2,233 research outputs found
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
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Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
Collaborative video searching on a tabletop
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 userâuser 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
Designing Tailorable Technologies
This paper provides principles for designing tailorable technologies. Tailorable technologies are technologies that are modified by end users in the context of their use and are around us as desktop operating systems, web portals, and mobile telephones. While tailorable technologies provide end users with limitless ways to modify the technology, as designers and researchers we have little understanding of how tailorable technologies are initially designed to support that end-user modification. In this paper, we argue that tailorable technologies are a unique technology type in the same light as group support systems and emergent knowledge support systems. This unique technology type is becoming common and we are forced to reevaluate existing design theory, methods of analysis, and streams of literature. In this paper we present design principles of Gordon Pask, Christopher Alexander, Greg Gargarian, and Kim Madsen to strengthen inquiry into tailorable technologies. We then apply the principles to designing tailorable technologies in order for their design to become more coherent and tractable. We conclude that designers need to build reflective and active design environments and gradients of interactive capabilities in order for technology to be readily modified in the context of its use
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Reflecting back, looking forward: the challenges for location-based learning
This final section of the report has been reproduced from âD3.1 The STELLAR Rendez-Vous I report and white papersâ, published in 2009 by the STELLAR Network of Excellence. It is included here for completeness; we, as co-authors, felt that it was important to look back at the main contributions to theworkshop and also where the challenges lie for the future.
This chapter addresses two critical questions:
- What has been learned from this workshop, especially in respect to the STELLAR Grand Challenges (âConnecting learnersâ, âOrchestrationâ and âContextualisationâ)?
- What are the new research questions and issues for location-based learning, with respect to the Grand Challenges (âConnecting learnersâ, âOrchestrationâand âContextualisationâ)
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