The Experts below are selected from a list of 168 Experts worldwide ranked by ideXlab platform
Jeanbernard Martens - One of the best experts on this subject based on the ideXlab platform.
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3D Interaction with Scientific Data Through Virtual Reality and Tangible Interfacing
User Centered Design for Medical Visualization, 2008Co-Authors: Wen Qi, Russell M. Taylor, Christopher G. Healey, Jeanbernard MartensAbstract:Three-dimensional (3D) interaction with scientific data is still an immature topic. It involves studying visualization methods to faithfully represent data, on the one hand, and designing interfaces that truly assist users in the data analysis process, on the other hand. In this chapter, we study how the human computer interface influences performance in specific scientific visualization tasks. Although a wide range of virtual reality (VR) systems are in use today, there are few guidelines to help system and application developers in selecting the components most appropriate for the domain problem they are investigating. Using the results of an empirical study, we develop guidelines for the choice of display environment for four specific, but common, volume visualization tasks: identification and judgment of the size, shape, density, and connectivity of objects present in a volume. These tasks are derived from data analysis questions being asked by domain specialists studying Cystic Fibrosis (CF). We compared user performance in three different stereo VR systems: (1) a head-mounted display (HMD); (2) a fish tank VR (fish tank); and (3) a fish tank VR augmented with a haptic device (haptic). HMD participants were placed inside the volume and walked within it to explore its structure. Fish tank and haptic participants saw the entire volume on-screen and rotated it to observe it from different perspectives. Response time and accuracy were used to measure performance. The results show that the fish tank and haptic groups were significantly more accurate at judging the shape, density, and connectivity of objects and completed the tasks significantly faster than the HMD group. Although the fish tank group was itself significantly faster than the haptic group, there were no statistical differences in accuracy between the two. Participants classified the HMD system as an inside-out display (looking outwards from inside the volume), and the fish tank and haptic systems as outside-in displays (looking inwards from outside the volume). Including haptics added an inside-out capability to the fish tank system through the use of touch. We recommend an outside-in system, since it offers both overview and context, two visual properties that are important for the volume visualization tasks we studied. In addition, based on the haptic group's opinion (80% positive) that haptic feedback aided comprehension, we recommend supplementing the outside-in visual display with inside-out haptics when possible. Based on the results from this user study, we further investigated the 3D interaction tasks from the design perspective of tangible interfaces. Since participants using the fish tank VR system performed better than the other groups in terms of time and accuracy, we asked the question whether or not the user performance could be further improved by adding tangible elements to the interface. In particular, we designed tangible interfaces for performing Clipping-Plane operations. Because of the dense nature of the data, we believe that adding a tangible Clipping Plane and an intersection image can help the user to better understand the complex data set. The computing platform and tangible interfaces are described to clarify the different design options. An experimental study is planned to quantitatively measure the added value of different aspects of the tangible interface.
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tangible user interfaces for 3d Clipping Plane interaction with volumetric data a case study
International Conference on Multimodal Interfaces, 2005Co-Authors: Wen Qi, Jeanbernard MartensAbstract:Visualization via direct volume rendering is a potentially very powerful technique for exploring and interacting with large amounts of scientific data. However, the available two-dimensional (2D) interfaces make three-dimensional (3D) manipulation with such data very difficult. Many usability problems during interaction in turn discourage the widespread use of volume rendering as a scientific tool. In this paper, we present a more in-depth investigation into one specific interface aspect, i.e., the positioning of a Clipping Plane within volume-rendered data. More specifically, we propose three different interface prototypes that have been realized with the help of wireless vision-based tracking. These three prototypes combine aspects of 2D graphical user interfaces with 3D tangible interaction devices. They allow to experience and compare different user interface strategies for performing the Clipping Plane interaction task. They also provide a basis for carrying out user evaluations in the near future.
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ICMI - Tangible user interfaces for 3D Clipping Plane interaction with volumetric data: a case study
Proceedings of the 7th international conference on Multimodal interfaces - ICMI '05, 2005Co-Authors: Wen Qi, Jeanbernard MartensAbstract:Visualization via direct volume rendering is a potentially very powerful technique for exploring and interacting with large amounts of scientific data. However, the available two-dimensional (2D) interfaces make three-dimensional (3D) manipulation with such data very difficult. Many usability problems during interaction in turn discourage the widespread use of volume rendering as a scientific tool. In this paper, we present a more in-depth investigation into one specific interface aspect, i.e., the positioning of a Clipping Plane within volume-rendered data. More specifically, we propose three different interface prototypes that have been realized with the help of wireless vision-based tracking. These three prototypes combine aspects of 2D graphical user interfaces with 3D tangible interaction devices. They allow to experience and compare different user interface strategies for performing the Clipping Plane interaction task. They also provide a basis for carrying out user evaluations in the near future.
Wen Qi - One of the best experts on this subject based on the ideXlab platform.
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3D Interaction with Scientific Data Through Virtual Reality and Tangible Interfacing
User Centered Design for Medical Visualization, 2008Co-Authors: Wen Qi, Russell M. Taylor, Christopher G. Healey, Jeanbernard MartensAbstract:Three-dimensional (3D) interaction with scientific data is still an immature topic. It involves studying visualization methods to faithfully represent data, on the one hand, and designing interfaces that truly assist users in the data analysis process, on the other hand. In this chapter, we study how the human computer interface influences performance in specific scientific visualization tasks. Although a wide range of virtual reality (VR) systems are in use today, there are few guidelines to help system and application developers in selecting the components most appropriate for the domain problem they are investigating. Using the results of an empirical study, we develop guidelines for the choice of display environment for four specific, but common, volume visualization tasks: identification and judgment of the size, shape, density, and connectivity of objects present in a volume. These tasks are derived from data analysis questions being asked by domain specialists studying Cystic Fibrosis (CF). We compared user performance in three different stereo VR systems: (1) a head-mounted display (HMD); (2) a fish tank VR (fish tank); and (3) a fish tank VR augmented with a haptic device (haptic). HMD participants were placed inside the volume and walked within it to explore its structure. Fish tank and haptic participants saw the entire volume on-screen and rotated it to observe it from different perspectives. Response time and accuracy were used to measure performance. The results show that the fish tank and haptic groups were significantly more accurate at judging the shape, density, and connectivity of objects and completed the tasks significantly faster than the HMD group. Although the fish tank group was itself significantly faster than the haptic group, there were no statistical differences in accuracy between the two. Participants classified the HMD system as an inside-out display (looking outwards from inside the volume), and the fish tank and haptic systems as outside-in displays (looking inwards from outside the volume). Including haptics added an inside-out capability to the fish tank system through the use of touch. We recommend an outside-in system, since it offers both overview and context, two visual properties that are important for the volume visualization tasks we studied. In addition, based on the haptic group's opinion (80% positive) that haptic feedback aided comprehension, we recommend supplementing the outside-in visual display with inside-out haptics when possible. Based on the results from this user study, we further investigated the 3D interaction tasks from the design perspective of tangible interfaces. Since participants using the fish tank VR system performed better than the other groups in terms of time and accuracy, we asked the question whether or not the user performance could be further improved by adding tangible elements to the interface. In particular, we designed tangible interfaces for performing Clipping-Plane operations. Because of the dense nature of the data, we believe that adding a tangible Clipping Plane and an intersection image can help the user to better understand the complex data set. The computing platform and tangible interfaces are described to clarify the different design options. An experimental study is planned to quantitatively measure the added value of different aspects of the tangible interface.
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tangible user interfaces for 3d Clipping Plane interaction with volumetric data a case study
International Conference on Multimodal Interfaces, 2005Co-Authors: Wen Qi, Jeanbernard MartensAbstract:Visualization via direct volume rendering is a potentially very powerful technique for exploring and interacting with large amounts of scientific data. However, the available two-dimensional (2D) interfaces make three-dimensional (3D) manipulation with such data very difficult. Many usability problems during interaction in turn discourage the widespread use of volume rendering as a scientific tool. In this paper, we present a more in-depth investigation into one specific interface aspect, i.e., the positioning of a Clipping Plane within volume-rendered data. More specifically, we propose three different interface prototypes that have been realized with the help of wireless vision-based tracking. These three prototypes combine aspects of 2D graphical user interfaces with 3D tangible interaction devices. They allow to experience and compare different user interface strategies for performing the Clipping Plane interaction task. They also provide a basis for carrying out user evaluations in the near future.
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ICMI - Tangible user interfaces for 3D Clipping Plane interaction with volumetric data: a case study
Proceedings of the 7th international conference on Multimodal interfaces - ICMI '05, 2005Co-Authors: Wen Qi, Jeanbernard MartensAbstract:Visualization via direct volume rendering is a potentially very powerful technique for exploring and interacting with large amounts of scientific data. However, the available two-dimensional (2D) interfaces make three-dimensional (3D) manipulation with such data very difficult. Many usability problems during interaction in turn discourage the widespread use of volume rendering as a scientific tool. In this paper, we present a more in-depth investigation into one specific interface aspect, i.e., the positioning of a Clipping Plane within volume-rendered data. More specifically, we propose three different interface prototypes that have been realized with the help of wireless vision-based tracking. These three prototypes combine aspects of 2D graphical user interfaces with 3D tangible interaction devices. They allow to experience and compare different user interface strategies for performing the Clipping Plane interaction task. They also provide a basis for carrying out user evaluations in the near future.
Stefan Bruckner - One of the best experts on this subject based on the ideXlab platform.
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Smart Surrogate Widgets for Direct Volume Manipulation
2018 IEEE Pacific Visualization Symposium (PacificVis), 2018Co-Authors: Sergej Stoppel, Stefan BrucknerAbstract:Interaction is an essential aspect in volume visualization, yet common manipulation tools such as bounding boxes or Clipping Plane widgets provide rather crude tools as they neglect the complex structure of the underlying data. In this paper, we introduce a novel volume interaction approach based on smart widgets that are automatically placed directly into the data in a visibility-driven manner. By adapting to what the user actually sees, they act as proxies that allow for goal-oriented modifications while still providing an intuitive set of simple operations that is easy to control. In particular, our method is well-suited for direct manipulation scenarios such as touch screens, where traditional user interface elements commonly exhibit limited utility. To evaluate out approach we conducted a qualitative user study with nine participants with various backgrounds.
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PacificVis - Smart Surrogate Widgets for Direct Volume Manipulation
2018 IEEE Pacific Visualization Symposium (PacificVis), 2018Co-Authors: Sergej Stoppel, Stefan BrucknerAbstract:Interaction is an essential aspect in volume visualization, yet common manipulation tools such as bounding boxes or Clipping Plane widgets provide rather crude tools as they neglect the complex structure of the underlying data. In this paper, we introduce a novel volume interaction approach based on smart widgets that are automatically placed directly into the data in a visibility-driven manner. By adapting to what the user actually sees, they act as proxies that allow for goal-oriented modifications while still providing an intuitive set of simple operations that is easy to control. In particular, our method is well-suited for direct manipulation scenarios such as touch screens, where traditional user interface elements commonly exhibit limited utility. To evaluate out approach we conducted a qualitative user study with nine participants with various backgrounds.
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Illustrative Membrane Clipping
Computer Graphics Forum, 2012Co-Authors: Åsmund Birkeland, Stefan Bruckner, Andrea Brambilla, Ivan ViolaAbstract:Clipping is a fast, common technique for resolving occlusions. It only requires simple interaction, is easily understandable, and thus has been very popular for volume exploration. However, a drawback of Clipping is that the technique indiscriminately cuts through features. Illustrators, for example, consider the structures in the vicinity of the cut when visualizing complex spatial data and make sure that smaller structures near the Clipping Plane are kept in the image and not cut into fragments. In this paper we present a new technique, which combines the simple Clipping interaction with automated selective feature preservation using an elastic membrane. In order to prevent cutting objects near the Clipping Plane, the deformable membrane uses underlying data properties to adjust itself to salient structures. To achieve this behaviour, we translate data attributes into a potential field which acts on the membrane, thus moving the problem of deformation into the soft-body dynamics domain. This allows us to exploit existing GPU-based physics libraries which achieve interactive frame rates. For manual adjustment, the user can insert additional potential fields, as well as pinning the membrane to interesting areas. We demonstrate that our method can act as a flexible and non-invasive replacement of traditional Clipping Planes. © 2012 Wiley Periodicals, Inc.
Anthony Steed - One of the best experts on this subject based on the ideXlab platform.
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VRST - Evaluation of remote collaborative manipulation for scientific data analysis
Proceedings of the 18th ACM symposium on Virtual reality software and technology - VRST '12, 2012Co-Authors: Cédric Fleury, Thierry Duval, Valérie Gouranton, Anthony SteedAbstract:In the context of scientific data analysis, we propose to compare a remote collaborative manipulation technique with a single user manipulation technique. The manipulation task consists in positioning a Clipping Plane in order to perform cross-sections of scientific data that show several points of interest located inside these data. For the remote collaborative manipulation, we have chosen to use the 3-hand manipulation technique proposed by Aguerreche et al., which is very suitable with a remote manipulation of a Plane. We ran two experiments to compare the two manipulation techniques with some participants located in two different countries. These experiments has shown that the remote collaborative manipulation technique was significantly more efficient than the single user manipulation when the 3 points of interest were far apart inside the scientific data and, consequently, when the manipulation task was more difficult and required more precision. When the 3 points of interest were close together, there was not significant difference between the two manipulation techniques.
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Evaluation of remote collaborative manipulation for scientific data analysis
Proceedings of the 18th ACM symposium on Virtual reality software and technology - VRST '12, 2012Co-Authors: Cédric Fleury, Thierry Duval, Valérie Gouranton, Anthony SteedAbstract:In the context of scientific data analysis, we propose to compare a remote collaborative manipulation technique with a single user manipulation technique. The manipulation task consists in positioning a Clipping Plane in order to perform cross-sections of scientific data that show several points of interest located inside these data. For the remote collaborative manipulation, we have chosen to use the 3-hand manipulation technique proposed by Aguerreche et al. [1], which is very suitable with a remote manipulation of a Plane. We ran two experiments to compare the two manipulation techniques with some participants located in two different countries. These experiments has shown that the remote collaborative manipulation technique was significantly more efficient than the single user manipulation when the 3 points of interest were far apart inside the scientific data and, consequently, when the manipulation task was more difficult and required more precision. When the 3 points of interest were close together, there was not significant difference between the two manipulation techniques. Copyright 2012 ACM.
Sergej Stoppel - One of the best experts on this subject based on the ideXlab platform.
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Smart Surrogate Widgets for Direct Volume Manipulation
2018 IEEE Pacific Visualization Symposium (PacificVis), 2018Co-Authors: Sergej Stoppel, Stefan BrucknerAbstract:Interaction is an essential aspect in volume visualization, yet common manipulation tools such as bounding boxes or Clipping Plane widgets provide rather crude tools as they neglect the complex structure of the underlying data. In this paper, we introduce a novel volume interaction approach based on smart widgets that are automatically placed directly into the data in a visibility-driven manner. By adapting to what the user actually sees, they act as proxies that allow for goal-oriented modifications while still providing an intuitive set of simple operations that is easy to control. In particular, our method is well-suited for direct manipulation scenarios such as touch screens, where traditional user interface elements commonly exhibit limited utility. To evaluate out approach we conducted a qualitative user study with nine participants with various backgrounds.
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PacificVis - Smart Surrogate Widgets for Direct Volume Manipulation
2018 IEEE Pacific Visualization Symposium (PacificVis), 2018Co-Authors: Sergej Stoppel, Stefan BrucknerAbstract:Interaction is an essential aspect in volume visualization, yet common manipulation tools such as bounding boxes or Clipping Plane widgets provide rather crude tools as they neglect the complex structure of the underlying data. In this paper, we introduce a novel volume interaction approach based on smart widgets that are automatically placed directly into the data in a visibility-driven manner. By adapting to what the user actually sees, they act as proxies that allow for goal-oriented modifications while still providing an intuitive set of simple operations that is easy to control. In particular, our method is well-suited for direct manipulation scenarios such as touch screens, where traditional user interface elements commonly exhibit limited utility. To evaluate out approach we conducted a qualitative user study with nine participants with various backgrounds.