111,419 research outputs found

    Collaborative video searching on a tabletop

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    Almost all system and application design for multimedia systems is based around a single user working in isolation to perform some task yet much of the work for which we use computers to help us, is based on working collaboratively with colleagues. Groupware systems do support user collaboration but typically this is supported through software and users still physically work independently. Tabletop systems, such as the DiamondTouch from MERL, are interface devices which support direct user collaboration on a tabletop. When a tabletop is used as the interface for a multimedia system, such as a video search system, then this kind of direct collaboration raises many questions for system design. In this paper we present a tabletop system for supporting a pair of users in a video search task and we evaluate the system not only in terms of search performance but also in terms of user–user interaction and how different user personalities within each pair of searchers impacts search performance and user interaction. Incorporating the user into the system evaluation as we have done here reveals several interesting results and has important ramifications for the design of a multimedia search system

    Collaboration in Augmented Reality: How to establish coordination and joint attention?

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    Schnier C, Pitsch K, Dierker A, Hermann T. Collaboration in Augmented Reality: How to establish coordination and joint attention? In: Boedker S, Bouvin NO, Lutters W, Wulf V, Ciolfi L, eds. Proceedings of the 12th European Conference on Computer Supported Cooperative Work (ECSCW 2011). Springer-Verlag London; 2011: 405-416.We present an initial investigation from a semi-experimental setting, in which an HMD-based AR-system has been used for real-time collaboration in a task-oriented scenario (design of a museum exhibition). Analysis points out the specific conditions of interacting in an AR environment and focuses on one particular practical problem for the participants in coordinating their interaction: how to establish joint attention towards the same object or referent. Analysis allows insights into how the pair of users begins to familarize with the environment, the limitations and opportunities of the setting and how they establish new routines for e.g. solving the ʻjoint attentionʼ-problem

    An environment for studying the impact of spatialising sonified graphs on data comprehension

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    We describe AudioCave, an environment for exploring the impact of spatialising sonified graphs on a set of numerical data comprehension tasks. Its design builds on findings regarding the effectiveness of sonified graphs for numerical data overview and discovery by visually impaired and blind students. We demonstrate its use as a test bed for comparing the approach of accessing a single sonified numerical datum at a time to one where multiple sonified numerical data can be accessed concurrently. Results from this experiment show that concurrent access facilitates the tackling of our set multivariate data comprehension tasks. AudioCave also demonstrates how the spatialisation of the sonified graphs provides opportunities for sharing the representation. We present two experiments investigating users solving set data comprehension tasks collaboratively by sharing the data representation

    Text reconstruction activities and teaching language forms

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    Even though there is a broad consensus that teaching language forms is facilitative or even necessary in some contexts, there are still disagreements concerning, among other things, how formal aspects of the target language should be taught. One important area of controversy is whether pedagogic intervention should be input-oriented, emphasizing comprehension of the form- meaning mappings represented by specific linguistic features or output-based, requiring learners to produce these features accurately in gradually more communicative activities. The present paper focuses on the latter of these two options and, basing on the claims of Swain‘s (1985, 1995) output hypothesis, it aims to demonstrates how text-reconstruction activities in which learners collaboratively produce written output trigger noticing, hypothesis-testing and metalinguistic reflection on language use. It presents a psycholinguistic and sociolinguistic rationale for the use of such tasks, discusses the types of such activities, provides an overview of research projects investigating their application and, finally, offers a set of implications for classroom use as well as suggestions for further research in this area

    Holistic Leadership: A Model for Leader-Member Engagement and Development

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    Dr. Candis Best explores the theory of holistic leadership and further provides the model and framework for it to be empirically tested. At present, Best opines that holistic leadership produces leadership which supports the development of self-leadership capacity while preparing participating members for the exercise of increasing levels of self-determination and participatory decision-making

    Black and Blue: Exploring Racial Bias and Law Enforcement in the Killings of Unarmed Black Male Civilians

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    In late 2014, a series of highly publicized police killings of unarmed Black male civilians in the United States prompted large-scale social turmoil. In the current review, we dissect the psychological antecedents of the se killings and explain how the nature of police work may attract officers with distinct characteristics that may make them especially well-primed for negative interactions with Black male civilians. We use media reports to contextualize the precipitating events of the social unrest as we ground our explanations in theory and empirical research from social psychology and industrial and organizational (I/O) psychology. To isolate some of the key mechanisms at play, we disentangle racial bias (e.g., stereotyping processes) from common characteristics of law enforcement agents (e.g., social dominance orientation), while also addressing the interaction between racial bias and policing. By separating the moving parts of the phenomenon, we provide a more fine-grained analysis of the factors that may have contributed to the killings. In doing so, we endeavor to more effectively identify and develop solutions to eradicate excessive use of force during interactions between "Black" (unarmed Black male civilians) and "Blue" (law enforcement)

    How do interactive tabletop systems influence collaboration?

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    This paper examines some aspects of the usefulness of interactive tabletop systems, if and how these impact collaboration. We chose creative problem solving such as brainstorming as an application framework to test several collaborative media: the use of pen-and-paper tools, the ‘‘around-the-table’’ form factor, the digital tabletop interface, the attractiveness of interaction styles. Eighty subjects in total (20 groups of four members) participated in the experiments. The evaluation criteria were task performance, collaboration patterns (especially equity of contributions), and users’ subjective experience. The ‘‘aroundthe-table’’ form factor, which is hypothesized to promote social comparison, increased performance and improved collaboration through an increase of equity. Moreover, the attractiveness of the tabletop device improved subjective experience and increased motivation to engage in the task. However, designing attractiveness seems a highly challenging issue, since overly attractive interfaces may distract users from the task

    Trayectorias: a new model for online task-based learning

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    This paper discusses a framework for designing online tasks that capitalizes on the possibilities that the Internet and the Web offer for language learning. To present such a framework, we draw from constructivist theories (Brooks and Brooks, 1993) and their application to educational technology (Newby, Stepich, Lehman and Russell, 1996; Jonassen, Mayes and McAleese, 1993); second language learning and learning autonomy (Benson and Voller, 1997); and distance education (Race, 1989; White, 1999). On the one hand our model balances the requirements of the need for control and learning autonomy by the independent language learner; and on the other, the possibilities that online task-based learning offer for new reading processes by taking into account new literacy models (Schetzer and Warschauer, 2000), and the effect that the new media have on students’ knowledge construction and understanding of texts. We explain how this model works in the design of reading tasks within the specific distance learning context of the Open University, UK. Trayectorias is a tool that consists of an open problem-solving Web-quest and provides students with ‘scaffolding’ that guides their navigation around the Web whilst modelling learning approaches and new learning paradigms triggered by the medium. We then discuss a small-scale trial with a cohort of students (n = 23). This trial had a double purpose: (a) to evaluate to what extent the writing task fulfilled the investigators’ intentions; and (b) to obtain some information about the students’ perceptions of the task
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