80,304 research outputs found
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A debate dashboard to enhance on-line knowledge sharing
Purpose – Web 2.0 technologies have radically modified the way in which knowledge is created, managed and shared, improving productivity and accelerating innovation processes for the enterprises. These technologies have allowed enterprises to produce knowledge, leverage collective intelligence and build social capital on a scale that was unimaginable a few years ago. In this paper we focus on a particular kind of web-based collaborative platforms known as argument mapping tools and we discuss the main barriers to the adoption of them. Literature has proved that these argument mapping tools provide large and small and medium enterprise with several advantages, but nevertheless, they have low level adoption. In this paper we explore new technological solutions to support the adoption of argument mapping tools. In particular, we propose the design of a Debate Dashboard to provide visual feedback to support online deliberation. These visual feedback aims at compensating the loss of information due to the mediation of the technology. The Debate Dashboard is composed of a set of suitable visualization tools that have been selected on the basis of a literature review of the visualization tools.
Design/methodology/approach - We propose a literature review of existing visualization tools. Building on the literature review we selected thirty visualization tools, which have been classified on the basis of the kind of feedback they are able to provide. We identify three classes of feedback: Community feedback (identikit of users), Interaction feedback (about how users interact) and Absorption feedback (about generated content and its organization). We distilled the Debate Dashboard features by building on results of a literature review on Web 2.0 tools for data visualization. As output of literature review we selected six visualization tools. We consider these selected tools as a sort of starting point. Indeed, our aim is the improvement of them through the addition of further features and functions in order to make them more effective in providing feedback.
Originality/value – Our paper enriches the debate about computer mediated conversation and visualization tools. We propose a Dashboard prototype to augment collaborative
knowledge mapping tools by providing visual feedback on conversations. The Dashboard will provide at the same time three different kinds of feedback about: details of the
participants to the conversation, interaction processes and generated content. This will allow the improvement of the benefits and reduce the costs deriving from the use of
mapping tools. Moreover, another important novelty is that visualization tools will be integrated to mapping tools, as until now they have been used only to visualize data contained in forums (as Usenet or Slash.dot), chat or email archives
Practical implications – The Dashboard provides feedback about participants, interaction processes and generated contents, thus supporting the adoption of mapping tools as
technologies able to foster knowledge sharing among remote workers or/and customers and supplier.
The integration of Debate Dashboard with common online argument mapping tools aims at enabling the following advantages:
1. Reduction of misunderstanding;
2. Reduction of cognitive effort required to use argument mapping tools;
3. Improvement of the exploration and the analysis of the maps - the Debate Dashboard feedback improves the usability of the object (the map), thus allowing users to pitch into the conversation in the right place
Mobile learning: benefits of augmented reality in geometry teaching
As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the
field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio
Motivational Social Visualizations for Personalized E-Learning
A large number of educational resources is now available on the Web to support both regular classroom learning and online learning. However, the abundance of available content produces at least two problems: how to help students find the most appropriate resources, and how to engage them into using these resources and benefiting from them. Personalized and social learning have been suggested as potential methods for addressing these problems. Our work presented in this paper attempts to combine the ideas of personalized and social learning. We introduce Progressor + , an innovative Web-based interface that helps students find the most relevant resources in a large collection of self-assessment questions and programming examples. We also present the results of a classroom study of the Progressor + in an undergraduate class. The data revealed the motivational impact of the personalized social guidance provided by the system in the target context. The interface encouraged students to explore more educational resources and motivated them to do some work ahead of the course schedule. The increase in diversity of explored content resulted in improving students’ problem solving success. A deeper analysis of the social guidance mechanism revealed that it is based on the leading behavior of the strong students, who discovered the most relevant resources and created trails for weaker students to follow. The study results also demonstrate that students were more engaged with the system: they spent more time in working with self-assessment questions and annotated examples, attempted more questions, and achieved higher success rates in answering them
Full Body Interaction beyond Fun: Engaging Museum Visitors in Human-Data Interaction
Engaging museum visitors in data exploration using full-body interaction is still a challenge. In this paper, we explore four strategies for providing entry-points to the interaction: instrumenting the floor; forcing collaboration; implementing multiple body movements to control the same effect; and, visualizing the visitors' silhouette beside the data visualization. We discuss preliminary results of an in-situ study with 56 museum visitors at Discovery Place, and provide design recommendations for crafting engaging Human-Data Interaction experiences
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Using SVG and XSLT for graphic representation
Using SVG and XSLT for graphic representation
In this paper we will present an XML based framework that can be used to produce graphical visualisation of scientific data. The approach rather than producing ordinary histogram and function diagaram graphs, tries to represent the information in a more graphical appealing and easy to understand way. For examples the approach will give the ability to represent the temperature as the level of coulored fluid in a thermometer.
The proposed framework is able to maintain the value of the datas strictly separated from the visual form of its representation (positions of element, colours, visual representation etc.).
By defining appropriate data structures and expressing them using XML, the framework gives the user the ability to create graphic representations using standard SVG and XSLT.
Since XML can be used for describing complex data information, we represent every level of the graphic representation with an XML structure.
To describe our architecture we defined the following XML dialects, each one with different markup tags, reflecting the semantical values of the elements.
Data definition level. Used to define the value of the datas that can be used in the graphic representation
Data representation level. Used to define the graphic representation, it defines how the values expressed by the data definition level are represented.
Both data representation and data definition files are based on a DTD to impose the constraints.
Data representation level is the core of the system, and defines a powerful language for representation.
Source primitives. Used to define for the source of the graphic elements, for example static file or SVG code.
Modification primitives. Used to define the modifications that can affect a graphic element, for example rotation, scaling or repetition.
Disposition primitives. Used to define the possible dispositions along x, y and z axes, for example to impose a order in the representation of elements.
Action primitives. Used to define the possible actions that canbe activated by graphic elements for different user behaviours. For example a mouse action can activate a link to a different resource, or can change the value of any of the other primitives of the data structure, as image source or disposition, or can show a tooltip .
XSLT is used to output a SVG file derived from the two files describing the graphic representation.
Our aim is to provide an abstract language to be used to represent in different ways the same concept. In fact, we can link a data definition file with different data representation levels, providing different kinds and levels of complexity for the same concept. An example use could be the representation of the temperature described before, where the temperature itself could be represented either as the level of mercury in the termomether, or as the rotation of an arrow in a gauge.
The transformation process is made from an XML source tree into an XML result tree, using XPath to define patterns. XSLT transformation process is based on templates, that define some actions (like adding or removing elements, or sorting them) to be performed when a part of the document matches a template.
To implement some of the complex graphics operations we are using XSLT extensions that allow to perform mathematical operations.
These XSLT extensions are not yet standard and require specific compliant parser, as Apache Xalan, that allows the developer to interface with Java classes in order to increase XSLT areas of application, from simple node transformations to quite complex operations
Evocative computing – creating meaningful lasting experiences in connecting with the past
We present an approach – evocative computing – that demonstrates how ‘at hand’ technologies can be ‘picked up’ and used by people to create meaningful and lasting experiences, through connecting and interacting with the past. The approach is instantiated here through a suite of interactive technologies configured for an indoor-outdoor setting that enables groups to explore, discover and research the history and background of a public cemetery. We report on a two-part study where different groups visited the cemetery and interacted with the digital tools and resources. During their activities serendipitous uses of the technology led to connections being made between personal memo-ries and ongoing activities. Furthermore, these experiences were found to be long-lasting; a follow-up study, one year later, showed them to be highly memorable, and in some cases leading participants to take up new directions in their work. We discuss the value of evocative computing for enriching user experiences and engagement with heritage practices
USEM: A ubiquitous smart energy management system for residential homes
With the ever-increasing worldwide demand for energy, and the limited available energy resources, there is a growing need to reduce our energy consumption whenever possible. Therefore, over the past few decades a range of technologies have been proposed to assist consumers with reducing their energy use. Most of these have focused on decreasing energy consumption in the industry, transport, and services sectors. In more recent years, however, growing attention has been given to energy use in the residential sector, which accounts for nearly 30% of total energy consumption in the developed countries. Here we present one such system, which aims to assist residential users with monitoring their energy usage and provides mechanisms for setting up and controlling their home appliances to conserve energy. We also describe a user study we have conducted to evaluate the effectiveness of this system in supporting its users with a range of tools and visualizations developed for ubiquitous devices such as mobile phones and tablets. The findings of this study have shown the potential benefits of our system, and have identified areas of improvement that need to be addressed in the future
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