, thus allowing an increase of software systems' contextual awareness and rendering software systems smarter than they are today. Using physiological inputs in pervasive computing systems allows re-balancing the information asymmetry between the human user and the computer system: while pervasive computing systems are well able to flood the user with information and sensory input (such as sounds, lights, and visual animations), users only have a very narrow input channel to computing systems; most of the time, restricted to keyboards, mouse, touchscreens, accelerometers and GPS receivers (through smartphone usage, e.g.). Interestingly, this information asymmetry often forces the user to subdue to the quirks of the computing system to achieve his goals -- for example, users may have to provide information the software system demands through a narrow, time-consuming input mode that the system could sense implicitly from the human body. Physiological computing is a way to circumvent these limitations; however, systematic means for developing and moulding physiological computing applications into software are still unknown. This thesis proposes a methodological approach to the creation of physiological computing applications that makes use of component-based software engineering. Components help imposing a clear structure on software systems in general, and can thus be used for physiological computing systems as well. As an additional bonus, using components allow physiological computing systems to leverage reconfigurations as a means to control and adapt their own behaviours. This adaptation can be used to adjust the behaviour both to the human and to the available computing environment in terms of resources and available devices - an activity that is crucial for complex physiological computing systems. With the help of components and reconfigurations, it is possible to structure the functionality of physiological computing applications in a way that makes them manageable and extensible, thus allowing a stepwise and systematic extension of a system's intelligence. Using reconfigurations entails a larger issue, however. Understanding and fully capturing the behaviour of a system under reconfiguration is challenging, as the system may change its structure in ways that are difficult to fully predict. Therefore, this thesis also introduces a means for formal verification of reconfigurations based on assume-guarantee contracts. With the proposed assume-guarantee contract framework, it is possible to prove that a given system design (including component behaviours and reconfiguration specifications) is satisfying real-time properties expressed as assume-guarantee contracts using a variant of real-time linear temporal logic introduced in this thesis - metric interval temporal logic for reconfigurable systems. Finally, this thesis embeds both the practical approach to the realisation of physiological computing systems and formal verification of reconfigurations into Scrum, a modern and agile software development methodology. The surrounding methodological approach is intended to provide a frame for the systematic development of physiological computing systems from first psychological findings to a working software system with both satisfactory functionality and software quality aspects. By integrating practical and theoretical aspects of software engineering into a self-contained development methodology, this thesis proposes a roadmap and guidelines for the creation of new physiological computing applications.Physiologisches Rechnen ist ein interessantes und vielversprechendes Konzept zur Erweiterung des Kommunikationskanals zwischen (menschlichen) Nutzern und Rechnern, und dadurch die Berücksichtigung des Nutzerkontexts in Software-Systemen zu verbessern und damit Software-Systeme intelligenter zu gestalten, als sie es heute sind. Physiologische Eingangssignale in ubiquitären Rechensystemen zu verwenden, ermöglicht eine Neujustierung der Informationsasymmetrie, die heute zwischen Menschen und Rechensystemen existiert: Während ubiquitäre Rechensysteme sehr wohl in der Lage sind, den Menschen mit Informationen und sensorischen Reizen zu überfluten (z.B. durch Töne, Licht und visuelle Animationen), hat der Mensch nur sehr begrenzte Einflussmöglichkeiten zu Rechensystemen. Meistens stehen nur Tastaturen, die Maus, berührungsempfindliche Bildschirme, Beschleunigungsmesser und GPS-Empfänger (zum Beispiel durch Mobiltelefone oder digitale Assistenten) zur Verfügung. Diese Informationsasymmetrie zwingt die Benutzer zur Unterwerfung unter die Usancen der Rechensysteme, um ihre Ziele zu erreichen - zum Beispiel müssen Nutzer Daten manuell eingeben, die auch aus Sensordaten des menschlichen Körpers auf unauffällige weise erhoben werden können. Physiologisches Rechnen ist eine Möglichkeit, diese Beschränkung zu umgehen. Allerdings fehlt eine systematische Methodik für die Entwicklung physiologischer Rechensysteme bis zu fertiger Software. Diese Dissertation präsentiert einen methodischen Ansatz zur Entwicklung physiologischer Rechenanwendungen, der auf der komponentenbasierten Softwareentwicklung aufbaut. Der komponentenbasierte Ansatz hilft im Allgemeinen dabei, eine klare Architektur des Software-Systems zu definieren, und kann deshalb auch für physiologische Rechensysteme angewendet werden. Als zusätzlichen Vorteil erlaubt die Komponentenorientierung in physiologischen Rechensystemen, Rekonfigurationen als Mittel zur Kontrolle und Anpassung des Verhaltens von physiologischen Rechensystemen zu verwenden. Diese Adaptionstechnik kann genutzt werden um das Verhalten von physiologischen Rechensystemen an den Benutzer anzupassen, sowie an die verfügbare Recheninfrastruktur im Sinne von Systemressourcen und Geräten - eine Maßnahme, die in komplexen physiologischen Rechensystemen entscheidend ist. Mit Hilfe der Komponentenorientierung und von Rekonfigurationen wird es möglich, die Funktionalität von physiologischen Rechensystemen so zu strukturieren, dass das System wartbar und erweiterbar bleibt. Dadurch wird eine schrittweise und systematische Erweiterung der Funktionalität des Systems möglich. Die Verwendung von Rekonfigurationen birgt allerdings Probleme. Das Systemverhalten eines Software-Systems, das Rekonfigurationen unterworfen ist zu verstehen und vollständig einzufangen ist herausfordernd, da das System seine Struktur auf schwer vorhersehbare Weise verändern kann. Aus diesem Grund führt diese Arbeit eine Methode zur formalen Verifikation von Rekonfigurationen auf Grundlage von Annahme-Zusicherungs-Verträgen ein. Mit dem vorgeschlagenen Annahme-Zusicherungs-Vertragssystem ist es möglich zu beweisen, dass ein gegebener Systementwurf (mitsamt Komponentenverhalten und Spezifikation des Rekonfigurationsverhaltens) eine als Annahme-Zusicherungs-Vertrag spezifizierte Echtzeiteigenschaft erfüllt. Für die Spezifikation von Echtzeiteigenschaften kann eine Variante von linearer Temporallogik für Echtzeit verwendet werden, die in dieser Arbeit eingeführt wird: Die metrische Intervall-Temporallogik für rekonfigurierbare Systeme. Schließlich wird in dieser Arbeit sowohl ein praktischer Ansatz zur Realisierung von physiologischen Rechensystemen als auch die formale Verifikation von Rekonfigurationen in Scrum eingebettet, einer modernen und agilen Softwareentwicklungsmethodik. Der methodische Ansatz bietet einen Rahmen für die systematische Entwicklung physiologischer Rechensysteme von Erkenntnissen zur menschlichen Physiologie hin zu funktionierenden physiologischen Softwaresystemen mit zufriedenstellenden funktionalen und qualitativen Eigenschaften. Durch die Integration sowohl von praktischen wie auch theoretischen Aspekten der Softwaretechnik in eine vollständige Entwicklungsmethodik bietet diese Arbeit einen Fahrplan und Richtlinien für die Erstellung neuer physiologischer Rechenanwendungen

    Exploratory visualization of temporal geospatial data using animation

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    The Effectiveness of Aural Instructions with Visualisations in E-Learning Environments

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    Based on Mayer’s (2001) model for more effective learning by exploiting the brain’s dual sensory channels for information processing, this research investigates the effectiveness of using aural instructions together with visualisation in teaching the difficult concepts of data structures to novice computer science students. A small number of previous studies have examined the use of audio and visualisation in teaching and learning environments but none has explored the integration of both technologies in teaching data structures programming to reduce the cognitive load on learners’ working memory. A prototype learning tool, known as the Data Structure Learning (DSL) tool, was developed and used first in a short mini study that showed that, used together with visualisations of algorithms, aural instructions produced faster student response times than did textual instructions. This result suggested that the additional use of the auditory sensory channel did indeed reduce the cognitive load. The tool was then used in a second, longitudinal, study over two academic terms in which students studying the Data Structures module were offered the opportunity to use the DSL approach with either aural or textual instructions. Their use of the approach was recorded by the DSL system and feedback was invited at the end of every visualisation task. The collected data showed that the tool was used extensively by the students. A comparison of the students’ DSL use with their end-of-year assessment marks revealed that academically weaker students had tended to use the tool most. This suggests that less able students are keen to use any useful and available instrument to aid their understanding, especially of difficult concepts. Both the quantitative data provided by the automatic recording of DSL use and an end-of-study questionnaire showed appreciation by students of the help the tool had provided and enthusiasm for its future use and development. These findings were supported by qualitative data provided by student written feedback at the end of each task, by interviews at the end of the experiment and by interest from the lecturer in integrating use of the tool with the teaching of the module. A variety of suggestions are made for further work and development of the DSL tool. Further research using a control group and/or pre and post tests would be particularly useful

    The Medium of Visualization for Software Comprehension

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    Although abundant studies have shown how visualization can help software developers to understand software systems, visualization is still not a common practice since developers (i) have little support to find a proper visualization for their needs, and once they find a suitable visualization tool, they (ii) are unsure of its effectiveness. We aim to offer support for identifying proper visualizations, and to increase the effectiveness of visualization techniques. In this dissertation, we characterize proposed software visualizations. To fill the gap between proposed visualizations and their practical application, we encapsulate such characteristics in an ontology, and propose a meta-visualization approach to find suitable visualizations. Amongst others characteristics of software visualizations, we identify that the medium used to display them can be a means to increase the effectiveness of visualization techniques for particular comprehension tasks.We implement visualization prototypes and validate our thesis via experiments. We found that even though developers using a physical 3D model medium required the least time to deal with tasks that involve identifying outliers, they perceived the least difficulty when visualizing systems based on the standard computer screen medium. Moreover, developers using immersive virtual reality obtained the highest recollection. We conclude that the effectiveness of software visualizations that use the city metaphor to support comprehension tasks can be increased when city visualizations are rendered in an appropriate medium. Furthermore, that visualization of software visualizations can be a suitable means for exploring their multiple characteristics that can be properly encapsulated in an ontology

    Art and Medicine: A Collaborative Project Between Virginia Commonwealth University in Qatar and Weill Cornell Medicine in Qatar

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    Four faculty researchers, two from Virginia Commonwealth University in Qatar, and two from Weill Cornell Medicine in Qatar developed a one semester workshop-based course in Qatar exploring the connections between art and medicine in a contemporary context. Students (6 art / 6 medicine) were enrolled in the course. The course included presentations by clinicians, medical engineers, artists, computing engineers, an art historian, a graphic designer, a painter, and other experts from the fields of art, design, and medicine. To measure the student experience of interdisciplinarity, the faculty researchers employed a mixed methods approach involving psychometric tests and observational ethnography. Data instruments included pre- and post-course semi-structured audio interviews, pre-test / post-test psychometric instruments (Budner Scale and Torrance Tests of Creativity), observational field notes, self-reflective blogging, and videography. This book describes the course and the experience of the students. It also contains images of the interdisciplinary work they created for a culminating class exhibition. Finally, the book provides insight on how different fields in a Middle Eastern context can share critical /analytical thinking tools to refine their own professional practices
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