350,086 research outputs found

    Production of semi real time media-GIS contents using MODIS imagery

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    [Abstract]: Delivering environmental disaster information, swiftly, attractively, meaningfully, and accurately, to public is becoming a competitive task among spatial data visualizing experts. Basically, the data visualization process has to follow basics of spatial data visualization to maintain the academic quality and the spatial accuracy of the content. Here, “Media-GIS”, can be promoted as a one of the latest sub-forms of GIS, which targets mass media. Under Media-GIS, “Present” or the fist component of three roles of data visualization takes the major workload compare to other two, “Analysis” and “Explore”. When present contents, optimizing the main graphical variables like, size, value, texture, hue, orientation, and shape, is vital with regard to the target market (age group, social group) and the medium (print, TV, WEB, mobile). This study emphasizes on application of freely available MODIS true colour images to produce near real time contents on environmental disasters, while minimizing the production cost. With the brake of first news of a significant environmental disaster, relevant MODIS (250m) images can be extracted in GeoTIFF and KLM (Keyhole Markup Language) formats from MODIS website. This original KML file can be overlayed on Google Earth, to collect more spatial information of the disaster site. Then, in ArcGIS environment, GeoTIFF file can be transferred into Photoshop for production of the graphics of the target spot. This media-friendly Photoshop file can be used as an independent content without geo-references or imported into ArcGIS to convert into KLM format, which has geo-references. The KLM file, which is graphically enhanced content with extra information on environmental disaster, can be used in TV and WEB through Google Earth. Also, sub productions can be directed into print and mobile contents. If the data processing can be automated, system will be able to produce media contents in a faster manner. A case study on the recent undersea oil spill occurred in Gulf of Mexico included in the report to highlight main aspects discussed in the methodology

    GPS-MIV: The General Purpose System for Multi-display Interactive Visualization

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    The new age of information has created opportunities for inventions like the internet. These inventions allow us access to tremendous quantities of data. But, with the increase in information there is need to make sense of such vast quantities of information by manipulating that information to reveal hidden patterns to aid in making sense of it. Data visualization systems provide the tools to reveal patterns and filter information, aiding the processes of insight and decision making. The purpose of this thesis is to develop and test a data visualization system, The General Purpose System for Multi-display Interactive Visualization (GPS-MIV). GPS-MIV is a software system allowing the user to visualize data graphically and interact with it. At the core of the system is a graphics system that displays different computer generated scenes from multiple perspectives and with multiple views. Additionally, GSP-MIV provides interaction for the user to explore the scene

    Qualitative grading of aortic regurgitation: a pilot study comparing CMR 4D flow and echocardiography.

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    Over the past 10 years there has been intense research in the development of volumetric visualization of intracardiac flow by cardiac magnetic resonance (CMR).This volumetric time resolved technique called CMR 4D flow imaging has several advantages over standard CMR. It offers anatomical, functional and flow information in a single free-breathing, ten-minute acquisition. However, the data obtained is large and its processing requires dedicated software. We evaluated a cloud-based application package that combines volumetric data correction and visualization of CMR 4D flow data, and assessed its accuracy for the detection and grading of aortic valve regurgitation using transthoracic echocardiography as reference. Between June 2014 and January 2015, patients planned for clinical CMR were consecutively approached to undergo the supplementary CMR 4D flow acquisition. Fifty four patients(median age 39 years, 32 males) were included. Detection and grading of the aortic valve regurgitation using CMR4D flow imaging were evaluated against transthoracic echocardiography. The agreement between 4D flow CMR and transthoracic echocardiography for grading of aortic valve regurgitation was good (j = 0.73). To identify relevant,more than mild aortic valve regurgitation, CMR 4D flow imaging had a sensitivity of 100 % and specificity of 98 %. Aortic regurgitation can be well visualized, in a similar manner as transthoracic echocardiography, when using CMR 4D flow imaging

    INVESTIGATION OF IMAGERY STATUS OF AMATEUR SOCCER PLAYERS

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    The present study tries to explain what imagery is and how commonly it is used by athletes to increase performance. This study aims to provide information that imagery (mental visualization) is a very powerful tool to increase athletes’ performance and to provide guidance based on sport psychology. The aim of the present study is to determine the types and levels of using imagery in sport in amateur league Soccer players. Sport Imagery Questionnaire was given to a total of 190 Soccer players aged between 18 and 35 who were playing in amateur leagues of Samsun province. In the study conducted, no significant difference was found between the ages of female and male amateur Soccer players (p>0.05). At the same time, no significant difference was found between their sport years (p>0.05). In addition, no significant difference was found in motivational general mastery (MG- M) and (MS) in terms of gender and in the comparison of imagery scores in terms of age category and sport years (p<0.05). Conclusion: It is concluded that the visualization status of amateur Soccer players varies slightly according to gender, age group and year of sports. It was observed that the visualization scores were better as the age of sports increased. It is thought that starting sports at earlier contributes to the good visualization scores. It may be suggested that children should be directed to Soccer at an earlier age.  Article visualizations

    A Study on the Relationship Between Decision-making Speed and Kansei Through Data Visualization

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    Data visualization is the processing of data, directed at a person, content, and purpose, to simplify decision-making for the person. In practice, does data visualization affect people's decision-making time? In this study, we formulate questions using tables and graphs for three data groups, with varying amounts of information. Twenty subjects are asked to answer the questions from least to most of information, and the time taken to answer them is measured. Following the experiment, the attributes of the subjects, including gender, age, occupation are obtained via a questionnaire. The experiment reveals that as information increases in the tabular format, the answering slows proportionally. In contrast, in the graph format, the responses do not slow down proportional to the increase in information. The relationship between the subjects’ attributes and the speed of answering is determined and some significant differences are found. Six patterns of relationship between the answering time for the tables and graphs are obtained. Subsequently, the relationship between these attributes and “change of flow from data to action (hereinafter called “the decision-making process”)” are examined in Kansei engineering, and the data visualization is found to be potentially effective at speeding up the decision-making process

    Towards building information modelling for existing structures

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    The transformation of cities from the industrial age (unsustainable) to the knowledge age (sustainable) is essentially a ‘whole life cycle’ process consisting of; planning, development, operation, reuse and renewal. During this transformation, a multi-disciplinary knowledge base, created from studies and research about the built environment aspects is fundamental: historical, architectural, archeologically, environmental, social, economic, etc is critical. Although there are a growing number of applications of 3D VR modelling applications, some built environment applications such as disaster management, environmental simulations, computer aided architectural design and planning require more sophisticated models beyond 3D graphical visualization such as multifunctional, interoperable, intelligent, and multi-representational. Advanced digital mapping technologies such as 3D laser scanner technologies can be are enablers for effective e-planning, consultation and communication of users’ views during the planning, design, construction and lifecycle process of the built environment. For example, the 3D laser scanner enables digital documentation of buildings, sites and physical objects for reconstruction and restoration. It also facilitates the creation of educational resources within the built environment, as well as the reconstruction of the built environment. These technologies can be used to drive the productivity gains by promoting a free-flow of information between departments, divisions, offices, and sites; and between themselves, their contractors and partners when the data captured via those technologies are processed and modelled into BIM (Building Information Modelling). The use of these technologies is key enablers to the creation of new approaches to the ‘Whole Life Cycle’ process within the built and human environment for the 21st century. The paper describes the research towards Building Information Modelling for existing structures via the point cloud data captured by the 3D laser scanner technology. A case study building is elaborated to demonstrate how to produce 3D CAD models and BIM models of existing structures based on designated technique

    Methods for developing 3D visualizations of archaeological data: a case study of the Early Bronze Age Helike Corridor House

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    The Digital Helike Project aims at the digitization of archaeological data from the Helike Project, Achaia, Greece. This paper advances understanding of Early Bronze Age house building techniques with focus on corridor houses. The Helike Corridor House is a fine example of an architectural style of the Early Helladic period EH II/Early EH III on the Greek mainland and it is used here as a case study. A methodology for 3D reconstruction is described supporting both structural integrity simulations and advanced visualization studies. The paper focuses on three aspects: firstly, it highlights technological innovations in the Bronze Age period by drawing attention to structural integrity studies recently carried out by the research team; secondly, it describes a methodology for building fully geo-referenced 3D models supporting structural integrity studies and visualization on GIS-Geographic Information Systems; and thirdly, it leads to the universal access of data and visualization over the Internet through the selection of appropriate open source, open standards and freely available tools and applications. The methodologies proposed here deepen insights on archaeological data enabling new inferences and knowledge to be gained through the implementation of universally shared low cost applications

    Adaptive content mapping for internet navigation

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    The Internet as the biggest human library ever assembled keeps on growing. Although all kinds of information carriers (e.g. audio/video/hybrid file formats) are available, text based documents dominate. It is estimated that about 80% of all information worldwide stored electronically exists in (or can be converted into) text form. More and more, all kinds of documents are generated by means of a text processing system and are therefore available electronically. Nowadays, many printed journals are also published online and may even discontinue to appear in print form tomorrow. This development has many convincing advantages: the documents are both available faster (cf. prepress services) and cheaper, they can be searched more easily, the physical storage only needs a fraction of the space previously necessary and the medium will not age. For most people, fast and easy access is the most interesting feature of the new age; computer-aided search for specific documents or Web pages becomes the basic tool for information-oriented work. But this tool has problems. The current keyword based search machines available on the Internet are not really appropriate for such a task; either there are (way) too many documents matching the specified keywords are presented or none at all. The problem lies in the fact that it is often very difficult to choose appropriate terms describing the desired topic in the first place. This contribution discusses the current state-of-the-art techniques in content-based searching (along with common visualization/browsing approaches) and proposes a particular adaptive solution for intuitive Internet document navigation, which not only enables the user to provide full texts instead of manually selected keywords (if available), but also allows him/her to explore the whole database

    Analysis of sociodemographic factors influencing students’ data visualization literacy

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    Mestrado Bolonha em Data Analytics for BusinessThe rapid pace at which data is created has required the creation of new tools to extract information from large amounts of data. Data visualization has proven effective in facilitating access to essential information from a dataset. For this reason, it is critical to examine Data Visualization Literacy (DVL), particularly in the context in which learning occurs, in schools. Studies related to this topic have been consulted, however, the research done so far to understand the influence of sociodemographic factors on the ability to read, interpret, and draw conclusions from data visualizations has not reached a consensus. Therefore, this study aims to bridge the controversy surrounding the topic by examining whether Age, Sex, Field of studies in High School (FSHS), Current level of education (CLE), and Current field of studies (CFS) predict students’ responses to data visualization questions. In this study, data collection was done through an online survey, which not only contained questions about the sociodemographic characteristics of the students, but also a section intended for data visualization questions. The non-probability convenience sampling technique was used and after processing the collected data, a total of 153 responses were obtained. To analyze the data, 6 binary logistic regressions were developed, each referring to one of the 6 data visualization questions contained in the survey, in order to compare the findings of this study with those previously supported by other authors. The results suggest that all variables except CLE were important factors in predicting students’ ability to answer the data visualization questions correctlyinfo:eu-repo/semantics/publishedVersio

    Seeing the invisible: from imagined to virtual urban landscapes

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    Urban ecosystems consist of infrastructure features working together to provide services for inhabitants. Infrastructure functions akin to an ecosystem, having dynamic relationships and interdependencies. However, with age, urban infrastructure can deteriorate and stop functioning. Additional pressures on infrastructure include urbanizing populations and a changing climate that exposes vulnerabilities. To manage the urban infrastructure ecosystem in a modernizing world, urban planners need to integrate a coordinated management plan for these co-located and dependent infrastructure features. To implement such a management practice, an improved method for communicating how these infrastructure features interact is needed. This study aims to define urban infrastructure as a system, identify the systematic barriers preventing implementation of a more coordinated management model, and develop a virtual reality tool to provide visualization of the spatial system dynamics of urban infrastructure. Data was collected from a stakeholder workshop that highlighted a lack of appreciation for the system dynamics of urban infrastructure. An urban ecology VR model was created to highlight the interconnectedness of infrastructure features. VR proved to be useful for communicating spatial information to urban stakeholders about the complexities of infrastructure ecology and the interactions between infrastructure features.https://doi.org/10.1016/j.cities.2019.102559Published versio
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