45,786 research outputs found
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A visual language to characterise transitions in narrative visualization
We use a taxonomy of panel-to-panel transitions in comics, refined the definition of its components to reflect the nature of data-stories in information visualization, and then, use the taxonomy in coding a number of VAST challenges videos from the last four years. We represent the use of transitions in each video graphically with a diagram that shows how the information was added incrementally in order to tell a story that answers a particular question. A number of issues have been taken into account when coding transitions in each video as well as in designing and creating the visual diagram such as, nested transitions, the use of sub-topics, and delayed transitions
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Supporting Story Synthesis: Bridging the Gap between Visual Analytics and Storytelling
Visual analytics usually deals with complex data and uses sophisticated algorithmic, visual, and interactive techniques. Findings of the analysis often need to be communicated to an audience that lacks visual analytics expertise. This requires analysis outcomes to be presented in simpler ways than that are typically used in visual analytics systems. However, not only analytical visualizations may be too complex for target audience but also the information that needs to be presented. Hence, there exists a gap on the path from obtaining analysis findings to communicating them, which involves two aspects: information and display complexity. We propose a general framework where data analysis and result presentation are linked by story synthesis, in which the analyst creates and organizes story contents. Differently, from the previous research, where analytic findings are represented by stored display states, we treat findings as data constructs. In story synthesis, findings are selected, assembled, and arranged in views using meaningful layouts that take into account the structure of information and inherent properties of its components. We propose a workflow for applying the proposed framework in designing visual analytics systems and demonstrate the generality of the approach by applying it to two domains, social media, and movement analysis
Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations
The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies.
Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified.
Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach.
Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of âwhat ifâ or âwhat can it beâ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection.
Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations.
Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research
Storia: Summarizing Social Media Content based on Narrative Theory using Crowdsourcing
People from all over the world use social media to share thoughts and
opinions about events, and understanding what people say through these channels
has been of increasing interest to researchers, journalists, and marketers
alike. However, while automatically generated summaries enable people to
consume large amounts of data efficiently, they do not provide the context
needed for a viewer to fully understand an event. Narrative structure can
provide templates for the order and manner in which this data is presented to
create stories that are oriented around narrative elements rather than
summaries made up of facts. In this paper, we use narrative theory as a
framework for identifying the links between social media content. To do this,
we designed crowdsourcing tasks to generate summaries of events based on
commonly used narrative templates. In a controlled study, for certain types of
events, people were more emotionally engaged with stories created with
narrative structure and were also more likely to recommend them to others
compared to summaries created without narrative structure
Use of an agile bridge in the development of assistive technology
Engaging with end users in the development of assistive technologies remains one of the major challenges for researchers and developers in the field of accessibility and HCI. Developing usable software systems for people with complex disabilities is problematic, software developers are wary of using user-centred design, one of the main methods by which usability can be improved, due to concerns about how best to work with adults with complex disabilities, in particular Severe Speech and Physical Impairments (SSPI) and how to involve them in research. This paper reports on how the adoption of an adapted agile approach involving the incorporation of a user advocate on the research team helped in meeting this challenge in one software project and offers suggestions for how this could be used by other development teams
Machinima interventions: innovative approaches to immersive virtual world curriculum integration
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing that digital media works best when simply developed for deployment within a blended curriculum to inform learning activity, and where the media are specifically designed to set challenges, seed ideas, or illustrate problems. Machinima, digital films created in IVWs, or digital games offer a rich mechanism for delivering such interventions. Scenes are storyboarded, constructed, shot and edited using techniques similar to professional film production, drawing upon a cast of virtual world avatars controlled through a humanâcomputer interface, rather than showing realâlife actors. The approach enables academics or students to make films using screen capture software and desktop editing tools. In studentâgenerated production models the learning value may be found in the production process itself. This paper discusses six case studies and several themes from research on ideas for educational machinima including: access to production; creativity in teaching and learning; media intervention methodology; production models; reusability; visualisation and simulation
Player agency in interactive narrative: audience, actor & author
The question motivating this review paper is, how can
computer-based interactive narrative be used as a constructivist learn-
ing activity? The paper proposes that player agency can be used to
link interactive narrative to learner agency in constructivist theory,
and to classify approaches to interactive narrative. The traditional
question driving research in interactive narrative is, âhow can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?â This question
derives from an Aristotelian approach to interactive narrative that,
as the question shows, is inherently antagonistic to player agency.
Within this approach, player agency must be restricted and manip-
ulated to maintain the narrative. Two alternative approaches based
on Brechtâs Epic Theatre and Boalâs Theatre of the Oppressed are
reviewed. If a Boalian approach to interactive narrative is taken the
conflict between narrative and player agency dissolves. The question
that emerges from this approach is quite different from the traditional
question above, and presents a more useful approach to applying in-
teractive narrative as a constructivist learning activity
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