We present thegeneralized space‐time cube, a descriptive model for visualizations of temporal data. Visualizations are described as operations on the cube, which transform the cube's 3D shape into readable 2D visualizations. Operations include extracting subparts of the cube, flattening it across space or time or transforming the cubes geometry and content. We introduce a taxonomy of elementary space‐time cube operations and explain how these operations can be combined and parameterized. The generalized space‐time cube has two properties: (1) it is purely conceptual without the need to be implemented, and (2) it applies to all datasets that can be represented in two dimensions plus time (e.g. geo‐spatial, videos, networks, multivariate data). The proper choice of space‐time cube operations depends on many factors, for example, density or sparsity of a cube. Hence, we propose a characterization of structures within space‐time cubes, which allows us to discuss strengths and limitations of operations. We finally review interactive systems that support multiple operations, allowing a user to customize his view on the data. With this framework, we hope to facilitate the description, criticism and comparison of temporal data visualizations, as well as encourage the exploration of new techniques and systems. This paper is an extension of Bachet al.'s (2014) work.
Data videos, motion graphics that incorporate visualizations about facts, are increasingly gaining popularity as a means of telling stories with data. However, very little is systematically recorded about (a) what elements are featured in data videos and (b) the processes used to create them. In this article, we provide initial insights to build this knowledge. We first report on a qualitative analysis of 50 professionally designed data videos, extracting and exposing their most salient constituents. Second, we report on a series of workshops with experienced storytellers from cinematography, graphics design and screenplay writing. We provided them with a set of data facts and visualizations and observed them create storyboards for data videos. From these exploratory studies, we derive broader implications for the design of an authoring tool to enable a wide audience to create data videos. Our findings highlight the importance of providing a flexible tool supporting a non-linear creation process and allowing users to iteratively go back to different phases of the process.
Air Traffic Management (ATM) will be more complex in the coming decades due to the growth and increased complexity of aviation and has to be improved in order to maintain aviation safety. It is agreed that without significant improvement in this domain, the safety objectives defined by international organisations cannot be achieved and a risk of more incidents/accidents is envisaged. Nowadays, computer science plays a major role in data management and decisions made in ATM. Nonetheless, despite this, Artificial Intelligence (AI), which is one of the most researched topics in computer science, has not quite reached end users in ATM domain. In this paper, we analyse the state of the art with regards to usefulness of AI within aviation/ATM domain. It includes research work of the last decade of AI in ATM, the extraction of relevant trends and features, and the extraction of representative dimensions. We analysed how the general and ATM eXplainable Artificial Intelligence (XAI) works, analysing where and why XAI is needed, how it is currently provided, and the limitations, then synthesise the findings into a conceptual framework, named the DPP (Descriptive, Predictive, Prescriptive) model, and provide an example of its application in a scenario in 2030. It concludes that AI systems within ATM need further research for their acceptance by end-users. The development of appropriate XAI methods including the validation by appropriate authorities and end-users are key issues that needs to be addressed.
3 November 2011 in IEEE Transactions on Visualization and Computer Graphics
In this paper, we present a novel approach for constructing bundled layouts of general graphs. As layout cues for bundles, we use medial axes, or skeletons, of edges which are similar in terms of position information. We combine edge clustering, distance fields, and 2D skeletonization to construct progressively bundled layouts for general graphs by iteratively attracting edges towards the centerlines of level sets of their distance fields. Apart from clustering, our entire pipeline is image-based with an efficient implementation in graphics hardware. Besides speed and implementation simplicity, our method allows explicit control of the emphasis on structure of the bundled layout, i.e. the creation of strongly branching (organic-like) or smooth bundles. We demonstrate our method on several large real-world graphs.
We introduce IATK, the Immersive Analytics Toolkit, a software package for Unity that allows interactive authoring and exploration of data visualisation in immersive environments. The design of IATK was informed by interdisciplinary expert-collaborations as well as visual analytics applications and iterative refinement over several years. IATK allows for easy assembly of visualisations through a grammar of graphics that a user can configure in a GUI-in addition to a dedicated visualisation API that supports the creation of novel immersive visualisation designs and interactions. IATK is designed with scalability in mind, allowing visualisation and fluid responsive interactions in the order of several million points at a usable frame rate. This paper outlines our design requirements, IATK's framework design and technical features, its user interface, as well as application examples.