88,423 research outputs found

    Rethinking Map Legends with Visualization

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    This design paper presents new guidance for creating map legends in a dynamic environment. Our contribution is a set of guidelines for legend design in a visualization context and a series of illustrative themes through which they may be expressed. These are demonstrated in an applications context through interactive software prototypes. The guidelines are derived from cartographic literature and in liaison with EDINA who provide digital mapping services for UK tertiary education. They enhance approaches to legend design that have evolved for static media with visualization by considering: selection, layout, symbols, position, dynamism and design and process. Broad visualization legend themes include: The Ground Truth Legend, The Legend as Statistical Graphic and The Map is the Legend. Together, these concepts enable us to augment legends with dynamic properties that address specific needs, rethink their nature and role and contribute to a wider re-evaluation of maps as artifacts of usage rather than statements of fact. EDINA has acquired funding to enhance their clients with visualization legends that use these concepts as a consequence of this work. The guidance applies to the design of a wide range of legends and keys used in cartography and information visualization

    Systematic evaluation of design choices for software development tools

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    [Abstract]: Most design and evaluation of software tools is based on the intuition and experience of the designers. Software tool designers consider themselves typical users of the tools that they build and tend to subjectively evaluate their products rather than objectively evaluate them using established usability methods. This subjective approach is inadequate if the quality of software tools is to improve and the use of more systematic methods is advocated. This paper summarises a sequence of studies that show how user interface design choices for software development tools can be evaluated using established usability engineering techniques. The techniques used included guideline review, predictive modelling and experimental studies with users

    A process for prototyping onboard payload displays for Space Station Freedom

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    Significant advances have been made in the area of Human-Computer Interface design. However, there is no well-defined process for going from user interface requirements to user interface design. Developing and designing a clear and consistent user interface for medium to large scale systems is a very challenging and complex task. The task becomes increasingly difficult when there is very little guidance and procedures on how the development process should flow from one stage to the next. Without a specific sequence of development steps each design becomes difficult to repeat, to evaluate, to improve, and to articulate to others. This research contributes a process which identifies the phases of development and products produced as a result of each phase for a rapid prototyping process to be used to develop requirements for the onboard payload displays for Space Station Freedom. The functional components of a dynamic prototyping environment in which this process can be carried out is also discussed. Some of the central questions which are answered here include: How does one go from specifications to an actual prototype? How is a prototype evaluated? How is usability defined and thus measured? How do we use the information from evaluation in redesign of an interface? and Are there techniques which allow for convergence on a design

    Developing digital interventions: a methodological guide.

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    Digital interventions are becoming an increasingly popular method of delivering healthcare as they enable and promote patient self-management. This paper provides a methodological guide to the processes involved in developing effective digital interventions, detailing how to plan and develop such interventions to avoid common pitfalls. It demonstrates the need for mixed qualitative and quantitative methods in order to develop digital interventions which are effective, feasible, and acceptable to users and stakeholders

    Getting the message across : ten principles for web animation

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    The growing use of animation in Web pages testifies to the increasing ease with which such multimedia components can be created. This trend indicates a commitment to animation that is often unmatched by the skill of the implementers. The present paper details a set of ten commandments for web animation, intending to sensitise budding animators to key aspects that may impair the communicational effectiveness of their animation. These guidelines are drawn from an extensive literature survey coloured by personal experience of using Web animation packages. Our ten principles are further elucidated by a Web-based on-line tutorial

    Reviews

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    Rob Phillips, The Developer's Handbook to Interactive Multimedia, London: Kogan Page, 1997. ISBN: 0–7494–2121–5.241 pages. £22.50

    Evaluating the implicit feedback models for adaptive video retrieval

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    Interactive video retrieval systems are becoming popular. On the one hand, these systems try to reduce the effect of the semantic gap, an issue currently being addressed by the multimedia retrieval community. On the other hand, such systems enhance the quality of information seeking for the user by supporting query formulation and reformulation. Interactive systems are very popular in the textual retrieval domain. However, they are relatively unexplored in the case of multimedia retrieval. The main problem in the development of interactive retrieval systems is the evaluation cost.The traditional evaluation methodology, as used in the information retrieval domain, is not applicable. An alternative is to use a user-centred evaluation methodology. However, such schemes are expensive in terms of effort, cost and are not scalable. This problem gets exacerbated by the use of implicit indicators, which are useful and increasingly used in predicting user intentions. In this paper, we explore the effectiveness of a number of interfaces and feedback mechanisms and compare their relative performance using a simulated evaluation methodology. The results show the relatively better performance of a search interface with the combination of explicit and implicit features

    Designing interoperable museum information systems

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    Museum collections are characterized by heterogeneity, since they usually host a plethora of objects of categories, while each of them requires different description policies and metadata standards. Moreover the museum records, which keep the history and evolution of the hosted collections, request proactive curation in order to preserve this rich and diverse information. In this paper, the architecture of an innovative museum information system, as well as its implementation details is presented. In particular the requirements and the system architecture are presented along with the problems that were encountered. The main directions of the system design are (a) to increase interoperability levels and therefore assist proactive curation and (b) to enhance navigation by the usage of handheld devices. The first direction is satisfied by the design of a rich metadata schema based on the CIDOC/CRM standard. The second direction is fulfilled by the implementation of a module, which integrates the museum database with a subsystem appropriate to support user navigation into the museum floors and rooms. The module is expressed as a navigation functionality, which is accessed through handheld devices and peripherals, such as PDAs and RFID tags. The proposed system is functional and operates into the Solomos Museum, situated in Zakynthos island, Greece

    Body Culture within the EU's Competence System

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    Proficiency and habits in body culture cannot be disregarded when drawing up integrated cultural competences that meet the challenges of the 21st century. This is all the more true if we aim to define the key competences of the cultural content and proficiency knowledge with regards to the school system. Therefore, it was astonishing to discover that body culture was omitted of the EU's key competence framework. In our study we would like to endeavour to list reasons that support the necessity of key competences reflecting on the values of body culture. We hope that this study will ensure that knowledge relevant to physical and mental health, healthy lifestyle and fitness will appear as an independent section in the EU's key competence framework
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