71,618 research outputs found
Interpretation at the controller's edge: designing graphical user interfaces for the digital publication of the excavations at Gabii (Italy)
This paper discusses the authors’ approach to designing an interface for the Gabii Project’s digital volumes that attempts to fuse elements of traditional synthetic publications and site reports with rich digital datasets. Archaeology, and classical archaeology in particular, has long engaged with questions of the formation and lived experience of towns and cities. Such studies might draw on evidence of local topography, the arrangement of the built environment, and the placement of architectural details, monuments and inscriptions (e.g. Johnson and Millett 2012). Fundamental to the continued development of these studies is the growing body of evidence emerging from new excavations. Digital techniques for recording evidence “on the ground,” notably SFM (structure from motion aka close range photogrammetry) for the creation of detailed 3D models and for scene-level modeling in 3D have advanced rapidly in recent years. These parallel developments have opened the door for approaches to the study of the creation and experience of urban space driven by a combination of scene-level reconstruction models (van Roode et al. 2012, Paliou et al. 2011, Paliou 2013) explicitly combined with detailed SFM or scanning based 3D models representing stratigraphic evidence. It is essential to understand the subtle but crucial impact of the design of the user interface on the interpretation of these models. In this paper we focus on the impact of design choices for the user interface, and make connections between design choices and the broader discourse in archaeological theory surrounding the practice of the creation and consumption of archaeological knowledge. As a case in point we take the prototype interface being developed within the Gabii Project for the publication of the Tincu House. In discussing our own evolving practices in engagement with the archaeological record created at Gabii, we highlight some of the challenges of undertaking theoretically-situated user interface design, and their implications for the publication and study of archaeological materials
Using pattern languages in participatory design
In this paper, we examine the contribution that pattern languages could make to user participation in the design of interactive systems, and we report on our experiences of using pattern languages in this way.
In recent years, there has been a growing interest in the use of patterns and pattern languages in the design of interactive systems. Pattern languages were originally developed by the architect, Christopher Alexander, both as a way of understanding the nature of building designs that promote a ‘humane’ or living built environment; and as a practical tool to aid in participatory design of buildings.
Our experience suggests that pattern languages do have considerable potential to support participatory design in HCI, but that many pragmatic issues remain to be resolved.</p
Semantic multimedia remote display for mobile thin clients
Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE
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Native advertising : attitudes, value and purchase intention
textNative-form advertising in the digital space can most easily be defined as promotional content constructed to mimic the form and structure of the website that it is embedded on. With the rise of user generated content and social media, digital native advertising is fast becoming a popular promotional tactic for brands looking to engage with an online audience. This study examines whether this form of advertising significantly impacts consumer attitudes towards the ad, value of the ad and purchase intention of the promoted product across three product categories. Although not significant, results suggest that native advertising positively impacts entertainment- and lifestyle-based products, while information-based service industries, including cyber security, saw a negative reaction from respondents. That said, product category did influence attitude toward the ad and ad value regardless of the ad type. Moreover, a strong positive correlation between product involvement and purchase intention was found, indicating the need to target specific audiences with online native advertising.Advertisin
Varying the texture: a study of art, learning and multimedia
Art Explorer is an innovative multimedia system being designed and developed within the Institute of Educational Technology, at The Open University. Based on an analogy to dreams, Art Explorer is structured into several episodes. Each episode is designed to help beginning students of Art History foster personal constructs about paintings and develop a richer understanding of how their perceptions of paintings work. This discussion focuses on the pedagogic rationale motivating Art Explorer's development and is structured around two strands of a design story. First, it highlights the research behind the design. The reported research is about learners' problems - most specifically about the varying conceptual, perceptual and affective challenges learners face as they begin to study Art History. But, more broadly, it is about the problems faced by learners as they begin academic study and seek to engage with the knowledge and methods of discipline experts. Secondly, and it is argued, as a second pedagogic priority, the spotlight shifts to multimedia. The discussion tracks design decisions that aim both to exploit the potential of the medium and to match pre-identified learner needs. The ingredients of Art Explorer are described to illustrate some of the rich potential of the medium for negotiating understanding between teacher and learner
Inviwo -- A Visualization System with Usage Abstraction Levels
The complexity of today's visualization applications demands specific
visualization systems tailored for the development of these applications.
Frequently, such systems utilize levels of abstraction to improve the
application development process, for instance by providing a data flow network
editor. Unfortunately, these abstractions result in several issues, which need
to be circumvented through an abstraction-centered system design. Often, a high
level of abstraction hides low level details, which makes it difficult to
directly access the underlying computing platform, which would be important to
achieve an optimal performance. Therefore, we propose a layer structure
developed for modern and sustainable visualization systems allowing developers
to interact with all contained abstraction levels. We refer to this interaction
capabilities as usage abstraction levels, since we target application
developers with various levels of experience. We formulate the requirements for
such a system, derive the desired architecture, and present how the concepts
have been exemplary realized within the Inviwo visualization system.
Furthermore, we address several specific challenges that arise during the
realization of such a layered architecture, such as communication between
different computing platforms, performance centered encapsulation, as well as
layer-independent development by supporting cross layer documentation and
debugging capabilities
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