野外可视化

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Christina Gillmann, Johanna Schmidt, Daniel Wiegreffe
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引用次数: 0

摘要

可视化方法已经成功地应用于各种应用领域。不断发表的新颖可视化方法反映了可视化方法的需求和成功。然而,当看到设计人员在面向更大用户群(例如,医学专家、工程师、记者和公共机构)的实际应用程序中应用的可视化技术时,新奇的、已发表的方法几乎不会在实际场景中使用。缺乏现成的可视化软件解决方案和应用指南是不幸的,特别是因为数据科学和数据分析是新兴领域,许多用户需要数据可视化。正如本期概述的不同用例场景所示,在现有领域工作流中实现新的解决方案对于可视化研究人员和领域专家来说仍然是一个重大挑战。将交互式可视化应用程序集成到现有工作流中的挑战和指导原则在本期提出的不同实际应用程序中进行了概述。本期的论文涵盖了各种领域和数据类型,并包含了可视化方法在不同应用领域的成功案例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Visualization in the Wild
Visualization approaches have been successfully applied to a variety of application fields. Continuously published novel visualization approaches reflect the need for and success of visualization approaches. However, when looking at visualization techniques that designers apply in real-world applications targeted at a larger user group (e.g., medical experts, engineers, journalists, and public authorities), novel, published approaches hardly end up being used in real-world scenarios. The lack of readily available visualization software solutions and guidelines on applying these is unfortunate, especially since data science and data analytics are emerging fields, with many users needing data visualization. As shown in the different use-case scenarios outlined in this issue, implementing novel solutions within existing domain workflows is still a significant challenge for visualization researchers and domain experts. Challenges and guidelines for integrating interactive visualization applications in existing workflows are outlined in different real-world applications presented in this issue. The papers in this issue cover various domains and data types and comprise success stories of visualization approaches in different application domains.
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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