119 research outputs found

    Elements of design for indoor visualisation

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    Indoor visualisation has received little attention. Research related to indoor environments have primarily focussed on the data structuring, localisation and navigation components (Zlatanova et al., 2013). Visualisation is an integral component in addressing the diverse array of indoor environments. In simple words, 'What is the most efficient way to visualise the surrounding indoor environment so that the user can concisely understand their surroundings as well as facilitating the process of navigation?' This dissertation proposes a holistic approach that consists of two components. The significance of this approach is that it provides a robust and adaptable method in providing a standard to which indoor visualisation can be referenced against. The first component is a theoretical framework focussing on indoor visualisation and it comprises of principles from several disciplines such as geovisualisation, human-perception theory, spatial cognition, dynamic and 3D environments as well as accommodating emotional processes resulting from human-computer interaction. The second component is based on the theoretical framework and adopts a practical approach towards indoor visualisation. It consists of a set of design properties that can be used for the design of effective indoor visualisations. The framework is referred to as the "Elements of Design" framework. Both these components aim to provide a set of principles and guidelines that can be used as best practices for the design of indoor visualisations. In order to practically demonstrate the holistic indoor visualisation approach, multiple indoor visualisation renderings were developed. The visualisation renderings were represented in a three-dimensional virtual environment from a first-person perspective. Each rendering used the design framework differently. Also, each rendering was graded using a parallel chart that compares how the different visual elements were used per the rendering. The main findings were that the techniques/ renderings that used the visual elements effectively (enhanced human-perception) resulted in better acquisition and construction of knowledge about the surrounding indoor environment

    User interfaces for mobile navigation

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    A Qualification of 3D Geovisualisation

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    Augmented reality and GIS: On the possibilities and limits of markerless AR

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    Ponencias, comunicaciones y pĂłsters presentados en el 17th AGILE Conference on Geographic Information Science "Connecting a Digital Europe through Location and Place", celebrado en la Universitat Jaume I del 3 al 6 de junio de 2014.The application of Augmented Reality (AR) in the geo-spatial domain offers huge potentials: AR can visualize invisible properties of spatial entities, can display historic data for them, or can help in finding places. Whatever the application is, AR in the geo-spatial domain will often be purely sensor based, thus without the help of visual or sensory markers. In this paper we analyse the achievable accuracy of AR projections under everyday conditions with consumer hardware. We can show that AR can be applied in applications in smaller geographic scale, but is not sufficient if it comes to the preciseness required when inspecting infrastructural data of small scale

    Design experiences of multimodal mixed reality interfaces

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    Exploring the communication of flood risk through online geographic visualisation

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    There is a growing need for effective flood risk communication in the UK, the Projection Augmented Relief Model (PARM) simulator is a unique, online geovisualisation tool that presents geographical information in a unique and engaging way. This research investigated the acquisition of geographical knowledge and the quality of user experience with a PARM simulator. The research explored how user-centred testing can be used to gain feedback and critical insights on the PARM simulator content, obtaining input from both technical and non-technical audiences. This was novel as there has been minimal formal testing of this kind on 3D PARMs, but the PARM content has also never been replicated online into a ‘simulator’ in this way. Without the replication of 3D content, this enabled the isolation of issues related directly to content rather than the display model. The methodology employed during this research included interviews where participant interactions with the simulator were observed and feedback was collected (Stage 1). Recommendations made by participants in Stage 1 were then implemented, modifying the PARM Simulator content. The PARM simulator was then made public, and a feedback survey was used to gain further insights into the successes and failures of the simulator (Stage 2). The overall findings highlighted that the local story of ‘What causes Skipton to flood?’ was deemed, on average, the most engaging thematic section. The catchment-scale imagery and explanations used here should be replicated for future displays that aim to convey flood risk. The ‘Scenario Animations’ were statistically proven to be rated, on average, significantly more engaging by those who were familiar with Skipton compared to those who were not. Yet, familiarity of location did not provide users with a significant advantage in knowledge acquisition from the simulator overall, meaning that the PARM narrative was more accessible than previously expected. Graphic representation of different flood events (% AEP) was the most useful in helping users understand flood risk in Skipton, however future deigns should incorporate ‘return period’ language into the PARM narrative and an explanation of language used, especially for stand-alone displays. This research presents a list of feedback from both stages of investigation to be considered when designing and creating content for PARM displays in the future. The PARM simulator was proven to evoke behavioural change amongst users, who signed up to a flood warning scheme as a result of engaging with the simulator. Future work should consider how PARM displays can inform users on private flood risk reduction behaviours. It was also found that alternative online platforms for the simulator should be explored, such as websites, to produce a more intuitive risk communication tool that could be disseminated further to engage non-technical audiences

    Usability-enhanced coordination design of geovisualisations to communicate coastal flood risk information

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    For at least two millennia and probably much longer, the traditional vehicle for communicating geographical information to end-users has been the map. With the advent of computers, the means of both producing and consuming maps have radically been transformed, while the inherent nature of the information product has also expanded and diversified rapidly. This has given rise in recent years to the new concept of geovisualisation (GVIS), which draws on the skills of the traditional cartographer, but extends them into three spatial dimensions and may also add temporality, photorealistic representations and/or interactivity. Demand for GVIS technologies and their applications has increased significantly in recent years, driven by the need to study complex geographical events and in particular their associated consequences and to communicate the results of these studies to a diversity of audiences and stakeholder groups. GVIS has data integration, multi-dimensional spatial display advanced modelling techniques, dynamic design and development environments and field-specific application needs. To meet with these needs, GVIS tools should be both powerful and inherently usable, in order to facilitate their role in helping interpret and communicate geographic problems. However no framework currently exists for ensuring this usability. The research presented here seeks to fill this gap, by addressing the challenges of incorporating user requirements in GVIS tool design. It starts from the premise that usability in GVIS should be incorporated and implemented throughout the whole design and development process. To facilitate this, Subject Technology Matching (STM) is proposed as a new approach to assessing and interpreting user requirements. Based on STM, a new design framework called Usability Enhanced Coordination Design (UECD) is ten presented with the purpose of leveraging overall usability of the design outputs. UECD places GVIS experts in a new key role in the design process, to form a more coordinated and integrated workflow and a more focused and interactive usability testing. To prove the concept, these theoretical elements of the framework have been implemented in two test projects: one is the creation of a coastal inundation simulation for Whitegate, Cork, Ireland; the other is a flooding mapping tool for Zhushan Town, Jiangsu, China. The two case studies successfully demonstrated the potential merits of the UECD approach when GVIS techniques are applied to geographic problem solving and decision making. The thesis delivers a comprehensive understanding of the development and challenges of GVIS technology, its usability concerns, usability and associated UCD; it explores the possibility of putting UCD framework in GVIS design; it constructs a new theoretical design framework called UECD which aims to make the whole design process usability driven; it develops the key concept of STM into a template set to improve the performance of a GVIS design. These key conceptual and procedural foundations can be built on future research, aimed at further refining and developing UECD as a useful design methodology for GVIS scholars and practitioners

    Big data, method and the ethics of location : a case study of a hookup app for men who have sex with men

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    With the rise of geo-social media, location is emerging as a particularly sensitive data point for big data and digital media research. To explore this area, we reflect on our ethics for a study in which we analyze data generated via an app that facilitates public sex among men who have sex with men. The ethical sensitivities around location are further heightened in the context of research into such digital sexual cultures. Public sexual cultures involving men who have sex with men operate both in spaces “meant” for public sex (e.g., gay saunas and dark rooms) and spaces “not meant” for public sex (e.g., shopping centers and public toilets). The app in question facilitates this activity. We developed a web scraper that carefully collected selected data from the app and that data were then analyzed to help identify ethical issues. We used a mixture of content analysis using Python scripts, geovisualisation software and manual qualitative coding techniques. Our findings, which are methodological rather than theoretical in nature, center on the ethics associated with generating, processing, presenting, archiving and deleting big data in a context where harassment, imprisonment, physical harm and even death occur. We find a tension in normal standards of ethical conduct where humans are involved in research. We found that location came to the fore as a key - though not the only - actor requiring attention when considering ethics in a big data context

    A case study of augmented reality serious games

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    The study introduced in this paper examines some of the issues involved in the design and implementation of serious games that make use of tangible AR environments. Our motivation is to understand how augmented reality serious games (ARSG) can be applied to some very difficult problems in the real gaming world. Emphasis is given on the interface and the interactions between the players and the serious games themselves. In particular, two case studies are presented, ARPuzzle and ARBreakout. Results from both case studies indicate that AR gaming has the potential of revolutionizing the way that current games are played and used as well as that it can help educate players while playing

    Geomatics in physiognomic landscape research: A Dutch view

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    Geomatics is a technology and service sector focussing on the acquisition, storage, analysis and management of geographically referenced information for improved decision-making. Landscape physiognomic and research –and its GI science application. The geomatics developments since 40 years confront us with many new algorithms and a variety of geo data. Due to these the interest in physiognomic research has been increased. This article links the variety of geodata and its processing functions to the landscape physiognomic research framework. This link is based on an overview of the geo data, the intended applications in landscape physiognomic research and the functions to perform. The article provides an overview of geographical data using/driving methods and applications that may support physiognomic landscape research that longs from methods that rely on geo-data that ranges from a administratively defined (INSPIRE), professional experiment acquired  up to collected by volunteers. These methods may act manifold: describe, proof and project of space as could be perceived, imagined and created from both perspectives affectively and cognitively. Besides to communicate results the methods include persistently also analysis by visualization. Other findings are the interest in changing objects of the landscape and perception via moving subjects
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