6,281 research outputs found

    Simple identification tools in FishBase

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    Simple identification tools for fish species were included in the FishBase information system from its inception. Early tools made use of the relational model and characters like fin ray meristics. Soon pictures and drawings were added as a further help, similar to a field guide. Later came the computerization of existing dichotomous keys, again in combination with pictures and other information, and the ability to restrict possible species by country, area, or taxonomic group. Today, www.FishBase.org offers four different ways to identify species. This paper describes these tools with their advantages and disadvantages, and suggests various options for further development. It explores the possibility of a holistic and integrated computeraided strategy

    Teaching Cultural Heritage using Mobile Augmented Reality

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    open2noThe relationship between augmented reality, mobile learning, gamification and non-formal education methods provide a great potential. The AR-CIMUVE Augmented Reality for the Walled Cities of the Veneto is an original project in collaboration with Italia Nostra and other associations which deal with transmitting our cultural heritage and which teach primary and middle school children the cultural and historical importance of the Veneto’s and the surrounding territories’ walled cities. In this learning experience students will explore how our environment has developed across the ages using the mobile devices with the technical back-up of the AR App. This will allow them to see maps, examine data, 3D models and will enable them to judge and improve their skills. From a pedagogical and educational point of view the emphasis is on a constructivist social-cultural approach which helps students to become active citizens more aware of their historical identity.openPetrucco, Corrado; Agostini, DanielePetrucco, Corrado; Agostini, Daniel

    HCI and Design Research Education

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    This paper describes the latest insights in HCI education inspired and informed by the creative disciplines, how education is implemented, and how it could be fed back into the artistic fields. It contains examples, contrasts different methods, and discusses and concludes the findings for HCI education in general. A course on HCI is described which is supported by a creative approach, related to art, architecture and music. Experiences are described in of HCI tools and insights such as structured design methods, interaction frameworks and interface design heuristics relevant to the arts fields

    An adaptive e-Learning platform based on IP multicast technology

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    Comunicação apresentada na International Conference on Information and Communication Technologies in Education, Badajoz, 2002.A wide range of applications involving different types of media, with distinct quality of service and network resources requirements have been fostering the computer communications community in order to improve the service provided by the Internet. Besides the IETF recent proposals for introducing QoS in the Internet, multicast technology proposed by S.Deering assumes a major role in supporting group-oriented applications. This article describes the design, implementation and operation of an adaptive distance learning system based on IP multicast technology accessible through a Web browser. This system uses public domain multimedia multicast to build a system which adapts conveniently to the available network resources and to the hardware capabilities of the end-system. The system architecture includes an adaptive module based on Java applets and embedded Javascript, responsible for assessing the existing operating conditions, by collecting the client's system performance (e-student's host) and relevant group characteristics. The collected data is subsequently computed weighting parameters, such as the available bandwidth at the client side, the round-trip time between the client and the remote server, the client's current CPU load and free memory. The obtained result is used for proper multicast applications scheduling and parameterisation in a transparent way

    Instructional Message Design: Theory, Research, and Practice (Volume 2)

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    Message design is all around us, from the presentations we see in meetings and classes, to the instructions that come with our latest tech gadgets, to multi-million-dollar training simulations. In short, instructional message design is the real-world application of instructional and learning theories to design the tools and technologies used to communicate and effectively convey information. This field of study pulls from many applied sciences including cognitive psychology, industrial design, graphic design, instructional design, information technology, and human performance technology to name just a few. In this book we visit several foundational theories that guide our research, look at different real-world applications, and begin to discuss directions for future best practice. For instance, cognitive load and multimedia learning theories provide best practice, virtual reality and simulations are only a few of the multitude of applications. Special needs learners and designing for online, e-learning, and web conferencing are only some of many applied areas where effective message design can improve outcomes. Studying effective instructional message design tools and techniques has and will continue to be a critical aspect of the overall instructional design process. Hopefully, this book will serve as an introduction to these topics and inspire your curiosity to explore further!https://digitalcommons.odu.edu/distancelearning_books/1003/thumbnail.jp

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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