Information Visualization in Virtual Environments: Trade-Offs and Guidelines

2014 ◽  
pp. 1295-1324
Author(s):  
Wesley Griffin ◽  
Danny Catacora ◽  
Steven Satterfield ◽  
Jeffrey Bullard ◽  
Judith Terrill

Author(s):  
A. Çöltekin ◽  
I. Lokka ◽  
M. Zahner

Whether and when should we show data in 3D is an on-going debate in communities conducting visualization research. A strong opposition exists in the information visualization (Infovis) community, and seemingly unnecessary/unwarranted use of 3D, e.g., in plots, bar or pie charts, is heavily criticized. The scientific visualization (Scivis) community, on the other hand, is more supportive of the use of 3D as it allows ‘seeing’ invisible phenomena, or designing and printing things that are used in e.g., surgeries, educational settings etc. Geographic visualization (Geovis) stands between the Infovis and Scivis communities. In geographic information science, most visuo-spatial analyses have been sufficiently conducted in 2D or 2.5D, including analyses related to terrain and much of the urban phenomena. On the other hand, there has always been a strong interest in 3D, with similar motivations as in Scivis community. Among many types of 3D visualizations, a popular one that is exploited both for visual analysis and visualization is the highly realistic (geo)virtual environments. Such environments may be engaging and memorable for the viewers because they offer highly immersive experiences. However, it is not yet well-established if we should opt to show the data in 3D; and if yes, a) what type of 3D we should use, b) for what task types, and c) for whom. In this paper, we identify some of the central arguments <i>for</i> and <i>against</i> the use of 3D visualizations around these three considerations in a concise interdisciplinary literature review.


2005 ◽  
Vol 14 (1) ◽  
pp. 81-103 ◽  
Author(s):  
Chaomei Chen ◽  
Katy Börner

This article describes a quantitative approach to the study of group dynamics in Collaborative Information Visualization Environments (CIVEs). This approach characterizes group dynamics in terms of two concepts introduced in this article—spatial proximity and semantic coherence. The concepts are crucial to the understanding of profound interrelationships between spatial, semantic, and social navigation. Furthermore, this article describes three visualization techniques—semantic indentation chat sequence displays, activity maps, and clock-face maps—that permit the identification of important features of group interaction that are related to semantic coherence and spatial proximity. The approach is illustrated by applying it to the analysis of an empirical study in which four groups of subjects performed collaborative search tasks through 3D visualizations of knowledge domains. The major contribution of the work is the conceptualization and quantification of group coherence as a generic methodology for the study of a range of collaborative virtual environments such as collaborative learning, distance learning, social networks, collaborative information visualization, and digital libraries. Further research challenges for the study of group behavior in collaborative information-visualization environments are identified.


2009 ◽  
Vol 09 (01) ◽  
pp. 27-49 ◽  
Author(s):  
MARCO PORTA

In this paper we consider the problem of effective browsing of collections of images. In particular, we address those situations where it is necessary to find a limited number of images satisfying certain criteria, as well as the very common case in which the user, not having a clear idea about what to search, needs to explore the entire picture database to identify what he or she simply likes. The approaches we propose try to find good trade-offs between browsing time and quality of the exploration. The article has a twofold purpose: on the one hand, it presents a selection of the new image display methods we have developed in the last years, which differentiate from those considered to date by the Information Visualization community; on the other hand, it illustrates the results obtained through comparative tests performed on a subset of the developed display modes, with the main aim to prove the feasibility of their use as substitutes for the usual "grid" arrangement.


Author(s):  
A. Çöltekin ◽  
I. Lokka ◽  
M. Zahner

Whether and when should we show data in 3D is an on-going debate in communities conducting visualization research. A strong opposition exists in the information visualization (Infovis) community, and seemingly unnecessary/unwarranted use of 3D, e.g., in plots, bar or pie charts, is heavily criticized. The scientific visualization (Scivis) community, on the other hand, is more supportive of the use of 3D as it allows ‘seeing’ invisible phenomena, or designing and printing things that are used in e.g., surgeries, educational settings etc. Geographic visualization (Geovis) stands between the Infovis and Scivis communities. In geographic information science, most visuo-spatial analyses have been sufficiently conducted in 2D or 2.5D, including analyses related to terrain and much of the urban phenomena. On the other hand, there has always been a strong interest in 3D, with similar motivations as in Scivis community. Among many types of 3D visualizations, a popular one that is exploited both for visual analysis and visualization is the highly realistic (geo)virtual environments. Such environments may be engaging and memorable for the viewers because they offer highly immersive experiences. However, it is not yet well-established if we should opt to show the data in 3D; and if yes, a) what type of 3D we should use, b) for what task types, and c) for whom. In this paper, we identify some of the central arguments <i>for</i> and <i>against</i> the use of 3D visualizations around these three considerations in a concise interdisciplinary literature review.


2015 ◽  
Vol 58 ◽  
pp. 83-100 ◽  
Author(s):  
Selena Gimenez-Ibanez ◽  
Marta Boter ◽  
Roberto Solano

Jasmonates (JAs) are essential signalling molecules that co-ordinate the plant response to biotic and abiotic challenges, as well as co-ordinating several developmental processes. Huge progress has been made over the last decade in understanding the components and mechanisms that govern JA perception and signalling. The bioactive form of the hormone, (+)-7-iso-jasmonyl-l-isoleucine (JA-Ile), is perceived by the COI1–JAZ co-receptor complex. JASMONATE ZIM DOMAIN (JAZ) proteins also act as direct repressors of transcriptional activators such as MYC2. In the emerging picture of JA-Ile perception and signalling, COI1 operates as an E3 ubiquitin ligase that upon binding of JA-Ile targets JAZ repressors for degradation by the 26S proteasome, thereby derepressing transcription factors such as MYC2, which in turn activate JA-Ile-dependent transcriptional reprogramming. It is noteworthy that MYCs and different spliced variants of the JAZ proteins are involved in a negative regulatory feedback loop, which suggests a model that rapidly turns the transcriptional JA-Ile responses on and off and thereby avoids a detrimental overactivation of the pathway. This chapter highlights the most recent advances in our understanding of JA-Ile signalling, focusing on the latest repertoire of new targets of JAZ proteins to control different sets of JA-Ile-mediated responses, novel mechanisms of negative regulation of JA-Ile signalling, and hormonal cross-talk at the molecular level that ultimately determines plant adaptability and survival.


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


2012 ◽  
Vol 11 (3) ◽  
pp. 118-126 ◽  
Author(s):  
Olive Emil Wetter ◽  
Jürgen Wegge ◽  
Klaus Jonas ◽  
Klaus-Helmut Schmidt

In most work contexts, several performance goals coexist, and conflicts between them and trade-offs can occur. Our paper is the first to contrast a dual goal for speed and accuracy with a single goal for speed on the same task. The Sternberg paradigm (Experiment 1, n = 57) and the d2 test (Experiment 2, n = 19) were used as performance tasks. Speed measures and errors revealed in both experiments that dual as well as single goals increase performance by enhancing memory scanning. However, the single speed goal triggered a speed-accuracy trade-off, favoring speed over accuracy, whereas this was not the case with the dual goal. In difficult trials, dual goals slowed down scanning processes again so that errors could be prevented. This new finding is particularly relevant for security domains, where both aspects have to be managed simultaneously.


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