The selection of appropriative geomedia attributes for constructing natural and suggestive perspective visualizations of historical non-cartometric manuscript topographic works is investigated, to ...enable an intuitive perception of relief landforms. The main objective of the study is to demonstrate geomedia parameters for representing the third dimension in topographic watercolor maps from the eighteenth century, using cartographic rules and geoinformation operations for transforming graphic means of expression. The following methods were used: the choice of representative map fragments with specific painterly means of expression; the analysis of main relief forms on historical and modern maps; the rectification; vectorization of contour lines, and the transformation to a GRID model; the use of parameter variations: elevation rise, azimuth and altitude, contrast of illumination; and the creation of the final bird’s-eye-view visualization, with appropriate parameters. It is found that the parameters for the visualization of the non-cartometric water-colored topographic image on a 3D model can be selected in turn. However, what matters is maintaining their complementarity. The proposed parameters for the three maps work well for creating the general static bird’s-eye-view visualization, with the natural and suggestive perception of the landscapes’ relief.
This study investigates the intricate and enduring interplay of historical events, human activities, and natural processes shaping the landscape of North European Plain in western Poland over ...230 years. Topographic maps serve as reliable historical data sources to quantify changes in forest, grassland, and wetland areas, scrutinizing their fragmentation and persistence. The primary objectives are to identify the permanent areas of the landscape and propose a universal cartographic visualization method for effectively mapping these changes. Using topographic maps and historical data, this research quantifies land cover changes, especially in forest, grassland, and wetland areas. With the help of retrogressive method we process raster historical data into vector-based information. Over time, wetlands experienced a substantial reduction, particularly in 1960-1982, attributed to both land reclamation and environmental factors. Grassland areas fluctuated, influenced by wetland and drier habitat dynamics. Fragmentation in grassland areas poses biodiversity and ecosystem health concerns, whereas forested areas showed limited fluctuations, with wetland forests nearly disappearing. These findings highlight wetland ecosystems' sensitivity to human impacts and emphasize the need to balance conservation and sustainable development to preserve ecological integrity. This study advances landscape dynamics understanding, providing insights into historical, demographic, economic, and environmental transformations. It underscores the imperative for sustainable land management and conservation efforts to mitigate human impacts on ecosystems and biodiversity in the North European Plain.
Full text
Available for:
IZUM, KILJ, NUK, PILJ, PNG, SAZU, UL, UM, UPUK
Given the rising availability of alternative ways of spatial data mapping, there is a growing need to study their usability. An important aspect here is the diversity of the cartographic ...visualizations that are used to draw conclusions about the usability of various mapping techniques. In our study we evaluated the usability of six various mapping techniques used in presenting spatial accessibility, taking into consideration four components: effectiveness and efficiency (objective criteria) and graphical attractiveness and user-perceived effectiveness (subjective criteria). Using Internet questionnaires, we conducted a graphical perception experiment with respondents performing tasks on a hypothetical monocentric road network model displayed using mapping techniques of spatial accessibility, differing in the applied parameters of graphical and non-graphical factors influencing effectiveness and efficiency. The results showed that non-graphical factors had a greater influence than the graphical factors. In total usability comparison the three-dimensional (3D) point technique was ranked the highest, while the worst result was achieved by the 3D area technique. The proposed graphical form of study results made it possible to compare the influence of various effectiveness factors, to analyze mapping techniques in terms of considered criteria and finally to present their total usability using a chart inspired by Uhorczak's typogram.
Full text
Available for:
BFBNIB, GIS, IJS, KISLJ, NUK, PNG, UL, UM, UPUK
The main objective of this study is to identify features of mini-map design as a navigational aid in the virtual geographical space in 100 popular video games for a computer platform. The following ...research methods were used: visual comparative analysis, classification and selection of cartographic material, comparison of specific parameters for selected features of design elements, and application of cartographic design rules and popularity of design solutions in video games. The study revealed eight features of mini-map design and their popular parameters and attributes in video games, with only one game meeting all conditions of popularity: projection: orthographic; centring: player-centred; base layers: artificial; shape: circle; orientation: camera view; position: bottom left; proportions: 2.1–3%; additional navigational element: north arrow. The key attributes of the mini-map’s features were captured, which, when considered separately, complementarily and potentially holistically, confirm the possibility of designing the mini-map according to traditional cartographic design principles. The identified parameters of the mini-map can be useful not only in the design of the game cartography interface, but also for other geomedia products.
Studies of the effectiveness of multimedia cartography products may include mini-map design for navigation. In this study, we have touched upon designing gameplay to indicate the impact of the ...mini-map on the time effectiveness of a player that can walk or teleport himself/herself along marked out points in virtual topographic space. The eye-tracking examination of gamers’ effectiveness in a non-complex game of collecting coins in a reconstructed stronghold on the holm provided us with a new perspective on the role of mini-maps. The more time gamers took to examine the mini-map, the more time they needed to finish the game, thus decreasing their effectiveness. The teleporting gamers had significantly higher time effectiveness than walking gamers, however, the data obtained showed only a minor difference between the proportions of the mini-map examination time to the total game time for walking and teleportation.
In this study, we have touched upon a problem in evaluating the method of immersion in specific historico-geographical virtual space constructed on the basis of traditional cartographic and graphic ...materials. We have obtained opinions from two groups of users on the perception of cultural objects reconstructed in a virtual reality previously unknown to them. To achieve our objective and answer the questions, we have adopted four main stages of research: to pinpoint concepts adopted by researchers by discussing two types of approach, to create a virtual reality application according to the scheme based on knowledge from analog sources and digital actions in several workspaces, to prepare and conduct a survey among experts and gamers, and to graphically juxtapose the results of the survey. The evaluation by experts in medieval strongholds and serious story game users of the specific ways of immersion in the VR of reconstructed buildings in the current area provides researchers with an extended view of its effectiveness and attractiveness as well as with suggestions for further design processes.
We present three main research fields in which multimedia cartography and the study of the effectiveness of multimedia maps are currently taking place. In each of these fields, we describe how ...published research is embedded in the broader context of map design and user studies. The research refers to contemporary technological trends such as web HTML5 standards, virtual reality, eye tracking, or 3D printing. Efficiency, performance, and usability studies of multimedia maps were also included. The research published in this issue is interdisciplinary. They combine traditional mapping methods with new technologies. They are searching for new places for cartography in, e.g., the environment of computer games. They combine the design of the map with its perception by users.
This article presents the results of research on users concerning six thematic maps made with various mapping techniques and related to various aspects of the activities of the Helicopter Emergency ...Medical Service. The aim of the survey was to determine how the respondents rank these maps in terms of the four subjective evaluation criteria, which were the graphical attractiveness of maps, the readability of maps, the usefulness and importance of information, and the complexity of information presented on the maps. The greatest discrepancies were noted for the dot map, while the flow map obtained the most consistent evaluations. To check what the respondents were guided by while building the ranking for each criterion, a catalog of factors was created, the importance of which was assessed using the Likert scale. In the case of graphical attractiveness, users attach particular importance to the arrangement of objects visible on the map. The speed of reading the information is particularly important for map readability. In the case of the usefulness and importance of the information, the map topic, important for saving health and life from the user’s point of view, was of the greatest importance, while the amount of information in the legend significantly influenced the evaluation of information complexity.
Map design and usability issues are crucial when considering different device orientations. It is visible, especially in exploring the topographical space in landscape or portrait orientation on the ...mobile phone. In this study, we aim to reveal the main differences and similarities among participants’ performance in a map-based task. The study presents an original research scheme, including establishing conceptual assumptions, developing map applications with gaming elements, user testing, and visualizing results. It appears that the different phone orientation triggers different visual strategy. This transfers into decision-making about the path selection. It turned out that in landscape orientation, participants preferred paths oriented east–west. On the other hand, portrait orientation supported north–south path selection. However, considering the given task accomplishment, both mobile phones’ orientations are adequate for the exploration of topographical space.