126 research outputs found

    Manipulation Directe pour la Visualisation d’Information

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    There is a tremendous effort from the information visualization (Infovis) community to design novel, more efficient or more specialized desktop visualization techniques. While visual representations and interactions are combined to create these visualizations, less effort is invested in the design of new interaction techniques for Infovis. In this thesis, I focus on interaction for Infovis and explore how to improve existing visualization techniques through efficient yet simple interactions. To become more efficient, the interaction techniques should reach beyond the standard widgets and Window/Icon/Menu/Pointer (WIMP) user interfaces. In this thesis, I argue that the design of novel interactions for visualization should be based on the direct manipulation paradigm, instrumental interaction, and take inspiration from advanced interactions investigated in HCI research but not well exploited yet in Infovis. I take examples from multiple projects I have designed to illustrate how opportunistic interactions can empower visualizations and I explore design implications raised by novel interaction techniques, such as the tradeoff between cognitive congruence and versatility, the problem of engaging interaction, and the benefits of seamless, fluid interaction. Finally, I provide guidelines and perspectives, addressing the grand challenge of building or consolidating the theory of interaction for Infovis.La communauté de la Visualisation d'Information (Infovis) accorde une importance primordiale à la conception de techniques de visualisation nouvelles, efficaces, ou spécialisées. Alors qu'une technique de visualisation est composée à la fois de techniques de représentation et de techniques d'interaction, la conception de nouvelles techniques d'interaction pour l'Infovis passe souvent au second plan. Dans cette thèse, centrée sur l'interaction en Infovis, j'explore la conception de nouvelles techniques d'interaction afin de rendre des techniques de visualisation existantes plus efficaces, plus adaptées aux tâches utilisateur, et plus engageantes. Afin que ces techniques d'interaction soient efficaces, il est nécessaire d'abandonner les outils interactifs (widgets) standards et proposer des interfaces utilisateur allant au-delà des interfaces à fenêtres, icônes, menus et pointeur connues sous le nom d'interfaces WIMP (Window/Icon/Menu/Pointer).Dans cette thèse, je soutiens que la conception de nouvelles techniques d'interaction pour la visualisation devraient être basée sur le paradigme de la manipulation directe et sur le modèle de l'interaction instrumentale, et s'inspirer de paradigmes d'interaction établis en Interaction Homme-Machine (IHM) mais trop peu connus et reconnus en Infovis. En me basant sur plusieurs projets que j'ai menés au court de ma thèse, je démontre que la conception opportuniste d'interactions nouvelles peut rendre des techniques de visualisation plus efficaces. Ces différents projets soulèvent des problèmes de conception des techniques d'interaction, tels que le compromis entre la congruence cognitive d'une technique d'interaction et sa généricité, le problème de la conception d'interactions engageant l'utilisateur, et les mérites de l'interaction fluide et ininterrompue. Enfin, je propose un ensemble de règles dérivées des différents projets de cette thèse et je soumets des perspectives de travaux futurs, afin de contribuer au grand défi d'établir une théorie de l'interaction pour l'Infovis

    What is Interaction for Data Visualization?

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    International audienceInteraction is fundamental to data visualization, but what "interaction" means in the context of visualization is ambiguous and confusing. We argue that this confusion is due to a lack of consensual definition. To tackle this problem, we start by synthesizing an inclusive view of interaction in the visualization community-including insights from information visualization, visual analytics and scientific visualization, as well as the input of both senior and junior visualization researchers. Once this view takes shape, we look at how interaction is defined in the field of human-computer interaction (HCI). By extracting commonalities and differences between the views of interaction in visualization and in HCI, we synthesize a definition of interaction for visualization. Our definition is meant to be a thinking tool and inspire novel and bolder interaction design practices. We hope that by better understanding what interaction in visualization is and what it can be, we will enrich the quality of interaction in visualization systems and empower those who use them

    Kinematics of the New Zealand plate boundary: Relative motion by GPS across networks of 1000 km and 50 km spacing

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    The NASA/DOSE 'Kinematics of the New Zealand Plate Boundary' experiment is a four-year cooperative Global Positioning System (GPS) experiment involving 6 universities and institutions in New Zealand and the United States. The investigation covers two scales, the first on the scale of plates (approximately 1000 km) and the second is on the scale of the plate boundary zone (approximately 50 km). In the first portion of the experiment, phase A, the objective is to make direct measurements of tectonic plate motion between the Australian and Pacific plates using GPS in order to determine the Euler vector of this plate pair. The phase A portion of this experiment was initiated in December 1992 with the first-epoch baseline measurements on the large scale network. The network will be resurveyed two years later to obtain velocities. The stations which were observed for phase A are shown and listed. Additional regional stations which will be used for this study are listed and are part of either CIGNET or other global tracking networks. The phase A portion of the experiment is primarily the responsibility of the UNAVCO investigators. Therefore, this report concentrates on phase A. The first year of NASA funding for phase A included only support for the field work. Processing and analysis will take place with the second year of funding. The second part of the experiemnt measured relative motion between the Australian and Pacific plates across the pate boundary zone between Hokitika and Christchurch on the South Island of New Zealand. The extent and rate of deformation will be determined by comparisons with historical, conventional surveys and by repeated GPS measurements to be made in two years. This activity was the emphasis of the LDGO portion of the study. An ancillary experiment, phase C, concentrated on plate boundary deformation in the vicinity of Wellington and was done as part of training during the early portion of the field campaign. Details of the objectives of the field investigations are given in the appendix. An overview of the 1992 GPS field program is also given in the appendix

    Ways of Visualizing Curves

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    International audienceThis paper reviews the many ways curves are used to encode data in information visualization. As part of our review, we introduce a curve-based visualization framework where data can be encoded in two major ways: i) through a curve’s shape (a process we call embedding) and ii) through a curve’s local visual attributes (a process we call enrichment). Our framework helps describing and organizing the rich design space of curve-based data visualizations, and offer inspiration for novel data visualizations

    R2S2: a Hybrid Technique to Visualize Sport Ranking Evolution

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    Extended abstract and DemoInternational audienceThis article presents R2S2, a hybrid visualization technique as an intermediate step between Rank Chart and Slope Graph to better understand and analyze team evolutions during soccer championships. Currently used rank tables for soccer are relative (ranked-based) and do not convey the absolute difference between teams. R2S2 provides a way to visualize these differences using the Slope Graph technique (value-based). By interactively setting the parameters of R2S2, we make the distance between teams appear, minimizing the overlaps caused by the Slope Graph technique

    Real-Time Crowdsourcing of Detailed Soccer Data

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    International audienceThis article explores how spectators of a live soccer game can collect detailed data while watching the game. Our motivation arouse from the lack of free detailed sport data, contrasting with the large amount of simple statistics collected for every popular games and available on the web. Assuming many spectators carry a smart phone during a game, we implemented a series of input interfaces for collecting data in real time. In a user study, we asked participants to use those interfaces to perform tracking tasks such as locating players in the field, qualifying ball passes, and naming the player with ball while watching a video clip of a real soccer game. Our two main results are 1) the crowd can collect detailed-and fairly complex-data in real-time with reasonable quality while each participant is assigned a simple task, and 2) a set of design implications for crowd-powered interfaces to collect live sport data. We also discuss the use of such data into a system we developed to visualize soccer phases, and the design implications coming with the visual communication of missing and uncertain detailed data

    CollaStar : Interaction collaborative avec des données multidimensionnelles et temporelles

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    International audienceAlors que la littérature regorge de représentations pour la visualisation de données multidimensionnelles, peu de travaux traitent du contrôle des valeurs de ces données dans le temps. Nous proposons Collastar, une interface permettant à plusieurs utilisateurs de manipuler collaborativement un ensemble de paramètres dynamiques grâce à des techniques d'interaction et de visualisation pertinentes. L'interface est composée d'une représentation en étoile au centre, dédiée à la manipulation collaborative des paramètres dynamiques, et d'autant de fenêtres de visualisation des données (Linear Wall de l'évolution temporelle des paramètres) que d'utilisateurs. Nous utilisons CollaStar pour contrôler un moteur de création de scènes cinématographiques (manipulation des paramètres de caméra) et évaluons notre système qualitativement avec des experts en création cinématographique
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