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Représentations externes pour l'apprentissage et la comparaison de la consommation d'énergie / External representations for learning and comparing energy consumptionGalilee, Martin 14 December 2017 (has links)
Dans cette thèse est d'abord considéré comment l'énergie est enseignée et apprise à l'école, montrant les divergences entre définition scientifique et sociétale de l'énergie, et considérant les unités d'énergie et la confusion qu'elles engendrent. Des perspectives pour l'éducation et la gestion de l'énergie sont présentées. Ensuite, l'attention est portée sur les représentations de l'énergie proposées par les systèmes domestiques de gestion, et une classification originale basée sur des stratégiques didactiques est proposée. Les obstacles majeurs rencontrés par les designers révèlent comment les outils de gestion de l'énergie peuvent être adaptés à la cognition humaine. Enfin, les capacités humaines de traitement des grandeurs numériques sont examinées en profondeur du point de vue de la cognition incarnée. Un cadre est construit au travers duquel l'impact des représentations externes de l'énergie sur l'apprentissage et la comparaison peut être établi, compris, et prédit. Ceci mène à deux études empiriques. La première étude teste l'effet de la représentation externe (symbolique ou spatiale) sur le rappel et la comparaison de mémoire. Précision et temps de réponse sont les variables dépendantes dans la comparaison. Les résultats indiquent un traitement analogique dans les deux conditions. La représentation externe symbolique accroît la précision dans le rappel et la comparaison, et la représentation externe spatiale accroît la vitesse de comparaison. La seconde étude teste l'effet de la spatialité, de l'ancrage, et de la physicalité dans les représentations externes, également sur le rappel et les comparaisons de mémoire, utilisant les mêmes variables dépendantes. Les résultats indiquent un traitement analogique dans toutes les conditions. La spatialité décroît la précision dans le rappel mais accroît la vitesse de comparaison. Ancrage et physicalité n'ont pas d'effet. Les résultats corroborent l'hypothèse de la cognition ancrée sur les simulations mentales (Barsalou, 1999, 2008; Wilson, 2002) ainsi que la perspective de Dehaene (1997) sur la cognition numérique, dans laquelle le sens du nombre est basé sur un accumulateur analogique et non discret. Implications théoriques et applications pratiques sont discutées. / In this thesis is first considered how energy is taught and learned about in school, focusing on the discrepancies between a scientific definition of energy and a societal definition of energy, and discussing units of energy and the confusion they induce. Perspectives for education and energy management are provided. Then, focus is placed on the representations of energy provided in home energy management systems, seeking to propose an original classification based on educational strategies. The major obstacles met by designers reveal how energy management tools can be adapted to human cognition. Next, human numerical and magnitude processing abilities are discussed in depth, taking the viewpoint of grounded cognition and building a framework through which the impact of external representations of energy on learning and comparing can be established, understood, and predicted. This leads to two empirical studies. The first study tests the effect of external representation (symbolic or spatial) on recall and comparisons from memory. Accuracy and response time at comparisons are used as dependent variables. Results indicate analog processing of magnitude in both conditions, and show that external representation affects performance at both recall and comparison, with symbolic external representation increasing recall and comparison accuracy, and spatial external representation increasing comparison speed. The second study tests the effects of spatiality, groundedness, and physicality in external representations, also on recall and comparisons from memory, using the same dependent variables. Results indicate analog processing in all conditions. Spatiality decreases recall accuracy but increases comparison speed. Groundedness and physicality show no effect. Results are consistent with grounded cognition's mental simulations hypothesis (Barsalou, 1999, 2008; Wilson, 2002) as well as Dehaene's (1997) view on numerical cognition, in which number sense is based on a continuous accumulator that does not directly process discrete numbers. Theoretical implications and practical applications are discussed.
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A study on how a dashboard for energy data visualisations can be designed to be usable and inspire pro-environmental behaviour in an industry setting / En studie kring hur en dashboard för energidatavisualiseringar kan designas för att uppfattas som användbar samt inspirera ett miljömedvetet beteende inom en industriell kontextDrugge Eneroth, Sofie, Elkjaer, Alice January 2023 (has links)
An essential part of combating climate change is to reduce energy consumption. As the industrial sector was accountable for approximately a third of the total global carbon dioxide equivalents in 2019, it is crucial for industries to manage their energy usage. Research within the field of eco-feedback shows that visualising energy data can inspire energy reductions and promote knowledge. The thesis investigates how a dashboard for energy data visualisations for the industrial sector can be designed to be usable and to inspire behavioural change for its end users. Usability is researched in terms of initial learnability and subjective satisfaction. Perceived behavioural change is studied through changes in users' awareness and attitude towards energy management. A prototype of a dashboard for energy data visualisations is developed through three iterations of the HCD process. During the first iteration, a paper prototype is developed, and evaluated through a workshop. During the second iteration, the paper prototype is translated into a digital prototype, which is then translated into a software prototype. The software prototype is evaluated through end-user tests at the end of the second iteration. During the third iteration, the software prototype is improved, based on the input from the previous evaluation, and then evaluated through end-user tests. The usability of the software prototype is evaluated through the think-aloud method and a SUS questionnaire. Perceived behavioural change is evaluated by interviewing the test users about their change in attitude and awareness after using the dashboard. The thesis finds that the dashboard prototype was easy to use and interpret. The following design choices were concluded to contribute to the usability in terms of initial learnability and subjective satisfaction: visually separating information, information adjacency, adding explanatory texts, using colour as a visual encoding, using a colour scheme that provides contrast and consistency, filtering data through multi-select, providing different options for visualisation, using interactivity for further data exploration, giving the user response to actions, considering chart junk and the data-ink ratio, and using unambiguous icons. In addition, the thesis concludes that the dashboard inspired changes in both the user's awareness and attitude towards energy management. The design choices that were proven to affect the user's awareness and attitude were: letting the user choose their preferred unit to represent the data, presenting the user with tips, providing internal and external data comparisons, visualising multiple energy-related key figures, allowing for historic comparison, reminding the user of upcoming activities, presenting a list of scheduled measures and providing feedback of a prognosticated proposed measure in terms of its intended effects.
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Early diagnosis and personalised treatment focusing on synthetic data modelling: Novel visual learning approach in healthcareMahmoud, Ahsanullah Y., Neagu, Daniel, Scrimieri, Daniele, Abdullatif, Amr R.A. 09 August 2023 (has links)
Yes / The early diagnosis and personalised treatment of diseases are facilitated by machine learning. The quality of data has an impact on diagnosis because medical data are usually sparse, imbalanced, and contain irrelevant attributes, resulting in suboptimal diagnosis. To address the impacts of data challenges, improve resource allocation, and achieve better health outcomes, a novel visual learning approach is proposed. This study contributes to the visual learning approach by determining whether less or more synthetic data are required to improve the quality of a dataset, such as the number of observations and features, according to the intended personalised treatment and early diagnosis. In addition, numerous visualisation experiments are conducted, including using statistical characteristics, cumulative sums, histograms, correlation matrix, root mean square error, and principal component analysis in order to visualise both original and synthetic data to address the data challenges. Real medical datasets for cancer, heart disease, diabetes, cryotherapy and immunotherapy are selected as case studies. As a benchmark and point of classification comparison in terms of such as accuracy, sensitivity, and specificity, several models are implemented such as k-Nearest Neighbours and Random Forest. To simulate algorithm implementation and data, Generative Adversarial Network is used to create and manipulate synthetic data, whilst, Random Forest is implemented to classify the data. An amendable and adaptable system is constructed by combining Generative Adversarial Network and Random Forest models. The system model presents working steps, overview and flowchart. Experiments reveal that the majority of data-enhancement scenarios allow for the application of visual learning in the first stage of data analysis as a novel approach. To achieve meaningful adaptable synergy between appropriate quality data and optimal classification performance while maintaining statistical characteristics, visual learning provides researchers and practitioners with practical human-in-the-loop machine learning visualisation tools. Prior to implementing algorithms, the visual learning approach can be used to actualise early, and personalised diagnosis. For the immunotherapy data, the Random Forest performed best with precision, recall, f-measure, accuracy, sensitivity, and specificity of 81%, 82%, 81%, 88%, 95%, and 60%, as opposed to 91%, 96%, 93%, 93%, 96%, and 73% for synthetic data, respectively. Future studies might examine the optimal strategies to balance the quantity and quality of medical data.
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A novel methodology for e-learning space design in HEI campusesDare, Fadeke Taiye January 2011 (has links)
The Higher Education Institution and the Construction Industry are yet to define the most appropriate and effective design parameters for E-learning spaces. Those which exist, focus mainly on cost, budget and timely delivery i.e. the process only not the product. An effective approach to E-learning space design is needed to address the problems of space efficiency, effectiveness, quality, innovativeness, performance and client satisfaction. This study aimed to develop a novel methodology for e-learning space design, by investigating: the impact of e-learning on facilities and design; the impact of e-learning on the design of future spaces; the impact of blended learning on space design; designing for the learn anytime, anywhere paradigm; security issues of e-learning and e-learning space design, the levels of design risk in an e-learning infrastructure and inclusive design issues. A Grounded theory approach was used during initial desk studies, synchronized with a three part forum and pilot survey of 33participants. From this process, two hypotheses emerged; firstly, e-learning space design could affect users‘ learning outcomes and secondly that; user‘s learning requirements were different and varied. To investigate further, site based analyses of 11 HEI‘s, 10 interviews and subsequently a questionnaire survey was administered. Users‘ and stakeholders requirements and good examples of e-learning space design were identified. Data were analysed using a mixed-method research design approach. Three main constructs, Space design, Technology and the E-learning Space Design research focus (ELSD focus), emerged as significant components in the development of a novel framework for the design of e-learning spaces. The relationship between the components is such that the design of spaces with consideration of the ELSD research focus would ensure the effective identification, interpretation and delivery of users‘ requirement while maximising the benefits of the adoption of appropriate technology within HEI facilities. This was therefore proposed as the realistic framework/model for future design of E- learning Spaces in HEI campuses. The framework was adapted into a conceptual design guide to provide guidance for future space design. It is expected the study will support the HEI sector globally as it moves towards achieving best practice solutions to future E-learning space design in HEI campuses.
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Apprentissage de Scènes de Football Animées : Effet des Designs Pédagogiques et de L'expertise. / Learning of animated soccer scenes : Effect of instructional designs and expertiseKhacharem, Aimen 04 July 2013 (has links)
Comment les animations pédagogiques doivent-elles être conçues pour améliorer l'apprentissage? Quels sont les facteurs qui doivent être pris en compte lors de du design des animations? Les récents progrès dans le domaine d'enseignement assisté par ordinateur ont permis de créer des visualisations dynamiques telles que les animations pour présenter des informations dynamiques qui changent au cours du temps et dans l'espace. Cependant, plusieurs recherches ont montré que les animations imposent de lourdes demandes sur les ressources de la mémoire de travail entraînant une diminution des résultats d'apprentissage. En se basant sur une perspective de la charge cognitive, nous avons essayé de manager la charge cognitive imposée par des animations de football à travers l'utilisation de différents designs pédagogiques. Les résultats ont indiqué des interactions significatives entre ces designs et le niveau d'expertise des joueurs, conduisant au phénomène connu sous le nom d'effet du renversement de l'expertise. Selon cet effet, les designs pédagogiques qui sont efficaces pour les joueurs novices peuvent devenir inefficaces, voire même nuisibles pour les joueurs experts. Les résultats soulignent l'importance d'ajuster les designs pédagogiques aux changements du niveau d'expertise du joueur. / How instructional animations should be designed in order to enhance learning? What factors need to be taken into account in the design of animations? Recent advances in computer-based instruction have made it possible to produce dynamic visualizations such as animations to depict dynamic information that change over time and space. However, there has been increasing evidence accumulated that animations often impose significant working memory demands resulting in decreased learning outcomes. Based on a cognitive load perspective, in this thesis, we tried to effectively manage cognitive load imposed by soccer animations through the use of different forms of instructional designs. The results indicated significant interactions between these instructional designs and levels of player expertise, leading to the phenomenon known as the expertise reversal effect. According to this effect, the instructional designs that are effective for novice players may become ineffective or even detrimental for expert players. The findings argue for the importance of tailoring instructional designs to changing levels of player expertise.
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Experimental Investigations of Leading Edge Bluntness in Shock Boundary Layer Interactions at Hypersonic SpeedsLakshman, Srinath January 2015 (has links) (PDF)
Shock Boundary Layer Interactions (SBLIs) and shock-shock interactions are some of the most fundamental problems in high speed aerodynamics. These interactions are of particular importance in scramjet intakes at hypersonic speeds. In hypersonic own with strong SBLI accompanied by own separation, large separation bubbles can form due to high impinging shock strengths. While experiments involving large separation lengths for the impinging shock boundary layer interactions near sharp leading edge are well documented in the literature, only few investigations on the effect of leading edge bluntness on the interactions are studied. In the present study, experiments were carried out to study the role of leading edge bluntness on the impinging shock boundary layer interactions. An oblique shock generated by a wedge (wedge angle 31 degrees) is made to impinge on a at plate (length 200 mm) over which a boundary layer develops. Different leading edge inserts were used on a at plate to get either a sharp or a blunt (radii from 2 to 8 mm) leading edge. The position of the at plate was moved horizontally with respect to the wedge to vary the shock impingement location relative to the leading edge. Experiments were carried out at two freestream conditions - Mach 5.88 (total enthalpy of 1.26 MJ/kg and freestream Reynolds number of 3.85 million per meter) and Mach 8.54 (total enthalpy of 1.85 MJ/kg and freestream Reynolds number of 1.41 million per meter). The various features of the interaction along with different parameters were obtained from schlieren visualizations and surface pressure measurements. The schlieren visualization was used to obtain the separation length, while the reattachment pressure was obtained from the surface pressure distribution. From the present experimental study, a reduction in separation length was observed with an increase in leading edge bluntness. It was also seen that the sharp leading edge had the maximum separation length. Correlations for the separation length and the reattachment pressure have been proposed for these experimental conditions. Numerical simulations were also carried out using commercial software and they had a qualitative agreement with the experiments.
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Serious auralizations / Auralisations sérieusesPostma, Barteld 28 April 2017 (has links)
Au cours des dernières décennies, la présence des auralisations dans l’acoustique architecturale et la réalité virtuelle est devenue de plus en plus importante. De nombreuses applications en découlent, telles que les explorations de la réalité virtuelle multimodale ou les études de l’influence acoustique des rénovations et la recherche historique. Malgré ces nombreux cas d’utilisation, peu d’études scientifiques ont été réalisées sur le sujet. L’objectif de cette thèse était donc d’examiner l’utilisation d’auralisations acoustiques de salles, basées sur l’acoustique géométrique (GA) comme outil scientifique et visant à aider à la création d’auralisations historiquement exactes plus écologiquement valables. Déjà dans les années 1930 les premières tentatives ont été entreprises pour rendre audible (de manière imaginaire) les champs sonores. Les développements au cours des 80 dernières années ont conduit à des améliorations significatives des auralisations. Aujourd’hui, si l’on veut créer des auralisations, l’enregistrement anéchoïque réalisé préalablement doit être convolué avec une réponse impulsionnelle ambiante, mesurée ou simulée (RIR). Les logiciels GA sont souvent utilisés pour calculer numériquement la RIR de géométries compliquées. Les méthodes basées sur les ondes sont gourmandes en calcul, nécessitant des modèles géométriques complexes et des données d’entrée complexes. Cette thèse vise à améliorer la qualité des auralisations entièrement calculées. À cette fin, on a étudié l’étalonnage des modèles acoustiques des salles et l’inclusion de la directivité vocale dynamique. Des mesures acoustiques de la pièce ont été réalisées dans quatre salles et des modèles d’acoustique géométrique ont été créés des mêmes espaces. Une procédure méthodique de calibration du modèle a été proposée, réalisée dans les quatre salles, et validée au préalable par comparaison d’estimation de paramètres. Des tests d’écoute subjectifs comparant des auralisations mesurée set simulées pour trois espaces différents ont révélé que les auralisations étaient également perçues pour huit attributs acoustiques évalués. Par la suite, un cadre permettant d’inclure la directivité vocale dynamique a été présenté. Les résultats des tests d’écoute ont montré des différences perceptuelles entre la directivité vocale dynamique et la directivité de source statique pour la plausibilité, l’enveloppement de l’auralisation ainsi que la largeur perçue de la source. L’amélioration de la validité écologique des auralisations a permis d’étudier l’influence des visualisations sur l’expérience acoustique, avec un degré de confiance raisonnable que les effets perçus sont également applicables dans des situations réelles. À cet effet, un cadre a été établi qui a permis des évaluations multimodales de pièces de théâtre et de concerts. Les résultats d’un test d’écoute multi-modal présentant une scène cohérente visuelle-sonore ont confirmé les différences perceptuelles entre les auralisations de directivité vocale dynamique et statique. Dans ce même cadre, un second test d’écoute comparant des scènes visuelles/sonores incohérentes è cohérentes, indiquait qu’avec une distance source-récepteur accrue, les auralisations sont perçues acoustiquement plus éloignées et plus élevée. / Over recent decades, auralizations have become more prevalent in architectural acoustics and virtual reality. Auralizations have numerous use-cases such as multi-modal virtual reality explorations, studies of the acoustical influence of renovations, and historic research. Despite their numerous use-cases, they rarely have been part of scientific studies. Therefore, the goal of this thesis was to examine the use of room acoustical auralizations based on geometrical acoustics (GA) as a scientific tool and aimed to aid in the creation of more ecologically valid historically accurate auralizations. Already in the 1930s first attempts were undertaken to render audible (imaginary) sound fields. Developments over the last 80 years have led to significant improvements of auralizations. Today, if one wishes to create auralizations, generally anechoic recording need to be convolved with either a measured or simulated room impulse response (RIR). GA software are often employed to numerically compute the RIR of complicated geometries. Wave-based methods are computationally intensive, requiring complex geometrical models and complex input data. This thesis aims to enhance the quality of fully computed auralizations. For this purpose the calibration of room acoustical models and the inclusion of dynamic voice directivity were studied. Room acoustical measurements were carried out in four rooms and geometrical acoustics models were created of the same spaces. A methodical calibration procedure was proposed, carried out in the four rooms, and first validated by means of parameter estimation comparison. Subjective listening tests which compared measured and simulated auralizations for three spaces found that the auralizations were equally perceived for 8 tested acoustical attributes. Subsequently, a framework was presented which enabled the inclusion of dynamic voice directivity. The results of listening tests indicated that perceptual differences between dynamic voice directivity and regular static source ordinations in plausibility and envelopment of the auralization as well as perceived width of the source. With the improved ecological validity of the auralizations it was possible to study the influence of visualizations on the acoustical experience, with a reasonable degree of confidence that perceived effects are also applicable in real-life situations. For this purpose, a framework was established which enabled multi-model assessments of theater plays and concerts. Results of a visual-aural coherent multi-modal listening test confirmed the perceptual differences between dynamic and static voice directivity auralizations. A second listening test employing this framework which compared incoherent to coherent aural-visual cues indicated that with increased visual source-receiver distance auralizations are perceived acoustically more distant and louder.
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Empirische Untersuchung zur semantischen Wirkung grafischer Visualisierungsmerkmale: Betrachtungsgegenstand sind Entwurfsdarstellungen im DesignprozessMühlbauer, Frank 07 February 2022 (has links)
Designschaffende nutzen im Rahmen des Designprozesses vielfältige Werkzeuge, um Entwurfsstände zu erarbeiten und visuelle Darstellungen für die Vermittlung wichtiger Gestaltungsziele zu erzeugen. In der Designpraxis ist zu beobachten, dass die zur Verfügung stehenden Ressourcen und die Werkzeugwahl nicht auf den vorgesehenen Zweck abgestimmt werden. Daraus resultieren erhebliche Probleme in der Kommunikation mit anderen Beteiligten des Entwicklungsprozesses, da die gestalterischen Entwicklungsziele durch ungeeignete Visualisierungen fehlinterpretiert werden. Gleichzeitig ist der sichere Umgang mit Visualisierungswerkzeugen für die Erzeugung präziser, zweckorientierter Arbeitsunterlagen für Entscheidungsprozesse elementar. Dies setzt jedoch umfassende Kenntnisse zur Funktion und spezifischen Wirkung der Visualisierungsmerkmale voraus. Insbesondere für Entwurfsvisualisierungen, die zur Beurteilung des angestrebten Produktcharakters in der Konzeptphase verwendet werden, ergibt sich vor dem Hintergrund der teils ungezielten Werkzeugverwendung weiterer Forschungsbedarf, um eine Wissenslücke zur semantischen Wirkung grafischer Visualisierungsmerkmale zu schließen.
In der vorliegenden Arbeit wird daher die Wirkung grafischer Visualisierungsmerkmale auf die Wahrnehmung semantischer Entwurfseigenschaften untersucht, die bisher nicht im Fokus der wissenschaftlichen Auseinandersetzung stehen.:Vorwort 2
1 Einführung und Ziele der Arbeit 7
1.1 Wissenschaftliche Problemlage 7
1.2 Zentrale Fragen und Ziele der Arbeit 9
1.3 Aufbau der Arbeit und methodisches Vorgehen 10
2 Theoretische Grundlagen und aktueller Forschungsstand 11
2.1 Industriedesign im professionellen Anwendungskontext 11
2.2 Entwicklungsprozesse technischer Produkte 13
2.2.1 Prozessmodelle des Industriedesigns 13
2.2.2 Industriedesign als Bestandteil des Produktentwicklungsprozesses 19
2.2.3 Designentscheidungen in der frühen Phase des Produktentwicklungsprozesses 22
2.3 Designvisualisierungen als Entwurfsdarstellungen im Designprozess 25
2.3.1 Einordnung und zentrale Begriffe 25
2.3.2 Entwurfswerkzeuge und deren Verwendung im Designprozess 26
2.3.3 Zentrale Funktionen von Designvisualisierungen 34
2.3.4 Werkzeugeigenschaften von Designvisualisierungen 41
2.3.5 Merkmale von Designvisualisierungen 44
2.4 Die semantische Wirkung des Produktdesigns 52
2.4.1 Einordnung und zentrale Begriffe 52
2.4.2 Semiotische Theorieansätze im Produktdesign 53
2.4.3 Der Produktcharakter im Designprozess 57
2.5 Identifizierter Forschungsbedarf 61
3 Methoden und Vorgehen zur empirischen Datenerhebung 64
3.1 Forschungsfrage und methodisches Vorgehen 64
3.2 Grafische Merkmale von Entwurfsvisualisierungen 66
3.2.1 Aufbau und Visualisierungsmerkmale einer Konzeptdarstellung 66
3.2.2 Ausprägungen grafischer Visualisierungsmerkmale im Designprozess 76
3.2.3 Schlussfolgerungen zu den grafischen Visualisierungsmerkmalen 80
3.3 Stimulusmaterial für die Datenerhebung 85
3.3.1 Entwurf syntaktischer Probekörpervarianten 85
3.3.2 Zusammenstellung der unabhängigen Variablen 88
3.3.3 Synthese zum Testbild 91
3.4 Operationalisierung der semantischen Wirkung 94
3.4.1 Einordnung und zentrale Begriffe zum Semantischen Differenzial 94
3.4.2 Ermittlung der spezifischen Adjektivpaare 94
4 Hauptstudie zur empirischen Datenerhebung 97
4.1 Entwicklung der Forschungshypothesen 97
4.2 Aufbau und Durchführung der Hauptstudie 101
4.3 Erhobene Stichprobe 102
4.4 Statistische Auswertung 103
4.4.1 Auswertungsverfahren und zentrale Begriffe 103
4.4.2 Aufbereitung der quantitativen Daten 104
4.4.3 Verwendete statistische Testverfahren 105
4.5 Statistische Ergebnisse 107
4.5.1 Statistische Voraussetzungen und deskriptive Datenanalyse 107
4.5.2 Explorative Faktorenanalyse 109
4.5.3 Statistische Ergebnisse der mehrfaktoriellen Varianzanalyse 111
5 Interpretation und Diskussion der Ergebnisse 122
5.1 Interpretation der Studienergebnisse 122
5.1.1 Ergebnisinterpretation der syntaktischen Merkmalsausprägungen 122
5.1.2 Ergebnisinterpretation der Flächendarstellungen 125
5.1.3 Ergebnisinterpretation der Liniendarstellungen 128
5.2 Diskussion der Studienergebnisse 132
5.3 Diskussion der wissenschaftlichen Methoden 135
6 Zusammenfassung 138
7 Fazit und Ausblick 142
8 Verzeichnisse 145
Literaturverzeichnis 145
Abbildungsverzeichnis 153
Tabellenverzeichnis 156
Abkürzungsverzeichnis 157
Anhang 158
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Evaluating the use of Brush and Tooltip for Time Series visualizations: A comparative studyEklund, André, Helin, Sebastian January 2023 (has links)
This study uses a combination of user testing and analysis to evaluate the impact of brush and tooltip on the comprehension of time series visualizations. Employing a sequential mixed-methods approach, with qualitative data from semi-structured interviews used to inform the design of a visualization tool, followed by a quantitative user study to validate it. Sixteen (16) participants from various fields of study, predominantly computer science, participated in the study. A MANOVA test was conducted with results indicating a significant statistical difference between the groups. Results deriving from the study show that the use of brush and tooltip increases user accuracy on detecting outliers, as for perception of trends and patterns. The study’s context was limited to desktop usage, and all participants were treated as a homogenous group, presenting potential limitations in applying these findings to other devices or more diverse user groups. The results provide information about improving time series data visualizations for facilitating more efficient and effective understanding, which can be relevant specifically to data analysts and academic researchers.
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Förståelsen mellan pixlarna : En studie om sinnesstämningar i visualiseringar / The understanding between pixles : A study on moods in visualizationsLandi, Olivia, Jennfors, Alfred January 2023 (has links)
Den här studien undersöker hur olika element i visualiseringsbilder kan justeras för att bättre vägleda kunden vid köp av nyproducerade lägenheter. I dagsläget finns bristande förståelse för hur sinnesstämningar kan användas för att skapa visualiseringar bättre anpassade för ändamålet. Denna undersökning studerar hur människans olika sinnen samarbetar med varandra och hur dessa kan kopplas till upplevelsen av arkitektur, rent fysiskt men även genom tredimensionella digitala miljöer. Genom sinnesstämningar skapar vi miljöer som tydligare behagar intresserade spekulanter formade av vår samtid. Genom metoder som litteraturforskning, observationer och tester med fokusgrupper har vi fått en klarare bild kring sinnenas påverkan över hur saker hänger ihopmen framför allt hur vi upplever vår värld. Vi har studerat samtidens marknad och användandet av färg och andra detaljer för att skapa en specifik stämning. Genom dessa marknadsundersökningar har nyttig kunskap upptäckts vilket lett fram till en djupare förståelse inom området. I samarbete med fokusgrupper har visionsbildens betydelsen för valda målgruppen: den unga vuxna människan klarnat, en inblick i marknaden för dem samt givande respons i utbyte. Resultatet visar att det går att dirigera ögats fokus och utifrån den hela upplevelsen av en visualiserad bild. Ögat reagerar på specifika element så som färg, dock inte riktigt så tydligt som först uppskattat. Det är även svårt att dra slutsatser inom området då en stor del av resultatet beror på upplevelsen. För varje individ skiljer sig upplevelsen och därav resultatet. Det finns dock övergripande kopplingar över vad människor tycker om och dessa element kan användas. Bostadsmarknaden är anpassad efter ett svenskt ideal vilket beskriver dess enkelhet, funktionalitet samt tydliga minimalistiska stil. Detta är attribut som förstärker dess sterila uppbyggnad, både fysiskt men även i digital marknadsföring. Flera olika sinnesstämningar kan skapa flera olika scenarier, trots detta faller det ideala resultatet tillbaka på varma soliga sommardagar. / This study investigates how different elements in visualization images can be adjusted to better guide the customer when buying newly constructed apartments. At present, there is a lack of understanding of how moods can be used to create more appropriate visualizations. This research studies how the different human senses cooperate with each other and how these can be linked to the experience of architecture, physically but also through three-dimensional digital environments. Through sensory moods, we create environments that more clearly appeal to interested speculators shaped by our time. Through methods such as literature research, observations and tests with focus groups, we have gained a clearer picture of the influence of the senses on how things are connected, but above all how we experience our world. We have studied the contemporary market and the use of colour and other details to create a specific mood. Through this market research, useful knowledge has been discovered, leading to a deeper understanding of the field. In collaboration with focus groups, the significance of the vision image for the chosen target group: the young adult has been clarified, an insight into the market for them and rewarding feedback in return. The results show that it is possible to direct the eye’s focus and from there the whole experience of a visualized image. The eye reacts to specific elements such as colour, but not quite as clearly as first estimated. It is also difficult to draw conclusionsin this area because a large part of the result depends on the experience. For each individual, the experience differs and hence the result. However, there are general links to what people like and these elements can be used. The housing market is adapted to a Swedish ideal which describes its simplicity, functionality and clear minimalist style. These are attributes that reinforce its sterile structure, both physically and in digital marketing. Several different moods can create several different scenarios, yet the ideal outcome falls back on warm sunny summer days.
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