106,615 research outputs found
Space time pixels
This paper reports the design of a networked system, the aim of
which is to provide an intermediate virtual space that will
establish a connection and support interaction between multiple
participants in two distant physical spaces.
The intention of the project is to explore the potential of the
digital space to generate original social relationships between
people that their current (spatial or social) position can
difficultly allow the establishment of innovative connections.
Furthermore, to explore if digital space can sustain, in time,
low-level connections like these, by balancing between the two
contradicting needs of communication and anonymity.
The generated intermediate digital space is a dynamic reactive
environment where time and space information of two physical
places is superimposed to create a complex common ground where
interaction can take place. It is a system that provides
awareness of activity in a distant space through an abstract
mutable virtual environment, which can be perceived in several
different ways β varying from a simple dynamic background image
to a common public space in the junction of two private spaces or
to a fully opened window to the other space β according to the
participants will.
The thesis is that the creation of an intermediary environment
that operates as an activity abstraction filter between several
users, and selectively communicates information, could give
significance to the ambient data that people unconsciously
transmit to others when co-existing. It can therefore generate a new layer of connections and original interactivity patterns; in contrary to a straight-forward direct real video and sound
system, that although it is functionally more feasible, it
preserves the existing social constraints that limit interaction
into predefined patterns
A review of data visualization: opportunities in manufacturing sequence management.
Data visualization now benefits from developments in technologies that offer innovative ways of presenting complex data. Potentially these have widespread application in communicating the complex information domains typical of manufacturing sequence management environments for global enterprises. In this paper the authors review the visualization functionalities, techniques and applications reported in literature, map these to manufacturing sequence information presentation requirements and identify the opportunities available and likely development paths. Current leading-edge practice in dynamic updating and communication with suppliers is not being exploited in manufacturing sequence management; it could provide significant benefits to manufacturing business. In the context of global manufacturing operations and broad-based user communities with differing needs served by common data sets, tool functionality is generally ahead of user application
Interactive Visual Analysis of Networked Systems: Workflows for Two Industrial Domains
We report on a first study of interactive visual analysis of networked systems. Working with ABB Corporate Research and Ericsson Research, we have created workflows which demonstrate the potential of visualization in the domains of industrial automation and telecommunications. By a workflow in this context, we mean a sequence of visualizations and the actions for generating them. Visualizations can be any images that represent properties of the data sets analyzed, and actions typically either change the selection of data visualized or change the visualization by choice of technique or change of parameters
Towards virtual communities on the Web: Actors and audience
We report about ongoing research in a virtual
reality environment where visitors can interact with
agents that help them to obtain information, to perform
certain transactions and to collaborate with them in order
to get some tasks done. Our environment models a
theatre in our hometown. We discuss attempts to let this
environment evolve into a theatre community where we
do not only have goal-directed visitors, but also visitors
that that are not sure whether they want to buy or just
want information or visitors who just want to look
around. It is shown that we need a multi-user and multiagent
environment to realize our goals. Since our environment
models a theatre it is also interesting to investigate
the roles of performers and audience in this environment.
For that reason we discuss capabilities and personalities of agents. Some notes on the historical development of networked communities are included
Interpretation at the controller's edge: designing graphical user interfaces for the digital publication of the excavations at Gabii (Italy)
This paper discusses the authorsβ approach to designing an interface for the Gabii Projectβs 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 βon the ground,β 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
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Scientific Literacy in the digital age: tools, environments and resources for co-inquiry
This paper describes some European and International projects to promote Scientific Literacy in the digital age as well as technologies, environments and resources for co-inquiry. The aim of this research is also to describe computer applications, software tools and environments that were designed to support processes of collaborative inquiry learning to promote Scientific Literacy. These tools are analyzed by describing their interfaces and functionalities. The outcomes of this descriptive research points out some effects on student learning and competences developed known from the literature. This paper argues the importance of promoting scientific citizenship not only through schools and Universities (formal learning), but also non-credit online courses and community-based learning programmes (non-formal context), as well as daily life activities, educational open digital materials through social networks (informal scenario)
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