19 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
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Geovisualization of forest simulation modelling results: A case study of carbon sequestration and biodiversity
Sustainable forest management requires new tools to analyze spatial and temporal forest dynamics and to examine those forest parameters that are related to sustainability. We built a prototype system for data analysis and decision-making at forest enterprise level by integrating a forest ecosystem model EFIMOD-PRO (long-term prediction of forest growth and soil development) with an interactive visualization system CommonGIS for analysis of spatially and temporally related data. Using the prototype, a case study in Central European Russia simulated four silvicultural regimes over 200 years: natural development, selective forestry, legal forestry according to the Russian forestry legislation, and illegal forest practice. Exploratory analysis of the simulation results demonstrated that (1) natural stand development is the best alternative for carbon sequestration; (2) legal forest management is the best regime for timber production; (3) selective forestry combines the advantages of two previous strategies, and can be the best strategy for implementing sustainable forest management; and (4) illegal forest practices lead to a fast decrease in forest productivity and decreasing biodiversity. Interactive and dynamic visualizations with maps and statistical graphics played a crucial role in data cleaning, model validation, and analysis of simulation results. The case study demonstrated the potential of integrating forest ecosystem models with exploratory data visualization for the analysis and expert evaluation at the local level. The prototype can be used to present ecological and silvicultural consequences of various management practices to stakeholders and differing social groups, thus stimulating effective decision-making for sustainable forestry
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Blending aggregation and selection: Adapting parallel coordinates for the visualization of large datasets
Many of the traditional data visualization techniques, which proved to be supportive for exploratory analysis of datasets of moderate sizes, fail to fulfil their function when applied to large datasets. There are two approaches to coping with large amounts of data: data selection, when only a portion of data is displayed, and data aggregation, i.e. grouping data items and considering the groups instead of the original data. None of these approaches alone suits the needs of exploratory data analysis, which requires consideration of data on all levels: overall (considering a dataset as a whole), intermediate (viewing and comparing collective characteristics of arbitrary data subsets, or classes), and elementary (accessing individual data items). Therefore, it is necessary to combine these approaches, i.e. build a tool showing the whole set and arbitrarily defined subsets (object classes) in an aggregated way and superimposing this with a representation of arbitrarily selected individual data items.
We have achieved such a combination of approaches by modifying the technique of parallel coordinate plot. These modifications are described and analysed in the paper
Map-based multicriteria analysis to support interactive land use allocation
This article focuses on the use of map-based multicriteria analysis to develop a negotiation support tool for land use allocation. Spatial multicriteria analysis is used to make explicit trade-offs between objectives and to provide guidance and feedback on the land use changes negotiated by the participants. Digital maps are the means of communication among workshop participants, and an interactive mapping device (the 'Touch table') is used as the interface. Participants are informed about the relevant trade-offs on the map and use this information to change the land use maps. The approach is tested during a negotiation session as part of the land use planning process of the Bodegraven polder, a peat meadow area in the Netherlands. © 2011 Copyright Taylor and Francis Group, LLC
Travails in the third dimension: a critical evaluation of three-dimensional geographical visualization
Several broad questions are posed about the role of the third dimension in data visualization. First, how far have we come in developing effective 3D displays for the analysis of spatial and other data? Second, when is it appropriate to use 3D techniques in visualising data, which 3D techniques are most appropriate for particular applications, and when might 2D approaches be more appropriate? (Indeed, is 3D always better than 2D?) Third, what can we learn from other communities in which 3D graphics and visualization technologies have been developed? And finally, what are the key R&D challenges in making effective use of the third dimension for visualising data across the spatial and related sciences?
Answers to these questions will be based on several lines of evidence: the extensive literature on data and information visualization; visual perception research; computer games technology; and the author’s experiments with a prototype 3D data visualization system
Travails in the third dimension: a critical evaluation of three-dimensional geographical visualization
Several broad questions are posed about the role of the third dimension in data visualization. First, how far have we come in developing effective 3D displays for the analysis of spatial and other data? Second, when is it appropriate to use 3D techniques in visualising data, which 3D techniques are most appropriate for particular applications, and when might 2D approaches be more appropriate? (Indeed, is 3D always better than 2D?) Third, what can we learn from other communities in which 3D graphics and visualization technologies have been developed? And finally, what are the key R&D challenges in making effective use of the third dimension for visualising data across the spatial and related sciences?
Answers to these questions will be based on several lines of evidence: the extensive literature on data and information visualization; visual perception research; computer games technology; and the author’s experiments with a prototype 3D data visualization system
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
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Scalable and privacy-respectful interactive discovery of place semantics from human mobility traces
Mobility diaries of a large number of people are needed for assessing transportation infrastructure and for spatial development planning. Acquisition of personal mobility diaries through population surveys is a costly and error-prone endeavour. We examine an alternative approach to obtaining similar information from episodic digital traces of people’s presence in various locations, which appear when people use their mobile devices for making phone calls, accessing the internet, or posting georeferenced contents (texts, photos, or videos) in social media. Having episodic traces of a person over a long time period, it is possible to detect significant (repeatedly visited) personal places and identify them as home, work, or place of social activities based on temporal patterns of a person’s presence in these places. Such analysis, however, can lead to compromising personal privacy. We have investigated the feasibility of deriving place meanings and reconstructing personal mobility diaries while preserving the privacy of individuals whose data are analysed. We have devised a visual analytics approach and a set of supporting tools making such privacy-preserving analysis possible. The approach was tested in two case studies with publicly available data: simulated tracks from the VAST Challenge 2014 and real traces built from georeferenced Twitter posts
Big Data Research in Information Systems: Toward an Inclusive Research Agenda
Big data has received considerable attention from the information systems (IS) discipline over the past few years, with several recent commentaries, editorials, and special issue introductions on the topic appearing in leading IS outlets. These papers present varying perspectives on promising big data research topics and highlight some of the challenges that big data poses. In this editorial, we synthesize and contribute further to this discourse. We offer a first step toward an inclusive big data research agenda for IS by focusing on the interplay between big data’s characteristics, the information value chain encompassing people-process-technology, and the three dominant IS research traditions (behavioral, design, and economics of IS). We view big data as a disruption to the value chain that has widespread impacts, which include but are not limited to changing the way academics conduct scholarly work. Importantly, we critically discuss the opportunities and challenges for behavioral, design science, and economics of IS research and the emerging implications for theory and methodology arising due to big data’s disruptive effects