3,073 research outputs found
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E-voting in Brazil - the risks to democracy
Literature has shown that countries with strong democratic traditions, such as the United States and Canada, are not yet using electronic voting systems intensively, due to the concern for and emphasis on security. It has revealed that there is no such thing as an error-free computer system, let alone an electronic voting system, and that existing technology does not offer the conditions necessary for a reliable, accurate and secure electronic voting system. In this context, then, what are the risks of e-voting to democracy? In what ways, if at all, can more fragile, less mature democracies be buttressed with e-voting systems? As a key component of e-democracy, it seems that e-voting technologies are to become more secure and increasingly reliable in the near future and will indeed be adopted in many countries. In what ways, if at all, will the introduction of such systems increase voter confidence in the political system, promote citizen engagement in political life, and nurture the evolution of democracy? If both e-voting and edemocracy are emerging based on popular demand - that is, as a demand-driven alternative to current processes, then there is no doubt that they are likely to enhance and improve the efficiency of traditional democracy. However, if e-voting technology is being introduced based on a supply-driven fashion - the technology exists therefore it should and must be implemented - then the implications for democracy should be considered. Brazil's introduction of e-voting offers a cautionary tale of supply-driven technological implication. The purpose of this paper is to demonstrate how the introduction of e-voting in Brazil is highly risky to democracy due to the lack of emphasis on security and the lack of a sociallyinformed and socially driven approach to technological innovation. The Brazilian example illustrates the democratic implications of a market-driven approach. The lack of a technology strategy designed to promote and extend democratic principles is not surprising given the closed door, market-based negotiations that led to the adoption of e-voting in Brazil. The promise, and indeed, the imperative of a democratic, voter-centered approach as an alternative for the development of an electronic voting system, is explored in the paper
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Utilizing FM software in collaborative design-learning
In this paper, we describe a case study of computer-supported collaborative learning in design using OpenLearn FlashMeeting software, a video conferencing tool. This 6-week experiment, involving Open University students and staff, aimed at exploring the capabilities of FlashMeeting software to support several phases of the design process including formulating a design brief, discovering user requirements, setting design specifications, concept generation, design embodiment and implementation of proposed concepts. We conclude this paper with lessons learned from using FlashMeeting in a design e-learning project
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Utilising Flash Meeting software in collaborative design-learning
In this paper, we describe a case study of computer-supported collaborative learning in design using FM (FlashMeeting), a Web-based video-conferencing tool offered freely on OpenLearn. This 6-week experiment, involving Open University students and staff, aimed to explore the capabilities of FM software to support several phases of the design process including formulating a design brief, discovering user requirements, setting design specifications, concept generation, design embodiment and implementation of proposed concepts. We conclude this paper with lessons learned from using FM in a design e-learning project
Knowledge Construction of 3D Geometry Concepts and Processes Within a Virtual Reality Learning Environment
A consensus has emerged within the mathematics education community about the limitations of traditional approaches for teaching and learning 3D geometry. Therefore, it has been suggested that new approaches based on the use of computers need to be adopted. One such new approach that has been proposed utilises Virtual Reality Learning Environment (VRLE). This paper reports on the initial phases of a research study whose major aim is to design and evaluate a VRLE to facilitate the construction of knowledge about 3D geometry concepts and processes. This research study investigates two primary school students’ construction of 3D geometry knowledge whilst engaged within a VRLE developed by the researcher. A design experiments research methodology was employed in this study. This is research that iterates through cycles of design and research with the objective of arriving at theoretical and design principles that will have application both within and beyond the immediate research study. Therefore, the results being reported in this paper will be used to inform the modification not only of the VRLE but also of theoretical frameworks underlying the design and implementation of VRLEs
Emerging technologies for learning (volume 1)
Collection of 5 articles on emerging technologies and trend
Human systems integration: training and education needs analysis
Over the past decade, the military (both US and foreign) has developed a wide range of tools, techniques, and technologies for integrating human factors into systems engineering. Human Systems Integration (HSI) came forth as a new multidisciplinary field of study composed of several basic areas including Human Factors Engineering, System Safety, Health Hazards, Personnel Survivability, Manpower, Personnel, Training, and Habitability. An online survey was designed to examine education and training in HSI. 19 HSI experts responded to the survey. The feedback showed that there is a lack of high qualified practitioners in HSI. Many HSI practitioners are lacking of required skills due to limited resources of education and training in HSI area. A common opinion shared by all the experts is that there are limited programs in HSI or the education programs are not focused on HSI. Many major universities do not have an adequate program. Majority of the HSI programs are focused on mostly Human Factors and are not really on HSI. All aspects of the domains in HSI are not covered in the programs. The experts recommend more applications or hands-on. A series of HSI education and training programs are discussed and recommendations are made to provide a path of future improvement for future students and employers in the field of HSI. Predictions are also made concerning the potential that HSI and Human Factors could be merged into one systematic science that could be used in both industrial and military complex systems --Abstract, page iii
Toward a Semiotic Framework for Using Technology in Mathematics Education: The Case of Learning 3D Geometry
This paper proposes and examines a semiotic framework to inform the use of technology in mathematics education. Semiotics asserts that all cognition is irreducibly triadic, of the nature of a sign, fallible, and thoroughly immersed in a continuing process of interpretation (Halton, 1992). Mathematical meaning-making or meaningful knowledge construction is a continuing process of interpretation within multiple semiotic resources including typological, topological, and social-actional resources. Based on this semiotic framework, an application named VRMath has been developed to facilitate the learning of 3D geometry. VRMath utilises innovative virtual reality (VR) technology and integrates many semiotic resources to form a virtual reality learning environment (VRLE) as well as a mathematical microworld (Edwards, 1995) for learning 3D geometry. The semiotic framework and VRMath are both now being evaluated and will be re-examined continuously
Secondary design – as a supplementary knowledge base for HCI design
Traditionally, the HCI design greatly influenced by active knowledge harnessed during requirement elicitations. However, as the world of ICT moves towards user-centric computing with a need for evolving features, designers face challenges from heterogeneous users with complex needs, accessing technology with myriads of communication mediums. In response, this paper explores peoples’ inherent desire and way of engagement with other entities which guides us towards design that is not pre-determined by experts, but by users’ response to changes (secondary design). Secondary design is analyzed in an empirical case study of the implementation of new Learning Management System in higher education institution by following end-users appropriation response for a period of 20 months, and conduct more than 30 interviews. The analysis shows that secondary design is not ‘unfaithful use of technology’ use but a sensible practice with known triggers and effective re-designing processes aiming to fit new features with practices and identities
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Software development methods and usability: Perspectives from a survey in the software industry in Norway
This paper investigates the relationship between traditional software development methodologies and usability. The point of departure is the assumption that two important disciplines in software development, one of software development methods (SDMs) and one of usability work, are not integrated in industrial software projects. Building on previous research we investigate two questions; (1) Will software companies generally acknowledge the importance of usability, but not prioritise it in industrial projects? and (2) To what degree are software development methods and usability perceived by practitioners as being integrated? To this end a survey in the Norwegian IT industry was conducted. From a sample of 259 companies we received responses from 78 companies. In response to our first research question, our findings show that although there is a positive bias towards usability, the importance of usability testing is perceived to be much less than that of usability requirements. Given the strong time and cost pressures associated with the software industry, we believe that these results highlight that there is a gap between intention and reality. Regarding our second research question our survey revealed that companies perceive usability and software development methods to be integrated. This is in contrast to earlier research, which, somewhat pessimistically, has argued for the existence of two different cultures, one of software development and one of usability. The findings give hope for the future, in particular because the general use of system development methods are pragmatic and adaptable
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