Loading...

Current Issue

, Volume 1 Issue 2 Previous Issue    Next Issue
Exploring the design space of immersive urban analytics
Zhutian Chena, Yifang Wangb, Tianchen Sunb, Xiang Gao, Wei Chen, Zhigeng Pan, Huamin Qu, Yingcai Wu
Vis Inf, 2017, 1(2): 81-91.   https://doi.org/10.1016/j.visinf.2017.11.002
Abstract( 741 )  
Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology of urban visual analytics by providing critical 3D context information and creating a sense of presence. In this paper, we propose a theoretical model to characterize the visualizations in immersive urban analytics. Furthermore, based on our comprehensive and concise model, we contribute a typology of combination methods of 2D and 3D visualizations that distinguishes between linked views, embedded views, and mixed views. We also propose a supporting guideline to assist users in selecting a proper view under certain circumstances by considering visual geometry > and spatial distribution of the 2D and 3D visualizations. Finally, based on existing work, possible future research opportunities are explored and discussed.
Comparative eye-tracking evaluation of scatterplots and parallel coordinates
Rudolf Netzel, Jenny Vuong, Ulrich Engelke, Seán O’Donoghue, Daniel Weiskopf, Julian Heinrich
Vis Inf, 2017, 1(2): 92-105.   https://doi.org/10.1016/j.visinf.2017.11.001
Abstract( 834 )  
We investigate task performance and reading characteristics for scatterplots (Cartesian coordinates) and parallel coordinates. In a controlled eye-tracking study, we asked 24 participants to assess the relative distance of points in multidimensional space, depending on the diagram type (parallel coordinates or a horizontal collection of scatterplots), the number of data dimensions (2, 4, 6, or 8), and the relative distance between points (15%, 20%, or 25%). For a given reference point and two target points, we instructed participants to choose the target point that was closer to the reference point in multidimensional space. We present a visual scanning model that describes different strategies to solve this retrieval task for both diagram types, and propose corresponding hypotheses that we test using task completion time, accuracy, and gaze positions as dependent variables. Our results show that scatterplots outperform parallel coordinates significantly in 2 dimensions, however, the task was solved more quickly and more accurately with parallel coordinates in 8 dimensions. The eye-tracking data further shows significant differences between Cartesian and parallel coordinates, as well as between different numbers of dimensions. For parallel coordinates, there is a clear trend toward shorter fixations and longer saccades with increasing number of dimensions. Using an area-of-interest (AOI) based approach, we identify different reading strategies for each diagram type: For parallel coordinates, the participants’ gaze frequently jumped back and forth between pairs of axes, while axes were rarely focused on when viewing Cartesian coordinates. We further found that participants’ attention is biased: toward the center for parallel coordinates and skewed to the center/left side of the plot for Cartesian coordinates. We anticipate that these results may support the design of more effective visualizations for multidimensional data.
Prediction-based load balancing and resolution tuning for interactive volume raycasting
Vis Inf, 2017, 1(2): 106-117.   https://doi.org/10.1016/j.visinf.2017.09.001
Abstract( 379 )  

We present an integrated approach for real-time performance prediction of volume raycasting that we employ for load balancing and sampling resolution tuning. In volume rendering, the usage of acceleration techniques such as empty space skipping and early ray termination, among others, can cause significant variations in rendering performance when users adjust the camera configuration or transfer function. These variations in rendering times may result in unpleasant effects such as jerky motions or abruptly reduced responsiveness during interactive exploration. To avoid those effects, we propose an integrated approach to adapt rendering parameters according to performance needs. We assess performance-relevant data on-the-fly, for which we propose a novel technique to estimate the impact of early ray termination. On the basis of this data, we introduce a hybrid model, to achieve accurate predictions with minimal computational footprint. Our hybrid model incorporates aspects from analytical performance modeling and machine learning, with the goal to combine their respective strengths. We show the applicability of our prediction model for two different use cases: (1) to dynamically steer the sampling density in object and/or image space and (2) to dynamically distribute the workload among several different parallel computing devices. Our approach allows to reliably meet performance requirements such as a user-defined frame rate, even in the case of sudden large changes to the transfer function or the camera orientation.

A cache-friendly sampling strategy for texture-based volume rendering on GPU
Vis Inf, 2017, 1(2): 118-131.   https://doi.org/10.1016/j.visinf.2017.08.001
Abstract( 686 )  

The texture-based volume rendering is a memory-intensive algorithm. Its performance relies heavily on the performance of the texture cache. However, most existing texture-based volume rendering methods blindly map computational resources to texture memory and result in incoherent memory access patterns, causing low cache hit rates in certain cases. The distance between samples taken by threads of an atomic scheduling unit (e.g. a warp of 32 threads in CUDA) of the GPU is a crucial factor that affects the texture cache performance. Based on this fact, we present a new sampling strategy, called Warp Marching, for the ray-casting algorithm of texture-based volume rendering. The effects of different sample organizations and different thread-pixel mappings in the ray-casting algorithm are thoroughly analyzed. Also, a pipeline manner color blending approach is introduced and the power of warp-level GPU operations is leveraged to improve the efficiency of parallel executions on the GPU. In addition, the rendering performance of the Warp Marching is view-independent, and it outperforms existing empty space skipping techniques in scenarios that need to render large dynamic volumes in a low resolution image. Through a series of micro-benchmarking and real-life data experiments, we rigorously analyze our sampling strategies and demonstrate significant performance enhancements over existing sampling methods.

A visual analytics design for studying rhythm patterns from human daily movement data

Vis Inf, 2017, 1(2): 132-142.   https://doi.org/10.1016/j.visinf.2017.07.001
Abstract( 386 )  

Human’s daily movements exhibit high regularity in a space–time context that typically forms circadian rhythms. Understanding the rhythms for human daily movements is of high interest to a variety of parties from urban planners, transportation analysts, to business strategists. In this paper, we present an interactive visual analytics design for understanding and utilizing data collected from tracking human’s movements. The resulting system identifies and visually presents frequent human movement rhythms to support interactive exploration and analysis of the data over space and time. Case studies using real-world human movement data, including massive urban public transportation data in Singapore and the MIT reality mining dataset, and interviews with transportation researches were conducted to demonstrate the effectiveness and usefulness of our system.

5 articles