10,901 research outputs found

    PerfVis: Pervasive Visualization in Immersive AugmentedReality for Performance Awareness

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    Developers are usually unaware of the impact of code changes to the performance of software systems. Although developers can analyze the performance of a system by executing, for instance, a performance test to compare the performance of two consecutive versions of the system, changing from a programming task to a testing task would disrupt the development flow. In this paper, we propose the use of a city visualization that dynamically provides developers with a pervasive view of the continuous performance of a system. We use an immersive augmented reality device (Microsoft HoloLens) to display our visualization and extend the integrated development environment on a computer screen to use the physical space. We report on technical details of the design and implementation of our visualization tool, and discuss early feedback that we collected of its usability. Our investigation explores a new visual metaphor to support the exploration and analysis of possibly very large and multidimensional performance data. Our initial result indicates that the city metaphor can be adequate to analyze dynamic performance data on a large and non-trivial software system.Comment: ICPE'19 vision, 4 pages, 2 figure, conferenc

    Revisiting revisitation in computer interaction: organic bookmark management.

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    According to Milic-Frayling et al. (2004), there are two general ways of user browsing i.e. search (finding a website where the user has never visited before) and revisitation (returning to a website where the user has visited in the past). The issue of search is relevant to search engine technology, whilst revisitation concerns web usage and browser history mechanisms. The support for revisitation is normally through a set of functional built-in icons e.g. History, Back, Forward and Bookmarks. Nevertheless, for returning web users, they normally find it is easier and faster to re-launch an online search again, rather than spending time to find a particular web site from their personal bookmark and history records. Tauscher and Greenberg (1997) showed that revisiting web pages forms up to 58% of the recurrence rate of web browsing. Cockburn and McKenzie (2001) also stated that 81% of web pages have been previously visited by the user. According to Obendorf et al. (2007), revisitation can be divided into four classifications based on time: short-term (72.6% revisits within an hour), medium-term (12% revisits within a day and 7.8% revisits within a week), and long-term (7.6% revisits longer than a week)

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    A Content-Analysis Approach for Exploring Usability Problems in a Collaborative Virtual Environment

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    As Virtual Reality (VR) products are becoming more widely available in the consumer market, improving the usability of these devices and environments is crucial. In this paper, we are going to introduce a framework for the usability evaluation of collaborative 3D virtual environments based on a large-scale usability study of a mixedmodality collaborative VR system. We first review previous literature about important usability issues related to collaborative 3D virtual environments, supplemented with our research in which we conducted 122 interviews after participants solved a collaborative virtual reality task. Then, building on the literature review and our results, we extend previous usability frameworks. We identified twelve different usability problems, and based on the causes of the problems, we grouped them into three main categories: VR environment-, device interaction-, and task-specific problems. The framework can be used to guide the usability evaluation of collaborative VR environments

    Advanced Mid-Water Tools for 4D Marine Data Fusion and Visualization

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    Mapping and charting of the seafloor underwent a revolution approximately 20 years ago with the introduction of multibeam sonars -- sonars that provided complete, high-resolution coverage of the seafloor rather than sparse measurements. The initial focus of these sonar systems was the charting of depths in support of safety of navigation and offshore exploration; more recently innovations in processing software have led to approaches to characterize seafloor type and for mapping seafloor habitat in support of fisheries research. In recent years, a new generation of multibeam sonars has been developed that, for the first time, have the ability to map the water column along with the seafloor. This ability will potentially allow multibeam sonars to address a number of critical ocean problems including the direct mapping of fish and marine mammals, the location of mid-water targets and, if water column properties are appropriate, a wide range of physical oceanographic processes. This potential relies on suitable software to make use of all of the new available data. Currently, the users of these sonars have a limited view of the mid-water data in real-time and limited capacity to store it, replay it, or run further analysis. The data also needs to be integrated with other sensor assets such as bathymetry, backscatter, sub-bottom, seafloor characterizations and other assets so that a “complete” picture of the marine environment under analysis can be realized. Software tools developed for this type of data integration should support a wide range of sonars with a unified format for the wide variety of mid-water sonar types. This paper describes the evolution and result of an effort to create a software tool that meets these needs, and details case studies using the new tools in the areas of fisheries research, static target search, wreck surveys and physical oceanographic processes

    Using Pinch Gloves(TM) for both Natural and Abstract Interaction Techniques in Virtual Environments

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    Usable three-dimensional (3D) interaction techniques are difficult to design, implement, and evaluate. One reason for this is a poor understanding of the advantages and disadvantages of the wide range of 3D input devices, and of the mapping between input devices and interaction techniques. We present an analysis of Pinch Glovesℱ and their use as input devices for virtual environments (VEs). We have developed a number of novel and usable interaction techniques for VEs using the gloves, including a menu system, a technique for text input, and a two-handed navigation technique. User studies have indicated the usability and utility of these techniques

    The specification and design of an interactive virtual environment for use in teacher training

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    In this paper, we examine the rationale behind the specification and design of an interactive, virtual environment, optimized for particular task-based learning activities and the dissemination of information. The software we describe represents a typical British primary school, for use in training Information and Communications Technology (ICT)co-ordinators at primary level. By documenting our ongoing evaluation of both this resource and the technologies used in its implementation, we provide a detailed description of the production process of a prototype piece of software. This highlights the importance of pedagogy, new technologies and project management, and should be of particular interest to multimedia designers and academics preparing to develop innovative learning applications

    Animating the evolution of software

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    The use and development of open source software has increased significantly in the last decade. The high frequency of changes and releases across a distributed environment requires good project management tools in order to control the process adequately. However, even with these tools in place, the nature of the development and the fact that developers will often work on many other projects simultaneously, means that the developers are unlikely to have a clear picture of the current state of the project at any time. Furthermore, the poor documentation associated with many projects has a detrimental effect when encouraging new developers to contribute to the software. A typical version control repository contains a mine of information that is not always obvious and not easy to comprehend in its raw form. However, presenting this historical data in a suitable format by using software visualisation techniques allows the evolution of the software over a number of releases to be shown. This allows the changes that have been made to the software to be identified clearly, thus ensuring that the effect of those changes will also be emphasised. This then enables both managers and developers to gain a more detailed view of the current state of the project. The visualisation of evolving software introduces a number of new issues. This thesis investigates some of these issues in detail, and recommends a number of solutions in order to alleviate the problems that may otherwise arise. The solutions are then demonstrated in the definition of two new visualisations. These use historical data contained within version control repositories to show the evolution of the software at a number of levels of granularity. Additionally, animation is used as an integral part of both visualisations - not only to show the evolution by representing the progression of time, but also to highlight the changes that have occurred. Previously, the use of animation within software visualisation has been primarily restricted to small-scale, hand generated visualisations. However, this thesis shows the viability of using animation within software visualisation with automated visualisations on a large scale. In addition, evaluation of the visualisations has shown that they are suitable for showing the changes that have occurred in the software over a period of time, and subsequently how the software has evolved. These visualisations are therefore suitable for use by developers and managers involved with open source software. In addition, they also provide a basis for future research in evolutionary visualisations, software evolution and open source development

    Personalization in cultural heritage: the road travelled and the one ahead

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    Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user (e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed

    Code Park: A New 3D Code Visualization Tool

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    We introduce Code Park, a novel tool for visualizing codebases in a 3D game-like environment. Code Park aims to improve a programmer's understanding of an existing codebase in a manner that is both engaging and intuitive, appealing to novice users such as students. It achieves these goals by laying out the codebase in a 3D park-like environment. Each class in the codebase is represented as a 3D room-like structure. Constituent parts of the class (variable, member functions, etc.) are laid out on the walls, resembling a syntax-aware "wallpaper". The users can interact with the codebase using an overview, and a first-person viewer mode. We conducted two user studies to evaluate Code Park's usability and suitability for organizing an existing project. Our results indicate that Code Park is easy to get familiar with and significantly helps in code understanding compared to a traditional IDE. Further, the users unanimously believed that Code Park was a fun tool to work with.Comment: Accepted for publication in 2017 IEEE Working Conference on Software Visualization (VISSOFT 2017); Supplementary video: https://www.youtube.com/watch?v=LUiy1M9hUK
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