Immersive Analytics (IA)

The goal of this workshop is to form an IA community and discuss what this community can do to advance discovery science and enable IA-based communication, define the specific research goals, and to discuss metrics to validate IA. We will also explore the ways in which IA differs from and offers benefits well beyond traditional visual analytics and virtual reality. Website https://sites.google.com/site/immersiveanalytics/ Important Dates
  • Paper submission deadline: February 15, 2016
  • Notification of acceptance: February 18, 2016
  • Camera-ready copy: February 29, 2016
  • Workshop date: March 20, 2016
Location Greenville, SC, USA (co-located with IEEE VR conference) Format This half-day workshop will feature a series of invited presentations by leading visualization, virtual reality, and interaction researchers, as well as short paper presentations, panels, and a poster session. Introduction Immersive analytics (IA) investigates how new interaction and display technologies can be used to support analytical reasoning and decision making. IA lies at the intersection of the visualization disciplines in data science, hybrid reality, and 3D interfaces and interaction. The essence of IA consists of deriving insights from data by using powerful display technologies. These technologies augment the human ability to analyze and make sense of the heterogeneous, noisy, often massive and multifaceted datasets common in many scientific disciplines, such as biology, engineering, physics, chemistry, security, health informatics, and brain science. Since “resolution beats memory”, increased screen resolution means that display technologies support the dual modalities of omni-stereo and mono display and can show both structured and unstructured data, breaking the traditional barriers between VR and tiled wall displays from the visualization side and blending augmented reality, virtual reality, and natural user interfaces from the user interface side. Some examples of such hybrid reality environments include
  • CAVE2 at UIC,
  • YURT at Brown,
  • Reality Deck at SUNY,
  • Augmentarium at University of Maryland,
  • HIVE at Duke, the five-sided La Cueva Grande
  • at LANL, and
  • AlloSphere at UCSB.
We anticipate to see a growth of real-world uses of such high-resolution and immersive environments to improve scientists’ capabilities to generate new hypotheses and make new discoveries. Papers Paper submissions can be up to 6 pages and should describe the role, application, and impact of immersive analytics in knowledge discovery. We particularly encourage papers that cross disciplinary boundaries and show how immersive analytics can catalyze discovery. Papers will be published on the workshop website as well as in the IEEE Xplore and will be included on the VR USB stick. We consider these manuscripts to be works in progress and encourage authors to publish improved versions in a journal or at another venue at a later time. We are working on a plan to invite a selected subset of the papers to appear in a special issue in a journal or magazine venue such as the IEEE CG&A. We accept two types of submissions: research and position papers. The workshop welcome contributions from all areas of immersive analytics, including information visualization, scientific visualization, visual analytics, and associated interaction techniques in virtual environments. The workshop places strong emphasis on interdisciplinary sciences and on showing how novel techniques can support knowledge discovery otherwise impossible. We encourage submission of work in progress and preliminary results, previously published work from other venues, and immersive analytics challenges. Research papers aim to make progress toward novel design methods and to discuss their benefits and limitations in using IA techniques. Position papers are problem discussions or statements describing the authors’ relevant experience and ideas about immersive analytics techniques and methodologies for knowledge discovery and effective visual communication. Posters submissions consist of a brief 250-word abstract and one supporting image that summarize the work. Authors must present a corresponding poster during the designated poster session, and are encouraged to incorporate a demo or video into their presentation. Authors also have the opportunity to give a brief oral preview during a plenary “fast-forward” session. All submissions will be peer-reviewed by the organizers. Submission and Formatting Guidelines Please format your submission according to the VGTC formatting guidelines (http://junctionpublishing.org/vgtc/Tasks/camera.html). To submit a paper, please use https://easychair.org/conferences/?conf=iv2016. The submission must be in PDF format. All submissions will be single-blind (authors can reveal their names on the submission). Topics that are NOT of interest: Techniques that do not address discovery and visual communication in real-world uses Organizers
  • Jian Chen, University of Maryland, Baltimore County, USA
  • G. Elisabeta Marai, University of Illinois at Chicago, USA
  • Kim Marriott, Monash University, Australia
  • Falk Schreiber, Monash University, Australia
  • Bruce H. Thomas, University of South Australia, Australia
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