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2009 | Buch

Smart Graphics

10th International Symposium, SG 2009, Salamanca, Spain, May 28-30, 2009. Proceedings

herausgegeben von: Andreas Butz, Brian Fisher, Marc Christie, Antonio Krüger, Patrick Olivier, Roberto Therón

Verlag: Springer Berlin Heidelberg

Buchreihe : Lecture Notes in Computer Science

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Über dieses Buch

This book constitutes the refereed proceedings of the 10th International Symposium on Smart Graphics, SG 2009, held in Salamanca, Spain in May 2009. The 15 revised full papers together with 8 short papers and 2 demonstrations presented were carefully reviewed and selected. The papers are organized in topical sections on visual analytics, user studies, human computer interaction, computer graphics and artificial intelligence, as well as virtual and mixed reality.

Inhaltsverzeichnis

Frontmatter

Part-I: Visual Analytics and Infovis

Frontmatter
Visual Evaluation of Clustered Molecules in the Process of New Drugs Design
Abstract
Drug design is very complex and expensive. Finding new active chemical structures is a very important goal. Both experimental and virtual (in silico) screenings can be used to explore chemical space [11][12]. With virtual screening it is possible to reduce the amount of compounds for experimental evaluations. Moreover, when the 3D structure of the target is known, candidate molecules can be put to fit in the target hole in different positions and later cluster these positions in order to find the best to fit. Therefore, we propose a visual tool that couples with Jmol[21] viewer, provides together with a means of visually exploring clustered molecules, an overview of the majority of the data, supporting thus the decision making in the process of new drugs design.
Carlos Armando García, Roberto Therón, Rafael Peláez, José Luis López-Pérez, Gustavo Santos-Garcia
Large Image Collections – Comprehension and Familiarization by Interactive Visual Analysis
Abstract
Large size and complex multi-dimensional characteristics of image collections demand a multifaceted approach to exploration and analysis providing better comprehension and appreciation. We explore large and complex data-sets composed of images and parameters describing the images. We describe a novel approach providing new and exciting opportunities for the exploration and understanding of such data-sets. We utilize coordinated, multiple views for interactive visual analysis of all parameters. Besides iterative refinement and drill-down in the image parameters space, exploring such data-sets requires a different approach since visual content cannot be completely parameterized. We simultaneously brush the visual content and the image parameter values. The user provides a visual hint (using an image) for brushing in addition to providing a complete image parameters specification. We illustrate our approach on a data-set of more than 26,000 images from Flickr. The developed approach can be used in many application areas, including sociology, marketing, or everyday use.
Krešimir Matković, Denis Gračanin, Wolfgang Freiler, Jana Banova, Helwig Hauser
Towards the Big Picture: Enriching 3D Models with Information Visualisation and Vice Versa
Abstract
Most information visualisation methods are based on abstract visual representations without any concrete manifestation in the “real world”. However, a variety of abstract datasets can indeed be related to, and hence enriched by, real-world aspects. In these cases an additional virtual representation of the 3D object can help to gain a better insight into the connection between abstract and real-world issues. We demonstrate this approach with two prototype systems that combine information visualisation with 3D models in multiple coordinated views. The first prototype involves the visualisation of in-car communication traces. The 3D model of the car serves as one view among several and provides the user with information about the car’s activities. LibViz, our second prototype, is based on a full screen 3D representation of a library building. Measured data is visualised in overlaid, semi-transparent windows to allow the user interpretation of the data in its spatial context of the library’s 3D model. Based on the two prototypes, we identify the benefits and drawbacks of the approach, investigate aspects of coordination between the 3D model and the abstract visualisations, and discuss principals for a general approach.
Michael Sedlmair, Kerstin Ruhland, Fabian Hennecke, Andreas Butz, Susan Bioletti, Carol O’Sullivan

Part-II: User Studies

Frontmatter
Evaluation of Alternative Label Placement Techniques in Dynamic Virtual Environments
Abstract
This paper reports on an experiment comparing label placement techniques in a dynamic virtual environment rendered on a stereoscopic display. The labeled objects are in motion, and thus labels need to continuously maintain separation for legibility. The results from our user study show that traditional label placement algorithms, which always strive for full label separation in the 2D view plane, produce motion that disturbs the user in a visual search task. Alternative algorithms maintaining separation in only one spatial dimension are rated less disturbing, even though several modifications are made to traditional algorithms for reducing the amount and salience of label motion. Maintaining depth separation of labels through stereoscopic disparity adjustments is judged the least disturbing, while such separation yields similar user performance to traditional algorithms. These results are important in the design of future 3D user interfaces, where disturbing or distracting motion due to object labeling should be avoided.
Stephen D. Peterson, Magnus Axholt, Matthew Cooper, Stephen R. Ellis
TagClusters: Semantic Aggregation of Collaborative Tags beyond TagClouds
Abstract
TagClouds is a popular visualization for the collaborative tags. However it has some instinct problems such as linguistic issues, high semantic density and poor understanding of hierarchical structure and semantic relation between tags. In this paper we investigate the ways to support semantic understanding of collaborative tags and propose an improved visualization named TagClusters. Based on the semantic analysis of the collaborative tags in Last.fm, the semantic similar tags are clustered into different groups and the visual distance represents the semantic similarity between tags, and thus the visualization offers a better semantic understanding of collaborative tags. A comparative evaluation is conducted with TagClouds and TagClusters based on the same tags collection. The results indicate that TagClusters has advantages in supporting efficient browsing, searching, impression formation and matching. In the future work, we will explore the possibilities of supporting tag recom-mendation and tag-based Music Retrieval based on TagClusters.
Ya-Xi Chen, Rodrigo Santamaría, Andreas Butz, Roberto Therón
An Interface for Assisting the Design and Production of Pop-Up Card
Abstract
This paper describes an interface for assisting the design and production of pop-Up cards by using a computer. A pop-up card is a piece of a folded paper from which a three-dimensional structure pops up when it is opened and can be folded flatly again. People enjoy its interesting mechanism in pop-up books and greeting cards. However, it is difficult for non-professional people to design pop-up cards because of various geometric constraints to fold flatwise. We therefore propose an interface to help people to design and make pop-up cards easily. We deal with pop-up cards that fully opens at 180-degrees in this paper.
We implement a prototype that allows the user to design a pop-up card by setting new parts on the fold lines and editing their position and shape afterwards. At the same time, the system examines whether the parts protrude from the card or whether the parts collide with each other when the card is closed. The result is continuously shown to the user as a feedback. This enables the user to concentrate on the design activity.
We created a couple of pop-up cards using our system and performed an informal preliminary user study to demonstrate the usability of our system.
Sosuke Okamura, Takeo Igarashi

Part-III: Human Computer Interaction

Frontmatter
Whole Body Interaction with Geospatial Data
Abstract
Common Geographic Information Systems (GIS) require a high degree of expertise from its users, making them difficult to be operated by laymen. This paper describes novel approaches to easily perform typical basic spatial tasks within a GIS: e.g. pan-, zoom- and selection-operations by using multi-touch gestures in combination with foot gestures. We are interested in understanding how non-expert users interact with such multi-touch surfaces. We provide a categorization and a framework of multi-touch hand gestures for interacting with a GIS. This framework is based on an initial evaluation. We present results of a more detailed in situ-study mainly focusing on multi-user multi-touch interaction with geospatial data. Furthermore we extend our framework using a combination of multi-touch gestures with a small set of foot gestures to solve geospatial tasks.
Florian Daiber, Johannes Schöning, Antonio Krüger
The Pie Slider: Combining Advantages of the Real and the Virtual Space
Abstract
The Pie Segment Slider is a novel parameter control interface combining the advantages of tangible input with the customizability of a graphical interface representation. The physical part of the interface consists of a round touchpad, which serves as an appropriate sensor for manipulating ring-shaped sliders arranged around a virtual object. The novel interface concept allows to shift a substantial amount of interaction task time from task preparation to its exploratory execution. Our user study compared the task performance of the novel interface to a common touchpad-operated GUI and examined the task sequences of both solutions. The results confirm the benefits of exploiting tangible input and proprioception for operating graphical user interface elements.
Alexander Kulik, André Kunert, Christopher Lux, Bernd Fröhlich
User-Centered Development of a Visual Exploration System for In-Car Communication
Abstract
Modern premium automobiles are equipped with an increasing number of Electronic Control Units (ECUs). These ECUs are interconnected and form a complex network to provide a wide range of advanced vehicle functionality. Analyzing the flow of messages in this network and tracking down problems has become a major challenge for automotive engineers. By observing their working practices, we found that the tools they currently use are mostly text-based and largely fail to provide correlations among the enormous amount of data. We established requirements for a more appropriate (visual) tool set. We followed a user-centered approach to design several visualizations for in-car communication processes, each with a clear purpose and application scenario. Then we used low-fidelity prototypes to evaluate our ideas and to identify the “working” designs. Based on this selection, we finally implemented a prototype and conducted an expert evaluation which revealed the emergence of a novel mental model for thinking about and discussing in-car communication processes.
Michael Sedlmair, Benjamin Kunze, Wolfgang Hintermaier, Andreas Butz

Part-IV: Computer Graphics and Artificial Intelligence

Frontmatter
A Spatio-temporal Reasoning System for Virtual Camera Planning
Abstract
The problem of virtual camera planning consists in computing camera paths in virtual environments that satisfy given cinematographic properties. In this article, we present a spatio-temporal query system for reasoning over the cinematographic expressiveness of a dynamic 3D scene. We offer a declarative language with quantifiers based on a first order logic representation. Prior to any query, we fully characterize each spatial and temporal region of the search-space according to a broad set of properties. We rely on interval-based constraint techniques to guarantee the completeness of the characterization. Then in order to answer a query, we build a digraph that connects over space and time the areas satisfying the request. The exploration of this digraph together with its connectivity properties provide the user with the identification of distinct classes of solutions as well as the full set of camera paths with their temporal validity. Applications are found in film prototyping, e.g. when a director needs to explore the staging, shot and editing possibilities in real world, by using virtual environments, or in automated and semi-automated editing.
Marc Christie, Fabrice Lamarche, Frédéric Benhamou
Heuristic-Search-Based Light Positioning According to Irradiance Intervals
Abstract
We present a strategy to solve the problem of light positioning in a closed environment. We aim at obtaining, for a global illumination radiosity solution, the position and emission power for a given number of lights that provide a desired illumination at a minimum total emission power. Such a desired illumination is expressed using minimum and/or maximum values of irradiance allowed. A pre-process is needed in which irradiance is computed for a pre-established set of light positions by means of a random walk. The reuse of paths makes this pre-process reasonably cheap. Different heuristic-search strategies are explored and compared in our work, which, combined to linear programming, make it possible to efficiently visit the search space and, in most cases, obtain a good solution at a reasonable cost.
Francesc Castro, Esteve del Acebo, Mateu Sbert
Interactive Generation and Modification of Cutaway Illustrations for Polygonal Models
Abstract
We present a system for creating appealing illustrative cutaway renderings. This system bases on simple sketch-based interfaces and stylized rendering techniques for the study of elaborate 3D models. Since interactive visualization technology found its way to the general public, there is a demand for novel interaction techniques that allow easy exploration of the displayed illustrations. Hence, our system lets users create individual cutaway views to focus on hidden objects. At the same time, important contextual information is emphasized by illustrative rendering techniques.
Sebastian Knödel, Martin Hachet, Pascal Guitton

Part-V: Virtual and Mixed Reality

Frontmatter
Complexity and Occlusion Management for the World-in-Miniature Metaphor
Abstract
The World in Miniature (WIM) metaphor allows users to interact and travel efficiently in virtual environments. In addition to the first-person perspective offered by typical VR applications, the WIM offers a second dynamic viewpoint through a hand-held miniature copy of the environment. In the original WIM paper the miniature was a scaled down replica of the whole scene, thus limiting its application to simple models being manipulated at a single level of scale. Several WIM extensions have been proposed where the replica shows only a part of the environment. In this paper we present a new approach to handle complexity and occlusion in the WIM. We discuss algorithms for selecting the region of the scene which will be covered by the miniature copy and for handling occlusion from an exocentric viewpoint. We also present the results of a user-study showing that our technique can greatly improve user performance on spatial tasks in densely-occluded scenes.
Ramón Trueba, Carlos Andujar, Ferran Argelaguet
Interactive Context-Aware Visualization for Mobile Devices
Abstract
Utilizing context information—e.g. location, user aspects, or hardware capabilities—enables the presented generic framework to automatically control the selection and configuration of visualization techniques and therewith provide interactive illustrations, displayed on small mobile devices. For context-annotated data, provided by an underlying context-aware world model, the proposed system determines adequate visualization methods out of a database. Based on a novel analysis of a hierarchical data format definition and an evaluation of relevant context attributes, visualization templates are selected, configured, and instanced. This automatic, interactive process enables visualizations that smartly reconfigure according to changed context aspects. In addition to the generic concept, we present real-world applications that make use of this framework.
Mike Eissele, Daniel Weiskopf, Thomas Ertl
The Glass Organ: Musical Instrument Augmentation for Enhanced Transparency
Abstract
The Organ and Augmented Reality (ORA) project has been presented to public audiences at two immersive concerts, with both visual and audio augmentations of an historic church organ. On the visual side, the organ pipes displayed a spectral analysis of the music using visuals inspired by LED-bar VU-meters. On the audio side, the audience was immersed in a periphonic sound field, acoustically placing listeners inside the instrument. The architecture of the graphical side of the installation is made of acoustic analysis and calibration, mapping from sound levels to animation, visual calibration, real-time multi-layer graphical composition and animation. It opens new perspectives to musical instrument augmentation where the purpose is to make the instrument more legible while offering the audience enhanced artistic content.
Christian Jacquemin, Rami Ajaj, Sylvain Le Beux, Christophe d’Alessandro, Markus Noisternig, Brian F. G. Katz, Bertrand Planes

Part-VI: Short Presentations

Frontmatter
A Rendering Method for 3D Origami Models Using Face Overlapping Relations
Abstract
When we construct a model of origami (a model of a folded sheet of paper) in a computer, it is usual to represent the model as a set of polygons having zero thickness. One of the typical characteristics of origami is that there are many instances where multiple faces are located on a same plane. In these cases, the usual z-buffer rendering method fails as multiple faces have the same depth. Furthermore, many penetrations between faces located close to each other frequently occur when the origami is folded almost flat. However, it is difficult to remove all such penetrations with moving or fixing the geometry of the model. In this paper, we propose a new rendering method that solves these problems one at a time by using the OR matrix. This is a matrix constructed from a crease pattern, and it represents the overlapping relation between every two faces.
Yohsuke Furuta, Jun Mitani, Yukio Fukui
A Visual Analytics Tool for Software Project Structure and Relationships among Classes
Abstract
This paper aims to support the software development and maintenance process with the assistance of a visual analytics tool proposal. The proposal focuses on providing detailed information about the software project structure, class relationships, class coupling, class level metrics and source code. It discloses project structure details and offers interaction techniques in order to quickly review source code classes and obtain insight of their relationships and coupling. The data used in the analysis and visualization has been extracted from Software Configuration Management (SCM) tool repositories. Finally, a case study and the results of applying our tool to several software project revisions are discussed.
Juan García, Antonio González Torres, Diego Alonso Gómez Aguilar, Roberto Therón, Francisco J. García Peñalvo
Magnet Mail: A Visualization System for Email Information Retrieval
Abstract
We present Magnet Mail (MM), a visualization system to retrieve information from email archives via a zoomable interface. MM allows users to infer relationships among their email documents based on searching keywords. The prototype interacts with a mass-market email system and uses a magnet metaphor to simulate user interaction with emails. The graphical implementation relies mostly on the Piccolo toolkit.
Paulo Castro, Adriano Lopes
Calligraphic Shortcuts for Comics Creation
Abstract
The interactive creation of comics on the World Wide Web has become increasingly relevant over the last few years as a way for amateur creators to produce, share and distribute their comics. However, web applications that allow this kind of creation still restrict users interaction by not considering the repetition of previous elements across a comics story. Moreover, they use very simple methods for creating new content, therefore not allowing visually complex and rich comics.
In this paper, we present a solution that seeks to converge the creation of web comics with the basic principles of traditional paper comics. To that end, we propose a new approach that combines rich interaction methods and geometric transformations for free hand drawings with a retrieval mechanism based on calligraphic shortcuts, to retrieve previous elements of comics.
Experimental evaluation with users demonstrated that our approach is better suited for these problems than existent applications. Our solution allows creating comics online with higher flexibility and efficiency, while achieving visually more complex and rich content.
Ricardo Lopes, Tiago Cardoso, Nelson Silva, Manuel J. Fonseca
Feature-Driven Volume Fairing
Abstract
Volume datasets have been a primary representation for scientific visualization with the advent of rendering algorithms such as marching cubes and ray casting. Nonetheless, illuminating the underlying spatial structures still requires careful adjustment of visualization parameters each time when a different dataset is provided. This paper introduces a new framework, called feature-driven volume fairing, which transforms any 3D scalar field into a canonical form to be used as communication media of scientific volume data. The transformation is accomplished by first modulating the topological structure of the volume so that the associated isosurfaces never incur internal voids, and then geometrically elongating the significant feature regions over the range of scalar field values. This framework allows us to elucidate spatial structures in the volume instantly using a predefined set of visualization parameters, and further enables data compression of the volume with a smaller number of quantization levels for efficient data transmission.
Shigeo Takahashi, Jun Kobayashi, Issei Fujishiro
GPSel: A Gestural Perceptual-Based Path Selection Technique
Abstract
This paper introduces a gestural perceptual-based approach to select objects, i.e., nodes and/or edges along paths. Based on known results from perception research, we propose a model to detect perceptually salient paths formed by the Gestalt principles of good continuity and closure. Then we introduce gestural interaction techniques that enable users to select single or multiple perceptual paths, as well as resolving ambiguities in selection. The result of a user study shows that our system outperforms current techniques for path selection.
Hoda Dehmeshki, Wolfgang Stuerzlinger
Sketch-Based Interface for Crowd Animation
Abstract
In this paper, we propose a novel interface for controlling crowd animation. Crowd animation is widely used in movie production and computer games. However, to make an intended crowd animation, a lot of agent model parameters have to be tuned through trial and error. Our method estimates crowd parameters based on a few example paths given by a user through a sketch-based interface. The parameters include guiding paths, moving speed, distance between agents, and adjustments of the distance (crowd regularity). Based on the computed parameters, a crowd animation is generated using an agent model. We demonstrate the effectiveness of our method through our experiments.
Masaki Oshita, Yusuke Ogiwara
EML3D: An XML Based Markup Language for 3D Object Manipulation in Second Life
Abstract
Recently, virtual worlds like “Second Life” have received a lot of attention not only as environments that promote social interaction, but also as media in which scientific research can be performed effectively. In this latter aspect, they offer several advantages over traditional 3D visual applications, such as the capacity of supporting true collaborative endeavors in which real people, through the use of graphical avatars, can simultaneously discuss and analyze data, thereby enhancing their collaborative experience. Unfortunately, processing capabilities of current virtual worlds are limited when trying to visualize this data as 3D objects. External applications to solve this problem have been developed, but their functionality is obscure and they require good understanding in programming languages. To overcome these inconveniences for common users, we have developed EML3D (Environment Markup Language 3D), a markup language that provides a tool to manipulate virtual objects in Second Life in an easy and stable way.
Arturo Nakasone, Helmut Prendinger

Part-VII: Art Exhibition and Demos

Frontmatter
Creating dream.Medusa to Encourage Dialogue in Performance
Abstract
In a lucid dream, a dreamer becomes conscious that she can interact with and control events in the dream environment. Using gestural control devices and responsive video visualization of vocal interaction, our interactive performance, dream.Medusa, invites four participants selected from the observing audience to experience a simulated lucid dream. The participatory nature of the dream.Medusa performance facilitates a dialogical exchange between performer and participants in order to collaboratively create an aesthetic experience.
Robyn Taylor, Pierre Boulanger, Patrick Olivier
The Sound Brush Made of Bamboo
Abstract
This paper is about the study on an artwork, a black-and white drawing that has been expressed through a digital algorithm. Black-white drawings were popular during the Chosun era (1392-1910) reigned by kings and officials. The Oriental fine art, pursuing harmony with nature, is expressed in a moderate and restrained way, hence anyone would find it very soft and thus readily acceptable. Unlike the western paintings that fill the canvus to the very full, the oriental paintings treat even the blank space as a part making up a balanced painting. The four gracious plants, a Maehwa blossom, an orchid, a chrysanthemum, and a bamboo, used to be frequent subjects of gentlemen’s paintings as they symbolized the virtues of the old times. This artwork features Daegum, the decent traditional musical instrument which used to be played in loyal palaces or guest rooms of prestigious officials’ residences, and a bamboo which was a frequent motive of gentlemen’s paintings in the past. Daegum and the bamboo, expressed in a modern style in this work, make people appreciate the life that is full and rich. So, one can say they have been used here to make this “well-being art.” The artist’s intention is to be delivered through the sound of Daegum that carries the spiritual values of the Oriental culture, the bamboo painting and the spontaneous play by a computer.
Young-Mi Kim, Jong-Soo Choi
Nyoro-Nyoro San: Sprits in Your Belongings
Abstract
This is an interactive art work using with a table-top interface. “Nyoro-Nyoro” are sprits living in your belongings like a wallet, cell-phone and so on. They usually hide in your belongings. But, when you put your belongings on the magic table which I made, they will show you themselves like snails. But please carefully remember that they’re so shy and they will hide quickly if you try to capture them.
Kazushi Mukaiyama
ePaper Project: Virtual Exploration
Abstract
We describe a design process of envisioning the ePaper (a future newspaper appliance) through the use of two animated scenarios, each featuring different usage and personal preferences. The animations have triggered a creative discussion at Deutsche Telekom business functions on the ePaper’s value as a future device.
Inbal Rief, Shahar Hesse
A Framework for Review, Annotation, and Classification of Continuous Video in Context
Abstract
We present a multi-modal video analysis framework for life-logging research. Domain-specific approaches and alternative software solutions are referenced, then we briefly outline the concept and realization of our OS X-based software for experimental research on segmentation of continuous video using sensor context. The framework facilitates visual inspection, basic data annotation, and the development of sensor fusion-based machine learning algorithms.
Tobias Lensing, Lutz Dickmann, Stéphane Beauregard
Virtual Reality for Consensus Building: Case Studies
Abstract
This demonstration presents a real-time virtual reality (VR) system that has primarily been used as a tool for simulating and negotiating transportation-related designs. Visualization creation and presentation methods are briefly described. Case studies include applications to infrastructure, traffic, and environmental planning, as well as evacuation analysis. An emphasis is placed on using VR as a tool for translating technical information to non-experts and, ideally, enabling members of the public to better participate in decision making.
Thea Lorentzen, Yoshihiro Kobayashi, Yuji Ito
Backmatter
Metadaten
Titel
Smart Graphics
herausgegeben von
Andreas Butz
Brian Fisher
Marc Christie
Antonio Krüger
Patrick Olivier
Roberto Therón
Copyright-Jahr
2009
Verlag
Springer Berlin Heidelberg
Electronic ISBN
978-3-642-02115-2
Print ISBN
978-3-642-02114-5
DOI
https://doi.org/10.1007/978-3-642-02115-2

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