7,712 research outputs found

    Event Visualization in High Energy Physics

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    Sea of Genes: Combining Animation and Narrative Strategies to Visualize Metagenomic Data for Museums

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    We examine the application of narrative strategies to present a complex and unfamiliar metagenomics dataset to the public in a science museum. Our dataset contains information about microbial gene expressions that scientists use to infer the behavior of microbes. This exhibit had three goals: to inform (the) public about microbes' behavior, cycles, and patterns; to link their behavior to the concept of gene expression; and to highlight scientists' use of gene expression data to understand the role of microbes. To address these three goals, we created a visualization with three narrative layers, each layer corresponding to a goal. This study presented us with an opportunity to assess existing frameworks for narrative visualization in a naturalistic setting. We present three successive rounds of design and evaluation of our attempts to engage visitors with complex data through narrative visualization. We highlight our design choices and their underlying rationale based on extant theories. We conclude that a central animation based on a curated dataset could successfully achieve our first goal, i.e., to communicate the aggregate behavior and interactions of microbes. We failed to achieve our second goal and had limited success with the third goal. Overall, this study highlights the challenges of telling multi-layered stories and the need for new frameworks for communicating layered stories in public settings.Comment: This manuscript has been accepted to VIS 2020 and TVCG 9 pages 2 reference

    MAR-CPS: Measurable Augmented Reality for Prototyping Cyber-Physical Systems

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    Cyber-Physical Systems (CPSs) refer to engineering platforms that rely on the inte- gration of physical systems with control, computation, and communication technologies. Autonomous vehicles are instances of CPSs that are rapidly growing with applications in many domains. Due to the integration of physical systems with computational sens- ing, planning, and learning in CPSs, hardware-in-the-loop experiments are an essential step for transitioning from simulations to real-world experiments. This paper proposes an architecture for rapid prototyping of CPSs that has been developed in the Aerospace Controls Laboratory at the Massachusetts Institute of Technology. This system, referred to as MAR-CPS (Measurable Augmented Reality for Prototyping Cyber-Physical Systems), includes physical vehicles and sensors, a motion capture technology, a projection system, and a communication network. The role of the projection system is to augment a physical laboratory space with 1) autonomous vehicles' beliefs and 2) a simulated mission environ- ment, which in turn will be measured by physical sensors on the vehicles. The main focus of this method is on rapid design of planning, perception, and learning algorithms for au- tonomous single-agent or multi-agent systems. Moreover, the proposed architecture allows researchers to project a simulated counterpart of outdoor environments in a controlled, indoor space, which can be crucial when testing in outdoor environments is disfavored due to safety, regulatory, or monetary concerns. We discuss the issues related to the design and implementation of MAR-CPS and demonstrate its real-time behavior in a variety of problems in autonomy, such as motion planning, multi-robot coordination, and learning spatio-temporal fields.Boeing Compan

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    Computers in design education: a case study

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    Cyber Corporate Social Responsibility Communication: Content Analysis on The Official Website of AQUA Group Company

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    The importance of extensive CSR communication is maintained to create a reputation and maintain long-term corporate sustainability. Thus, CSR communication needs to be maintained optimally and comprehensive in a sustainable way to help corporations increase its reputation in the stakeholder's perception and avoid the crisis. Development of cyber information technology makes it easier for stakeholders to gain access to CSR communication, including the use of official websites as accurate as CSR incomes. The study aims to find out how the CSR cyber-communications company AQUA Group activity through official websites. The study studied CSR message content analysis, CSR information presentation, and CSR communication patterns formed by AQUA Group through official websites. The study employed qualitative method of content analysis with a post positivism paradigm. Data collection was done with documentation study techniques that fit the research purposes. The results shows that the content of the CSR's cyber message has been communicated not to refer to the principle of transparency to the content of the internal group's message on employment issues. The CSR's cyber information presentation suggests the AQUA Group has a high level of interactivity on the information fulfillments facility, but it has a low rate of accessibility. The CSR's cyber communication pattern that AQUA Group used a symmetrical two-way communication pattern (the two way symmetrical) by building on stakeholder relationships

    Fundraising Opportunities for Science and Technology Museums

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    The aim of this paper is to analyze the possibilities of private funding for a special kind of museums: science museums and technology centers. In the last years the economic crisis has impacted on the cultural sector, decreasing the public resources traditionally allocated to museums and arts and heritage in general. That has forced art professionals to develop alternative strategies to get the necessary financial support for museum’s activities. Although the crisis has affected also private companies and individuals, nowadays fundraising from the private sector seems to be the major alternative to the lack of public funds. I will start this paper analyzing the ethical problems in applying fundraising and marketing in general to museums and then proceed focusing on the main private sponsors of museums in general (foundations, private corporations and individuals). I will then concentrate on science museums addressing their peculiarities and characteristics; I will later deal with issues related to concrete private sponsorship for this type of museums. In the conclusion, I will delineate what some of the major future challenges for this sector are.Fundraising; Audience Analysis; Marketing; Science and Technology Museums

    Using treemaps for variable selection in spatio-temporal visualisation

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    We demonstrate and reflect upon the use of enhanced treemaps that incorporate spatial and temporal ordering for exploring a large multivariate spatio-temporal data set. The resulting data-dense views summarise and simultaneously present hundreds of space-, time-, and variable-constrained subsets of a large multivariate data set in a structure that facilitates their meaningful comparison and supports visual analysis. Interactive techniques allow localised patterns to be explored and subsets of interest selected and compared with the spatial aggregate. Spatial variation is considered through interactive raster maps and high-resolution local road maps. The techniques are developed in the context of 42.2 million records of vehicular activity in a 98 km(2) area of central London and informally evaluated through a design used in the exploratory visualisation of this data set. The main advantages of our technique are the means to simultaneously display hundreds of summaries of the data and to interactively browse hundreds of variable combinations with ordering and symbolism that are consistent and appropriate for space- and time- based variables. These capabilities are difficult to achieve in the case of spatio-temporal data with categorical attributes using existing geovisualisation methods. We acknowledge limitations in the treemap representation but enhance the cognitive plausibility of this popular layout through our two-dimensional ordering algorithm and interactions. Patterns that are expected (e.g. more traffic in central London), interesting (e.g. the spatial and temporal distribution of particular vehicle types) and anomalous (e.g. low speeds on particular road sections) are detected at various scales and locations using the approach. In many cases, anomalies identify biases that may have implications for future use of the data set for analyses and applications. Ordered treemaps appear to have potential as interactive interfaces for variable selection in spatio-temporal visualisation. Information Visualization (2008) 7, 210-224. doi: 10.1057/palgrave.ivs.950018

    Interactive technologies on art museum websites

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    Master of ScienceDepartment of Communications StudiesGregory PaulThis report investigates how American art museums have adopted interactive technologies on their websites. The use of such technologies brings to the forefront a tension regarding authority over visitors’ experience of and interpretation of art both in person and online. Interactive tools on 15 art museum websites were coded as enabling one of three types of interaction: human-to-computer, human-to-human and human-to-content. Human-to-computer interactive features were most prevalent on museum websites, followed by human-to-human and human-to-content interactive technologies respectively. The findings demonstrate a tension between the goals of art museums in wanting to engage visitors in co-creation of meaning about art on the one hand and wanting to maintain their traditional authority over that meaning on the other. The report concludes by offering recommendations for how museums can use interactive technologies more effectively in order to maintain their role as centers of social and cultural life
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