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测绘学   26篇
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  2013年   27篇
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1.
To test the appropriateness of area symbol design principles, this study examined eye fixations on maps that varied in three areas: quantitative or qualitative information, conventional or unconventional design, and chromatic or achromatic presentation. The conventional design of associating darker symbols with greater magnitudes on quantitative maps led to shorter fixation on the map legend, and better performance on the overall map-distribution questions from a memory questionnaire given after the maps were viewed. In contrast, the convention of using pattern or hue symbols on qualitative maps resulted in longer fixation on the map body, and poor performance on the overall map-distribution questions. Some evidence of sex difference was also reported.  相似文献   
2.
We provide a research agenda for the International Cartographic Association's Commission on Visualization and Virtual Environment Working Group on Cognitive and Usability Issues in Geovisualization. Developments in hardware and software have led to (and will continue to stimulate) numerous novel methods for visualizing geospatial data. It is our belief that these novel methods will be of little use if they are not developed within a theoretical cognitive framework and iteratively tested using usability engineering principles. We argue that cognitive and usability issues should be considered in the context of six major research themes: 1) geospatial virtual environments (GeoVEs); 2) dynamic representations (including animated and interactive maps); 3) metaphors and schemata in user interface design; 4) individual and group differences; 5) collaborative geovisualization; and 6) evaluating the effectiveness of geovisualization methods. A key point underlying our use of theoretical cognitive principles is that traditional cognitive theory for static two-dimensional maps may not be applicable to interactive three-dimensional immersive GeoVEs and dynamic representations—thus new cognitive theory may need to be developed. Usability engineering extends beyond the traditional cartographic practice of "user testing" by evaluating software effectiveness throughout a lifecycle (including design, development, and deployment). Applying usability engineering to geovisualization, however, may be problematic because of the novelty of geovisualization and the associated difficulty of defining the nature of users and their tasks. Tackling the research themes is likely to require an interdisciplinary effort involving geographic information scientists, cognitive scientists, usability engineers, computer scientists, and others.  相似文献   
3.
From the 1880s until the 1970s, photomechanical techniques played an important role in map making. Images created by and for photography were manipulated to form the printing image(s) from which the map was reproduced in multiple copies. After experiments in mapmaking in the 1860s, photomechanical techniques gained acceptance by the 1880s and, thereafter, increasingly dominated mapmaking until their rapid decline after the 1970s, as the shift to computers and electronic technology occurred. When they replaced earlier manual methods in the nineteenth century, photomechanical techniques caused the tools and materials of map production and the roles of personnel to change. Control over image production shifted from the printer to the cartographer as pen-and-ink drafting and associated collage techniques developed in the early 1900s, and even more so when scribing came into general use in the 1960s. Having thus assumed more direct responsibility for the end product (the printed map), the cartographer also adopted methods of predicting and controlling its appearance, such as standardized tools and materials, drafting specifications, flow charting, and color proofing. Through the faster and cheaper production of maps whose graphic presentation of information was enhanced by tonal effects and color printing, photomechanical production techniques also contributed to the growth of the map trade and of map use during the twentieth century.  相似文献   
4.
Over the last three decades analytical cartography has grown from Tobler's concept of "solving cartographic problems" into a broader and deeper scientific specialization that includes the development and expansion of analytical/mathematical spatial theory and model building. In many instances Tobler himself has led the way to these new insights and developments. Fundamental concepts begin with Tobler's cartographic transformations; Nyerges' deep and surface structure and data levels; and Moellering's real and virtual maps; the sampling theorem; and concepts of spatial primitives and objects. This list can be expanded to include additional analytical concepts such as spatial frequencies, spatial surface neighborhood operators, information theory, fractals, Fourier theory, topological network theory, and analytical visualization, to name a few. This base of analytical theory can be employed to analyze and/or develop such things as spatial surfaces, terrain analysis, spatial data schemas, spatial data structures, spatial query languages, spatial overlay and partitioning, shape analysis, surface generalization, cartographic generalization, and analytical visualization. More analytical uses of theory, strategies of analysis, and implementations are being developed and continue to multiply as the field continues to grow and mature. A primary goal is to expand the mathematical/analytical theory of spatial data analysis, and theory building and analytical visualization as analytical cartography takes its place in the geographic information sciences. The research future for this area appears very bright indeed.  相似文献   
5.
Quality is critical in cartography because key decisions are often made based on the information the map communicates. The mass production of digital cartographic information to support geographic information science has now added a new dimension to the problem of cartographic quality, as problems once limited to small volumes can now proliferate in mass production programs. These problems can also affect the economics of map production by diverting a sizeable portion of production cost to pay for rework on maps with poor quality. Such problems are common to general industry—in response, the quality engineering profession has developed a number of successful methods to overcome these problems. Two important methods are the reduction of error through statistical analysIs and addressing the quality environment in which people work. Once initial and obvious quality problems have been solved, outside influences periodically appear that cause adverse variations in quality and consequently increase production costs. Such errors can be difficult to detect before the customer is affected. However, a number of statistical techniques can be employed to detect variation so that the problem is eliminated before significant damage is caused. Additionally, the environment in which the workforce operates must be conducive to quality. Managers have a powerful responslblhty to create this environment. Two sets of guidelines, known as Deming's Fourteen Points and ISO-9000, provide models for this environment.  相似文献   
6.
Virtual environments and related technology generate interest and excitement. Their power is strengthened with empirical evidence of their utility for scientific inquiry and decision-making. This paper reports on a study to evaluate the effectiveness of virtual environment (VE) presentations about issues typical of those facing decision makers in a rapidly growing urban area. The presentations consisted of the explanation and visualization of two phenomena—groundwater overdraft and the urban heat island. The virtual environment utilized in this study, Arizona State University's Decision Theater, is purported to help policy makers and the larger community visualize complex model output and make decisions about scientific issues. To begin to assess these claims, we carried out a user test during which a group of research participants were given two surveys, one before the presentations, to determine a priori understanding, and a second afterwards, with the same questions. This methodology allowed us to carry out within-subjects tests concerning contrasting phenomena, in order to assess two primary hypotheses: (1) knowledge and perceptions of environmental phenomena will change after the viewing, and (2) understanding will vary based on the phenomena in the presentations. Our analysis shows at least some level of support for the hypotheses, with evidence that the virtual environment positively influenced understanding, and that there may be important differences in insight generation based on characteristics of the phenomena represented. Finally, we outline critical areas of future research to further knowledge about the impact of visual VE settings on understanding and decision making.  相似文献   
7.
The objective of this paper is to present a spatially explicit agent-based simulation framework with a supporting software package to explore complex adaptive geographic systems. This framework is particularly suitable for modeling entities that are contextually aware, knowledge driven, and adaptive because it represents them as geographically aware intelligent agents. Fundamental advances in the explicit representation of contextual information, knowledge structures, and learning processes are needed for modeling intelligent agents situated within geographic systems. The representation of these agents requires the integration of agent-based models, machine learning, and GIS. Existing software packages for agent-based modeling, however, often provide insufficient support for this integration. The agent-based simulation package presented here is specifically designed to achieve such integration by assisting the development of agent-based models from the simulation framework. Object-oriented modeling techniques were used to implement this simulation package, which includes four modules: simulation, visualization, learning, and geoprocessing. In particular, the learning and geoprocessing modules facilitate the representation of adaptive behavior in agents within spatially explicit environments. The utility of the agent-based simulation package is illustrated using two simulation models: one of adaptive elk behavior and another of pedestrian movement. The successful design of the simulation models suggests that the modeling framework with the supporting software package is well suited to the resolution of complex adaptive geographic problems.  相似文献   
8.
Some inexpensive personal computers may be programmed to produce, at a nominal incremental cost, map projection graphics useful as educational tools. Programs have been developed to produce outline maps based on anyone of dozens of projections, in almost any aspect, at a size of up to 13.5 by 27.1 cm or 20.3 by 20.3 cm [5?by 10? in. or 8 by 8 in.]. They are printed in a dot-matrix format normally containing up to 320 by 768 dots, with alternatives of 640 by 768 or 960 by 576 dots. Available options include features such as interrupted projection, miscellaneous great or small circles, and Tissot indicatrices. The maps often require many hours to prepare, but the programs can run unattended after initial parameters have been entered.  相似文献   
9.
The automation of map design is a challenging task for both researchers and designers of spatial information systems. A main problem in automation is the quantification and formalization of the properties of the process to be automated. This article contributes to the formalization of some steps in the processes involved in map design and demonstrates how the Shannon information theory (Shannon and Weaver 1964) can be used to compute an evaluation index of a map, i.e., a parameter which measures the efficiency of the map. Throughout this article, the term "information" is mostly used in a narrow sense and the application of information theory is restricted to the syntactic level of cartographic communication. Information sources for map entropy computations are identified and elaborated on. A special class of map information sources are defined and termed "orthogonal map information sources". Further, a strategy to consider spatial properties of a map in entropy computations is presented. At the end of the article, some examples demonstrate how the channel capacity and other entropy related measures can be computed and used to control automated processes for map design or map generalization.  相似文献   
10.
Abstract

This paper aims to evaluate what effect applying residents' urban image to virtual city design (a real time virtual model of an actual city) has on wayfinding performance during 'flying-based' navigation mode. Two experiments were conducted to compare two virtual city designs using the virtual model of Tel Aviv city. One design included highlighted urban elements from the residents' urban image, while in the second design no highlighted elements were included.

The experiments proved that using the elements of the residents' urban image in a virtual city design enhances the performance of all participants in the wayfinding tasks, and especially those with a low level of spatial knowledge. Analysis of the trajectory patterns and the verbal reports of the participants during navigation showed that the urban image design facilitates a more intensive use of a position-based strategy, in addition to the path-integration wayfinding strategy, which was found to be dominant in the virtual model without the highlighted urban image elements. On the basis of these findings we propose principles for designing virtual cities from a perspective of wayfinding.  相似文献   
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