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Animation and the Role of Map Design in Scientific Visualization

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Abstract

Scientists visualize data for a range of purposes, from exploring unfamiliar data sets to communicating insights revealed by visual analyses. As the supply of numerical environmental data has increased, so has the need for effective visual methods, especially for exploratory data analysis. Map animation is particularly attractive to earth system scientists who typically study large spatio-temporal data sets. In addition to the "visual variables" of static maps, animated maps are composed of three basic design elements or "dynamic variables"–scene duration, rate of change between scenes, and scene order. The dynamic variables can be used to emphasize the location of a phenomenon, emphasize its attributes, or visualize change in its spatial, temporal, and attribute dimensions. In combination with static maps, graphs, diagrams, images, and sound, animation enhances analysts' ability to express data in a variety of complementary forms.
... From this, early conceptualisations of geovisualisation focused on the role of maps as data exploration and spatial analysis tools that could be used to enhance the identification of patterns in spatial data (MacEachren & Ganter, 1990). This was related to the scientific visualisation of large datasets through animation (Dibiase et al., 1992) and increasingly sophisticated computer technologies and geographic information systems that created new opportunities in cartography (MacEachren, 1994). This was outlined with a map-use cube, whose axes defined the level of interactivity, the map audience (public or private) and the objectives of use (either revealing unknowns or presenting knows). ...
Thesis
A fundamental problem in geospatial interface designs is how aspects of user cognition may be incorporated into their design structures for improved reasoning, decision making, and comprehension in geographic spaces. Narrative environments are one such example of geographic spaces, where stories are told and visually displayed. Recently, geospatial narrative environments have become a popular medium for visualising information about space and time in the Earth sciences. Consequently, effective ways of enhancing user cognition in these environments through visual narrative comprehension is becoming increasingly important, particularly for the development of interactive learning environments for geo-education. It was hoped that subtle visualisations of future tasks (environmental precues) could be incorporated into an ambient narrative interface that would improve user cognition and decision making in an immersive 3D virtual narrative environment, which acted as an experimental analogue for how the interface could operate in real-world environments. To address this, a hybrid navigational interface called Future Vision was developed. In addition to controller-based locomotion, the interface provides subliminal environmental precues in the form of simulated future thoughts by teleporting the user to a future location, where the outcome of a two-alternative forced-choice (2AFC) decision making task could be briefly seen. The navigational effectiveness of the interface was analysed using the Steering law: a geographic analysis technique for trajectory-based human-computer interactions. The results showed that Future Vision enhanced participants' navigational abilities through improvements in average task completion times and movement speed. When comparing the experimental interface (Future Vision) with the ii control interface (an HTC Vive controller), the results showed that the experimental interface was 2.9 times as effective for navigation. This was in comparison to an improvement of 3.3 times for real walking when compared to navigation using an Xbox 360 game controller in another study. The similarity in these values suggests that Future Vision allows for more realistic walking behaviours in virtual environments. Improvements were also seen in the 2AFC decision making task when compared to participants in the control group, who were unguided in their decision making. These improvements occurred even when participants reported being unaware of the precues. In addition, Future Vision produced a similar information transfer rate to brain-computer interfaces in virtual reality, where participants move virtual objects via motor imagery and the imagined performance of actions through thought. This suggests that visualisations of future thoughts operate in a motor imagery paradigm that is associated with the generation and execution of a user's goals and intentions. The results also suggest that Future Vision behaves as an optimally designed cognitive user interface for ambient narrative communication during navigation and decision making. Overall, these findings demonstrate how extended reality narrative style GIS digital representations may be incorporated into cognitively inspired geospatial interfaces. When employed in real or virtual geographic narrative environments, these interfaces may allow for new types of quantitative GIS analysis techniques to be carried out in the cognitive sciences, leading to insights that may result in improved geospatial interface designs in the future.
... Dynamic variables are helpful when designing animations and self-reconfigurable physicalisations. Discussions on dynamic variables in the literature have focused separately on visualisations [37,[62][63][64][65], sound [39,57], and scent [47]. Nonetheless, given that dynamic variables are orthogonal to all other variables, an account that abstracts from the specifics of sensory modalities is needed. ...
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... Furthermore, due to the wide variety of information that needs to be presented, eight categories were defined, one for each knowledge topic, and a guided linear narrative through immersive scrolling [38] was used as this is more effective for users than jumping from one tab to the next without a sequence [39]. Finally, narrative texts with images, accompanied by 2D and 3D web maps created in ArcGIS Pro according to the appropriate cartographic rules [40,41], and embedded content from other web apps were combined into an engaging experience via the app's interactive builder, as described in the following section ( Figure 2). ...
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... The term visual variable is commonly used to describe the various perceived differences in map symbols that are used to represent geographic phenomena [37]. The concept of visual variables was introduced by Bertin [33] and subsequently modified by others [21,38,39]. Bertin [32] considered the viewing of these visual variables as a preattentive process [40]. ...
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... Nowadays, the majority of the maps are distributed as digital products using the World Wide Web; they can be either static, animated, or interactive. In any case, the maps' design is directly connected to the implementation of visual [2], dynamic [3] and/or sound [4] variables which are utilized towards the representation of qualitative and/or quantitative differences that characterize geographical entities and/or phenomena. Compared to other types of spatial representations (e.g., satellite images, orthophotos, etc.), both the effectiveness and the efficiency of the map-reading process are directly influenced by the selections made during the cartographic design process. ...
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