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  1. We present V-Mail, a framework of cross-platform applications, interactive techniques, and communication protocols for improved multi-person correspondence about spatial 3D datasets. Inspired by the daily use of e-mail, V-Mail seeks to enable a similar style of rapid, multi-person communication accessible on any device; however, it aims to do this in the new context of spatial 3D communication, where limited access to 3D graphics hardware typically prevents such communication. The approach integrates visual data storytelling with data exploration, spatial annotations, and animated transitions. V-Mail “data stories” are exported in a standard video file format to establish a common baseline level of access on (almost) any device. The V-Mail framework also includes a series of complementary client applications and plugins that enable different degrees of story co-authoring and data exploration, adjusted automatically to match the capabilities of various devices. A lightweight, phone-based V-Mail app makes it possible to annotate data by adding captions to the video. These spatial annotations are then immediately accessible to team members running high-end 3D graphics visualization systems that also include a V-Mail client, implemented as a plugin. Results and evaluation from applying V-Mail to assist communication within an interdisciplinary science team studying Antarctic ice sheets confirm the utility of the asynchronous, cross-platform collaborative framework while also highlighting some current limitations and opportunities for future work. 
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  2. Data physicalizations (3D printed terrain models, anatomical scans, or even abstract data) can naturally engage both the visual and haptic senses in ways that are difficult or impossible to do with traditional planar touch screens and even immersive digital displays. Yet, the rigid 3D physicalizations produced with today's most common 3D printers are fundamentally limited for data exploration and querying tasks that require dynamic input (e.g., touch sensing) and output (e.g., animation), functions that are easily handled with digital displays. We introduce a novel style of hybrid virtual + physical visualization designed specifically to support interactive data exploration tasks. Working toward a "best of both worlds" solution, our approach fuses immersive AR, physical 3D data printouts, and touch sensing through the physicalization. We demonstrate that this solution can support three of the most common spatial data querying interactions used in scientific visualization (streamline seeding, dynamic cutting places, and world-in-miniature visualization). Finally, we present quantitative performance data and describe a first application to exploratory visualization of an actively studied supercomputer climate simulation data with feedback from domain scientists. 
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    Visualization research and practice that incorporates the arts make claims to being more effective in connecting with users on a human level. However, these claims are difficult to measure quantitatively. In this paper, we present a follow-on study to use close reading, a humanities method from literary studies, to evaluate visualizations created using artistic processes [Bares 2020]. Close reading is a method in literary studies that we've previously explored as a method for evaluating visualizations. To use close reading as an evaluation method, we guide participants through a series of steps designed to prompt them to interpret the visualization's formal, informational, and contextual features. Here we elaborate on our motivations for using close reading as a method to evaluate visualizations, and enumerate the procedures we used in the study to evaluate a 2D visualization, including modifications made because of the COVID-19 pandemic. Key findings of this study include that close reading is an effective formative method to elicit information related to interpretation and critique; user subject position; and suspicion or skepticism. Information gained through close reading is valuable in the visualization design and iteration processes, both related to designing features and other formal elements more effectively, as well as in considering larger questions of context and framing. 
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    We, as a society, need artists to help us interpret and explain science, but what does an artist's studio look like when today's science is built upon the language of large, increasingly complex data? This paper presents a data visualization design interface that lifts the barriers for artists to engage with actively studied, 3D multivariate datasets. To accomplish this, the interface must weave together the need for creative artistic processes and the challenging constraints of real-time, data-driven 3D computer graphics. The result is an interface for a technical process, but technical in the way artistic printmaking is technical, not in the sense of computer scripting and programming. Using metaphor, computer graphics algorithms and shader program parameters are reimagined as tools in an artist's printmaking studio. These artistic metaphors and language are merged with a puzzle-piece approach to visual programming and matching iconography. Finally, artists access the interface using a web browser, making it possible to design immersive multivariate data visualizations that can be displayed in VR and AR environments using familiar drawing tablets and touch screens. We report on insights from the interdisciplinary design of the interface and early feedback from artists. 
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  6. As scientific data grow larger and more complex, an equally rich visual vocabulary is needed to fully articulate its insights. We present a series of images that are made possible by a recent technical development “Artifact-Based Rendering,” a component of our broader effort to create a methodology for scientific visualization that draws on principles of art and design. 
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  7. We present a design-based exploration of the potential to reinterpret glyph-based visualization of scalar fields on 3D surfaces, a traditional scientific visualization technique, as a data physicalization technique. Even with the best virtual reality displays, users often struggle to correctly interpret spatial relationships in 3D datasets; thus, we are motivated to understand the extent to which traditional scientific visualization methods can translate to physical media where users may simultaneously leverage their visual systems and tactile senses to, in theory, better understand and connect with the data of interest. This pictorial traces the process of our design for a specific user study experiment: (1) inspiration, (2) exploring the data physicalization design space, (3) prototyping with 3D printing, (4) applying the techniques to different synthetic datasets. We call our most recent and compelling visual/tactile design boxcars on potatoes, and the next step in the research is to run a user-based evaluation to elucidate how this design compares to several of the others pictured here. 
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  8. We introduce Artifact-Based Rendering (ABR), a framework of tools, algorithms, and processes that makes it possible to produce real, data-driven 3D scientific visualizations with a visual language derived entirely from colors, lines, textures, and forms created using traditional physical media or found in nature. A theory and process for ABR is presented to address three current needs: (i) designing better visualizations by making it possible for non-programmers to rapidly design and critique many alternative data-to-visual mappings; (ii) expanding the visual vocabulary used in scientific visualizations to depict increasingly complex multivariate data; (iii) bringing a more engaging, natural, and human-relatable handcrafted aesthetic to data visualization. New tools and algorithms to support ABR include front-end applets for constructing artifact-based colormaps, optimizing 3D scanned meshes for use in data visualization, and synthesizing textures from artifacts. These are complemented by an interactive rendering engine with custom algorithms and interfaces that demonstrate multiple new visual styles for depicting point, line, surface, and volume data. A within-the-research-team design study provides early evidence of the shift in visualization design processes that ABR is believed to enable when compared to traditional scientific visualization systems. Qualitative user feedback on applications to climate science and brain imaging support the utility of ABR for scientific discovery and public communication. 
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