interactive manipulation
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2021 ◽  
Author(s):  
Claus Rinner

This paper presents a combination of methods for spatial multi-criteria evaluation with principles of geographic visualization. Decision-makers are enabled to test multi-criteria decision strategies through the interactive manipulation of map symbols, linked displays, and transient selection and highlighting of data points. The results of different scenarios can then be compared and calibrated with the user’s knowledge. The paper introduces two case studies for geographic visualization in spatial decision support for public health planning and urban quality of life assessment. The case studies illustrate how map-centred interactive exploration of criteria hierarchies and importance weights affords a deeper insight into decision problems than traditional methods.


2021 ◽  
Author(s):  
Claus Rinner

This paper presents a combination of methods for spatial multi-criteria evaluation with principles of geographic visualization. Decision-makers are enabled to test multi-criteria decision strategies through the interactive manipulation of map symbols, linked displays, and transient selection and highlighting of data points. The results of different scenarios can then be compared and calibrated with the user’s knowledge. The paper introduces two case studies for geographic visualization in spatial decision support for public health planning and urban quality of life assessment. The case studies illustrate how map-centred interactive exploration of criteria hierarchies and importance weights affords a deeper insight into decision problems than traditional methods.


2021 ◽  
pp. 222-243
Author(s):  
V.D. Evallyo ◽  
◽  
V.P. Krutous ◽  

In this article, the digital museum is examined through the perspective of the “humanization” processes, which is the reorientation of museums to reach the widest audience and to introduce works of art in media discourse. First of all, these problems cover the transformation of the usual communication between museums and their visitors. Thus, new accents are formed and landmarks are shifted from a work of art to its recipient. The purpose of this study is analyzing the visual component of museums’ websites, cultural research of digital content. As a result of the release of museums and their material and cultural archive in the field of mass culture, access to works of art, and its informational, expert support are realized, but also a kind of desacralization of cultural objects is fixed. The article concludes that the range of visual shows presented in digital museums is wide and relies largely on game aesthetics, on the possibility of interactive manipulation of website content.


Author(s):  
Mark Monmonier

Five static graphic strategies support the transition from one spatial pattern to another. Chess maps, as a telling sequence of instantaneous views, use a common geographic framework to narrate a geographic story. By contrast, rate-of-change maps use numerical measurements to describe spatial variation in the rapidity or slowness of change. A third type, the dance map, mimics the step-by-step footwork of rehearsed choreography, analogous to the movements of troops, materiel, and intelligence in a military campaign (A highly focused dance map, the centrographic map, treats a spatial-temporal narrative as a statistical summary.) Additional strategies include flow maps and frontal maps, a military/meteorological analog. Dynamic cartography and the interactive manipulation of history maps afford new insights as well as alternative interpretations.


2020 ◽  
Vol 5 (2) ◽  
pp. 1540-1547 ◽  
Author(s):  
Fangxun Zhong ◽  
Zerui Wang ◽  
Wei Chen ◽  
Kejing He ◽  
Yaqing Wang ◽  
...  

Micromachines ◽  
2019 ◽  
Vol 10 (10) ◽  
pp. 670
Author(s):  
Liu ◽  
Cheng ◽  
Qin ◽  
Wei ◽  
Borom ◽  
...  

Micro/nano-manipulation is the fabrication of particular constructs on devices at the micro/nano-scale. Precise manipulation of microparticles is one of the key technological difficulties in manufacturing micro/nano-scale components. Based on scanning electron microscopy and nanomanipulator, this paper adopts a direct push method to operate randomly distributed microparticles into ordered structures. A two-probe interaction strategy is proposed to enable microparticle movements in all directions efficiently and avoid scratching the substrate surface. To overcome the uncertainties in micromanipulation, a virtual nano-hand strategy was also implemented: long-range advance of each microparticle is realized by multiple single-step pushes, whose trajectory is theoretically analyzed. The pushes are well programmed to imitate effects of a more powerful and determined hand. Experimental results show that the theoretical single-step motion trajectory is in line with actual operation, and the proposed strategy can ensure precise operation of the microparticles in all directions and improve reliability and effectiveness of operation.


2019 ◽  
Vol 38 (8) ◽  
pp. 879-886 ◽  
Author(s):  
Yongqiang Huang ◽  
Yu Sun

Robots that succeed in factories may struggle to complete even the simplest daily task that humans take for granted, because the change of environment makes the task exceedingly difficult. Aiming to teach robots to perform daily interactive manipulation in a changing environment using human demonstrations, we collected our own data of interactive manipulation. The dataset focuses on the position, orientation, force, and torque of objects manipulated in daily tasks. The dataset includes 1,603 trials of 32 types of daily motions and 1,596 trials of pouring alone, as well as helper code. We present our dataset to facilitate the research on task-oriented interactive manipulation.


Author(s):  
Sam Harper ◽  
Aparajithan Sivanathan ◽  
Theodore Lim ◽  
Scott Mcgibbon ◽  
James Ritchie

Mixed reality opens new ways of connecting users to virtual content. With simulation-based education and training (SBET), mixed reality offers an enriched environment to experience digital learning. In turn, learners can develop their mental models to process and connect 2D/3D information in real-world settings. This paper reports on the use of the Microsoft HoloLens to create a mixed reality SBET environment. The challenges of this investigation are harmonising augmented real-world content, including the use of real-time, low-latency tracking of tangible objects and the interaction of these with the augmented content. The research emphasis is on technology-mediated affordances. For example, what affordance does the HoloLens provide the leaner in terms of interactive manipulation or navigation in the virtual environment? We examine this through control-display (CD) gain in conjunction with cyber-physical systems (CPS) approaches. This work builds on previously attained knowledge from the creation of an AR application for vocational education and training (VET) of stonemasonry.


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