412 research outputs found
Calculating and Assessing Mobile Mapping System Point Density for Roadside Infrastructure Surveys
The current generation of Mobile Mapping Systems (MMSs) capture increasingly
larger amounts of data in a short time frame. Due to the relative novelty
of this technology there is no concrete understanding of the point density that
different scanner confgurations and scanner hardware settings will exhibit
on objects at specific distances. Depending on the project requirements, obtaining
the required point density impacts on survey time, processing time,
data storage and is the underlying limit of automated algorithms. Insufficient knowledge of the factors in
uencing MMS point density means that
defning point density in project specifications is a complicated process. The
objectives of this thesis are to calculate point density, to assess MMS laser
scanner configuration and hardware settings and to benchmark a selection
of MMSs in terms of their point density. The calculation methods involve
a combination of algorithms applying 3D surface normals and 2D geometric
formulae and outputs profile angle, profile spacing, point spacing and
point density. Each of these elements are a major factor in calculating point
density on arbitrary objects, such as road signs, poles or buildings - all important
features in asset management surveys. These algorithms are combined
in a system called the Mobile Mapping Point Density Calculator (MIMIC).
MIMIC is then applied in a series of tests identifying the recommended MMS
laser scanner configuration and scanner hardware settings for near side infrastructure.
The in
uence that the scanner orientation and location on the
MMS has on point density is quantified, resulting in a recommended MMS
laser scanner configuration. A series of benchmarking tests assess the performance
of one commercial and two theoretical MMSs in terms of their point
density. The recommended configuration identified in the previous tests allows a low specification MMS to increase its performance in relation to a
higher specification MMS. The benchmarking tests also highlight that a high
pulse repetition rate is preferable to a high mirror frequency for maximising
point density. The findings in this thesis enable a MMS to be configured to
maximise point density for specific targets. Researchers can utilise MIMIC
to tailor their automated algorithm's point density requirements for specific
targets
COLLABORATIVE DEVELOPMENT IN THE VIRTUAL WORLD: DISCOURSE, DIGITAL ARTEFACTS AND THE CONSTRUCTION OF INTERSUBJECTIVE MEANING
The misconception of virtual worlds as „games‟ has prevented these immersive environments from being treated as legitimate areas of inquiry by the Information Systems community. In this paper we argue that these environments challenge our conceptualisation of technology mediation due to the immersive and co-created nature of the digital environment, and particularly, challenges our understanding of information technology mediated collaborative development activities. Acknowledging the interrelated roles played by both human and non-human actors within virtual worlds, we investigate the construction of intersubjective meaning within three small synchronous collaborative development groups. Our findings highlight the complex roles of mediators within such collaborative activities in immersive environments, and the ways in which such mediation manifests through integrated socio-technical systems that are culturally developed
Seeking the Entanglement of Immersion and Emergence: Reflections from an Analysis of the State of IS Research on Virtual Worlds
This paper critically reviews the state of virtual world research within the Information Systems field; revealing areas of interest evident in research studies between 2007-2011, the methods employed to conduct such research, the theories/frameworks used to ground VW research, as well as reoccurring memes/concepts. We argue that virtual worlds are best interpreted as both an immersive and emergent co-creative process, ‘performed’ by users’ actions and interactions both with other users and with artifacts such as virtual goods. Nevertheless, our analysis reveals a near neglect of the substantive nature of digital materiality and of the emergent nature of virtual worlds. We conclude that this ‘human-centric’ stance has taken focus away from the unique nature of the virtual world artifact itself, and posit a research agenda that focuses on virtual world objects as well as the immersive and emergent activities of ‘world-builders’ as necessary to advance virtual world research
Gamification as an Architecture of Participation: An Investigation of an Innovation Maker Community
The objective of this study is to investigate gamification as an architecture of participation in an online innovation community. Gamification is a phenomenon that aims to motivate people through the use of game elements and dynamics in non-game contexts. An architecture of participation (AoP) can be understood as any system that helps transform individual activities into communal resources. The research is a case study of the innovation community Thingiverse. The study seeks to identify the game elements used by the community and seeks to explain how the psychological and social consequences of the game elements lead individuals to engage in behaviours that create value for the innovation community
Investigating Collaborative Development Activities in a Virtual World: An Activity Theory Perspective
Contemporary virtual worlds provide unique environments in which users may collaborate in the development of shared digital artifacts. However, the ways in which such collaboration takes place is to date under researched. This paper uses an activity theory perspective to analyze the development activities of two communities within the virtual world of Second Life, based on data gathered using ethnographic methods. The study reveals (1) the complimentary and diverging practices utilized by these two different communities of practice, (2) the mediating function of various tools, rules, and work roles in collaborative development activities, (3) the tensions created in such activities and the manner in which users overcome these tensions
Does virtual reality lower construal levels?
Although virtual reality (VR) is currently one of the fastest growing technologies, little research has compared its effect on cognitive state relative to computers. We examined VR through the lens of construal level theory (CLT), which describes mental representations as being either abstract (high-level construal) or concrete (low-level construal). Drawing on CLT, visual perception and interactivity, we hypothesised that the immersiveness of VR would induce lower construal levels compared to computers. We conducted two laboratory experiments which revealed that VR surprisingly does not produce different mental states compared to computers. We explain the insights and limitations of our experiments and derive design recommendations for VR applications and future VR research
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