108,990 research outputs found

    Considering the User in the Wireless World

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    The near future promises significant advances in communication capabilities, but one of the keys to success is the capability understanding of the people with regards to its value and usage. In considering the role of the user in the wireless world of the future, the Human Perspective Working Group (WG1) of the Wireless World Research Forum has gathered input and developed positions in four important areas: methods, processes, and best practices for user-centered research and design; reference frameworks for modeling user needs within the context of wireless systems; user scenario creation and analysis; and user interaction technologies. This article provides an overview of WG1's work in these areas that are critical to ensuring that the future wireless world meets and exceeds the expectations of people in the coming decades

    Student-Centered Learning: Functional Requirements for Integrated Systems to Optimize Learning

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    The realities of the 21st-century learner require that schools and educators fundamentally change their practice. "Educators must produce college- and career-ready graduates that reflect the future these students will face. And, they must facilitate learning through means that align with the defining attributes of this generation of learners."Today, we know more than ever about how students learn, acknowledging that the process isn't the same for every student and doesn't remain the same for each individual, depending upon maturation and the content being learned. We know that students want to progress at a pace that allows them to master new concepts and skills, to access a variety of resources, to receive timely feedback on their progress, to demonstrate their knowledge in multiple ways and to get direction, support and feedback from—as well as collaborate with—experts, teachers, tutors and other students.The result is a growing demand for student-centered, transformative digital learning using competency education as an underpinning.iNACOL released this paper to illustrate the technical requirements and functionalities that learning management systems need to shift toward student-centered instructional models. This comprehensive framework will help districts and schools determine what systems to use and integrate as they being their journey toward student-centered learning, as well as how systems integration aligns with their organizational vision, educational goals and strategic plans.Educators can use this report to optimize student learning and promote innovation in their own student-centered learning environments. The report will help school leaders understand the complex technologies needed to optimize personalized learning and how to use data and analytics to improve practices, and can assist technology leaders in re-engineering systems to support the key nuances of student-centered learning

    Living Innovation Laboratory Model Design and Implementation

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    Living Innovation Laboratory (LIL) is an open and recyclable way for multidisciplinary researchers to remote control resources and co-develop user centered projects. In the past few years, there were several papers about LIL published and trying to discuss and define the model and architecture of LIL. People all acknowledge about the three characteristics of LIL: user centered, co-creation, and context aware, which make it distinguished from test platform and other innovation approaches. Its existing model consists of five phases: initialization, preparation, formation, development, and evaluation. Goal Net is a goal-oriented methodology to formularize a progress. In this thesis, Goal Net is adopted to subtract a detailed and systemic methodology for LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps. Big data, crowd sourcing, crowd funding and crowd testing take place in suitable steps to realize UUI, MCC and PCA throughout the innovation process in LIL 2.0. It would become a guideline for any company or organization to develop a project in the form of an LIL 2.0 project. To prove the feasibility of LIL Goal Net Model, it was applied to two real cases. One project is a Kinect game and the other one is an Internet product. They were both transformed to LIL 2.0 successfully, based on LIL goal net based methodology. The two projects were evaluated by phenomenography, which was a qualitative research method to study human experiences and their relations in hope of finding the better way to improve human experiences. Through phenomenographic study, the positive evaluation results showed that the new generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf

    Design Features for the Social Web: The Architecture of Deme

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    We characterize the "social Web" and argue for several features that are desirable for users of socially oriented web applications. We describe the architecture of Deme, a web content management system (WCMS) and extensible framework, and show how it implements these desired features. We then compare Deme on our desiderata with other web technologies: traditional HTML, previous open source WCMSs (illustrated by Drupal), commercial Web 2.0 applications, and open-source, object-oriented web application frameworks. The analysis suggests that a WCMS can be well suited to building social websites if it makes more of the features of object-oriented programming, such as polymorphism, and class inheritance, available to non-programmers in an accessible vocabulary.Comment: Appeared in Luis Olsina, Oscar Pastor, Daniel Schwabe, Gustavo Rossi, and Marco Winckler (Editors), Proceedings of the 8th International Workshop on Web-Oriented Software Technologies (IWWOST 2009), CEUR Workshop Proceedings, Volume 493, August 2009, pp. 40-51; 12 pages, 2 figures, 1 tabl

    Ten years of MIREX: reflections, challenges and opportunities

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    The Music Information Retrieval Evaluation eXchange (MIREX) has been run annually since 2005, with the October 2014 plenary marking its tenth iteration. By 2013, MIREX has evaluated approximately 2000 individual music information retrieval (MIR) algorithms for a wide range of tasks over 37 different test collections. MIREX has involved researchers from over 29 different contrives with a median of 109 individual participants per year. This pater summarizes the history of MIREX form its earliest planning meeting in 2001 to the present. It reflects upon the administrative, financial, and technological challenges MIREX has faced and describes how those challenges have been surmounted. We propose new funding models, a distributed evaluation framework, and more holistic user experience evaluation tasks-some evolutionary, some revolutionary-for the continued success of MIREX. We hope that this paper will inspire MIR community members to contribute their ideas so MIREX can have many more successful years to come
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