Publications by authors named "P J BUTCHER"

We introduce DashSpace, a live collaborative immersive and ubiquitous analytics (IA/UA) platform designed for handheld and head-mounted Augmented/Extended Reality (AR/XR) implemented using WebXR and open standards. To bridge the gap between existing web-based visualizations and the immersive analytics setting, DashSpace supports visualizing both legacy D3 and Vega-Lite visualizations on 2D planes, and extruding Vega-Lite specifications into 2.5D.

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Killer whales () have been documented to prey on white sharks (), in some cases causing localised shark displacement and triggering ecological cascades. Notably, a series of such predation events have been reported from South Africa over the last decade, with killer whales specifically targeting sharks' liver. However, observations of these interactions are rare, and knowledge of their frequency across the world's oceans remains limited.

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We present a path-based design model and system for designing and creating visualisations. Our model represents a systematic approach to constructing visual representations of data or concepts following a predefined sequence of steps. The initial step involves outlining the overall appearance of the visualisation by creating a skeleton structure, referred to as a flowpath.

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We propose the notion of attention-aware visualizations (AAVs) that track the user's perception of a visual representation over time and feed this information back to the visualization. Such context awareness is particularly useful for ubiquitous and immersive analytics where knowing which embedded visualizations the user is looking at can be used to make visualizations react appropriately to the user's attention: for example, by highlighting data the user has not yet seen. We can separate the approach into three components: (1) measuring the user's gaze on a visualization and its parts; (2) tracking the user's attention over time; and (3) reactively modifying the visual representation based on the current attention metric.

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Native game engines have long been the 3-D development platform of choice for research in mixed and augmented reality. For this reason, they have also been adopted in many immersive visualization and immersive analytics systems and toolkits. However, with the rapid improvements of WebXR and related open technologies, this choice may not always be optimal for future visualization research.

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