85,134 research outputs found

    Interactive 3-D Visualization: A tool for seafloor navigation, exploration, and engineering

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    Recent years have seen remarkable advances in sonar technology, positioning capabilities, and computer processing power that have revolutionized the way we image the seafloor. The massive amounts of data produced by these systems present many challenges but also offer tremendous opportunities in terms of visualization and analysis. We have developed a suite of interactive 3-D visualization and exploration tools specifically designed to facilitate the interpretation and analysis of very large (10\u27s to 100\u27s of megabytes), complex, multi-component spatial data sets. If properly georeferenced and treated, these complex data sets can be presented in a natural and intuitive manner that allows the integration of multiple components each at their inherent level of resolution and without compromising the quantitative nature of the data. Artificial sun-illumination, shading, and 3-D rendering can be used with digital bathymetric data (DTM\u27s) to form natural looking and easily interpretable, yet quantitative, landscapes. Color can be used to represent depth or other parameters (like backscatter or sediment properties) which can be draped over the DTM, or high resolution imagery can be texture mapped on bathymetric data. When combined with interactive analytical tools, this environment has facilitated the use of multibeam sonar and other data sets in a range of geologic, environmental, fisheries, and engineering applications

    Learning style and learning strategies in a multimedia environment

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    There is a growing realization that it may be expeditious to combine elements from different theories of learning when trying to derive a coherent and usable policy towards computer‐mediated learning. Consideration of the subtle distinction between Computer‐Aided Learning (CAL) and Computer‐Aided Instruction (CAI) conform the basis of a possible classification of computer‐mediated learning, and hence of multimedia tools. This classification enables the development of a continuum upon which to place various strategies for computer‐mediated learning, and hence a means of broadly classifying multimedia learning tools

    Far-Term Exploration of Advanced Single-Aisle Subsonic Transport Aircraft Concepts

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    Far-term single-aisle class aircraft concepts for potential entry-into-service of 2045 were investigated using an Interactive Reconfigurable Matrix of Alternatives (IRMA) approach. The configurations identified through this design space exploration were then distilled into three advanced aircraft concepts best characterizing the prominent features identified through the IRMA exploration. These three aircraft concepts were then configured and sized for a 150-passenger capacity and a 3,500 nautical mile design mission. Mission block fuel burn was estimated and compared to a far-term conventional configuration baseline concept and a 2005 l. These comparisons suggest considerable potential improvements in fuel efficiency from the investigated advanced concepts

    OEXP Analysis Tools Workshop

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    This publication summarizes the software needs and available analysis tools presented at the OEXP Analysis Tools Workshop held at the NASA Langley Research Center, Hampton, Virginia on June 21 to 22, 1988. The objective of the workshop was to identify available spacecraft system (and subsystem) analysis and engineering design tools, and mission planning and analysis software that could be used for various NASA Office of Exploration (code Z) studies, specifically lunar and Mars missions

    Using treemaps for variable selection in spatio-temporal visualisation

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    We demonstrate and reflect upon the use of enhanced treemaps that incorporate spatial and temporal ordering for exploring a large multivariate spatio-temporal data set. The resulting data-dense views summarise and simultaneously present hundreds of space-, time-, and variable-constrained subsets of a large multivariate data set in a structure that facilitates their meaningful comparison and supports visual analysis. Interactive techniques allow localised patterns to be explored and subsets of interest selected and compared with the spatial aggregate. Spatial variation is considered through interactive raster maps and high-resolution local road maps. The techniques are developed in the context of 42.2 million records of vehicular activity in a 98 km(2) area of central London and informally evaluated through a design used in the exploratory visualisation of this data set. The main advantages of our technique are the means to simultaneously display hundreds of summaries of the data and to interactively browse hundreds of variable combinations with ordering and symbolism that are consistent and appropriate for space- and time- based variables. These capabilities are difficult to achieve in the case of spatio-temporal data with categorical attributes using existing geovisualisation methods. We acknowledge limitations in the treemap representation but enhance the cognitive plausibility of this popular layout through our two-dimensional ordering algorithm and interactions. Patterns that are expected (e.g. more traffic in central London), interesting (e.g. the spatial and temporal distribution of particular vehicle types) and anomalous (e.g. low speeds on particular road sections) are detected at various scales and locations using the approach. In many cases, anomalies identify biases that may have implications for future use of the data set for analyses and applications. Ordered treemaps appear to have potential as interactive interfaces for variable selection in spatio-temporal visualisation. Information Visualization (2008) 7, 210-224. doi: 10.1057/palgrave.ivs.950018

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Sustainability, transport and design: reviewing the prospects for safely encouraging eco-driving

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    Private vehicle use contributes a disproportionately large amount to the degradation of the environment we inhabit. Technological advancement is of course critical to the mitigation of climate change, however alone it will not suffice; we must also see behavioural change. This paper will argue for the application of Ergonomics to the design of private vehicles, particularly low-carbon vehicles (e.g. hybrid and electric), to encourage this behavioural change. A brief review of literature is offered concerning the effect of the design of a technological object on behaviour, the inter-related nature of goals and feedback in guiding performance, the effect on fuel economy of different driving styles, and the various challenges brought by hybrid and electric vehicles, including range anxiety, workload and distraction, complexity, and novelty. This is followed by a discussion on the potential applicability of a particular design framework, namely Ecological Interface Design, to the design of in-vehicle interfaces that encourage energy-conserving driving behaviours whilst minimising distraction and workload, thus ensuring safety

    Innovation in services : the contribution of design theory

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    Research in economics clearly points out that our economy is increasingly dependent on services but, paradoxically, the literature on innovation remains oriented toward product. Therefore many firms lacks well-tested methods to develop new services and rely on informal and largely haphazard processes. The paper makes use the recent advances in design theory to propose an integrated model of New Service Development. It illustrates how the identification of six design parameters of a new service (target clientele, support product, contract, front et back-office processes, economic model) helps clarifying the working of NSD processes. Further the paper assigns four different uses of the model as a NSD management tool.Services;Télématique automobile;Théorie de la conception;Gestion de l'innovation
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