16,513 research outputs found
Animating the evolution of software
The use and development of open source software has increased significantly in the last decade. The high frequency of changes and releases across a distributed environment requires good project management tools in order to control the process adequately. However, even with these tools in place, the nature of the development and the fact that developers will often work on many other projects simultaneously, means that the developers are unlikely to have a clear picture of the current state of the project at any time. Furthermore, the poor documentation associated with many projects has a detrimental effect when encouraging new developers to contribute to the software. A typical version control repository contains a mine of information that is not always obvious and not easy to comprehend in its raw form. However, presenting this historical data in a suitable format by using software visualisation techniques allows the evolution of the software over a number of releases to be shown. This allows the changes that have been made to the software to be identified clearly, thus ensuring that the effect of those changes will also be emphasised. This then enables both managers and developers to gain a more detailed view of the current state of the project. The visualisation of evolving software introduces a number of new issues. This thesis investigates some of these issues in detail, and recommends a number of solutions in order to alleviate the problems that may otherwise arise. The solutions are then demonstrated in the definition of two new visualisations. These use historical data contained within version control repositories to show the evolution of the software at a number of levels of granularity. Additionally, animation is used as an integral part of both visualisations - not only to show the evolution by representing the progression of time, but also to highlight the changes that have occurred. Previously, the use of animation within software visualisation has been primarily restricted to small-scale, hand generated visualisations. However, this thesis shows the viability of using animation within software visualisation with automated visualisations on a large scale. In addition, evaluation of the visualisations has shown that they are suitable for showing the changes that have occurred in the software over a period of time, and subsequently how the software has evolved. These visualisations are therefore suitable for use by developers and managers involved with open source software. In addition, they also provide a basis for future research in evolutionary visualisations, software evolution and open source development
TV 2.0: animation readership / authorship on the internet
Traditional platforms for animation, such as broadcast television or cinema, are rapidly becoming obsolete as a new type of spectator demands more choice, the ability to interact with animated content and access to global distribution for their own user-generated work. Audiences are no longer satisfied with receiving a top down distribution of content from traditional cinema or broadcasters. Internet technologies are emerging to address this demand for active spectatorship and enable communities of interest to evolve their own alternative distribution methods.
Viewing animation online has become increasingly accessible with the mass adoption of broadband and the emergence of new file formats. TV 2.0 is an amalgamation of Internet technologies that combine video on demand with the social networking capabilities of Web 2.0. In the age of TV 2.0, the role of the viewer has increased in complexity with new possibilities for active interaction and intervention with the content displayed. This new audience seeks a form of spectatorship that can extend beyond the passive recipience of programming distributed by elite broadcasters. TV 2.0 on the Internet has changed both methods of distribution and traditional patterns for the viewing of animation. However, any potential for democratic participation in the visual culture of moving images that this could entail may be a brief historic moment before the assimilation and control of active readership by mainstream corporate culture
Discovering Design Possibilities through a Pedagogy of Multiliteracies
Research and educational policies have alerted teachers to the importance of multiliteracies. Communication in society today is characterised by rapidly changing and emergent forms of meaning-making in a context of increased cultural and linguistic diversity. This paper responds to these imperatives, releasing key findings of a critical ethnography concerning interactions between pedagogy and access to multiliteracies among culturally and linguistically diverse learners. Data collection involved 18 days of lesson observations over 10 weeks using field and journal notes, continuous audiovisual and audio recording, and the collection of cultural artefacts. Semi-structured interviewing was also conducted with the teacher, principal, and four students. Data analytic tools included low and high inference coding and pragmatic horizon analysis. Findings concerned the use of overt instruction and situated practice in the teacherâs enactment of the multiliteracies pedagogy. This had a significant influence on the learnersâability to access claymation movie designing. Comparisons are made between the learning that occurred for students of the dominant, Anglo-Australian, middle-class culture, and for those who were not. The conclusion addresses relevant literature concerning how to apply the multiliteracies pedagogy to enable meaningful designing
Dynamic Influence Networks for Rule-based Models
We introduce the Dynamic Influence Network (DIN), a novel visual analytics
technique for representing and analyzing rule-based models of protein-protein
interaction networks. Rule-based modeling has proved instrumental in developing
biological models that are concise, comprehensible, easily extensible, and that
mitigate the combinatorial complexity of multi-state and multi-component
biological molecules. Our technique visualizes the dynamics of these rules as
they evolve over time. Using the data produced by KaSim, an open source
stochastic simulator of rule-based models written in the Kappa language, DINs
provide a node-link diagram that represents the influence that each rule has on
the other rules. That is, rather than representing individual biological
components or types, we instead represent the rules about them (as nodes) and
the current influence of these rules (as links). Using our interactive DIN-Viz
software tool, researchers are able to query this dynamic network to find
meaningful patterns about biological processes, and to identify salient aspects
of complex rule-based models. To evaluate the effectiveness of our approach, we
investigate a simulation of a circadian clock model that illustrates the
oscillatory behavior of the KaiC protein phosphorylation cycle.Comment: Accepted to TVCG, in pres
Dynamic urban projection mapping
âDynamic projection mappingâ is a variation of the best-known âprojection mappingâ. It
considers the perceptual analysis of the urban landscape in which the video projection and the
observerâs displacement speed are hypothesized. This latter, in particular, is variable and may
depend on factors not directly controllable by the driver (slowdowns due to accidents, rallies, etc.).
This speed can be supported and controlled by a number of traffic flow measurement systems. These
data are available on the internet, like Google Maps APIs and/or speed sensors located close to the
point of interest. The content of projection becomes dynamic and varies according to how the
observer perceives the vehicle: slow, medium, fast
De/construction sites: Romans and the digital playground
The Roman world as attested to archaeologically and as interacted with today has its expression in a great many computational and other media. The place of visualisation within this has been paramount. This paper argues that the process of digitally constructing the Roman world and the exploration of the resultant models are useful methods for interpretation and influential factors in the creation of a popular Roman aesthetic. Furthermore, it suggests ways in which novel computational techniques enable the systematic deconstruction of such models, in turn re-purposing the many extant representations of Roman architecture and material culture
Informed Alaskans Initiative: Public Health Data in Alaska
This article describes the national and state public health data made available online through the Alaska Division of Public Health's Informed Alaskans Initiative.[Introduction] /
AK-IBIS /
Health Indicators /
Indicator Reports /
Interactive Health Maps /
Help for Website Users /
Whatâs Next /
Conclusion /
[SIDEBAR:] Public Health Data Resource
- âŠ