1,722 research outputs found

    ALT-C 2010 - Conference Introduction and Abstracts

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    Participatory Pattern Workshops Resource Kit

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    Resource KitThis document describes the methodology that has emerged from a series of workshops we have facilitated over several years. These workshops brought together practitioners from a wide range of fields and engaged them in intense conversations about issues regarding technology and education. Such conversations are rooted in participants’ personal experiences, driven by the problems they have overcome, and aimed at collaborative articulation of their design knowledge; knowledge of how to get things done. We call these workshops Collaborative Reflection Workshops. Our process goes beyond a single workshop. Over the years, we have identified a structure of three consecutive workshops; a Design Narratives Workshop, a Pattern Mining Workshop and a Design scenarios Workshop. Together, these form what we call the Participatory Patterns Workshops framework. If you are about to participate in such a workshop, this document will tell you what to expect and how to maximise your benefits from the event. If you would like to run such a workshop (or series of workshops) yourself, this document should give you a good starting point for their design. You will still need to adapt the framework for your own needs and circumstances, and we will be happy to assist you in doing that. Everything presented here is a reflection of work in progress. If you find this document useful, please check for new versions. If you find some mistakes or gaps, please let us know. If you run a workshop, please share your experience and insight with us

    MindTheGapp™ Between standards and practice of mobile learning experience design

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    Video annotation tools

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    This research deals with annotations in scholarly work. Annotations have been studied by many people. A significant amount of research has shown that instead of implementing domain specific annotation applications a better approach is to develop general purpose annotation toolkits that can be used to create domain specific applications. A video annotation toolkit along with toolkits for searching, retrieving, analyzing and presenting videos can help achieve the broader goal of creating integrated work spaces for scholarly work in humanities research similar to existing environments in such fields as mathematics, engineering, statistics, software development and bioinformatics. This research implements a video annotation toolkit and evaluates it by looking at its usefulness in creating applications for different areas. It was found that many areas of study in the arts and sciences can benefit from a video annotation application tailored to their specific needs and that an annotation toolkit can significantly reduce the time for developing such applications. The toolkit was engineered through successive refinements of prototype applications developed for different application areas. The toolkit design was also guided by a set of features identified by the research community for an ideal general purpose annotation toolkit. This research contributes by combining these two different approaches to toolkit design and construction into a hybrid approach. This approach could be useful for similar or related efforts

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this eld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)

    Effective Teaching and Learning: Using ICT

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    Mellar, H., Kambouri, M., Logan, K., Betts, S., Nance, B., Moriarty, V. (2007) Effective Teaching and Learning: Using ICT. London: NRDC. Available at: http://www.nrdc.org.uk/uploads/documents/doc_3347.pdfResearch report for NRDCFindings and recommendations on effective teaching practice - with the aim of providing material for improving the quality of teaching and learning and for informing developments in initial teacher education and continuing development. (http://www.nrdc.org.uk/uploads/documents/doc_3347.pdf

    Games for and by Teachers and Learners

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    With the advent of social media it is widely accepted that teachers and learners are not only consumers but also may have an active role in contributing and co-creating lesson materials and content. Paradoxically one strand of technology enhanced learning, i.e. game-based learning, aligns only slightly to this development. Games while there to experience, explore and collaborate are almost exclusively designed by professionals. Despite, or maybe because, games are the exclusive domain of professional developers, the general impression is that games require complex technologies and that games are difficult to organise and to embed in a curriculum. This chapter will make a case that games are not necessarily the exclusive domain of game professionals. Rather than enforcing teachers to get acquainted with and use complex, technically demanding games, we will discuss approaches that teachers themselves can use to build games, make use of existing games and even one step beyond use tools or games that can be used by learners to create their own designs, e.g. games or virtual worlds
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