9,166 research outputs found

    Visualising mixed reality simulation for multiple users

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    Cowling, MA ORCiD: 0000-0003-1444-1563Blended reality seeks to encourage co-presence in the classroom, blending student experience across virtual and physical worlds. In a similar way, Mixed Reality, a continuum between virtual and real environments, is now allowing learners to work in both the physical and the digital world simultaneously, especially when combined with an immersive headset experience. This experience provides innovative new experiences for learning, but faces the challenge that most of these experiences are single user, leaving others outside the new environment. The question therefore becomes, how can a mixed reality simulation be experienced by multiple users, and how can we present that simulation effectively to users to create a true blended reality environment? This paper proposes a study that uses existing screen production research into the user and spectator to produce a mixed reality simulation suitable for multiple users. A research method using Design Based Research is also presented to assess the usability of the approach

    A review of data visualization: opportunities in manufacturing sequence management.

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    Data visualization now benefits from developments in technologies that offer innovative ways of presenting complex data. Potentially these have widespread application in communicating the complex information domains typical of manufacturing sequence management environments for global enterprises. In this paper the authors review the visualization functionalities, techniques and applications reported in literature, map these to manufacturing sequence information presentation requirements and identify the opportunities available and likely development paths. Current leading-edge practice in dynamic updating and communication with suppliers is not being exploited in manufacturing sequence management; it could provide significant benefits to manufacturing business. In the context of global manufacturing operations and broad-based user communities with differing needs served by common data sets, tool functionality is generally ahead of user application

    Methodology for Designing Decision Support Systems for Visualising and Mitigating Supply Chain Cyber Risk from IoT Technologies

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    This paper proposes a methodology for designing decision support systems for visualising and mitigating the Internet of Things cyber risks. Digital technologies present new cyber risk in the supply chain which are often not visible to companies participating in the supply chains. This study investigates how the Internet of Things cyber risks can be visualised and mitigated in the process of designing business and supply chain strategies. The emerging DSS methodology present new findings on how digital technologies affect business and supply chain systems. Through epistemological analysis, the article derives with a decision support system for visualising supply chain cyber risk from Internet of Things digital technologies. Such methods do not exist at present and this represents the first attempt to devise a decision support system that would enable practitioners to develop a step by step process for visualising, assessing and mitigating the emerging cyber risk from IoT technologies on shared infrastructure in legacy supply chain systems

    Cloudworks: social networking for learning design

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    Why do some social networking services work and others fail? Can we apply the best of Web 2.0 principles to an educational context? More specifically can we use this as a means of shifting teaching practice to a culture of sharing learning ideas and designs? Can we harness the potential of technologies to create more engaging learning experiences for students? These are the key questions this paper addresses. We describe how we are using the concept of 'object-orientated social networking' to underpin the creation of a social networking tool, Cloudworks, for sharing learning ideas and designs

    Enhanced visualization of the flat landscape of the Cambridgeshire Fenlands

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    The Fenlands of East Anglia, England, represent a subtle landscape, where topographic highs rarely exceed 30 m above sea level. However, the fens represent an almost full sequence of Quaternary deposits which, together with islands of Cretaceous and Jurassic outcrops, make the area of geological importance. This feature discusses the advantages of using 3D visualization coupled with high-resolution topographical data, over traditional 2D techniques, when undertaking an analysis of the landscape. Conclusions suggest that the use of 3D visualization will result in a higher level of engagement, particularly when communicating geological information to a wider public

    Applying a User-centred Approach to Interactive Visualization Design

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    Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches

    Virtual reality and program comprehension: application using spreadsheet visualisation

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    Program comprehension is an important function undertaken in the process of software maintenance. Compared to other research subjects, program comprehension has received little attention even though it is one of the biggest influences on a programmer's output. Research into aiding program comprehension has led to software visualisations, but these are mainly two-dimensional views and overload the viewer with information. With the advent of more powerful computers, virtual reality can be used to create three dimensional visualisations, in which the viewer is able to navigate freely. Spreadsheets were studied in this work on visualisation because programming languages are extremely complex and a model employing spreadsheets was developed. Spreadsheets offer many similarities to programming languages, for example, cell referencing and formulas in spreadsheets are similar to procedure calls, variable referencing and data manipulation in conventional programming languages. Common mistakes made in spreadsheets have been shown to be very difficult to locate, mainly because the spreadsheet user has a reduced ability to make hypotheses about the computational domain of a spreadsheet. Therefore, in order to address this shortcoming a visualisation model was developed to allow a spreadsheet user to be able to view both the problem domain (the what) and the computational domain (the how) simultaneously. A spreadsheet, a spreadsheet description language and a virtual reality system were the objects in the model, and a generator and translator were the links between those objects. Implementing the model indicated that spreadsheets could be visualised in virtual reality, and this technique was shown to improve the process of spreadsheet comprehension

    Alternative Archaeological Representations within Virtual Worlds

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    Traditional VR methods allow the user to tour and view the virtual world from different perspectives. Increasingly, more interactive and adaptive worlds are being generated, potentially allowing the user to interact with and affect objects in the virtual world. We describe and compare four models of operation that allow the publisher to generate views, with the client manipulating and affecting specific objects in the world. We demonstrate these approaches through a problem in archaeological visualization

    A framework for utility data integration in the UK

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    In this paper we investigate various factors which prevent utility knowledge from being fully exploited and suggest that integration techniques can be applied to improve the quality of utility records. The paper suggests a framework which supports knowledge and data integration. The framework supports utility integration at two levels: the schema and data level. Schema level integration ensures that a single, integrated geospatial data set is available for utility enquiries. Data level integration improves utility data quality by reducing inconsistency, duplication and conflicts. Moreover, the framework is designed to preserve autonomy and distribution of utility data. The ultimate aim of the research is to produce an integrated representation of underground utility infrastructure in order to gain more accurate knowledge of the buried services. It is hoped that this approach will enable us to understand various problems associated with utility data, and to suggest some potential techniques for resolving them
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