scholarly journals Explorations in 3D web cartography

2020 ◽  
Vol 2 ◽  
pp. 1-1
Author(s):  
Raluca Nicola

Abstract. Interactive 3D cartography has evolved substantially in the last years. New tools allow cartographers and mapping enthusiasts to create 3D web maps with a minimum effort. Technological advancements allow users to interact with 3D maps on a variety of devices, including their mobile phones or virtual reality glasses. As a result, many interactive 3D maps have been created, from which many insights on their design principles and creation process can be obtained. In this talk I will provide an overview of what is currently possible in 3D cartography and what are the current challenges and possible solutions when creating such maps. More precisely, the specifics of 3D symbology and rendering styles ranging from realistic to abstract will be discussed. In addition, 3D cartography is evolving with a heavy influence from different fields like games industry, art, data visualization or architecture, just to name a few. Hence, examples from some non-conventional 3D maps will be given that allow detecting features that come from such different fields and enhance the maps.

2019 ◽  
Vol 214 ◽  
pp. 02013
Author(s):  
Bianchi Riccardo Maria ◽  
Claire Adam Bourdarios ◽  
Michael Hovdesven ◽  
Ilija Vukotic

Interactive 3D data visualization plays a key role in HEP experiments, as it is used in many tasks at different levels of the data chain. Outside HEP, for interactive 3D graphics, the game industry makes heavy use of so-called “game engines”, modern software frameworks offering an extensive set of powerful graphics tools and cross-platform deployment. Recently, a very strong support for Virtual Reality (VR) technology has been added to such engines. In this talk we explore the usage of game engines and VR for HEP data visualization, discussing the needs, the challenges and the issues of using such technologies. We will also make use of ATLASrift, a VR application developed by the ATLAS experiment, to discuss the lessons learned while developing it using the game engine Unreal Engine, and the feedback on the use of Virtual Reality we got from users while using it at many demonstrations and public events.


2021 ◽  
Vol 92 (3) ◽  
pp. 033528
Author(s):  
J. L. Kline ◽  
P. L. Volegov

Fast track article for IS&T International Symposium on Electronic Imaging 2021: Imaging and Multimedia Analytics in a Web and Mobile World 2021 proceedings.


Author(s):  
Mohammed Yousif

The mobile applications industry has had significant growth in the last few years. Mobile phones are everywhere since we use them in every part of our daily lives for entertainment, communication and other various uses. Unfortunately, there was also a substantial increase the number of autism cases in kids around the world, which has prompted for a dire need of a therapy method that is cheap, reliable and accessible for everyone who needs it. Researchers have tried several methods, like robotics and virtual reality, to help in the therapy of autistic children. While their results were promising, these technologies are still out of reach of most users due to their high cost. Mobile phones, however, are much more accessible since everyone has one, and they have a wide array of useful gadgets that can be used in making the therapy sessions more engaging and fun such as cameras, accelerometers, speakers, microphones and others. This project aims to design and implement an interactive learning environment based on a mobile application for teaching kids with special needs. 


2019 ◽  
Vol 2 (1) ◽  
pp. 24 ◽  
Author(s):  
Jin Hong

Even experienced mountain climbers underestimate key dangers and make poor decisions in stressful, high-risk situations when climbing, leading to injury and death. My own experience indicates that effective education can play a key role in managing these risks and improving experienced climber’s decision making. Current educational approaches for climbers, however, are generally limited to textbooks and ‘on the mountain’ learning. It is vital, therefore, that new approaches and methods are developed to improve learning.    My own experience and emergent case studies indicate that AR (Augmented), VR (Virtual Reality) and MR (Mixed Reality), have affordances (possibilities offered by the technology) to underpin new forms of learning and therefore have the potential to enhance education for high-risk environments. Emergent use of MR immersive technologies includes classroom learning, firefighting and military training. An initial review of literature has indicated though that there are very limited examples of rigorous research on the design and application of MR technologies in authentic education, especially for extreme situations such as mountaineering i.e., no one has rigorously designed for these technologies for learning in extreme environments, evaluated learning outcomes and theorised about how learning can be enhanced.    In response to this gap/opportunity, this research explores the potential of MR technologies to effectively enhance learning for authentic, high-risk situations. The research will use a Design-based research methodology (DBR) to develop design principles informed by key learning theories as they offer recognised and critical approaches for a new way of learning in an extreme environment.  Underpinned by a Constructivist paradigm, initial theoretical frameworks identified include Authentic Learning and Heutagogy (student-determined learning).Herrington and co-authors (2009) recommended 11 design principles for the incorporation of mobile learning into a higher education learning environment, and Blaschke and Hase (2015)’s 10 principles of designing learning for heutagogy. Other theories and frameworks include Constructivist Learning and the ZPD (the Zone of Proximal Development), design for mobile MR learning and user-centred design. Activity Theory will also be utilised in the data analysis.   Initial design principles will be developed by the DBR methodology. These design principles will be tested through the implementation and evaluation of an MR ‘prototype’ app design solution.’ The prototype solution will be iteratively redesigned using further evaluation and feedback from sample cohorts of end-users. Data will be collected from key participant interviews, researcher observation/reflections and biometric feedback. Methodological triangulation (multimodal data approach) will be used to evaluate learning outcomes. The iterative development will lead to transferable design principles and further theorising that can be transferred to other learning situations involving preparation and decision-making as well as knowledge in high-risk contexts.    Reference   Amiel, T., & Reeves, T. (2008). Design-Based Research and Educational Technology:   Rethinking Technology and the Research Agenda. Educational Technology                & Society, 11(4), 29-40.    Blaschke, L., & Hase, S. (2015). Heutagogy, Technology, and Lifelong Learning for Professional   and Part-Time Learners. In A. Dailey-Hebert & K. S. Dennis (Eds.), Transformative Perspectives   and Processes in Higher Education (Vol. 6, pp. 75-94). Switzerland: Springer                   International Publishing.   Cochrane, T., et al., (2017) ‘A DBR framework for designing mobile virtual reality learning  environments’, Australasian Journal of Educational Technology, vol. 33,  6, pp. 27–40. doi: 10.14742/ajet.3613    Engeström, Y. (2015). Learning by expanding: An activity-theoretical approach      to developmental research (2nd ed.). Cambridge, UK: Cambridge University Press.   Hase, S & Kenyon, C. (2001). Moving from andragogy to heutagogy: implications for VET',  Proceedings of Research to Reality: Putting VET Research to Work: Australian  Vocational Education and Training Research Association (AVETRA), Adelaide,  SA, 28-30 March, AVETRA, Crows Nest, NSW.   Kesim, M & Ozarslan (2012), Y. Augmented Reality in Education: Current                 Technologies and the Potential for Education, Procedia - Social and            Vygotsky, L. S. (1978). Mind in society: The development of higher psychological  processes. Cambridge, MA: Harvard University Press.     Behavioral Sciences volume 47, 2012, 297-302.  


Author(s):  
Elliot Bentley

Exploring the types of graphics made possible by the web, including interactive dataviz, games and virtual reality (VR).


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