369 research outputs found
Visual Data Mining: An Introduction and Overview
In our everyday life we interact with various information media, which present us with facts and opinions, supported with some evidence, based, usually, on condensed information extracted from data. It is common to communicate such condensed information in a visual form - a static or animated, preferably interactive, visualisation. For example, when we watch familiar weather programs on the TV, landscapes with cloud, rain and sun icons and numbers next to them quickly allow us to build a picture about the predicted weather pattern in a region. Playing sequences of such visualisations will easily communicate the dynamics of the weather pattern, based on the large amount of data collected by many thousands of climate sensors and monitors scattered across the globe and on weather satellites. These pictures are fine when one watches the weather on Friday to plan what to do on Sunday - after all if the patterns are wrong there are always alternative ways of enjoying a holiday. Professional decision making would be a rather different scenario. It will require weather forecasts at a high level of granularity and precision, and in real-time. Such requirements translate into requirements for high volume data collection, processing, mining, modelling and communicating the models quickly to the decision makers. Further, the requirements translate into high-performance computing with integrated efficient interactive visualisation. From practical point of view, if a weather pattern can not be depicted fast enough, then it has no value. Recognising the power of the human visual perception system and pattern recognition skills adds another twist to the requirements - data manipulations need to be completed at least an order of magnitude faster than real-time in order to combine them with a variety of highly interactive visualisations, allowing easy remapping of data attributes to the features of the visual metaphor, used to present the data. In this few steps in the weather domain, we have specified some requirements towards a visual data mining system
Assisting Human Cognition in Visual Data Mining
As discussed in Part 1 of the book in chapter Form-Semantics-Function. A Framework for Designing Visualisation Models for Visual Data Mining the development of consistent visualisation techniques requires systematic approach related to the tasks of the visual data mining process. Chapter Visual discovery of network patterns of interaction between attributes presents a methodology based on viewing visual data mining as a reflection-in-action process. This chapter follows the same perspective and focuses on the subjective bias that may appear in visual data mining. The work is motivated by the fact that visual, though very attractive, means also subjective, and non-experts are often left to utilise visualisation methods (as an understandable alternative to the highly complex statistical approaches) without the ability to understand their applicability and limitations. The chapter presents two strategies addressing the subjective bias: guided cognition and validated cognition, which result in two types of visual data mining techniques: interaction with visual data representations, mediated by statistical techniques, and validation of the hypotheses coming as an output of the visual analysis through another analytics method, respectively
"Inner Listening" as a Basic Principle for Developing Immersive Virtual Worlds.
Ludmil Duridanov and Simeon Simoff call in their paper “'Inner Listening' as a Basic Principle for Developing Immersive Virtual Worlds” for an approach that focuses on visualisation as an important way of analysing a Virtual World. They argued that immersive Virtual Worlds have developed on ad-hoc basis, driven mainly by the need for creating inhabited places for virtual communities and environments for distributed gameplay. The goal of achieving immersion has been mainly pursued using convincing 3D interactive graphics technology and the approaches to design have focused on the visualisation aspects, neglecting the “audio design” and the consistent integration of visual and audio designs. As the collaborative and community-related aspects of these environments are expected to be dominant in the future, the authors argue that there is a clear need to develop deeper underlying principles for the design of these inhabited virtual spaces. They conclude that Virtual Worlds of the future should be places that allow for a creative and enlightened state of mind by their inhabitants. Thereby two sources of wisdom – the Judeo-Islamic and Buddhist tradition – should be explored for establishing the principle of “inner listening” as one of the basic principles for developing immersive Virtual Worlds
Use of Data Mining in System Development Life Cycle
This volume provides a snapshot of the current state of the art in data mining, presenting it both in terms of technical developments and industrial applications. The collection of chapters is based on works presented at the Australasian Data Mining conferences and industrial forums. Authors include some of Australia's leading researchers and practitioners in data mining. The volume also contains chapters by regional and international authors. The original papers were initially reviewed for the workshops, conferences and forums.\ud
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The 25 articles in this state-of-the-art survey were carefully reviewed and selected from numerous contributions during at least two rounds of reviewing and improvement for inclusion in the book. They provide an interesting and broad update on current research and development in data mining. The book is divided into two parts. It starts with state-of-the-art research papers organized in topical sections on methodological advances, data linkage, text mining, and temporal and sequence mining. The second part comprises papers on state-of-the-art industrial applications from the fields of health, finance and retail
"Inner listening" as a basic principle for developing immersive virtual worlds
Ludmil Duridanov and Simeon Simoff call in their paper “'Inner Listening' as a Basic Principle for Developing Immersive Virtual Worlds” for an approach that focuses on visualisation as an important way of analysing a Virtual World. They argued that immersive Virtual Worlds have developed on ad-hoc basis, driven mainly by the need for creating inhabited places for virtual communities and environments for distributed gameplay. The goal of achieving immersion has been mainly pursued using convincing 3D interactive graphics technology and the approaches to design have focused on the visualisation aspects, neglecting the “audio design” and the consistent integration of visual and audio designs. As the collaborative and community-related aspects of these environments are expected to be dominant in the future, the authors argue that there is a clear need to develop deeper underlying principles for the design of these inhabited virtual spaces. They conclude that Virtual Worlds of the future should be places that allow for a creative and enlightened state of mind by their inhabitants. Thereby two sources of wisdom – the Judeo-Islamic and Buddhist tradition – should be explored for establishing the principle of “inner listening” as one of the basic principles for developing immersive Virtual Worlds
Development and leadership in computer-mediated collaborative groups
Computer-mediated collaboration is an important feature of modern organisational and educational settings. Despite its ever increasing popularity, it is still commonly compared unfavourably with face-to-face collaboration because non-verbal and paralinguistic cues are minimal. Although research on face-to-face group collaboration is well documented, less is known about computer-mediated collaboration.
The initial focus of this thesis was an in-depth analysis of a case study of a computer-mediated collaborative group. The case study was a large international group of volunteer researchers who collaborated on a two-year research project using asynchronous communication (email). This case study was a window on collaborative dialogue in the early 1990s (1992-94) at a time when information and communication technologies were at an early stage of development.
After identifying the issues emerging from this early case study, another case study using technologies and virtual environments developed over the past decade, was designed to further understand how groups work together on a collaborative activity. The second case study was a small group of students enrolled in a unit of study at Murdoch University who collaborated on a series of nine online workshops using synchronous communication (chat room). This case study was a window on collaborative dialogue in the year 2000 when information and communication technologies had developed at a rate which few people envisioned in the early 90s.
The primary aim of the research described in this thesis was to gain a better understanding of how computer-mediated collaborative communities develop and grow. In particular, the thesis addresses questions related to the developmental and leadership characteristics of collaborative groups.
Internet research requires a set of assumptions relating to ontology, epistemology, human nature and methodological approach that differs from traditional research assumptions. A research framework for Internet research - Complementary Explorative Data Analysis (CEDA) - was therefore developed and applied to the two case studies.
The results of the two case studies using the CEDA methodology indicate that computer-mediated collaborative groups are highly adaptive to the aim of the collaborative task to be completed, and the medium in which they collaborate. In the organisational setting, it has been found that virtual teams can devise and complete a collaborative task entirely online. It may be an advantage, but it is certainly not mandatory to have preliminary face-to-face discussions. What is more important is to ensure that time is allowed for an initial period of structuration which involves social interaction to develop a social presence and eventually cohesiveness. In the educational setting, a collaborative community increases pedagogical effectiveness. Providing collaborative projects and interdependent tasks promotes constructivist learning and a strong foundation for understanding how to collaborate in the global workplace. Again, this research has demonstrated that students can collaborate entirely online, although more pedagogical scaffolding may be required than in the organisational setting. The importance of initial social interaction to foster a sense of presence and community in a mediated environment has also been highlighted.
This research also provided greater understanding of emergent leadership in computer-mediated collaborative groups. It was found that sheer volume of words does not make a leader but frequent messages with topic-related content does contribute to leadership qualities.
The results described in this thesis have practical implications for managers of virtual teams and educators in e-learning
A Framework for Customisable Sport Video Management and Retrieval
Several domain specific approaches for video management have shown the benefits of integrating low- and high- level video contents in supporting more robust retrievals. However, there are not many work has shown how to integrate them in order to support different types of video. In this paper, we firstly propose a framework for customisable video management system which allows the system to detect the type of video to be indexed, so that appropriate tools can be used to extract the key segments. It is also customisable because the system manages user preferences and usage history to make the system supports specific requirements. Secondly, we will show how the extracted key segments can be summarised using standard descriptions of MPEG-7 in a hierarchical scheme which is potentially easy to share between users. Thirdly, we have developed and tested some queries which show that XQuery provides a powerful language for our video management’s retrieval
Computational intelligent data analysis for sustainable development : an introduction and overview
The concept of sustainability received worldwide recognition as a result of a report that was published in 1987 by the World Commission on Environment and Development (known as the Brundtland Commission), titled “Our Common Future”. The commission developed today’s generally accepted definition of sustainability, stating that sustainable development is development that meets the needs of the present without compromising the ability of future generations to meet their own needs. The three main pillars of sustainable development include economic growth, environmental protection, and socio-political sustainability. While many people agree that each of these three ideas contributes to the overall idea of sustainability, it is difficult to find evidence of equal levels of initiatives for the three pillars in governmental policies worldwide
Applying web personalization techniques in e-government services
Many E-commerce websites attempt to develop personalized features to encourage users' repetitive visits. Yet, there is less attention about the applications of personalization technologies in E-government services. In this study, we present a classification of personalization techniques. Also, a novel recommendation approach is proposed to improve the existing techniques by the integration of user-based and item-based collaborative filtering recommendation techniques. A recommender system prototype, named Smart Trade Exhibitions Finder, is developed to help companies choosing the right trade exhibitions. The outcome of this study will have tremendous significance in overcoming the drawback of existing recommendation approaches. © 2005. Xuetao Guo, Jie Lu & Simeon Simoff
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