36,762 research outputs found

    Towards an institutional PLE

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    PLEs in their broader sense (the ad-hoc, serendipitous and potentially chaotic set of tools that learners bring to their learning) are increasingly important for learners in the context of formal study. In this paper we outline the approach that we are taking at the University of Southampton in redesigning our teaching and learning infrastructure into an Institutional PLE. We do not see this term as an oxymoron. We define an Institutional PLE as an environment that provides a personalised interface to University data and services and at the same time exposes that data and services to a student’s personal tools. Our goal is to provide a digital platform that can cope with an evolving learning and teaching environment, as well as support the social and community aspects of the institution

    Expect the unexpected: the co-construction of assistive artifacts

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    This paper aims to explain emerging design activities within community-based rehabilitation contexts through the science of self-organization and adaptivity. It applies an evolutionary systematic worldview (Heylighen, 2011) to frame spontaneous collaboration between different local agents which produce self-made assistive artifacts. Through a process of distinction creation and distinction destruction occupational therapist, professional non-designers, caregivers and disabled people co-evolve simultaneously towards novel possibilities which embody a contemporary state of fitness. The conversation language is build on the principles of emotional seeding through stigmergic prototyping and have been practically applied as a form of design hacking which blends design time and use time. Within this process of co-construction the thought experiment of Maxwell’s Demon is used to map perceived behavior and steer the selecting process of following user-product adaptation strategies. This practice-based approach is illustrated through a case study and tries to integrate both rationality and intuition within emerging participatory design activities

    Developing medical device technologies from users' perspectives: A theoretical framework for involving users in the development process

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    Objectives: The aim of this study was to suggest an acceptable and generic theoretical framework for involving various types of users in the medical device technology (MDT) development process (MDTDP).Methods: The authors propose a theoretical framework suggesting different routes, methods and stages through which various types of medical device users can be involved in the MDTDP.Results: The suggested framework comprises two streams of users' involvement in MDT development, that is, what might be called the end users' stream and the professional users' stream for involving these two groups respectively in the process of developing both simple and more complex and innovative medical devices from conceptualization through to the market deployment. This framework suggests various methods that can be used for users' involvement at different stages of the MDT lifecycle. To illustrate the application of the framework, several MDT development scenarios and device exemplars are presented.Conclusions: Development of medical devices from users' perspectives requires not only the involvement of healthcare professionals but also that of the ultimate end users, that is, patients, people with disabilities and/or special needs, and their caregivers. The evidence shows that such end users quickly discard devices that do not fulfill their personal expectations, even though both manufacturers and healthcare professionals may consider those end users' requirements met. Developers and manufacturers need to recognize this potent potential discrepancy between the parties involved, and involve end users and professional healthcare staff directly in the MDTDP. The framework, the authors contend, is a step forward in helping medical device manufacturers plan and make decisions about users' involvement at different stages of the MDTDP

    Recover:designing a videogame to assist with recovery from PTSD

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    Recover is a game prototype that was developed to explore the potential of videogames to provide users recovering from PTSD with an alternative form of immersive self-help. The game is presented as a playable concept that focuses on mindfulness techniques whilst aiming to engage and retain users. The concept also includes a companion application for mobile, whilst the main videogame has been designed for use with Virtual Reality (VR) headsets

    IPEA: the digital archive use case

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    Now is the time to migrate tape-based media archives to digital file-based archives for television broadcasters. These archives not only address the issue of tape-deterioration, they also create new possibilities for opening up the archive. However, the switch from tape-based to file-based is something only the very big television broadcasters can manage individually. Outer- broadcasters should work together to accomplish this task. In the Flemish part of Belgium, the two largest broadcasters in Flanders, namely the commercial broadcaster VMMa and the public broadcaster VRT, the television facilities supporting company Videohouse, and different university research groups associated with the Interdisciplinary Institute for Broadband Technology joined forces and started the "Innovative Platform on Electronic Archiving" project. The goal of this project is to develop common standards for the exchange and archiving of audio-visual data. In this paper, we give a detailed overview of this project and its different research topics

    A tool for metadata analysis

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    We describe a Web-based metadata quality tool that provides statistical descriptions and visualisations of Dublin Core metadata harvested via the OAI protocol. The lightweight nature of development allows it to be used to gather contextualized requirements and some initial user feedback is discussed
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