3,827 research outputs found

    Graduate Catalog of Studies, 2023-2024

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    Breaking Virtual Barriers : Investigating Virtual Reality for Enhanced Educational Engagement

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    Virtual reality (VR) is an innovative technology that has regained popularity in recent years. In the field of education, VR has been introduced as a tool to enhance learning experiences. This thesis presents an exploration of how VR is used from the context of educators and learners. The research employed a mixed-methods approach, including surveying and interviewing educators, and conducting empirical studies to examine engagement, usability, and user behaviour within VR. The results revealed educators are interested in using VR for a wide range of scenarios, including thought exercises, virtual field trips, and simulations. However, they face several barriers to incorporating VR into their practice, such as cost, lack of training, and technical challenges. A subsequent study found that virtual reality can no longer be assumed to be more engaging than desktop equivalents. This empirical study showed that engagement levels were similar in both VR and non-VR environments, suggesting that the novelty effect of VR may be less pronounced than previously assumed. A study against a VR mind mapping artifact, VERITAS, demonstrated that complex interactions are possible on low-cost VR devices, making VR accessible to educators and students. The analysis of user behaviour within this VR artifact showed that quantifiable strategies emerge, contributing to the understanding of how to design for collaborative VR experiences. This thesis provides insights into how the end-users in the education space perceive and use VR. The findings suggest that while educators are interested in using VR, they face barriers to adoption. The research highlights the need to design VR experiences, with understanding of existing pedagogy, that are engaging with careful thought applied to complex interactions, particularly for collaborative experiences. This research contributes to the understanding of the potential of VR in education and provides recommendations for educators and designers to enhance learning experiences using VR

    Machine learning and mixed reality for smart aviation: applications and challenges

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    The aviation industry is a dynamic and ever-evolving sector. As technology advances and becomes more sophisticated, the aviation industry must keep up with the changing trends. While some airlines have made investments in machine learning and mixed reality technologies, the vast majority of regional airlines continue to rely on inefficient strategies and lack digital applications. This paper investigates the state-of-the-art applications that integrate machine learning and mixed reality into the aviation industry. Smart aerospace engineering design, manufacturing, testing, and services are being explored to increase operator productivity. Autonomous systems, self-service systems, and data visualization systems are being researched to enhance passenger experience. This paper investigate safety, environmental, technological, cost, security, capacity, and regulatory challenges of smart aviation, as well as potential solutions to ensure future quality, reliability, and efficiency

    Soundscape in Urban Forests

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    This Special Issue of Forests explores the role of soundscapes in urban forested areas. It is comprised of 11 papers involving soundscape studies conducted in urban forests from Asia and Africa. This collection contains six research fields: (1) the ecological patterns and processes of forest soundscapes; (2) the boundary effects and perceptual topology; (3) natural soundscapes and human health; (4) the experience of multi-sensory interactions; (5) environmental behavior and cognitive disposition; and (6) soundscape resource management in forests

    Seamless Multimodal Biometrics for Continuous Personalised Wellbeing Monitoring

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    Artificially intelligent perception is increasingly present in the lives of every one of us. Vehicles are no exception, (...) In the near future, pattern recognition will have an even stronger role in vehicles, as self-driving cars will require automated ways to understand what is happening around (and within) them and act accordingly. (...) This doctoral work focused on advancing in-vehicle sensing through the research of novel computer vision and pattern recognition methodologies for both biometrics and wellbeing monitoring. The main focus has been on electrocardiogram (ECG) biometrics, a trait well-known for its potential for seamless driver monitoring. Major efforts were devoted to achieving improved performance in identification and identity verification in off-the-person scenarios, well-known for increased noise and variability. Here, end-to-end deep learning ECG biometric solutions were proposed and important topics were addressed such as cross-database and long-term performance, waveform relevance through explainability, and interlead conversion. Face biometrics, a natural complement to the ECG in seamless unconstrained scenarios, was also studied in this work. The open challenges of masked face recognition and interpretability in biometrics were tackled in an effort to evolve towards algorithms that are more transparent, trustworthy, and robust to significant occlusions. Within the topic of wellbeing monitoring, improved solutions to multimodal emotion recognition in groups of people and activity/violence recognition in in-vehicle scenarios were proposed. At last, we also proposed a novel way to learn template security within end-to-end models, dismissing additional separate encryption processes, and a self-supervised learning approach tailored to sequential data, in order to ensure data security and optimal performance. (...)Comment: Doctoral thesis presented and approved on the 21st of December 2022 to the University of Port

    Reshaping Higher Education for a Post-COVID-19 World: Lessons Learned and Moving Forward

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    Examining the Effect of a School-based Creativity Program on Divergent Thinking and Academic Achievement in Middle School Students

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    This study aimed to investigate the potential transfer effects of domain-specific creativity training on domain-general divergent thinking indices of divergent thinking and investigate the potential effects of the school-based creativity program on the development of creativity in a middle school in the southeast region of the United States. The school-based creativity program is an initiative that uses literacy standards to position students as content creators, connecting directly to student interests. The creativity program includes capstone projects, such as songwriting, theater, dance, video game development, inventions, marketing, and design. In the 2020–2021 school year, 55.17% of the program’s capstone projects were music-related (2019–2020: 63%). I assessed online 75 sixth-, seventh-, and eighth-grade students. Of the seventh and eighth graders, one half of the students were partially in the school-based creativity program and the second half were not involved in the program. All sixth graders were enrolled in the program and considered one group, which I labeled as Full Creativity-Sixth Grade. Four types of data were collected and analyzed for this study: the Runco Creativity Assessment Battery, Georgia Milestones Achievement Scores (GMAS), music-based capstone projects, and interviews with the administrator and program coordinator from the creativity program. Quantitative results revealed that grade level did affect divergent thinking, with lower grades scoring less. However, the participants in the Full Creativity program had virtually no transfer effects, which was expected based on the extensive training literature. These results may have been influenced by the way divergent thinking was measured and the testing schedule, in which testing fatigue may have influenced the posttest results. To measure academic achievement, participants were divided into two groups based on their GMAS test scores for English/Language Arts (ELA) and Math (Low Achieving and High Achieving). There were no significant interactions between divergent thinking pre-and posttest scores and GMAS test scores in ELA or Math. After completing a content analysis of the students’ music capstone projects, two overarching themes were present: musical creativity and emotional expression. This dissertation describes the creativity program in detail and discusses how it relates to music education. Contributions, limitations, implications, and directions for future research address the effect of school-based creativity programs on divergent thinking and academic achievement

    Exploring Compassion-Driven Interaction: Bridging Buddhist Theory and Contemplative Practice Through Arts-led Research-through-Design

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    Compassion cultivation focuses on developing a genuine concern for others and a willingness to alleviate their suffering. As understandings of the benefits of compassion cultivation on wellbeing have evolved, an increasing interest in designing technologies for this context have followed. However, while scientific research focuses on measuring and evaluating compassion, designerly understandings of compassion informing human-computer interaction have been less explored. We are currently confronted with huge global challenges and our entanglement with technology brings paradoxes and existential tensions related to wellbeing and human flourishing. Viewing technologies as mediators of values and morality, human-computer interaction has a stake in shaping our possible futures. A shift in the field to welcoming a plurality of worldviews, invites opportunities to authentically integrate knowledge from ancient wisdom traditions into how and why we design. This research aims to advance understandings of compassion cultivation for designing technologies by developing novel approaches to research inspired by Buddhist philosophy and practice. This thesis draws upon an arts-led research-through-design approach and spiritual practice. The findings and insights from the studies contribute primarily to the areas of soma design, first-person research and design for wellbeing. The main contributions to knowledge are design guidelines emerging from three case studies: Understanding Tonglen, Wish Happiness, and Inner Suchness comprising one autoethnography and two concept-driven design artefacts for public exhibition. While in the act of researching, the contemplative practitioner-researcher, a research persona, emerged to support authentic engagement and embodied understandings of the dynamic unfolding processes of the practice. A contemplative framework to train self-observation and the concept of designerly gaze were developed to help investigate the phenomenon
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