3,169 research outputs found

    Case studies of mental models in home heat control: searching for feedback, valve, timer and switch theories

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    An intergroup case study was undertaken to determine if: 1) There exist distinct mental models of home heating function, that differ significantly from the actual functioning of UK heating systems; and 2) Mental models of thermostat function can be categorized according to Kempton’s (1986) valve and feedback shared theories, and others from the literature. Distinct, inaccurate mental models of the heating system, as well as thermostat devices in isolation, were described. It was possible to categorise thermostat models by Kempton’s (1986) feedback shared theory, but other theories proved ambiguous. Alternate control devices could be categorized by Timer (Norman, 2002) and Switch (Peffer et al., 2011) theories. The need to consider the mental models of the heating system in terms of an integrated set of control devices, and to consider user’s goals and expectations of the system benefit, was highlighted. The value of discovering shared theories, and understanding user mental models, of home heating, are discussed with reference to their present day relevance for reducing energy consumption

    The Translocal Event and the Polyrhythmic Diagram

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    This thesis identifies and analyses the key creative protocols in translocal performance practice, and ends with suggestions for new forms of transversal live and mediated performance practice, informed by theory. It argues that ontologies of emergence in dynamic systems nourish contemporary practice in the digital arts. Feedback in self-organised, recursive systems and organisms elicit change, and change transforms. The arguments trace concepts from chaos and complexity theory to virtual multiplicity, relationality, intuition and individuation (in the work of Bergson, Deleuze, Guattari, Simondon, Massumi, and other process theorists). It then examines the intersection of methodologies in philosophy, science and art and the radical contingencies implicit in the technicity of real-time, collaborative composition. Simultaneous forces or tendencies such as perception/memory, content/ expression and instinct/intellect produce composites (experience, meaning, and intuition- respectively) that affect the sensation of interplay. The translocal event is itself a diagram - an interstice between the forces of the local and the global, between the tendencies of the individual and the collective. The translocal is a point of reference for exploring the distribution of affect, parameters of control and emergent aesthetics. Translocal interplay, enabled by digital technologies and network protocols, is ontogenetic and autopoietic; diagrammatic and synaesthetic; intuitive and transductive. KeyWorx is a software application developed for realtime, distributed, multimodal media processing. As a technological tool created by artists, KeyWorx supports this intuitive type of creative experience: a real-time, translocal “jamming” that transduces the lived experience of a “biogram,” a synaesthetic hinge-dimension. The emerging aesthetics are processual – intuitive, diagrammatic and transversal

    Organisational culture and the development of IT in further education

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    Central government funding has assisted the introduction of Information Technology (IT) to many areas of the curriculum through a variety of schemes over the last ten years. The funding has been provided to support a wide range of educational organisations differing in, amongst other things, size, geographical location and ethos. There has been extensive research into the relationship between organisational structure and the organisation's ability to manage innovation in industry and commerce. An attempt has been made to distinguish four organisational types or 'cuItures' and apply these concepts from industrial and commercial organisations to educational institutions. (Handy. 1986). Furthermore Handy maintains that if one particular culture, task culture, is dominant then the organisation is likely to be more amenable to the management of innovation and the introduction of new technology. The researcher has made an attempt to grasp the nature of the organisational culture of an opportunity sample of colleges of Further Education as perceived by lecturers that have been involved in a government funded project to introduce IT to the curriculum. A social psychological approach has been used with the aid of questionnaires, diagrams and focused interviews to elicit the lecturers' perceptions. An attempt to use computer aided analysis of qualitative data has been made with the use of macro commands from a word processing package to facilitate the coding, sorting and retrieval of data. It appears that the preferred organisational culture, from the small sample of lecturers taking part in this investigation, is that of 'task' culture according to Handy's terminology. There was also evidence of shared concerns about the nature and implications of the introduction of IT to the curriculum. It is concluded, however, that organisational culture is a dynamic concept and that a study of a small group of colleges can only provide a snapshot glimpse into the nature of lecturers' perceptions of their organisations' culture. Sometimes there is more than one cultural type perceived as operating in the same organisation and such perceptions as these may vary contingent upon an individual's position in the organisation

    The Spatial Nature of Thought: Understanding Systems Design Through Diagrams

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    Design entails the interaction of minds and the tools used to express the design, notably, diagrams. Systems designers use the affordances of the page when they generate structural diagrams of systems. Specifically, they use proximity to augment connectedness (path) information by grouping subsystems. They use horizontal position on the page to express sequence and vertical position to reflect actual spatial position. Finally, they use the permanence of diagrams to generate alternative designs. These conclusions were reached through the analysis of work by student designers, many of whom were practicing information technology professionals. The analysis of designs in topological and Euclidean space required the creation of computational tools that show promise as decision aids for designers, by separating the intertwined qualities of topological and Euclidean space, and by making visible the conceptual similarity of design alternatives

    The Effects of Diagrams and Relational Complexity on User Performance in Conditional Probability Problems in a Non-Learning Context

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    Many disciplines in everyday life depend on improved performance in conditional probability problems. Most adults struggle with conditional probability problems and several prior studies have shown participant accuracy is less than 50%. This study examined user performance when aided with computer-generated Venn and Euler type diagrams in a non-learning context. Despite the prevalence of research into diagrams and extensive research into conditional probability problem solving, this study is one of the only studies to apply theories of working memory to predict user performance in conditional probability problems with diagrams. Following relational complexity theory, this study manipulated problem complexity in computer generated diagrams and text-only displays to improve user performance and perceptions of satisfaction. Partially consistent with the study hypotheses, complex visuals outperformed complex text-only displays and simple text-only displays outperformed complex text-only displays. However, a significant interaction between users’ spatial ability and the use of diagram displays led to a degradation of low-spatial user performance in the diagram displays when compared to high spatial users. Participants with less spatial ability were significantly impaired in their ability to solve conditional probability problems when aided by a diagram

    Designing Serious Games for getting transferable skills in training settings

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    [EN] Nowadays, serious games are present in almost every educational context. The current work deals with the design of serious games oriented towards getting transferable skills in different kinds of training settings. These games can be a valuable way of engaging citizens and workers in the learning process by means of metaphors or similar mechanisms close to their user experience. They also contain an encouragement factor to uptake generic job competencies. An approach is proposed to develop this type of game by mixing traditional design steps with an instructional strategy to provide structured learning bites in training settings. Several game prototypes have been developed to test this approach in the context of courses for public employees. The obtained outcomes reveal the wider possibilities of serious games as educational resources, as well as the use of game achievements to evaluate the acquisition of transferable skillsThis work is supported by the TEA project (PAIDUPV/2791)Buendía García, F.; García-Martínez, S.; Navarrete-Ibåñez, EM.; Cervelló-Donderis, MJ. (2013). Designing Serious Games for getting transferable skills in training settings. Interaction Design and Architecture(s). (19):47-62. http://hdl.handle.net/10251/47743S47621

    Sustainable Livelihoods Enhancement and Diversification (SLED): A Manual for Practitioners

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    The aim of this document is to provide development practitioners with an introduction to the SLED process as well as guidance for practitioners facilitating that process. The Sustainable Livelihoods Enhancement and Diversification (SLED) approach has been developed by Integrated Marine Management Ltd (IMM) through building on the lessons of past livelihoods research projects as well as worldwide experience in livelihood improvement and participatory development practice. It aims to provide a set of guidelines for development and conservation practitioners whose task it is to assist people in enhancing and diversifying their livelihoods. Under the Coral Reefs and Livelihoods Initiative (CORALI), this approach has been field tested and further developed in very different circumstances and institutional settings, in six sites across South Asia and Indonesia. While this process of testing and refining SLED has been carried out specifically in the context of efforts to manage coastal and marine resources, it is an approach that can be applied widely wherever natural resources are facing degradation because of unsustainable human use. The SLED approach provides a framework within which diverse local contexts and the local complexities of livelihood change can be accommodated

    A Comprehensive Scoping Review of Bayesian Networks in Healthcare: Past, Present and Future

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    No comprehensive review of Bayesian networks (BNs) in healthcare has been published in the past, making it difficult to organize the research contributions in the present and identify challenges and neglected areas that need to be addressed in the future. This unique and novel scoping review of BNs in healthcare provides an analytical framework for comprehensively characterizing the domain and its current state. The review shows that: (1) BNs in healthcare are not used to their full potential; (2) a generic BN development process is lacking; (3) limitations exists in the way BNs in healthcare are presented in the literature, which impacts understanding, consensus towards systematic methodologies, practice and adoption of BNs; and (4) a gap exists between having an accurate BN and a useful BN that impacts clinical practice. This review empowers researchers and clinicians with an analytical framework and findings that will enable understanding of the need to address the problems of restricted aims of BNs, ad hoc BN development methods, and the lack of BN adoption in practice. To map the way forward, the paper proposes future research directions and makes recommendations regarding BN development methods and adoption in practice

    Translating Ultrasound into Clinical Practice for the Assessment of Swallowing and Laryngeal Function: A Speech and Language Pathology-Led Consensus Study

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    Ultrasound (US) has an emerging evidence base for the assessment of swallowing and laryngeal function. Accessibility and technological advances support the use of US as a clinical assessment tool; however, there is insufficient evidence to support its translation into clinical practice. This study aimed to establish consensus on the priorities for translation of US into clinical practice for the assessment of swallowing and laryngeal function. Nominal Group Technique (NGT) was used as a formal method of consensus development. Clinicians and academics, all members of an international US working group, were invited to participate in the study. Two NGT meetings were held, where participants silently generated and then shared ideas. Participants anonymously ranked items. Rankings were aggregated before participants re-ranked items in order of priority. Discussions regarding rankings were recorded and transcribed to inform analysis. Member-checking with participants informed the final analysis. Participants (n = 15) were speech and language pathologists, physiotherapists and sonographers representing six countries. Fifteen items were identified and prioritised 1–13 (including two equally ranked items). Reliability, validity and normative data emerged as key areas for research while development of training protocols and engagement with stakeholders were considered vital to progressing US into practice. Analysis revealed common themes that might be addressed together in research, in addition to the ranked priority. A measured approach to the translation of US into clinical practice will enable effective implementation of this tool. Priorities may evolve as clinical and professional contexts shift, but this study provides a framework to advance research and clinical practice in this field

    A KD framework in football data analytics: a value co-creation framework for the use of knowledge discovery technologies in the football industry

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    Investment in sport technologies are expected to grow by 40.1% during 2016-2022 reaching approximately $3.97 billion by 2022. As well the recent changes in technology regulations by The Federation Internationale de Football Association (FIFA) since the 2018 World Cup created promising football technologies. This research questions addressing the issue of what is the value of such technologies for professional football teams? and what are the benefits of these technologies? This is achieved by developing a framework for understanding the value co-creation process from the knowledge discovery systems in the football industry. The framework aids in mapping the resources, pinpointing the outputs, identifying the competencies leading into capabilities, and finally in realisation of the value of the final outcomes in that journey. On another words, different teams have different resources that allow them to achieve certain outputs. These outputs enable the coaching team to achieve and maintain certain abilities. By changes in practice the will improve the team ability and enhance their analytical capabilities. Therefore, that will allow and aid the coaching team to gain new outcomes such as improving training strategies, transferring players, and informative match strategies. Additionally, improved understanding of the value co-creation process from the knowledge discovery systems in the football industry answering, why are some teams better able to gain value from investment in knowledge discovery technologies than other teams in the football industry. The framework has been developed in three phases in which semi-structured interviews where used in the first and second phases for developing and validating the framework respectively. The third and final phases is verifying the framework by developing a knowledge discovery maturity model as an online assessment s tool in operationalising the research findings. The main contributions of this research are the adaptation and customisation of Melville et al. (2004) to develop a value co-creation process form knowledge discovery resources. Moreover, applying Agile (APM, 2015) artefacts and techniques and tools in improving the value co-creation process between coaches and data analysts. That s aided in developing the value co-creation knowledge discovery framework in football analytics. Additionally, the development of a key performance indicators balanced scorecard and its adaptation as a in understanding the relationships between the key performance indicators (i.e. physical, psychological, technical and tactical performance indicators). Finally, the development of the knowledge discovery maturity model in football analytics which was used in understanding and pinpointing areas of strength and weakness in the utilisation of the various football resources used in football analytics (human resources, technological resources, value co-creation resources and analytical models used)
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