19,072 research outputs found

    An empirical study on using visual metaphors in visualization

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    In written and spoken communications, metaphors are often used as an aid to help convey abstract or less tangible concepts. However, the benefits of using visual metaphors in visualization have so far been inconclusive. In this work, we report an empirical study to evaluate hypotheses that visual metaphors may aid memorization, visual search and concept comprehension. One major departure from previous metaphor-related experiments in the literature is that we make use of a dual-task methodology in our experiment. This design offers an abstraction of typical situations where viewers do not have their full attention focused on visualization (e.g., in meetings and classes). The use of the secondary task introduces “divided attention”, and makes the effects of visual metaphors more observable. In addition, it also serves as additional masking in memory-based trials. The results of this study show that visual metaphors can help participants better remember the information depicted in visualization. On the other hand, visual metaphors can have a negative impact on the speed of visual search. The results also show a complex pattern as to the benefits of visual metaphors in helping participants grasp key concepts from visualization

    Simulation and Visualization of Thermal Metaphor in a Virtual Environment for Thermal Building Assessment

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    La référence est présente sur HAL mais est incomplÚte (il manque les co-auteurs et le fichier pdf).The current application of the design process through energy efficiency in virtual reality (VR) systems is limited mostly to building performance predictions, as the issue of the data formats and the workflow used for 3D modeling, thermal calculation and VR visualization. The importance of energy efficiency and integration of advances in building design and VR technology have lead this research to focus on thermal simulation results visualized in a virtual environment to optimize building design, particularly concerning heritage buildings. The emphasis is on the representation of thermal data of a room simulated in a virtual environment (VE) in order to improve the ways in which thermal analysis data are presented to the building stakeholder, with the aim of increasing accuracy and efficiency. The approach is to present more immersive thermal simulation and to project the calculation results in projective displays particularly in Immersion room (CAVE-like). The main idea concerning the experiment is to provide an instrument of visualization and interaction concerning the thermal conditions in a virtual building. Thus the user can immerge, interact, and perceive the impact of the modifications generated by the system, regarding the thermal simulation results. The research has demonstrated it is possible to improve the representation and interpretation of building performance data, particularly for thermal results using visualization techniques.Direktorat Riset dan Pengabdian Masyarakat (DRPM) Universitas Indonesia Research Grant No. 2191/H2.R12/HKP.05.00/201

    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

    An Introduction to 3D User Interface Design

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    3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article

    Anomaly detection using pattern-of-life visual metaphors

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    Complex dependencies exist across the technology estate, users and purposes of machines. This can make it difficult to efficiently detect attacks. Visualization to date is mainly used to communicate patterns of raw logs, or to visualize the output of detection systems. In this paper we explore a novel approach to presenting cybersecurity-related information to analysts. Specifically, we investigate the feasibility of using visualizations to make analysts become anomaly detectors using Pattern-of-Life Visual Metaphors. Unlike glyph metaphors, the visualizations themselves (rather than any single visual variable on screen) transform complex systems into simpler ones using different mapping strategies. We postulate that such mapping strategies can yield new, meaningful ways to showing anomalies in a manner that can be easily identified by analysts. We present a classification system to describe machine and human activities on a host machine, a strategy to map machine dependencies and activities to a metaphor. We then present two examples, each with three attack scenarios, running data generated from attacks that affect confidentiality, integrity and availability of machines. Finally, we present three in-depth use-case studies to assess feasibility (i.e. can this general approach be used to detect anomalies in systems?), usability and detection abilities of our approach. Our findings suggest that our general approach is easy to use to detect anomalies in complex systems, but the type of metaphor has an impact on user's ability to detect anomalies. Similar to other anomaly-detection techniques, false positives do exist in our general approach as well. Future work will need to investigate optimal mapping strategies, other metaphors, and examine how our approach compares to and can complement existing techniques

    Eighth Grade Students' Understandings of Groundwater

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    According to national standards, eighth graders should possess appropriate understandings regarding groundwater and its role in the hydrologic cycle. This article describes a study of eighth-grade students to determine what types of ideas eighth graders actually possess regarding groundwater. The students completed a survey that consisted of one multiple-choice item and a drawing prompt. The results of this survey, along with videotaped class discussions about goundwater, revealed that students of this age group hold naive conceptions concerning groundwater. In addition, the students' spatial reasoning was identified as contributing to their conceptions. Educational levels: Graduate or professional, Graduate or professional

    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
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