Figure 1: Examples of data physicalizations: (left) population density map of Mexico City co-created by Richard Burdett and exhibited at the Tate Modern (photo by Stefan Geens), (center) similar data shown on an actuated display from the MIT Media Lab [70], and (right) spherical particles suspended by acoustic levitation [61]. All images are copyright to their respective owners. ABSTRACTPhysical representations of data have existed for thousands of years. Yet it is now that advances in digital fabrication, actuated tangible interfaces, and shape-changing displays are spurring an emerging area of research that we call Data Physicalization. It aims to help people explore, understand, and communicate data using computer-supported physical data representations. We call these representations physicalizations, analogously to visualizations -their purely visual counterpart. In this article, we go beyond the focused research questions addressed so far by delineating the research area, synthesizing its open challenges, and laying out a research agenda.
Figure 1. Examples of physical visualizations: a) electricity consumption over one year with each day split into 30min intervals (Detroit Edison electrical company, 1935); b) data sculpture showing a world map of GDP (wooden base) and derivatives volume (wireframe) (Andreas Nicolas Fischer, 2008); c) 3D bar charts depicting the evolution of country indicators over time built specifically for our study. ABSTRACTData sculptures are an increasingly popular form of physical visualization whose purposes are essentially artistic, communicative or educational. But can physical visualizations help carry out actual information visualization tasks? We present the first infovis study comparing physical to on-screen visualizations. We focus on 3D visualizations, as these are common among physical visualizations but known to be problematic on computers. Taking 3D bar charts as an example, we show that moving visualizations to the physical world can improve users' efficiency at information retrieval tasks. In contrast, augmenting on-screen visualizations with stereoscopic rendering alone or with prop-based manipulation was of limited help. The efficiency of physical visualizations seems to stem from features that are unique to physical objects, such as their ability to be touched and their perfect visual realism. These findings provide empirical motivation for current research on fast digital fabrication and self-reconfiguring interfaces.
Abstract-We present an interaction model for beyond-desktop visualizations that combines the visualization reference model with the instrumental interaction paradigm. Beyond-desktop visualizations involve a wide range of emerging technologies such as wallsized displays, 3D and shape-changing displays, touch and tangible input, and physical information visualizations. While these technologies allow for new forms of interaction, they are often studied in isolation. New conceptual models are needed to build a coherent picture of what has been done and what is possible. We describe a modified pipeline model where raw data is processed into a visualization and then rendered into the physical world. Users can explore or change data by directly manipulating visualizations or through the use of instruments. Interactions can also take place in the physical world outside the visualization system, such as when using locomotion to inspect a large scale visualization. Through case studies we illustrate how this model can be used to describe both conventional and unconventional interactive visualization systems, and compare different design alternatives.
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