Multiresolution techniques for interactive texture-based volume visualization
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Level-of-detail volume rendering via 3D textures
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Multidimensional Transfer Functions for Interactive Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
CMV '03 Proceedings of the conference on Coordinated and Multiple Views In Exploratory Visualization
Wideband displays: mitigating multiple monitor seams
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Vol-a-Tile - A Tool for Interactive Exploration of Large Volumetric Data on Scalable Tiled Displays
VIS '04 Proceedings of the conference on Visualization '04
Sweep and point and shoot: phonecam-based interactions for large public displays
CHI '05 Extended Abstracts on Human Factors in Computing Systems
A Survey of Large High-Resolution Display Technologies, Techniques, and Applications
VR '06 Proceedings of the IEEE conference on Virtual Reality
Practical Multi-projector Display Design
Practical Multi-projector Display Design
The effects of peripheral vision and physical navigation on large scale visualization
GI '08 Proceedings of graphics interface 2008
Tiled++: An Enhanced Tiled Hi-Res Display Wall
IEEE Transactions on Visualization and Computer Graphics
Human-centered visualization environments
Human-centered visualization environments
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3D representations of human physiology provide interesting options in the field of education. Understanding the human brain seems to be much easier when the anatomical structure is shown in the three-dimensional domain rather than in a 2D or flat projection. Seeing how the brain is 'wired' and how the different regions are connected to form circuits and complex networks requires a spatial understanding of the brain structure. Conclusions about how this structure evolved can be drawn more easily from a 3D model than from a 2D depiction of the brain. Such 2D depictions are typically found in textbooks. Our goal is to make a brain atlas three-dimensional, so that different user groups can use the atlas to learn more about the brain and possibly make new discoveries. In order to facilitate this, we have a developed a 3D human brain atlas, which serves as an educational tool for various types of students. The software is interactive and supports multiple user profiles, ranging from K-12 students to physicians and future brain surgeons. We describe a method that combines high-resolution image data, large-scale volume visualization, and rendering on a distributed display cluster with a novel approach to human-computer interaction. The interaction with the atlas is accomplished by using barcodes, which are attached to various brain regions. The user can walk around in front of a large, 200 megapixel tiled display wall, which consists of 10 ×5=50 LC flat panel 30” displays and measures 23 x 9 ft. Using a camera-equipped cell phone as a universal input/output device the user scans a barcode and is then either prompted with a question to name the region and enter it on the handheld device (brain quiz), or will be provided with additional information, e.g. research documents about the selected region. The information that is provided to the user on this device over a wireless network depends on the user profile under which the user is registered and has identified himself or herself to the system. We describe new interaction methods for large, wall-sized display systems, which enable every user to experience the visualization provided by the system either on their own or collaboratively. This new approach is different from existing methods which usually require one person to operate the system and take the lead, while others become merely observers. The system also facilitates the delivery of additional, specific information for each user based on their age group, educational background, or research intent.