1,047 research outputs found

    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

    The design-by-adaptation approach to universal access: learning from videogame technology

    Get PDF
    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

    Visualizing Processes on the Web

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    In this paper, we describe 3WPS, a framework to build distributed systems that are able to monitor and interact with a process through a 3D interface that is accessible via the World Wide Web (WWW). The 3WPS is easily configurable, easily adaptable to different processes with high reuse of ts software components and its distributed architecture leverages on off-the-shelf components of the WWW infrastructure such as Java applets and Virtual Reality Modeling Language (VRML) browsers. We describe the characteristics of 3WPS framework by mainly focusing on the issue of programmability and by contextually providing an example tour of its usage

    Travails in the third dimension: a critical evaluation of three-dimensional geographical visualization

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    Several broad questions are posed about the role of the third dimension in data visualization. First, how far have we come in developing effective 3D displays for the analysis of spatial and other data? Second, when is it appropriate to use 3D techniques in visualising data, which 3D techniques are most appropriate for particular applications, and when might 2D approaches be more appropriate? (Indeed, is 3D always better than 2D?) Third, what can we learn from other communities in which 3D graphics and visualization technologies have been developed? And finally, what are the key R&D challenges in making effective use of the third dimension for visualising data across the spatial and related sciences? Answers to these questions will be based on several lines of evidence: the extensive literature on data and information visualization; visual perception research; computer games technology; and the author’s experiments with a prototype 3D data visualization system

    Travails in the third dimension: a critical evaluation of three-dimensional geographical visualization

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    Several broad questions are posed about the role of the third dimension in data visualization. First, how far have we come in developing effective 3D displays for the analysis of spatial and other data? Second, when is it appropriate to use 3D techniques in visualising data, which 3D techniques are most appropriate for particular applications, and when might 2D approaches be more appropriate? (Indeed, is 3D always better than 2D?) Third, what can we learn from other communities in which 3D graphics and visualization technologies have been developed? And finally, what are the key R&D challenges in making effective use of the third dimension for visualising data across the spatial and related sciences? Answers to these questions will be based on several lines of evidence: the extensive literature on data and information visualization; visual perception research; computer games technology; and the author’s experiments with a prototype 3D data visualization system

    Application-driven visual computing towards industry 4.0 2018

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    245 p.La Tesis recoge contribuciones en tres campos: 1. Agentes Virtuales Interactivos: autónomos, modulares, escalables, ubicuos y atractivos para el usuario. Estos IVA pueden interactuar con los usuarios de manera natural.2. Entornos de RV/RA Inmersivos: RV en la planificación de la producción, el diseño de producto, la simulación de procesos, pruebas y verificación. El Operario Virtual muestra cómo la RV y los Co-bots pueden trabajar en un entorno seguro. En el Operario Aumentado la RA muestra información relevante al trabajador de una manera no intrusiva. 3. Gestión Interactiva de Modelos 3D: gestión online y visualización de modelos CAD multimedia, mediante conversión automática de modelos CAD a la Web. La tecnología Web3D permite la visualización e interacción de estos modelos en dispositivos móviles de baja potencia.Además, estas contribuciones han permitido analizar los desafíos presentados por Industry 4.0. La tesis ha contribuido a proporcionar una prueba de concepto para algunos de esos desafíos: en factores humanos, simulación, visualización e integración de modelos

    Moveable worlds/digital scenographies

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    This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ Intellect Ltd 2010.The mixed reality choreographic installation UKIYO explored in this article reflects an interest in scenographic practices that connect physical space to virtual worlds and explore how performers can move between material and immaterial spaces. The spatial design for UKIYO is inspired by Japanese hanamichi and western fashion runways, emphasizing the research production company's commitment to various creative crossovers between movement languages, innovative wearable design for interactive performance, acoustic and electronic sound processing and digital image objects that have a plastic as well as an immaterial/virtual dimension. The work integrates various forms of making art in order to visualize things that are not in themselves visual, or which connect visual and kinaesthetic/tactile/auditory experiences. The ‘Moveable Worlds’ in this essay are also reflections of the narrative spaces, subtexts and auditory relationships in the mutating matrix of an installation-space inviting the audience to move around and follow its sensorial experiences, drawn near to the bodies of the dancers.Brunel University, the British Council, and the Japan Foundation

    Integration of E-Learning 2.0 with Web 2.0

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    A review of studies that have examined the integration of Web 2.0 tools into E-Learning 2.0 within built environment educational programs is undertaken. An analysis of studies undertaken reveals five core themes can be derived: (1) students using Web 2.0 demonstrate the capability for effective learning; (2) Skills learned via Web 2.0 can be transferred to the work and untrained tasks; (3) limited research has compared learning in conventional E-Learning and Web 2.0 environments; (4) E-Learning 2.0 enables social learning process to take place, and (5) the shift from eLearning 1.0 (Web 1.0 based) to E-Learning 2.0 (Web 2.0 based) requires not only a technological shift, but also a fundamental shift in the way knowledge is socially constructed and shared. Future issues and challenges are identified in order to ameliorate the integration of the E-Learning 2.0 experience with Web 2.0 tools

    Anomaly detection using pattern-of-life visual metaphors

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    Complex dependencies exist across the technology estate, users and purposes of machines. This can make it difficult to efficiently detect attacks. Visualization to date is mainly used to communicate patterns of raw logs, or to visualize the output of detection systems. In this paper we explore a novel approach to presenting cybersecurity-related information to analysts. Specifically, we investigate the feasibility of using visualizations to make analysts become anomaly detectors using Pattern-of-Life Visual Metaphors. Unlike glyph metaphors, the visualizations themselves (rather than any single visual variable on screen) transform complex systems into simpler ones using different mapping strategies. We postulate that such mapping strategies can yield new, meaningful ways to showing anomalies in a manner that can be easily identified by analysts. We present a classification system to describe machine and human activities on a host machine, a strategy to map machine dependencies and activities to a metaphor. We then present two examples, each with three attack scenarios, running data generated from attacks that affect confidentiality, integrity and availability of machines. Finally, we present three in-depth use-case studies to assess feasibility (i.e. can this general approach be used to detect anomalies in systems?), usability and detection abilities of our approach. Our findings suggest that our general approach is easy to use to detect anomalies in complex systems, but the type of metaphor has an impact on user's ability to detect anomalies. Similar to other anomaly-detection techniques, false positives do exist in our general approach as well. Future work will need to investigate optimal mapping strategies, other metaphors, and examine how our approach compares to and can complement existing techniques

    A Design Space for Exploring Rich and Complex Information Environments

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    International audienceIn this paper we discuss the visualization and interaction paradigms based on overview+detail and focus+context models, proposing a design methodology suitable for rich information environments, made of multivariate data and multi-device deployment. We propose to identify a set of meaningful categories of information visualization and interaction corresponding to different user goals and exploration spaces, starting from a global universe of discourse and going down into the ultimate data items, through discrete intermediate steps corresponding to structured context and overview levels. Each category de nes an association with a speci c knowledge goal, the deployment on a suitable class of devices and the access through adequate interaction techniques. Such design methodology is applied to two case studies, one in the domain of energy consumption management, the other in cultural heritage fruition
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