89,556 research outputs found
Bringing troubled water: quality of experience in a mobile media context
The ICT environment went through notable changes, which have had an irreversible and strong influence on both ICT innovation processes and the role of end-users. In this context, technology developers are increasingly expected to take usersâ experiences with technology into account during the process of developing applications or frameworks. As technology is more and more embedded in usersâ daily lives, they seek out those personalized values to satisfy their own, situational needs. As a result, a thorough insight in usersâ expectations and experiences at various levels (both explicit and more latent) and in different contexts (eg. mobile) has become a crucial determinant for the successful development, introduction and adoption of new ICTs. To this end, our paper focuses on the increased importance of Quality of Experience (QoE). It provides a conceptual model for QoE and furthermore discusses the prevalent gap that still exists between QoE and Quality of Service (QoS). Our main objective is to present a new methodology for correlating user experience to QoS parameters. This methodology was tested in the context of an exploratory interdisciplinary study on QoE-measurement. This new approach goes beyond QoS-parameters and aims to also grasp the social and contextual dimensions of usersâ experiences
Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions
This report presents technical evaluation and case studies of the use of wearable and mobile computing mobile devices in further and higher education. The first section provides technical evaluation of the current state of the art in wearable and mobile technologies and reviews several innovative wearable products that have been developed in recent years. The second section examines three scenarios for further and higher education where wearable and mobile devices are currently being used. The three scenarios include: (i) the delivery of lectures over mobile devices, (ii) the augmentation of the physical campus with a virtual and mobile component, and (iii) the use of PDAs and mobile devices in field studies. The first scenario explores the use of web lectures including an evaluation of IBM's Web Lecture Services and 3Com's learning assistant. The second scenario explores models for a campus without walls evaluating the Handsprings to Learning projects at East Carolina University and ActiveCampus at the University of California San Diego . The third scenario explores the use of wearable and mobile devices for field trips examining San Francisco Exploratorium's tool for capturing museum visits and the Cybertracker field computer. The third section of the report explores the uses and purposes for wearable and mobile devices in tertiary education, identifying key trends and issues to be considered when piloting the use of these devices in educational contexts
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Out there and in here: design for blended scientific inquiry learning
One of the beneïŹts of mobile technologies is to combine âthe digitalâ (e.g., data, information, photos) with âïŹeldâ experiences in novel ways that are contextualized by peopleâs current located activities. However, often cost, mobility disabilities and time exclude students from engaging in such peripatetic experiences. The Out There and In Here project, is exploring a combination of mobile and tabletop technologies in support for collaborative learning. A system is being developed for synchronous collaboration between geology students in the ïŹeld and peers at an indoor location. The overarching goal of this research is to develop technologies that support people working together in a suitable manner for their locations. There are two OTIH project research threads. The ïŹrst deals with disabled learner access issues: these complex issues are being reviewed in subsequent evaluations and publications. This paper will deal with issues of technology supported learning design for remote and co-located science learners. Several stakeholder evaluations and two ïŹeld trials have reviewed two research questions:
1. What will enhance the learning experience for those in the ïŹeld and laboratory?
2. How can learning trajectories and appropriate technologies be designed to support equitable co-located and remote learning collaboration?
This paper focuses on describing the iterative linked development of technologies and scientiïŹc inquiry pedagogy. Two stages within the research project are presented. The 1st stage details several pilot studies over 3 years with 21 student participants in synchronous collaborations with traditional technology and pedagogical models. Findings revealed that this was an engaging and useful experience although issues of equity in collaboration needed further research. The 2nd stage, in this project, has been to evaluate data from over 25 stakeholders (academics, learning and technology designers) to develop pervasive ambient technological solutions supporting orchestration of mixed levels of pedagogy (i.e. abstract synthesis to speciïŹc investigation). Middleware between tabletop âsurfaceâ technologies and mobile devices are being designed with Microsoft and OOKL (a mobile software company) to support these developments. Initial ïŹndings reveal issues around equity, ownership and professional identity
Smart objects as building blocks for the internet of things
The combination of the Internet and emerging technologies such as nearfield communications, real-time localization, and embedded sensors lets us transform everyday objects into smart objects that can understand and react to their environment. Such objects are building blocks for the Internet of Things and enable novel computing applications. As a step toward design and architectural principles for smart objects, the authors introduce a hierarchy of architectures with increasing levels of real-world awareness and interactivity. In particular, they describe activity-, policy-, and process-aware smart objects and demonstrate how the respective architectural abstractions support increasingly complex application
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Harnessing the creativity of digital multimedia tools in distance learning
Over the past few decades, advances in information and communication technologies, and particularly the digitisation of information, have brought about radical changes in the way media can be produced, distributed and shared. The exchange of information, once predominately the domain of the written word, now also embraces the digital technologies of audio and video. User-generated multimedia content proliferates, and the presence of audio and video adds dimensions that greatly increase the amount of information an audience can assimilate, adding a richness and depth to the messages we want to convey.
This paper presents and discusses a creative approach to the use of digital multimedia production tools incorporated in the Open Universityâs 60 credit level 2 module, T215 Communication and Information Technologies. These tools are used in a way that:
- explores new ways to help people understand technical concepts;
- supports the development of studentsâ technical skills;
- provides opportunities for students to be creative;
- provides an alternative to traditional text-based assessment.
We briefly explain the key decisions made by the module team during the design stages of the teaching materials and explain the common assessment framework used throughout the different blocks of the module. We then draw on the experience of two presentations of the module, each attracting around 500 students, to examine how students have engaged with the video creation activities and to identify issues that arise in supporting students for these tasks in a distance learning environment. Finally we discuss the success of the assessment task: a 30-second video designed to explain a technical concept related to one of the module topics
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Social networking and open educational resources: updating quality assurance for e-learning excellence
Quality assurance approaches in higher education are well-established, but it is important to develop methods which are applicable to the domain of e-learning. The E-xcellence methodology (EADTU, 2009a) was therefore designed to assess the quality of e-learning in distance learning and blended learning contexts. The methodology is based around a set of benchmarks, supported by a practitioner handbook and a web-based âQuickScanâ self-evaluation tool. Experience shows that the E-xcellence methodology is particularly valuable for the process of improvement through collaborative internal review.
E-learning has evolved since the E-xcellence methodology was first developed. In particular, there is increasing awareness and use of open education resources (OERs) and social networking. However, these aspects were not explicit in the original E-xcellence resources. The E-xcellence Next project was therefore established to update the resources, incorporating these developments. To begin this process, a consultation was carried out among E-xcellence Next project members, followed by a participatory workshop on the themes of social networking and OERs. The E-xcellence resources were also used in a series of self-evaluation seminars held at European higher education institutions. Experience and feedback from these activities has been used to update the manual, the benchmarks and the QuickScan tool. The result is a set of quality assurance resources which encompass social networking, OERs and other recent developments in e-learning
The future of technology enhanced active learning â a roadmap
The notion of active learning refers to the active involvement of learner in the learning process,
capturing ideas of learning-by-doing and the fact that active participation and knowledge construction leads to deeper and more sustained learning. Interactivity, in particular learnercontent interaction, is a central aspect of technology-enhanced active learning. In this roadmap,
the pedagogical background is discussed, the essential dimensions of technology-enhanced active learning systems are outlined and the factors that are expected to influence these systems currently and in the future are identified. A central aim is to address this promising field from a
best practices perspective, clarifying central issues and formulating an agenda for future developments in the form of a roadmap
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