32,786 research outputs found
The design-by-adaptation approach to universal access: learning from videogame technology
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
Active architecture for pervasive contextual services
International Workshop on Middleware for Pervasive and Ad-hoc Computing MPAC 2003), ACM/IFIP/USENIX International Middleware Conference (Middleware 2003), Rio de Janeiro, Brazil This work was supported by the FP5 Gloss project IST2000-26070, with partners at Trinity College Dublin and Université Joseph Fourier, and by EPSRC grants GR/M78403/GR/M76225, Supporting Internet Computation in Arbitrary Geographical Locations, and GR/R45154, Bulk Storage of XML Documents.Pervasive services may be defined as services that are available "to any client (anytime, anywhere)". Here we focus on the software and network infrastructure required to support pervasive contextual services operating over a wide area. One of the key requirements is a matching service capable of as-similating and filtering information from various sources and determining matches relevant to those services. We consider some of the challenges in engineering a globally distributed matching service that is scalable, manageable, and able to evolve incrementally as usage patterns, data formats, services, network topologies and deployment technologies change. We outline an approach based on the use of a peer-to-peer architecture to distribute user events and data, and to support the deployment and evolution of the infrastructure itself.Peer reviewe
Active architecture for pervasive contextual services
Pervasive services may be defined as services that are available to any client (anytime, anywhere). Here we focus on the software and network infrastructure required to support pervasive contextual services operating over a wide area. One of the key requirements is a matching service capable of assimilating and filtering information from various sources and determining matches relevant to those services. We consider some of the challenges in engineering a globally distributed matching service that is scalable, manageable, and able to evolve incrementally as usage patterns, data formats, services, network topologies and deployment technologies change. We outline an approach based on the use of a peer-to-peer architecture to distribute user events and data, and to support the deployment and evolution of the infrastructure itself
Dynamic Composite Data Physicalization Using Wheeled Micro-Robots
This paper introduces dynamic composite physicalizations, a new class of physical visualizations that use collections of self-propelled objects to represent data. Dynamic composite physicalizations can be used both to give physical form to well-known interactive visualization techniques, and to explore new visualizations and interaction paradigms. We first propose a design space characterizing composite physicalizations based on previous work in the fields of Information Visualization and Human Computer Interaction. We illustrate dynamic composite physicalizations in two scenarios demonstrating potential benefits for collaboration and decision making, as well as new opportunities for physical interaction. We then describe our implementation using wheeled micro-robots capable of locating themselves and sensing user input, before discussing limitations and opportunities for future work
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Holistic facial composite systems: are they compatible with witness recall?
Facial composite systems offer a particular challenge to human-computer interaction as they must facilitate several cognitively complex tasks and also aid communication between the operator and the witness. This paper presents the findings from a survey conducted with UK police composite operators that explored some of the issues involved in composite construction. A particular emphasis was placed on the information that witnesses report and its compatibility with both the composite system interface and the underlying construction method used by the system
A new paradigm for deep sustainability: biourbanism
Biourbanism introduces new conceptual and planning models for a new kind of city, valuing social and economical regeneration of the built environment through developing and healthy communities. Thus, it combines technical aspects, such as zero-emission, energy efficiency, information technology, etc. and the promotion of social sustainability and human well being. In effect, this new paradigm endorses principles of geometrical coherence, Biophilic design, BioArchitecture, Biomimesis, etc. in practices of design and also new urban policies and, especially Biopolitics to promote urban revitalization by ensuring that man-made changes do not have harmful effects to humans. Green city standards start inside the designs of each building and continue either in unbuilt spaces surrounding buildings or inside complex infrastructural networks, connecting buildings and people. The proposed presentation should illustrate how new exciting developments recently, such as fractals, complexity theory, evolutionary biology and artificial intelligence are interrelated and constantly stimulate interaction between human beings and the surrounding environment. New Biophilic solutions in designs of buildings have been proved as attractive opportunities for new markets of housing. Thus, some new infrastructural projects start embracing Biophilic advanced solutions which finally aim at energy efficiency and optimal performance. As parallel activity we can now see emerging new innovative monitoring systems of building health not only in small scale, but also in large scale buildings, such as rail stations, for example, and commercial centres or even sometimes entire educational complexes integrated to new infrastructural projects. Some important case studies are going to be presented; they have been analysed and evaluated by Biourbanism and Biophilia principles and applied methods of design
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Towards Rapid Generation and Visualisation of Large 3D Urban Landscapes for Mobile Device Navigation
In this paper a procedural 3D modelling solution for mobile devices is presented based on scripting algorithms allowing for both the automatic and also semi-automatic creation of photorealistic quality virtual urban content. The combination of aerial images, GIS data, 2D ground maps and terrestrial photographs as input data coupled with a user-friendly customized interface permits the automatic and interactive generation of large-scale, accurate, georeferenced and fully-textured 3D virtual city content, content that can be specially optimized for use with mobile devices but also with navigational tasks in mind. Furthermore, a user-centred mobile virtual reality (VR) visualisation and interaction tool operating on PDAs (Personal Digital Assistants) for pedestrian navigation is also discussed. Via this engine, the import and display of various navigational file formats (2D and 3D) is supported, including a comprehensive front-end user-friendly graphical user interface providing immersive virtual 3D navigation
The development of a natural language interface to a geographical information system
This paper will discuss a two and a half year long project undertaken to develop an English-language interface for the geographical information system GRASS. The work was carried out for NASA by a small business, Netrologic, based in San Diego, California, under Phase 1 and 2 Small Business Innovative Research contracts. We consider here the potential value of this system whose current functionality addresses numerical, categorical and boolean raster layers and includes the display of point sets defined by constraints on one or more layers, answers yes/no and numerical questions, and creates statistical reports. It also handles complex queries and lexical ambiguities, and allows temporarily switching to UNIX or GRASS
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