Information visualization has often focused on providing deep insight for expert user populations and on techniques for amplifying cognition through complicated interactive visual models. This paper proposes a new subdomain for infovis research that complements the focus on analytic tasks and expert use. Instead of work-related and analytically driven infovis, we propose Casual Information Visualization (or Casual Infovis) as a complement to more traditional infovis domains. Traditional infovis systems, techniques, and methods do not easily lend themselves to the broad range of user populations, from expert to novices, or from work tasks to more everyday situations. We propose definitions, perspectives, and research directions for further investigations of this emerging subfield. These perspectives build from ambient information visualization [32], social visualization, and also from artistic work that visualizes information [41]. We seek to provide a perspective on infovis that integrates these research agendas under a coherent vocabulary and framework for design. We enumerate the following contributions. First, we demonstrate how blurry the boundary of infovis is by examining systems that exhibit many of the putative proper ties of infovis systems, but perhaps would not be considered so. Second, we explore the notion of insight and how, instead of a monolithic definition of insight, there may be multiple types, each with particular characteristics. Third, we discuss design challenges for systems intended for casual audiences. Finally we conclude with challenges for system evaluation in this emerging subfield.
Believable agents are autonomous agents that exhibit rich personalities. Interactive dramas take place in virtual worlds inhabited by believable agents with whom an audience interacts. In the course of this interaction, the audience experiences a story. This paper presents the research philosophy behind the Oz Project, a research group at CMU that has spent the last ten years studying believable agents and interactive drama. The paper then surveys current work from an Oz perspective.
ABL is a reactive planning language, based on the Oz Project language Hap, designed specifically for authoring believable agents -characters which express rich personality, and which, in our case, play roles in an interactive, dramatic story world. Here we give a brief overview of the language Hap and discuss the new features in ABL, focusing on ABL's support for multi-character coordination. We also describe the ABL idioms we are using to organize character behaviors in the context of an interactive drama.
Abstract-Tanagra is a mixed-initiative tool for level design, allowing a human and a computer to work together to produce a level for a 2-D platformer. An underlying, reactive level generator ensures that all levels created in the environment are playable, and provides the ability for a human designer to rapidly view many different levels that meet their specifications. The human designer can iteratively refine the level by placing and moving level geometry, as well as through directly manipulating the pacing of the level. This paper presents the design environment, its underlying architecture that integrates reactive planning and numerical constraint solving, and an evaluation of Tanagra's expressive range.
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