A data physicalization (or simply physicalization) is a physical artefact whose geometry or material properties encode data. [1] It has the main goals to engage people and to communicate data using computer-supported physical data representations. [2] [3] [4]
Before the invention of computers and digital devices, the application of data physicalization already existed in ancient artifacts as a medium to represent abstract information. One example is Blombo ocher plaque which is estimated to be 70000 – 80000 years old. [5] The geometric and iconographic shapes engraved at the surface of the artifact demonstrated the cognitive complexity of ancient humans. Moreover, since such representations were deliberately made and crafted, the evidences suggest that the geometric presentation of information is a popular methodology in the context of society. [6] Although researchers still cannot decipher the specific type of information encoded in the artifact, there are several proposed interpretations. For example, the potential functions of the artifact are divided into four categories, categorized as "numerical", "functional", "cognitive", and "social". [7] Later, at around 35,000 B.C, another artifact, the Lebombo bone, emerged and the encoded information became easier to read. There are around 29 distinct notches carved on the baboon fibula. It is estimated that the number of notches is closely related to the number of lunar cycles. Moreover, this early counting system was also regarded as the birth of calculation. [8]
Right before the invention of writing, the clay token system was spread across ancient Mesopotamia. When the buyers and sellers want to make a trade, they prepare a set of tokens and seal them inside the clay envelope after impressing the shape on the surface. [9] Such physical entity was widely used in trading, administrative documents, and agricultural settlement. [10] Moreover, the token system is evidence of the early counting system. Each shape corresponds to a physical meaning such as the representation of "sheep", forming a one-to-one mapping relationship. The significance of the token is it uses physical shape to encode numerical information [11] and it is regarded as the precursor of the early writing system. [12] The logical reason is the two-dimension symbol would record the same information as the impression created by the clay token. [9]
From 3000 BCE to the 17th century, a more complex visual encoding, Quipus , was developed and widely used in Andean South America. [13] Knotted strings unrelated to quipu have also been used to record information by the ancient Chinese, Tibetans and Japanese. [14] [15] [16] [17] The ancient Inca empire used it for military and taxation purposes. [18] The Base-10 logical-numerical system can record information based on the relative distance of knots, the color of the knots, and the type of knots. Due to the texture (cotton) of Quipus, very few of them survive. By analyzing those remaining artifacts, Erland Nordenskiöld [19] proposed that Quipus is the only writing system used by Inca, and the information encoding technique is sophisticated and distinctive. [20]
The idea of data physicalization become popular since the 17th century in which architects and engineers widely used such methods in civil engineering and city management. For example, from 1663 to 1867, Plan-relief model was used to visualize French territorial structure and important military units such as citadels and walled cities. Therefore, one of the functions of the Plan-relief model was to plan defense or offense. It is worth noting that the model can be categorized as a military technology and it did not encode any abstract information. [21] The tradition of using tangible models to represent buildings and architectures still remains today.
One of the contemporary examples of data physicalization is the Galton board designed by Francis Galton who promoted the concept of Regression toward the mean. The Galton board, a very useful tool in approximating the Gaussian law of errors, consists of evenly spaced nails and vertical slats at the bottom of the board. After a large number of marbles are released, they will settle down at the bottom, forming the contour of a Bell Curve. Most marbles will agglomerate at the center (smaller deviation) with few on the edge of the board. [22]
In 1935, three different electricity companies (e.g. Pacific Gas and Electric Company, Commonwealth Edison Company) created an electricity data physicalization model to visualize the power consumption of their customers so that the company can better forecast the upcoming power demand. [23] The model has one short axis and one long axis. The short axis indicates "day", whereas the long axis spans the whole year. [24] The viewers can gain perspective on when customers consume electricity the most during the day and how does the consumption change across different seasons. [24] The model was built manually by cutting wooden sheets and stacked all pieces together.
Researchers began to realize that data physicalization models can not only help agents manage/plan certain tasks, but also can greatly simplify very complex problems by letting users manipulate data in the real world. Therefore, from an epistemic perspective, physical manipulation enables users to uncover hidden patterns that cannot be easily detected. [25] Max Perutz received Nobel Prize in Chemistry in 1962 for his distinguished work in discovering the structure of the globular protein. When a narrow X-ray passes through the haemoglobin molecule, the diffraction pattern can review the inner structure of the atomic arrangements. [6] One of Perutz's works within this research involved creating a physicalized haemoglobin molecule which enables him to manipulate and inspect the structure in a tangible way.
In the book, Bertin designed a matrices visualization device called Domino which let users manipulate row and column data. The combination of row and column can be considered as a two-dimensional data space. In Semiology of Graphics, Bertain defined what variables can be reordered and what variables cannot. For example, time can be considered as a one direction variable. We should keep it in a natural order. [26] Compared with the aforementioned work, this model emphasized the visual thinking aspect of data physicalization and supports a variety of data types such as maps, matrices, and timelines. By adjusting the data entries, an analyst can find patterns inside the datasets and repeatedly use Domino on different datasets. [24]
More recent physicalization examples include using LEGO bricks to keep track of project progress. For example, people used LEGO to record their thesis writing progress. Users can use the LEGO board to set concrete steps before pushing to real publications such as data analysis, data collection, development, etc. [27] Another application involves using LEGO in bug tracking. For software engineers, keeping track of the issue of the code base is a crucial task and LEGO simplify this progress by physicalize the issues. [28]
A specific application of data physicalization involves building tactile maps for visually impaired people. Past example include using microcapsule paper to build tactile maps. [29] With the help of digital fabrication tool such as laser cutter, researchers in Fab Lab at RWTH Aachen University has used it to produce relief-based a tactile map to support visually impaired users. Some tangible user interface researchers combined TUI with tactile maps to render dynamic rendering and enhance collaboration between vision impaired people (e.g. FluxMarkers). [30]
Abstraction is a process where general rules and concepts are derived from the use and classifying of specific examples, literal signifiers, first principles, or other methods.
Writing is the act of creating a persistent representation of human language. A writing system uses a set of symbols and rules to encode aspects of spoken language, such as its lexicon and syntax. However, written language may take on characteristics distinct from those of any spoken language.
Representative money or receipt money is any medium of exchange, physical or digital, that represents something of value, but has little or no value of its own. Unlike some forms of fiat money, genuine representative money must have something of intrinsic value supporting the face value.
Quipu are recording devices fashioned from strings historically used by a number of cultures in the central Andes Mountains of South America.
Symbolic communication is the exchange of messages that change a priori expectation of events. Examples of this are modern communication technology and the exchange of information amongst animals. By referring to objects and ideas not present at the time of communication, a world of possibility is opened. In humans, this process has been compounded to result in the current state of modernity. A symbol is anything one says or does to describe something, and that something can have an array of many meanings. Once the symbols are learned by a particular group, that symbol stays intact with the object. Symbolic communication includes gestures, body language and facial expressions, as well as vocal moans that can indicate what an individual wants without having to speak. Research argues that about 55% of all communication stems from nonverbal language. Symbolic communication ranges from sign language to braille to tactile communication skills.
The Levels of Processing model, created by Fergus I. M. Craik and Robert S. Lockhart in 1972, describes memory recall of stimuli as a function of the depth of mental processing. More analysis produce more elaborate and stronger memory than lower levels of processing. Depth of processing falls on a shallow to deep continuum. Shallow processing leads to a fragile memory trace that is susceptible to rapid decay. Conversely, deep processing results in a more durable memory trace. There are three levels of processing in this model. Structural processing, or visual, is when we remember only the physical quality of the word. Phonemic processing includes remembering the word by the way it sounds. Lastly, we have semantic processing in which we encode the meaning of the word with another word that is similar or has similar meaning. Once the word is perceived, the brain allows for a deeper processing.
A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which is no longer used. The purpose of TUI development is to empower collaboration, learning, and design by giving physical forms to digital information, thus taking advantage of the human ability to grasp and manipulate physical objects and materials.
The Proto-Elamite script is an early Bronze Age writing system briefly in use before the introduction of Elamite cuneiform.
Data and information visualization is the practice of designing and creating easy-to-communicate and easy-to-understand graphic or visual representations of a large amount of complex quantitative and qualitative data and information with the help of static, dynamic or interactive visual items. Typically based on data and information collected from a certain domain of expertise, these visualizations are intended for a broader audience to help them visually explore and discover, quickly understand, interpret and gain important insights into otherwise difficult-to-identify structures, relationships, correlations, local and global patterns, trends, variations, constancy, clusters, outliers and unusual groupings within data. When intended for the general public to convey a concise version of known, specific information in a clear and engaging manner, it is typically called information graphics.
A bulla is an inscribed clay, soft metal, bitumen, or wax token used in commercial and legal documentation as a form of authentication and for tamper-proofing whatever is attached to it.
Denise Schmandt-Besserat is a French-American archaeologist and retired professor of art and archaeology of the ancient Near East. She spent much of her professional career as a professor at the University of Texas. She is best known for her work on the history and invention of writing. While her research is highly cited, it has been controversial among scholars. The controversies, as detailed below, concern the interpretation of early tokens, particularly the complex ones; however, the idea that writing emerged out of the counting, cataloging, management, and transactions of agricultural produce has been largely accepted.
Number systems have progressed from the use of fingers and tally marks, perhaps more than 40,000 years ago, to the use of sets of glyphs able to represent any conceivable number efficiently. The earliest known unambiguous notations for numbers emerged in Mesopotamia about 5000 or 6000 years ago.
A smart object is an object that enhances the interaction with not only people but also with other smart objects. Also known as smart connected products or smart connected things (SCoT), they are products, assets and other things embedded with processors, sensors, software and connectivity that allow data to be exchanged between the product and its environment, manufacturer, operator/user, and other products and systems. Connectivity also enables some capabilities of the product to exist outside the physical device, in what is known as the product cloud. The data collected from these products can be then analyzed to inform decision-making, enable operational efficiencies and continuously improve the performance of the product.
In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.
The somatosensory system, or somatic sensory system is a subset of the sensory nervous system. It has two subdivisions, one for the detection of mechanosensory information related to touch, and the other for the nociception detection of pain and temperature. The main functions of the somatosensory system are the perception of external stimuli, the perception of internal stimuli, and the regulation of body position and balance (proprioception).
Sabine Hyland is an American anthropologist and ethnohistorian working in the Andes. She is currently Professor of World Christianity at the University of St Andrews. She is best known for her work studying khipus and hybrid khipu-alphabetic texts in the Central Andes and is credited with the first potential phonetic decipherment of an element of a khipu. She has also written extensively about the interaction between Spanish missionaries and the Inca in colonial Peru, focusing on language, religion and missionary culture, as well as the history of the Chanka people.
Code of the Quipu is a book on the Inca system of recording numbers and other information by means of a quipu, a system of knotted strings. It was written by mathematician Marcia Ascher and anthropologist Robert Ascher, and published as Code of the Quipu: A Study in Media, Mathematics, and Culture by the University of Michigan Press in 1981. Dover Books republished it with corrections in 1997 as Mathematics of the Incas: Code of the Quipu. The Basic Library List Committee of the Mathematical Association of America has recommended its inclusion in undergraduate mathematics libraries.
Karenleigh A. Overmann is a cognitive archaeologist known for her work on how ancient societies became numerate and literate. She currently directs the Center for Cognitive Archaeology at the University of Colorado, Colorado Springs. Before becoming an academic researcher, Overmann served 25 years of active duty in the U.S. Navy.
The mathematics of the Incas was the set of numerical and geometric knowledge and instruments developed and used in the nation of the Incas before the arrival of the Spaniards. It can be mainly characterized by its usefulness in the economic field. The quipus and yupanas are proof of the importance of arithmetic in Inca state administration. This was embodied in a simple but effective arithmetic, for accounting purposes, based on the decimal numeral system; they too had a concept of zero, and mastered addition, subtraction, multiplication, and division. The mathematics of the Incas had an eminently applicative character to tasks of management, statistics, and measurement that was far from the Euclidean outline of mathematics as a deductive corpus, since it was suitable and useful for the needs of a centralized administration.
The proto-cuneiform script was a system of proto-writing that emerged in Mesopotamia, eventually developing into the early cuneiform script used in the region's Early Dynastic I period. It arose from the token-based system that had already been in use across the region in preceding millennia. While it is known definitively that later cuneiform was used to write the Sumerian language, it is still uncertain what the underlying language of proto-cuneiform texts was.
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