39,698 research outputs found

    5G Visualization: The METIS-II Project Approach

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    [EN] One of the main objectives of the METIS-II project was to enable 5G concepts to reach and convince a wide audience from technology experts to decision makers from non-ICT industries. To achieve this objective, it was necessary to provide easy-to-understand and insightful visualization of 5G. This paper presents the visualization platform developed in the METIS-II project as a joint work of researchers and artists, which is a 3D visualization tool that allows viewers to interact with 5G-enabled scenarios, while permitting simulation driven data to be intuitively evaluated. The platform is a game-based customizable tool that allows a rapid integration of new concepts, allows real-time interaction with remote 5G simulators, and provides a virtual reality-based immersive user experience. As a result, the METIS-II visualization platform has successfully contributed to the dissemination of 5G in different fora and its use will be continued after METIS-II.This work has been performed in the framework of the H2020/5G-PPP project METIS-II cofunded by the EU. The authors wish to thank the rest of METIS-II colleagues who contributed to the development of the METIS-II visualization platform.Martín-Sacristán, D.; Herranz Claveras, C.; Monserrat Del Río, JF.; Szczygiel, A.; Kuruvatti, NP.; Garcia-Roger, D.; Prado-Alvarez, D.... (2018). 5G Visualization: The METIS-II Project Approach. Mobile Information Systems. 1-8. https://doi.org/10.1155/2018/2084950S18Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25-32. doi:10.1109/mc.2005.297Johnson, C. (2004). Top scientific visualization research problems. IEEE Computer Graphics and Applications, 24(4), 13-17. doi:10.1109/mcg.2004.20Tullberg, H., Popovski, P., Li, Z., Uusitalo, M. A., Hoglund, A., Bulakci, O., … Monserrat, J. F. (2016). The METIS 5G System Concept: Meeting the 5G Requirements. IEEE Communications Magazine, 54(12), 132-139. doi:10.1109/mcom.2016.1500799cmLee, B., Riche, N. H., Isenberg, P., & Carpendale, S. (2015). More Than Telling a Story: Transforming Data into Visually Shared Stories. IEEE Computer Graphics and Applications, 35(5), 84-90. doi:10.1109/mcg.2015.99Yi, J. S., Kang, Y. ah, & Stasko, J. (2007). Toward a Deeper Understanding of the Role of Interaction in Information Visualization. IEEE Transactions on Visualization and Computer Graphics, 13(6), 1224-1231. doi:10.1109/tvcg.2007.70515Campbell, B. D. (2016). Immersive Visualization to Support Scientific Insight. IEEE Computer Graphics and Applications, 36(3), 17-21. doi:10.1109/mcg.2016.6

    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

    Mobile learning: benefits of augmented reality in geometry teaching

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    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio

    From Social Simulation to Integrative System Design

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    As the recent financial crisis showed, today there is a strong need to gain "ecological perspective" of all relevant interactions in socio-economic-techno-environmental systems. For this, we suggested to set-up a network of Centers for integrative systems design, which shall be able to run all potentially relevant scenarios, identify causality chains, explore feedback and cascading effects for a number of model variants, and determine the reliability of their implications (given the validity of the underlying models). They will be able to detect possible negative side effect of policy decisions, before they occur. The Centers belonging to this network of Integrative Systems Design Centers would be focused on a particular field, but they would be part of an attempt to eventually cover all relevant areas of society and economy and integrate them within a "Living Earth Simulator". The results of all research activities of such Centers would be turned into informative input for political Decision Arenas. For example, Crisis Observatories (for financial instabilities, shortages of resources, environmental change, conflict, spreading of diseases, etc.) would be connected with such Decision Arenas for the purpose of visualization, in order to make complex interdependencies understandable to scientists, decision-makers, and the general public.Comment: 34 pages, Visioneer White Paper, see http://www.visioneer.ethz.c

    Imaging Sciences R&D Laboratories in Argentina

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    We use the term imaging sciences to refer to the overarching spectrum of scientific and technological contexts which involve images in digital format including, among others, image and video processing, scientific visualization, computer graphics, animations in games and simulators, remote sensing imagery, and also the wide set of associated application areas that have become ubiquitous during the last decade in science, art, human-computer interaction, entertainment, social networks, and many others…Fil: Delrieux, Claudio Augusto. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca. Instituto de Investigaciones en Ingeniería Eléctrica "Alfredo Desages". Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras. Instituto de Investigaciones en Ingeniería Eléctrica "Alfredo Desages"; ArgentinaFil: Ballarin, Virginia Laura. Universidad Nacional de Mar del Plata. Facultad de Ingeniería. Instituto de Investigaciones Científicas y Tecnológicas en Electrónica; ArgentinaFil: Garcia Bauza, Cristian Dario. Universidad Nacional del Centro de la Provincia de Buenos Aires. Facultad de Ciencias Exactas. Grupo de Plasmas Densos Magnetizados. Provincia de Buenos Aires. Gobernación. Comision de Investigaciones Científicas. Grupo de Plasmas Densos Magnetizados; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Tandil; ArgentinaFil: López, Mario A.. University of Denver.; Estados Unido

    Educational Technology as Seen Through the Eyes of the Readers

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    In this paper, I present the evaluation of a novel knowledge domain visualization of educational technology. The interactive visualization is based on readership patterns in the online reference management system Mendeley. It comprises of 13 topic areas, spanning psychological, pedagogical, and methodological foundations, learning methods and technologies, and social and technological developments. The visualization was evaluated with (1) a qualitative comparison to knowledge domain visualizations based on citations, and (2) expert interviews. The results show that the co-readership visualization is a recent representation of pedagogical and psychological research in educational technology. Furthermore, the co-readership analysis covers more areas than comparable visualizations based on co-citation patterns. Areas related to computer science, however, are missing from the co-readership visualization and more research is needed to explore the interpretations of size and placement of research areas on the map.Comment: Forthcoming article in the International Journal of Technology Enhanced Learnin
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