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Association for Computing Machinery

Articles Tagged: Graphics systems and interfaces

Articles & Features

VR head-mounted displays

DEPARTMENT: Back

VR head-mounted displays

By Finn Kuusisto, November 2015

PDF | HTML | In the Digital Library

Graphics editing software

Graphics editing software

By Finn Kuusisto, June 2013

PDF | HTML | In the Digital Library

Need for perceptual display hierarchies in visualization

The advent of computers with high processing power has led to the generation of large, multidimensional collections of data. Visualization lends itself well to the challenge of exploring and analyzing these information spaces by harnessing the strengths of the human visual system. Most visualization techniques are based on the assumption that the display device has sufficient resolution, and that our visual acuity is adequate for completing the analysis tasks. However, this may not be true, particularly for specialized display devices (e.g., PDAs or large-format projection walls).

In this article, we propose to: (1) determine the amount of information a particular display environment can encode; (2) design visualizations that maximize the information they represent relative to this upper-limit; and (3) dynamically update a visualization when the display environment changes to continue to maintain high levels of information content. To our knowledge, there are no visualization systems that do this type of information addition/removal based on perceptual guidelines. However, there are systems that attempt to increase or decrease the amount of information based on some level-of-detail or zooming rules. For example, semantic zooming tags objects with "details" and adds or removes them as the user zooms in and out. Furnas's original fisheye lens system [9] used semantic details to determine how much zoom was necessary to include certain details. Thus, while zooming for detail, you see not only a more detailed graphic representation, but also more text details (e.g., more street names on the zoomed-in portion of a map). Level-of-detail hierarchies have also been used in computer graphics to reduce geometric complexity where full resolution models are unnecessary and can be replaced with low-detail models where the resulting error cannot be easily recognized. Our approach is motivated by all these ideas, but our key contribution is that we use human perception constraints to define when to add or remove information.

By Amit Prakash Sawant, Christopher G. Healey, March 2007

PDF | HTML | In the Digital Library

Avoid common pitfalls when programming 2D graphics in java

This paper presents the core knowledge required to properly develop 2D games in Java. We describe the common pitfalls that can easily degrade graphics performance and show how we achieved impressive frames-per-second display updates when implementing Minueto, a game development framework.

By Alexandre Denault, Jörg Kienzle, March 2007

PDF | HTML | In the Digital Library

Comparison of input devices and displays for protein visualization

By Elke Moritz, Thomas Wischgoll, Joerg Meyer, December 2005

PDF | HTML | In the Digital Library

FEATURE: Features

Three-dimensional file system browser

By Robert Chin, September 2002

PDF | HTML | In the Digital Library

Graphic libraries for Windows programming

By M. Carmen Juan Lizandra, June 2000

PDF | HTML | In the Digital Library

Creating a 3D universe in Java3D

By George Crawford, November 1998

PDF | HTML | In the Digital Library