Proceedings Articles |
2014 |
Müller, Richard; Kovacs, Pascal; Schilbach, Jan; Zeckzer, Dirk: How to Master Challenges in Experimental Evaluation of 2D versus 3D Software Visualizations. In: IEEE VIS 2014 International Workshop on 3DVis: Does 3D really make sense for Data Visualization?, Paris, France, 2014. (Type: Proceedings Article | Abstract | Links | BibTeX | Tags: 2D, 3D, controlled experiment, software visualization, virtual reality)@inproceedings{Muller2014b, Software visualizations in 3D and virtual reality are an interesting and debated research topic in academia. However, the benefits and drawbacks of 3D software visualizations in immersive environments compared to its 2D counterparts are not very well understood due to the lack of empirical evaluations. The challenge is to plan valid experiments with analogous 2D and 3D visualization techniques, while avoiding various influence factors and minimizing the threats to validity. In this paper, we present an experiment as part of a series using a structured approach to meet these challenges. |
2012 |
Mory, Maik; Masik, Steffen; Müller, Richard; Köppen, Veith: Exposing Proprietary Virtual Reality Software to Nontraditional Displays. In: 20th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, Pilsen, Czech Republic, 2012. (Type: Proceedings Article | Abstract | Links | BibTeX | Tags: distributed rendering, generative programming, interoperability, multicast, nontraditional display, opengl, virtual reality)@inproceedings{Mory2012, Nontraditional displays just started their triumph. In contrast to traditional displays, which are plane and rectangular, they do not only differ in design and architecture; they also implicate different semantics and pragmatics in the rendering pipeline. We strive for a generic solution that couples legacy applications with nontraditional displays. In this paper, we present an architecture and a respective experiment, which exposes a proprietary virtual reality software to a 360 degree virtual environment. Therefore we introduce a rigorous master-slave design. The proposed architecture requires discussion of the following details: how to access a proprietary application's OpenGL stream; how to transmit the OpenGL stream efficiently in a clustered rendering setup; how to process the OpenGL stream for adaption to nontraditional display semantics; and how to deal with the arising code complexity, withal. Our design decisions are highly interdependent. The presented architecture overcomes limitations, which were implied by client-server design in earlier work. The proposed rigorous master-slave design is totally transparent to the client software, and reduces interdependencies between rendering software and rendering clusters. Thus, it inherently reduces network round trips and promotes the use of scalable multicast. Our architecture is tested in a reproducible experiment, which provides a qualitative proof of concept. |
Miscellaneous |
2011 |
Eisenecker, Ulrich; Müller, Richard; Kovacs, Pascal; Schilbach, Jan: Software sehen und verstehen. Uni-Journal, 2011. (Type: Miscellaneous | BibTeX | Tags: software visualization, virtual reality)@misc{Eisenecker2011a, |
Publications
Proceedings Articles |
2014 |
How to Master Challenges in Experimental Evaluation of 2D versus 3D Software Visualizations. In: IEEE VIS 2014 International Workshop on 3DVis: Does 3D really make sense for Data Visualization?, Paris, France, 2014. | :
2012 |
Exposing Proprietary Virtual Reality Software to Nontraditional Displays. In: 20th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, Pilsen, Czech Republic, 2012. | :
Miscellaneous |
2011 |
Software sehen und verstehen. Uni-Journal, 2011. | :