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991.
Acevedo D Jackson CD Drury F Laidlaw DH 《IEEE transactions on visualization and computer graphics》2008,14(4):877-884
We describe an experiment in which art and illustration experts evaluated six 2D vector visualization methods. We found that these expert critiques mirrored previously recorded experimental results; these findings support that using artists, visual designers and illustrators to critique scientific visualizations can be faster and more productive than quantitative user studies. Our participants successfully evaluated how well the given methods would let users complete a given set of tasks. Our results show a statistically significant correlation with a previous objective study: designers' subjective predictions of user performance by these methods match users measured performance. The experts improved the evaluation by providing insights into the reasons for the effectiveness of each visualization method and suggesting specific improvements. 相似文献
992.
Williams D Grimm S Coto E Roudsari A Hatzakis H 《IEEE transactions on visualization and computer graphics》2008,14(1):109-119
Curved Planar Reformation (CPR) has proved to be a practical and widely used tool for the visualization of curved tubular structures within the human body. It has been useful in medical procedures involving the examination of blood vessels and the spine. However, it is more difficult to use it for large, tubular, structures such as the trachea and the colon because abnormalities may be smaller relative to the size of the structure and may not have such distinct density and shape characteristics. Our new approach improves on this situation by using volume rendering for hollow regions and standard CPR for the surrounding tissue. This effectively combines gray scale contextual information with detailed color information from the area of interest. The approach is successfully used with each of the standard CPR types and the resulting images are promising as an alternative to virtual endoscopy. Because the CPR and the volume rendering are tightly coupled, the projection method used has a significant effect on properties of the volume renderer, such as distortion and isometry. We describe and compare the different CPR projection methods and how they affect the volume rendering process. A version of the algorithm is also presented which makes use of importance driven techniques; this ensures the users attention is always focused on the area of interest and also improves the speed of the algorithm. 相似文献
993.
Matković K Gracanin D Jelović M Hauser H 《IEEE transactions on visualization and computer graphics》2008,14(6):1699-1706
Interactive steering with visualization has been a common goal of the visualization research community for twenty years, but it is rarely ever realized in practice. In this paper we describe a successful realization of a tightly coupled steering loop, integrating new simulation technology and interactive visual analysis in a prototyping environment for automotive industry system design. Due to increasing pressure on car manufacturers to meet new emission regulations, to improve efficiency, and to reduce noise, both simulation and visualization are pushed to their limits. Automotive system components, such as the powertrain system or the injection system have an increasing number of parameters, and new design approaches are required. It is no longer possible to optimize such a system solely based on experience or forward optimization. By coupling interactive visualization with the simulation back-end (computational steering), it is now possible to quickly prototype a new system, starting from a non-optimized initial prototype and the corresponding simulation model. The prototyping continues through the refinement of the simulation model, of the simulation parameters and through trial-and-error attempts to an optimized solution. The ability to early see the first results from a multidimensional simulation space--thousands of simulations are run for a multidimensional variety of input parameters--and to quickly go back into the simulation and request more runs in particular parameter regions of interest significantly improves the prototyping process and provides a deeper understanding of the system behavior. The excellent results which we achieved for the common rail injection system strongly suggest that our approach has a great potential of being generalized to other, similar scenarios. 相似文献
994.
Koop D Scheidegger CE Callahan SP Freire J Silva CT 《IEEE transactions on visualization and computer graphics》2008,14(6):1691-1698
Building visualization and analysis pipelines is a large hurdle in the adoption of visualization and workflow systems by domain scientists. In this paper, we propose techniques to help users construct pipelines by consensus--automatically suggesting completions based on a database of previously created pipelines. In particular, we compute correspondences between existing pipeline subgraphs from the database, and use these to predict sets of likely pipeline additions to a given partial pipeline. By presenting these predictions in a carefully designed interface, users can create visualizations and other data products more efficiently because they can augment their normal work patterns with the suggested completions. We present an implementation of our technique in a publicly-available, open-source scientific workflow system and demonstrate efficiency gains in real-world situations. 相似文献
995.
Healey C Kocherlakota S Rao V Mehta R St Amant R 《IEEE transactions on visualization and computer graphics》2008,14(2):396-411
This paper describes the integration of perceptual guidelines from human vision with an AI-based mixed-initiative search strategy. The result is a visualization assistant called ViA, a system that collaborates with its users to identify perceptually salient visualizations for large, multidimensional datasets. ViA applies knowledge of low-level human vision to: (1) evaluate the effectiveness of a particular visualization for a given dataset and analysis tasks; and (2) rapidly direct its search towards new visualizations that are most likely to offer improvements over those seen to date. Context, domain expertise, and a high-level understanding of a dataset are critical to identifying effective visualizations. We apply a mixed-initiative strategy that allows ViA and its users to share their different strengths and continually improve ViA's understanding of a user's preferences. We visualize historical weather conditions to compare ViA's search strategy to exhaustive analysis, simulated annealing, and reactive tabu search, and to measure the improvement provided by mixed-initiative interaction. We also visualize intelligent agents competing in a simulated online auction to evaluate ViA's perceptual guidelines. Results from each study are positive, suggesting that ViA can construct high-quality visualizations for a range of real-world datasets. 相似文献
996.
Valette S Chassery JM Prost R 《IEEE transactions on visualization and computer graphics》2008,14(2):369-381
In this paper, we propose a generic framework for 3D surface remeshing. Based on a metric-driven Discrete Voronoi Diagram construction, our output is an optimized 3D triangular mesh with a user defined vertex budget. Our approach can deal with a wide range of applications, from high quality mesh generation to shape approximation. By using appropriate metric constraints the method generates isotropic or anisotropic elements. Based on point-sampling, our algorithm combines the robustness and theoretical strength of Delaunay criteria with the efficiency of entirely discrete geometry processing . Besides the general described framework, we show experimental results using isotropic, quadric-enhanced isotropic and anisotropic metrics which prove the efficiency of our method on large meshes, for a low computational cost. 相似文献
997.
Computing multiscale curve and surface skeletons of genus 0 shapes using a global importance measure 总被引:1,自引:0,他引:1
Reniers D van Wijk J Telea A 《IEEE transactions on visualization and computer graphics》2008,14(2):355-368
We present a practical algorithm for computing robust, multiscale curve and surface skeletons of 3D objects. Based on a model which follows an advection principle, we assign to each point on the skeleton a part of the object surface, called the collapse. The size of the collapse is used as a uniform importance measure for the curve and surface skeleton, so that both can be simplified by imposing a single threshold on this intuitive measure. The simplified skeletons are connected by default, without special precautions, due to the monotonicity of the importance measure. The skeletons possess additional desirable properties: They are centered, robust to noise, hierarchical, and provide a natural skeleton-to-boundary mapping. We present a voxel-based algorithm that is straightforward to implement and simple to use. We illustrate our method on several realistic 3D objects. 相似文献
998.
Barsky A Munzner T Gardy J Kincaid R 《IEEE transactions on visualization and computer graphics》2008,14(6):1253-1260
Systems biologists use interaction graphs to model the behavior of biological systems at the molecular level. In an iterative process, such biologists obser ve the reactions of living cells under various experimental conditions, view the results in the context of the interaction graph, and then propose changes to the graph model. These graphs ser ve as a form of dynamic knowledge representation of the biological system being studied and evolve as new insight is gained from the experimental data. While numerous graph layout and drawing packages are available, these tools did not fully meet the needs of our immunologist collaborators. In this paper, we describe the data information display needs of these immunologists and translate them into design decisions. These decisions led us to create Cerebral, a system that uses a biologically guided graph layout and incor porates experimental data directly into the graph display. Small multiple views of different experimental conditions and a data-driven parallel coordinates view enable correlations between experimental conditions to be analyzed at the same time that the data is viewed in the graph context. This combination of coordinated views allows the biologist to view the data from many different perspectives simultaneously. To illustrate the typical analysis tasks performed, we analyze two datasets using Cerebral. Based on feedback from our collaboratorsweconcludethat Cerebral is a valuable tool for analyzing experimental data in the context of an interaction graph model.
相似文献
999.
Mosaliganti K Cooper L Sharp R Machiraju R Leone G Huang K Saltz J 《IEEE transactions on visualization and computer graphics》2008,14(4):863-876
Developments in optical microscopy imaging have generated large high-resolution data sets that have spurred medical researchers to conduct investigations into mechanisms of disease, including cancer at cellular and subcellular levels. The work reported here demonstrates that a suitable methodology can be conceived that isolates modality-dependent effects from the larger segmentation task and that 3D reconstructions can be cognizant of shapes as evident in the available 2D planar images. In the current realization, a method based on active geodesic contours is first deployed to counter the ambiguity that exists in separating overlapping cells on the image plane. Later, another segmentation effort based on a variant of Voronoi tessellations improves the delineation of the cell boundaries using a Bayesian formulation. In the next stage, the cells are interpolated across the third dimension thereby mitigating the poor structural correlation that exists in that dimension. We deploy our methods on three separate data sets obtained from light, confocal, and phase-contrast microscopy and validate the results appropriately. 相似文献
1000.
Keefe DF Acevedo D Miles J Drury F Swartz SM Laidlaw DH 《IEEE transactions on visualization and computer graphics》2008,14(4):835-847
We present four studies investigating tools and methodologies for artist-scientist-technologist collaboration in designing multivariate, virtual reality (VR) visualizations. Design study 1 identifies the promise of 3D drawing-style interfaces for VR design and also establishes limitations of these tools with respect to precision and support for animation. Design study 2 explores animating artist-created visualization designs with scientific 3D fluid flow data. While results captured an accurate sense of flow that was advantageous as compared to the results of study 1, the potential for visual exploration using the design tools tested was limited. Design study 3 reveals the importance of a new 3D interface that overcomes the precision limitation found in study 1 while remaining accessible to artist collaborators. Drawing upon previous results, design study 4 engages collaborative teams in a design process that begins with traditional paper sketching and moves to animated, interactive, VR prototypes "sketched" by designers in VR using interactive 3D tools. Conclusions from these four studies identify important characteristics of effective artist-accessible VR visualization design tools and lead to a proposed formalized methodology for successful collaborative design that we expect to be useful in guiding future collaborations. We call this proposed methodology Scientific Sketching. 相似文献