Toward a Deeper Understanding of the Role of Interaction in Information Visualization
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Chapter 2 3D User Interfaces: History and Roadmap
30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 11 CHAPTER 2 3D3D UserUser Interfaces:Interfaces: HistoryHistory andand RoadmapRoadmap Three-dimensional UI design is not a traditional field of research with well-defined boundaries. Like human–computer interaction (HCI), it draws from many disciplines and has links to a wide variety of topics. In this chapter, we briefly describe the history of 3D UIs to set the stage for the rest of the book. We also present a 3D UI “roadmap” that posi- tions the topics covered in this book relative to associated areas. After reading this chapter, you should have an understanding of the origins of 3D UIs and its relation to other fields, and you should know what types of information to expect from the remainder of this book. 2.1. History of 3D UIs The graphical user interfaces (GUIs) used in today’s personal computers have an interesting history. Prior to 1980, almost all interaction with com- puters was based on typing complicated commands using a keyboard. The display was used almost exclusively for text, and when graphics were used, they were typically noninteractive. But around 1980, several technologies, such as the mouse, inexpensive raster graphics displays, and reasonably priced personal computer parts, were all mature enough to enable the first GUIs (such as the Xerox Star). With the advent of GUIs, UI design and HCI in general became a much more important research area, since the research affected everyone using computers. HCI is an 11 30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 12 12 Chapter 2 3D User Interfaces: History and Roadmap 1 interdisciplinary field that draws from existing knowledge in perception, 2 cognition, linguistics, human factors, ethnography, graphic design, and 3 other areas. -
The Three-Dimensional User Interface
32 The Three-Dimensional User Interface Hou Wenjun Beijing University of Posts and Telecommunications China 1. Introduction This chapter introduced the three-dimensional user interface (3D UI). With the emergence of Virtual Environment (VE), augmented reality, pervasive computing, and other "desktop disengage" technology, 3D UI is constantly exploiting an important area. However, for most users, the 3D UI based on desktop is still a part that can not be ignored. This chapter interprets what is 3D UI, the importance of 3D UI and analyses some 3D UI application. At the same time, according to human-computer interaction strategy and research methods and conclusions of WIMP, it focus on desktop 3D UI, sums up some design principles of 3D UI. From the principle of spatial perception of people, spatial cognition, this chapter explained the depth clues and other theoretical knowledge, and introduced Hierarchical Semantic model of “UE”, Scenario-based User Behavior Model and Screen Layout for Information Minimization which can instruct the design and development of 3D UI. This chapter focuses on basic elements of 3D Interaction Behavior: Manipulation, Navigation, and System Control. It described in 3D UI, how to use manipulate the virtual objects effectively by using Manipulation which is the most fundamental task, how to reduce the user's cognitive load and enhance the user's space knowledge in use of exploration technology by using navigation, and how to issue an order and how to request the system for the implementation of a specific function and how to change the system status or change the interactive pattern by using System Control. -
What Is Interaction for Data Visualization? Evanthia Dimara, Charles Perin
What is Interaction for Data Visualization? Evanthia Dimara, Charles Perin To cite this version: Evanthia Dimara, Charles Perin. What is Interaction for Data Visualization?. IEEE Transactions on Visualization and Computer Graphics, Institute of Electrical and Electronics Engineers, 2020, 26 (1), pp.119 - 129. 10.1109/TVCG.2019.2934283. hal-02197062 HAL Id: hal-02197062 https://hal.archives-ouvertes.fr/hal-02197062 Submitted on 30 Jul 2019 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. What is Interaction for Data Visualization? Evanthia Dimara and Charles Perin∗ Abstract—Interaction is fundamental to data visualization, but what “interaction” means in the context of visualization is ambiguous and confusing. We argue that this confusion is due to a lack of consensual definition. To tackle this problem, we start by synthesizing an inclusive view of interaction in the visualization community – including insights from information visualization, visual analytics and scientific visualization, as well as the input of both senior and junior visualization researchers. Once this view takes shape, we look at how interaction is defined in the field of human-computer interaction (HCI). By extracting commonalities and differences between the views of interaction in visualization and in HCI, we synthesize a definition of interaction for visualization. -
A Review of User Interface Design for Interactive Machine Learning
1 A Review of User Interface Design for Interactive Machine Learning JOHN J. DUDLEY, University of Cambridge, United Kingdom PER OLA KRISTENSSON, University of Cambridge, United Kingdom Interactive Machine Learning (IML) seeks to complement human perception and intelligence by tightly integrating these strengths with the computational power and speed of computers. The interactive process is designed to involve input from the user but does not require the background knowledge or experience that might be necessary to work with more traditional machine learning techniques. Under the IML process, non-experts can apply their domain knowledge and insight over otherwise unwieldy datasets to find patterns of interest or develop complex data driven applications. This process is co-adaptive in nature and relies on careful management of the interaction between human and machine. User interface design is fundamental to the success of this approach, yet there is a lack of consolidated principles on how such an interface should be implemented. This article presents a detailed review and characterisation of Interactive Machine Learning from an interactive systems perspective. We propose and describe a structural and behavioural model of a generalised IML system and identify solution principles for building effective interfaces for IML. Where possible, these emergent solution principles are contextualised by reference to the broader human-computer interaction literature. Finally, we identify strands of user interface research key to unlocking more efficient and productive non-expert interactive machine learning applications. CCS Concepts: • Human-centered computing → HCI theory, concepts and models; Additional Key Words and Phrases: Interactive machine learning, interface design ACM Reference Format: John J. -
Interaction Design and Children
Foundations and TrendsR in Human–Computer Interaction Vol. 1, No. 4 (2007) 277–392 c 2008 J. P. Hourcade DOI: 10.1561/1100000006 Interaction Design and Children Juan Pablo Hourcade University of Iowa, USA, [email protected] Abstract Children are increasingly using computer technologies as reflected in reports of computer use in schools in the United States. Given the greater exposure of children to these technologies, it is imperative that they be designed taking into account children’s abilities, interests, and developmental needs. This survey aims to contribute toward this goal through a review of research on children’s cognitive and motor development, safety issues related to technologies and design method- ologies and principles. It also provides and overview of current research trends in the field of interaction design and children and identifies chal- lenges for future research. To understand children’s developmental needs it is important to be aware of the factors that affect children’s intellectual development. This survey analyzes the relevance of constructivist, socio-cultural, and other modern theories with respect to the design of technologies for chil- dren. It also examines the significance of research on children’s cognitive development in terms of perception, memory, symbolic representation, problem solving, and language. Since interacting with technologies most often involves children’s hands this survey also reviews literature on children’s fine motor development including manipulation and reach- ing movements. Just as it is important to know how to aid children’s development it is also crucial to avoid harming development. This survey summarizes research on how technologies can negatively affect children’s physical, intellectual, social, emotional, and moral devel- opment. -
Techniques and Architectures for 3D Interaction About the Cover the Cover Depicts the Embedding of 3D Structures in Both Space and Mind
Techniques and Architectures for 3D Interaction About the cover The cover depicts the embedding of 3D structures in both space and mind. At a quick glance or when viewed at an angle or curved page, the structures appear carefully organized. Closer inspection reveals that the shapes are all tilted at different angles. The background image was ray traced in the Blender 3D content creation suite, us- ing subsurface scattering for the curved surface and ambient occlusion to emphasize structure. The final cover was typeset in Inkscape, with the BitStream Vera Serif font. Techniques and Architectures for 3D Interaction Proefschrift ter verkrijging van de graad doctor aan de Technische Universiteit Delft, op gezag van de Rector Magnificus prof. dr. ir. J.T. Fokkema, voorzitter van het College voor Promoties, in het openbaar te verdedigen op woensdag 2 september 2009 om 10:00 uur door Gerwin DE HAAN informatica ingenieur geboren te Rotterdam. Dit proefschrift is goedgekeurd door de promotor: Prof. dr. ir. F.W. Jansen Copromotor: Ir. F.H. Post Samenstelling promotiecommissie: Rector Magnificus voorzitter Prof. dr. ir. F.W. Jansen Technische Universiteit Delft, promotor Ir. F.H. Post Technische Universiteit Delft, copromotor Prof. dr. I.E.J.R. Heynderickx Technische Universiteit Delft Prof. dr. A. van Deursen Technische Universiteit Delft Prof. dr. ir. P.J.M. van Oosterom Technische Universiteit Delft Prof. dr. ir. R. van Liere Technische Universiteit Eindhoven Prof. dr. B. Frohlich¨ Bauhaus-Universitat¨ Weimar This work was carried out in the ASCI graduate school. ASCI dissertation series number 180. Part of this research has been funded by the Dutch BSIK/BRICKS project (MSV2). -
Testing and Maintenance of Graphical User Interfaces Valeria Lelli Leitao
Testing and maintenance of graphical user interfaces Valeria Lelli Leitao To cite this version: Valeria Lelli Leitao. Testing and maintenance of graphical user interfaces. Human-Computer Inter- action [cs.HC]. INSA de Rennes, 2015. English. NNT : 2015ISAR0022. tel-01232388v2 HAL Id: tel-01232388 https://tel.archives-ouvertes.fr/tel-01232388v2 Submitted on 11 Apr 2016 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. THÈSE INSA Rennes présentée par sous le sceau de l’Université Européenne de Bretagne Valéria Lelli Leitão Dan- pour obtenir le grade de tas DOCTEUR DE L’INSA DE RENNES ÉCOLE DOCTORALE : MATISSE Spécialité : Informatique LABORATOIRE : IRISA/INRIA Thèse soutenue le 19 Novembre 2015 devant le jury composé de : Testing and Pascale Sébillot Professeur, Universités IRISA/INSA de Rennes / Présidente maintenance of Lydie du Bousquet Professeur d’informatique, Université Joseph Fourier / Rapporteuse Philippe Palanque graphical user Professeur d’informatique, Université Toulouse III / Rapporteur Francois-Xavier Dormoy interfaces Chef de produit senior, Esterel Technologies / Examinateur Benoit Baudry HDR, Chargé de recherche, INRIA Rennes - Bretagne Atlantique / Directeur de thèse Arnaud Blouin Maître de Conférences, INSA Rennes / Co-encadrant de thèse Testing and Maintenance of Graphical User Interfaces Valéria Lelli Leitão Dantas Document protégé par les droits d’auteur Contents Acknowledgements 5 Abstract 7 Résumé en Français 9 1Introduction 19 1.1 Context ................................... -
I Lev Manovich the Language of New Media
I Lev Manovich The Language of New Media II To Norman Klein / Peter Lunenfeld / Vivian Sobchack III Table of Contents Prologue: Vertov’s Dataset.................................................................................VI Acknowledgments........................................................................................ XXVII Introduction ......................................................................................................... 30 A Personal Chronology........................................................................... 30 Theory of the Present.............................................................................. 32 Mapping New Media: the Method.......................................................... 34 Mapping New Media: Organization ....................................................... 36 The Terms: Language, Object, Representation ...................................... 38 I. What is New Media?........................................................................................ 43 Principles of New Media.............................................................................. 49 1. Numerical Representation................................................................... 49 2. Modularity .......................................................................................... 51 3. Automation ......................................................................................... 52 4. Variability .......................................................................................... -
Scanning-Based Interaction Techniques for Motor Impaired Users
Scanning-based interaction techniques for motor impaired users Stavroula Ntoa1, George Margetis1, Margherita Antona1, Constantine Stephanidis1,2 1Foundation for Research and Technology – Hellas (FORTH) Institute of Computer Science N. Plastira 100, Vassilika Vouton, GR-700 13 Heraklion, Crete, Greece {stant, gmarget, antona, cs}@ics.forth.gr 2University of Crete, Department of Computer Science ABSTRACT Scanning is an interaction method addressing users with severe motor impairments, which provides sequential access to the elements of a graphical user interface and enables users to interact with the interface through at least a single binary switch, by activating the switch when the desired interaction element receives the scanning focus. This chapter explains the scanning technique and reports on related approaches across three contexts of use: personal computers, mobile devices, and environmental control for smart homes and ambient intelligence environments. In the context of AmI environments, a recent research approach, combining head tracking and scanning techniques, is discussed as a case study. 1 INTRODUCTION The fundamental human right for access to information has become even more important in the context of the Information Society. The risk of creating a two-tier society of have and have-nots in which only a part of the population has access to the technology, is comfortable using it and can fully enjoy its benefits (Bangemann, 1994) has been recognized almost two decades ago, nevertheless it is now more timely than ever. The recent technological evolution has constituted the personal computer just a simple constituent in the pursuit of an Information Society for all, while new challenges arise due to the popularity of mobile devices and the emergence of ubiquitous computing and ambient intelligence environments. -
Gi1986-14.Pdf
- 71 - AUTOMATIC GENERA nON OF GRAPHICAL USER INTERFACES Gurminder Singh and Mark Green Department of Computing Science University of Alberta Edmonton, Alberta Canada T6G 2H 1 ABSTRACT 1.2. Automatic Generation of User Interfaces The research reported here is focussed on the issues The fact that the basic structure of a user interface does involved in automatically generating the presentation com not change radically over a wide range of programs and that ponent of user interfaces. The design and implementation of functions like error detection, error recovery, and help are the presentation component of the University of Alberta User common to almost all user interfaces leads to the idea of Interface Management System are described. The system is automatic generation of user interfaces. The high cost and used for automatically generating graphical user interfaces for large turnaround time for hand coded user interfaces .pro interactive applications. The system has been designed to vides additional motivation for the idea. keep the other components of the user interface device The automatic generation of the user interfaces has the independent, keep the designer's interest alive in the design following advantages: process, make the design process less cumbersome, and reduce the burden of programming as far as possible. The 1) It reduces the cost of producing user interfaces. results presented in this report are based on the experience 2) It provides a much shorter lead time than the hand coding gained through implementing a system to generate the presen of the interfaces. tation component of user interfaces automatically. The 3) The low cost and short lead time for the production of presentation component can be viewed as the lexical level of the user interfaces makes it possible to experiment with the user interface. -
Interaction Techniques As a Communication Channel When Presenting 3D Visualizations
Interaction Techniques as a Communication Channel when Presenting 3D Visualizations Erik Sunden´ ∗ Alexander Bock† Daniel Jonsson¨ ‡ Anders Ynnerman§ Timo Ropinski¶ Linkoping¨ University Linkoping¨ University Linkoping¨ University Linkoping¨ University Linkoping¨ University Abstract—In this position paper we discuss the usage of various interaction technologies with focus on the presentations of 3D visualizations involving a presenter and an audience. While an interaction technique is commonly evaluated from a user perspective, we want to shift the focus from a sole analysis of the naturalness and the ease-of-use for the user, to focus on how expressive and understandable the interaction technique is when witnessed by the audience. The interaction process itself can be considered to be a communication channel and a more expressive interaction technique might make it easier for the audience to comprehend the presentation. Thus, while some natural interaction techniques for interactive visualization are easy to perform by the presenter, they may be less beneficial when interacting with the visualization in front of (and for) an audience. Our observations indicate that the suitability of an interaction technique as a communication channel is highly dependent on the setting in which the interaction takes place. Therefore, we analyze different presentation scenarios in an exemplary fashion and discuss how beneficial and comprehensive the involved techniques are for the audience. We argue that interaction techniques complement the visualization in an interactive presentation scenario as they also serve as an important communication channel, and should therefore also be observed from an audience perspective rather than exclusively a user perspective. Index Terms—Interaction, audience, 2D and 3D user interfaces, direct touch, touchless, voice control. -
Effective Interaction Design for Data Visualization
Cover Sheet Title: CAREER: Effective Interaction Design in Data Visualization PI: Arvind Satyanarayan, NBX Career Development Assistant Professor, MIT E-Mail: [email protected] CAREER: Effective Interaction Design for Data Visualization Society’s broad adoption of data visualization has been driven, in part, by decades of research developing theories of effective visual encoding, and instantiating them in software systems to lower the threshold for authoring visualizations. However, there has been little analogous theory-building for interactivity — a feature widely thought to be critical for effective visualization as it enables a tighter feedback loop between generating and answering hypotheses. Comparative empirical studies of interactivity are rare, and have been conducted in an ad hoc fashion; and, interaction taxonomies do not provide design guidelines such as how to pick between different techniques for a given task. For instance, does the data distribution affect whether zooming should occur via buttons, continuous scrolling, or brush-to-zoom? Similarly, how should interactive filters be depicted (e.g., highlighting selected points, dimming unselected points, or removing them from the chart altogether) to more easily perceive trends in the data? And, critically, how do these interaction design choices affect dataset coverage, the rate of insights, and people’s confidence? This lack of theory has also impeded support for interaction design in visualization systems. While recent work has explored higher-level abstractions for authoring interactivity, users must still manually invoke and wire the necessary components together, with little of the guidance and support that accompanies the visual encoding process. Moreover, with no established conventions for interaction design, authors and consumers must contend with inconsistent and unreliable experiences — for instance, by default, dragging may pan the chart, highlight brushed points, or zoom into the selected region depending on the tool used.