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1.
一种模型驱动的交互式信息可视化开发方法   总被引:6,自引:1,他引:5  
设计与实现面向领域应用的交互式信息可视化软件十分困难.缺乏统一的开发方法与支撑工具箱,为非专家用户提供对层次、网络、多维等数据类型的统一支持,对各种可视化技术与交互技术的统一支持,以及对信息可视化任务的统一支持针对此问题,提出了一种模型驱动的交互式信息可视化开发方法Daisy.首先,提出了交互式信息可视化界面模型IIVM(interactive information visualization interface model);然后,提出了基于IIVM的交互式信息可视化开发方法Daisy,讨论了该方法的两个核心技术:IIVM建模与描述文件生成方法、系统自动生成方法.同时。给出了Daisy工具箱,包括Daisy建模工具、Daisy系统自动生成工具以及运行时框架与组件库.最后,给出了该开发方法与工具箱的应用实例.实例表明,该方法能够为交互式信息可视化开发的统一支撑方法问题提供一种有效的解决方案.  相似文献   

2.
We present SmallWorlds, a visual interactive graph‐based interface that allows users to specify, refine and build item‐preference profiles in a variety of domains. The interface facilitates expressions of taste through simple graph interactions and these preferences are used to compute personalized, fully transparent item recommendations for a target user. Predictions are based on a collaborative analysis of preference data from a user's direct peer group on a social network. We find that in addition to receiving transparent and accurate item recommendations, users also learn a wealth of information about the preferences of their peers through interaction with our visualization. Such information is not easily discoverable in traditional text based interfaces. A detailed analysis of our design choices for visual layout, interaction and prediction techniques is presented. Our evaluations discuss results from a user study in which SmallWorlds was deployed as an interactive recommender system on Facebook.  相似文献   

3.
Many types of information are geographically referenced and interactive maps provide a natural user interface to such data. However, map presentation in geographical information systems and on the Web is closed related to traditional cartography and provides a very limited interactive experience. In this paper, we present MAPBOT, an interactive Web based map information retrieval system in which Web users can easily and efficiently search geographical information with the assistance of a user interface agent (UIA). Each kind of map feature such as a building or a motorway works as an agent called a Maplet. Each Maplet has a user interface level to assist the user to find information of interest and a graphic display level that controls the presence and the appearance of the feature on the map. The semantic relationships of Maplets are defined in an Ontology Repository provided by the system which is used by the UIA to assist a user to semantically and efficiently search map information interested. An Ontology Editor with a graphic user interface has been implemented to update the Ontology Repository. Visualization on the client is based on Scalable Vector Graphics which provides a high quality Web map.  相似文献   

4.
Virtual reality systems provide realistic look and feel by seamlessly integrating three-dimensional input and output devices. One software architecture approach to constructing such systems is to distribute the application between a computation-intensive simulator back-end and a graphics-intensive viewer front-end which implements user interaction. In this paper we discuss Metis, a toolkit we have been developing based on such a software architecture, which can be used for building interactive immersive virtual reality systems with computationally intensive components. The Metis toolkit defines an application programming interface on the simulator side, which communicates via a network with a standalone viewer program that handles all immersive display and interactivity. Network bandwidth and interaction latency are minimized, by use of a constraint network on the viewer side that declaratively defines much of dynamic and interactive behavior of the application.  相似文献   

5.
Continuing improvements in CPU and GPU performances as well as increasing multi-core processor and cluster-based parallelism demand for flexible and scalable parallel rendering solutions that can exploit multipipe hardware accelerated graphics. In fact, to achieve interactive visualization, scalable rendering systems are essential to cope with the rapid growth of data sets. However, parallel rendering systems are non-trivial to develop and often only application specific implementations have been proposed. The task of developing a scalable parallel rendering framework is even more difficult if it should be generic to support various types of data and visualization applications, and at the same time work efficiently on a cluster with distributed graphics cards. In this paper we introduce a novel system called Equalizer, a toolkit for scalable parallel rendering based on OpenGL which provides an application programming interface (API) to develop scalable graphics applications for a wide range of systems ranging from large distributed visualization clusters and multi-processor multipipe graphics systems to single-processor single-pipe desktop machines. We describe the system architecture, the basic API, discuss its advantadges over previous approaches, present example configurations and usage scenarios as well as scalability results.  相似文献   

6.
Aggregate visualization and manipulation enables the viewing and interaction of dynamically changing data sets in a graphically meaningful way. However, off-the-shelf applications typically provide only limited ways to view static aggregates and generally do not support manipulation of aggregate data through the resulting visualization. To be fully dynamic, an aggregate visualization should be customizable to suit the individual's needs and should allow end-users to modify the data through direct manipulation. This paper describes a software system that empowers end-users to create interactive aggregate visualizations through a visual language interface. Included are mechanisms for specifying how aggregate data is processed from multiple sources of a distributed application, providing functionality similar to project, select, join, and cross product of relational databases. This approach gives end-users the power to create customized, interactive visualizations of dynamically changing aggregate data without the need for textual programming.  相似文献   

7.
Exploring data using visualization systems has been shown to be an extremely powerful technique. However, one of the challenges with such systems is an inability to completely support the knowledge discovery process. More than simply looking at data, users will make a semipermanent record of their visualizations by printing out a hard copy. Subsequently, users will mark and annotate these static representations, either for dissemination purposes or to augment their personal memory of what was witnessed. In this paper, we present a model for recording the history of user explorations in visualization environments, augmented with the capability for users to annotate their explorations. A prototype system is used to demonstrate how this provenance information can be recalled and shared. The prototype system generates interactive visualizations of the provenance data using a spatio-temporal technique. Beyond the technical details of our model and prototype, results from a controlled experiment that explores how different history mechanisms impact problem solving in visualization environments are presented  相似文献   

8.
The architecture described in this article evolved from an extensive research and experimentation effort in man-machine interaction in the Informatics Division of RAL. Its primary goal is to support research into improving user interface design. The architecture is based on the concept of direct manipulation without time-sequential user-machine dialogues. That is, the user forms his plan of action and carries it out in the sequence best suited to his needs. The system imposes no syntactic structure on the command language, and thus does not enforce particular time sequences. Such a model should extend to cover interaction with dynamic processes as well as simple modification of stored data. The long-term goal of this effort is to evolve the design of a truly general-purpose user interface management system as part of the client architecture. The activities at present include developing a window manager, including defining a client-server interface; developing a preliminary toolkit for user interfaces; and applying the toolkit to the development of an interactive post processor for viewing and manipulating the results of finite element analysis.  相似文献   

9.
Here, we analyze toolkit designs for building graphical applications with rich user interfaces, comparing polylithic and monolithic toolkit-based solutions. Polylithic toolkits encourage extension by composition and follow a design philosophy similar to 3D scene graphs supported by toolkits including JavaSD and Openlnventor. Monolithic toolkits, on the other hand, encourage extension by inheritance, and are more akin to 2D graphical user interface toolkits such as Swing or MFC. We describe Jazz (a polylithic toolkit) and Piccolo (a monolithic toolkit), each of which we built to support interactive 2D structured graphics applications in general, and zoomable user interface applications in particular. We examine the trade offs of each approach in terms of performance, memory requirements, and programmability. We conclude that a polylithic approach is most suitable for toolkit builders, visual design software where code is automatically generated, and application builders where there is much customization of the toolkit. Correspondingly, we find that monolithic approaches appear to be best for application builders where there is not much customization of the toolkit.  相似文献   

10.
Numerous systems have been developed to display large collections of data for urban contexts; however, most have focused on layering of single dimensions of data and manual calculations to understand relationships within the urban environment. Furthermore, these systems often limit the useras perspectives on the data, thereby diminishing the useras spatial understanding of the viewing region. In this paper, we introduce a highly interactive urban visualization tool that provides intuitive understanding of the urban data. Our system utilizes an aggregation method that combines buildings and city blocks into legible clusters, thus providing continuous levels of abstraction while preserving the useras mental model of the city. In conjunction with a 3D view of the urban model, a separate but integrated information visualization view displays multiple disparate dimensions of the urban data, allowing the user to understand the urban environment both spatially and cognitively in one glance. For our evaluation, expert users from various backgrounds viewed a real city model with census data and confirmed that our system allowed them to gain more intuitive and deeper understanding of the urban model from different perspectives and levels of abstraction than existing commercial urban visualization systems.  相似文献   

11.
In this research we investigated the role of user controllability on personalized systems by implementing and studying a novel interactive recommender interface, SetFusion. We examined whether allowing the user to control the process of fusing or integrating different algorithms (i.e., different sources of relevance) resulted in increased engagement and a better user experience. The essential contribution of this research stems from the results of a user study (N=40) of controllability in a scenario where users could fuse different recommendation approaches, with the possibility of inspecting and filtering the items recommended. First, we introduce an interactive Venn diagram visualization, which combined with sliders, can provide an efficient visual paradigm for information filtering. Second, we provide a three-fold evaluation of the user experience: objective metrics, subjective user perception, and behavioral measures. Through the analysis of these metrics, we confirmed results from recent studies, such as the effect of trusting propensity on accepting the recommendations and also unveiled the importance of features such as being a native speaker. Our results present several implications for the design and implementation of user-controllable personalized systems.  相似文献   

12.
Volume rendered imagery often includes a barrage of 3D information like shape, appearance and topology of complex structures, and it thus quickly overwhelms the user. In particular, when focusing on a specific region a user cannot observe the relationship between various structures unless he has a mental picture of the entire data. In this paper we present ClearView, a GPU-based, interactive framework for texture-based volume ray-casting that allows users which do not have the visualization skills for this mental exercise to quickly obtain a picture of the data in a very intuitive and user-friendly way. ClearView is designed to enable the user to focus on particular areas in the data while preserving context information without visual clutter. ClearView does not require additional feature volumes as it derives any features in the data from image information only. A simple point-and-click interface enables the user to interactively highlight structures in the data. ClearView provides an easy to use interface to complex volumetric data as it only uses transparency in combination with a few specific shaders to convey focus and context information.  相似文献   

13.
In Virtual Reality, immersive systems such as the CAVE provide an important tool for the collaborative exploration of large 3D data. Unlike head-mounted displays, these systems are often only partially immersive due to space, access, or cost constraints. The resulting loss of visual information becomes a major obstacle for critical tasks that need to utilize the users' entire field of vision. We have developed a conformal visualization technique that establishes a conformal mapping between the full 360° field of view and the display geometry of a given visualization system. The mapping is provably angle-preserving and has the desirable property of preserving shapes locally, which is important for identifying shape-based features in the visual data. We apply the conformal visualization to both forward and backward rendering pipelines in a variety of retargeting scenarios, including CAVEs and angled arrangements of flat panel displays. In contrast to image-based retargeting approaches, our technique constructs accurate stereoscopic images that are free of resampling artifacts. Our user study shows that on the visual polyp detection task in Immersive Virtual Colonoscopy, conformal visualization leads to improved sensitivity at comparable examination times against the traditional rendering approach. We also develop a novel user interface based on the interactive recreation of the conformal mapping and the real-time regeneration of the view direction correspondence.  相似文献   

14.
The ever increasing size and complexity of volumetric data in a wide range of disciplines makes it useful to augment volume visualization tools with alternative modalities. Studies have shown that introducing haptics can significantly increase both exploration speed and precision. It is also capable of conveying material properties of data and thus has great potential to improve user performance in volume data exploration. In this paper we describe how recent advances in volume haptics can be used to build haptic modes—building blocks for haptic schemes. These modes have been used as base components of a toolkit allowing for more efficient development of haptic prototypes and applications. This toolkit allows interactive construction, configuration and fine-tuning of both visual and haptic representations of the data. The technology is also used in a pilot study to determine the most important issues and aspects in haptic volume data interaction and exploration, and how the use of haptic modes can facilitate the implementation of effective haptic schemes.  相似文献   

15.
由于沉浸式环境下的三维交互方式对二维界面操作不够友好,使得依赖于二维列表界面的流场数据管理任务变得复杂且低效。为了实现沉浸式虚拟环境下对流场数据高效的组织和管理,增强用户对流场空间信息的理解,提出一种基于多视图结合交互的沉浸式流场可视化数据块管理方法。该方法构建了一个三维小视图用于提供场景概览,并通过“主视图交互+小视图辅助“”小视图交互+主视图反馈”等多种多视图组合交互方式完成对多块流场数据的管理交互操作。最后构建了一个基于手势的沉浸式流场可视化系统,定义多项交互任务,从学习时长、完成时间和用户反馈几个方面对比了多视图方法和传统交互方法差异。实验结果表明,相比于传统交互方法,多视图方法可以显著提高数据管理任务的效率。  相似文献   

16.
As visualization makes the leap to mobile and situated settings, where data is increasingly integrated with the physical world using mixed reality, there is a corresponding need for effectively managing the immersed user's view of situated visualizations. In this paper we present an analysis of view management techniques for situated 3D visualizations in handheld augmented reality: a shadowbox, a world-in-miniature metaphor, and an interactive tour. We validate these view management solutions through a concrete implementation of all techniques within a situated visualization framework built using a web-based augmented reality visualization toolkit, and present results from a user study in augmented reality accessed using handheld mobile devices.  相似文献   

17.
A software system for developing interactive scientific visualization applications quickly, with a minimum of programming effort, is described. This application visualization system (AVS) is an application framework targeted at scientists and engineers. The goal of the system is to make applications that combine interactive graphics and high computational requirements easier to develop for both programmers and nonprogrammers. AVS is designed around the concept of software building blocks, or modules, which can be interconnected to form visualization applications. AVS allows flow networks of existing modules to be constructed using a direct-manipulation user interface, and it automatically generates a simple user interface to each module  相似文献   

18.
医学图像及其衍生的知识是医学教育中的一个关键学习部分,透过不同的图像模式,町以使医生及医科学生更有效地学习人体的体内结构.而计算机可视化技术最近的发展正满足了医生、外科医生及医科学生与日俱增的需求,为深入地了解人体生理学及病理学提供了宝贵的资料.本文提出了一个网上交互医学学习系统,并提供了一个虚拟现实工具包以支持二维医学图像序列观察、体数据和表面数据的三维可视化、目视放大镜.以及医学数据的交互变形模拟.其中人体组织物理特性的模拟以有限元法为基准.通过优化而获得有关的变形模型参数.该工具包可应用于个性化的二维及三维数据场可视化、优化的学习及手术规划和在线的交互医学教育.  相似文献   

19.
Scientists use sophisticated numerical models to study ocean circulation and other physical systems, but the complex nature of such simulation software generally make them inaccessible to non-expert users. In principle, however, numerical models represent an ideal teaching tool, allowing users to model the response of a complex system to changing conditions. We have designed an interactive simulation program that allows a casual user to control the forcing conditions applied to a numerical ocean circulation model using a graphical user interface, and to observe the results in real-time. This program is implemented using the Regional Ocean Modeling System (ROMS) applied to the Chesapeake Bay. Portions of ROMS were modified to facilitate user interaction, and the user interface and visualization capabilities represent new software development. The result is an interactive simulation of the Chesapeake Bay environment that allows a user to control wind speed and direction along with the rate of flow from the rivers that feed the bay. The simulation provides a variety of visualizations of the response of the system, including water height, velocity, and salinity across horizontal and vertical planes.  相似文献   

20.
This paper presents a new approach, model theory approach, to small and medium scale transaction processing system (TPS) development. A TPS of this paper is an information system designed to process day-to-day business event data at operational level of an organization. The paper is not concerned with data base construction but with transaction processing.

The model theory approach is not a software engineering approach but a systems theory approach. In the approach a model of the target system, which is called a user model, is constructed in set theory using a formal system structure of a TPS. The user model is, then, compiled into an extended Prolog (extProlog) model. The extProlog is an extension of Prolog to meet requirements for management information system development. On compilation a standardized user interface (UI) called internal UI is attached. The extProlog model with the internal UI is, then, executed under control of another standardized UI called an external UI. Implementation is an integral part of the approach. Because the UIs are designed for the formalized (abstract) structure of a TPS, they can be standardized and are provided as black box components to system development. Because a systems developer is required to only build a user model in set theory based on a model theoretic structure in the approach, it is called a model theory approach. Advantages of this approach are that it provides a theoretical structure to information systems development so that systems development can be made an engineering discipline, and facilitates rapid systems development.  相似文献   

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