76 research outputs found

    A new living lab for usability evaluation of ICT and next generation networks for elderly@home

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    Living Usability Lab for Next Generation Networks (www.livinglab.pt) is a Portuguese industry-academia collaborative R&D project, active in the field of live usability testing, focusing on the development of technologies and services to support healthy, productive and active citizens. The project adopts the principles of universal design and natural user interfaces (speech, gesture) making use of the benefits of next generation networks and distributed computing. Therefore, it will have impact on the general population, including the elderly and citizens with permanent or situational special needs. This paper presents project motivations, conceptual model, architecture and work in progress.info:eu-repo/semantics/acceptedVersio

    Proceedings of the First International Workshop on Mashup Personal Learning Environments

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    Wild, F., Kalz, M., & Palmér, M. (Eds.) (2008). Proceedings of the First International Workshop on Mashup Personal Learning Environments (MUPPLE08). September, 17, 2008, Maastricht, The Netherlands: CEUR Workshop Proceedings, ISSN 1613-0073. Available at http://ceur-ws.org/Vol-388.The work on this publication has been sponsored by the TENCompetence Integrated Project (funded by the European Commission's 6th Framework Programme, priority IST/Technology Enhanced Learning. Contract 027087 [http://www.tencompetence.org]) and partly sponsored by the LTfLL project (funded by the European Commission's 7th Framework Programme, priority ISCT. Contract 212578 [http://www.ltfll-project.org

    A human factors perspective on volunteered geographic information

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    This thesis takes a multidisciplinary approach to understanding the unique abilities of Volunteered Geographic Information (VGI) to enhance the utility of online mashups in ways not achievable with Professional Geographic Information (PGI). The key issues currently limiting the use of successful of VGI are the concern for quality, accuracy and value of the information, as well as the polarisation and bias of views within the user community. This thesis reviews different theoretical approaches in Human Factors, Geography, Information Science and Computer Science to help understand the notion of user judgements relative to VGI within an online environment (Chapter 2). Research methods relevant to a human factors investigation are also discussed (Chapter 3). (Chapter 5) The scoping study established the fundamental insights into the terminology and nature of VGI and PGI, a range of users were engaged through a series of qualitative interviews. This led the development of a framework on VGI (Chapter 4), and comparative description of users in relation to one another through a value framework (Chapter 5). Study Two produced qualitative multi-methods investigation into how users perceive VGI and PGI in use (Chapter 6), demonstrating similarities and the unique ability for VGI to provide utility to consumers. Chapter Seven and Study Three brought insight into the specific abilities for VGI to enhance the user judgement of online information within an information relevance context (Chapter 7 and 8). In understanding the outcomes of these studies, this thesis discusses how users perceive VGI as different from PGI in terms of its benefit to consumers from a user centred design perspective (Chapter 9). In particular, the degree to which user concerns are valid, the limitation of VGI in application and its potential strengths in enriching the user experiences of consumers engaged within an information search. In conclusion, specific contributions and avenues for further work are highlighted (Chapter 10)

    The influence of social media and contract cheating website use on the perception of academic integrity standards

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    This work sought to address gaps in the literature regarding perceived student acceptance of certain types of cheating in higher education and the potential relationships to social media use and the digital academic services, called contract cheating websites (Rowland et al., 2018) or study helper websites (Harrison et al., 2021). In detail, the core of the study was the analysis of social media and contract cheating website use and how it related to judgments of cheating strategies by current and past postsecondary students. Through an online survey, participants (n = 47) were asked to indicate demographic features; report the time spent on specific social media sites and contract cheating websites (Chegg, Course Hero, and Quizlet); and indicate their judgments of seven academic dilemma scenarios depicting cheating. Spearman correlations revealed a moderate relationship between the time spent on social media and contract cheating websites (rs = .438, p = .003). Although no links emerged between dilemma judgments and social media in the overall sample, when separated into groups, contract cheating website users (n = 17) indicated greater time spent on social media than non-users, t(42) = 2.847, p = .003, along with correlations to certain cheating scenario and strategy judgments. These findings highlight the need to investigate the underlying connections students may have to social media, contract cheating services, and their perceptions of academic integrity to inform remedial strategies for cheating in higher education

    Towards a Research Agenda on Computer-Based Assessment - Challenges and Needs for European Educational Measurement

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    In 2006 the European Parliament and the Council of Europe have passed recommendations on key competences for lifelong learning and the use of a common reference tool to observe and promote progress in terms of the achievement of goals formulated in ¿Lisbon strategy¿ in March 2000 (revised in 2006, see http://ec.europa.eu/growthandjobs/) and its follow-up declarations. For those areas which are not already covered by existing measurements (foreign languages and learning-to-learn skills), indicators for the identification of such skills are now needed, as well as effective instruments for carrying out large-scale assessments in Europe. In this context it is hoped that electronic testing could improve the effectiveness of the needed assessments, i.e. to improve identification of skills, by reducing costs of the whole operation (financial efforts, human resources etc.). The European Commission is asked to assist Member States to define the organisational and resource implications for them of the construction and administration of tests, including looking into the possibility of adopting e-testing as the means to administer the tests. In addition to traditional testing approaches carried out in a paper-pencil mode, there are a variety of aspects needed to be taken into account when computer-based testing is deployed, such as software quality, secure delivery, if Internet-based: reliable network capacities, support, maintenance, software costs for development and test delivery, including licences. Future European surveys are going to introduce new ways of assessing student achievements. Tests can be calibrated to the specific competence level of each student and become more stimulating, going much further than it can be achieved with traditional multiple choice questions. Simulations provide better means of contextualising skills to real life situations and providing a more complete picture of the actual competence to be assessed. However, a variety of challenges require more research into the barriers posed by the use of technologies, e.g. in terms of computer, performance and security. The ¿Quality of Scientific Information¿ Action (QSI) and the Centre for Research on Lifelong Learning (CRELL) are carrying out a research project on quality criteria of Open Source skills assessment tools. 2 workshops were carried out in previous years bringing together European key experts from assessment research and practice in order to identify and discuss quality criteria relevant for carrying out large-scale assessments at a European level. This report reflects the contributions made on experiences and key challenges for European skills assessment.JRC.G.9-Econometrics and statistical support to antifrau

    Cognitive Foundations for Visual Analytics

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    A UX model for the evaluation of learners' experience on lms platforms over time

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    Although user experience (UX) is dynamic and evolves over time, prior research reported that the learners' experience models developed so far were only for the static evaluation of learners' experiences. So far, no model has been developed for the dynamic summative evaluation of the UX of LMS platforms over time. The objective of this study is to build a UX model that will be used to evaluate learners' experience on LMS over time. The study reviewed relevant literature with the goal of conceptualizing a theoretical model. The Stimuli-Organism-Response (SOR) framework was deployed to model the experience engineering process. To verify the model, 6 UX experts were involved. The model was also validated using a quasi-experimental design involving 900 students. The evaluation was conducted in four time points, once a week for four weeks. From the review, a conceptual UX model was developed for the evaluation of learners' experience with LMS design over time. The outcome of the model verification shows that the experts agreed that the model is adequate for the evaluation of learners' experience on LMS. The results of the model validation indicate that the model was highly statistically significant over time (Week 1: x2(276) = 273 I 9.339, Week2: x2(276) = 23419.626, Week3: x2(276) =18941.900, Week4: x2(276) = 27580.397, p=000<0.01). Each design quality had strong positive effects on the learners' cognitive, sensorimotor and affective states respectively. Furthermore, each of the three organismic states: cognitive, sensorimotor, and affective, had strong positive influence on learners' overall learning experience. These results imply that the experience engineering process was successful. The study fills a significant gap in knowledge by contributing a novel UX model for the evaluation of learners' experience on LMS platforms over time. UX quality assurance practitioners can also utilize the model in the verification and validation of learner experience over tim

    How advocacy and interactivity facilitate customer value co-creation behaviour in Instagram: a micro-perspective of unplanned and voluntary usage of hedonic social networking sites

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    Our study offers a new conceptual model of value co-creation in hedonic social network sites, and it validates an adaptation of the Coleman bathtub to social interaction in Instagram. Few papers have studied empirically interactive platforms for value co-creation in the focal context of a service ecosystem under service-dominant logic. We use a CB-SEM methodological approach to quantitatively test the hypothesised connections between constructs in our structural model. The analysis of the statistical results allows us to validate the direct, indirect and total effects between the latent variables in the model. Furthermore, it empirically shows, for the studied sample of Instagrammers, the dual nature of interactivity, both networked and perceived; how customer participation behaviour relates to customer relationships with other Instagrammers; the resource integration patterns of social capital and the choreography of relational value; and finally as well as the positive impact of increased advocacy levels on customer participation behaviour during the unplanned and voluntary usage of Instagram.Nuestro estudio ofrece un nuevo modelo conceptual de cocreación de valor en redes sociales hedónicas, y valida la adaptación del bote de Coleman a la interacción social en Instagram. Pocos estudios se han realizado para investigar empíricamente las plataformas interactivas para la cocreación de valor en el contexto de un ecosistema de servicios bajo la lógica dominante del servicio. Utilizamos el enfoque metodológico del modelo de ecuaciones estructurales basado en la covarianza para comprobar cuantitativamente las relaciones causales hipotéticas entre constructos en nuestro modelo estructural. El análisis de los resultados estadísticos nos permite validar los efectos directos, indirectos y totales entre las variables latentes del modelo. Además, se demuestra empíricamente para la muestra de instagrammers la naturaleza dual de la interactividad, en la interactividad en red y en la percepción de la interactividad; cómo el comportamiento participativo del cliente influye en las relaciones personales con otros instagrammers; los patrones de integración de recursos del capital social y la coreografía del valor relacional; y finalmente el impacto positivo que tienen los niveles de adopción aumentados sobre el comportamiento ciudadano del cliente durante el uso no planificado y voluntario de Instagram.El nostre estudi ofereix un nou model conceptual de cocreació de valor en xarxes socials hedòniques, i valida l'adaptació del pot de Coleman a la interacció social a Instagram. Pocs estudis s'han realitzat per investigar empíricament les plataformes interactives per a la cocreació de valor en el context d'un ecosistema de serveis sota la lògica dominant del servei. Utilitzem l'enfocament metodològic del model d'equacions estructurals basat en la covariància per comprovar quantitativament les relacions causals hipotètiques entre constructes en el nostre model estructural. L'anàlisi dels resultats estadístics ens permet validar els efectes directes, indirectes i totals entre les variables latents del model. A més, es demostra empíricament per a la mostra d'instagramers la naturalesa dual de la interactivitat, en la interactivitat en xarxa i en la percepció de la interactivitat; com el comportament participatiu del client influeix en les relacions personals amb altres instagramers; els patrons de integració de recursos del capital social i la coreografia de la valor relacional; i finalment l'impacte positiu que tenen els nivells d'adopció augmentats sobre el comportament ciutadà del client durant l'ús no planificat i voluntari d'Instagram

    Credibility assessment and labelling of map mashups

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    The Web 2.0 revolution has changed the culture of mapping by opening it up to a wider range of users and creators. Map mashups, in particular, are being widely used to map variety of information. There is, however, no gatekeeper to validate the correctness of the information presented. The purpose of this research was to understand better what it is that influence users’ perceived credibility and trust within a map mashup presentation and to support the future implementation of automated credibility assessment and labelling of map mashup applications. This research has been conducted in three stages using mixed method approaches. The objective of the first stage was to examine the influence of metadata related to sources, specifically the map producer and map supplier, on respondents’ assessment of the credibility of map mashup information. The findings indicate a low influence of the tested metadata and a high influence of visual cue elements on users’ credibility assessment. Only half of the respondents used the metadata whilst the other half did not include it in their assessment. These findings became the basis of stage two, which was to examine the influence of colour coded traffic light (CCTL) labelling on respondents’ assessment of credibility. From the findings, the probability of respondents making informed judgements by choosing a high credibility map based on this rating label (CCTL) was three times higher than where only the metadata was presented. The third stage was to propose a conceptual framework to support the implementation of automated credibility labelling for map mashup applications. The framework was proposed on the basis of thorough reviews from the literature. The suggested parameters and approaches are not limited to assess credibility of information in the map mashup context, but could be applied to other Web GIS applications
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