222,120 research outputs found

    TOWARDS EFFICIENT PRESENTATION AND INTERACTION IN VISUAL DATA ANALYSIS

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    The "data explosion'' since the era of the Internet has increased data size tremendously, from several hundred Megabytes to millions of Terabytes. Large amounts of data may not fit into memory, and a proper way of handling and processing the data is necessary. Besides, analyses of such large scale data requires complex and time consuming algorithms. On the other hand, humans play an important role in steering and driving the data analysis, while there are often times when people have a hard time getting an overview of the data or knowing which analysis to run. Sometimes they may not even know where to start. There is a huge gap between the data and understanding. An intuitive way to facilitate data analysis is to visualize it. Visualization is understandable and illustrative, while using it to support fast and rapid data exploration of large scale datasets has been a challenge for a long time. In this dissertation, we aim to facilitate efficient visual data exploration of large scale datasets from two perspectives: efficiency and interaction. The former indicates how users could understand the data efficiently, this depends on various factors, such as how fast data is processed and how data is presented, while the latter focuses more on the users: how they deal with the data and why they interact with the system in a particular way. In order to improve the efficiency of data exploration, we have looked into two steps in the visualization pipeline: rendering and processing (computations). We first address visualization rendering of large dataset through a thorough evaluation of web-based visualization performance. We evaluate and understand the page loading effects of Scalable Vector Graphics (SVG), a popular image format for interactive visualization on the web browsers. To understand the scalability of individual elements in SVG based visualization, we conduct performance tests on different types of charts, in different phases of rendering process. From the results, we have figured out optimization techniques and guidelines to achieve better performance when rendering SVG visualization. Secondly, we present a pure browser based distributed computing framework (VisHive) that exploits computational power from co-located idle devices for visualization. The VisHive framework speeds up web-based visualization, which is originally designed for single computer and cannot make use of additional computational resources on the client side. It takes advantage of multiple devices that today's users often have access to. VisHive constructs visualization applications that can transparently connect multiple devices into an ad-hoc cluster for local computation. It requires no specific software to be downloaded for setup. To achieve a more interactive data analysis process, we first propose a proactive visual analytics system (DataSite) that enable users to analyze the data smoothly with a list of pre-defined algorithms. DataSite provides results through selecting and executing computations using automatic server-side computation. It utilizes computational resources exhaustively during data analysis to reduce the burden of human thinking. Analyzing results identified by these background processes are surfaced as status updates in a feed on the front-end, akin to posts in a social media feed. DataSite effectively turns data analysis into a conversation between the user and the computer, thereby reducing the cognitive load and domain knowledge requirements on users. Next we apply the concept of proactive data analysis to genomic data, and explore how to improve data analysis through adaptive computations in bioinformatics domain. We build Epiviz Feed, a web application that supports proactive visual and statistical analysis of genomic data. It addresses common and popular biological questions that may be asked by the analyst, and shortens the time of processing and analyzing the data with automatic computations. We further present a computational steering mechanism for visual analytics that prioritizes computations performed on the dataset leveraging the analyst's navigational behavior in the data. The web-based system, called Sherpa, provides computational modules for genomic data analysis, where independent algorithms calculate test statistics relevant to biological inferences about gene regulation in various tumor types and their corresponding normal tissues

    Attentional breadth and proximity seeking in romantic attachment relationships

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    The present study provides first evidence that attentional breadth responses can be influenced by proximity-distance goals in adult attachment relationships. In a sample of young couples, we measured attachment differences in the breadth of attentional focus in response to attachment-related cues. Results showed that priming with a negative attachment scenario broadens attention when confronted with pictures of the attachment figure in highly avoidant men. In women, we found that attachment anxiety was associated with a more narrow attentional focus on the attachment figure, yet only at an early stage of information processing. We also found that women showed a broader attentional focus around the attachment figure when their partner was more avoidantly attached. This pattern of results reflects the underlying action of attachment strategies and provides insight into the complex and dynamic influence of attachment on attentional processing in a dyadic context

    Sex differences in eye gaze and symbolic cueing of attention

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    Observing a face with averted eyes results in a reflexive shift of attention to the gazed-at location. Here we present results that show that this effect is weaker in males than in females (Experiment 1). This result is predicted by the ‘extreme male brain’ theory of autism (Baron-Cohen, 2003), which suggests that males in the normal population should display more autism-like traits than females (e.g., poor joint attention). Indeed, participants′ scores on the Autism-Spectrum Quotient (Baron-Cohen, Wheelwright, Stott, Bolton, & Goodyear, 2001) negatively correlated with cueing magnitude. Furthermore, exogenous orienting did not differ between the sexes in two peripheral cueing experiments (Experiments 2a and 2b). However, a final experiment showed that using non-predictive arrows instead of eyes as a central cue also revealed a large gender difference. This demonstrates that reduced orienting from central cues in males generalizes beyond gaze cues. These results show that while peripheral cueing is equivalent in the male and female brains, the attention systems of the two sexes treat noninformative symbolic cues very differently

    Overt orienting of spatial attention and corticospinal excitability during action observation are unrelated

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    Observing moving body parts can automatically activate topographically corresponding motor representations in the primary motor cortex (M1), the so-called direct matching. Novel neurophysiological findings from social contexts are nonetheless proving that this process is not automatic as previously thought. The motor system can flexibly shift from imitative to incongruent motor preparation, when requested by a social gesture. In the present study we aim to bring an increase in the literature by assessing whether and how diverting overt spatial attention might affect motor preparation in contexts requiring interactive responses from the onlooker. Experiment 1 shows that overt attention-although anchored to an observed biological movement-can be captured by a target object as soon as a social request for it becomes evident. Experiment 2 reveals that the appearance of a short-lasting red dot in the contralateral space can divert attention from the target, but not from the biological movement. Nevertheless, transcranial magnetic stimulation (TMS) over M1 combined with electromyography (EMG) recordings (Experiment 3) indicates that attentional interference reduces corticospinal excitability related to the observed movement, but not motor preparation for a complementary action on the target. This work provides evidence that social motor preparation is impermeable to attentional interference and that a double dissociation is present between overt orienting of spatial attention and neurophysiological markers of action observation

    Ecological IVIS design : using EID to develop a novel in-vehicle information system

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    New in-vehicle information systems (IVIS) are emerging which purport to encourage more environment friendly or ‘green’ driving. Meanwhile, wider concerns about road safety and in-car distractions remain. The ‘Foot-LITE’ project is an effort to balance these issues, aimed at achieving safer and greener driving through real-time driving information, presented via an in-vehicle interface which facilitates the desired behaviours while avoiding negative consequences. One way of achieving this is to use ecological interface design (EID) techniques. This article presents part of the formative human-centred design process for developing the in-car display through a series of rapid prototyping studies comparing EID against conventional interface design principles. We focus primarily on the visual display, although some development of an ecological auditory display is also presented. The results of feedback from potential users as well as subject matter experts are discussed with respect to implications for future interface design in this field

    The mind's eye in blindfold chess

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    Visual imagery plays an important role in problem solving, and research into blindfold chess has provided a wealth of empirical data on this question. We show how a recent theory of expert memory (the template theory, Gobet & Simon, 1996, 2000) accounts for most of these data. However, how the mind’s eye filters out relevant from irrelevant information is still underspecified in the theory. We describe two experiments addressing this question, in which chess games are presented visually, move by move, on a board that contains irrelevant information (static positions, semi-static positions, and positions changing every move). The results show that irrelevant information affects chess masters only when it changes during the presentation of the target game. This suggests that novelty information is used by the mind’s eye to select incoming visual information and separate “figure” and “ground.” Mechanisms already present in the template theory can be used to account for this novelty effect
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