348 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
3D Cadastre visualization and dissemination: Most recent progresses and future directions
The 3D Cadastre has been investigated from many viewpoints (including legal, organizational
and technical). However, to date little research has focused specifically on visualizationrelated
aspects despite the value-added of the third dimension. The paper first proposes an
overview of progress made in the last five years in 3D cadastral visualization. The authors
then summarize discussions at the 2014 3D Cadastre workshop regarding future research and
development on the topic. This synthesis is complemented by a broad review of the most
recent advances in 3D visualization beyond the 3D cadastral domain, with the goal of
providing a number of important directions for further work, allowing researchers, developers
and users to consolidate their respective activities, and encouraging collaboration
Virtual worlds for education: methodology, interaction and evaluation
2011 - 2012When students arrive in the classroom they expect to be involved in immersive, fun and challenging learning experiences. There is a high risk that they become quickly bored by the traditional instructional methods. The technological evolution offers a great variety of sophisticated interactive devices and applications that can be combined with innovative learning approaches to enhance study efficiency during the learning process.
3D immersive multi-user Virtual Worlds (VWs) are increasingly becoming popular and accessible to wide public due to the advances in computational power graphics and network bandwidth also connected with reduced costs. As a consequence, it is possible to offer more engaging user experiences. This is particularly true in the learning sector, where an increasing interest is worldwide rising towards three-dimensional (3D) VWs and new interaction modalities to which young digital native people are accustomed to. Researches on the educational value of VWs have revealed their potential as learning platforms. However, further studies are always needed in order to assess their effectiveness, satisfactorily and social engagement not only in the general didactic use of the environment, but also for each specific learning subjects, activities and modality. The main challenge is to well exploit VW features and determine learning approaches and interaction modalities in which the didactic actions present added value with respect to traditional education. Indeed, educational VW activities are evolving from the early ones based only on information displaying towards simulated laboratories and new interaction modalities.
The main objective of this thesis is to propose new learning methodologies in Virtual Worlds, also experimenting new interaction modalities and evaluating the effectiveness of the support provided.
To this aim we first investigate how effectively a 3D city-building game supports the learning of the waste disposal practice and promotes behavior change. The game is one of the results of a research project funded by Regione Campania and is addressed to primary school children. A deep analysis of the didactic methodologies
adopted worldwide has been performed to propose a reputation-based learning approach based on collaborative, competitive and individual activities. Also, the effectiveness of the proposed approach has been evaluated.
The didactic opportunities offered by VWs when considering new interaction approaches are also investigated. Indeed, if for the last four decades keyboard and mouse have been the primary means for interacting with computers, recently, the availability of greater processing power, wider memories, cameras, and sensors make it possible to introduce new interaction modalities in commonly used software. Gestural interfaces offer new interaction modalities that the primary school children known well and may result accepted also for higher students. To assess the potentiality of this new interaction approach during learning activities we selected Geography as subject, since there is a decreasing interest of the students towards this topic. To this aim the GeoFly system supporting the Geography learning based on a Virtual Globe and on the interaction modalities offered by Microsoft Kinect has been developed. GeoFly is designed for elementary school level Geography students. It enables the exploration of the World by flying, adopting the bird (or aeroplane) metaphor. It also enables the teacher to create learning trips by associating to specific places images, text and videos, to develop learning activities concerning geographically situated scenarios. The proposed approach has been evaluated through a controlled experiment aiming at assessing the effect of the adoption of GeoFly on both the students' attitude towards learning Geography and also on their knowledge. [edited by author]XI n.s
Making Maps Available for Play: Analyzing the Design of Game Cartography Interfaces.
Maps in video games have grown into complex interactive systems alongside video games themselves. What
map systems have done and currently do have not been cataloged or evaluated. We trace the history of
game map interfaces from their paper-based inspiration to their current smart phone-like appearance. Read-
only map interfaces enable players to consume maps, which is sufficient for wayfinding. Game cartography
interfaces enable players to persistently modify maps, expanding the range of activity to support planning and
coordination. We employ thematic analysis on game cartography interfaces, contributing a near-exhaustive
catalog of games featuring such interfaces, a set of properties to describe and design such interfaces, a
collection of play activities that relate to cartography, and a framework to identify what properties promote
the activities. We expect that designers will find the contributions enable them to promote desired play
experiences through game map interface design
The 2010 Horizon report
Titre de l'écran-titre (visionné le 22 mars 2010
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
3D Cadastres Best Practices, Chapter 5: Visualization and New Opportunities
This paper proposes a discussion on opportunities offered by 3D visualization to improve the understanding and the analysis of cadastre data. It first introduce the rationale of having 3D visualization functionalities in the context of cadastre applications. Second the publication outline some basic concepts in 3D visualization. This section specially addresses the visualization pipeline as a driven classification schema to understand the steps leading to 3D visualization. In this section is also presented a brief review of current 3D standards and technologies. Next is proposed a summary of progress made in the last years in 3D cadastral visualization. For instance, user’s requirement, data and semiotics, and platforms are highlighted as main actions performed in the development of 3D cadastre visualization. This review could be perceived as an attempt to structure and emphasise the best practices in the domain of 3D cadastre visualization and as an inventory of issues that still need to be tackled. Finally, by providing a review on advances and trends in 3D visualization, the paper initiates a discussion and a critical analysis on the benefit of applying these new developments to cadastre domain. This final section discusses about enhancing 3D techniques as dynamic transparency and cutaway, 3D generalization, 3D visibility model, 3D annotation, 3D data and web platform, augmented reality, immersive virtual environment, 3D gaming, interaction techniques and time
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