2023 IEEE Scientific Visualization Contest Winner: VisAnywhere: Developing Multi-platform Scientific Visualization Applications.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING IEEE Computer Graphics and Applications Pub Date : 2024-08-15 DOI:10.1109/MCG.2024.3444460
Thomas Marrinan, Victor A Mateevitsi, Madeleine Moeller, Alina Kanayinkal, Michael E Papka
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Abstract

Scientists often explore and analyze large-scale scientific simulation data by leveraging two- and three-dimensional visualizations. The data and tasks can be complex and therefore best supported using myriad display technologies, from mobile devices to large high-resolution display walls to virtual reality headsets. Using a simulation of neuron connections in the human brain provided for the 2023 IEEE Scientific Visualization Contest, we present our work leveraging various web technologies to create a multi-platform scientific visualization application. Users can spread visualization and interaction across multiple devices to support flexible user interfaces and both co-located and remote collaboration. Drawing inspiration from responsive web design principles, this work demonstrates that a single codebase can be adapted to develop scientific visualization applications that operate everywhere.

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2023 年 IEEE 科学可视化竞赛优胜者:VisAnywhere:开发多平台科学可视化应用。
科学家经常利用二维和三维可视化技术探索和分析大规模科学模拟数据。数据和任务可能很复杂,因此最好使用各种显示技术,从移动设备到大型高分辨率显示墙,再到虚拟现实头盔。利用为 2023 年 IEEE 科学可视化竞赛提供的人脑神经元连接模拟,我们介绍了利用各种网络技术创建多平台科学可视化应用程序的工作。用户可以在多个设备上进行可视化和交互,以支持灵活的用户界面以及同地和远程协作。这项工作从响应式网页设计原则中汲取灵感,证明了单一代码库就能开发出在任何地方都能运行的科学可视化应用程序。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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