scholarly journals 3DMOVER 2.0 – LOW-COST APPLICATION FOR USABILITY TESTING OF 3D GEOVISUALISATIONS

Author(s):  
L. Herman

Abstract. Three-dimensional (3D) visualisations of geospatial data have become very popular in the last years. Various applications and tools are based on interactive 3D geovisualisations. However, the user aspects of these 3D geovisualisations are not yet fully understood. While several studies have focused on how users work with these 3D geovisualisations, only few studies focus directly on interactive 3D geovisualisations and employ usability research methods like screen logging. This method enables the objective recording of movement in 3D virtual environments and of user interactions in general. Therefore, we created a web-based research tool: a 3D Movement and Interaction Recorder (3DmoveR). This tool is based on the user logging method, combined with a digital questionnaire and practical spatial tasks. The design and implementation of this tool follow the spiral model, and its current version is 2.0. It is implemented using open web technologies such as PHP, JavaScript, and the Three.js library. After building this tool, we verified it through load testing and a simple pilot test verifying accessibility. We continued to describe the first deployment of 3DmoveR 2.0 in a real user study. The future modifications and applications of 3DmoveR 2.0 are discussed in the conclusion section. Attention was paid to future deployment during user testing outside controlled (laboratory) conditions.

Author(s):  
Nicoletta Adamo-Villani ◽  
Kari L. Clase ◽  
Robin J. Heyden ◽  
John Wiecha

This chapter is an overview of web-deliverable three-dimensional (3D) virtual learning environments. In Section 1 (Introduction) we define Virtual Reality (VR) Technology and Virtual Learning Environments; in Section 2 (Virtual Environments and Learning) we discuss literature findings on the benefits of using web-based VEs for self-discovery learning. In Section 3 (Developing online VE: technologies, challenges and solutions) we give an overview of the latest technologies/platforms used to develop online VEs, discuss development and delivery challenges posed by complex, information-rich web-based 3D environments, and describe possible solutions that can be adopted to overcome current limitations. In Section 4 (A review of two projects) we present two 3D web virtual learning environments that were recently developed by the authors: the Interactive 3D Tour of MSHHD and The pilot postgraduate medical education program in Second Life. A summary and conclusive remarks are included in section 5 (Summary and Conclusion).


Author(s):  
Jinmiao Huang ◽  
Rahul Rai

We introduce an intuitive gesture-based interaction technique for creating and manipulating simple three-dimensional (3D) shapes. Specifically, the developed interface utilizes low-cost depth camera to capture user's hand gesture as the input, maps different gestures to system commands and generates 3D models from midair 3D sketches (as opposed to traditional two-dimensional (2D) sketches). Our primary contribution is in the development of an intuitive gesture-based interface that enables novice users to rapidly construct conceptual 3D models. Our development extends current works by proposing both design and technical solutions to the challenges of the gestural modeling interface for conceptual 3D shapes. The preliminary user study results suggest that the developed framework is intuitive to use and able to create a variety of 3D conceptual models.


2020 ◽  
Vol 10 (18) ◽  
pp. 6462
Author(s):  
Adithya Balasubramanyam ◽  
Ashok Kumar Patil ◽  
Bharatesh Chakravarthi ◽  
Jae Yeong Ryu ◽  
Young Ho Chai

Understanding and differentiating subtle human motion over time as sequential data is challenging. We propose Motion-sphere, which is a novel trajectory-based visualization technique, to represent human motion on a unit sphere. Motion-sphere adopts a two-fold approach for human motion visualization, namely a three-dimensional (3D) avatar to reconstruct the target motion and an interactive 3D unit sphere, that enables users to perceive subtle human motion as swing trajectories and color-coded miniature 3D models for twist. This also allows for the simultaneous visual comparison of two motions. Therefore, the technique is applicable in a wide range of applications, including rehabilitation, choreography, and physical fitness training. The current work validates the effectiveness of the proposed work with a user study in comparison with existing motion visualization methods. Our study’s findings show that Motion-sphere is informative in terms of quantifying the swing and twist movements. The Motion-sphere is validated in threefold ways: validation of motion reconstruction on the avatar, accuracy of swing, twist, and speed visualization, and the usability and learnability of the Motion-sphere. Multiple range of motions from an online open database are selectively chosen, such that all joint segments are covered. In all fronts, Motion-sphere fares well. Visualization on the 3D unit sphere and the reconstructed 3D avatar make it intuitive to understand the nature of human motion.


HPB ◽  
2009 ◽  
Vol 11 (6) ◽  
pp. 523-528 ◽  
Author(s):  
Jodi L. Crossingham ◽  
Jodie Jenkinson ◽  
Nick Woolridge ◽  
Steven Gallinger ◽  
Gordon A. Tait ◽  
...  

Author(s):  
Chaoquan Zhang ◽  
Hongchao Fan ◽  
Gefei Kong

AbstractApplications in smart cities are inseparable from the usage of three-dimensional (3D) building models. However, the cost of generating and constructing 3D building models with semantic information is high both in time and in labour. To solve this problem, we developed a web-based interactive system, VGI3D, with the ambition of becoming a VGI platform to collect 3D building models with semantic information by using the power of crowdsourcing. VGI3D is a platform-independent software program that is composed of a spatially relational database (PostgreSQL/PostGIS) for the storage and management of spatially geometrical data and other software modules, allowing users to import, analyse, reconstruct, visualise, modify and export 3D building models according to the OBJ/CityGML standard. In this paper, we present the VGI3D in detail, focusing on relevant technical implementations, and report the results of limited usability testing aimed at optimising the system and user experience. After limited expert and non-expert participants’ testing, we proved the usefulness of VGI3D and its promising value for the 3D modelling community.


2021 ◽  
Vol 2 ◽  
pp. 1-11
Author(s):  
René Unrau ◽  
Christian Kray

Abstract. Due to the increased availability of geospatial data, web-based geographic information systems (WebGIS) have become more popular in recent years. However, the usability of these systems poses new challenges as user interactions are strongly affected by the map and are thus different from interactions with traditional user interface elements. In this paper, we propose a method for evaluating the usability of web-based geographic information systems by analyzing user intentions through map interaction patterns. We use a pattern mining algorithm to extract frequent interaction sequences from user sessions and label these with their interaction semantics that represent the users’ immediate intentions. To evaluate our approach, we conducted a user study with 60 participants in a WebGIS scenario and identified varying user strategies for a selection task based on two different geovisualizations. Our results indicate that the chosen approach can uncover the underlying intentions of users’ interaction patterns and facilitate insights into the usability of WebGIS.


2020 ◽  
Vol 64 (5) ◽  
pp. 50405-1-50405-5
Author(s):  
Young-Woo Park ◽  
Myounggyu Noh

Abstract Recently, the three-dimensional (3D) printing technique has attracted much attention for creating objects of arbitrary shape and manufacturing. For the first time, in this work, we present the fabrication of an inkjet printed low-cost 3D temperature sensor on a 3D-shaped thermoplastic substrate suitable for packaging, flexible electronics, and other printed applications. The design, fabrication, and testing of a 3D printed temperature sensor are presented. The sensor pattern is designed using a computer-aided design program and fabricated by drop-on-demand inkjet printing using a magnetostrictive inkjet printhead at room temperature. The sensor pattern is printed using commercially available conductive silver nanoparticle ink. A moving speed of 90 mm/min is chosen to print the sensor pattern. The inkjet printed temperature sensor is demonstrated, and it is characterized by good electrical properties, exhibiting good sensitivity and linearity. The results indicate that 3D inkjet printing technology may have great potential for applications in sensor fabrication.


2017 ◽  
Vol 68 (3) ◽  
pp. 453-458 ◽  
Author(s):  
Daniel Besnea ◽  
Alina Spanu ◽  
Iuliana Marlena Prodea ◽  
Gheorghita Tomescu ◽  
Iolanda Constanta Panait

The paper points out the advantages of rapid prototyping for improving the performances/constructive optimization of mixing devices used in process industries, here exemplified to propeller types ones. The multidisciplinary optimization of the propeller profile affords its design using parametric CAD methods. Starting from the mathematical curve equations proposed for the blade profile, it was determined its three-dimensional virtual model. The challenge has been focused on the variation of propeller pitch and external diameter. Three dimensional ranges were manufactured using the additive manufacturing process with Marker Boot 3D printer. The mixing performances were tested on the mixing equipment measuring the minimum rotational speed and the correspondent shaft torque for complete suspension achieved for each of the three models. The virtual and rapid prototyping method is newly proposed by the authors to obtain the basic data for scale up of the mixing systems, in the case of flexible production (of low quantities), in which both the nature and concentration of the constituents in the final product varies often. It is an efficient and low cost method for the rapid identification of the optimal mixing device configuration, which contributes to the costs reduction and to the growing of the output.


2021 ◽  
Vol 10 (7) ◽  
pp. 460
Author(s):  
Mario Matthys ◽  
Laure De Cock ◽  
John Vermaut ◽  
Nico Van de Weghe ◽  
Philippe De Maeyer

More and more digital 3D city models might evolve into spatiotemporal instruments with time as the 4th dimension. For digitizing the current situation, 3D scanning and photography are suitable tools. The spatial future could be integrated using 3D drawings by public space designers and architects. The digital spatial reconstruction of lost historical environments is more complex, expensive and rarely done. Three-dimensional co-creative digital drawing with citizens’ collaboration could be a solution. In 2016, the City of Ghent (Belgium) launched the “3D city game Ghent” project with time as one of the topics, focusing on the reconstruction of disappeared environments. Ghent inhabitants modelled in open-source 3D software and added animated 3D gamification and Transmedia Storytelling, resulting in a 4D web environment and VR/AR/XR applications. This study analyses this low-cost interdisciplinary 3D co-creative process and offers a framework to enable other cities and municipalities to realise a parallel virtual universe (an animated digital twin bringing the past to life). The result of this co-creation is the start of an “Animated Spatial Time Machine” (AniSTMa), a term that was, to the best of our knowledge, never used before. This research ultimately introduces a conceptual 4D space–time diagram with a relation between the current physical situation and a growing number of 3D animated models over time.


2012 ◽  
Vol 497 ◽  
pp. 89-93
Author(s):  
Liang Liang Yuan ◽  
Ke Hua Zhang ◽  
Li Min

In order to process heterotype hole of workpiece precisely, an open abrasive flow polish machine is designed, and the optimization design of machine frame is done for low cost. Firstly, basing on the parameters designed with traditional ways, three-dimensional force model is set up with the soft of SolidWorks. Secondly, the statics and modal analysis for machine body have been done in Finite element methods (FEM), and then the optimization analysis of machine frame has been done. At last, the model of rebuild machine frame has been built. Result shows that the deformation angle value of machine frame increased from 0.72′ to 1.001′, the natural frequency of the machine decreased from 75.549 Hz to 62.262 Hz, the weight of machine decreased by 74.178 Kg after optimization. It meets the strength, stiffness and angel stiffness requirement of machine, reduces the weight and cost of machine.


Sign in / Sign up

Export Citation Format

Share Document