7,112 research outputs found
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Collective Intelligence Analytics Dashboard Usability Evaluation
Online deliberations can reach a size where it is not possible anymore to quickly infer what is going on in a debate. This report presents results from the usefulness and usability evaluation of visualisations that aid the sense-making of large debates. Based on the results of the evaluations we prepared a set of recommendations to inform CI tool providers about the usefulness and usability of each visualisation
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
Customising virtual globe tours to enhance community awareness of local landscape benefits
Our wellbeing depends upon the services provided by ecosystems and their components. Despite recent advances in academic understanding of ecosystem services, and consideration in UK national environmental policy, a greater awareness is needed at community and individual levels. Dynamic features of virtual globe applications have considerable potential for helping convey the multi-dimensional context of ecosystem services and promoting general awareness. In a case study targeting residents in a small urban fringe river catchment in Norfolk, UK, representatives from local authorities and responsible agencies collaborated with scientists to produce extensive customisation of virtual globes in this context. By implementing a virtual flight over the catchment, different views and scales are traversed to set the context for landscape features and ecosystem services. Characteristic sites, e.g. supplying cultural services, are displayed and relationships with the natural environment are explained using linked on-screen text. Implementation is cost-effective and described for practitioners in ecosystem and landscape management, who may be inexperienced in landscape visualisation. Supplied as three pre-packaged virtual tours, products are made available for download and are publicised at a variety of engagement events, including teaching events with schoolchildren. The tours have attracted public interest and generated positive feedback about improving knowledge of local natural assets. Schoolchildren show confidence with the interface, but supplementary problem-based activities can improve learning opportunities. The capacity of virtual globes to support more participatory involvement of the public in local ecosystem management may increase in the future, but such visualisations can already help promote community awareness of local landscape benefits
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The effects of progressive levels of 3d authenticity antecedents and consequences on consumers’ virtual experience
This study investigates the effects of authentic three dimensional (3D) product visualisation antecedents on 3D authenticity, and the effects of 3D authenticity consequences on consumers’ virtual experience. A hypothetical retailer Web site presents a variety of laptops for the within-subjects laboratory experiments. In a first experiment, a one-way ANOVA compares telepresence and authenticity scores. The second experiment uses two-way repeated measures ANOVA to determine the effects of the progressive levels of the antecedents on 3D authenticity. In a third experiment, two-way repeated measures ANOVA determine the effects of the progressive levels of 3D authenticity consequences on willingness to purchase. The results show that authenticity is more useful than telepresence in simulating consumers’ virtual experience. The high levels of control and animated colours lead to higher authenticity for the site. In addition, the high levels of 3D utilitarian and hedonic constructs enhance willingness to purchase from the online retailer
Using Mobile Apps to Support the Implementation of Coping-relevant Behaviour Change Techniques for Self-management of Stress
Mobile apps have shown potential in early stress self-management interventions, yet they remain less beneficial than face-to-face therapies. One of the most effective ways people can cope with stress is to identify what their stressors are and take action in managing them. Coping-relevant behaviour change techniques (BCTs), such as self-monitoring, goal setting, and action planning, have the potential to support this process. Nevertheless, there is little guidance on how to incorporate such techniques into stress management apps. Drawing on mixed methods research, this thesis provides two contributions.
First, it improves our understanding of how existing stress management apps support coping-relevant BCTs and suggests areas for improvements. An app functionality review and follow-up 3-week intervention using Welltory stress monitoring and Coach.me goal setting apps revealed that existing apps do not support users’ efforts with coping-relevant BCTs. Participants reported that Welltory did not yield sufficient data to gain insights into the factors affecting their stress. Relatedly, the way in which these apps implemented coping-relevant BCTs diminished peoples’ sense of autonomy and competence.
Drawing on peoples’ experiences with existing apps and principles of positive computing, the second contribution of this thesis is the design and evaluation of Reffy - a chatbot prototype that integrates coping-relevant BCTs in a way that meets people’s stress management needs. Based on findings from a field evaluation study, we identify specific benefits and challenges of using a stress self-management chatbot. We find that chatbot-based reflective questioning helps people identify how factors impact their stress during early stages of self-tracking. Likewise, adding features that promote users’ sense of autonomy and competence improves Welltory’s ability to support coping strategies. This thesis advances our understanding of how behaviour change and stress coping techniques can be incorporated into mobile apps to effectively support stress self-management
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