2,344 research outputs found

    Life sciences on-line: A study in hypermedia application

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    The main objective was to determine the feasibility of using a computer-based interactive information recall module for the Life Sciences Project Division (LSPD) at NASA, Johnson Space Center. LSPD personnel prepare payload experiments to test and monitor physiological functions in zero gravity. Training refreshers and other types of online help are needed to support personnel in their tasks during mission testing and in flight. Results of a survey of other hypermedia and multimedia developers and lessons learned by the developer of the LSPD prototype module are presented. Related issues and future applications are also discussed and further hypermedia development within the LSPD is recommended

    Seven ways to make a hypertext project fail

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    Hypertext is an exciting concept, but designing and developing hypertext applications of practical scale is hard. To make a project feasible and successful 'hypertext engineers' must overcome the following problems: (1) developing realistic expectations in the face of hypertext hype; (2) assembling a multidisciplinary project team; (3) establishing and following design guidelines; (4) dealing with installed base constraints; (5) obtaining usable source files; (6) finding appropriate software technology and methods; and (7) overcoming legal uncertainties about intellectual property concerns

    Adaptive hypermedia for education and training

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    Adaptive hypermedia (AH) is an alternative to the traditional, one-size-fits-all approach in the development of hypermedia systems. AH systems build a model of the goals, preferences, and knowledge of each individual user; this model is used throughout the interaction with the user to adapt to the needs of that particular user (Brusilovsky, 1996b). For example, a student in an adaptive educational hypermedia system will be given a presentation that is adapted specifically to his or her knowledge of the subject (De Bra & Calvi, 1998; Hothi, Hall, & Sly, 2000) as well as a suggested set of the most relevant links to proceed further (Brusilovsky, Eklund, & Schwarz, 1998; Kavcic, 2004). An adaptive electronic encyclopedia will personalize the content of an article to augment the user's existing knowledge and interests (Bontcheva & Wilks, 2005; Milosavljevic, 1997). A museum guide will adapt the presentation about every visited object to the user's individual path through the museum (Oberlander et al., 1998; Stock et al., 2007). Adaptive hypermedia belongs to the class of user-adaptive systems (Schneider-Hufschmidt, Kühme, & Malinowski, 1993). A distinctive feature of an adaptive system is an explicit user model that represents user knowledge, goals, and interests, as well as other features that enable the system to adapt to different users with their own specific set of goals. An adaptive system collects data for the user model from various sources that can include implicitly observing user interaction and explicitly requesting direct input from the user. The user model is applied to provide an adaptation effect, that is, tailor interaction to different users in the same context. In different kinds of adaptive systems, adaptation effects could vary greatly. In AH systems, it is limited to three major adaptation technologies: adaptive content selection, adaptive navigation support, and adaptive presentation. The first of these three technologies comes from the fields of adaptive information retrieval (IR) and intelligent tutoring systems (ITS). When the user searches for information, the system adaptively selects and prioritizes the most relevant items (Brajnik, Guida, & Tasso, 1987; Brusilovsky, 1992b)

    Quo vadimus? The 21st Century and multimedia

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    The concept is related of computer driven multimedia to the NASA Scientific and Technical Information Program (STIP). Multimedia is defined here as computer integration and output of text, animation, audio, video, and graphics. Multimedia is the stage of computer based information that allows access to experience. The concepts are also drawn in of hypermedia, intermedia, interactive multimedia, hypertext, imaging, cyberspace, and virtual reality. Examples of these technology developments are given for NASA, private industry, and academia. Examples of concurrent technology developments and implementations are given to show how these technologies, along with multimedia, have put us at the threshold of the 21st century. The STI Program sees multimedia as an opportunity for revolutionizing the way STI is managed

    A Rhetoric Of Technology: The Discourse In U.S. Army Manuals And Handbooks

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    This dissertation examines the historical technical publications of the United States Army from 1775-2004. Historical research in Army technical communication reveals the persuasive characteristics of its technical publications. Elements of narrative, storytelling, and anthropomorphism are techniques writers used to help deliver information to readers. Research also reveals the design techniques writers adopted to unite the situated literacies of the troops. Analyses of print, comic, and digital media expose the increasing visualization of information since the eighteenth century. The results of such historical research can be applied to new media designs. Automating processes captured in paper-based technical manuals and adding intelligent functionality to these designs are two of many possible design options. Research also dispels a myth concerning the history of modern technical communication and illustrates the development of many genres and subgenres. Modern technical communication was not born of World War II as many scholars suggest, but was a legitimate field in eighteenth-century America. Finally, historical research in Army technical communication shows the systematic progression of a technological society and our increasing dependence on machine intelligence

    Mobile Usability in Educational Contexts: What have we learnt?

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    The successful development of mobile learning is dependent on human factors in the use of new mobile and wireless technologies. The majority of mobile learning activity continues to take place on devices that were not designed with educational applications in mind, and usability issues are often reported. The paper reflects on progress in approaches to usability and on recent developments, with particular reference to usability findings reported in studies of mobile learning. The requirements of education are considered as well as the needs of students participating in distance education; discipline-specific perspectives and accessibility issues are also addressed. Usability findings from empirical studies of mobile learning published in the literature are drawn together in the paper, along with an account of issues that emerged in two mobile learning projects based at The Open University, UK, in 2001 and 2005. The main conclusions are: that usability issues are often reported in cases where PDAs have been used; that the future is in scenario-based design which should also take into account the evolution of uses over time and the unpredictability of how devices might be used; and that usability issues should be tracked over a longer period, from initial use through to a state of relative experience with the technology

    An analysis of student reaction to the use of interactive video and hypermedia to enhance post-secondary biological science education

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    The perceived effect on student learning provided by interactive technology in the biological sciences has been studied on a small, private, two-year college campus. The first portion of the study was the perceived effectiveness of interactive video when used for class presentations for biological science majors. The second portion of the study evaluated five campus-produced interactive laserdisc tutorials designed for individual and group use for students taking a general introductory biology lab course

    An Investigation of the Appropriateness of Computer-Based Instruction to the Royal Australian Air Force CISCON Mustering

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    Currently, the Royal Australian Air Force (RAAF) uses traditional methods of training for all of its personnel, including the newly formed Communications and Information Systems Controllers (CISCON) mustering. The formation of this mustering and the concurrent formation on every RAAF base of a Base Information Systems Centre (BISC) brought to light training needs that were not being met. Using many different forms of stimulation to activate learning, computer-based instruction (CBI), in particular multimedia, represents an alternative method of presenting training.This research investigated the applicability of CBI to the RAAF by matching its features with the training needs of the CISCONs and demonstrated the application of multimedia design principles to a specific CISCON course. An analysis of BISC training needs suggested that CBI will operate as effectively as it has in similar studies thoroughly documented in the literature. This thesis has also demonstrated in a practical way the importance of considering the many multimedia design principles when designing CBI using an existing training course. This thesis directly supports the use of CBI to train CISCON working at the BISCs and further suggests that the RAAF should consider CBI for all of its future training

    Reviews

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    Europe In the Round CD‐ROM, Guildford, Vocational Technologies, 1994
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