37 research outputs found

    Educational Technology and Related Education Conferences for June to December 2011

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    This potpourri of educational technology conferences includes gems such as “Saving Your Organisation from Boring eLearning” and “Lessons and Insights from Ten eLearning Masters”. And, if you wish, you can “Be an Open Learning Hero”. You will also find that the number of mobile learning conferences (and conferences that have a mobile learning component) have increased significantly. Countries such as China, Indonesia, Japan, and Thailand have shown a keen interest in mobile learning. It would be impossible for you to be present at all the conferences that you would like to attend. But, you could go to the conference website/url during and after the conference. Many conference organizers post abstracts, full papers, and/or videos of conference presentations. Thus, you can visit the conference virtually and may encounter information and contacts that would be useful in your work. The list below covers selected events focused primarily on the use of technology in educational settings and on teaching, learning, and educational administration. Only listings until December 2011 are complete as dates, locations, or URLs are not available for a number of events held after December 2011. But, take a look at the conference organizers who planned ahead in 2012. A Word 2003 format is used to enable people who do not have access to Word 2007 or higher version and those with limited or high-cost Internet access to find a conference that is congruent with their interests or obtain conference proceedings. (If you are seeking a more interactive listing, refer to online conference sites.) Consider using the “Find” tool under Microsoft Word’s “Edit” tab or similar tab in OpenOffice to locate the name of a particular conference, association, city, or country. If you enter the country “Australia” or “Singapore” in the “Find” tool, all conferences that occur in Australia or Singapore will be highlighted. Or, enter the word “research”. Then, “cut and paste” a list of suitable events for yourself and your colleagues. Please note that events, dates, titles, and locations may change; thus, CHECK the specific conference website. Note also that some events will be cancelled at a later date. All Internet addresses were verified at the time of publication. No liability is assumed for any errors that may have been introduced inadvertently during the assembly of this conference list. If possible, do not remove the contact information when you re-distribute the list as that is how I receive updates and corrections. If you mount the list on the web, please note its source

    Educational Technology and Education Conferences, June to December 2012

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    The conference list contains events such as "Learning and Teaching","Innovation in e-Learning", "Online Teaching", "Distance Learning Administration", "The World Open Educational Resources Congress", "Mobile Health", and "Realizing Dreams"

    A serious game for programming in higher education

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    Programming is a highly difficult skill which is a constituent of many undergraduate programmes at Higher Education (HE) level. With the advancement of games technology there is an increasing opportunity for educators to provide innovative assessment tools for students on their courses which are highly immersive and graphically indicative of the times. This could potentially be in a supplementary capacity or to a greater extent inextricably linked to the learning outcomes and assessment outcomes. Notably serious games and Games-Based Learning (GBL) have received high levels of attention from educationalists due to being motivational, novel learning approaches. This paper will outline two empirical studies conducted to develop a game to teach programming at HE level. The first study will gauge the acceptability of a computer game for teaching programming and formulating content integration development requirements. The second study will outline the evaluation of the developed game being placed in a module as a formative assessment tool to assist learners to revise for their formal class test. Study one showed that acceptability of the game was high with 61 participants completing an acceptability/content integration questionnaire. The game was designed to consolidate knowledge on rudimentary and advanced programming concepts, data structures and algorithms. 48 participants evaluated the game in study two with the results generally indicating that they enjoyed playing the game as a revision alternative with 14% of participants rating it as very effective and 51% of participants as effective for allowing them to prepare for their class test. The majority of participants also believed that games could be utilised in a formative and summative assessment capacity on courses for independent study

    From rituals to magic: Interactive art and HCI of the past, present, and future

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    The connection between art and technology is much tighter than is commonly recognized. The emergence of aesthetic computing in the early 2000s has brought renewed focus on this relationship. In this article, we articulate how art and Human–Computer Interaction (HCI) are compatible with each other and actually essential to advance each other in this era, by briefly addressing interconnected components in both areas—interaction, creativity, embodiment, affect, and presence. After briefly introducing the history of interactive art, we discuss how art and HCI can contribute to one another by illustrating contemporary examples of art in immersive environments, robotic art, and machine intelligence in art. Then, we identify challenges and opportunities for collaborative efforts between art and HCI. Finally, we reiterate important implications and pose future directions. This article is intended as a catalyst to facilitate discussions on the mutual benefits of working together in the art and HCI communities. It also aims to provide artists and researchers in this domain with suggestions about where to go next

    Can the design of Space alter the stress response?

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    More playful user interfaces:interfaces that invite social and physical interaction

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    XSEDE: eXtreme Science and Engineering Discovery Environment Third Quarter 2012 Report

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    The Extreme Science and Engineering Discovery Environment (XSEDE) is the most advanced, powerful, and robust collection of integrated digital resources and services in the world. It is an integrated cyberinfrastructure ecosystem with singular interfaces for allocations, support, and other key services that researchers can use to interactively share computing resources, data, and expertise.This a report of project activities and highlights from the third quarter of 2012.National Science Foundation, OCI-105357

    Annual Report of the University, 2001-2002, Volumes 1-4

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    VITAL ACADEMIC CLIMATE* by Brian Foster, Provost/Vice President of Academic Affairs A great university engages students and faculty fully in important ideas and issues ... not just to learn about them, but to take them apart and put them back together, to debate, deconstruct, resist, reconstruct and build upon them. Engagement of this sort takes concentration and commitment, and it produces the kind of discipline and passion that leads to student and faculty success and satisfaction in their studies, research, performance, artistic activity and service. It is also the kind of activity that creates a solid, nurturing spirit of community. This is what we mean when we talk about a vital academic climate. We are striving for an environment that will enrich the social, cultural and intellectual lives of all who come in contact with the University. Many things interconnect to make this happen: curriculum, co-curricular activities, conferences, symposia, cultural events, community service, research and social activity. Our goal is to create the highest possible level of academic commitment and excitement at UNM. This is what characterizes a truly great university. *Strategic Direction 2 New Mexico native Andres C. Salazar, a Ph.D. in electrical engineering from Michigan State University, has been named the PNM Chair in Microsystems, Commercialization and Technology. Carrying the title of professor, the PNM Chair is a joint appointment between the School of Engineering and the Anderson Schools of Management. Spring 2002 graduate John Probasco was selected a 2002 Rhodes Scholar, the second UNM student to be so honored in the past four years. The biochemistry major from Alamogordo previously had been awarded the Goldwater Scholarship and the Truman Scholarship. Andres c. Salazar Biology student Sophie Peterson of Albuquerque was one of 30 students nationwide to receive a 2002-2003 Award of Excellence from Phi Kappa Phi, the oldest and largest national honor society. Regents\\u27 Professor of Communication and Journalism Everett M. Rogers was selected the University\\u27s 4 71h Annual Research Lecturer, the highest honor UNM bestows upon members of its faculty. John Probasco honored by Student Activities Director Debbie Morris. New Mexico resident, author and poet Simon}. Ortiz received an Honorary Doctorate of Letters at Spring Commencement ceremonies. Child advocate Angela Angie Vachio, founder and executive director of Peanut Butter and Jelly Family Services, Inc., was awarded an Honorary Doctorate of Humane Letters. American Studies Assistant Professor Amanda}. Cobb won the 22 d annual American Book Award for listening to Our Grandmothers\\u27 Stories: The Bloomfield Academy for Chickasaw Females, 1852-1949

    An investigation into web-based panoramic video virtual reality with reference to the virtual zoo.

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    Panoramic image Virtual Reality (VR) is a 360 degree image which has been interpreted as a kind of VR that allows users to navigate, view, hear and have remote access to a virtual environment. Panoramic Video VR builds on this, where filming is done in the real world to create a highly dynamic and immersive environment. This is proving to be a very attractive technology and has introduced many possible applications but still present a number of challenges, considered in this research. An initial literature survey identified limitations in panoramic video to date: these were the technology (e.g. filming and stitching) and the design of effective navigation methods. In particular, there is a tendency for users to become disoriented during way-finding. In addition, an effective interface design to embed contextual information is required. The research identified the need to have a controllable test environment in order to evaluate the production of the video and the optimal way of presenting and navigating within the scene. Computer Graphics (CG) simulation scenes were developed to establish a method of capturing, editing and stitching the video under controlled conditions. In addition, a novel navigation method, named the “image channel” was proposed and integrated within this environment. This replaced hotspots: the traditional navigational jumps between locations. Initial user testing indicated that the production was appropriate and did significantly improve user perception of position and orientation over jump-based navigation. The interface design combined with the environment view alone was sufficient for users to understand their location without the need to augment the view with an on screen map. After obtaining optimal methods in building and improving the technology, the research looked for a natural, complex, and dynamic real environment for testing. The web-based virtual zoo (World Association of Zoos and Aquariums) was selected as an ideal production: It had the purpose to allow people to get close to animals in their natural habitat and created particular interest to develop a system for knowledge delivery, raising protection concerns, and entertaining visitors: all key roles of a zoo. The design method established from CG was then used to develop a film rig and production unit for filming a real animal habitat: the Formosan rock monkey in Taiwan. A web-based panoramic video of this was built and tested though user experience testing and expert interviews. The results of this were essentially identical to the testing done in the prototype environment, and validated the production. Also was successfully attracting users to the site repeatedly. The research has contributed to new knowledge in improvement to the production process, improvement to presentation and navigating within panoramic videos through the proposed Image Channel method, and has demonstrated that web-based virtual zoo can be improved to help address considerable pressure on animal extinction and animal habitat degradation that affect humans by using this technology. Further studies were addressed. The research was sponsored by Taiwan’s Government and Twycross Zoo UK was a collaborator
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