22,546 research outputs found

    Computing Approximate Solutions to the Art Gallery Problem and Watchman Route Problem by Means of Photon Mapping

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    Wireless sensor networks (WSNs) can be partitioned component sensor nodes (SNs) who are meant to operate and sense information arriving from multiple spectra in their environment. Determining where to place a single SN or multiple SNs such that the amount of information gained is maximized while the number of SNs used to gain that information is minimized is an instance of solving the art gallery problem (AGP). In order to solve the AGP, we present the Sensor Placement Optimization via Queries (SPOQ) algorithm that uses level sets populated by queries to a photon map in order to find observation points that sense as many photons as possible. Since we are using photon mapping as our means of modeling how information is conveyed, SPOQ can then take into account static or dynamic environmental conditions and can use exploratory or precomputed sensing. Unmanned vehicles can be designated more generally as UxVs where “x” indicates the environment they are expected to operate – either in the air, on the ground, underwater or on the water’s surface. Determining how to plan an optimal route by a single UxV or multiple UxVs operating in their environment such that the amount of information gained is maximized while the cost of gaining that information is minimized is an instance of solving the watchman route problem (WRP). In order to solve the WRP, we present the Photon-mapping-Informed active-Contour Route Designator (PICRD) algorithm. PICRD heuristically solves the WRP by utilizing SPOQ’s AGP-solving vertices and connecting them with the high visibility vertices provided by a photon-mapping informed Chan-Vese segmentation mesh using a shortest-route path-finding algorithm. Since we are using photon-mapping as our foundation for determining sensor coverage by the PICRD algorithm, we can then take into account the behavior of photons as they propagate through the various environmental conditions that might be encountered by a single or multiple UxVs

    Case studies of mental models in home heat control: searching for feedback, valve, timer and switch theories

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    An intergroup case study was undertaken to determine if: 1) There exist distinct mental models of home heating function, that differ significantly from the actual functioning of UK heating systems; and 2) Mental models of thermostat function can be categorized according to Kempton’s (1986) valve and feedback shared theories, and others from the literature. Distinct, inaccurate mental models of the heating system, as well as thermostat devices in isolation, were described. It was possible to categorise thermostat models by Kempton’s (1986) feedback shared theory, but other theories proved ambiguous. Alternate control devices could be categorized by Timer (Norman, 2002) and Switch (Peffer et al., 2011) theories. The need to consider the mental models of the heating system in terms of an integrated set of control devices, and to consider user’s goals and expectations of the system benefit, was highlighted. The value of discovering shared theories, and understanding user mental models, of home heating, are discussed with reference to their present day relevance for reducing energy consumption

    Landmark Visualization on Mobile Maps – Effects on Visual Attention, Spatial Learning, and Cognitive Load during Map-Aided Real-World Navigation of Pedestrians

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    Even though they are day-to-day activities, humans find navigation and wayfinding to be cognitively challenging. To facilitate their everyday mobility, humans increasingly rely on ubiquitous mobile maps as navigation aids. However, the over-reliance on and habitual use of omnipresent navigation aids deteriorate humans' short-term ability to learn new information about their surroundings and induces a long-term decline in spatial skills. This deterioration in spatial learning is attributed to the fact that these aids capture users' attention and cause them to enter a passive navigation mode. Another factor that limits spatial learning during map-aided navigation is the lack of salient landmark information on mobile maps. Prior research has already demonstrated that wayfinders rely on landmarks—geographic features that stand out from their surroundings—to facilitate navigation and build a spatial representation of the environments they traverse. Landmarks serve as anchor points and help wayfinders to visually match the spatial information depicted on the mobile map with the information collected during the active exploration of the environment. Considering the acknowledged significance of landmarks for human wayfinding due to their visibility and saliency, this thesis investigates an open research question: how to graphically communicate landmarks on mobile map aids to cue wayfinders' allocation of attentional resources to these task-relevant environmental features. From a cartographic design perspective, landmarks can be depicted on mobile map aids on a graphical continuum ranging from abstract 2D text labels to realistic 3D buildings with high visual fidelity. Based on the importance of landmarks for human wayfinding and the rich cartographic body of research concerning their depiction on mobile maps, this thesis investigated how various landmark visualization styles affect the navigation process of two user groups (expert and general wayfinders) in different navigation use contexts (emergency and general navigation tasks). Specifically, I conducted two real-world map-aided navigation studies to assess the influence of various landmark visualization styles on wayfinders' navigation performance, spatial learning, allocation of visual attention, and cognitive load. In Study I, I investigated how depicting landmarks as abstract 2D building footprints or realistic 3D buildings on the mobile map affected expert wayfinders' navigation performance, visual attention, spatial learning, and cognitive load during an emergency navigation task. I asked expert navigators recruited from the Swiss Armed Forces to follow a predefined route using a mobile map depicting landmarks as either abstract 2D building footprints or realistic 3D buildings and to identify the depicted task-relevant landmarks in the environment. I recorded the experts' gaze behavior with a mobile eye-tracer and their cognitive load with EEG during the navigation task, and I captured their incidental spatial learning at the end of the task. The wayfinding experts' exhibited high navigation performance and low cognitive load during the map-aided navigation task regardless of the landmark visualization style. Their gaze behavior revealed that wayfinding experts navigating with realistic 3D landmarks focused more on the visualizations of landmarks on the mobile map than those who navigated with abstract 2D landmarks, while the latter focused more on the depicted route. Furthermore, when the experts focused for longer on the environment and the landmarks, their spatial learning improved regardless of the landmark visualization style. I also found that the spatial learning of experts with self-reported low spatial abilities improved when they navigated with landmarks depicted as realistic 3D buildings. In Study II, I investigated the influence of abstract and realistic 3D landmark visualization styles on wayfinders sampled from the general population. As in Study I, I investigated wayfinders' navigation performance, visual attention, spatial learning, and cognitive load. In contrast to Study I, the participants in Study II were exposed to both landmark visualization styles in a navigation context that mimics everyday navigation. Furthermore, the participants were informed that their spatial knowledge of the environment would be tested after navigation. As in Study I, the wayfinders in Study II exhibited high navigation performance and low cognitive load regardless of the landmark visualization style. Their visual attention revealed that wayfinders with low spatial abilities and wayfinders familiar with the study area fixated on the environment longer when they navigated with realistic 3D landmarks on the mobile map. Spatial learning improved when wayfinders with low spatial abilities were assisted by realistic 3D landmarks. Also, when wayfinders were assisted by realistic 3D landmarks and paid less attention to the map aid, their spatial learning improved. Taken together, the present real-world navigation studies provide ecologically valid results on the influence of various landmark visualization styles on wayfinders. In particular, the studies demonstrate how visualization style modulates wayfinders' visual attention and facilitates spatial learning across various user groups and navigation use contexts. Furthermore, the results of both studies highlight the importance of individual differences in spatial abilities as predictors of spatial learning during map-assisted navigation. Based on these findings, the present work provides design recommendations for future mobile maps that go beyond the traditional concept of "one fits all." Indeed, the studies support the cause for landmark depiction that directs individual wayfinders' visual attention to task-relevant landmarks to further enhance spatial learning. This would be especially helpful for users with low spatial skills. In doing so, future mobile maps could dynamically adapt the visualization style of landmarks according to wayfinders' spatial abilities for cued visual attention, thus meeting individuals' spatial learning needs

    MOG 2010:3rd Workshop on Multimodal Output Generation: Proceedings

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    Measuring information-transfer delays

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    In complex networks such as gene networks, traffic systems or brain circuits it is important to understand how long it takes for the different parts of the network to effectively influence one another. In the brain, for example, axonal delays between brain areas can amount to several tens of milliseconds, adding an intrinsic component to any timing-based processing of information. Inferring neural interaction delays is thus needed to interpret the information transfer revealed by any analysis of directed interactions across brain structures. However, a robust estimation of interaction delays from neural activity faces several challenges if modeling assumptions on interaction mechanisms are wrong or cannot be made. Here, we propose a robust estimator for neuronal interaction delays rooted in an information-theoretic framework, which allows a model-free exploration of interactions. In particular, we extend transfer entropy to account for delayed source-target interactions, while crucially retaining the conditioning on the embedded target state at the immediately previous time step. We prove that this particular extension is indeed guaranteed to identify interaction delays between two coupled systems and is the only relevant option in keeping with Wiener’s principle of causality. We demonstrate the performance of our approach in detecting interaction delays on finite data by numerical simulations of stochastic and deterministic processes, as well as on local field potential recordings. We also show the ability of the extended transfer entropy to detect the presence of multiple delays, as well as feedback loops. While evaluated on neuroscience data, we expect the estimator to be useful in other fields dealing with network dynamics

    Avatars:A Shifting Interaction

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    The intersection of theatre-performance, design, and informatics is a fertile area for a broader understanding of the possible design and interaction between people and avatars in simulated three dimensional information spaces. This paper outlines the theoretical modelling for the visualization of a generic avatar template applicable to information spaces. Such a representation, it is theorised, would indicate semantic and structural meanings between contents of a document collection of an
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