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Representing information using parametric visual effects on groupware avatarsDielschneider, Shane 05 February 2010
Parametric visual effects such as texture generation and shape grammars can be controlled to produce visually perceptible variation. This variation can be rendered on avatars in groupware systems in real time to represent user information in online environments. This type of extra information has been shown to enrich recognition and characterization, but has previously been limited to iconic representations. Modern, highly graphical virtual worlds require more naturalistic and stylistically consistent techniques to represent information.<p>
A number of different parametric texture generation techniques are considered and a set of texture characteristics are developed. The variations of these texture characteristics are examined in a study to determine how well users can recognize the visual changes in each. Another study is done to determine how much screen space is required for users to recognize these visual changes in a subset of these texture characteristics.<p>
Additionally, an example shape generation system is developed as an example of how shape grammars and L-systems can be used to represent information using a space ship metaphor.<p>
These different parametric visual effects are implemented in an example prototype system using space ships. This prototype is a complete functioning groupware application developed in XNA that utilizes many parametric texture and shape effects.
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Collaborative tagging : folksonomy, metadata, visualization, e-learning, thesisBateman, Scott 12 December 2007
Collaborative tagging is a simple and effective method for organizing and sharing web resources using human created metadata. It has arisen out of the need for an efficient method of personal organization, as the number of digital resources in everyday lives increases. While tagging has become a proven organization scheme through its popularity and widespread use on the Web, little is known about its implications and how it may effectively be applied in different situations. This is due to the fact that tagging has evolved through several iterations of use on social software websites, rather than through a scientific or an engineering design process. The research presented in this thesis, through investigations in the domain of e-learning, seeks to understand more about the scientific nature of collaborative tagging through a number of human subject studies. While broad in scope, touching on issues in human computer interaction, knowledge representation, Web system architecture, e-learning, metadata, and information visualization, this thesis focuses on how collaborative tagging can supplement the growing metadata requirements of e-learning. I conclude by looking at how the findings may be used in future research, through using information based in the emergent social networks of social software, to automatically adapt to the needs of individual users.
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A data-assisted approach to supporting instructional interventions in technology enhanced learning environments2012 December 1900 (has links)
The design of intelligent learning environments requires significant up-front resources and expertise. These environments generally maintain complex and comprehensive knowledge bases describing pedagogical approaches, learner traits, and content models. This has limited the influence of these technologies in higher education, which instead largely uses learning content management systems in order to deliver non-classroom instruction to learners.
This dissertation puts forth a data-assisted approach to embedding intelligence within learning environments. In this approach, instructional experts are provided with summaries of the activities of learners who interact with technology enhanced learning tools. These experts, which may include instructors, instructional designers, educational technologists, and others, use this data to gain insight into the activities of their learners. These insights lead experts to form instructional interventions which can be used to enhance the learning experience. The novel aspect of this approach is that the actions of the intelligent learning environment are now not just those of the learners and software constructs, but also those of the educational experts who may be supporting the learning process.
The kinds of insights and interventions that come from application of the data-assisted approach vary with the domain being taught, the epistemology and pedagogical techniques being employed, and the particulars of the cohort being instructed. In this dissertation, three investigations using the data-assisted approach are described. The first of these demonstrates the effects of making available to instructors novel sociogram-based visualizations of online asynchronous discourse. By making instructors aware of the discussion habits of both themselves and learners, the instructors are better able to measure the effect of their teaching practice. This enables them to change their activities in response to the social networks that form between their learners, allowing them to react to deficiencies in the learning environment. Through these visualizations it is demonstrated that instructors can effectively change their pedagogy based on seeing data of their students’ interactions.
The second investigation described in this dissertation is the application of unsupervised machine learning to the viewing habits of learners using lecture capture facilities. By clustering learners into groups based on behaviour and correlating groups with academic outcome, a model of positive learning activity can be described. This is particularly useful for instructional designers who are evaluating the role of learning technologies in programs as it contextualizes how technologies enable success in learners. Through this investigation it is demonstrated that the viewership data of learners can be used to assist designers in building higher level models of learning that can be used for evaluating the use of specific tools in blended learning situations.
Finally, the results of applying supervised machine learning to the indexing of lecture video is described. Usage data collected from software is increasingly being used by software engineers to make technologies that are more customizable and adaptable. In this dissertation, it is demonstrated that supervised machine learning can provide human-like indexing of lecture videos that is more accurate than current techniques. Further, these indices can be customized for groups of learners, increasing the level of personalization in the learning environment. This investigation demonstrates that the data-assisted approach can also be used by application developers who are building software features for personalization into intelligent learning environments.
Through this work, it is shown that a data-assisted approach to supporting instructional interventions in technology enhanced learning environments is both possible and can positively impact the teaching and learning process. By making available to instructional experts the online activities of learners, experts can better understand and react to patterns of use that develop, making for a more effective and personalized learning environment. This approach differs from traditional methods of building intelligent learning environments, which apply learning theories a priori to instructional design, and do not leverage the in situ data collected about learners.
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Web visualization for performance evaluation of e-GovernmentHo, Si Meng January 2011 (has links)
University of Macau / Faculty of Science and Technology / Department of Computer and Information Science
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Interactive Visualizations of Natural LanguageCollins, Christopher 06 August 2010 (has links)
While linguistic skill is a hallmark of humanity, the increasing volume of linguistic data each of us faces is causing individual and societal problems — ‘information overload’ is a commonly discussed condition. Tasks such as finding the most appropriate information online, understanding the contents of a personal email repository, and translating documents from another language are now commonplace. These tasks need not cause stress and feelings of overload: the human intellectual capacity is not the problem. Rather, the computational interfaces to linguistic data are problematic — there exists a Linguistic Visualization Divide in the current state-of-the-art. Through five design studies, this dissertation combines sophisticated natural language processing algorithms with information visualization techniques grounded in evidence of human visuospatial
capabilities. The first design study, Uncertainty Lattices, augments real-time computermediated communication, such as cross-language instant messaging chat
and automatic speech recognition. By providing explicit indications of algorithmic confidence, the visualization enables informed decisions about the quality of computational outputs.
Two design studies explore the space of content analysis. DocuBurst is an interactive visualization of document content, which spatially organizes words using an expert-created ontology. Broadening from single documents to document collections, Parallel Tag Clouds combine keyword extraction and coordinated visualizations to provide comparative overviews across subsets of a faceted text corpus. Finally, two studies address visualization for natural language processing
research. The Bubble Sets visualization draws secondary set relations around arbitrary collections of items, such as a linguistic parse tree. From this design study we propose a theory of spatial rights to consider when assigning visual encodings to data. Expanding considerations of spatial
rights, we present a formalism to organize the variety of approaches to coordinated and linked visualization, and introduce VisLink, a new method to relate and explore multiple 2d visualizations in 3d space. Intervisualization connections allow for cross-visualization queries and support
high level comparison between visualizations.
From the design studies we distill challenges common to visualizing language data, including maintaining legibility, supporting detailed reading, addressing data scale challenges, and managing problems arising from semantic ambiguity.
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Play with data - an exploration of play analytics and its effect on player expereincesMedler, Ben 02 July 2012 (has links)
In a time of 'Big Data,' 'Personal Informatics' and 'Infographics' the definitions of data visualization and data analytics are splintering rapidly. When one compares how Fortune 500 companies are using analytics to optimize their supply chains and lone individuals are visualizing their Twitter messages, we can see how multipurpose these areas are becoming. Visualization and analytics are frequently exhibited as tools for increasing efficiency and informing future decisions. At the same time, they are used to produce artworks that alter our perspectives of how data is represented and analyzed. During this time of turbulent reflection within the fields of data visualization and analytics, digital games have been going through a similar period of data metamorphosis as players are increasingly being connected and tracked through various platform systems and social networks. The amount of game-related data collected and shared today greatly exceeds that of previous gaming eras and, by utilizing the domains of data visualization and analytics, this increased access to data is poised to reshape, and continue to reshape, how players experience games.
This dissertation examines how visualization, analytics and games intersect into a domain with a fluctuating identity but has the overall goal to analyze game-related data. At this intersection exists play analytics, a blend of digital systems and data analysis methods connecting players, games and their data. Play analytic systems surround the experience of playing a game, visualizing data collected from players and act as external online hubs where players congregate. As part of this dissertation's examination of play analytics, over eighty systems are analyzed and discussed. Additionally, a user study was conducted to test the effects play analytic systems have on a player's gameplay behavior. Both studies are used to highlight how play analytic systems function and are experienced by players. With millions of players already using play analytics systems, this dissertation provides a chronicle of the current state of play analytics, how the design of play analytics systems may shift in the future and what it means to play with data.
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A Survey on Cloud Computing and Prospects for Information VisualizationÖztürk, Muhammed Hüseyin January 2010 (has links)
Today’s computing vision makes users to access services, applications via lightweight portable devices instead of powerful personal computers (PC). Since today’s applications and services need strong computing power and data storage, raising question will be “Who will provide these 2 attributes if users do not?” Cloud computing trend moves computing power and data storage from users’ side to application infrastructure side. The services that traditionally stored in users’ own computers will move into cloud computing platform and delivered by the Internet to its users. This new platform comes with its own benefits and design characteristics. Since all information data will move into another platform than individual computers, information visualization will be an opportunity field to analyze and maintain the cloud system structure as well as delivering abstract data into meaningful way to end users.
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Collaborative tagging : folksonomy, metadata, visualization, e-learning, thesisBateman, Scott 12 December 2007 (has links)
Collaborative tagging is a simple and effective method for organizing and sharing web resources using human created metadata. It has arisen out of the need for an efficient method of personal organization, as the number of digital resources in everyday lives increases. While tagging has become a proven organization scheme through its popularity and widespread use on the Web, little is known about its implications and how it may effectively be applied in different situations. This is due to the fact that tagging has evolved through several iterations of use on social software websites, rather than through a scientific or an engineering design process. The research presented in this thesis, through investigations in the domain of e-learning, seeks to understand more about the scientific nature of collaborative tagging through a number of human subject studies. While broad in scope, touching on issues in human computer interaction, knowledge representation, Web system architecture, e-learning, metadata, and information visualization, this thesis focuses on how collaborative tagging can supplement the growing metadata requirements of e-learning. I conclude by looking at how the findings may be used in future research, through using information based in the emergent social networks of social software, to automatically adapt to the needs of individual users.
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Representing information using parametric visual effects on groupware avatarsDielschneider, Shane 05 February 2010 (has links)
Parametric visual effects such as texture generation and shape grammars can be controlled to produce visually perceptible variation. This variation can be rendered on avatars in groupware systems in real time to represent user information in online environments. This type of extra information has been shown to enrich recognition and characterization, but has previously been limited to iconic representations. Modern, highly graphical virtual worlds require more naturalistic and stylistically consistent techniques to represent information.<p>
A number of different parametric texture generation techniques are considered and a set of texture characteristics are developed. The variations of these texture characteristics are examined in a study to determine how well users can recognize the visual changes in each. Another study is done to determine how much screen space is required for users to recognize these visual changes in a subset of these texture characteristics.<p>
Additionally, an example shape generation system is developed as an example of how shape grammars and L-systems can be used to represent information using a space ship metaphor.<p>
These different parametric visual effects are implemented in an example prototype system using space ships. This prototype is a complete functioning groupware application developed in XNA that utilizes many parametric texture and shape effects.
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A Conceptual Framework For 3d Urban Disaster Risk Visualization In Geo-spatial EnvironmentKemec, Serkan 01 October 2011 (has links) (PDF)
Visualization could be defined as the graphical presentation of information, in which the main aim is to improve the user&rsquo / s perception. In all phases of the disaster management, decision makers come across huge data sets with spatio-temporal content. It is hard to deal with these sets in order to find answers to the main question of &ldquo / How can we decrease the losses due to disasters?&rdquo / , which is at the core of the disaster management concept. To furnish this aim, disaster risk information has to be transparent and clearly stated to the public, decision makers and disaster managers. This might be more sophisticated than the calculation of the risk.
Taking precautions before a disaster to reduce the causalities and lossess engendered by natural disasters is relatively cheaper, and more importantly, better than cure. To achieve enhanced preparations for all kinds of disasters, visualization is quite an important tool for decision support and risk communication. The basic aim of this research is to propose a conceptual framework, with the consideration of all stakeholders related to the disaster management issue to have a better risk communication, and to guide the design, implementation and integration of the 3D urban modeling tools into disaster risk visualization. Moreover, an empirical methodology is also developed for the generation of visualization solutions through the design, and employment of the tool for disaster management framework. The proposed framework has three main phases .These are the definition of visualization components, object representation, and needs assessment. A new LoD hierarchy with indoor is proposed to visualize all the possible 3D urban disaster situations in the first phase. Then, a decision rule with eight attributes is proposed in the second phase to establish a link between the hazard type and the LoD needed in a 3D urban model for visualization. This decision rule is applied in a proposed three-level hierarchycal structure. The assessed objects of these three levels are urban, sub-urban zone and building. Moreover, a method to define the needed sub-urban zone is proposed. Finally, different 3D urban modelling methods are analyzed to define the data and process needs of possible 3D urban disaster visualization situations.
Two natural hazard cases are studied within the scope of this dissertation to assess the operability of the proposed framework. These implementations involve one earthquake and one tsunami case. Special attention is paid to finding one specific sample for two modelling viewpoints, namely static and dynamic. The first applications of the proposed framework with all the related features prove quite promising.
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