16 research outputs found

    The Role of Digital-Media-Based Pedagogical Aids in Elementary Entomology: An Innovative and Sustainable Approach

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    It has been challenging for city school pupils to learn about insects, given the lack of live insects. To overcome this challenge, the objective of this study is to propose the use of emerging digital media, namely three-dimensional printing (3DP) technologies, to create reusable, fake, “live” insects. In this study, we designed two 3D-printed pedagogical aids to support elementary entomology. The first aid was a set of cards showing photos of the 3D-printed insect prototype, which could help the learners in close observation of the insect body’s regions and parts, and the second 3D-printed aid was a construction kit mimicking physical insects, which were made of an enlarged 3D-printed insect prototype. The two aids were used in our field experiment to examine the effectiveness in learning and motivation. A total of 153 pupils were grouped into three groups (one using the existing multimedia e-book, one using the first 3DP aid, and one using the second aid). The results confirm that the digital media application—in this case, 3DP technologies—were able to compensate for the lack of the live insects. These results raised our confidence in using a customized size 3D-printed insect prototype to enhance rudimentary entomology inside the classroom. If the 3DP technologies are used properly, they could offer an innovative and sustainable solution

    Review of three-dimensional human-computer interaction with focus on the leap motion controller

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    Modern hardware and software development has led to an evolution of user interfaces from command-line to natural user interfaces for virtual immersive environments. Gestures imitating real-world interaction tasks increasingly replace classical two-dimensional interfaces based on Windows/Icons/Menus/Pointers (WIMP) or touch metaphors. Thus, the purpose of this paper is to survey the state-of-the-art Human-Computer Interaction (HCI) techniques with a focus on the special field of three-dimensional interaction. This includes an overview of currently available interaction devices, their applications of usage and underlying methods for gesture design and recognition. Focus is on interfaces based on the Leap Motion Controller (LMC) and corresponding methods of gesture design and recognition. Further, a review of evaluation methods for the proposed natural user interfaces is given

    3D Volume rendering of invertebrates using light-sheet fluorescence microscopy

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    Light-Sheet Fluorescence Microscopy has recently emerged as the technique of choice for obtaining high quality three-dimensional (3D) images of whole organisms, with low photo-damage and fast acquisition rates. Unlike conventional optical and confocal microscopy or scanning electron microscopy systems, it offers the possibility of obtaining multiple views of the sample by rotating it. We show that the use of light-sheet fluorescence microscopy, for the analysis of invertebrates, provides a fair compromise compared to scanning electron microscopy in terms of resolution, but avoids some of its drawbacks, such as sample preparation or limited three-dimensional perspectives. In this paper, we will show how LSFM techniques can provide a cheap, high quality, multicolor, 3D alternative to classic microscopes, for the study of the morphological structure of insects and invertebrates in morphogenesis studies of the whole animal.Postprint (published version

    Designing Location-based Games : How to support players’ social interaction, physical activity and learning about their local environment

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    The earliest academic studies on location-based games (LBGs) were conducted in the early 2000’s, but the recent upsurge in the popularity and success of commercial LBGs has created a need to re-examine the genre in light of new empirical evidence. In 2016, Pokemon GO brought the LBG genre into a spotlight by being downloaded hundreds of millions of times and generating over 4 billion USD in lifetime revenue to date. Since then, new games such as Jurassic World: Alive, The Walking Dead: Our World and The Witcher: Monster Slayer have emerged. Understanding phenomena related to LBGs is important for various stakeholders from game designers to urban designers and educators. In this dissertation we take an inductive approach to LBG design by gathering evidence from popular commercial LBGs with six original research articles (Studies I-VI). The studies focus on game mechanics that are unique to the LBG genre, and how reported positive outcomes of playing LBGs can be tied to these mechanics. Through the six studies we derive a game mechanics -focused design framework for LBGs, which we name the Triune PoI System, where PoI stands for point of interest. The system consists of three central components: exploration, discovery and navigation, and at the heart of these lies moving to trigger gameplay. The Triune PoI System highlights the importance of LBGs to provide multimodal motivation for players to move and play, and the crucial importance of the playing locations, the PoIs for scaffolding positive outcomes. We demonstrate how the following benefits of playing LBGs (1) physical activity; (2) social interaction; and (3) learning and discovery; are ultimately tied to the Triune PoI System (Studies I-IV). We also investigate the effects of aggressive marketing and LBG game mechanics on players’ well-being (Study V). Here we identify that aggressive marketing can exhaust players, but that the overall LBG playing intensity had a strong significant association with psychological well-being in our sample. We also demonstrate that nostalgia and imagination play crucial roles in scaffolding perceived meaningfulness of playing LBGs (Study VI). Finally, we propose that the popularity of LBGs may be explained by them embodying aspects of the hunter-gatherer lifestyle that are missing in the urban way of living. TIIVISTELMÄ Varhaisimmat akateemiset tutkimukset paikkatietoon pohjautuvista peleistä julkaistiin jo vuosituhannen alussa, mutta pelien viimeaikainen suosio ja kaupallinen menestys antavat aihetta tarkastella paikkatietoon pohjautuvien pelien suunnittelua uuden empiirisen todistusaineiston valossa. Vuonna 2016 julkaistua Pokémon GO:ta on ladattu satoja miljoonia kertoja ja sen suosion inspiroimana on julkaistu sellaisia paikkatietoon pohjautuvia pelejä kuin Jurassic World: Alive, The Walking Dead: Our World sekä The Witcher: Monster Slayer. Näiden pelien ja niihin liittyvien ilmiöiden ymmärtäminen voi olla hyödyllistä monille eri tahoille, kuten pelisuunnittelijoille, kaupunkisuunnittelijoille ja koulutuksesta vastaaville. Tässä väitöskirjatutkimuksessa lähestytään paikkatietoon pohjautuvien pelien suunnittelua induktiivisesti kuuden alkuperäisartikkelin avulla. Tutkimuksessa selvitetään mitkä ovat paikkatietoon pohjautuvien pelien keskeisimmät pelimekaniikat ja miten raportoidut positiiviset vaikutukset nivoutuvat niihin. Tulokset osoittavat, että suosittujen paikkatietoon pohjautuvien pelien keskiössä on ns. "Triune PoI System", joka koostuu 3+1 komponentista: tutkiminen, löytäminen ja navigointi; sekä liikkuminen. Toisin sanoen pelaajat lähtevät tutkimaan ympäristöään, löytävät sieltä mielenkiintoisia kohteita ja navigoivat niiden luokse. Lisäksi pelien keskeisenä elementtinä on pelkästä liikkumisesta palkitseminen. Tutkimuksessa osoitetaan, että liikunta, sosiaalinen vuorovaikutus ja oppiminen on suosituissa peleissä, kuten Pokémon GO:ssa, keskeisesti sidottu Triune PoI Systemiin. Lisäksi selvitetään mitä vaikutuksia kaupallisten paikkatietoon pohjautuvien pelien markkinoinnilla ja mikrotransaktiomekanismeilla on pelaajien hyvinvointiin. Tutkimuksessa havaitaan, että markkinointi saattaa väsyttää pelaajia, mutta kokonaisuutena paikkatietoon pohjautuvien pelien pelaamisella ja hyvinvoinnilla on tilastollisesti merkitsevä vahva yhteys. Lisäksi osoitetaan, että nostalgia ja mielikuvitus tukevat tunnetta pelaamisen merkityksellistä. Lopuksi ehdotetaan, että paikkatietoon pohjautuvien pelien suosiota saattaa selittää niiden tarjoamat metsästäjä-keräilijä-elämän aspektit, joista urbaanissa miljöössä elävät ihmiset jäävät arkielämässään paitsi

    Mathematics and Digital Signal Processing

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    Modern computer technology has opened up new opportunities for the development of digital signal processing methods. The applications of digital signal processing have expanded significantly and today include audio and speech processing, sonar, radar, and other sensor array processing, spectral density estimation, statistical signal processing, digital image processing, signal processing for telecommunications, control systems, biomedical engineering, and seismology, among others. This Special Issue is aimed at wide coverage of the problems of digital signal processing, from mathematical modeling to the implementation of problem-oriented systems. The basis of digital signal processing is digital filtering. Wavelet analysis implements multiscale signal processing and is used to solve applied problems of de-noising and compression. Processing of visual information, including image and video processing and pattern recognition, is actively used in robotic systems and industrial processes control today. Improving digital signal processing circuits and developing new signal processing systems can improve the technical characteristics of many digital devices. The development of new methods of artificial intelligence, including artificial neural networks and brain-computer interfaces, opens up new prospects for the creation of smart technology. This Special Issue contains the latest technological developments in mathematics and digital signal processing. The stated results are of interest to researchers in the field of applied mathematics and developers of modern digital signal processing systems

    Integration of BIM in Building Sustainability Assessment methods

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    Tese de doutoramento em Sustentabilidade do Ambiente ConstruídoThe Architecture, Engineering and Construction (AEC) industry is highly responsible for several environmental impacts and worldwide authorities and societies are increasingly looking for more sustainable buildings. Given the ambitious targets of climate neutrality and decarbonisation, there is an urgent need to develop specific strategies to act in the building sector, as it has been recognised as a key industry to reverse environmental impacts. Among the existing tools, Building Sustainability Assessment (BSA) methods stand out as a pathway to evaluate and promote the integration of sustainability principles in buildings. However, such methods often require multi-disciplinary information about the building and significant resources such as time, money, and human labour. Consequently, and in the absence of mandatory legislation, BSA is usually neglected or applied in project later stages just to provide a sustainable evaluation of the building. With the deployment of Building Information Modelling (BIM), the opportunity for BSA to adopt and benefit from BIM functionalities arises. Currently, BIM has not been used comprehensively in the evaluation process of BSA but the potential for process automation and simplification are well known. To effectively integrate BSA into BIM environment, this research aims to develop a BIM integration framework for the Portuguese residential BSA method SBToolPT-H. Moreover, such framework will be materialized by the creation of an enduser BIM-based application – SBToolBIM – which will act as a decision support tool regarding building sustainability for the project's early stages. SBToolBIM will automate and accelerate the assessment of SBToolPTH by reflecting its criteria through computable rules. Results show the attractiveness of SBToolBIM, as well as the possibility to have real-time feedback about the building sustainability level in early project stages, allowing for the introduction and comparison of different sustainability measures with few resources. SBToolBIM has established a novel and common approach which can be used as a systematic framework to apply BIM in other BSA schemes, representing a pathway to reduce the building sector impacts and provide valuable contributes to reach worldwide climate neutrality and decarbonisation targets.A indústria da Arquitetura, Engenharia e Construção (AEC) é responsável por diversos impactes ambientais, levando as autoridades e sociedades mundiais à procura por edifícios mais sustentáveis. Perante os ambiciosos objetivos da neutralidade climática e descarbonização, surge a necessidade de desenvolver estratégias específicas para o setor dos edifícios, dado ser uma indústria chave para a reversão dos referidos impactes. Entre as ferramentas existentes, destacam-se os métodos da avaliação da sustentabilidade de edifícios (BSA, do inglês Building Sustainability Assessment) como forma de avaliar e promover a integração de medidas sustentáveis. No entanto, a sua utilização requer informações multidisciplinares do edifício, bem como recursos significativos, tais como tempo, custos e mão de obra. Consequentemente e na ausência de legislação obrigatória, os BSA são geralmente negligenciados ou aplicados em fases finais de projeto, apenas para identificar o nível de sustentabilidade do edifício. Com a implementação do Building Information Modeling (BIM), surge a oportunidade dos BSA adotarem e beneficiarem das suas funcionalidades. Atualmente, o BIM ainda não é integralmente utilizado no processo de avaliação dos BSA, mas as suas potencialidades para automação e simplificação do processo já foram reconhecidas. De modo a integrar os BSA em ambiente BIM, este trabalho visa desenvolver uma estrutura de integração BIM para o método BSA residencial português SBToolPT-H. A estrutura será materializada através da criação de uma aplicação BIM – SBToolBIM – que irá atuar como uma ferramenta de apoio à decisão em fases iniciais de projeto. O SBToolBIM irá automatizar e acelerar os processos de avaliação da sustentabilidade através do SBToolPT-H, refletindo os seus critérios através de regras computacionais. Os resultados demonstram a utilidade do SBToolBIM, bem como a possibilidade de fornecer feedback em tempo real sobre o nível de sustentabilidade do edifício nas fases iniciais de projeto, permitindo a introdução e a comparação de diferentes medidas de sustentabilidade, utilizando poucos recursos. O SBToolBIM estabelece uma nova abordagem sistemática para aplicação do BIM noutros métodos BSA, representando um caminho para a redução dos impactes do setor e dando valiosas contribuições para alcançar as metas de neutralidade climática e descarbonização.SBToolBIM research was funded by the Portuguese Foundation for Science and Technology (FCT), grant number SFRH/BD/145735/2019

    The three dimensions of inclusive design: A design framework for a digitally transformed and complexly connected society

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    This thesis attempts to answer the following meta-design challenge: In this digitally transformed and increasingly connected society, how can we design in such a way that we include the full range of human diversity? How can we use design to both circumvent the new barriers that escalate exclusion and leverage the new affordances of emerging sociotechnical systems to reduce disparity? This thesis documents the formulation, application and testing of a guiding framework for Inclusive Design, suitable for a digitally transformed and increasingly connected context. During the course of my doctoral studies I have iteratively formalised and refined this framework. As a doctoral student, Founder/Director of the Inclusive Design Research Centre of Canada (1993–), and co-Director of the sister European lab, the Inclusive Design Research Centre of Ireland (2008–), I have implemented the inclusive design framework in applied research with colleagues. I have also taught the framework in the graduate programme that I launched at OCAD University in Toronto in 2011. These framework applications have helped to develop tools and design methods that support the framework. The thesis conveys the formulation, implementation, and communication of the framework to several application domains. The fields of knowledge are diverse and post-disciplinary. If a primary field must be chosen, then it would be the field of Design, not only in terms of Design Engineering but also in the broader scope of Design for Society: both are explored and developed in tandem. But the impact of the work in the ‘real world’ and within the industry sector that can support community change, is the most important aim and contribution of this research. The evolving framework is already being applied by a global collaborating community and has formed the basis of the corporate transformation of companies such as Microsoft. The applied research has delved into many cognate fields, including Systems Thinking, Deeper Learning, Economics, Machine Learning, Human Computer Interfaces, and Critical Disability Studies. The thesis makes an original and substantial contribution to knowledge, articulating a guiding framework for Inclusive Design in a digitally transformed and complexly connected global society. The framework applies Systems Thinking to the area of digital inclusion for people experiencing disabilities and adds the consideration of the design process to inclusive or accessible Design. Examples taken from years of intensive practice that support the thesis are provided as use cases, to support future research and implementation. The thesis also attempts to provide a bridge between scholarly study and community action, in part by using clear language to prevent or overcome any conceptual divide between scholars and the diverse individuals who must participate in co-designing a more inclusive society. The thesis includes translations of the concepts inherent in the proposed framework, expressed clearly and succinctly, for a variety of co-designers. The thesis posits that Diversity is Strength: a concept that can be applied in many cognate fields as well
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