743 research outputs found

    GIS-based landscape design research

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    Landscape design research is important for cultivating spatial intelligence in landscape architecture. This study explores GIS (geographic information systems) as a tool for landscape design research - investigating landscape designs to understand them as architectonic compositions (architectonic plan analysis). The concept ‘composition’ refers to a conceivable arrangement, an architectural expression of a mental construct that is legible and open to interpretation. Landscape architectonic compositions and their representations embody a great wealth of design knowledge as objects of our material culture and reflect the possible treatment of the ground, space, image and program as a characteristic coherence. By exploring landscape architectonic compositions with GIS, design researchers can acquire design knowledge that can be used in the creation and refinement of a design.  The research aims to identify and illustrate the potential role of GIS as a tool in landscape design research, so as to provide insight into the possibilities and limitations of using GIS in this capacity. The critical, information-oriented case of Stourhead landscape garden (Wiltshire, UK), an example of a designed landscape that covers the scope and remit of landscape architecture design, forms the heart of the study. The exploration of Stourhead by means of GIS can be understood as a plausibility probe. Here the case study is considered a form of ‘quasi-experiment’, testing the hypothesis and generating a learning process that constitutes a prerequisite for advanced understanding, while using an adjusted version of the framework for landscape design analysis by Steenbergen and Reh (2003). This is a theoretically informed analytical method based on the formal interpretation of the landscape architectonic composition addressing four landscape architectonic categories: the basic, the spatial, the symbolic and the programmatic form. This study includes new aspects to be analysed, such as the visible form and the shape of the walk, and serves as the basis for the landscape architectonic analysis in which GIS is used as the primary analytical tool.  GIS-based design research has the possibility to cultivate spatial intelligence in landscape architecture through three fields of operation: GIS-based modelling: description of existing and future landscape architectonic compositions in digital form; GIS-based analysis: exploration, analysis and synthesis of landscape architectonic compositions in order to reveal latent architectonic relationships and principles, while utilizing the processing capacities and possibilities of computers for ex-ante and ex-post simulation and evaluation; GIS-based visual representation: representation of (virtual) landscape architectonic compositions in space and time, in order to retrieve and communicate information and knowledge of the landscape design.  Though there are limitations, this study exemplifies that GIS is a powerful instrument to acquire knowledge from landscape architectonic compositions. The study points out that the application of GIS in landscape design research can be seen as an extension of the fundamental cycle of observation, visual representation, analysis and interpretation in the process of knowledge acquisition, with alternative visualisations and digital landscape models as important means for this process. Using the calculating power of computers, combined with inventive modelling, analysis and visualisation concepts in an interactive process, opened up possibilities to reveal new information and knowledge about the basic, spatial, symbolic and programmatic form of Stourhead. GIS extended the design researchers’ perception via measurement, simulation and experimentation, and at the same time offered alternative ways of understanding the landscape architectonic composition. This gave rise to the possibility of exploring new elements in the framework of landscape design research, such as the visible form and kinaesthetic aspects, analysing the composition from eyelevel perspective. Moreover, the case study showcases that GIS has the potential to measure phenomena that are often subject to intuitive and experimental design, combining general scientific knowledge of, for instance, visual perception and way-finding, with the examination of site-specific design applications. GIS also enabled one to understand the landscape architectonic composition of Stourhead as a product of time, via the analysis of its development through reconstruction and evaluation of several crucial time-slice snapshots. The study illustrates that GIS can be regarded an external cognitive tool that facilitates and mediates in design knowledge acquisition. GIS facilitates in the sense that it can address the ‘same types of design-knowledge’ regarding the basic, spatial, symbolic and programmatic form, but in a more precise, systematic, transparent, and quantified manner. GIS mediates in the sense that it influences what and how aspects of the composition can be understood and therefore enables design researchers to generate ‘new types of design-knowledge’ by advanced spatial analysis and the possibility of linking or integrating other information layers, fields of science and data sources. The research contributes to the development and distribution of knowledge of GIS-applications in landscape architecture in two ways: (1) by ‘following’ the discipline and developing aspects of it, and (2) by setting in motion fundamental developments in the field, providing alternative readings of landscape architecture designs

    GIS-based landscape design research:

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    Landscape design research is important for cultivating spatial intelligence in landscape architecture. This study explores GIS (geographic information systems) as a tool for landscape design research - investigating landscape designs to understand them as architectonic compositions (architectonic plan analysis). The concept ‘composition’ refers to a conceivable arrangement, an architectural expression of a mental construct that is legible and open to interpretation. Landscape architectonic compositions and their representations embody a great wealth of design knowledge as objects of our material culture and reflect the possible treatment of the ground, space, image and program as a characteristic coherence. By exploring landscape architectonic compositions with GIS, design researchers can acquire design knowledge that can be used in the creation and refinement of a design.  The research aims to identify and illustrate the potential role of GIS as a tool in landscape design research, so as to provide insight into the possibilities and limitations of using GIS in this capacity. The critical, information-oriented case of Stourhead landscape garden (Wiltshire, UK), an example of a designed landscape that covers the scope and remit of landscape architecture design, forms the heart of the study. The exploration of Stourhead by means of GIS can be understood as a plausibility probe. Here the case study is considered a form of ‘quasi-experiment’, testing the hypothesis and generating a learning process that constitutes a prerequisite for advanced understanding, while using an adjusted version of the framework for landscape design analysis by Steenbergen and Reh (2003). This is a theoretically informed analytical method based on the formal interpretation of the landscape architectonic composition addressing four landscape architectonic categories: the basic, the spatial, the symbolic and the programmatic form. This study includes new aspects to be analysed, such as the visible form and the shape of the walk, and serves as the basis for the landscape architectonic analysis in which GIS is used as the primary analytical tool.  GIS-based design research has the possibility to cultivate spatial intelligence in landscape architecture through three fields of operation: GIS-based modelling: description of existing and future landscape architectonic compositions in digital form; GIS-based analysis: exploration, analysis and synthesis of landscape architectonic compositions in order to reveal latent architectonic relationships and principles, while utilizing the processing capacities and possibilities of computers for ex-ante and ex-post simulation and evaluation; GIS-based visual representation: representation of (virtual) landscape architectonic compositions in space and time, in order to retrieve and communicate information and knowledge of the landscape design.  Though there are limitations, this study exemplifies that GIS is a powerful instrument to acquire knowledge from landscape architectonic compositions. The study points out that the application of GIS in landscape design research can be seen as an extension of the fundamental cycle of observation, visual representation, analysis and interpretation in the process of knowledge acquisition, with alternative visualisations and digital landscape models as important means for this process. Using the calculating power of computers, combined with inventive modelling, analysis and visualisation concepts in an interactive process, opened up possibilities to reveal new information and knowledge about the basic, spatial, symbolic and programmatic form of Stourhead. GIS extended the design researchers’ perception via measurement, simulation and experimentation, and at the same time offered alternative ways of understanding the landscape architectonic composition. This gave rise to the possibility of exploring new elements in the framework of landscape design research, such as the visible form and kinaesthetic aspects, analysing the composition from eyelevel perspective. Moreover, the case study showcases that GIS has the potential to measure phenomena that are often subject to intuitive and experimental design, combining general scientific knowledge of, for instance, visual perception and way-finding, with the examination of site-specific design applications. GIS also enabled one to understand the landscape architectonic composition of Stourhead as a product of time, via the analysis of its development through reconstruction and evaluation of several crucial time-slice snapshots. The study illustrates that GIS can be regarded an external cognitive tool that facilitates and mediates in design knowledge acquisition. GIS facilitates in the sense that it can address the ‘same types of design-knowledge’ regarding the basic, spatial, symbolic and programmatic form, but in a more precise, systematic, transparent, and quantified manner. GIS mediates in the sense that it influences what and how aspects of the composition can be understood and therefore enables design researchers to generate ‘new types of design-knowledge’ by advanced spatial analysis and the possibility of linking or integrating other information layers, fields of science and data sources. The research contributes to the development and distribution of knowledge of GIS-applications in landscape architecture in two ways: (1) by ‘following’ the discipline and developing aspects of it, and (2) by setting in motion fundamental developments in the field, providing alternative readings of landscape architecture designs

    Perceptually lossless coding of medical images - from abstraction to reality

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    This work explores a novel vision model based coding approach to encode medical images at a perceptually lossless quality, within the framework of the JPEG 2000 coding engine. Perceptually lossless encoding offers the best of both worlds, delivering images free of visual distortions and at the same time providing significantly greater compression ratio gains over its information lossless counterparts. This is achieved through a visual pruning function, embedded with an advanced model of the human visual system to accurately identify and to efficiently remove visually irrelevant/insignificant information. In addition, it maintains bit-stream compliance with the JPEG 2000 coding framework and subsequently is compliant with the Digital Communications in Medicine standard (DICOM). Equally, the pruning function is applicable to other Discrete Wavelet Transform based image coders, e.g., The Set Partitioning in Hierarchical Trees. Further significant coding gains are exploited through an artificial edge segmentatio n algorithm and a novel arithmetic pruning algorithm. The coding effectiveness and qualitative consistency of the algorithm is evaluated through a double-blind subjective assessment with 31 medical experts, performed using a novel 2-staged forced choice assessment that was devised for medical experts, offering the benefits of greater robustness and accuracy in measuring subjective responses. The assessment showed that no differences of statistical significance were perceivable between the original images and the images encoded by the proposed coder

    Media Space: an analysis of spatial practices in planar pictorial media.

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    The thesis analyses the visual space displayed in pictures, film, television and digital interactive media. The argument is developed that depictions are informed by the objectives of the artefact as much as by any simple visual correspondence to the observed world. The simple concept of ‘realism’ is therefore anatomised and a more pragmatic theory proposed which resolves some of the traditional controversies concerning the relation between depiction and vision. This is then applied to the special problems of digital interactive media. An introductory chapter outlines the topic area and the main argument and provides an initial definition of terms. To provide a foundation for the ensuing arguments, a brief account is given of two existing and contrasted approaches to the notion of space: that of perception science which gives priority to acultural aspects, and that of visual culture which emphasises aspects which are culturally contingent. An existing approach to spatial perception (that of JJ Gibson originating in the 1940s and 50s) is applied to spatial depiction in order to explore the differences between seeing and picturing, and also to emphasise the many different cues for spatial perception beyond those commonly considered (such as binocularity and linear perspective). At this stage a simple framework of depiction is introduced which identifies five components or phases: the objectives of the picture, the idea chosen to embody the objectives, the model (essentially, the visual ‘subject matter’), the characteristics of the view and finally the substantive picture or depiction itself. This framework draws attention to the way in which each of the five phases presents an opportunity for decision-making about representation. The framework is used and refined throughout the thesis. Since pictures are considered in some everyday sense to be ‘realistic’ (otherwise, in terms of this thesis, they would not count as depictions), the nature of realism is considered at some length. The apparently unitary concept is broken down into several different types of realism and it is argued that, like the different spatial cues, each lends itself to particular objectives intended for the artefact. From these several types, two approaches to realism are identified, one prioritising the creation of a true illusion (that the picture is in fact a scene) and the other (of which there are innumerably more examples both across cultures and over historical time) one which evokes aspects of vision without aiming to exactly imitate the optical stimulus of the scene. Various reasons for the latter approach, and the variety of spatial practices to which it leads, are discussed. In addition to analysing traditional pictures, computer graphics images are discussed in conjunction with the claims for realism offered by their authors. In the process, informational and affective aspects of picture-making are distinguished, a distinction which it is argued is useful and too seldom made. Discussion of still pictures identifies the evocation of movement (and other aspects of time) as one of the principal motives for departing from attempts at straightforward optical matching. The discussion proceeds to the subject of film where, perhaps surprisingly now that the depiction of movement is possible, the lack of straightforward imitation of the optical is noteworthy again. This is especially true of the relationship between shots rather than within them; the reasons for this are analysed. This reinforces the argument that the spatial form of the fiction film, like that of other kinds of depiction, arises from its objectives, presenting realism once again as a contingent concept. The separation of depiction into two broad classes – one which aims to negate its own mediation, to seem transparent to what it depicts, and one which presents the fact of depiction ostensively to the viewer – is carried through from still pictures, via film, into a discussion of factual television and finally of digital interactive media. The example of factual television is chosen to emphasise how, despite the similarities between the technologies of film and television, spatial practices within some television genres contrast strongly with those of the mainstream fiction film. By considering historic examples, it is shown that many of the spatial practices now familiar in factual television were gradually expunged from the classical film when the latter became centred on the concerns of narrative fiction. By situating the spaces of interactive media in the context of other kinds of pictorial space, questions are addressed concerning the transferability of spatial usages from traditional media to those which are interactive. During the thesis the spatial practices of still-picture-making, film and television are characterised as ‘mature’ and ‘expressive’ (terms which are defined in the text). By contrast the spatial practices of digital interactive media are seen to be immature and inexpressive. It is argued that this is to some degree inevitable given the context in which interactive media artefacts are made and experienced – the lack of a shared ‘language’ or languages in any new media. Some of the difficult spatial problems which digital interactive media need to overcome are identified, especially where, as is currently normal, interaction is based on the relation between a pointer and visible objects within a depiction. The range of existing practice in digital interactive media is classified in a seven-part taxonomy, which again makes use of the objective-idea-model-view-picture framework, and again draws out the difference between self-concealing approaches to depiction and those which offer awareness of depiction as a significant component of the experience. The analysis indicates promising lines of enquiry for the future and emphasises the need for further innovation. Finally the main arguments are summarised and the thesis concludes with a short discussion of the implications for design arising from the key concepts identified – expressivity and maturity, pragmatism and realism

    Animating the evolution of software

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    The use and development of open source software has increased significantly in the last decade. The high frequency of changes and releases across a distributed environment requires good project management tools in order to control the process adequately. However, even with these tools in place, the nature of the development and the fact that developers will often work on many other projects simultaneously, means that the developers are unlikely to have a clear picture of the current state of the project at any time. Furthermore, the poor documentation associated with many projects has a detrimental effect when encouraging new developers to contribute to the software. A typical version control repository contains a mine of information that is not always obvious and not easy to comprehend in its raw form. However, presenting this historical data in a suitable format by using software visualisation techniques allows the evolution of the software over a number of releases to be shown. This allows the changes that have been made to the software to be identified clearly, thus ensuring that the effect of those changes will also be emphasised. This then enables both managers and developers to gain a more detailed view of the current state of the project. The visualisation of evolving software introduces a number of new issues. This thesis investigates some of these issues in detail, and recommends a number of solutions in order to alleviate the problems that may otherwise arise. The solutions are then demonstrated in the definition of two new visualisations. These use historical data contained within version control repositories to show the evolution of the software at a number of levels of granularity. Additionally, animation is used as an integral part of both visualisations - not only to show the evolution by representing the progression of time, but also to highlight the changes that have occurred. Previously, the use of animation within software visualisation has been primarily restricted to small-scale, hand generated visualisations. However, this thesis shows the viability of using animation within software visualisation with automated visualisations on a large scale. In addition, evaluation of the visualisations has shown that they are suitable for showing the changes that have occurred in the software over a period of time, and subsequently how the software has evolved. These visualisations are therefore suitable for use by developers and managers involved with open source software. In addition, they also provide a basis for future research in evolutionary visualisations, software evolution and open source development

    Collaborative geographic visualization

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do grau de Mestre em Engenharia do Ambiente, perfil Gestão e Sistemas AmbientaisThe present document is a revision of essential references to take into account when developing ubiquitous Geographical Information Systems (GIS) with collaborative visualization purposes. Its chapters focus, respectively, on general principles of GIS, its multimedia components and ubiquitous practices; geo-referenced information visualization and its graphical components of virtual and augmented reality; collaborative environments, its technological requirements, architectural specificities, and models for collective information management; and some final considerations about the future and challenges of collaborative visualization of GIS in ubiquitous environment

    Designing multi-sensory displays for abstract data

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    The rapid increase in available information has lead to many attempts to automatically locate patterns in large, abstract, multi-attributed information spaces. These techniques are often called data mining and have met with varying degrees of success. An alternative approach to automatic pattern detection is to keep the user in the exploration loop by developing displays for perceptual data mining. This approach allows a domain expert to search the data for useful relationships and can be effective when automated rules are hard to define. However, designing models of the abstract data and defining appropriate displays are critical tasks in building a useful system. Designing displays of abstract data is especially difficult when multi-sensory interaction is considered. New technology, such as Virtual Environments, enables such multi-sensory interaction. For example, interfaces can be designed that immerse the user in a 3D space and provide visual, auditory and haptic (tactile) feedback. It has been a goal of Virtual Environments to use multi-sensory interaction in an attempt to increase the human-to-computer bandwidth. This approach may assist the user to understand large information spaces and find patterns in them. However, while the motivation is simple enough, actually designing appropriate mappings between the abstract information and the human sensory channels is quite difficult. Designing intuitive multi-sensory displays of abstract data is complex and needs to carefully consider human perceptual capabilities, yet we interact with the real world everyday in a multi-sensory way. Metaphors can describe mappings between the natural world and an abstract information space. This thesis develops a division of the multi-sensory design space called the MS-Taxonomy. The MS-Taxonomy provides a concept map of the design space based on temporal, spatial and direct metaphors. The detailed concepts within the taxonomy allow for discussion of low level design issues. Furthermore the concepts abstract to higher levels, allowing general design issues to be compared and discussed across the different senses. The MS-Taxonomy provides a categorisation of multi-sensory design options. However, to design effective multi-sensory displays requires more than a thorough understanding of design options. It is also useful to have guidelines to follow, and a process to describe the design steps. This thesis uses the structure of the MS-Taxonomy to develop the MS-Guidelines and the MS-Process. The MS-Guidelines capture design recommendations and the problems associated with different design choices. The MS-Process integrates the MS-Guidelines into a methodology for developing and evaluating multi-sensory displays. A detailed case study is used to validate the MS-Taxonomy, the MS-Guidelines and the MS-Process. The case study explores the design of multi-sensory displays within a domain where users wish to explore abstract data for patterns. This area is called Technical Analysis and involves the interpretation of patterns in stock market data. Following the MS-Process and using the MS-Guidelines some new multi-sensory displays are designed for pattern detection in stock market data. The outcome from the case study includes some novel haptic-visual and auditory-visual designs that are prototyped and evaluated

    Graphics Technology in Space Applications (GTSA 1989)

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    This document represents the proceedings of the Graphics Technology in Space Applications, which was held at NASA Lyndon B. Johnson Space Center on April 12 to 14, 1989 in Houston, Texas. The papers included in these proceedings were published in general as received from the authors with minimum modifications and editing. Information contained in the individual papers is not to be construed as being officially endorsed by NASA

    Media Space: an analysis of spatial practices in planar pictorial media.

    Get PDF
    The thesis analyses the visual space displayed in pictures, film, television and digital interactive media. The argument is developed that depictions are informed by the objectives of the artefact as much as by any simple visual correspondence to the observed world. The simple concept of ‘realism’ is therefore anatomised and a more pragmatic theory proposed which resolves some of the traditional controversies concerning the relation between depiction and vision. This is then applied to the special problems of digital interactive media. An introductory chapter outlines the topic area and the main argument and provides an initial definition of terms. To provide a foundation for the ensuing arguments, a brief account is given of two existing and contrasted approaches to the notion of space: that of perception science which gives priority to acultural aspects, and that of visual culture which emphasises aspects which are culturally contingent. An existing approach to spatial perception (that of JJ Gibson originating in the 1940s and 50s) is applied to spatial depiction in order to explore the differences between seeing and picturing, and also to emphasise the many different cues for spatial perception beyond those commonly considered (such as binocularity and linear perspective). At this stage a simple framework of depiction is introduced which identifies five components or phases: the objectives of the picture, the idea chosen to embody the objectives, the model (essentially, the visual ‘subject matter’), the characteristics of the view and finally the substantive picture or depiction itself. This framework draws attention to the way in which each of the five phases presents an opportunity for decision-making about representation. The framework is used and refined throughout the thesis. Since pictures are considered in some everyday sense to be ‘realistic’ (otherwise, in terms of this thesis, they would not count as depictions), the nature of realism is considered at some length. The apparently unitary concept is broken down into several different types of realism and it is argued that, like the different spatial cues, each lends itself to particular objectives intended for the artefact. From these several types, two approaches to realism are identified, one prioritising the creation of a true illusion (that the picture is in fact a scene) and the other (of which there are innumerably more examples both across cultures and over historical time) one which evokes aspects of vision without aiming to exactly imitate the optical stimulus of the scene. Various reasons for the latter approach, and the variety of spatial practices to which it leads, are discussed. In addition to analysing traditional pictures, computer graphics images are discussed in conjunction with the claims for realism offered by their authors. In the process, informational and affective aspects of picture-making are distinguished, a distinction which it is argued is useful and too seldom made. Discussion of still pictures identifies the evocation of movement (and other aspects of time) as one of the principal motives for departing from attempts at straightforward optical matching. The discussion proceeds to the subject of film where, perhaps surprisingly now that the depiction of movement is possible, the lack of straightforward imitation of the optical is noteworthy again. This is especially true of the relationship between shots rather than within them; the reasons for this are analysed. This reinforces the argument that the spatial form of the fiction film, like that of other kinds of depiction, arises from its objectives, presenting realism once again as a contingent concept. The separation of depiction into two broad classes – one which aims to negate its own mediation, to seem transparent to what it depicts, and one which presents the fact of depiction ostensively to the viewer – is carried through from still pictures, via film, into a discussion of factual television and finally of digital interactive media. The example of factual television is chosen to emphasise how, despite the similarities between the technologies of film and television, spatial practices within some television genres contrast strongly with those of the mainstream fiction film. By considering historic examples, it is shown that many of the spatial practices now familiar in factual television were gradually expunged from the classical film when the latter became centred on the concerns of narrative fiction. By situating the spaces of interactive media in the context of other kinds of pictorial space, questions are addressed concerning the transferability of spatial usages from traditional media to those which are interactive. During the thesis the spatial practices of still-picture-making, film and television are characterised as ‘mature’ and ‘expressive’ (terms which are defined in the text). By contrast the spatial practices of digital interactive media are seen to be immature and inexpressive. It is argued that this is to some degree inevitable given the context in which interactive media artefacts are made and experienced – the lack of a shared ‘language’ or languages in any new media. Some of the difficult spatial problems which digital interactive media need to overcome are identified, especially where, as is currently normal, interaction is based on the relation between a pointer and visible objects within a depiction. The range of existing practice in digital interactive media is classified in a seven-part taxonomy, which again makes use of the objective-idea-model-view-picture framework, and again draws out the difference between self-concealing approaches to depiction and those which offer awareness of depiction as a significant component of the experience. The analysis indicates promising lines of enquiry for the future and emphasises the need for further innovation. Finally the main arguments are summarised and the thesis concludes with a short discussion of the implications for design arising from the key concepts identified – expressivity and maturity, pragmatism and realism

    Design and Development of a Research Framework for Prototyping Control Tower Augmented Reality Tools

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    The purpose of the air traffic management system is to ensure the safe and efficient flow of air traffic. Therefore, while augmenting efficiency, throughput and capacity in airport operations, attention has rightly been placed on doing it in a safe manner. In the control tower, many advances in operational safety have come in the form of visualization tools for tower controllers. However, there is a paradox in developing such systems to increase controllers' situational awareness: by creating additional computer displays, the controller's vision is pulled away from the outside view and the time spent looking down at the monitors is increased. This reduces their situational awareness by forcing them to mentally and physically switch between the head-down equipment and the outside view. This research is based on the idea that augmented reality may be able to address this issue. The augmented reality concept has become increasingly popular over the past decade and is being proficiently used in many fields, such as entertainment, cultural heritage, aviation, military & defense. This know-how could be transferred to air traffic control with a relatively low effort and substantial benefits for controllers’ situation awareness. Research on this topic is consistent with SESAR objectives of increasing air traffic controllers’ situation awareness and enable up to 10 % of additional flights at congested airports while still increasing safety and efficiency. During the Ph.D., a research framework for prototyping augmented reality tools was set up. This framework consists of methodological tools for designing the augmented reality overlays, as well as of hardware and software equipment to test them. Several overlays have been designed and implemented in a simulated tower environment, which is a virtual reconstruction of Bologna airport control tower. The positive impact of such tools was preliminary assessed by means of the proposed methodology
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