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1.
IEEE Trans Vis Comput Graph ; 25(5): 2145-2154, 2019 05.
Article in English | MEDLINE | ID: mdl-30908229

ABSTRACT

We present the results of a two-year design study to developing virtual reality (VR) flow visualization tools for the analysis of dinosaur track creation in a malleable substrate. Using Scientific Sketching methodology, we combined input from illustration artists, visualization experts, and domain scientists to create novel visualization methods. By iteratively improving visualization concepts at multiple levels of abstraction we helped domain scientists to gain insights into the relationship between dinosaur foot movements and substrate deformations. We involved over 20 art and computer science students from a VR design course in a rapid visualization sketching cycle, guided by our paleontologist collaborators through multiple critique sessions. This allowed us to explore a wide range of potential visualization methods and select the most promising methods for actual implementation. Our resulting visualization methods provide paleontologists with effective tools to analyze their data through particle, pathline and time surface visualizations. We also introduce a set of visual metaphors to compare foot motion in relation to substrate deformation by using pathsurfaces. This is one of the first large-scale projects using Scientific Sketching as a development methodology. We discuss how the research questions of our collaborators have evolved during the sketching and prototyping phases. Finally, we provide lessons learned and usage considerations for Scientific Sketching based on the experiences gathered during this project.


Subject(s)
Computer Graphics , Dinosaurs/physiology , Imaging, Three-Dimensional/methods , Locomotion/physiology , Virtual Reality , Animals , Art , Humans , Smart Glasses
2.
IEEE Trans Vis Comput Graph ; 14(4): 877-84, 2008.
Article in English | MEDLINE | ID: mdl-18467761

ABSTRACT

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.


Subject(s)
Art , Computer Graphics , Professional Competence , Task Performance and Analysis , User-Computer Interface , Visual Perception
3.
IEEE Trans Vis Comput Graph ; 14(4): 835-47, 2008.
Article in English | MEDLINE | ID: mdl-18467758

ABSTRACT

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.


Subject(s)
Algorithms , Computer Graphics , Cooperative Behavior , Models, Theoretical , Numerical Analysis, Computer-Assisted , Science/methods , User-Computer Interface , Computer Simulation , Paintings
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