Author
Dane Coffey
Other affiliations: Boston Scientific Corporation
Bio: Dane Coffey is an academic researcher from University of Minnesota. The author has contributed to research in topics: Visualization & User interface. The author has an hindex of 11, co-authored 24 publications receiving 401 citations. Previous affiliations of Dane Coffey include Boston Scientific Corporation.
Papers
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TL;DR: Interactive Slice World-in-Miniature is presented, a framework for navigating and interrogating volumetric data sets using an interface enabled by a virtual reality environment made of two display surfaces: an interactive multitouch table, and a stereoscopic display wall.
Abstract: We present Interactive Slice World-in-Miniature (WIM), a framework for navigating and interrogating volumetric data sets using an interface enabled by a virtual reality environment made of two display surfaces: an interactive multitouch table, and a stereoscopic display wall. The framework addresses two current challenges in immersive visualization: 1) providing an appropriate overview+detail style of visualization while navigating through volume data, and 2) supporting interactive querying and data exploration, i.e., interrogating volume data. The approach extends the WIM metaphor, simultaneously displaying a large-scale detailed data visualization and an interactive miniature. Leveraging the table+wall hardware, horizontal slices are projected (like a shadow) down onto the table surface, providing a useful 2D data overview to complement the 3D views as well as a data context for interpreting 2D multitouch gestures made on the table. In addition to enabling effective navigation through complex geometries, extensions to the core Slice WIM technique support interacting with a set of multiple slices that persist on the table even as the user navigates around a scene and annotating and measuring data via points, paths, and volumes specified using interactive slices. Applications of the interface to two volume data sets are presented, and design decisions, limitations, and user feedback are discussed.
89 citations
TL;DR: An interface for exploring large design spaces as encountered in simulation-based engineering, design of visual effects, and other tasks that require tuning parameters of computationally-intensive simulations and visually evaluating results is presented.
Abstract: We present an interface for exploring large design spaces as encountered in simulation-based engineering, design of visual effects, and other tasks that require tuning parameters of computationally-intensive simulations and visually evaluating results The goal is to enable a style of design with simulations that feels as-direct-as-possible so users can concentrate on creative design tasks The approach integrates forward design via direct manipulation of simulation inputs (eg, geometric properties, applied forces) in the same visual space with inverse design via 'tugging' and reshaping simulation outputs (eg, scalar fields from finite element analysis (FEA) or computational fluid dynamics (CFD)) The interface includes algorithms for interpreting the intent of users' drag operations relative to parameterized models, morphing arbitrary scalar fields output from FEA and CFD simulations, and in-place interactive ensemble visualization The inverse design strategy can be extended to use multi-touch input in combination with an as-rigid-as-possible shape manipulation to support rich visual queries The potential of this new design approach is confirmed via two applications: medical device engineering of a vacuum-assisted biopsy device and visual effects design using a physically based flame simulation
60 citations
18 Feb 2011
TL;DR: Slice WIM displays a miniature version of the 3D dataset within a head-tracked stereoscopic view such that it appears to float directly above the multi-touch table.
Abstract: We present Slice WIM, a method for overview+detail visualization of volume datasets that explores the potential of new interfaces made possible by a virtual reality (VR) environment made of two display surfaces: an interactive multi-touch table, and a stereoscopic display wall. Slice WIM displays a miniature version of the 3D dataset within a head-tracked stereoscopic view such that it appears to float directly above the multi-touch table. Multi-touch gestures on the table are then used to navigate through the dataset and to set slices (cutting planes) through the data. Leveraging the unique table+wall hardware setup, horizontal slices through the data are projected (like a shadow) down onto the table surface, providing a useful 2D data overview to complement the 3D views as well as a data context for interpreting 2D multi-touch gestures made on the table. We demonstrate several strategies for interacting with 2D "shadow slices" on the table surface as a method for controlling the WIM and exploring volumetric datasets. Applications of the interface to explore two different volume datasets are presented, and design decisions and limitations are discussed along with feedback from both casual users and domain scientists.
54 citations
04 Oct 2014
TL;DR: This work presents an approach that combines the natural and intuitive power of VR interaction, the precision and control of 2D touch surfaces, and the richness of a commercial modeling package.
Abstract: Building a real-world immersive 3D modeling application is hard In spite of the many supposed advantages of working in the virtual world, users quickly tire of waving their arms about and the resulting models remain simplistic at best The dream of creation at the speed of thought has largely remained unfulfilled due to numerous factors such as the lack of suitable menu and system controls, inability to perform precise manipulations, lack of numeric input, challenges with ergonomics, and difficulties with maintaining user focus and preserving immersion The focus of our research is on the building of virtual world applications that can go beyond the demo and can be used to do real-world work The goal is to develop interaction techniques that support the richness and complexity required to build complex 3D models, yet minimize expenditure of user energy and maximize user comfort We present an approach that combines the natural and intuitive power of VR interaction, the precision and control of 2D touch surfaces, and the richness of a commercial modeling package We also discuss the benefits of collocating 2D touch with 3D bimanual spatial input, the challenges in designing a custom controller targeted at achieving the same, and the new avenues that this collocation creates
35 citations
07 Jun 2010
TL;DR: Using a sketch-based interface that is accessible to illustrations, Drawing with the Flow makes it possible for illustrators to explore new visual designs for streamline placement in order to create illustrations of 2D vector fields, such as simulated fluid flows.
Abstract: This paper presents Drawing with the Flow, a sketch-based interface for illustrating 2D vector fields. Drawing with the Flow explores the problem of making scientific visualization tools accessible to artists and illustrators, who have a finely tuned visual design sense, but do not typically have the programming or mathematical background required to work with modern visualization algorithms and tools. Using a sketch-based interface that is accessible to illustrations, Drawing with the Flow makes it possible for illustrators to explore new visual designs for streamline placement in order to create illustrations of 2D vector fields, such as simulated fluid flows. The interface includes a method for interpreting hand-drawn marks relative to an underlying vector field, utilizing an "ink-data settling" procedure to subtly maintain an image consistent with the underlying data. A variable-density interactive streamline seeding algorithm tied to sketch-based input is also introduced, and design lessons learned and limitations are discussed. Several example illustration results have been created during sessions ranging from five to twenty-five minutes. The results presented demonstrate different styles of illustration for describing simulated data for 2D flows past a cylinder and 2D flows that include several different types of critical points.
27 citations
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TL;DR: Different IB approaches for imposing boundary conditions, efficient iterative algorithms for solving the incompressible Navier–Stokes equations in the presence of dynamic immersed boundaries, and strong and loose coupling FSI strategies are summarized and juxtapose.
Abstract: Fluid–structure interaction (FSI) problems commonly encountered in engineering and biological applications involve geometrically complex flexible or rigid bodies undergoing large deformations. Immersed boundary (IB) methods have emerged as a powerful simulation tool for tackling such flows due to their inherent ability to handle arbitrarily complex bodies without the need for expensive and cumbersome dynamic re-meshing strategies. Depending on the approach such methods adopt to satisfy boundary conditions on solid surfaces they can be broadly classified as diffused and sharp interface methods. In this review, we present an overview of the fundamentals of both classes of methods with emphasis on solution algorithms for simulating FSI problems. We summarize and juxtapose different IB approaches for imposing boundary conditions, efficient iterative algorithms for solving the incompressible Navier–Stokes equations in the presence of dynamic immersed boundaries, and strong and loose coupling FSI strategies. We also present recent results from the application of such methods to study a wide range of problems, including vortex-induced vibrations, aquatic swimming, insect flying, human walking and renewable energy. Limitations of such methods and the need for future research to mitigate them are also discussed.
336 citations
TL;DR: An assessment of the state and historic development of evaluation practices as reported in papers published at the IEEE Visualization conference found that evaluations specific to assessing resulting images and algorithm performance are the most prevalent and generally the studies reporting requirements analyses and domain-specific work practices are too informally reported.
Abstract: We present an assessment of the state and historic development of evaluation practices as reported in papers published at the IEEE Visualization conference. Our goal is to reflect on a meta-level about evaluation in our community through a systematic understanding of the characteristics and goals of presented evaluations. For this purpose we conducted a systematic review of ten years of evaluations in the published papers using and extending a coding scheme previously established by Lam et al. [2012]. The results of our review include an overview of the most common evaluation goals in the community, how they evolved over time, and how they contrast or align to those of the IEEE Information Visualization conference. In particular, we found that evaluations specific to assessing resulting images and algorithm performance are the most prevalent (with consistently 80-90% of all papers since 1997). However, especially over the last six years there is a steady increase in evaluation methods that include participants, either by evaluating their performances and subjective feedback or by evaluating their work practices and their improved analysis and reasoning capabilities using visual tools. Up to 2010, this trend in the IEEE Visualization conference was much more pronounced than in the IEEE Information Visualization conference which only showed an increasing percentage of evaluation through user performance and experience testing. Since 2011, however, also papers in IEEE Information Visualization show such an increase of evaluations of work practices and analysis as well as reasoning using visual tools. Further, we found that generally the studies reporting requirements analyses and domain-specific work practices are too informally reported which hinders cross-comparison and lowers external validity.
283 citations
Patent•
19 Jun 2015
TL;DR: In this article, the authors present 3D objects, 3D printing processes, as well as methods, apparatuses, and systems for the production of a 3D object.
Abstract: The present disclosure provides three-dimensional (3D) objects, 3D printing processes, as well as methods, apparatuses and systems for the production of a 3D object. Methods, apparatuses and systems of the present disclosure may reduce or eliminate the need for auxiliary supports. The present disclosure provides three dimensional (3D) objects printed utilizing the printing processes, methods, apparatuses and systems described herein.
272 citations
TL;DR: A classification of existing data types, analytical methods, visualization techniques and tools, with a particular emphasis placed on surveying the evolution of visualization methodology over the past years is provided, and disadvantages of existing visualization methods are revealed.
Abstract: This paper provides a multi-disciplinary overview of the research issues and achievements in the field of Big Data and its visualization techniques and tools. The main aim is to summarize challenges in visualization methods for existing Big Data, as well as to offer novel solutions for issues related to the current state of Big Data Visualization. This paper provides a classification
of existing data types, analytical methods, visualization techniques and tools, with a particular emphasis placed on surveying the evolution of visualization methodology over the past years. Based on the results, we reveal disadvantages of existing visualization methods. Despite the technological development of the modern world, human involvement (interaction), judgment and logical thinking are necessary while working with Big Data. Therefore, the role of human perceptional limitations involving large amounts of information is evaluated. Based on the results, a non-traditional approach is proposed: we discuss how the capabilities of Augmented Reality and Virtual Reality could be applied to the field of Big Data Visualization. We discuss the promising utility of Mixed Reality technology integration with applications in Big Data Visualization. Placing the most essential data in the central area of the human visual field in Mixed Reality would allow one to obtain the presented information in a short period of time without significant data losses due to human perceptual issues. Furthermore, we discuss the impacts of new technologies, such as Virtual Reality displays and Augmented Reality helmets on the Big Data visualization as well as to the classification of the main challenges of integrating the technology.
254 citations
TL;DR: The framework is based on the author's own experience and a structured analysis of the visualization literature, and contains a data flow model that helps to abstractly describe visual parameter space analysis problems independent of their application domain.
Abstract: Various case studies in different application domains have shown the great potential of visual parameter space analysis to support validating and using simulation models. In order to guide and systematize research endeavors in this area, we provide a conceptual framework for visual parameter space analysis problems. The framework is based on our own experience and a structured analysis of the visualization literature. It contains three major components: (1) a data flow model that helps to abstractly describe visual parameter space analysis problems independent of their application domain; (2) a set of four navigation strategies of how parameter space analysis can be supported by visualization tools; and (3) a characterization of six analysis tasks. Based on our framework, we analyze and classify the current body of literature, and identify three open research gaps in visual parameter space analysis. The framework and its discussion are meant to support visualization designers and researchers in characterizing parameter space analysis problems and to guide their design and evaluation processes.
183 citations