12,052 research outputs found

    Space Station Human Factors Research Review. Volume 4: Inhouse Advanced Development and Research

    Get PDF
    A variety of human factors studies related to space station design are presented. Subjects include proximity operations and window design, spatial perceptual issues regarding displays, image management, workload research, spatial cognition, virtual interface, fault diagnosis in orbital refueling, and error tolerance and procedure aids

    Mixed-methods research: a new approach to evaluating the motivation and satisfaction of university students using advanced visual technologies

    Get PDF
    The final publication is available at link.springer.comA mixed-methods study evaluating the motivation and satisfaction of Architecture degree students using interactive visualization methods is presented in this paper. New technology implementations in the teaching field have been largely extended to all types of levels and educational frameworks. However, these innovations require approval validation and evaluation by the final users, the students. In this paper, the advantages and disadvantages of applying mixed evaluation technology are discussed in a case study of the use of interactive and collaborative tools for the visualization of 3D architectonical models. The main objective was to evaluate Architecture and Building Science students’ the motivation to use and satisfaction with this type of technology and to obtain adequate feedback that allows for the optimization of this type of experiment in future iterations.Postprint (author’s final draft

    Future internet enablers for VGI applications

    No full text
    This paper presents the authors experiences with the development of mobile Volunteered Geographic Information (VGI) applications in the context of the ENVIROFI project and Future Internet Public Private Partnership (FI-PPP) FP7 research programme.FI-PPP has an ambitious goal of developing a set of Generic FI Enablers (GEs) - software and hardware tools that will simplify development of thematic future internet applications. Our role in the programme was to provide requirements and assess the usability of the GEs from the point of view of the environmental usage area, In addition, we specified and developed three proof of concept implementations of environmental FI applications, and a set of specific environmental enablers (SEs) complementing the functionality offered by GEs. Rather than trying to rebuild the whole infrastructure of the Environmental Information Space (EIS), we concentrated on two aspects: (1) how to assure the existing and future EIS services and applications can be integrated and reused in FI context; and (2) how to profit from the GEs in future environmental applications.This paper concentrates on the GEs and SEs which were used in two of the ENVIROFI pilots which are representative for the emerging class of Volunteered Geographic Information (VGI) use-cases: one of them is pertinent to biodiversity and another to influence of weather and airborne pollution on users’ wellbeing. In VGI applications, the EIS and SensorWeb overlap with the Social web and potentially huge amounts of information from mobile citizens needs to be assessed and fused with the observations from official sources. On the whole, the authors are confident that the FI-PPP programme will greatly influence the EIS, but the paper also warns of the shortcomings in the current GE implementations and provides recommendations for further developments

    Virtual reality as an educational tool in interior architecture

    Get PDF
    Ankara : The Department of Interior Architecture and Environmental Design and the Institute of Fine Arts of Bilkent Univ., 1997.Thesis (Master's) -- Bilkent University, 1997.Includes bibliographical references.This thesis discusses the use of virtual reality technology as an educational tool in interior architectural design. As a result of this discussion, it is proposed that virtual reality can be of use in aiding three-dimensional design and visualization, and may speed up the design process. It may also be of help in getting the designers/students more involved in their design projects. Virtual reality can enhance the capacity of designers to design in three dimensions. The virtual reality environment used in designing should be capable of aiding both the design and the presentation process. The tradeoffs of the technology, newly emerging trends and future directions in virtual reality are discussed.Aktaş, OrkunM.S

    Visual Displays of Information: A Conceptual Taxonomy

    Get PDF
    This paper creates a taxonomic model for visual information displays looking at three levels: information design (based on Edward Tufte’s work), information architecture, and information spaces. Special attention is paid to the use of spatial and navigational metaphors in visual systems as they affect the user’s experience. Especially interesting is how a user creates an “information space” – a mental model of what he has seen, how she keeps track of where she is within a system, and how these activities fit together with the data that is being sought. Mathematics is one area that holds promise for better understanding how people visualize information spaces. Vague terms like space, shape, and distance (all implied by the navigation metaphor) have far more refined conceptualizations within mathematics. By harnessing the descriptive powers of mathematics, we can more aptly describe and understand the process of metaphor creation. Secondly, studying comic books and how they are read (McCloud 1993) holds much promise for understanding how people navigate electronic systems. Comics are 2-D sequentially arranged (or at least juxtaposed) combinations of images and text, much like computer screens. People used to reading such visual constructions are better able to navigate through complex information systems. Finally, the use of spatial or navigational metaphors necessarily implies a temporal dimension as well, which leads to certain subtle, but important differences when comparing navigationthrough electronic environments as opposed to real world ones

    LOCATIVE MEDIA, AUGMENTED REALITIES AND THE ORDINARY AMERICAN LANDSCAPE

    Get PDF
    This dissertation investigates the role of annotative locative media in mediating experiences of place. The overarching impetus motivating this research is the need to bring to bear the theoretical and substantive concerns of cultural landscape studies on the development of a methodological framework for interrogating the ways in which annotative locative media reconfigure experiences of urban landscapes. I take as my empirical cases i) Google Maps with its associated Street View and locational placemark interface, and ii) Layar, an augmented reality platform combining digital mapping and real-time locational augmentation. In the spirit of landscape studies’ longstanding and renewed interest in what may be termed “ordinary” residential landscapes, and reflecting the increasing imbrication of locative media technologies in everyday lives, the empirical research is based in Kenwick, a middleclass, urban residential neighborhood in Lexington, Kentucky. Overall, I present an argument about the need to consider the digital, code (i.e. software), and specifically locative media, in the intellectual context of critical geographies in general and cultural landscape studies in particular

    Evaluating Augmented and Virtual Reality in Education Through a User-Centered Comparative Study

    Get PDF
    none5Augmented and virtual reality proved to be valuable solutions to convey contents in a more appealing and interac- tive way. Given the improvement of mobile and smart devices in terms of both usability and computational power, contents can be easily conveyed with a realism level never reached in the past. Despite the tremendous number of researches related with the presentation of new fascinating applications of ancient goods and artifacts augmenta- tion, few papers are focusing on the real effect these tools have on learning. Within the framework of SmartMarca project, this chapter focuses on assessing the potential of AR/VR applications specifically designed for cultural heritage. Tests have been conducted on classrooms of teenagers to whom different learning approaches served as an evaluation method about the effectiveness of using these technologies for the education process. The chapter argues on the necessity of developing new tools to enable users to become producers of contents of AR/VR experiences.openPierdicca, Roberto; Frontoni, Emanuele; Puggioni, Maria Paola; Malinverni, Eva Savina; Paolanti, MarinaPierdicca, Roberto; Frontoni, Emanuele; Puggioni, Maria Paola; Malinverni, Eva Savina; Paolanti, Marin

    The Limited Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension

    Get PDF
    There is currently significant interest in the use of instructional strategies in learning environments thanks to the emergence of new multimedia systems that combine text, audio, graphics and video, such as augmented reality (AR). In this light, this study compares the effectiveness of AR and video for listening comprehension tasks. The sample consisted of thirty-two elementary school students with different reading comprehension. Firstly, the experience, instructions and objectives were introduced to all the students. Next, they were divided into two groups to perform activities—one group performed an activity involving watching an Educational Video Story of the Laika dog and her Space Journey available by mobile devices app Blue Planet Tales, while the other performed an activity involving the use of AR, whose contents of the same history were visualized by means of the app Augment Sales. Once the activities were completed participants answered a comprehension test. Results (p = 0.180) indicate there are no meaningful differences between the lesson format and test performance. But there are differences between the participants of the AR group according to their reading comprehension level. With respect to the time taken to perform the comprehension test, there is no significant difference between the two groups but there is a difference between participants with a high and low level of comprehension. To conclude SUS (System Usability Scale) questionnaire was used to establish the measure usability for the AR app on a smartphone. An average score of 77.5 out of 100 was obtained in this questionnaire, which indicates that the app has fairly good user-centered design

    Generators of Architectural Atmosphere

    Get PDF
    This book was born as the legacy of the “Generators of Architectural Atmosphere” Symposium, an Interfaces event of the Academy of Neuroscience for Architecture (ANFA), sponsored by the EU’s Horizon 2020 MSCA Program — RESONANCES Project, the Perkins Eastman Studio, and the 2020 Regnier Chair. The event was hosted in the College of Architecture, Planning and Design (APDesign), Kansas State University, Manhattan, KS, on April 12, 2022. Recent advances in science are confirming many of the architect’s expert intuitions opening new doors to the perception of space and the meaning of architectural design. This volume collects three essays: “The Atmospheric Equation and the Weight of Architectural Generators” by Elisabetta Canepa; “Sensing the Atmospheric Space Through a Virtual Lens: Scrutinizing Opportunities and Limitations” by Kutay Güler; and “Locating Architectural Atmosphere” by Tiziana Proietti and Sergei Gepshtein. Bob Condia provided a critical introduction entitled “The Applied Science of Generating Atmospheres in Architecture.”https://newprairiepress.org/ebooks/1048/thumbnail.jp
    corecore