84 research outputs found
3D Cadastres Best Practices, Chapter 5: Visualization and New Opportunities
This paper proposes a discussion on opportunities offered by 3D visualization to improve the understanding and the analysis of cadastre data. It first introduce the rationale of having 3D visualization functionalities in the context of cadastre applications. Second the publication outline some basic concepts in 3D visualization. This section specially addresses the visualization pipeline as a driven classification schema to understand the steps leading to 3D visualization. In this section is also presented a brief review of current 3D standards and technologies. Next is proposed a summary of progress made in the last years in 3D cadastral visualization. For instance, userâs requirement, data and semiotics, and platforms are highlighted as main actions performed in the development of 3D cadastre visualization. This review could be perceived as an attempt to structure and emphasise the best practices in the domain of 3D cadastre visualization and as an inventory of issues that still need to be tackled. Finally, by providing a review on advances and trends in 3D visualization, the paper initiates a discussion and a critical analysis on the benefit of applying these new developments to cadastre domain. This final section discusses about enhancing 3D techniques as dynamic transparency and cutaway, 3D generalization, 3D visibility model, 3D annotation, 3D data and web platform, augmented reality, immersive virtual environment, 3D gaming, interaction techniques and time
Engaging older adults with age-related macular degeneration in the design and evaluation of mobile assistive technologies
Ongoing advances in technology are undoubtedly increasing the scope for enhancing and supporting older adultsâ daily living. The digital divide between older and younger adults, however, raises concerns about the suitability of technological solutions for older adults, especially for those with impairments. Taking older adults with Age-Related Macular Degeneration (AMD) â a progressive and degenerative disease of the eye â as a case study, the research reported in this dissertation considers how best to engage older adults in the design and evaluation of mobile assistive technologies to achieve sympathetic design of such technologies. Recognising the importance of good nutrition and the challenges involved in designing for people with AMD, this research followed a participatory and user-centred design (UCD) approach to develop a proofâofâconcept diet diary application for people with AMD. Findings from initial knowledge elicitation activities contribute to the growing debate surrounding the issues on how older adultsâ participation is initiated, planned and managed. Reflections on the application of the participatory design method highlighted a number of key strategies that can be applied to maintain empathic participatory design rapport with older adults and, subsequently, lead to the formulation of participatory design guidelines for effectively engaging older adults in design activities. Taking a novel approach, the final evaluation study contributed to the gap in the knowledge on how to bring closure to the participatory process in as positive a way as possible, cognisant of the potential negative effect that withdrawal of the participatory process may have on individuals. Based on the results of this study, we ascertain that (a) sympathetic design of technology with older adults will maximise technology acceptance and shows strong indicators for affecting behaviour change; and (b) being involved in the design and development of such technologies has the capacity to significantly improve the quality of life of older adults (with AMD)
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Technological framework for ubiquitous interactions using contextâaware mobile devices
This report presents research and development of dedicated system architecture, designed to enable its users to interact with each other as well as to access information on Points of Interest that exist in their immediate environment. This is accomplished through managing personal preferences and contextual information in a distributed manner and in real-time. The advantage of this system architecture is that it uses mobile devices, heterogeneous sensors and a selection of user interface paradigms to produce a sociotechnical framework to enhance the perception of the environment and promote intuitive interactions. The thrust of the work has been on software development and component integration. Iterative prototyping was adopted as a development method in order to effectively implement the usersâ feedback and establish a platform for collaboration that closely meets the requirements and aids their decision-making process. The requirement acquisition was followed by the system-modelling phase in order to produce a robust software prototype. The implementation includes component-based development and extensive use of design patterns over native programming. Conclusively, the software product has become the means to evaluate differences in the use of mixed reality technologies in a ubiquitous scenario.
The prototype can query a number of context sources such as sensors, or details of the personal profile, to acquire relevant data. The data (and metadata) is stored in opensource structures, so that they are accessible at every layer of the system architecture and at any time. By proactively processing the acquired context, the system can assist the users in their tasks (e.g. navigation) without explicit input â e.g. by simply creating a gesture with the device. However, advanced interaction with the application via the user interface is available for requests that are more complex.
Representations of the real world objects, their spatial relations and other captured features of interest are visualised on scalable interfaces, ranging from 2D to 3D models and from photorealism to stylised clues and symbols. Two principal modes of operation have been implemented; one, using geo-referenced virtual reality models of the environment, updated in real time, and second, using the overlay of descriptive annotations and graphics on the video images of the surroundings, captured by a video camera. The latter is referred to as augmented reality.
The continuous feed of the device position and orientation data, from the GPS receiver and the digital compass, into the application, makes the framework fit for use in unknown environments and therefore suitable for ubiquitous operation. This is one of the novelties of the proposed framework, because it enables a whole range of social, peer-to-peer interactions to take place. The scenarios of how the system could be employed to pursue these remote interactions and collaborative efforts on mobile devices are addressed in the context of urban navigation. The conceptual design and implementation of the novel location and orientation based algorithm for mobile AR are presented in detail. The system is, however, multifaceted and capable of supporting peer-to-peer exchange of information in a pervasive fashion, usable in various contexts. The modalities of these interactions are explored and laid out in several scenarios, but particularly in the context of user adoption. Two evaluation tasks took place. The preliminary evaluation examined certain aspects that influence user interaction while being immersed in a virtual environment, whereas the second summative evaluation compared the utility and certain usability aspects of the AR and VR interfaces
Emotions, behaviour and belief regulation in an intelligent guide with attitude
Abstract unavailable please refer to PD
Cartographic user interface design models for mobile Location-Based Services applications
Mobile Location-Based Services (mLBS) offer a unique combination of digital content, portability, interactivity, location-awareness and real-time information delivery, providing increased convenience and support for everyday geospatial decision-making tasks, compared to more traditional printed maps and digital cartographic products. In spite of their benefits, however, limitations inherent within mLBS technology (e.g. small screens), along with the dynamic and changeable contexts in which they are used, impact on their effectiveness for communicating geospatial information to end users and, in turn, their overall acceptance. Identifying usefulness (i.e. utility and usability) as a key factor influencing the acceptance of mLBS products, this thesis details the investigation of techniques and a methodology for designing mLBS applications that communicate geospatial information in a useful manner to non-expert, general public users. The research presented here focuses on the usefulness of the entire cartographic user interface (UI) for mLBS applications â i.e. those components that are specifically concerned with the access and representation of, and interaction with, geospatial information â differentiating it from related mLBS research and application design. Particular emphasis was placed on the usefulness of the interplay between various geospatial components of the cartographic UI, in support of a broad range of everyday geospatial tasks for non-expert users. Contributing to this, a wide array of alternative techniques for representing, presenting and interacting with geospatial information were explored. To achieve its aims, the study adopted a qualitative User-Centred Design (UCD) methodology, involving an early focus on users and their tasks, empirical measurement of usage, and iterative design and evaluation, which together ensured that all design efforts were firmly grounded in the needs and characteristics of the end users. Necessarily focused on a specific application area (tourism) and an associated user group (travellers), the UCD process employed by the research was more comprehensive than had previously been undertaken within the cartographic discipline. The primary results of the research comprise a set of cartographic UI design models for communicating geospatial information in a useful manner to the non-expert users of a tourism-related mLBS application. These incorporate a range of alternative cartographic representation, presentation and interaction techniques considered useful by representative users, with egocentric maps arguably holding the greatest importance. The wider benefits of the design models are expected to be twofold: firstly, they offer a structural foundation to researchers and developers seeking to produce useful cartographic UIs for tourism-related mLBS applications; and secondly, they provide guidance regarding specific cartographic representation, presentation and interaction techniques that offer utility and usability in particular contexts. In addition, a number of secondary research outputs offer other benefits to the scientific and commercial mLBS communities. These include the UCD research methodology â which presents a proven guide for ensuring usefulness during the design of mLBS applications in general â and a set of general recommendations for designing useful mLBS applications â which offer assistance for specific design activities while contributing empirical results to the future development of mLBS application design guidelines
Mobile heritage practices. Implications for scholarly research, user experience design, and evaluation methods using mobile apps.
Mobile heritage apps have become one of the most popular means for audience
engagement and curation of museum collections and heritage contexts. This
raises practical and ethical questions for both researchers and practitioners, such
as: what kind of audience engagement can be built using mobile apps? what are
the current approaches? how can audience engagement with these experience
be evaluated? how can those experiences be made more resilient, and in turn
sustainable? In this thesis I explore experience design scholarships together with
personal professional insights to analyse digital heritage practices with a view to
accelerating thinking about and critique of mobile apps in particular. As a result,
the chapters that follow here look at the evolution of digital heritage practices,
examining the cultural, societal, and technological contexts in which mobile
heritage apps are developed by the creative media industry, the academic
institutions, and how these forces are shaping the user experience design
methods. Drawing from studies in digital (critical) heritage, Human-Computer
Interaction (HCI), and design thinking, this thesis provides a critical analysis of
the development and use of mobile practices for the heritage. Furthermore,
through an empirical and embedded approach to research, the thesis also
presents auto-ethnographic case studies in order to show evidence that mobile
experiences conceptualised by more organic design approaches, can result in
more resilient and sustainable heritage practices. By doing so, this thesis
encourages a renewed understanding of the pivotal role of these practices in the
broader sociocultural, political and environmental changes.AHRC REAC
Conceptualising the multifaceted nature of urban road congestion
Urban road congestion is not a new phenomenon and remains an outstanding problem that continues to impact people around the world. Road congestion costs the European Union an estimated 1-2% of GDP each year and is responsible for 27% of deadly C02 emissions. In addition, it can cause life-threatening delays in the emergency services response time.
Road congestion has a multifaceted nature and lacks a clear and explicit definition. This makes the problem of tackling it very subjective, time and context dependent. There have been several approaches to both modelling and predicting road congestion. From a physical perspective, road congestion has been modelled using speed, capacity, velocity, and journey time; relatively road congestion has been classified using terms such as non-recurrent and recurrent congestion which tend to be relative to each stakeholder; conceptual models such as the bathtub, traffic flow, and origin to the destination have been used to ascertain the impact of road congestion on a city scale.
This research presented tackles the problem of defining what is meant by congestion within an urban road network through defining a conceptual model that captures the semantics of road traffic congestion and its causes. The model is validated through the construction of a real-world dataset and the development of a visual tool which can be used to identify and alleviate congestion. The final stage of the project uses both the model and the dataset to investigate and implement a series of fuzzy systems to classify three types of congestion (non-recurrent, recurrent, and semi-recurrent). The fuzzy system results are then validated against human methods of classifying congestion.
The main contributions of this thesis to world knowledge can be summarised as follows: The design and development of a novel universal Urban Road Congestion Conceptual (URCC) model. The URCC model is broken down into two main components: Analogical conceptualisation which builds upon the famous âbathtubâ model and will integrate with other analogies to create âa raindrop hitting a leaf inside the bathtub with ever changing water temperaturesâ. The second component is an ontological approach to modelling congestion thus providing a better understanding for decision-makers through providing a formal and explicit explanation for concepts within the domain of urban road congestion. Another contribution is the development of a real-world spatiotemporal quasi-real-time big data dataset known as the Manchester Urban Congestion Data (MUCD) dataset which was used to validate the URCC. A visualisation graphical user interface called TIM (Transport Incident Manager) was developed with stakeholders TfGM (Transport for Greater Manchester). TIM has the ability to fill the void left by the clear lack of visualisation tools that are capable of visualising real-world big data datasets, such as the MUCD and models of urban road congestion. The final contribution to knowledge is the design and development of two fuzzy decision-making systems which are not only capable of predicting urban road congestion on a link but the type of congestion occurring on a network of links. Using a fuzzy decision-making system allows for explainable and interpretable decisions, and also provided useful and meaningful qualitative context back to the relevant TfGM stakeholders. The non-optimised multi-classification fuzzy system had slightly worst accuracy than the J48 decision tree algorithm, however, the fuzzy system is easier to interpret and provides meaningful context compared to the J48 algorithm due to only requiring 12 rules compared to the 1184 learned rules in the J48 decision tree. Furthermore, once the fuzzy system has been optimised (future work) it is likely to have similar if not better performance than the J48 decision tree
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