Introducing Tangible Holograms for Data Physicalisation and Big Data Exploration (original) (raw)
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Tangible Data, explorations in data physicalization
Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction, 2016
Humans have represented data in many forms for thousands of years, yet the main sensory channel we use to perceive these representations today still remains largely exclusive to sight. Recent developments, such as advances in digital fabrication, microcontrollers, actuated tangibles, and shape-changing interfaces offer new opportunities to encode data in physical forms and have stimulated the emergence of 'Data Physicalization' as a research area. The aim of this workshop is (1) to create an awareness of the potential of Data Physicalization by providing an overview of state-of-the-art research, practice, and tools and (2) to build a community around this emerging field and start to discuss a shared research agenda. This workshop therefore addresses both experienced researchers and practitioners as well as those who are new to the field but interested in applying Data Physicalization to their own (research) practice. The workshop will provide opportunities for participants to explore Data Physicalization hands-on, by creating their own prototypes. These practical explorations will lead into reflective discussions on the role tangibles and embodiment play in Data Physicalization and the future research challenges for this area.
Virtual Prototyping by Using Holographic Displays: But What About Large Data Problems?
ASME-AFM 2009 World Conference on Innovative Virtual Reality, 2009
The work reported in this paper is part of the research that explores the viability of using holographic displays as part of virtual prototyping package of supporting tools. The focus is principally on handling of large data problems, which are among the common problems of most volumetric displays. The paper first reviews related works. After describing the large data related problems that designers might face in using holographic displays and identifying the conceptual design tasks that could be supported by using these displays, a concept for handling the large data problems through elimination of irrelevant image details is introduced. An application example showing how some elements of the proposed concept function in the real world is also presented. The main contributions of this work can be summarized as follows: (i) we have demonstrated that through simplifications, visual abstractions, data clustering or other generalization methods, less complicated holographic images that require less computing resources but yet suitable 3D for some conceptual design tasks or virtual prototyping can be created; and (ii) we have defined the steps of a scalable highlevel algorithm, that can be expanded or tuned to suit visualization demands in various conceptual design tasks. In the ongoing work, we aim to develop built in procedures within the proposed algorithm that would reduce the amount of image details without significantly affecting the appropriateness of the overall virtual model. And because of the reduced image details, it would be possible to display less complicated 3D virtual objects and in this way computing resources could be saved.
Opportunities and Challenges for Data Physicalization
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015
Figure 1: Examples of data physicalizations: (left) population density map of Mexico City co-created by Richard Burdett and exhibited at the Tate Modern (photo by Stefan Geens), (center) similar data shown on an actuated display from the MIT Media Lab [70], and (right) spherical particles suspended by acoustic levitation [61]. All images are copyright to their respective owners.
2017
The rapid advance of handheld and head-mounted mixed reality technologies comes with many opportunities to integrate 3D visualizations on top of screen-based 2D technologies for immersive analytics, such as the ability to walk through particle data. However, while mixed reality devices can render virtual worlds into the three dimensional space of the physical world, integrating these devices with 2D immersive technologies is fundamentally constrained by the limited computing and networking resources of energy-efficient mobile devices. Towards a better understanding of these limitations, we design and implement a distributed particle rendering framework to bridge mobile mixed-reality devices with an immersive screen-based stage environment using a Microsoft HoloLens, an NVIDIA Shield Tablet, and a multi-projector immersive data visualization environment. Using our framework, we characterize rendering and networking constraints of the devices involved in the hybrid data visualization. We propose strategies to operate within these constraints to provide rich immersive 3D visualizations through dynamic partitioning and selective rendering of data-visualization workloads across 2D and 3D devices.
Picturing Big Data with Expanded and Virtual Reality : Agenda and Challenges Faced
International Journal of Scientific Research in Computer Science, Engineering and Information Technology, 2020
This paper gives a multi-disciplinary review of the exploration issues and accomplishments in the field of Big Data and its representation methods and instruments. The principle point is to sum up difficulties in perception strategies for existing Big Data, just as to offer novel answers for issues identified with the present status of Big Data Visualization. This paper gives a characterization of existing information types, scientific strategies, perception procedures and instruments, with a specific accentuation set on reviewing the development of representation approach over the previous years. In light of the outcomes, we uncover detriments of existing perception techniques. This paper will examine utilizing vivid augmented simulation conditions for envisioning, collaborating and sorting out enormous information. It uncovers that a large number of the created applications don't legitimize their ways to deal with introduction or association. A phenomenological point of view of encapsulated recognition and collaboration is examined to ground future turns of events. Besides, we examine the effects of new innovations, for example, Virtual Reality shows and Augmented Reality head protectors on the Big Data perception just as to the arrangement of the fundamental difficulties of incorporating the innovation.
Making Data Tangible: A Cross-disciplinary Design Space for Data Physicalization
ArXiv, 2022
Designing a data physicalization requires a myriad of different considerations. Despite the cross-disciplinary nature of these considerations, research currently lacks a synthesis across the different communities data physicalization sits upon, including their approaches, theories, and even terminologies. To bridge these communities synergistically, we present a design space that describes and analyzes physicalizations according to three facets: context (end-user considerations), structure (the physical structure of the artifact), and interactions (interactions with both the artifact and data). We construct this design space through a systematic review of 47 physicalizations and analyze the interrelationships of key factors when designing a physicalization. This design space crosspollinates knowledge from relevant HCI communities, providing a cohesive overview of what designers should consider when creating a data physicalization while suggesting new design possibilities. We analyze...
Tangible Holograms: Towards Mobile Physical Augmentation of Virtual Objects
2017
The last two decades have seen the emergence and steady development of tangible user interfaces. While most of these interfaces are applied for input—with output still on traditional computer screens—the goal of programmable matter and actuated shape-changing materials is to directly use the physical objects for visual or tangible feedback. Advances in material sciences and flexible display technologies are investigated to enable such reconfigurable physical objects. While existing solutions aim for making physical objects more controllable via the digital world, we propose an approach where holograms (virtual objects) in a mixed reality environment are augmented with physical variables such as shape, texture or temperature. As such, the support for mobility forms an important contribution of the proposed solution since it enables users to freely move within and across environments. Furthermore, our augmented virtual objects can co-exist in a single environment with programmable matter and other actuated shape-changing solutions. The future potential of the proposed approach is illustrated in two usage scenarios and we hope that the presentation of our work in progress on a novel way to realise tangible holograms will foster some lively discussions in the CHI community.
The interactive holography as metaphor and innovation in optical representation in design
The strong technological development in the use of virtual images has allowed science, associated with design, to integrate them to different applications in the physical field, interacting with the real world, proposing metaphors and innovative optical representation of imagery processes, redefining and challenging the logic consciousness. With the evolution of 3D systems, the images were projected to the outside of the screens, earned dimensions beyond the right plan and a concept of "live”, not previously possible. This trend for innovation has carried parts of the holographic universe for interactive applications, where it becomes necessary to achieve and support technology by design projects and the domain anthropometric systems and processes, adapting and integrating the hologram in real time, scale and actual situation. Interactive digital display systems, with picture effects in 3D hyper-reality, require new platforms that enable seamless interaction between the physical body and holography. This analysis is the proposal to identify and classify some of holographic applications supported by innovative design, demonstrating that from fiction to science fact, the hologram provides a reality by metaphorical and metaphysical bias, compatible and consistent with the behavior of the new societies with joint-impact media. Holograms, replacing real images meet the expectations and interests in technological innovation in step with scientific developments, using a repertoire of design elements grounded by systemic domains and systemic vision.
AccessScience
Digital data storage using volume holograms offers high density and fast readout. Current research concentrates on system design, understanding and combating noise, and developing appropriate storage materials. Possible applications include fast data servers and high-capacity optical disks.
Holographic Visualization and Management of Big Point Cloud
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, 2021
The work aims to present and validate the workflow from the 3D survey to the visualization of cultural heritage objects using the innovative Euclideon Hologram Table©. Three case studies surveyed with three different systems and at three different scales have been selected: Santa Maria delle Grazie in Milan (terrestrial laser scanner for an architectural scale), the village of Ghesc in the Ossola valley (UAV survey for an environmental scale) and the cuneiform clay tablet number 727 (structured light system for a detail scale). The whole process of transforming the 3D point/mesh model to hologram was verified, analysing the file formats, technical performance and specifications, file dimensions manageable, and details viewable. The first test shows great potentiality, because the hologram exploring is impressively fluid even when zooming to view a higher detail level, despite the high number of points/polygons. The power and performance of the point cloud 3D rendering engine result impressive. Nonetheless, different aspects need further research, from point cloud visualization quality to enhancing 3D model interaction.