1,666 research outputs found

    A comparative evaluation of dynamic visualisation tools

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    Despite their potential applications in software comprehension, it appears that dynamic visualisation tools are seldom used outside the research laboratory. This paper presents an empirical evaluation of five dynamic visualisation tools - AVID, Jinsight, jRMTool, Together ControlCenter diagrams and Together ControlCenter debugger. The tools were evaluated on a number of general software comprehension and specific reverse engineering tasks using the HotDraw objectoriented framework. The tasks considered typical comprehension issues, including identification of software structure and behaviour, design pattern extraction, extensibility potential, maintenance issues, functionality location, and runtime load. The results revealed that the level of abstraction employed by a tool affects its success in different tasks, and that tools were more successful in addressing specific reverse engineering tasks than general software comprehension activities. It was found that no one tool performs well in all tasks, and some tasks were beyond the capabilities of all five tools. This paper concludes with suggestions for improving the efficacy of such tools

    Using isotopes to constrain water flux and age estimates in snow-influenced catchments using the STARR (Spatially distributed Tracer-Aided Rainfall-Runoff) model

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    Acknowledgements. This work was funded by the NERC/JPI SIWA project (NE/M019896/1) and the European Research Council ERC (project GA 335910 VeWa). Numerical simulations were performed using the Maxwell High Performance Computing Cluster of the University of Aberdeen IT Service, provided by Dell Inc. and supported by Alces Software. The isotope work in Krycklan is funded by the KAW Branch-Point project together with SKB and SITES. We would like to thank Marjolein van Hui- jgevoort for her help with the STARR code, and Masaki Hayashi and two anonymous reviewers for their insightful suggestions that significantly improved the paper. The Supplement related to this article is available online at https://doi.org/10.5194/hess-21-5089-2017-supplement.Peer reviewedPublisher PD

    Principled design guidance for the development of computer-based training materials

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    This study is concerned with the provision of guidance for designers of computer-based training (CBT) materials. Four interrelated principles - immersion, interaction, locative fit, and multiple representations - are discussed. These principles draw upon research into instruction and technology and re-frame and re-interpret established instructional factors in terms of the capabilities of the interactive computer as a training delivery medium. It will be argued that the conjoining of pedagogy and technology in the principles is crucial to the effectiveness of CBT. Furthermore, this study will also argue that the form of the guidance has a direct bearing on its usefulness. The four principles are argued to represent a coherent framework which can raise the awareness of CBT designers on key instructional issues and the ways in which the delivery medium may be used to support them, and provide a resource on which designers may draw.The relevance and effectiveness of the principles (and the issues that they address) are explored through a body of empirical work. This takes the form of two studies: a survey of designers providing comments on the content and expression of the principles and their importance to CBT design; and a series of user trials. The contrasting nature of the studies allows the comments of designers and users to be assessed and compared

    Biomechanical Locomotion Heterogeneity in Synthetic Crowds

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    Synthetic crowd simulation combines rule sets at different conceptual layers to represent the dynamic nature of crowds while adhering to basic principles of human steering, such as collision avoidance and goal completion. In this dissertation, I explore synthetic crowd simulation at the steering layer using a critical approach to define the central theme of the work, the impact of model representation and agent diversity in crowds. At the steering layer, simulated agents make regular decisions, or actions, related to steering which are often responsible for the emergent behaviours found in the macro-scale crowd. Because of this bottom-up impact of a steering model's defining rule-set, I postulate that biomechanics and diverse biomechanics may alter the outcomes of dynamic synthetic-crowds-based outcomes. This would mean that an assumption of normativity and/or homogeneity among simulated agents and their mobility would provide an inaccurate representation of a scenario. If these results are then used to make real world decisions, say via policy or design, then those populations not represented in the simulated scenario may experience a lack of representation in the actualization of those decisions. A focused literature review shows that applications of both biomechanics and diverse locomotion representation at this layer of modelling are very narrow and often not present. I respond to the narrowness of this representation by addressing both biomechanics and heterogeneity separately. To address the question of performance and importance of locomotion biomechanics in crowd simulation, I use a large scale comparative approach. The industry standard synthetic crowd models are tested under a battery of benchmarks derived from prior work in comparative analysis of synthetic crowds as well as new scenarios derived from built environments. To address the question of the importance of heterogeneity in locomotion biomechanics, I define tiers of impact in the multi-agent crowds model at the steering layer--from the action space, to the agent space, to the crowds space. To this end, additional models and layers are developed to address the modelling and application of heterogeneous locomotion biomechanics in synthetic crowds. The results of both studies form a research arc which shows that the biomechanics in steering models provides important fidelity in several applications and that heterogeneity in the model of locomotion biomechanics directly impacts both qualitative and quantitative synthetic crowds outcomes. As well, systems, approaches, and pitfalls regarding the analysis of steering model and human mobility diversity are described

    Cultural impacts on web: An empirical comparison of interactivity in websites of South Korea and the United Kingdom

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    This thesis was submitted for the degree of Doctor of Philosophy and was awarded by Brunel UniversityThis thesis explores cultural differences on interactive design features used in websites of South Korea and the United Kingdom from the perspective of both: professional website designers and end-users. It also investigates how the use of interactive design features from different cultures change over time. Four interaction types on websites; User to Interface (U2I), User to Content (U2C), User to Provider (U2P), and User to User (U2U) interactivity, and three interaction types on blogs; Blogger to Interface (B2I), Blogger to Content (B2C) and Blogger to Blogger (B2B) interactivity have been identified. Four cultural dimensions were used for the theoretical base of this study based on which four hypotheses were proposed in relation to the interaction types identified above; (a) High versus Low Context cultures for U2I, (b) High versus Low Uncertainty Avoidance for U2C, (c) High versus Low Power Distance for U2P and (d) Individualism versus Collectivism for U2U interactivity, in order to discover the effects of national cultures on interactivity in websites. We derived our own interactivity dimensions and mapped them to the four interaction types for websites and three for blogs. Interactive design features were derived from interactivity dimensions and examined in our studies. The findings revealed that there have been some changes towards homogeneity in the use of interactive design features on charity websites between South Korea and United Kingdom although there is still evidence of some cultural differences. With regard to end-users’ perspective, the result show that the use of interactive design features of blogs may be influenced by culture but this is only within a certain context. The findings also provide a valuable indication that users interacting within the same blog service can be considered as being shared concerns rather than shared national location, thus create a particular type of community in which bloggers are affected by social influence so they adopt a shared set of value, preferences and style that would indicate almost a common social culture. As a result, the cultural differences derived from their country of origin do not have that much impact

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles
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