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? ä Products: whitepaper for publication, Plan for next year HiRes’06
Definitions ä Pixel Count ä Physical Display Size ä Pixel 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 ä 1:45 Intro & Group Presentations Virginia Tech Microsoft Research PNNL Illinois at Chicago, EVL Others boasters? ä 2:25 Discussion How do large displays impact visualization design? What are the future research directions and challenges? ä 3:20 Plans for whitepaper, HiRes’06 ä 3:45 Wrap up
5min Group Presentations
Virginia Tech GigaPixel Research Chris North, Bob Ball, Beth Yost, Tao Ni Center for Human-Computer Interaction & Dept of Computer Science, Virginia Polytechnic Institute and State University
VT Test-Bed Facility ä Mpixels, scalable ä Reconfigurable ä Multiple display technologies ä Diverse input devices ä Link to AwareLab
Potential ä Personal workspaces (PowerStation) ä Increased visualization scalability ä Embodied interaction Human scale Peripheral vision, attention Physical navigation (eye, head, body) Physical input Spatial memory
Research Directions ä Fundamental issues: What is the benefit for visualization? in terms of Perception, Navigation, Awareness Limits of visual scalability? ä Display design issues: How big? How shaped? ä Visualization design issues: How to embed more information? ä Interaction design issues: How to point?
Initial Results ä Improved visualization task performance ä Less virtual navigation, More physical navigation ä Greater awareness ä UI layout and mouse design changes ä 3D navigation
Discussion
General issues ä Taxonomy of displays, problems they can be applied to ä Multi-user, multi-input devices ä More information, immersive, context ä Overcoming Bezel distortion ä Task oriented pixel usage ä Scenario based design ä Managing distraction ä Coordination across scales ä System architectures, I/O rates Selective resolution rendering, localized to focus of attention, multi-user aware Flash elimination in periphery Very large datasets ä Evaluation more difficult, identify comparison factors (res, size, shape…), usability ä Pointing: relative (mouse) vs absolute (gesture), fine vs course control ä 3D without head wear ä Form factor, size, curvature ä Position of users w.r.t. display, density not useful high/low, angle Audience vs active collaborators vs power user ä Task flow: center out
Visual design issues ä Integrating context & detail ä Focus to center ä Localizing controls to relevant objects ä Notifications