62 research outputs found

    The Impact of Visual Aesthetics on the Utility, Affordance, and Readability of Network Graphs

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    The readability of networks – how different visual design elements affect the understanding of network data – has been central in network visualization research. However, existing studies have mainly focused on readability induced by topological mapping (based on different layouts) and overlooked the effect of visual aesthetics. Proposed is a novel experimental framework to study how different network aesthetic choices affect users' abilities of understanding the network structures. The visual aesthetics are grouped in two forms: 1) visual encoding (where the aesthetic mapping depends on the underlying network data) and 2) visual styling (where the aesthetics are applied independent of underlying data). Users are given a simple task – identifying most connected nodes in a network – in a hybrid experimental setting where the visual aesthetic choices are tested in a within-subject manner while the network topologies are tested in a between-subject manner based on a randomized blocking design. This novel experimental design ensures an efficient decoupling of the influence of network topology on readability tests. The utility of different visual aesthetics is measured comprehensively based on task performance (accuracy and time), eye-tracking data, and user feedback (perceived affordance). The results show differential readability effects among choices of visual aesthetics. Particularly, node based visual encoding significantly enhances network readability; specifically, glyphs allow participants to create more robust strategies in their utilization. The study contributes to both the understanding of the role of visual aesthetics in network visualization design and the experimental design for testing the network readability

    Sensemaking with learning analytics visualizations: Investigating dashboard comprehension and effects on learning strategy

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    In the provision of just-in-time feedback, student-facing learning analytics dashboards (LADs) are meant to aid decision-making during the process of learning. Unlike summative feedback received at its conclusion, this formative feedback may help learners pivot their learning strategies while still engaged in the learning activity. To turn this feedback into actionable insights however, learners must understand LADs well enough to make accurate judgements of learning with them. For these learners, LADs could become an integral part of their self-regulatory learning strategy. This dissertation presents a multifaceted examination of learners’ sensemaking processes with LADs designed to support self-regulatory learning. The in-situ studies detailed therein examine learners’ understanding of the data visualized in LADs and the effects of this understanding on their performance-related mental models. Trace data, surveys, semi-structured in-depth qualitative interviews, and retrospective cued recall methods were used to identify why, when, and how learners used LADs to guide their learning. Learners’ qualitative accounts of their experience explained and contextualized the quantitative data collected from the observed activities. Learners preferred less complex LADs, finding them more useful and aesthetically appealing, despite lower gist recall with simpler visualizations. During an early investigation of how LADs were used to make learning judgments in situ, we observed learners’ tendency to act upon brief LAD interactions. This inspired us to operationalize gist as a form of measurement, describing learners’ ability to make sense of a LAD after a brief visual interrogation. Subsequent comparisons of the accuracy and descriptiveness of learners’ gist estimates to those of laypeople repeatedly showed that laypeople were more apt than learners to produce accurate and complete gist descriptions. This dissertation culminates in a final study examining the evolution of learners’ mental models of their performance due to repeated LAD interaction, followed by a discussion of the contextual factors that contributed to what was observed. Trends observed across this work suggest that learners were more apt to “get the gist” with LAD after repeated interaction. This dissertation contributes a novel method for evaluating learners’ interpretation of LADs, while our findings offer insight into how LADs shape learners’ sensemaking processes

    Kahden muuttujan sävyjen sekoitus – väriasteikoiden suunnittelu kahden muuttujan koropleettikartoille räätälöidyllä työkalulla

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    Bivariate maps are a type of map visualization where two related data series are displayed at once for each data point. They can answer questions of how two variables interrelate in a geographical context using several kinds of encodings — visual variables — such as shape or color. The most common types are choropleth maps that use color hue and lightness to encode data and symbol-based maps that use shape size for both data series. Bivariate maps have seen a minor surge in popularity with new software tools but remain an understudied visualization type with a lack of clear usage recommendations. The thesis consists of a theoretical and a practical part. The purpose was to collate existing recommendations about the design of bivariate maps and determine whether they are considered a useful type of visualization. The theoretical part was a literature survey of relevant visualization and cartography literature, including empirical studies. I also sought to see whether bivariate choropleths are considered more effective than other types. The practical part was building a web tool prototype for bivariate color scale creation limited to choropleth maps, the Bivariate hue blender. The tool uses the Hue-Chroma-Lightness (HCL) color space for scheme design. By rotating the hue angle of an input color by a user-defined amount, a new color can be created. Intermediate colors are generated by blending these two with each other and a light secondary input color. The primary purpose of the tool was to improve color scheme creation and the building process used the framework of research-based design. It involved building the tool, using it to evaluate seven existing palettes, and creating three new palettes. These were applied to four different bivariate maps using statistical data from Finland in two different geographical divisions. Test data was selected using contingency table visualizations to ensure that all classes contain values. In addition to the color scales, a bivariate ordinal texture design was created. Bivariate maps were found to be grouped in categories using the concept of integral and separable dimensions. Bivariate choropleth maps were found to be a relevant visualization type, provided that the data is suitable, and that the number of classes is no larger than 9. An issue pertaining to color contrast was identified — accessibility guidelines stipulate a lightness difference between adjacent hues that require the use of strokes in most choropleth maps. Questions concerning effectiveness of other types, how bivariate symbols interact and how viewers can use bivariate maps for analytical tasks remain unresolved. The tool was subjectively found to enable better control over bivariate color scale creation than other similar software. The evaluated bivariate palettes had issues in lightness uniformity and separation of colors, which could be resolved in the three new palettes. These were found to be at least as practical as the seven initial palettes. This work has concluded that bivariate maps can be considered useful in special cases with the right data, which should encourage visualization designers to employ them. It has contributed a prototype tool that aids the creation of new perceptually uniform color scales for bivariate choropleth maps. Three new colorblind-safe 3×3 palettes are an addition to the limited set of schemes in active use. The method of selecting data using contingency tables can aid in creating bivariate maps.Kahden muuttujan tietokartat ovat visualisointityyppi, jossa kaksi toisiinsa liittyvää tietosarjaa näytetään kunkin datapisteen kohdalla. Niillä voidaan tutkia kuinka kaksi muuttujaa ovat yhteydessä toisiinsa maantieteellisessä kontekstissa, käyttämällä useita erilaisia visuaalisia muuttujia – kuten muotoa tai väriä. Yleisimpiä tyyppejä ovat koropleettikartat, joissa käytetään värin sävyä ja vaaleutta tietojen esittämiseen, sekä symbolikartat, joissa käytetään muodon kokoa molemmille datasarjoille. Kahden muuttujan karttojen suosio on kasvanut uusien ohjelmistotyökalujen myötä, mutta ne ovat edelleen vähän tutkittu visualisointityyppi, josta puuttuvat selkeät käyttösuositukset. Opinnäytetyöni koostuu teoreettisesta ja käytännön osasta. Tarkoituksena on ollut koota olemassa olevia suosituksia kahden muuttujan kartoista ja selvittää, pidetäänkö niitä hyödyllisenä visualisointityyppinä. Teoriaosuus on kirjallisuuskatsaus visualisointi- ja kartografiakirjallisuuteen, mukaan luettuna myös empiiriset tutkimukset. Pyrin myös selvittämään, pidetäänkö kahden muuttujan koropleettikarttoja tehokkaampina kuin muita kahden muuttujan karttatyyppejä. Käytännön osuus on verkkotyökalun prototyyppi, Bivariate hue blender, joka on tehty kahden muuttujan väriasteikkojen luomista varten. Työkalu käyttää Hue-Chroma-Lightness (HCL; sävy, kromaattisuus, vaaleus) -väriavaruutta. Kun syötetyn värin sävykulmaa kääntää, syntyy uusi väri. Alkuperäisestä ja uudesta väristä luodaan kaksi erillistä väriasteikkoa vaaleasta aloitussävystä ja näitä yhdistämällä muodostetaan asteikon välivärit. Työkalun ensisijaisena tarkoituksena on ollut helpottaa väriasteikkojen luomista. Sen kehittämisessä on sovellettu tutkimukseen perustuvaa suunnittelua. Työkalun avulla on arvioitu seitsemän palettia ja luotu kolme uutta. Näitä on sovellettu neljään erilaiseen kahden muuttujan karttaan, joissa on käytetty tilastotietoja Suomesta kahden eri maantieteellisen jaon mukaan. Väriasteikkojen lisäksi on luotu kuviotekstuuri. Tutkimuksessa todetaan, että kahden muuttujan kartat voidaan jakaa luokkiin käyttäen kokonaisten ja eroteltavien ulottuvuuksien käsitettä. Koropleettikarttojen todetaan olevan toimiva laji, kunhan aineisto on sopiva ja luokkia enintään yhdeksän. Työssä tunnistettiin värikontrastiin liittyvä ongelma – esteettömyysohjeissa määrätyt vierekkäisten sävyjen vaaleuserot edellyttävät ääriviivojen käyttöä useimmissa kartoissa. Tutkimuksessa auki jäävät kysymykset koskevat muiden tyyppien tehokkuutta, kaksimuuttujaisten symbolien vuorovaikutusta ja sitä, kuinka katsoja lukee ja käyttää näitä karttoja. Työkalun voidaan todeta subjektiivisesti mahdollistavan paremman hallinnan kaksimuuttujaväriasteikkojen luomisessa vastaaviin ohjelmiin verrattuna. Arvioiduissa paleteissa oli ongelmia vaaleuden tasaisuudessa ja värien erottelussa, jotka nyt voitiin ratkaista kolmessa uudessa paletissa. Näiden todetaan olevan ainakin yhtä käytännöllisiä kuin seitsemän alkuperäistä palettia. Työn loppupäätelmä on, että kaksimuuttujaisia karttoja voidaan pitää hyödyllisinä tietyissä tapauksissa ja niihin soveltuvalla datalla, mikä voi kannustaa visualisointisuunnittelijoita käyttämään niitä. Työn tuloksena on prototyyppityökalu, joka auttaa luomaan uusia tasajakoisia väriskaaloja kahden muuttujan koropleettikarttoja varten. Kolme uutta palettia on lisäys aktiivisessa käytössä olevien kaksimuuttujaisten palettien rajalliseen joukkoon. Kontingenssitaulukoihin perustuva aineiston valintamenetelmä voi auttaa suunnittelijoita kahden muuttujan karttojen luomisessa

    Thinking interactively with visualization

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    Interaction is becoming an integral part of using visualization for analysis. When interaction is tightly and appropriately coupled with visualization, it can transform the visualization from display- ing static imagery to assisting comprehensive analysis of data at all scales. In this relationship, a deeper understanding of the role of interaction, its effects, and how visualization relates to interaction is necessary for designing systems in which the two components complement each other. This thesis approaches interaction in visualization from three different perspectives. First, it considers the cost of maintaining interaction in manipulating visualization of large datasets. Namely, large datasets often require a simplification process for the visualization to maintain interactivity, and this thesis examines how simplification affects the resulting visualization. Secondly, example interactive visual analytical systems are presented to demonstrate how interactivity could be applied in visualization. Specifically, four fully developed systems for four distinct problem domains are discussed to determine the common role of interactivity in these visualizations that make the systems successful. Lastly, this thesis presents evidence that interactions are important for analytical tasks using visualizations. Interaction logs of financial analysts using a visualization were collected, coded, and examined to determine the amount of analysis strategies contained within the interaction logs. The finding supports the benefits of high interactivity in analytical tasks when using a visualization. The example visualizations used to support these three perspectives are diverse in their goals and features. However, they all share similar design guidelines and visualization principles. Based on their characteristics, this thesis groups these visualizations into urban visualization, visual analytical systems, and interaction capturing and discusses them separately in terms of lessons learned and future directions

    Perceptual Manipulations for Hiding Image Transformations in Virtual Reality

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    Users of a virtual reality make frequent gaze shifts and head movements to explore their surrounding environment. Saccades are rapid, ballistic, conjugate eye movements that reposition our gaze, and in doing so create large-field motion on our retina. Due to the high speed motion on the retina during saccades, the brain suppresses the visual signals from the eye, a perceptual phenomenon known as the saccadic suppression. These moments of visual blindness can help hide the display graphical updates in a virtual reality. In this dissertation, I investigated how the visibility of various image transformations differed, during combinations of saccade and head rotation conditions. Additionally, I studied how hand and gaze interaction, affected image change discrimination in an inattentional blindness task. I conducted four psychophysical experiments in desktop or head-mounted VR. In the eye tracking studies, users viewed 3D scenes, and were triggered to make a vertical or horizontal saccade. During the saccade an instantaneous translation or rotation was applied to the virtual camera used to render the scene. Participants were required to indicate the direction of these transitions after each trial. The results showed that type and size of the image transformation affected change detectability. During horizontal or vertical saccades, rotations along the roll axis were the most detectable, while horizontal and vertical translations were least noticed. In a second similar study, I added a constant camera motion to simulate a head rotation, and in a third study, I compared active head rotation with a simulated rotation or a static head. I found less sensitivity to transsaccadic horizontal compared to vertical camera shifts during simulated or real head pan. Conversely, during simulated or real head tilt observers were less sensitive to transsaccadic vertical than horizontal camera shifts. In addition, in my multi-interactive inattentional blindness experiment, I compared sensitivity to sudden image transformations when a participant used their hand and gaze to move and watch an object, to when they only watched it move. The results confirmed that when involved in a primary task that requires focus and attention with two interaction modalities (gaze and hand), a visual stimuli can better be hidden than when only one sense (vision) is involved. Understanding the effect of continuous head movement and attention on the visibility of a sudden transsaccadic change can help optimize the visual performance of gaze-contingent displays and improve user experience. Perceptually suppressed rotations or translations can be used to introduce imperceptible changes in virtual camera pose in applications such as networked gaming, collaborative virtual reality and redirected walking. This dissertation suggests that such transformations can be more effective and more substantial during active or passive head motion. Moreover, inattentional blindness during an attention-demanding task provides additional opportunities for imperceptible updates to a visual display

    Perceptual Manipulations for Hiding Image Transformations in Virtual Reality

    Get PDF
    Users of a virtual reality make frequent gaze shifts and head movements to explore their surrounding environment. Saccades are rapid, ballistic, conjugate eye movements that reposition our gaze, and in doing so create large-field motion on our retina. Due to the high speed motion on the retina during saccades, the brain suppresses the visual signals from the eye, a perceptual phenomenon known as the saccadic suppression. These moments of visual blindness can help hide the display graphical updates in a virtual reality. In this dissertation, I investigated how the visibility of various image transformations differed, during combinations of saccade and head rotation conditions. Additionally, I studied how hand and gaze interaction, affected image change discrimination in an inattentional blindness task. I conducted four psychophysical experiments in desktop or head-mounted VR. In the eye tracking studies, users viewed 3D scenes, and were triggered to make a vertical or horizontal saccade. During the saccade an instantaneous translation or rotation was applied to the virtual camera used to render the scene. Participants were required to indicate the direction of these transitions after each trial. The results showed that type and size of the image transformation affected change detectability. During horizontal or vertical saccades, rotations along the roll axis were the most detectable, while horizontal and vertical translations were least noticed. In a second similar study, I added a constant camera motion to simulate a head rotation, and in a third study, I compared active head rotation with a simulated rotation or a static head. I found less sensitivity to transsaccadic horizontal compared to vertical camera shifts during simulated or real head pan. Conversely, during simulated or real head tilt observers were less sensitive to transsaccadic vertical than horizontal camera shifts. In addition, in my multi-interactive inattentional blindness experiment, I compared sensitivity to sudden image transformations when a participant used their hand and gaze to move and watch an object, to when they only watched it move. The results confirmed that when involved in a primary task that requires focus and attention with two interaction modalities (gaze and hand), a visual stimuli can better be hidden than when only one sense (vision) is involved. Understanding the effect of continuous head movement and attention on the visibility of a sudden transsaccadic change can help optimize the visual performance of gaze-contingent displays and improve user experience. Perceptually suppressed rotations or translations can be used to introduce imperceptible changes in virtual camera pose in applications such as networked gaming, collaborative virtual reality and redirected walking. This dissertation suggests that such transformations can be more effective and more substantial during active or passive head motion. Moreover, inattentional blindness during an attention-demanding task provides additional opportunities for imperceptible updates to a visual display

    Mobile advertising effectiveness versus PC and TV using consumer neuroscience

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    This Doctoral Thesis, entitled Mobile Advertising Effectiveness versus PC and TV, Using Consumer Neuroscience, while analyzes both the evolution of mobile advertising and its current situation, also discusses, how effective is mobile advertising when compared against advertising in other digital devices, such as PC and TV. The last few years have been characterized by an increase of the time that consumers spend on their mobile phones and as a result, by an increase in the expending on digital mobile advertising. Brands are already demanding models that measure digital advertising effectiveness, and consumer neuroscience technology may help, not only to measure it, but also to understand its impact on consumers. Considering this environment, this research proposes various recommendations for advertisers that may be considering using consumer neuroscience technology to measure mobile advertising effectiveness, as well as recommendations on how to design mobile ads that increase advertising effectiveness

    Multi-Sensory Interaction for Blind and Visually Impaired People

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    This book conveyed the visual elements of artwork to the visually impaired through various sensory elements to open a new perspective for appreciating visual artwork. In addition, the technique of expressing a color code by integrating patterns, temperatures, scents, music, and vibrations was explored, and future research topics were presented. A holistic experience using multi-sensory interaction acquired by people with visual impairment was provided to convey the meaning and contents of the work through rich multi-sensory appreciation. A method that allows people with visual impairments to engage in artwork using a variety of senses, including touch, temperature, tactile pattern, and sound, helps them to appreciate artwork at a deeper level than can be achieved with hearing or touch alone. The development of such art appreciation aids for the visually impaired will ultimately improve their cultural enjoyment and strengthen their access to culture and the arts. The development of this new concept aids ultimately expands opportunities for the non-visually impaired as well as the visually impaired to enjoy works of art and breaks down the boundaries between the disabled and the non-disabled in the field of culture and arts through continuous efforts to enhance accessibility. In addition, the developed multi-sensory expression and delivery tool can be used as an educational tool to increase product and artwork accessibility and usability through multi-modal interaction. Training the multi-sensory experiences introduced in this book may lead to more vivid visual imageries or seeing with the mind’s eye
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