160,041 research outputs found

    Open source environment to define constraints in route planning for GIS-T

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    Route planning for transportation systems is strongly related to shortest path algorithms, an optimization problem extensively studied in the literature. To find the shortest path in a network one usually assigns weights to each branch to represent the difficulty of taking such branch. The weights construct a linear preference function ordering the variety of alternatives from the most to the least attractive.Postprint (published version

    Is Evaluating Visual Search Interfaces in Digital Libraries Still an Issue?

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    Although various visual interfaces for digital libraries have been developed in prototypical systems, very few of these visual approaches have been integrated into today's digital libraries. In this position paper we argue that this is most likely due to the fact that the evaluation results of most visual systems lack comparability. There is no fix standard on how to evaluate visual interactive user interfaces. Therefore it is not possible to identify which approach is more suitable for a certain context. We feel that the comparability of evaluation results could be improved by building a common evaluation setup consisting of a reference system, based on a standardized corpus with fixed tasks and a panel for possible participants.Comment: 10 pages, 2 figures, LWA Workshop 201

    Visual communication in urban planning and urban design

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    This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design

    Emotional Qualities of VR Space

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    The emotional response a person has to a living space is predominantly affected by light, color and texture as space-making elements. In order to verify whether this phenomenon could be replicated in a simulated environment, we conducted a user study in a six-sided projected immersive display that utilized equivalent design attributes of brightness, color and texture in order to assess to which extent the emotional response in a simulated environment is affected by the same parameters affecting real environments. Since emotional response depends upon the context, we evaluated the emotional responses of two groups of users: inactive (passive) and active (performing a typical daily activity). The results from the perceptual study generated data from which design principles for a virtual living space are articulated. Such a space, as an alternative to expensive built dwellings, could potentially support new, minimalist lifestyles of occupants, defined as the neo-nomads, aligned with their work experience in the digital domain through the generation of emotional experiences of spaces. Data from the experiments confirmed the hypothesis that perceivable emotional aspects of real-world spaces could be successfully generated through simulation of design attributes in the virtual space. The subjective response to the virtual space was consistent with corresponding responses from real-world color and brightness emotional perception. Our data could serve the virtual reality (VR) community in its attempt to conceive of further applications of virtual spaces for well-defined activities.Comment: 12 figure

    Interactivist approach to representation in epigenetic agents

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    Interactivism is a vast and rather ambitious philosophical and theoretical system originally developed by Mark Bickhard, which covers plethora of aspects related to mind and person. Within interactivism, an agent is regarded as an action system: an autonomous, self-organizing, self-maintaining entity, which can exercise actions and sense their effects in the environment it inhabits. In this paper, we will argue that it is especially suited for treatment of the problem of representation in epigenetic agents. More precisely, we will elaborate on process-based ontology for representations, and will sketch a way of discussing about architectures for epigenetic agents in a general manner

    Rethinking affordance

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    n/a – Critical survey essay retheorising the concept of 'affordance' in digital media context. Lead article in a special issue on the topic, co-edited by the authors for the journal Media Theory
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