352 research outputs found

    CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines

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    Based on the information provided by European projects and national initiatives related to multimedia search as well as domains experts that participated in the CHORUS Think-thanks and workshops, this document reports on the state of the art related to multimedia content search from, a technical, and socio-economic perspective. The technical perspective includes an up to date view on content based indexing and retrieval technologies, multimedia search in the context of mobile devices and peer-to-peer networks, and an overview of current evaluation and benchmark inititiatives to measure the performance of multimedia search engines. From a socio-economic perspective we inventorize the impact and legal consequences of these technical advances and point out future directions of research

    āļāļēāļĢāļ•āļĢāļ§āļˆāļŠāļ­āļšāļ›āļĢāļ°āļŠāļīāļ—āļ˜āļīāļ āļēāļžāļ‚āļ­āļ‡ DEG7–9 āļŪāļīāļ§āļĢāļīāļŠāļ•āļīāļāđ€āļžāļ·āđˆāļ­āļāļēāļĢāļ­āļ­āļāđāļšāļšāļ”āđ‰āļ§āļĒāļāļēāļĢāļ›āļĢāļ°āđ€āļĄāļīāļ™āļ•āđ‰āļ™āđāļšāļšāđ€āļāļĄ

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    Validating the Effectiveness of the DEG7-9 Design Heuristics by Evaluating the Game Prototype Kornchulee Sungkaew, Traipop Wongphet and Kodchamon KaewsuksiāļĢāļąāļšāļšāļ—āļ„āļ§āļēāļĄ: 12 āļāļļāļĄāļ āļēāļžāļąāļ™āļ˜āđŒ 2562; āđāļāđ‰āđ„āļ‚āļšāļ—āļ„āļ§āļēāļĄ: 22 āļŠāļīāļ‡āļŦāļēāļ„āļĄ 2562; āļĒāļ­āļĄāļĢāļąāļšāļ•āļĩāļžāļīāļĄāļžāđŒ: 3 āļ•āļļāļĨāļēāļ„āļĄ 2562DOI: http://doi.org/10.14456/jstel.2019.12 āļšāļ—āļ„āļąāļ”āļĒāđˆāļ­āļ‡āļēāļ™āļ§āļīāļˆāļąāļĒāļ™āļĩāđ‰āļĄāļĩāļ§āļąāļ•āļ–āļļāļ›āļĢāļ°āļŠāļ‡āļ„āđŒāđ€āļžāļ·āđˆāļ­āļ•āļĢāļ§āļˆāļŠāļ­āļšāļ›āļĢāļ°āļŠāļīāļ—āļ˜āļīāļ āļēāļžāļ‚āļ­āļ‡āļŠāļļāļ”āļŪāļīāļ§āļĢāļīāļŠāļ•āļīāļāđ€āļžāļ·āđˆāļ­āļāļēāļĢāļ­āļ­āļāđāļšāļš āļŠāļ·āđˆāļ­ “DEG7–9” āđ‚āļ”āļĒāļāļēāļĢāļ™āļģ DEG7–9 āđ„āļ›āđƒāļŠāđ‰āđ€āļ›āđ‡āļ™āđāļ™āļ§āļ—āļēāļ‡āđƒāļ™āļāļēāļĢāļ­āļ­āļāđāļšāļšāđāļĨāļ°āļžāļąāļ’āļ™āļēāđ€āļāļĄāļ”āļīāļˆāļīāļ—āļąāļĨāđ€āļžāļ·āđˆāļ­āļāļēāļĢ āļĻāļķāļāļĐāļēāļŠāļģāļŦāļĢāļąāļšāđ€āļ”āđ‡āļāļ­āļēāļĒāļļ 7–9 āļ›āļĩ āđāļĨāđ‰āļ§āļˆāļķāļ‡āļĻāļķāļāļĐāļēāļ›āļĢāļ°āļŠāļīāļ—āļ˜āļīāļ āļēāļžāļ‚āļ­āļ‡āđ€āļāļĄāļ”āļīāļˆāļīāļ—āļąāļĨāļ•āđˆāļ­āļœāļĨāļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰āļ‚āļ­āļ‡āđ€āļ”āđ‡āļāļ­āļēāļĒāļļ 7–9 āļ›āļĩ āļāļĢāļ°āļšāļ§āļ™āļāļēāļĢāļĻāļķāļāļĐāļēāļ§āļīāļˆāļąāļĒāđ€āļĢāļīāđˆāļĄāļ•āđ‰āļ™āļ”āđ‰āļ§āļĒāļāļēāļĢāļ–āđˆāļēāļĒāļ—āļ­āļ”āļŪāļīāļ§āļĢāļīāļŠāļ•āļīāļāđ€āļžāļ·āđˆāļ­āļāļēāļĢāļ­āļ­āļāđāļšāļš 6 āļ„āļļāļ“āļĨāļąāļāļĐāļ“āļ°āļ‚āļ­āļ‡ DEG7–9 āđƒāļŦāđ‰āđāļāđˆāļ™āļąāļāļĻāļķāļāļĐāļēāļŠāļēāļ‚āļēāļ§āļīāļŠāļēāđ€āļ—āļ„āđ‚āļ™āđ‚āļĨāļĒāļĩāļĄāļąāļĨāļ•āļīāļĄāļĩāđ€āļ”āļĩāļĒāđāļĨāļ°āđāļ­āļ™āļīāđ€āļĄāļŠāļąāļ™ āļ„āļ“āļ°āļ§āļīāļ—āļĒāļēāļĻāļēāļŠāļ•āļĢāđŒāđāļĨāļ°āđ€āļ—āļ„āđ‚āļ™-āđ‚āļĨāļĒāļĩ āļĄāļŦāļēāļ§āļīāļ—āļĒāļēāļĨāļąāļĒāļ—āļĩāđˆāļœāļđāđ‰āļ§āļīāļˆāļąāļĒāļŠāļąāļ‡āļāļąāļ” āļˆāļēāļāļ™āļąāđ‰āļ™āļ™āļąāļāļĻāļķāļāļĐāļēāđƒāļŠāđ‰ DEG7–9 āđƒāļ™āļāļēāļĢāļ­āļ­āļāđāļšāļšāđāļĨāļ°āļžāļąāļ’āļ™āļēāļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāđ€āļĢāļ·āđˆāļ­āļ‡ “āļāļēāļĢāļ„āļąāļ”āđāļĒāļāļ‚āļĒāļ°â€ āđ‚āļ”āļĒāļŠāļ·āđˆāļ­āļ›āļĢāļ°āļāļ­āļšāđ„āļ›āļ”āđ‰āļ§āļĒ āđ€āļāļĄāļ”āļīāļˆāļīāļ—āļąāļĨāđ€āļžāļ·āđˆāļ­āļāļēāļĢāļĻāļķāļāļĐāļē āđāļ­āļ™āļīāđ€āļĄāļŠāļąāļ™āļ­āļīāļ™āđ‚āļŸāļāļĢāļēāļŸāļīāļ āđāļĨāļ°āđāļšāļšāļ—āļ”āļŠāļ­āļšāļ§āļąāļ”āļœāļĨāļŠāļąāļĄāļĪāļ—āļ˜āļīāđŒāļ—āļēāļ‡āļāļēāļĢāđ€āļĢāļĩāļĒāļ™ āļ•āđˆāļ­āļĄāļēāļ™āļģāļŠāļ·āđˆāļ­āļ”āļīāļˆāļīāļ—āļąāļĨāđ„āļ›āļ—āļ”āļĨāļ­āļ‡āđƒāļŠāđ‰āļāļąāļšāļāļĨāļļāđˆāļĄāļ•āļąāļ§āļ­āļĒāđˆāļēāļ‡āļ‹āļķāđˆāļ‡āđ€āļ›āđ‡āļ™āļ™āļąāļāđ€āļĢāļĩāļĒāļ™āļ­āļēāļĒāļļ 7–9 āļ›āļĩ āđ‚āļ”āļĒāļāļēāļĢāļŠāļļāđˆāļĄāļ­āļĒāđˆāļēāļ‡āļ‡āđˆāļēāļĒāļˆāļģāļ™āļ§āļ™ 72 āļ„āļ™ āļˆāļēāļāđ‚āļĢāļ‡āđ€āļĢāļĩāļĒāļ™āđƒāļ™āļžāļ·āđ‰āļ™āļ—āļĩāđˆāđƒāļŦāđ‰āļšāļĢāļīāļāļēāļĢāļ§āļīāļŠāļēāļāļēāļĢāļ‚āļ­āļ‡āļ„āļ“āļ°āļ§āļīāļ—āļĒāļēāļĻāļēāļŠāļ•āļĢāđŒāđāļĨāļ°āđ€āļ—āļ„āđ‚āļ™āđ‚āļĨāļĒāļĩ āļŦāļĨāļąāļ‡āļˆāļēāļāļ„āļąāļ”āļāļĢāļ­āļ‡āļ‚āđ‰āļ­āļĄāļđāļĨāđāļĨāđ‰āļ§āļ„āļ‡āđ€āļŦāļĨāļ·āļ­āļ‚āđ‰āļ­āļĄāļđāļĨāļ—āļĩāđˆāļŠāļēāļĄāļēāļĢāļ–āđƒāļŠāđ‰āļ›āļĢāļ°āđ‚āļĒāļŠāļ™āđŒāđ„āļ”āđ‰āļˆāļģāļ™āļ§āļ™ 65 āļ„āļ™ āļœāļĨāļŠāļąāļĄāļĪāļ—āļ˜āļīāđŒāļ—āļēāļ‡āļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļ‚āļ­āļ‡āļ™āļąāļāđ€āļĢāļĩāļĒāļ™āđāļ•āđˆāļĨāļ°āļ„āļ™āļ–āļđāļāļ•āļĢāļ§āļˆāļŠāļ­āļšāđ‚āļ”āļĒāđƒāļŠāđ‰āļŠāļ–āļīāļ•āļīāļ™āļ­āļ™āļžāļēāļĢāļēāđ€āļĄāļ•āļĢāļīāļāđ€āļžāļ·āđˆāļ­āđ€āļ›āļĢāļĩāļĒāļšāđ€āļ—āļĩāļĒāļšāļ„āđˆāļēāđ€āļ‰āļĨāļĩāđˆāļĒāļ„āļ°āđāļ™āļ™āļ—āļ”āļŠāļ­āļšāļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰āļāđˆāļ­āļ™āđāļĨāļ°āļŦāļĨāļąāļ‡āđ€āļĨāđˆāļ™āđ€āļāļĄāļ§āđˆāļēāļĄāļĩāļ„āļ§āļēāļĄāđāļ•āļāļ•āđˆāļēāļ‡āļāļąāļ™āļŦāļĢāļ·āļ­āđ„āļĄāđˆ āļœāļĨāļāļēāļĢāļĻāļķāļāļĐāļēāļžāļšāļ§āđˆāļē āļ™āļąāļāđ€āļĢāļĩāļĒāļ™āļ—āļĩāđˆāđ€āļĢāļĩāļĒāļ™āļ”āđ‰āļ§āļĒāđ€āļāļĄāļ”āļīāļˆāļīāļ—āļąāļĨāļĄāļĩāļœāļĨāļŠāļąāļĄāļĪāļ—āļ˜āļīāđŒāļ—āļēāļ‡āļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļŦāļĨāļąāļ‡āđ€āļĨāđˆāļ™āđ€āļāļĄāļŠāļđāļ‡āļāļ§āđˆāļēāļāđˆāļ­āļ™āđ€āļĨāđˆāļ™āđ€āļāļĄ(p < .05) āļ™āļąāļāđ€āļĢāļĩāļĒāļ™āļĄāļĩāļ„āļ°āđāļ™āļ™āđ€āļ‰āļĨāļĩāđˆāļĒāļˆāļēāļāļāļēāļĢāļ—āļģāđāļšāļšāļ—āļ”āļŠāļ­āļšāļŦāļĨāļąāļ‡āđ€āļĨāđˆāļ™āđ€āļāļĄāđ€āļžāļīāđˆāļĄāļˆāļēāļ 4.94 āļ„āļ°āđāļ™āļ™ āđ€āļ›āđ‡āļ™ 5.18 āļ„āļ°āđāļ™āļ™ āļˆāļēāļāļ„āļ°āđāļ™āļ™āđ€āļ•āđ‡āļĄ 10 āļ„āļ°āđāļ™āļ™ āļ­āļēāļˆāļāļĨāđˆāļēāļ§āđ„āļ”āđ‰āļ§āđˆāļē āđ€āļāļĄāļ”āļīāļˆāļīāļ—āļąāļĨāđ€āļžāļ·āđˆāļ­āļāļēāļĢāļĻāļķāļāļĐāļēāđ€āļĢāļ·āđˆāļ­āļ‡ “āļāļēāļĢāļ„āļąāļ”āđāļĒāļāļ‚āļĒāļ°â€ āļ‹āļķāđˆāļ‡āļ­āļ­āļāđāļšāļšāđ‚āļ”āļĒāđƒāļŠāđ‰ DEG7–9 āđ€āļ›āđ‡āļ™āđāļ™āļ§āļ—āļēāļ‡ āļŠāļēāļĄāļēāļĢāļ–āđ€āļžāļīāđˆāļĄāļžāļđāļ™āļ„āļ§āļēāļĄāļĢāļđāđ‰āđ€āļāļĩāđˆāļĒāļ§āļāļąāļšāļāļēāļĢāļ„āļąāļ”āđāļĒāļāļ‚āļĒāļ°āđƒāļŦāđ‰āđāļāđˆāļ™āļąāļāđ€āļĢāļĩāļĒāļ™āļ—āļĩāđˆāđ€āļ‚āđ‰āļēāļĢāđˆāļ§āļĄāļāļīāļˆāļāļĢāļĢāļĄāļāļēāļĢāđ€āļĨāđˆāļ™āđ€āļāļĄāđ„āļ”āđ‰ āļ™āļ­āļāļˆāļēāļāļ™āļĩāđ‰āļœāļĨāļāļēāļĢāļĻāļķāļāļĐāļēāļ§āļīāļˆāļąāļĒāđāļŠāļ”āļ‡āđƒāļŦāđ‰āđ€āļŦāđ‡āļ™āļ§āđˆāļē DEG7–9 āļŠāļēāļĄāļēāļĢāļ–āļ™āļģāđ„āļ›āđƒāļŠāđ‰āļ­āļ­āļāđāļšāļšāđ€āļāļĄāļ”āļīāļˆāļīāļ—āļąāļĨāđ„āļ”āđ‰āļ‡āđˆāļēāļĒ āđ€āļ™āļ·āđˆāļ­āļ‡āļˆāļēāļāđ€āļ™āļ·āđ‰āļ­āļŦāļēāļ‚āļ­āļ‡ DEG7–9 āđ€āļ›āđ‡āļ™āļŠāļīāđˆāļ‡āļ—āļĩāđˆāļ›āļāļīāļšāļąāļ•āļīāļ•āļēāļĄāđ„āļ”āđ‰āļ—āļąāļ™āļ—āļĩ āđāļĨāļ°āđ„āļ”āđ‰āļĢāļąāļšāļāļēāļĢāļžāļąāļ’āļ™āļēāļ‚āļķāđ‰āļ™āļŠāļģāļŦāļĢāļąāļšāļāļēāļĢāļ­āļ­āļāđāļšāļšāđ€āļāļĄāļ”āļīāļˆāļīāļ—āļąāļĨāđ€āļžāļ·āđˆāļ­āļāļēāļĢāļĻāļķāļāļĐāļēāļŠāļģāļŦāļĢāļąāļšāđ€āļ”āđ‡āļāļāļĨāļļāđˆāļĄāļ­āļēāļĒāļļ 7–9 āļ›āļĩāđ‚āļ”āļĒāđ€āļ‰āļžāļēāļ° āļ„āļģāļŠāļģāļ„āļąāļ: āļŪāļīāļ§āļĢāļīāļŠāļ•āļīāļāđ€āļžāļ·āđˆāļ­āļāļēāļĢāļ­āļ­āļāđāļšāļš  āđ€āļāļĄāļ”āļīāļˆāļīāļ—āļąāļĨāđ€āļžāļ·āđˆāļ­āļāļēāļĢāļĻāļķāļāļĐāļē  āļāļēāļĢāļ•āļĢāļ§āļˆāļŠāļ­āļšāļŪāļīāļ§āļĢāļīāļŠāļ•āļīāļ āļāļēāļĢāļ­āļ­āļāđāļšāļšāđāļĨāļ°āļžāļąāļ’āļ™āļēāđ€āļāļĄ  āļāļēāļĢāļ›āļāļīāļŠāļąāļĄāļžāļąāļ™āļ˜āđŒāļĢāļ°āļŦāļ§āđˆāļēāļ‡āļĄāļ™āļļāļĐāļĒāđŒāļāļąāļšāļ„āļ­āļĄāļžāļīāļ§āđ€āļ•āļ­āļĢāđŒÂ  Abstract The research aimed to validate the effectiveness of the Design Heuristics named “DEG7–9” by applying the heuristics as a guideline in the design and development of a digital educational game for children aged 7–9. The effectiveness of the digital educational game on learning outcomes was evaluated. The research process was started by educating the DEG7–9 to students of Multimedia Technology and Animation Program, Faculty of Science and Tech-nology, the affiliated university of the researcher. A digital media on "Waste Separation" was designed and developed by the students. The media included a digital educational game which was designed using DEG7–9 as a guideline, an animated infographics, and a pretest/posttest. The digital media was used by a simple random sample of 72 students aged 7–9 from a network school of the university; however, the remaining of 65 records were useful for analysing. The nonparametric statistics were used to compare the average scores of the pretest and posttest. The result indicated a significant difference in the score of posttest (M = 5.18) over the score of pretest (M = 4.94) (p < .05). It could be inferred that the digital educational game on “Waste Separation” designed using DEG7–9 could enhance specific knowledge on waste separation of the participating children after they played. Moreover, the results showed that DEG7–9 can be applied easily for designing a digital educational game because the heuristics are practical statements. In particular, DEG7–9 is a specific set of heuristics for designing digital educational games for children aged 7–9. Keywords: Design heuristics, Digital educational games, Heuristic validation, Game design and development, Human–computer interaction (HCI

    Big data analytics in e-commerce: A systematic review and agenda for future research

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    There has been an increasing emphasis on big data analytics (BDA) in e-commerce in recent years. However, it remains poorly-explored as a concept, which obstructs its theoretical and practical development. This position paper explores BDA in e-commerce by drawing on a systematic review of the literature. The paper presents an interpretive framework that explores the definitional aspects, distinctive characteristics, types, business value and challenges of BDA in the e-commerce landscape. The paper also triggers broader discussions regarding future research challenges and opportunities in theory and practice. Overall, the findings of the study synthesize diverse BDA concepts (e.g., definition of big data, types, nature, business value and relevant theories) that provide deeper insights along the cross-cutting analytics applications in e-commerce

    Scaling Up Medical Visualization : Multi-Modal, Multi-Patient, and Multi-Audience Approaches for Medical Data Exploration, Analysis and Communication

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    Medisinsk visualisering er en av de mest applikasjonsrettede omrÃĨdene av visualiseringsforsking. Tett samarbeid med medisinske eksperter er nÃļdvendig for ÃĨ tolke medisinsk bildedata og lage betydningsfulle visualiseringsteknikker og visualiseringsapplikasjoner. Kreft er en av de vanligste dÃļdsÃĨrsakene, og med Ãļkende gjennomsnittsalder i i-land Ãļker ogsÃĨ antallet diagnoser av gynekologisk kreft. Moderne avbildningsteknikker er et viktig verktÃļy for ÃĨ vurdere svulster og produsere et Ãļkende antall bildedata som radiologer mÃĨ tolke. I tillegg til antallet bildemodaliteter, Ãļker ogsÃĨ antallet pasienter, noe som fÃļrer til at visualiseringslÃļsninger mÃĨ bli skalert opp for ÃĨ adressere den Ãļkende kompleksiteten av multimodal- og multipasientdata. Dessuten er ikke medisinsk visualisering kun tiltenkt medisinsk personale, men har ogsÃĨ som mÃĨl ÃĨ informere pasienter, pÃĨrÃļrende, og offentligheten om risikoen relatert til visse sykdommer, og mulige behandlinger. Derfor har vi identifisert behovet for ÃĨ skalere opp medisinske visualiseringslÃļsninger for ÃĨ kunne hÃĨndtere multipublikumdata. Denne avhandlingen adresserer skaleringen av disse dimensjonene i forskjellige bidrag vi har kommet med. FÃļrst presenterer vi teknikkene vÃĨre for ÃĨ skalere visualiseringer i flere modaliteter. Vi introduserer en visualiseringsteknikk som tar i bruk smÃĨ multipler for ÃĨ vise data fra flere modaliteter innenfor et bildesnitt. Dette lar radiologer utforske dataen effektivt uten ÃĨ mÃĨtte bruke flere sidestilte vinduer. I det neste steget utviklet vi en analyseplatform ved ÃĨ ta i bruk ÂŦradiomic tumor profilingÂŧ pÃĨ forskjellige bildemodaliteter for ÃĨ analysere kohortdata og finne nye biomarkÃļrer fra bilder. BiomarkÃļrer fra bilder er indikatorer basert pÃĨ bildedata som kan forutsi variabler relatert til kliniske utfall. ÂŦRadiomic tumor profilingÂŧ er en teknikk som genererer mulige biomarkÃļrer fra bilder basert pÃĨ fÃļrste- og andregrads statistiske mÃĨlinger. Applikasjonen lar medisinske eksperter analysere multiparametrisk bildedata for ÃĨ finne mulige korrelasjoner mellom kliniske parameter og data fra ÂŦradiomic tumor profilingÂŧ. Denne tilnÃĶrmingen skalerer i to dimensjoner, multimodal og multipasient. I en senere versjon la vi til funksjonalitet for ÃĨ skalere multipublikumdimensjonen ved ÃĨ gjÃļre applikasjonen vÃĨr anvendelig for livmorhalskreft- og prostatakreftdata, i tillegg til livmorkreftdataen som applikasjonen var designet for. I et senere bidrag fokuserer vi pÃĨ svulstdata pÃĨ en annen skala og muliggjÃļr analysen av svulstdeler ved ÃĨ bruke multimodal bildedata i en tilnÃĶrming basert pÃĨ hierarkisk gruppering. Applikasjonen vÃĨr finner mulige interessante regioner som kan informere fremtidige behandlingsavgjÃļrelser. I et annet bidrag, en digital sonderingsinteraksjon, fokuserer vi pÃĨ multipasientdata. Bildedata fra flere pasienter kan sammenlignes for ÃĨ finne interessante mÃļnster i svulstene som kan vÃĶre knyttet til hvor aggressive svulstene er. Til slutt skalerer vi multipublikumdimensjonen med en likhetsvisualisering som er anvendelig for forskning pÃĨ livmorkreft, pÃĨ bilder av nevrologisk kreft, og maskinlÃĶringsforskning pÃĨ automatisk segmentering av svulstdata. Som en kontrast til de allerede fremhevete bidragene, fokuserer vÃĨrt siste bidrag, ScrollyVis, hovedsakelig pÃĨ multipublikumkommunikasjon. Vi muliggjÃļr skapelsen av dynamiske og vitenskapelige “scrollytelling”-opplevelser for spesifikke eller generelle publikum. Slike historien kan bli brukt i spesifikke brukstilfeller som kommunikasjon mellom lege og pasient, eller for ÃĨ kommunisere vitenskapelige resultater via historier til et generelt publikum i en digital museumsutstilling. VÃĨre foreslÃĨtte applikasjoner og interaksjonsteknikker har blitt demonstrert i brukstilfeller og evaluert med domeneeksperter og fokusgrupper. Dette har fÃļrt til at noen av vÃĨre bidrag allerede er i bruk pÃĨ andre forskingsinstitusjoner. Vi Ãļnsker ÃĨ evaluere innvirkningen deres pÃĨ andre vitenskapelige felt og offentligheten i fremtidige arbeid.Medical visualization is one of the most application-oriented areas of visualization research. Close collaboration with medical experts is essential for interpreting medical imaging data and creating meaningful visualization techniques and visualization applications. Cancer is one of the most common causes of death, and with increasing average age in developed countries, gynecological malignancy case numbers are rising. Modern imaging techniques are an essential tool in assessing tumors and produce an increasing number of imaging data radiologists must interpret. Besides the number of imaging modalities, the number of patients is also rising, leading to visualization solutions that must be scaled up to address the rising complexity of multi-modal and multi-patient data. Furthermore, medical visualization is not only targeted toward medical professionals but also has the goal of informing patients, relatives, and the public about the risks of certain diseases and potential treatments. Therefore, we identify the need to scale medical visualization solutions to cope with multi-audience data. This thesis addresses the scaling of these dimensions in different contributions we made. First, we present our techniques to scale medical visualizations in multiple modalities. We introduced a visualization technique using small multiples to display the data of multiple modalities within one imaging slice. This allows radiologists to explore the data efficiently without having several juxtaposed windows. In the next step, we developed an analysis platform using radiomic tumor profiling on multiple imaging modalities to analyze cohort data and to find new imaging biomarkers. Imaging biomarkers are indicators based on imaging data that predict clinical outcome related variables. Radiomic tumor profiling is a technique that generates potential imaging biomarkers based on first and second-order statistical measurements. The application allows medical experts to analyze the multi-parametric imaging data to find potential correlations between clinical parameters and the radiomic tumor profiling data. This approach scales up in two dimensions, multi-modal and multi-patient. In a later version, we added features to scale the multi-audience dimension by making our application applicable to cervical and prostate cancer data and the endometrial cancer data the application was designed for. In a subsequent contribution, we focus on tumor data on another scale and enable the analysis of tumor sub-parts by using the multi-modal imaging data in a hierarchical clustering approach. Our application finds potentially interesting regions that could inform future treatment decisions. In another contribution, the digital probing interaction, we focus on multi-patient data. The imaging data of multiple patients can be compared to find interesting tumor patterns potentially linked to the aggressiveness of the tumors. Lastly, we scale the multi-audience dimension with our similarity visualization applicable to endometrial cancer research, neurological cancer imaging research, and machine learning research on the automatic segmentation of tumor data. In contrast to the previously highlighted contributions, our last contribution, ScrollyVis, focuses primarily on multi-audience communication. We enable the creation of dynamic scientific scrollytelling experiences for a specific or general audience. Such stories can be used for specific use cases such as patient-doctor communication or communicating scientific results via stories targeting the general audience in a digital museum exhibition. Our proposed applications and interaction techniques have been demonstrated in application use cases and evaluated with domain experts and focus groups. As a result, we brought some of our contributions to usage in practice at other research institutes. We want to evaluate their impact on other scientific fields and the general public in future work.Doktorgradsavhandlin

    Design and Instantiation of an Interactive Multidimensional Ontology for Game Design Elements – a Design and Behavioral Approach

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    While games and play are commonly perceived as leisure tools, focus on the strategic implementation of isolated gameful elements outside of games has risen in recent years under the term gamification. Given their ease of implementation and impact in competitive games, a small set of game design elements, namely points, badges, and leaderboards, initially dominated research and practice. However, these elements reflect only a small group of components that game designers use to achieve positive outcomes in their systems. Current research has shifted towards focusing on the game design process instead of the isolated implementation of single elements under the term gameful design. But the problem of a tendency toward a monocultural selection of prominent design elements persists in-game and gameful design, preventing the method from reaching its full potential. This dissertation addresses this problem by designing and developing a digital, interactive game design element ontology that scholars and practitioners can use to make more informed and inspired decisions in creating gameful solutions to their problems. The first part of this work is concerned with the collation and development of the digital ontology. First, two datasets were collated from game design and gamification literature (game design elements and playing motivations). Next, four explorative studies were conducted to add user-relevant metadata and connect their items into an ontological structure. The first two studies use card sorting to assess game theory frameworks regarding their suitability as foundational categories for the game design element dataset and to gain an overview of different viewpoints from which categorizations can be derived. The second set of studies builds on an explorative method of matching dataset entries via their descriptive keywords to arrive at a connected graph. The first of these studies connects items of the playing motivations dataset with themselves, while the second connects them with an additional dataset of human needs. The first part closes with the documentation of the design and development of the tool Kubun, reporting on the outcome of its evaluation via iterative expert interviews and a field study. The results suggest that the tool serves its preset goals of affording intuitive browsing for dedicated searches and serendipitous findings. While the first part of this work reports on the top-down development process of the ontology and related navigation tool, the second part presents an in-depth research of specific learning-oriented game design elements to complement the overall research goal through a complementary bottom-up approach. Therein, two studies on learning-oriented game design elements are reported regarding their effect on performance, long-term learning outcome, and knowledge transfer. The studies are conducted with a game dedicated to teaching correct waste sorting. The first study focuses on a reward-based game design element in terms of its motivatory effect on perfect play. The second study evaluates two learning-enhancing game design elements, repeat, and look-up, in terms of their contribution to a long-term learning outcome. The comprehensive insights gained through the in-depth research manifest in the design of a module dedicated to reporting research outcomes in the ontology. The dissertation concludes with a discussion on the studies’ varying limitations and an outlook on pathways for future research

    Digital 3D Technologies for Humanities Research and Education: An Overview

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    Digital 3D modelling and visualization technologies have been widely applied to support research in the humanities since the 1980s. Since technological backgrounds, project opportunities, and methodological considerations for application are widely discussed in the literature, one of the next tasks is to validate these techniques within a wider scientific community and establish them in the culture of academic disciplines. This article resulted from a postdoctoral thesis and is intended to provide a comprehensive overview on the use of digital 3D technologies in the humanities with regards to (1) scenarios, user communities, and epistemic challenges; (2) technologies, UX design, and workflows; and (3) framework conditions as legislation, infrastructures, and teaching programs. Although the results are of relevance for 3D modelling in all humanities disciplines, the focus of our studies is on modelling of past architectural and cultural landscape objects via interpretative 3D reconstruction methods

    Cognitive Foundations for Visual Analytics

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    In this report, we provide an overview of scientific/technical literature on information visualization and VA. Topics discussed include an update and overview of the extensive literature search conducted for this study, the nature and purpose of the field, major research thrusts, and scientific foundations. We review methodologies for evaluating and measuring the impact of VA technologies as well as taxonomies that have been proposed for various purposes to support the VA community. A cognitive science perspective underlies each of these discussions

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with
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