386 research outputs found

    A comparison of linear and calendar travel itinerary visualizations for personal digital assistants

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    Various graphical travel itinerary visualization systems have in recent years been developed to allow making easier references between different events such as flights and hotel bookings on a travel itinerary, thereby addressing a problem with tabular itineraries which list travel events in a chronological order of date and time, and only allow referencing consecutive events. These graphical travel itinerary systems are based on a linear visualization of travel events. Although this linear visualization deals with some of the problems associated with tabular itineraries, it is not the only form of visualization which might be capable of addressing these issues. This paper introduces a new visualization of travel itineraries, called the calendar visualization, which relies on a more familiar concept of calendars to depict the relationships between travel events. This paper also describes an empirical study undertaken to compare the calendar and linear itinerary visualizations

    Interface Design of Location-Based Services

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    Evaluation of Menu Hierarchy Display Types in Self-Checkout System: Effects on Human Performance

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    Over the past few years, the retail industry especially in the US and UK supermarkets, has been experiencing a shift towards the self-checkout technology. Unfortunately, the self-checkout system is still far from perfect. There are many technological problems and design flaws that often irritate many shoppers such as the difficulty to find the item in the look-up directory. Menu hierarchy is one of the menu selection systems that is commonly used for many applications. The objective of this paper is to investigate the two types of menu hierarchy displays in the retail self-checkout system –graphical and non-graphical– and their effects on the human performance. The comparison between the two display types were made using the t-test by evaluating the completion time of the menu selections, the number of eye fixation and human errors made. The scope of this study is limited to the menu selection for produce items that need to be weighed at checkout. The study finds that there is not enough statistical evidence to conclude that the menu hierarchy system with the graphical display will result in faster performance in the retail self-checkout system than the one without the graphical display

    A Usability Study for Electronic Flight Bag (EFB) Flight Planning Applications on Tablet Devices for Ab-initio Pilots

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    The proliferation of mobile technology has prompted the use of tablet devices in the cockpit and during ground operations in general aviation. Due to the increase in affordable and reliable hardware (i.e. iPads etc.), the development of pilot-specific software has led to the creation of a commercial-of-the-shelf (COTS), electronic flight bag (EFB) market. EFBs have many advantages, such as reducing the space requirements for flight documents, enabling faster searching and indexing of files, providing useful tools for flight planning, and providing automatic updates. The increase in availability of mobile technology and flight applications has allowed general aviation enthusiast and ab-initio pilots to utilize EFBs. This paper examines the usability of three of the most popular commercial EFB software programs: Foreflight mobile, Garmin Pilot, FltPlan Go. The usability study was developed for the ab-initio demographic (time), which primarily constitutes pilots who have completed their cross country training. The study assessed 30 ab-initio collegiate flight students on a series of tasks during each flight application. The usability of the applications was based on task success, time to complete the task, efficiency of the application, and learnability. The students also completed a pre survey, the NASA Task Load Index (TLX), System Usability Survey (SUS), and post survey, respectively. An Analysis of Variance (ANOVA) was conducted to compare the scores of the three applications. The results of the study show that Foreflight had the best scores across all metrics

    Designing for Cross-Device Interactions

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    Driven by technological advancements, we now own and operate an ever-growing number of digital devices, leading to an increased amount of digital data we produce, use, and maintain. However, while there is a substantial increase in computing power and availability of devices and data, many tasks we conduct with our devices are not well connected across multiple devices. We conduct our tasks sequentially instead of in parallel, while collaborative work across multiple devices is cumbersome to set up or simply not possible. To address these limitations, this thesis is concerned with cross-device computing. In particular it aims to conceptualise, prototype, and study interactions in cross-device computing. This thesis contributes to the field of Human-Computer Interaction (HCI)—and more specifically to the area of cross-device computing—in three ways: first, this work conceptualises previous work through a taxonomy of cross-device computing resulting in an in-depth understanding of the field, that identifies underexplored research areas, enabling the transfer of key insights into the design of interaction techniques. Second, three case studies were conducted that show how cross-device interactions can support curation work as well as augment users’ existing devices for individual and collaborative work. These case studies incorporate novel interaction techniques for supporting cross-device work. Third, through studying cross-device interactions and group collaboration, this thesis provides insights into how researchers can understand and evaluate multi- and cross-device interactions for individual and collaborative work. We provide a visualization and querying tool that facilitates interaction analysis of spatial measures and video recordings to facilitate such evaluations of cross-device work. Overall, the work in this thesis advances the field of cross-device computing with its taxonomy guiding research directions, novel interaction techniques and case studies demonstrating cross-device interactions for curation, and insights into and tools for effective evaluation of cross-device systems

    A novel visualisation paradigm for three-dimensional map-based mobile services

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    Estágio realizado na NDrive Navigation Systems, S. A.Tese de mestrado integrado. Engenharia Informátca e Computação. Faculdade de Engenharia. Universidade do Porto. 200

    Cartographic user interface design models for mobile Location-Based Services applications

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    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 – i.e. those components that are specifically concerned with the access and representation of, and interaction with, geospatial information – 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 – which presents a proven guide for ensuring usefulness during the design of mLBS applications in general – and a set of general recommendations for designing useful mLBS applications – which offer assistance for specific design activities while contributing empirical results to the future development of mLBS application design guidelines

    Automatic reconstruction of itineraries from descriptive texts

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    Esta tesis se inscribe dentro del marco del proyecto PERDIDO donde los objetivos son la extracción y reconstrucción de itinerarios a partir de documentos textuales. Este trabajo se ha realizado en colaboración entre el laboratorio LIUPPA de l' Université de Pau et des Pays de l' Adour (France), el grupo de Sistemas de Información Avanzados (IAAA) de la Universidad de Zaragoza y el laboratorio COGIT de l' IGN (France). El objetivo de esta tesis es concebir un sistema automático que permita extraer, a partir de guías de viaje o descripciones de itinerarios, los desplazamientos, además de representarlos sobre un mapa. Se propone una aproximación para la representación automática de itinerarios descritos en lenguaje natural. Nuestra propuesta se divide en dos tareas principales. La primera pretende identificar y extraer de los textos describiendo itinerarios información como entidades espaciales y expresiones de desplazamiento o percepción. El objetivo de la segunda tarea es la reconstrucción del itinerario. Nuestra propuesta combina información local extraída gracias al procesamiento del lenguaje natural con datos extraídos de fuentes geográficas externas (por ejemplo, gazetteers). La etapa de anotación de informaciones espaciales se realiza mediante una aproximación que combina el etiquetado morfo-sintáctico y los patrones léxico-sintácticos (cascada de transductores) con el fin de anotar entidades nombradas espaciales y expresiones de desplazamiento y percepción. Una primera contribución a la primera tarea es la desambiguación de topónimos, que es un problema todavía mal resuelto dentro del reconocimiento de entidades nombradas (Named Entity Recognition - NER) y esencial en la recuperación de información geográfica. Se plantea un algoritmo no supervisado de georreferenciación basado en una técnica de clustering capaz de proponer una solución para desambiguar los topónimos los topónimos encontrados en recursos geográficos externos, y al mismo tiempo, la localización de topónimos no referenciados. Se propone un modelo de grafo genérico para la reconstrucción automática de itinerarios, donde cada nodo representa un lugar y cada arista representa un camino enlazando dos lugares. La originalidad de nuestro modelo es que además de tener en cuenta los elementos habituales (caminos y puntos del recorrido), permite representar otros elementos involucrados en la descripción de un itinerario, como por ejemplo los puntos de referencia visual. Se calcula de un árbol de recubrimiento mínimo a partir de un grafo ponderado para obtener automáticamente un itinerario bajo la forma de un grafo. Cada arista del grafo inicial se pondera mediante un método de análisis multicriterio que combina criterios cualitativos y cuantitativos. El valor de estos criterios se determina a partir de informaciones extraídas del texto e informaciones provenientes de recursos geográficos externos. Por ejemplo, se combinan las informaciones generadas por el procesamiento del lenguaje natural como las relaciones espaciales describiendo una orientación (ej: dirigirse hacia el sur) con las coordenadas geográficas de lugares encontrados dentro de los recursos para determinar el valor del criterio ``relación espacial''. Además, a partir de la definición del concepto de itinerario y de las informaciones utilizadas en la lengua para describir un itinerario, se ha modelado un lenguaje de anotación de información espacial adaptado a la descripción de desplazamientos, apoyándonos en las recomendaciones del consorcio TEI (Text Encoding and Interchange). Finalmente, se ha implementado y evaluado las diferentes etapas de nuestra aproximación sobre un corpus multilingüe de descripciones de senderos y excursiones (francés, español, italiano)

    Spatial big data and moving objects: a comprehensive survey

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