4,509 research outputs found

    Exploratory Browsing

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    In recent years the digital media has influenced many areas of our life. The transition from analogue to digital has substantially changed our ways of dealing with media collections. Today‟s interfaces for managing digital media mainly offer fixed linear models corresponding to the underlying technical concepts (folders, events, albums, etc.), or the metaphors borrowed from the analogue counterparts (e.g., stacks, film rolls). However, people‟s mental interpretations of their media collections often go beyond the scope of linear scan. Besides explicit search with specific goals, current interfaces can not sufficiently support the explorative and often non-linear behavior. This dissertation presents an exploration of interface design to enhance the browsing experience with media collections. The main outcome of this thesis is a new model of Exploratory Browsing to guide the design of interfaces to support the full range of browsing activities, especially the Exploratory Browsing. We define Exploratory Browsing as the behavior when the user is uncertain about her or his targets and needs to discover areas of interest (exploratory), in which she or he can explore in detail and possibly find some acceptable items (browsing). According to the browsing objectives, we group browsing activities into three categories: Search Browsing, General Purpose Browsing and Serendipitous Browsing. In the context of this thesis, Exploratory Browsing refers to the latter two browsing activities, which goes beyond explicit search with specific objectives. We systematically explore the design space of interfaces to support the Exploratory Browsing experience. Applying the methodology of User-Centered Design, we develop eight prototypes, covering two main usage contexts of browsing with personal collections and in online communities. The main studied media types are photographs and music. The main contribution of this thesis lies in deepening the understanding of how people‟s exploratory behavior has an impact on the interface design. This thesis contributes to the field of interface design for media collections in several aspects. With the goal to inform the interface design to support the Exploratory Browsing experience with media collections, we present a model of Exploratory Browsing, covering the full range of exploratory activities around media collections. We investigate this model in different usage contexts and develop eight prototypes. The substantial implications gathered during the development and evaluation of these prototypes inform the further refinement of our model: We uncover the underlying transitional relations between browsing activities and discover several stimulators to encourage a fluid and effective activity transition. Based on this model, we propose a catalogue of general interface characteristics, and employ this catalogue as criteria to analyze the effectiveness of our prototypes. We also present several general suggestions for designing interfaces for media collections

    CAN INTERACTIVITY MAKE A DIFFERENCE? EFFECTS OF INTERACTIVITY ON YOUNG ADULTS\u27 COMPREHENSION OF ONLINE HEALTH CONTENT

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    The Internet is growing in popularity as a health information sourceespecially among young adults. Interactivity has been pinpointed as the keyfeature that makes the Internet a potentially powerful health communicationtool. It is being heralded as a hybrid channel that has the capacity not only todisseminate health information to mass audiences both asynchronously andsynchronously, but also has the capacity to provide an engaging and stimulatingenvironment that can promote exploratory learning and active processing ofinformation. Despite these exciting claims, there is still a dearth of theoreticallydrivenempirical studies providing support for or against these assumptions. Westill know very little about how interactive technologies actually influenceinformation use, learning and motivational processes.A popular view is that the communicative efficacy of interactivetechnologies is influenced more with their match with comprehension processesand individual differences than with the level of interactivity itself. This studywas designed to tease out the potential effects of different levels of interactivityon comprehension and to determine whether individual differences in need forcognition would moderate such effects. About 441 young adults (ages 18-26)from the University of Kentucky participated in a 2 by 2 factorial experimentdesigned to test the effects of two levels of interactivity and two levels of needfor cognition on the comprehension of a health website on skin cancer.Results showed a significant main effect for level of interactivity oncomprehension scores holding the covariates, time on task and reading style,constant. Those exposed to the high interactivity site had significantly highercomprehension scores than those exposed to the low interactivity site. Therewas, however, no significant main effect for need for cognition, neither was therea significant interaction effect between level of interactivity and need forcognition on comprehension scores. Implications of these results and suggestionsfor future research are also discussed

    Exploratory Analysis in Learning Analytics

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    This article summarizes the methods, observations, challenges and implications for exploratory analysis drawn from two learning analytics research projects. The cases include an analysis of a games-based virtual performance assessment and an analysis of data from 52,000 students over a 5-year period at a large Australian university. The complex datasets were analyzed and iteratively modeled with a variety of computationally intensive methods to provide the most effective outcomes for learning assessment, performance management and learner tracking. The article presents the research contexts, the tools and methods used in the exploratory phases of analysis, the major findings and the implications for learning analytics research methods

    Understanding user experience of mobile video: Framework, measurement, and optimization

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    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Student Perceptions of Streaming-Media Effectiveness

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    The purpose of this mixed-methods study was to investigate cognitive-load theory as applied to the design of streaming media. In this study, student learning preferences and cognitive style were measured on a visualizer-verbalizer scale to determine the perceived importance of visual and audio components of streaming media used to supplement classroom instruction. Additionally, this study investigated cognitive-load theory by assessing attitudes regarding the importance of learner control when accessing streaming media files. The writer used 4 existing visualizer-verbalizer instruments in combination with 1 original survey that was designed to gather student perceptions and attitudes regarding the effectiveness of streaming media to support instruction. A group of participants was randomly selected to participate in an interview in order to probe more deeply into respondents’ perceptions. An analysis of the data revealed a weak to modest correlation among the existing instruments and the streaming-media items, which did, however, correlate strongly with one another. It is clear that visual and verbal learners perceive control over online instruction to be an important component in their understanding of content. Overall, participants responded positively in regard to the use of streaming media as an aid to understanding

    The Dynamics of Knowledge Creation Within Innovation Process From Case Studies to Agent Based Modelling

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    While it is a truism to underline that modern industrial development in high technology environment strongly relies on innovation, little is known about the innovation success factors. We argue that studying innovation process – defined as a knowledge creation process – from a complexity perspective enables us to better understand this emergent process and its characteristics. This research deals with the knowledge creation trajectory within innovation processes. The framework of the paper is built on a review of a knowledge based view of innovation and the theory of complex adaptive system (CAS). Departing from real-life case studies of innovation processes, the research aims to explore and to understand the knowledge creation trajectory with a focus on the dynamics of this process. The empirical studies refer to IT-based innovations. We use a case study methodology based on a combination of data collection methods: interviews with key actors, non-participant observations and analysis of internal documents explaining the project stakes. The results show that the four processes of innovation evolve in seven, separate but interdependent, knowledge creation stages. The interweaving of these stages allows us to analyze the trajectory dynamics. The research also provides some evidence about the internal and external parameters impacting the trajectory. In addition, we observe a complex dynamic of evolution – specific to each process – characterized mainly by adaptation loops and feedback processes. The results of case studies allow developing an agent-based model of knowledge creation within innovation process and offering a new view of innovation, based on an interactionnist social approach

    A novel Big Data analytics and intelligent technique to predict driver's intent

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    Modern age offers a great potential for automatically predicting the driver's intent through the increasing miniaturization of computing technologies, rapid advancements in communication technologies and continuous connectivity of heterogeneous smart objects. Inside the cabin and engine of modern cars, dedicated computer systems need to possess the ability to exploit the wealth of information generated by heterogeneous data sources with different contextual and conceptual representations. Processing and utilizing this diverse and voluminous data, involves many challenges concerning the design of the computational technique used to perform this task. In this paper, we investigate the various data sources available in the car and the surrounding environment, which can be utilized as inputs in order to predict driver's intent and behavior. As part of investigating these potential data sources, we conducted experiments on e-calendars for a large number of employees, and have reviewed a number of available geo referencing systems. Through the results of a statistical analysis and by computing location recognition accuracy results, we explored in detail the potential utilization of calendar location data to detect the driver's intentions. In order to exploit the numerous diverse data inputs available in modern vehicles, we investigate the suitability of different Computational Intelligence (CI) techniques, and propose a novel fuzzy computational modelling methodology. Finally, we outline the impact of applying advanced CI and Big Data analytics techniques in modern vehicles on the driver and society in general, and discuss ethical and legal issues arising from the deployment of intelligent self-learning cars

    Educational Technology

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    Educational technology is the study and ethical practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources. From the perspective of technology used in education, educational technology could be understood as the use of emerging and existing technologies to improve learning experiences in a variety of instructional settings, such as formal learning, informal learning, non-formal learning, lifelong learning, learning on demand, and just-in-time learning. Educational technology approaches have evolved from early uses of audiovisual aids to individual and networked computers, and now have evolved to include various mobile and smart technologies, as well as virtual and augmented realities, avatar-based immersive environments, cloud computing, and wearable and location-aware devices. Various terms have been used along the way to refer to educational technologies, such as learning technologies/environments and instructional technologies/systems. We have embraced a broad interpretation in this book to cover instructional design approaches, learning strategies, and hardware and software. Our view is that anything that consistently can support learning and instruction can be considered an educational technology. Some educational technologies are simple and have existed for many years; others are complex, and new ones are finding their way into educational settings every day. Educational technology focuses on both the technical and pedagogical ways and means of supporting learning and instruction. It is the basis for the success of the e-learning revolution in recent years. Technology-based instruction can surpass traditional classroom-based instruction in quality by providing a wide variety of affordances and capabilities that can promote motivation and result in engaging, efficient, and effective learning. The demand for educational technologies has been rising steadily; e-learning is a huge and expanding worldwide industry. Commercial e-learning companies, training departments in large companies and organizations, computer software companies, and educational institutions over the world employ large numbers of specialists in various aspects of educational technology creation (programming, graphic design, instructional design, task analysis, usability engineering, subject matter analysis, editing, etc.). However, these organizations often find it hard to employ suitably qualified workers who have knowledge beyond their subfields and disciplines. There is a strong demand for technologists who understand learnin

    How to make classrooms creative and open spaces: ARIS games, digital artifacts and storytelling

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    As part of long-term research into interviewing users and visualizing digital artifacts, we have created a parallel archives of projects in our classroom. Ethnography helps us to discover the temporal trends of interactions with students and with the virtual environment. The outcomes expected motived us to repurpouse stories we co-create with students in a new form, retelling motivations, design, narratives, into a gaming scenario where the use of experiences become more digital and less tangible but always snapshots of their social existence.Peer Reviewe
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