In this work we study the identification of spatial correlation in distributions of 2D scalar fields, presented across different forms of visual displays. We study simple visual displays that directly show color-mapped scalar fields, namely those drawn from a distribution, and whether humans can identify strongly correlated spatial regions in these displays. In this setting, the recognition of correlation requires making judgments on a set of fields, rather than just one field. Thus, in our experimental design we compare two basic visualization designs: animation-based displays against juxtaposed views of scalar fields, along different choices of color scales. Moreover, we investigate the impacts of the distribution itself, controlling for the level of spatial correlation and discriminability in spatial scales. Our study's results illustrate the impacts of these distribution characteristics, while also highlighting how different visual displays impact the types of judgments made in assessing spatial correlation. Supplemental material is available at https://osf.io/zn4qy
We explore how touch-sensitive spherical displays can support climate conversations in museums and science centers. These displays enable intuitive and embodied interaction with complex climate data, and support collective exploration. However, current interaction capabilities of spherical displays are limited. Therefore, this exploratory study aims to identify potential opportunities to develop meaningful interactions and technical solutions. Through two workshops, key opportunities were identified to improve visitors' understanding and navigation of climate data, along with recommendations for technical implementation. Our results provide guidelines and aspects to consider for future research and development in this area.
Grid displays are the most common form of augmentative and alternative communication device recommended by speech-language pathologists for children. Grid displays present a large variety of vocabulary which can be beneficial for a users' language development. However, the extensive navigation and cognitive overhead required of users of grid displays can negatively impact users' ability to actively participate in social interactions, which is an important factor of their language development. We present a novel interaction technique for grid displays, Predictive Anchoring, based on user interaction theory and language development theory. Our design is informed by existing literature in AAC research, presented in the form of a set of design goals and a preliminary design sketch. Future work in user studies and interaction design are also discussed.
With the growth of data sizes, visualizing them becomes more complex. Desktop displays are insufficient for presenting and collaborating on complex data visualizations. Large displays could provide the necessary space to demo or present complex data visualizations. However, designing and developing visualizations for such displays pose distinct challenges. Identifying these challenges is essential for researchers, designers, and developers in the field of data visualization. In this study, we aim to gain insights into the challenges encountered by designers and developers when creating data visualizations for large displays. We conducted a series of semi-structured interviews with experts who had experience in large displays and, through affinity diagramming, categorized the challenges.
Virtual displays provided through head-worn displays (HWDs) offer users large screen space for productivity, but managing this space effectively presents challenges. This paper explores how to enhance window-switching strategies for virtual displays by leveraging eye tracking provided by HWDs and underutilized spaces around the main display area. We investigate the efficiency and usability of different cursor behaviors and selection modes in a Spatial Bar interface for window-switching tasks in augmented reality environments. Results show gaze coupled with teleport led to the quickest window-switching times, particularly in tasks where the original cursor position or the target window was far from the Spatial Bar.
We study moduli spaces of truncated local shtukas and truncated displays and describe them as concrete quotient stacks. To do this, we develop a general formalism of frames that can be applied in both cases and is also used to study prismatic displays and prismatic F-gauges.
Tactile displays that lend tangible form to digital content could transform computing interactions. However, achieving the resolution, speed, and dynamic range needed for perceptual fidelity remains challenging. We present a tactile display that directly converts projected light into visible tactile patterns via a photomechanical surface populated with millimeter-scale optotactile pixels. The pixels transduce incident light into mechanical displacements through photostimulated thermal gas expansion, yielding millimeter scale displacements with response times of 2 to 100 milliseconds. Employing projected light for power transmission and addressing renders these displays highly scalable. We demonstrate optically driven displays with up to 1,511 addressable pixels -- several times more pixels than any prior tactile display attaining comparable performance. Perceptual studies confirm that these displays can reproduce diverse spatiotemporal tactile patterns with high fidelity. This research establishes a foundation for practical, versatile high-resolution tactile displays driven by light.
Large curved displays inside Virtual Reality environments are becoming popular for visualizing high-resolution content during analytical tasks, gaming or entertainment. Prior research showed that such displays provide a wide field of view and offer users a high level of immersion. However, little is known about users' performance (e.g., pointing speed and accuracy) on them. We explore users' pointing performance on large virtual curved displays. We investigate standard pointing factors (e.g., target width and amplitude) in combination with relevant curve-related factors, namely display curvature and both linear and angular measures. Our results show that the less curved the display, the higher the performance, i.e., faster movement time. This result holds for pointing tasks controlled via their visual properties (linear widths and amplitudes) or their motor properties (angular widths and amplitudes). Additionally, display curvatures significantly affect the error rate for both linear and angular conditions. Furthermore, we observe that curved displays perform better or similar to flat displays based on throughput analysis. Finally, we discuss our results and provide suggestions reg
Since the history of display technologies began, people have dreamed an ultimate 3D display system. In order to get close to the dream, 3D displays should provide both of psychological and physiological cues for recognition of depth information. However, it is challenging to satisfy the essential features without sacrifice in conventional technical values including resolution, frame rate, and eye-box. Here, we present a new type of 3D displays: tomographic displays. We claim that tomographic displays may support extremely wide depth of field, quasi-continuous accommodation, omni-directional motion parallax, preserved resolution, full frame, and moderate field of view within enough eye-box. Tomographic displays consist of focus-tunable optics, 2D display panel, and fast spatially adjustable backlight. The synchronization of the focus-tunable optics and the backlight enables the 2D display panel to express the depth information. Tomographic displays have various applications including tabletop 3D displays, head-up displays, and near-eye stereoscopes. In this study, we implement a near-eye display named TomoReal, which is one of the most promising application of tomographic displays.
Holographic displays generate Three-Dimensional (3D) images by displaying single-color holograms time-sequentially, each lit by a single-color light source. However, representing each color one by one limits brightness in holographic displays. This paper introduces a new driving scheme for realizing brighter images in holographic displays. Unlike the conventional driving scheme, our method utilizes three light sources to illuminate each displayed hologram simultaneously at various intensity levels. In this way, our method reconstructs a multiplanar three-dimensional target scene using consecutive multi-color holograms and persistence of vision. We co-optimize multi-color holograms and required intensity levels from each light source using a gradient descent-based optimizer with a combination of application-specific loss terms. We experimentally demonstrate that our method can increase the intensity levels in holographic displays up to three times, reaching a broader range and unlocking new potentials for perceptual realism in holographic displays.
Holographic displays hold the promise of providing authentic depth cues, resulting in enhanced immersive visual experiences for near-eye applications. However, current holographic displays are hindered by speckle noise, which limits accurate reproduction of color and texture in displayed images. We present HoloChrome, a polychromatic holographic display framework designed to mitigate these limitations. HoloChrome utilizes an ultrafast, wavelength-adjustable laser and a dual-Spatial Light Modulator (SLM) architecture, enabling the multiplexing of a large set of discrete wavelengths across the visible spectrum. By leveraging spatial separation in our dual-SLM setup, we independently manipulate speckle patterns across multiple wavelengths. This novel approach effectively reduces speckle noise through incoherent averaging achieved by wavelength multiplexing. Our method is complementary to existing speckle reduction techniques, offering a new pathway to address this challenge. Furthermore, the use of polychromatic illumination broadens the achievable color gamut compared to traditional three-color primary holographic displays. Our simulations and tabletop experiments validate that HoloC
The popularity of 3D displays has risen drastically over the past few decades but these displays are still merely a novelty compared to their true potential. The development has mostly focused on Head Mounted Displays (HMD) development for Virtual Reality and in general ignored non-HMD 3D displays. This is due to the inherent difficulty in the creation of these displays and their impracticability in general use due to cost, performance, and lack of meaningful use cases. In fairness to the hardware manufacturers who have made striking innovations in this field, there has been a dereliction of duty of software developers and researchers in terms of developing software to best utilize these displays. This paper will seek to identify what areas of future software development could mitigate this dereliction. To achieve this goal, the paper will first examine the current state of the art and perform a comparative analysis on different types of 3D displays, from this analysis a clear researcher gap exists in terms of software development for Light field displays which are the current state of the art of non-HMD-based 3D displays. The paper will then outline six distinct areas where the co
Large curved displays have emerged as a powerful platform for collaboration, data visualization, and entertainment. These displays provide highly immersive experiences, a wider field of view, and higher satisfaction levels. Yet, large curved displays are not commonly available due to their high costs. With the recent advancement of Head Mounted Displays (HMDs), large curved displays can be simulated in Virtual Reality (VR) with minimal cost and space requirements. However, to consider the virtual display as an alternative to the physical display, it is necessary to uncover user performance differences (e.g., pointing speed and accuracy) between these two platforms. In this paper, we explored users' pointing performance on both physical and virtual large curved displays. Specifically, with two studies, we investigate users' performance between the two platforms for standard pointing factors such as target width, target amplitude as well as users' position relative to the screen. Results from user studies reveal no significant difference in pointing performance between the two platforms when users are located at the same position relative to the screen. In addition, we observe users'
We show that the moduli problem of deformations of nilpotent displays by quasi-isogenies is representable, without using $p$-divisible groups. The main ingredients are Artin's criterion and the theory of truncated displays. This gives in particular a new proof for the representability of Rapoport-Zink spaces.
Displays can be thought of as relative versions of Fontaine's notion of strongly divisible lattice from integral $p$-adic Hodge theory. In favourable circumstances, the crystalline cohomology of a smooth projective $R$-scheme $X$ is endowed with a display-structure coming from complexes associated with the relative de Rham-Witt complex $WΩ_{X/R}^{\bullet}$ of [LZ04]. In this article, we use the crystal of relative displays of [GL21] to prove a Grothendieck-Messing type result for the deformation theory of Calabi-Yau threefolds.
An emerging alternative to conventional Augmented Reality (AR) glasses designs, Beaming displays promise slim AR glasses free from challenging design trade-offs, including battery-related limits or computational budget-related issues. These beaming displays remove active components such as batteries and electronics from AR glasses and move them to a projector that projects images to a user from a distance (1-2 meters), where users wear only passive optical eyepieces. However, earlier implementations of these displays delivered poor resolutions (7 cycles per degree) without any optical focus cues and were introduced with a bulky form-factor eyepiece (50 mm thick). This paper introduces a new milestone for beaming displays, which we call HoloBeam. In this new design, a custom holographic projector populates a micro-volume located at some distance (1-2 meters) with multiple planes of images. Users view magnified copies of these images from this small volume with the help of an eyepiece that is either a Holographic Optical Element (HOE) or a set of lenses. Our HoloBeam prototypes demonstrate the thinnest AR glasses to date with a submillimeter thickness (e.g., HOE film is only 120 um t
Presenting dynamic scenes without incurring motion artifacts visible to observers requires sustained effort from the display industry. A tool that predicts motion artifacts and simulates artifact elimination through optimizing the display configuration is highly desired to guide the design and manufacture of modern displays. Despite the popular demands, there is no such tool available in the market. In this study, we deliver an interactive toolkit, Binocular Perceived Motion Artifact Predictor (BiPMAP), as an executable file with GPU acceleration. BiPMAP accounts for an extensive collection of user-defined parameters and directly visualizes a variety of motion artifacts by presenting the perceived continuous and sampled moving stimuli side-by-side. For accurate artifact predictions, BiPMAP utilizes a novel model of the human contrast sensitivity function to effectively imitate the frequency modulation of the human visual system. In addition, BiPMAP is capable of deriving various in-plane motion artifacts for 2D displays and depth distortion in 3D stereoscopic displays.
We present a pipeline for printing interactive and always-on magnetophoretic displays using affordable Fused Deposition Modeling (FDM) 3D printers. Using our pipeline, an end-user can convert the surface of a 3D shape into a matrix of voxels. The generated model can be sent to an FDM 3D printer equipped with an additional syringe-based injector. During the printing process, an oil and iron powder-based liquid mixture is injected into each voxel cell, allowing the appearance of the once-printed object to be editable with external magnetic sources. To achieve this, we made modifications to the 3D printer hardware and the firmware. We also developed a 3D editor to prepare printable models. We demonstrate our pipeline with a variety of examples, including a printed Stanford bunny with customizable appearances, a small espresso mug that can be used as a post-it note surface, a board game figurine with a computationally updated display, and a collection of flexible wearable accessories with editable visuals.
Data visualisation is an essential ingredient of scientific analysis, discovery, and communication. Along with a human (to do the looking) and the data (something to look at), an image display device is a key component of any data visualisation workflow. For the purpose of this work, standard displays include combinations of laptop displays, peripheral monitors, tablet and smartphone screens, while the main categories of advanced displays are stereoscopic displays, tiled display walls, digital domes, virtual/mixed reality (VR/MR) head-mounted displays, and CAVE/CAVE2-style immersive rooms. We present the results of the second Advanced Image Displays for Astronomy (AIDA) survey, advertised to the membership of the Astronomical Society of Australia (ASA) during June-August 2021. The goal of this survey was to gather background information on the level of awareness and usage of advanced displays in astronomy and astrophysics research. From 17 complete survey responses, sampled from a population of ~750 ASA members, we infer that: (1) a high proportion of ASA members use standard displays but do not use advanced displays; (2) a moderate proportion have seen a VR/MR HMD, and may also ha
A paradigm for the design of systems that manage level of detail in virtual environments is proposed. As an example of the prototyping step in this paradigm, a user study was performed to evaluate the effectiveness of high detail insets used with head-mounted displays. Ten subjects were given a simple search task that required the location and identification of a single target object. All subjects used seven different displays (the independent variable), varying in inset size and peripheral detail, to perform this task. Frame rate, target location, subject input method, and order of display use were all controlled. Primary dependent measures were search time on trials with correct identification, and the percentage of all trials correctly identified. ANOVAs of the results showed that insetless, high detail displays did not lead to significantly different search times or accuracies than displays with insets. In fact, only the insetless, low detail display returned significantly different results. Further research is being performed to examine the effect of varying task complexity, inset size, and level of detail.