482 research outputs found
Making Data Accessible: An Overview of Interactive Data Visualization Using D3.js as Applied to a Scientific Dataset : Making a Static Visualization Interactive
Technology is moving at a very fast pace, but data is still represented as tables, static graphs and infographics that do not create an impact on the population at large. Excluding the scientific and educational communities, to the common individual information should be displayed in an entertaining manner.
This project set out to fulfill this goal by using known technologies from D3js, design guidelines, CSS3 animations, and HTML5 elements to real scientific data from the United States National Climate Data Center. The final product is a one page web application displaying 3,000,000 years of global temperatures in a visual format. The data was plotted using D3js, made interactive with JavaScript and laid out using Twitter Bootstrap.
What can be concluded is that it is possible to create interactive content with current technologies, but the process is still only achievable after extensive study of the technologies involved. Further development has to be made for data interactive tools to become easier to use and to produce large-scale interactive web applications involving data display and analysis. The advancement of interactive visualizations are also relevant as studies have shown that engaging lectures lead to a statistically significant higher average on unit exams compared with traditional didactic lectures. This could be hypothesized to be the same for interactive data and this was confirmed by a small questionnaire
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Visualization Authoring for Data-driven Storytelling
Data-driven storytelling is the process of communicating insights and findings that are supported by data, forming a visualization-based narrative. However, most current visualization creation tools either only support fixed sets of designs or require an in-depth understanding of programming concepts. To enable non-programmers to create custom visualizations for data-driven storytelling, we design interactions and implement user interfaces for visualization authoring. In the first part of this dissertation, we introduce and evaluate a series of three visualization authoring tools using traditional user interfaces: (1) iVisDesigner, which uses a data-flow model and enables users to author visualizations by specifying mappings from data to graphics interactively; (2) ChartAccent, a tool for annotating a given visualization; and (3) Charticulator, which allows users to design custom layouts interactively. We then reflect on the evaluation of visualization authoring user interfaces. In the second part of the dissertation, we extend our approach to multiple presentation media or display environments, including traditional 2-dimensional screens, large projection-based virtual-reality (VR) systems, and head-mounted virtual/augmented reality displays (HMDs). To leverage such immersive visualization environments, we ported and extended the iVisDesigner authoring approach to projection-based virtual reality. To facilitate the development of immersive visualizations, we built a visualization library called Stardust, which provides a familiar API to utilize GPU processing power in a cross-platform way. Finally, we present Idyll-MR, a system for authoring data-driven stories in virtual and augmented reality. We evaluated these authoring tools and libraries, and demonstrated high expressiveness, usability, and performance, as well as portability across platforms. In summary, our contributions enable larger audiences to create visual data-driven stories using different presentation media, leading to an overall enriched diversity of visualization designs
Visualization and Human-Machine Interaction
The digital age offers a lot of challenges in the eld of visualization. Visual imagery has been effectively used to communicate messages through the ages, to express both abstract and concrete ideas. Today, visualization has ever-expanding applications in science, engineering, education, medicine, entertainment and many other areas.
Different areas of research contribute to the innovation in the eld of interactive visualization, such as data science, visual technology, Internet of things and many more. Among them, two areas of renowned importance are Augmented Reality and Visual Analytics.
This thesis presents my research in the fields of visualization and human-machine interaction. The purpose of the proposed work is to investigate existing solutions in the area of Augmented Reality (AR) for maintenance. A smaller section of this thesis presents a minor research project on an equally important theme, Visual Analytics. Overall, the main goal is to identify the most important existing problems and then design and develop innovative solutions to address them.
The maintenance application domain has been chosen since it is historically one of the first fields of application for Augmented Reality and it offers all the most common and important challenges that AR can arise, as described in chapter 2. Since one of the main problem in AR application deployment is reconfigurability of the application, a framework has been designed and developed that allows the user to create, deploy and update in real-time AR applications. Furthermore, the research focused on the problems related to hand-free interaction, thus investigating the area of speech-recognition interfaces and designing innovative solutions to address the problems of intuitiveness and robustness of the interface.
On the other hand, the area of Visual Analytics has been investigated: among the different areas of research, multidimensional data visualization, similarly to AR, poses specific problems related to the interaction between the user and the machine. An analysis of the existing solutions has been carried out in order to identify their limitations and to point out possible improvements. Since this analysis delineates the scatterplot as a renowned visualization tool worthy of further research, different techniques for adapting its usage to multidimensional data are analyzed. A multidimensional scatterplot has been designed and developed in order to perform a comparison with another multidimensional visualization tool, the ScatterDice.
The first chapters of my thesis describe my investigations in the area of Augmented Reality for maintenance. Chapter 1 provides definitions for the most important terms and an introduction to AR. The second chapter focuses on maintenance, depicting the motivations that led to choose this application domain. Moreover, the analysis concerning open problems and related works is described along with the methodology adopted to design and develop the proposed solutions. The third chapter illustrates how the adopted methodology has been applied in order to assess the problems described in the previous one. Chapter 4 describes the methodology adopted to carry out the tests and outlines the experimental results, whereas the fifth chapter illustrates the conclusions and points out possible future developments. Chapter 6 describes the analysis and research work performed in the eld of Visual Analytics, more specifically on multidimensional data visualizations.
Overall, this thesis illustrates how the proposed solutions address common problems of visualization and human-machine interaction, such as interface de- sign, robustness of the interface and acceptance of new technology, whereas other problems are related to the specific research domain, such as pose tracking and reconfigurability of the procedure for the AR domain
Conceitos e métodos para apoio ao desenvolvimento e avaliação de colaboração remota utilizando realidade aumentada
Remote Collaboration using Augmented Reality (AR) shows great
potential to establish a common ground in physically distributed
scenarios where team-members need to achieve a shared goal.
However, most research efforts in this field have been devoted to
experiment with the enabling technology and propose methods to
support its development. As the field evolves, evaluation and
characterization of the collaborative process become an essential,
but difficult endeavor, to better understand the contributions of AR.
In this thesis, we conducted a critical analysis to identify the main
limitations and opportunities of the field, while situating its maturity
and proposing a roadmap of important research actions. Next, a
human-centered design methodology was adopted, involving
industrial partners to probe how AR could support their needs
during remote maintenance. These outcomes were combined with
literature methods into an AR-prototype and its evaluation was
performed through a user study. From this, it became clear the
necessity to perform a deep reflection in order to better understand
the dimensions that influence and must/should be considered in
Collaborative AR. Hence, a conceptual model and a humancentered
taxonomy were proposed to foster systematization of
perspectives. Based on the model proposed, an evaluation
framework for contextualized data gathering and analysis was
developed, allowing support the design and performance of
distributed evaluations in a more informed and complete manner.
To instantiate this vision, the CAPTURE toolkit was created,
providing an additional perspective based on selected dimensions
of collaboration and pre-defined measurements to obtain “in situ”
data about them, which can be analyzed using an integrated
visualization dashboard. The toolkit successfully supported
evaluations of several team-members during tasks of remote
maintenance mediated by AR. Thus, showing its versatility and
potential in eliciting a comprehensive characterization of the added
value of AR in real-life situations, establishing itself as a generalpurpose
solution, potentially applicable to a wider range of
collaborative scenarios.Colaboração Remota utilizando Realidade Aumentada (RA)
apresenta um enorme potencial para estabelecer um entendimento
comum em cenários onde membros de uma equipa fisicamente
distribuídos precisam de atingir um objetivo comum. No entanto, a
maioria dos esforços de investigação tem-se focado nos aspetos
tecnológicos, em fazer experiências e propor métodos para apoiar
seu desenvolvimento. À medida que a área evolui, a avaliação e
caracterização do processo colaborativo tornam-se um esforço
essencial, mas difícil, para compreender as contribuições da RA.
Nesta dissertação, realizámos uma análise crítica para identificar
as principais limitações e oportunidades da área, ao mesmo tempo
em que situámos a sua maturidade e propomos um mapa com
direções de investigação importantes. De seguida, foi adotada uma
metodologia de Design Centrado no Humano, envolvendo
parceiros industriais de forma a compreender como a RA poderia
responder às suas necessidades em manutenção remota. Estes
resultados foram combinados com métodos da literatura num
protótipo de RA e a sua avaliação foi realizada com um caso de
estudo. Ficou então clara a necessidade de realizar uma reflexão
profunda para melhor compreender as dimensões que influenciam
e devem ser consideradas na RA Colaborativa. Foram então
propostos um modelo conceptual e uma taxonomia centrada no ser
humano para promover a sistematização de perspetivas. Com base
no modelo proposto, foi desenvolvido um framework de avaliação
para recolha e análise de dados contextualizados, permitindo
apoiar o desenho e a realização de avaliações distribuídas de
forma mais informada e completa. Para instanciar esta visão, o
CAPTURE toolkit foi criado, fornecendo uma perspetiva adicional
com base em dimensões de colaboração e medidas predefinidas
para obter dados in situ, que podem ser analisados utilizando o
painel de visualização integrado. O toolkit permitiu avaliar com
sucesso vários colaboradores durante a realização de tarefas de
manutenção remota apoiada por RA, permitindo mostrar a sua
versatilidade e potencial em obter uma caracterização abrangente
do valor acrescentado da RA em situações da vida real. Sendo
assim, estabelece-se como uma solução genérica, potencialmente
aplicável a uma gama diversificada de cenários colaborativos.Programa Doutoral em Engenharia Informátic
Management of Cloud systems applied to eHealth
This thesis explores techniques, models and algorithms for an efficient management of Cloud
systems and how to apply them to the healthcare sector in order to improve current treatments. It
presents two Cloud-based eHealth applications to telemonitor and control smoke-quitting and
hypertensive patients. Different Cloud-based models were obtained and used to develop a Cloudbased
infrastructure where these applications are deployed. The results show that these
applications improve current treatments and that can be scaled as computing requirements grow.
Multiple Cloud architectures and models were analyzed and then implemented using different
techniques and scenarios. The Smoking Patient Control (S-PC) tool was deployed and tested in a
real environment, showing a 28.4% increase in long-term abstinence. The Hypertension Patient
Control (H-PC) tool, was successfully designed and implemented, and the computing boundaries
were measuredAquesta tesi explora tèniques, models i algorismes per una gestió eficient en sistemes al Núvol i
com aplicar-ho en el sector de la salut per tal de millorar els tractaments actuals. Presenta dues
aplicacions de salut electrònica basades en el Núvol per telemonitoritzar i controlar pacients
fumadors i hipertensos. S'ha obtingut diferents models basats en el Núvol i s'han utilitzat per a
desenvolupar una infraestructura on desplegar aquestes aplicacions. Els resultats mostren que
aquestes aplicacions milloren els tractaments actuals així com escalen a mesura que els
requeriments computacionals augmenten.
Múltiples arquitectures i models han estat analitzats i implementats utilitzant diferents tècniques i
escenaris. L'aplicació Smoking Patient Control (S-PC) ha estat desplegada i provada en un entorn
real, aconseguint un augment del 28,4% en l'absistinència a llarg termini de pacients fumadors.
L'aplicació Hypertension Patient Control (H-PC) ha estat dissenyada i implementada amb èxit, i
els seus límits computacionals han estat mesurats.Esta tesis explora ténicas, modelos y algoritmos para una gestión eficiente de sistemas en la Nube
y como aplicarlo en el sector de la salud con el fin de mejorar los tratamientos actuales. Presenta
dos aplicaciones de salud electrónica basadas en la Nube para telemonitorizar y controlar
pacientes fumadores e hipertensos. Se han obtenido diferentes modelos basados en la Nube y se
han utilizado para desarrollar una infraestructura donde desplegar estas aplicaciones. Los
resultados muestran que estas aplicaciones mejoran los tratamientos actuales así como escalan a
medida que los requerimientos computacionales aumentan.
Múltiples arquitecturas y modelos han sido analizados e implementados utilizando diferentes
técnicas y escenarios. La aplicación Smoking Patient Control (S-PC) se ha desplegado y provado
en un entorno real, consiguiendo un aumento del 28,4% en la abstinencia a largo plazo de
pacientes fumadores. La aplicación Hypertension Patient Control (H-PC) ha sido diseñada e
implementada con éxito, y sus límites computacionales han sido medidos
GeohashTile: Vector Geographic Data Display Method Based on Geohash
© 2020 MDPI AG. All rights reserved. In the development of geographic information-based applications for mobile devices, achieving better access speed and visual effects is the main research aim. In this paper, we propose a new geographic data display method based on Geohash, namely GeohashTile, to improve the performance of traditional geographic data display methods in data indexing, data compression, and the projection of different granularities. First, we use the Geohash encoding system to represent coordinates, as well as to partition and index large-scale geographic data. The data compression and tile encoding is accomplished by Geohash. Second, to realize a direct conversion between Geohash and screen-pixel coordinates, we adopt the relative position projection method. Finally, we improve the calculation and rendering efficiency by using the intermediate result caching method. To evaluate the GeohashTile method, we have implemented the client and the server of the GeohashTile system, which is also evaluated in a real-world environment. The results show that Geohash encoding can accurately represent latitude and longitude coordinates in vector maps, while the GeohashTile framework has obvious advantages when requesting data volume and average load time compared to the state-of-the-art GeoTile system
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