An Information-Theoretic Approach to the Cost-benefit Analysis of Visualization in Virtual Environments

Min Chen, Kelly Gaither, Nigel W. John, Brian McCann

Research output: Contribution to journalArticle

Abstract

Visualization and virtual environments (VEs) have been two interconnected parallel strands in visual computing for decades. Some VEs have been purposely developed for visualization applications, while many visualization applications are exemplary showcases in general-purpose VEs. Because of the development and operation costs of VEs, the majority of visualization applications in practice have yet to benefit from the capacity of VEs. In this paper, we examine this status quo from an information-theoretic perspective. Our objectives are to conduct cost-benefit analysis on typical VE systems (including augmented and mixed reality, theater-based systems, and large powerwalls), to explain why some visualization applications benefit more from VEs than others, and to sketch out pathways for the future development of visualization applications in VEs. We support our theoretical propositions and analysis using theories and discoveries in the literature of cognitive sciences and the practical evidence reported in the literatures of visualization and VEs.

LanguageEnglish (US)
JournalIEEE Transactions on Visualization and Computer Graphics
DOIs
StateAccepted/In press - Aug 19 2018

Fingerprint

Cost benefit analysis
Virtual reality
Visualization
Theaters

Keywords

  • Augmented reality
  • augmented reality
  • cognitive sciences
  • cost-benefit analysis
  • Data visualization
  • four levels of visualization
  • Guidelines
  • immersive analytics
  • information theory
  • Measurement
  • mixed reality
  • Theory of visualization
  • Virtual environments
  • virtual environments
  • virtual reality
  • Visualization
  • visualization applications

ASJC Scopus subject areas

  • Software
  • Signal Processing
  • Computer Vision and Pattern Recognition
  • Computer Graphics and Computer-Aided Design

Cite this

@article{a0f29d59523c4405abf6fd0d0df90683,
title = "An Information-Theoretic Approach to the Cost-benefit Analysis of Visualization in Virtual Environments",
abstract = "Visualization and virtual environments (VEs) have been two interconnected parallel strands in visual computing for decades. Some VEs have been purposely developed for visualization applications, while many visualization applications are exemplary showcases in general-purpose VEs. Because of the development and operation costs of VEs, the majority of visualization applications in practice have yet to benefit from the capacity of VEs. In this paper, we examine this status quo from an information-theoretic perspective. Our objectives are to conduct cost-benefit analysis on typical VE systems (including augmented and mixed reality, theater-based systems, and large powerwalls), to explain why some visualization applications benefit more from VEs than others, and to sketch out pathways for the future development of visualization applications in VEs. We support our theoretical propositions and analysis using theories and discoveries in the literature of cognitive sciences and the practical evidence reported in the literatures of visualization and VEs.",
keywords = "Augmented reality, augmented reality, cognitive sciences, cost-benefit analysis, Data visualization, four levels of visualization, Guidelines, immersive analytics, information theory, Measurement, mixed reality, Theory of visualization, Virtual environments, virtual environments, virtual reality, Visualization, visualization applications",
author = "Min Chen and Kelly Gaither and John, {Nigel W.} and Brian McCann",
year = "2018",
month = "8",
day = "19",
doi = "10.1109/TVCG.2018.2865025",
language = "English (US)",
journal = "IEEE Transactions on Visualization and Computer Graphics",
issn = "1077-2626",
publisher = "IEEE Computer Society",

}

TY - JOUR

T1 - An Information-Theoretic Approach to the Cost-benefit Analysis of Visualization in Virtual Environments

AU - Chen, Min

AU - Gaither, Kelly

AU - John, Nigel W.

AU - McCann, Brian

PY - 2018/8/19

Y1 - 2018/8/19

N2 - Visualization and virtual environments (VEs) have been two interconnected parallel strands in visual computing for decades. Some VEs have been purposely developed for visualization applications, while many visualization applications are exemplary showcases in general-purpose VEs. Because of the development and operation costs of VEs, the majority of visualization applications in practice have yet to benefit from the capacity of VEs. In this paper, we examine this status quo from an information-theoretic perspective. Our objectives are to conduct cost-benefit analysis on typical VE systems (including augmented and mixed reality, theater-based systems, and large powerwalls), to explain why some visualization applications benefit more from VEs than others, and to sketch out pathways for the future development of visualization applications in VEs. We support our theoretical propositions and analysis using theories and discoveries in the literature of cognitive sciences and the practical evidence reported in the literatures of visualization and VEs.

AB - Visualization and virtual environments (VEs) have been two interconnected parallel strands in visual computing for decades. Some VEs have been purposely developed for visualization applications, while many visualization applications are exemplary showcases in general-purpose VEs. Because of the development and operation costs of VEs, the majority of visualization applications in practice have yet to benefit from the capacity of VEs. In this paper, we examine this status quo from an information-theoretic perspective. Our objectives are to conduct cost-benefit analysis on typical VE systems (including augmented and mixed reality, theater-based systems, and large powerwalls), to explain why some visualization applications benefit more from VEs than others, and to sketch out pathways for the future development of visualization applications in VEs. We support our theoretical propositions and analysis using theories and discoveries in the literature of cognitive sciences and the practical evidence reported in the literatures of visualization and VEs.

KW - Augmented reality

KW - augmented reality

KW - cognitive sciences

KW - cost-benefit analysis

KW - Data visualization

KW - four levels of visualization

KW - Guidelines

KW - immersive analytics

KW - information theory

KW - Measurement

KW - mixed reality

KW - Theory of visualization

KW - Virtual environments

KW - virtual environments

KW - virtual reality

KW - Visualization

KW - visualization applications

UR - http://www.scopus.com/inward/record.url?scp=85052641061&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=85052641061&partnerID=8YFLogxK

U2 - 10.1109/TVCG.2018.2865025

DO - 10.1109/TVCG.2018.2865025

M3 - Article

JO - IEEE Transactions on Visualization and Computer Graphics

T2 - IEEE Transactions on Visualization and Computer Graphics

JF - IEEE Transactions on Visualization and Computer Graphics

SN - 1077-2626

ER -