20,367 research outputs found
Sketchy rendering for information visualization
We present and evaluate a framework for constructing sketchy style information visualizations that mimic data graphics drawn by hand. We provide an alternative renderer for the Processing graphics environment that redefines core drawing primitives including line, polygon and ellipse rendering. These primitives allow higher-level graphical features such as bar charts, line charts, treemaps and node-link diagrams to be drawn in a sketchy style with a specified degree of sketchiness. The framework is designed to be easily integrated into existing visualization implementations with minimal programming modification or design effort. We show examples of use for statistical graphics, conveying spatial imprecision and for enhancing aesthetic and narrative qualities of visual- ization. We evaluate user perception of sketchiness of areal features through a series of stimulus-response tests in order to assess users’ ability to place sketchiness on a ratio scale, and to estimate area. Results suggest relative area judgment is compromised by sketchy rendering and that its influence is dependent on the shape being rendered. They show that degree of sketchiness may be judged on an ordinal scale but that its judgement varies strongly between individuals. We evaluate higher-level impacts of sketchiness through user testing of scenarios that encourage user engagement with data visualization and willingness to critique visualization de- sign. Results suggest that where a visualization is clearly sketchy, engagement may be increased and that attitudes to participating in visualization annotation are more positive. The results of our work have implications for effective information visualization design that go beyond the traditional role of sketching as a tool for prototyping or its use for an indication of general uncertainty
Multimodal virtual reality versus printed medium in visualization for blind people
In this paper, we describe a study comparing the strengths of a multimodal Virtual Reality (VR) interface against traditional tactile diagrams in conveying information to visually impaired and blind people. The multimodal VR interface consists of a force feedback device (SensAble PHANTOM), synthesized speech and non-speech audio. Potential advantages of the VR technology are well known however its real usability in comparison with the conventional paper-based medium is seldom investigated. We have addressed this issue in our evaluation. The experimental results show benefits from using the multimodal approach in terms of more accurate information about the graphs obtained by users
When seeing is more than looking:Intentional gaze modulates object desirability
Objects in the environment have a perceived value that can be changed through social influence. A subtle way to influence object evaluation is through eye gaze: Objects looked at by others are perceived as more likable than objects that are not looked at. In 3 experiments, we directly tested the hypothesis that this liking effect depends on the processing of the intentional relation between other's eye gaze and the object being looked at. To this end, we used a novel paradigm in which participants observed a face looking left or right behind an opaque barrier. Under all tested conditions, we found a gaze cueing effect on attention: Looked-at objects were categorized faster than looked-away objects. In contrast, observed gaze only led to a boost in affective evaluation for the target object when observers had the impression that the face could see the object behind the barrier, but not when observers had the impression that the face could not see the object. These findings indicate that observers make a sophisticated use of social gaze cues in the affective evaluation of objects: Objects looked at by others are liked more than objects looked away but only when others can see the objects
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Towards a Theory of Analytical Behaviour: A Model of Decision-Making in Visual Analytics
This paper introduces a descriptive model of the human-computer processes that lead to decision-making in visual analytics. A survey of nine models from the visual analytics and HCI literature are presented to account for different perspectives such as sense-making, reasoning, and low-level human-computer interactions. The survey examines the people and computers (entities) presented in the models, the divisions of labour between entities (both physical and role-based), the behaviour of both people and machines as constrained by their roles and agency, and finally the elements and processes which define the flow of data both within and between entities. The survey informs the identification of four observations that characterise analytical behaviour - defined as decision-making facilitated by visual analytics: bilateral discourse, divisions of labour, mixed-synchronicity information flows, and bounded behaviour. Based on these principles, a descriptive model is presented as a contribution towards a theory of analytical behaviour. The future intention is to apply prospect theory, a economic model of decision-making under uncertainty, to the study of analytical behaviour. It is our assertion that to apply prospect theory first requires a descriptive model of the processes that facilitate decision-making in visual analytics. We conclude it necessary to measure the perception of risk in future work in order to apply prospect theory to the study of analytical behaviour using our proposed model
Design Characterization for Black-and-White Textures in Visualization
We investigate the use of 2D black-and-white textures for the visualization
of categorical data and contribute a summary of texture attributes, and the
results of three experiments that elicited design strategies as well as
aesthetic and effectiveness measures. Black-and-white textures are useful, for
instance, as a visual channel for categorical data on low-color displays, in
2D/3D print, to achieve the aesthetic of historic visualizations, or to retain
the color hue channel for other visual mappings. We specifically study how to
use what we call geometric and iconic textures. Geometric textures use patterns
of repeated abstract geometric shapes, while iconic textures use repeated icons
that may stand for data categories. We parameterized both types of textures and
developed a tool for designers to create textures on simple charts by adjusting
texture parameters. 30 visualization experts used our tool and designed 66
textured bar charts, pie charts, and maps. We then had 150 participants rate
these designs for aesthetics. Finally, with the top-rated geometric and iconic
textures, our perceptual assessment experiment with 150 participants revealed
that textured charts perform about equally well as non-textured charts, and
that there are some differences depending on the type of chart
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