68,847 research outputs found

    Rethinking Map Legends with Visualization

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    This design paper presents new guidance for creating map legends in a dynamic environment. Our contribution is a set of guidelines for legend design in a visualization context and a series of illustrative themes through which they may be expressed. These are demonstrated in an applications context through interactive software prototypes. The guidelines are derived from cartographic literature and in liaison with EDINA who provide digital mapping services for UK tertiary education. They enhance approaches to legend design that have evolved for static media with visualization by considering: selection, layout, symbols, position, dynamism and design and process. Broad visualization legend themes include: The Ground Truth Legend, The Legend as Statistical Graphic and The Map is the Legend. Together, these concepts enable us to augment legends with dynamic properties that address specific needs, rethink their nature and role and contribute to a wider re-evaluation of maps as artifacts of usage rather than statements of fact. EDINA has acquired funding to enhance their clients with visualization legends that use these concepts as a consequence of this work. The guidance applies to the design of a wide range of legends and keys used in cartography and information visualization

    Endogenous fantasy and learning in digital games.

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    Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone (1981), exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning content is integrated into the fantasy context of the game. In particular, he claimed that content which is intrinsically related to the fantasy will produce better learning than that which is merely extrinsically related. However, this distinction between intrinsic and extrinsic (or endogenous and exogenous) fantasy is a concept that has developed a confused standing over the following years. This paper will address this confusion by providing a review and critique of the empirical and theoretical foundations of endogenous fantasy, and its relevance to creating educational digital games. Substantial concerns are raised about the empirical basis of this work and a theoretical critique of endogenous fantasy is offered, concluding that endogenous fantasy is a misnomer, in so far as the "integral and continuing relationship" of fantasy cannot be justified as a critical means of improving the effectiveness of educational digital games. An alternative perspective on the intrinsic integration of learning content is described, incorporating game mechanics, flow and representations

    Raising awareness of the accessibility challenges in mathematics MOOCs

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    MOOCs provide learning environments that make it easier for learners to study from anywhere, at their own pace and with open access to content. This has revolutionised the field of eLearning, but accessibility continues to be a problem, even more so if we include the complexity of the STEM disciplines which have their own specific characteristics. This work presents an analysis of the accessibility of several MOOC platforms which provide courses in mathematics. We attempt to visualise the main web accessibility problems and challenges that disabled learners could face in taking these types of courses, both in general and specifically in the context of the subject of mathematics

    From the visual book to the WEB book : the importance of design

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    This paper presents the results of two studies into electronic book production. The Visual book study explored the importance of the visual component of the book metaphor for the production of more effective electronic books, while the WEB book study took the findings of the Visual book and applied them to the production of books for publication on the World Wide Web (WWW). Both studies started from an assessment of which kinds of paper book are more suitable for translation into electronic form. Both also identified publications which are meant to be used for reference rather than those which are read sequentially, and usually in their entirety. This group includes scientific publications and textbooks which were both used as the target group for the Visual book and the WEB book experiments. In this paper we discuss the results of the two studies and how they could influence the design and production of more effective electronic books

    An Evaluation Tool for Story-Relatedinteractive Features in Children App-Book

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    This study discusses existing analysis tools that evaluate the quality of interactive feature inside children app-book especially its correlation with the story in order to find a better app-book design to support story comprehension for young children. To implement the evaluation, a narrative review approach is used from selected studies and field. Five analysis tools related to e-book design were reviewed based on their purpose, coding, advantages and limitation. For knowledge base, the study seeks across interactive design field along with children literature and children education field to presents what it needs to produce coding for story-related interactive feature. The combination between existing analysis tool and literature studies are extracted into coding of story-related interactive feature. Finally, the result presents an evaluation tool with coding which can define the correlation function between interactive features in story inside children app-book, which also can improve users' story comprehension

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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    CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap

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    After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in multimedia search engines, we have identified and analyzed gaps within European research effort during our second year. In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio- economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core technological gaps that involve research challenges, and “enablers”, which are not necessarily technical research challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal challenges
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