3,253 research outputs found

    IATK:An immersive analytics toolkit

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    International audienceWe introduce IATK, the Immersive Analytics Toolkit, a software package for Unity that allows interactive authoring and exploration of data visualisation in immersive environments. The design of IATK was informed by interdisciplinary expert-collaborations as well as visual analytics applications and iterative refinement over several years. IATK allows for easy assembly of visualisations through a grammar of graphics that a user can configure in a GUI— in addition to a dedicated visualisation API that supports the creation of novel immersive visualisation designs and interactions. IATK is designed with scalability in mind, allowing visualisation and fluid responsive interactions in the order of several million points at a usable frame rate. This paper outlines our design requirements, IATK’s framework design and technical features, its user interface, as well as application examples

    Exploring Dimensionality Reduction Effects in Mixed Reality for Analyzing Tinnitus Patient Data

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    In the context of big data analytics, gaining insights into high-dimensional data sets can be properly achieved, inter alia, by the use of visual analytics. Current developments in the field of immersive analytics, mainly driven by the improvements of smart glasses and virtual reality headsets, are one enabler to enhance user-friendly and interactive ways for data analytics. Along this trend, more and more fields in the medical domain crave for this type of technology to analyze medical data in a new way. In this work, a mixed-reality prototype is presented that shall help tinnitus researchers and clinicians to analyze patient data more efficiently. In particular, the prototype simplifies the analysis on a high-dimensional real-world tinnitus patient data set by the use of dimensionality reduction effects. The latter is represented by resulting clusters, which are identified through the density of particles, while information loss is denoted as the remaining covered variance. Technically, the graphical interface of the prototype includes a correlation coefficient graph, a plot for the information loss, and a 3D particle system. Furthermore, the prototype provides a voice recognition feature to select or deselect relevant data variables by its users. Moreover, based on a machine learning library, the prototype aims at reducing the computational resources on the used smart glasses. Finally, in practical sessions, we demonstrated the prototype to clinicians and they reported that such a tool may be very helpful to analyze patient data on one hand. On the other, such system is welcome to educate unexperienced clinicians in a better way. Altogether, the presented tool may constitute a promising direction for the medical as well as other domains

    Using motivation derived from computer gaming in the context of computer based instruction

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    This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning

    Dimensionality Reduction and Subspace Clustering in Mixed Reality for Condition Monitoring of High-Dimensional Production Data

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    Visual analytics are becoming more and more important in the light of big data and related scenarios. Along this trend, the field of immersive analytics has been variously furthered as it is able to provide sophisticated visual data analytics on one hand, while preserving user-friendliness on the other. Furthermore, recent hardware developments like smart glasses, as well as achievements in virtual-reality applications, have fanned immersive analytic solutions. Notably, such solutions can be very effective when they are applied to high-dimensional data sets. Taking this advantage into account, the work at hand applies immersive analytics to a high-dimensional production data set in order to improve the digital support of daily work tasks. More specifically, a mixed-reality implementation is presented that shall support manufactures as well as data scientists to comprehensively analyze machine data. As a particular goal, the prototype shall simplify the analysis of manufacturing data through the usage of dimensionality reduction effects. Therefore, five aspects are mainly reported in this paper. First, it is shown how dimensionality reduction effects can be represented by clusters. Second, it is presented how the resulting information loss of the reduction is addressed. Third, the graphical interface of the developed prototype is illustrated as it provides a (1) correlation coefficient graph, a (2) plot for the information loss, and a (3) 3D particle system. In addition, an implemented voice recognition feature of the prototype is shown, which was considered as being promising to select or deselect data variables users are interested in when analyzing the data. Fourth, based on a machine learning library, it is shown how the prototype reduces computational resources by the use of smart glasses. The main idea is based on a recommendation approach as well as the use of subspace clustering. Fifth, results from a practical setting are presented, in which the prototype was shown to domain experts. The latter reported that such a tool is actually helpful to analyze machine data on a daily basis. Moreover, it was reported that such system can be used to educate machine operators more properly. As a general outcome of this work, the presented approach may constitute a helpful solution for the industry as well as other domains like medicine

    User quality of experience of mulsemedia applications

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    User Quality of Experience (QoE) is of fundamental importance in multimedia applications and has been extensively studied for decades. However, user QoE in the context of the emerging multiple-sensorial media (mulsemedia) services, which involve different media components than the traditional multimedia applications, have not been comprehensively studied. This article presents the results of subjective tests which have investigated user perception of mulsemedia content. In particular, the impact of intensity of certain mulsemedia components including haptic and airflow on user-perceived experience are studied. Results demonstrate that by making use of mulsemedia the overall user enjoyment levels increased by up to 77%
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