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Constructionism through mobile interactive knowledge elicitation (MIKE) in human-computer interaction
Mobile computing holds significant as-yet unknown applications of interest in the field of Cyberscience (e-Science) methods. This thesis provides a diverse exploration into the advancement of HC1 theory through the development and testing of mobile cyberscience tools. This is done by synthesising new metrics from learning epistemologies, with the benefits that can be provided by mobile computing solutions.
This thesis aims to explore how mobile cyberscience can improve HCI knowledge elicitation (KE) methods. A review of the current state of the art in mobile computing and mobile HCI demonstrates that there is very little reported research in the direction of applying mobile computing to HCI theory (rather than the reverse which is demonstrated to be significantly considered in academia). This motivates a review of the current methods and cyberscience-based tools in the domain of KE in HCI, with several prototype mobile tool designs discussed. A review of candidate grounding theories in pedagogical epistemologies is then covered to build a theoretical foundation for this work. This facilitates the acquisition of a mobile-applicable investigation candidate, namely Constructionism theory, for software modelling in mobile computing methods in HCI KE. A framework for investigating constructionism is designed and presented, describing three key models that extend the domain of HCI KE theory. Through the design, implementation and testing (both expert and user testing) of several mobile computing tools for HCI KE, termed MIKE (Mobile Interactive Knowledge Elicitation) tools, these three key models of constructionism are explored through empirical research and are reported in this thesis as separate case studies.
Case study 1 investigates the use of inert constructionism through the use of card sorting. Case Study 2 investigates the use of semi-dynamic constructionism through the use of affinity diagramming. Case Study 3 investigates the use of dynamic constructionism, through the use of low fidelity paper prototyping. The findings from these case studies indicate that mobile cyberscience has a significant scope for application in the practice of current-day HCI methods, and that new qualitative measures in HCI can be acquired through mobile cyberscience tools.
There are three main contributions of this thesis that provide practitioners, educators and researchers in HCI with new knowledge. Firstly, the fields of mobile computing and mobile HCI are expanded with the empirically tested simulation of the techniques of card sorting, affinity diagramming and low-fidelity paper prototyping in HCI theory through mobile software. Secondly, a developed framework of constructionism theory successfully enhances the field of HCI KE, contributing to the growth of grounding theories in the field of HCI through the findings of three separately reported case studies. Lastly, cyberscience research for HCI has been given an expansion of research in the area of augmenting HCI with mobile computing. This is achieved through the user centred design, development and user testing of several mobile tools incorporating facilities unique to HCI practitioners, educators and researchers, leading to several related peer-reviewed publications
Metadata and ontologies for organizing students’ memories and learning: standards and convergence models for context awareness
Este artículo trata de las ontologías que sirven para la comprensión en contexto y la Gestión de la Información Personal (PIM)y su aplicabilidad al proyecto Memex Metadata(M2). M2 es un proyecto de investigación de la Universidad de Carolina del Norte en Chapel Hill para mejorar la memoria digital de los alumnos utilizando tablet PC, la tecnología SenseCam de Microsoft y otras tecnologías móviles(p.ej. un dispositivo de GPS) para capturar el contexto del aprendizaje. Este artículo presenta el proyecto M2, dicute el concepto de los portafolios digitales en las actuales tendencias educativas, relacionándolos con las tecnologías emergentes, revisa las ontologías relevantes y su relación con el proyecto CAF (Context Awareness Framework), y concluye identificando las líneas de investigación futuras.This paper focuses on ontologies supporting context awareness and Personal Information Management (PIM) and their
applicability in Memex Metadata (M2) project. M2 is a research project of the University of North Carolina at Chapel Hill to
improve student digital memories using the tablet PC, Microsoft’s SenseCam technology, and other mobile technologies (e.g.,
a GPS device) to capture context. The M2 project offers new opportunities studying students’ learning with digital
technologies. This paper introduces the M2 project; discusses E-portfolios and current educational trends related to pervasive
computing; reviews relevant ontologies and their relationship to the projects’ CAF (context awareness framework), and
concludes by identifying future research directions
Teaching Concurrent Software Design: A Case Study Using Android
In this article, we explore various parallel and distributed computing topics
from a user-centric software engineering perspective. Specifically, in the
context of mobile application development, we study the basic building blocks
of interactive applications in the form of events, timers, and asynchronous
activities, along with related software modeling, architecture, and design
topics.Comment: Submitted to CDER NSF/IEEE-TCPP Curriculum Initiative on Parallel and
Distributed Computing - Core Topics for Undergraduate
An Investigation into Mobile Based Approach for Healthcare Activities, Occupational Therapy System
This research is to design and optimize the high quality of mobile apps, especially for iOS. The objective of this research is to develop a mobile system for Occupational therapy specialists to access and retrieval information. The investigation identifies the key points of using mobile-D agile methodology in mobile application development. It considers current applications within a different platform. It achieves new apps (OTS) for the health care activities
Teaching telecommunication standards: bridging the gap between theory and practice
©2017 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Telecommunication standards have become a reliable mechanism to strengthen collaboration between industry and research institutions to accelerate the evolution of communications systems. Standards are needed to enable cooperation while promoting competition. Within the framework of a standard, the companies involved in the standardization process contribute and agree on appropriate technical specifications to ensure diversity and compatibility, and facilitate worldwide commercial deployment and evolution. Those parts of the system that can create competitive advantages are intentionally left open in the specifications. Such specifications are extensive, complex, and minimalistic. This makes telecommunication standards education a difficult endeavor, but it is much demanded by industry and governments to spur economic growth. This article describes a methodology for teaching wireless communications standards. We define our methodology around six learning stages that assimilate the standardization process and identify key learning objectives for each. Enabled by software-defined radio technology, we describe a practical learning environment that facilitates developing many of the needed technical and soft skills without the inherent difficulty and cost associated with radio frequency components and regulation. Using only open source software and commercial of-the-shelf computers, this environment is portable and can easily be recreated at other educational institutions and adapted to their educational needs and constraints. We discuss our and our students' experiences when employing the proposed methodology to 4G LTE standard education at Barcelona Tech.Peer ReviewedPostprint (author's final draft
Building distributed heterogeneous smart phone Java applications an evaluation from a development perspective
The advances in mobile phone technology have enabled such
devices to be programmed to run general-purpose applications
using a special edition of the Java programming language. Java is designed to be a heterogeneous programming language targeting different platforms. Such ability when coupled with the provision of high-speed mobile Internet access would open the door for a new breed of distributed mobile applications. This paper explores the capabilities and limitations of this technology and addresses the considerations that must be taken when designing and developing such distributed applications. Our findings are
verified by building a test client-server system where the clients in this system are mobile phones behaving as active processing elements not just mere service requesters
Towards a Tool-based Development Methodology for Pervasive Computing Applications
Despite much progress, developing a pervasive computing application remains a
challenge because of a lack of conceptual frameworks and supporting tools. This
challenge involves coping with heterogeneous devices, overcoming the
intricacies of distributed systems technologies, working out an architecture
for the application, encoding it in a program, writing specific code to test
the application, and finally deploying it. This paper presents a design
language and a tool suite covering the development life-cycle of a pervasive
computing application. The design language allows to define a taxonomy of
area-specific building-blocks, abstracting over their heterogeneity. This
language also includes a layer to define the architecture of an application,
following an architectural pattern commonly used in the pervasive computing
domain. Our underlying methodology assigns roles to the stakeholders, providing
separation of concerns. Our tool suite includes a compiler that takes design
artifacts written in our language as input and generates a programming
framework that supports the subsequent development stages, namely
implementation, testing, and deployment. Our methodology has been applied on a
wide spectrum of areas. Based on these experiments, we assess our approach
through three criteria: expressiveness, usability, and productivity
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