1,520 research outputs found
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Visualizing Personal Progress in Participatory Sports Cycling Events
This article explores the potential for creating personal visualization of participation in sports cycling as a design study. Examples show riders' personal narratives and performances relative to other participants in long-distance cycling events. Minimalist cartographic design is applied during the automatic generation of profile maps, which allows personal textual narratives to be attached to visualizations of 3D variations in terrain. Changes in relative position and time-in-hand data during mass participation events are shown as position charts, and animations of rider density over time are used to visualize the progress of larger groups of riders in an event. The designs focus on representing the aspects of participation that evoke an emotional response in an effort to engage users
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State of the Art of Sports Data Visualization
In this report, we organize and reflect on recent advances and challenges in the field of sports data visualization. The exponentially-growing body of visualization research based on sports data is a prime indication of the importance and timeliness of this report. Sports data visualization research encompasses the breadth of visualization tasks and goals: exploring the design of new visualization techniques; adapting existing visualizations to a novel domain; and conducting design studies and evaluations in close collaboration with experts, including practitioners, enthusiasts, and journalists. Frequently this research has impact beyond sports in both academia and in industry because it is i) grounded in realistic, highly heterogeneous data, ii) applied to real-world problems, and iii) designed in close collaboration with domain experts. In this report, we analyze current research contributions through the lens of three categories of sports data: box score data (data containing statistical summaries of a sport event such as a game), tracking data (data about in-game actions and trajectories), and meta-data (data about the sport and its participants but not necessarily a given game). We conclude this report with a high-level discussion of sports visualization research informed by our analysis—identifying critical research gaps and valuable opportunities for the visualization community. More information is available at the STAR’s website: https://sportsdataviz.github.io/
Snap4City: A big data platform for smart cities
Since the idea of smart city has become a practice to be implemented, urban planners and policy makers have needed tools that would allow them to exploit the information potential of the amount of data that the city itself produced in order to understand and manage its growing complexity. This article, after examining the close relationship between good governance based on a data-driven approach and the economic and social development of a city, describes the Snap4City Open Source solution, a Big Data Smart City Platform, adopted in European cities and region (Antwerp, Florence, Pisa, Santiago, France, Belgium, Finland, Tuscany, Sardinia, Croatia, Greece, etc.). Snap4City is GDPR compliant and designed to support city planners, combining strong tools for data integration, analytics, forecasting and visualization with the possibility of set Living Labs to enhance the collaboration among operators. Four scenarios have been selected and described (a. Florence Smart City Control Room; b. Traffic Flow Reconstruction and Air Quality predictions in Firenze, Pisa, Livorno; c. Air Quality in Helsinki for the citizens; d. People flows in Antwerp). The main KPIs have been briefly exposed, in order to evaluate the Snap4city impact in Smart City planning
Stakeholders, Roles, Workflows and Requirements
Decisions makers in cities and urban areas continuously have to make important decisions to react or proactively identify new challenges, problems and conflicts. But as cities and urban areas have become more complex, well‐founded decisions have also become more difficult to make. Decisions cannot be purely based on intuitions but require a basis for assessments, which put great constraints on decision makers and decision making procedures in terms of expertise and knowledge. New technology and sources of information can, however, support decision makers and facilitate the decision making procedures, but at the moment these possibilities are not being leveraged to a greater extent in urban governance
Health State Estimation
Life's most valuable asset is health. Continuously understanding the state of
our health and modeling how it evolves is essential if we wish to improve it.
Given the opportunity that people live with more data about their life today
than any other time in history, the challenge rests in interweaving this data
with the growing body of knowledge to compute and model the health state of an
individual continually. This dissertation presents an approach to build a
personal model and dynamically estimate the health state of an individual by
fusing multi-modal data and domain knowledge. The system is stitched together
from four essential abstraction elements: 1. the events in our life, 2. the
layers of our biological systems (from molecular to an organism), 3. the
functional utilities that arise from biological underpinnings, and 4. how we
interact with these utilities in the reality of daily life. Connecting these
four elements via graph network blocks forms the backbone by which we
instantiate a digital twin of an individual. Edges and nodes in this graph
structure are then regularly updated with learning techniques as data is
continuously digested. Experiments demonstrate the use of dense and
heterogeneous real-world data from a variety of personal and environmental
sensors to monitor individual cardiovascular health state. State estimation and
individual modeling is the fundamental basis to depart from disease-oriented
approaches to a total health continuum paradigm. Precision in predicting health
requires understanding state trajectory. By encasing this estimation within a
navigational approach, a systematic guidance framework can plan actions to
transition a current state towards a desired one. This work concludes by
presenting this framework of combining the health state and personal graph
model to perpetually plan and assist us in living life towards our goals.Comment: Ph.D. Dissertation @ University of California, Irvin
Use of Emerging Technology as Part of the Experiential Learning Process in Ultradistance Cycling: A Phenomenological Study
Technology is well entrenched as part of our everyday lives and formal learning settings. The role technology plays as part of informal learning of sports and physical activities has not been explored as thoroughly. This study examined the use of technology by ultradistance cyclists as part of their experiential learning process. Data collection was through semi-structured interviews of 10 cyclists who routinely utilized technology in preparing for and participating in ultradistance events. Emerging themes were organized utilizing NVIVO software. While identified themes were similar to the phases of the Kolb (2014) experiential learning model, there was also a strong temporal component. Technology usage themes prior to an event included Abstract Conceptualization, Route Planning, and Training. Technology usage themes during an event included Active Experimentation, Concrete Experience, and Coping with Equipment, Mental, or Physical Challenges. A technology usage theme after an event included Reflective Observations. Participants also expressed preferences in technology characteristics; themes included Record and Display information, Easy to Use, Syncing Between Devices, and Reliability. Kolb and Kolb (2005) identified a number of features that enhanced informal experiential learning spaces in higher education. Technology could replicate these features to enhance the experiential learning process in ultradistance cycling
Enhancing fan experience during live sports broadcasts through second screen applications
When sports fans attend live sports events, they usually engage in social experiences with friends, family members and other fans at the venue sharing the same affiliation. However, fans watching the same event through a live television broadcast end up not feeling so emotionally connected with the athletes and other fans as they would if they were watching it live, together with thousands of other fans. With this in mind, we seek to create mobile applications that deliver engaging social experiences involving remote fans watching live broadcasted sports events. Taking into account the growing use of mobile devices when watching TV broadcasts, these mobile applications explore the second screen concept, which allows users to interact with content that complements
the TV broadcast. Within this context, we present a set of second screen application prototypes developed to test our concepts, the corresponding user studies and results, as well as suggestions on how to apply the prototypes’ concepts not only in different sports, but also during TV shows and electronic sports. Finally, we also present the challenges we faced and the guidelines we followed during the development and evaluation phases, which may give a considerable contribution to the development of future second screen applications for live broadcasted events
Understanding Parent and Child Perceptions of Barriers and Enablers Influencing Active School Travel
Physical activity plays a fundamental role in developing and sustaining the health and well-being of children. Walking is the most common form of physical activity for people of all ages and the daily journey to and from school is a convenient opportunity for children to be physically active through the use of active school travel. This thesis uses a mixed methods approach, using: (a) parent and child surveys to examine how perceptions of barriers influence children’s active school travel; and (b) participatory mapping exercises and qualitative GIS to understand environmental influences on children’s journeys to and from school. Results suggest that parent and child perceptions of barriers vary greatly and are highly influenced by one’s individual environment. The overall aim of this research was to better understand features influencing children’s use of active school travel in order to improve interventions targeting increased physical activity. Findings from this thesis have implications for future research, urban planners, public health professionals, policy makers, educators, and parents
Metaverse. Old urban issues in new virtual cities
Recent years have seen the arise of some early attempts to build virtual cities,
utopias or affective dystopias in an embodied Internet, which in some respects appear to
be the ultimate expression of the neoliberal city paradigma (even if virtual). Although
there is an extensive disciplinary literature on the relationship between planning and
virtual or augmented reality linked mainly to the gaming industry, this often avoids design
and value issues. The observation of some of these early experiences - Decentraland,
Minecraft, Liberland Metaverse, to name a few - poses important questions and problems
that are gradually becoming inescapable for designers and urban planners, and allows
us to make some partial considerations on the risks and potentialities of these early virtual
cities
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