1,288 research outputs found

    Artifact-Based Rendering: Harnessing Natural and Traditional Visual Media for More Expressive and Engaging 3D Visualizations

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    We introduce Artifact-Based Rendering (ABR), a framework of tools, algorithms, and processes that makes it possible to produce real, data-driven 3D scientific visualizations with a visual language derived entirely from colors, lines, textures, and forms created using traditional physical media or found in nature. A theory and process for ABR is presented to address three current needs: (i) designing better visualizations by making it possible for non-programmers to rapidly design and critique many alternative data-to-visual mappings; (ii) expanding the visual vocabulary used in scientific visualizations to depict increasingly complex multivariate data; (iii) bringing a more engaging, natural, and human-relatable handcrafted aesthetic to data visualization. New tools and algorithms to support ABR include front-end applets for constructing artifact-based colormaps, optimizing 3D scanned meshes for use in data visualization, and synthesizing textures from artifacts. These are complemented by an interactive rendering engine with custom algorithms and interfaces that demonstrate multiple new visual styles for depicting point, line, surface, and volume data. A within-the-research-team design study provides early evidence of the shift in visualization design processes that ABR is believed to enable when compared to traditional scientific visualization systems. Qualitative user feedback on applications to climate science and brain imaging support the utility of ABR for scientific discovery and public communication.Comment: Published in IEEE VIS 2019, 9 pages of content with 2 pages of references, 12 figure

    Applying a User-centred Approach to Interactive Visualization Design

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    Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches

    Visualisation techniques, human perception and the built environment

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    Historically, architecture has a wealth of visualisation techniques that have evolved throughout the period of structural design, with Virtual Reality (VR) being a relatively recent addition to the toolbox. To date the effectiveness of VR has been demonstrated from conceptualisation through to final stages and maintenance, however, its full potential has yet to be realised (Bouchlaghem et al, 2005). According to Dewey (1934), perceptual integration was predicted to be transformational; as the observer would be able to ‘engage’ with the virtual environment. However, environmental representations are predominately focused on the area of vision, regardless of evidence stating that the experience is multi sensory. In addition, there is a marked lack of research exploring the complex interaction of environmental design and the user, such as the role of attention or conceptual interpretation. This paper identifies the potential of VR models to aid communication for the Built Environment with specific reference to human perception issues

    TOWARD COLLABORATIVE VIRTUAL ARCHITECTURE DESIGN STUDIO

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    The application of Virtual Reality (VR) is important on higher education level; it is also imperative to explore how this style of interaction could be used to help students in understanding and exploring more proper mental models of complex systems and processes, abstract models and other non-intuitive material. The hypothesis is that VR can successfully be used to support such complex understanding by stimulating and exploring all human senses whereas traditional notions of learning tend to focus on purely intellectual skills. The study will examine the constructive philosophy of learning and discuss how it may be supported by the use of VR to provide examples of different classes of VR applications that, for educational purposes, focus on learning. The research subject which is the impact of information of communication technology (ICT) on architectural form of higher educational spaces focus on the future of architectural Educational studio and the new generation of paperless design studio. The purpose of the paper is expecting the transformation in the form of architectural educational spaces with response to the wide range of ICT and use of VR applications especially in Architecture Design Studio (ADS). It is also identifying the new configurations and characteristics of (ADS) in Communication Era

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)

    How Virtual Reality Impacts the Landscape Architecture Design Process during the Phases of Analysis and Concept Development at the Master Planning Scale

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    Virtual reality (VR) can offer many benefits for designers. In the field of landscape architecture, the technology is primarily being used as a tool for design review in the late stages of the design process, yet many of the benefits that make VR valuable in the later stages of the design process suggest that VR may be equally valuable when used in earlier stages such as analysis and concept development. This research examined incorporating VR into the design phases of analysis and concept development, and integrated its use with traditional landscape architecture methods to measure its impacts on a large scale master planning project. This research explores the advantages and limitations of VR and suggests a positive outlook for VR as a design tool

    Virtual reality for the built environment: A critical review of recent advances

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    This paper reviews the current state of the art for Virtual Reality (VR) and Virtual Environment (VE) applications in the field of the built environment. The review begins with a brief overview of technological components involved in enabling VR technology. A classification framework is developed to classify 150 journal papers in order to reveal the scholarly coverage of VR and VE from 2005 to 2011, inclusive. The classification framework summarizes achievements, established knowledge, research issues and challenges in the area. The framework is based on four layers of VR: concept and theory, implementation, evaluation and industrial adoption. These layers encompass architecture and design, urban planning and landscape, engineering, construction, facility management, lifecycle integration, training and education. This paper also discusses various representative VR research work in line with the classification framework. Finally the paper predicts future research trends in this area
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