4,050 research outputs found

    A Usability Study for Electronic Flight Bag (EFB) Flight Planning Applications on Tablet Devices for Ab-initio Pilots

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    The proliferation of mobile technology has prompted the use of tablet devices in the cockpit and during ground operations in general aviation. Due to the increase in affordable and reliable hardware (i.e. iPads etc.), the development of pilot-specific software has led to the creation of a commercial-of-the-shelf (COTS), electronic flight bag (EFB) market. EFBs have many advantages, such as reducing the space requirements for flight documents, enabling faster searching and indexing of files, providing useful tools for flight planning, and providing automatic updates. The increase in availability of mobile technology and flight applications has allowed general aviation enthusiast and ab-initio pilots to utilize EFBs. This paper examines the usability of three of the most popular commercial EFB software programs: Foreflight mobile, Garmin Pilot, FltPlan Go. The usability study was developed for the ab-initio demographic (time), which primarily constitutes pilots who have completed their cross country training. The study assessed 30 ab-initio collegiate flight students on a series of tasks during each flight application. The usability of the applications was based on task success, time to complete the task, efficiency of the application, and learnability. The students also completed a pre survey, the NASA Task Load Index (TLX), System Usability Survey (SUS), and post survey, respectively. An Analysis of Variance (ANOVA) was conducted to compare the scores of the three applications. The results of the study show that Foreflight had the best scores across all metrics

    Activity River: Visualizing Planned and Logged Personal Activities for Reflection

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    We present Activity River, a personal visualization tool which enables individuals to plan, log, and reflect on their self-defined activities. We are interested in supporting this type of reflective practice as prior work has shown that reflection can help people plan and manage their time effectively. Hence, we designed Activity River based on five design goals (visualize historical and contextual data, facilitate comparison of goals and achievements, engage viewers with delightful visuals, support authorship, and enable flexible planning and logging) which we distilled from the Information Visualization and Human-Computer Interaction literature. To explore our approach's strengths and limitations, we conducted a qualitative study of Activity River using a role-playing method. Through this qualitative exploration, we illustrate how our participants envisioned using our visualization to perform dynamic and continuous reflection on their activities. We observed that they were able to assess their progress towards their plans and adapt to unforeseen circumstances using our tool.Comment: 9 pages, 6 figures, AVI '20, September 28-October 2, 2020, Salerno, Italy 2020 Association for Computing Machiner

    Considering a Seismically Active Leech River Valley Fault Zone in Southwestern British Columbia

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    The transpressional reverse Leech River fault (LRF) extends across the southern tip of Vancouver Island and beneath the city of Victoria, British Columbia, Canada. New paleoseismic studies suggest at least three surface-rupturing earthquakes have exceeded a moment magnitude (M) of 6 within a proposed Leech River Valley Fault Zone (LRVFZ) within the last 9,000 years. We examine the impact of an active LRVFZ to predicted earthquake ground motions for Victoria. In a probabilistic formulation considering the likelihood of all earthquake sources, LRVFZ earthquakes will contribute the most to high-frequency ground motions (≄ 10 Hz) in Victoria. The Canadian seismic design ground motions for Victoria increase on average by 4 – 23% at 10 Hz depending on the selection for the magnitude-recurrence rate associated with the LRVFZ. In a deterministic formulation considering rupture complexities for a suite of M 7 LRVFZ scenario earthquakes, predicted low-frequency (\u3c 0.5 Hz) ground motions in Victoria vary between 1 cm/s (weak shaking) and 19 cm/s (strong shaking) depending on the scenario. The highest ground motions in Victoria are generated by an eastward-rupturing large magnitude LRVFZ earthquake with maximum slip at shallow depth near the city

    Overcoming the Digital Tsunami in e-Discovery: is Visual Analysis the Answer?

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    New technologies are generating potentially discoverable evidence in electronic form in ever increasing volumes. As a result, traditional techniques of document search and retrieval in pursuit of electronic discovery in litigation are becoming less viable. One potential new technological solution to the e-discovery search and retrieval challenge is Visual Analysis (VA). VA is a technology that combines the computational power of the computer with graphical representations of large datasets to enable interactive analytic capabilities. This article provides an overview of VA technology and how it is being applied in the analysis of e-mail and other electronic documents in the field of e-discovery, as well as discussing several challenges and limitations of the technology. The article concludes that VA has the potential to overcome some of the limitations of current search and retrieval techniques, but that addressing the digital tsunami is more likely to be achieved by using VA in combination with other search and retrieval technologies in the context of creating an effective data governance program

    3D Sketching for Interactive Model Retrieval in Virtual Reality

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    We describe a novel method for searching 3D model collections using free-form sketches within a virtual environment as queries. As opposed to traditional sketch retrieval, our queries are drawn directly onto an example model. Using immersive virtual reality the user can express their query through a sketch that demonstrates the desired structure, color and texture. Unlike previous sketch-based retrieval methods, users remain immersed within the environment without relying on textual queries or 2D projections which can disconnect the user from the environment. We perform a test using queries over several descriptors, evaluating the precision in order to select the most accurate one. We show how a convolutional neural network (CNN) can create multi-view representations of colored 3D sketches. Using such a descriptor representation, our system is able to rapidly retrieve models and in this way, we provide the user with an interactive method of navigating large object datasets. Through a user study we demonstrate that by using our VR 3D model retrieval system, users can perform search more quickly and intuitively than with a naive linear browsing method. Using our system users can rapidly populate a virtual environment with specific models from a very large database, and thus the technique has the potential to be broadly applicable in immersive editing systems

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Canada’s Earthquakes: ‘The Good, the Bad, and the Ugly’

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    Much of Canada is ‘earthquake country’. Tiny earthquakes (that can only be recorded by seismographs) happen every day. On average, earthquakes large enough to be felt occur every week in Canada, damaging earthquakes are years to decades apart, and some of the world’s largest earthquakes are typically separated by intervals of centuries. In this article, we provide details on the most significant earthquakes that have been recorded in, or near, Canada, including where and when they occurred, how they were felt, and the effects of those earthquakes. We also provide a brief review of how earthquakes are monitored across Canada and some recent earthquake hazard research. It is the results of this monitoring and research, which provide knowledge on earthquake hazard, that are incorporated into the National Building Code of Canada. This, in turn, will contribute to reduced property losses from future earthquakes across Canada. SOMMAIRE Un bonne partie du Canada est un ‘pays de sĂ©ismes’. De petits sĂ©ismes (que seuls les sĂ©ismographes peuvent enregistrer) s’y produisent quotidiennement. En moyenne, un sĂ©isme assez fort pour qu’on le ressente s’y produit Ă  intervalle d’une semaine; assez fort pour causer des dommages s’y produit Ă  intervalle de quelques annĂ©es Ă  quelques dĂ©cennies; alors que l’intervalle de rĂ©currence des plus grands sĂ©ismes est de l’ordre des siĂšcles. Dans le prĂ©sent article on trouvera des dĂ©tails sur les plus importants sĂ©ismes s’étant produits sur ou Ă  proximitĂ© du territoire canadien, incluant le lieu et le moment, leurs manifestations et leurs rĂ©percussions. On y dĂ©crit sommairement les moyens de dĂ©tection dĂ©ployĂ©s sur le territoire canadien ainsi que quelques-unes des recherches rĂ©centes sur les risques sismiques. Ce sont les rĂ©sultats des efforts de surveillance et des recherches sur les tremblements de terre qui ont Ă©tĂ© intĂ©grĂ©s dans le Code national du bĂątiment du Canada. Et cela aidera Ă  amoindrir les rĂ©percussions des sĂ©ismes Ă  venir sur la propriĂ©tĂ©

    Design and Evaluation of 3D Positioning Techniques for Multi-touch Displays

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    Multi-touch displays represent a promising technology for the display and manipulation of 3D data. To fully exploit their capabilities, appropriate interaction techniques must be designed. In this paper, we explore the design of free 3D positioning techniques for multi-touch displays to exploit the additional degrees of freedom provided by this technology. We present a first interaction technique to extend the standard four viewports technique found in commercial CAD applications and a second technique designed to allow free 3D positioning with a single view of the scene. The two techniques were then evaluated in a controlled experiment. Results show no statistical difference for the positioning time but a clear preference for the Z-technique

    Soft shadows using sp-line approximation

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    © 2015 Penerbit UTM Press. All rights reserved. Realistic soft shadows are an important factor to enhance the realism of Augmented Reality systems. Without shadows, virtual objects would look floating over the scene resulting unrealistic rendering of AR environment. Little attention has been directed towards balanced trade-off between shadow quality and computational cost. In this study, a new approach is proposed; Quadratic Sp-line Interpolation (QSI) to soften the outline of the shadow. QSI estimates the border of hard shadow samples. In more details, a reflective hemisphere is used to capture real light then to create an environment map. Implementation of the Median Cut algorithm is performed to locate the direction of real light sources on the environment map. Subsequently, the original hard shadows are retrieved and a sample of multilayer hard shadows is produced. The proposed technique is tested by using three samples of multilayer hard shadows with a varied number of light sources that are generated from the Median Cut algorithm. The experimental results show that the proposed technique has successfully produced realistic soft shadows with low computational costs
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