运动中的位置可视化。

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Lijie Yao
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引用次数: 0

摘要

我们定义了运动中的可视化,并对如何可视化和设计运动中的情境可视化做出了一些贡献。在情境数据可视化中,数据直接在其数据参考点(即其所指的物理空间、对象或人)附近可视化(Bressa et al., 2022)。在数据引用或观看者不是保持静止而是处于相对运动的情况下,位置可视化通常很有用。例如,跑步者在跑步时查看健身手环上的可视化图像。在这种情况下阅读可视化可能会受到运动因素的影响。因此,了解如何最好地设计具有运动因素的可视化是很重要的。我们将运动中的可视化定义为在显示观察者和整个可视化之间的相对运动的上下文中使用的可视化数据表示。我们提出了一个研究议程,以了解可视化运动中的研究机会和挑战(Yao et al., 2022)。接下来,我们将研究(a)运动因素如何影响可视化的读取精度(Yao等人,2022),(b)如何在实际应用场景中设计和嵌入运动中的可视化(Yao等人,2024),以及(c)通过案例研究运动中可视化的用户体验和设计权衡(Yao等人,2024)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Situated Visualization in Motion.

We define visualization in motion and make several contributions to how to visualize and design situated visualizations in motion. In situated data visualization, the data are directly visualized near their data referent (i.e., the physical space, object, or person it refers to) (Bressa et al., 2022). Situated visualizations are often useful in contexts where the data referent or the viewer does not remain stationary but is in relative motion. For example, a runner looks at visualizations from their fitness band while running. Reading visualizations in such scenarios might be impacted by motion factors. As such, understanding how to best design visualizations with motion factors is important. We define visualizations in motion as visual data representations used in contexts that exhibit relative motion between a viewer and an entire visualization. We propose a research agenda to understand what research opportunities and challenges are under visualization in motion (Yao et al., 2022). Next, we investigate (a) how motion factors can affect the reading accuracy of visualizations (Yao et al., 2022), (b) how to design and embed visualizations in motion in a real application scenario (Yao et al., 2024), and (c) the user experience and design tradeoffs of visualization in motion through a case study (Yao et al., 2024).

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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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