VLDB 2026 Research / reviewers in the wild / expert
Bernhard Jenny
dblp:94/8720
· DBLP profile ↗
30ranked-venue papers
6as first author
11since 2021 · last 2025
0000-0001-6101-6100ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 12 · 8 since 2021Databases, data management, data science and information retrieval · 10 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | From Diagrams to Experience: Data Visceralisation of Ecosystem State-and-Transition Models in Virtual RealityabstractCommunicating complex scientific concepts to non-experts is a persistent challenge. The communication of ecological state-and-transition models (STMs) through box-and-arrow diagrams is one example. This paper explores how virtual reality (VR) can make STMs more accessible. Using ecosystem STMs as a case study, we present a proof-of-concept system enabling users to viscerally experience the content of the model. We followed a three-phased participatory design process: first, 2 ecology experts guided the development of a VR prototype. Next, 17 government environmental management professionals evaluated its utility and features. Finally, after refining the system, 12 VR researchers informed design considerations and improvements. Our findings provide practical insights for visualising STMs in VR, and also contribute to the emerging field of “data visceralisation”. We found this approach engages users and supports understanding of qualitative aspects of real-world phenomena. However, complex models like ecosystem STMs require the creation of accurate and extensive simulations. We conclude with a discussion for future directions. Adélaïde Genay, Michael James Neylan, Warwick Laird, Thomas Romanis, Katrina Szetey, Anna E. Richards, Bernhard Jenny, Tom Chandler |
Conference on Designing Interactive Systems | 7 |
| 2023 | Deimos: A Grammar of Dynamic Embodied Immersive Visualisation Morphs and TransitionsabstractWe present Deimos, a grammar for specifying dynamic embodied immersive visualisation morphs and transitions. A morph is a collection of animated transitions that are dynamically applied to immersive visualisations at runtime and is conceptually modelled as a state machine. It is comprised of state, transition, and signal specifications. States in a morph are used to generate animation keyframes, with transitions connecting two states together. A transition is controlled by signals, which are composable data streams that can be used to enable embodied interaction techniques. Morphs allow immersive representations of data to transform and change shape through user interaction, facilitating the embodied cognition process. We demonstrate the expressivity of Deimos in an example gallery and evaluate its usability in an expert user study of six immersive analytics researchers. Participants found the grammar to be powerful and expressive, and showed interest in drawing upon Deimos’ concepts and ideas in their own research. Benjamin Lee 0001, Arvind Satyanarayan, Maxime Cordeil, Arnaud Prouzeau, Bernhard Jenny, Tim Dwyer |
CHI | 5 |
| 2023 | Drawing Connections: Designing Situated Links for Immersive MapsabstractWe explore the design of situated visual links in outdoor augmented reality (AR) for connecting miniature buildings on a virtual map to their real-world counterparts. We first distill design criteria from prior work, then conduct two user studies to evaluate a set of proposed link designs to better understand users' preferences for different design choices of the links. In two user studies we evaluated, respectively, a set of link geometries in a virtual environment and a refined AR prototype in two different outdoor environments. The studies reveal that links help in identifying buildings in the environments. Participants prefer straight rather than curved links, simple and thin links to avoid information occlusion, and links and maps aligned with their direction of view. We recommend using a consistent color with a strong contrast to the background color for all links in a scene. To improve visibility, the diameter of links should grow with distance to the viewer and optional animated stripes can be placed on links. The findings of this study have the potential to bolster the development of various situated visualization applications, such as those used in urban planning, tourism, smart agriculture, and other fields. Zeinab Ghaemi, Barrett Ens, Ulrich Engelke, Bernhard Jenny |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2022 | A Design Space For Data Visualisation Transformations Between 2D And 3D In Mixed-Reality EnvironmentsabstractAs mixed-reality (MR) technologies become more mainstream, the delineation between data visualisations displayed on screens or other surfaces and those floating in space becomes increasingly blurred. Rather than the choice of using either a 2D surface or the 3D space for visualising data being a dichotomy, we argue that users should have the freedom to transform visualisations seamlessly between the two as needed. However, the design space for such transformations is large, and practically uncharted. To explore this, we first establish an overview of the different states that a data visualisation can take in MR, followed by how transformations between these states can facilitate common visualisation tasks. We then describe a design space of how these transformations function, in terms of the different stages throughout the transformation, and the user interactions and input parameters that affect it. This design space is then demonstrated with multiple exemplary techniques based in MR. Benjamin Lee 0001, Maxime Cordeil, Arnaud Prouzeau, Bernhard Jenny, Tim Dwyer |
CHI | 4 |
| 2022 | Tangible Globes for Data Visualisation in Augmented RealityabstractHead-mounted augmented reality (AR) displays allow for the seamless integration of virtual visualisation with contextual tangible references, such as physical (tangible) globes. We explore the design of immersive geospatial data visualisation with AR and tangible globes. We investigate the “tangible-virtual interplay” of tangible globes with virtual data visualisation, and propose a conceptual approach for designing immersive geospatial globes. We demonstrate a set of use cases, such as augmenting a tangible globe with virtual overlays, using a physical globe as a tangible input device for interacting with virtual globes and maps, and linking an augmented globe to an abstract data visualisation. We gathered qualitative feedback from experts about our use case visualisations, and compiled a summary of key takeaways as well as ideas for envisioned future improvements. The proposed design space, example visualisations and lessons learned aim to guide the design of tangible globes for data visualisation in AR. Kadek Ananta Satriadi, Jim Smiley, Barrett Ens, Maxime Cordeil, Tobias Czauderna, Benjamin Lee 0001, Tim Dwyer, Bernhard Jenny |
CHI | 9 |
| 2021 | A Design Space Exploration of Worlds in MiniatureabstractWorlds-in-Miniature (WiMs) are interactive worlds within a world and combine the advantages of an input space, a cartographic map, and an overview+detail interface. They have been used across the extended virtuality spectrum for a variety of applications. Building on an analysis of examples of WiMs from the research literature we contribute a design space for WiMs based on seven design dimensions. Further, we expand upon existing definitions of WiMs to provide a definition that applies across the extended reality spectrum. We identify the design dimensions of size-scope-scale, abstraction, geometry, reference frame, links, multiples, and virtuality. Using our framework we describe existing Worlds-in-Miniature from the research literature and reveal unexplored research areas. Finally, we generate new examples of WiMs using our framework to fill some of these gaps. With our findings, we identify opportunities that can guide future research into WiMs. Kurtis Thorvald Danyluk, Barrett Ens, Bernhard Jenny, Wesley Willett |
CHI | 3 |
| 2021 | Quantitative Data Visualisation on Virtual GlobesabstractGeographic data visualisation on virtual globes is intuitive and widespread, but has not been thoroughly investigated. We explore two main design factors for quantitative data visualisation on virtual globes: i) commonly used primitives (2D bar, 3D bar, circle) and ii) the orientation of these primitives (tangential, normal, billboarded). We evaluate five distinctive visualisation idioms in a user study with 50 participants. The results show that aligning primitives tangentially on the globe’s surface decreases the accuracy of area-proportional circle visualisations, while the orientation does not have a significant effect on the accuracy of length-proportional bar visualisations. We also find that tangential primitives induce higher perceived mental load than other orientations. Guided by these results we design a novel globe visualisation idiom, Geoburst, that combines a virtual globe and a radial bar chart. A preliminary evaluation reports potential benefits and drawbacks of the Geoburst visualisation. Kadek Ananta Satriadi, Barrett Ens, Tobias Czauderna, Maxime Cordeil, Bernhard Jenny |
CHI | 5 |
| 2021 | The MADE-Axis: A Modular Actuated Device to Embody the Axis of a Data DimensionabstractTangible controls-especially sliders and rotary knobs-have been explored in a wide range of interactive applications for desktop and immersive environments. Studies have shown that they support greater precision and provide proprioceptive benefits, such as support for eyes-free interaction. However, such controls tend to be expressly designed for specific applications. We draw inspiration from a bespoke controller for immersive data visualisation, but decompose this design into a simple, wireless, composable unit featuring two actuated sliders and a rotary encoder. Through these controller units, we explore the interaction opportunities around actuated sliders; supporting precise selection, infinite scrolling, adaptive data representations, and rich haptic feedback; all within a mode-less interaction space. We demonstrate the controllers' use for simple, ad hoc desktop interaction,before moving on to more complex, multi-dimensional interactions in VR and AR. We show that the flexibility and composability of these actuated controllers provides an emergent design space which covers the range of interactive dynamics for visual analysis. In a user study involving pairs performing collaborative visual analysis tasks in mixed-reality, our participants were able to easily compose rich visualisations, make insights and discuss their findings. Jim Smiley, Benjamin Lee 0001, Siddhant Tandon, Maxime Cordeil, Lonni Besançon, Jarrod Knibbe, Bernhard Jenny, Tim Dwyer |
Proc. ACM Hum. Comput. Interact. | 7 |
| 2021 | Cartographic Relief Shading with Neural NetworksabstractShaded relief is an effective method for visualising terrain on topographic maps, especially when the direction of illumination is adapted locally to emphasise individual terrain features. However, digital shading algorithms are unable to fully match the expressiveness of hand-crafted masterpieces, which are created through a laborious process by highly specialised cartographers. We replicate hand-drawn relief shading using U-Net neural networks. The deep neural networks are trained with manual shaded relief images of the Swiss topographic map series and terrain models of the same area. The networks generate shaded relief that closely resemble hand-drawn shaded relief art. The networks learn essential design principles from manual relief shading such as removing unnecessary terrain details, locally adjusting the illumination direction to accentuate individual terrain features, and varying brightness to emphasise larger landforms. Neural network shadings are generated from digital elevation models in a few seconds, and a study with 18 relief shading experts found that they are of high quality. Bernhard Jenny, Magnus Heitzler, Dilpreet Singh, Marianna Farmakis-Serebryakova, Jeffery Chieh Liu, Lorenz Hurni |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Shared Surfaces and Spaces: Collaborative Data Visualisation in a Co-located Immersive EnvironmentabstractImmersive technologies offer new opportunities to support collaborative visual data analysis by providing each collaborator a personal, high-resolution view of a flexible shared visualisation space through a head mounted display. However, most prior studies of collaborative immersive analytics have focused on how groups interact with surface interfaces such as tabletops and wall displays. This paper reports on a study in which teams of three co-located participants are given flexible visualisation authoring tools to allow a great deal of control in how they structure their shared workspace. They do so using a prototype system we call FIESTA: the Free-roaming Immersive Environment to Support Team-based Analysis. Unlike traditional visualisation tools, FIESTA allows users to freely position authoring interfaces and visualisation artefacts anywhere in the virtual environment, either on virtual surfaces or suspended within the interaction space. Our participants solved visual analytics tasks on a multivariate data set, doing so individually and collaboratively by creating a large number of 2D and 3D visualisations. Their behaviours suggest that the usage of surfaces is coupled with the type of visualisation used, often using walls to organise 2D visualisations, but positioning 3D visualisations in the space around them. Outside of tightly-coupled collaboration, participants followed social protocols and did not interact with visualisations that did not belong to them even if outside of its owner's personal workspace. Benjamin Lee 0001, Xiaoyun Hu, Maxime Cordeil, Arnaud Prouzeau, Bernhard Jenny, Tim Dwyer |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2021 | Tilt Map: Interactive Transitions Between Choropleth Map, Prism Map and Bar Chart in Immersive EnvironmentsabstractWe introduce Tilt Map, a novel interaction technique for intuitively transitioning between 2D and 3D map visualisations in immersive environments. Our focus is visualising data associated with areal features on maps, for example, population density by state. Tilt Map transitions from 2D choropleth maps to 3D prism maps to 2D bar charts to overcome the limitations of each. Our article includes two user studies. The first study compares subjects' task performance interpreting population density data using 2D choropleth maps and 3D prism maps in virtual reality (VR). We observed greater task accuracy with prism maps, but faster response times with choropleth maps. The complementarity of these views inspired our hybrid Tilt Map design. Our second study compares Tilt Map to: a side-by-side arrangement of the various views; and interactive toggling between views. The results indicate benefits for Tilt Map in user preference; and accuracy (versus side-by-side) and time (versus toggle). Yalong Yang 0001, Tim Dwyer, Kim Marriott, Bernhard Jenny, Sarah Goodwin |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2020 | Maps Around Me: 3D Multiview Layouts in Immersive SpacesabstractVisual exploration of maps often requires a contextual understanding at multiple scales and locations. Multiview map layouts, which present a hierarchy of multiple views to reveal detail at various scales and locations, have been shown to support better performance than traditional single-view exploration on desktop displays. This paper investigates the extension of such layouts of 2D maps into 3D immersive spaces, which are not limited by the real-estate barrier of physical screens and support sensemaking through spatial interaction. Based on our initial implementation of immersive multiview maps, we conduct an exploratory study with 16 participants aimed at understanding how people place and view such maps in immersive space. We observe the layouts produced by users performing map exploration search, comparison and route-planning tasks. Our qualitative analysis identifies patterns in layoutgeometry (spherical, spherical cap, planar),overview-detail relationship (central window, occluding, coordinated) andinteraction strategy. Based on these observations, along with qualitative feedback from a user walkthrough session, we identify implications and recommend features for immersive multiview map systems. Our main findings are that participants tend to prefer and arrange multiview maps in a spherical cap layout around them and that they often rearrange the views during tasks. Kadek Ananta Satriadi, Barrett Ens, Maxime Cordeil, Tobias Czauderna, Bernhard Jenny |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2020 | The Data Visualisation and Immersive Analytics Research Lab at Monash UniversityabstractThis article reviews two decades of research in topics in Information Visualisation emerging from the Data Visualisation and Immersive Analytics Lab at Monash University Australia (Monash IA Lab). The lab has been influential with contributions in algorithms, interaction techniques and experimental results in Network Visualisation, Interactive Optimisation and Geographic and Cartographic visualisation. It has also been a leader in the emerging topic of Immersive Analytics, which explores natural interactions and immersive display technologies in support of data analytics. We reflect on advances in these areas but also sketch our vision for future research and developments in data visualisation more broadly. Tim Dwyer, Maxime Cordeil, Tobias Czauderna, Pari Delir Haghighi, Barrett Ens, Sarah Goodwin, Bernhard Jenny, Kim Marriott, Michael Wybrow |
Vis. Informatics | 7 |
| 2019 | Look-From Camera Control for 3D Terrain MapsabstractWe introduce three lightweight interactive camera control techniques for 3D terrain maps on touch devices based on a look-from metaphor (Discrete Look-From-At, Continuous Look-From-Forwards, and Continuous Look-From-Towards). These techniques complement traditional touch screen pan, zoom, rotate, and pitch controls allowing viewers to quickly transition between top-down, oblique, and ground-level views. We present the results of a study in which we asked participants to perform elevation comparison and line-of-sight determination tasks using each technique. Our results highlight how look-from techniques can be integrated on top of current direct manipulation navigation approaches by combining several direct manipulation operations into a single look-from operation. Additionally, they show how look-from techniques help viewers complete a variety of common and challenging map-based tasks. Kurtis Thorvald Danyluk, Bernhard Jenny, Wesley Willett |
CHI | 2 |
| 2019 | Augmented Reality Map Navigation with Freehand GesturesabstractFreehand gesture interaction has long been proposed as a `natural' input method for Augmented Reality (AR) applications, yet has been little explored for intensive applications like multiscale navigation. In multiscale navigation, such as digital map navigation, pan and zoom are the predominant interactions. A position-based input mapping (e.g. grabbing metaphor) is intuitive for such interactions, but is prone to arm fatigue. This work focuses on improving digital map navigation in AR with mid-air hand gestures, using a horizontal intangible map display. First, we conducted a user study to explore the effects of handedness (unimanual and bimanual) and input mapping (position-based and rate-based). From these findings we designed DiveZoom and TerraceZoom, two novel hybrid techniques that smoothly transition between position- and rate-based mappings. A second user study evaluated these designs. Our results indicate that the introduced input-mapping transitions can reduce perceived arm fatigue with limited impact on performance. Kadek Ananta Satriadi, Barrett Ens, Maxime Cordeil, Bernhard Jenny, Tobias Czauderna, Wesley Willett |
VR | 4 |
| 2019 | Automated placement of supplementary contour linesabstractSupplementary contour lines are placed between regular contour lines to visualize small but important forms that regular contour lines are unable to show. On topographic maps, typical forms are hillcrests, depressions, saddles, terraces, banks, and levees. No automated method for the selection of supplementary contour lines has been described so far. We document cartographic design principles for the selection of supplementary contour lines for topographic maps, and present an automated method for their placement. Results of the automated method are similar to manually placed supplementary contour lines. Our method helps map authors to create contour line maps that more effectively illustrate relevant small details in maps showing terrain elevation or other scalar fields. Timofey E. Samsonov, Sergey Koshel, Dmitry Walther, Bernhard Jenny |
Int. J. Geogr. Inf. Sci. | 4 |
| 2019 | The Equal Earth map projectionabstractThe Equal Earth map projection is a new equal-area pseudocylindrical projection for world maps. It is inspired by the widely used Robinson projection, but unlike the Robinson projection, retains the relative size of areas. The projection equations are simple to implement and fast to evaluate. Continental outlines are shown in a visually pleasing and balanced way. Bojan Savric, Tom Patterson, Bernhard Jenny |
Int. J. Geogr. Inf. Sci. | 3 |
| 2019 | Origin-Destination Flow Maps in Immersive EnvironmentsabstractImmersive virtual- and augmented-reality headsets can overlay a flat image against any surface or hang virtual objects in the space around the user. The technology is rapidly improving and may, in the long term, replace traditional flat panel displays in many situations. When displays are no longer intrinsically flat, how should we use the space around the user for abstract data visualisation? In this paper, we ask this question with respect to origin-destination flow data in a global geographic context. We report on the findings of three studies exploring different spatial encodings for flow maps. The first experiment focuses on different 2D and 3D encodings for flows on flat maps. We find that participants are significantly more accurate with raised flow paths whose height is proportional to flow distance but fastest with traditional straight line 2D flows. In our second and third experiment we compared flat maps, 3D globes and a novel interactive design we call MapsLink, involving a pair of linked flat maps. We find that participants took significantly more time with MapsLink than other flow maps while the 3D globe with raised flows was the fastest, most accurate, and most preferred method. Our work suggests that careful use of the third spatial dimension can resolve visual clutter in complex flow maps. Yalong Yang 0001, Tim Dwyer, Bernhard Jenny, Kim Marriott, Maxime Cordeil, Haohui Chen |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2018 | Maps and Globes in Virtual RealityabstractAbstract This paper explores different ways to render world‐wide geographic maps in virtual reality (VR). We compare: (a) a 3D exocentric globe, where the user's viewpoint is outside the globe; (b) a flat map (rendered to a plane in VR); (c) an egocentric 3D globe, with the viewpoint inside the globe; and (d) a curved map, created by projecting the map onto a section of a sphere which curves around the user. In all four visualisations the geographic centre can be smoothly adjusted with a standard handheld VR controller and the user, through a head‐tracked headset, can physically move around the visualisation. For distance comparison exocentric globe is more accurate than egocentric globe and flat map. For area comparison more time is required with exocentric and egocentric globes than with flat and curved maps. For direction estimation, the exocentric globe is more accurate and faster than the other visual presentations. Our study participants had a weak preference for the exocentric globe. Generally the curved map had benefits over the flat map. In almost all cases the egocentric globe was found to be the least effective visualisation. Overall, our results provide support for the use of exocentric globes for geographic visualisation in mixed‐reality. Yalong Yang 0001, Bernhard Jenny, Tim Dwyer, Kim Marriott, Haohui Chen, Maxime Cordeil |
Comput. Graph. Forum | 2 |
| 2017 | Interactive shearing for terrain visualization: an expert study
Jonas Buddeberg, Bernhard Jenny, Wesley Willett |
GeoInformatica | 2 |
| 2017 | Automation and evaluation of graduated dot mapsabstractDot mapping is a traditional method for visualizing quantitative data, but current automated dot mapping techniques are limited. The most common automated method places dots pseudo-randomly within enumeration areas, which can result in overlapping dots and very dense dot clusters for areas with large values. These issues affect users’ ability to estimate values. Graduated dot maps use dots with different sizes that represent different values. With graduated dot maps the number of dots on a map is smaller, reducing the likelihood of overlapping dots. This research introduces an automated method of generating graduated dot maps that arranges dots with blue-noise patterns to avoid overlap and uses clustering algorithms to replace densely packed dots with those of larger sizes. A user study comparing graduated dot maps, pseudo-random dot maps, blue-noise dot maps and proportional circle maps with almost 300 participants was conducted. Results indicate that map users can more accurately extract values from graduated dot maps than from the other map types. This is likely due to the smaller number of dots per enumeration area in graduated dot maps. Map users also appear to prefer graduated dot maps over other map types. Nicholas D. Arnold, Bernhard Jenny, Denis White |
Int. J. Geogr. Inf. Sci. | 2 |
| 2017 | Force-directed layout of origin-destination flow mapsabstractThis paper introduces a force-directed layout method for creating origin-destination flow maps. Design principles derived from manual cartography and automated graph drawing to increase readability of flow maps and graph layouts are taken into account. The origin-destination flow maps produced with our algorithm show flows with quadratic Bézier curves that reduce flow-on-flow and flow-on-node overlaps, and avoid sharp or irregular bends in flow lines. A survey of expert cartographers found that flow maps created with our automated method are similar in quality to manually produced flow maps. Bernhard Jenny, Daniel M. Stephen, Ian Muehlenhaus, Brooke E. Marston, Ritesh Sharma, Eugene Zhang, Helen Jenny |
Int. J. Geogr. Inf. Sci. | 1 |
| 2016 | Illuminated and shadowed contour lines: improving algorithms and evaluating effectivenessabstractShadowed contour lines vary line width. Illuminated contour lines additionally vary color based on an angle of illumination. Illuminated and shadowed contour lines date back to the mid-nineteenth century, but their effectiveness compared to conventional contour lines has not been fully examined. Currently, illuminated and shadowed contour lines are not widely used in computer-based cartography because they are not included in most GIS apmaking software. This article introduces improvements to existing algorithms for creating illuminated and shadowed contour lines from digital elevation data. A software package is made available to allow mapmakers to more easily make customized illuminated and shadowed contour maps. A user study comparing illuminated and shadowed contour lines to conventional contour lines and shaded relief with approximately 400 participants was conducted. Results indicate that map-readers can interpret relative height differences between points better and quicker with illuminated contour lines than regular contour lines or shaded relief. Study participants were able to select absolute maxima on an unlabeled illuminated contour map and a labeled regular contour map with equal accuracy and speed. These findings suggest that illuminated contour lines could be used more frequently for improved visualization of terrain and other surface data on maps. James D. Eynard, Bernhard Jenny |
Int. J. Geogr. Inf. Sci. | 2 |
| 2015 | Lightweight Relief Shearing for Enhanced Terrain Perception on Interactive MapsabstractWe explore interactive relief shearing, a set of non-intrusive, direct manipulation interactions that expose depth and shape information in terrain maps using ephemeral animations. Reading and interpreting topography and relief on terrain maps is an important aspect of map use, but extracting depth information from 2D maps is notoriously difficult. Modern mapping software attempts to alleviate this limitation by presenting digital terrain using 3D views. However, 3D views introduce occlusion, complicate distance estimations, and typically require more complex interactions. In contrast, our approach reveals depth information via shearing animations on 2D maps, and can be paired with existing interactions such as pan and zoom. We examine explicit, integrated, and hybrid interactions for triggering relief shearing and present a version that uses device tilt to control depth effects. Our evaluation shows that these interactive techniques improve depth perception when compared to standard 2D and perspective views. Wesley Willett, Bernhard Jenny, Tobias Isenberg 0001, Pierre Dragicevic |
CHI | 2 |
| 2015 | A compromise aspect-adaptive cylindrical projection for world mapsabstractThere are two problems with current cylindrical projections for world maps. First, existing cylindrical map projections have a static height-to-width aspect ratio and do not automatically adjust their aspect ratio in order to optimally use available canvas space. Second, many of the commonly used cylindrical compromise projections show areas and shapes at higher latitudes with considerable distortion. This article introduces a new compromise cylindrical map projection that adjusts the distribution of parallels to the aspect ratio of a canvas. The goal of designing this projection was to show land masses at central latitudes with a visually balanced appearance similar to how they appear on a globe. The projection was constructed using a visual design procedure where a series of graphically optimized projections was defined for a select number of aspect ratios. The visually designed projections were approximated by polynomial expressions that define a cylindrical projection for any height-to-width ratio between 0.3:1 and 1:1. The resulting equations for converting spherical to Cartesian coordinates require a small number of coefficients and are fast to execute. The presented aspect-adaptive cylindrical projection is well suited for digital maps embedded in web pages with responsive web design, as well as GIS applications where the size of the map canvas is unknown a priori. We highlight the projection with a height-to-width ratio of 0.6:1, which we call the Compact Miller projection because it is inspired by the Miller Cylindrical projection. Unlike the Miller Cylindrical projection, the Compact Miller projection has a smaller height-to-width ratio and shows the world with less areal distortion at higher latitudes. A user study with 448 participants verified that the Compact Miller – together with the Plate Carrée projection – is the most preferred cylindrical compromise projection. Bernhard Jenny, Bojan Savric, Tom Patterson |
Int. J. Geogr. Inf. Sci. | 1 |
| 2015 | Improving the representation of major landforms in analytical relief shadingabstractRelief shading is the most common type of cartographic relief representation for print and digital maps. Manual relief shading results in informative and visually pleasing representations of terrain, but it is time consuming and expensive to produce. Current analytical relief shading can be created quickly, but the resulting maps are not as aesthetically appealing and do not show landscape features in an explicit manner. This article introduces an automated digital method that produces shaded relief with locally adjusted illumination directions to simulate the techniques and cartographic principles of manual relief shading. Ridgelines and valley lines are derived from a digital terrain model, vectorized, and used in a diffusion curve algorithm. A graph analysis generalizes the lines before using them for diffusion curve shading. The direction of illumination is adjusted based on the spatial orientation of ridgelines and valley lines. The diffusion curve shading is combined with standard analytical relief shading to create a final diffusion relief shading image. Similar to manual relief shading, major landforms and the structure of the terrain are more clearly shown in the diffusion relief shading. The presented method best highlights major landforms in terrain characterized by sharp, clearly defined ridges and valleys. Brooke E. Marston, Bernhard Jenny |
Int. J. Geogr. Inf. Sci. | 2 |
| 2014 | A new pseudocylindrical equal-area projection for adaptive composite map projectionsabstractThe recently introduced adaptive composite map projection technique changes the projection to the geographic area shown on a map. It is meant as a replacement for the commonly used web Mercator projection, which grossly distorts areas when representing the entire world. The original equal-area version of the adaptive composite map projection technique uses the Lambert azimuthal projection for regional maps and three alternative projections for world maps. Adaptive composite map projections can include a variety of other equal-area projections when the transformation between the Lambert azimuthal and the world projections uses Wagner’s method. To select the most suitable pseudocylindrical projection, the distortion characteristics of a pseudocylindrical projection family are analyzed, and a user study among experts in the area of map projections is carried out. Based on the results of the distortion analysis and the user study, a new pseudocylindrical projection is recommended for extending adaptive composite map projections. The new projection is equal-area throughout the transformation to the Lambert azimuthal projection and has better distortion characteristics then small-scale projections currently included in the adaptive composite map projection technique. Bojan Savric, Bernhard Jenny |
Int. J. Geogr. Inf. Sci. | 2 |
| 2012 | Adaptive Composite Map ProjectionsabstractAll major web mapping services use the web Mercator projection. This is a poor choice for maps of the entire globe or areas of the size of continents or larger countries because the Mercator projection shows medium and higher latitudes with extreme areal distortion and provides an erroneous impression of distances and relative areas. The web Mercator projection is also not able to show the entire globe, as polar latitudes cannot be mapped. When selecting an alternative projection for information visualization, rivaling factors have to be taken into account, such as map scale, the geographic area shown, the map's height-to-width ratio, and the type of cartographic visualization. It is impossible for a single map projection to meet the requirements for all these factors. The proposed composite map projection combines several projections that are recommended in cartographic literature and seamlessly morphs map space as the user changes map scale or the geographic region displayed. The composite projection adapts the map's geometry to scale, to the map's height-to-width ratio, and to the central latitude of the displayed area by replacing projections and adjusting their parameters. The composite projection shows the entire globe including poles; it portrays continents or larger countries with less distortion (optionally without areal distortion); and it can morph to the web Mercator projection for maps showing small regions. Bernhard Jenny |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2011 | Studying cartographic heritage: Analysis and visualization of geometric distortions
Bernhard Jenny, Lorenz Hurni |
Comput. Graph. | 1 |
| 2010 | Graphical design of world map projectionsabstractThe design of new map projections has up until now required mathematical and cartographic expertise that has limited this activity to a small group of specialists. This article introduces the background mathematics for a software-based method that enables cartographers to easily design new small-scale world map projections. The software is usable even by those without mathematical expertise. A new projection is designed interactively in an iterative process that allows the designer to graphically and numerically assess the graticule, the representation of the continents, and the distortion properties of the new projection. The method has been implemented in Flex Projector, a free and open-source application enabling users to quickly create new map projections and modify existing projections. We also introduce new tools that help evaluate the distortion properties of projections, namely a configurable acceptance index to assess areal and angular distortion, a derived acceptance visualization, and interactive profiles through the distortion space of a projection. To illustrate the proposed method, a new projection, the Cropped Ginzburg VIII projection, is presented. Bernhard Jenny, Tom Patterson, Lorenz Hurni |
Int. J. Geogr. Inf. Sci. | 1 |