Browsing by Author "Carpendale, S."
Now showing 1 - 13 of 13
Results Per Page
Sort Options
Item Metadata only The Bohemian Bookshelf: Supporting Serendipitous Discoveries through Visualization(2011) Thudt, A.; Hinriches, U.; Carpendale, S.Item Open Access Collected Posters from the Nectar Annual General Meeting.(2008-01-07) Greenberg, S.; Brush, A. J.; Carpendale, S.; Diaz-Marion, R.; Elliot, K.; Gutwin, C.; McEwan, G.; Neustaedter, C.; Nunes, M.; Smale, S.; Tee, K.This report collects eight posters produced by students and associates of the Grouplab Research Group (Dept. Computer Science, University of Calgary) for the NSERC Nectar Annual General Meeting, held after the ACM CSCW Conference in November, 2006, Banff.Item Metadata only Constructive Visualization(ACM, 2014) Huron, S.; Carpendale, S.; Thudt, A.; Tang, A.; Mauerer, M.If visualization is to be democratized, we need to provide a means for non-experts to create visualizations that allow them to engage with datasets. We present constructive visualization as a new paradigm for the simple creation of flexible, dynamic visualizations. Constructive visualization is simple---that skills required to build and manipulate the visualizations are akin to kindergarten play; it is expressive---one can build within the constraints of the chosen environment, and it also supports dynamics as these visualizations can be rebuilt and adjusted. We describe the conceptual components and processes underlying constructive visualization, and describe real-world examples to illustrate the utility of this approach. The constructive visualization approach builds on our inherent understanding and experience with physical building blocks, the model enables non-experts to create entirely novel visualizations, and to engage with datasets in a manner that would not have otherwise been possible.Item Open Access Decal-Lenses: Interactive Lenses on Surfaces for Multivariate Visualization(IEEE, 2018-06-26) Rocha, A. C. A.; Silva, J. D.; Alim, U. R.; Carpendale, S.; Sousa, M. C.We present decal-lenses, a new interaction technique that extends the concept of magic lenses to augment and manage multivariate visualizations on arbitrary surfaces. Our object-space lenses follow the surface geometry and allow the user to change the point of view during data exploration while maintaining a spatial reference to positions where one or more lenses were placed. Each lens delimits specific regions of the surface where one or more attributes can be selected or combined. Similar to 2D lenses, the user interacts with our lenses in real-time, switching between different attributes within the lens context. The user can also visualize the surface data representations from the point of view of each lens by using local cameras. To place lenses on surfaces of intricate geometry, such as the human brain, we introduce the concept of support surfaces for designing interaction techniques. Support surfaces provide a way to place and interact with the lenses while avoiding holes and occluded regions during data exploration. We further extend decal-lenses to arbitrary regions using brushing and lassoing operations. We discuss the applicability of our technique and present several examples where our lenses can be useful to create a customized exploration of multivariate data on surfaces.Item Open Access Exploring Casual Tabletop Interactions(2004-03-29) Scott, S.; Carpendale, S.; Inkpen, K.Although there are many different types of tabletop displays in the literature, there are very few fundamentals known about what tabletop interfaces should look like or should behave. In order to obtain a better understanding of these questions, it seemed appropriate to back up a little from the interface design, and look at tasks and environments that we would like to support. Thus, several observational studies of traditional tabletop collaboration were undertaken to inform the design of collaborative tabletop interfaces. To get a broad understanding of tabletop collaboration in a in a variety of settings and tasks, these studies involved both informal and formal collaboration. This chapter describes the informal collaboration study, which involved participants playing tabletop games in a drop-in setting, inspired by kiosks setup in many science museums. The purpose of these studies was to gain a better understanding of how people use the space provided by a tabletop surface and how they use artifacts on a table during collaborative tabletop activities. This information can help to develop effective tabletop display technology to support face-to-face collaboration. There has been a variety of tabletop display systems developed in regent years (Durbin et al., 1998; Rekimoto & Saitoh, 1999; Streitz et al., 1999; Vernier et al., 2002; Wellner, 1993), but there has been little investigation of the usability of these systems for collaborative activities. More importantly, most of the interaction styles used in these systems have evolved from interaction styles used in existing vertical displays systems, such as the typical desktop system running Windows, Mac, or Unix. Two disadvantages of using these interaction styles to support collaboration on a tabletop display include: 1) the interaction styles have been optimized for use on a vertical display surface, and 2) they have been optimized for single-user interaction with the computer 9most computer-supported collaboration occurs over a network, with each collaborator interacting with their own computer). Vertical-display interfaces have a fixed orientation of the display artifacts (e.g. windows, dialog boxes) that has an obvious �top� and �bottom�. This does not allow easy viewing for multiple people who are seated at various sides of a tabletop display. Single-user interfaces usually have only one of each type of input device (e.g., one mouse, one keyboard). This does not allow concurrent interaction for multiple users, which collaboration researchers have shown occurs when people interact in non-technology environments (using pen and paper) (Tang, 1991) and in technology environments that provide support for multi-user, concurrent interaction (Scott et al., 2000). Understanding how people interact with artifacts and with the space on the table in a non-technology environment can help us develop tabletop display systems that support natural collaborative behavior around a horizontal surface, instead of trying to evolve technology that has been optimized for other uses. The first study employed an ethnographic-style methodology, where hand-written observations were taken while people performed a variety of simple, non-technological, collaborative tabletop activities in a casual, drop-in activity area.Item Metadata only Exploring physical information cloth on a multitouch table(ACM, 2011) Mikulecky, K.; Hancock, M.; Bosz, J.; Carpendale, S.We expand multitouch tabletop information exploration by placing 2D information on a physically-based cloth in a shallow 3D viewing environment. Instead of offering 2D information on a rigid window or screen, we place our information on a soft flexible cloth that can be draped, pulled, stretched, and folded with multiple fingers and hands, supporting any number of information views. Combining our multitouch flexible information cloth with simple manipulable objects provides a physically-based information viewing environment that offers similar advantages to complex detail-in-context viewing. Previous detail-in-context views can be re-created by draping cloth over virtual objects in this physics simulation, thereby approximating many of the existing techniques by providing zoomed-in information in the context of zoomed-out information. These detail-in-context views are approximated because, rather than use distortion, the draped cloth naturally drapes and folds showing magnified regions within a physically understandable context. In addition, the information cloth remains flexibly responsive, allowing one to tweak, unfold, and smooth out regions as desired.Item Metadata only Integrating 2D mouse emulation with 3D manipulation for visualizations on a multi-touch table.(ACM, 2010) Vlaming, L.; Collins, C.; Hancock, M.; Nacenta, M.; Isenberg, T.; Carpendale, S.We present the Rizzo, a multi-touch virtual mouse that has been designed to provide the fine grained interaction for information visualization on a multi-touch table. Our solution enables touch interaction for existing mouse-based visualizations. Previously, this transition to a multi-touch environment was difficult because the mouse emulation of touch surfaces is often insufficient to provide full information visualization functionality. We present a unified design, combining many Rizzos that have been designed not only to provide mouse capabilities but also to act as zoomable lenses that make precise information access feasible. The Rizzos and the information visualizations all exist within a touch-enabled 3D window management system. Our approach permits touch interaction with both the 3D windowing environment as well as with the contents of the individual windows contained therein. We describe an implementation of our technique that augments the VisLink 3D visualization environment to demonstrate how to enable multi-touch capabilities on all visualizations written with the popular prefuse visualization toolkit.Item Metadata only Showing Real-time Recommendations to explore the stages of Reflection and Action(2013) Aseniero, B.A.; Tang, A.; Carpendale, S.; Greenberg, S.Item Metadata only SPALENDAR: Visualizing a Group's Calendar Events over a Geographic Space on a Public Display(ACM, 2012) Chen, X.; Boring, S.; Carpendale, S.; Tang, A.; Greenberg, S.Portable paper calendars (i. e., day planners and organizers) have greatly influenced the design of group electronic calendars. Both use time units (hours/days/weeks/etc.) to organize visuals, with useful information (e.g., event types, locations, attendees) usually presented as - perhaps abbreviated or even hidden - text fields within those time units. The problem is that, for a group, this visual sorting of individual events into time buckets conveys only limited information about the social network of people. For example, people's whereabouts cannot be read 'at a glance' but require examining the text. Our goal is to explore an alternate visualization that can reflect and illustrate group members' calendar events. Our main idea is to display the group's calendar events as spatiotemporal activities occurring over a geographic space animated over time, all presented on a highly interactive public display. In particular, our Spalendar (Spatial Calendar) design animates people's past, present and forthcoming movements between event locations as well as their static locations. Detail of people's events, their movements and their locations is progressively revealed and controlled by the viewer's proximity to the display, their identity, and their gestural interactions with it, all of which are tracked by the public display.Item Metadata only STRATOS: Using Visualization to Support Decisions in Strategic Software Release Planning(ACM, 2015) Aseniero, B. A.; Wun, T.; Ledo, D.; Ruhe, G.; Tang, A.; Carpendale, S.Software is typically developed incrementally and released in stages. Planning these releases involves deciding which features of the system should be implemented for each release. This is a complex planning process involving numerous trade-offs-constraints and factors that often make decisions difficult. Since the success of a product depends on this plan, it is important to understand the trade-offs between different release plans in order to make an informed choice. We present STRATOS, a tool that simultaneously visualizes several software release plans. The visualization shows several attributes about each plan that are important to planners. Multiple plans are shown in a single layout to help planners find and understand the trade-offs between alternative plans. We evaluated our tool via a qualitative study and found that STRATOS enables a range of decision-making processes, helping participants decide on which plan is most optimal.Item Open Access Territoriality in Collaborative Tabletop Workspaces(2004-03-29) Scott, S.; Carpendale, S.; Inkpen, K.Researchers seeking alternatives to traditional desktop computers have begun exploring the potential collaborative benefits of digital tabletop displays. However, there are still many open issues related to the design of collaborative tabletop interfaces, such as whether these systems should automatically orient tabletop items or enforce ownership of tabletop content. Understanding the natural interaction practices that people use during tabletop collaboration with traditional media (e.g., pen and paper) can help to address these issues. Interfaces that are modeled on these practices will have the additional advantage of supporting the interaction skills people have developed over years of collaborating at traditional tables. To gain a deeper understanding of these interaction practices we conducted two observational studies of traditional tabletop collaboration in both casual and formal settings. Our results reveal that collaborators use three types of tabletop territories to help coordinate their interactions within the shared tabletop workspace: personal, group, and storage territories. Findings from a spatial analysis of collaborators tabletop interactions reveal important properties of these tabletop territories and the role that they play in the collaboration process.Item Metadata only ToCoPlay: Graphical Multi-touch Interaction for Composing and Playing Music(Springer, 2011) Lynch, S.; Nacenta, M.; Carpendale, S.With the advent of electronic music and computers, the human-sound interface is liberated from the specific physical constraints of traditional instruments, which means that we can design musical interfaces that provide arbitrary mappings between human actions and sound generation. This freedom has resulted in a wealth of new tools for electronic music generation that expand the limits of expression, as exemplified by projects such as Reactable and Bricktable. In this paper we present ToCoPlay, an interface that further explores the design space of collaborative, multi-touch music creation systems. ToCoPlay is unique in several respects: it allows creators to dynamically transition between the roles of composer and performer, it takes advantage of a flexible spatial mapping between a musical piece and the graphical interface elements that represent it, and it applies current and traditional interface interaction techniques for the creation of music.Item Metadata only Visual Thinking In Action: Visualizations As Used On Whiteboards(IEEE, 2011) Walny, J.; Carpendale, S.; Henry Riche, N.; Venolia, G.; Fawcett, P.While it is still most common for information visualization researchers to develop new visualizations from a data-or taskdriven perspective, there is growing interest in understanding the types of visualizations people create by themselves for personal use. As part of this recent direction, we have studied a large collection of whiteboards in a research institution, where people make active use of combinations of words, diagrams and various types of visuals to help them further their thought processes. Our goal is to arrive at a better understanding of the nature of visuals that are created spontaneously during brainstorming, thinking, communicating, and general problem solving on whiteboards. We use the qualitative approaches of open coding, interviewing, and affinity diagramming to explore the use of recognizable and novel visuals, and the interplay between visualization and diagrammatic elements with words, numbers and labels. We discuss the potential implications of our findings on information visualization design.