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Auteur Stephan Diehl |
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A taxonomy and survey of dynamic graph visualization / Fabian Beck in Computer graphics forum, vol 36 n° 1 (January 2017)
[article]
Titre : A taxonomy and survey of dynamic graph visualization Type de document : Article/Communication Auteurs : Fabian Beck, Auteur ; Michael Burch, Auteur ; Stephan Diehl, Auteur ; Daniel Weiskopf, Auteur Année de publication : 2017 Article en page(s) : pp 133 - 159 Note générale : bibliographie Langues : Anglais (eng) Descripteur : [Termes IGN] données spatiotemporelles
[Termes IGN] graphe
[Termes IGN] taxinomie
[Termes IGN] visualisation de données
[Termes IGN] visualisation dynamique
[Vedettes matières IGN] GéovisualisationRésumé : (auteur) Dynamic graph visualization focuses on the challenge of representing the evolution of relationships between entities in readable, scalable and effective diagrams. This work surveys the growing number of approaches in this discipline. We derive a hierarchical taxonomy of techniques by systematically categorizing and tagging publications. While static graph visualizations are often divided into node-link and matrix representations, we identify the representation of time as the major distinguishing feature for dynamic graph visualizations: either graphs are represented as animated diagrams or as static charts based on a timeline. Evaluations of animated approaches focus on dynamic stability for preserving the viewer's mental map or, in general, compare animated diagrams to timeline-based ones. A bibliographic analysis provides insights into the organization and development of the field and its community. Finally, we identify and discuss challenges for future research. We also provide feedback from experts, collected with a questionnaire, which gives a broad perspective of these challenges and the current state of the field. Numéro de notice : A2017-391 Affiliation des auteurs : non IGN Thématique : GEOMATIQUE Nature : Article DOI : 10.1111/cgf.12791 En ligne : https://doi.org/10.1111/cgf.12791 Format de la ressource électronique : URL article Permalink : https://documentation.ensg.eu/index.php?lvl=notice_display&id=85891
in Computer graphics forum > vol 36 n° 1 (January 2017) . - pp 133 - 159[article]Distributed virtual worlds / Stephan Diehl (2001)
Titre : Distributed virtual worlds : foundations and implementation techniques using VRML, JAVA, and CORBA Type de document : Monographie Auteurs : Stephan Diehl, Auteur Editeur : Berlin, Heidelberg, Vienne, New York, ... : Springer Année de publication : 2001 Importance : 166 p. Format : 16 x 24 cm ISBN/ISSN/EAN : 978-3-540-67624-9 Note générale : Bibliographie Langues : Anglais (eng) Descripteur : [Vedettes matières IGN] Langages informatiques
[Termes IGN] CORBA
[Termes IGN] données localisées 3D
[Termes IGN] implémentation (informatique)
[Termes IGN] internet
[Termes IGN] Java (langage de programmation)
[Termes IGN] Java3D
[Termes IGN] monde virtuel
[Termes IGN] protocole
[Termes IGN] protocole IP
[Termes IGN] protocole TCP
[Termes IGN] réalité virtuelle
[Termes IGN] VRMLRésumé : (Documentaliste) Cet ouvrage développe les bases du VRML, les protocoles utilisés (TCI/IP et ceux propres aux mondes répartis), la partition des mondes virtuels répartis, le " streaming ", les technologies 3D pour Internet et explique la mise en œuvre avec Java et Corba. Note de contenu : Part 1) Introduction
1. Motivation
1.1 Peloton
1.2 A Virtual Theater
1.3 Electronic Commerce
2. Technical Aspects
2.1 Terminology
2.2 Requirements
2.3 Technologies, Languages and Protocols
3. User Perspective
3.1 Applications
3.2 Commercial and Experimental Virtual Worlds
3.3 Navigation
3.4 Communication
3.5 Multi-User Worlds - The Future ?
Part 2) Fundamentals
4. Three-Dimensional Computer Graphics
4.1 Some Mathematical Preliminaries
4.2 The Graphics Pipeline
5. Virtual Reality Modeling Language (VRML)
5.1 History of VRML
5.2 What is VRML ?
5.3 Concepts of VRML
5.4 VRML : An Example
5.5 Static Scenes
5.5.1 Geometric Nodes
5.5.2 Appearance
5.5.3 Transformations
5.5.4 Other Static Nodes
5.5.5 DEF/USE
5.5.6 Extensibility
5.6 Dynamic VRML
5.6.1 Events, Routes, Sensors and Interpolators
5.6.2 Script
5.6.3 Animations Using the External Authoring Interface
5.6.4 Problems with the EA1
5.7 Conclusion
6. Protocols for Distributed Virtual Worlds
6.1 Internet Protocols - TCP/IP
6.1.1 Network Layer: Internet Protocol (IP)
6.1.2 Transport Layer: Transmission Control Protocol (TCP)
6.1.3 Transport Layer: User Datagram Protocol (UDP)
6.1.4 Transport Layer: Multicast IP
6.2 A Layer Model for Distributed Virtual Worlds
6.3 Architectures for Virtual Worlds
6.4 Behavior
6.5 Consistency
6.6 Protocols for Distributed Virtual Worlds
6.6.1 Distributed Interactive Simulation (DIS)
6.6.2 Distributed Worlds Transfer and Communication Protocol (DWTP)
6.6.3 The Multi-User 3D Protocol (Mu3D)
6.6.4 Virtual Reality Transfer Protocol (VRTP)
6.7 Conclusion
7. VRML Extensions for Distributed Virtual Worlds
7.1 VSPLUS : Sharing Events Through Net Nodes
7.2 VASE Multicast-VR
7.3 Living Worlds
7.3.1 Motivation
7.3.2 Living Worlds Terminology
7.3.3 Zones
7.3.4 Shared Objects and Avatars
7.4 Conclusion
8. Partitioning of Distributed Virtual Worlds
8.1 Spatial Partitioning
8.1.1 Grids
8.1.2 Level of Detail (LOD)
8.1.3 Bounding Boxes
8.1.4 Binary Space Partitioning Trees
8.1.5 Cells and Portals
8.2 Spatial Partitioning of Multi-User Worlds
8.2.1 Filtering
8.2.2 Locales and Beacons
8.2.3 Aura
8.3 Conclusion
9. Streaming
9.1 Continuous Data Streams
9.1.1 Compression
9.1.2 Streaming in Practice
9.2 Continuous Data Streams in Distributed Virtual Worlds
9.3 Relevant Internet Protocols
9.3.1 Resource Reservation Protocol (RSVP)
9.3.2 Real-Time Streaming Protocol (RTSP)
9.3.3 Real-Time Transport Protocol (RTP)
9.4 Quality of Service for Streaming
9.4.1 Forward Error Control
9.4.2 Interarrival Jitter
9.4.3 Combined Jitter and Error Control
9.5 Spatial Hierarchical Compression
9.6 Conclusion
10. 3D Technologies for the Internet
10.1 Quicktime VR
10.2 MetaStream
10.3 VRML
10.4 MPEG-4
10.5 Pure Java 1.1 Applets
10.6 Java3D
10.7 X3D
10.8 Summary
Part 3) Implementation
11. Implementing Multi-User Worlds with VRML
11.1 Requirements
11.2 Existing Systems
11.3 Java- and EA1-Based Approaches
11.4 A CORBA-Based Approach
12. Java Network-Programming : A Simple Distributed Virtual World
12.1 Java Network Programming
12.1.1 HTTP Connections (Hypertext Transfer Protocol)
12.1.2 TCP (Transfer Control Protocol)
12.1.3 UDP (User Datagram Protocol)
12.1.4 Multicast UDP
12.1.5 Object Serialization
12.1.6 Remote Method Invocation (RMI)
12.2 Miss Connectivity
12.2.1 Architecture and Protocol of MissC
12.2.2 Resources of the Dead
12.2.3 Some Implementation Details of the Protocol
12.2.4 Alternative Implementations of the Protocol
12.2.5 Some Implementation Details of the Scene
12.2.6 Intra-Browser Communication
12.3 Conclusion
13. Implementing Multi-User Worlds with CORBA
13.1 A Gentle Introduction to CORBA
13.1.1 Common Object Request Broker Architecture (CORBA)
13.1.2 Object Request Broker (ORB)
13.1.3 Object Adapter
13.1.4 Interface Definition Language (IDL)
13.2 A CORBA-Based Multi-User World
13.2.1 The Protocol
13.2.2 The Client
13.2.3 The Server
13.2.4 An Alternative Protocol
13.2.5 Intra-Browser Communication
13.3 Conclusion
14. The FutureNuméro de notice : 13223 Affiliation des auteurs : non IGN Thématique : GEOMATIQUE/INFORMATIQUE Nature : Monographie Accessibilité hors numérique : Non accessible via le SUDOC Permalink : https://documentation.ensg.eu/index.php?lvl=notice_display&id=54924