26,482 research outputs found

    Visualization Empowerment: How to Teach and Learn Data Visualization

    Get PDF
    The concept of visualisation literacy encompasses the ability to read, write, and create visualiza- tions of data using digital or physical representations and is becoming an important asset for a data- literate, informed, and critical society. While many useful textbooks, blogs, and courses exist about data visualization—created by both academics and practitioners—little is known about 1) how learning processes in the context of visualization unfold and 2) what are the best practices to engage and to teach the theory and practice of data visualization to diverse audiences, ranging from children to adults, from novices to advances, from students to professionals, and including different domain backgrounds. Hence, the aim of this Dagstuhl Seminar is to collect, discuss, and systematize knowledge around the education and teaching of data visualization to empower people making effective and unbiased use of this powerful medium. To that end, we aim to:• Provide a cohesive overview of the state-of-the-art in visualization literacy (materials, skills, evaluation, etc.) and compile a comprehensive handbook for academics, teachers, and practitioners;• Collect and systematize learning activities to inform teaching visualization across a widerange of education scenarios in the form of a teaching activities cook-book.• Discuss open challenges and outline future research agendas to improve visualization literacyand education.Besides those outcomes, we aim to facilitate interdisciplinary research collaborations among attendees; researchers, practitioners, and educators from a wide range of background including data visualization, education, and data science

    Geoweb 2.0 for Participatory Urban Design: Affordances and Critical Success Factors

    Full text link
    In this paper, we discuss the affordances of open-source Geoweb 2.0 platforms to support the participatory design of urban projects in real-world practices.We first introduce the two open-source platforms used in our study for testing purposes. Then, based on evidence from five different field studies we identify five affordances of these platforms: conversations on alternative urban projects, citizen consultation, design empowerment, design studio learning and design research. We elaborate on these in detail and identify a key set of success factors for the facilitation of better practices in the future

    A Framework for Active Learning: Revisited

    Get PDF
    Over the past decade, algorithm visualization tools have been researched and developed to be used by Computer Science instructors to ease students’ learning curve for new concepts. However, limitations such as rigid animation frameworks, lack of user interaction with the visualization created, and learning a new language and environment, have severely reduced instructors’ desire to use such a tool. The purpose of this project is to create a tool that overcomes these limitations. Instructors do not have to get familiar with a new framework and learn another language. The API used to create algorithm animation for this project is through Java, a programming language familiar to many instructors. Moreover, not only do the instructors have control over planning the animation, students using the animation will also have the ability to interact with it

    The functions of visual management

    Get PDF
    Visual Management has been evolving and effectively employed in some manufacturing and service organisations for a long time. In order to facilitate a cross-industrial learning process and to advance in detailed research the understanding of how the Visual Management concept may serve in an organisation is necessary. The aim of this paper is to identify Visual Management functions and the theoretical base for the construction industry. A detailed literature review and an analysis of the findings were performed accordingly. The necessity of a holistic approach in order to make more use of the Visual Management process and some research opportunities were identified

    Presence and rehabilitation: toward second-generation virtual reality applications in neuropsychology

    Get PDF
    Virtual Reality (VR) offers a blend of attractive attributes for rehabilitation. The most exploited is its ability to create a 3D simulation of reality that can be explored by patients under the supervision of a therapist. In fact, VR can be defined as an advanced communication interface based on interactive 3D visualization, able to collect and integrate different inputs and data sets in a single real-like experience. However, "treatment is not just fixing what is broken; it is nurturing what is best" (Seligman & Csikszentmihalyi). For rehabilitators, this statement supports the growing interest in the influence of positive psychological state on objective health care outcomes. This paper introduces a bio-cultural theory of presence linking the state of optimal experience defined as "flow" to a virtual reality experience. This suggests the possibility of using VR for a new breed of rehabilitative applications focused on a strategy defined as transformation of flow. In this view, VR can be used to trigger a broad empowerment process within the flow experience induced by a high sense of presence. The link between its experiential and simulative capabilities may transform VR into the ultimate rehabilitative device. Nevertheless, further research is required to explore more in depth the link between cognitive processes, motor activities, presence and flow

    Information-theoretic measures as a generic approach to human-robot interaction : Application in CORBYS project

    Get PDF
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/AuthorThe objective of the CORBYS project is to design and implement a robot control architecture that allows the integration of high-level cognitive control modules, such as a semantically-driven self-awareness module and a cognitive framework for anticipation of, and synergy with, human behaviour based on biologically-inspired information-theoretic principles. CORBYS aims to provide a generic control architecture to benefit a wide range of applications where robots work in synergy with humans, ranging from mobile robots such as robotic followers to gait rehabilitation robots. The behaviour of the two demonstrators, used for validating this architecture, will each be driven by a combination of task specific algorithms and generic cognitive algorithms. In this paper we focus on the generic algorithms based on information theoryFinal Accepted Versio

    From the cartographic gaze to contestatory cartographies

    Get PDF
    Rene Descartes declared in the 16th Century that the world was now dominated by the visual, a notion that would be seen as defining the Enlightenment (Descartes, cited in Potts, 2015). As the increased dominance of seeing and the desire to visualise the world cohered with the production of increasingly accurate tools of measurement and the advent of the printing press, cartography emerged as a discipline, often used as tool of oppression and dominance. Cartographic visualizations, afforded the creator, and user, a Gods eye view of the world. Following others (See Casas-Cortés et. al., 2013; Koch, 1998), this chapter refers to this way of seeing the world from above as the Cartographic Gaze. First, the chapter briefly examines the historical emergence of the Cartographic Gaze before turning to a discussion about how the proliferation of geographic imaging technologies and digital tools simultaneously further embedded this gaze into mapping practice, while also diffusing such practices of mapping to broader populations. Discussing the rise of participatory mapping and counter mapping under the rubric of contestatory cartographies, the chapter presents some of the challenges that face those attempting to create alternative maps of their worlds, and the ways in which they become entrapped by the pervasiveness of the Cartographic Gaze. We use the term participatory mapping to refer to methodologies for map-making based around the participation of those who the map will represent. And we employ the term counter mapping to reference those mapping practices that explicitly seek to expose and challenge power relations. In specific, we look at how the colonizing origins of the Cartographic Gaze limit what it is possible to do with these alternative mapping practices
    corecore