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11 Cards in this Set
- Front
- Back
Geovisualization |
A loosely bound domain addressing the visual exploration, analysis, synthesis, and presentation of geospatial data integrating approaches from cartography, visualization, image analysis, exploratory data, and GIScience |
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What are the four cross-cutting themes of geovisualization? |
1. Develop understanding and technologies to make use of experiential representational technologies. 2. Develop methods and tools to make better use of and understand increasingly large and complex geospatial datasets. 3. Develop methods and tools to support group work. 4. Establish a human-centered approach to geovisualization. |
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Cognitive engineering |
Field that seeks to match device functions to user requirements based on personal circumstances, prior experience, decision making strategies and cognitive abilities. |
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Describe the importance of cognitive engineering as applied to the field of geovisualization. |
It facilitates human-computer interactions due to comprehension and increasing effectiveness of computer tools.
It improves spatio-temporal decision making, allowing personalization of geospatial information. |
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Cartographic transformations |
Taking of one vector space and producing another new vector space through geovisualization. |
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Dasymetric mapping |
Uses the intersection of two datasets to provide a more precise estimate of spatial distribution. |
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NICT |
Also known as New Information and Communication Technologies, it allows people to access information and use them to conduct transactions, and to participate in networked decision making. |
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PPGIS and how it plays a role in the field of geovisualization |
Known as public participation in GIS, it facilitates active public participation using human-computer interactions.
Geovisualization is used to support a process of knowledge construction and acquisition guided by the user's knowledge of the application. |
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ViSC |
Referred to as Visualization in Scientific Computing, it represents advances in computing, graphics, and the range in media that made virtual reality a greater potential. |
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AR |
Augmented reality that combines database information with that derived directly from the senses. |
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VR |
Virtual reality, simulations based on database information that replaces direct sensory experiences. |