Position Paper by Steven Smith, Paul Weber Los Alamos National Laboratory

For the Workshop on "Information Visualization Software Infrastructures" at IEEE 2004 Visualization,
Organized by Katy Börner, Indiana University, USA and Jean-Daniel Fekete, INRIA, France

Part I

I.1) What functionality should a general InfoVis infrastructure provide?
   
Information Visualization inherits many of it's requirements from at least two precursor disciplines:  Scientific Visualization and Statistical Graphics with influences from Cartography, Graphic Design, et cetera.   

There are a few significant differences introduced by the Information Visualization Problem:

  1. Emphasis on exploration and discovery as well as analysis
  2. Dealing primarily with abstract data sets.
  3. Higher degree of complexity/heterogeneity.
To address this, an Information Visualization Infrastructure needs to address or support:
  1. Flexible mapping of data elements and features to representational/perceptual idioms.
  2. High degree of interactivity in choice of data sources, transformations, encodings and parameterization.
  3. Ability to easily transform and derive data fields to inform visualization/perceptualizatoin.
  4. Broad and extensible range of perceptual idioms to encode.
  5. Data Sources
  6. Transformations
  7. Distributed/Collaborative support for experts from disparate domains.
  8. Journaling system for "undo", review, restart, etc.

I.2) What do you see as the main technical challenges for creating a central but flexible and universally useful (information) visualization software infrastructure (as opposed to 100 different ones)?

  1. Multi-platform/distributed framework.
  2. Run-time Loading/Plugins, etc.
  3. Huge, heterogenous, streaming data management.
  4. Range of UI idioms/support (from small laptop  screen to full immersion).

Part II

Please describe the (information) visualization software infrastructure you are working on.
Los Alamos Naitonal Laboratory, in collaboration with University of New Mexico and George Mason University have been building tool sets and frameworks with the general intention of supporting information visualization (perceptualization) solutions.   Our frameworks and tools are generally intended for our own use, but as we refine them, they become more suitable for general use.  We have some lessons learned in the technology as well as the general approach to the problem of encoding abstract information for exploration and analysis.

Our work may be considered somewhat esoteric, but it does have grounding in several areas including computer science, cognitive and perceptual psychology, category theory, and linguistics/semiotics.

Immersion
    We believe that a "sense of presence" and an identification with the data being explored and analyzed is important.  This can happen through high-end VR technology but it can also happen through the proper use of motivated representation and interaction on much lower-end hardware (like a laptop).

Perceptualization
    We believe that "Visualization" is the correct archetype for the larger, more encompassing and useful concept of  "Perceptualization".  Not only is multi-sensory perception (vision, sound, haptics, etc) implied, but also the lower perceptual processing functions that occur below the linguistic/symbolic level.   Color, shape, motion, sound, etc... all have implications at a pre-linguistic level which must be addressed.   "The quick brown fox jumped over the lazy dog" invokes a perceptual experience as well as a more semiotic/linguistic experience. 

Reification
    This term means "to make the abstract real".   In this case, we refer to the act of binding perceptual/representational elements (location, layout, color, shape, time, sounds, etc) to abstract data in a way that gives it a "reality".   We believe that doing this well involves both consistent and motivated mappings between these two, and very likely with mathematical transformations which yield more useful, meaningful, or consistent quantities and qualities than the raw data.  The use of "figurative expression", particularly complex metaphors (or metaphor complexes) is the most obvious example, but caricature and metonmy are other possibly familiar examples.

Our technical approach to this problem has been to build or adopt a number of layers of software/frameworks.
At the bottom of our technological pyramid lies fairly low-level standards and technologies such as C/OpenGL/Window managers/ MIDI, etc.   Above that is the Flatland visualization development framework which essentialy supports  loading and running multiple applications in a VR environment, inter application communication, etc.  On top of Flatland, we have a layer known as "Flux" which supports  a streaming data model and simple component architecture.  Built on top of Flux, is a representational abstraction for point, line and surface glyphs, time and space layout/ordination, graph layout, etc. which is also intended to include "reification" elements such as metaphor mapping, etc.

II.1) Project Name and Web Address
Flatland 
http://www.ahpcc.unm.edu/homunculus/
Flux: (no public information)
Reifier: (no public information)

II.2) Core Team Members
    LANL:  Decision Applications Visualization Team
       Team Lead:
Steve Smith; Flux Architect: Paul Weber; Developers: David Hite, Bob Gislason, Steve Linger, Chris Davis.
    UNM Flatland: High Performance Computing Center Visualization Group/Homonculous Project
 
       Director:
Dr. Thomas P. Caudell;  Staff; Panaiotis; Timothy B. Eyring, Chris Davis, Takeshi Hakamata, Victor Vergera, Jim Holten, et alia 

II.3) Project Start Date
    Ongoing

II.4) Targeted User Group
   
Internal R&D
    Decision Applications Developers

II.5) Supported User Tasks
    Application by application details.  

II.6) Major Features of the System Architecture
    Multi-user, telecollaborative, immersive environment with a component architecture for "Reification".  We focus on huge, high dimensional, heterogenous, complex, streaming data sets.  We focus on problems such as algorithm, graph, and network analysis.

II.7) Algorithms Provided
    Data flow management, sorting, time-like variables, force directed layout, high dimensional projection, grand tour, clustering...

II.8) Snapshot of the Interface
DNS layout   Critical Infrastructure Protection   
Force Directed Layout of DNS heirarchy.                                    Critical Infrastructure Protection

Network Intrusion Application
"Space Defense" metaphor for Network Intrusion Detection.

UI is primarily mediated through immersive devices, keyboards and Head's Up display (not shown).  Traditional GUIs have been
used but are contra-indicated in immersive spaces.   Screenshots of what are generally designed for "large field of view", navigable,
dynamic and interactive metaphorical worlds do not present this work well.

II.9) Development Platform
Linux

II.10) Supported Operating Systems
Linux/Unix variants
Windows (Marginal)
MacOS X (marginal)

II.5) Software Dependencies/Required Libraries
OpenGL
SDL
G++
gmake, etc.

II.5) Current License
    Flatland: LGPL

II.5) Number of Users/Downloads
    Internal to team

II.5) Pros and Cons
   
Very rich environment for immersion, interaction, representation. 
    High learning curve, not quite production ready.

II.5) Planned Work
   
Huge amounts of planned work including coupling with Parallel R, Volume Visualization and GPU programming.  Direction of work depends heavily on funding/sponsors whom are fickle.

Part III

Please describe your main interest in participating in the workshop
    We believe that the problem of Information Visualization (or Visual Analytics or Abstract Perceptualization or Immersive Data Exploration and Analysis) is very important to many disciplines and that early identification of the central issues and a general layout of appropriate approaches is extremely valuable.  We have been working in a relative vacume and look forward to being a more integral part of a larger community.  This group appears to have the potential of being the kernel of such a community.

Determining the feasibility of combining efforts to create one common, shared IV infrastructure as opposed to 100s of underfunded or proprietary toolkits, platforms and frameworks. Scouring for ideas for a common data protocol for communication between plugins. Eliciting feedback about the IVC software architecture with regard to extensibility and ensuring that it is future-proof.
    We believe that there is a great deal of motivation for creating a common, shared IV infrastructure, but our experience indicates that this is only partially possible.   We have some limited experience with trying to create an environment similar to what is proposed here and are willing to share our ideas, lessons learned, and in some cases code and algorithms.  We do not believe that what we have created is anything more than an R&D prototype suitable for our own use and those of a motivated select group whose requirements for immersion, real-time rendering and Reification are similar to our own.  

Send the completed paper by Sept. 30, 2004 to katy@indiana.edu and Jean-Daniel.Fekete@inria.fr.


Created by Jean-Daniel Fekete and Katy Börner on Thur Aug 12 11:15:27 2004