scholarly journals Mixed Reality Flood Visualizations: Reflections on Development and Usability of Current Systems

2021 ◽  
Vol 10 (2) ◽  
pp. 82
Author(s):  
Ruslan Rydvanskiy ◽  
Nick Hedley

Interest in and use of 3D visualizations for analysis and communication of flooding risks has been increasing. At the same time, an ecosystem of 3D user interfaces has also been emerging. Together, they offer exciting potential opportunities for flood visualization. In order to understand how we turn potential into real value, we need to develop better understandings of technical workflows, capabilities of the resulting systems, their usability, and implications for practice. Starting with existing geospatial datasets, we develop single user and collaborative visualization prototypes that leverage capabilities of the state-of-the art HoloLens 2 mixed reality system. By using the 3D displays, positional tracking, spatial mapping, and hand- and eye-tracking, we seek to unpack the capabilities of these tools for meaningful spatial data practice. We reflect on the user experience, hardware performance, and usability of these tools and discuss the implications of these technologies for flood risk management, and broader spatial planning practice.

Semantic Web ◽  
2021 ◽  
pp. 1-16
Author(s):  
Esko Ikkala ◽  
Eero Hyvönen ◽  
Heikki Rantala ◽  
Mikko Koho

This paper presents a new software framework, Sampo-UI, for developing user interfaces for semantic portals. The goal is to provide the end-user with multiple application perspectives to Linked Data knowledge graphs, and a two-step usage cycle based on faceted search combined with ready-to-use tooling for data analysis. For the software developer, the Sampo-UI framework makes it possible to create highly customizable, user-friendly, and responsive user interfaces using current state-of-the-art JavaScript libraries and data from SPARQL endpoints, while saving substantial coding effort. Sampo-UI is published on GitHub under the open MIT License and has been utilized in several internal and external projects. The framework has been used thus far in creating six published and five forth-coming portals, mostly related to the Cultural Heritage domain, that have had tens of thousands of end-users on the Web.


2017 ◽  
Vol 2 (3) ◽  
pp. 103
Author(s):  
Uwe Rieger

<p>With the current exponential growth in the sector of Spatial Data Technology and Mixed Reality display devises we experience an increasing overlap of the physical and digital world. Next to making data spatially visible the attempt is to connect digital information with physical properties. Over the past years a number of research institutions have been laying the ground for these developments. In contemporary architecture architectural design the dominant application of data technology is connected to graphical presentation, form finding and digital fabrication.<br />The <em>arc/sec Lab for Digital Spatial Operations </em>at the University of Auckland takes a further step. The Lab explores concepts for a new condition of buildings and urban patterns in which digital information is connected with spatial appearance and linked to material properties. The approach focuses on the step beyond digital re-presentation and digital fabrication, where data is re-connected to the multi-sensory human perceptions and physical skills. The work at the Lab is conducted in a cross disciplinary design environment and based on experiential investigations. The arc/sec Lab utilizes large-scale interactive installations as the driving vehicle for the exploration and communication of new dimensions in architectural space. The experiments are aiming to make data “touchable” and to demonstrate real time responsive environments. In parallel they are the starting point for both the development of practice oriented applications and speculation on how our cities and buildings might change in the future.<br />The article gives an overview of the current experiments being undertaken at the arc/sec Lab. It discusses how digital technologies allow for innovation between the disciplines by introducing real time adaptive behaviours to our build environment and it speculates on the type of spaces we can construct when <em>digital matter </em>is used as a new dynamic building material.</p>


Author(s):  
Jaymie Strecker ◽  
Atif M. Memon

This chapter describes the state of the art in testing GUI-based software. Traditionally, GUI testing has been performed manually or semimanually, with the aid of capture- replay tools. Since this process may be too slow and ineffective to meet the demands of today’s developers and users, recent research in GUI testing has pushed toward automation. Model-based approaches are being used to generate and execute test cases, implement test oracles, and perform regression testing of GUIs automatically. This chapter shows how research to date has addressed the difficulties of testing GUIs in today’s rapidly evolving technological world, and it points to the many challenges that lie ahead.


Author(s):  
Sha Xin Wei

Since 1984, Graphical User Interfaces have typically relied on visual icons that mimic physical objects like the folder, button, and trash can, or canonical geometric elements like menus, and spreadsheet cells. GUI’s leverage our intuition about the physical environment. But the world can be thought of as being made of stuff as well as things. Making interfaces from this point of view requires a way to simulate the physics of stuff in realtime response to continuous gesture, driven by behavior logic that can be understood by the user and the designer. The author argues for leveraging the corporeal intuition that people learn from birth about heat flow, water, smoke, to develop interfaces at the density of matter that leverage in turn the state of the art in computational physics.


2020 ◽  
Vol 9 (7) ◽  
pp. 463 ◽  
Author(s):  
Mohsen Kalantari ◽  
Syahrudin Syahrudin ◽  
Abbas Rajabifard ◽  
Hardi Subagyo ◽  
Hannah Hubbard

Spatial metadata is a critical part of any spatial data infrastructure, which enables the organising, sharing, discovery and use of spatial data. This paper highlights a knowledge gap in the usability of the metadata systems for the end–users. It then addresses the gap by applying the User Centred Design approach to investigate the usability of metadata records. The research engages with end–users concerning efficiency and effectiveness of metadata systems, and end–users’ satisfaction and expectations. The results indicate significant gaps with the effectiveness and efficiency of metadata systems for spatial data discovery and selection. Inconsistency and irrelevant information in the metadata records were found in the title, keywords, abstracts, data quality and other elements of the metadata. Additionally, essential improvements were identified for user interfaces. Discouraging presentation of the metadata is a prominent problem found in the interface of the metadata systems.


2019 ◽  
Vol 3 (2) ◽  
pp. 25
Author(s):  
Dennis Krupke ◽  
Jianwei Zhang ◽  
Frank Steinicke

The number of scientific publications combining robotic user interfaces and mixed reality highly increased during the 21st Century. Counting the number of yearly added publications containing the keywords “mixed reality” and “robot” listed on Google Scholar indicates exponential growth. The interdisciplinary nature of mixed reality robotic user interfaces (MRRUI) makes them very interesting and powerful, but also very challenging to design and analyze. Many single aspects have already been successfully provided with theoretical structure, but to the best of our knowledge, there is no contribution combining everything into an MRRUI taxonomy. In this article, we present the results of an extensive investigation of relevant aspects from prominent classifications and taxonomies in the scientific literature. During a card sorting experiment with professionals from the field of human–computer interaction, these aspects were clustered into named groups for providing a new structure. Further categorization of these groups into four different categories was obvious and revealed a memorable structure. Thus, this article provides a framework of objective, technical factors, which finds its application in a precise description of MRRUIs. An example shows the effective use of the proposed framework for precise system description, therefore contributing to a better understanding, design, and comparison of MRRUIs in this growing field of research.


2019 ◽  
Vol 11 (1) ◽  
pp. 70-93
Author(s):  
Kody MOODLEY ◽  
Pedro V HERNANDEZ-SERRANO ◽  
Amrapali J ZAVERI ◽  
Marcel GH SCHAPER ◽  
Michel DUMONTIER ◽  
...  

This contribution explores the application of data science and artificial intelligence to legal research, more specifically an element that has not received much attention: the research infrastructure required to make such analysis possible. In recent years, EU law has become increasingly digitised and published in online databases such as EUR-Lex and HUDOC. However, the main barrier inhibiting legal scholars from analysing this information is lack of training in data analytics. Legal analytics software can mitigate this problem to an extent. However, current systems are dominated by the commercial sector. In addition, most systems focus on search of legal information but do not facilitate advanced visualisation and analytics. Finally, free to use systems that do provide such features are either too complex to use for general legal scholars, or are not rich enough in their analytics tools. In this paper, we motivate the case for building a software platform that addresses these limitations. Such software can provide a powerful platform for visualising and exploring connections and correlations in EU case law, helping to unravel the “DNA” behind EU legal systems. It will also serve to train researchers and students in schools and universities to analyse legal information using state-of-the-art methods in data science, without requiring technical proficiency in the underlying methods. We also suggest that the software should be powered by a data infrastructure and management paradigm following the seminal FAIR (Findable, Accessible, Interoperable and Reusable) principles.


1988 ◽  
Vol 32 (5) ◽  
pp. 259-263
Author(s):  
Michael Good

A major goal of the DECwindows program is to provide a consistent, state-of-the-art user interface for workstation software.1 This interface extends across operating systems and many different types of application programs. Within the DECwindows program we have addressed both the technical and organizational aspects of developing consistent user interfaces across applications. Traditional methods for developing user interface consistency, such as the use of an interface style guide and toolkit, were supplemented with more innovative techniques. An exhibition and catalog of DECwindows application designs helped to develop a DECwindows school of interface design. Electronic conferencing software played an important role in facilitating communication among DECwindows contributors throughout the company. Preliminary user interviews suggest that the DECwindows interface style gives a consistent, usable feel to Digital's workstation applications.


2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


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