Abstract. The paper is devoted to problems of computer metaphors,, such as Interface metaphor and Visualization metaphor. Interface metaphor is considered as the basic idea of likening between interactive objects and model objects of the application domain. A visualization metaphor is defined as a map establishing the correspondence between concepts and objects of the application domain under modeling and a system of some similarities and analogies. This map generates a set of views and a set of methods for communication with visual objects. Some positions of the metaphor theory are discussed. Concept of metaphor action is suggested.. "Formula" of metaphor is constructed. A set of examples of metaphor was analyzed. Aprioristic quality criteria of interface and visualization metaphors are suggested. These criteria allow evaluating as existing metaphors and to search for adequate metaphors for designing new specialized systems.
To visualize any new entity, a visualization should be designed and programmed. Investigating approaches for programming new scientific visualizations, we come to the following idea: utilize CinemaScience format to describe 3D scenes. CinemaScience is developed for storing and visualizing supercomputer and physical modelling results, and differs with simplicity both for human and machine. It has a set of interesting features, for example it allows to specify dynamics in views dependent on parameters. However its current known applications are of 2D graphics, and in this paper we extend it for 3D. It’s main idea is to treat Cinema artifacts as visual objects of explicit type. We successfully used the suggested approach in various visualization tasks, examples are presented in the paper. We developed the open-source web application that implements the suggested approach.
The paper discusses elements of logical models of graphical user interfaces used in both universal and specialized scientific visualization systems. Criteria of expressiveness of programming language that are discussed in “Structure and Interpretation of Computer Programs” book are applied to graphical interfaces. It is shown that graphical interfaces allow user to operate on same digital substance and with same logical approaches as in textual programming languages. Both use basic elements, allow their combination, and support the procedure of abstraction. Authors suggest considering this aspect when developing graphical interfaces. Then, idea of modifiers (known also as behaviors, effects, so on) is discussed. Idea of extensions (known also as plugins, modules, and applications) is also discussed. Some methods of programming of scene dynamics are presented. Also languages and ontologies of scientific visualization are discussed, e.g. models for editing visualization pipeline: adding data to projects, filtering of that data, and methods of description of data representation on screen.
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