213,500 research outputs found

    Modelling the relationship between planning, control, perception and execution behaviours in interactive worksystems

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    This paper presents a model of planning carried out by interactive worksystems which attempts: 1. To describe the relationship between planning, control, perception and execution behaviours; 2. To make explicit how these may be distributed across the user and physically separate devices. Such a model, it is argued, is more suitable to support HCI design practice than theories of planning in cognitive science which focus on problem-solving methods and representations. To demonstrate the application of the model to work situations, it is illustrated by examples drawn from an observational study of secretarial office administration

    Interactive Lesson as a Macro-Unit of Teaching Russian as a Foreign Language in Short-Term Courses

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    The relevance of the topic of this article is due to the need to strengthen the interactive side of the process of teaching a foreign language in short-term courses in the language environment. The purpose of the study is to establish the ratio of interactive forms and methods that determine the specifics of an interactive lesson of foreign language. In contrast to the existing points of view, we attempted to prove that the effectiveness of interactive learning depends on the systematization of interactive forms and methods of teaching and the sequence of their use. To study the patterns of interactive learning of a foreign language, we applied the following methods: observation, experiment, and analysis method. An analysis of the interactive forms and methods of teaching foreigners the Russian language in short-term courses in Russia shows that the use of the learning potential of the language environment makes the content of learning natural, topical and interesting. Avoiding traditional teaching methods allows organizing the exchange of thoughts and feelings in terms of speech interaction when creating a joint product (both verbal and non-verbal). The interactive lesson, which acts as a macro unit for selecting and organizing the content of Russian as a foreign language (RFL) training in short-term courses, consists of three blocks (motivational-introductory, activity-oriented and resultant). Specially selected for each communication situation and arranged in a certain order interactive forms and methods are presented in the system of interactive exercises and tasks, classified according to the stages of mastering speech actions in different communicative situations. The article presents the forms and methods of interactive teaching of Russian as a foreign language, which teachers can use in short-term courses. The authors have shown that interactive methods and forms of teaching stimulate foreign students to speak and communicate in the target language. This contributes to the development of skills of social and academic interaction of students to solve pressing communication problems in real situations of communication. We see the perspective of research in the development of interactive methods of teaching a foreign language for different age groups of students and different levels of proficiency in a foreign language.ΠΠΊΡ‚ΡƒΠ°Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ Ρ‚Π΅ΠΌΡ‹ Π΄Π°Π½Π½ΠΎΠΉ ΡΡ‚Π°Ρ‚ΡŒΠΈ обусловлСна Π½Π΅ΠΎΠ±Ρ…ΠΎΠ΄ΠΈΠΌΠΎΡΡ‚ΡŒΡŽ усилСния ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½ΠΎΠΉ стороны процСсса обучСния иностранному языку Π½Π° краткосрочных курсах Π² языковой срСдС. ЦСль исслСдования – ΡƒΡΡ‚Π°Π½ΠΎΠ²ΠΈΡ‚ΡŒ ΡΠΎΠΎΡ‚Π½ΠΎΡˆΠ΅Π½ΠΈΠ΅ ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Ρ… Ρ„ΠΎΡ€ΠΌ ΠΈ ΠΏΡ€ΠΈΠ΅ΠΌΠΎΠ², ΠΊΠΎΡ‚ΠΎΡ€Ρ‹Π΅ ΠΎΠΏΡ€Π΅Π΄Π΅Π»ΡΡŽΡ‚ спСцифику ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½ΠΎΠ³ΠΎ ΡƒΡ€ΠΎΠΊΠ° иностранного языка. Π’ ΠΏΡ€ΠΎΡ‚ΠΈΠ²ΠΎΠΏΠΎΠ»ΠΎΠΆΠ½ΠΎΡΡ‚ΡŒ ΡΡƒΡ‰Π΅ΡΡ‚Π²ΡƒΡŽΡ‰ΠΈΠΌ Ρ‚ΠΎΡ‡ΠΊΠ°ΠΌ зрСния ΠΌΡ‹ прСдприняли ΠΏΠΎΠΏΡ‹Ρ‚ΠΊΡƒ Π΄ΠΎΠΊΠ°Π·Π°Ρ‚ΡŒ, Ρ‡Ρ‚ΠΎ ΡΡ„Ρ„Π΅ΠΊΡ‚ΠΈΠ²Π½ΠΎΡΡ‚ΡŒ ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½ΠΎΠ³ΠΎ обучСния зависит ΠΎΡ‚ систСматизации ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Ρ… Ρ„ΠΎΡ€ΠΌ ΠΈ ΠΏΡ€ΠΈΠ΅ΠΌΠΎΠ² обучСния ΠΈ ΠΏΠΎΡΠ»Π΅Π΄ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΠΈ ΠΈΡ… использования. Для исслСдования закономСрностСй ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½ΠΎΠ³ΠΎ обучСния иностранному языку ΠΌΡ‹ ΠΏΡ€ΠΈΠΌΠ΅Π½ΠΈΠ»ΠΈ ΡΠ»Π΅Π΄ΡƒΡŽΡ‰ΠΈΠ΅ ΠΌΠ΅Ρ‚ΠΎΠ΄Ρ‹: наблюдСниС, экспСримСнт ΠΈ аналитичСский ΠΌΠ΅Ρ‚ΠΎΠ΄. Анализ ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Ρ… Ρ„ΠΎΡ€ΠΌ ΠΈ ΠΏΡ€ΠΈΠ΅ΠΌΠΎΠ² обучСния иностранцСв русскому языку Π½Π° краткосрочных курсах Π² России ΠΏΠΎΠΊΠ°Π·Ρ‹Π²Π°Π΅Ρ‚, Ρ‡Ρ‚ΠΎ использованиС ΠΎΠ±ΡƒΡ‡Π°ΡŽΡ‰Π΅Π³ΠΎ ΠΏΠΎΡ‚Π΅Π½Ρ†ΠΈΠ°Π»Π° языковой срСды Π΄Π΅Π»Π°Π΅Ρ‚ содСрТаниС обучСния СстСствСнным, Π°ΠΊΡ‚ΡƒΠ°Π»ΡŒΠ½Ρ‹ΠΌ ΠΈ интСрСсным. ΠžΡ‚Ρ…ΠΎΠ΄ ΠΎΡ‚ Ρ‚Ρ€Π°Π΄ΠΈΡ†ΠΈΠΎΠ½Π½Ρ‹Ρ… ΠΏΡ€ΠΈΠ΅ΠΌΠΎΠ² обучСния позволяСт ΠΎΡ€Π³Π°Π½ΠΈΠ·ΠΎΠ²Π°Ρ‚ΡŒ ΠΎΠ±ΠΌΠ΅Π½ мыслями ΠΈ чувствами Π² условиях Ρ€Π΅Ρ‡Π΅Π²ΠΎΠ³ΠΎ взаимодСйствия ΠΏΡ€ΠΈ создании совмСстного ΠΏΡ€ΠΎΠ΄ΡƒΠΊΡ‚Π° (ΠΊΠ°ΠΊ Ρ€Π΅Ρ‡Π΅Π²ΠΎΠ³ΠΎ, Ρ‚Π°ΠΊ ΠΈ Π½Π΅Ρ€Π΅Ρ‡Π΅Π²ΠΎΠ³ΠΎ). Π˜Π½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹ΠΉ ΡƒΡ€ΠΎΠΊ, Π²Ρ‹ΡΡ‚ΡƒΠΏΠ°ΡŽΡ‰ΠΈΠΉ ΠΊΠ°ΠΊ ΠΌΠ°ΠΊΡ€ΠΎΠ΅Π΄ΠΈΠ½ΠΈΡ†Π° ΠΎΡ‚Π±ΠΎΡ€Π° ΠΈ содСрТания обучСния русскому языку ΠΊΠ°ΠΊ иностранному (РКИ) Π½Π° краткосрочных курсах, состоит ΠΈΠ· Ρ‚Ρ€Π΅Ρ… Π±Π»ΠΎΠΊΠΎΠ² (ΠΌΠΎΡ‚ΠΈΠ²Π°Ρ†ΠΈΠΎΠ½Π½ΠΎ-ΠΎΠ·Π½Π°ΠΊΠΎΠΌΠΈΡ‚Π΅Π»ΡŒΠ½Ρ‹ΠΉ, Π΄Π΅ΡΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚Π½ΠΎ-ΠΎΡ€ΠΈΠ΅Π½Ρ‚ΠΈΡ€ΠΎΠ²Π°Π½Π½Ρ‹ΠΉ ΠΈ Ρ€Π΅Π·ΡƒΠ»ΡŒΡ‚Π°Ρ‚ΠΈΠ²Π½Ρ‹ΠΉ). Π‘ΠΏΠ΅Ρ†ΠΈΠ°Π»ΡŒΠ½ΠΎ ΠΎΡ‚ΠΎΠ±Ρ€Π°Π½Π½Ρ‹Π΅ для ΠΊΠ°ΠΆΠ΄ΠΎΠΉ ситуации общСния ΠΈ располоТСнныС Π² ΠΎΠΏΡ€Π΅Π΄Π΅Π»Π΅Π½Π½ΠΎΠΌ порядкС ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Π΅ Ρ„ΠΎΡ€ΠΌΡ‹ ΠΈ ΠΏΡ€ΠΈΠ΅ΠΌΡ‹ прСдставлСны Π² систСмС ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Ρ… ΡƒΠΏΡ€Π°ΠΆΠ½Π΅Π½ΠΈΠΉ ΠΈ Π·Π°Π΄Π°Π½ΠΈΠΉ, классифицированных Π² зависимости ΠΎΡ‚ стадий усвоСния Ρ€Π΅Ρ‡Π΅Π²Ρ‹Ρ… дСйствий Π² Ρ€Π°Π·Π½Ρ‹Ρ… ΠΊΠΎΠΌΠΌΡƒΠ½ΠΈΠΊΠ°Ρ‚ΠΈΠ²Π½Ρ‹Ρ… ситуациях. Π’ ΡΡ‚Π°Ρ‚ΡŒΠ΅ прСдставлСны Ρ„ΠΎΡ€ΠΌΡ‹ ΠΈ ΠΏΡ€ΠΈΠ΅ΠΌΡ‹ ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½ΠΎΠ³ΠΎ обучСния русскому языку ΠΊΠ°ΠΊ иностранному, ΠΊΠΎΡ‚ΠΎΡ€Ρ‹Π΅ ΠΏΡ€Π΅ΠΏΠΎΠ΄Π°Π²Π°Ρ‚Π΅Π»ΠΈ ΠΌΠΎΠ³ΡƒΡ‚ ΠΏΡ€ΠΈΠΌΠ΅Π½ΡΡ‚ΡŒ Π½Π° краткосрочных курсах. Авторы ΠΏΠΎΠΊΠ°Π·Π°Π»ΠΈ, Ρ‡Ρ‚ΠΎ ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Π΅ ΠΏΡ€ΠΈΠ΅ΠΌΡ‹ ΠΈ Ρ„ΠΎΡ€ΠΌΡ‹ обучСния ΡΡ‚ΠΈΠΌΡƒΠ»ΠΈΡ€ΡƒΡŽΡ‚ иностранных учащихся ΠΊ устно-Ρ€Π΅Ρ‡Π΅Π²ΠΎΠΌΡƒ ΠΎΠ±Ρ‰Π΅Π½ΠΈΡŽ Π½Π° ΠΈΠ·ΡƒΡ‡Π°Π΅ΠΌΠΎΠΌ языкС. Π­Ρ‚ΠΎ способствуСт Ρ€Π°Π·Π²ΠΈΡ‚ΠΈΡŽ ΡƒΠΌΠ΅Π½ΠΈΠΉ ΡΠΎΡ†ΠΈΠ°Π»ΡŒΠ½ΠΎΠ³ΠΎ ΠΈ ΡƒΡ‡Π΅Π±Π½ΠΎΠ³ΠΎ взаимодСйствия учащихся для Ρ€Π΅ΡˆΠ΅Π½ΠΈΡ Π°ΠΊΡ‚ΡƒΠ°Π»ΡŒΠ½Ρ‹Ρ… ΠΊΠΎΠΌΠΌΡƒΠ½ΠΈΠΊΠ°Ρ‚ΠΈΠ²Π½Ρ‹Ρ… Π·Π°Π΄Π°Ρ‡ Π² Ρ€Π΅Π°Π»ΡŒΠ½Ρ‹Ρ… ситуациях общСния. ΠŸΠ΅Ρ€ΡΠΏΠ΅ΠΊΡ‚ΠΈΠ²Π° исслСдования видится Π² Ρ‚ΠΎΠΌ, Ρ‡Ρ‚ΠΎΠ±Ρ‹ Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚Π°Ρ‚ΡŒ ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Π΅ ΠΏΡ€ΠΈΠ΅ΠΌΡ‹ обучСния иностранному языку для Ρ€Π°Π·Π½Ρ‹Ρ… возрастных Π³Ρ€ΡƒΠΏΠΏ учащихся ΠΈ Ρ€Π°Π·Π½Ρ‹Ρ… ΡƒΡ€ΠΎΠ²Π½Π΅ΠΉ владСния иностранным языком

    Distributed Learning System Design: A New Approach and an Agenda for Future Research

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    This article presents a theoretical framework designed to guide distributed learning design, with the goal of enhancing the effectiveness of distributed learning systems. The authors begin with a review of the extant research on distributed learning design, and themes embedded in this literature are extracted and discussed to identify critical gaps that should be addressed by future work in this area. A conceptual framework that integrates instructional objectives, targeted competencies, instructional design considerations, and technological features is then developed to address the most pressing gaps in current research and practice. The rationale and logic underlying this framework is explicated. The framework is designed to help guide trainers and instructional designers through critical stages of the distributed learning system design process. In addition, it is intended to help researchers identify critical issues that should serve as the focus of future research efforts. Recommendations and future research directions are presented and discussed

    Video Data Visualization System: Semantic Classification And Personalization

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    We present in this paper an intelligent video data visualization tool, based on semantic classification, for retrieving and exploring a large scale corpus of videos. Our work is based on semantic classification resulting from semantic analysis of video. The obtained classes will be projected in the visualization space. The graph is represented by nodes and edges, the nodes are the keyframes of video documents and the edges are the relation between documents and the classes of documents. Finally, we construct the user's profile, based on the interaction with the system, to render the system more adequate to its references.Comment: graphic

    The aesthetic zone of interaction. How are aesthetic design qualities experienced?

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    The aim of the present position paper is to raise issues concerning aesthetic experience in relation to an ongoing work of designing an artefact encouraging video reporting of personal experiences. The work serves as an example of a design experiment where aesthetic qualities are emphasized, but where the resulting interactions have not yet been analyzed in relation to these qualities. Our position is that the aesthetics of an interactive artefact evolves in the interactive zone between people who use it and the artefact itself. The aesthetic qualities are, thus, crystallized in the use of the artefact – whether it ranks high on a usability scale or not. Just as usability qualities, the aesthetic qualities contain contextual factors of its users, such as their pre-comprehension of the artefact, their cultural background and their emotional states. Furthermore, they include the context of the artefact, such as its physical design and the environment of its use. Our standpoint is consistent with Shusterman’s pragmatist approach to aesthetics, as related by Petersen et al. [2]. This approach promotes aesthetics of use rather than aesthetics of appearance. The experience of aesthetics lies in the interaction with the artefact rather than merely in the visual perception of it

    USAge of Groupware in Software Engineering Education at the Cscw Laboratory of University Duisburg-essen: Possibilities and Limitations

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    This paper analyzes the application level in CSCW laboratory there are Electronic meeting rooms, Video Conferencing, Desktop Conference (Passenger), and BSCW system which conducting in The University Duisburg – Essen Germany. This analysis included short analysis and discussion about possibilities and limitation of each experiment followed by outlook how this lab can be further developed.Multi-user to Multipoint Videoconferences is introduced to cover all of devices join to the conferences. A computer network, PSTN (Public Switched Telephone Network), ISDN Phone, Wireless Infrastructures (accessed by laptop, smart phone, PDA) and videoconferences systems is proposed to be integrate

    Applications of computer communications in education.

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    Applications of computer communications can be used in many ways in education. An overview is given of a number of categories of computer communications applications in learning-related activities. Particular attention is given to a new type of system called a course-support environment. In this type of system a database is integrated with Web-based tools and applications, and used to generate a course-support environment accessed via a standard Web browser. Some examples are given. The article moves on to an overview of various issues confronting the acceptance of computer communication systems in educational settings, and indicates some of the ways in which computer communications engineers will have to deal with those issue

    A study of user perceptions of the relationship between bump-mapped and non-bump-mapped materials, and lighting intensity in a real-time virtual environment

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    The video and computer games industry has taken full advantage of the human sense of vision by producing games that utilize complex high-resolution textures and materials, and lighting technique. This results to the creation of an almost life-like real-time 3D virtual environment that can immerse the end-users. One of the visual techniques used is real-time display of bump-mapped materials. However, this sense of visual phenomenon has yet to be fully utilized for 3D design visualization in the architecture and construction domain. Virtual environments developed in the architecture and construction domain are often basic and use low-resolution images, which under represent the real physical environment. Such virtual environment is seen as being non-realistic to the user resulting in a misconception of the actual potential of it as a tool for 3D design visualization. A study was conducted to evaluate whether subjects can see the difference between bump-mapped and nonbump-mapped materials in different lighting conditions. The study utilized a real-time 3D virtual environment that was created using a custom-developed software application tool called BuildITC4. BuildITC4 was developed based upon the C4Engine which is classified as a next-generation 3D Game Engine. A total of thirty-five subjects were exposed to the virtual environment and were asked to compare the various types of material in different lighting conditions. The number of lights activated, the lighting intensity, and the materials used in the virtual environment were all interactive and changeable in real-time. The goal is to study how subjects perceived bump-mapped and non-bump mapped materials, and how different lighting conditions affect realistic representation. Results from this study indicate that subjects could tell the difference between the bump-mapped and non-bump mapped materials, and how different material reacts to different lighting condition
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