The Design of COVE: a Collaborative Ocean Visualization Environment

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A dissertation submitted in partial fulfillment of
the requirements for the degree of
Ocean observatories, exemplified by the NSF Ocean Observatories Initiative (OOI), aim to
transform oceanography from an expeditionary to an observation-based science. To do so,
new cyberinfrastructure environments are helping scientists from disparate fields jointly
conduct experiments, manage large collections of instruments, and explore extensive
archives of observed and simulated data. However, such environments often focus on
systems, networking, and databases and ignore the critical importance of rich 3D interactive
visualization, asset management, and collaboration needed to effectively communicate across
interdisciplinary science teams.
This dissertation presents the design, implementation, and evaluation of an interactive
ocean data exploration system designed to satisfy the unmet needs of the multidisciplinary
ocean observatory community. After surveying existing literature and performing a multi-
month contextual design study that included input from scientists at multiple institutions, I
propose a set of guidelines for the system’s user interface and design. Motivated by these
guidelines and informed by close collaboration with multidisciplinary ocean scientists, I then
present the Collaborative Ocean Visualization Environment (COVE), a new data exploration
system that combines the ease of use of geobrowsers, such as Google Earth, with the data
exploration and visualization capabilities of sophisticated science systems.
To validate COVE’s design, I evaluated its capabilities in three ways. (1) User studies
showed that it works efficiently for expert and novice data explorers as well as visualization
producers and consumers. (2) Multiple real-world science deployments, both on land and at
sea, saw it replace existing systems for observatory design, provide faster and more engaging
planning and data analysis for science teams, and enhance mission preparation and
navigation for the ALVIN research submarine. (3) An analysis of COVE over local, server
and cloud-based resources indicated that its flexible work partitioning architecture is
essential for real-world observatory data analysis and visualization tasks.
ALVIN: A manned, deep-ocean research submersible operated by the Woods Hole
Oceanographic Institution (WHOI), which allows two scientists and one pilot to dive for
up to nine hours at 4500 meters collecting images, samples, and data measurements.
API: An Application Programming Interface implemented by a software program to enable
interaction with other software, similar to the way a user interface facilitates interaction
between humans and computers.
AUV: An Autonomous Underwater Vehicle is a research platform that travels underwater
without requiring input from an operator.
AZURE: Microsoft’s cloud computing platform that provides software developers with on-
demand compute and storage for Web applications running in Microsoft datacenters.
BATHYMETRY: The depth of the seafloor relative to sea level. A bathymetry set is the
collected depths for a section of seafloor (usually collected via sonar), which provides
underwater terrain for ocean data visualization systems.
CONTEXTUAL INQUIRY: A user-centered method that calls for one-on-one observations
and user interviews regarding work practice in naturally occurring context wherein the
users’ daily routines or processes are discovered.
CTD: A commonly used oceanographic sensor set that measures salinity via sea water
Conductivity, Temperature, and Depth via an equation involving pressure as well as
sampled salinity and temperature.
CYBERINFRASTRUCTURE: A set of systems designed to enable virtual observatories by
providing advanced data acquisition, storage, management, integration, visualization and
other computing and information processing services, usually over the Internet
GEOBROWSER: A software system, exemplified by Google Earth, that lets users navigate
over a 3D model of the earth’s geography and provides the ability to layer geolocated
data, such as images, over the geography.
GEOLOCATED DATA: A dataset that includes information about the geographic location
of data points, usually consisting of latitude, longitude, and altitude or depth. This may
also be referred to as geo-positioned or geo-referenced data.
MAP PROJECTION: Any method of representing the surface of the earth on a plane. All
map projections distort the surface in some fashion, and different map projections exist in
order to preserve some properties at the expense of others.
MATLAB: A numerical computing environment and programming language developed by
MathWorks that is widely used in academic and research institutions and provides matrix
manipulations, algorithm implementation and plotting of data and functions.
MBARI: Monterey Bay Aquarium Research Institute is the largest privately funded
oceanographic organization in the world and acquires data through fixed and mobile
instruments, ship based cruises, and occasional large-scale, multi-institute projects.
METADATA: A description of other data. Metadata provides information about a certain
item’s content. For example, an image may include metadata that describes how large the
picture is, the color depth, the image resolution, when the image was created, etc.
NetCDF: Network Common Data Form is a set of software libraries and machine-
independent data formats that supports the creation, access, and sharing of array-oriented
scientific data. CF-Metadata is a supplementary standard for defining geolocated NetCDF
files commonly used in the earth sciences.
OCEAN OBSERVATORY: A suite of instruments and sensors deployed in the ocean with
long-term power supplies and permanent communications links to collect data for use by
ocean scientists via interfaces and APIs over the Internet.
OCEAN MODEL: A simulation of ocean processes that is based on features such as
bathymetry and accepted atmospheric, thermodynamic, and physical laws. Models are
used to generate a 3D grid of attributes, such as temperature or current velocity over a set
of time steps.
OOI: The Ocean Observatories Initiative is a multi-year NSF program to develop a
continuous viewing platform in the oceans consisting of three major science
environments: a global observatory based on buoy and satellite data, a coastal observatory
near shore, and the cabled regional observatory (see RSN) for deep water exploration.
PARTICIPATORY DESIGN: An approach to design that attempts to actively involve all
stakeholders in the design process to help ensure that the final product or system meets
their needs and is usable.
REST API: A REpresentational State Transfer API is a programming interface for getting
information content from a Web site by taking advantage of existing technology and
protocols of the Web, including HTTP and XML, for simplicity and performance.
ROV: A Remotely Operated Vehicle is an underwater research platform controlled and
powered from the surface by an operator via an umbilical connection or remote control.
RSN: The Regional Scale Nodes is a cabled ocean observatory being constructed off the
coast of Washington and Oregon. It spans hundreds of miles via cables connecting to a set
of primary connection points (nodes) that support secondary cables, instruments and
moorings.
SCIENTIFIC WORKFLOW: A set of discrete computational components connected in a
sequence to carry out scientific computation. Workflow systems, such as Microsoft
Trident, provide interfaces to design, execute, archive and share scientific workflows.
VERTICAL SECTION: A cross section of the ocean from the sea surface to the seafloor,
providing a continuous plane of values for ocean parameters, such as temperature or
salinity. These may be extrapolated either from observed data or an ocean model.
VIRTUAL OBSERVATORY: A suite of software applications that lets users uniformly find,
access, and use resources – data, documents, software, processing capability, image
products, and services – from distributed product repositories and service providers.
XML: EXtensible Markup Language is a text-based data format for Internet files. Unlike
fixed formats, such as HTML, XML is a meta-language – a language for describing other
languages – used to create document specific languages
ACKNOWLEDGMENTS
First, I would like to thank Jim Gray for starting this adventure. Much has been written about
what a wonderful person he was and what a huge loss it was for the scientific community
when he was lost at sea in 2007. All of it is true. He showed me that the smartest people can
also be the nicest. Next, I would like to thank Ed Lazowska who was involved in this work
from the beginning and has provided support and direction throughout.
This dissertation would have been impossible without the support of the University of
Washington School of Oceanography and, in particular, John Delaney and Deborah Kelley,
who were always champions for COVE. Mark Stoermer and the wonderful group at Center
for Environmental Visualization – Shawn Thomas, Hunter Hadaway, Donald Averill and
Dave Collins – were always available to help me make the system better. I would like to
thank the ocean modeling team – Parker MacCready, Neil Banas, and David Sutherland –
and the team at the Monterey Bay Aquarium Research Institute – Jim Bellingham, Michael
Godin, Mike McCann and Kevin Gomes – for data and technical advice. I want to express
my appreciation for the science teams and ships’ crews I worked with on the deployments at
sea and, in particular, on the ALVIN cruise, PI Jim Holden, ALVIN expedition leader Bruce
Strickrott and my dive partners – John Jamieson and Mark Spear – for giving me the
adventure of a lifetime.
I’m very appreciative of the great support I received from Microsoft and, in particular,
Microsoft’s Technical Computing Initiative – Roger Barga, Jared Jackson, Nelson Araujo,
Dean Guo – and Microsoft Research – Catharine van Ingen and Cathy Marshall. From the
University of Washington, I would like to thank James Fogarty for his user interface
feedback and guidance, Charlotte Lee for offering her time regarding contextual inquiry, and
Bill Howe for his work with me on the architectural analysis. I would especially like to thank
Tapan Parikh, whose great work in interdisciplinary interface design was a constant
inspiration and guide. Funding for this work came from the University of Washington Department of Computer Science & Engineering, Microsoft Corporation and the National
Science Foundation.
I would finally like to express my gratitude to all my friends and loved ones who never let
me forget that I needed to finish, and, in particular, Laura Seaver and Tom Grenon, who let
me write at their house while mine was being rebuilt. And, of course, Jane Raffan, who was
willing to do all the editing passes necessary, give me constant encouragement, provide a
patient ear when I needed it, and help me bring this all to the finish line.
INTRODUCTION
The oceans are an important focus of scientific study and exploration. They cover over 70%
of the earth’s surface, are intricately connected to its climate and weather patterns, and
provide a significant source of food for a large part of the planet. Due to the impact of
climate change, understanding ocean processes is increasingly central to predicting how our
climate will evolve during the next century and the impact its changes will have on ocean and
human health.
To date, our ability to collect data about the oceans has been extremely limited relative to
this need, as oceanography has traditionally been an expeditionary science: small crews of
oceanographers periodically go to sea in ships to collect data and conduct observations.
Ocean observatories that continuously collect and analyze diverse oceanic data offer a new
approach. Over the next few years, the National Science Foundation’s (NSF) Ocean
Observatories Initiative (OOI) will create an ocean observatory of unprecedented scale. The
Regional Scale Nodes (RSN) portion of the OOI, installed off the Washington and Oregon
coasts, will support thousands of sensors from the ocean surface to deep in the seafloor,
connected to cables delivering power and bandwidth. The RSN aims to build a flexible
platform allowing scientists from disparate fields to conduct experiments together, providing
real-time sensor and data access through the Internet, and creating a vast archive of datasets
that span several decades.
The RSN is just one example of large, multidisciplinary earth science projects currently in
progress or being considered around the world. These new projects are intended to be
transformational in nature – to change the way scientists conduct and communicate earth
science. In many cases these projects use no instruments; rather they seek to provide a
virtual observatory via a shared collection of data, analysis systems, and data exploration
tools. In other cases, the projects collect and make available measurements from a set of
preconfigured and statically located instruments. And recently, with projects like the RSN
observatory, they are attempting to provide an instrument system that can be dynamically
reconfigured and deployed based on the needs of specific experiments and ocean events. All
these types of observatories will make vast amounts of observed and simulated data available
to a wide range of scientists, encouraging multidisciplinary science and enabling new
discoveries that cross traditional science boundaries.
One key to the success of observatories is their computer systems and tools, or
cyberinfrastructure. Drawing from several areas of computer science, cyberinfrastructures
collect, manage, and provide efficient access to the terabytes of accumulated data. For these
observatories to transform science, it is also crucial that the cyberinfrastructure provides
systems and interfaces that let scientists easily explore and visualize data, plan experiments
together, and collaborate across disciplines. A gap analysis of existing literature in the area
of visualizing and exploring oceanographic data shows that current tools do not effectively
meet these needs. Furthermore, it demonstrates the need for a new system that combines
data exploration and visualization, asset management, collaboration, and communication
capabilities in an interface that is more suited to the needs of diverse science teams.
To determine detailed user requirements for this new system, I conducted a ten-week
contextual design study to gain insight into the current data exploration and visualization
practices of ocean scientists. The investigation consisted of multiple site observations and
interviews with oceanographers at the University of Washington and the Monterey Bay
Aquarium Research Institute. Based on this work, I determined a set of interface guidelines
to direct system design.
Motivated by these guidelines and informed by close collaboration with multidisciplinary
ocean scientists, I developed and deployed the Collaborative Ocean Visualization
Environment (COVE). COVE offers a novel science environment for the observatory: an
intuitive, geobrowser-based layering model; point-and-click experiment layout capabilities,
and sophisticated data exploration tools that can run interactively on a local machine or over
terabyte scale datasets in the cloud.
I then evaluated COVE’s usability via three methods: (1) user studies focusing on specific
audiences, (2) multiple deployments both on land and at sea with working ocean science
teams, and (3) an analysis of COVE over local, server, and cloud-based resources. As
described below, each of these investigations validated key design elements and provided
insights to improve the system.
With observatories, sophisticated data exploration and visualization is important not only
for domain scientists, but also for scientists from other fields, and increasingly for citizen
scientists. In a study carried out at the University of Washington, novice and expert users
were asked to explore a variety of oceanographic datasets. An instrumented version of the
system tracked exploration pathways, which were analyzed along with participant
observations, surveys and interviews. Results showed that the integration of rich interactive
data exploration capabilities in COVE supported novices and experts, as well as visualization
producers and consumers.
COVE’s use as an observatory design tool was tested through a multi-month deployment
with scientists and engineers from the RSN observatory design team. The objective of
instrument layout in observatories is to determine the configuration of primary cables,
connection hubs, and instruments that form the infrastructure for future science experiments
in a section of the ocean. These choices must be explored in the context of available data,
iteratively refined, and presented to constituencies for feedback. In this deployment, iterative
prototypes and collected user feedback provided key guidance to validate and improve
system design. COVE replaced existing tools and practices by the end of the study and is
poised to become the primary design system for future RSN observatory instrument layouts.
Testing COVE’s planning and collaboration capabilities occurred via two deployments on
scientific expeditions at sea. The first expedition assessed two research sites for the
observatory, where COVE supported the creation of high resolution bathymetry and
integrated diverse datasets to carry out daily planning, execution, and review of missions. In
the second expedition, COVE supported mission planning for manned submarine dives to
study volcanic vents on the seafloor. The results of these deployments demonstrated that
COVE’s easy-to-use interface provided a more effective tool for multidisciplinary scientific
collaboration and engaged a wider range of participants than existing methods employed by
the team.
Finally, COVE’s scalability was investigated for its ability to handle increasing volumes
of data being collected by observatories. In this context it is crucial to explore system
requirements for resources at all scales: local Graphics Processing Units (GPUs) for
interactive visualization, server-side multi-core machines, and scalable, pay-as-you-go cloud
resources. Based on data collected during the contextual design study, I defined a suite of
representative visual data analytics workflows. I then analyzed a variety of workload
partitioning strategies spanning all three platforms, discussed their tradeoffs and
requirements, and evaluated their performance. I determined that no single partitioning
strategy is optimal in all cases, and rich visual data analytics requires a flexible, cross-scale
architecture such as provided by COVE.
1.1 Thesis Contributions
These are the research contributions that are included in this thesis:
 A Gap Analysis Assessing the Capabilities of Existing Interactive Science Tools for
Observatories – Based on a survey of relevant literature, I present an overview of the
needs for an interactive data exploration system for observatories and an analysis of
existing systems and technologies that reveals the need for a new type of science tool.
 A Set of Design Guidelines for Ocean Observatory User Interfaces – I conduct a
contextual design study with multidisciplinary ocean scientists at multiple institutions in
order to determine a set of user interface design guidelines for an observatory data
exploration system.
 COVE: a Collaborative Environment for the Ocean Sciences – I describe the design
and implementation of COVE, a novel science tool created in close collaboration with
ocean scientists to meet the design guidelines.
 Evaluation of COVE for Usability and Real-World Science Impact – I provide a
usability evaluation of COVE, by describing the results of usability studies with ocean
data users and assess its impact in multiple deployments involving observatory design,
data exploration and multidisciplinary collaboration.
 A Quantitative Evaluation of COVE’s Scalability to Server and Cloud Platforms –
I analyze COVE’s performance across local, server, and cloud resources for a
representative set of visual data analysis tasks and present results and analysis that
validate COVE’s architecture.
1.2 Outline of the Thesis
This dissertation is divided into eight chapters. The balance of the current chapter reviews
the domain of ocean data and observatories and its key features. Chapter 2 presents a
framework for discussing data exploration needs for oceanographic data and reviews the
relevant literature to determine gaps between user needs and existing systems. Chapter 3
outlines a contextual study that informs user interface design guidelines for an interactive
ocean observatory data exploration system. Using these guidelines, Chapter 4 describes the
design and implementation of COVE, a new geobrowser based system for observatories that
provides easy-to-use experiment planning, data exploration, and collaboration facilities in a
common visual environment. Chapter 5 evaluates COVE’s data exploration capabilities and
shows that the system scales well from novice to experienced users and from visualization
consumers to producers. Chapter 6 evaluates COVE’s observatory design capabilities in a
long-term collaboration with the science team planning the RSN cable ocean observatory and
discusses COVE’s deployment on two ocean expeditions to assess the multidisciplinary
collaboration abilities of the system in real-world ocean science environments. Chapter 7
explores COVE’s extensibility from local computing environments to network and cloud
resources and quantitatively analyzes the system based on a benchmark set of observatory
data exploration and visualization tasks. Finally, Chapter 8 reviews the contributions of this
research, unaddressed elements, and possible future directions for COVE.
1.3 Observing the Ocean
One of the earliest scientifically published visualizations of oceanographic data was created
by Benjamin Franklin in 1769 to illustrate the flow of the Gulf Stream [79]. Shown in Figure
1.1, it was created based on the reported time it took mail ships to make their voyages
between England and the Colonies. This figure illustrates some of the traits still common in
oceanographic data exploration and visualization. Relatively sparse data points are collected
and extrapolated into a model that explains an ocean process. This model is then visualized
on a map of some type to give geographic context to the data, which lets other scientists and
non-scientists quickly understand and use the information. In this case, sailors could use
simple thermometers to see if they were sailing in the warmer and faster currents of the Gulf
Stream.
Since then, there have been great advances in systems used to collect ocean data, as
described in the many texts on introductory oceanography [79, 98, 102]. Besides ships, data
is collected from buoys and instruments traveling from the surface to the seafloor on their
mooring lines, from satellites crisscrossing the planet, and from instruments on mobile
platforms. For example, Autonomous Underwater Vehicles (AUVs) can travel either under
power or passively, through buoyancy control (a glider), on a preset course through the ocean
collecting data; Remotely Operated Vehicles (ROVs) carry out similar tasks under human
control. Many of these systems have suites of sensors that are collecting data
simultaneously. One of the most commonly used sensors is a CTD, which determines
salinity, temperature, and depth over time, but many additional features of ocean chemistry
and composition are sampled with increasingly sophisticated tools. In addition to these point
sensors, deep sea photography and video equipment is now common and scanning devices
can measure the distance to objects using lasers (LIDAR) or sound (SONAR) to create a
surface map or volumetric data. All these sensors sample data at a specific time and place
and give each data point geospatial and temporal components.
Some important limitations of these systems in collecting ocean observations are worth
noting. First, data collection can be slow. Unlike the atmosphere, where light travels
relatively easily, oceans allow only limited use of light-based sensors due to attenuation in
water and lack of ambient light. Sonar affords longer distance views of a volume or the
ocean bottom, but coverage of large areas takes more time because it is attached to ships or
ROVs. The ocean environment is also harsh: pressure increases one atmosphere for
approximately every 10 meters of depth, the medium is corrosive, and the temperature for
seafloor instruments can vary from near freezing to over 400° at geothermal sites. Placing or
maintaining an instrument usually requires use of a ship or ROV, and power and data storage
must be self-contained if access to a ship or ROV is unavailable. These factors currently
make oceanographic data difficult to collect, leading to datasets that are frequently sparse,
selective in location, and of relatively short duration.
As computers have become more powerful and data storage more plentiful,
oceanographers have built sophisticated simulations of ocean processes based on features
such as bathymetry and accepted atmospheric, thermodynamic, and physical laws [87]. An
assortment of ocean modeling programs is available to today’s oceanographers, such as the
Regional Ocean Modeling Simulation (ROMS) and the Harvard Ocean Prediction System
(HOPS). These generate a 3D grid of attributes (such as temperature or current velocity) over
a set of time steps. These grids are often de-formed to more accurately follow features of the
ocean bottom and shore in their specific region, as shown in the depth layers in a model of
Monterey Bay depicted in Figure 1.2.
Science computation resources have made it easier to distribute and accelerate calculation
of these simulations, but they still may take hours to run. The generated datasets also quickly
overwhelm an average PC [33]. For example, a low resolution model of a 300 x 300
kilometer area calculating a point at each kilometer and 20 layers deep is 15 MB per scalar
value for each time step. For a set of 10 data values simulated at hour intervals, this
represents 3.6 gigabytes for a day of data, or 1.3 terabytes for a year of data. Re-gridding
these large models to work with other datasets leads to performance issues and accuracy
concerns, stemming from the interpolation necessary to generate attributes at new locations.
These modeling programs can also be hard to adapt to a new area because several variables
are site specific and extremely sensitive to initial conditions. In addition, due to the
sparseness of observed data and the relatively short time over which much of the data has
been collected, there are often insufficient historical measurements to accurately initialize
and validate models. As a result of these issues, few ocean regions have detailed models,
almost no regions have multiple models running, and results of different models running over
the same area may vary greatly from each other and from measurement data.
As more data is produced, and more oceanographers use datasets they did not personally
collect or create, it is becoming more important to manage the sharing of data. The easiest
method is to copy a file to the local system from a disc or local server, but this is often
infeasible for security or size reasons. To let users access data over the internet or to
download only portions of data files, one widely used solution is the OpenDAP Internet data
portal [23]. This system allows a user to select a set of variables and range of dimensions
from a Web interface, such as temperature over a set of time intervals, and download a data
file to the local system or directly into analysis packages. The solution has two benefits: (1)
it is easy to set up, i.e., just point the system at a selection of files, and (2) the user interface,
while limited, is easy to understand. However, the data being shared is static by design, there
is no built-in search functionality to locate the desired data, and there is no inherent server-
based data analysis capability.
A new approach to better support the collection, management, and sharing of ocean data is
an ocean observatory. Ocean observatories are instrument arrays and data repositories
intended to be in place for decades that answer a range of scientific questions by providing
constant intensive monitoring of a location. NSF is investing more than [Math Processing Error]<script type="math/tex">US 385 million over the next five and half years for the design and construction of the Ocean Observatories Initiative (OOI) [71]. After the platform is in place, it will provide a continuous viewing platform in the oceans over its 20-30 year lifespan, using new and transformative sensor and software technology. The Final Network Design for the OOI consists of three major science environments: a global observatory based on buoy and satellite data, a coastal observatory near shore, and the cabled Regional Scaled Nodes (RSN) for deep water exploration on the Juan de Fuca plate off the coasts of Washington and Oregon. The primary focus for the remainder of this thesis is the RSN observatory portion of the OOI, which is being designed and implemented at the University of Washington. The cabled observatory consists of a set of primary cables that supply “hundreds of kilowatts of power, tens of gigabits/second of bidirectional communication and precise, synchronized time to hundreds and potentially thousands of instruments” [60]. These cables support a set of primary experimental sites, whose selection is based on a broad set of scientific goals. At each of these sites, a primary junction box provides a connection point for a complicated set of secondary cables, junction boxes, moorings, and other instruments that will extend the reach of each site by tens to hundreds of kilometers [45]. Figure 1.3 shows the RSN infrastructure and a sample layout for the Axial Volcano site, a geothermal test bed. The network infrastructure is not yet deployed, but a probable model is a local intranet providing data links and control messages to IP addressable instruments [24]. The data collected by instrument sensors will be transported to a shore-side data system for storage and access. 1.4 Ocean Observatory Challenges What are the challenges of designing systems and interfaces for ocean observatories? Historically, an “observatory” referred to a physical structure on the earth that housed instruments, usually a telescope, used to observe astronomical events. Over time, the definition expanded to include more sciences (e.g., geology, climatology, volcanology, oceanography) and more physical environments (e.g., satellites, connected arrays of permanent instruments, and instruments that are being deployed over time). It has recently been extended again, in the case of virtual observatories, to include systems that do not necessarily include instruments but instead focus only on the data and tools that interact with it. As this non-instrument view of observatories is constructive for focusing on their data- driven needs, I will examine a virtual observatory in more detail and then consider the implications of managing the physical instruments. For a sample of observatories, virtual observatories, and other science data portals planned or currently operating, please see Appendix A. A virtual observatory seeks to increase efficiency and enable new science by greatly enhancing access to data, services, and computing resources available to scientists [64]. It consists of a suite of software applications that lets users find, access, and use resources – data, documents, software, processing capability, image products, and services – from distributed product repositories and service providers. A virtual observatory can have a single subject, such as the Virtual Solar Observatory, or a theme, such as the US National Virtual Observatory supporting astronomy. The primary virtual observatory interface typically takes the form of an Internet portal offering users such features as:  Tools that make it easy to search and retrieve data from archives and databases  Tools for data analysis, simulation, and visualization  Tools to compare observations with results from models, simulations, and theory  Additional information: documentation, user guides, reports, publications, news, etc. Some current oceanographic projects function as virtual observatories by adding a selection of these services to the OpenDAP data portal described earlier. For example, multidisciplinary teams share instruments and data to carry out research in Monterey Bay as part of the Autonomous Ocean Sampling Network (AOSN) program. This project consists of a series of multi-month activities to measure the effectiveness of adaptive sampling in Monterey Bay by collecting and assessing data from different instruments and platforms, as shown in Figure 1.4. Observed data collected from the instruments and simulated data from multiple ocean models are provided to scientists in a data repository, along with a set of pre- configured visualizations for daily planning. After the initial collection period, the data is provided for historical use via a keyword-based search interface. A similar tool was deployed at sea, with added options for server-side data analysis, to support a multi- organization program in 2010 to study the interaction of typhoons with the ocean surface. In both programs, the virtual observatory provides data and visualizations, but it does not provide integrated services for planning and monitoring asset deployment. The ocean observatory incurs not only the challenges of the virtual observatory, but also those of instrument management. This includes the need to make decisions about where to situate major experiment sites and the design of a cabling plan that will support these sites given environment, timing, and cost constraints. There are instruments under observatory staff supervision to collect long running data, as well as instruments and cabling deployed for specific experiments monitored by external ocean scientists. Given the importance of ocean observatory tasks, the capital expense, and time devoted to building these science platforms, it is crucial that scientists have effective tools for interacting with observatory data and instruments. However, unique user interface challenges are associated with observatories, which make it difficult to find appropriate tools. Based on the literature and interactions with scientists (explained in more detail in Chapter 3) these challenges are briefly described below. 1.4.1 Diverse Data Exploration Needs With a variety of sensors, many data types and datasets are available. There will be observed data collected by the observatory instruments, as well as multiple simulated datasets for the observatory area. There will be data for long time scales and large geographic regions. All this data will be accessed and explored by a diverse set of users: domain scientists to carry out primary research, non-domain scientists to support inter- disciplinary projects, and citizen scientists for general interest. Interfaces must be designed to scale fluidly across the needs and capabilities of all users. 1.4.2 Planning and Managing Instrument Layout The RSN differs from other types of earth observatories. Satellite-based observatories usually consist of one instrument with a small set of sensors collecting multi-spectral images of the earth. The instrument is expensive to deploy and to modify or update after it is in place. The incoming data stream is homogeneous (images), and the focus of the data system is on cleaning sensor data and managing derived data products based on scripts [27]. Another type of observatory is a terrestrial sensor network. These systems can consist of thousands of independent sensors that often communicate wirelessly and collect various types of data. Placement and maintenance is relatively inexpensive because humans can usually travel to the site to change layout and sensors [17]. A cabled ocean observatory has challenges from both models. Like sensor networks, it consists of many sensors spread over a huge area for collecting a variety of data types. Like satellite-based observatories, adding new capabilities to the system, while less costly than current options, remains expensive and must be carefully managed. However, the sensor environment is more complex than either of these two models: hundreds of sensors collect data at any given time and can independently change state based on detected events or be completely re-tasked to focus on a major ocean event, such as a major volcanic eruption. 1.4.3 Multidisciplinary Science Collaboration While there must be strong support for traditional oceanographic disciplines, ocean observatories require extensive collaboration by multi-disciplinary teams. Recent exciting discoveries in oceanography (e.g., geo-biology) show the value of scientists working together across conventional domain boundaries. Many important problems, such as climate change, are inherently multi-disciplinary as they involve the effects of the planet’s systems on each other. Finally, a primary goal of the observatory is to optimize return on investment by providing support for new ways of doing science. Interfaces that reduce impedance in communication across specialties are therefore crucial. 1.4.4 Data Repository Size Szalay and Gray [99] discuss issues associated with the massive data repositories that will be created and stored by these observatories. They point out that most scientific data today, if shared at all, is hosted on an Internet service that delivers only simple storage capabilities. On more advanced systems, metadata (information about data, such as format and history of the data) may be available to help find appropriate datasets. Once located, data files must be downloaded to a local system for further computation. They argue that this approach is impractical as data repositories continue to grow by orders of magnitude. With terabytescale data environments, it becomes imperative to leave data on the server whenever possible to avoid being overwhelmed by transfer time. This implies the necessity of hosted data environments and distributed data processing scripts (or scientific workflows) that return final data products and visualizations only after computation has been completed at the data source. Rather than transmitting all underlying data, only questions and answers would be sent back and forth. Several researchers have created systems to explore the needs related to large data repositories in more detail. One example is the Earth Science Workbench from UCSB [27], a flexible data system with file-based data, metadata cataloging, individual scripts for computation on satellite imagery, and individual user data spaces accessed through a Web interface. The HEDC experimental data center for the RHESSI spacecraft [96] supplies similar services, with the addition of approximated data results. These are compressed datasets where information has been removed, allowing scientists to gain insight interactively before committing to the complete dataset to validate results. On the oceanographic front, the OurOcean ocean monitoring site [53] includes the ability to take data from multiple sources and deliver on-demand ocean simulation capabilities, allowing users to configure their own ocean models. This service was used by MBARI for the AOSN program discussed earlier. The more recent LEAD portal as described by Plale et al. [77] can also build, run, and monitor computation for scientist specific data products. In each system, analysis has been moved to the server, but data exploration and visualization continues to require the downloading of datasets to local workstations for use in a separate application. RELATED WORK AND GAP ANALYSIS Data exploration and visualization systems are particularly important to oceanography. With sparse historical data comes a greater need for human expertise to fill in gaps and identify important trends. Until science better understands the oceans, human experts will be required to assess the validity of oceanographic models. With the RSN observatory, in particular, experimental sites can only be explored virtually and scientists from diverse fields must deal with new types of data. Effective visual tools are thus crucial to let scientists quickly observe patterns, note anomalies, and determine the validity of data based on its environmental context. This chapter first defines a set of core ocean observatory data types to provide background for later sections. Second, it categorizes data exploration tasks and reviews relevant research about these tasks and ocean observatory needs. Third, the research review is continued to determine possible data exploration and visualization systems to carry out these tasks. The chapter concludes with a gap analysis of systems with regard to their ability to complete tasks and the user costs for each system type based on a usability cost metric. 2.1 Data Types Categorizing and comparing data by type is a common approach to exploration, and various models have been proposed. MacKinley [58] defined three basic categories of data – nominal, ordered, or quantitative – to indicate data with no natural ordering, with ordering but no value, and with mathematical values. Using these categories, he defined a grammar for the automatic creation of appropriate 2D representations. Card et al. [18] built on this work by also categorizing marks, retinal, and positional features of a representation to classify its type. Schneiderman [89] proposed a simple task by type taxonomy with seven data types and seven common user tasks for information visualization. Based on oceanographic texts [98] and Schneiderman’s approach, seven primary data types and examples of each are described below. Representations of six of these types are shown in Figure 2.1. Time Series: A set of scalar data points with a monotonically increasing time component. This is the basic data type collected by a positional measuring device on buoys, ships, AUVs, and ROVs. For example, a CTD on a glider measures 3 scalar values – salinity, temperature, and pressure – at a point as it traces a path through the ocean. In addition to quantitative data, nominal data can be recorded, such as tagged species that are tracked over time. Spatial: A set of scalar data points with possibly equivalent time components, often constructed from time series collected by several instruments. Examples are global ocean temperatures collected from buoys, locations of multiple species tagged from video records, or seismic events triangulated from a sensor array. Image: A 2D spectral map collected by 2D sensors usually in still or video cameras. For example, cameras are used on a submersible to return images and video of cable routes or bottom features from an ROV, or at specific underwater locations, such as an underwater volcano. Satellite images are used to investigate primary production in the food chain by visually detecting chlorophyll from algae blooms. Height Field: A 2D map with data values signifying distance. To capture bathymetry for the ocean floor, LIDAR can be used over short distances and SONAR for longer distances. In addition to detecting terrain features, split-beam SONAR can be used to detect pressure changes in the ocean caused by swim bladders for schools of fish. These datasets may require extensive post-processing to generate viable data products. Vector Field: 2D or 3D directional vector sets indicate movement of sample points over time, based on currents in the ocean. Flow can be measured with a current meter, or at the surface using CODAR (COastal raDAR). Vector fields can also be produced by computer models in 2 and 3 dimensions. Volumetric: Multiple scalar values distributed in space for some given time that are generated by computer models or interpolated from data collected by sensors. For example, zooplankton that lives off algae can be measured by towing a fine net, or objects can be detected over a volume with SONAR. Sensor Network: A set of records that represents current and historical states of the sensors in the ocean observatory. It includes the location and state of each sensor and instrument, connections between instruments, associated metadata and operational history. The first 6 data types are common in general scientific visualization, and many techniques for viewing them effectively have been devised. The last data type, an important addition for the ocean observatory, may be viewed by itself or as additional context when exploring other data types. 2.2 Data Exploration Tasks Scientific data analysis is the process of distilling potentially large amounts of measured or calculated data into a few simple rules or parameters that characterize the phenomenon under study [92]. A common approach to defining tasks in this process is to create a flowchart-like representation. For example, Langley [50] categorizes research discovery tasks in several systems in order to determine successful automation strategies. His stages include observation, data exploration, model creation, simulation, verification, and communication. Springmeyer et al. [92], on the other hand, presented a much less structured set of tasks by closely observing scientists in their daily data environment. Just as Schneiderman identified seven tasks that commonly occur in general information visualization (overview, zoom, filter, details, relate, history, extract), Springmeyer identified a similar set of scientific data exploration tasks through observing scientists interact with datasets. Table 2.1 lists a set of exploration tasks based on this work. Below, I present a more detailed description of each task based on Springmeyer’s categorization. To better understand potential strategies for accomplishing the task, I discuss current research for specific task aspects guided by the observatory data exploration needs noted in Chapter 1. The Generation task, addressed separately in the next section of this chapter, lists relevant data exploration and visualization systems and tools. 2.2.1 Examination Examination is the act of visually inspecting an observatory dataset representation. A basic examination task is to examine a plot of two or more attributes of data to discover correlations. 2D scatter plots compare two selected attributes and may integrate additional dimensions through use of color, glyphs or other marks [58]. The AUV survey plot (shown in Figure 2.2) is a typical example. Different variables (each plot) are presented for each depth (y axis) along the track of the AUV (x axis) and color is used to indicate an attribute’s value. A common oceanographic convention is to interpolate data points, creating a colored mapped plane to ease visual inspection. Adding a third spatial dimension to the presentation creates a 3D plot; the challenge here is that the presentation medium is usually 2D, such as a computer monitor, so user interaction is required to deal with possible occlusion by changing the viewing angle or removing occluding layers. Given the importance of understanding correlations among variables, much research has gone into automatically generating effective plots. Tufte provides a basis for much work in this area [104]. He presented several data visualizations, both effective and also misleading, to determine rules that can be derived from their examination. MacKinley’s work [58] defines a grammar to generate optimal data visualizations, based on data types, following these rules. And recent research, such as Stolte’s Polaris project [95], has shown how this grammar can be used to automatically create plots for multi-dimensional data stored in pivot tables. Setting a plot attribute to ‘time’ is particularly important for a time series. Beyond two dimensions, however, effective examination of time is challenging, and researchers have proposed various techniques. The LifeLines system for visualizing personal histories by Plaisant et al. [76] uses a merged screen of time bars for events, with controls provided for filtering and scaling their representation. Geotime [48], on the other hand, represents time as vertical vectors in a 3D environment to detect correlations. Both approaches are based on event visualization and do not scale well to planar or volumetric datasets. Given the limitations of static presentations, animation is often a more appropriate method to display important temporal features. Bederson and Boltman’s findings [12] showed that animation effectively helps users create mental maps of changes over time when it is relevant to the task. The ability to examine correlations between geographic locations and attributes, or observatory assets, is often important. Figure 2.3 shows the possible output of such a representation from the RSN observatory for seismic data. The addition of bathymetry delivers important context for scientists. Contour lines can be added to give further details about the bathymetry, and color maps based on height are an important consideration. Brewer noted that careful use of color is particularly important in interactive and animated map context, where users must monitor changing patterns and have little time to refer to a legend [57]. Rainbow or spectrum variants provide the most differentiation, single color gradations provide the most map-like appearance, and shading is an important feature in either case to effectively determine features. Examining time-varying simulated data from ocean models for variables such as temperature or salinity is a particularly challenging task. Iso-surfaces can present the boundary of a certain value in a volume, but looking at more than one scalar value requires cutting planes or more sophisticated techniques, such as cutaways, transparency, or exploded views to show occluded layers [54]. Managing the visualization to best use these tools can challenge novices. Viola’s work on importance-driven volume sampling provided a way to automatically determine how to most effectively remove layers for the user [111]. More recently, work by Li et al. described a conceptual basis for visualizing layered models and showed how rigging for intelligent cutaways can help user interaction [55]. Vector data has been historically quite difficult to view effectively. Gaither and Moorhead furnished a list of techniques common to oceanography [28]. The simplest methods, such as hedgehog displays – representing instantaneous direction and force with arrows – are easy to provide but require care. Displaying several concurrently soon turns to noise, direction can become confusing, and scaling can often lead to what Tufte referred to as a ”visualization lie” by causing a nonlinear change in appearance based on viewing distance [104]. More advanced methods, like flow lines that represent continuous movement over several time steps, can help with the visualization problem, but can also increase occlusion. Another approach to visualize flow is presented by Van Wijk; he warped (or advected) texturing to present visual clues about changes in the vector field over time, by presenting simulated flows of white noise patterns [109]. Information about the observatory itself must also be examined. Doing so ensures that the instruments and sensors are located and operating as expected. It also lets users see data in the context of instruments (Figure 2.3) to determine coverage and plan future locations to modify data collection strategies. For the RSN, this includes instruments and sensors as well as cabling and connection plans to manage power and bandwidth to a site. Because cabled observatories are so new, little research is available for these interfaces. The 2D observatory viewers (discussed in section 2.3.4) illustrate systems for examining sensor networks. 2.2.2 Orientation Orientation involves altering the view of a data representation to examine the data from a different angle. The simplest form changes the axis in a plot or the viewing position and direction in a 3D environment, but it also includes adding other viewing aids, such as labels, legends, directional symbols, or other navigational aids for the user. Extensive research has focused on understanding user needs and solutions for navigating 3D environments, beginning with Sutherland’s work [97] on head-mounted displays. A task- based taxonomy of interaction techniques in 3D spaces by Tan et al. [101] showed that navigation in 3D spaces can be simple and effective if reasonable affordances and constraints are provided. Darken et al. presented a toolset for navigating virtual environments [21] and indicated how tools and environmental and contextual clues can be especially useful. For geolocated data, the most obvious clues are representations of geospatial environments. A zoom-able user interface was presented by Bederson and Hollan in their Pad++ as a model for navigating large, computer-based datasets [14]. It let users zoom in to reveal more detail and zoom out to provide more context, much like a camera’s zoom lens. Their work has continued to evolve with the release of the Piccolo and Jazz tool kits for zooming interfaces [13]. Other authors proposed improvements to the original design: providing cues based on interesting parts of the data to aid users in regaining context when usual landmarks are lost [47], making it easy for users to temporarily jump to a home or bookmarked location [75], or providing a context layer and a tree hierarchy [78]. Hornbæk et al. [44] showed that zoomable user interfaces are especially effective at helping users maintain context in geospatial environments. The success of this approach is demonstrated by the millions of users of Google Earth’s zoomable 3D interface [31]. When the geographic context of an environment is visible, there is less chance of getting lost; when landmarks become less available, such as the bottom of the ocean, this problem returns. Here, other georeferenced marks, annotations, maps, images, and the terrain itself can help provide context. Other assets are instrument locations and cable layouts of an observatory. Beyond simple camera control, however, it is necessary in large and complex environments to furnish users with navigational aids to help them discover the most useful data. Gaylean [29] presented work on structured navigation to assist users through a scene. His river metaphor outlines a planned trail to guide but not rigidly restrict users to pre- planned views. Another approach was presented by Snavely et al. [91] in their work on photo-tourism for image collection and video navigation, where affordances were defined to transition between a large number of geolocated images. 2.2.3 Comparison Comparison lets scientists identify differences between datasets. This can be as simple as looking at two representations of data next to each other, or more sophisticated, such as using tools to transform data in a controlled way across multiple windows to determine correlations. One way to make comparisons is to place multiple datasets in the same window. Datasets can be overlaid directly on top of each other or offset in space or time. Contours or tick marks are useful tools to quickly observe differences visually. Wood et. al. used Google Earth as a front end to let users quickly overlay geolocated dataset visualizations to study their interaction with a large geolocated database [115]. They found this approach successful for exploration and sharing of visualization of non-science data across casual users. Nath et. al. used Microsoft Virtual Earth to show an example of overlaying real-time sensor data with geographic landmarks [69]. Another way to facilitate comparison is by using multiple windows to show different datasets or different aspects of the same data. Ideally, these are synchronized to automatically update all relevant views. Tufte provided much of the original insight in this area, examining tables of static images to present the importance of multiples in space and time [105]. Chi discussed key principles for information visualization spreadsheets that provide a basis for effective interaction with these representations [19]. Roberts’ research on multi-view and multi-form visualization [82] investigated useful approaches for linking dissimilar views based on common underlying data. 2.2.4 Queries Beyond altering their point of view and comparing visualizations, scientists use queries to find appropriate datasets and view a subset of attributes. Queries may include data manipulation tasks such as filtering to remove data or aggregation to summarize across multiple datasets. The standard approach for querying datasets is via a dialog using a specific query language, perhaps adding dialog controls to simplify the task. Visual query approaches let users carry out these tasks interactively with immediate feedback from the environment. The goal is for users to interact with data fast enough to make the underlying database queries transparent and exploration fluid. The process of visual querying is most easily defined by Schneiderman’s mantra, ”overview, zoom and filter, details on demand” [89]. One of the earliest systems that showed the effectiveness of visual queries was IVEE [2], which included sliders to quickly scrub and filter queries to a movie database. Valéria et al. [108] showed how this approach could be used with geospatial systems to build fast query systems. Recently, Shen et al. [88] applied a similar model to oceanographic data by rewriting the ROMS ocean modeling code to make it responsive to sliders for a low resolution model of salinity and temperature in the Chesapeake Bay and to let users carry out interactive queries. Authors have shown that direct manipulation of visualizations can be much more effective than query languages for filtering and aggregation tasks as well. Stolte’s work [94] with Polaris allowed brushing, or dragging, in the window to select a subset of values. Baudel extended this visual approach by providing ways for users to directly edit database values for certain operations [10]. By identifying bidirectional operations with the database, he showed the effectiveness of interaction for directly editing datasets. 2.2.5 History The final task considered is storing a history of information processes and insights associated with data exploration. A history allows scientists to record information for both themselves and other scientists. I consider three different types of history: (1) implicit ones created by the user’s actions, (2) explicit ones created by annotations, and (3) data transformation artifacts, such as workflow. Implicit history, created by users through their actions, enables undo and redo of user actions. Exploration requires safe movement through various tasks and the ability to return to a previous context easily [89]. Kreuseler et al. [49] describe various ways to capture this kind of history (e.g., storing actions, storing actions and inverse actions, storing state, and storing state change) depending on the data system features. They further investigated storing user actions using XML to integrate a visual history mechanism within a data exploration framework. A more explicit history method lets users enter notes and descriptions while working with the visualization. As pointed out by Heer et al. [38], this type of asynchronous collaborative support had been largely overlooked by researchers. Their Voyagers and Voyeurs project demonstrated the effectiveness of a rich annotation environment for sharing insights on demographic visualizations. Visual exploration of provenance and annotation was examined by Groth and Streefkerk [36]. Their system stored changes in orientation and user generated annotations to allow recording and replay of interactive sessions. Finally, artifacts may be preserved in the form of workflow descriptions that identify how data has been transformed. To better categorize workflow, Jim Gray’s description of NASA data levels is useful [33]. Level 0 (L0) represents the raw bits coming from the sensor; level 1 (L1) is the cleaned and calibrated dataset, and level 2 (L2) is the derived data products from L1 data. This creates two primary areas of workflow: transformation of L0 data from the sensor to an L1 data product, and creation of L2 data products derived from L1 datasets. The first type of workflow is often an automatic process or script of the data system based on agreed upon methods for cleaning data. Baudel’s approach of direct manipulation for cleaning data, described above, is an interesting exception [10]. Creating L2 derived data products can be a complicated process that entails several challenges. Workflow systems [9, 11, 22, 56, 103] provide a significant step forward in this regard, striving for several goals simultaneously. First, they attempt to raise the level of abstraction for scientist-programmers, allowing them to reason about their computational tasks visually as data flow graphs instead of syntactically as scripts. Second, workflow systems aim to provide reproducible research. Computational tasks are often more difficult to reproduce than laboratory protocols due to diversity of languages, platforms, user skills, and usage scenarios. Expressed as a workflow, these protocols are easier to share, reuse, and compose than are raw scripts. Third, workflow systems help to abstract away the execution environment, allowing workflow tasks to be executed on a variety of different platforms. For example, the Kepler and Trident systems allow workflows to be submitted to a cluster for execution or evaluated directly in a desktop environment [9, 56]. However, they do not provide for interactive visualization on the client, as workflows are typically executed as batch jobs. Finding ways to re-use workflow to benefit others, especially non-programmers, is essential to making workflows a more useful scientific tool. To this end, Maechling et al. [59] showed that visual interfaces and example workflows make a large difference in the use of workflows by scientists. Silva’s VisTrails [11] project showed that capturing workflow creation steps lets users store a seamless visualization creation history and leverage this information to create and optimize multi-view visualizations. A subsequent paper by Scheidegger et al. [84] demonstrated how data could be mined to allow querying and creation of visualization by analogy, using a distance metric to determine comparable workflows. Gobel focused on making workflows easier to share among scientists. In her words, ”Workflow is more than just plumbing – workflows are valuable know-how about how to create important derived datasets. They are also protocols that define research results. They are just as important as data.” She contends that scientists should be able to describe and share workflows and other history as easily as people share documents, photos, and video on the Web. Gobel and De Roure documented initial success toward this goal with their myExperiment project, which provided social networking for e-scientists via workflows [30]. 2.3 Data Exploration and Visualization Systems The generation task in Springmeyer’s categorization, which involves creating a visual representation of data using systems and tools, is now described by presenting several different data exploration and visualization systems available to oceanographers. 2.3.1 Programming Systems The most basic systems require users to programmatically create visualizations. Many of these started as research projects and evolved into commercial or open source products for the scientific community. All are now mature and provide an extensive range of visualization techniques for users with the ability to create the necessary programs. Visual systems were one of the earliest programming solutions, as illustrated in the Application Visualization System (AVS) [107] by Upson et al. in 1987. This research defines the basic model still followed by most other visualization systems. Software modules are defined to carry out computation on a set of primitive data types, such as a 3D grid. These objects are then connected into dataflow networks that take in datasets and return visualizations. Changes to the visualization are made by modifying object parameters in the dataflow network. Editing visualizations is supported with a direct manipulation interface to connect objects. IRIS Explorer [26] expanded on the AVS metaphor by adding UI widgets to each object, to easily expose and combine control interfaces to modify visualizations. Abram and Treinish [1] created IBM Open Data Explorer (now OpenDX), which rejected some of the simplifications of these drag-and-drop programming models as inadequate for real-world problems and added more programming structure. In particular, they included conditional execution, iteration, parallelism, and state preservation. Researchers have also shown that successful systems can be built by adhering strongly to comparison principles. Bavoil et al. [11] presented VisTrails, a system that used information from user-entered workflows to create multiple synchronized data views and optimize the underlying system to improve interactivity. Hibbard pointed out that while these systems offer flexibility, the visual programming approach remains too hard for novices and too limited for experienced programmers [40]. To solve the latter problem, toolkits provide application libraries for developers to build solutions in a compiled environment instead of a drag-and-drop interface. Two such systems are VTK [86] and VisAD [41]. VTK was built on C++ to provide simplicity, portability, and speed. This system also included interpreted language interfaces for simple interactive creation of visualizations. Hibbard et al. created VisAD – an extensible, object based toolkit in Java – with a simple interaction model as part of the design. Both have added example viewers to display the capabilities of their respective systems. 2.3.2 Desktop Tools An easier visualization approach is supplied by desktop data explorers, shown in Figure 2.4. There are several options for basic 2D and 3D plotting. For example, ncBrowse is a system for NetCDF files – a self-describing, grid-oriented binary format common in earth science [46]. It supports the selection of parameters and some simple options in the plot layout and decorations. Ferret is a similar plotting and analysis package designed for physical scientists studying global ocean/climate interactions [37]. It provides a semi-automated and flexible environment in which the user can probe large and complex gridded datasets, such as model outputs and observational datasets. Another widely used tool in this category is Matlab, which provides a wide range of data manipulation capabilities and plotting options as well as a variety of libraries to extend its analysis capabilities [61]. Ocean Data View, an oceanography-focused tool, loads station data directly and supports georeferenced 2D plots of data along with other georeferenced objects, such as maps [72]. Two more powerful desktop tools are the Interactive Data Viewer (IDV) [67] and GeoZUI3D [112]. IDV was built for the atmospheric community on top of VisAD. With a strong underlying visualization system, it supports sophisticated 3D model visualization (iso- surfaces, contours, volumetric), terrain maps, and data animation. GeoZUI3D (and its commercial version, Fleidermaus) was designed to integrate multiple 3D bathymetry sets and arbitrary geolocated 2D and 3D objects for oceanographic visualization. It recently added the ability to play back time-varying 3D point data [7]. With the increasing power of these tools, the complexity of the interface has also increased, making it difficult for novices to quickly and easily create data representations. Further, these desktop tools do not provide a unifying model for diverse geolocated data. 2.3.3 Geographic Visualization Systems and Geobrowsers Geographic Information Systems (GIS), shown in Figure 2.5, provide an integrated model for geolocated data. They consist of a database management system, a set of operations for exploring data, and a graphic display system, all tied to the geospatial analysis of data [80]. ArcGIS, an example of this type of system, was designed for professional map making. For much of the ’80s and ’90s, GIS and scientific visualization systems developed in parallel with little cross-over, but convergence over the last several years has enabled research into systems that support both types of data. GeoVista Studio [100] described an environment for geospatial scientific data, focusing on visual programming for quick application creation and Java for extensibility and deployment. Georeferencing browsers (Geobrowsers), such as Google Earth, shown in Figure 2.5, provide a more accessible interface to geographic data. The first widely available geobrowser was the TerraServer created by Barclay and Gray [8]. It provided a Web-based interface that allowed users to easily zoom in for more detailed satellite images of the earth. Google Earth (originally Keyhole) built on this model by creating a local client providing a 3D earth navigational paradigm [31]. This client supported the ability to easily layer more geolocated images, maps, labels, lines, and objects over the earth images and deliver relatively easy sharing of layers through XML documents. An example of the capabilities of geobrowsers for oceanographic data can be found in the Google Oceans project [32], which also shows the limitations of current systems: ocean terrain is limited to the low resolution data in the Google servers or to 2D images overlaid on the ocean bottom, there are no scientific data display or analysis tools, and there are limited interactive layout capabilities. World Wind from NASA and OssimPlanet are both open source geobrowsers that were modified by researchers to display examples of specific earth datasets Geobrowsers can also be used to display virtual observatory data, as demonstrated by the EarthScope project [70]. In this system, seismometer locations are displayed across a map, and sensor detail is available by clicking to bring up details of a geolocated object. Ease of use and broad availability of the viewing application are a significant advantage, while limited interface capabilities are the major drawback. 2.3.4 Other Data Exploration Systems Information Visualization (InfoVis) systems, shown in Figure 2.6, support many useful features for viewing observatory data. In particular, while being weak on geospatial and scientific visualization, they are often strong on data comparison and query. Two such systems are Polaris by Stolte et al. [95] and Improvise by Weaver [113]. Both systems were designed to support the unpredictable nature of data exploration by allowing rapid changes by the user to quickly generate new visualizations. Polaris used an extension of SQL to generate visual specifications and data transformations directly from the user’s interaction with the system. Improvise defined a system for coordinated queries across several visualizations to generate closely synchronized views of data. This let users build highly coordinated visualizations across several windows. Another type of system is an observatory viewer specifically designed for viewing sensor networks. Because observatories have appeared relatively recently, most of these systems are ad hoc and built from existing tools. Recently, systems have been created to allow observatory-specific interfaces. Spyglass supports viewing of instruments, their connections, and detail about specific nodes [17]. It also allows exploration features, such as interpolation of realtime data values, by extending the base system with new modules. The current system provides no inherent geospatial context for the nodes, but including maps in the view is feasible by creating new modules. The Shu et. al. system provides abstract visualization of connectivity between the wireless sensors in a sensor network in order to optimize data flow strategies [90]. 2.4 Gap Analysis I will first consider these classes of systems with respect to their ability to carry out the scientific data exploration tasks described in Section 2.2. Table 2.2 below summarizes the tasks supported by each class of visualization system in order to provide a comparison. Each of the five tasks has several dimensions that were discussed previously: Examination: Plots (P), Geospatial (G), Models (M), Vectors (V), Observatory Layout (O) Orientation: Navigation (N), Aids for Navigation (A) Comparison: Layering Data (L), Multiple Views (M) Queries: Data Details (D), Data Filtering (F), Visual Query (V) History: Implicitly Captured (I), Explicitly Recorded (E), Scientific Workflow (W) The boldfaced letters associated with each dimension listed above will be used in Table 2.2 to provide a finer level of comparison. A capital letter indicates strong support, a lower-case letter indicates adequate support, and an underscore indicates little or no support. For example, “P g M V _” as an entry for Visual Programming systems under the Examination task column means that type of system is excellent for Plotting, Ocean Models and Vectors, can be used for Geospatial Data, but has minimal support for Observatory Layouts. An ideal system will have entries with capital letters across the entire row, while a weak system will show primarily underscores as entries, indicating gaps in the capabilities. Based on the analysis in Table 2.2, one can quickly see that no ideal system exists for ocean observatories. Most systems successfully allow users to examine a representation of either the data or the observatory state, but rarely both. The programming systems and desktop tools provide the most capabilities in this regard, and 3D Data Tools provide a good example of the available capabilities for scientific exploration and visualization. The other systems have more limitations: GIS systems and Geobrowsers have limited data display capabilities, InfoVis systems have limited geospatial support, and Spyglass displays only the sensor network. None of these systems directly supports both observatory and data visualization, but this could reasonably be explored with visualization toolkits. Orientation in the form of navigation is also reasonably supported in these systems. The 3D systems allow camera control, and the geospatial systems have geolocated objects for visual context. Geobrowsers deliver the most seamless navigation by focusing strongly on the user interface. Some constrained orientation is also available with Geobrowsers in the form of saved tours and the ability to jump to specific sites. Comparison is usually possible through layered representation in the systems. Outside the user programmable systems, the systems surveyed afford little inherent support for rich window synchronization. Quite often, one can only drag two windows next to each other to determine differences. The InfoVis systems feature models for either automatically displaying comparison windows or allowing strong synchronization between windows. Beyond providing simple detail on a data point, querying is another area where InfoVis systems are strongest. Their integration with the underlying query language transparently allows sophisticated data queries. Finally, the history task has little support beyond simple undo/redo or possibly simple annotations. Exploration of interaction histories and creation of annotation trails to document work is not supported. The visual programming systems generate workflows as a necessary artifact of creating visualizations, but re-using and sharing them are limited to reloading saved files. The exception is the VisTrails system, specifically designed to capture visualization workflows from the user. While Table 2.2 illustrates how data exploration tasks are supported by existing systems, there is more to evaluating useful exploration tools than ensuring capabilities exist. Determining their overall effectiveness for observatory needs requires balancing usability with functionality. In this regard, some researchers have created more quantitative measures to evaluate visualization systems. The approach by Amar and Stasko [5] is based on determining a system’s ability to support decision making. To this end, they defined a set of questions to investigate where analytical gaps exist in the system. Similarly, after examining the slow acceptance of new data visualization techniques in the sciences, Van Wijk [110] proposed the following equations to assign costs and the returned value for a given technique: The first equation describes the time cost, C, for data visualization when used by n users m times, with each carrying out k steps to explore it. The total cost is the summation of the initial cost to create the visualization C i , the cost to learn the software C u , the cost of each session C s , and the cost to explore and understand the representation C e . The return is depicted in the second equation, where G is the value of the acquired knowledge W (ΔK) times the number of times it is used. The total profit is the difference, F = G - C. Intuitively, better visualizations have lower costs at each user step, can be understood more quickly, and have a high return on knowledge for several users over several sessions. This approach is limited by its difficulty in calculating accurate values, assumption of constant cost, and return across users. However, it provides a model for evaluating the relative merits of visualization systems with respect to the effort required for them to be effective. Van Wijk’s main contention is that systems must examine all variables in this equation and not just focus on providing novel tools and techniques. In particular, he sees the per user cost, C u , as the major impediment in most systems. Scientists’ time is valuable, and a clear profit from the visualization tool must be obvious for it to be used [110]. By plotting system effectiveness for observatory needs against ease of use, one can quickly determine where existing options lie in this space (Figure 2.7). In general, one can see that the tools are high cost/high return or low cost/low return. Visual Programming, Toolkits, and (to a lesser extent) 3D Data Tools provide the greatest possible return but at a significantly higher user cost. Plotting Tools and Observatory Viewers have much lower costs but also a much lower return outside of their area of specialization. Similarly, InfoVis systems have low costs after the database is set up, but they are not well suited to displaying geospatial or observatory data. GIS and Geobrowsers provide a similar amount of value, but Geobrowsers have a much lower user cost. An ideal system in this evaluation would provide the low user cost of tools (such as Geobrowsers) with the high return of Visual Programming, Toolkits, or 3D Data Tools to derive the largest user profit. 2.5 Conclusion “Data analysis tools have not kept pace with our ability to capture and store data. Many scientists envy the pen-and-paper days when all their data used to fit in a notebook and analysis was done with a slide-rule. Things were simpler then; one could focus on the science rather than needing to be an information technology professional with expertise in arcane computer data analysis tools.” Jim Gray [33] There are many options available for viewing ocean observatory data, but as illustrated in the preceding analysis and commented on by Gray, there are gaps between the needs of the scientists and the solutions available. The primary issue illustrated is that none of the systems investigated provides an easy to use, integrated data exploration and visualization solution across all tasks. Visual Programming systems and Toolkits provide a broad range of capabilities, but they force scientists to become programmers either implicitly or explicitly. 3D Desktop Tools provide nearly as many capabilities, but they have interfaces that are also difficult to learn and use. Geobrowsers have a simple, easily understood model for georeferenced data and navigation, but do not support custom 3D bathymetry, exploration of 3D ocean datasets, or data analysis tools. Other systems investigated provide effective solutions to only a subset of observatory needs. Oceanographers must therefore use multiple systems to store, analyze, and visualize their data. This leads to inefficiencies in exploration, makes sophisticated analysis pipelines seldom re-useable, and leaves little opportunity for sharing processes or data. This model will be exacerbated as ocean observatories come online with exponentially larger amounts of data. A system that integrates support for all the preceding areas would enhance exploration and sharing by avoiding a plethora of applications and interfaces. This point is reinforced by Springmeyer’s interviews with scientists [92] as well as by Bill Hibbard, who noted the need for an earth science system that is comprehensive in tasks, possibly at the expense of techniques [42]. Furthermore, while there are many interesting interactive techniques for exploring 3D ocean models, they are not present in the tools available. Simple slicing planes, contour lines, or transparency are the most common techniques available to scientists today. The 2002 article by Bill Hibbard et al. on the state of model exploration [42] discussed the growing need for sophisticated software and the lack of systems to adequately meet those needs. He sees the tool problem as not only the lack of available techniques for model visualization but also poor integration of the techniques into a highly usable environment. In particular, he points out that systems need to provide more effective ways for direct manipulation when exploring this type of data. Finally, an inherent limitation is the lack of tools for exploration and interaction with the observatory itself. This limitation is not surprising because ocean observatories are in their infancy. With a growing need for the future creation of these scientific systems, such tools are crucial to an observatory’s success. A related issue is the ability to monitor and control the current state of the observatory. Given system complexity, recognizing and responding to instrument problems can be greatly enhanced with an interface for viewing data and ocean environments in the context of sensors. For example, one can envision an interactive solution for re-tasking observatory assets for special, one-of-a-kind events, such as earthquakes or volcanoes, in response to data simultaneously collected from the site. CONTEXTUAL DESIGN STUDY While a literature review is valuable for revealing gaps in existing systems, it does not provide a clear description of the design requirements for an effective ocean observatory system. To determine these requirements in science settings, I performed field studies to discover which data visualization and exploration techniques are actually being used in the ocean sciences and identify data visualizations commonly in use. I conducted a ten-week contextual design study with ocean scientists at the University of Washington School of Oceanography and the Monterey Bay Aquarium Research Institute. I met with the scientists on multiple occasions to observe their interactions with other scientists and to gather sample datasets, visualizations, and data analysis practices and tools. I further interviewed nine members of the teams in depth to collect detailed feedback. This chapter describes the methodology used, the key themes identified, and the user interface design guidelines developed from my work with oceanographers. 3.1 Methodology Several human-computer interaction projects have shown that user-centered design methodologies are important for successful system design involving the science community. Work on Collaboratories [73] and Labscape [6] determined that integration with the daily work patterns of research teams was crucial for accurately assessing needs. An investigation by Schraefel to understand chemists’ lab books noted that a mixed approach was needed to complete her team’s design work, including both user-centered interviews and ethnographic observational studies [85]. The CINCH system [3], a science interface for 3D neural pathway selection, was developed by spending months with neurologists capturing automated event logs, carrying out interviews, and involving the scientists in participatory design techniques. The work of Star and Griesmer [93], and further refinement by Lee [51] on boundary objects and boundary negotiating artifacts, provided a valuable basis for understanding how teams employ artifacts to collaboratively communicate and plan. I also benefited from recent ethnographic research into cyberinfrastructure by Finholt and Ribes, who explored the role of community [81] in large research environments, and work investigating the human infrastructure in a large cyberinfrastructure project by Lee et al. [52]. Informed by this research, I carried out a ten-week contextual inquiry study with ocean scientists. Contextual inquiry is based on Grounded Theory – a methodology developed in the 1960s by Glaser and Straus [43] to provide an alternative to the dominant forms of sociology research at the time. In particular, it avoids attempting to categorize studied processes ahead of time and instead focuses on collecting and analyzing data to generate a conceptual framework; field notes and artifacts from a site are collected and interviews are conducted with participants in the system being studied. These datasets are then coded to develop theoretical categories that explain the observations, and one or two page memos are written to explore the code categories in more depth. Through iterations over the data that inform further investigations of the system, the conceptual framework is refined to identify key themes observed during the study. These themes may then be used as the basis of user interface guidelines in systems designed for the environment. I employed this approach at two different ocean science institutions: the Monterey Bay Aquarium Research Institute (MBARI) [63] and the University of Washington School of Oceanography [106]. MBARI is the largest privately funded oceanographic organization in the world and acquires data through fixed and mobile instruments, ship-based cruises, and occasional large-scale, multi-institute projects. At the University of Washington I worked with two groups: one group is building the Regional Scale Nodes (RSN) portion of the NSF- funded Ocean Observatories Initiative, and the other is generating regional-scale simulations of Puget Sound. During these investigations I visited the research sites two to three times a week over the ten-week period of the study. I first conducted field observations in the participants’ offices and during meetings. In most situations, data exploration and visualization were discussed directly or utilized to support the discussion. Each session took one to two hours, during which I recorded notes on user activities. This observation period was followed by nine in- depth interviews with participants: 6 ocean scientists, 2 staff members who generated daily data and visualization products for oceanographers, and 1 research scientist who led a graphics staff that created high-end earth science visualizations. Their professional experience with oceanographic visualization ranged from 5 to 30 years. Each of the interviews was then transcribed and coded along with the initial site observations. As data exploration was observed and discussed in these sessions, visual artifacts were collected in digital or paper form for use with the notes and transcriptions. 3.2 Key Themes I observed several key themes during the investigation: some of which focused on the data that scientists worked with, some with the tools they used, and some with the processes they employed. All are described below. 3.2.1 Geographic context for ocean data is often essential. A theme I consistently observed was the importance of geographic context in exploring data. This was often based on the diversity of data being explored. As stated by one subject, “I would guess we are one of the most complex sciences, with everything from the genome, to plant samples, to water chemistry, to terrain. All are important to tell the story.” Another important factor was providing a framework for colleagues. Often a scientist would not need to include maps while exploring the data personally, but when displaying it to other scientists, the location and time of data collection was almost always present in at least one of the visualizations. Further supporting the use of geographic context is the growing availability of datasets helpful in depicting a particular location on the ocean floor in more detail. High precision sonar has made it possible to collect detailed terrain maps of the bottom of the ocean, with centimeter-level coverage in some areas. With the recent availability of digital cameras for submersibles, these platforms can shoot video continuously and automatically snap high resolution images every few seconds while on dives. The images can later be stitched into larger continuous images of the seafloor to provide a more comprehensive environment for data representation and experiment planning. 3.2.2 2D tools dominate exploration and visualization. With respect to artifact formats, 2D plots and graphs are most commonly used by the scientists, as displayed in Figure 3.1. Often, this is because they are looking at only one variable against time or distance. A second primary driver is the typical way results are disseminated, as one participant noted: “As long as printed journals are the main medium for scientific papers, 2D static images will probably be the main format for scientists.” Another participant explained that while movies were getting easier to use and forward to colleagues, at a conference he often cannot choose what system will be used for presenting, so he cannot depend on movies for visualizing data. It is safer to design to the lowest common denominator and ensure they can reach their audience. The most common tools for these scientists were MATLAB, and, to a lesser extent, Ferret, data plotting tools described in Chapter 2. They commented that these tools made it relatively easy to manipulate data and get simple plots to quickly visualize a scenario, particularly when exploring data. For making presentation quality visuals, however, most found these tools lacking. Instead, they would use the tools to create the plots and use other tools to finesse adornments, such as typeface and labels. This model was common across the participants. Participants also noted that working with simulated data was often problematic. MATLAB, in particular, was not good at keeping track of geolocation metadata, loaded all the data into memory at the same time, and was hard to operate in an automated fashion. 3.2.3 Data-rich artifacts are not uncommon. Despite the limitations with reliable output formats and tools, I found that oceanographers were creating rich visual artifacts. They spoke of the complexity of their problems and the need for strong visuals to communicate within and outside their teams. These rich artifacts often consisted of several visuals created with 2D tools that were viewed together to allow quick comparisons of variables at one time point. Another common operation, at least within the modeling community, was to visualize expected output next to actual output. Including methods to look at data in a geographic context was quite common but was usually limited to a top-down, flat map view (see Figure 3.2). For viewing data over time, different images for a select set of time steps were often used. For example, a set of 5 to 10 images of ocean surface temperature off the coast of Washington from different times was displayed to highlight changes. A similar solution was employed for model data, where a set of cross-sections was used to visualize the data against the seafloor at several vertical slices in the model. Integration of movies with charts and plots was another solution to visually detect areas of change. In some cases, scientists positioned movies adjacent to each other and viewed them concurrently to see several variables changing simultaneously or a single variable changing in different ways. There was also often a strong focus on the details of presentation visuals. Participants would make their own color gradients and worry about specific visual issues, asking such questions as: “Does this image require a flat color or should it be shaded?” “Are contours necessary?” “How thin should I make this line?”. 3.2.4 3D and 4D visualizations are useful but creating them is too difficult. Many participants said that they would like to use more 3D geolocated visuals, such as the artifact shown in Figure 3.3, but that it was exceedingly difficult to do using their current tools. This was exemplified by a 3D movie a scientist scripted in MATLAB that showed vortices due to the tides in Puget Sound. He was pleased with the movie, and he said it was not only good for grabbing people’s attention, but that it showed things that would be almost impossible to see in a cross section. He then pointed out that he had made the movie several years earlier but had not made a similar one since: “It was just too much effort to make in MATLAB and make it look good, especially getting things like lighting, camera angles, and textures right.” Google Earth as a 3D platform for science or outreach does not solve these issues or currently appear to be of great interest, a position summed up by a participant’s comment: “So I think it’s a fairly powerful tool, but it’s limited. I think it does some things very well, such as images. So if my science data can be put into an image that sits on the surface of the earth, then it works well.” Scientists found it tedious or infeasible to convert their ocean data into 2D images for Google Earth and even if they did, they would then lose the ability to interact with it further. Regarding the recently addition of bathymetry, another pointed out, “There isn’t that much to show in the interaction between all the detail that Google Earth provides on land and my data in the ocean. And as for the bathymetry, any place that I really care about, I have my own bathymetry for it.” 3.2.5 Simulated data has a distinct set of problems. Many of the participants I observed and interviewed either create or work with ocean models. As the scientists described the process, creating a model entails exploration to determine the right data inputs to drive the model, and the setting of internal parameters and model resolution. They then must validate or determine the correctness of the generated model, which has several phases. “There’s a level of just figuring out what a model run did. You get half a terabyte of data, and you just want to know what happened. Then, you want to be able to compare it to your last model run to see if the new run is better, and even more importantly make sure it’s accurate, which means a lot of direct comparison between the model and observations.” This tedious process required many different tools and processes, and what they desired instead was a system where they could “make a change and then push a button to spit out a set of plots and images” to let them quickly validate any model run. I saw that comparing models to observed data and to other models was difficult because many were set up on non-regular grids. This means determining the grid cell that a data point is in might require extensive manipulation. One participant described frustration at trying to compare two models: “Then I see that they’re on different grids, which means I can’t do a direct comparison. So now I’m going to have to pull them into MATLAB or some other tool, figure out how to re-grid them, and then finally do the comparison…which means I probably don’t do it.” While the sample grid of model data is one issue, another is file size. For many participants, data size is currently an inconvenience, but it will soon become a limiting factor. One participant pointed out that current simulation files are 130 MB for one time slice, and that the final model of Puget Sound will be 10 times bigger, making a dataset at one hour intervals over 300 gigabytes a day. The ultimate goal of their modeling project is to make datasets that cover years at much higher resolution. The scientist hopes to do most calculations on a server to allow just images and movies rather than all data to be downloaded to his system but is unclear about how to accomplish this with current tools. 3.2.6 Current tools do not extend well to the cabled ocean observatory infrastructure. As explained in Chapter 1, a cabled ocean observatory consists of hundreds of kilometers of cable and hundreds of instruments. The general structure of the layout must first be determined, followed by specific components that will flesh out the design. This was observed to be an iterative process using a variety of tools and techniques. One participant described the process this way: “It’s done a little bit piecemeal. I’ve got a GIS tool, and I can use it for this. I’m searching on the Internet for other things. A certain amount of it, too, is done on whiteboards and papers and the back of napkins.” After the broad brush strokes of the design are agreed upon, more levels of detail are added “to get all the details to flush it out or to support it.” Internal feedback on observatory design is usually ad hoc, with a meeting once a week to review key items, synchronize plans, and ensure all constituencies can accomplish their tasks based on the current design. There were several issues with the current approach noted by the participants. One problem lies with the limitations in exploring and displaying the design in various ways. “Our current process is pretty limited in what it can represent, so we use a [straight overhead] view almost all the time. Another thing is that you can’t change scale quickly. So, if I have a big overview of all the cable and I want to zoom in, well, that’s usually a whole different image that has to be generated separately.” Another problem is the time involved in creating visuals to communicate the design. “The time depends on the type of image. You can have the back of the napkin right away. You may have a better geo-referenced one within a day. And if you want a highly polished one with other datasets to show outside the group, well that depends on the graphics group.” The participants also noted the length of time required to modify visuals when the design changed. “If it’s just moving points around, you can do that in hours. The problem is that you have to do it again and again and again because the design keeps changing.” 3.2.7 There is a growing continuum in the visualization process. In discussions of data visuals created by the participants, a common view of the visualization continuum emerged. Up front the process was quite fluid and exploratory as hypotheses were generated and refined. As one researcher said to me “You didn’t think it would be this crude, did you?” There were lots of throw-away visuals in this phase, but they were also looking for visualizations they could use for daily monitoring of the experiment they would be running. As projects moved beyond exploring many hypotheses to exploring a few in detail, the visualizations tended to become more standardized and moved to an operational phase where they were run daily on new data. One goal was to be more consistent and remove variability, because, as one scientist noted, “If visualizations are changed it may be necessary to redo several of the past runs in order to be thorough.” They also talked about the trade-off they faced here: they ended up looking at everything the same way all the time and sometimes felt like they were “settling with their current images for analysis” as opposed to further exploring the data. Besides the desire to minimize changes to the environment, this was also because the images were so hard to update. “I have to go back to the scripts, remember how they work, and then figure out what it is I need to change.” After the experiment was complete (or some phase was complete) the visuals would be used for papers, presentations, and public consumption. Sometimes the text in a paper would drive the visualizations, but often it was the other way around. As one researcher explained, “I usually start with the figures. I tell the story with figures by just laying them all out and then writing the text around it.” He said that he thought this was not uncommon in their field. Finally, concerning visualizations provided for public consumption, the researcher noted: “If we put something on the Web it’s almost always just a co-opted version of one of our other visualizations.” 3.2.8 Framing the story is important. Another important theme for the scientists was using visualization to help frame “the story” for the audience. The needs here varied based on the audience and the intended outcome. Sometimes, the impetus was to enhance what was communicated to the audience, “So I can tell a more complicated story if I have the time to do this level of post-processing and intensive visualization.” Other times, it was to communicate most efficiently. “I try to just make it really simple. I want them to be able to glance at the figure and in five seconds see what I’m trying to show them, and then they can move on with their lives.” For communicating with other scientists, care was often taken to present the work rigorously. “When it comes to talking to a specialized scientific audience, I want a lot of control over the story, so I can highlight exactly what we did.” Visualizations were also considered preferable to sharing data from an experiment. This was sometimes viewed as a matter of controlling the message. “With a graphic you have more control over the story, and also it’s harder to repurpose. With the data itself you know they can go write their own paper, but with the figure, they can only show the figure.” Others saw it as a boundary issue with respect to collaboration. “If in a talk, for example, you just take a figure from someone, put it in your talk, and credit them at the bottom, that’s no big deal. To get someone’s data, do your own thing to it, make your own visualization of it, and show that in a talk, that’s more of an intimate boundary crossing thing.” 3.3 Design Guidelines Based on these eight key themes, I derived the following set of interface design guidelines to address noted deficiencies in current tools and techniques. 3.3.1 Make high-quality geolocated 3D data visualization easier. The first, third and fourth themes explore characteristics of data exploration and visualization artifacts generated by scientists, and show that creating high quality 3D visualizations with geolocated data is currently difficult and conducted with an ad hoc collection of tools and techniques. There is a need for a data exploration system that makes geolocation a central focus to provide context and that allows scientists to easily integrate other datasets to quickly build rich visuals. 3.3.2 Integrate with existing task-specific tools, when feasible. The second theme, concerning existing systems, shows that while there were complaints about specific plotting packages and other dedicated tools, most scientists found systems that effectively met their needs for specific exploration tasks. Where they struggled was in finding ways to use these tools together to create rich visuals and 3D geolocated representations. Re-inventing new tool interfaces for all exploration tasks is not a leveraged approach. A better solution is to integrate with existing interfaces and methods in convenient ways. 3.3.3 Add support for ocean modeling processes. Simulation will continue to grow in importance as processing speeds increase and ocean processes being studied become more complex. The fifth theme indicates that that there is an unmet need for simple and powerful tools that allow modelers and consumers of models to explore simulated datasets and compare them to observed data and other models. 3.3.4 Provide a flexible and scalable data architecture. Another element from the fifth theme, and from the previous discussions of ocean observatories, is the continued growth of observed and simulated datasets in size and diversity. To be useful going forward, an exploration system must accommodate this dynamic. For flexibility, providing a toolset for handling new formats is as important as transparently managing current formats. For scalability, it is as important to run across server farms and in the cloud to deal with extreme data size, as it is to run on the local machine to maximize speed. 3.3.5 Make instrument layout interactive and visual. The sixth theme demonstrates that complex instrument layout is currently performed with non-visual tool formats, such as spreadsheets and text documents, with visualization as a last step to double check the work created. Visual interactive tools enable easy creation of layouts for data and bathymetry and provide immediate feedback on key metrics, such as cost and bandwidth. Such tools facilitate rapid iteration to optimize layouts and communication across diverse science teams. 3.3.6 Provide for a wide range of visualization audiences. From the seventh theme, we see that data visualization is necessary for a growing number of research needs and audiences. However to accomplish this, data currently needs to travel through many different applications and formats to effectively reach those audiences. To alleviate the friction of moving between different environments, a single system needs to be usable in more of these communication contexts. 3.3.7 Focus on sharing visualizations instead of data. The eighth and final theme illustrates the importance to scientists of presenting representations with data that help frame the story. I also observed that most scientists are reluctant to share raw data without context. In addition to these user needs, moving data around is fast becoming impractical due to size constraints. Creating systems where interactive visualizations can be shared, rather than the data itself is a solution to this problem. 3.4 Conclusion This chapter presented insights gained from spending time with ocean scientists to study their data exploration environment. Based on this effort, I developed a better understanding of current data exploration and visualization techniques, which I used to outline a set of user interface design guidelines for systems to address the scientists’ unmet needs. The next chapter describes COVE, an interactive exploration and visualization system based on these guidelines. After determining the system design guidelines, I carried out a six-month participatory design phase to investigate specific interface solutions with users. I provided working prototypes of the system to facilitate user feedback in the context of the users’ daily routines [15]. The preliminary prototype platform was NASA’s World Wind open source geobrowser, modified to provide bathymetry and display oceanographic datasets using a variety of techniques. This was soon replaced by an original software code base to afford increased design flexibility and to meet a key user need for availability on non-Windows computers. For each version of the prototype, the goal was to assess effectiveness in real world situations and solicit immediate feedback on specific approaches from users. Issues could thus be discussed directly with users to determine possible solutions, modify the overall design, and alter specific details of the system for further testing. Through this iterative process, user feedback could be quickly assessed, incorporated, and tested to determine optimal solutions. A key finding in this phase was that integration of capabilities was crucial to the overall system design. Although specific design elements could be found in existing systems, switching between systems to carry out tasks imposed major impediments. For example, when laying out cable for the observatory, repeatedly switching between a GIS package or paper map to check bathymetry and a spreadsheet program to check costs, made observatory design a process with many interfaces, many data conversions, and many opportunities for errors. An integrated environment, on the other hand, soon proved much more effective when doing this task. This approach is also consistent with my gap analysis, which indicated that lack of specific techniques was less a primary impediment in data exploration than user cost associated with techniques [110]. When multiple techniques are necessary to perform a task, the overhead of each system adds to the total cost. In attempting to lower this user cost, much of the participatory design phase focused on integrating techniques to improve the users’ work processes. The result of this effort is the Collaborative Ocean Visualization Environment (COVE) shown in Figure 4.1, a novel science tool designed from the guidelines outlined in the previous section and long-term collaboration with ocean science users. The user interface is modeled on a geobrowser paradigm much like that of Google Earth and similar systems [31, 65, 68]. A geobrowser provides an intuitive multi-scale interface, a familiar geographic context, and a simple layering metaphor to help organize diverse data. It also lets scientists interact with layouts and datasets ranging from the hundreds of square miles covered by these projects, down to a few meters around a sensor in an experiment. Existing geobrowser interfaces have many features in common that are available in COVE. A layer tree is provided to organize different items that are geolocated in the main window. A window menu and button bar provides access to commands, and context menus are available for object-specific commands when in the main earth viewer window. On- screen controls provide support for navigation, timeline functions, and an overview map for quick navigation. Beyond these base features, several new capabilities were designed into COVE based on feedback from scientists. Listed below, these capabilities differentiate COVE from existing geobrowser systems and provide an integrated solution to needs highlighted in the preceding chapter. Capabilities are grouped into four categories and described in more detail in the following sections. Visualizing and Exploring Data  Geolocated 3D scientific visualization  High resolution (sub-meter) custom bathymetry  Interactive ocean model data exploration Instrument Layout and Management  A drag-and-drop instrument management interface  Layout status tracking and integration  Swappable instrument and cable libraries Collaboration and Communication  User-defined shareable interactive views  High resolution images and movies  A Web-based repository for data and visualizations Architecture and Implementation  Scripting-based interface for importing new data formats  A Web-based workflow solution for sophisticated data analysis  The ability to run across local, server, and cloud environments 4.1 Visualizing and Exploring Data As noted previously, ocean observatories encompass several different types of data. Contextual data includes high resolution bathymetry (seafloor terrain), geological maps, and site features, such as telecommunication cables and navigation hazards (e.g., ship wrecks). A variety of observed data is collected, which may consist of point data collected by sensors, sonar data, or images and video. Finally, simulated ocean models provide 3D data over time for increasingly large sections of the ocean. Scientific visualization systems provide detailed viewing of specific data types in each of these categories. Existing geobrowsers support limited concurrent viewing of many of these datasets in the form of geolocated images, lines and points. COVE combines these capabilities to provide an integrated visualization of datasets in a familiar geographic context. 4.1.1 Geolocated 3D Scientific Exploration and Visualization COVE lets users view multidimensional scientific datasets with a variety of interactive visualization techniques not afforded by geobrowsers. In Figure 4.2, COVE displays a salinity iso-surface (a 3D surface representing a specific value of a variable) in an ocean model, providing a variety of coloring, filtering, and alternative display techniques. The goal of the capabilities COVE provides is not to deliver an exhaustive selection of specialized scientific visualization packages. Rather, it is to simplify the interface by choosing those features most commonly used by scientists while still allowing a wide range of interactive and visual capabilities. These include:  Native input and output of geolocated NetCDF files [46] and common text formats  Data representation as 3D points, paths, vectors, surfaces, and iso-surfaces over time  Interactive support for data transformations, such as filtering, scaling, and re-sampling  A wide selection of color gradients with color binning, and logarithmic scaling  Screen affordances, such as lighting controls, data legends, and 2D data plot overlays 4.1.2 High Resolution Custom Bathymetry A primary user frustration with existing systems is inherent limitations for displaying custom bathymetry, crucial to many scientists’ work. Geobrowsers are limited to images or a selection of datasets publicly shared on servers, while visualization tools are complicated. COVE lets users load arbitrary combinations of bathymetry and assembles them in real-time, showing the highest resolution terrain available for any point. Images of the high resolution terrain can be created for use in COVE or exported for integration with existing geobrowsers, such as Google Earth. To provide visual cues for the terrain, scientists can apply customized, depth-based color gradients with contour lines and binned color values, as shown in Figure 4.3. Separate color gradients can be applied to the seafloor, land, and a highlighted depth range to accentuate specific bathymetry. Based on user feedback, techniques to provide further visualization cues have also been included: extreme bathymetric scaling (up to 100 times), interactive shading and lighting direction, and user control of terrain resolution to provide more detail to aid visualization or less detail to enhance interactivity. 4.1.3 Interactive Ocean Model Data Exploration Creating interactive tools for exploring data slices and flow in ocean models was one of the more fruitful collaborative efforts. 2D vertical or horizontal sections of model data provide an easier way for users to understand how variables change in the water column or at a specific depth. To support this, COVE can display slices that are part of the model as well as interpolated surfaces at user-selected latitudes, longitudes and depths. The user can also interactively create a custom path through the dataset or view a specific data point or water column (location from the surface to the seafloor) over time. These representations can be plotted in an overlay window and in the geobrowser environment, as shown in Figure 4.4, which displays a custom vertical section for salinity along the main channel of Puget Sound. Particle advection visualizations let users explore how objects change position over time based on model flow variables. Through COVE’s interactive particle interface, users can create thousands of particles at arbitrary locations and depths and then drag single particles or groups to watch their paths update dynamically. The particles can be colored based on a range of values, such as total velocity, component velocity, or time released. They can be tracked forward in time to see projected paths, backward in time to see possible origins, or released over time from a point to determine, for example, how an uncapped oil leak might progress. 4.2 Instrument Layout and Management Many observatory instruments, sensors and delivery vehicles are expensive and scarce resources. Optimizing their use can greatly increase the amount of data collected on a mission, while complications can lead to missed opportunities to collect important data or the loss of instruments. Observatories require the management and monitoring of hundreds to thousands of heterogeneous assets and instruments collecting data at any given time, independently changing state based on detected events, and possibly being completely re- tasked to focus on major ocean occurrences, such as earthquakes, volcanic eruptions, or storms. While geobrowsers normally provide an interface for positioning objects and lines, their interfaces are limited and not designed for connecting objects with cables. Traditional science visualization tools provide no direct support for this process. While image editing tools and 3D modeling packages provide high quality results, they are designed for graphic specialists. COVE provides capabilities that enhance user interaction, on-screen feedback, and customization in the geobrowser interface to enable planning and management of observatory assets and instruments by the scientists themselves. 4.2.1 A Drag-and-Drop Instrument Management Interface Existing geobrowser systems use direct manipulation drag-and-drop interfaces to add and position lines and objects. Objects can be icons, common 3D shapes, or 3D models, and information summaries for any object can quickly be viewed as text in a pop-up window or as a detailed Web page in a Web browser. COVE extends this interface by providing an array of cable types that can be added to connect the objects (Figure 4.5). Positioning handles are available for maneuvering cables around obstacles on the seafloor, and a cross- section view is provided to quickly inspect the cable run for extreme climbs or drop-offs. Collections of objects and cables can be grouped into instrument templates to allow easy insertion of complex packages, such as geodetic arrays, containing several connected components. To enhance the user’s ability to safely explore different layout possibilities, multi-level undo and redo commands are available on all layout activities. These commands, commonly available in visualization and 3D modeling packages, are rarely in geobrowsers. 4.2.2 Layout Status Tracking and Integration To track layout status, COVE automatically updates heads-up displays on the screen during editing sessions, providing instant status on characteristics of assets and instruments, such as budget, current cost, and length of cable (Figure 4.5). Having budgets and installation timing readily visible and costs automatically updated with changes lets layouts be quickly refined to meet specific goals. Deployment time and cost can be associated with each instrument and cable to view how the layout evolves as instruments come on line. A table view lets users see all instruments and cables in a specific layout in tabular form, which can be easily exported to spreadsheet applications. Layouts can also be exported and imported using XML to integrate with geobrowser systems. Import of layouts in other formats is also possible through the scripting interface, which is discussed in Section 4.4.1. 4.2.3 Swappable Instrument and Cable Libraries I observed that lists of available layout objects and their properties were often updated due to the availability of new instruments and cables, different staff in the observatory having different needs, or a user’s needs changing over time. Therefore COVE’s design lets users swap in task-specific libraries of instruments and cables (Figure 4.6). Each object or cable is based on a user-modifiable type, with several settable features available to define appearance, cost, and cabling requirements. New types can easily be added, based on existing instruments and cables, or deleted to remove unused options. The libraries can also be created dynamically from a central database containing the most up-to-date working set for a user group. 4.3 Collaboration and Communication Observatories bring together scientists who may not have previously worked together, and for some projects, scientific fields that may not have worked together. The observatory is thus creating an infrastructure that is designed to facilitate non-oceanographer participation in ocean experiments. Furthermore, all the sciences are finding it more and more important to reach out to policy makers and citizen scientists to affect change, create awareness, or raise funds. Geobrowsers use files to share collections of links, images, and packaged tours through an environment, but they do not provide an extensive range of visual outputs. Visualization tools provide high-quality image and movie outputs, but producing them is time consuming and their static natures make it difficult for viewers to explore environments in more detail. COVE speeds and simplifies the creation of high quality visuals that promote further exploration for richer collaboration across teams and effective communication beyond the team. 4.3.1 User-defined Shareable Interactive Views WorldWide Telescope (WWT) demonstrated the incorporation of user-defined views for end user exploration of virtual observatories [39]; a set of thumbnails on a toolbar at the top of the screen provides a link to an image in their database. Similarly, interactive views can easily be created and stored in COVE to save a specific set of camera, layer, data, and visual settings. These views can then be invoked locally for exploration and discussion or shared to a Website. Once shared, other team members can download and select from the view panel to quickly start exploring the data (Figure 4.7). A set of views can also be automated, like a slide show, to provide a guided tour through different aspects of the site and data. 4.3.2 High Resolution Images and Movies Where interactive use of COVE is not feasible, the user can create high-resolution images and movies to communicate. The output resolution can be set to any dimensions and is only restricted by the size of the graphics memory. The output can also be generated from any collection of existing views, allowing several disparate images to be created via one command or stitched together in a multi-scene movie. These settings can also be saved as a visualization script and later used to generate the visualization from command line or remote server versions of COVE. Thus, once users have established a set of visuals that need to be created repeatedly for analysis, they can be produced automatically at the data source and sent to the user rather than requiring data to be transmitted and stored locally. 4.3.3 A Web-based Repository for Data and Visualization A server-based data and visualization repository makes it easy to upload and share new views and datasets with the rest of the team. Once shared to the server, an image or movie is displayed with metadata, which provides information such as the author and creation date. Anyone with access to the server can then view the available visuals through a Web-based interface, as shown in Figure 4.8. To inspect the view further, users can download a high resolution version of the image or movie, or, if the author has made it available, the entire COVE file. In this way users can focus on sharing the story they want to tell with the data; sharing the data for exploration by others is an equally straightforward process. From directly within COVE, datasets, bathymetry, and layouts can also be shared to the server for access by the team. 4.4 Architecture and Implementation The goals for the COVE architecture are: (1) to provide rich cross-platform interactive 3D graphics, (2) to offer a flexible internal design for prototyping new solutions, and (3) to utilize the Web to help scale data handling needs. The implementation details of COVE, while not essential to the design, are concisely provided here for completeness. The prototyping system required both geobrowser and visualization technologies. The original implementation plan was to leverage an existing geobrowser as the basis for COVE, but this was precluded due to limitations in existing APIs, cross-platform support, graphics capabilities (e.g., Web-based solutions), and stability of existing systems. COVE was therefore implemented as a C++ open source project, with cross-platform support provided by the OpenGL graphics interface and the Fast Light Tool Kit (FLTK) interface toolkit [25]. Publicly available libraries were included for accessing NetCDF [46] files, and the NetCDF CF-Metadata naming conventions were used to standardize identification of position and time variables. Below are three specific extensions to the standard geobrowser architecture that are elements of the COVE design. 4.4.1 Scripting-based Interface for Importing New Dataset Formats A constant user need was the ability to load newly available data into COVE. Due to the diversity of datasets, it quickly became time consuming and infeasible to alter the code for each data format. To resolve this issue, the design was extended to support a scripting language for data input. The specific language chosen was python, a popular open source interpreted language becoming increasingly common in scientific programming [83]. The design provided a set of function calls to the scripting language that securely exposed internal data handling functionality. It also allowed callbacks into the system for simple dialogs to support visual integrity with COVE. With more time and effort, this approach could be used as an all-purpose way of extending the system, but this level of integration was unnecessary for the existing user requirements. 4.4.2 A Web-based Workflow Solution A Web-based workflow solution allows the use of external resources to address file size, arbitrary formatting, and extensive manipulation often required to explore and visualize data. COVE can initiate, monitor, and download workflow results through simple calls to a Web service. To support this, an extensive workflow library was built to allow re-use of COVE’s routines, similar to that provided for scripting described previously. By combining workflow and direct manipulation capabilities, interactive exploration of large datasets becomes possible. Microsoft Trident, a Windows .NET based workflow service, provides this functionality for COVE [9]. An example of the Trident user interface is shown in Figure 7.2 and a more detailed description appears in section 7.1. 4.4.3 The Ability to Run across Local, Server, and Cloud Environments The COVE architecture consists of a set of layers that can be distributed across local, server, and cloud resources to support a wide array of data exploration and visualization problems (Figure 4.9). Each layer can be tightly bound to the next or accessed through Web service interfaces. For example, the COVE client can be tightly bound with the visualization engine to enhance interactivity (the default configuration) or be Web-based to view results on a variety of platforms. The visualization engine can take advantage of a local GPU or run in software for non-GPU environments, such as cloud services. The data store is file-based to handle legacy datasets and can run in any environment that provides a Web server. The workflow service and entire architecture will be explored in more detail in Chapter 7, where further analysis will show the importance of this flexible architecture for observatory needs. 4.5 Conclusion My close collaboration with scientists yielded an extensive set of additions to the standard geobrowser interface to solve issues in data visualization and exploration, observatory design, collaboration and communication, and cross-platform architectures. In the next three chapters, I present evaluations of COVE via a range of methods to illustrate the effectiveness of the original design and determine improvements. The first is a user study that investigates data exploration and visualization by users with a wide range of ocean data expertise. The second is a set of real-world deployments in science environments that tests instrument layout, collaboration, and communication. The third is a quantitative analysis of the COVE architecture to determine its scalability based on a representative set of data exploration and visualization workflows. It is critical to reiterate that integration of COVE’s capabilities consistently received the most enthusiastic responses from users. Thus, while the additions to COVE were organized into categories for clarity in this chapter, an important objective in the evaluations was to determine synergies amongst capabilities that add value beyond the features themselves. USABILITY EVALUATION This chapter presents usability evaluations I conducted to determine the effectiveness of COVE in two ways: (1) by studying experts and novice users in ocean data exploration and (2) by studying visualization producers and consumers. The first study assessed COVE’s data exploration utility across users of differing skill levels as they performed potential observatory tasks, and the second assessed COVE’s effectiveness as a tool for creating and viewing interactive visualizations. In the first study, novice and expert users in ocean data exploration performed prescribed tasks in COVE. The user’s execution time for each task was measured, along with his or her level of accuracy. An instrumented version of COVE logged user activity, and participant observations were recorded manually during these sessions. At the end of the session, participants completed surveys, and a subsection was interviewed to collect more detailed responses. The second study, focusing on visualization producers and consumers, was carried out in concert with the first, but was assessed more qualitatively. I observed a group of producers as they created COVE views that were later used for the interactive environment in the first study. I recorded observations and comments during these sessions and collected feedback from participants after completion of each visualization. To gather information from the consumers, I asked them about the effectiveness of each visualization in helping them complete the prescribed tasks, both during the session and via ratings in a post session survey. The sections below describe the experiment setup, evaluation session, and results for each usability study. The results assisted in determining which elements of the original design were validated, which needed to be modified, and what open challenges remained. 5.1 Ocean Data Experts and Novices: Study 1 With a wide range of scientists and general users exploring observatory data, it is important that a system provides support both for experts and novices in ocean data exploration. This study’s goal was to determine COVE’s ease of use for both types of users and to collect feedback on the effectiveness of specific capabilities discussed in the previous chapter. 5.1.1 Experiment Setup The user group for the evaluation consisted of 30 participants who had not previously used COVE. The novice group comprised 24 participants who were asked to carry out the prescribed tasks as part of their Introductory Ocean Science class laboratory. This group worked in teams of 2-3 on 11 Windows workstations, as shown in Figure 5.1. The expert group consisted of 6 participants, who carried out the tasks on their personal systems, which included a mixture of Windows and Macintosh environments. The testing was conducted at the Spatial Analysis Lab in the Ocean Sciences Building at the University of Washington for the novice group and in the offices of the expert users. In each case, COVE and the content file prepared for the assigned tasks were pre-installed on user systems. All participants were asked to perform 6 general ocean data exploration tasks and answer 4-7 questions about each area. Table 5.1 lists the general task areas and provides a short description of each. The complete set of tasks and questions appears in Appendix B. Participants were given a maximum of four hours to complete all tasks and were instructed to proceed as quickly as was comfortable, but at a pace that allowed them to answer the questions accurately. For each exploration task, pre-created views on COVE’s view panel provided a preset interactive environment. An example of two such views is shown in Figure 5.2. Quantitative data was collected from activity logs of user interaction while completing the prescribed tasks, as well as user responses to task questions. The activity logs were created by an instrumented version of COVE which captured user actions and timing information. The logs were primarily used to determine task completion time, but could also be inspected for further analysis. The accuracy of task completion was based on correct responses to task questions. Qualitative data was also collected in the form of user surveys, which the users filled out immediately after completing the prescribed work. The survey asked 30 questions about their user experience with COVE in various areas. Responses were elicited on a 5-point Likert scale, from extremely dissatisfied to extremely satisfied, with users having the ability to comment further on an area, if desired. Because a recent class assignment used a combination of Google Earth and ArcGIS, a sophisticated map creation and exploration tool, comparisons of COVE to these tools were also requested from all participants. The areas covered in the survey are listed below.  User interface elements  Presentation of bathymetry  Data exploration capabilities  Use of interactive views  General user experience and comparison with similar tools 5.1.2 Evaluation Session Users were initially given a written overview of the data exploration session and instructions to get started in COVE. The overview compared COVE to Google Earth and described basic navigation, visual controls, dashboard commands and the view panel. A short demonstration of COVE and an overview of the tasks were then provided. Instructions on how to use COVE were also available in a help file on the system. General questions were answered prior to the start of the formal usability evaluation. Specific inquiries concerning the prescribed tasks were answered during the session to clarify the intent of a question. The task areas were designed to be completed sequentially by the users, and each area was designed to take approximately 5-10 minutes by experienced COVE users based on sampling before the study. After completing the tasks, the participants filled out the survey and activity logs were collected from each system. 5.1.3 Results The average time for task area completion for both levels of ocean data exploration experience is shown in Figure 5.3. This figure shows that the experts were quickly effective at completing COVE tasks, with an average completion time just below 10 minutes per task. Novices took approximately 2.5 times longer per task on average, indicating that experience exploring ocean data was a strong determinant in task completion time. There is also variance shown in average task completion times for both groups. The greater time taken by both groups on the Bathymetry task is probably attributable to this being the first task performed using COVE. The increased time taken on the Cross Section and Circulation tasks is likely related to system performance issues, which will be discussed later. As each task required a different amount of time to complete, the participants’ times were also analyzed based on the average time for task area completion compared to the expert users. This provides a relative measure of task performance between skill levels. These results are illustrated in Figure 5.4. Interestingly, over time, novices progressed from taking more than 3 times longer than experts to complete a task, to less than 2 times as long: as non- expert users became more comfortable with COVE’s interface, they became more effective exploring data and thus decreased the disparity between their skill level and that of experts. This result is further substantiated in Chapter 6, where non-experts on real-world science deployments quickly became effective enough to carry out tasks normally confined to experts. Experts were consistently more accurate in their responses to the 4-7 task questions. There was also no clear correlation between experience using COVE and task accuracy (as was noted with execution time); the correlation seemed primarily task dependent. In discussions with instructors, they noted the accuracy was in line with similar assignments, indicating novice users were no less accurate using COVE. More investigation is needed to determine whether task accuracy can be improved by becoming a more experienced COVE user, by performing similar tasks repeatedly rather than differentiated tasks as in this study. The user surveys provided substantial feedback on COVE’s design via comments and ratings for various capabilities on a 5-point Likert scale. This feedback is categorized into three areas: (1) ease of use, (2) effectiveness of specific capabilities for data exploration task completion, and (3) comparison to other ocean data tools. In the tables below, specific scores are listed for each rated area, and cumulative results are averaged over all participants and listed to one decimal place in the right-hand column.Observation of the users’ interaction with COVE revealed their general ease with the interface, and few questions were raised during the session. This was corroborated in the survey, with both 3D Navigation and Layering Model averaging just over 4.1 for ease of use, as can be seen in Figure 5.5. The participants rated their experience with the Onscreen Controls a 4.2 for the Quality of Visuals and 3.7 for its Overall Interaction. Their comments indicated that the lower rating for Interaction was primarily due to system performance, which will be discussed further in the next section. The user rating for effectiveness of specific capabilities for completing tasks is displayed in Figure 5.6. COVE’s High Resolution Bathymetry and Bathymetry Coloring were rated very helpful in understanding the data, which was particularly noted in the comments and in the survey ratings, with an average score of 4.5 in both categories. Interactive model exploration consistently received positive ratings from the users as reflected in the ratings, where Interactive Particle Advection scored 4.5, the simultaneous display of the Vertical Slice Window scored 4.1, and Vertical Slice Interaction scored 3.7. Users indicated the stronger rating for Advection was due to its high level of interactivity and variety of available display options. Conversely, the lower score for Slice Interaction was related to slow system feedback and lack of apparent controls for changing data display. The survey also asked users to rate COVE, Google Earth, and ArcGIS for overall ease of use and effectiveness for exploring ocean data. Results are shown in Figure 5.7. COVE was the most highly rate in both categories, above 4.0 in both. Google Earth rated similar to COVE for ease of use, but much worse for exploring ocean data (3.1). ArcGIS, on the other hand, rated poorly on ease of use compared to COVE (2.6), and also slightly less useful overall with a score of 3.9. When queried about this last score in more detail, participants noted that the terrain-specific tools in ArcGIS were more powerful, but COVE’s ability to easily display a wider variety of data and show it together with the terrain was more helpful. In order to test differences in these 5-point Likert ratings, I applied a Wilcoxon rank-sum test for both ease of use and effectiveness. In each case, an omnibus test showed differences across systems. Pair-wise comparisons were then conducted (applying a Bonferroni correction). The tests showed that the difference in ease of use between COVE/ArcGIS and Google Earth/ArcGIS was significant (p = .001, p = .0015), while the difference between COVE/Google Earth was not (p = .556). For effectiveness, pair-wise comparisons showed that the difference between COVE/Google Earth and ArcGIS/Google Earth was significant (p = .001, p = .003), while the difference between COVE/ArcGIS was not (p = .31). Based on these results, one can see that COVE is unique in providing both ease of use and effectiveness. 5.1.4 Design Modifications Based on Feedback As was identified in the activity logs and through observation and feedback, performance was often a hindrance indicating maintaining interactive performance across large datasets is essential for effective data exploration. This issue was often specific to particular datasets, which should have been reduced in size for the evaluation. However, this user issue also illuminates how quickly real-world datasets can overwhelm a system. Furthermore, universally reducing display detail, while simple, is not always a suitable solution. Although performance is critical to explore data interactively, displaying detail when communicating is often equally important. This was particularly noted in the deployments described in Chapter 6, where frequent modifications to display detail occurred with large bathymetry sets. To resolve this issue, the ability to lower terrain resolution through direct user calibration was made more obvious in the interface. A more extensive alteration to the design was made to enable automatic terrain re-scaling based on user activity. As the user moves, terrain resolution is lowered, and, when static, detail is increased. Finally, additional ways to filter the number of data points being displayed in COVE was provided, along with user prompts to indicate when performance was being impacted by either bathymetry or dataset size. The repeated changing of facets of data representation, as well as the inability to find some data display alternatives, indicated the need for more immediate access to all data display options. The system under evaluation offered data display controls in multiple dialogs that grouped similar controls together. This design required users to change modes several times in order to refine visuals; e.g. repeatedly swapping data coloring and data display format dialogs. In response to this issue, all data display dialogs were merged into a single tabbed dialog that allowed quick, mode-less switching between data display options. Another option was added to expand the dialog to show all tabs simultaneously on large screens, so that the need to switch tabs could be removed, and all options were immediately apparent for any dataset. 5.1.5 Open Challenges While not a prime component of this study, one area requiring further investigation is the effectiveness of experienced COVE users. The reduction of the execution time gap between expert and novice data explorers indicated that, with more practice on specific tasks, this disparity may become negligible. Another study with users executing several tasks in the same subject area would be useful to determine how quickly novices can become as effective as experts, and what capabilities are most important in reducing the difference. 5.2 Visualization Producers and Consumers: Study 2 As discussed in Chapter 3, it is becoming increasingly important to be able to share interactive visualizations instead of datasets, both to minimize data transfer and to help frame and communicate insights. This study investigates COVE’s usability for visualization producers as they create interactive visualizations and for consumers who use them to explore data. To evaluate COVE for visualization creation, qualitative data was collected from 4 content producers, each of whom created interactive views for one or two of the general task areas in Table 5.1. All were experienced at creating ocean data visualizations for a variety of audiences, with two having approximately 4 years experience each, and two having over 10 years each. The consumer group consisted of all 30 participants who completed the data exploration tasks in the previous user study. As the visualizations were the same ones used to complete the prescribed tasks, activity logs were available for all participants at the end of the session. The previously noted user survey also asked consumers to rate each visualization with respect to its effectiveness for task completion. 5.2.2 Evaluation Session The producer observation session took place in the participant’s normal work environment. As each producer created a view in COVE, he or she described aloud what they were doing and why. Answers were provided to specific questions about how to accomplish an action in COVE, but only as a general guide, so that users were left to resolve the issue themselves. Notes were taken as users carried out each task, and each user was informally asked for further feedback upon completion. The sessions were relatively unstructured, as each task was unique and required different COVE capabilities. Producers were encouraged to explore and comment on the complete capabilities of COVE during the session. Visualization consumers interacted with the created visuals as discussed in the previous study. While carrying out the prescribed tasks, they were polled about effectiveness of the visualizations for task completion to elicit comments. As noted, activity logs and user surveys were then collected at the end of the session. Saved interactive views and the view panel were used extensively by producers while creating content. They noted how the views made easy it to iteratively compare different approaches and frame the exploration environment for viewers. The views also helped producers work with their fellow producers. “After I made the first view, I was able to make 6 more that I could go over with [my colleague] to figure out the best one.” And when it came time to create the final collection for the session, producers found the view panel highly useful. “The view panel made it so easy to roll up all the views into one file at the end and lead the students through the data the way I wanted to.” Figure 5.8 shows the consumer ratings for viewing COVE visualizations. They rated the specific views supplied as highly effective in helping complete prescribed tasks, with an average of 4.2. They also found the View Panel easy for selecting views, with an average 4.3 rating and for Creating and Managing Views with a 4.1 rating. However, as can be seen in the Figure, the latter capability was only used by 50% of the participants due primarily to the fact that it was not necessary for task completion. Overall, consumers found the views and view panel functionality effective, but mostly restricted view panel use to switching between views. Future studies will need to determine how this feature can engage consumers more broadly. Two of the producers also qualitatively compared COVE with a similar tool for production of interactive visualizations for classroom consumption. They had previously used Virtual Puget Sound (VPS), a system that provided a representation of Puget Sound and a 3D navigational model [114]. It afforded slightly better data representation than Google Earth, but had limited capability for interactive data exploration. One producer noted, “COVE let me ask more detailed questions and questions in completely new areas, like particle advection, so I was able to do a lot more in the lab than last time.” They also noted that the final visuals were significantly better than those from VPS and superior to other tools previously used. 5.2.4 Design Modifications Based on Feedback One finding was that rich data coloring options were necessary to encourage deeper engagement with the system. The COVE system under evaluation featured a single legend and a limited selection of fixed gradients. While this was a significant improvement over standard geobrowsers, it meant that visualization producers had to trade off elements in what they could show, and consumers had to switch between options to investigate data. To solve this issue, COVE added several new capabilities: a wider selection of built-in gradients, the ability to load custom gradients created in other programs, color binning, logarithmic color scales, and multiple custom data legends for both data and terrain. I observed that visualization producers were constantly fine-tuning details in their work, and scene lighting options were repeatedly accessed. Lighting was often crucial to highlight a specific feature on the seafloor. While this functionality was available in COVE, it required several clicks to modify and evaluate results. To solve this issue, a custom lighting control was added to the primary COVE window. This lets users quickly set lighting height and direction as well as shading level, which are immediately reflected in the results. These attributes can also be saved with the view, along with other scene details, to ensure the visualization appears as intended. For producers, the programming interface was not a substitute for a good UI to access data manipulation features. To support workflow and provide flexibility to users, a scripting interface is available to access COVE’s extensive data handling library. While working with visualization producers, I quickly determined that requiring any kind of programming effort to use these capabilities would be largely unsuccessful. Many capabilities that required programmatic access were eventually integrated into the UI, and, in many cases, supported through some form of direct manipulation (e.g. the interactive particle advection interface) to eventually expose the desired capability. More investigation is required in this area,especially regarding the viability of reconfigurable workflows as a solution for more sophisticated data manipulation. 5.2.5 Open Challenges One request from producers was to take COVE’s interactive model exploration capabilities one step further and allow interactive manipulation of ocean model generation. This lets consumers explore model output and increase their awareness about how specific inputs affect the final output. Researchers have shown the effectiveness of this approach for teaching purposes [88], and, in collaboration with COVE’s visualization and exploration capabilities, this approach could provide an environment to illustrate the full range of ocean model issues. Given COVE’s flexible data architecture, this would be a reasonable extension of COVE, but one well beyond the scope of current requirements. 5.3 Conclusion The key finding from the usability evaluations is that COVE worked effectively in two important ways: for data exploration experts and novices, and for visualization producers and consumers. This is substantiated by activity logs, conversations, and user survey responses. Several capabilities in COVE were added or refined based on user feedback from the two studies. Both experts and non-experts found COVE easy to use and rated its unique data exploration and visualization capabilities highly, although problems with performance limited some of their interactions. Participants who had used Google Earth for visualizing ocean data found COVE as easy to use and significantly better for exploring datasets. Users who had viewed datasets in sophisticated ocean data tools found COVE’s interactive tools significantly easier to use and more useful overall. Visualization producers were enthusiastic about COVE compared to existing systems, because they could create entire lessons that consumers found more understandable and engaging. Interactive views let them quickly iterate over visualization approaches and create several options for comparison. Consumers found the views effective for carrying out data exploration tasks and the view panel intuitive and easy to use. These findings, and the remaining unexamined areas of COVE, are further investigated in three real-world ocean science deployments that involved a broad range of science users interacting with COVE. This is discussed in detail in the next chapter. COVE IN THE FIELD Observing the use of systems in real world activities is vital for determining effective design in science environments. To achieve this, I evaluated COVE in three different field deployments. I first observed its use on land in the design of the core infrastructure of the RSN ocean observatory over several months. This was followed by a program of further tests at sea, where I joined two dissimilar, two-week expeditions with multidisciplinary science teams. The first expedition evaluated two primary ocean observatory sites, and the second carried out manned submersible missions to study underwater geothermal vents. This chapter describes the environment and evaluation methodology used in each deployment, followed by the results broken into three categories: (1) observations that validate COVE’s design, (2) design modifications that were subsequently incorporated from feedback, and (3) open challenges for COVE for this type of deployment in the future. The chapter presents research also available in the proceedings of the 2010 IEEE Conference on e-Science [35]. 6.1 Observatory Design Designing an observatory requires several tasks. Apart from viewing observed and simulated data to understand the processes and possible issues at each experiment location, different options must be explored and analyzed to determine optimal layouts for data collection within budgetary and technical constraints. The reasoning for alternative layouts must be presented and discussed with science users to evaluate the effectiveness of various designs. After creating the initial infrastructure, these tasks must be carried out regularly over the life of the system as science teams extend the observatory with new instruments and sensors. Prior to COVE, the design process used by the RSN team was cumbersome; it included the use of paper and digital maps, geographical surveys, and multiple software applications. When new layouts were created, they were recorded in word processing or spreadsheet documents, with visualizations created offline by a graphics team for presentation. Changes were time-consuming and expensive: there was no automated way to update costing or cabling, comparisons of different models required several documents and spreadsheets, and it was hard to examine designs from different angles or scales. For this deployment, I employed a long-term embedded approach using participatory design techniques. The main participants were the RSN’s lead scientists, engineers, and graphics staff involved in the daily design process. Based on observations of participant interaction with COVE and their feedback, system updates were created and disseminated on a weekly basis. I observed the participants over several months in three primary tasks:  Individual layout of cables, nodes, and instruments  Group discussions concerning layout options  Creation and use of visuals for internal and external presentations 6.1.1 Design Validation I observed many interactions highlighting the value of COVE in this environment. First, the staff could individually make immediate design modifications based on new needs and new data or bathymetry. Scientists created new layouts in minutes rather than hours or days. They saved multiple views to evaluate results from various angles, particularly between 2D top-down and 3D perspective views. The scientists found the layering model easy to use, and maps of fault lines and surface geology were easily displayed together to facilitate interactive cable layout. The heads-up display was particularly well received for tracking budgets and determining the timing of cable and instrument deployment. One participant explained how COVE improved her design work. “For me, since I don’t have the tools that our graphic artists have, it meant that I can respond much quicker. There was a period of several months where we were getting crisis level, ‘you need to respond to this in the next month’ to deal with contingencies or inflation or budget changes, and COVE made that possible.” Second, interactive sessions with COVE allowed groups to iterate designs in real-time and consider several alternative designs at the same site (Figure 6.1). After COVE was adopted across the team, it became one of the primary collaboration tools used to create the RSN primary infrastructure. “As soon as we got access to COVE and had some useable knowledge, from that time on we stopped using anything else. It really was a transformation. From that day on it became the base map for what we do.” COVE was used extensively to prepare for NSF design reviews where the team was required to present and defend its design to funding agencies. It allowed different core cabling alternatives to be explored quickly and helped convince the team of the necessity to significantly change the cabling configuration from ring-based to star-based. It was the key tool used to create visuals to explain layouts at design reviews because it quickly created production-level visuals in sync with the most recent designs. The NSF reviews were considered highly successful, and the RSN team members were particularly vocal in praising COVE as a key contributor to this achievement. 6.1.2 Design Modifications Based on Feedback I also learned much from the team to improve the initial COVE design. For example, I learned that it was necessary to support existing practices for the scientists to comfortably transition to COVE. Although paper maps and rulers had many drawbacks, they were familiar and dependable tools. I therefore added simple 2D top-down views and map views that could be printed, and more extensive import and export capabilities were necessary to support Google Earth and other tools already employed by external groups. It was also necessary to provide ways to double check results within COVE to ensure that distances and positions were accurate before being forwarded to team members. Overlay grids and measuring tools were added to interactively reconfirm distances and locations, as were new map projections to allow direct measuring of distances and comparison with a wider range of maps. Import and export capabilities were also enhanced to allow comparison of positions with known landmarks. The early COVE design under-estimated the importance of presentation support. I initially considered presentation-quality visuals a minor aspect of COVE, but found that because the RSN team had to present and defend its work regularly, high-resolution output formats, text and image overlays and visual highlights were important additions to the collaborative environment. Furthermore, when showing work in COVE to others, several simple presentation features were greatly appreciated: the ability to easily generate multiple views of a site, create an automated slideshow, fade between views, and even simply rotate the current view slowly. 6.1.3 Open Challenges One disappointing outcome in this deployment was the limited use of task-specific instrument libraries, which was due to a combination of factors. First, the COVE implementation was unstable across this capability for part of the deployment. Second, the observatory design process I observed was in an early stage, which focused primarily on a single core infrastructure across the team, and thus an assortment of instrument and cabling sets was not necessary at the time. As the observatory moves to the next levels of design internally, and is used externally for specific research projects, this capability may be adopted more broadly. Finally, I originally focused system design efforts on interactivity and rich visualization, spending less time on data management aspects of the observatory. Although the visual capabilities of COVE were quickly accepted and widely appreciated, its file-based data access solution limited use by engineering. This was due to the high level of detail they ultimately desired in order to track and manage all observatory assets. They were hopeful COVE could provide a complete solution to this problem, but at the time their lack of specific observatory database requirements made it infeasible to design and implement an adequate solution. In the future, adding database integration to the COVE design would be relatively simple after a more clearly defined data management model is established. 6.2 Mapping RSN Sites After working with the design team for several months and refining the COVE design based on its feedback, I had the opportunity to test COVE at sea. This next stage of the RSN design process was a two-week ocean expedition to collect extensive data from two major seafloor research sites for the observatory. Also, as the RSN observatory was not yet operational, it allowed evaluation of COVE in the context of real-world ocean research, which could provide a proxy for science teams using the observatory. The chief goal of the ocean expedition was to verify that the multi-million dollar primary connection nodes were being placed at safe and durable locations. Mapping the seafloor was the most important part of this effort. For this task, sonar is used to collect 3D point sets by bouncing acoustic reflections off the seafloor to create a map of the terrain (Figure 6.2). The ship or AUV carrying the sonar travels back and forth over an area, covering new terrain on each pass. Because the beam scans cover a fixed-angle, the width and data resolution are determined by the depth. For example, the closer the sonar is to the bottom, the thinner the area covered and the more detail collected. These detailed maps of the bottom determined if the node site was flat, solid, and free of landslide danger. The cruise took place on a research vessel 100 meters in length, with 25 full-time crew and 32 research staff. Hull-mounted sonar was used for lower resolution mapping from the ocean surface. For high resolution mapping, the AUV Sentry sub [23] provided by Woods Hole Oceanographic Institution followed a programmed route 50 to 100 meters above the seafloor for up to 10 hours. The previous technique for determining ship routes involved the team’s gathering around a map and placing markers (usually coins) to designate possible waypoints (turn locations) for the ship (Figure 6.3). The AUV was programmed by printing a high-resolution map of the location and using a ruler to determine lengths of runs. Although this approach had been used on many cruises to carry out missions, it suffered from the same drawbacks as those noted with instrument layout for the RSN: routes were hard to create and modify, it was hard to compare alternatives, and different views of the route were difficult to create. The goal was to replace this approach by using COVE to plan the mapping route, track progress, and then view and analyze the final bathymetry. Because all observatory data was already available in COVE, planning missions in the context of prospective observatory layouts was possible, and alternative layout plans could be created if necessary. The primary participants still included scientists, but there were also research assistants, ship’s engineers, and students. Whereas the methodology in the preceding deployment was long-term, this evaluation was short-term and time-sensitive, and new prototypes had to be created at least daily. The task areas evaluated were similar to those in the previous deployment:  Individual route planning based on goals from the chief scientist  Group discussions to evaluate bathymetry and plan missions  Communicating status and plans at daily science meetings 6.2.1 Design Validation In the time-sensitive environment on the ship, COVE’s interactive mechanisms for route layout were effective in many ways. As pointed out by one scientist, “On the cruise where we used COVE for the first time, I would say that it increased efficiency several orders of magnitude for laying track lines. And it’s much more iterative since it’s so easy to move things around and see the swath width of the sonar.” One clear measure of the increase in efficiency provided by COVE was that, by the end of the cruise, bathymetry mission planning was being pushed from experts down to students, as indicated in the usability studies. The scientists also noted that COVE improved data quality as well as efficiency, “Since we fly over such steep topography, we’d often have holes in the data doing it by hand. With COVE we increased the effectiveness, the quality, and the communication between people.” Easy integration with existing bathymetry processing formats and tools made it simple to quickly assess collected bathymetry. Once in COVE, 3D bathymetry visualization tools were all used extensively to quickly explore collected terrain data and discuss site tradeoffs across the team. Because it was cheap to make new routes, several possible plans could be created, compared and discussed to determine effectiveness. It also allowed the team to take advantage of unexpected opportunities, “The nice part was that because of bad weather or instruments breaking, the normal things that go on out there, sometimes we’d have two more hours of ship time, so we could now use COVE to plan out a track line to fill in a hole and use the ship efficiently. We could have done it before by hand, but the ability to respond in a timely manner - I can’t tell you how much easier it was.” COVE’s interactive visualization interface was used by all levels of the science staff, from students to the chief scientist (Figure 6.4). At the daily science meeting, COVE became a forum to showcase collected bathymetry and other datasets from the expedition. The interactive views and slideshow mechanism allowed a wide range of users to quickly become presenters and story-tellers for their aspect of the trip. I saw great interest not only from the science staff, but also from the ship’s engineering staff. By the end of the cruise, the general expectation was that COVE would become part of future mapping expeditions. This is particularly impressive considering the expedition’s budgetary parameters and constraints: the research vessel costs </script>25K per day to operate, and a mission could take months to
reschedule if unsuccessful.
6.2.2 Design Modifications Based on Feedback
I learned much in the transition from the land-based environment to an ocean expedition. I
had little time to test COVE in this setting before I shipped out and soon noted several
stability issues, requiring changes to operate in a variable network environment. I
eventually had to use portable drives to share data and visualizations, which was acceptable
on this occasion but needed to be resolved for future expeditions. To this end, the Web site
supporting sharing for COVE has been redesigned to be more portable and provide services
over the ship’s intranet.
There was also a need to accommodate an unstable physical environment. The ship is
uniquely designed to be very stable while at sites, but it still moves with the waves and when
under power to new sites. To account for this, mouse input was modified to ignore jittery
movement based on conditions. In addition, visual output provided extensive object resizing
to avoid the necessity of users focusing on a detailed area for an extended period, which
could otherwise lead to motion sickness.
An important insight arising from my work with issues of stability in a research
environment is that the science staff considered that software crashes are often forgivable,
but data preservation is always crucial. Time at sea was limited, and staying on schedule
demanded the completion of tasks at each site. If hours of work are lost on a sophisticated
bathymetry collection route, for example, it may mean that the cruise is delayed while it is
recreated. While this issue is highlighted in the time-sensitive cruise environment, it was
also observed in the land-based deployment. As a result, COVE provided a number of
features to prevent any such critical losses: more extensive user feedback on risky situations
(e.g., low memory), automatic saving of the work environment, and automated testing
facilities to validate new releases of COVE.
6.2.3 Open Challenges
A clear request voiced by the expedition’s chief scientist was to extend COVE to function as
a primary resource scheduling and communication system for the entire expedition.
Currently, scheduling is carried out with a variety of tools and documents that do not provide
a visual way of determining and communicating the daily plan. COVE’s ship and AUV
routing capabilities could facilitate the scheduling of other expedition events specific to
locations on the cruise. Also, collected datasets, mission results and daily reports could be
geolocated with the ships position to provide a rich, interactive way of displaying what has
been accomplished daily at sea, as well as when reporting on the entire expedition when back
in port.
6.3 Exploring Geothermal Vents with ALVIN
After the positive response from mapping observatory sites, I was invited to evaluate COVE
in a second ocean-based science environment. This time, I accompanied a team of scientists
on a two-week cruise to investigate geothermal vents in the northeast Pacific. This took
place with a vessel and crew size similar to the previous mission, but was focused on twelve
manned underwater missions in the ALVIN research submarine (Figure 6.5), launched from
the ship to collect data on the seafloor [4]. The crew for each mission consisted of one pilot
and two scientists and lasted 6-8 hours with 4-6 hours of bottom time based on the depth of
the site.
Because it was difficult to communicate with the sub once it was on the bottom, careful
planning before each mission was critical. This required collaboration among the scientists
to determine the experiments to be carried out, what data was to be collected, and which
samples were to be brought up for further study. After the science goals were agreed upon,
the crew of the sub and the ALVIN support team met to map the goals against constraints
and create the dive plan. This process involved a large collection of paper maps and the
expertise of previous crew who had dived at the site.
On the seafloor, it was often hard to navigate due to lack of light and unique landmarks,
and the surface team was often unable to provide help due to their limited ability to track the
sub’s position. It was not uncommon for the sub to lose up to an hour of its bottom time
finding locations in the dive plan, and the sub crew would often need to modify the plan mid-
dive. When the ship was not on site waiting for the sub to surface, the science crew deployed
other instruments and examined data to find new vent fields. All these tasks were
documented at the end of the cruise for submission to the funding agencies.
As with the previous ocean expedition, this evaluation was short-term and time-sensitive,
and new releases of COVE were often created daily to respond to user feedback. The
primary participants included scientists, research assistants, and ship’s engineers, as well as
the ALVIN support crew and pilots. Due to the novel nature of this deployment and the
limited time to modify COVE, the task areas evaluated varied from those in the previous
expedition:
 Dive team planning of ALVIN missions
 Group discussions evaluating collected data
 Determining possible integration of COVE with ALVIN missions
6.3.1 Design Validation
Given the established routine on the ship for handling missions, integrating COVE into the
process was incremental, which therefore had much greater impact on later missions. By the
end of the cruise, COVE was being used to visually scout each site before the mission. This
involved looking at high resolution bathymetry and previous dive tracks to determine new
dive locations. Proposed dive tracks were laid out and compared against the sub’s power
supply, which allowed the dive tracks to be interactively changed to make trade-offs against
the science plan. Different views of the track were available to help identify issues, and a set
of key views were printed for collaboration with the pilot when on the bottom. “Having the
printed 3D views in ALVIN really helped out. We could compare them against our regular
navigation screens and what we could see outside to adjust the dive plan on the fly.” When
the team returned, it could compare the actual dive track with the planned version and
combine the track with photos, gradients and data visualizations to present to other scientists.
In addition to being used to plan ALVIN missions, COVE played a key role in
investigating a possible new vent field. Anomalous heat readings were noted while steaming
between sites, and COVE was used to quickly view the temperature data together with the
area’s bathymetry. The scientists were able to compare different views, zoom in to possible
candidate locations on the seafloor, and then plan a series of new data collection tracks to test
their hypothesis. One participant in the discussion noted, “The fact that COVE helped us
move from detection to a research plan so quickly was great. Everyone could just gather
around the screen to talk about the data and figure out our plan.” By the end of the cruise,
we were unable to determine the new vent field’s precise location but did amass extensive
data for future expeditions.
Finally, I participated in one ALVIN dive to test the effectiveness of COVE’s interactive
3D visuals in the submarine itself (Figure 6.7). To do so, COVE was connected to the real-
time Doppler location feed from the sub, and input was combined with visualizations of high
resolution terrain. This allowed the ALVIN’s track to drive the viewer location in COVE
and give a real-time view of underwater terrain for the area relative to the sub’s location, a
view never previously available to the ALVIN pilot. This proved to be highly valuable for
the pilot in visualizing the seafloor and determining the best route to complete all mission
goals. For example, at one point COVE illustrated that the sub course recommended by the
surface team was 180 degrees off from the next station (Figure 6.6). The pilot later observed,
“Without COVE catching that problem, we could have easily wasted a big chunk of bottom
time and would have probably had to cut things from the dive.” As it was, ALVIN was back
on track almost immediately, and we successfully achieved all our assigned objectives with
time to spare.
6.3.2 Design Modifications Based on Feedback
Crucial to supporting navigation on my ALVIN mission was the addition of support for
real-time data input. This was accomplished through a polling Web interface that captured
data on a parallel thread, then filtered and stored the data for access by data management
modules. This feature will also be important for ocean observatory support once operational,
where visualization will be critical for detecting and monitoring real-time events, such as
volcanoes or earthquakes.
Another important addition was low power display updating to extend battery life on the
mission. Highly interactive interfaces, such as computer games, are designed to generate new
images many times a second. This constant use of CPU and GPU is problematic in an
environment with limited power. COVE was modified to track user and system events and
generate screen updates only when absolutely necessary, thus minimizing power needs while
maintaining an interactive interface.
As with ocean observatories, providing conventional representation is important to
communicate across and outside the team. On the ship, one of the most common and trusted
formats is a paper map, so interactive 2D map views and output formats were added.
Perspective is important for providing clues about locations of objects in a 3D view, but also
warps distances, so orthogonal projections were provided to remove distortion. Common
map affordances – such as borders, legends, and tick marks – were also provided. This
offered a comfortable way for users to integrate COVE with accepted practices.
6.3.3 Open Challenges
Based on feedback from the participants, there is a genuine desire to develop COVE into a
fulltime navigation system for ALVIN. On the most basic level, this would require
additional work integrating with the ship and sub systems. A more significant consideration
is the need to reassess system architecture to ensure an extremely high degree of stability:
ALVIN dives are situations where lives are at stake if systems fail or give incorrect
information to the user. More time and close collaboration are required to fully understand
the complete set of needs necessary for such a project.
6.4 Conclusion
For observatory design, COVE made instrument and cable layout simpler, faster, and easier
to create in the context of collected data, as well as improving communication to a variety of
audiences. For the RSN mapping expedition, COVE made ship and sub routes easier to
create and provided a platform for discussing and evaluating collected data and node site
selection. And for the ALVIN expedition, COVE provided a platform for new discoveries
and a major improvement in ALVIN’s navigation. In each deployment, COVE proved to be
a transformative and intuitive environment for individuals to explore shared data and conduct
interactive tasks, a common space for groups to share discussions and capture important
discussion points, and a familiar context for large teams to present progress and findings,
both internally and to outside groups.
SCALING TO THE CLOUD
The final evaluation analyzes COVE’s architecture based on performance running a
canonical set of data exploration and visualization workflows in a variety of configurations.
Virtual observatories are making science in every field more data-intensive, motivating
the use of a variety of data management, analysis, and visualization platforms and
applications. A comprehensive infrastructure addressing these processes requires cooperation
between desktop Graphics Processing Units (GPUs) for immersive, interactive visualization,
server-side data processing, and massive-scale cloud computing. The requirement that
systems seamlessly span all three platforms, leveraging the benefits of each, is becoming
increasingly common.
Moreover, it remains unclear whether application components can be statically assigned to
these resources or if specific use cases motivate specific partitioning scenarios. For example,
local processing can be an ideal solution for simplicity, to reduce latency, to reduce load on
shared resources, and – in the era of pay-as-you-go computing – to reduce cost in real
currency. However, as data is increasingly deposited in large shared resources, and as its size
grows, reliance on local processing incurs significant transfer delays and may not be feasible.
There exists little research on architecture, principles, and systems for seamless visual
data analytics. Current workflow systems are dataflow-oriented [9, 11, 22, 56, 103]; they do
not subsume client-side interactive visualization applications such as Google Earth. Today’s
visualization systems [62, 74, 86] lack data integration capabilities to access and manipulate
data from different sources.
However, COVE’s architecture not only spans desktop, server-side, and cloud resources,
but it allows work to be flexibly allocated across these resources. This chapter explores the
design space for architectures that span client, server, and cloud for visual data analytics in
the ocean sciences. Together with the COVE client and the Trident Scientific Workflow
Workbench [9], my test system includes the Microsoft Azure cloud computing platform [66].
I compare various design choices, specify tradeoffs in a simple model, and make
recommendations for further research.
To inform the analysis, I defined nine visual data analytics scenarios derived from my
collaboration with ocean scientists described previously. From these scenarios I distilled a
set of common sub-tasks and then implemented a selection of the scenarios as representative
visualization workflows in Trident and COVE. I model these visual data analytics
workflows as instances of a Data-Workflow-Visualization-Client pipeline, described in the
next section, and use this abstraction to derive a simple cost model based on data transfer
costs and computation time. I then use this cost model to design experiments that test each
workflow in a variety of multi-tier architecture scenarios using typical resources, measuring
both computation and data transfer costs at each step.
I find that the role of the client remains critical in the era of cloud computing as a host for
visualization, local caching, and local processing. Network bandwidth limitations found in
practice frequently dominate the cost of data analytics, motivating the need for pre-fetching
and aggressive caching to maintain interactive performance necessary for immersive
visualization applications. I also confirm that a GPU is crucial for efficient visual data
analytics, suggesting that the generic hardware configurations found in many cloud
computing platforms do not provide a complete solution. Finally, I show that there is no one-
size-fits-all partitioning of components that satisfies all cases and conclude that seamless
Client + Cloud architectures – as opposed to Cloud-Alone or Client-Alone – are an important
consideration for visual data analytics applications. These results are also presented in the
proceedings of the 2010 International Conference on Scientific and Statistical Database
Management [34].
7.1 Architecture Overview
As described in Chapter 2, computer visualization researchers have articulated a standard
data visualization pipeline architecture around which the majority of today’s visualization
systems are designed [1]. This architecture consists of three logical steps: Filter (selection,extraction, and enrichment of data), Map (production of a spatial representation of the data
using visualization algorithms), and Render (generation of a series of images from the spatial
representation). Today, the Map and Render steps are typically performed together using
high-performance GPUs; going forward, I simply refer to these two steps together as
Visualization.
Informed by the basic Data, Filter, Map, Render visualization pipeline, COVE’s
architecture is modeled with four separate software components: Data Store, Workflow,
Visualization, and Client arranged linearly according to dataflow as shown in Figure 7.1.
Each component can be flexibly distributed across physical systems, with communication
provided through system I/O services if the components are co-located or by Web application
interfaces when distributed. The Data Store component can be a remote query service, such
as a database on an OPeNDAP server [23]. These services are typically outside the scope of
a workflow system, though calls may be issued from a workflow context. The Visualization
component is distinct from the Workflow for two reasons: (1) there are a variety of stand-
alone visualization systems found in practice [62, 74, 86], (2) the visualization step occurs
last and benefits from access to a GPU, and is therefore measured independently from the
rest of the workflow. The Client component processes user interaction and issues calls to the
upstream pipeline. This model lets the Visualization component seamlessly move from
platform to platform based on current graphic processing needs; it can be tightly bound with
the client for interactivity, tightly bound with the workflow system to minimize data transfer,
or run independently to leverage external graphics resources.To measure system performance across the visual data analytics workflows, I leverage
COVE’s Visualization and Client components, Microsoft’s Trident workflow system for
Workflow, and Microsoft’s Windows Azure cloud computing service for the Data Store.
These platforms, along with the architecture’s data model and programming model, are now
described in more detail.
7.1.1 Workflow with Trident
The Trident Workflow system, developed by Microsoft Research in concert with COVE, is a
domain-independent workbench for scientific workflow that is based on Microsoft’s
Windows Workflow Foundation. The system supports a high level, component-based view
of scientific tasks that offers many advantages over traditional, script-based approaches,
including visual programming, improved reusability, provenance, and execution in
heterogeneous environments. Unlike many workflow systems, Trident provides automated
provenance capture, smart re-execution of different versions of workflow instances, on-the-fly parameter modification, task monitoring, and support for fault tolerance and failure
recovery.
Trident can be executed on the local desktop, on a server, or on a High Performance
Computing (HPC) cluster. It currently runs on the Windows OS using the .NET API, using
SQL Server for data storage and provenance capture. Interactive workflow editing and
management is available through programs in the Trident suite (Figure 7.2). Trident
provides cross-platform support using Silverlight, a cross browser and cross platform plug-in
for delivering .NET-based applications over the Web.
Cross platform support is also available through a Web service interface developed in
collaboration with COVE. This interface allows execution and job control through a REST
API. For example, a user can login, select a desired workflow, monitor its progress, poll for
created data products, and retrieve data products for local use via straightforward HTTP GET
and POST calls. COVE used this communication interface to provide cross-platform access
to Trident.
7.1.2 Cloud Services with Azure
Azure is Microsoft’s cloud computing platform. In contrast to Amazon’s suite of
Infrastructure as a Service offerings (c.f., EC2, S3), Azure is designed to be a Platform as a
Service that provides developers with on-demand compute and storage for Web applications
running on Microsoft datacenters. Azure’s primary goal is to provide a platform on which
developers can easily implement Software as a Service applications. Amazon’s EC2, in
contrast, provides a host for virtual machines, but the developer must assume entire
responsibility for outfitting the virtual machine with all necessary software.
Windows Azure has three components: (1) a Compute service that runs applications, (2) a
Storage service for data management, and (3) an Application Fabric that supports the
Compute and Storage services. To use the Compute service, a developer creates a Windows
application consisting of Web Roles and Worker Roles using the .NET API or the Win32
API. A Web Role package responds to user requests, and a Worker Role, often initiated by a
Web Role, runs in the Azure Application Fabric to carry out computation.
For persistent storage, Windows Azure provides three storage options: Blobs, Tables, and
Queues, all accessed via a REST API. A Blob, similar to a file-like data object, can be
retrieved, in its entirety, by name; a Table is a scalable key-value data store, and a Queue
simplifies asynchronous communication between Worker Roles. In this investigation, I
modeled data sources as Blobs and simply retrieved them for processing by the workflow
engine.
7.1.3 COVE’s Data Model
COVE’s data model is file-oriented. On Azure, each file was stored as a Blob. On the server
and local platforms, each file was stored on local disk and referenced with standard filename
conventions. In either case, COVE accessed non-local files using HTTP.
The workflow component downloaded files from the data store and cached them. It then
accessed files from the local cache. This transfer mechanism could have been optimized to
reduce the overhead of local disk IO, but local storage also lets cached files be reused in
future workflows. Further, I observe in the Results (Section 7.4) that local IO overhead was
small relative to overall workflow cost.
Similarly, the workflow component made locally cached data products available through
HTTP using a REST API. Although Trident provided access to a SQL server for data
storage, I found the current implementation for serializing and de-serializing large files to the
database to be prohibitively slow. Instead, I implemented an alternative multi-threaded, file-
based data storage solution that resolved this IO performance issue. All experiments were
conducted using this file-based solution.
Trident, by default, loads all data into memory to permit immediate access for
computation. Thus large files can exceed physical memory, which can lead to thrashing of
the hard drive. For the Trident workflow activities, COVE instead used a lazy loading
strategy that loads only a descriptive header when opening a file; it then read in specific
sections of the file on demand. This technique reduced the memory footprint and prevented
thrashing.
7.1.4 Programming Model
The Trident activities were written in C++ and deployed to a dynamic library for increased
performance. The object interface for the library was then wrapped by a set of .NET
managed C# Trident activities. Each activity typically accessed a single method in the
library. This design also made it easy to expose the same functionality available to the
Workflow component to other systems. For example, because Trident was not yet available
natively on the Windows Azure service, I created a substitute workflow shell on Azure that
executed the workflow activities in each scenario.
Each activity contained a set of inputs and outputs that could be declared explicitly by the
user or implicitly through composition with another activity (e.g., the output of the file load
activity could connect to the input of the resample activity). The activities could be linked
interactively using the Trident Workflow Composer or by editing the workflow specification
file. Although the activities could execute either serially or in parallel (according to
instructions in the workflow specification), all workflows in my tests operated serially to
simplify performance monitoring.
7.2 Experiment Design
To measure the performance of different visualization architectural configurations, a
representative suite of real ocean data visualization and analysis scenarios must be obtained.
This was generated from data collected during the contextual design study (described in
Chapter 3). The final product was a set of 16 data analysis scenarios that spanned a wide
range of requirements in oceanographic data visualization and analysis. These scenarios are
listed in Appendix C along with collected requirements for data transformation, analysis, and
representation. To make the investigation more tractable, I focused on 9 scenarios that had
relatively similar workflow needs based on my analysis and discussions with the scientists
(see Table 7.1).
From the study, I determined that the scenarios shared several similar underlying tasks but
were difficult to categorize as data-intensive, computation-intensive, or visualization-
intensive. This difficulty was due in part to the heterogeneous nature of oceanographic data.
While ocean simulations are data-intensive, producing multiple terabytes of output, most
observed data is significantly smaller because it is expensive to obtain, usually sparse, and
requires aggressive extrapolation and interpolation to determine ocean effects. Therefore,
data sizes in any one scenario often show extreme variability from task to task. I also found
that while large datasets increase computation time, as expected, analytics were not usually
inherently compute-bound in these scenarios. Visualization needs varied from simple 2D
plots to animations of geographically located datasets with multiple 3D iso-surfaces of ocean
parameters. The choice of visualization primarily depended on a current research need rather
than on a specific scenario, making it difficult to build an optimized application for all
situations.
7.2.1 Concrete Workflows
From this suite of 9 scenarios, I derived 43 re-usable components (called activities) in order
to recreate the scenarios. These activities were linked together to filter the raw datasets and
create visualization-ready data products. Supported activities included: sub-sampling, super-
sampling, cropping, filtering, masking, scaling, merging, and re-sampling data to match other
data sample points. Some activities were not compute-intensive, while others, such as re-
sampling of simulations, were quite compute-intensive due to the use of irregular grids in
ocean simulation and the size of the simulated datasets. I also derived ocean-science-specific
activities, such as particle advection to map currents, and the projection of instrument
collected data onto vertical sections by super-sampling data points. Details of the complete
activity set and usage appear in the standard oceanographic library included with Microsoft’s
Trident Workflow system [9].
From these activities, I created a subset of 12 representative visualization-based
workflows. These workflows are listed in Table 7.2, along with the primary scenarios to
which they apply and a broad measure of how data-intensive, computation-intensive and
visualization-intensive each was relative to other workflows in the sample. Each workflow
consisted of 8 to 20 activities and formed the test cases for the visualization architecture
described in the next section. The Workflow component loaded necessary inputs from the
data store, transformed the input datasets into a new dataset, and then sent the data to
COVE’s visualization engine to create a time series visualization. The visual output of these
workflows is shown in Figure 7.3.
This analysis suggests that there are no obvious or simple patterns in the workload of
oceanographic analytics and therefore no obvious or simple systems that can be built to
satisfy work requirements. However, COVE’s architecture offers a flexible visual data
analytics platform that spans these requirements, incorporating workflow, visualization, and
cloud-based data access.
7.2.2 Cost Model
I mapped the four logical components of the COVE architecture onto a physical
configuration that consisted of three resources: Cloud, Server, and Client. An architecture
configuration, or simply configuration, maps the software components (Data Store,
Workflow, Visualization, Client) to hardware (Local, Server, Cloud) in a way that respects
data flow order. For example, Figure 7.4 illustrates a configuration that maps the Data Store
to the Cloud and the Trident Workflow Service, Visualization Engine, and COVE Client to
the local computer.
The cost of each scenario is expressed as the sum of the workflow execution time, the
visualization execution time, and the total data transfer cost between each pair of adjacent
steps. That is:
RAW_SIZE is the size in bytes of the input dataset. BANDWIDTH_DATA_WF,
BANDWIDTH_WF_VIZ, and BANDWIDTH_VIZ_CLIENT are the transmission rates
between the data source/workflow system, the workflow system/visualization system, and the
visualization system/client, respectively. WF_SIZE and VIZ_SIZE are functions of the final
output size based on the input data size for the pipeline step. PROCESSOR_WF and
PROCESSOR_VIZ are the processor speeds for the respective machines, accounting for the
potentially significant difference between server and client machines. WF_WORK and
VIZ_WORK are functions of data size and return the (approximate) number of instructions
required to process their input. These functions can be estimated precisely through curve
fitting and sampling, or that can be provided by the user directly [16]. They are typically
polynomial in the size of the input data, but I found that even rough linear estimates of the
workflows often provided a reasonable estimate.
Although this model captured the cost of the pipeline, it was often not directly useful for
prediction or optimization because the WF_WORK and VIZ_WORK functions were too
difficult to estimate a priori. Therefore, I retained this model as a reasoning tool in the
Results (Section 7.4) but also experiment with a simpler proxy model based only on data
transfer overhead. This proxy model, although simple, frequently captured the relative cost
between different architecture configurations. In this case, the model is:
7.2.3 System Configurations
A variety of configurations can be created to run the visualization workflows enumerated in
Table 7.2. Figure 7.5 illustrates the six configurations I evaluated.
In the Local configuration, all data, workflow, and visualization were handled locally.
This was the most common visualization mode scientists used because it avoids network
latency and cross-platform communication issues. However, the computation is limited by
available cores and data size by local storage capacity.
In Cloud Data, data was moved to the cloud. This configuration, which allows larger data
sizes and data sharing among researchers, imposes the overhead of downloading all
necessary data to the local system for computation.
In Cloud Workflow, workflow was moved to the cloud and co-located with the data. This
leverages the computational and storage capabilities of the remote platform and removes the
overhead of moving raw data. However, this configuration still incurs the cost of
downloading the filtered data or visualization.
In 3-Tier, workflow was moved remotely to a server and data moved to cloud storage.
This allows the most flexibility to optimize the choice of physical platform based on cost and
needs. It is also the most sensitive to network speeds because raw and filtered data are both
transferred across the network.
3-Tier Thin moved the workflow and visualization handling to a server, possibly with fast
graphics capability, and placed data in cloud storage. This configuration is useful for a thin
client environment, such as a browser or phone interface, but requires a fast connection
between the cloud and the server.
Finally, the All Cloud configuration moved all data, workflow, and visualization to the
cloud, creating a minimum of network overhead because only the final visual product is
transferred over the network. However, the cloud environment is usually unspecialized; in
particular, it typically does not provide graphics hardware for fast visualization.
7.3 Experimental Analysis
I executed the 12 benchmark workflows (Table 7.2) on each of the 6 system configurations
(Figure 7.5) to record the 5 cost components (Equation 7.1). Because the complete dataset is
difficult to visualize effectively, I show a summary of overall performance in the results
(Figure 7.8), which displays the average time of each cost component across the entire
workflow set for each configuration.
Setup: I instrumented COVE and all of the Trident activities to record wall clock time for
each component in the cost model: network transmission (RAW_TX, WF_TX, VIZ_TX),
workflow computation (WF_COMP), and visualization creation (VIZ_COMP). The three
systems described in Table 7.3 were used as the Local Machine, Web Server, and Azure Web
Role in the architecture configurations. For these experiments, only the Local Machine
included graphics hardware.
Data sizes: The data sizes used for each workflow appear in Figure 7.6, averaging around
150MB per task. Typical datasets include time steps of an ocean simulation, a set of glider
tracks from an Autonomous Underwater Vehicle (AUV), or a terrain model for a region.
All datasets pertain to the Pacific Northwest or Monterey Bay region and are actively used by
scientists in ongoing research. Data size variance across workflows is representative of the
breadth of data used by oceanographers.
7.4 Results
Based on the experiments outlined above, I now answer the following questions. (1) Is there
a single partitioning of work that is preferable for all visual analytics benchmarks? (2) What
role does client-side processing have in cloud and server oriented analytics? (3) Does access
to a GPU strongly affect performance for visual analytics workflows? (4) Does the simple
cost model derived in Section 7.2 effectively capture performance?
The tests showed the following results. (1) There is no one-size-fits-all partitioning of
work – the appropriate configuration depends on workflow characteristics (Figure 7.7). (2)
Client-side processing is a crucial resource for performance, assuming data can be pre-staged
locally to minimize transfer costs (Figure 7.8). (3) Access to a GPU strongly affects the
performance of visual data analytics workflows, meaning that generic, virtualized cloud-
based resources are not ideal (Figure 7.9). (4) The simple cost model is sufficient to capture
the behavior of these workflows, and the cost is generally dominated by data transfer
overhead. I describe each finding below.
7.4.1 There is No One-Size-Fits-All Partitioning of Work
The diversity of workflows in the visual analytics benchmark illustrates that multiple
configurations must be supported in practice. Although local processing outperforms other
configurations due to its lower data transfer overhead, this configuration is not always viable.
Among the alternatives, no single configuration is best in all cases. In the Vertical Section
workflow, for example, the output of the filter step is larger than its input, motivating an
architecture that pulls data down from remote locations before processing; contradicting the
conventional wisdom that one should always push the computation to the data. In terms of
the cost model, this distinction is captured by the ratio of data output to data input in the
workflow, or WF_RATIO = WF_SIZE / RAW_SIZE.
In Figure 7.7, the time profile for two workflows is displayed: one with WF_RATIO < 1,
and the other with WF_RATIO > 1. For WF_RATIO < 1, the preferred (non-local)
configuration to minimize transfer overhead is Cloud WF, where the data is processed on the
same machine on which it resides. However, when WF_RATIO > 1, the preferred
configuration is Cloud Data, which transmits the data to the local computer for processing.
The 3-Tier configuration in these examples appears to be a poor option regardless of
WF_RATIO, but asymmetric processing capabilities between server and client can make up
the difference. For example, the PCA workflow is a highly compute-bound scenario and
therefore benefits from server-side processing at the middle tier.
7.4.2 Client-side Processing Improves Efficiency
With these modest data sizes, the local data configuration performed well in all cases. Figure
7.8 shows the average performance across all benchmark workflows. The performance
benefits are perhaps not surprising — desktop computers are increasingly powerful in terms
of CPU speed and memory size, and they are typically equipped with GPUs to accelerate
visualization. However, local processing is appropriate only for small datasets that are either
private or have been pre-staged on the user’s machine. Because the trend in ocean sciences
(and, indeed, in all scientific fields) is toward establishing large shared data repositories, one
solution is aggressive pre-fetching and caching on the users’ local machines. Another
possible solution, given that the Cloud Data configuration is the second most effective, is to
consider migrating existing computation tools to the cloud.
7.4.3 Visual Analytics Benefit Significantly from GPU-Based Processing
To test whether access to a GPU would improve performance for visual data analytics tasks,
the visualization engine was updated to run on Azure. In particular, in the Thin Client and
All Cloud configurations, visualizations were created in software using the Mesa 3D library,
a state-of-the-art OpenGL software renderer, rather than the GPU. I found that on average,
the workflow set ran 5 times faster overall with access to a GPU (Figure 7.8). The
visualization portion of the work ran 9 times faster. This result suggests that the generic
environment typically found on cloud computing platforms may be insufficient for visual
data processing. After GPU capabilities are provided, All Cloud configurations for these
visualization scenarios should be as effective as Local options based on the small VIS_TX
cost visible on the graph. Another possible benefit of cloud GPUs will be increased
computation performance for certain scenarios given their general vector processing
capabilities.
7.4.4 A Simple Cost Model Informs Configuration Decisions
The proxy cost model presented in Equation 7.2 is simple, capturing only the data transfer
costs between each step. Despite its simplicity, I find that this cost model adequately
described several of the computations in configurations where datasets were moved between
platforms, suggesting that it could be used to develop a basic architectural configuration
optimizer. In Figure 7.9, I plot the estimated running time against the actual measured times
using a model that ignores everything except transfer times. Points plotted near the diagonal
line indicate a strong relationship between the simplified cost equation and the complete
version. All Cloud and Local configurations that transfer little or no data match poorly. The
remaining configurations match fairly well, except for 3-Tier Thin, which is dominated by
visualization costs on the server that could be rectified with a GPU. The model also
underestimates CPU and visualization-heavy workflows for these cases. Therefore, I am
exploring an incrementally more sophisticated model based on parameters that can be
estimated ad hoc by the scientists.
7.5 Conclusion
Today’s cloud-based platforms must be augmented with significant local processing
capabilities for maximum performance when processing representative oceanographic
workloads. Due to the overhead of data transfer, access to GPUs for high-performance
visualization, and the interactive nature of visual data analytics, Client + Cloud architectures
maximize resource utilization and best improve performance.
These conclusions are based on my comprehensive, multi-year collaboration with ocean
scientists from which I gleaned a suite of representative workflows, a complete visual ocean
analytics system with immersive visualization capabilities in COVE and a flexible workflow
environment in Trident, and a set of experiments testing each workflow on a variety of client,
server, and cloud configurations.

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