Deimos: A Grammar of Dynamic Embodied Immersive Visualisation Morphs and Transitions

Mixed Reality WorkspacesInteractive Data VisualizationMedical & Scientific Data VisualizationUniversity Professors & ResearchersSoftware Engineers & DevelopersHCI Researchers

Title of the Paper

Deimos: A Grammar of Dynamic Embodied Immersive Visualization Morphs and Transitions

Paper Information

  • Domain: Data Visualization and Interaction, Immersive Analytics
  • Keywords: Immersive Analytics, Data Visualization, Animated Transitions, Embodied Interaction, User Study, Grammar

Research Background and Problem

  • What problems or challenges did the authors identify?

    • Current research on data visualization animations primarily focuses on 2D environments, often limited to desktop-based interaction and viewing modes.
    • The integration of animation and interaction design has not been deeply explored in immersive environments, particularly lacking a unified language or grammar to define immersive interactive animations.
    • Development of immersive analytics tools lags behind, with existing tools lacking the capability to support rapid design and prototyping of embodied interactions.
  • Why is this problem important?

    • The combination of animation and interaction can enhance users' understanding of data changes and better leverage the advantages of immersive environments, such as supporting embodied and spatial interactions.
    • Immersive analytics is becoming a critical technological direction in scientific research, education, and industrial practices.
  • Motivation and Related Work

    • Previous animation research has mainly focused on data changes in desktop environments, such as using time sliders to control animation playback.
    • Existing immersive analytics tools (e.g., DXR, IATK) provide basic data visualization functionalities, but their interaction designs are relatively limited.
    • The authors aim to develop a grammar that deeply integrates animation and interaction, supporting data exploration and presentation in immersive environments.

Solution

  • What methods or solutions did the authors propose?

    • The authors designed and implemented Deimos, a declarative grammar for defining dynamic interactive animation transitions (referred to as "morphs") in immersive environments.
    • Deimos is based on a state machine, consisting of states, transitions, and signals, and can dynamically adapt to different visualization configurations.
  • What are the innovative aspects of this solution?

    • Dynamic Adaptability: Morphs can adapt to various visualization configurations, allowing a specified animation to be applied to different types of charts.
    • Support for Embodied Interaction: By introducing "signals," Deimos provides responsiveness to user actions (e.g., gestures, head position) and environmental relationships.
    • Bidirectional Transitions and State Pruning: Supports bidirectional triggering of animations and advanced state machine features, enhancing design flexibility.
    • Comprehensive Interaction Style Support: Supports both embodied interaction and traditional WIMP (Windows, Icons, Menus, Pointer) interaction systems.
  • What are the implementation steps and key technologies used?

    • Grammar Design: Morphs are described using JSON, specifying states, transitions, and signals, including support for dynamic property substitution and complex condition handling.
    • Immersive Environment Implementation: Built on the Unity game engine and the DXR toolkit, with extended support for custom signals and animation control.
    • Case Study Validation: The authors designed example Morphs (e.g., tilting maps, splitting bar charts) to demonstrate the expressive power of the grammar.
    • User Study Evaluation: Feedback from six experts in immersive analytics was used to assess the usability and potential of Deimos.

Research Outcomes

  • What specific outcomes were achieved?

    • Designed a grammar, Deimos, for animations and interactions in immersive environments.
    • Developed an open-source toolkit for rapid prototyping and animation interaction design.
    • Provided a set of case studies demonstrating the grammar's expressive capabilities, such as gesture-based chart transformations and multi-state interactions.
  • How does it compare to existing solutions?

    • Visualization animations can dynamically adapt to various configurations, extending their use to a wider range of analytical scenarios.
    • Introduced a signal mechanism supporting embodied interactions, making interaction design more suited to immersive environments.
    • For immersive data analysis, Deimos integrates animation, interaction, and environmental awareness into a unified design space.
  • What are the experimental or evaluation results?

    • Expert user studies indicate that Deimos is a powerful and expressive grammar. Users were able to independently design their own Morphs using the grammar and expressed interest in applying its concepts to their research.
    • Feedback highlighted the grammar's potential in adaptability and interaction design while suggesting improvements in the learning curve and tool usability for future iterations.
  • Limitations and Future Directions

    • Limitations: The grammar design is complex, with a steep learning curve for beginners; the toolkit depends on specific visualization frameworks (e.g., DXR), and scalability for scalar data is limited.
    • Future Directions: Develop immersive animation features supporting data transformations; conduct comparative studies on the use of Deimos in real-world data analysis and storytelling; explore GUI integration to enable non-programmers to quickly design animations using the grammar.

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https://hci.top/en/papers/chi/95898/2023

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DOI: https://doi.org/10.1145/3544548.3580754
At a Glance

Paper Snapshot

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Source
CHI
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Year
2023
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Authors
6 authors
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Subtopics
Mixed Reality Workspaces, Interactive Data Visualization, Medical & Scientific Data Visualization
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Professions
University Professors & Researchers, Software Engineers & Developers, HCI Researchers
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