19 research outputs found

    The design-by-adaptation approach to universal access: learning from videogame technology

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    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

    Map-based multicriteria analysis to support interactive land use allocation

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    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

    Interactive visual tools to explore spatio-temporal variation

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    Travails in the third dimension: a critical evaluation of three-dimensional geographical visualization

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    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

    Get PDF
    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

    Get PDF
    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

    Big Data Research in Information Systems: Toward an Inclusive Research Agenda

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    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
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