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Interactive 4D Overview and Detail Visualization in Augmented Reality

Interactive 4D Overview and Detail Visualization in Augmented Reality

Interactive 4D Overview and Detail Visualization in Augmented Reality

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Figure 3: Object time overview visualization: provid<strong>in</strong>g <strong>in</strong>formation of multiple po<strong>in</strong>ts <strong>in</strong> time for a s<strong>in</strong>gle object. The multiple po<strong>in</strong>ts <strong>in</strong> time are<br />

thereby color coded. Left: Heightl<strong>in</strong>es show<strong>in</strong>g the different height of the wall at different po<strong>in</strong>ts <strong>in</strong> time. Middle Left: Geometric Completion<br />

shows the completion <strong>in</strong> geometric reference to the wall. This provides a summary which parts of the wall were added at which time. Middle<br />

Right: Completion diagram show<strong>in</strong>g the average completion for multiple po<strong>in</strong>ts <strong>in</strong> time. Right: Block diagram show<strong>in</strong>g the average completion of<br />

the wall for multiple po<strong>in</strong>ts <strong>in</strong> time.<br />

tion site. Such a visualization is adequate for distant views such as<br />

birds eye views where multiple objects are visible.<br />

In our work, we use such an per-object-abstraction for overview<br />

visualization on the scene overview level. However, comb<strong>in</strong>ed with<br />

filter<strong>in</strong>g techniques, we use this visualization layer as a start<strong>in</strong>g<br />

po<strong>in</strong>t for further <strong>in</strong>spection on a per object-basis. As shown <strong>in</strong> Figure<br />

2 (Top) real scene objects are colored with colors represent<strong>in</strong>g<br />

their current status. Additionally, measurements can be displayed<br />

on the object. A limitation of this visualization level is that it can<br />

only represent one s<strong>in</strong>gle po<strong>in</strong>t <strong>in</strong> time or a s<strong>in</strong>gle value to summarize<br />

the data <strong>in</strong> one view.<br />

L1: Object time overview level The visualization of the scene<br />

overview level provides a quick overview over all areas of <strong>in</strong>terest<br />

<strong>in</strong> the scene, but restricts <strong>in</strong>spect<strong>in</strong>g a selected area <strong>in</strong> more detail.<br />

To underst<strong>and</strong> the current status of an object <strong>in</strong> relation to earlier<br />

po<strong>in</strong>ts <strong>in</strong> time <strong>and</strong> its geometry, we <strong>in</strong>troduce a new level show<strong>in</strong>g<br />

<strong>in</strong>formation of multiple steps <strong>in</strong> reference to the object’s geometry.<br />

To get an overview of the object’s change over time, we visualize<br />

abstract <strong>in</strong>formation that summarizes the object’s status for each<br />

po<strong>in</strong>t <strong>in</strong> time. This abstraction already conveys the evolution of the<br />

object’s shape over time us<strong>in</strong>g outl<strong>in</strong>es, contours or average diagrams,<br />

while reta<strong>in</strong><strong>in</strong>g enough abstraction to show the whole time<br />

series. Different visual abstraction techniques enable for effective<br />

<strong>in</strong>formation presentation at this level. For example,<br />

• Height L<strong>in</strong>es: represent<strong>in</strong>g the different heights of an area at<br />

different times (compare Figure 3, Left).<br />

• Geometric completion: abstract <strong>in</strong>formation with geometric<br />

reference. For <strong>in</strong>stance a diagram show<strong>in</strong>g average completion,<br />

color coded completion (compare Figure 3, Middle Left<br />

<strong>and</strong> Middle Right).<br />

• Block diagram for average completion: block diagram show<strong>in</strong>g<br />

the average completion <strong>in</strong> relation the geometry of the<br />

object of <strong>in</strong>terest (compare Figure 3, Right).<br />

L2: <strong>Detail</strong> Level The last visualization level allows to <strong>in</strong>spect<br />

the detailed geometry <strong>and</strong> appearance of an earlier version by render<strong>in</strong>g<br />

the representation of the earlier version itself. In the overlay<br />

of the <strong>4D</strong> data, the user can <strong>in</strong>spect the progress on the object <strong>in</strong><br />

a detailed way. Furthermore, color-coded shad<strong>in</strong>g of 3D structure<br />

can be applied to support visual discrim<strong>in</strong>ation objects at different<br />

po<strong>in</strong>ts <strong>in</strong> time (Figure 4).<br />

3.2 Transitions between <strong>Visualization</strong> Levels<br />

After <strong>in</strong>troduc<strong>in</strong>g the visualization levels, the second challenge is<br />

the <strong>in</strong>teractive transition between them. In this section we discuss<br />

a concept for <strong>in</strong>teraction methods that allow the user to navigate<br />

between the visualization levels. Additionally, details on the implementation<br />

of <strong>in</strong>teraction techniques are then given <strong>in</strong> Section 4.3. A<br />

user starts <strong>in</strong> the first level <strong>and</strong> selects objects of <strong>in</strong>terest for further<br />

Figure 4: Color-coded shad<strong>in</strong>gs of a wall geometry at different po<strong>in</strong>ts<br />

<strong>in</strong> time.<br />

<strong>in</strong>spection <strong>in</strong> the other levels. For example, by filter<strong>in</strong>g the objects<br />

based on their progress <strong>in</strong> L0, only objects with a certa<strong>in</strong> amount<br />

of progress or completion are shown. Afterwards the user can select<br />

or physically move to an object of a certa<strong>in</strong> amount progress or<br />

completion. We connect all levels by <strong>in</strong>teractive view manipulation<br />

techniques provid<strong>in</strong>g visual cont<strong>in</strong>uity when drill<strong>in</strong>g down for more<br />

details.<br />

Manag<strong>in</strong>g contextual <strong>and</strong> focused <strong>in</strong>formation has a long tradition<br />

<strong>in</strong> <strong>in</strong>formation visualization. In our approach, we use <strong>in</strong> each<br />

level the real world structure as well as abstract representations as<br />

contextual <strong>in</strong>formation next to detailed <strong>in</strong>formation, which are currently<br />

<strong>in</strong> the focus of an analysis. This allows us to apply similar<br />

visualizations for mov<strong>in</strong>g between the three abstraction levels <strong>in</strong> the<br />

visualization space. As described by Cockburn et al. [4], overview<br />

<strong>and</strong> detail techniques may separate focus <strong>and</strong> context <strong>in</strong>formation<br />

temporally or <strong>in</strong> space by apply<strong>in</strong>g, for <strong>in</strong>stance, zoom<strong>in</strong>g techniques<br />

or by present<strong>in</strong>g the data <strong>in</strong> separated views. Focus <strong>and</strong><br />

context techniques <strong>in</strong>tegrate these <strong>in</strong>formation <strong>in</strong> one s<strong>in</strong>gle view<br />

<strong>and</strong> present context <strong>and</strong> focus <strong>in</strong>formation together.<br />

3.2.1 <strong>Overview</strong> <strong>and</strong> detail<br />

The first level of abstraction is used to present an overview of the<br />

environment. Due to the highly abstract character of this level, less<br />

<strong>in</strong>formation is presented <strong>and</strong> thus it is possible to <strong>in</strong>spect more objects<br />

at once. In contrast, the second level of abstraction provides<br />

more detail that may easily clutter an overview visualization. The<br />

falloff <strong>in</strong> detail of the visualization levels makes the transition between<br />

the first <strong>and</strong> the second level a perfect c<strong>and</strong>idate for overview<br />

<strong>and</strong> detail techniques. However, provid<strong>in</strong>g techniques for switch<strong>in</strong>g<br />

between overview <strong>and</strong> detail visualization is crucial for the acceptance<br />

of any tool for visual analysis. Thus, we provide two common<br />

techniques for transitions between overview <strong>and</strong> detail visualizations.<br />

A zoom<strong>in</strong>g <strong>in</strong>terface <strong>and</strong> a WIM presentation allows us to<br />

comprehensively transition between the first <strong>and</strong> the second level<br />

of abstraction.<br />

Zoom<strong>in</strong>g The zoom<strong>in</strong>g <strong>in</strong>terface allows the user to zoom out<br />

of his current view. Based on the amount of zoom<strong>in</strong>g this provides<br />

an overview of the scene where the user can <strong>in</strong>spect multiple objects<br />

at once. With larger distance to the scene, the <strong>in</strong>terest on detailed<br />

<strong>in</strong>formation gets less <strong>and</strong> more abstract representations of the scene<br />

objects are presented (Figure 5, Left).

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