71,693 research outputs found

    A problem-structuring model for analyzing transportation–environment relationships

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    This is the post-print version of the final paper published in European Journal of Operational Research. The published article is available from the link below. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. Copyright @ 2009 Elsevier B.V.This study discusses a decision support framework that guides policy makers in their strategic transportation related decisions by using multi-methodology. For this purpose, a methodology for analyzing the effects of transportation policies on environment, society, economy, and energy is proposed. In the proposed methodology, a three-stage problem structuring model is developed. Initially, experts’ opinions are structured by using a cognitive map to determine the relationships between transportation and environmental concepts. Then a structural equation model (SEM) is constructed, based on the cognitive map, to quantify the relations among external transportation and environmental factors. Finally the results of the SEM model are used to evaluate the consequences of possible policies via scenario analysis. In this paper a pilot study that covers only one module of the whole framework, namely transportation–environment interaction module, is conducted to present the applicability and usefulness of the methodology. This pilot study also reveals the impacts of transportation policies on the environment. To achieve a sustainable transportation system, the extent of the relationships between transportation and the environment must be considered. The World Development Indicators developed by the World Bank are used for this purpose

    Development and Evaluation of "Where Are We?" Map-Skills Software and Curriculum

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    The "Where are We?" software and lessons are designed to help children in grades two through four learn to "translate" between the visually-perceived world that they sense around them, and the schematic representation of that landscape on a map. Field-based tests were developed to examine students' ability to absorb information in the real world and to transfer it onto a map and, conversely, the ability to absorb information from a map and transfer it into an action in the real world. Formative evaluation of a prototype version of "Where are We?" resulted in the following improvements in the instructional materials: more and prompter feedback for students, additional assessment tools for teachers, development of lessons to model successful map-using strategies, development of lessons to overcome common misconceptions, and replacement of text-based instructions with a voiceover demo. Educational levels: Graduate or professional

    Video Augmentation in Education: in-context support for learners through prerequisite graphs

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    The field of education is experiencing a massive digitisation process that has been ongoing for the past decade. The role played by distance learning and Video-Based Learning, which is even more reinforced by the pandemic crisis, has become an established reality. However, the typical features of video consumption, such as sequential viewing and viewing time proportional to duration, often lead to sub-optimal conditions for the use of video lessons in the process of acquisition, retrieval and consolidation of learning contents. Video augmentation can prove to be an effective support to learners, allowing a more flexible exploration of contents, a better understanding of concepts and relationships between concepts and an optimization of time required for video consumption at different stages of the learning process. This thesis focuses therefore on the study of methods for: 1) enhancing video capabilities through video augmentation features; 2) extracting concept and relationships from video materials; 3) developing intelligent user interfaces based on the knowledge extracted. The main research goal is to understand to what extent video augmentation can improve the learning experience. This research goal inspired the design of EDURELL Framework, within which two applications were developed to enable the testing of augmented methods and their provision. The novelty of this work lies in using the knowledge within the video, without exploiting external materials, to exploit its educational potential. The enhancement of the user interface takes place through various support features among which in particular a map that progressively highlights the prerequisite relationships between the concepts as they are explained, i.e., following the advancement of the video. The proposed approach has been designed following a user-centered iterative approach and the results in terms of effect and impact on video comprehension and learning experience make a contribution to the research in this field

    A Computational Model of Creative Design as a Sociocultural Process Involving the Evolution of Language

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    The aim of this research is to investigate the mechanisms of creative design within the context of an evolving language through computational modelling. Computational Creativity is a subfield of Artificial Intelligence that focuses on modelling creative behaviours. Typically, research in Computational Creativity has treated language as a medium, e.g., poetry, rather than an active component of the creative process. Previous research studying the role of language in creative design has relied on interviewing human participants, limiting opportunities for computational modelling. This thesis explores the potential for language to play an active role in computational creativity by connecting computational models of the evolution of artificial languages and creative design processes. Multi-agent simulations based on the Domain-Individual-Field-Interaction framework are employed to evolve artificial languages with features that may support creative designing including ambiguity, incongruity, exaggeration and elaboration. The simulation process consists of three steps: (1) constructing representations associating topics, meanings and utterances; (2) structured communication of utterances and meanings through the playing of “language games”; and (3) evaluation of design briefs and works. The use of individual agents with different evaluation criteria, preferences and roles enriches the scope and diversity of the simulations. The results of the experiments conducted with artificial creative language systems demonstrate the expansion of design spaces by generating compositional utterances representing novel concepts among design agents using language features and weighted context free grammars. They can be used to computationally explore the roles of language in creative design, and possibly point to computational applications. Understanding the evolution of artificial languages may provide insights into human languages, especially those features that support creativity

    Cartographic design of thematic polygons : a comparison using eye-movement metrics analysis

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    Map design research has strongly come into the agenda with the extensive use of GIS and maps in geoportals. Geoportals are used to find, access and display geographic data via the Internet. Novel opportunities and techniques for displaying geographic data in viewing services also introduce new challenges and issues in cartographic design. Specifically, thematic polygon layers (foreground) will obscure information in the background. Also, discriminating extents and locations of thematic polygon layers, that overlap each other is an issue. The aim of this thesis is to compare different cartographic design principles for thematic polygons and to utilize the eye-tracking methodology for solving cartographic design problems. Those suggestions are supported by empirical data collected from eye-movement metrics from subjects who performed inference tasks using maps of restriction areas. In this study, 32 participants with knowledge in cartography/geography/GIS were asked to solve practical map reading tasks in a controlled experiment. Cartographic design can be studied with eye-tracking, which is a commonly utilized method to study visual search problems and provide design guidelines to improve usability. To compare different cartographic design principles for polygon objects in a geoportal, four design techniques (boundary lines, transparency, hatches and icons) were empirically tested on 16 physical map areas, with two tasks (polygon identification and background search). These designs are provided by a Swedish standardization project in web cartography (SIS/TK570). Empirical results show that to interpret the extent of the polygon on the conditions created in this study, the hatches design gave better results. As the hatches had the shortest scan path, one could interpret that this design was good for this particular map task solving experiment. Also, the hatches had the shortest fixation duration, thus meaning the design was good for this particular task. Furthermore, since the fixation count was smallest with the hatches design, one could assume that this map stimuli or layout was easily interpreted. When comparing the results between tasks, it is evident that during the polygon identification task the hatches work way better than other designs. But during the background search task, the difference between designs is smaller, except for fixation count. Thus, from the results of the background search task, it is evident that the hatches are obscuring the background map, hiding important information. Based on the analysis of the four designs one can state that to improve design techniques for polygons that are on top of each other and on top of the background map would be a design that includes elements from various designs. It is important that geoportals enable various design properties to manipulate by the users and more than one default design option, because all tasks can’t be solved with the same design. Eye-tracking offers additional information, more than just reaction time and correctness of answers. From the eye-movement data it is possible to conclude why the reaction time and quality of inference are different between designs. Disadvantages are that the experiment design and artificial task design are far from the real task solving situation and the results are only effective in laboratory circumstances. The amount of studies that are using this method has increased, specifically studies that seek empirical evidence for better design techniques. The results can be generalized for similar thematic polygons and map reading tasks as used in this study.Map design makes a difference Geographic data are used by broad audiences for solving many difficult problems. Access to geographic data is mainly by maps, which are visual interfaces to information stored in spatial databases. Geoportals are used to find, access and display geographic data in viewing services, via the Internet. Novel opportunities and techniques for displaying geographic data in viewing services also introduce new challenges and issues. From this aspect, geoportals differ from common map products by the lack of a cartographer, who selects and optimizes data presentations and design according to the map purpose. Cartographic design can be studied with eye-tracking, which is a commonly utilized method to study visual search problems and provide design guidelines to improve usability. Cartographic designs can be compared by using an eye-tracking methodology, an eye-tracking experiment, to find designs that work better. Previous studies introduce new methods that help to solve challenges and issues with cartographic design, but none of these have explicitly studied thematic polygon layer design. Specifically, if thematic layers hide information in the background map and to see the extent and location of the polygon layer, that overlap each other. These affect the readability and usability of the geographic data viewed in maps and geoportals. This is important because many EU countries are now setting up the geoportals. Swedish Standardization Agency coordinates an ongoing (2015) project in web cartography (SIS/TK 570) which among others, include design recommendations for thematic polygons. To verify the best design principles in geoportals empirical evidence are needed. Furthermore, perceiving information efficiently and effectively is risen into the research agenda because graphical environments are turning more complex and hard to understand. In this study, 32 participants with knowledge in cartography/geography/GIS were asked to solve practical map reading tasks in a controlled experiment. To compare different cartographic design principles for polygon objects, four design techniques (boundary lines, transparency, hatches and icons) were empirically tested on 16 physical map areas. Empirical results show that to interpret the extent of the polygon, the hatches design gave better results. As the hatches had the shortest scan path, fixation duration and fixation count, one could assume that this map design was easily was good and easily interpreted. Based on the analysis, a design that includes elements from various designs would be a good improvement. For example, when including likeability of the transparency (to make readers like the map more), overall usage of borders and overall best performance for the hatches design, optimal design combination for geoportals can be recommended. Eye-tracking offers additional information, more than just reaction time and correctness of answers. From the eye-movement data it is possible to conclude why the reaction time and quality of inference are different between designs. The results can be generalized for similar thematic polygons and map reading tasks as used in this study. Official title: Cartographic design of thematic polygons: a comparison using eye-movement metrics analysi

    Beyond fatalism: An empirical exploration of self-efficacy and aspirations failure in Ethiopia

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    Fatalism is considered pervasive, especially in many poor communities. In this paper, we explore whether fatalistic beliefs have implications for the attitudes and behavior of poor rural households toward investment in the future. To explore the idea of fatalism, we draw inspiration from theories in psychology focusing on the role of locus of control and self-efficacy and also from the theoretical framework of aspiration failure as developed in recent economic literature. Using survey data from rural Ethiopia, we find evidence of fatalistic beliefs among a substantial group of rural households, as well as indicators consistent with narrow aspirations gap and low self-efficacy. We also find that such beliefs consistently correlate with lower demand for credit, in terms of loan size, repayment horizon, and productive purposes.aspirations, aspirations failure, aspirations gap, aspirations window, fatalism, self-efficacy,
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