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Expanding the Frontiers of Visual Analytics and Visualization
  Großes Bild
 
Expanding the Frontiers of Visual Analytics and Visualization
von: John Dill, Rae Earnshaw, David Kasik, John Vince, Pak Chung Wong
Springer-Verlag, 2012
ISBN: 9781447128045
555 Seiten, Download: 21246 KB
 
Format:  PDF
geeignet für: Apple iPad, Android Tablet PC's Online-Lesen PC, MAC, Laptop

Typ: B (paralleler Zugriff)

 

 
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Inhaltsverzeichnis

  Expanding the Frontiers of Visual Analytics and Visualization 3  
     Foreword 6  
     Preface 9  
     Contents 11  
     List of Contributors 14  
        Editors 14  
        Invited Authors (in alphabetical order) 16  
        Co-authors (in alphabetical order) 30  
  Chapter 1: Introduction-The Best Is Yet to Come 45  
     1.1 A Tribute 45  
     1.2 Background to Visual Analytics and Visualization 46  
     1.3 Resources for Visual Analytics and Visualization 47  
     1.4 International Conferences 48  
     1.5 This Volume 48  
     References 49  
  Part I: Evolving a Vision 50  
     Chapter 2: An Illuminated Path: The Impact of the Work of Jim Thomas 51  
        2.1 Introduction 51  
        2.2 Three Datasets 53  
        2.3 Illuminating the Path 55  
           2.3.1 The Spread of the Impact 55  
           2.3.2 The Inspired Community 57  
           2.3.3 A Document Co-citation Analysis 58  
           2.3.4 Major Co-citation Clusters 59  
           2.3.5 Landmark Papers 61  
              2.3.5.1 Citation Counts 61  
              2.3.5.2 Betweenness Centrality 61  
              2.3.5.3 Burst and Sigma 62  
           2.3.6 Timeline View 62  
        2.4 A Broader Context 63  
           2.4.1 The Trend of Growth 63  
           2.4.2 Major Source Journals and Hot Topics 64  
           2.4.3 Highly Cited Documents and Authors 65  
           2.4.4 Mapping the Visual Analytics Domain 65  
           2.4.5 An Overlay of Network D2 in Network D3 71  
        2.5 Conclusion 72  
        References 72  
     Chapter 3: The Evolving Leadership Path of Visual Analytics 73  
        3.1 Leadership Lifecycle 73  
        3.2 Mind the Gap 74  
        3.3 Bold Vision 76  
        3.4 Champions on Board 77  
        3.5 Structures and Collaborations 79  
        3.6 Technology Deployment 80  
        3.7 Strategies for Future Growth 81  
           3.7.1 Increase Domains and Applications 81  
           3.7.2 Better Integrate the Communities Within Visual Analytics 82  
           3.7.3 Broaden the Base of Support 82  
        3.8 The Path Ahead 83  
        References 84  
  Part II: Visual Analytics and Visualization 85  
     Chapter 4: Visual Search and Analysis in Complex Information Spaces-Approaches and Research Challenges 86  
        4.1 Introduction 87  
        4.2 De?nition of Complex Data Sets 88  
        4.3 Tasks and Problems of Visual Search and Analysis in Complex Data 90  
           4.3.1 Visual Search and Analysis 90  
           4.3.2 Problems in Presence of Complex Data 91  
              4.3.2.1 Visual Search 92  
              4.3.2.2 Visual Analysis 93  
        4.4 Approaches 94  
           4.4.1 Generic Examples for Visual Search and Analysis Systems 94  
           4.4.2 Example Approaches to Visual Search and Analysis of Type-Complex Data 95  
              4.4.2.1 Visual Search in 3D Object Data 95  
              4.4.2.2 Visual Search in Graphs-Visual Query De?nition 96  
              4.4.2.3 Visual Search and Analysis of Biochemical Data-Similarity Function De?nition Using Visual Comparison of Descriptors 98  
           4.4.3 Example Approaches to Visual Search and Analysis of Compound-Complex Data 99  
              4.4.3.1 Visual Search in Research Data-Visual Query De?nition and Visualization of Search Results 99  
              4.4.3.2 Visual Search and Analysis of Spatio-temporal Data-Identi?cation of Interesting Events 100  
              4.4.3.3 Visual Analytics for Security 101  
        4.5 Research Challenges 103  
           4.5.1 Infrastructures 104  
           4.5.2 New Data Types 104  
           4.5.3 Search Problem and Comparative Visualization 104  
           4.5.4 User Guidance in the Visual Analysis Process 105  
           4.5.5 Benchmarking 105  
        4.6 Conclusions 106  
        References 106  
     Chapter 5: Dynamic Visual Analytics-Facing the Real-Time Challenge 109  
        5.1 Introduction 109  
        5.2 Background 111  
           5.2.1 Visual Analytics 111  
           5.2.2 Data Streams: Management and Automated Analysis 111  
           5.2.3 Time Series Visualization 112  
        5.3 Dynamic Visual Analytics 113  
           5.3.1 Requirements for Dynamic Visual Analytics Methods 113  
           5.3.2 The Role of the User in Dynamic Visual Analytics 115  
        5.4 Server Log Monitoring Application Example 116  
           Processing: 118  
           Update Models & Visualizations: 118  
           Display & Highlight: 118  
           Interact & Explore: 118  
           Notify & Adapt: 118  
           Feedback Loop: 119  
        5.5 Conclusions 119  
        References 119  
     Chapter 6: A Review of Uncertainty in Data Visualization 121  
        6.1 Introduction 121  
        6.2 Uncertainty Reference Model 123  
        6.3 Why Is Uncertainty so Hard? 124  
        6.4 Notation 128  
        6.5 Visualization of Uncertainty 128  
           6.5.1 Introduction 128  
           6.5.2 Point Data UP 130  
           6.5.3 Scalar Data US 130  
              6.5.3.1 Zero Dimensional Data US0 130  
              6.5.3.2 One Dimensional Data US1 131  
              6.5.3.3 Two Dimensional Data US2 131  
              6.5.3.4 Three Dimensional Data US3 135  
           6.5.4 Multi?eld Scalar Data kUS 137  
              6.5.4.1 Zero Dimensional Data UkS0 137  
              6.5.4.2 Higher Dimensional Data UkS>0 137  
           6.5.5 Vector Data UV 137  
              6.5.5.1 Two Dimensional Data UV2 137  
              6.5.5.2 Three Dimensional Data UV3 139  
        6.6 Uncertainty of Visualization 139  
           6.6.1 Scalar Data ES 140  
              6.6.1.1 One Dimensional Data ES1 140  
              6.6.1.2 Two Dimensional Data ES2 140  
              6.6.1.3 Three Dimensional Data ES3 141  
           6.6.2 Multi?eld Scalar Data kES 143  
           6.6.3 Vector Data EV 143  
        6.7 Conclusions 144  
        References 145  
     Chapter 7: How to Draw a Graph, Revisited 150  
        7.1 Introduction 150  
        7.2 The Barycenter Algorithm 151  
           7.2.1 Tutte's General Approach 151  
           7.2.2 The Energy Model in Tutte's Algorithm 153  
           7.2.3 Tutte's Algorithm for Planar Graphs 153  
           7.2.4 Tutte's Algorithm as a Visualization Method 154  
        7.3 The Force Directed Approach 156  
        7.4 The Planarity Approach 157  
           7.4.1 Linear Time Algorithms for Planar Graphs 158  
           7.4.2 Planar Drawings with Good Vertex Resolution 159  
           7.4.3 Drawing Planar Graphs with Star-Shaped Faces 160  
           7.4.4 Drawing Nonplanar Graphs Using Planarity Based Methods 160  
        7.5 Remarks 162  
        References 163  
     Chapter 8: Using Extruded Volumes to Visualize Time-Series Datasets 166  
        8.1 Introduction 166  
        8.2 Project Description 167  
           8.2.1 Envision 167  
           8.2.2 Tools Used 168  
           8.2.3 Methodology 168  
           8.2.4 Data Extraction and Preparation 168  
           8.2.5 Rendering Techniques 169  
           8.2.6 Visualization User Interface 170  
              8.2.6.1 Slicing Tool 170  
              8.2.6.2 Alpha Control Tools 171  
              8.2.6.3 Highlighter Tool 172  
              8.2.6.4 Transitioning Tool 172  
              8.2.6.5 Orienteer Tool 173  
        8.3 Test Setup 174  
        8.4 Results and Discussion 174  
           8.4.1 Skagit Study Area: LULC_A 174  
           8.4.2 Apache-Sitgreaves National Forest Study Area: Vegetation Type 180  
        8.5 Future Work 184  
        8.6 Conclusion 185  
        References 187  
     Chapter 9: Event Structuring as a General Approach to Building Knowledge in Time-Based Collections 188  
        9.1 Introduction 188  
        9.2 De?ning Events, Creating Event Structures, Organizing the Time Dimension 189  
        9.3 Events in Space: 4D GIS 190  
        9.4 Events in a Narrative Structure 191  
           9.4.1 Human-Computer Generated Linear Narrative 192  
        9.5 Events in Non-geographic Information Spaces 193  
        9.6 Event Description Language for Linear Narrative 197  
        9.7 Towards a GTIS and TIS 198  
        References 200  
     Chapter 10: A Visual Analytics Approach for Protein Disorder Prediction 202  
        10.1 Introduction 203  
        10.2 Protein Disorder Prediction 204  
        10.3 Discriminant Analysis for Visualization 205  
        10.4 Visualization of Protein Disorder Data 207  
           10.4.1 Knowledge Discovery from Visualization 207  
           10.4.2 Visualizing the Discriminants 209  
        10.5 Classi?cation Evaluation and Discussion 209  
        10.6 Conclusion 212  
        References 212  
     Chapter 11: Visual Storytelling in Education Applied to Spatial-Temporal Multivariate Statistics Data 214  
        11.1 Introduction 215  
        11.2 Related Work 217  
        11.3 System Implementation 219  
           11.3.1 GAV Flash Framework 219  
           11.3.2 Integrated Snapshot Mechanism 222  
        11.4 Storytelling 223  
           11.4.1 Publisher and Vislets 224  
        11.5 Interactive Documents 226  
        11.6 Visual Storytelling in Education 229  
        11.7 Conclusions and Future Development 230  
        References 231  
  Part III: Interaction and User Interfaces 233  
     Chapter 12: Top Ten Interaction Challenges in Extreme-Scale Visual Analytics 234  
        12.1 Introduction 234  
        12.2 Related Work 235  
           12.2.1 Some Well-Known Extreme-Scale Data Problems Today 236  
           12.2.2 Extreme-Scale Data Visualization and Management 236  
           12.2.3 Top-Ten Visualization and Visual Interface Challenges in Literature 236  
        12.3 Three Fundamental Elements of Extreme-Scale Visual Analytics 237  
        12.4 Imminent Challenges of Interface and Interaction Design 237  
           12.4.1 In Situ Interactive Analysis 237  
           12.4.2 User-Driven Data Reduction 238  
           12.4.3 Scalability and Multi-level Hierarchy 238  
           12.4.4 Representation of Evidence and Uncertainty 239  
           12.4.5 Heterogeneous Data Fusion 239  
           12.4.6 Data Summarization and Triage for Interactive Query 240  
           12.4.7 Analytics of Temporally Evolving Features 240  
           12.4.8 The Human Bottleneck 241  
           12.4.9 Design and Engineering Development 241  
           12.4.10 The Renaissance of Conventional Wisdom 242  
        12.5 Evaluation and Likelihood of Success 242  
        12.6 Conclusions 243  
        References 243  
     Chapter 13: GUI 4D-The Role and the Impact of Visual, Multimedia and Multilingual User Interfaces in ICT Applications and Services for Users Coming from the Bottom of the Pyramid-First Concepts, Prototypes and Experiences 245  
        13.1 Introduction 246  
        13.2 Scope, De?nitions and Classi?cation 246  
        13.3 Design and Implementation 250  
        13.4 Requirements and Constraints-Implementation Framework 252  
        13.5 The SAP Strategy and Vision on GUI 4D's 255  
           13.5.1 Target Groups 255  
           13.5.2 Motivation and Mission of SAP Research Internet Applications and Services Africa (Pretoria, South Africa) 257  
           13.5.3 Examples and Case Studies from SAP Research Internet Applications and Services Africa (Pretoria) 258  
              13.5.3.1 Rustica 259  
              13.5.3.2 Smart Energy 259  
              13.5.3.3 Siyakhula Living Lab 260  
        13.6 Ongoing Projects and R&D Activities in GUI 4D's in Africa 260  
           13.6.1 Case Study-The African Cashew Initiative 260  
              13.6.1.1 Objectives 260  
              13.6.1.2 Use Cases 261  
              13.6.1.3 Piloting-Real Life Usage 262  
              13.6.1.4 Results 263  
           13.6.2 Other Interesting GUI 4D Research and Development Activities in Africa 265  
           13.6.3 Conclusions for GUI 4D 265  
        13.7 Target Applications and Markets 266  
           13.7.1 The Informal Sector in the "Bottom of the Pyramid" 266  
              13.7.1.1 Dependencies and Needs Between the Established Economy and Informal Economy 266  
           13.7.2 Global Agricultural Supply Chains-The Cashew Market as an Example 268  
           13.7.3 Market Potential 269  
        13.8 Future Research and Work to Be Done 269  
        13.9 Conclusions and Summary 270  
        References 271  
     Chapter 14: Emotion in Human-Computer Interaction 274  
        14.1 Introduction 274  
        14.2 Emotion Recognition 276  
           14.2.1 Physiological Background 276  
           14.2.2 Measuring Emotional Signs 278  
              14.2.2.1 Challenges 280  
              14.2.2.2 Requirements 280  
           14.2.3 The Emotion Recognition Pipeline 281  
              14.2.3.1 Data Pre-processing 282  
              14.2.3.2 Feature Extraction 282  
              14.2.3.3 Classi?cation 283  
        14.3 The EREC Emotion Recognition System 283  
           14.3.1 The EREC Sensor System 283  
           14.3.2 Data Interpretation 287  
              14.3.2.1 Data Pre-processing 287  
              14.3.2.2 Feature Extraction and Classi?cation 287  
        14.4 Applications 287  
           14.4.1 Affective Usability Evaluation Tool 288  
              14.4.1.1 The RealEYES Framework 288  
              14.4.1.2 Affective Extension to the RealEYES Framework 290  
              14.4.1.3 Visualizing Classi?cation Results 291  
           14.4.2 Affective E-Learning Environment 292  
        14.5 Conclusion and Further Prospects 294  
        References 294  
     Chapter 15: Applying Artistic Color Theories to Visualization 298  
        15.1 Introduction 298  
        15.2 Some Background on Color Theory 299  
        15.3 The Color Wheel for the RYB Painterly Set of Primary Colors 301  
        15.4 The Color Wheel for the RGB Model 303  
        15.5 Hue, Saturation and Brightness (HSL) & Hue, Saturation and Value (HSV) Models 303  
        15.6 Color Schemes 306  
        15.7 Color Wheel and Color Scheme Software Tools 308  
        15.8 Analyzing Digital Images with the Color Wheel and Color Schemes 309  
        15.9 Applying Color Scheme Concepts to Creating Visualizations 311  
        15.10 Conclusion 316  
        References 316  
     Chapter 16: e-Culture and m-Culture: The Way that Electronic, Computing and Mobile Devices are Changing the Nature of Art, Design and Culture 319  
        16.1 The Development of Esteem for Cultural Product Creators 320  
        16.2 Evolving Culture, with a Capital `C' 321  
        16.3 Technological In?uences 322  
        16.4 Connecting with the User-The CU in Culture 324  
        16.5 Mobile Paradigms Transforming Journalism 325  
        16.6 Narrative 327  
        16.7 Growing Pains in Mobile Technology 328  
        16.8 Technology, Communities and `Culture' 329  
        16.9 Where Next? 330  
        16.10 Wearable Computing and Communications 331  
        16.11 Some Conclusions 334  
        References 335  
  Part IV: Modeling and Geometry 337  
     Chapter 17: Shape Identi?cation in Temporal Data Sets 338  
        17.1 What Are Shapes? 339  
        17.2 Background 340  
           17.2.1 Shape De?nition 340  
           17.2.2 Shape Evaluation 341  
        17.3 Shape De?nitions 342  
           17.3.1 Line Shapes 343  
           17.3.2 Spike and Sink Shapes 344  
           17.3.3 Rise and Drop Shapes 345  
           17.3.4 Plateaus, Valleys and Gaps 346  
        17.4 TimeSearcher: Shape Search Edition 347  
           17.4.1 Interface 348  
           17.4.2 Spike and Sink Shape Identi?cation 349  
           17.4.3 Line Shape Identi?cation 351  
           17.4.4 Rise and Drop Shape Identi?cation 351  
        17.5 Conclusion 353  
        References 353  
     Chapter 18: SSD-C: Smooth Signed Distance Colored Surface Reconstruction 355  
        18.1 Introduction 355  
        18.2 Continuous Formulation 357  
           18.2.1 Surface Reconstruction 357  
           18.2.2 Color Map Reconstruction 359  
        18.3 Linearly Parameterized Families 360  
        18.4 Discretization with Discontinuous Function 361  
        18.5 Octree-Based Implementation 362  
        18.6 Evaluation of Surface Reconstruction Methods 363  
        18.7 Results 365  
        18.8 Conclusion 369  
        References 369  
     Chapter 19: Geometric Issues of Object Manipulation in Task Animation and Virtual Reality 371  
        19.1 Introduction 371  
        19.2 The Smart Object Approach 372  
        19.3 The Grasping Problem 374  
           19.3.1 Introduction 374  
           19.3.2 Heuristic Approach for Grasping 374  
           19.3.3 Large Objects and Multiple Agents 375  
           19.3.4 The Tubular Approach 378  
           19.3.5 Combining Smart Objects and the Tubular Grasp 380  
           19.3.6 Collision Detection 381  
        19.4 The Reaching Problem 383  
        19.5 Grasping in VR 385  
           19.5.1 Introduction 385  
           19.5.2 Haptic Feedback 386  
              19.5.2.1 Direct Mapping 386  
              19.5.2.2 Proxy Approach 388  
           19.5.3 Creating Geometric and Dynamic Environments 389  
        19.6 Conclusion 391  
        References 392  
     Chapter 20: An Analytical Approach to Dynamic Skin Deformation of Character Animation 395  
        20.1 Introduction 395  
        20.2 Mathematical Model and Analytical Solution 397  
        20.3 Relationships Between Curves and Skin Surfaces 402  
           20.3.1 Curve-Based Representation of Skin Surfaces 402  
           20.3.2 Curve-Based Deformation Control of Skin Surfaces 402  
        20.4 Skin Deformation Examples 404  
        20.5 Conclusions 405  
        References 405  
  Part V: Architecture and Displays 407  
     Chapter 21: The New Visualization Engine- The Heterogeneous Processor Unit 408  
        21.1 Introduction 408  
        21.2 Historical Overview 409  
        21.3 Moore's Law and Transistor Feature Size 412  
        21.4 Evolution of GPU Development 413  
        21.5 PC-Based GPUs 413  
        21.6 Mobile Devices GPUs 414  
        21.7 Introduction of the HPU 414  
        21.8 Evolution of Operating System Development 415  
        21.9 HPUs in Various Platforms 416  
        21.10 PCs 417  
        21.11 Game Consoles 417  
        21.12 Mobile Devices 419  
        21.13 Power Consumption 420  
        21.14 Evolution of GPU-Compute Development Environments 421  
        21.15 Examples of Multicore Processors 421  
        21.16 Programming GPU-SIMDs Represents a Challenge 422  
        21.17 HPU Programming Environments 422  
        21.18 The Programming Environment 424  
        21.19 When Is Parallel Processing Useful? 424  
        21.20 Visualization Systems and HPUs 425  
        21.21 Summary 426  
        References 426  
     Chapter 22: Smart Cloud Computing 427  
        22.1 Introduction 427  
        22.2 Cyberworlds 428  
           22.2.1 Set Theoretical Design 428  
           22.2.2 Topological Design 428  
           22.2.3 Functions 429  
           22.2.4 Equivalence Relations 429  
           22.2.5 A Quotient Space (an Identi?cation Space) 430  
           22.2.6 An Attaching Space (an Adjunction Space, or an Adjoining Space) 431  
           22.2.7 Restriction and Inclusion 431  
           22.2.8 Extensions and Retractions of Continuous Maps 431  
           22.2.9 Homotopy 432  
           22.2.10 Cellular Structured Spaces (Cellular Spaces) 433  
           22.2.11 An Incrementally Modular Abstraction Hierarchy 435  
           22.2.12 Fiber Bundles, Homotopy Lifting Property, and Homotopy Extension Property 436  
        22.3 Modeling of E-Business and E-Manufacturing 439  
           22.3.1 The Adjunction Space Level 440  
              22.3.1.1 A Case of Online Book Shopping in E-Commerce 440  
              22.3.1.2 A Case of Assembling for E-Manufacturing 442  
           22.3.2 Cellular Space Level 442  
           22.3.3 Seat Assembling 444  
        22.4 Conclusions 444  
        References 444  
     Chapter 23: Visualization Surfaces 446  
        23.1 The Value of Scale and Detail 446  
        23.2 Large Display Mechanisms: Projection 448  
        23.3 Large Display Mechanisms: Modular Flat Panels 450  
        23.4 Display System Architecture 451  
        23.5 Interaction 453  
        23.6 Future 454  
        References 455  
  Part VI: Virtual Reality and Augmented Reality 457  
     Chapter 24: The Development of Mobile Augmented Reality 458  
        24.1 Introduction 458  
        24.2 Program Development 460  
           24.2.1 Research Issues 460  
           24.2.2 Information Management 461  
           24.2.3 Development Iterations 463  
        24.3 Program Expansion 465  
           24.3.1 Further Research Issues 465  
           24.3.2 ONR Program Expansion 465  
           24.3.3 The "X-Ray Vision" Problem and the Perception of Depth 468  
           24.3.4 Integration of a Component-Based System 468  
        24.4 Ongoing Research 469  
        24.5 Predictions for the Future 470  
           24.5.1 Consumer Use 470  
           24.5.2 Tracking 471  
           24.5.3 Form Factor 472  
        24.6 Summary 473  
        References 473  
     Chapter 25: Multimodal Interfaces for Augmented Reality 476  
        25.1 Introduction 476  
        25.2 Related Work 477  
        25.3 Speech and Paddle Gesture 479  
           25.3.1 Multimodal System 479  
           25.3.2 Evaluation 481  
        25.4 Speech and Free-Hand Input 483  
           25.4.1 Evaluation 486  
        25.5 Lessons Learned 489  
        25.6 Conclusions and Future Work 490  
        References 491  
  Part VII: Technology Transfer 493  
     Chapter 26: Knowledge Exchange, Technology Transfer and the Academy 494  
        26.1 Introduction 494  
        26.2 The Bayh-Dole Act 495  
        26.3 Technology Transfer Systems in the USA 495  
        26.4 Technology Transfer in Germany-The Fraunhofer Model 496  
        26.5 Lambert Review 497  
        26.6 Case Studies 498  
           26.6.1 MIT, Cambridge and Tokyo 498  
           26.6.2 Johns Hopkins University 498  
           26.6.3 University of Utah 499  
           26.6.4 National Visualization and Analytics Centers 499  
        26.7 Challenges, Cultural and Social Issues 500  
           26.7.1 Time scale 500  
           26.7.2 Reward Models 500  
           26.7.3 Value of Applied Research 500  
           26.7.4 Technology Transfer Culture 501  
           26.7.5 Communication and Values 501  
           26.7.6 Differences Across Discipline Areas 501  
           26.7.7 Performance Metrics 502  
           26.7.8 Diversi?cation of Academic Mission 503  
        26.8 Conclusions 503  
        References 504  
     Chapter 27: Discovering and Transitioning Technology 505  
        27.1 Introduction 505  
        27.2 Projects 506  
           27.2.1 General Motors 506  
           27.2.2 The Boeing Company 506  
           27.2.3 Computer Graphics 507  
              27.2.3.1 Evolution 508  
           27.2.4 Human Model 508  
              27.2.4.1 Evolution 508  
           27.2.5 B-Spline Surface Rendering 509  
              27.2.5.1 Evolution 510  
           27.2.6 Solid Modeling 510  
           27.2.7 Fractals 510  
              27.2.7.1 Evolution 510  
           27.2.8 User Interface Management Systems 511  
              27.2.8.1 Evolution 512  
           27.2.9 Augmented Reality 512  
              27.2.9.1 Evolution 512  
           27.2.10 FlyThru/IVT 513  
              27.2.10.1 Evolution 514  
           27.2.11 Voxmap PointShell 514  
              27.2.11.1 Evolution 514  
           27.2.12 Massive Model Visualization 515  
              27.2.12.1 Evolution 515  
           27.2.13 Visual Analytics 516  
              27.2.13.1 Evolution 516  
        27.3 Observations 516  
        27.4 Implications 518  
           27.4.1 Sources of New Technology 519  
           27.4.2 Fragmented Technical Community 519  
           27.4.3 Business Climate 520  
           27.4.4 Immediate Return on Investment 520  
        27.5 One Successful Approach 521  
        27.6 Conclusion 521  
        References 522  
     Chapter 28: Technology Transfer at IBBT-EDM: Case Study in the Computer Graphics Domain 523  
        28.1 Interdisciplinary Institute for BroadBand Technology (IBBT) 524  
           28.1.1 Strategic Research 524  
           28.1.2 Cooperative Research 525  
           28.1.3 Living Labs 526  
           28.1.4 Venture 526  
        28.2 Expertise Centre for Digital Media (EDM) 527  
        28.3 ANDROME 528  
        28.4 Case Study: Ultra Pictura 528  
           28.4.1 Company Summary 528  
           28.4.2 From Idea to Business 529  
           28.4.3 Company Management 531  
        28.5 Conclusions 532  
        References 532  
     Chapter 29: Building Adoption of Visual Analytics Software 533  
        29.1 Introduction 533  
        29.2 The Technology Adoption Life Cycle 535  
        29.3 Adoption Challenges for Visual Analytics 537  
        29.4 Case Study: Moore's Life Cycle Applied to an Organization 541  
        29.5 Cultural Implications of Adoption 543  
        29.6 Recommendations for Building Visual Analytics Technology Adoption 544  
           29.6.1 Initiating the Adoption Process 545  
           29.6.2 Building Interest Among Innovators 547  
           29.6.3 Technology Adoption by Early Adopters 548  
           29.6.4 Adoption by the Early Majority 550  
           29.6.5 Adoption by the Late Majority and Laggards 551  
           29.6.6 Adaptive Approaches for Technology Adoption 552  
        29.7 Conclusion 552  
        References 553  
  Author Index 555  


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