scispace - formally typeset
Search or ask a question
Journal ArticleDOI

Visualization beyond the Desktop--the Next Big Thing

TL;DR: The next big thing is multisensory visualization that goes beyond the desktop, and visualization researchers need to develop and adapt to today's new devices and tomorrow's technology.
Abstract: Visualization is coming of age. With visual depictions being seamlessly integrated into documents, and data visualization techniques being used to understand increasingly large and complex datasets, the term "visualization"' is becoming used in everyday conversations. But we are on a cusp; visualization researchers need to develop and adapt to today's new devices and tomorrow's technology. Today, people interact with visual depictions through a mouse. Tomorrow, they'll be touching, swiping, grasping, feeling, hearing, smelling, and even tasting data. The next big thing is multisensory visualization that goes beyond the desktop.

Content maybe subject to copyright    Report

Citations
More filters
01 Sep 2015
TL;DR: The focus in this position paper is on bringing attention to the higher-level usability and design issues in creating effective user interfaces for data analytics in immersive environments.
Abstract: Immersive Analytics is an emerging research thrust investigating how new interaction and display technologies can be used to support analytical reasoning and decision making. The aim is to provide multi-sensory interfaces that support collaboration and allow users to immerse themselves in their data in a way that supports real-world analytics tasks. Immersive Analytics builds on technologies such as large touch surfaces, immersive virtual and augmented reality environments, sensor devices and other, rapidly evolving, natural user interface devices. While there is a great deal of past and current work on improving the display technologies themselves, our focus in this position paper is on bringing attention to the higher-level usability and design issues in creating effective user interfaces for data analytics in immersive environments.

169 citations


Cites methods from "Visualization beyond the Desktop--t..."

  • ...Immersive Analytics builds on technologies such as large touch surfaces, immersive virtual and augmented reality environments like Oculus Rift and CAVE2 [6], and tracking devices such as Leap Motion and Kinect to provide environments beyond the classical monitor, keyboard and mouse desktop configuration [10]....

    [...]

Journal ArticleDOI
TL;DR: The case is made for smart factory adoption of VR DES as a new platform for scenario testing and decision making, and further research is required in the areas of lower latency image processing, DES delivery as a service, gesture recognition for VR DES interaction, and linkage of DES to real-time data streams and Big Data sets.
Abstract: This paper reviews the area of combined discrete event simulation (DES) and virtual reality (VR) use within industry. While establishing a state of the art for progress in this area, this paper makes the case for VR DES as the vehicle of choice for complex data analysis through interactive simulation models, highlighting both its advantages and current limitations. This paper reviews active research topics such as VR and DES real-time integration, communication protocols, system design considerations, model validation, and applications of VR and DES. While summarizing future research directions for this technology combination, the case is made for smart factory adoption of VR DES as a new platform for scenario testing and decision making. It is put that in order for VR DES to fully meet the visualization requirements of both Industry 4.0 and Industrial Internet visions of digital manufacturing, further research is required in the areas of lower latency image processing, DES delivery as a service, gesture recognition for VR DES interaction, and linkage of DES to real-time data streams and Big Data sets.

143 citations

01 Jan 1996
TL;DR: In this presentation, the theory of visualization uses foundations of the following fields and unifying them: Computer Graphics, Image processing, Computer Vision, Computer Aided Design, Signal processing, User Interface Studies, Cognitive Science, and Computational Geometry.
Abstract: : Visualization is often referred to as scientific visualization or visualization in scientific computing. Visualization helps us extract useful information from complex or often voluminous data sets through the use of interactive graphics and imaging. The theory of visualization uses foundations of the following fields and unifying them: Computer Graphics, Image processing, Computer Vision, Computer Aided Design, Signal processing, User Interface Studies, Cognitive Science, and Computational Geometry. The visualization technology was started with excitement and enthusiasm and gradually changed the scientific field for the past two decades. In this presentation we briefly review the following topics: Visualization - Some important points to note Visualization - Microarchitecture workbench Visualization - Medical field Visualization - Computer Generated Forces (CGF).

103 citations

Journal ArticleDOI
TL;DR: This review, with the focus squarely on the domain of Human-Computer Interaction (HCI), summarizes the state-of-the-art in the area and suggests that mixed reality solutions are currently the most plausible as far as delivering flavour experiences digitally is concerned.
Abstract: Review paper assesses the possibilities and pitfalls around the digitization of the chemical senses.Possibilities include delivery of ambient fragrance, digital flavour experiences.We highlight how the majority of the attempts at successful commercialization have failed, often in the face of consumer ambivalence over the perceived benefits/utility.Ultimately, we suggest that mixed reality solutions are currently the most plausible as far as delivering (or rather modulating) flavour experiences digitally is concerned.The identify key problems with digital fragrance delivery related to attention and attribution (i.e., being aware of stimulation and believing that it is doing the work). Many people are understandably excited by the suggestion that the chemical senses can be digitized; be it to deliver ambient fragrances (e.g., in virtual reality or health-related applications), or else to transmit flavour experiences via the internet. However, to date, progress in this area has been surprisingly slow. Furthermore, the majority of the attempts at successful commercialization have failed, often in the face of consumer ambivalence over the perceived benefits/utility. In this review, with the focus squarely on the domain of Human-Computer Interaction (HCI), we summarize the state-of-the-art in the area. We highlight the key possibilities and pitfalls as far as stimulating the so-called lower senses of taste, smell, and the trigeminal system are concerned. Ultimately, we suggest that mixed reality solutions are currently the most plausible as far as delivering (or rather modulating) flavour experiences digitally is concerned. The key problems with digital fragrance delivery are related to attention and attribution. People often fail to detect fragrances when they are concentrating on something else; And even when they detect that their chemical senses have been stimulated, there is always a danger that they attribute their experience (e.g., pleasure) to one of the other senses this is what we call the fundamental attribution error. We conclude with an outlook on digitizing the chemical senses and summarize a set of open-ended questions that the HCI community has to address in future explorations of smell and taste as interaction modalities

97 citations

Proceedings ArticleDOI
02 May 2019
TL;DR: In this article, the authors explore which factors may drive attention and trust in rural populations with diverse economic and educational backgrounds -a segment that is largely underrepresented in the data visualization literature.
Abstract: Many of the guidelines that inform how designers create data visualizations originate in studies that unintentionally exclude populations that are most likely to be among the 'data poor'. In this paper, we explore which factors may drive attention and trust in rural populations with diverse economic and educational backgrounds - a segment that is largely underrepresented in the data visualization literature. In 42 semi-structured interviews in rural Pennsylvania (USA), we find that a complex set of factors intermix to inform attitudes and perceptions about data visualization - including educational background, political affiliation, and personal experience. The data and materials for this research can be found at https://osf.io/uxwts/

82 citations

References
More filters
Journal ArticleDOI
TL;DR: Consider writing, perhaps the first information technology: The ability to capture a symbolic representation of spoken language for long-term storage freed information from the limits of individual memory.
Abstract: Specialized elements of hardware and software, connected by wires, radio waves and infrared, will soon be so ubiquitous that no-one will notice their presence.

9,073 citations

Journal ArticleDOI
TL;DR: The hidden dimension is a book that can be found in the on-line library as discussed by the authors, which is one of the sites where the hidden dimension book can be accessed and read.
Abstract: However, this era also allow you to get the book from many sources. The off line book store may be a common place to visit to get the book. But now, you can also find it in the on-line library. This site is one of the on-line library in which you can find your chosen one to read. Now, the presented the hidden dimension is a book that you can find here. This book tends to be the book that will give you new inspirations.

5,911 citations

Book
01 Jan 1966

5,011 citations

Journal Article
TL;DR: Paul Milgram's research interests include display and control issues in telerobotics and virtual environments, stereoscopic video and computer graphics, cognitive engineering, and human factors issues in medicine.
Abstract: Paul Milgram received the BASc degree from the University of Toronto in 1970, the MSEE degree from the Technion (Israel) in 1973 and the PhD degree from the University of Toronto in 1980 From 1980 to 1982 he was a ZWO Visiting Scientist and a NATO Postdoctoral in the Netherlands, researching automobile driving behaviour From 1982 to 1984 he was a Senior Research Engineer in Human Engineering at the National Aerospace Laboratory (NLR) in Amsterdam, where his work involved the modelling of aircraft flight crew activity, advanced display concepts and control loops with human operators in space teleoperation Since 1986 he has worked at the Industrial Engineering Department of the University of Toronto, where he is currently an Associate Professor and Coordinator of the Human Factors Engineering group He is also cross appointed to the Department of Psychology In 1993-94 he was an invited researcher at the ATR Communication Systems Research Laboratories, in Kyoto, Japan His research interests include display and control issues in telerobotics and virtual environments, stereoscopic video and computer graphics, cognitive engineering, and human factors issues in medicine He is also President of Translucent Technologies, a company which produces "Plato" liquid crystal visual occlusion spectacles (of which he is the inventor), for visual and psychomotor research

4,092 citations

Book
20 Apr 1993
TL;DR: This book discusses a Human-Centered Technology, Experiencing the World, and the Power of Representation, as well as Distributed Cognition and Soft and Hard Technology.
Abstract: * A Human-Centered Technology * Experiencing the World * The Power of Representation * Fitting the Artifact to the Person * The Human Mind * Distributed Cognition * A Place for Everything, and Everything in Its Place * Predicting the Future * Soft and Hard Technology * Technology Is Not Neutral

1,604 citations