889 research outputs found

    Emerging technologies for learning report (volume 3)

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    Web 3D for Public, Environmental and Occupational Health: Early Examples from Second LifeĀ®

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    Over the past three years (2006-2008), the medical/health and public health communities have shown a growing interest in using online 3D virtual worlds like Second LifeĀ® (http://secondlife.com/) for health education, community outreach, training and simulations purposes. 3D virtual worlds are seen as the precursors of ā€˜Web 3Dā€™, the next major iteration of the Internet that will follow in the coming years. This paper provides a tour of several flagship Web 3D experiences in Second LifeĀ®, including Play2Train Islands (emergency preparedness training), the US Centers for Disease Control and Preventionā€”CDC Island (public health), Karuna Island (AIDS support and information), Tox Town at Virtual NLM Island (US National Library of Medicine - environmental health), and Jeffersonā€™s Occupational Therapy Center. We also discuss the potential and future of Web 3D. These are still early days of 3D virtual worlds, and there are still many more untapped potentials and affordances of 3D virtual worlds that are yet to be explored, as the technology matures further and improves over the coming months and years

    Web 3D for Public, Environmental and Occupational Health: Early Examples from Second LifeĀ®

    Get PDF
    Over the past three years (2006ā€“2008), the medical/health and public health communities have shown a growing interest in using online 3D virtual worlds like Second LifeĀ® (http://secondlife.com/) for health education, community outreach, training and simulations purposes. 3D virtual worlds are seen as the precursors of ā€˜Web 3Dā€™, the next major iteration of the Internet that will follow in the coming years. This paper provides a tour of several flagship Web 3D experiences in Second LifeĀ®, including Play2Train Islands (emergency preparedness training), the US Centers for Disease Control and Preventionā€”CDC Island (public health), Karuna Island (AIDS support and information), Tox Town at Virtual NLM Island (US National Library of Medicine - environmental health), and Jeffersonā€™s Occupational Therapy Center. We also discuss the potential and future of Web 3D. These are still early days of 3D virtual worlds, and there are still many more untapped potentials and affordances of 3D virtual worlds that are yet to be explored, as the technology matures further and improves over the coming months and years

    Dynamic Composite Data Physicalization Using Wheeled Micro-Robots

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    This paper introduces dynamic composite physicalizations, a new class of physical visualizations that use collections of self-propelled objects to represent data. Dynamic composite physicalizations can be used both to give physical form to well-known interactive visualization techniques, and to explore new visualizations and interaction paradigms. We first propose a design space characterizing composite physicalizations based on previous work in the fields of Information Visualization and Human Computer Interaction. We illustrate dynamic composite physicalizations in two scenarios demonstrating potential benefits for collaboration and decision making, as well as new opportunities for physical interaction. We then describe our implementation using wheeled micro-robots capable of locating themselves and sensing user input, before discussing limitations and opportunities for future work

    ConceptMapWiki - a collaborative framework for agglomerating pedagogical knowledge

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    We propose a new educational framework,ConceptMapWiki, that is a wiki representing pedagogicalknowledge with a collection of concept maps which iscollaboratively created, edited and browsed. The learners andeducators provide complementing contribution to evolvingshared knowledge structures that are stored in a relationaldatabase forming together inter-connected overlappingontologies. Every contribution is stored supplied with timestamps and a user profile enabling to analyze maturing ofknowledge according to various learner-driven criteria.Pedagogically motivated learning paths can be collaborativelydefined and evaluated, and educational games can beincorporated based on browsing and editing concept maps.The proposed framework is believed to be the first wikiarchitecture of it's kind, designed for personalized learningwith an evolving knowledge repository relying on adaptivevisual representations and sound pedagogical motivation.Initial experiments with a functional online prototype indicatepromising educational gain and suggest further research.Peer reviewe

    Bridging Practices, Theories, and Technologies to Support Reminiscence

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    Campus career collaboration: Do the research. Land the job.

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    Purdue Universityā€™s Management and Economics Library (MEL) recognized a unique opportunity to build a strong collaboration among campus units in the career development area, enhancing studentsā€™ interviewing abilities and employment opportunities. The products and services presented in this article focus on MELā€™s unique campuswide collaboration with twelve campus libraries and thus far eight career units in the creation and implementation of a Career Wiki. The Career Wiki, both a library product and service, offers electronic access to career resources, and it effectively increases use of all library collections and information resources, thereby adding to the services each career unit offers

    Analysing, visualising and supporting collaborative learning using interactive tabletops

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    The key contribution of this thesis is a novel approach to design, implement and evaluate the conceptual and technological infrastructure that captures studentā€™s activity at interactive tabletops and analyses these data through Interaction Data Analytics techniques to provide support to teachers by enhancing their awareness of studentā€™s collaboration. To achieve the above, this thesis presents a series of carefully designed user studies to understand how to capture, analyse and distil indicators of collaborative learning. We perform this in three steps: the exploration of the feasibility of the approach, the construction of a novel solution and the execution of the conceptual proposal, both under controlled conditions and in the wild. A total of eight datasets were analysed for the studies that are described in this thesis. This work pioneered in a number of areas including the application of data mining techniques to study collaboration at the tabletop, a plug-in solution to add user-identification to a regular tabletop using a depth sensor and the first multi-tabletop classroom used to run authentic collaborative activities associated with the curricula. In summary, while the mechanisms, interfaces and studies presented in this thesis were mostly explored in the context of interactive tabletops, the findings are likely to be relevant to other forms of groupware and learning scenarios that can be implemented in real classrooms. Through the mechanisms, the studies conducted and our conceptual framework this thesis provides an important research foundation for the ways in which interactive tabletops, along with data mining and visualisation techniques, can be used to provide support to improve teacherā€™s understanding about studentā€™s collaboration and learning in small groups
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