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Title: A common path forward for the immersive visualization community

Abstract

Immersive visualization makes use of the medium of virtual reality (VR) - it is a subset of virtual reality focused on the application of VR technologies to scientific and information visualization. As the name implies, there is a particular focus on the physically immersive aspect of VR that more fully engages the perceptual and kinesthetic capabilities of the scientist with the goal of producing greater insight. The immersive visualization community is uniquely positioned to address the analysis needs of the wide spectrum of domain scientists who are becoming increasingly overwhelmed by data. The outputs of computational science simulations and high-resolution sensors are creating a data deluge. Data is coming in faster than it can be analyzed, and there are countless opportunities for discovery that are missed as the data speeds by. By more fully utilizing the scientists visual and other sensory systems, and by offering a more natural user interface with which to interact with computer-generated representations, immersive visualization offers great promise in taming this data torrent. However, increasing the adoption of immersive visualization in scientific research communities can only happen by simultaneously lowering the engagement threshold while raising the measurable benefits of adoption. Scientists time spent immersed with theirmore » data will thus be rewarded with higher productivity, deeper insight, and improved creativity. Immersive visualization ties together technologies and methodologies from a variety of related but frequently disjoint areas, including hardware, software and human-computer interaction (HCI) disciplines. In many ways, hardware is a solved problem. There are well established technologies including large walk-in systems such as the CAVE{trademark} and head-based systems such as the Wide-5{trademark}. The advent of new consumer-level technologies now enable an entirely new generation of immersive displays, with smaller footprints and costs, widening the potential consumer base. While one would be hard-pressed to call software a solved problem, we now understand considerably more about best practices for designing and developing sustainable, scalable software systems, and we have useful software examples that illuminate the way to even better implementations. As with any research endeavour, HCI will always be exploring new topics in interface design, but we now have a sizable knowledge base of the strengths and weaknesses of the human perceptual systems and we know how to design effective interfaces for immersive systems. So, in a research landscape with a clear need for better visualization and analysis tools, a methodology in immersive visualization that has been shown to effectively address some of those needs, and vastly improved supporting technologies and knowledge of hardware, software, and HCI, why hasn't immersive visualization 'caught on' more with scientists? What can we do as a community of immersive visualization researchers and practitioners to facilitate greater adoption by scientific communities so as to make the transition from 'the promise of virtual reality' to 'the reality of virtual reality'.« less

Authors:
; ; ;
Publication Date:
Research Org.:
Idaho National Lab. (INL), Idaho Falls, ID (United States)
Sponsoring Org.:
USDOE
OSTI Identifier:
1047201
Report Number(s):
INL/CON-12-24874
TRN: US201215%%798
DOE Contract Number:  
DE-AC07-05ID14517
Resource Type:
Conference
Resource Relation:
Conference: IEEE VR 2012,Orange County, CA, USA,03/04/2012,03/08/2012
Country of Publication:
United States
Language:
English
Subject:
97 MATHEMATICAL METHODS AND COMPUTING; COMMUNITIES; DESIGN; KNOWLEDGE BASE; PRODUCTIVITY; SENSORS; Immersive Visualization; IQ-Station; Virutal Reality

Citation Formats

Wernert, Eric A, Sherman, William R, O'Leary, Patrick, and Whiting, Eric. A common path forward for the immersive visualization community. United States: N. p., 2012. Web.
Wernert, Eric A, Sherman, William R, O'Leary, Patrick, & Whiting, Eric. A common path forward for the immersive visualization community. United States.
Wernert, Eric A, Sherman, William R, O'Leary, Patrick, and Whiting, Eric. 2012. "A common path forward for the immersive visualization community". United States. https://www.osti.gov/servlets/purl/1047201.
@article{osti_1047201,
title = {A common path forward for the immersive visualization community},
author = {Wernert, Eric A and Sherman, William R and O'Leary, Patrick and Whiting, Eric},
abstractNote = {Immersive visualization makes use of the medium of virtual reality (VR) - it is a subset of virtual reality focused on the application of VR technologies to scientific and information visualization. As the name implies, there is a particular focus on the physically immersive aspect of VR that more fully engages the perceptual and kinesthetic capabilities of the scientist with the goal of producing greater insight. The immersive visualization community is uniquely positioned to address the analysis needs of the wide spectrum of domain scientists who are becoming increasingly overwhelmed by data. The outputs of computational science simulations and high-resolution sensors are creating a data deluge. Data is coming in faster than it can be analyzed, and there are countless opportunities for discovery that are missed as the data speeds by. By more fully utilizing the scientists visual and other sensory systems, and by offering a more natural user interface with which to interact with computer-generated representations, immersive visualization offers great promise in taming this data torrent. However, increasing the adoption of immersive visualization in scientific research communities can only happen by simultaneously lowering the engagement threshold while raising the measurable benefits of adoption. Scientists time spent immersed with their data will thus be rewarded with higher productivity, deeper insight, and improved creativity. Immersive visualization ties together technologies and methodologies from a variety of related but frequently disjoint areas, including hardware, software and human-computer interaction (HCI) disciplines. In many ways, hardware is a solved problem. There are well established technologies including large walk-in systems such as the CAVE{trademark} and head-based systems such as the Wide-5{trademark}. The advent of new consumer-level technologies now enable an entirely new generation of immersive displays, with smaller footprints and costs, widening the potential consumer base. While one would be hard-pressed to call software a solved problem, we now understand considerably more about best practices for designing and developing sustainable, scalable software systems, and we have useful software examples that illuminate the way to even better implementations. As with any research endeavour, HCI will always be exploring new topics in interface design, but we now have a sizable knowledge base of the strengths and weaknesses of the human perceptual systems and we know how to design effective interfaces for immersive systems. So, in a research landscape with a clear need for better visualization and analysis tools, a methodology in immersive visualization that has been shown to effectively address some of those needs, and vastly improved supporting technologies and knowledge of hardware, software, and HCI, why hasn't immersive visualization 'caught on' more with scientists? What can we do as a community of immersive visualization researchers and practitioners to facilitate greater adoption by scientific communities so as to make the transition from 'the promise of virtual reality' to 'the reality of virtual reality'.},
doi = {},
url = {https://www.osti.gov/biblio/1047201}, journal = {},
number = ,
volume = ,
place = {United States},
year = {Thu Mar 01 00:00:00 EST 2012},
month = {Thu Mar 01 00:00:00 EST 2012}
}

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