17,018 research outputs found

    The visual uncertainty paradigm for controlling screen-space information in visualization

    Get PDF
    The information visualization pipeline serves as a lossy communication channel for presentation of data on a screen-space of limited resolution. The lossy communication is not just a machine-only phenomenon due to information loss caused by translation of data, but also a reflection of the degree to which the human user can comprehend visual information. The common entity in both aspects is the uncertainty associated with the visual representation. However, in the current linear model of the visualization pipeline, visual representation is mostly considered as the ends rather than the means for facilitating the analysis process. While the perceptual side of visualization is also being studied, little attention is paid to the way the visualization appears on the display. Thus, we believe there is a need to study the appearance of the visualization on a limited-resolution screen in order to understand its own properties and how they influence the way they represent the data. I argue that the visual uncertainty paradigm for controlling screen-space information will enable us in achieving user-centric optimization of a visualization in different application scenarios. Conceptualization of visual uncertainty enables us to integrate the encoding and decoding aspects of visual representation into a holistic framework facilitating the definition of metrics that serve as a bridge between the last stages of the visualization pipeline and the user's perceptual system. The goal of this dissertation is three-fold: i) conceptualize a visual uncertainty taxonomy in the context of pixel-based, multi-dimensional visualization techniques that helps systematic definition of screen-space metrics, ii) apply the taxonomy for identifying sources of useful visual uncertainty that helps in protecting privacy of sensitive data and also for identifying the types of uncertainty that can be reduced through interaction techniques, and iii) application of the metrics for designing information-assisted models that help in visualization of high-dimensional, temporal data

    Implementation and analysis of several keyframe-based browsing interfaces to digital video

    Get PDF
    In this paper we present a variety of browsing interfaces for digital video information. The six interfaces are implemented on top of Físchlár, an operational recording, indexing, browsing and playback system for broadcast TV programmes. In developing the six browsing interfaces, we have been informed by the various dimensions which can be used to distinguish one interface from another. For this we include layeredness (the number of “layers” of abstraction which can be used in browsing a programme), the provision or omission of temporal information (varying from full timestamp information to nothing at all on time) and visualisation of spatial vs. temporal aspects of the video. After introducing and defining these dimensions we then locate some common browsing interfaces from the literature in this 3-dimensional “space” and then we locate our own six interfaces in this same space. We then present an outline of the interfaces and include some user feedback

    Visualization of database structures for information retrieval

    Get PDF
    This paper describes the Book House system, which is designed to support children's information retrieval in libraries as part of their education. It is a shareware program available on CD‐ROM or floppy disks, and comprises functionality for database searching as well as for classifying and storing book information in the database. The system concept is based on an understanding of children's domain structures and their capabilities for categorization of information needs in connection with their activities in schools, in school libraries or in public libraries. These structures are visualized in the interface by using metaphors and multimedia technology. Through the use of text, images and animation, the Book House encourages children ‐ even at a very early age ‐ to learn by doing in an enjoyable way, which plays on their previous experiences with computer games. Both words and pictures can be used for searching; this makes the system suitable for all age groups. Even children who have not yet learned to read properly can, by selecting pictures, search for and find those books they would like to have read aloud. Thus, at the very beginning of their school life, they can learn to search for books on their own. For the library community, such a system will provide an extended service which will increase the number of children's own searches and also improve the relevance, quality and utilization of the book collections in the libraries. A market research report on the need for an annual indexing service for books in the Book House format is in preparation by the Danish Library Centre A/S

    Scientific Visualization Using the Flow Analysis Software Toolkit (FAST)

    Get PDF
    Over the past few years the Flow Analysis Software Toolkit (FAST) has matured into a useful tool for visualizing and analyzing scientific data on high-performance graphics workstations. Originally designed for visualizing the results of fluid dynamics research, FAST has demonstrated its flexibility by being used in several other areas of scientific research. These research areas include earth and space sciences, acid rain and ozone modelling, and automotive design, just to name a few. This paper describes the current status of FAST, including the basic concepts, architecture, existing functionality and features, and some of the known applications for which FAST is being used. A few of the applications, by both NASA and non-NASA agencies, are outlined in more detail. Described in the Outlines are the goals of each visualization project, the techniques or 'tricks' used lo produce the desired results, and custom modifications to FAST, if any, done to further enhance the analysis. Some of the future directions for FAST are also described

    Visualizing Object Oriented Software in Three Dimensions

    Get PDF
    There is increasing evidence that it is possible to perceive and understand increasingly comple x information systems if they are displayed a s graphical objects in a three dimensional space . Object-oriented software provides an interestin g test case - there is a natural mapping fro m software objects to visual objects . In this paper we explore two areas. 1) Information perception : we are running controlled experiments to determine empirically if our initial premise is valid; how much more (or less) can be understoo d in 3D than in 2D? 2) Layout: our strategy is to combine partially automatic layout with manua l layout. This paper presents a brief overview of the project, the software architecture and some preliminary empirical results

    The virtual environment display system

    Get PDF
    Virtual environment technology is a display and control technology that can surround a person in an interactive computer generated or computer mediated virtual environment. It has evolved at NASA-Ames since 1984 to serve NASA's missions and goals. The exciting potential of this technology, sometimes called Virtual Reality, Artificial Reality, or Cyberspace, has been recognized recently by the popular media, industry, academia, and government organizations. Much research and development will be necessary to bring it to fruition

    Image processing mini manual

    Get PDF
    The intent is to provide an introduction to the image processing capabilities available at the Langley Research Center (LaRC) Central Scientific Computing Complex (CSCC). Various image processing software components are described. Information is given concerning the use of these components in the Data Visualization and Animation Laboratory at LaRC

    Open source environment to define constraints in route planning for GIS-T

    Get PDF
    Route planning for transportation systems is strongly related to shortest path algorithms, an optimization problem extensively studied in the literature. To find the shortest path in a network one usually assigns weights to each branch to represent the difficulty of taking such branch. The weights construct a linear preference function ordering the variety of alternatives from the most to the least attractive.Postprint (published version
    corecore