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Visual Narratives for Conveying Routing Information Mathias Jahnke, Juliane Cron Chair of Cartography, Technische Universität München, Arcisstr. 21, 80333 Munich, Germany Abstract. Within this contribution, it is shown how to combine abstract non-photorealistic visualizations and the visual storytelling approach to create a new kind of cartographic representations. The non-photorealistic visualization approach is used for city model visualization and is based on increasing the level of abstraction while reducing the information complexity. The storytelling approach originates from the information visualization design and is as well based on the principle of abstracting information and put events into a distinct in order to feature insights and help decision-making. Both approaches are now combined for indoor routing visualization where the turning instruction are the events which occur in a temporal order and have to be visualized on an abstracted floor plan of the associated building. Both give the designer the freedom to use well known cartographic principles to create demanding and new visualizations. Future steps are visualizing a 3d route on a 2d plane and to conduct a suitable usability evaluation for this use case. Keywords: Visual narratives, storytelling, visualization, 2d, 3d 1 Introduction The amount of spatial data is increasing constantly. This includes the availability of 3d spatial data of

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Page 1: Title of your Paper – Mind the Uppercase Lettersicaci.org/.../papers/10/fullpaper/T10-732_1428690141.docx · Web viewthe entire route, especially if the route is crossing different

Visual Narratives for Conveying Routing Infor-mation

Mathias Jahnke, Juliane Cron

Chair of Cartography, Technische Universität München, Arcisstr. 21, 80333 Munich, Germany

Abstract. Within this contribution, it is shown how to combine abstract non-photorealistic visualizations and the visual story-telling approach to create a new kind of cartographic representa-tions. The non-photorealistic visualization approach is used for city model visualization and is based on increasing the level of abstraction while reducing the information complexity. The story-telling approach originates from the information visualization design and is as well based on the principle of abstracting infor-mation and put events into a distinct in order to feature insights and help decision-making. Both approaches are now combined for indoor routing visualization where the turning instruction are the events which occur in a temporal order and have to be visual-ized on an abstracted floor plan of the associated building. Both give the designer the freedom to use well known cartographic principles to create demanding and new visualizations. Future steps are visualizing a 3d route on a 2d plane and to conduct a suitable usability evaluation for this use case.

Keywords: Visual narratives, storytelling, visualization, 2d, 3d

1 IntroductionThe amount of spatial data is increasing constantly. This includes the availability of 3d spatial data of city models as well as infor-mation about the interior. To make this information usable for navigation, data exploration and analysis, all information has to be visualized in a graphically/cartographically sufficient way. In particular, the visualization of the inner space and the represen-tation of routing hints or information are a demanding task. The drawbacks of indoor visualization are that only the inner space of

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a building is used for navigation and in most cases, the view along an aisle gives the user information on orienteering them-selves. In addition, another drawback of indoor routing visualiza-tion is the representation of the entire route, especially if the route is crossing different levels and is going back and forth on different floors. The indoor routing visualization challenge can be tackled by using an abstracted (non-photorealistic) visualization approach as to be seen in Figure 1 (Krisp et al 2014), Jahnke et al. 2014). The advantages of this abstracted, non-photorealistic visualization are their aesthetic appeal (Plesa and Cartwright 2008) and the degrees of freedom to include additional (seman-tic) information. In this case the depictions of the inner space are mainly abstract and with less detail. In addition, with the visual storytelling, which originates from the information visualization and goes as well in the direction of abstraction, two different methods can be combined to feature a suitable visualization of an indoor route.

Figure 1: Design approach for the indoor environment from Krisp et al. 2014

Therefore, the aim of this contribution is to use an information reduced and abstracted visualization approach to avoid the be-fore mentioned drawbacks of indoor routing visualizations. The goal is to give the user an overview of the entire route while giv-ing detailed route information at certain waypoints as well.

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2 Storytelling and abstract visualizations

2.1 Abstract visualizations In the first chapter, abstract visualization is addressed in terms of non-photorealistic visualizations. Therefore, it is important to clarify what is understood under the term abstract visualization in the scope of visualizing indoor routes. From our point of view non-photorealistic can be described as the opposite to photoreal-ism, which is a kind of resembling the reality and contains illus-trative, expressive and cartoon like elements. Non-photorealistic visualization originates from the computer graphic domain and is often named non-photorealistic rendering (npr). Typical applications scenarios are technical illustrations (Gooch et al. 1998). Using this rendering approach, many differ-ent styles like ‘Cartoon Rendering’, ‘Artistic Rendering’ and ‘Sketchy Rendering’ can be achieved (Gooch and Gooch 2001). Döllner and Walther (2003) presented a first approach of render-ing a 3d city model in an abstract, non-photorealistic way. By the way, visualizing 3d information is not only a rendering task, cognitive and usability aspects have to be taken into ac-count as well as Gestalt laws and knowledge concerning spatial perception. Since there is still too little knowledge about how the user get along with complex 3d model (brain processes) and what kind of impact user strategies would have on the visualiza-tion design, developing new approaches and methodologies for visualizing indoor data and route information is a demanding and challenging task. Within this area, the abstract and illustrative non-photorealistic approach (Strothotte and Schlechtweg 2002) seems to be promising.Using the non-photorealistic approach the model can be de-scribed by three parameters: ‘level of abstraction’, ‘information density’ and the data transferred to the user as the ‘storage ca-pacity’ (Jahnke et al. 2011). In particular, the level of abstraction is of main interest for visualizing an indoor environment and re-spective routing information because ‘visual abstraction is a hu-man instinct and a societal necessity.’ (Andrew Losowsky in Klanten et al. 2011, page 5). The three parameters give a hint on how abstract and illustrative the visualization is. Figure 2 gives an overview of different types of realism or non-realism, exem-plarily applied to a city model.

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Figure 2: Relation between level of abstraction, information density and storage capacity (Jahnke et al. 2011).

The degree of freedom in choosing the level of abstraction that is attended by the information density is a big advantage in visual-izing indoors. By reducing the visualization complexity additional (semantic) information can be integrated and visualized. More-over, it opens many possibilities of using cartographic design principles and graphic variables for three-dimensional spatial data as well (Jahnke 2013).Figure 3 shows the use of color and size to differentiate between various types of use for several buildings within Munich city cen-ter.

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Figure 3: a) a photorealistic visualization compared to a non-photorealistic visualization with color applied to objects and size applied to edges (Jahnke et al 2011a).

2.2 Storytelling and visual narratives Visual storytelling originates from the graphic design domain and is mainly used for transferring information to the user. Andrew Losowsky stated, ‘the essence of visual storytelling is this combi-nation of emotional reaction and narrative information’ (Klanten et al. 2011, page 4). This encourages the designer to integrate some sense of emotion into the design and to the user instead of only integrating raw information . Nevertheless, if visual story-telling is used in the cartographic domain, usability plays an im-portant role in terms of not only visualize some information but also convey the information in a suitable manner to gain more insights and support decision making. Any visualization, which is intended to communicate a story, can be seen as a visual narrative while the narrative is the visual or verbal representation of a story and a story in this case can be seen as a sequence of events (Pimenta and Poovaiah 2010) which occur in a certain temporal order (Straumann et al. 2014). How-ever, the visuals and the explanatory text (story) require each other. Caquard and Cartwright (2014) give an overview concerning maps and narratives while Straumann et al. (2014) gives an ex-ample on how to construct narratives from photograph taking behavior. Roberts (2014) gives an example for cinematic cartog-raphy. Cinematic cartography covers the relation of cinema and cartographic depictions and the influence on each other (Caquard and Taylor 2009). Based on an exhaustive literature review of online publication and magazines Segel and Heer (2010) identified seven different genres or arrangement styles, which are common in information visualization and feature the idea of visual storytelling or visual narrative. These are namely the ‘magazine style’, the ‘annotated chart’, the ‘partitioned poster’, the ‘flow chart’, the ‘comic strip’, the ‘slide show’ and the ‘film/video/animation’ (Figure 4). These different styles refer to the ordering of elements within the visualization.

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Figure 4: Different arrangement styles in visual storytelling ac-cording to Segel and Heer (2010).

At this point, it has to be distinguished between a story a map is telling and the events which forming a story where a map or map like representation plays a distinct role. A map or a map like pre-sentation should be seen as some sort of visual storytelling (Klanten et al. 2011).From this point of view the visual storytelling is close connected with the before mentioned non-photorealistic visualizations. In particular, the described level of abstraction is a main part in visual storytelling. However, the abstraction is not only outstand-ing in visualization. It is very common in everyday verbal conver-sation or communication (Hayakawa 1967).

3 Indoor routing information and the storytelling ap-proach

To use the non-photorealistic visualization approach in combina-tion with the visual storytelling approach it can feature a sophis-ticated representation of the indoor information and the routing information. The outcome of this combination is a very clear visu-alization with an enhanced level of abstraction and a reduced complexity. Figure 5 shows the combination of both approaches exemplarily in a city model to provide a better understanding of

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the city as a whole by feature context of the locations and views of the surroundings.

Figure 5: The city center of Reykjavik to feature a better under-standing of the city by presenting context information. (from Klanten et al 2013, page 26)

However, the question that needs to be answered is how to incor-porate the visual storytelling and the abstract visualization for a representation of an indoor route and the routing information. With the concept of visual storytelling, it might be possible to break down a complex issue like an indoor route into connected, feasible and easy to notice sub-graphics. Nevertheless, two other questions have to be answered: The first is ‘at which (way) points it is suitable to divide a route into distinct sub routes’ and the second one is‘ what are way points or points of interest in an in-door environment.’ An additional question which arises is how to cope with geometric correctness of the underlying building or floor geometries.

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To answer question one the most common points to divide the route into sub-routes are at aisle turn, at specific points (Figure 6) or at points where the user changes the level or floor.

To answer the second question, points of interest in the indoor environment are aisle turns, elevators, restrooms, stairways, ramps, alleyways and special point like statues within the build-ing (Figure 6). At stairways, it has to be distinguished between going up or down just as at elevators and ramps.

Figure 6: Subset of an indoor route including routing instruc-tions and points of interest (Frank 2014).

A set of icons, which can be included into the visualization as routing information, have been developed. General icons are turn left, turn right and go straight; more specific icons are go through the door or pass the door to the left or to the right as well as use the stairways, elevator or ramp to go up or down. A

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subset of these icons can be seen in Figure 6 like go through the door and go the stairways one level up. Detailed information of specific points within the building are also included and the user gets a quite detailed route information. In the described example of routing visualization, the display of the underlying geometric information has a varying level of ab-straction. At the aisle were a user has to go straight the abstrac-tion is increased whereas at specific points of interest and at stairways the level of abstraction is reduced to feature a more realistic impression. The rooms along the route are only indi-cated with outer walls. This gives the impression to be in a build-ing and helps to build a connection between the visualization and the reality.Another possibility is the visualization like on a time line (Figure7) when only turning instructions appear. This can be seen as the most abstracted indoor routing visualization. The visualization like a comic strip is somehow a medium level of abstraction.

Figure 7: Visualization of the routing information on a time line. The icons are indicating turning information (Frank 2014).

Figure 8: A comic strip visualization of indoor routing informa-tion (Frank 2014).

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For indoor routing information the comic strip, the partitioned poster and the flow chart arrangement from Figure 4 seems to be suitable styles.

4 ConclusionThe non-photorealistic visualization approach and the visual sto-rytelling approach seem to be suitable for visualizing indoor envi-ronments including route information. Both visualization tech-niques are based upon abstracting information and gave the pos-sibilities to incorporate different levels of abstraction within one visualization. The events in this case are the turning instructions, which have to occur in a temporal order. Otherwise the user will not reach the desired destination. With this contribution it is shown that approaches from computer graphics and information visualization can be brought together to build new cartographic representations. The indoor routing use case is very promising and shows what kind of impact infor-mation visualization can be applied to spatial data visualizations.As next steps are finding answers on how to deal with routes which are crossing different floors and are going back and forth on different floors. One demanding questions is how to cope with a route in a 3d environment and is it possible to visualize this 3d route on a 2d plane like a paper sheet or a tablet display without using 3d hints like perspective or occlusion. Based on this re-search, usability evaluations have to follow to achieve a more de-tailed view on how the user is able to deal with this kind of repre-sentation and how to balance abstraction and needed informa-tion.

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