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1 – 10 of over 11000The purpose of this paper is to assess the efficacy of the Institute of Electrical and Electronics Engineers (IEEE) Xplore digital library search engine to return relevant…
Abstract
Purpose
The purpose of this paper is to assess the efficacy of the Institute of Electrical and Electronics Engineers (IEEE) Xplore digital library search engine to return relevant materials on information visualization pedagogy literature and to recommend search strategies to assist the digital library academic readership improve the efficacy of their search tasks. Furthermore, the results are of interest to general readers using similar digital repositories.
Design/methodology/approach
An initial scoping review using EBSCO Discovery services returned the number and accessibility of sources and publications-based various Boolean searches. A revised search strategy focused the search to IEEE publications as the primary source of visualization research. A corpus of keywords were extracted from the 44 relevant articles and analyzed for relevance, keyword trends and contexts of use.
Findings
Keyword analysis results show visualization education research is confounded by several information retrieval issues: relevancy, incomplete taxonomy, non-standard lexicon, diverse disciplines and under-representation. Recommendations include: search strategies, alternative digital collections, a potential opportunity for research in information visualization pedagogy to address this gap in an emerging field and the need for more effective interactive tools to assist with keyword selection.
Research limitations/implications
The study focused on the IEEE publications as the primary source of visualization research.
Practical implications
A repository of visualization education research that is easily findable and relevant benefits both faculty using information visualization in their teaching and academics whose work must be disseminated to the broadest audience. Strategic keyword selection, interactive keyword tools or more robust thesaurus will enable IEEE Xplore digital library users to optimize their interaction with the system. Furthermore, results suggest a need for more research in information visualization pedagogy.
Originality/value
This is the only study to uniquely assess the efficacy of the IEEE Xplore digital library database system to retrieve relevant visualization education literature based on keyword search.
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Jun Wang, Xiangyu Wang, Wenchi Shou and Bo Xu
The purpose of this research is to investigate a new approach with its supporting building information modelling (BIM) + augmented reality (AR) tool to enhance architectural…
Abstract
Purpose
The purpose of this research is to investigate a new approach with its supporting building information modelling (BIM) + augmented reality (AR) tool to enhance architectural visualisation in building life cycle. Traditional approaches to visualise architectural design concentrate on static pictures or three-dimensional (3D) scale models which cause problems, such as expensive design evolution, lack of stakeholders’ communication and limited reusability. The 3D animated fly-throughs still occur on a computer screen in two-dimensions and seem cold and mechanical, unless done with advanced production software.
Design/methodology/approach
The method of this research included case study and interview. It was, first, stated, from the building process perspective, how the BIM + AR for Architectural Visualisation System (BAAVS) was realised by integrating two types of visualisation techniques: BIM and AR, and four stages of building life cycle. Then the paper demonstrated four case studies to validate the BAAVS. Finally, four interviews were made with each case manager and team members to collect feedback on utilising BAAVS technology. Questions were asked in the areas of benefits, drawbacks and technical limitations with respect to BAAVS.
Findings
Feedback from the stakeholders involved in the four cases indicated that BAAVS was useful and efficient to visualise architectural design and communicate with each other.
Originality/value
This paper demonstrates BAAVS that integrated BIM and AR into architectural visualisation. The system supports an innovative performance that allows: designers to put virtual building scheme in physical environment; owners to gain an immersive and interactive experience; and property sellers to communicate with customers efficiently.
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Dumitru Radoiu, Calin Enachescu and Osei Adjei
Recent technological advances have created volumes of data such that, unless some effective methods are used to analyse them, they will be either wasted or under‐examined for…
Abstract
Purpose
Recent technological advances have created volumes of data such that, unless some effective methods are used to analyse them, they will be either wasted or under‐examined for their useful information content. Scientific data visualization is an attempt to use graphical and numerical tools to extract information contained in data and hence to allow its analysis. This paper seeks to present a systematic approach to the development of tools for scientific data visualization.
Design/methodology/approach
It is shown that the approach to implement these tools involves four major steps: description of a reference model, validation of the data process, description of the software component and the design and implementation of the visualization tool.
Findings
This approach is substantiated by defining conditions suitable for scientific data visualization processes, in a relaxed manner. These conditions are subsequently refined more formally. Definitions and theorems of the proofs are succinctly discussed.
Originality/value
The mathematical description of the visualization process is necessary to understand and maintain some significant reduction in errors in scientific visualization processes.
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Leony Derick, Gayane Sedrakyan, Pedro J. Munoz-Merino, Carlos Delgado Kloos and Katrien Verbert
The purpose of this paper is to evaluate four visualizations that represent affective states of students.
Abstract
Purpose
The purpose of this paper is to evaluate four visualizations that represent affective states of students.
Design/methodology/approach
An empirical-experimental study approach was used to assess the usability of affective state visualizations in a learning context. The first study was conducted with students who had knowledge of visualization techniques (n=10). The insights from this pilot study were used to improve the interpretability and ease of use of the visualizations. The second study was conducted with the improved visualizations with students who had no or limited knowledge of visualization techniques (n=105).
Findings
The results indicate that usability, measured by perceived usefulness and insight, is overall acceptable. However, the findings also suggest that interpretability of some visualizations, in terms of the capability to support emotional awareness, still needs to be improved. The level of students’ awareness of their emotions during learning activities based on the visualization interpretation varied depending on previous knowledge of information visualization techniques. Awareness was found to be high for the most frequently experienced emotions and activities that were the most frustrating, but lower for more complex insights such as interpreting differences with peers. Furthermore, simpler visualizations resulted in better outcomes than more complex techniques.
Originality/value
Detection of affective states of students and visualizations of these states in computer-based learning environments have been proposed to support student awareness and improve learning. However, the evaluation of visualizations of these affective states with students to support awareness in real life settings is an open issue.
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Dynamic relationships between technologies and organizations are investigated through research on digital visualization technologies and their use in the construction sector…
Abstract
Dynamic relationships between technologies and organizations are investigated through research on digital visualization technologies and their use in the construction sector. Theoretical work highlights mutual adaptation between technologies and organizations but does not explain instances of sustained, sudden, or increasing maladaptation. By focusing on the technological field, I draw attention to hierarchical structuring around inter-dependent levels of technology; technological priorities of diverse groups; power asymmetries and disjunctures between contexts of development and use. For complex technologies, such as digital technologies, I argue these field-level features explain why organizations peripheral to the field may experience difficulty using emerging technology.
Martin J. Eppler and Roland Andreas Pfister
This paper aims to study hybrid knowledge visualization in police crime fighting and military operations. Making effective and timely use of all available, relevant knowledge is a…
Abstract
Purpose
This paper aims to study hybrid knowledge visualization in police crime fighting and military operations. Making effective and timely use of all available, relevant knowledge is a major requirement for today’s police officers who strive to fight organized crime or resolve complex criminal acts under time pressure. As they share this knowledge integration challenge with many management contexts, the authors have examined the knowledge visualization practices of a leading regional police force (and of a military unit) to derive insights for corporate knowledge management.
Design/methodology/approach
To examine the knowledge visualization practices of a leading regional police force, the authors have conducted on-site observations, focus groups and interviews, as well as site, document, tool and software analyses within the police headquarters.
Findings
As one main result of their empirical investigation, the authors find that the police force’s practice of hybrid (i.e. digital and physical) knowledge visualization offers a useful strategy for corporate knowledge management as well. They also show how organizations can apply this dual approach to making knowledge visible, i.e. using sophisticated visualization software in combination with hands-on physical and permanently visible knowledge boards.
Originality/value
They discuss how these two modalities can be combined to improve knowledge management and how this hybrid practice can be understood theoretically through the lens of boundary object theory. With this regard, this article also extends the boundary object theory by identifying nine dynamic qualities of collaborative visualizations.
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The purpose of this paper is to investigate possibilities to adopt state-of-the-art computer graphics technologies for big data visualization in engineering applications. Toward…
Abstract
Purpose
The purpose of this paper is to investigate possibilities to adopt state-of-the-art computer graphics technologies for big data visualization in engineering applications. Toward this purpose, a conceptual heterogeneous system is proposed for graphical rendering, which is established with multiple central processing unit cores and multiple graphics processing unit GPUs.
Design/methodology/approach
The design of the system supports both general-purpose computation and graphics-related computation. Three processing components are discussed to fulfill the execution requirements in load balancing, data streaming and display. This design fully uses computational and memory resources and enhances the performance with the support of GPU-based parallelization.
Findings
The advantages and disadvantages of particular technical methods for each processing component are discussed. The possible ways to integrate them are analyzed.
Originality/value
This work has contributions of using computer graphics technologies in engineering applications.
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This paper examines the impact of a citizen initiated public participation process on preparers and presenters of digital visualizations for spatial design decision making…
Abstract
This paper examines the impact of a citizen initiated public participation process on preparers and presenters of digital visualizations for spatial design decision making. Visualization for public participation enables communication between professionals and laypeople to occur with far greater success than through conventional methods. Further, visualization utilizing real-time immersive technology allows for far more effective communication of the spatial impact of design proposals than conventional media offer, facilitating negotiation and interaction with space by providing the means to virtually walk around a digital model. In addition, the effectiveness of real-time immersive visualization in bridging the public-professional communication gap can empower the public, offering the opportunity to confront professionals and to force engagement in a process of public participation on the public's terms.
Through discussion of a case study from the University of Toronto's Centre for Landscape Research (CLR), this paper examines the impact on the visualization process when the public are able to invert the conventional model of public participation by initiating the dialogue with professionals. This paper argues that a citizen initiated public participation process increases the necessity for a sound methodology and code of ethics of visualization for public participation. When the public are able to utilize technology to invert the conventional public-professional role, issues of validity, reliability and ethics are placed at the forefront of the discussion greatly increasing the scrutiny placed on both the technology and those preparing and presenting the visualization.
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Romuald Rwamamara, Håkan Norberg, Thomas Olofsson and Ove Lagerqvist
The purpose of the paper is to investigate how health and safety gains and improvements of the construction workplace can be made through the use of three‐dimensional (3D) and…
Abstract
Purpose
The purpose of the paper is to investigate how health and safety gains and improvements of the construction workplace can be made through the use of three‐dimensional (3D) and four‐dimensional (4D) visualization technologies.
Design/methodology/approach
The methodology used in the paper was a combination of semi‐structured interviews with five construction project planners from three construction projects and observations of a 4D model used in one of the three projects.
Findings
The findings of the paper have shown a great potential for 3D and 4D visualization in terms of communicating construction information as well as the health and safety risks in the design process where clash detection, work tasks sequence, workspace congestion can be identified by project stakeholders who are thus able to plan for alternative solutions to reduce or eliminate rework, heavy material handling and repetitive and awkward postures which expose workers to musculoskeletal injury risk.
Research limitations/implications
The 3D and 4D models as they are currently used in the design of construction projects, particularly in the three projects investigated in this paper, still lack the worker reference frame and the visual interaction between the worker and the permanent as well as the temporary works.
Originality/value
The paper describes the current and emerging trends in the development of 3D, virtual reality and 4D computer‐aided design visualization and simulation, which have affected or are likely to have an impact on construction projects planning in the Swedish construction sector.
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James Uhomoibhi, Clement Onime and Hui Wang
The purpose of this paper is to report on developments and applications of mixed reality cubicles and their impacts on learning in higher education. This paper investigates and…
Abstract
Purpose
The purpose of this paper is to report on developments and applications of mixed reality cubicles and their impacts on learning in higher education. This paper investigates and presents the cost effective application of augmented reality (AR) as a mixed reality technology via or to mobile devices such as head-mounted devices, smart phones and tablets. Discuss the development of mixed reality applications for mobile (smartphones and tablets) devices leading up to the implementation of a mixed reality cubicle for immersive three dimensional (3D) visualizations.
Design/methodology/approach
The approach adopted was to limit the considerations to the application of AR via mobile platforms including head-mounted devices with focus on smartphones and tablets, which contain basic feedback–to-user channels such as speakers and display screens. An AR visualization cubicle was jointly developed and applied by three collaborating institutions. The markers, acting as placeholders acts as identifiable reference points for objects being inserted in the mixed reality world. Hundreds of participants comprising academics and students from seven different countries took part in the studies and gave feedback on impact on their learning experience.
Findings
Results from current study show less than 30 percent had used mixed reality environments. This is lower than expected. About 70 percent of participants were first time users of mixed reality technologies. This indicates a relatively low use of mixed reality technologies in education. This is consistent with research findings reported that educational use and research on AR is still not common despite their categorization as emerging technologies with great promise for educational use.
Research limitations/implications
Current research has focused mainly on cubicles which provides immersive experience if used with head-mounted devices (goggles and smartphones), that are limited by their display/screen sizes. There are some issues with limited battery lifetime for energy to function, hence the need to use rechargeable batteries. Also, the standard dimension of cubicles does not allow for group visualizations. The current cubicle has limitations associated with complex gestures and movements involving two hands, as one hand are currently needed for holding the mobile phone.
Practical implications
The use of mixed reality cubicles would allow and enhance information visualization for big data in real time and without restrictions. There is potential to have this extended for use in exploring and studying otherwise inaccessible locations such as sea beds and underground caves. Social implications – Following on from this study further work could be done to developing and application of mixed reality cubicles that would impact businesses, health and entertainment.
Originality/value
The originality of this paper lies in the unique approach used in the study of developments and applications of mixed reality cubicles and their impacts on learning. The diverse composition in nature and location of participants drawn from many countries comprising of both tutors and students adds value to the present study. The value of this research include amongst others, the useful results obtained and scope for developments in the future.
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