1) Micro/macro readings present data at multiple scales within a single image, allowing users to get a broad overview and see important details.
2) Maps are a common example, showing both geographical context and local information.
3) Effective micro/macro design gives meaning through relative scale, such as the Vietnam Veterans Memorial showing both the total deaths and individual names.
4) While challenging to design well, micro/macro visualizations optimize how information is conveyed by avoiding separate screens or context switching.
Mixed Reality also referred as ‘Hybrid Reality’ is a combination of both virtual reality and physical reality which creates a completely new environment where both physical and digital objects co-exist & interact in real time.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Mixed Reality also referred as ‘Hybrid Reality’ is a combination of both virtual reality and physical reality which creates a completely new environment where both physical and digital objects co-exist & interact in real time.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Game Design 2 (2010): Lecture 7 - Micro and Macro DesignDavid Farrell
This week's class looks at the technique of presenting multiple *scales* of data in one image. Micro / Macro designs allow the user to choose at what level they engage with the information.
Using Deep Learning to Derive 3D Cities from Satellite ImageryAstraea, Inc.
Detection and reconstruction of 3D buildings in urban areas has been a hot topic of research due to its many applications, including 3D population density studies, emergency planning, and building value estimation. Standard approaches to extract building footprint and measure building height rely on either aerial or space borne point cloud data, which in many areas is unavailable. In contrast, high resolution satellite imagery has become more readily available in recent years, and could provide enough information to estimate a building’s height. Recent successes of deep learning on semantic segmentation have shown that convolutional neural networks can be effective tools at extracting 2D building footprints. Using a digital surface model derived using FOSS and LiDAR data as ground truth, this study goes a step further by employing state of the art deep learning architectures such as U-net to infer both building footprints and estimated building heights in one pass from a single satellite image. This application of open deep learning frameworks can bring the benefits of 3D cities to a larger portion of the world.
Data visualization is crucial to understanding the big data being generated by apps and services. Data visualization toolkits such as D3.js and charting toolkits are immensely popular but it remains difficult to create meaningful dashboards or usable analytics tools or clear data visualizations. This talk will discuss data visualization principles, present best practices, showcase excellent visualizations in practice, and share useful tips and mistakes learned.
Game Design 2 (2010): Lecture 7 - Micro and Macro DesignDavid Farrell
This week's class looks at the technique of presenting multiple *scales* of data in one image. Micro / Macro designs allow the user to choose at what level they engage with the information.
Using Deep Learning to Derive 3D Cities from Satellite ImageryAstraea, Inc.
Detection and reconstruction of 3D buildings in urban areas has been a hot topic of research due to its many applications, including 3D population density studies, emergency planning, and building value estimation. Standard approaches to extract building footprint and measure building height rely on either aerial or space borne point cloud data, which in many areas is unavailable. In contrast, high resolution satellite imagery has become more readily available in recent years, and could provide enough information to estimate a building’s height. Recent successes of deep learning on semantic segmentation have shown that convolutional neural networks can be effective tools at extracting 2D building footprints. Using a digital surface model derived using FOSS and LiDAR data as ground truth, this study goes a step further by employing state of the art deep learning architectures such as U-net to infer both building footprints and estimated building heights in one pass from a single satellite image. This application of open deep learning frameworks can bring the benefits of 3D cities to a larger portion of the world.
Data visualization is crucial to understanding the big data being generated by apps and services. Data visualization toolkits such as D3.js and charting toolkits are immensely popular but it remains difficult to create meaningful dashboards or usable analytics tools or clear data visualizations. This talk will discuss data visualization principles, present best practices, showcase excellent visualizations in practice, and share useful tips and mistakes learned.
Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13David Farrell
This presentation supports my paper at ECGBL13.
The central idea to the presentation is that making serious games that are reliably able to achieve their goal is really hard.
Good theory tends to be at a very high level, whereas game design happens on a day to day basis at a much lower level.
We need procedures and processes that can help designers bridge the gap between theory and practice.
Cognitive Walkthrough is a well established UI process that helps UI designers to correct their mistaken assumptions and biases by scaffolding their thinking - but there is nothing magical about UI design.
All interaction design requires the designer to think "like" another type of user.
So I'm arguing that we should adapt Cognitive Walkthrough to support our game designers, particularly serious game designers.
I also present one adaptation of Cognitive Walkthrough and use it to evaluate why very similar sections of one educational game differed greatly in their success.
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)David Farrell
From my 6 minute IGDA Scotland talk.
Basic idea is too much (serious) game design is reinventing the wheel, based on rumour, speculation and it isn't good enough.
We need to be evidence based. We need to share practice and we need design technique support to leave the alchemic approaches behind and become more dependable as designers.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
2. Micro / Macro Readings
‘A method for presenting large quantities of data at high
densities in a way that a broad overview of the data is
given and yet an immense amount of detail is provided.’
Ruddle 2002
3. Definition
• Visualising data at two levels in one image
• Micro Data (low level detail)
• Macro Data (high level detail)
• User / Viewer can get a rough idea at a
glance but also see detailed information
4.
5. Layering & Separation?
• Layering & Separation == multiple types of
information + how to separate
• Micro & Macro == multiple scales of
information
6. Spatial
• Maps can show geographical breakdown of
a location as well as local detail
• Geometry of land mass as well as regional
breakdown.
11. • The circular layout of the centre of Senlis
shows its history as a Gallo-Roman
fortification.
12.
13.
14. • Glasgow’s industrial history, built around
the River Clyde is apparent by the density
on its shore.
• Stirling borders a river but the lack of focus
shows its different history.
15. Symbolic Use
• Micro / Macro design
is not always geographic.
• This poster shows that
from the work of many
hands, one great plan
will be fulfilled.
16. Character Design
• In games, it is often possible to read many
scales of information from looking at a
character:
• character class, team, attack, defence,
health etc.
17.
18. Combining M/M & L&S
• The London Air Quality Network website
has to provide a very dense set of data in
an intuitive interface.
• They layer user interface elements over a
rich map which shows different types of
data as well as different scales of data.
• http://bit.ly/londonair
36. Missile or Toothbrush?
• 7000 objects > 10 cm in diameter in space
• rocket engines, bin bags, frozen sewage,
shrapnel from tests, 1 wrench and 1
toothbrush
• Only 5% are functional satellites
• Necessary to track for safety of launches
37.
38.
39. • Note the ring on the second image.
• this is the geostationary orbit used by
satellites
• The scale of the problem can be seen, not
only in overall but also in terms of orbit
height and relative density of areas.
40. Why Micro & Macro?
• We thrive in information rich contexts
• Visually rich displays are not only
appropriate to convey information but are
often the optimal way to do so.
41. • If information is spread over multiple
screens, the user needs to keep that
information in memory
• If information is condensed into one
screen / graphic, it only requires
understanding.
42. • Micro / Macro designs enforce local and
global comparisons but do so without the
need to context switch.
• Power is given to the user to decide what
level of detail is required.
43. Downsides of M/M
• creating good Micro / Macro design is hard.
• it is easier to have one display for each
scale of data.
• it may be necessary to gather or process
more data (e.g. stem plot vs bar chart)
• it may be difficult to blend the scales
together.
44. Too complicated?
• Don’t forget that the data is never the
problem.
‘Clutter and confusion are failures of
design, not attributes of information‘
(Tufte)
Editor's Notes
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Maps like this show two scales of data. you can get overview or look closely for small scale details\n
Islands Vs docks\n\nThat there IS a bridge Vs name of bridge\n\nprogress in game terms (unlocks)\n\n
not always spatial\n
This is Senlis in France - on eof the oldest cities in France.\nThe cathedral started construction in 1153.\nWhat's noticable?\nCircular\nHistory of town is that it was roman - they all had circular border\nmany roman towns have central circle\n\none scale? Buildings and shape\nanother scale? Time and history\n
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Let’s try to read a city we know\n\nWhat you can tell about Glasgow is:\non one scale - you notice geography like the river and fields\n\non another scale, you can read into the history - the city was built on the river, you can read the same image at two scales.\n
Contrast with Stirling\n\nStirling\nForth river\nnot particularly more dense around the river\nmore built around the trains\ntells the history\nstirling was important for strategic reasons\ngate between high and lowlands, not industry\n____\n\n
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\nFractal Hand Image\nImage works as one big symbol\nat another level, the idea of many hands working to one plan\n
Imagine seeing a bunch of characters fighting below the camera (like a LOTR shot\n\nLow level details\ndeath vs not near death\narmour level\nclass\n\nHigher level deails\nalso at another scale\nclans\nhistory of the team \n\n
Cops Vs Robbers - these are robbers\nMicro level would be that there are 11 potential threats\nthat they have certain weapons etc..\n\nmore macro would be \nthat they are in a clan?\nthat this clan 'owns' this area?\n
London Air\nMicro\nroads\ngeography\nthis particular reading in this particular year for this particular test\nelements like parks / congestion zone (why pick that area)\nLondon borough by borough comparison\nindividual building areas (park in hackney / old street closeup)\nair monitoring sites\nzoom in for 3d\n \nmacro\npatterns - drag the year bar\ncentre london more than outer\nROADS are ALL bad\nhuge drop off in roads vs non roads\nthis means that pollution disperses \nthings are improving over time\n\n
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The image\nhuge black slab\none scale\nwhole thing in entirety\nanother scale\nwhat 58,000 deaths mean\n
\nOrdered by date of death\nAlphabetically reads like a phone book\nby date reads as fitting tribute\n
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Disparity of US military and food&education squares\nComparison between walmart revenue & profits\nSolar Energy panel\nBill Gates!\nPharmaceutical Industry - look at gifts to doctors\nIllegal drug market is huge\nGames industry is < 2* yoga industry and almost == with gift cards\nLook at africa's debt\nlook at the rebuild plans vs the huge loss\n\nshows priorities\ncolour used - see the little oped orange square\n
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pretend it's bars - you can tell the mean average - 2000 feet - 7000 feet is the biggest range\n\nStem & leaf rounds up or down - each number represents one mountain\nso you can tell that there aren't just 5 mountains that are 19,000 or higher\n you can tell there's one that's 19,300, 19,900, 19,700, 19,300, 19000\n\nThis is a mindset - where am I NOT showing info, and where can I show it\n\n\n
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Japanese train timetable\nHour of day of furthest LHS\neach entry beyond to right is times past the hour that the train leaves\n\nyou can tell rush hour - density of time of day\nafter midnight, only 4 trains and WHEN they are\n
stem uses two dimensions - up / down and going to right\n\nlook at the b2b one\n\nalso telling you which platform!\n\nbalance between density and ease of use\nb2b s&l is better once you can read it.\n
look at the b2b one\n\nalso telling you which platform!\n\nbalance between density and ease of use\nb2b s&l is better once you can read it.\n
slightly old numbers\neach of these items is deadly\nyou need to know where this stuff is\n\nwouldn't it be useful to SEE where these things are?\n\nyou wouldn't expect nasa to say 'there's a gap!... LAUNCH!'\n
each item has data point with it.\norbit, speed\n\nalso has patterns - i.e the density of satellites - you would place your dish higher or lower than the band if possible\n\n\n
same sample\nbut look at the ring\ngeostationary \n
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Think about RTS games - \nmicro being small details like what ot build next -\nanother scale being what is overall plan\n\nThink about supreme commander - one player had full map view\n\n
\n\nThe reason we like dense info is that it requires cognition but not memory\n\n
\npower given&#x2026;\nmicro macro lets user decide what level to engage at\n\n
front office football\nnitty gritty of players\nnot giving overall status really\n\nThe stem and leaf thing - you have to sort and modify the data before you can create - more work\n\nAs you zoom out in Civ, it becomes more top down, icons change and become representative\nat a certain point it becomes an info screen\ngeometry of game\nhot cold et\nbut lose the micro somewhat\n\nit would be ideal to be able to make best of both worlds - zoom out for overview but still have control - contrast with civ 5\n\n\n