Software is intangible and knowledge about software systems is typically tacit. The mental model of software developers is thus an important factor in software engineering. It is our vision that developers should be able to refer to code as being "up in the north", "over in the west", or "down-under in the south". We want to provide developers, and everyone else involved in software development, with a *shared*, spatial and stable mental model of their software project. We aim to reinforce this by embedding a cartographic visualization in the IDE (Integrated Development Environment). The visualization is always visible in the bottom-left, similar to the GPS navigation device for car drivers. For each development task, related information is displayed on the map. In this paper we present CODEMAP, an eclipse plug-in, and report on preliminary results from an ongoing user study with professional developers and students.
VERSO is an explorative environment that is also based on the city metaphor @cite_8 , very similar to CodeCity. VERSO employs a treemap layout to position their elements, which provides a more stable layout. However, VERSO is also limited to post-mortem analysis of abstract models only.
@cite_8
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This paper presents software visualization tool that utilizes the modified city metaphor to represent software system and related analysis data in virtual reality environment. To better address all three kinds of software aspects we propose a new layouting algorithm that provides a higher level of detail and position the buildings according to the coupling between classes that they represent. Resulting layout allows us to visualize software metrics and source code modifications at the granularity of methods, visualize method invocations involved in program execution and to support the remodularization analysis. To further reduce the cognitive load and increase efficiency of 3D visualization we allow users to observe and interact with our city in immersive virtual reality environment that also provides a source code browsing feature. We demonstrate the use of our approach on two open-source systems. This paper presents a 3D visualization approach which gravitates around the city metaphor, i.e., an object-oriented software system is represented as a city that can be traversed and interacted with: the goal is to give the viewer a sense of locality to ease program comprehension. The key point in conceiving a realistic software city is to map the information about the source code in meaningful ways in order to take the approach beyond beautiful pictures. We investigated several concepts that contribute to the urban feeling, such as appropriate layouts, topology, and facilities to ease navigation and interaction. We experimented our approach on a number of systems, and present our findings. This paper presents work in progress on a new technique for visu- alising and manipulating large hierarchies. The information slices approach compactly visualises hierarchical structures using a series of semi-circular discs. The technique is described in the context of our early experience with a prototype file system visualiser based on information slices. Over the last few years, the emerging field of information visuali- sation has resulted in a numerous techniques for helping visualise and make sense of large information spaces (10). Among these are several techniques for visualising and interacting with large hierar- chies which go beyond the traditional approach taken in 2d scrolling browsers such as the Windows Explorer. Treemaps (6, 9) are space-filling visualisations of hierarchies based on successive horizontal and vertical subdivision of screen rectangles. The area of each rectangle is proportional to some at- tribute of the underlying hierarchy such as the (total) size of each subtree. Xdu (4) is a utility for the X window system which displays a graphical disk usage for Unix file systems. Rectangles are stacked from left to right as the directory tree is descended. The current di- rectory is represented by the leftmost rectangle, which is the entire height of the window. Subdirectories are represented by neighbour- ing rectangles in the next column, whose height are proportional to the size of each subdirectory. The hyperbolic browser (7) uses a focus and context technique based on hyperbolic geometry. A hierarchy is laid out uniformly on the hyperbolic plane and then mapped to the unit disc for display on screen. Nodes in the centre of the disc are largest and nodes are assigned progressively less space towards the perimeter of the disc. Cheops (3) is based on multiple re-use of overlaid triangles in the display. Working top-down, the selection of a node (triangle) at a particular level designates that node's children are to be represented Planners and social psychologists have suggested that the recognizability of the urban environment is linked to people's socio-economic well-being. We build a web game that puts the recognizability of London's streets to the test. It follows as closely as possible one experiment done by Stanley Milgram in 1972. The game picks up random locations from Google Street View and tests users to see if they can judge the location in terms of closest subway station, borough, or region. Each participant dedicates only few minutes to the task (as opposed to 90 minutes in Milgram's). We collect data from 2,255 participants (one order of magnitude a larger sample) and build a recognizability map of London based on their responses. We find that some boroughs have little cognitive representation; that recognizability of an area is explained partly by its exposure to Flickr and Foursquare users and mostly by its exposure to subway passengers; and that areas with low recognizability do not fare any worse on the economic indicators of income, education, and employment, but they do significantly suffer from social problems of housing deprivation, poor living conditions, and crime. These results could not have been produced without analyzing life off- and online: that is, without considering the interactions between urban places in the physical world and their virtual presence on platforms such as Flickr and Foursquare. This line of work is at the crossroad of two emerging themes in computing research - a crossroad where "web science" meets the "smart city" agenda.