35,220 research outputs found
Designing non-speech sounds to support navigation in mobile phone menus
This paper describes a framework for integrating non-speech audio to hierarchical menu structures where the visual feedback is limited. In the first part of this paper, emphasis is put on how to extract sound design principles from actual navigation problems. These design principles are then applied in the second part, through the design, implementation and evaluation of a set of sounds in a computer-based simulation of the Nokia 6110 mobile phone. The evaluation indicates that non-speech sound improves the performance of navigational tasks in terms of the number of errors made and the number of keypresses taken to complete the given tasks. This study provides both theoretical and
practical insights about the design of audio cues intended to support navigation in complex menu structures
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Navigation in hypermedia learning systems: Experts vs. novices
With the advancement of Web technology, hypermedia learning systems are becoming more widespread in educational settings. Hypermedia learning systems present course content with non-sequential formats, so students are required to develop learning paths by themselves. Yet, empirical evidence indicates that not all students can benefit from hypermedia learning. Research into individual differences suggests that prior knowledge has significant effects on student learning in hypermedia systems, with experts and novices showing different preferences to the use of hypermedia learning systems and requiring different levels of navigation support. It is therefore essential to develop a mechanism to help designers understand the needs of experts and novices. To address this issue, this paper presents a framework to illustrate the needs of students with different levels of prior knowledge by analyzing the findings of previous research. The overall aim of this framework is to integrate students’ prior knowledge into the design of hypermedia learning systems. Finally, implications for the design of hypermedia learning systems are discussed
Integration of virtual reality within the built environment curriculum
Virtual Reality (VR) technology is still perceived by many as being inaccessible and cost prohibitive with VR applications considered expensive to develop as well as challenging to operate. This paper reflects on current developments in VR technologies and describes an approach adopted for its phased integration into the academic curriculum of built environment students. The process and end results of implementing the integration are discussed and the paper illustrates the challenges of introducing VR, including the acceptance of the technology by academic staff and students, interest from industry, and issues pertaining to model development. It sets out to show that fairly sophisticated VR models can now be created by non-VR specialists using commercially available software and advocates that the implementation of VR will increase alongside industryis adoption of these tools and the emergence of a new generation of students with VR skills. The study shows that current VR technologies, if integrated appropriately within built environment academic programmes, demonstrate clear promise to provide a foundation for more widespread collaborative working environments
Design reuse research : a computational perspective
This paper gives an overview of some computer based systems that focus on supporting engineering design reuse. Design reuse is considered here to reflect the utilisation of any knowledge gained from a design activity and not just past designs of artefacts. A design reuse process model, containing three main processes and six knowledge components, is used as a basis to identify the main areas of contribution from the systems. From this it can be concluded that while reuse libraries and design by reuse has received most attention, design for reuse, domain exploration and five of the other knowledge components lack research effort
Dynamic systems as tools for analysing human judgement
With the advent of computers in the experimental labs, dynamic systems have become a new tool for research on problem solving and decision making. A short review on this research is given and the main features of these systems (connectivity and dynamics) are illustrated. To allow systematic approaches to the influential variables in this area, two formal frameworks (linear structural equations and finite state automata) are presented. Besides the formal background, it is shown how the task demands of system identification and system control can be realized in these environments and how psychometrically acceptable dependent variables can be derived
Building the Scientific Modeling Assistant: An interactive environment for specialized software design
The construction of scientific software models is an integral part of doing science, both within NASA and within the scientific community at large. Typically, model-building is a time-intensive and painstaking process, involving the design of very large, complex computer programs. Despite the considerable expenditure of resources involved, completed scientific models cannot easily be distributed and shared with the larger scientific community due to the low-level, idiosyncratic nature of the implemented code. To address this problem, we have initiated a research project aimed at constructing a software tool called the Scientific Modeling Assistant. This tool provides automated assistance to the scientist in developing, using, and sharing software models. We describe the Scientific Modeling Assistant, and also touch on some human-machine interaction issues relevant to building a successful tool of this type
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The Learning Grid and E-Assessment using Latent Semantic Analysis
E-assessment is an important component of e-learning and e-qualification. Formative and summative assessment serve different purposes and both types of evaluation are critical to the pedagogicalprocess. While students are studying, practicing, working, or revising, formative assessment provides direction, focus, and guidance. Summative assessment provides the means to evaluate a learner's achievement and communicate that achievement to interested parties. Latent Semantic Analysis (LSA) is a statistical method for inferring meaning from a text. Applications based on LSA exist that provide both summative and formative assessment of a learner's work. However, the huge computational needs are a major problem with this promising technique. This paper explains how LSA works, describes the breadth of existing applications using LSA, explains how LSA is particularly suited to e-assessment, and proposes research to exploit the potential computational power of the Grid to overcome one of LSA's drawbacks
Empirical modelling principles to support learning in a cultural context
Much research on pedagogy stresses the need for a broad perspective on learning. Such a perspective might take account (for instance) of the experience that informs knowledge and understanding [Tur91], the situation in which the learning activity takes place [Lav88], and the influence of multiple intelligences [Gar83]. Educational technology appears to hold great promise in this connection. Computer-related technologies such as new media, the internet, virtual reality and brain-mediated communication afford access to a range of learning resources that grows ever wider in its scope and supports ever more sophisticated interactions.
Whether educational technology is fulfilling its potential in broadening the horizons for learning activity is more controversial. Though some see the successful development of radically new educational resources as merely a matter of time, investment and engineering, there are also many critics of the trends in computer-based learning who see little evidence of the greater degree of human engagement to which new technologies aspire [Tal95].
This paper reviews the potential application to educational technology of principles and tools for computer-based modelling that have been developed under the auspices of the Empirical Modelling (EM) project at Warwick [EMweb]. This theme was first addressed at length in a previous paper [Bey97], and is here revisited in the light of new practical developments in EM both in respect of tools and of model-building that has been targetted at education at various levels. Our central thesis is that the problems of educational technology stem from the limitations of current conceptual frameworks and tool support for the essential cognitive model building activity, and that tackling these problems requires a radical shift in philosophical perspective on the nature and role of empirical knowledge that has significant practical implications.
The paper is in two main sections. The first discusses the limitations of the classical computer science perspective where educational technology to support situated learning is concerned, and relates the learning activities that are most closely associated with a cultural context to the empiricist perspective on learning introduced in [Bey97]. The second outlines the principles of EM and describes and illustrates features of its practical application that are particularly well-suited to learning in a cultural setting
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