Three-dimensional modeling has long been regarded as an ideal application for virtual reality (VR), but current VR-based 3D modeling tools suffer from two problems that limit creativity and applicability: (1) the lack of control for freehand modeling, and (2) the difficulty of starting from scratch. To address these challenges, we present Lift-Off, an immersive 3D interface for creating complex models with a controlled, handcrafted style. Artists start outside of VR with 2D sketches, which are then imported and positioned in VR. Then, using a VR interface built on top of image processing algorithms, 2D curves within the sketches are selected interactively and "lifted" into space to create a 3D scaffolding for the model. Finally, artists sweep surfaces along these curves to create 3D models. Evaluations are presented for both long-term users and for novices who each created a 3D sailboat model from the same starting sketch. Qualitative results are positive, with the visual style of the resulting models of animals and other organic subjects as well as architectural models matching what is possible with traditional fine art media. In addition, quantitative data from logging features built into the software are used to characterize typical tool use and suggest areas for further refinement of the interface.
We present a prop-based, tangible interface for 3D interactive visualization of thin fiber structures. These data are commonly found in current bioimaging datasets, for example second-harmonic generation microscopy of collagen fibers in tissue. Our approach uses commodity visualization technologies such as a depth sensing camera and low-cost 3D display. Unlike most current uses of these emerging technologies in the games and graphics communities, we employ the depth sensing camera to create a fish-tank stereoscopic virtual reality system at the scientist's desk that supports tracking of small-scale gestures with objects already found in the work space. We apply the new interface to the problem of interactive exploratory visualization of three-dimensional thin fiber data. A critical task for the visual analysis of these data is understanding patterns in fiber orientation throughout a volume.The interface enables a new, fluid style of data exploration and fiber orientation analysis by using props to provide needed passive-haptic feedback, making 3D interactions with these fiber structures more controlled. We also contribute a low-level algorithm for extracting fiber centerlines from volumetric imaging. The system was designed and evaluated with two biophotonic experts who currently use it in their lab. As compared to typical practice within their field, the new visualization system provides a more effective way to examine and understand the 3D bioimaging datasets they collect.
In this position paper we discuss successes and limitations of current evaluation strategies for scientific visualizations and argue for embracing a mixed methods strategy of evaluation. The most novel contribution of the approach that we advocate is a new emphasis on employing design processes as practiced in related fields (e.g., graphic design, illustration, architecture) as a formalized mode of evaluation for data visualizations. To motivate this position we describe a series of recent evaluations of scientific visualization interfaces and computer graphics strategies conducted within our research group. Complementing these more traditional evaluations our visualization research group also regularly employs sketching, critique, and other design methods that have been formalized over years of practice in design fields. Our experience has convinced us that these activities are invaluable, often providing much more detailed evaluative feedback about our visualization systems than that obtained via more traditional user studies and the like. We believe that if design-based evaluation methodologies (e.g., ideation, sketching, critique) can be taught and embraced within the visualization community then these may become one of the most effective future strategies for both formative and summative evaluations.
This article introduces Cartograph, a visualization system that harnesses the vast world knowledge encoded within Wikipedia to create thematic maps of almost any data. Cartograph extends previous systems that visualize non-spatial data using geographic approaches. Although these systems required data with an existing semantic structure, Cartograph unlocks spatial visualization for a much larger variety of datasets by enhancing input datasets with semantic information extracted from Wikipedia. Cartograph's map embeddings use neural networks trained on Wikipedia article content and user navigation behavior. Using these embeddings, the system can reveal connections between points that are unrelated in the original datasets but are related in meaning and therefore embedded close together on the map. We describe the design of the system and key challenges we encountered. We present findings from two user studies exploring design choices and use of the system. CCS Concepts: • Human-centered computing → Visualization systems and tools; Wikis;
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