Network visualization allows a quick glance at how nodes (or actors) are connected by edges (or ties). A conventional network diagram of "contact tree" maps out a root and branches that represent the structure of nodes and edges, often without further specifying leaves or fruits that would have grown from small branches. By furnishing such a network structure with leaves and fruits, we reveal details about "contacts" in our ContactTrees that underline ties and relationships. Our elegant design employs a bottom-up approach that resembles a recent attempt to understand subjective well-being by means of a series of emotions. Such a bottom-up approach to social-network studies decomposes each tie into a series of interactions or contacts, which help deepen our understanding of the complexity embedded in a network structure. Unlike previous network visualizations, ContactTrees can highlight how relationships form and change based upon interactions among actors, and how relationships and networks vary by contact attributes. Based on a botanical tree metaphor, the design is easy to construct and the resulting tree-like visualization can display many properties at both tie and contact levels, a key ingredient missing from conventional techniques of network visualization. We first demonstrate ContactTrees using a dataset consisting of three waves of 3-month contact diaries over the 2004-2012 period, then compare ContactTrees with alternative tools and discuss how this tool can be applied to other types of datasets.
Following the seminal papers of Ulam @cite_39 and Hondal @cite_26 , computer modelling of trees has been an active area of research. The Previous Work section of @cite_24 gives a good overview of previous results. These methods attempt to characterize the way real-world botanical trees grow. Therefore, they do not reflect a structure defined a priori. Moreover, most of them incorporate random settings, which make them incompatible with our purpose: Our visualization must incorporate a pre-defined structure and be based on a deterministic algorithm to facilitate comparisons.
@cite_24 @cite_26 @cite_39
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We present a method for generating realistic models of temperate-climate trees and shrubs. This method is based on the biological hypothesis that the form of a developing tree emerges from a self-organizing process dominated by the competition of buds and branches for light or space, and regulated by internal signaling mechanisms. Simulations of this process robustly generate a wide range of realistic trees and bushes. The generated forms can be controlled with a variety of interactive techniques, including procedural brushes, sketching, and editing operations such as pruning and bending of branches. We illustrate the usefulness and versatility of the proposed method with diverse tree models, forest scenes, animations of tree development, and examples of combined interactive-procedural tree modeling. Abstract An attempt was made to describe the multifarious form of erect trees by a few parameters. Trees were approximated by the tree-like body which was made up of repeated bifurcations of branches. Three-dimensional positions of the end-points of the branches could be calculated using suitable but tentative solid geometrical assumptions which included some parameters: branching angle and relative ratio of the branch lengths. The branching angle and the relative ratio of the branch lengths were well demonstrated to have great effects upon the whole form of the tree-like body. The whole form of actual trees, therefore, was speculated to be affected also by their branching angle and relative ratio of their branch lengths. This attempt had a relationship to the problems of the morphogenetic process in living organisms and, in general, of the pattern-generation by generation rules.