6,441 research outputs found

    Interactive Visualization Lenses:: Natural Magic Lens Interaction for Graph Visualization

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    Information visualization is an important research field concerned with making sense and inferring knowledge from data collections. Graph visualizations are specific techniques for data representation relevant in diverse application domains among them biology, software-engineering, and business finance. These data visualizations benefit from the display space provided by novel interactive large display environments. However, these environments also cause new challenges and result in new requirements regarding the need for interaction beyond the desktop and according redesign of analysis tools. This thesis focuses on interactive magic lenses, specialized locally applied tools that temporarily manipulate the visualization. These may include magnification of focus regions but also more graph-specific functions such as pulling in neighboring nodes or locally reducing edge clutter. Up to now, these lenses have mostly been used as single-user, single-purpose tools operated by mouse and keyboard. This dissertation presents the extension of magic lenses both in terms of function as well as interaction for large vertical displays. In particular, this thesis contributes several natural interaction designs with magic lenses for the exploration of graph data in node-link visualizations using diverse interaction modalities. This development incorporates flexible switches between lens functions, adjustment of individual lens properties and function parameters, as well as the combination of lenses. It proposes interaction techniques for fluent multi-touch manipulation of lenses, controlling lenses using mobile devices in front of large displays, and a novel concept of body-controlled magic lenses. Functional extensions in addition to these interaction techniques convert the lenses to user-configurable, personal territories with use of alternative interaction styles. To create the foundation for this extension, the dissertation incorporates a comprehensive design space of magic lenses, their function, parameters, and interactions. Additionally, it provides a discussion on increased embodiment in tool and controller design, contributing insights into user position and movement in front of large vertical displays as a result of empirical investigations and evaluations.Informationsvisualisierung ist ein wichtiges Forschungsfeld, das das Analysieren von Daten unterstützt. Graph-Visualisierungen sind dabei eine spezielle Variante der Datenrepräsentation, deren Nutzen in vielerlei Anwendungsfällen zum Einsatz kommt, u.a. in der Biologie, Softwareentwicklung und Finanzwirtschaft. Diese Datendarstellungen profitieren besonders von großen Displays in neuen Displayumgebungen. Jedoch bringen diese Umgebungen auch neue Herausforderungen mit sich und stellen Anforderungen an Nutzerschnittstellen jenseits der traditionellen Ansätze, die dadurch auch Anpassungen von Analysewerkzeugen erfordern. Diese Dissertation befasst sich mit interaktiven „Magischen Linsen“, spezielle lokal-angewandte Werkzeuge, die temporär die Visualisierung zur Analyse manipulieren. Dabei existieren zum Beispiel Vergrößerungslinsen, aber auch Graph-spezifische Manipulationen, wie das Anziehen von Nachbarknoten oder das Reduzieren von Kantenüberlappungen im lokalen Bereich. Bisher wurden diese Linsen vor allem als Werkzeug für einzelne Nutzer mit sehr spezialisiertem Effekt eingesetzt und per Maus und Tastatur bedient. Die vorliegende Doktorarbeit präsentiert die Erweiterung dieser magischen Linsen, sowohl in Bezug auf die Funktionalität als auch für die Interaktion an großen, vertikalen Displays. Insbesondere trägt diese Dissertation dazu bei, die Exploration von Graphen mit magischen Linsen durch natürliche Interaktion mit unterschiedlichen Modalitäten zu unterstützen. Dabei werden flexible Änderungen der Linsenfunktion, Anpassungen von individuellen Linseneigenschaften und Funktionsparametern, sowie die Kombination unterschiedlicher Linsen ermöglicht. Es werden Interaktionstechniken für die natürliche Manipulation der Linsen durch Multitouch-Interaktion, sowie das Kontrollieren von Linsen durch Mobilgeräte vor einer Displaywand vorgestellt. Außerdem wurde ein neuartiges Konzept körpergesteuerter magischer Linsen entwickelt. Funktionale Erweiterungen in Kombination mit diesen Interaktionskonzepten machen die Linse zu einem vom Nutzer einstellbaren, persönlichen Arbeitsbereich, der zudem alternative Interaktionsstile erlaubt. Als Grundlage für diese Erweiterungen stellt die Dissertation eine umfangreiche analytische Kategorisierung bisheriger Forschungsarbeiten zu magischen Linsen vor, in der Funktionen, Parameter und Interaktion mit Linsen eingeordnet werden. Zusätzlich macht die Arbeit Vor- und Nachteile körpernaher Interaktion für Werkzeuge bzw. ihre Steuerung zum Thema und diskutiert dabei Nutzerposition und -bewegung an großen Displaywänden belegt durch empirische Nutzerstudien

    Study of Hybrid Magneto-Active Propellant Management Device for Slosh Damping

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    Sloshing of liquid upon the application of an external force is a natural phenomenon as the free surface is allowed to move without any constraints. Study of slosh is an ongoing research for many decades and many novel inventions in Propellant Management Devices (PMDs) such as the rigid baffles and elastomeric membranes have been implemented to counteract the free surface effect in both passive and active membrane known as Magneto-Active Propellant Management Device (MAPMD) to actively control the free surface effect and reduce fuel slosh is explored in this research. Being a hybrid membrane, it would initially offer passive resistance to liquid motion and when activated would form a semi-rigid structural layer suppressing the free surface motion. This would eliminate the use of bulky baffle structures thereby decreasing the overall weight of the tank while increasing its volume. Two configurations of the membrane were made out of Metglas 2605SA1 alloy for this study and were tested for their effectiveness. To justify the hybrid membrane as a viable Propellant Management Device (PMD), proof-of-concept experiments involving low amplitude at 1.8 mm and high amplitude at 3.0 mm actuator displacement were carried out. Computational Fluid Dynamics (CFD) simulations were setup with parameters as that of the experiment to verify and validate the experimental setup. Results of this study demonstrated an overall improvement on the damping effectiveness from the existing hybrid active Propellant Management Device (PMD)

    I-Light Symposium 2005 Proceedings

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    I-Light was made possible by a special appropriation by the State of Indiana. The research described at the I-Light Symposium has been supported by numerous grants from several sources. Any opinions, findings and conclusions, or recommendations expressed in the 2005 I-Light Symposium Proceedings are those of the researchers and authors and do not necessarily reflect the views of the granting agencies.Indiana University Office of the Vice President for Research and Information Technology, Purdue University Office of the Vice President for Information Technology and CI

    Aeronautical engineering: A continuing bibliography with indexes (supplement 238)

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    This bibliography lists 458 reports, articles, and other documents introduced into the NASA scientific and technical information system in March, 1989. Subject coverage includes: design, construction and testing of aircraft and aircraft engines; aircraft components, equipment and systems; ground support systems; and theoretical and applied aspects of aerodynamics and general fluid dynamics

    You’ve Become Part of a Bigger Universe. You Just Don’t Know it Yet: Adaptation, Intertextuality and the Case of Total Branded Entertainment

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    Storytelling in the 21st century demonstrates a blurring of boundaries, fluid texts, intertextual relations, media convergence, and transmedia storytelling. Power dynamics between producers/consumers are becoming more prominent due to higher audience interaction and engagement. More importantly, as this paper argues, there is an overwhelming presence of texts in Pop Culture whose stature is influenced and affected by branded entertainment in the context of total branded entertainment. Adopting a cultural studies approach, this paper attempts to theoretically combine concepts, such as chronotope (Bakhtin 1981), intertextuality (Fiske 2001), paratexts (Mittell 2014), fluid texts (Bryant 2013), and adaptation (Hutcheon 2006) in order to examine the dynamics of the branded text/context, in the origin stories of the Marvel Cinematic Universe (MCU) Phase One, and consider how total branded entertainment is achieved. The reason why it is important to consider the intersection of brand entertainment, adaptation, and intertextuality, is that, although they primarily demonstrate a power struggle between producers and consumers, in which the former appear to dictate the way the latter consume and interpret, alternative ways of experiencing a text are revealed in total branded entertainment. Ultimately, it is not just a narrative experience but a brand experience

    Enhancing Learners’ Engagement with Educational Apps

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    Technology-enabled learning environment provides increased opportunities for enhancing learners’ engagement, interaction and collaboration. With the advent of technology, educational applications (apps) have become popular in learning, teaching, and research at all levels of education. Learning through the use of apps is therefore gaining momentum as it affords flexible learning opportunities, coupled with 21st century learning paradigm. The nature of educational apps is varied, be it an app downloadable on a mobile device or customized apps, designed to provide bite sized information or a learning activity based on learning design. The core function of these apps remain the same, which is to provide learners an engaging and meaningful interaction with content and interface such that it enhances not only the learning experience but also success in learning. In short, apps are designed to enhance learning efficiency and effectiveness. The use of apps, from early childhood education through to higher education, provides continuous opportunities to enhance learners’ engagement with learning materials (Diliberto-Macaluso, & Hughes, 2016; Hirsh-Pasek, Zosh, Golinkoff, Gray, Robb, & Kaufman, 2015; Pechenkina, Laurence, Oates, Eldridge, & Hunter, 2017), however there is a need for more research in this area (Hirsh-Pasek et al, 2015; Pechenkina et al, 2017). Hamari, Koivisto, and Sarsa (2014) reported that integration of gamified elements into apps has the potential to engage students and motivate them in a way that it can in turn affect other factors, which influence the learning process

    Spatial Interaction for Immersive Mixed-Reality Visualizations

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    Growing amounts of data, both in personal and professional settings, have caused an increased interest in data visualization and visual analytics. Especially for inherently three-dimensional data, immersive technologies such as virtual and augmented reality and advanced, natural interaction techniques have been shown to facilitate data analysis. Furthermore, in such use cases, the physical environment often plays an important role, both by directly influencing the data and by serving as context for the analysis. Therefore, there has been a trend to bring data visualization into new, immersive environments and to make use of the physical surroundings, leading to a surge in mixed-reality visualization research. One of the resulting challenges, however, is the design of user interaction for these often complex systems. In my thesis, I address this challenge by investigating interaction for immersive mixed-reality visualizations regarding three core research questions: 1) What are promising types of immersive mixed-reality visualizations, and how can advanced interaction concepts be applied to them? 2) How does spatial interaction benefit these visualizations and how should such interactions be designed? 3) How can spatial interaction in these immersive environments be analyzed and evaluated? To address the first question, I examine how various visualizations such as 3D node-link diagrams and volume visualizations can be adapted for immersive mixed-reality settings and how they stand to benefit from advanced interaction concepts. For the second question, I study how spatial interaction in particular can help to explore data in mixed reality. There, I look into spatial device interaction in comparison to touch input, the use of additional mobile devices as input controllers, and the potential of transparent interaction panels. Finally, to address the third question, I present my research on how user interaction in immersive mixed-reality environments can be analyzed directly in the original, real-world locations, and how this can provide new insights. Overall, with my research, I contribute interaction and visualization concepts, software prototypes, and findings from several user studies on how spatial interaction techniques can support the exploration of immersive mixed-reality visualizations.Zunehmende Datenmengen, sowohl im privaten als auch im beruflichen Umfeld, führen zu einem zunehmenden Interesse an Datenvisualisierung und visueller Analyse. Insbesondere bei inhärent dreidimensionalen Daten haben sich immersive Technologien wie Virtual und Augmented Reality sowie moderne, natürliche Interaktionstechniken als hilfreich für die Datenanalyse erwiesen. Darüber hinaus spielt in solchen Anwendungsfällen die physische Umgebung oft eine wichtige Rolle, da sie sowohl die Daten direkt beeinflusst als auch als Kontext für die Analyse dient. Daher gibt es einen Trend, die Datenvisualisierung in neue, immersive Umgebungen zu bringen und die physische Umgebung zu nutzen, was zu einem Anstieg der Forschung im Bereich Mixed-Reality-Visualisierung geführt hat. Eine der daraus resultierenden Herausforderungen ist jedoch die Gestaltung der Benutzerinteraktion für diese oft komplexen Systeme. In meiner Dissertation beschäftige ich mich mit dieser Herausforderung, indem ich die Interaktion für immersive Mixed-Reality-Visualisierungen im Hinblick auf drei zentrale Forschungsfragen untersuche: 1) Was sind vielversprechende Arten von immersiven Mixed-Reality-Visualisierungen, und wie können fortschrittliche Interaktionskonzepte auf sie angewendet werden? 2) Wie profitieren diese Visualisierungen von räumlicher Interaktion und wie sollten solche Interaktionen gestaltet werden? 3) Wie kann räumliche Interaktion in diesen immersiven Umgebungen analysiert und ausgewertet werden? Um die erste Frage zu beantworten, untersuche ich, wie verschiedene Visualisierungen wie 3D-Node-Link-Diagramme oder Volumenvisualisierungen für immersive Mixed-Reality-Umgebungen angepasst werden können und wie sie von fortgeschrittenen Interaktionskonzepten profitieren. Für die zweite Frage untersuche ich, wie insbesondere die räumliche Interaktion bei der Exploration von Daten in Mixed Reality helfen kann. Dabei betrachte ich die Interaktion mit räumlichen Geräten im Vergleich zur Touch-Eingabe, die Verwendung zusätzlicher mobiler Geräte als Controller und das Potenzial transparenter Interaktionspanels. Um die dritte Frage zu beantworten, stelle ich schließlich meine Forschung darüber vor, wie Benutzerinteraktion in immersiver Mixed-Reality direkt in der realen Umgebung analysiert werden kann und wie dies neue Erkenntnisse liefern kann. Insgesamt trage ich mit meiner Forschung durch Interaktions- und Visualisierungskonzepte, Software-Prototypen und Ergebnisse aus mehreren Nutzerstudien zu der Frage bei, wie räumliche Interaktionstechniken die Erkundung von immersiven Mixed-Reality-Visualisierungen unterstützen können

    Spatial augmentation augmented surface: the key of architectural design in the new era.

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    Li Kai Min, Kenneth."Architecture Department, Chinese University of Hong Kong, Master of Architecture Programme 2010-2011, design report."Includes bibliographical references (p. 77-78).Augmneted Reality: A New challenge that Architecture Face --- p.3Chapter 1. --- Ornament / Iconography / Visual Narratives --- p.4Chapter 2. --- From Static to Augmented and Interactive --- p.9Chapter 3. --- Globalization / Changes in Human Behaviours --- p.14Chapter 4. --- Towards A New Type of Configurable Architecture --- p.15Chapter 5. --- Use of Interface as Means of Spatial Augmentation --- p.16Chapter 6. --- Life in the Era of Augmented Reality --- p.35Augmented Surface: The Key for Architectural Design in the New Era --- p.49Chapter 7. --- Nature of the Project --- p.50Chapter 8. --- Site - Jhe going-to-be Plaza in Tsim Sha Tsui --- p.54Chapter 9. --- Programme --- p.56Chapter 10. --- Schemes --- p.58Chapter 11. --- Studies on Image Resolution & Media / Mediated Facade --- p.60Chapter 12. --- Further Development --- p.62Chapter 13. --- Project Finalized --- p.65Blibiography --- p.77Appendi
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