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1

Liu, Jiayi. "Visualization of Weather Data : Temperature trend visualization". Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-20969.

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Weather data are huge. Traditional visualization techniques are limited to show temperature trends. Pixel-based approaches could be used to visualize the huge amount of weather data and in process show the temperature trends. A prototype using this approach is built to make temperature data more understandable in changing trends. It is implemented using a 2D representation and many popular interaction techniques. It is a lightweight and reusable tool to visualize temperatures.
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2

Brath, R. "Text in visualization : extending the visualization design space". Thesis, London South Bank University, 2018. http://researchopen.lsbu.ac.uk/2743/.

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This thesis is a systematic exploration and expansion of the design space of data visualization specifically with regards to text. A critical analysis of text in data visualizations reveals gaps in existing frameworks and the use of text in practice. A cross-disciplinary review across fields such as typography, cartography and technical applications yields typographic techniques to encode data into text and provides the scope for the expanded design space. Mapping new attributes, techniques and considerations back to well understood visualization principles organizes the design space of text in visualization. This design space includes: 1) text as a primary data type literally encoded into alphanumeric glyphs, 2) typographic attributes, such as bold and italic, capable of encoding additional data onto literal text, 3) scope of mark, ranging from individual glyphs, syllables and words; to sentences, paragraphs and documents, and 4) layout of these text elements applicable most known visualization techniques and text specific techniques such as tables. This is the primary contribution of this thesis (Part A and B). Then, this design space is used to facilitate the design, implementation and evaluation of new types of visualization techniques, ranging from enhancements of existing techniques, such as, extending scatterplots and graphs with literal marks, stem & leaf plots with multivariate glyphs and broader scope, and microtext line charts; to new visualization techniques, such as, multivariate typographic thematic maps; text formatted to facilitate skimming; and proportionally encoding quantitative values in running text - all of which are new contributions to the field (Part C). Finally, a broad evaluation across the framework and the sample visualizations with cross-discipline expert critiques and a metrics based approach reveals some concerns and many opportunities pointing towards a breadth of future research work now possible with this new framework. (Part D and E).
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3

Дядечко, Алла Миколаївна, Алла Николаевна Дядечко, Alla Mykolaivna Diadechko y V. Sulim. "Architectural visualization". Thesis, Видавництво СумДУ, 2008. http://essuir.sumdu.edu.ua/handle/123456789/16040.

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4

Lum, Eric Brian. "Expressive visualization /". For electronic version search Digital dissertations database. Restricted to UC campuses. Access is free to UC campus dissertations, 2004. http://uclibs.org/PID/11984.

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5

Sivertsson, Anton. "Overviewing and VR information visualizations : How interacting with, and perceiving an information visualization in VR affects our overview of the information visualization". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210554.

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Society generates more and more data every day, and with competent ways to visualize it, we can learn new things about the world we live in. While traditional visualizations try to stay clear of 3D graphs because they are hard for a user to process without proper depth cues, VR technology allows us to better perceive 3D structures, but what happens to our overview of the data when we perceive and interact with it in 3D? 6 participants were subject to a 3D VR visualization of customer data with filtering possibilities, where they were to perform a series of short tasks as well as a more open-ended free form task. Qualitative data was gathered through extensive semi-structured interviews. Quantitative supportive data was gathered as well in the form of interaction logs, time to complete tasks and the Presence Questionnaire. After this first round of tests, feedback and data was compiled into a new version of the visualization that was then tested on seven new participants. Results showed that seeing the graph from different perspectives was important to gaining an overview of the 3D graph, but also to actively interact with the data helped participants gain an overview by digging deeper into the data. In order to dig into the data in the 3D graph, participants expressed that they would’ve liked to be able to compare subsets of the data.
Vi genererar ofantliga mängder data varje dag, men utan att visualisera denna data är det inte säkert att vi lär oss någonting av den. Med detta följer även ett behov av att visualisera denna data i flera dimensioner, något som varit svårt i informationsvisualiseringar tidigare då det är svårt att representera djup på en platt skärm så att människor förstår. Med VR-teknik kan vi däremot använda detta djupseende i informationsvisualiseringar, men vad händer med vår överblick av informationen när vi ser och interagerar med den i 3D?   6 testpersoner fick interagera med en 3D-visualisering av kunddata med filtreringsmöjligheter i VR och fick i denna utföra en serie mindre uppgifter samt en större, fri uppgift. Under testet samlades kvalitativ data in i form av utförliga semi-strukturerade intervjuer och kvantitativ supportdata i form av loggar av interaktioner, tid att slutföra uppgifter samt svar från Presence Questionnaire för alla testpersoner. Åsikterna från denna testrunda användes sedan för att skapa en ny version av 3Dvisualiseringen som sedan testades på 7 nya personer enligt samma studieformat.   Resultaten visade att det var viktigt att kunna se grafen från olika perspektiv för att få en överblick, såväl som att kunna aktivt filtrera och interagera med visualiseringen för att kunna gräva djupare i datan. För att kunna gräva djupare kände många testpersoner att de behövde ett sätt att enkelt kunna jämföra delmängder av datan med varandra.
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6

Chang, Jiae. "A PERCEPTUAL VISUALIZATION ASSISTANT FOR MULTI-DIMENSIONAL DATA VISUALIZATION". NCSU, 2001. http://www.lib.ncsu.edu/etd/public/etd-32441612810132541/etd.pdf.

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7

Jankun-Kelly, T. J. "Visualizing Visualization : a model and framework for visualization exploration /". For electronic version search Digital dissertations database. Restricted to UC campuses. Access is free to UC campus dissertations, 2003. http://uclibs.org/PID/11984.

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8

Xu, Yinglai. "Fluid Interactive Information Visualization: A Visualization Tool for Book Recommendation". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-216941.

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The accuracy of recommender systems has been largely discussed and the user experience of the recommended systems is now becoming a new focus. Combining recommendations with information visualization (InfoVis) can be a way to improve the acceptance of the system. This thesis investigates how InfoVis can support the recommended systems, aiming at improving the enjoyment and engagement of the user experience. Three prototypes are designed to evaluate the impact of using InfoVis and fluid interactive InfoVis on user engagement and enjoyment with exploratory of recommended books. The methods of product reaction card and Likert questionnaire are used during the evaluation. Results suggest that InfoVis is a viable way to improve the engagement and enjoyment of the book recommended system and it should be further researched.
Precisionen för rekommenderingssystem har diskuterats i hög grad och användarupplevelsen för rekommenderingssystem har nu blivit ett nytt fokus. Att kombinera rekommendationer med informationsvisualisering (InfoVis) är ett möjligt vis att förbättra systemets acceptans. Denna rapport undersöker hur informationsvisualisering kan kompletterarekommenderingssystemen, med fokus på att förbättra användarglädjen och engagemanget i användarupplevelsen. Tre prototyper designas i syfte att evaluera påverkan som InfoVis, och fluid interactive InfoVis, har på engagemang och användarglädje i och med exploration av rekommenderade böcker. Produktreaktionskort och Likertfrågeformulär användes under evalueringen. Resultaten indikerar att InfoVis är en möjlig lösning för att förbättra engagemang och användargläjde i samband med bokrekommendationer, och att det bör undersökasytterligare.
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9

Manovich, Lev. "What is visualization?" Universität Potsdam, 2011. http://opus.kobv.de/ubp/volltexte/2011/4984/.

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Over the last 20 years, information visualization became a common tool in science and also a growing presence in the arts and culture at large. However, the use of visualization in cultural research is still in its infancy. Based on the work in the analysis of video games, cinema, TV, animation, Manga and other media carried out in Software Studies Initiative at University of California, San Diego over last two years, a number of visualization techniques and methods particularly useful for cultural and media research are presented.
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10

Hui, Wu. "Visualization of Bags". Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-28398.

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The purpose of this thesis is to develop a toolkit to visualize bag calculations for teaching. We take full advantage of interaction techniques in Computer Science to achieve it, which could lead to a modern and impressive way for teaching.   In this thesis, the developed toolkit is going to show the bag calculations and corresponding animations interactively and aesthetically which make new learners easier to acquire the concept of multiset.
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11

Li, Liya. "Advanced flow visualization". Columbus, Ohio : Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1196263993.

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12

Caat, Michael ten. "Multichannel EEG visualization". [S.l. : Groningen : s.n. ; University Library of Groningen] [Host], 2008. http://irs.ub.rug.nl/ppn/306087987.

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13

Heine, Christian. "Contours in Visualization". Doctoral thesis, Universitätsbibliothek Leipzig, 2013. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-115837.

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This thesis studies the visualization of set collections either via or defines as the relations among contours. In the first part, dynamic Euler diagrams are used to communicate and improve semimanually the result of clustering methods which allow clusters to overlap arbitrarily. The contours of the Euler diagram are rendered as implicit surfaces called blobs in computer graphics. The interaction metaphor is the moving of items into or out of these blobs. The utility of the method is demonstrated on data arising from the analysis of gene expressions. The method works well for small datasets of up to one hundred items and few clusters. In the second part, these limitations are mitigated employing a GPU-based rendering of Euler diagrams and mixing textures and colors to resolve overlapping regions better. The GPU-based approach subdivides the screen into triangles on which it performs a contour interpolation, i.e. a fragment shader determines for each pixel which zones of an Euler diagram it belongs to. The rendering speed is thus increased to allow multiple hundred items. The method is applied to an example comparing different document clustering results. The contour tree compactly describes scalar field topology. From the viewpoint of graph drawing, it is a tree with attributes at vertices and optionally on edges. Standard tree drawing algorithms emphasize structural properties of the tree and neglect the attributes. Adapting popular graph drawing approaches to the problem of contour tree drawing it is found that they are unable to convey this information. Five aesthetic criteria for drawing contour trees are proposed and a novel algorithm for drawing contour trees in the plane that satisfies four of these criteria is presented. The implementation is fast and effective for contour tree sizes usually used in interactive systems and also produces readable pictures for larger trees. Dynamical models that explain the formation of spatial structures of RNA molecules have reached a complexity that requires novel visualization methods to analyze these model\'s validity. The fourth part of the thesis focuses on the visualization of so-called folding landscapes of a growing RNA molecule. Folding landscapes describe the energy of a molecule as a function of its spatial configuration; they are huge and high dimensional. Their most salient features are described by their so-called barrier tree -- a contour tree for discrete observation spaces. The changing folding landscapes of a growing RNA chain are visualized as an animation of the corresponding barrier tree sequence. The animation is created as an adaption of the foresight layout with tolerance algorithm for dynamic graph layout. The adaptation requires changes to the concept of supergraph and it layout. The thesis finishes with some thoughts on how these approaches can be combined and how the task the application should support can help inform the choice of visualization modality.
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14

Chapman, Paul M. "Offshore marine visualization". Thesis, University of Hull, 2003. http://hydra.hull.ac.uk/resources/hull:6673.

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In 85 B.C. a Greek philosopher called Posidonius set sail to answer an age-old question: how deep is the ocean? By lowering a large rock tied to a very long length of rope he determined that the ocean was 2km deep. These line and sinker methods were used until the 1920s when oceanographers developed the first echo sounders that could measure the water's depth by reflecting sound waves off the seafloor. The subsequent increase in sonar depth soundings resulted in oceanologists finally being able to view the alien underwater landscape. Paper printouts and records dominated the industry for decades until the mid 1980s when new digital sonar systems enabled computers to process and render the captured data streams. In the last five years, the offshore industry has been particularly slow to take advantage of the significant advancements made in computer and graphics technologies. Contemporary marine visualization systems still use outdated 2D representations of vessels positioned on digital charts and the potential for using 3D computer graphics for interacting with multidimensional marine data has not been fully investigated. This thesis is concerned with the issues surrounding the visualization of offshore activities and data using interactive 3D computer graphics. It describes the development of a novel 3D marine visualization system and subsequent study of marine visualization techniques through a number of offshore case studies that typify the marine industry. The results of this research demonstrate that presenting the offshore engineer or office based manager with a more intuitive and natural 3D computer generated viewing environment enables complex offshore tasks, activities and procedures to be more readily monitored and understood. The marine visualizations presented in this thesis take advantage of recent advancements in computer graphics technology and our extraordinary ability to interpret 3D data. These visual enhancements have improved offshore staffs' spatial and temporal understanding of marine data resulting in improved planning, decision making and real-time situation awareness of complex offshore data and activities.
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15

Oliveira, Carlos Manuel Carvalho Santos. "Collaborative geographic visualization". Master's thesis, FCT - UNL, 2009. http://hdl.handle.net/10362/2297.

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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do grau de Mestre em Engenharia do Ambiente, perfil Gestão e Sistemas Ambientais
The present document is a revision of essential references to take into account when developing ubiquitous Geographical Information Systems (GIS) with collaborative visualization purposes. Its chapters focus, respectively, on general principles of GIS, its multimedia components and ubiquitous practices; geo-referenced information visualization and its graphical components of virtual and augmented reality; collaborative environments, its technological requirements, architectural specificities, and models for collective information management; and some final considerations about the future and challenges of collaborative visualization of GIS in ubiquitous environments
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16

Kister, Ulrike. "Interactive Visualization Lenses:". Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-236782.

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Information visualization is an important research field concerned with making sense and inferring knowledge from data collections. Graph visualizations are specific techniques for data representation relevant in diverse application domains among them biology, software-engineering, and business finance. These data visualizations benefit from the display space provided by novel interactive large display environments. However, these environments also cause new challenges and result in new requirements regarding the need for interaction beyond the desktop and according redesign of analysis tools. This thesis focuses on interactive magic lenses, specialized locally applied tools that temporarily manipulate the visualization. These may include magnification of focus regions but also more graph-specific functions such as pulling in neighboring nodes or locally reducing edge clutter. Up to now, these lenses have mostly been used as single-user, single-purpose tools operated by mouse and keyboard. This dissertation presents the extension of magic lenses both in terms of function as well as interaction for large vertical displays. In particular, this thesis contributes several natural interaction designs with magic lenses for the exploration of graph data in node-link visualizations using diverse interaction modalities. This development incorporates flexible switches between lens functions, adjustment of individual lens properties and function parameters, as well as the combination of lenses. It proposes interaction techniques for fluent multi-touch manipulation of lenses, controlling lenses using mobile devices in front of large displays, and a novel concept of body-controlled magic lenses. Functional extensions in addition to these interaction techniques convert the lenses to user-configurable, personal territories with use of alternative interaction styles. To create the foundation for this extension, the dissertation incorporates a comprehensive design space of magic lenses, their function, parameters, and interactions. Additionally, it provides a discussion on increased embodiment in tool and controller design, contributing insights into user position and movement in front of large vertical displays as a result of empirical investigations and evaluations
Informationsvisualisierung ist ein wichtiges Forschungsfeld, das das Analysieren von Daten unterstützt. Graph-Visualisierungen sind dabei eine spezielle Variante der Datenrepräsentation, deren Nutzen in vielerlei Anwendungsfällen zum Einsatz kommt, u.a. in der Biologie, Softwareentwicklung und Finanzwirtschaft. Diese Datendarstellungen profitieren besonders von großen Displays in neuen Displayumgebungen. Jedoch bringen diese Umgebungen auch neue Herausforderungen mit sich und stellen Anforderungen an Nutzerschnittstellen jenseits der traditionellen Ansätze, die dadurch auch Anpassungen von Analysewerkzeugen erfordern. Diese Dissertation befasst sich mit interaktiven „Magischen Linsen“, spezielle lokal-angewandte Werkzeuge, die temporär die Visualisierung zur Analyse manipulieren. Dabei existieren zum Beispiel Vergrößerungslinsen, aber auch Graph-spezifische Manipulationen, wie das Anziehen von Nachbarknoten oder das Reduzieren von Kantenüberlappungen im lokalen Bereich. Bisher wurden diese Linsen vor allem als Werkzeug für einzelne Nutzer mit sehr spezialisiertem Effekt eingesetzt und per Maus und Tastatur bedient. Die vorliegende Doktorarbeit präsentiert die Erweiterung dieser magischen Linsen, sowohl in Bezug auf die Funktionalität als auch für die Interaktion an großen, vertikalen Displays. Insbesondere trägt diese Dissertation dazu bei, die Exploration von Graphen mit magischen Linsen durch natürliche Interaktion mit unterschiedlichen Modalitäten zu unterstützen. Dabei werden flexible Änderungen der Linsenfunktion, Anpassungen von individuellen Linseneigenschaften und Funktionsparametern, sowie die Kombination unterschiedlicher Linsen ermöglicht. Es werden Interaktionstechniken für die natürliche Manipulation der Linsen durch Multitouch-Interaktion, sowie das Kontrollieren von Linsen durch Mobilgeräte vor einer Displaywand vorgestellt. Außerdem wurde ein neuartiges Konzept körpergesteuerter magischer Linsen entwickelt. Funktionale Erweiterungen in Kombination mit diesen Interaktionskonzepten machen die Linse zu einem vom Nutzer einstellbaren, persönlichen Arbeitsbereich, der zudem alternative Interaktionsstile erlaubt. Als Grundlage für diese Erweiterungen stellt die Dissertation eine umfangreiche analytische Kategorisierung bisheriger Forschungsarbeiten zu magischen Linsen vor, in der Funktionen, Parameter und Interaktion mit Linsen eingeordnet werden. Zusätzlich macht die Arbeit Vor- und Nachteile körpernaher Interaktion für Werkzeuge bzw. ihre Steuerung zum Thema und diskutiert dabei Nutzerposition und -bewegung an großen Displaywänden belegt durch empirische Nutzerstudien
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17

Götz, Holger. "Visualization of Ellipsoids". Thesis, Umeå universitet, Institutionen för fysik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-147781.

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18

Reach, Andrew McCaleb. "Smooth Interactive Visualization". Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/78848.

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Information visualization is a powerful tool for understanding large datasets. However, many commonly-used techniques in information visualization are not C^1 smooth, i.e. when represented as a function, they are either discontinuous or have a discontinuous first derivative. For example, histograms are a non-smooth visualization of density. Not only are histograms non-smooth visually, but they are also non-smooth over their parameter space, as they change abruptly in response to smooth change of bin width or bin offset. For large data visualization, histograms are commonly used in place of smooth alternatives, such as kernel density plots, because histograms can be constructed from data cubes, allowing histograms to be constructed quickly for large datasets. Another example of a non-smooth technique in information visualization is the commonly-used transition approach to animation. Although transitions are designed to create smooth animations, the transition technique produces animations that have velocity discontinuities if the target is changed before the transition has finished. The smooth and efficient zooming and panning technique also shares this problem---the animations produced are smooth while in-flight, but they have velocity discontinuities at the beginning and end and of the animation as well as velocity discontinuities when interrupted. This dissertation applies ideas from signal processing to construct smooth alternatives to these non-smooth techniques. To visualize density for large datasets, we propose BLOCs, a smooth alternative to data cubes that allows kernel density plots to be constructed quickly for large datasets after an initial preprocessing step. To create animations that are smooth even when interrupted, we present LTI animation, a technique that uses LTI filters to create animations that are smooth, even when interrupted. To create zooming and panning animations that are smooth, even when interrupted, we generalize signal processing systems to Riemannian manifolds, resulting in smooth, efficient, and interruptible animations.
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19

LI, Liya. "Advanced flow visualization". The Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=osu1196263993.

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Ojha, Sajan Raj. "Diversity Aware Visualization". Doctoral thesis, Università degli studi di Trento, 2018. https://hdl.handle.net/11572/368979.

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This thesis aims to address a significant issue related with the consumption of diversified data in the field of semantics and knowledge representation by using a framework which allows the data consumption in a generic, scalable and pleasing manner. The work proposes a mixed solution by splitting the issue into four subproblems: how to preserve the richness associated with the data; how to present information about an object in a single or multiple visualization contexts; and to provide a seamless exploration of interconnected entities; and how to design a tool that offers a better user experience. A real-world object can have various representations which lead to data diversity. However, each representation captures a view (mostly partial) of an object. To preserve the richness associated with the data, we follow an entity-centric design approach. In this approach, we represent multiple datasets related to an object as an entity with various properties. An entity is then further categorized in a group according to its similarities or differences. Our contextual model not only considers the transformation of objects as entities but also adapts to various visualization contexts. These contexts are space, list, timeline, and network. We design a multiview visualization framework that allows simultaneous presentation of entities according to these four defined visualization contexts. To allow seamless interaction of data with the users, we emphasized on using a multilayered architecture where: 1)datasets are aggregated and stored using an entity-centric approach, 2) visualized in various contexts and viewpoints simultaneously according to the entity types and users' need. This adaptation is capable enough to facilitate presentation and exploration of diversified data according to users need. To prove the feasibility of our framework, we applied it to visualize diversified data in various settings. Continuous interaction with the end users produced valuable feedback and essential design suggestions. Finally, multiple prototypes were evaluated with the end users to verify their usability. The results obtained were highly favorable.
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21

Ojha, Sajan Raj. "Diversity Aware Visualization". Doctoral thesis, University of Trento, 2018. http://eprints-phd.biblio.unitn.it/2885/1/diversity_aware_visualization.pdf.

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This thesis aims to address a significant issue related with the consumption of diversified data in the field of semantics and knowledge representation by using a framework which allows the data consumption in a generic, scalable and pleasing manner. The work proposes a mixed solution by splitting the issue into four subproblems: how to preserve the richness associated with the data; how to present information about an object in a single or multiple visualization contexts; and to provide a seamless exploration of interconnected entities; and how to design a tool that offers a better user experience. A real-world object can have various representations which lead to data diversity. However, each representation captures a view (mostly partial) of an object. To preserve the richness associated with the data, we follow an entity-centric design approach. In this approach, we represent multiple datasets related to an object as an entity with various properties. An entity is then further categorized in a group according to its similarities or differences. Our contextual model not only considers the transformation of objects as entities but also adapts to various visualization contexts. These contexts are space, list, timeline, and network. We design a multiview visualization framework that allows simultaneous presentation of entities according to these four defined visualization contexts. To allow seamless interaction of data with the users, we emphasized on using a multilayered architecture where: 1)datasets are aggregated and stored using an entity-centric approach, 2) visualized in various contexts and viewpoints simultaneously according to the entity types and users' need. This adaptation is capable enough to facilitate presentation and exploration of diversified data according to users need. To prove the feasibility of our framework, we applied it to visualize diversified data in various settings. Continuous interaction with the end users produced valuable feedback and essential design suggestions. Finally, multiple prototypes were evaluated with the end users to verify their usability. The results obtained were highly favorable.
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22

Öztürk, Muhammed Hüseyin. "A Survey on Cloud Computing and Prospects for Information Visualization". Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-9361.

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Today’s computing vision makes users to access services, applications via lightweight portable devices instead of powerful personal computers (PC). Since today’s applications and services need strong computing power and data storage, raising question will be “Who will provide these 2 attributes if users do not?” Cloud computing trend moves computing power and data storage from users’ side to application infrastructure side. The services that traditionally stored in users’ own computers will move into cloud computing platform and delivered by the Internet to its users. This new platform comes with its own benefits and design characteristics. Since all information data will move into another platform than individual computers, information visualization will be an opportunity field to analyze and maintain the cloud system structure as well as delivering abstract data into meaningful way to end users.
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23

Yi, Xin. "Data visualization in conceptual design: developing a prototype for complex data visualization". Thesis, Blekinge Tekniska Högskola, Institutionen för maskinteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15192.

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In today's highly competitive industries, engineers are driven to not only design a better product to fulfill users' needs but also demanded to develop a product in a short time to occupy the market. With the development of data collection and visualization technology, the application of data visualization into product development to enhance the ability of better product design is a significant trend.  Data visualization becomes more and more important since it could illustrate the valuable information, such as tacit needs and patterns which hidden from data, in a communicated way to help engineers get more inspiration for the conceptual design.   It is not hard to collect data; however, the challenge is to visualize the valuable information from a large number of data concisely and intuitively. In recent years, there are some visualization techniques available for product design, while, most of them are implemented in the later stage of product development, few methods are applicable for conceptual design. Therefore, this thesis is carried out to explore appropriate visualization techniques to provide support for conceptual design.   The aim of this thesis is, in an engineering environment, to investigate ways to visualize complex data legibly and intuitively to enhance engineers’ ability for conceptual design from better understanding the current machine. In order to achieve the objective, a conceptual design case of the improvement of wheel loader fuel consumption is applied, which consisted of plenty of data sets within various parameters, to explore how to reveal the hidden information of complex data for engineers.   As the result of this thesis, a prototype contains a series of visualization techniques is proposed to demonstrate data information from a wheel loader under several visualization situations. The final prototype has the functions of visualizing different operations separately; visualizing the overall fuel consumption in one operation; cluster's patterns visualization; visualizing the impact of one variable on the whole value.
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24

Pérez, Hugo. "Crowd simulation and visualization". Doctoral thesis, Universitat Politècnica de Catalunya, 2019. http://hdl.handle.net/10803/667688.

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Large-scale simulation and visualization are essential topics in areas as different as sociology, physics, urbanism, training, entertainment among others. This kind of systems requires a vast computational power and memory resources commonly available in High Performance Computing HPC platforms. Currently, the most potent clusters have heterogeneous architectures with hundreds of thousands and even millions of cores. The industry trends inferred that exascale clusters would have thousands of millions. The technical challenges for simulation and visualization process in the exascale era are intertwined with difficulties in other areas of research, including storage, communication, programming models and hardware. For this reason, it is necessary prototyping, testing, and deployment a variety of approaches to address the technical challenges identified and evaluate the advantages and disadvantages of each proposed solution. The focus of this research is interactive large-scale crowd simulation and visualization. To exploit to the maximum the capacity of the current HPC infrastructure and be prepared to take advantage of the next generation. The project develops a new approach to scale crowd simulation and visualization on heterogeneous computing cluster using a task-based technique. Its main characteristic is hardware agnostic. It abstracts the difficulties that imply the use of heterogeneous architectures like memory management, scheduling, communications, and synchronization — facilitating development, maintenance, and scalability. With the goal of flexibility and take advantage of computing resources as best as possible, the project explores different configurations to connect the simulation with the visualization engine. This kind of system has an essential use in emergencies. Therefore, urban scenes were implemented as realistic as possible; in this way, users will be ready to face real events. Path planning for large-scale crowds is a challenge to solve, due to the inherent dynamism in the scenes and vast search space. A new path-finding algorithm was developed. It has a hierarchical approach which offers different advantages: it divides the search space reducing the problem complexity, it can obtain a partial path instead of wait for the complete one, which allows a character to start moving and compute the rest asynchronously. It can reprocess only a part if necessary with different levels of abstraction. A case study is presented for a crowd simulation in urban scenarios. Geolocated data are used, they were produced by mobile devices to predict individual and crowd behavior and detect abnormal situations in the presence of specific events. It was also address the challenge of combining all these individual’s location with a 3D rendering of the urban environment. The data processing and simulation approach are computationally expensive and time-critical, it relies thus on a hybrid Cloud-HPC architecture to produce an efficient solution. Within the project, new models of behavior based on data analytics were developed. It was developed the infrastructure to be able to consult various data sources such as social networks, government agencies or transport companies such as Uber. Every time there is more geolocation data available and better computation resources which allow performing analysis of greater depth, this lays the foundations to improve the simulation models of current crowds. The use of simulations and their visualization allows to observe and organize the crowds in real time. The analysis before, during and after daily mass events can reduce the risks and associated logistics costs.
La simulación y visualización a gran escala son temas esenciales en áreas tan diferentes como la sociología, la física, el urbanismo, la capacitación, el entretenimiento, entre otros. Este tipo de sistemas requiere una gran capacidad de cómputo y recursos de memoria comúnmente disponibles en las plataformas de computo de alto rendimiento. Actualmente, los equipos más potentes tienen arquitecturas heterogéneas con cientos de miles e incluso millones de núcleos. Las tendencias de la industria infieren que los equipos en la era exascale tendran miles de millones. Los desafíos técnicos en el proceso de simulación y visualización en la era exascale se entrelazan con dificultades en otras áreas de investigación, incluidos almacenamiento, comunicación, modelos de programación y hardware. Por esta razón, es necesario crear prototipos, probar y desplegar una variedad de enfoques para abordar los desafíos técnicos identificados y evaluar las ventajas y desventajas de cada solución propuesta. El foco de esta investigación es la visualización y simulación interactiva de multitudes a gran escala. Aprovechar al máximo la capacidad de la infraestructura actual y estar preparado para aprovechar la próxima generación. El proyecto desarrolla un nuevo enfoque para escalar la simulación y visualización de multitudes en un clúster de computo heterogéneo utilizando una técnica basada en tareas. Su principal característica es que es hardware agnóstico. Abstrae las dificultades que implican el uso de arquitecturas heterogéneas como la administración de memoria, las comunicaciones y la sincronización, lo que facilita el desarrollo, el mantenimiento y la escalabilidad. Con el objetivo de flexibilizar y aprovechar los recursos informáticos lo mejor posible, el proyecto explora diferentes configuraciones para conectar la simulación con el motor de visualización. Este tipo de sistemas tienen un uso esencial en emergencias. Por lo tanto, se implementaron escenas urbanas lo más realistas posible, de esta manera los usuarios estarán listos para enfrentar eventos reales. La planificación de caminos para multitudes a gran escala es un desafío a resolver, debido al dinamismo inherente en las escenas y el vasto espacio de búsqueda. Se desarrolló un nuevo algoritmo de búsqueda de caminos. Tiene un enfoque jerárquico que ofrece diferentes ventajas: divide el espacio de búsqueda reduciendo la complejidad del problema, puede obtener una ruta parcial en lugar de esperar a la completa, lo que permite que un personaje comience a moverse y calcule el resto de forma asíncrona, puede reprocesar solo una parte si es necesario con diferentes niveles de abstracción. Se presenta un caso de estudio para una simulación de multitud en escenarios urbanos. Se utilizan datos geolocalizados producidos por dispositivos móviles para predecir el comportamiento individual y público y detectar situaciones anormales en presencia de eventos específicos. También se aborda el desafío de combinar la ubicación de todos estos individuos con una representación 3D del entorno urbano. Dentro del proyecto, se desarrollaron nuevos modelos de comportamiento basados ¿¿en el análisis de datos. Se creo la infraestructura para poder consultar varias fuentes de datos como redes sociales, agencias gubernamentales o empresas de transporte como Uber. Cada vez hay más datos de geolocalización disponibles y mejores recursos de cómputo que permiten realizar un análisis de mayor profundidad, esto sienta las bases para mejorar los modelos de simulación de las multitudes actuales. El uso de simulaciones y su visualización permite observar y organizar las multitudes en tiempo real. El análisis antes, durante y después de eventos multitudinarios diarios puede reducir los riesgos y los costos logísticos asociados
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25

Hyouck, Jin Kwon. "Modio : interactive sound visualization /". Electronic version of thesis, 2006. https://ritdml.rit.edu/dspace/handle/1850/2684.

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26

Nises, Joel. "Protein Visualization and Haptics". Thesis, Linköping University, Department of Science and Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-12272.

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Applikationen Chemical Force Feedback (CFF) för haptisk och visuell molekylrendering som har utvecklats på Linköpings Universitet för att testa nyttan av haptik för undervisning av protein-ligand dockning för molekylär livsvetenskap behöver förbättras på ett antal punkter för att bättre kunna fungera som ett komplett

molekylvisualiserings-verktyg. Tidigare projekt som utvecklat applikationen har fokuserat mestadels på den haptiska delen av programmet, vilket gjort att den visuella aspekten kommit efter. Det här examensarbetet har implementerat diverse ny funktionalitet både för att förbättra direkt kännbara aspekter av programmet, samt att lägga grunden för framtida utökningar.

De huvudsakliga förbättringarna som det här exjobbet resulterat i inkluderar: För det första, integration av DSSP-algoritmen i programmet har gjort information om sekundärstrukturen hos protein tillgänglig för visualisering. För det andra, ett nytt renderings-system tillåter rendering av semitransparenta ytor på ett korrekt sätt samtidigt som det skapar en program-struktur som bättre lämpar sig för implementation av nya molekylrepresentationer. För det tredje, en filvals-komponent som fungerar i den haptiska scengrafen har designats för att göra programmets användargränssnitt mer tillgängligt.


The Chemical Force Feedback (CFF) visual and haptic molecule rendering application, being developed at Linköping University to evaluate the use of haptics as a teaching tool for protein-ligand docking in molecular life science requires several additional features to function as a mature protein visualization tool. Previous developments of the application have focused mostly on the haptic part of the program, leaving the visual representation somewhat under-developed.

This thesis project has implemented various features in order to both improve the immediate functionality of the application as well as lay down the foundation for future additions.

The main contributions of this thesis include: Firstly, integration of the DSSP algorithm has provided the application with secondary structure information for the protein visualization. Secondly, a new rendering system has provided support for rendering transparent surfaces in a correct way as well as simplifying future addition of new visual representations of molecules. Thirdly, a file-selection dialog have been implemented using the haptic scenegraph as a step toward the goal of making the user interface of the application more user-friendly.

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27

Tramnitzke, Danny. "Object Call Graph Visualization". Thesis, Växjö University, School of Mathematics and Systems Engineering, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-1674.

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In this thesis an approach to visualize internal behaviour of object oriented software is developed.

The runtime information, which can be described as objects calling other objects, is displayed as a graph consisting of nodes and edges. The aim is to design an application in Java, which takes the runtime information in form of an object call graph and visualizes it as a tree and as a force directed view.

Therefore, first a data model has to be designed, holding an object call sequence. Furthermore, a discussion about graph definition languages and according tools is made. After this different graph layout algorithms are examined as well as graph displaying tools. Finally, the implementation of this visualization program deals with the combination of these three components graph data extraction, graph layout calculation and graph visualization.

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28

Ahlgren, Hannes. "Graph visualization with OpenGL". Thesis, Växjö University, School of Mathematics and Systems Engineering, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-22.

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Vizz3D is a 3D graphics code analysis tool, developed at Växjö University that optionally can use Java3D or OpenGL. However, initially Java3D was the only programming interface used. No other version was considered. Therefore the applications structure was built with the Java3D way of thought in mind. But code visualization with 3D graphics can be a demanding task for the computers processor and its graphics hardware and Java3D is known to be somewhat inefficient. So an OpenGL version was introduced.

This thesis reflects on the work restructuring the application’s code to fit both versions within Vizz3D in a structured and object-oriented way. The thesis shows the efforts to be taken to make an existing ever evolving tool easily extendible to other API’s. Additional aspects of OpenGL specific implementations are discussed throughout the thesis.

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29

MEHMOOD, RAJA MAJID y GULRAIZ IQBAL. "Visualization of Statistical Contents". Thesis, Växjö University, School of Mathematics and Systems Engineering, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-5556.

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Our project presents the research on visualization of statistical contents. Here wewill introduce the concepts of visualization, software quality metrics andproposed visualization technique (line chart). Our aim to study the existingvisualization techniques for visualization of software metrics and then proposedthe visualization approach that is more time efficient and easy to perceive byviewer.In this project, we focus on the practical aspects of visualization of multipleprojects with respect to the versions and metrics. This project also gives animplementation of proposed visualization techniques of software metrics. In thisresearch based work, we have to compare practically the proposed visualizationapproaches. We will discuss the software development life cycle of our proposedvisualization system, and we will also describe the complete softwareimplementation of implemented software.

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30

Mei, Yuanxun. "Visualization of Wine Attributes". Thesis, Växjö University, School of Mathematics and Systems Engineering, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-6159.

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As the development of the Internet and the rapid increase of data, information visualization is becoming more and more popular. Since human eyes receive visual information very quick and easy, the visualization can make complex and large data more understandable.

Describing sensory perceptions, such as taste, is a challenging task. For a customer, the visualization of the taste of a specific wine together with the other wine attributes such as color and grape type would help him/her choose the right one.    In the thesis, two suitable representations of wine attributes are implemented. And, the final system contains two parts. One is a user interface generating his/her fingerprint based on the two representations. The other one is generating the fingerprints of all wines in a database, and save these fingerprints as images. If the user compares his/her wine fingerpr

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31

White, Matthew S. "Visualization in Jazz Improvisation". Scholarly Repository, 2011. http://scholarlyrepository.miami.edu/oa_dissertations/561.

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Three prominent jazz trumpeters, who cite visual experiences of colors, shapes, contours, or transcription – elements not directly related to the aural information typically described in the improvisational process – were selected and interviewed for this study. Each subject was asked to describe their conscious processes and visual experiences while improvising, with emphasis on personal development, content and musical intent. Additionally, each subject selected a recorded improvised solo to be analyzed and discussed, comparing traditional musical analytical techniques to their corresponding visual experiences. Pedagogical elements related to jazz education and personal practice were also included.
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32

Tam, Chi Man. "Visualization of meteorological data". Thesis, University of Macau, 2008. http://umaclib3.umac.mo/record=b1807116.

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33

Pang, Cheong Iao. "Map-like Wikipedia visualization". Thesis, University of Macau, 2011. http://umaclib3.umac.mo/record=b2550683.

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34

Mehmood, Raja Majid y Gulraiz Iqbal. "Visualization of Statistical Contents". Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-8583.

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Our project presents the research on visualization of statistical contents. Here wewill introduce the concepts of visualization, software quality metrics andproposed visualization technique (line chart). Our aim to study the existingvisualization techniques for visualization of software metrics and then proposedthe visualization approach that is more time efficient and easy to perceive byviewer.In this project, we focus on the practical aspects of visualization of multipleprojects with respect to the versions and metrics. This project also gives animplementation of proposed visualization techniques of software metrics. In thisresearch based work, we have to compare practically the proposed visualizationapproaches. We will discuss the software development life cycle of our proposedvisualization system, and we will also describe the complete softwareimplementation of implemented software.
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35

Köstinger, Harald. "ViNCent – Visualization of NetworkCentralities". Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10793.

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In the area of information visualization social or biological networks are visualized ina way so that they can be explored easily and one can get more information about thestructure of the network out of it. The use of network centralities in the field of network analysis plays an importantrole when it comes to the rating of the relative importance of vertices within the networkstructure based on the neighborhood of them. Such a single network can be renderedeasily by the use of standard graph drawing algorithms. But it is not only the explorationof one centrality which is important. Furthermore, the comparison of two or more of themis important to get some further meaning out of it. When visualizing the comparisonof two or more network centralities we are facing new problems of how to visualizethem in a way to get out the most meaning of it. We want to be able to track all thechanges in the networks between two centralities as well as visualize the single networksas best as possible. In the life sciences centrality measures help scientists to understand theunderlying biological processes and have been successfully applied to different biologicalnetworks. The aim of the thesis is it to overcome those problems and to come up with a new solutionof how to visualize networks and its centralities. This thesis introduces a new way ofrendering networks including their centrality values along a circular view. Researches canthen be focused on the exploration of the centrality values including the network structure,without dealing with visual clutter or occlusions of nodes. Furthermore, filtering based instatistical data concerning the datasets and centrality values support this.
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36

Braunisch, Jan. "Language Independent Speech Visualization". Thesis, Linköpings universitet, Reglerteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71040.

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A speech visualization system is proposed thatcould be used by a deaf person for understanding speech.Several novel techniques are proposed, including: (1) Minimizing spectral leakage in the Fourier transform by using avariable-length window. (2) Making use of the fact that there is no spectral leakage in order to calculate how much of the energy of the speech signal is due to its periodic component vs. its nonperiodic component. (3) Modelling the mouth and lips as a band-pass filter and estimating the central frequency and bandwidth of this filter in order to assign colours tounvoiced speech sounds.
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37

Tyboni, Cecilia. "Visualization of Dynamic Information". Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-12422.

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Sandvik IT Services (SITS) ambition is to provide a smooth and suitable IT environment for the whole Sandvik organization. The idea is that SITS should provide end-to-end solutions globally in an efficient manner. To ensure that they can provide this, they have to be efficient in their work. To handle problems regarding incident and support, they have a large TV screen that shows important information about different processes. The demand for the information has increased; therefore the information displayed on the screen has also increased. Today, the amount of information on the screen is too big and it makes the information difficult to read and absorb. This work will help make SITS application management more effective in the future. Through Workshops for both managers and developers, it is necessary to find out the difference of what SITS requires to diversify priority information. And also be able to view the information in a user-friendly way, a layout of the information is suggested. The result of this work is to produce a design proposal.
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38

Osana, Helena Patricia. "Visualization in syllogistic reasoning". Thesis, University of British Columbia, 1989. http://hdl.handle.net/2429/28449.

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The purpose of this study was to compare the effects of three different methods for teaching syllogistic reasoning. Two of the instructional methods contained visual constructs and the other consisted only of non-visual (verbal) explanations. The literature suggested that visual aids enhance performance in problem solving tasks. Of primary concern, therefore, were the effects of the visual methods compared to the non-visual approach. All methods were developed for the micro-computer. The visual approaches were modelled after two theories of syllogistic reasoning behaviour. Erickson (1974) provided the basis for the Venn diagram method and Johnson-Laird & Steedman (1978) developed the necessary details for the Sample Representation method. The findings of this study were: (1) The Venn diagram method resulted in significantly greater syllogistic reasoning than both the Sample Representation and the Non-visual methods. (2) Surprisingly, the Non-visual method resulted in significantly greater syllogistic reasoning than the Sample Representation method.
Education, Faculty of
Curriculum and Pedagogy (EDCP), Department of
Graduate
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39

Stange, Yuri. "Visualization of Code Flow". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-162108.

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Visual representation of Control Flow Graphs (CFG) is a feature available in many tools, such as decompilers. These tools often rely on graph drawing frameworks which implement the Sugiyama hierarchical style graph drawing method, a well known method for drawing directed graphs. The main disadvantage of the Sugiyama framework, is the fact that it does not take into account the nature of the graph to be visualized, specically loops are treated as second class citizens. The question this paper attempts to answer is; how can we improve the visual representation of loops in the graph? A method based on the Sugiyama framework was developed and implemented in Qt. It was evaluated by informally interviewing test subjects, who were allowed to test the implementation and compare it to the normal Sugiyama. The results show that all test subjects concluded that loops, as well as the overall representation of the graph was improved, although with reservations. The method presented in this paper has problems which need to be adressed, before it can be seen as an optimal solution for drawing Control Flow Graphs.
Visuell representation av flödesscheman (eng. Control Flow Graph, CFG) är en funktion tillgänglig hos många verktyg, bland annat dekompilerare. Dessa verktyg använder sig ofta av grafritande ramverk som implementerar Sugiyamas metod för uppritning av hierarkiska grafer, vilken är en känd metod för uppritning av riktade grafer. Sugiyamas stora nackdelär att metoden inte tar hänsyn till grafens natur, loopar i synnerhet behandlas som andra klassens medborgare. Frågeställningen hos denna rapport är; Hur kan vi förbättra den visuella representationen av loopar i en graf? En metod som bygger vidare på Sugiyama-ramverket utvecklades och implementerades i Qt. Metoden testades genom att hålla informella kvalitativa intervjuer med testpersoner, vilka fick testa implementeringen och jämföra den med den vanliga Sugiyama-metoden. Resultaten visar att alla testpersonerna stämmer in på att loopar, så väl som den overskådliga representionen av grafen förbättrades, dock med vissa reservationer. Metoden som presenteras i denna rapport har vissa problem, vilka bör adresseras innan den kan ses som en optimal lösning för uppritning av flödesscheman.
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40

Hagdahl, Stefan. "Visualization using 3D Monitor". Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5321.

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Many companies over the years have been working with enhancing the visual effect of monitors and television with 3D glasses and such. There is a new form of 3D viewing right now; Spatial View is the one I know most about. Their technology includes a barrier panel technology which aligns the right and left eye simultaneously giving the person looking at the monitor a 3D viewing. Spatial View has developed an API that can be easily included in games and rendering applications to enable this 3D visualization and this thesis is about the computer performance cost. The API works in such a way that it takes 5 images of the current scene the camera is looking at in the game or rendering application and interlace them together to produce 1 image to be displayed on screen. Combining this with the monitor technique gives the visual effect. The 5 different camera angles that are produced can be a strain on the performance, meaning that the rendering API in this case Direct3D 9.0c has to render everything 5 times each frame. This can slow down the frame rate of the game, which is very important for the game to run smoothly. This thesis main focus is to understand the correlation between the number of camera angles and rendering time for Direct3D 9.0c, is it linear or exponential. By having access to Spatial View’s Direct3D 9.0c API, I was able to construct a test application which could answer the hypothesis. Six tests were used to investigate this with different numbers of camera angle to see the impact on rendering time. Using one, two and five camera angles for the test with large cubes (big enough to almost cover the screen) and small cubes (almost small enough to not see). After seeing the rendering time and understanding the API from Spatial View’s, a theory about reducing the rendering time arose. This theory will be explained throughout the thesis and discussed; it includes using Direct3D 10.0 with geometry instancing.
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41

Nilsson, Olof. "Visualization of live search". Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102448.

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The classical search engine result page is used for many interactions with search results. While these are effective at communicating relevance, they do not present the context well. By giving the user an overview in the form of a spatialized display, in a domain that has a physical analog that the user is familiar with, context should become pre-attentive and obvious to the user. A prototype has been built that takes public medical information articles and assigns these to parts of the human body. The articles are indexed and made searchable. A visualization presents the coverage of a query on the human body and allows the user to interact with it to explore the results. Through usage cases the function and utility of the approach is shown.
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42

Ulhagen, Victor. "Data visualization on Android". Thesis, Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-7627.

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The project discussed in this thesis was initiated by the Swedish IT company Ninetech in an effort to simplify maintenance of the company's server farm. The proposed method of simplifying maintenance was to create an Android application capable of visualizing key elements of the server farm. Since the internal information that the application should expose is of a classied nature, the whole system needs to be secured to prevent unauthorized access. This thesis describes the development of an Android application as well as a server application handling the communication between the Android application and the server farm information service.
Data visualization on Android
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43

Riley, Patrick Anthony Meahan. "Visualization in discrete mathematics". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ38404.pdf.

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44

Oklah, Mohammad. "Visualization of internet traffic /". Leeds : University of Leeds, School of Computer Studies, 2008. http://www.comp.leeds.ac.uk/fyproj/reports/0708/Oklah.pdf.

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45

Archambault, Daniel William. "Feature-based graph visualization". Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/2839.

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A graph consists of a set and a binary relation on that set. Each element of the set is a node of the graph, while each element of the binary relation is an edge of the graph that encodes a relationship between two nodes. Graph are pervasive in many areas of science, engineering, and the social sciences: servers on the Internet are connected, proteins interact in large biological systems, social networks encode the relationships between people, and functions call each other in a program. In these domains, the graphs can become very large, consisting of hundreds of thousands of nodes and millions of edges. Graph drawing approaches endeavour to place these nodes in two or three-dimensional space with the intention of fostering an understanding of the binary relation by a human being examining the image. However, many of these approaches to drawing do not exploit higher-level structures in the graph beyond the nodes and edges. Frequently, these structures can be exploited for drawing. As an example, consider a large computer network where nodes are servers and edges are connections between those servers. If a user would like understand how servers at UBC connect to the rest of the network, a drawing that accentuates the set of nodes representing those servers may be more helpful than an approach where all nodes are drawn in the same way. In a feature-based approach, features are subgraphs exploited for the purposes of drawing. We endeavour to depict not only the binary relation, but the high-level relationships between features. This thesis extensively explores a feature-based approach to graph vi sualization and demonstrates the viability of tools that aid in the visual ization of large graphs. Our contributions lie in presenting and evaluating novel techniques and algorithms for graph visualization. We implement five systems in order to empirically evaluate these techniques and algorithms, comparing them to previous approaches.
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46

Almerfors, Mattias. "Visualization of Personalization Information". Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-97829.

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There has been an increasing use of Internet as an information source and also as a new channel for business-to-business and business-to-consumer communication. This has lead to an increasing need for understanding web traffic and especially a growing need for analyzing this traffic, which demands new analysis tools. The objective for this study was to create an application framework for visualizing XML-formatted data representing web traffic reports. Visualization in two dimensions is created by using Batik, a Java ™ toolkit with the purpose of transforming a well formed XML document into a SVG document and then transcode this into an image format supported by today’s web browsers. Visualization in three dimensions is created by using the Java3D API. In order to create an aesthetically well-balanced graph in three dimensions representing a model of the web traffic on a site, the framework uses a layout algorithm called Graphical Embedder (GEM). This is a force-directed algorithm which uses physical analogy to model the graph. GEM emphasises the spring force approach combined with simulated annealing and the detection of oscillations and rotations. The design of the framework is built up using J2EE techniques. At the front-end this application framework uses JSP and Applet showing the graph for a customer using this service. At the back-end the framework uses Servlets combined with a Filter.
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47

Grant, C. A. McK. "Software visualization in Prolog". Thesis, University of Cambridge, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.599612.

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Software visualization (SV) uses computer graphics to communicate the structure and behaviour of complex software and algorithms. One of the important issues in this field is how to specify SV, because existing systems are very cumbersome to specify and implement, which limits their effectiveness and hinders SV from being integrated into professional software development tools. In this dissertation the visualization process is decomposed into a series of formal mappings, which provides a formal foundation, and allows separate aspects of visualization to be specified independently. The first mapping specifies the information content of each view. The second mapping specifies a graphical representation of the information, and a third mapping specifies the graphical components that make up the graphical representation. By combining different mappings, completely different views can be generated. The approach has been implemented in Prolog to provide a very high level specification language for information visualization, and a knowledge engineering environment that allows data queries to tailor the information in a view. The output is generated by a graphical constraint solver that assembles the graphical components into a scene. This system provides a framework for SV called Vmax. Source code and run-time data are analyzed by Prolog to provide access to information about the program structure and run-time data for a wide range of highly interconnected browsable views. Different views and means of visualization can be selected from menus. An automatic legend describes each view, and can be interactively modified to customize how data is presented. A text window for editing source code is synchronized with the graphical view. Vmax is a complete Java development environment and end user SV system. Vmax compares favourably to existing SV systems in many taxonometric criteria, including automation, scope, information content, graphical output form, specification, tailorability, navigation, granularity and elision control. The performance and scalability of the new approach is very reasonable.
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48

Müller, Richard. "Software Visualization in 3D". Doctoral thesis, Universitätsbibliothek Leipzig, 2015. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-164699.

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The focus of this thesis is on the implementation, the evaluation and the useful application of the third dimension in software visualization. Software engineering is characterized by a complex interplay of different stakeholders that produce and use several artifacts. Software visualization is used as one mean to address this increasing complexity. It provides role- and task-specific views of artifacts that contain information about structure, behavior, and evolution of a software system in its entirety. The main potential of the third dimension is the possibility to provide multiple views in one software visualization for all three aspects. However, empirical findings concerning the role of the third dimension in software visualization are rare. Furthermore, there are only few 3D software visualizations that provide multiple views of a software system including all three aspects. Finally, the current tool support lacks of generating easy integrateable, scalable, and platform independent 2D, 2.5D, and 3D software visualizations automatically. Hence, the objective is to develop a software visualization that represents all important structural entities and relations of a software system, that can display behavioral and evolutionary aspects of a software system as well, and that can be generated automatically. In order to achieve this objective the following research methods are applied. A literature study is conducted, a software visualization generator is conceptualized and prototypically implemented, a structured approach to plan and design controlled experiments in software visualization is developed, and a controlled experiment is designed and performed to investigate the role of the third dimension in software visualization. The main contributions are an overview of the state-of-the-art in 3D software visualization, a structured approach including a theoretical model to control influence factors during controlled experiments in software visualization, an Eclipse-based generator for producing automatically role- and task-specific 2D, 2.5D, and 3D software visualizations, the controlled experiment investigating the role of the third dimension in software visualization, and the recursive disk metaphor combining the findings with focus on the structure of software including useful applications of the third dimension regarding behavior and evolution.
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49

Rohrschneider, Markus. "Visualization of Metabolic Networks". Doctoral thesis, Universitätsbibliothek Leipzig, 2015. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-160528.

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The metabolism constitutes the universe of biochemical reactions taking place in a cell of an organism. These processes include the synthesis, transformation, and degradation of molecules for an organism to grow, to reproduce and to interact with its environment. A good way to capture the complexity of these processes is the representation as metabolic network, in which sets of molecules are transformed into products by a chemical reaction, and the products are being processed further. The underlying graph model allows a structural analysis of this network using established graphtheoretical algorithms on the one hand, and a visual representation by applying layout algorithms combined with information visualization techniques on the other. In this thesis we will take a look at three different aspects of graph visualization within the context of biochemical systems: the representation and interactive exploration of static networks, the visual analysis of dynamic networks, and the comparison of two network graphs. We will demonstrate, how established infovis techniques can be combined with new algorithms and applied to specific problems in the area of metabolic network visualization. We reconstruct the metabolic network covering the complete set of chemical reactions present in a generalized eucaryotic cell from real world data available from a popular metabolic pathway data base and present a suitable data structure. As the constructed network is very large, it is not feasible for the display as a whole. Instead, we introduce a technique to analyse this static network in a top-down approach starting with an overview and displaying detailed reaction networks on demand. This exploration method is also applied to compare metabolic networks in different species and from different resources. As for the analysis of dynamic networks, we present a framework to capture changes in the connectivity as well as changes in the attributes associated with the network’s elements.
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50

García-Osorio, César. "Data mining and visualization". Thesis, University of Exeter, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.414266.

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