6,370 research outputs found
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Argument maps as policy memories for informed deliberation: A research note
This is an eGISE network paper. A significant area within eGovernment is concerned with systems to
support democratic policy formation and decision making processes. In modern government, both
local and national, consultation with interested parties is an important element in maintaining the
democratic process. To date online consultation tools have has used existing software tools, which are
simple text based tools that were not tailored to the process. This project proposes to develop an
online tool that will visualise the issues and arguments graphically as the consultation process
proceeds. Using Discourse Analysis and Ontological Engineering it will create Argument Maps that
will server not only to inform participants but also the archive record of the consultation â the Policy
Memory. We hypothesise that such a tool would allow citizens to be come more engaged with policy
formation and enhance democratic participation
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Analysing the Role of Interactivity in User Experience
An experimental investigation into the role of interaction in user experience (UX) with a controlled manipulation of interactivity features (e.g. avatars, interactive video) in a university information website is reported. The more interactive version had better affect and hedonic ratings, even though its perceived usability was worse. Analysis of qualitative data showed users were attracted to the interactive features, although they complained about poor usability. The results of the experiments are discussed to consider the role of interactivity in user experience and the differences between usersâ quantitative judgements of UX and their comments on interactive features which
reveal different perspectives
The Grammar of Interactive Explanatory Model Analysis
The growing need for in-depth analysis of predictive models leads to a series
of new methods for explaining their local and global properties. Which of these
methods is the best? It turns out that this is an ill-posed question. One
cannot sufficiently explain a black-box machine learning model using a single
method that gives only one perspective. Isolated explanations are prone to
misunderstanding, which inevitably leads to wrong or simplistic reasoning. This
problem is known as the Rashomon effect and refers to diverse, even
contradictory interpretations of the same phenomenon. Surprisingly, the
majority of methods developed for explainable machine learning focus on a
single aspect of the model behavior. In contrast, we showcase the problem of
explainability as an interactive and sequential analysis of a model. This paper
presents how different Explanatory Model Analysis (EMA) methods complement each
other and why it is essential to juxtapose them together. The introduced
process of Interactive EMA (IEMA) derives from the algorithmic side of
explainable machine learning and aims to embrace ideas developed in cognitive
sciences. We formalize the grammar of IEMA to describe potential human-model
dialogues. IEMA is implemented in the human-centered framework that adopts
interactivity, customizability and automation as its main traits. Combined,
these methods enhance the responsible approach to predictive modeling.Comment: 17 pages, 10 figures, 3 table
Visual communication in urban planning and urban design
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
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An overview study of twitter in the UK local government
Copyright @ 2012 Brunel UniversityMicroblogging applications are becoming a momentous element of the public sector social media agenda. The potential of Twitter to update the public with frequent, concise and real-time content has motivated many pubic authorities to create their accounts, thus generating an interesting topic for research. This paper seeks to make an empirical and methodological contribution to this new body of knowledge by presenting an overview study of general Twitter accounts maintained by UK local government authorities. Over 296,000 tweets were collected from the 187officially listed local government accounts. The analysis was conducted in two stages: an examination of the Twitter networks developed by the accounts was followed by a structural analysis of the tweets. The combination of online research and social media analytics techniques enabled us to reach important conclusions about the use of Twitter by those authorities. The findings indicate high level of maturity of Twitter in the UK local government and point to several directions for further increasing the impact and visibility of those accounts within a social media strategy
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Use of creative tools, technologies, processes and practices in the sectors of Art, Media, and Architecture: State-of the-Art and desired future scenarios
The aim of the paper is to analyse and present the preliminary findings of the EU FP7 funded CRe-AM project for the Art, Media, and Architecture sectors. This project bridges communities of technology providers and innovators with the creative industries, with the aim to build sector-specific dynamic roadmaps for the future of the European creative industries by examining the current state-of-the-art tools, technologies, processes, and practices supporting the creative process against the future scenarios envisioned by stakeholders in these sectors.This work was carried out as part of CRe-AM project, which is supported by European Commission (grant agreement n°612451)
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