In the last decades, 3D city models appear to have been predominantly used for visualisation; however, today they are being increasingly employed in a number of domains and for a large range of tasks beyond visualisation. In this paper, we seek to understand and document the state of the art regarding the utilisation of 3D city models across multiple domains based on a comprehensive literature study including hundreds of research papers, technical reports and online resources. A challenge in a study such as ours is that the ways in which 3D city models are used cannot be readily listed due to fuzziness, terminological ambiguity, unclear added-value of 3D geoinformation in some instances, and absence of technical information. To address this challenge, we delineate a hierarchical terminology (spatial operations, use cases, applications), and develop a theoretical reasoning to segment and categorise the diverse uses of 3D city models. Following this framework, we provide a list of identified use cases of 3D city models (with a description of each), and their applications. Our study demonstrates that 3D city models are employed in at least 29 use cases that are a part of more than 100 applications. The classified inventory could be useful for scientists as well as stakeholders in the geospatial industry, such as companies and national mapping agencies, as it may serve as a reference document to better position their operations, design product portfolios, and to better understand the market.
1 May 2016 in ISPRS Journal of Photogrammetry and Remote Sensing
This manuscript identifies and documents unsolved problems and research challenges in the extended reality (XR) domain (i.e., virtual (VR), augmented (AR), and mixed reality (MR)). The manuscript is structured to include technology, design, and human factor perspectives. The text is visualization/display-focused, that is, other modalities such as audio, haptic, smell, and touch, while important for XR, are beyond the scope of this paper. We further narrow our focus to mainly geospatial research, with necessary deviations to other domains where these technologies are widely researched. The main objective of the study is to provide an overview of broader research challenges and directions in XR, especially in spatial sciences. Aside from the research challenges identified based on a comprehensive literature review, we provide case studies with original results from our own studies in each section as examples to demonstrate the relevance of the challenges in the current research. We believe that this paper will be of relevance to anyone who has scientific interest in extended reality, and/or uses these systems in their research.
1 January 2009 in Cartography and Geographic Information Science
This paper proposes combining traditional usability methods with the analysis of eye movement recordings to evaluate interactive map interfaces, and presents a case study in support of this approach. The case study evaluates two informationally equivalent, but differently designed online interactive map interfaces presented to novice users. In a mixed factorial experiment, thirty participants were asked to solve three typical map-use tasks using one of the two interfaces; we then measured user satisfaction, efficiency (completion time) and effectiveness (accuracy) with standard SEE usability metrics. While traditional (bottom line) usability metrics can reveal a range of usability problems, they may be enhanced by additional procedural measures such as eye movement recordings. Eye movements have been shown to help reveal the amount of cognitive processing a display requires and where these cognitive resources are required. Therefore, we can establish how a display may or may not facilitate task completion...
6 October 2010 in International Journal of Geographical Information Science
Visual analytics is often based on the intuition that highly interactive and dynamic depictions of complex and multivariate databases amplify human capabilities for inference and decision-making, as they facilitate cognitive tasks such as pattern recognition, association, and analytical reasoning (Thomas and Cook 2005 Thomas, J.J. and Cook, K.A. 2005. Illuminating the path: the research and development agenda for visual analytics, Los Alamitos, CA: IEE Computer Society Press. National Visualization and Analytics Ctr [Google Scholar] ). But how do we know whether visual analytics really works? This article offers a generic evaluation approach combining theory- and data-driven methods based on sequence similarity analysis. The approach systematically studies users' visual interaction strategies when using highly interactive interfaces. We specifically ask whether the efficiency (i.e., speed) of users can be characterized by specific display interaction event sequences, and whether studying user strategies could be employed to improve the (interaction) design of the dynamic displays. We showcase our approach using a very large, fine-grained spatiotemporal dataset of eye movement recordings collected during a controlled human subject experiment with dynamic visual analytics displays. With this methodological approach based on empirical evidence, we hope to contribute to a deeper understanding of how people make inferences and decisions with highly interactive visualization tools and complex displays.
24 May 2017 in International Journal of Cartography