Visual Loop and Infographic World partnered up for another fun infographic, this time targeting all the sources and impacts of stress in the Workplace.
Despite all the talk surrounding this issue, and its obvious impact to both employees and employers, the numbers showed here seem to demonstrate how far we are from eradicating it, or at least minimize its effects.
Get to know the classic signs of stress, pay attention to your colleagues or chiefs, and if they show some of those symptoms, suggest them some of the tips we’re leaving here.
IEEE VisWeek 2011 is underway up in Rhode Island, with all the usual players onsite and tweeting, blogging, and updating as fast as their 3G and WiFi connections will allow. Early indications show it going well (aside from a common cough/cold pervading many). Here’s some early reports and folks to watch:
“Telling Stories with Data” - Notes from a pair of UNCC Grad Students about the continuing track on narrative viz
VAST Challenge 2011 - Notes from the same on this year’s VAST Challenge entries
If you’re looking for individuals to following, I always recommend @dr_tj, a Bulldog like myself with great insights into InfoVis, and the always-fascinating @eagereyes Robert Kosara.
The tablet adoption in enterprises is growing at a fast pace. More and more companies from different industries are using them to increase productivity and facilitate communication, as we can see in today’s selection, featuring works from Socialcast, Venture Beat, Zendesk and Mobi Health News. To close, Piotr Kowalczyk‘ look at the evolution of ebooks – something we’ll be exploring deeply tomorrow.
SolidWorks 2012 supports some nice GPU accelerated rendering features, but what features you’ll see vary a little bit depending on what hardware you have and what you’re doing. Over at FireUser they take a quick look at a recent presentation showing what you can get from AMD and NVidia cards.
SolidWorks 2012 uses GPU hardware acceleration of OpenGL for Ambient Occlusion in RealView (Ambient occlusion is a global lighting method that adds realism to models by controlling the attenuation of ambient light due to occluded areas.)
SolidWorks 2012 can now support dual display systems on Nvidia cards, but also use 3 or more displays using Eyefinity on FirePro cards.
If you happen to be in Rhode Island this week for IEEE VisWeek, flag down a Kitware developer and check out their latest foray into OpenGL ES 2.0 support with “VES”. Already at the core of their iPad app “KiwiViewer”, they’ve been busily working on it adding lots of features.
And so, here we are, iterating on our code at high speed to prepare demos for VisWeek. Last week I added support for 2D text annotations using VTK’s freetype classes. The annotations can be anchored to 3D points on a mesh, allowing for updated annotation positions as the camera moves around the scene. This feature was demonstrated in the demo video linked above.
The video also shows some impressive slicing and mesh clipping, adding in new degrees of interactivity with your data. Once they get the Animation support added in, this could be a great way to “share” your data with others in a tight setting.
The fifth annual GPGPU Workshop will be held in London this March alongside ASPLOS 17, and is already accepting submissions of papers and abstractions.
The goal of this workshop is to provide a forum to discuss new and emerging general-purpose purpose programming environments and platforms, as well as evaluate applications that have been able to harness the horsepower provided by these platforms. This year’s work is particularly interested on new heterogeneous GPU platforms.
The program committee has all the usual players (NVidia, AMD, Microsoft) and good university showings (MIT, Iowa State, Imperial College, etc), along with a few surprises like JP Morgan Chase. The potential of GPU’s for large-scale statistical modeling (like in Finance & Stockmarkets) is of big interest for large financial houses, and an area we can expect to see significant financial influence to weigh in.
An amazing paper at SIGGRAPH2011 Asia from Kevin Karsch, Varsha Hedau, David Forsyth, Derek Hoiem shows some amazing algorithms they’ve developed for inserted rendered & artificial objects into photographs of real-scenes, all with a minimum of user input.
With a single image and a small amount of annotation, our method creates a physical model of the scene that is suitable for realistically rendering synthetic objects with diffuse, specular, and even glowing materials while accounting for lighting interactions between the objects and the scene. We demonstrate in a user study that synthetic images produced by our method are confusable with real scenes, even for people who believe they are good at telling the difference. Further, our study shows that our method is competitive with other insertion methods while requiring less scene information. We also collected new illumination and reflectance datasets; renderings produced by our system compare well to ground truth. Our system has applications in the movie and gaming industry, as well as home decorating and user content creation, among others.
There are some amazing applications of this technology, only the first of which is detailed in their abstract. A little more automation and a nice simple web-driven/cloud-backed system and this could be the cornerstone of many technologies, not the least of which would be interior decorating.
It might be a bit soon to say that tablets have revolutionized the world, at least at the level PC’s and the internet did, but the current, and expected, growth of sales leave no doubts: they’re here to saty, and its impact in our daily lifes is already felt. This will be the subjetct for this week’s Daily Viz from Visual Loop, and we’ll try to give a general overview of the tablet market, the main rivalries, and even some trends. Our first selection includes infographics from Android Tablet Fanatic, Sortable, Discount Coder and Web in London.
Square Enix, video game publisher behind titles like Final Fantasy and Kingdom Hearts, has been demonstrating their new “realtime rendering engine” that they claim will to what they call “quality live action” graphics. The photos and video they’ve shown are truly impressive.
As examined in the screenshots below, Square Enix is trying to get as close to absolute true fidelity as possible with its Direct-X 11 supported platform, known as Luminous.
At the press conference the company displayed source material pictures and their corresponding game maps. The engine allowed engineers to build navigable spaces rendered in real-time, as suggested in the video further down below.
While the environments look amazing, there’s little to no information on what they’ve done for rendering people. Hopefully the Uncanny Valley problems won’t derail their entire project. Look below for a sadly uninspiring piece of video. Uninspiring until you realize it’s actually rendering in-game in real-time.
Lightworks has just announced their nice Artisan product is now available for the Mac Platform, bring it to a whole new realm of users and applications.
Dave Forrester, Managing Director at Lightworks commented; “We realized that there are many companies operating on the Mac platform who would like to take advantage of our Lightworks Artisan technology within their own applications and so we responded to this. The availability of a Mac version means that products utilizing Lightworks Artisan will now be much more readily accessible to end users, irrespective of their chosen operating system.
Available already via IMSI/Design’s Renditioner product, it’s no doubt being integrated into other tools as you read this.
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