Information Visualization

Author(s):  
Wita Wojkowski

Information visualization refers to technologies that support visualization and help in the interpretation of information. These technologies include digital images, graphical user interfaces, animations, three dimensional presentations, geographic information systems, virtual reality, and of course, tables and graphs. All of these visualization techniques might be used in enterprise portals where the portal user often handles large amounts of data of different types, from many different sources, and utilizes various software tools. Information visualization helps enterprise portal users understand and interpret complex information, and most importantly, helps identify relationships. That is, information visualization allows portal users to study information in a new way which can lead to novel insights.

2021 ◽  
Vol 58 (3) ◽  
pp. 137-142
Author(s):  
A.O. Dauitbayeva ◽  
◽  
A.A. Myrzamuratova ◽  
A.B. Bexeitova ◽  
◽  
...  

This article is devoted to the issues of visualization and information processing, in particular, improving the visualization of three-dimensional objects using augmented reality and virtual reality technologies. The globalization of virtual reality has led to the introduction of a new term "augmented reality"into scientific circulation. If the current technologies of user interfaces are focused mainly on the interaction of a person and a computer, then augmented reality with the help of computer technologies offers improving the interface of a person and the real world around them. Computer graphics are perceived by the system in the synthesized image in connection with the reproduction of monocular observation conditions, increasing the image volume, spatial arrangement of objects in a linear perspective, obstructing one object to another, changing the nature of shadows and tones in the image field. The experience of observation is of great importance for the perception of volume and space, so that the user "completes" the volume structure of the observed representation. Thus, the visualization offered by augmented reality in a real environment familiar to the user contributes to a better perception of three-dimensional object.


Author(s):  
Tushar H. Dani ◽  
Rajit Gadh

Abstract Despite advances in Computer-Aided Design (CAD) and the evolution of the graphical user interfaces, rapid creation, editing and visualization of three-dimensional (3D) shapes remains a tedious task. Though the availability of Virtual Reality (VR)-based systems allows enhanced three-dimensional interaction and visualization, the use of VR for ab initio shape design, as opposed to ‘importing’ models from existing CAD systems, is a relatively new area of research. Of interest are computer-human interaction issues and the design and geometric tools for shape modeling in a Virtual Environment (VE). The focus of this paper is on the latter i.e. in defining the geometric tools required for a VR-CAD system and in describing a framework that meets those requirements. This framework, the Virtual Design Software Framework (VDSF) consists of the interaction and design tools, and an underlying geometric engine that provides the representation and algorithms required by these tools. The geometric engine called the Virtual Modeler uses a graph-based representation (Shape-Graph) for modeling the shapes created by the user. The Shape-Graph facilitates interactive editing by localizing the effect of editing operations and in addition provides constraint-based design and editing mechanisms that are useful in a 3D interactive virtual environment. The paper concludes with a description of the prototype system, called the Virtual Design Studio (VDS), that is currently being implemented.1.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


Author(s):  
Jorge Ferreira Franco ◽  
Irene Karaguilla Ficheman ◽  
Marcelo Knörich Zuffo ◽  
Valkiria Venâncio

This chapter addresses an ongoing work strategy for developing and sharing knowledge related to digital/ Web-based technology and multimedia tools, information visualization, computer graphics, desktop virtual reality techniques in combination with art/education. It includes a large body of research about advanced and contemporary technologies and their use for stimulating individuals’ education. These interactive processes of researching, developing and sharing knowledge have been carried out through interdisciplinary and collaborative learning and teaching experiences in the context of k-12 education in a primary public school and its surrounding community. The learning and direct manipulation of advanced and contemporary technologies have improved individuals’ technical skills, stimulated cooperative and collaborative work and innovations in the way of developing school’s curriculum content as well as supported ones’ independent learning. Furthermore, there have been changes on individuals’ mental models, behavior and cultural changes related to reflecting about diverse possibilities of using information and communication technology within collaborative formal and informal sustainable lifelong learning and teaching actions.


2001 ◽  
Vol 16 (1) ◽  
pp. 3-8 ◽  
Author(s):  
Karen M. Freeman ◽  
Scott F. Thompson ◽  
Eric B. Allely ◽  
Annette L. Sobel ◽  
Sharon A. Stansfield ◽  
...  

AbstractRapid and effective medical intervention in response to civil and military-related disasters is crucial for saving lives and limiting long-term disability. Inexperienced providers may suffer in performance when faced with limited supplies and the demands of stabilizing casualties not generally encountered in the comparatively resource-rich hospital setting. Head trauma and multiple injury cases are particularly complex to diagnose and treat, requiring the integration and processing of complex multimodal data. In this project, collaborators adapted and merged existing technologies to produce a flexible, modular patient simulation system with both three-dimensional virtual reality and two-dimensional flat screen user interfaces for teaching cognitive assessment and treatment skills. This experiential, problem-based training approach engages the user in a stress-filled, high fidelity world, providing multiple learning opportunities within a compressed period of time and without risk. The system simulates both the dynamic state of the patient and the results of user intervention, enabling trainees to watch the virtual patient deteriorate or stabilize as a result of their decision-making speed and accuracy. Systems can be deployed to the field enabling trainees to practice repeatedly until their skills are mastered and to maintain those skills once acquired. This paper describes the technologies and the process used to develop the trainers, the clinical algorithms, and the incorporation of teaching points. We also characterize aspects of the actual simulation exercise through the lens of the trainee.


Author(s):  
Joseph F. Boudreau ◽  
Eric S. Swanson

While the visualization of data is critical for many scientific applications, the development of programs to render geometrical forms in real time, providing interactive control over viewpoint and angle, animation, and/or user interaction, can be complicated for a scientist. The need to master unfamiliar technology such as graphics engines, windowing software, and graphical user interfaces constitute major challenges. An introduction to the graphical display of data using the Coin3d toolkit for object modeling and rendering is given. The Qt library for graphical user interfacing and the SoQt package, which serves as “glue” between Qt and Coin3d are also presented. Applications to visualizing fractal geometries, three-dimensional objects, and random data are presented.


Author(s):  
Angran Xiao ◽  
Kenneth Mark Bryden

The dynamic and changing nature of the modern marketplace requires product development engineers to quickly perceive and understand the developed product, including its geometric features and physical characteristics. Virtual reality (VR) technology is capable of constructing a user-centered, three-dimensional environment in which abstract and complex information is visualized in an intuitive and realistic manner, hence becoming an efficacious tool for product realization. However, in most current applications, VR is only used as a visualization tool for showing geometry shapes and engineering analysis results. In this paper, we discuss virtual engineering, which expands the application scope of VR to the integration of virtual product model with analysis, simulation, decision making and other engineering tools into a virtual product realization environment that facilitates multidisciplinary and collaborative product realization among distributed engineers. In this paper, we present the implementation framework of a virtual engineering system and introduce our current work at developing this system. That is, we introduce VE-Suite, an extensible, cross-platform, open source library of tools that enable product realization in a virtual environment. Its functions and capabilities are demonstrated using a virtual fermentation tank used in biotechnology industry. Finally we raise a set of key research questions as a guideline for the further research and realization of virtual engineering.


2018 ◽  
Vol 57 (4) ◽  
pp. 301-320
Author(s):  
F Ghayoor

In this paper, a procedure for designing a MATLAB-based virtual robotics laboratory is described that provides a realistic three-dimensional animation for the robot’s motion. The proposed laboratory allows students to obtain the linear model and stability condition of a robotic system, without getting involved in its mathematical modeling. The structure of a two-wheeled inverted pendulum robot has been used for demonstrating the laboratory’s features. As part of this virtual experiment, design and evaluation of proportional–integral–derivative, model predictive control, and fuzzy controllers for maintaining the two-wheeled inverted pendulum’s balance are considered. A set of graphical–user interfaces is designed for providing the interaction with the system. This virtual lab is readily extensible for other robotics structures and controllers, and its output data is promptly available for further analysis by other MATLAB toolboxes.


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