<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards Visual Exploration in Glyph-based Visualizations by Using Landscape Metaphors</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>RAINER GROH</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>TOBIAS GÜNTHER</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>THOMAS GRÜNDER</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Technische Universität Dresden</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Additional Key Words and Phrases: Information Visualization</institution>
          ,
          <addr-line>Human Computer Interaction, Virtual Reality</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Author's address: Rainer Groh, Tobias Günther, Thomas Gründer, Technische Universität Dresden</institution>
          ,
          <addr-line>Dresden, Germany, 01187</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <abstract>
        <p>In this position paper, we create an outlook over the landscape metaphor as a tool help in data analyst tasks. As we are intuitively able to gauge the natural landscape, a metaphor can help to understand the data landscape. In this work, we present the meaning of metaphor-driven design, the essence of the concept "landscape" and discuss ways to interact with such a data environment. Finally, we suggest tools for orientation and operation tasks in a virtual landscape. CCS Concepts: • Human-centered computing → Virtual reality; Interface design prototyping; Information visualization;</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 INTRODUCTION</title>
      <p>
        The use of metaphors as a means of designing interactive systems is based on the idea that abstract structures
in information technology do not have a "natural" shape. Data structures consist of relations, dependencies or
proportions. With regard to the underlying arrangement and organization of elements, an "image" is not yet
required. But only through an image, data structures become visible, navigable, memorable and manipulable.
To solve this problem, we developed the method of metaphor production [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The basic idea is to prepare an
appropriate image (a 2- or 3-dimensional metaphor, e.g. ’the book’, ’a card game’, ’the globe’ or ’the nesting doll’)
for the data structure, so they will match and merge. The user can then use his experience from working with the
image. To interact with the data becomes intuitive.
      </p>
      <p>Basically, the method serves to design interaction metaphors for closed systems (e.g., the control system of
a production unit). Such a system becomes understandable and usable. Suitable 3D widgets, forms of touch
interaction or even Tangibles can now be designed.</p>
      <p>In today’s world of Big Data and the challenges it poses, visual analysis and visual data mining in complex
3D visualizations of multidimensional data is one field where metaphors are helpful. Data is mostly visualized
by a reduced dimensional representation, i.e. coded by glyphs, color, numbers, or reduced to positions in two
dimensions (see Fig 1). The variety of visualization forms illustrates that this complexity is dificult to master,
especially with the traditional two dimensional or planar projection. A main problem is that the user with his
experience based on practical life and bodily movements remains ’outside’. The lack of immersion, the deep
mental involvement, creates a threshold.</p>
      <p>Head-Mounted-Displays (HMDs) provide tools to address this problem. The visualizations are immersive,
stereoscopic and virtually linked to the movement of the user. Furthermore, dynamic images that always follow
the viewing direction do not have perspective distortions. To make use of the metaphorical idea for the visually
supported exploration, we recommend metaphors which are related to the "earthly" movements and experiences
of the user, for instance a "house", a "theater", a "sports arena", a "settlement" or in case of this work, a "landscape".</p>
      <p>VisBIA 2018 – Workshop on Visual Interfaces for Big Data Environments in Industrial Applications. Co-located with AVI 2018 – International
Conference on Advanced Visual Interfaces, Resort Riva del Sole, Castiglione della Pescaia, Grosseto (Italy), 29 May 2018
© 2018 Copyright held by the owner/author(s).</p>
    </sec>
    <sec id="sec-2">
      <title>RELATED WORK</title>
      <p>
        Data itself comes in vast amounts and in multivariate and multidimensional form. To demonstrate the complex
facettes of data, Borgo proposes glyphs in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. He writes their "... major strength is that patterns of multivariate
data involving more than two attribute dimensions can often be more readily perceived in the context of a spatial
relationship."
      </p>
      <p>
        Visual analytics proposes visual data exploration techniques to divide the labor of handling the data between
human and computer. Keim [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] groups those techniques into six classes: geometric projection, icon-based,
pixeloriented, hierarchical, graph-based, and hybrid. Ferreira de Oliveira [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] takes those classes, proposes visualization
techniques and adds interaction techniques, but without showing ways to generate them. Wenskovitch then
exposes in [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] data analysts tasks in detail.
      </p>
      <p>
        Lakof and Johnson say in [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] "...metaphors structure the ordinary conceptual system of our culture...". As
humans we are able to take those concepts known to us and apply them to new problems. One way to do so is
described in [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Here the authors show a way to take afordances and images of known concepts and project
them on data and interaction, which is in itself without Gestalt.
      </p>
      <p>
        The landscape as metaphor has been used in related work. Gansner put recommender systems on a map in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ],
the 2D-representation of an landscape. He visualized neighbourhood relations between movies and revealed to
the users their positions on the map, as well as what they already visited. Kunkel [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] developed a visualization
for recommender systems, which uses a 3D-landscape (see Fig. 2) as visualization. Furthermore he introduced
interaction techniques like elevating and reducing the height of land to influence algorithmic parameters. These
landscape visualizations use mostly text and icon-based techniques.
      </p>
      <p>
        Jerald writes in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] that creating "VR experiences is an incredibly complex challenge". In order to establish
virtual environments for HMDs, he explains, it is essential to respect human limitations and diferent reference
frames. They serve as coordinate systems and a "basis to locate and orient objects". Part of the virtual world
reference frame are geographic directions and global distances agreements like the metric system. In principle,
the reference frame should match the virtual environment regardless of the users position, orientation and scale.
The real-world physical space defines the corresponding real-world reference frame, which is not influenced by
modifications of the virtual world. For global application and the observation of a big landscape, exocentric virtual
world frames are suggested. Thus, users will find it easier to form a cognitive map of the area and determine their
own location. Other reference frames include the torso, hands, head and eyes of the user. They are especially
important for interaction tasks and spatial orientation in the virtual world [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>3 LANDSCAPE METAPHOR</title>
      <p>
        People feel uncomfortable in an open and empty environment. They need some kind of reinsurance to not feel
lost [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. An example for a landscape made of data items is the web application ’Google Arts’: Thousands of small
billboards complement each other to form hills, valleys and surfaces when the user views the environment from
the distance (see Fig. 3). Here again, the creators use colors and icon-based techniques to present the data points.
From close up, the shapes become noticeable individual pictures of artworks.
      </p>
      <p>This works well with images as data points. When the user has to handle shapeless multivariate and
multidimensional data sets, it gets complicated to apprehend data and understand its context. The task of browsing,
comparing and exploring data gets harder if it is only reduced to two or three dimensions. Each data point
should have its own unique form, which is generated from its own properties. Here we propose glyphs to present
multiple dimensions of data in one form. The data gets distinguishable and comparable. Furthermore, it can also
provide properties of a landmark, if there are multiple equally shaped or colored data points (see Fig 1). Together
the glyphs create a landscape of forms and colors.</p>
      <p>The usage of the landscape metaphor requires the consideration of some universal features. A landscape is
(1) infinite (not limited),
(2) disordered (not orthogonal aligned or screened),
(3) natural (not equipped with human paths or social networks),
(4) raw (not enriched by grids, contour lines or distance indices),
(5) non-directional (not north-oriented).</p>
      <p>Looking at complex data visualizations, they have similar properties. Boundaries, geometric abstraction, paths,
patterns of visual item, landmarks, line systems, and a compass help to make use of a landscape - in reality as
well as on a map. In the same way, virtual landscapes made of data items should be enriched and humanized.
Nature has to be transformed into culture.</p>
      <p>In addition to the above-mentioned features, another very human characteristic must be added: A landscape is
(6) invisible (not adjusted to the human perspective)</p>
      <p>This applies in particular for a virtual landscape that is visualized in an HMD. The landscape must be perceived
from a human eye level, with a human opening angle and up to a plausible distance. Only then it fits human
experience. The horizon is oriented orthogonal to gravity and separates the top from the bottom. The efects of
near and far range perception should also be considered. The possibility to shift the field of view of the HMD
slightly to notice visual displacements of landscape parts helps understanding the arrangement of data items.
Utilizing the motion parallax of immersive systems is an option to recognize outliers or anomalies in data sets.
52 •</p>
      <p>
        When we talk about a landscape for orientation, there is no way to ignore the interaction techniques and
principles of navigation. Jerald defines the goal of navigation as "determining and maintaining a course of
trajectory to an intended location" [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The main tasks are exploration, search and maneuvering [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] as they are
for the data analyst [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. With exploration techniques, the user is browsing through virtual space to attain an
overview of the scene without a specific movement goal. The orientation leads to some initial knowledge of the
virtual environment. Search tasks are used to find specific locations, goals, anomalies or patterns. Maneuvering
tasks require small-scale movements of the user for positioning himself in front of an object or location. To execute
these tasks, operators will use wayfinding and traveling methods. The first describes the mental component and
the second the physical movement component [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        Wayfinding requires certain skills like identifying the own position, creating a cognitive map of the environment
or planning the next steps to the target. Landmarks or other unique cues in the world can help to perform this
process. They are the first points of reference when the user enters a scene. The hints can be subtle or obvious,
which is both necessary to find the correct way [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Examples are unique architectural or naturals structures,
signposts, landmarks or paths. Other cues are dynamic objects, shadows and even sounds or smells, although we
will only cover visual stimuli in this paper. As eye-tracking studies show, the guiding is influenced in a positive
way by such cues, because the brain automatically distinguishes them from the rest of the scene [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. The attentive
perception and recognition of the environment is one central necessity of wayfinding. Furthermore, the user has
to store and memorize the collected information to combine them to a cognitive map. Especially the orientation
in virtual reality scenes will profit from wayfinding cues.
      </p>
      <p>
        Travel describes the active or passive movement from one location to another. It can be done in various forms,
e.g. walking, driving, flying. In some cases, the user will not have any choice at all (like in a movie or simulation),
where in others he alone decides were he wants to travel. When people actively move, they rely on the optical
lfow and the egocentric direction. Optical Flow is "the pattern of visual motion on the retina [...] caused by the
relative motion between a person and the scene" [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. If the user travels forwards, near peripheral regions will
move faster than regions that are further away. Direction changes can be noticed through the optical flow in the
opposite direction. The estimation of the egocentric direction and distance relative to objects in the world helps
to identify relevant cues and targets to move to the next location. Travel must be intuitive and natural, users
should not be distracted from their main task by concurrent activities like walking [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        It should also be considered that the user can use two fundamentally diferent forms of interaction. On the
one hand, he has an influence over the perspective of the image through his limited bodily movements. On the
other hand, the use of Controllers helps exploiting the possibilities of the virtual world. This transition should be
noticeable. The user is able to utilize the parallax efect with a lateral movement of the head in one moment. Then
he can suddenly shrink the patterned landscape to a small knot and view it from all sides. This example shows
the existence of two main types of metaphors: Orientation Metaphors and Operation Metaphors [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ][
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The first
type is used for interaction goals that focus on the orientation and memorization in immersive environments and
is dominated by visual perception. The second type prompts the user to operate and interact with objects in the
environment.
3.1
      </p>
    </sec>
    <sec id="sec-4">
      <title>Orientation Tools</title>
      <p>
        Orientation Metaphors describe ideas how users can deal with spatial orientation [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. We have to keep in mind
that individual experiences and culture play an important role in this context [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Therefore, a landscape metaphor
should be universal and not dependent on special features of individual areas.
      </p>
      <p>Due to the major importance of landmarks the use of some striking cues in a data item landscape should be
considered. Those could be special peaks or towers that will be added to the data landscape manually. They do
not necessarily have to have something in common with the data items at all. But it is also imaginable that data
items are mapped in such a way that striking structures will provide visual cues that can serve as landmarks.
Glyphs which have similar forms or positions may create a pattern which could serve as a landmark.</p>
      <p>To distinguish separate areas, regions should be noticeable diferent. In real urban landscapes, building styles,
colors and lights can do this task. In our case, assorted characteristics of data items like size or color help
to highlight separate regions. For far distance perception, properties with high contrast should be used. As
an additional help, edges are suitable to mark boundaries between regions. Possible counterparts in a real
environment would be rivers, lakes or fences.</p>
      <p>In order to simplify traveling in virtual data environments, the landscape can be enriched with paths. The
segments between two locations will serve as prescribed direction when the user is walking. Furthermore,
they will act as landmarks, if the user views the landscape with a bird’s-eye view. How cues are perceived is
context-driven. In conjunction with paths, knots and intersections are central orientation points. They can also
be enriched with signs that point the way to a specific property or value.</p>
      <p>A more artificial approach is the use of grids, patterns or contour lines. Like on a map, data landscapes can be
enriched by descriptions, signs and especially reference systems that provide additional information. It is possible
to add other semantic layers through color overlays or relation as in a graph visualization (see Fig.4).</p>
      <p>The following list gives an overview of the mentioned orientation tools and some advantages and disadvantages.</p>
      <sec id="sec-4-1">
        <title>Manually added landmarks</title>
        <p>+ spatial orientation is significantly improved
+ great control of position and form of landmarks
O only used for orientation purpose
− artificial landmarks may distract from data items
− adding requires additional manual work</p>
      </sec>
      <sec id="sec-4-2">
        <title>Data mapped landmarks</title>
        <p>+ spatial orientation is improved
+ no manual extra work
− data mapping must cover two tasks: information visualization and landmark establishment
− very limited control of position and form of landmarks
54 •</p>
      </sec>
      <sec id="sec-4-3">
        <title>Separate regions</title>
        <p>+ clear distinction of areas through style or color attributes
+ can be done automatically by data mapping algorithms
O regions classification depends on data mapping or must be done manually
O artificial cues like borders or fences are possible, ...</p>
        <p>− ... but may detract from the data items
Paths
+ cues for walking directions help users to travel
+ network of paths forms intersections and knots
+ knots can be enriched with signs
+ from above, paths can serve as landmarks
− heavy manual workload during development
− path creation requires specialized experience</p>
      </sec>
      <sec id="sec-4-4">
        <title>Grids, contour lines</title>
        <p>+ reference systems that provide spatial information
+ can be enriched by descriptions, annotations, signs
+ further semantic layers can be added
O more artificial approach
− additional workload and experience required</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>3.2 Operation Tools</title>
      <p>Unlike in reality, the user has the freedom to scale and move any objects. Due to the level of freedom, adverse
efects like lost-in-space or motion sickness can appear in virtual reality. However, the mentioned enrichment of
the landscape creates the standards and reference systems that the user needs to evaluate his manipulations. In
addition to usual methods for data handling, like filtering and sorting, we propose a more direct way. The user
should modify, form and shape the presentation of the data world with his hands (or controllers) in a natural way.
Thus, he becomes a craftsmen of his own vision.</p>
      <p>To work with the landscape and thus with the data representation as glyphs the user needs interaction tools.
The spectrum ranges from tools users would also use in a real landscape, e.g. a compass, to virtual tools for
manipulation of the environment in a fanciful manner, e.g. shrinking mechanisms.</p>
      <p>Before the user is able to manipulate the virtual data environment, a reasonable decision should be made, what
objects and areas are part of the selection. Therefore, a selection tool is recommended. When the user walks
through the landscape, he could just point with his hands or controllers towards a point of interest. Bigger areas
could be encircled. This ray-cast-like option ofers a fast but inaccurate selection performance. Even if the aiming
ifeld is adjustable in size and shape, the selection of data items which are far away will be quite dificult. Shifting
perspectives to bird’s-eye-view or similar options can help to specify the interaction. In some situations it is
necessary to shrink the whole landscape to a manageable size to get an overall picture before further selection
can be done. The same efect would be achieved with a zoom but considering the virtual possibilities it seems the
more transparent option to let the user hold the landscape in his hands and form it to his own liking. The usage
of multi-selection and grouping methods should also be considered.</p>
      <p>Like mentioned before, shrinking the data world is an important manipulation opportunity. To achieve a
solid handling of the virtual landscape, miniature tools for translation, rotation and scale tasks are suggested.</p>
    </sec>
    <sec id="sec-6">
      <title>Towards Visual Exploration in Glyph-based Visualizations by Using Landscape Metaphors • 55</title>
      <p>Examples are related 3D-gestures like turning and stretching. Despite landmarks and other cues, they prevent
the loss of orientation, a virtual compass and a function for north-orientation of the landscape can also help. The
comparison of diferent height levels in the data is another interesting task. Where are hills, where are valleys?
A flooding-tool could be used to fill the landscape with a virtual fluid. An alternative is a section plane, which
grants comparability.</p>
      <p>
        For navigation, the possible methods range from walking to teleport. For exploration tasks of small group
of data items, walking techniques are the best choice, where larger areas require flying- or floating techniques.
The mentioned teleport-method should only be used for small distances because the risk of losing orientation is
too high. Another way to facilitate the user movements are rotational and transitional gains as they will aid in
exploring large virtual environments [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Therefore, movements of the user are be enforced and small actions
lead to huge steps in the data world. Due to the perception interference disorientation and motion sickness may
occur. One approach to skip negative efects is the subtle, hardly noticeable application of those techniques.
      </p>
      <p>An overview of the mentioned operation tools including advantages and disadvantages can be found in the list
below.</p>
      <sec id="sec-6-1">
        <title>Compass</title>
        <p>+ tool to prevent orientation loss
+ automatic north-orientation is possible
O operation has to be learned</p>
      </sec>
      <sec id="sec-6-2">
        <title>Flooding, Intersection plane</title>
        <p>+ height overview and comparison of diferent levels
+ cutting intersection plane can reveal hidden data items
− flooded area may covers relevant data underneath</p>
      </sec>
      <sec id="sec-6-3">
        <title>Scale, rotate, translate landscape</title>
        <p>+ user holds the world in his hands and adjust it as needed
+ exploration enables an overview
+ details can be shown on demand with scale/zoom
− easy to loose orientation
− operation is challenging and has to be learned</p>
      </sec>
      <sec id="sec-6-4">
        <title>Perspective shift</title>
        <p>+ user can use motion parallax to compare data items
+ patterns are easily recognized through shifting movement
+ rotational and transitional gains are applicable, which can help users to navigate through large
environments and reduce exhaustion
− disorientation and motion sickness may occur with gains</p>
      </sec>
      <sec id="sec-6-5">
        <title>Travel</title>
        <p>+ diferent navigation techniques possible, depending on the application
+ walking for deep exploration and detail browsing
+ flying/floating for fast overview
O teleport to pass gaps or longer walking distances
− walking: often too slow to explore whole data set
− flying: continuous flow can be too fast for details
56 •
4</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>DISCUSSION</title>
      <p>The idea of a landscape metaphor for glyph-based big data visualizations is a novel approach to make large
volumes of data graspable for users. As we are intuitively able to appropriate and understand the circumstances
of a natural landscape, we can also overview the data landscape. In this paper we present the means of
metaphordriven design, the landscape concept and discussed ways to interact with such a data environment. Finally, we
suggest tools for orientation and operation tasks in connection with this topic.</p>
      <p>Because this is a presentation of ideas and concepts, we can’t ofer evaluated conclusions. It should be examined
whether the theoretical ideas work as expected. Therefore, user studies are considered. It is to be expected that the
landscape metaphor will not fit every use case. Another task is hence the examination of diferent examples and
data sets. For now, we did not cover the topic of mapping data items characteristics to features of the landscape.
The variety of possibilities is enormous and will be included in future work.</p>
      <p>
        Apart from this, the approach encourages the application of other metaphors like urban structures, cities or
on a larger scale cosmic formations. For example, learning from architects and city planers [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] can help data
scientists to explore, order and browse large quantities of data items.
      </p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>Pippin</given-names>
            <surname>Barr</surname>
          </string-name>
          , Robert Biddle, and
          <string-name>
            <given-names>James</given-names>
            <surname>Noble</surname>
          </string-name>
          .
          <year>2002</year>
          .
          <article-title>A taxonomy of user-interface metaphors</article-title>
          .
          <source>In Proceedings of the SIGCHI-NZ Symposium on Computer-Human Interaction. ACM</source>
          ,
          <volume>25</volume>
          -
          <fpage>30</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>R.</given-names>
            <surname>Borgo</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Kehrer</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.H.S</given-names>
            <surname>Chung</surname>
          </string-name>
          , E. Maguire,
          <string-name>
            <given-names>R.S.</given-names>
            <surname>Laramee</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H.</given-names>
            <surname>Hauser</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Ward</surname>
          </string-name>
          , and
          <string-name>
            <given-names>M.</given-names>
            <surname>Chen</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>Glyph-based Visualization: Foundations, Design Guidelines, Techniques and Applications. Eurographics State of the Art Reports</article-title>
          (May
          <year>2013</year>
          ),
          <fpage>39</fpage>
          -
          <lpage>63</lpage>
          . https://www.cg. tuwien.ac.at/research/publications/2013/borgo-2013-gly/
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>Doug</given-names>
            <surname>Bowman</surname>
          </string-name>
          , Ernst Kruijf,
          <string-name>
            <surname>Joseph J LaViola Jr</surname>
          </string-name>
          , and Ivan P Poupyrev.
          <year>2004</year>
          .
          <article-title>3D User interfaces: theory and practice, CourseSmart eTextbook</article-title>
          . Addison-Wesley.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <surname>Rudolph</surname>
            <given-names>P</given-names>
          </string-name>
          <string-name>
            <surname>Darken and Barry Peterson</surname>
          </string-name>
          .
          <year>2014</year>
          .
          <article-title>Spatial orientation, wayfinding, and representation</article-title>
          .
          <source>In Handbook of Virtual Environments (2nd ed.)</source>
          .
          <fpage>467</fpage>
          -
          <lpage>491</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <surname>Rudolph</surname>
            <given-names>P</given-names>
          </string-name>
          <string-name>
            <surname>Darken and John L Sibert</surname>
          </string-name>
          .
          <year>1996</year>
          .
          <article-title>Wayfinding strategies and behaviors in large virtual worlds</article-title>
          .
          <source>In Proceedings of the SIGCHI conference on Human factors in computing systems. ACM</source>
          ,
          <volume>142</volume>
          -
          <fpage>149</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <surname>M. C. Ferreira de Oliveira</surname>
            and
            <given-names>H.</given-names>
          </string-name>
          <string-name>
            <surname>Levkowitz</surname>
          </string-name>
          .
          <year>2003</year>
          .
          <article-title>From Visual Data Exploration to Visual Data Mining: A Survey</article-title>
          .
          <source>IEEE Transactions on Visualization and Computer Graphics</source>
          <volume>9</volume>
          ,
          <issue>3</issue>
          (
          <year>July 2003</year>
          ),
          <fpage>378</fpage>
          -
          <lpage>394</lpage>
          . https://doi.org/10.1109/TVCG.
          <year>2003</year>
          .1207445
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>Emden</given-names>
            <surname>Gansner</surname>
          </string-name>
          , Yifan Hu, Stephen Kobourov, and
          <string-name>
            <given-names>Chris</given-names>
            <surname>Volinsky</surname>
          </string-name>
          .
          <year>2009</year>
          .
          <article-title>Putting Recommendations on the Map: Visualizing Clusters and Relations</article-title>
          .
          <source>In Proceedings of the Third ACM Conference on Recommender Systems (RecSys '09)</source>
          . ACM, New York, NY, USA,
          <fpage>345</fpage>
          -
          <lpage>348</lpage>
          . https://doi.org/10.1145/1639714.1639784
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>E</given-names>
            <surname>Bruce</surname>
          </string-name>
          <article-title>Goldstein</article-title>
          and
          <string-name>
            <given-names>James</given-names>
            <surname>Brockmole</surname>
          </string-name>
          .
          <year>2016</year>
          .
          <article-title>Sensation and perception</article-title>
          .
          <source>Cengage Learning.</source>
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>Rainer</given-names>
            <surname>Groh</surname>
          </string-name>
          , Thomas Gründer, and
          <string-name>
            <given-names>Mandy</given-names>
            <surname>Keck</surname>
          </string-name>
          .
          <year>2012</year>
          .
          <article-title>Metaphernproduktion für Begreifbare Benutzerschnittstellen. i-com Zeitschrift für interaktive und kooperative</article-title>
          <source>Medien</source>
          <volume>11</volume>
          ,
          <issue>2</issue>
          (
          <year>2012</year>
          ),
          <fpage>44</fpage>
          -
          <lpage>49</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>Jason</given-names>
            <surname>Jerald</surname>
          </string-name>
          .
          <year>2015</year>
          .
          <article-title>The VR book: Human-centered design for virtual reality</article-title>
          . Morgan &amp; Claypool.
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <surname>Dietrich</surname>
            <given-names>Kammer</given-names>
          </string-name>
          , Mandy Keck, Thomas Gründer, and
          <string-name>
            <given-names>Rainer</given-names>
            <surname>Groh</surname>
          </string-name>
          .
          <year>2018</year>
          .
          <article-title>Big Data Landscapes: Improving the Visualization of Machine Learning-based Clustering Algorithms</article-title>
          .
          <source>In AVI '18: 2018 International Conference on Advanced Visual Interfaces</source>
          ,
          <source>AVI '18</source>
          ,
          <string-name>
            <surname>May</surname>
          </string-name>
          29-June 1,
          <year>2018</year>
          , Castiglione della Pescaia,
          <source>Italy (AVI '18)</source>
          . ACM, New York, NY, USA (in press). https://doi.org/10.1145/3206505.3206556
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <surname>Mandy</surname>
            <given-names>Keck</given-names>
          </string-name>
          , Esther Lapczyna, and
          <string-name>
            <given-names>Rainer</given-names>
            <surname>Groh</surname>
          </string-name>
          .
          <year>2014</year>
          .
          <article-title>Revisiting Graspable User Interfaces</article-title>
          .
          <source>In International Conference of Design, User Experience, and Usability</source>
          . Springer,
          <fpage>130</fpage>
          -
          <lpage>141</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>Daniel</given-names>
            <surname>Keim</surname>
          </string-name>
          , Gennady Andrienko,
          <string-name>
            <surname>Jean-Daniel</surname>
            <given-names>Fekete</given-names>
          </string-name>
          , Carsten Görg, Jörn Kohlhammer, and
          <string-name>
            <given-names>Guy</given-names>
            <surname>Melançon</surname>
          </string-name>
          .
          <year>2008</year>
          . Visual Analytics: Definition, Process, and Challenges . Springer Berlin Heidelberg, Berlin, Heidelberg,
          <fpage>154</fpage>
          -
          <lpage>175</lpage>
          . https://doi.org/10.1007/978-3-
          <fpage>540</fpage>
          -70956-
          <issue>5</issue>
          _
          <fpage>7</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <surname>Johannes</surname>
            <given-names>Kunkel</given-names>
          </string-name>
          , Benedikt Loepp, and
          <string-name>
            <given-names>Jürgen</given-names>
            <surname>Ziegler</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>A 3D Item Space Visualization for Presenting and Manipulating User Preferences in Collaborative Filtering</article-title>
          .
          <source>In Proceedings of the 22Nd International Conference on Intelligent User Interfaces (IUI '17)</source>
          . ACM, New York, NY, USA,
          <fpage>3</fpage>
          -
          <lpage>15</lpage>
          . https://doi.org/10.1145/3025171.3025189
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <given-names>George</given-names>
            <surname>Lakof</surname>
          </string-name>
          and
          <string-name>
            <given-names>Mark</given-names>
            <surname>Johnson</surname>
          </string-name>
          .
          <year>2008</year>
          .
          <article-title>Metaphors we live by</article-title>
          . University of Chicago press.
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <given-names>Kevin</given-names>
            <surname>Lynch</surname>
          </string-name>
          .
          <year>1960</year>
          .
          <article-title>The image of the city</article-title>
          . Vol.
          <volume>11</volume>
          . MIT press.
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <surname>Thinh</surname>
            <given-names>Nguyen-vo and Wolfgang</given-names>
          </string-name>
          <string-name>
            <surname>Stuerzlinger</surname>
          </string-name>
          .
          <year>2018</year>
          .
          <article-title>Simulated Reference Frame : A Cost-Efective Solution to Improve Spatial Orientation in VR</article-title>
          .
          <source>In 2018 IEEE Virtual Reality (VR).</source>
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [18]
          <string-name>
            <given-names>J.</given-names>
            <surname>Wenskovitch</surname>
          </string-name>
          , I. Crandell,
          <string-name>
            <given-names>N.</given-names>
            <surname>Ramakrishnan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>House</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Leman</surname>
          </string-name>
          , and
          <string-name>
            <given-names>C.</given-names>
            <surname>North</surname>
          </string-name>
          .
          <year>2018</year>
          .
          <article-title>Towards a Systematic Combination of Dimension Reduction and Clustering in Visual Analytics</article-title>
          .
          <source>IEEE Transactions on Visualization and Computer Graphics</source>
          <volume>24</volume>
          ,
          <issue>1</issue>
          (Jan
          <year>2018</year>
          ),
          <fpage>131</fpage>
          -
          <lpage>141</lpage>
          . https://doi.org/10.1109/TVCG.
          <year>2017</year>
          .2745258
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          [19]
          <string-name>
            <given-names>Betsy</given-names>
            <surname>Williams</surname>
          </string-name>
          , Gayathri Narasimham, Bjoern Rump,
          <string-name>
            <given-names>Timothy P McNamara</given-names>
            ,
            <surname>Thomas H Carr</surname>
          </string-name>
          , John Rieser, and
          <string-name>
            <given-names>Bobby</given-names>
            <surname>Bodenheimer</surname>
          </string-name>
          .
          <year>2007</year>
          .
          <article-title>Exploring large virtual environments with an HMD when physical space is limited</article-title>
          .
          <source>In Proceedings of the 4th symposium on Applied perception in graphics and visualization. ACM</source>
          ,
          <volume>41</volume>
          -
          <fpage>48</fpage>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>