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1.
The paper reports on an experimental study aimed at assessing the usability of five different interactive tools for exploratory analysis of geographically referenced data implemented in CommonGIS. Usability was assessed in terms of tool learnability, memorability, and user satisfaction. The study provided valuable data concerning the usability of each individual tool; we also derived some conclusions relevant to geovisualization techniques in general. We found that users were, in principle, able to understand and adopt the new ideas of map interactivity and manipulability. However, these ideas needed to be appropriately introduced; people could hardly grasp them just from the appearance of the maps and controls. An introductory demonstration was sufficient to understand the purposes of the interactive tools, and a short training session enabled people to use them. The importance of educating users is a particular challenge for geovisualization tools that are intended to be accessed over the Internet.  相似文献   

2.
Spatial decision-making in time-critical situations requires effective and usable two-dimensional and three-dimensional (3D) cartographic products. Holographic displays allow decision makers to work with auto-stereoscopic maps without the hassle of interacting with complex user interfaces or additional vision hardware. Holographic production processes have advanced greatly in a short period and now support timely and full integration of digital 3D models in geospatial holograms. George Mason University’s and Zebra Imaging’s research on interactive holographic motion displays showcases the leadership in moving cartography and geovisualization research in the US forward. In close cooperation with academic researchers, decision makers, and domain experts, the usability and usefulness of these cartographic products is tested and design guidelines for effective geospatial holograms are being developed.  相似文献   

3.
In recent years, the visualization of geospatial data has undergone dramatic and important developments. Next to static maps, nowadays, immersive and highly interactive virtual environments can be used to explore and present dynamic geospatial data. Additionally, the World Wide Web has developed into a prominent medium to disseminate geospatial data and maps. In visualizing geospatial data, methods and techniques from fields, such as scientific visualization and information visualization, are applied because of the large volumes of data at hand. This has accumulated in what is known as geovisualization—the use of visual geospatial displays to explore data and through that exploration to generate hypotheses, develop problem solutions and construct knowledge. Maps and other linked graphics play a key role in this process. The objective of this paper is to demonstrate the usefulness of geovisualization and, in particular, how alternative graphic representations can stimulate the visual thought process. This is demonstrated by applying geovisualization techniques to Minard's well-known map of Napoleon's 1812 campaign into Russia, the “Carte figurative des pertes successives en hommes de l'Armee Française dans la campagne de Russie 1812–1813” (http://www.itc.nl/personal/kraak/1812/).  相似文献   

4.
Soil maps are an important and integral component of national geospatial data infrastructures. The creation of these maps involves a geovisualization exercise whereby soil scientists develop cognitive models that correlate observable landscape features to soil occurrence. This is traditionally an analog process, cognitively demanding, time consuming, and invariably non-collaborative. A new geovirtual soil mapping technique is proposed in this paper in the form of an innovative Experiential GIS (EGIS) environment. This immersive environment enables soil maps to be constructed through experiencing and interacting with spatial data through immersion in 3D geovirtual scenes. The system outlined integrates GIS, immersive geovisualization, and robust geodatabase capabilities. Four soil scientists with extensive soil mapping experience ranging from 5 to over 20 years are concurrently immersed in the same 3D geovirtual landscape which more closely mirrors the way in which we view the world around us. The soil scientists are immersed within the 3D scene where they are essentially freed from the laws of physics, and may roam anywhere across the landscape as if in a virtual helicopter. The landscape is draped with any combination of orthoimagery and GIS-derived data allowing soil scientists to interpret, digitally delineate, and attribute soil boundaries. Exploiting the EGIS technology while maintaining the centrality of the soil scientist in soil interpretation and soil map production, promises considerable resource efficiencies than those achieved in traditional soil survey. The paper lays out the nature of this potential paradigm shift in soil mapping. The results of using this technology to construct soil geographic knowledge are also discussed in terms of soil map detail, cost efficiencies, time effectiveness, system usability, geocollaborative soil mapping advantages, and the reduced cognitive workload on practicing soil scientists.  相似文献   

5.
Mobile Location‐Based Services (mLBS) are an increasingly consumer‐based concept borne from, and continually driven by, technology‐centred development; as opposed to the needs of end users. Where users have been made a focus, the research generally concerns issues of overall system appearance, functionality, information content and interaction methods, with little emphasis on the component geospatial representations. This paper describes the initial stages of a research project aimed at filling this void through the application of a qualitative User‐Centred Design (UCD) methodology for optimising geospatial representations within mLBS applications, in order to support a selected user group: Australian ‘leisure‐based travellers’. Presented in this paper is an account of two UCD activities adopted for the research. The first, user profiling, served to define the target user population in terms of their technological, geospatial and travel experiences, using an online questionnaire. The second, user task analysis, involved in‐depth interviews with a subset of users in order to obtain a deeper understanding of the geospatial goals, tasks, needs and preferences within the population, as well as the range of user differences and variability in tasks present. An overall user assessment, through combined analysis of the two result sets, highlighted considerations for the ongoing research, including a set of specific implications for the design of alternative models for geospatial services, representations and interactions. The themes described in this paper represent an initial and necessary component of UCD, which has been largely overlooked in research relating to mLBS. Whilst the focus here is on a specific user group and context of use, it is envisaged that many of the concepts tested and ratified by the resulting models will be relevant to mLBS applications in general.  相似文献   

6.
In economy, society and personal life map-based interactive geospatial visualization becomes a natural element of a growing number of applications and systems. The visualization of 3D geospatial information, however, raises the question how to represent the information in an effective way. Considerable research has been done in technology-driven directions in the fields of cartography and computer graphics (e.g., design principles, visualization techniques). Here, non-photorealistic rendering (NPR) represents a promising visualization category – situated between both fields – that offers a large number of degrees for the cartography-oriented visual design of complex 2D and 3D geospatial information for a given application context. Still today, however, specifications and techniques for mapping cartographic design principles to the state-of-the-art rendering pipeline of 3D computer graphics remain to be explored. This paper revisits cartographic design principles for 3D geospatial visualization and introduces an extended 3D semiotic model that complies with the general, interactive visualization pipeline. Based on this model, we propose NPR techniques to interactively synthesize cartographic renditions of basic feature types, such as terrain, water, and buildings. In particular, it includes a novel iconification concept to seamlessly interpolate between photorealistic and cartographic representations of 3D landmarks. Our work concludes with a discussion of open challenges in this field of research, including topics, such as user interaction and evaluation.  相似文献   

7.
当前示意性地图表达主要针对公共交通网络,缺乏对道路地图示意性表达可用性评估研究。本文选取景区和街道两个典型道路场景,采用最新的自动示意化方法生成示意地图,以主观问卷调查结合客观眼动试验的方式,评估道路地图示意性表达的可用性。试验结果表明:①示意性表达能够提升道路地图的简化度、清晰度及用户满意度,尤其对于原始道路形状较为复杂的情况;②示意地图中路径形状简化会造成不同路径感知长度差异的改变,从而影响到人们路径抉择行为;③对于路径示意性结果增加了道路网密集程度的情况,会降低示意地图认知效率。本文研究成果有助于道路地图自动示意性表达规则完善和方法优化,能够进一步提升地图示意性表达的实用性。  相似文献   

8.
A research agenda is presented which addresses the current role and potential of map displays. By considering the geospatial data used in visualization, the form and design of maps, the purposes for which map displays are created, the nature of the map user community, and the technology employed to visualize geospatial data, a thorough overview of the nature of cartographic visualization is given. Under the same themes, and sourced in cartographic tradition, cartographic practice and technological opportunities, a series of possible research avenues are highlighted. The important links between representation and the user interface, map user cognition and the geospatial database are stressed.  相似文献   

9.
The role of art in relation to maps is being reappraised on the basis of a perceived ability to depict aspects of a place that maps alone cannot. Many as opposed to one perspective on a place communicates more fully the essence of that place (with art as a valuable source of qualitative geospatial data) and so maps and art should be presented in the same visualization package. This paper outlines the development and implementation of an interface where a scanned painting forms the mode of access to an embedded sequence of maps. The interface is used to represent the history and habitat extent of the kea (alpine parrot) in New Zealand from pre human colonization times through to their present, limited range to a speculation on their future habitat. The painting and the map (in what has been termed in the literature as an anti-map / map combination) are in their own separate layers and joined by an interactive link. The interface harnesses the ability of visual art to aggregate multiple themes, locations and times into a single cohesive image, coupled with map composition and symbology that complements the painting. The ability to contain many temporal instances is close to the comic strip frame (and instances of Renaissance art) in particular, with, in this case, an implicit time frame from left to right on the painting. The use of an artistic image minimizes use of text to depict events, due to the visual and narrative power of the painting.  相似文献   

10.
Real cognitive maps encoded by humans are difficult to study using experimental methods because they are a product of complex processes whose content and timing cannot easily be known or controlled. This paper assesses the value of using neural network model simulations for investigating cognitive maps. The study simulated the learning of mapped city locations in South Carolina from reference sites in the three primary regions of the state using Kohonen self-organizing maps. The learning performances of models were considered based on available prior knowledge. Bi-dimensional regression analyses were used to assess the congruity of the simulated cognitive maps with a cartographic map and with sketch maps produced by human subjects. Error analyses indicated differences between central and peripheral reference sites. The cities known by subjects living at a central location were more evenly distributed in space and associated with significantly smaller errors. Models that learned combined state boundary and interstate highway information as prior knowledge or simultaneously with city locations consistently produced the best simulation results. The results indicated simulated cognitive maps could be used effectively to study the acquisition of spatial knowledge.  相似文献   

11.
本文针对电子地图可用性中存在的不确定性,应用集对分析理论对电子地图可用性评价问题进行研究。在研究中首先介绍了集对分析理论的主要内容,然后描述了建立基于联系度的电子地图可用性评价模型的过程,最后以两幅电子地图为例,运用可用性评价模型进行了具体评价研究,以验证该方法的可行性。研究结果表明该方法不仅可以找出电子地图可用性方面存在的主要问题,而且可以对地图进行可用性排序,是一种有效而简便的可用性评价方法。  相似文献   

12.
面向"人"地学可视化中的"人".主要从地学可视化系统的使用者(简称"应用人"),从地学可视化要表达的地球表层系统地理环境中的社会人(简称"社会人").以及从作为能地理认知与思维、能表达/传递地理知识及知识创新的"人"(简称"知识人")3个方面定义.从上述3个方面建立了面向"人"的地学可视化概念框架.在面向"应用人"方面,主要介绍了协同可视化以及自我参照可视化;在面向"社会人"方面,主要阐述个体日常行为时空路径可视化、群体行为模拟可视化,以及社会关系网络可视化;在面向"知识人"方面,主要讨论知识可视化.本文最后从本体框架、信息采集与获取技术、数据组织与表达模型、可视化表达方法、主体概念方面,对于面向"人"GIS以及可视化的关键问题与技术进行了探讨.  相似文献   

13.
Efforts within cartography on indoor maps have previously not received a lot of attention. Work that has been carried out on indoor maps often focus on map design very similar to an architectural style (Klippel et al. 2006; Ciavarella and Paternò 2004). In some cases the design has been of a more novel character where approaches with augmented and virtual realities have been carried out (Radoczky 2007; Müller et al. 2006). Common to these approaches is the depiction of one floor per map. As well, the primary user task is often solely personal navigation. In this article I present an innovative approach to indoor maps. The design is directly inspired by underground tube maps first developed by Harry Beck (Garland 1994) and today a common design for public transport maps. The main advantages of the map design are its simplicity and the possibility of including all floors in one map view. This allows the map user to easier comprehend the structure of the building without using several maps, as commonly needed with today's indoor map designs. I present several different map styles each intended to satisfy different user groups and tasks depending on the user's familiarity with the environment. In addition the article motivate for new application areas suitable for indoor maps, especially large hospitals. I hypothesize that the design proposed in this article leans very well to displaying real-time dynamic geospatial information, such as patients, staff, equipment and room availability within hospitals. Due to the early phase of the work presented here I outline the needed further work and possibilities of technological platforms as well as evaluations necessary in order for the design to gain acceptance and success.  相似文献   

14.
Designing usable geovisualization tools is an emerging problem in GIScience software development. We are often satisfied that a new method provides an innovative window on our data, but functionality alone is insufficient assurance that a tool is applicable to a problem in situ. As extensions of the static methods they evolved from, geovisualization tools are bound to enable new knowledge creation. We have yet to learn how to adapt techniques from interaction designers and usability experts toward our tools in order to maximize this ability. This is especially challenging because there is limited existing guidance for the design of usable geovisualization tools. Their design requires knowledge about the context of work within which they will be used, and should involve user input at all stages, as is the practice in any human-centered design effort. Toward that goal, we have employed a wide range of techniques in the design of ESTAT, an exploratory geovisualization toolkit for epidemiology. These techniques include; verbal protocol analysis, card-sorting, focus groups, and an in-depth case study. This paper reports the design process and evaluation results from our experience with the ESTAT toolkit.  相似文献   

15.
The increasing complexity of urban planning projects today requires new approaches to better integrate stakeholders with different professional backgrounds throughout a city. Traditional tools used in urban planning are designed for experts and offer little opportunity for participation and collaborative design. This paper introduces the concept of geospatial tangible user interfaces (GTUI) and reports on the design and implementation as well as the usability of such a GTUI to support stakeholder participation in collaborative urban planning. The proposed system uses physical objects to interact with large digital maps and geospatial data projected onto a tabletop. It is implemented using a PostGIS database, a web map server providing OGC web services, the computer vision framework reacTIVision, a Java-based TUIO client, and GeoTools. We describe how a GTUI has be instantiated and evaluated within the scope of two case studies related to real world collaborative urban planning scenarios. Our results confirm the feasibility of our proposed GTUI solutions to (a) instantiate different urban planning scenarios, (b) support collaboration, and (c) ensure an acceptable usability.  相似文献   

16.
现代信息技术的变革使网络技术与GIS的结合日益紧密 ,从而促进了开放GIS技术的研究。开放式GIS研究的目的是提供一套具有开放界面规范的通用组件 ,开发者根据这些规范开发出交互式组件 ,从而实现不同种类地理数据和地理处理方法间的透明访问。文中主要讨论了基于CORBA的开放式GIS的网络系统构建技术 ,使用户能在分布式的多服务器且存在异构的网络环境中共享地理空间数据。  相似文献   

17.
ABSTRACT

It remains difficult to develop a clear understanding of geo-located events and their relationships to one another, particularly when it comes to identifying patterns of events in less-structured textual sources, such as news feeds and social media streams. Here we present a geovisualization tool that can leverage computational methods, such as T-pattern analysis, for extracting patterns of interest from event data streams. Our system, STempo, includes coordinated-view geovisualization components designed to support visual exploration and analysis of event data, and patterns extracted from those data, in terms of time, geography, and content. Through a user evaluation, we explore the usability and utility of STempo for understanding patterns of recent political, social, economic, and military events in Syria.  相似文献   

18.
Abstract

The geospatial sciences face grand information technology (IT) challenges in the twenty-first century: data intensity, computing intensity, concurrent access intensity and spatiotemporal intensity. These challenges require the readiness of a computing infrastructure that can: (1) better support discovery, access and utilization of data and data processing so as to relieve scientists and engineers of IT tasks and focus on scientific discoveries; (2) provide real-time IT resources to enable real-time applications, such as emergency response; (3) deal with access spikes; and (4) provide more reliable and scalable service for massive numbers of concurrent users to advance public knowledge. The emergence of cloud computing provides a potential solution with an elastic, on-demand computing platform to integrate – observation systems, parameter extracting algorithms, phenomena simulations, analytical visualization and decision support, and to provide social impact and user feedback – the essential elements of the geospatial sciences. We discuss the utilization of cloud computing to support the intensities of geospatial sciences by reporting from our investigations on how cloud computing could enable the geospatial sciences and how spatiotemporal principles, the kernel of the geospatial sciences, could be utilized to ensure the benefits of cloud computing. Four research examples are presented to analyze how to: (1) search, access and utilize geospatial data; (2) configure computing infrastructure to enable the computability of intensive simulation models; (3) disseminate and utilize research results for massive numbers of concurrent users; and (4) adopt spatiotemporal principles to support spatiotemporal intensive applications. The paper concludes with a discussion of opportunities and challenges for spatial cloud computing (SCC).  相似文献   

19.
《The Cartographic journal》2013,50(2):104-114
Abstract

This paper presents a technique for creating oblique view maps of urban areas. We identify and apply cartographic and cognitive principles to develop a solution in the context of state-of-art geographic information systems. The gap in the ability of these systems to render three-dimensional buildings into maps is addressed. At the core of our solution is a building facade modelling approach that supports varying degrees of abstraction. This is achieved by introducing a concept of 'facade waveforms' and representing building facades as combinations of these waveforms. A Fourier series approximation of the waveforms is used during the rendering processes resulting in an elegant solution to anti-aliasing. The formulation retains the semantic information in the representation that enables meaningful extensions like night time facade generation. The solution is implemented as a pixel shader and therefore leads to a large reduction in texture memory requirement compared with existing building rendering techniques. Additionally, in the case of web based systems, there is significant reduction in bandwidth requirement. We highlight the features of the proposed solution by generating demonstrative maps and images.  相似文献   

20.
本文将可视分析引入到多源矢量空间数据可用性评估中,为用户提供探索发现数据可用性的环境。在论证可行性的基础上,制定了多源矢量空间数据可用性评估可视分析应遵循的基本原则。在反映多源空间数据的同时,根据用户需求确定评估内容,触发相应模型计算并可视化表达,将用户需求、人脑认知通过交互界面和计算机算法模型相结合,允许用户按照自身需求了解不同数据的各种信息,帮助用户发现隐藏在数据中的知识,进而制定科学合理的数据使用方案。  相似文献   

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