27,250 research outputs found
Visualization in cyber-geography: reconsidering cartography's concept of visualization in current usercentric cybergeographic cosmologies
This article discusses some epistemological problems of a semiotic and cybernetic
character in two current scientific cosmologies in the study of geographic
information systems (GIS) with special reference to the concept of visualization in
modern cartography.
Setting off from Michael Battyâs prolegomena for a virtual geography and Michael
Goodchildâs âHuman-Computer-Reality-Interactionâ as the field of a new media
convergence and networking of GIS-computation of geo-data, the paper outlines
preliminarily a common field of study, namely that of cybernetic geography, or just
âcyber-geography) owing to the principal similarities with second order cybernetics.
Relating these geographical cosmologies to some of Scienceâs dominant, historical
perceptions of the exploring and appropriating of Nature as an âinventory of
knowledgeâ, the article seeks to identify some basic ontological and epistemological
dimensions of cybernetic geography and visualization in modern cartography.
The points made is that a generalized notion of visualization understood as the use of
maps, or more precisely as cybergeographic GIS-thinking seems necessary as an
epistemological as well as a methodological prerequisite to scientific knowledge in
cybergeography. Moreover do these generalized concept seem to lead to a
displacement of the positions traditionally held by the scientist and lay-man citizen,
that is not only in respect of the perception of the matter studied, i.e. the field of
geography, but also of the manner in which the scientist informs the lay-man citizen
in the course of action in the public participation in decision making; a displacement
that seems to lead to a more critical, or perhaps even quasi-scientific approach as
concerns the lay-man user
Making Exhibitions, Brokering Meaning: Designing new connections across communities of practice
New media museum exhibits often see designers representing the research of expert content providers. Despite perceptions that such exhibits provide museum visitors with a greater depth and range of experience, differences in knowledge and practice between designers and content providers can see content development become an unruly, competitive process in which audience experience, digital mediation, visualisation techniques and meaning become contested territory.
Drawing on Etienne Wengerâs theory of âcommunities of practiceâ, this paper argues that designersâ advocacy for audiences and distance from exhibition content well positions them to broker interdisciplinary goal setting so that exhibitions observe the representational objectives of content providers and meet the needs and preferences of museum visitors. A wide range of design literature already discusses the pragmatic benefits and ethical importance of user-centered design, while the literature on co-design suggests that designed outcomes are more successful if the design process considers the interests of all stakeholders.
These discussions can be compelling, but the inherent challenges in engaging othersâ perspectives and knowledge in the design process are less acknowledged, Wengerâs ideas on the social dynamics of group enterprise offering designers valuable insights into the actuality of negotiating designed outcomes with non-designer stakeholders.
The paper has two main aspects. The first outlines the theory of communities of practice, focusing on the brokering of knowledge and practice between disciplines. This discussion frames an analysis of the design process for two museum exhibitions. Representing an original application of Wengerâs ideas, the discussion recognises the unique role of the designed artifact in brokering information visualization processes, transcending the actions and intentions of individual stakeholders. While accepting there are successful examples of interdisciplinary exchange in various areas of design, the interpretation of examples via Wenger contributes useful principles to the theorisation of co-design with non-designer stakeholders.
Keywords:
Information visualization; New media museum exhibits; Multidisciplinary projects; Communities of Practice; Brokering; User-centered design; Co-Design; Etienne Wenger</p
Evocative computing â creating meaningful lasting experiences in connecting with the past
We present an approach â evocative computing â that demonstrates how âat handâ technologies can be âpicked upâ and used by people to create meaningful and lasting experiences, through connecting and interacting with the past. The approach is instantiated here through a suite of interactive technologies configured for an indoor-outdoor setting that enables groups to explore, discover and research the history and background of a public cemetery. We report on a two-part study where different groups visited the cemetery and interacted with the digital tools and resources. During their activities serendipitous uses of the technology led to connections being made between personal memo-ries and ongoing activities. Furthermore, these experiences were found to be long-lasting; a follow-up study, one year later, showed them to be highly memorable, and in some cases leading participants to take up new directions in their work. We discuss the value of evocative computing for enriching user experiences and engagement with heritage practices
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Investigating Spatial Patterns in User-Generated Photographic Datasets by Means of Interactive Visual Analytics
Analysis of Software Binaries for Reengineering-Driven Product Line Architecture\^aAn Industrial Case Study
This paper describes a method for the recovering of software architectures
from a set of similar (but unrelated) software products in binary form. One
intention is to drive refactoring into software product lines and combine
architecture recovery with run time binary analysis and existing clustering
methods. Using our runtime binary analysis, we create graphs that capture the
dependencies between different software parts. These are clustered into smaller
component graphs, that group software parts with high interactions into larger
entities. The component graphs serve as a basis for further software product
line work. In this paper, we concentrate on the analysis part of the method and
the graph clustering. We apply the graph clustering method to a real
application in the context of automation / robot configuration software tools.Comment: In Proceedings FMSPLE 2015, arXiv:1504.0301
Geoscience after IT: Part J. Human requirements that shape the evolving geoscience information system
The geoscience record is constrained by the limitations of human thought and of the technology for handling information. IT can lead us away from the tyranny of older technology, but to find the right path, we need to understand our own limitations. Language, images, data and mathematical models, are tools for expressing and recording our ideas. Backed by intuition, they enable us to think in various modes, to build knowledge from information and create models as artificial views of a real world. Markup languages may accommodate more flexible and better connected records, and the object-oriented approach may help to match IT more closely to our thought processes
The Case for a Contemplative Philosophy of Education
I argue for the use of contemplative practices, such as meditation, journaling, reflection, etc., as an adjunct or alternative form of pedagogy that can help enrich student engagement, facilitate the creation of a philosophical mind state, and engender intrinsic curiosity and related psychological and/or motivational qualities that are supportive of educational ideals. I report on my own scholarship of teaching and learning (SoTL) research performed in my philosophy classes, as a case study in point. I found that the more times students in my different philosophy courses meditated, the more their subjective responses changed on surveys about their philosophical attitudes and beliefs
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