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Discovering Data-Driven Stories : A Case Study / Läsardrivna narrativ i datavisualiseringar : En fallstudieBackman, Carl-Johan January 2017 (has links)
Narrative visualization is a young and emerging field, driven mainly by data journalists. For this reason, most data stories available today are author-driven. However, with the rise of interactive visualizations the possibilities for creating reader-driven stories have become apparent. In this thesis, we present a straigthforward prototype, AsylKoll, built to support the articulation of reader-driven stories about Swedish immigration during 2015. We test its ability to support reader-driven stories by performing two user-studies based on the Think Aloud Method. In particular, we evaluate the prototype along the dimensions of reader engagement and learning. We find that user-centric data and various effects, such as transitions and mouse-overs, have a positive impact on reader engagement. In addition, we find that typical tasks such as extracting extremes and making comparisons are very important for users to gain insight and learn from the data. Foremost, this thesis shows the potential that simple, interactive visualizations have to make people engage and gain insights from data. / Att skapa faktabaserade narrativ med hjälp av datavisualiseringar är någonting som blir allt mer vanligt idag. Utvecklingen drivs framför allt av datajournalister och av den anledningen är det typiskt sett författardrivna historier som berättas. På senare tid har det dock blivit allt lättare att utveckla avancerade, interaktiva visualinsergar och det har öppnat för skapa faktabaserade narrativ drivna av läsaren istället. Läsardrivna narrativ är det som vi utforskar i den här studien. Med hjälp av en prototyp som vi byggt, AsylKoll, som visar statistik från asylinvandringen till Sverige under 2015, undersöker vi vad som krävs av en visualisering för att användare ska kunna härleda sina egna faktabaserade historier från den. Vi kollar i synnerhet på hur man kan uppmana användaren att interagera med verktyget samt vad som krävs för att användaren ska lära sig från datan. Verktyget testas genom två användarstudier med ’Think Aloud’-metoden. I studien finner vi att data centrerad kring användaren och olika typer av effekter, såsom transitioner och mouse-overs, påverkar användarens vilja att interagera med visualiseringarna positivt. Vidare finner vi även att typiska funktioner som exempelvis möjligheten att snabbt hitta extremvärden samt att kunna göra olika jämförelser av data, är viktigt för lärandet.
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Plot Extraction and the Visualization of Narrative FlowDeBuse, Michael A. 20 July 2021 (has links)
In order to facilitate the automated extraction of complex features and structures within narrative, namely plot in this study, two proof-of-concept methods of narrative visualization are presented with the goal of representing the plot of the narrative. Plot is defined to give a basis for quality assessment and comparison. The first visualization presented is a scatter-plot of entities within the story, but due to failing to uphold the definition of plot, in-depth analysis is not performed. The second visualization presented is a graph structure that better represents a mapping of the plot of the story. Narrative structures commonly found within the plot maps are shown and discussed, and comparisons with ground-truth plot maps are made, showing that this method of visualization represents the plot and narrative flow of the stories.
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Civis : modelo de design de interface customiz?vel para apoiar a constru??o de visualiza??es narrativas interativas de dados extra?dos de m?dias sociaisSantos, Caroline Queiroz 12 April 2018 (has links)
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Previous issue date: 2018-04-12 / The analysis of data from social media has been a growing practice, making data visualization an important aspect in the context of presenting the large volumes of data typically extracted from these media. One of the challenges in this area is the efficient presentation of these large volumes of data, providing techniques that support the design processes, analysis and understanding of these data. Moving forward in this direction, this thesis presents CIViS, a customizable interface design model to support the construction of interactive narrative visualizations of data extracted from social media. It is a descriptive model, based on the theory of Semiotic Engineering and its view on End-user Development, as well as on narrative visualization concepts. The model considers that the social-media data analyst has interest in organizing his/her data presentation in such a way to tell a story with them. Thus, CIViS proposes a set of components that structure the design space, with the purpose of assisting designers and data analysts as co-designers to reflect on different aspects that influence the construction of customizable interactive narrative visualizations. We carried out four studies and, based on the results triangulation, we obtained the bases for consolidating the idea of the model, continuing with its creation. After conceiving the CIViS model, we conducted a study focusing on the use of the model by social-media data analysts. With the conclusion of the study of use of the CIViS, we obtained results that indicate pertinent ways of representing relevant narrative aspects. We have also verified that the model is satisfactorily descriptive to assist in the design of visualizations, whether narrative or not. Finally, we present the potential epistemic value of the CIViS, considering that its use can instigate important discussions and reflections during the process of designing customizable interactive narrative visualizations, assisting both designers and co designers in its epistemic character. / A an?lise de dados de m?dias sociais tem sido uma pr?tica crescente, tornando a visualiza??o de dados um aspecto importante no contexto de apresenta??o dos grandes volumes de dados tipicamente extra?dos dessas m?dias. Um dos desafios nesta ?rea est? na apresenta??o eficiente desses grandes volumes de dados, provendo t?cnicas que apoiem os processos de design, an?lise e compreens?o destes dados. Avan?ando neste sentido, esta tese apresenta o CIViS, um modelo de design de interface customiz?vel para apoiar a constru??o de visualiza??es narrativas interativas de dados extra?dos de m?dias sociais. Trata-se de um modelo descritivo, fundamentado na teoria da Engenharia Semi?tica e sua vis?o sobre End-user Development, assim como em conceitos de visualiza??o narrativas. O modelo considera que o analista de dados de m?dias sociais tem interesse em organizar a apresenta??o de seus dados de forma a contar uma hist?ria com eles. Assim, o CIViS prop?e um conjunto de componentes que estruturam o espa?o de design, tendo o prop?sito de auxiliar designers e analistas de dados co-designers a refletirem sobre diferentes aspectos que influenciam a constru??o de visualiza??es narrativas interativas customiz?veis. Realizamos quatro estudos e, a partir da triangula??o dos resultados, obtivemos subs?dios para a consolida??o da ideia do modelo, dando prosseguimento ? sua cria??o. Ap?s a concep??o do modelo CIViS, realizamos um estudo com foco no uso do modelo por analistas de dados de m?dias sociais. Com a conclus?o do estudo de uso do CIViS, obtivemos resultados que sinalizam formas pertinentes de representar aspectos relevantes de narrativas. Tamb?m verificamos que o modelo ? satisfatoriamente descritivo para auxiliar no design de visualiza??es, sejam elas narrativas ou n?o. Por fim, apresentamos o potencial valor epist?mico do CIViS, considerando que seu uso pode instigar discuss?es e reflex?es importantes durante o processo de design de visualiza??es narrativas interativas customiz?veis, atendendo tanto designers quanto co-designers em seu car?ter epist?mico.
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Situationsanpassad digital krisinformation : design för beteendeförändring under Covid-19 / Situational digital crisis information, : design for behavioural change during Covid-19Hansson, Elin, Emilia, Gustavsson January 2020 (has links)
Coronapandemin i världen är ett faktum. För att minska smittspridningen i samhället, så bör individer följa regeringens samt myndigheternas rekommendationer. De restriktioner som är gällande i Sverige den 14:e maj är lindriga och under denna pandemi har offentliga platser, restauranger och butiker varit fortsatt öppna (Krisinformation.se 2020). Folkhälsomyndighetens (2020) strategi går ut på att platta ut kurvan så att hälso- och sjukvården upprätthåller en tillräckligt hög kapacitet för att vårda svårt sjuka patienter. För att minska smittspridningen är det av betydelse att enskilda individer följer rekommendationerna om att hålla avstånd, tvätta händerna och inte besöka äldre över 70 år (Folkhälsomyndigheten 2020). Forskning inom IKT pekar på att denna form av information och kommunikation relaterad till kris bör riktas långsiktigt och även inom andra kanaler än sociala medier (Soden & Palen, 2018). Inom detta område har nudging blivit en allt mer utpräglad metod för att motivera individer till beteendeförändringar inom specifika situationer Caraban et al (2019). Att informationen är tydlig och pålitlig är av stor betydelse (The Lancet, 2020). Kvalitativa Intervju- och observationsstudier pekar på att det finns ett behov av att motivera och påminna individer om att följa restriktionerna även utomhus. Genom att situationsanpassa offentliga skärmar och addera sensorer, så vill denna studie verka för att motivera individer till att följa Folkhälsomyndighetens rekommendationer (2020). Designen föreslår en situationsanpassad digital krisinformation som placeras i offentliga parker under coronapandemin. Konceptet innebär att nudga individer till att hålla avstånd i parker och på så sätt bidra till att minska smittspridningen i samhället. Designen tar hänsyn till tidigare forskning inom IKT, nudging och berättande visualisering. För att sedan bidra till forskningen genom att representera en ny metod för hur digital krisinformation kan förmedlas under pandemier. / The global Corona crisis is a fact. Individuals should follow the government's recommendations to reduce the spread of the virus in society. The Swedish strategy, which still remains at the date of 14th of May, means that public places, as well as restaurants and shops, are kept open (Krisinformation.se 2020). The strategy according to the Public Health Authority (Folkhälsomyndigheten 2020) is to flatten the curve so that healthcare can manage to take care of individuals in need of intensive care. In order to reduce the spread of the virus, it is important that individuals are following the recommendations on keeping distance, washing hands and avoiding necessarily contact with elderly over 70 years (Public Health Authority; Folkhälsomyndigheten 2020). Previous research in ICT science indicates that this form of information and communication should be used long term. Research in ICT points out that this form of crisis information should be used also in other channels than Social media (Soden & Palen 2018). According to the scientists Carbal et al (2019), nudging has played an important role for motivating individuals to change behaviour in a particular situation. Qualitative interviews, as well as observational studies, indicate that there is a need to motivate and remind individuals to follow the restrictions even outdoors. This essay aims to motivate individuals to follow the recommendations of the Public Health Authority (Folkhälsomyndigheten 2020). This essay suggests a situation-based design that passes ordinary digital crisis information placed in public parks during the Corona Pandemic. The concept involves nuding individuals to keep their distance in parks, and reduce the spread of the virus in the society. The design takes into account previous research in ICT, nudging and Narrative visualization. Furthermore, this essay aims to represent a new method for how Digital Crisis Information can be disseminated during pandemics.
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