752 research outputs found

    Communicating flood risk to the public by cartography

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    Flood risk communication plays an important role in risk management, because it can strengthen people’s risk awareness and can motivate them to take precautionary actions. To inform the public about flood risks, the use of flood maps is encouraged by the recent EU Flood Directive (2007/60/EC). Mapping flood risks deals with the challenges of representing risks in a way people can understand and interpret them correctly. In this contribution, the use of flood maps is discussed within risk communication. Attention is further given to the cartographic principles of flood mapping and to the role of the Internet in communicating flood risks via web cartography. Eventually, the state of the flood risk mapping in Flanders (Belgium) is discussed, considering the theoretical aspects previously handled

    Evaluation of Labeling Strategies for Rotating Maps

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    We consider the following problem of labeling points in a dynamic map that allows rotation. We are given a set of points in the plane labeled by a set of mutually disjoint labels, where each label is an axis-aligned rectangle attached with one corner to its respective point. We require that each label remains horizontally aligned during the map rotation and our goal is to find a set of mutually non-overlapping active labels for every rotation angle α∈[0,2π)\alpha \in [0, 2\pi) so that the number of active labels over a full map rotation of 2π\pi is maximized. We discuss and experimentally evaluate several labeling models that define additional consistency constraints on label activities in order to reduce flickering effects during monotone map rotation. We introduce three heuristic algorithms and compare them experimentally to an existing approximation algorithm and exact solutions obtained from an integer linear program. Our results show that on the one hand low flickering can be achieved at the expense of only a small reduction in the objective value, and that on the other hand the proposed heuristics achieve a high labeling quality significantly faster than the other methods.Comment: 16 pages, extended version of a SEA 2014 pape

    Rationale and Design of an Online Educational Program Using Game-Based Learning to Improve Nutrition and Physical Activity Outcomes Among University Students in the United Kingdom.

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    OBJECTIVE: To assess the impact of an online game-based educational program on nutrition knowledge and dietary and physical activity habits among university students in the United Kingdom. DESIGN: Randomized controlled trial with pre- and postintervention comparisons. SETTING: Two higher education settings in London, UK. SUBJECTS: Current undergraduate and postgraduate students of two universities (n = 88) aged 18-34 years are randomly allocated to an intervention (n = 44) or a control group (n = 44). INTERVENTION: The intervention group will receive access to an educational website and online quizzes with gamification elements, including information about healthy eating and physical activity. The control group will receive no information. Duration of the intervention will be 10 weeks. MEASURES OF OUTCOME: Primary outcome is nutrition knowledge. Secondary outcomes include dietary and activity habits. Nutrition knowledge and dietary and activity habits will be assessed using questionnaires. Weekly steps will be counted using pedometers. Assessment of anthropometric and metabolic risk factors will take place. ANALYSIS: Quantitative analysis will investigate changes in nutrition knowledge between the two groups of the study population. Linear regression analysis will be used, if the data follow the normal distribution (otherwise binomial regression analysis), to examine whether field of study, residence status, body mass index (BMI), and demographic factors affect nutrition knowledge. Associations between changes in knowledge and dietary and physical activity behavior will be assessed by correlations. CONCLUSIONS/IMPLICATIONS: The study will provide insights with regard to the design and use of online game-playing as a cost-effective approach to improve nutritional knowledge among university students
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