22 research outputs found

    Drawing and Knowledge Construction in Archaeology: The Aide Mémoire Project

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    The Aide Mémoire Project conducted a survey and a series of observational studies in field recording and artifact illustration to understand 1) the perception of digital and by-hand drawing in archaeology, 2) how drawing contributes to the creation of mental models that allow archaeologists to understand archaeological remains and artifacts, and 3) what impact digital drawing has on the creation of these mental models. Our toolkit includes the NASA Task Load Index to assess and compare the mental load while drawing digitally or by-hand. We conclude that there are significant pedagogical, academic, and professional implications to consider when removing or replacing by-hand drawing with digital recording in archaeological methodology

    Adaptivity of 3D web content in web-based virtual museums : a quality of service and quality of experience perspective

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    The 3D Web emerged as an agglomeration of technologies that brought the third dimension to the World Wide Web. Its forms spanned from being systems with limited 3D capabilities to complete and complex Web-Based Virtual Worlds. The advent of the 3D Web provided great opportunities to museums by giving them an innovative medium to disseminate collections' information and associated interpretations in the form of digital artefacts, and virtual reconstructions thus leading to a new revolutionary way in cultural heritage curation, preservation and dissemination thereby reaching a wider audience. This audience consumes 3D Web material on a myriad of devices (mobile devices, tablets and personal computers) and network regimes (WiFi, 4G, 3G, etc.). Choreographing and presenting 3D Web components across all these heterogeneous platforms and network regimes present a significant challenge yet to overcome. The challenge is to achieve a good user Quality of Experience (QoE) across all these platforms. This means that different levels of fidelity of media may be appropriate. Therefore, servers hosting those media types need to adapt to the capabilities of a wide range of networks and devices. To achieve this, the research contributes the design and implementation of Hannibal, an adaptive QoS & QoE-aware engine that allows Web-Based Virtual Museums to deliver the best possible user experience across those platforms. In order to ensure effective adaptivity of 3D content, this research furthers the understanding of the 3D web in terms of Quality of Service (QoS) through empirical investigations studying how 3D Web components perform and what are their bottlenecks and in terms of QoE studying the subjective perception of fidelity of 3D Digital Heritage artefacts. Results of these experiments lead to the design and implementation of Hannibal

    Creative art-based technologies for interagency working together for safeguarding children and young people

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    Children themselves rarely engage directly with the child protection system unless they are already referred into the system by a third party adult. New technologies have enabled children to communicate in different ways than previously. A guiding question for this thesis is whether one type of technology access, that of an application or ‘app’, could also facilitate children’s direct access for advice, help and response from the child protection system in the UK. The current UK policy emphasis on child-focused systems and outcomes (Munro, 2011) forms a background to this thesis, which aims to identify the work required to co-produce new ways of working at the front door of child protection to extend the current socio-technical framework to improve outcomes for children. Past and present social and political developments in UK child protection and early help, a data review of smart phone apps relating to managing risk and safeguarding, and a comparison of the use of technology in related settings provide an overview of the context within which socio-technical change can occur. The underpinning methodology recognises a crucial factor in the successful design and implementation of socio-technical change: that any proposed alteration to existing ways of working must also be adopted by a range of gatekeepers to the system, including practitioners in social work, the police, health and education, who may identify barriers and present challenges to implementation. Two separate weeks of ethnographic observation were focused on the use of technology in information management in a Multi-Agency Safeguarding Hub (MASH). Data on the child’s perspective on technology and app design for safeguarding was collected through school-based workshops. A co-produced design of an application is proposed as a way of sharing information and communication pathways for multi-agency professionals and children/young people. The project offers new ideas for promoting a child-centred approach to safeguarding. In doing so, it proposes the design principles of a digital platform consisting of a smart phone application. The proposed application is an extension of the traditional early intervention child protection discourse that will capture children’s social media conversations and stories connected to keeping themselves safe. It will also include educational ‘stay safe’ age-appropriate games and twenty-four/seven access to multi-agency advice and guidance. Challenges for app adoption are changes to the police communication departments and the creation of a localised children’s MASH to provide digital responses for self-referrals

    Virtual Reality for Prototyping Service Journeys

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    The use of virtual elements for developing new service prototyping environments and more realistic simulations has been suggested as a way to optimise the service prototyping process. This work examines the application of virtual reality (VR) in prototyping service journeys and it hypothesises that VR can recreate service journeys in a highly immersive, agile, and inexpensive manner, thus allowing users to have a representative service experience and enabling service designers to extract high-quality user feedback. To that end, a new service prototyping method, called VR service walkthrough, is presented and evaluated through an empirical comparative study. A VR service walkthrough is a virtual simulation of a service journey, representing how the service unfolds over space and time. A comparative study between the VR service walkthrough method and an adapted service walkthrough method evaluates the application of both methods using a location-based audio tour guide service as a case study. Two user groups (each with 21 users) were used to evaluate both methods based on two factors: the user experience they offered and the subjective meaningfulness and quality of feedback they produced. Results show that the VR service walkthrough method gave a performance similar to that of the service walkthrough method. It was also able to communicate the service concept in an immersive way and foster constructive feedback.Virtual Reality for Prototyping Service JourneyspublishedVersio

    Teams in agile software development: Design principles and examination of human factors

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    In response to new customer requirements, market dynamics, mergers, and technological innovation, modern software development organizations are adopting agile software development (ASD). Yet, the simple adoption of agile methods such as Scrum or eXtreme programming does not automatically result in a very agile team. While we understand the introduction and adoption of ASD from a methodical perspective, we have yet to explore design principles that guide methodical extensions of ASD, and we need to learn more about the human factors that influence software development teams. This thesis presents four studies. Studies 1 and 2 investigate the methodical extension of ASD by identifying design principles from secondary data. Study 1 extends ASD with processes and practices from user-centered design. Study 2 investigates early activities that precede development activities. The thesis also investigates human factors of agile software development in studies 3 and 4. Study 3 compares teams along their extents of agility in order to identify influential factors using a multicase study design. Study 4 tests the effects of emotional contagion in virtual software development teams using a large dataset from an open source software repository. Thus, this thesis makes two primary contributions. First, it develops design principles for methodical extensions of ASD; second, it contributes to the human factors that influence software development teams. Managers also receive guidance on the improvement of ASD in their organization

    A new framework and learning tool to enhance the usability of software

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    Edited version embargoed until 01.03.2018 Full version: Access restricted permanently due to 3rd party copyright restrictions. Restriction set on 01.03.2017 by SC, Graduate schoolDue to technological developments, apps (mobile applications) and web-based applications are now used daily by millions of people worldwide. Accordingly, such applications need to be usable by all groups of users, regardless of individual attributes. Thus, software usability measurement is fundamental metric that needs to be evaluated in order to assess software efficiency, effectiveness, learnability and user satisfaction. Consequently, a new approach is required that both educates software novice developers in software evaluation methods and promotes the use of usability evaluation methods to create usable products. This research devised a development framework and learning tool in order to enhance overall awareness and assessment practice. Furthermore, the research also focuses on Usability Evaluation Methods (UEMs) with the objective of providing novice developers with support when making decisions pertaining to the use of learning resources. The proposed development framework and its associated learning resources is titled dEv (Design Evaluation), and it has been devised in order to address the three key challenges identified in the literature review and reinforce by the studies. These three challenges are: (i) the involvement of users in the initial phases of the development process, (ii) the mindset and perspectives of novice developers with regard to various issues as a result of their lack of UEMs or the provision of too many, and (iii) the general lack of knowledge and awareness concerning the importance and value of UEMs. The learning tool was created in line with investigation studies, feedback and novice developers requirements in the initial stages of the development process. An iterative experimental approach was adapted which incorporated the use of interviews and survey-based questionnaires. It was geared towards analysing the framework, learning tool and their various effects. Two subsequent studies were carried out in order to test the approach adopted and provide insight into its results. The studies also reported on their ability to affect novice developers using assessment methods and also to overcome a number of the difficulties associated with UEM application. This suggested approach is valuable when considering two different contributions: primarily, the integration of software evaluation and software development in the dEv framework, which encourages professionals to evaluate across all phases of the development; secondly, it is able to enhance developer awareness and insight with regard to evaluation techniques and their application

    Intuitive Robot Teleoperation Based on Haptic Feedback and 3D Visualization

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    Robots are required in many jobs. The jobs related to tele-operation may be very challenging and often require reaching a destination quickly and with minimum collisions. In order to succeed in these jobs, human operators are asked to tele-operate a robot manually through a user interface. The design of a user interface and of the information provided in it, become therefore critical elements for the successful completion of robot tele-operation tasks. Effective and timely robot tele-navigation mainly relies on the intuitiveness provided by the interface and on the richness and presentation of the feedback given. This project investigated the use of both haptic and visual feedbacks in a user interface for robot tele-navigation. The aim was to overcome some of the limitations observed in a state of the art works, turning what is sometimes described as contrasting into an added value to improve tele-navigation performance. The key issue is to combine different human sensory modalities in a coherent way and to benefit from 3-D vision too. The proposed new approach was inspired by how visually impaired people use walking sticks to navigate. Haptic feedback may provide helpful input to a user to comprehend distances to surrounding obstacles and information about the obstacle distribution. This was proposed to be achieved entirely relying on on-board range sensors, and by processing this input through a simple scheme that regulates magnitude and direction of the environmental force-feedback provided to the haptic device. A specific algorithm was also used to render the distribution of very close objects to provide appropriate touch sensations. Scene visualization was provided by the system and it was shown to a user coherently to haptic sensation. Different visualization configurations, from multi-viewpoint observation to 3-D visualization, were proposed and rigorously assessed through experimentations, to understand the advantages of the proposed approach and performance variations among different 3-D display technologies. Over twenty users were invited to participate in a usability study composed by two major experiments. The first experiment focused on a comparison between the proposed haptic-feedback strategy and a typical state of the art approach. It included testing with a multi-viewpoint visual observation. The second experiment investigated the performance of the proposed haptic-feedback strategy when combined with three different stereoscopic-3D visualization technologies. The results from the experiments were encouraging and showed good performance with the proposed approach and an improvement over literature approaches to haptic feedback in robot tele-operation. It was also demonstrated that 3-D visualization can be beneficial for robot tele-navigation and it will not contrast with haptic feedback if it is properly aligned to it. Performance may vary with different 3-D visualization technologies, which is also discussed in the presented work

    Quaternion-based gesture recognition using wireless wearable motion capture sensors

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    This work presents the development and implementation of a unified multi-sensor human motion capture and gesture recognition system that can distinguish between and classify six different gestures. Data was collected from eleven participants using a subset of five wireless motion sensors (inertial measurement units) attached to their arms and upper body from a complete motion capture system. We compare Support Vector Machines and Artificial Neural Networks on the same dataset under two different scenarios and evaluate the results. Our study indicates that near perfect classification accuracies are achievable for small gestures and that the speed of classification is sufficient to allow interactivity. However, such accuracies are more difficult to obtain when a participant does not participate in training, indicating that more work needs to be done in this area to create a system that can be used by the general population

    Memorias del V Congreso Internacional de Investigación de la Facultad de Psicología de la Universidad Nacional de La Plata

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    Incluye todas las ponencias presentadas en el V Congreso Internacional de Investigación de la Facultad de Psicología de la Universidad Nacional de La Plata, realizado en noviembre del año 2015, divididas de la siguiente forma: - Mesas temáticas autoconvocadas. - Talleres. - Pósters. - Trabajos libres.Facultad de Psicologí
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