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Display Techniques in Information-Rich Virtual Environments Experimental Summary August 2005 Nicholas F. Polys Contents 1. Overview 2. Experiment 1 3. Experiment 2 4. Conclusions from Tested Techniques 5. Selected Publications Overview The design challenges and techniques of integrated information spaces boil down to the problem of combining of virtual environment (a.k.a. structure-centric visualization) and information visualization (a.k.a. attribute-centric visualization) representations. A virtual environment can be described as a 'Structure-centric' visualization where spatial/perceptual information is depicted. 'Attribute-centric' visualizations are any depiction of abstract information. We have recently formalized this research area of interface design under the moniker “Information-Rich Virtual Environments (IRVEs) [3]. Specifically, the goal of this research program is to understand the tradeoffs of various IRVE information design patterns in their support for fundamental IRVE tasks such as Search, Comparison, and Finding Patterns and Trends [7, 8]. While supporting information architectures and runtime systems are required, the crucial issue remains one of design: how can IRVE interfaces present and manage the volume and diversity of information in a comprehensible way? How can applications support users in relating abstract and spatial information, and how they can use those relations to understand patterns or trends within and between the respective data types? We have summarized the motivating Research Question as follows [12]: Where and How should (enhancing) abstract information be displayed relative to its perceptual referent so that the respective information can be understood together and separately? Given an information-rich data set and a set of user tasks, we hope to provide guidelines determine appropriate mappings of data to interactive display. The (revised) IRVE design space is shown in Table 1. Visual Attributes Representation Association Layout Space Aggregation Size Text Connectedness Identity Flat Color Scatterplot Common Region Object Hierarchical Brightness Line Graph Proximity World Directed Transparency Bar Graph Similarity User Network Font Size Pie Chart Common Fate Viewport … Font Type … Display Table 1: Revised Information Design Dimensions for IRVEs with our experimental focus highlighted Research to date has been focused on the occlusion/association tradeoff for the display of annotations in IRVEs. From a perceptual standpoint, the visual coupling of annotations to their referent relies on both Gestalt and Depth cues in the visual buffer. What are advantageous visual configurations that reduce cognitive overhead by facilitating the conceptual binding of annotation and referent? There is a growing literature on multimedia illustration and learning processes. In this work on IRVEs however, we are concerned with the principal visual design tradeoff that exists between the (Gestalt) Association and the Layout Space dimensions. This tradeoff occurs because the stronger the cues of association (visual coupling), the more of the spatial environment is occluded; the less visual coupling, the less occlusion. The design matrix of cues is shown in Table 2. Depending on the technique used, Layout Spaces may portray different depth cues; however, the organizing principle of Layout Space is based on the coordinate system annotations is be resident in. Figures 1 and 2 illustrate the nature of each cue. Connectedness Object World User Viewport Display Common Fate Similarity Proximity Common Region x x x x x x x x x x x x x x x x x x x x x x x x Table 2: the orthogonal Layout Space and Association dimensions in IRVE design In order to understand the strengths and contributions of these different cues for relating abstract and spatial information in Search and Comparison tasks, we have run 2 experiments which are summarized in sections 2-4. The software framework supporting these IRVE interfaces was developed in conjunction with the PathSim project [6, 4, 7, 10]. Figure 1: IRVE Layout Spaces, a schematic view Figure 2: Gestalt principles in the Association dimension (image plane). Common Fate is a Gestalt Association cues that requires interactivity (e.g. selection) or animation. Experiment 1 (Polys et al [12]) In this experiment, we examined the performance of an Object Space layout and a Viewport Space layout (Figure 3) for Search and Comparison tasks. We set out with the following questions: “Is one layout space with guaranteed visibility better than one with guaranteed tight spatial coupling for certain tasks?”. “Do the advantages of visibility or tight spatial coupling hold if the screen size is increased?” “Do the advantages of visibility or tight spatial coupling hold if the SFOV is increased?” We controlled for size and reabability between conditions, but the Object Space provided additional consistency cues between the annotation and referent such as depth (occlusion and motion parallax) and association (proximity). Labels were visible by selection (default off). Figure 3. Object Space vs. Viewport Space Results Summary Object vs. Viewport Space The results of this experiment showed that overall the Viewport interface outperformed Object space layouts on nearly all counts of accuracy, time, and ratings of satisfaction and difficulty across tasks. In other words, for the set of tasks performed, tight-spatial coupling of annotation to its referent (Object Space) was not as advantageous or preferable as the consistent visibility provided by an image plane layout (Viewport Space). This result suggests that the development and evaluation of a richer set of Viewport Space layout capabilities (such as the X3D Compositing Component) would be worthwhile. If the tight spatial coupling provided by Object Space layouts is deemed necessary, consider further refining Object Space designs including managed or emergent schemes (e.g. [19]). Single and Nine-screen Configurations Display size interacted with both Layout and SFOV variables for accuracy. The worst performing combination was the Object Space with a high SFOV on a small display. The best performing combination was the Viewport Space with high SFOV on a small display. However, on the large display, high SFOV the Object Space outperformed the Viewport Space. With the tight spatial coupling, Object Space annotation schemes render the annotation with the rest of the scene. Annotations end up on the image plane nearby their referentsthey provide the additional depth cues of occlusion and motion parallax and the additional Gestalt association cues of proximity with their referents. We can postulate that the advantage of the tight spatial coupling of Object Space only comes into effect when there is enough screen size (DFOV) to avoid the occlusion problem. Also, on the large screen size, tight spatial coupling means that users do not need to perform large saccades or head movements to see and read the annotation. In examining the transfer of the Viewport BorderLayout interface design across display configurations, we can that say the successful transfer of an interface to a larger display is not simply a matter of scaling. On the large display, our Viewport Space design had the capacity for 3 times as many annotations. However on the large display, ergonomics require special consideration. The BorderLayout Viewport Space annotations began in the N container, which was above the line of sight at the top edge of the nine-screen display. This made frequent reference fatiguing for users. There is substantial work to be done in exploring Viewport Space annotation designs, especially for large displays. This work suggests that design and management choices for image-plane-interface layouts may be different depending on the size of the display. Software Field of View Our study results showed that overall our two SFOVs levels did not significantly affect accuracy performance. However, higher SFOVs were advantageous for time especially on search tasks, but negatively impacted accuracy especially on comparison tasks. This result supports our hypotheses about the benefits of a high SFOV for search tasks (by showing more of the scene in the periphery) and liability of a high SFOV for comparison tasks (by distorting a scene object’s spatial location). It suggests that designers may consider modifying the SFOV dynamically depending on the user task. Conclusions 1 Reflecting on the implications of these results, we can answer our original hypotheses and substantiate the following IRVE information design claims: Overall, the guaranteed visibility of Viewport Space offered significant performance and satisfaction advantages over the tight spatial coupling of Object Space annotation layouts. The effect was especially pronounced in the single-screen monitor configuration. The advantages of our Viewport Space layout did not transfer cleanly or scale isomorphically up to the larger nine-screen configuration. On the large display condition for example, tight spatial coupling (Object Space) was more effective for accuracy across tasks but especially for comparison. Higher software FOVs decreased search time because they render more of the scene in the projection. Higher software FOV increased spatial comparison times because of fish-eye distortion. Consider modifying the SFOV per task. Experiment 2 (Shupp et al) We tested two different layout techniques and their support for IRVE Search and Comparison tasks. All information was visible by default. The mapping of information type for each task was also controlled. The techniques tested differed in their configuration of views and represented opposite extremes of the occlusion/association design spectrum: Object Space - embedded abstract info in the spatial info, tightly coupled: was a single view visualization where all detail information was distributed in the environment. provided strong visual cues (gestalt and depth) for associating information with its referent - high association, high occlusion. Display Space - sibling abstract and spatial info, loosely coupled: was a multiple view visualization where detail information was aggregated to sibling attribute-centric visualizations. The attribure-centric views were linked together. had no visual or interactive association cues of abstract information to spatial referent (no brushing and linking), only semantic (unique name of molecule) - low occlusion, low association Figure 4. Object Space vs. Display Space The question we examined was: "Under what task conditions is the single-view with tight spatial coupling of Object Space advantageous over multiple, loosely coupled views of Display Space" or "Under what task conditions is the cost of a structure/attribute context-switch (with low association between information types) less than the benefit of no context switch (high association between information types) ?" The main hypothesis was that the high association of Object Space would be advantageous for tasks where the criteria were spatial, but that the loosely coupled views would be advantageous for tasks where the task criteria were abstract. Results Summary The following is a summary of conditions that have statistically significant effects per our results: Fastest Adjusted Time o A S in Display Space Most Accuracy o Search and A S in either technique o Search and S A in Display Space o Compare and S A in Object Space o Compare and A S in Display Space Most Satisfaction o Display Space o A S in Display Space Least Difficult for Task and 3D Navigation o Search in Display Space o A S in Display Space Conclusions 2 We can draw a few conclusions from this experiment. The first derives from the fact that, contrary to the hypothesis, Display Space was advantageous for a task where the criteria was spatial (Search: S->A ). This points to a problem with the Object Space design as tested- the occlusion problem was managed naively (by default, all labels were visible). The second regards the fact that even with high occlusion and without an attribute-centric visualization, the Object Space technique was better for Comparison: S->A accuracy. This leads us to acknowledge that this layout technique is important to improve at least for this task type (comparisons based on spatial criteria. Finally, we can say that the benefits of additional attribute-centric visualizations with reduced occlusion were stronger than the costs imposed by context switching between 2 visualizations of low association. … To put this another way, the benefits of the tightly-coupled association in Object Space were not sufficient to overcome the occlusion problem. In contrast, the Display Space technique showed that the benefits of multiple views with no occlusion were sufficient to overcome the costs of low association (context switching). Gestalt x Depth cues provided by annotation Layout Spaces: Tested Combinations Object Space (Polys et al; Shupp et al) None Connectedness Common Fate Similarity Proximity Common Region None Occlusion * * * Motion Parallax Relative Size / Perspective Binolcular Disparity * * * Table 3 Viewport Space (Polys et al) None Connectedness None * Common Fate * Similarity Proximity Common Region Similarity Proximity Common Region Occlusion Motion Parallax Relative Size / Perspective Binocular Disparity Table 4 Display Space (Shupp et al) None Connectedness None Common Fate * Occlusion Motion Parallax Relative Size / Perspective Binocular Disparity Table 5 Conclusions From Tested Combinations From the first experiment, we can see that overall the Viewport Space was advantageous over Object Space - the tight coupling (via Gestalt and Depth cues) provided by Object Space was not advantageous enough to overcome the occlusion problem. However, the tight-spatial coupling (via Gestalt and Depth cues) that is provided by Object Space was advantageous for comparison tasks, especially when the display size was large and/or the Software Field of View is high. In the second experiment, we can see that the tight coupling (via gestalt and depth cues) that is provided by Object Space is advantageous when the task mapping was Comparison: S->A. However, on most other counts, a loosely coupled Display Space was advantageous over Object Space - the loose coupling provided by Display Space was more than compensated for by the minimal occlusion and the addition of attribute-centric visualizations. The research to date has helped to increase our understanding of the occlusion – association tradeoff of IRVE design. What both of these experiments show is that there are indeed tasks and situations where high association is advantageous enough to overcome high occlusion (Object Space). However, overall, the benefits of minimal occlusion (such as the Viewport or Display Space techniques tested) seem strong enough to compensate for the costs of minimal association. These results suggest that we should continue to refine our IRVE designs to mitigate the occlusion – association tradeoff. Where task type and mapping suggests an advantageous technique, we can focus on improving those respective techniques. For example, finding better ways to reduce occlusion in Object Space and better ways to increase association in Viewport and Display Spaces. A. Selected publications (in chronological order). 1. Brutzman, Don, Kass, Michael, Polys, Nicholas F. “X3D Content Examples, Editing, Conformance Suite and Software Development Kit”. Sketches and Applications, ACM SIGGRAPH 2001. 2. Polys, Nicholas F. “Stylesheet Transformations for Interactive Visualization: Towards a Web3D Chemistry Curricula”. Proceedings of the Web3D 2003 Symposium, ACM SIGGRAPH. 2003. 3. Bowman, D., North, C., Chen, J., Polys, N., Pyla, P., and Yilmaz, U. Information-Rich Virtual Environments: Theory, Tools, and Research Agenda. in Proceedings of ACM Virtual Reality Software and Technology. 2003. Osaka, Japan: ACM SIGGRAPH. 2003 4. Polys, N. F., Duca, K. A., Laubenbacher, R., Bowman, D. A., North, C. “Interactive Visualization of Biological Databases using Information-Rich Virtual Environments”, Poster. Digital Biology: The Emerging Paradigm, NIH 2003. http://staff.vbi.vt.edu/pathsim/NIHposter.pdf 5. Polys, N., North, C., Bowman, D., Ray, A., Moldenhauer, M., Dandekar, C., “Snap2Diverse: Coordinating Information Visualizations and Virtual Environments”. Visualization and Data Analysis, International Society for Optical Engineering (SPIE) 2004. 6. Polys, N., Bowman, D., North, C., Laubenbacher, R., Duca, K., “PathSim Visualizer: An Information-Rich Virtual Environment for Systems Biology”. Proceedings of the Web3D 2004 Symposium, ACM SIGGRAPH 2004. 7. Polys, Nicholas F., Bowman, Doug A., North, Chris. “Information-Rich Virtual Environments: Challenges and Outlook”. NASA Virtual Iron Bird Workshop (Day 2, paper, ppt & video), NASA Ames 2004. 8. Polys, N., F., and Bowman, Doug A.. "Desktop Information-Rich Virtual Environments: Challenges and Techniques." Virtual Reality 8(1): 2004, 41-54. 9. Polys, Nicholas F. “Publishing Paradigms with X3D” In: Information Visualization with SVG and X3D, (eds.) Chanomei Chen and Vladimir Geroimenko, Springer-Verlag, 2005. 10. Polys, N.F., Duca, K.A., North, C., Bowman, D. , Laubenbacher, R. “Information-Rich Virtual Environments for Biomedicine.” Poster. Computational Cell Biology, Lennox MA, 2005. 11. MckCrickard, S., Wahid, S., Lee, J.,Polys, N. “Use and Reuse in Information and Interaction Design” HCI-International 2005, Las Vegas, Nevada. LEA Associates. 2005. 12. Polys, N. F., Kim, S., Bowman, D.A. “Effects of Information Layout, Screen Size, and Field of View on User Performance in Information-Rich Virtual Environments” Proceedings of ACM Virtual Reality Software and Technology 2005. Monterrey, CA: ACM Press. 2005.