5,619 research outputs found
On the Optimization of Visualizations of Complex Phenomena
The problem of perceptually optimizing complex visualizations is a difficult one, involving perceptual as well as aesthetic issues. In our experience, controlled experiments are quite limited in their ability to uncover interrelationships among visualization parameters, and thus may not be the most useful way to develop rules-of-thumb or theory to guide the production of high-quality visualizations. In this paper, we propose a new experimental approach to optimizing visualization quality that integrates some of the strong points of controlled experiments with methods more suited to investigating complex highly-coupled phenomena. We use human-in-the-loop experiments to search through visualization parameter space, generating large databases of rated visualization solutions. This is followed by data mining to extract results such as exemplar visualizations, guidelines for producing visualizations, and hypotheses about strategies leading to strong visualizations. The approach can easily address both perceptual and aesthetic concerns, and can handle complex parameter interactions. We suggest a genetic algorithm as a valuable way of guiding the human-in-the-loop search through visualization parameter space. We describe our methods for using clustering, histogramming, principal component analysis, and neural networks for data mining. The experimental approach is illustrated with a study of the problem of optimal texturing for viewing layered surfaces so that both surfaces are maximally observable
GeoZui3D: Data Fusion for Interpreting Oceanographic Data
GeoZui3D stands for Geographic Zooming User Interface. It is a new visualization software system designed for interpreting multiple sources of 3D data. The system supports gridded terrain models, triangular meshes, curtain plots, and a number of other display objects. A novel center of workspace interaction method unifies a number of aspects of the interface. It creates a simple viewpoint control method, it helps link multiple views, and is ideal for stereoscopic viewing. GeoZui3D has a number of features to support real-time input. Through a CORBA interface external entities can influence the position and state of objects in the display. Extra windows can be attached to moving objects allowing for their position and data to be monitored. We describe the application of this system for heterogeneous data fusion, for multibeam QC and for ROV/AUV monitoring
Comprehensive data infrastructure for plant bioinformatics
The iPlant Collaborative is a 5-year, National Science Foundation-funded effort to develop cyberinfrastructure to address a series of grand challenges in plant science. The second of these grand challenges is the Genotype-to- Phenotype project, which seeks to provide tools, in the form of a web-based Discovery Environment, for understanding the developmental process from DNA to a full-grown plant. Addressing this challenge requires the integration of multiple data types that may be stored in multiple formats, with varying levels of standardization. Providing for reproducibility requires that detailed information documenting the experimental provenance of data, and the computational transformations applied to data once it is brought into the iPlant environment. Handling the large quantities of data involved in high-throughput sequencing and other experimental sources of bioinformatics data requires a robust infrastructure for storing and reusing large data objects. We describe the currently planned workflows to be developed for the Genotype-to-Phenotype discovery environment, the data types and formats that must be imported and manipulated within the environment, and we describe the data model that has been developed to express and exchange data within the Discovery Environment, along with the provenance model defined for capturing experimental source and digital transformation descriptions. Capabilities for interaction with reference databases are addressed, focusing not just on the ability to retrieve data from such data sources, but on the ability to use the iPlant Discovery Environment to further populate these important resources. Future activities and the challenges they will present to the data infrastructure of the iPlant Collaborative are also described. © 2010 IEEE
Species Trees from Highly Incongruent Gene Trees in Rice
Several methods have recently been developed to infer multilocus phylogenies by incorporating information from topological incongruence of the individual genes. In this study, we investigate 2 such methods, Bayesian concordance analysis and Bayesian estimation of species trees. Our test data are a collection of genes from cultivated rice (genus Oryza) and the most closely related wild species, generated using a high-throughput sequencing protocol and bioinformatics pipeline. Trees inferred from independent genes display levels of topological incongruence that far exceed that seen in previous data sets analyzed with these species tree methods. We identify differences in phylogenetic results between inference methods that incorporate gene tree incongruence. Finally, we discuss the challenges of scaling these analyses for data sets with thousands of gene trees and extensive levels of missing data
Condensation of microturbulence-generated shear flows into global modes
In full flux-surface computer studies of tokamak edge turbulence, a spectrum
of shear flows is found to control the turbulence level and not just the
conventional (0,0)-mode flows. Flux tube domains too small for the large
poloidal scale lengths of the continuous spectrum tend to overestimate the
flows, and thus underestimate the transport. It is shown analytically and
numerically that under certain conditions dominant (0,0)-mode flows independent
of the domain size develop, essentially through Bose-Einstein condensation of
the shear flows.Comment: 5 pages, 4 figure
Applying a User-centred Approach to Interactive Visualization Design
Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches
The design-by-adaptation approach to universal access: learning from videogame technology
This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation
Narratives of ethnic identity among practitioners in community settings in the northeast of England
The increasing ethnic diversity of the UK has been mirrored by growing public awareness of multicultural issues, alongside developments in academic and government thinking. This paper explores the contested meanings around ethnic identity/ies in community settings, drawing on semi-structured interviews with staff from Children’s Centres and allied agencies conducted for a research project that examined the relationship between identity and the participation of parents/carers in services in northeast England. The research found that respondents were unclear about, especially, white ethnic identities, and commonly referred to other social categorizations, such as age, nationality, and circumstances such as mobility, when discussing service users. While in some cases this may have reflected legitimate attempts to resist overethnicizing non-ethnic phenomena, such constructions coexisted with assumptions about ethnic difference and how it might translate into service needs. These findings raise important considerations for policy and practice
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