1,377 research outputs found

    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

    Vertical Color Maps: A Data Independent Alternative to Floor Plan Maps

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    Location sharing in indoor environments is limited by the sparse availability of indoor positioning and lack of geographical building data. Recently, several solutions have begun to implement digital maps for use in indoor space. The map design is often a variant of floor-plan maps. Whereas massive databases and GIS exist for outdoor use, the majority of indoor environments are not yet available in a consistent digital format. This dearth of indoor maps is problematic, as navigating multistorey buildings is known to create greater difficulty in maintaining spatial orientation and developing accurate cognitive maps. The development of standardized, more intuitive indoor maps can address this vexing problem. The authors therefore present an alternative solution to current indoor map design that explores the possibility of using colour to represent the vertical dimension on the map. Importantly, this solution is independent of existing geographical building data. The new design is hypothesized to do a better job than existing solutions of facilitating the integration of indoor spaces. Findings from a human experiment with 251 participants demonstrate that the vertical colour map is a valid alternative to the regular floor-plan map

    TapGazer:Text Entry with finger tapping and gaze-directed word selection

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    Support for Ad-Hoc applications in ubiquitous computing

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    This thesis presents work within the area of ubiquitous computing, an area based on a vision of computers blending into the background. The work has been done within the EU project PalCom that introduces palpable computing. Palpable computing puts a new perspective on ubiquitous computing, by focusing on human understandability. The thesis goals are to allow for ad-hoc combinations of services and nonpreplanned interaction in ubiquitous computing networks. This is not possible with traditional technologies for network services, which are based on standardization of service interfaces at the domain level. In contrast to those, our approach is based on standardization at a generic level, and on self-describing services. We propose techniques for ad-hoc applications that allow users to inspect and combine services, and to specify their cooperation in assemblies. A key point is that the assembly is external to the services. That makes it possible to adapt to changes in one service, without rewriting the other coordinated services. A framework has been implemented for building services that can be combined into ad-hoc applications, and example scenarios have been tested on top of the framework. A browser tool has been built for discovering services, for interacting with them, and for combining them. Finally, discovery and communication protocols for palpable computing have been developed, that support ad-hoc applications

    Traveling through Space: Stylistic Progression and Camera Movement

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    This project examines the how camera movement as a stylistic element is used as a storytelling device in the films of select international filmmakers. The main intention of the study is to trace the changing function of the mobile frame to see how a specific stylistic element develops across different narrative paradigms, national industries and between “early” and contemporary periods of filmmakers. My primary assertion is that the norms guiding the development of the tracking camera expand gradually from normative functions toward figurative uses. In order to be able to differentiate between normative and figurative uses of the tracking camera with conceptual clarity, this project adapts Roland Barthes’s typology about the narrative function of distinctive textual/stylistic units. Barthes’ conceptual framework becomes functional by assigning specific codes (hermeneutic, the semic, the proairetic, the symbolic and the cultural codes) to the interactions of the elements of narration. When transforming and changing the function of stylistic elements across their films, artists respond to a wide range of industrial, technological, aesthetic, cultural factors, from which this study focuses on socio-cultural trends. The underlying assumption of this project holds that the mentioned trends can be detected in the stylistic choices of artists. This study takes a bottom-up route: starting with an analytical interpretation of a specific aesthetic device, it moves towards an explanation that connects camera movement to larger, dynamic signifying systems. The arch of my project traces the relation between normative and figurative textual codes through the prism of camera movement

    From insights to innovations : data mining, visualization, and user interfaces

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    This thesis is about data mining (DM) and visualization methods for gaining insight into multidimensional data. Novel, exploratory data analysis tools and adaptive user interfaces are developed by tailoring and combining existing DM and visualization methods in order to advance in different applications. The thesis presents new visual data mining (VDM) methods that are also implemented in software toolboxes and applied to industrial and biomedical signals: First, we propose a method that has been applied to investigating industrial process data. The self-organizing map (SOM) is combined with scatterplots using the traditional color linking or interactive brushing. The original contribution is to apply color linked or brushed scatterplots and the SOM to visually survey local dependencies between a pair of attributes in different parts of the SOM. Clusters can be visualized on a SOM with different colors, and we also present how a color coding can be automatically obtained by using a proximity preserving projection of the SOM model vectors. Second, we present a new method for an (interactive) visualization of cluster structures in a SOM. By using a contraction model, the regular grid of a SOM visualization is smoothly changed toward a presentation that shows better the proximities in the data space. Third, we propose a novel VDM method for investigating the reliability of estimates resulting from a stochastic independent component analysis (ICA) algorithm. The method can be extended also to other problems of similar kind. As a benchmarking task, we rank independent components estimated on a biomedical data set recorded from the brain and gain a reasonable result. We also utilize DM and visualization for mobile-awareness and personalization. We explore how to infer information about the usage context from features that are derived from sensory signals. The signals originate from a mobile phone with on-board sensors for ambient physical conditions. In previous studies, the signals are transformed into descriptive (fuzzy or binary) context features. In this thesis, we present how the features can be transformed into higher-level patterns, contexts, by rather simple statistical methods: we propose and test using minimum-variance cost time series segmentation, ICA, and principal component analysis (PCA) for this purpose. Both time-series segmentation and PCA revealed meaningful contexts from the features in a visual data exploration. We also present a novel type of adaptive soft keyboard where the aim is to obtain an ergonomically better, more comfortable keyboard. The method starts from some conventional keypad layout, but it gradually shifts the keys into new positions according to the user's grasp and typing pattern. Related to the applications, we present two algorithms that can be used in a general context: First, we describe a binary mixing model for independent binary sources. The model resembles the ordinary ICA model, but the summation is replaced by the Boolean operator OR and the multiplication by AND. We propose a new, heuristic method for estimating the binary mixing matrix and analyze its performance experimentally. The method works for signals that are sparse enough. We also discuss differences on the results when using different objective functions in the FastICA estimation algorithm. Second, we propose "global iterative replacement" (GIR), a novel, greedy variant of a merge-split segmentation method. Its performance compares favorably to that of the traditional top-down binary split segmentation algorithm.reviewe

    Deep Learning Techniques for Geospatial Data Analysis

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    Consumer electronic devices such as mobile handsets, goods tagged with RFID labels, location and position sensors are continuously generating a vast amount of location enriched data called geospatial data. Conventionally such geospatial data is used for military applications. In recent times, many useful civilian applications have been designed and deployed around such geospatial data. For example, a recommendation system to suggest restaurants or places of attraction to a tourist visiting a particular locality. At the same time, civic bodies are harnessing geospatial data generated through remote sensing devices to provide better services to citizens such as traffic monitoring, pothole identification, and weather reporting. Typically such applications are leveraged upon non-hierarchical machine learning techniques such as Naive-Bayes Classifiers, Support Vector Machines, and decision trees. Recent advances in the field of deep-learning showed that Neural Network-based techniques outperform conventional techniques and provide effective solutions for many geospatial data analysis tasks such as object recognition, image classification, and scene understanding. The chapter presents a survey on the current state of the applications of deep learning techniques for analyzing geospatial data. The chapter is organized as below: (i) A brief overview of deep learning algorithms. (ii)Geospatial Analysis: a Data Science Perspective (iii) Deep-learning techniques for Remote Sensing data analytics tasks (iv) Deep-learning techniques for GPS data analytics(iv) Deep-learning techniques for RFID data analytics.Comment: This is a pre-print of the following chapter: Arvind W. Kiwelekar, Geetanjali S. Mahamunkar, Laxman D. Netak, Valmik B Nikam, {\em Deep Learning Techniques for Geospatial Data Analysis}, published in {\bf Machine Learning Paradigms}, edited by George A. TsihrintzisLakhmi C. Jain, 2020, publisher Springer, Cham reproduced with permission of publisher Springer, Cha

    Enabling Collaborative Visual Analysis across Heterogeneous Devices

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    We are surrounded by novel device technologies emerging at an unprecedented pace. These devices are heterogeneous in nature: in large and small sizes with many input and sensing mechanisms. When many such devices are used by multiple users with a shared goal, they form a heterogeneous device ecosystem. A device ecosystem has great potential in data science to act as a natural medium for multiple analysts to make sense of data using visualization. It is essential as today's big data problems require more than a single mind or a single machine to solve them. Towards this vision, I introduce the concept of collaborative, cross-device visual analytics (C2-VA) and outline a reference model to develop user interfaces for C2-VA. This dissertation covers interaction models, coordination techniques, and software platforms to enable full stack support for C2-VA. Firstly, we connected devices to form an ecosystem using software primitives introduced in the early frameworks from this dissertation. To work in a device ecosystem, we designed multi-user interaction for visual analysis in front of large displays by finding a balance between proxemics and mid-air gestures. Extending these techniques, we considered the roles of different devices–large and small–to present a conceptual framework for utilizing multiple devices for visual analytics. When applying this framework, findings from a user study showcase flexibility in the analytic workflow and potential for generation of complex insights in device ecosystems. Beyond this, we supported coordination between multiple users in a device ecosystem by depicting the presence, attention, and data coverage of each analyst within a group. Building on these parts of the C2-VA stack, the culmination of this dissertation is a platform called Vistrates. This platform introduces a component model for modular creation of user interfaces that work across multiple devices and users. A component is an analytical primitive–a data processing method, a visualization, or an interaction technique–that is reusable, composable, and extensible. Together, components can support a complex analytical activity. On top of the component model, the support for collaboration and device ecosystems comes for granted in Vistrates. Overall, this enables the exploration of new research ideas within C2-VA
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