913 research outputs found

    Collocated Collaboration Analytics: Principles and Dilemmas for Mining Multimodal Interaction Data

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    © 2019, Copyright © 2017 Taylor & Francis Group, LLC. Learning to collaborate effectively requires practice, awareness of group dynamics, and reflection; often it benefits from coaching by an expert facilitator. However, in physical spaces it is not always easy to provide teams with evidence to support collaboration. Emerging technology provides a promising opportunity to make collocated collaboration visible by harnessing data about interactions and then mining and visualizing it. These collocated collaboration analytics can help researchers, designers, and users to understand the complexity of collaboration and to find ways they can support collaboration. This article introduces and motivates a set of principles for mining collocated collaboration data and draws attention to trade-offs that may need to be negotiated en route. We integrate Data Science principles and techniques with the advances in interactive surface devices and sensing technologies. We draw on a 7-year research program that has involved the analysis of six group situations in collocated settings with more than 500 users and a variety of surface technologies, tasks, grouping structures, and domains. The contribution of the article includes the key insights and themes that we have identified and summarized in a set of principles and dilemmas that can inform design of future collocated collaboration analytics innovations

    Multimodal Discourse Analysis for Video of Learning

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    Tujuan dari penelitian ini adalah untuk mengetahui seberapa baik siswa dalam menyampaikan idenya tentang materi pembelajaran dan untuk mengetahui perasaan dan kondisi siswa. Penulis menggunakan monolog siswa di Kelas Bahasa Inggris. Video dianalisis berdasarkan teori dalam analisis multimodal discourse. Prosedur dalam menganalisis data mengacu pada beberapa sumber semiotik seperti ucapan dan fitur kinetik seperti tatapan, gerak tubuh dan postur tubuh siswa. Hasil dari penelitian ini menunjukan siswa menyampaikan materi pembelajaran yang baik. Untuk fitur kinetik, siswa menunjukkan mencoba untuk mengingat dengan keras; itu mengacu pada tatapan siswa. Untuk gerak tubuh dan postur tubuh siswa, keduanya menunjukkan kurangnya kepercayaan diri siswa ketika menyampaikan idenya dan memiliki sesuatu untuk disembunyikan. Artinya siswa memahami materi pembelajaran tetapi perasaan dan kondisinya tidak percaya diri. Hasil Penelitian ini diharapkan dapat membantu para mengajar untuk tidak hanya mengetahui kemampuan akan tetapi juga kondisi siswa saat belajar, sehingga dapat membuat proses penyampaian materi berjalan lancar

    Shortages and challenges in augmentative communication through tangible interaction using a user-centered design and assessment process

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    In this article, we present an assessment process on a tangible interaction application oriented to individuals with complex communication needs, called ACoTI, and details about the main results obtained thus far. The process is based on a set of decisions that have been surveyed as key elements for assessing this type of experiences, based on a background review that was carried out. In addition to that, it has taken into account the contribution of key players from the special education field and it is the foundation for the user-centered and evolutionary design of the application. A number of findings and challenges that open up the door to keep contributing to this specific area was presented. For instance, creating an authoring tool that is available for the educators to be able to generate themselves customized activities for their students, considering the specific needs of each of them

    Shortages and Challenges in Augmentative Communication through Tangible Interaction Using a User-centered Design and Assessment Process

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    In this article, we present an assessment process on a tangible interaction application oriented to individuals with complex communication needs, called ACoTI, and details about the main results obtained thus far. The process is based on a set of decisions that have been surveyed as key elements for assessing this type of experiences, based on a background review that was carried out. In addition to that, it has taken into account the contribution of key players from the special education field and it is the foundation for the user-centered and evolutionary design of the application. A number of findings and challenges that open up the door to keep contributing to this specific area was presented. For instance, creating an authoring tool that is available for the educators to be able to generate themselves customized activities for their students, considering the specific needs of each of them.Instituto de Investigación en Informátic

    Shortages and Challenges in Augmentative Communication through Tangible Interaction using a user-centered design and assessment process

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    In this article, we present an assessment process on a tangible interaction application oriented to individuals with complex communication needs, called ACoTI, and details about the main results obtained thus far. The process is based on a set of decisions that have been surveyed as key elements for assessing this type of experiences, based on a background review that was carried out. In addition to that, it has taken into account the contribution of key players from the special education field and it is the foundation for the user-centered and evolutionary design of the application. A number of findings and challenges that open up the door to keep contributing to this specific area was presented. For instance, creating an authoring tool that is available for the educators to be able to generate themselves customized activities for their students, considering the specific needs of each of them.Fil: Sanz, Cecilia Veronica. Universidad Nacional de La Plata. Facultad de Informática. Instituto de Investigación en Informática Lidi; Argentina. Provincia de Buenos Aires. Gobernación. Comisión de Investigaciones Científicas; ArgentinaFil: Artola, Verónica. Universidad Nacional de La Plata. Facultad de Informática. Instituto de Investigación en Informática Lidi; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; ArgentinaFil: Guisen, Maria Andrea. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Marco, Javier. Universidad de Zaragoza; EspañaFil: Cerezo, Eva. Universidad de Zaragoza; EspañaFil: Baldassarri, Sandra Silvia. Universidad de Zaragoza; Españ

    The Impact of Computing Device Design on Patient-Centered Communication: An Experimental Study

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    Prior research has studied the impact of use of a single computing device, such as a desktop or a tablet computer, on patient-provider communication. While some studies have considered how contextual features such as room layout and software interface design affect computer use and patient-provider interaction in the exam room, it is not known how the choice of computing device impacts patient-provider communication. We conducted a within-participant experimental study. Three physicians participated in nine simulated consultations, using a desktop computer, a tablet computer, and a tabletop computer. Consultations were video-recorded and the video data were analyzed using framework analysis. Findings reveal the choice of device impacts the extent to which the consultation is patient-centered. To better support patient-centered communication, a large adjustable horizontal screen can facilitate eye contact and patient engagement. Findings also highlight the need for design of future systems to consider the characteristics of both openness and privacy

    Read-It: A Multi-modal Tangible Interface for Children Who Learn to Read

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    Multi-modal tabletop applications offer excellent opportunities for enriching the education of young children. Read-It is an example of an interactive game with a multi-modal tangible interface that was designed to combine the advantages of current physical games and computer exercises. It is a novel approach for supporting children who learn to read. The first experimental evaluation has demonstrated that the Read-It approach is indeed promising and meets a priori expectations

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Collaborative behavior, performance and engagement with visual analytics tasks using mobile devices

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    Interactive visualizations are external tools that can support users’ exploratory activities. Collaboration can bring benefits to the exploration of visual representations or visu‐ alizations. This research investigates the use of co‐located collaborative visualizations in mobile devices, how users working with two different modes of interaction and view (Shared or Non‐Shared) and how being placed at various position arrangements (Corner‐to‐Corner, Face‐to‐Face, and Side‐by‐Side) affect their knowledge acquisition, engagement level, and learning efficiency. A user study is conducted with 60 partici‐ pants divided into 6 groups (2 modes×3 positions) using a tool that we developed to support the exploration of 3D visual structures in a collaborative manner. Our results show that the shared control and view version in the Side‐by‐Side position is the most favorable and can improve task efficiency. In this paper, we present the results and a set of recommendations that are derived from them
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