workshop: using large, high-resolution displays for information visualization ieee infovis 2005
TRANSCRIPT
Workshop:Using Large, High-Resolution Displays
for Information Visualization
IEEE InfoVis 2005
Goals
1. How do large hi-res displays impact visualization design?
2. What are the future research directions and challenges?
Products: whitepaper for publication,Plan for next year HiRes’06
Definitions
Pixel CountPhysical Display SizePixel Density
Density = Count / Size
Resolution
Size vs. Pixel Count
Number of Pixels
Standard Monitor(1280x1024)
Standard Projector(10242x768)
3x3 Tiled Monitors(3840X3072)
IBM’s Big Bertha (3840x2400)
3 Monitors(3840x1024)
Physical Size “Focus+Context” (Mixed Density Display) Combines an LCD flat panel with a projector
GigaPixel
Schedule
1:45 Intro & Group Presentations• Virginia Tech• Microsoft Research• PNNL• Illinois at Chicago, EVL• Others boasters?
2:25 Discussion• How do large displays impact visualization design?• What are the future research directions and
challenges? 3:20 Plans for whitepaper, HiRes’06 3:45 Wrap up
5min Group Presentations
Virginia TechGigaPixel Research
Chris North, Bob Ball, Beth Yost, Tao Ni
Center for Human-Computer Interaction &Dept of Computer Science,Virginia Polytechnic Institute and State University
http://infovis.cs.vt.edu/
VT Test-Bed Facility
100-200 Mpixels, scalableReconfigurableMultiple display technologiesDiverse input devices Link to AwareLab
Potential
Personal workspaces (PowerStation)
Increased visualization scalability
Embodied interaction• Human scale• Peripheral vision, attention• Physical navigation
(eye, head, body)• Physical input• Spatial memory
Research Directions
Fundamental issues:• What is the benefit for visualization?
in terms of Perception, Navigation, Awareness• Limits of visual scalability?
Display design issues:• How big? How shaped?
Visualization design issues:• How to embed more information?
Interaction design issues:• How to point?
Initial Results
Improved visualization task performance Less virtual navigation, More physical navigation Greater awareness UI layout and mouse design changes 3D navigation
General issues
Taxonomy of displays, problems they can be applied to Multi-user, multi-input devices More information, immersive, context Overcoming Bezel distortion Task oriented pixel usage Scenario based design Managing distraction Coordination across scales System architectures, I/O rates
• Selective resolution rendering, localized to focus of attention, multi-user aware• Flash elimination in periphery• Very large datasets
Evaluation more difficult, identify comparison factors (res, size, shape…), usability Pointing: relative (mouse) vs absolute (gesture), fine vs course control 3D without head wear Form factor, size, curvature Position of users w.r.t. display, density not useful high/low, angle
• Audience vs active collaborators vs power user Task flow: center out
Visual design issues
Integrating context & detailFocus to center Localizing controls to relevant objectsNotifications