5,629 research outputs found
Undercurrents â A Computer-Based Gameplay Tool to Support Tabletop Roleplaying
This paper introduces Undercurrents, a computer-based gameplay tool for providing additional communication and media streams during tabletop roleplaying sessions. Based upon a client-server architecture, the system is intended to unobtrusively support secret communication, timing of audio and visual presentations to game events, and real-time documentation of the game session. Potential end users have been involved in the development and the paper provides details on the full design process
From Keyword Search to Exploration: How Result Visualization Aids Discovery on the Web
A key to the Web's success is the power of search. The elegant way in which search results are returned is usually remarkably effective. However, for exploratory search in which users need to learn, discover, and understand novel or complex topics, there is substantial room for improvement. Human computer interaction researchers and web browser designers have developed novel strategies to improve Web search by enabling users to conveniently visualize, manipulate, and organize their Web search results. This monograph offers fresh ways to think about search-related cognitive processes and describes innovative design approaches to browsers and related tools. For instance, while key word search presents users with results for specific information (e.g., what is the capitol of Peru), other methods may let users see and explore the contexts of their requests for information (related or previous work, conflicting information), or the properties that associate groups of information assets (group legal decisions by lead attorney). We also consider the both traditional and novel ways in which these strategies have been evaluated. From our review of cognitive processes, browser design, and evaluations, we reflect on the future opportunities and new paradigms for exploring and interacting with Web search results
Isabelle/PIDE as Platform for Educational Tools
The Isabelle/PIDE platform addresses the question whether proof assistants of
the LCF family are suitable as technological basis for educational tools. The
traditionally strong logical foundations of systems like HOL, Coq, or Isabelle
have so far been counter-balanced by somewhat inaccessible interaction via the
TTY (or minor variations like the well-known Proof General / Emacs interface).
Thus the fundamental question of math education tools with fully-formal
background theories has often been answered negatively due to accidental
weaknesses of existing proof engines.
The idea of "PIDE" (which means "Prover IDE") is to integrate existing
provers like Isabelle into a larger environment, that facilitates access by
end-users and other tools. We use Scala to expose the proof engine in ML to the
JVM world, where many user-interfaces, editor frameworks, and educational tools
already exist. This shall ultimately lead to combined mathematical assistants,
where the logical engine is in the background, without obstructing the view on
applications of formal methods, formalized mathematics, and math education in
particular.Comment: In Proceedings THedu'11, arXiv:1202.453
Reanimating cultural heritage through digital technologies
Digital technologies are becoming extremely important for web-based cultural heritage applications. This thesis presents novel digital technology solutions to 'access and interact' with digital heritage objects and collections. These innovative solutions utilize service orientation (web services), workflows, and social networking and Web 2.0 mashup technologies to innovate the creation, interpretation and use of collections dispersed in a global museumscape, where community participation is achieved through social networking.
These solutions are embedded in a novel concept called Digital Library Services for Playing with Shared Heritage (DISPLAYS). DISPLAYS is concerned with creating tools and services to implement a digital library system, which allows the heritage community and museum professionals alike to create, interpret and use digital heritage content in visualization and interaction environments using web technologies based on social networking. In particular, this thesis presents a specific implementation of DISPLAYS called the Reanimating Cultural Heritage system, which is modelled on the five main functionalities or services defined in the DISPLAYS architecture, content creation, archival, exposition, presentation and interaction, for handling digital heritage objects.
The main focus of this thesis is the design of the Reanimating Cultural Heritage system's social networking functionality that provides an innovative solution for integrating community access and interaction with the Sierra Leone digital heritage repository composed of collections from the British Museum, Glasgow Museums and Brighton Museum and Art Gallery. The novel use of Web 2.0 mashups in this digital heritage repository also allows the seamless integration of these museum collections to be merged with user or community generated content, while preserving the quality of museum collections data.
Finally, this thesis tests and evaluates the usability of the Reanimating Cultural Heritage social networking system, in particular the suitability of the digital technology solution deployed. Testing is performed with a user group composed of several users, and the results obtained are presented
FYP AR Book: Letâs Recycle
Learning on how to recycle is to be considering as one of the basic
knowledge that children should have. Plus, with rapid evolve of technology
nowadays mobile applications and augmented reality are merged together that it
could be used as one of learning tools for children age of 7 to 9 years old to learn
recycling. This document outlines the introduction of the project, literature review
study of recycling and augmented reality, methodology and project activities, result
and discussion and conclusion of this project.
Various methods have been used to introduce the concept of recycling to
young children which includes advertisements on different types of media such as
television, billboard on highway, newspapers, seminar and talks. Despite these
efforts, level of awareness among them is still considerably low. Thus, the habit of
recycling, i.e. the transformation of awareness into action among them is almost
virtually none. Children still do not know the correct way (how) and the purpose they
need to recycle (why).
Moreover, interesting tools for the children to learn about recycling is very
much lacking. Learning through practical experience is an effective approach to
learning. Thus, the main objective of this project is to create awareness among
children on the importance of recycling. Furthermore, it is also to evaluate the
learning of recycling using an augmented reality and traditional storybook and to
introduce the augmented reality to the children.
Additionally, this project aims to create recycling awareness through the
development of an Augmented Reality (AR) book on Recycling. A mobile AR
application and an AR book on recycling were developed using combination of a few
different software and open source websites for the project. When both of the mobile
application and AR book are used simultaneously, together they creates a fun and
interactive environment for learning the concept of recycling which includes
âpractical experienceâ through games
The Inclination of Library Professionals to Modern Tools in the Knowledge Era
The edited volume of the book consists of ten articles covering the innovative practices of libraries in the digital environment. It includes the areas such as library network, e-resources, scholarly publishing, digital libraries, knowledge management, Web 2.0, and blockchain technology etc., that can influence the work-life of the library professionals and the academic community
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