Submissions Phase II (statements, sketches, future paper abstracts)

2100 : brain improved pre-attentive capabilities (11/9/2014) by Yvonne

As brain-computer interaction became available it was clear people didn’t want more information gushing toward their brain liked fire-hose aimed at a teacup  (see Dilbert comic strip) but a piece of electronic plugged near the back of the brain found a much clever way to improve our capabilities : increase pre-attentive features we are able to recognize ! The processor take information flow directly at the start of our optical nerve and process all kind of computer vision processing in parallel. Results are then added to the normal flow of information our brain receive from tour eyes. If this technology was first created to give back sight to blind people it allows now to distinguish an unhappy face among 200 happy one like a red square among blue ones. Fortunately the pre-attentive processor can be switched off or be tweaked to reveal boolean combination of features (with no interference between features obviously !). Anyway anyone can now have a look at a very messy scatterplot or any hairball graph and patterns just pop up to our eyes 2.0.

20π (11/6/2014) by Yvonne

We humbly attach here the results of an Exquisite Corpse experiment conducted with our students, envisioning a grey-sky future of small people & large computers, nasal and inflatable and null future visualisation strategies. We note also an increasing convergence with the practice of ‘visualisation’ as practiced by witches and druids in the west of England.

2024 – Wearable Visualization Can Provide Sporting Advantage (11/4/2014) by Yvonne

We establish the positive effects of visualizing information about current performance and location on sports garments using TechStyle – a densely woven highly wicking fabric that permits visualization. Our design uses broad single-colour bands near the cuffs of long-sleeved garments to aid navigation. Lighter colours on the left and right sleeves are used to direct wearers left or right respectively. Additional bands on the forearm are used to show heart-rate and power output as detected by the fabric.
These subtle means of informing wearers of their location and performance were tested ‘in the wild’ in four contexts involving three sports and both professional and recreational levels of performance: in orienteering at a training day, in triathlon at a regional event and in cycling with the UK Youth Development Squad and on a recreational ride during Le Tour de VIS 2023.
In the first case (orienteering/performance) all athletes wore TechStyle with a visualization group outperforming a control group in terms of the extent to which actual race times improved upon times predicted using historical performance data. Analysis of literals suggests that the navigation visualization was beneficial. In the triathlon event (recreational) ten athletes wore TechStyle and our qualitative analysis showed no effect in terms of navigation and no benefit to the performance visualization. Qualitative analysis in the performance cycling case indicated that the feedback on heart rate was useful to riders and an improvement upon the existing ways of accessing this information. Cyclists suggested alternative means of providing this information both numerically and graphically and requested a time series. However, the navigation aids were not deemed to be beneficial. Qualitative analysis in the recreational cycling case found the opposite – cyclists considered the navigational aids to be effective and useful but not the performance indicators. The riders liked the jerseys and the fabric nevertheless and suggested the possibility of a placebo effect on performance.
We conclude that TechStyle can provide advantage in some sporting contexts, even with relatively simple graphical depictions of data. The extent to which this is the case will depend upon the event, level of performance and priorities of the participants. This suggests the need for designs that are more context and perhaps athlete specific or more flexible than those used here to improve performance more widely.

2019: Hidden Workstations Everywhere — Personal Computing for Visualization in the Mature Cloud Era (11/3/2014) by Yvonne

In just five short years, visualization, HPC and data analysis users will need to constantly remind themselves which resource they’re working on as they run dozens of virtualization clients on devices from tablets and laptops to wristwatches and headsets. The desktop will not be truly dead — just lonely — living either in an empty office or in a machine room. But it will be busy. New CPU and manycore architectures, cheap memory, and the demands of scalable ray tracing and database algorithms will bring about a return of mid-scale shared-memory computing. Visualization clusters and cloud resources will increasingly consist of “fat nodes”, operated interactively as opposed to in batch. For the foreseeable future, the occasional need for root access, large displays and a real mouse and keyboard to interact and code will bring researchers back to the office to work on their personal machines, before heading off to the next conference to actually do work on them.


2029 – The Cynical Ergonomist: A day in the life of a police intelligence analyst in 2029 (10/28/2014) by Yvonne

In a popular dystopian future where life is tough for young adults, there is still street crime, and still a need for crime analysts.  There was once a time where analysts used screens no bigger than 17 inches, and visual analytic systems simply supported decisions, rather than making their own.  Let’s jump to 2029 and spend a day with police crime analyst Alex Murphy, who doesn’t always get on with modern technology, to see how things have changed.

2020 -Welcome to the Visual Home: BC Architects, planners and researchers prototype visualization services for informative buildings (10/28/2014) by Yvonne

What happens when data are ubiquitous in our lives, our homes are completely networked, and information pertinent to decisions we make in daily life are virtually at our fingertips? The approach that hallmarked the first decades of the digital home has been to supply residents with an assortment of standalone apps,  websites and social media for retrieving, monitoring and and analysing data from a plethora of sources, and to design specialised views that are particular to devices like tablets and phones.  But this doesn’t work in an increasingly fluid and dynamic information landscape where information-driven decisions  happen throughout the home in the course of daily life. New light technologies let us paint displays onto the surfaces and materials in our homes, embedding visualization capabilities into the very fabric of our living spaces, and extending the affordances of a display to the actual building envelope, appliances and furniture that comprise that home. Visualization has now become both a functional and an aesthetic consideration in how we design and use our living spaces: instead of the quaint, over-automated “Smart home” of the 1990s, we now have “informative homes” capable of receiving, capturing and communicating data right at the points, times and activities when we need it. Instead of getting regular but infrequent reports of our data (an energy bill, a school report card, the financial records of our building council), the informative home subscribes to data feeds and visualization services that can mash-up and slice the data into meaningful forms based on use and constraints specified by the resident. Architects are working with visualization researchers, municipal planners, and social scientists to explore how well-known principles of automated visualization design can transfer to this broader space, extending the notion of a display to include surface properties (e.g. a stainless steel fridge door), contexts of use (e.g. a kitchen backsplash, a social table) and aesthetic and affective constraints (the “persuasive meter”. )

2014: The Movies Have Lied To Us (10/22/2014) by Yvonne

The movies, it turns out, are a terrible model for data visualization.

Let me step back a moment. If I want to know what the future of, say, intelligent agents might look, I have a lot of choices. KITT from Knight Rider, or the Star Trek computer, or HAL from 2001, or any of a thousand other films and television shows will all give me examples of how speech recognition and intelligent agents might look. A designer of current systems can push back, or pick points on the spectrum—“I’d think it can be more mechanical, less humanoid.”
What about computer graphics? The Holodeck. R2D2 projecting the Princess Leia. Infinite zooming in Blade Runner. 3D worlds in Jurassic Park and a million other movies.

And so it goes for lots of developing technologies. Flying cars and self-driving cars. Robots and tablet computers. Movies have shown us visions of the future for power plants, and long distance transport, and food preparation–and even for how doors might work. Film directors, screenwriters, and effects teams have done a wonderful job of portraying the a computerized, high-technology future.

Now, since the beginning, we’ve all understood that computers are very good at presenting and storing information- Or, at least, we’ve believed that we understand that. Sadly, we have only the poorest of examples to work from.

2139: The Dynamic Data Tattoo: Data at your fingertips – or anywhere else on your body (10/19/2014) by Yvonne


In this electronic document, we present our latest results in regards to the development of the dynamic data tattoo. The dynamic data tattoo is a semi-permanent body modification made out of permanent data ink. The data ink can be placed on any part of the body and take on any color. It is connected through micro-particles to the typical internal and external body sensors people carry nowadays. Based on the data collected by the sensors and the representation information sent by the sensors, the ink changes color and can, thus, display any type of data and visualizations thereof. If no longer needed, the data tattoo can take on a person’s regular skin color and, thus, completely vanish. We show how one can program data tattoos through various body sensors, how to interact with them to modify the display, and also detail perceptional algorithms that ensure maximum perception quality, no matter where on the body the data tattoo is placed. Further experimental results prove how immediate access to one’s body sensor data (without the use of external devices) can result in dramatic increase in life satisfaction and we conclude with a report on success stories in the medical domain.


Paper submitted to VIS 2139. Full text pending science-crowd-assessment.

Submissions Phase I (scenarios)

Future Directions for Visualisation (10/16/2014) by Yvonne - The design of a visualisation invariably depends upon the task(s) and the target user group it is designed to support. Exploratory and explanatory visualisations generally require different considerations. We consider the future of visualisations from this perspective.
The future of information representation may simply be less of it (10/16/2014) by Yvonne - It’s easy to think of information visualisation in terms of consumer products, brands and advertising but their adoption will reach much further. New industries, schools, even militaries will invariably adopt visualisation systems for better or worse. What happens when they do?
Splinter in The Mind’s Eye (10/16/2014) by Yvonne - …ElectroEncephaloGram(EEG) technologies and our ability to technologically sense electric fields evolve significantly past where they are now. Meanwhile human brain to computer communication using body-embedded-systems becomes De Rigueur, becoming extremely sophisticated and compact: we begin to embed these in our bodies – our communication, wayfinding and augmented analysis and processing are encapsulated in ourselves. Your Will is the command for your own Personal Organic Network(PON)… It matters little where the data, connection and files are as the interface is your own body interfaced invisibly with the Network at large – functioning as as one: smoothly, invisibly – a question is … Continue reading Splinter in The Mind’s Eye
Visionaries Don’t Use Desktops (10/14/2014) by Yvonne - I’m interested in: creative design, finding a needle in a haystack, explaining a complex medical treatment to a worried patient, delivering healthcare, helping different cultures understand each other, helping families stay connected, making scientific discoveries, art. For these, and for the visionaries who work on these tasks, the desktop is already on life support.
Some Future Scenarios for ‘in the wild’ Visualisations (10/13/2014) by Yvonne - Migration from desktop-based to alternative out of the desk visualisations, could help to overcome some of the issues that are related to traditional screen representation problems. But simultaneously, it represents a challenge in which many technical and ethical questions have yet to be answered. Some thoughts about how visualisation outside the desktop could be applied are presented through three different categories: common objects, large scale augmented reality and natural devices.
HotDesking in 2031 with technologies that interact to detect, store, relate and display information in the physical environment (10/13/2014) by Yvonne - A busy academic uses emerging technologies for filling his world with visualization to communicate with colleagues and order a sushi sandwich in hot-spaced London 2031.
Projector Display Systems in Visualization (10/13/2014) by Yvonne - Modern films such as the Iron Man series, Avengers, and Pacific Rim best exemplify visual interface designs that are futuristic, follow fluid interaction guidelines, and are yet not too distant. These movies show interaction models designed for direct manipulation of real and virtual objects in holographic projections, and also embodied interaction in completely immersive environments. Furthermore, these imagined interfaces have their own envisioned application domains ranging from casual computing, information browsing to creative design and even analytics. A common aspect among these many imagined futuristic user interfaces (FUI) is projection of different types: (1) head-mounted, (2) holographic, and (3) immersive … Continue reading Projector Display Systems in Visualization
A Dystopian Preview of How Visualization will Adapt to the Split of Society in ”Have” and ”Have-Not” (10/13/2014) by Yvonne - We are writing the year 2100, due to excessive usage of monitors human eye capability has dramatically diminished and the ability to speak has vanished. Humans are wearing digital glasses to see the world and get predictive information, and are communicating through instant thought messaging captured by neuro-captors. This evolution has plunged our society as we know it into a “Have” and “Have-not” society where the rich can chose what they want to see and the poor are submerged and flooded with biased information with the sole goal of making the rich richer and the poor poorer.
Metaphor and Rumour (10/13/2014) by Yvonne - In the society that followed, knowledge demanded such precision that all decisions were based on analysing hundreds of possibilities using thousands of calculations and producing millions of data. In the course of time, the impracticality of a growing library of data led to the employment of Polyglots who curated the data, creating encyclopaedias and then charts describing their contents.
Architectural Interactive Glass, Layering Devices and Collaboration (10/13/2014) by Yvonne - Desktops can be replaced with collaborative environments utilizing a combination of large scale screens for overviews, collaborative analysis and presentation; mobile devices for focused interactions and local exploration; and combinations of devices for layered visual composition.
Warning Signs of the Future (10/12/2014) by Yvonne - Information analytics has been democratized. Personalized visualizations are prevalent and surround us… literally. Information auras housing our personal data aid in interactions with others by surfacing current topics of interest – our likes and dislikes. Rather than being tethered to smartphones or other devices, our auras house all of our information and we interact naturally through gesture, mental interaction and tangible computing. Our relevant data is made visible in our aura based on whom we are interacting with. While in groups, our auras fuse based on commonalities and topics of interest in conversation and an intersection of values and passions. … Continue reading Warning Signs of the Future
The desktop is dead, long live the desktop! – Towards a multisensory desktop for visualization (10/12/2014) by Yvonne - “Le roi est mort, vive le roi!”; or “The King is dead, long live the King” was a phrase originally used for the French throne of Charles VII in 1422, upon the death of his father Charles VI. To stave civil unrest the governing figures wanted perpetuation of the monarchs. Likewise, while the desktop as-we-know-it is dead (the use of the WIMP interface is becoming obsolete in visualization) it is being superseded by a new type of desktop environment: a multisensory visualization space. This `space’ is still a personal workspace, it’s just a new kind of desk environment. Our vision … Continue reading The desktop is dead, long live the desktop! – Towards a multisensory desktop for visualization
An Interaction Continuum for Visualization (10/12/2014) by Yvonne - It is the year 2039, the desktop is not dead, and it does not look like this situation will change for a while. In any practical application domain in which data visualization is used, the desktop remains to be one of the most important tools for data exploration, analysis, and processing. Since the year 2014, non-desktop platforms for data exploration including large displays, immersive environments, tangible controls, and mobile devices have found their place for data visualization applications—but they have not and will not replace the desktop in many practically relevant tasks. Instead, researchers have finally begun to work toward … Continue reading An Interaction Continuum for Visualization
Big Dada: From visualisation to experience (10/12/2014) by Yvonne - Our approach to the future of visualisation focuses on experience as a central concept, questioning what is considered information or data, moving to multimodal, multisensory forms of representation, and redefining the designer as an artist with a critical perspective who works with a range of media and materials.
It’s not so much ‘death of the desktop’, more ‘death of the desk’. (10/12/2014) by Yvonne - For many the next few years will see the end of local government in England as we know it. But it won’t be the end of local government. It will though deliver its services in a radically different way. For visualisation the issues are reassuringly familiar, but still unanswered by the discipline: how do you make sense of ‘Big Data’ to make better decisions across a diverse audience.
Sewn with Ariadne’s Thread – Visualizations for Wearable & Ubiquitous Computing (10/11/2014) by Yvonne - Lance felt a buzz on his wrist, as Alicia, his wearable, informed him via the bone-conduction ear-piece – ‘You have received an email from Dr Jones about the workshop’. His wristwatch displayed an unread email glyph icon. Lance tapped it and listened to the voice of Dr Jones, talking about the latest experiment. At the same time he scanned through the email attachments, projected in front of his eyes, through his contact lenses. One of the files had a dataset of a carbon femtotube structure. – A short story about the synergy of visualization, wearable and ubiquitous computing, and augmented/mixed … Continue reading Sewn with Ariadne’s Thread – Visualizations for Wearable & Ubiquitous Computing
Interactions with Mixed Reality Systems (10/11/2014) by Yvonne - We envision a mixed-reality future where there will be computers everywhere and all around us. We shall experience and regularly use virtual, augmented and hybrid reality systems, exploring information in an amalgamation of the physical and computer-generated space. These systems will be integrated across geography and will deliver powerful content seemlessly both at home and at work. Interaction opportunities with such systems are numerous and new modalities become available with each day. In coming years, we believe interaction with these systems will become a lot more standardized in both 3D spatial and 2D mediums. The interaction designs will borrow significantly … Continue reading Interactions with Mixed Reality Systems
The Desktop is Dead — Long Live the Workstation? (10/10/2014) by Yvonne - We explore shared-memory workstations as compelling alternatatives to desktops and small clusters, for purposes of scientific visualization. With new manycore CPU hardware on the horizon and the current popularity of large-memory “fat nodes” in HPC, SMP workstations are poised to make a comeback. These machines will augment, not replace, HPC and cloud resources, providing both remote visualization and more personalized vis labs. They will be accessible anytime, anywhere on any device, running a single operating system, capable of handling all but the absolute largest scientific data. We describe current state of the art, emerging trends, and use cases that could … Continue reading The Desktop is Dead — Long Live the Workstation?
Showing Important Facts to a Critical Audience by Means Beyond Desktop Computing (10/10/2014) by Yvonne - Recent research in Visualization has focused mostly on data analysis systems for domain experts, but also considered presentation to external people in the form of storytelling. The established directions assume that the target audience has in inherent interest in the facts to be discovered, sometimes even to the point of them being willing to learn how to operate a complex visualization system and spend considerable time and effort. In reality, sometimes the opposite is true: people unwilling to face an inconvenient truth actively avert their eyes. As a solution, we propose the presentation of facts by experts who manage to … Continue reading Showing Important Facts to a Critical Audience by Means Beyond Desktop Computing
Complexity, Magic, and Augmented Reality: From Movies to Post Desktop Visualization Experiences (10/9/2014) by Yvonne - While we can look to Hollywood for inspiration about the future of visualization and interaction with data, we must be cautious to recognize some fundamental differences between movies and reality. We explore three areas: complexity; magic; and augmented reality and examine their uses both within movies and potential uses on post-desktop visualizations.
cetonia – a dynamic swarm at your fingertips (10/8/2014) by Yvonne - At barely 1.5 centimeters across, each Cetonia scarab is a marvel of precision engineering. Designed from the ground up for agile flight, their integrated hydrogen chambers and a high-efficiency hover mode permit 15+ minutes of air time between charges. The hueSHIFT carapace is capable of displaying over 22 million possible colors and provides clear visual feedback in day or night with visibilities up to 1.5 kilometers. Integrated camera and sensor arrays permit full 6D reconstructions with composition profiling. From your wrist or a personal field station you can quickly deploy flights in automated formations to survey, measure, record, and manipulate … Continue reading cetonia – a dynamic swarm at your fingertips
Everybody Needs Somebody (10/8/2014) by Yvonne - This practice-led design research explores the deployment and use of a physical, non-digital visualisation tool to model personal social networks. The emphasis is on how people choose to represent their networks, what they choose to show, and how the process of creating physical representations contributes to the uncovering of an otherwise invisible set of relations. Research focus is on the construction of narrative meaning in a social context by a mixed sample of participants, and the development of instruments to support and mediate this construction. The research is intended to shed light on how people construct personally meaningful narratives about … Continue reading Everybody Needs Somebody
Enabling Spherical Vision (10/7/2014) by Yvonne - We envision the following grand challenge: To develop a technology that enables users to visualize a spherical and volumetric environment without using traditional display devices as a medium. This technology will of course be realized step-by-step, for example, (i) first enabling direct simulation of any part of the pathway between optical nerves and visual cortex, bypassing the eye; (ii) next facilitating perceptual formulation or cognitive reconstruction of a single flat image; (iii) then a spherical vision; and (iii) finally a volumetric vision.

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