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  • × theme_ss:"Visualisierung"
  1. Haller, S.H.M.: Mappingverfahren zur Wissensorganisation (2002) 0.06
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    Date
    30. 5.2010 16:22:35
    Object
    Mind Manager
    Visual Mind
  2. Hajdu Barat, A.: Human perception and knowledge organization : visual imagery (2007) 0.06
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    Abstract
    Purpose - This paper aims to explore the theory and practice of knowledge organization and its necessary connection to human perception, and shows a solution of the potential ones. Design/methodology/approach - The author attempts to survey the problem of concept-building and extension, as well as the determination of semantics in different aspects. The purpose is to find criteria for the choice of the solution that best incorporates users into the design cycles of knowledge organization systems. Findings - It is widely agreed that cognition provides the basis for concept-building; however, at the next stage of processing there is a debate. Fundamentally, what is the connection between perception and the superior cognitive processes? The perceptual method does not separate these two but rather considers them united, with perception permeating cognition. By contrast, the linguistic method considers perception as an information-receiving system. Separate from, and following, perception, the cognitive subsystems then perform information and data processing, leading to both knowledge organization and representation. We assume by that model that top-level concepts emerge from knowledge organization and representation. This paper points obvious connection of visual imagery and the internet; perceptual access of knowledge organization and information retrieval. There are some practical and characteristic solutions for the visualization of information without demand of completeness. Research limitations/implications - Librarians need to identify those semantic characteristics which stimulate a similar conceptual image both in the mind of the librarian and in the mind of the user. Originality/value - For a fresh perspective, an understanding of perception is required as well.
  3. Batorowska, H.; Kaminska-Czubala, B.: Information retrieval support : visualisation of the information space of a document (2014) 0.05
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    Abstract
    Acquiring knowledge in any field involves information retrieval, i.e. searching the available documents to identify answers to the queries concerning the selected objects. Knowing the keywords which are names of the objects will enable situating the user's query in the information space organized as a thesaurus or faceted classification. Objectives: Identification the areas in the information space which correspond to gaps in the user's personal knowledge or in the domain knowledge might become useful in theory or practice. The aim of this paper is to present a realistic information-space model of a self-authored full-text document on information culture, indexed by the author of this article. Methodology: Having established the relations between the terms, particular modules (sets of terms connected by relations used in facet classification) are situated on a plain, similarly to a communication map. Conclusions drawn from the "journey" on the map, which is a visualization of the knowledge contained in the analysed document, are the crucial part of this paper. Results: The direct result of the research is the created model of information space visualization of a given document (book, article, website). The proposed procedure can practically be used as a new form of representation in order to map the contents of academic books and articles, beside the traditional index form, especially as an e-book auxiliary tool. In teaching, visualization of the information space of a document can be used to help students understand the issues of: classification, categorization and representation of new knowledge emerging in human mind.
    Source
    Knowledge organization in the 21st century: between historical patterns and future prospects. Proceedings of the Thirteenth International ISKO Conference 19-22 May 2014, Kraków, Poland. Ed.: Wieslaw Babik
  4. Graphic details : a scientific study of the importance of diagrams to science (2016) 0.04
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    Abstract
    A PICTURE is said to be worth a thousand words. That metaphor might be expected to pertain a fortiori in the case of scientific papers, where a figure can brilliantly illuminate an idea that might otherwise be baffling. Papers with figures in them should thus be easier to grasp than those without. They should therefore reach larger audiences and, in turn, be more influential simply by virtue of being more widely read. But are they?
    Content
    Bill Howe and his colleagues at the University of Washington, in Seattle, decided to find out. First, they trained a computer algorithm to distinguish between various sorts of figures-which they defined as diagrams, equations, photographs, plots (such as bar charts and scatter graphs) and tables. They exposed their algorithm to between 400 and 600 images of each of these types of figure until it could distinguish them with an accuracy greater than 90%. Then they set it loose on the more-than-650,000 papers (containing more than 10m figures) stored on PubMed Central, an online archive of biomedical-research articles. To measure each paper's influence, they calculated its article-level Eigenfactor score-a modified version of the PageRank algorithm Google uses to provide the most relevant results for internet searches. Eigenfactor scoring gives a better measure than simply noting the number of times a paper is cited elsewhere, because it weights citations by their influence. A citation in a paper that is itself highly cited is worth more than one in a paper that is not.
    As the team describe in a paper posted (http://arxiv.org/abs/1605.04951) on arXiv, they found that figures did indeed matter-but not all in the same way. An average paper in PubMed Central has about one diagram for every three pages and gets 1.67 citations. Papers with more diagrams per page and, to a lesser extent, plots per page tended to be more influential (on average, a paper accrued two more citations for every extra diagram per page, and one more for every extra plot per page). By contrast, including photographs and equations seemed to decrease the chances of a paper being cited by others. That agrees with a study from 2012, whose authors counted (by hand) the number of mathematical expressions in over 600 biology papers and found that each additional equation per page reduced the number of citations a paper received by 22%. This does not mean that researchers should rush to include more diagrams in their next paper. Dr Howe has not shown what is behind the effect, which may merely be one of correlation, rather than causation. It could, for example, be that papers with lots of diagrams tend to be those that illustrate new concepts, and thus start a whole new field of inquiry. Such papers will certainly be cited a lot. On the other hand, the presence of equations really might reduce citations. Biologists (as are most of those who write and read the papers in PubMed Central) are notoriously mathsaverse. If that is the case, looking in a physics archive would probably produce a different result.
    Dr Howe and his colleagues do, however, believe that the study of diagrams can result in new insights. A figure showing new metabolic pathways in a cell, for example, may summarise hundreds of experiments. Since illustrations can convey important scientific concepts in this way, they think that browsing through related figures from different papers may help researchers come up with new theories. As Dr Howe puts it, "the unit of scientific currency is closer to the figure than to the paper." With this thought in mind, the team have created a website (viziometrics.org (http://viziometrics.org/) ) where the millions of images sorted by their program can be searched using key words. Their next plan is to extract the information from particular types of scientific figure, to create comprehensive "super" figures: a giant network of all the known chemical processes in a cell for example, or the best-available tree of life. At just one such superfigure per paper, though, the citation records of articles containing such all-embracing diagrams may very well undermine the correlation that prompted their creation in the first place. Call it the ultimate marriage of chart and science.
  5. Hemmje, M.: LyberWorld - a 3D graphical user interface for fulltext retrieval (1995) 0.03
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    Abstract
    LyberWorld is a prototype IR user interface. It implements visualizations of an abstract information space: fulltext. The video demonstrates a visual user interface for the probabilistic fulltext retrieval system INQUERY. Visualizations are used to communicate information search and browsing activities in a natural way by applying metaphors of spatial navigation in abstract information spaces. Visualization tools for exploring information spaces and judging relevance of information items are introduced and an example session demonstrates the prototype. The presence of a spatial model in the user's mind is regarded as an essential contribution towards natural interaction and reduction of cognitive costs during retrieval dialogues.
  6. Dushay, N.: Visualizing bibliographic metadata : a virtual (book) spine viewer (2004) 0.03
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    Abstract
    User interfaces for digital information discovery often require users to click around and read a lot of text in order to find the text they want to read-a process that is often frustrating and tedious. This is exacerbated because of the limited amount of text that can be displayed on a computer screen. To improve the user experience of computer mediated information discovery, information visualization techniques are applied to the digital library context, while retaining traditional information organization concepts. In this article, the "virtual (book) spine" and the virtual spine viewer are introduced. The virtual spine viewer is an application which allows users to visually explore large information spaces or collections while also allowing users to hone in on individual resources of interest. The virtual spine viewer introduced here is an alpha prototype, presented to promote discussion and further work. Information discovery changed radically with the introduction of computerized library access catalogs, the World Wide Web and its search engines, and online bookstores. Yet few instances of these technologies provide a user experience analogous to walking among well-organized, well-stocked bookshelves-which many people find useful as well as pleasurable. To put it another way, many of us have heard or voiced complaints about the paucity of "online browsing"-but what does this really mean? In traditional information spaces such as libraries, often we can move freely among the books and other resources. When we walk among organized, labeled bookshelves, we get a sense of the information space-we take in clues, perhaps unconsciously, as to the scope of the collection, the currency of resources, the frequency of their use, etc. We also enjoy unexpected discoveries such as finding an interesting resource because library staff deliberately located it near similar resources, or because it was miss-shelved, or because we saw it on a bookshelf on the way to the water fountain.
    When our experience of information discovery is mediated by a computer, we neither move ourselves nor the monitor. We have only the computer's monitor to view, and the keyboard and/or mouse to manipulate what is displayed there. Computer interfaces often reduce our ability to get a sense of the contents of a library: we don't perceive the scope of the library: its breadth, (the quantity of materials/information), its density (how full the shelves are, how thorough the collection is for individual topics), or the general audience for the materials (e.g., whether the materials are appropriate for middle school students, college professors, etc.). Additionally, many computer interfaces for information discovery require users to scroll through long lists, to click numerous navigational links and to read a lot of text to find the exact text they want to read. Text features of resources are almost always presented alphabetically, and the number of items in these alphabetical lists sometimes can be very long. Alphabetical ordering is certainly an improvement over no ordering, but it generally has no bearing on features with an inherent non-alphabetical ordering (e.g., dates of historical events), nor does it necessarily group similar items together. Alphabetical ordering of resources is analogous to one of the most familiar complaints about dictionaries: sometimes you need to know how to spell a word in order to look up its correct spelling in the dictionary. Some have used technology to replicate the appearance of physical libraries, presenting rooms of bookcases and shelves of book spines in virtual 3D environments. This approach presents a problem, as few book spines can be displayed legibly on a monitor screen. This article examines the role of book spines, call numbers, and other traditional organizational and information discovery concepts, and integrates this knowledge with information visualization techniques to show how computers and monitors can meet or exceed similar information discovery methods. The goal is to tap the unique potentials of current information visualization approaches in order to improve information discovery, offer new services, and most important of all, improve user satisfaction. We need to capitalize on what computers do well while bearing in mind their limitations. The intent is to design GUIs to optimize utility and provide a positive experience for the user.
  7. Hemmje, M.; Kunkel, C.; Willett, A.: LyberWorld - a visualization user interface supporting fulltext retrieval (1994) 0.03
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    Abstract
    LyberWorld is a prototype IR user interface. It implements visualizations of an abstract information space-fulltext. The paper derives a model for such visualizations and an exemplar user interface design is implemented for the probabilistic fulltext retrieval system INQUERY. Visualizations are used to communicate information search and browsing activities in a natural way by applying metaphors of spatial navigation in abstract information spaces. Visualization tools for exploring information spaces and judging relevance of information items are introduced and an example session demonstrates the prototype. The presence of a spatial model in the user's mind and interaction with a system's corresponding display methods is regarded as an essential contribution towards natural interaction and reduction of cognitive costs during e.g. query construction, orientation within the database content, relevance judgement and orientation within the retrieval context.
    Source
    Proceeding SIGIR '94: Proceedings of the 17th annual international ACM SIGIR conference on Research and development in information retrieval
  8. Burnett, R.: How images think (2004) 0.02
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    Footnote
    Rez. in: JASIST 56(2005) no.10, S.1126-1128 (P.K. Nayar): "How Images Think is an exercise both in philosophical meditation and critical theorizing about media, images, affects, and cognition. Burnett combines the insights of neuroscience with theories of cognition and the computer sciences. He argues that contemporary metaphors - biological or mechanical - about either cognition, images, or computer intelligence severely limit our understanding of the image. He suggests in his introduction that "image" refers to the "complex set of interactions that constitute everyday life in image-worlds" (p. xviii). For Burnett the fact that increasing amounts of intelligence are being programmed into technologies and devices that use images as their main form of interaction and communication-computers, for instance-suggests that images are interfaces, structuring interaction, people, and the environment they share. New technologies are not simply extensions of human abilities and needs-they literally enlarge cultural and social preconceptions of the relationship between body and mind. The flow of information today is part of a continuum, with exceptional events standing as punctuation marks. This flow connects a variety of sources, some of which are continuous - available 24 hours - or "live" and radically alters issues of memory and history. Television and the Internet, notes Burnett, are not simply a simulated world-they are the world, and the distinctions between "natural" and "non-natural" have disappeared. Increasingly, we immerse ourselves in the image, as if we are there. We rarely become conscious of the fact that we are watching images of events-for all perceptioe, cognitive, and interpretive purposes, the image is the event for us. The proximity and distance of viewer from/with the viewed has altered so significantly that the screen is us. However, this is not to suggest that we are simply passive consumers of images. As Burnett points out, painstakingly, issues of creativity are involved in the process of visualization-viewwes generate what they see in the images. This involves the historical moment of viewing-such as viewing images of the WTC bombings-and the act of re-imagining. As Burnett puts it, "the questions about what is pictured and what is real have to do with vantage points [of the viewer] and not necessarily what is in the image" (p. 26). In his second chapter Burnett moves an to a discussion of "imagescapes." Analyzing the analogue-digital programming of images, Burnett uses the concept of "reverie" to describe the viewing experience. The reverie is a "giving in" to the viewing experience, a "state" in which conscious ("I am sitting down an this sofa to watch TV") and unconscious (pleasure, pain, anxiety) processes interact. Meaning emerges in the not-always easy or "clean" process of hybridization. This "enhances" the thinking process beyond the boundaries of either image or subject. Hybridization is the space of intelligence, exchange, and communication.
    Moving an to virtual images, Burnett posits the existence of "microcultures": places where people take control of the means of creation and production in order to makes sense of their social and cultural experiences. Driven by the need for community, such microcultures generate specific images as part of a cultural movement (Burnett in fact argues that microcultures make it possible for a "small cinema of twenty-five seats to become part of a cultural movement" [p. 63]), where the process of visualization-which involves an awareness of the historical moment - is central to the info-world and imagescapes presented. The computer becomms an archive, a history. The challenge is not only of preserving information, but also of extracting information. Visualization increasingly involves this process of picking a "vantage point" in order to selectively assimilate the information. In virtual reality systems, and in the digital age in general, the distance between what is being pictured and what is experienced is overcome. Images used to be treated as opaque or transparent films among experience, perception, and thought. But, now, images are taken to another level, where the viewer is immersed in the image-experience. Burnett argues-though this is hardly a fresh insight-that "interactivity is only possible when images are the raw material used by participants to change if not transform the purpose of their viewing experience" (p. 90). He suggests that a work of art, "does not start its life as an image ... it gains the status of image when it is placed into a context of viewing and visualization" (p. 90). With simulations and cyberspace the viewing experience has been changed utterly. Burnett defines simulation as "mapping different realities into images that have an environmental, cultural, and social form" (p. 95). However, the emphasis in Burnett is significant-he suggests that interactivity is not achieved through effects, but as a result of experiences attached to stories. Narrative is not merely the effect of technology-it is as much about awareness as it is about Fantasy. Heightened awareness, which is popular culture's aim at all times, and now available through head-mounted displays (HMD), also involves human emotions and the subtleties of human intuition.
    The sixth chapter looks at this interfacing of humans and machines and begins with a series of questions. The crucial one, to my mind, is this: "Does the distinction between humans and technology contribute to a lack of understanding of the continuous interrelationship and interdependence that exists between humans and all of their creations?" (p. 125) Burnett suggests that to use biological or mechanical views of the computer/mind (the computer as an input/output device) Limits our understanding of the ways in which we interact with machines. He thus points to the role of language, the conversations (including the one we held with machines when we were children) that seem to suggest a wholly different kind of relationship. Peer-to-peer communication (P2P), which is arguably the most widely used exchange mode of images today, is the subject of chapter seven. The issue here is whether P2P affects community building or community destruction. Burnett argues that the trope of community can be used to explore the flow of historical events that make up a continuum-from 17th-century letter writing to e-mail. In the new media-and Burnett uses the example of popular music which can be sampled, and reedited to create new compositions - the interpretive space is more flexible. Private networks can be set up, and the process of information retrieval (about which Burnett has already expended considerable space in the early chapters) involves a lot more of visualization. P2P networks, as Burnett points out, are about information management. They are about the harmony between machines and humans, and constitute a new ecology of communications. Turning to computer games, Burnett looks at the processes of interaction, experience, and reconstruction in simulated artificial life worlds, animations, and video images. For Burnett (like Andrew Darley, 2000 and Richard Doyle, 2003) the interactivity of the new media games suggests a greater degree of engagement with imageworlds. Today many facets of looking, listening, and gazing can be turned into aesthetic forms with the new media. Digital technology literally reanimates the world, as Burnett demonstrates in bis concluding chapter. Burnett concludes that images no longer simply represent the world-they shape our very interaction with it; they become the foundation for our understanding the spaces, places, and historical moments that we inhabit. Burnett concludes his book with the suggestion that intelligence is now a distributed phenomenon (here closely paralleling Katherine Hayles' argument that subjectivity is dispersed through the cybernetic circuit, 1999). There is no one center of information or knowledge. Intersections of human creativity, work, and connectivity "spread" (Burnett's term) "intelligence through the use of mediated devices and images, as well as sounds" (p. 221).
    Burnett's work is a useful basic primer an the new media. One of the chief attractions here is his clear language, devoid of the jargon of either computer sciences or advanced critical theory. This makes How Images Think an accessible introduction to digital cultures. Burnett explores the impact of the new technologies an not just image-making but an image-effects, and the ways in which images constitute our ecologies of identity, communication, and subject-hood. While some of the sections seem a little too basic (especially where he speaks about the ways in which we constitute an object as an object of art, see above), especially in the wake of reception theory, it still remains a starting point for those interested in cultural studies of the new media. The Gase Burnett makes out for the transformation of the ways in which we look at images has been strengthened by his attention to the history of this transformation-from photography through television and cinema and now to immersive virtual reality systems. Joseph Koemer (2004) has pointed out that the iconoclasm of early modern Europe actually demonstrates how idolatory was integral to the image-breakers' core belief. As Koerner puts it, "images never go away ... they persist and function by being perpetually destroyed" (p. 12). Burnett, likewise, argues that images in new media are reformed to suit new contexts of meaning-production-even when they appear to be destroyed. Images are recast, and the degree of their realism (or fantasy) heightened or diminished-but they do not "go away." Images do think, but-if I can parse Burnett's entire work-they think with, through, and in human intelligence, emotions, and intuitions. Images are uncanny-they are both us and not-us, ours and not-ours. There is, surprisingly, one factual error. Burnett claims that Myron Kreuger pioneered the term "virtual reality." To the best of my knowledge, it was Jaron Lanier who did so (see Featherstone & Burrows, 1998 [1995], p. 5)."
  9. Platis, N. et al.: Visualization of uncertainty in tag clouds (2016) 0.02
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    Date
    1. 2.2016 18:25:22
  10. Osinska, V.; Bala, P.: New methods for visualization and improvement of classification schemes : the case of computer science (2010) 0.02
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    Abstract
    Generally, Computer Science (CS) classifications are inconsistent in taxonomy strategies. t is necessary to develop CS taxonomy research to combine its historical perspective, its current knowledge and its predicted future trends - including all breakthroughs in information and communication technology. In this paper we have analyzed the ACM Computing Classification System (CCS) by means of visualization maps. The important achievement of current work is an effective visualization of classified documents from the ACM Digital Library. From the technical point of view, the innovation lies in the parallel use of analysis units: (sub)classes and keywords as well as a spherical 3D information surface. We have compared both the thematic and semantic maps of classified documents and results presented in Table 1. Furthermore, the proposed new method is used for content-related evaluation of the original scheme. Summing up: we improved an original ACM classification in the Computer Science domain by means of visualization.
    Date
    22. 7.2010 19:36:46
  11. Börner, K.: Atlas of knowledge : anyone can map (2015) 0.02
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    Content
    One of a series of three publications influenced by the travelling exhibit Places & Spaces: Mapping Science, curated by the Cyberinfrastructure for Network Science Center at Indiana University. - Additional materials can be found at http://http://scimaps.org/atlas2. Erweitert durch: Börner, Katy. Atlas of Science: Visualizing What We Know.
    Date
    22. 1.2017 16:54:03
    22. 1.2017 17:10:56
  12. Chen, C.: CiteSpace II : detecting and visualizing emerging trends and transient patterns in scientific literature (2006) 0.01
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    Abstract
    This article describes the latest development of a generic approach to detecting and visualizing emerging trends and transient patterns in scientific literature. The work makes substantial theoretical and methodological contributions to progressive knowledge domain visualization. A specialty is conceptualized and visualized as a time-variant duality between two fundamental concepts in information science: research fronts and intellectual bases. A research front is defined as an emergent and transient grouping of concepts and underlying research issues. The intellectual base of a research front is its citation and co-citation footprint in scientific literature - an evolving network of scientific publications cited by research-front concepts. Kleinberg's (2002) burst-detection algorithm is adapted to identify emergent research-front concepts. Freeman's (1979) betweenness centrality metric is used to highlight potential pivotal points of paradigm shift over time. Two complementary visualization views are designed and implemented: cluster views and time-zone views. The contributions of the approach are that (a) the nature of an intellectual base is algorithmically and temporally identified by emergent research-front terms, (b) the value of a co-citation cluster is explicitly interpreted in terms of research-front concepts, and (c) visually prominent and algorithmically detected pivotal points substantially reduce the complexity of a visualized network. The modeling and visualization process is implemented in CiteSpace II, a Java application, and applied to the analysis of two research fields: mass extinction (1981-2004) and terrorism (1990-2003). Prominent trends and pivotal points in visualized networks were verified in collaboration with domain experts, who are the authors of pivotal-point articles. Practical implications of the work are discussed. A number of challenges and opportunities for future studies are identified.
    Date
    22. 7.2006 16:11:05
    Source
    Journal of the American Society for Information Science and Technology. 57(2006) no.3, S.359-377
  13. Wu, K.-C.; Hsieh, T.-Y.: Affective choosing of clustering and categorization representations in e-book interfaces (2016) 0.01
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    Abstract
    Purpose - The purpose of this paper is to investigate user experiences with a touch-wall interface featuring both clustering and categorization representations of available e-books in a public library to understand human information interactions under work-focused and recreational contexts. Design/methodology/approach - Researchers collected questionnaires from 251 New Taipei City Library visitors who used the touch-wall interface to search for new titles. The authors applied structural equation modelling to examine relationships among hedonic/utilitarian needs, clustering and categorization representations, perceived ease of use (EU) and the extent to which users experienced anxiety and uncertainty (AU) while interacting with the interface. Findings - Utilitarian users who have an explicit idea of what they intend to find tend to prefer the categorization interface. A hedonic-oriented user tends to prefer clustering interfaces. Users reported EU regardless of which interface they engaged with. Results revealed that use of the clustering interface had a negative correlation with AU. Users that seek to satisfy utilitarian needs tended to emphasize the importance of perceived EU, whilst pleasure-seeking users were a little more tolerant of anxiety or uncertainty. Originality/value - The Online Public Access Catalogue (OPAC) encourages library visitors to borrow digital books through the implementation of an information visualization system. This situation poses an opportunity to validate uses and gratification theory. People with hedonic/utilitarian needs displayed different risk-control attitudes and affected uncertainty using the interface. Knowledge about user interaction with such interfaces is vital when launching the development of a new OPAC.
    Date
    20. 1.2015 18:30:22
    Source
    Aslib journal of information management. 68(2016) no.3, S.265-285
  14. Osinska, V.; Kowalska, M.; Osinski, Z.: ¬The role of visualization in the shaping and exploration of the individual information space : part 1 (2018) 0.01
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    Abstract
    Studies on the state and structure of digital knowledge concerning science generally relate to macro and meso scales. Supported by visualizations, these studies can deliver knowledge about emerging scientific fields or collaboration between countries, scientific centers, or groups of researchers. Analyses of individual activities or single scientific career paths are rarely presented and discussed. The authors decided to fill this gap and developed a web application for visualizing the scientific output of particular researchers. This free software based on bibliographic data from local databases, provides six layouts for analysis. Researchers can see the dynamic characteristics of their own writing activity, the time and place of publication, and the thematic scope of research problems. They can also identify cooperation networks, and consequently, study the dependencies and regularities in their own scientific activity. The current article presents the results of a study of the application's usability and functionality as well as attempts to define different user groups. A survey about the interface was sent to select researchers employed at Nicolaus Copernicus University. The results were used to answer the question as to whether such a specialized visualization tool can significantly augment the individual information space of the contemporary researcher.
    Date
    21.12.2018 17:22:13
  15. Trentin, G.: Graphic tools for knowledge representation and informal problem-based learning in professional online communities (2007) 0.01
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    Abstract
    The use of graphical representations is very common in information technology and engineering. Although these same tools could be applied effectively in other areas, they are not used because they are hardly known or are completely unheard of. This article aims to discuss the results of the experimentation carried out on graphical approaches to knowledge representation during research, analysis and problem-solving in the health care sector. The experimentation was carried out on conceptual mapping and Petri Nets, developed collaboratively online with the aid of the CMapTool and WoPeD graphic applications. Two distinct professional communities have been involved in the research, both pertaining to the Local Health Units in Tuscany. One community is made up of head physicians and health care managers whilst the other is formed by technical staff from the Department of Nutrition and Food Hygiene. It emerged from the experimentation that concept maps arc considered more effective in analyzing knowledge domain related to the problem to be faced (description of what it is). On the other hand, Petri Nets arc more effective in studying and formalizing its possible solutions (description of what to do to). For the same reason, those involved in the experimentation have proposed the complementary rather than alternative use of the two knowledge representation methods as a support for professional problem-solving.
  16. Palm, F.: QVIZ : Query and context based visualization of time-spatial cultural dynamics (2007) 0.01
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    Abstract
    QVIZ will research and create a framework for visualizing and querying archival resources by a time-space interface based on maps and emergent knowledge structures. The framework will also integrate social software, such as wikis, in order to utilize knowledge in existing and new communities of practice. QVIZ will lead to improved information sharing and knowledge creation, easier access to information in a user-adapted context and innovative ways of exploring and visualizing materials over time, between countries and other administrative units. The common European framework for sharing and accessing archival information provided by the QVIZ project will open a considerably larger commercial market based on archival materials as well as a richer understanding of European history.
    Content
    Vortrag anlässlich des Workshops: "Extending the multilingual capacity of The European Library in the EDL project Stockholm, Swedish National Library, 22-23 November 2007".
  17. Thissen, F.: Screen-Design-Manual : Communicating Effectively Through Multimedia (2003) 0.01
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    Abstract
    The "Screen Design Manual" provides designers of interactive media with a practical working guide for preparing and presenting information that is suitable for both their target groups and the media they are using. It describes background information and relationships, clarifies them with the help of examples, and encourages further development of the language of digital media. In addition to the basics of the psychology of perception and learning, ergonomics, communication theory, imagery research, and aesthetics, the book also explores the design of navigation and orientation elements. Guidelines and checklists, along with the unique presentation of the book, support the application of information in practice.
    Content
    From the contents:.- Basics of screen design.- Navigation and orientation.- Information.- Screen layout.Interaction.- Motivation.- Innovative prospects.- Appendix.Glossary.- Literature.- Index
    Date
    22. 3.2008 14:29:25
  18. Spero, S.: LCSH is to thesaurus as doorbell is to mammal : visualizing structural problems in the Library of Congress Subject Headings (2008) 0.01
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    Abstract
    The Library of Congress Subject Headings (LCSH) has been developed over the course of more than a century, predating the semantic web by some time. Until the 1986, the only concept-toconcept relationship available was an undifferentiated "See Also" reference, which was used for both associative (RT) and hierarchical (BT/NT) connections. In that year, in preparation for the first release of the headings in machine readable MARC Authorities form, an attempt was made to automatically convert these "See Also" links into the standardized thesaural relations. Unfortunately, the rule used to determine the type of reference to generate relied on the presence of symmetric links to detect associatively related terms; "See Also" references that were only present in one of the related terms were assumed to be hierarchical. This left the process vulnerable to inconsistent use of references in the pre-conversion data, with a marked bias towards promoting relationships to hierarchical status. The Library of Congress was aware that the results of the conversion contained many inconsistencies, and intended to validate and correct the results over the course of time. Unfortunately, twenty years later, less than 40% of the converted records have been evaluated. The converted records, being the earliest encountered during the Library's cataloging activities, represent the most basic concepts within LCSH; errors in the syndetic structure for these records affect far more subordinate concepts than those nearer the periphery. Worse, a policy of patterning new headings after pre-existing ones leads to structural errors arising from the conversion process being replicated in these newer headings, perpetuating and exacerbating the errors. As the LCSH prepares for its second great conversion, from MARC to SKOS, it is critical to address these structural problems. As part of the work on converting the headings into SKOS, I have experimented with different visualizations of the tangled web of broader terms embedded in LCSH. This poster illustrates several of these renderings, shows how they can help users to judge which relationships might not be correct, and shows just exactly how Doorbells and Mammals are related.
    Source
    Metadata for semantic and social applications : proceedings of the International Conference on Dublin Core and Metadata Applications, Berlin, 22 - 26 September 2008, DC 2008: Berlin, Germany / ed. by Jane Greenberg and Wolfgang Klas
  19. Parsons, P.; Sedig, K.: Adjustable properties of visual representations : improving the quality of human-information interaction (2014) 0.01
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    Abstract
    Complex cognitive activities, such as analytical reasoning, problem solving, and sense making, are often performed through the mediation of interactive computational tools. Examples include visual analytics, decision support, and educational tools. Through interaction with visual representations of information at the visual interface of these tools, a joint, coordinated cognitive system is formed. This partnership results in a number of relational properties-those depending on both humans and tools-that researchers and designers must be aware of if such tools are to effectively support the performance of complex cognitive activities. This article presents 10 properties of interactive visual representations that are essential and relational and whose values can be adjusted through interaction. By adjusting the values of these properties, better coordination between humans and tools can be effected, leading to higher quality performance of complex cognitive activities. This article examines how the values of these properties affect cognitive processing and visual reasoning and demonstrates the necessity of making their values adjustable-all of which is situated within a broader theoretical framework concerned with human-information interaction in complex cognitive activities. This framework can facilitate systematic research, design, and evaluation in numerous fields including information visualization, health informatics, visual analytics, and educational technology.
    Source
    Journal of the Association for Information Science and Technology. 65(2014) no.3, S.455-482
  20. Zhu, B.; Chen, H.: Information visualization (2004) 0.01
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    Abstract
    Advanced technology has resulted in the generation of about one million terabytes of information every year. Ninety-reine percent of this is available in digital format (Keim, 2001). More information will be generated in the next three years than was created during all of previous human history (Keim, 2001). Collecting information is no longer a problem, but extracting value from information collections has become progressively more difficult. Various search engines have been developed to make it easier to locate information of interest, but these work well only for a person who has a specific goal and who understands what and how information is stored. This usually is not the Gase. Visualization was commonly thought of in terms of representing human mental processes (MacEachren, 1991; Miller, 1984). The concept is now associated with the amplification of these mental processes (Card, Mackinlay, & Shneiderman, 1999). Human eyes can process visual cues rapidly, whereas advanced information analysis techniques transform the computer into a powerful means of managing digitized information. Visualization offers a link between these two potent systems, the human eye and the computer (Gershon, Eick, & Card, 1998), helping to identify patterns and to extract insights from large amounts of information. The identification of patterns is important because it may lead to a scientific discovery, an interpretation of clues to solve a crime, the prediction of catastrophic weather, a successful financial investment, or a better understanding of human behavior in a computermediated environment. Visualization technology shows considerable promise for increasing the value of large-scale collections of information, as evidenced by several commercial applications of TreeMap (e.g., http://www.smartmoney.com) and Hyperbolic tree (e.g., http://www.inxight.com) to visualize large-scale hierarchical structures. Although the proliferation of visualization technologies dates from the 1990s where sophisticated hardware and software made increasingly faster generation of graphical objects possible, the role of visual aids in facilitating the construction of mental images has a long history. Visualization has been used to communicate ideas, to monitor trends implicit in data, and to explore large volumes of data for hypothesis generation. Imagine traveling to a strange place without a map, having to memorize physical and chemical properties of an element without Mendeleyev's periodic table, trying to understand the stock market without statistical diagrams, or browsing a collection of documents without interactive visual aids. A collection of information can lose its value simply because of the effort required for exhaustive exploration. Such frustrations can be overcome by visualization.
    Visualization can be classified as scientific visualization, software visualization, or information visualization. Although the data differ, the underlying techniques have much in common. They use the same elements (visual cues) and follow the same rules of combining visual cues to deliver patterns. They all involve understanding human perception (Encarnacao, Foley, Bryson, & Feiner, 1994) and require domain knowledge (Tufte, 1990). Because most decisions are based an unstructured information, such as text documents, Web pages, or e-mail messages, this chapter focuses an the visualization of unstructured textual documents. The chapter reviews information visualization techniques developed over the last decade and examines how they have been applied in different domains. The first section provides the background by describing visualization history and giving overviews of scientific, software, and information visualization as well as the perceptual aspects of visualization. The next section assesses important visualization techniques that convert abstract information into visual objects and facilitate navigation through displays an a computer screen. It also explores information analysis algorithms that can be applied to identify or extract salient visualizable structures from collections of information. Information visualization systems that integrate different types of technologies to address problems in different domains are then surveyed; and we move an to a survey and critique of visualization system evaluation studies. The chapter concludes with a summary and identification of future research directions.
    Source
    Annual review of information science and technology. 39(2005), S.139-177

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