2,199 research outputs found

    D1.1 DEMAND ASSESSMENT FRAMEWORK

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    This report proposes the initial draft of the LeADS ADS Framework composed by three major elements; identification and definition of technologies in scope; skills included under those technologies, and definition of job roles, where other skills frameworks are considered for comparison and alignment. The report summarises the first workshop held by the project with external constituencies even though the feedback will be incorporated in the final version of the framework, where the layer of job roles will be completed, and the others revised according to additional input. This framework serves as reference for the next step in LeADS: the assessment of the demand and the supply

    Performance Analysis of Family Welfare Empowerment Application: A Kanban Method Approach

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    This research examines the application of the Kanban method in testing a family welfare empowerment application. The Kanban method, initially developed by Toyota in manufacturing, has been effectively applied in software development. This study involves a series of tests involving various features within the application, such as user registration, village data collection, processing of the family welfare empowerment data at the Village/District level, and more. The test results show that most tests were successful, highlighting the application's success in executing essential functions such as user registration and event scheduling. However, some tests failed, primarily in inputting village, hamlet, and community unit data.  These results indicate that using the Kanban method in testing a family welfare empowerment application can potentially enhance development and testing efficiency. Metrics such as testing time, test success, and time efficiency have provided valuable insights into the application's performance. In conclusion, this testing provides a foundation for further application development, focusing on improving the areas that experienced testing failures. This research also opens up opportunities for further studies on using the Kanban method in software testing in various other application development contexts

    Feasibility Study: Development and Demonstration of Virtual Reality Simulation Training for the BHPB Olympic Dam Site Inductions

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    This report presents the findings of the project ―Feasibility Study: Development and Demonstration of Virtual Reality Simulation Training for the BHPB Olympic Dam Site Inductions.‖ The project was a collaborative exercise between the University of New South Wales (UNSW) - School of Mining Engineering, the University of Adelaide - Australian Centre for Visual Technologies, BHPB Olympic Dam Expansion, RESA, TAFESA and Skills DMC. The project Chief Investigators were Dr Phillip Stothard (UNSW) and Prof Anton van den Hengel (University of Adelaide).The project was a pilot study research project that looked into the feasibility of developing interactive virtual reality simulations for mine site inductions in the hard rock industry. Many simulations have been successfully implemented into the coal industry and the aim was to build a pilot module that looked at a high risk environment on a surface mine that would also have application to the wider construction industry and other heavy industries. The project collaborators came together as a group of parties interested in virtual reality simulation. The research and development was led by UNSW and University of Adelaide. Invaluable input was provided by the collaborators. The project had a value of 431,306.Ofwhich431, 306. Of which 208,563 was in cash and $222,743 was in kind. The budget was fully expended during the course of the project. The subject area of the project was ÌłWorking at Heights‘ and this was chosen because it is a high risk area. Substantial documentation, mining industry input and effort was placed on building the five sub-modules that form the Working at Heights module. The outcome is a high quality visualisation of an area of the Olympic Dam Mine Site. This high quality visualisation is enhanced by the inclusion of interaction within the module that requires the user to interrogate data within the site and to assess and understand issues that arise when working at heights in relation ladders, scaffolding, open excavations and elevated work platforms. Much project emphasis and time was placed on producing the 3D model. Also, as much information as possible was placed into the module itself as this was to be a pilot example to show to the Olympic Dam Expansion Project Team. The module allows users to interact with Safety Documentation and equipment and procedures that they would encounter on sit

    Proficiency-aware systems

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    In an increasingly digital world, technological developments such as data-driven algorithms and context-aware applications create opportunities for novel human-computer interaction (HCI). We argue that these systems have the latent potential to stimulate users and encourage personal growth. However, users increasingly rely on the intelligence of interactive systems. Thus, it remains a challenge to design for proficiency awareness, essentially demanding increased user attention whilst preserving user engagement. Designing and implementing systems that allow users to become aware of their own proficiency and encourage them to recognize learning benefits is the primary goal of this research. In this thesis, we introduce the concept of proficiency-aware systems as one solution. In our definition, proficiency-aware systems use estimates of the user's proficiency to tailor the interaction in a domain and facilitate a reflective understanding for this proficiency. We envision that proficiency-aware systems leverage collected data for learning benefit. Here, we see self-reflection as a key for users to become aware of necessary efforts to advance their proficiency. A key challenge for proficiency-aware systems is the fact that users often have a different self-perception of their proficiency. The benefits of personal growth and advancing one's repertoire might not necessarily be apparent to users, alienating them, and possibly leading to abandoning the system. To tackle this challenge, this work does not rely on learning strategies but rather focuses on the capabilities of interactive systems to provide users with the necessary means to reflect on their proficiency, such as showing calculated text difficulty to a newspaper editor or visualizing muscle activity to a passionate sportsperson. We first elaborate on how proficiency can be detected and quantified in the context of interactive systems using physiological sensing technologies. Through developing interaction scenarios, we demonstrate the feasibility of gaze- and electromyography-based proficiency-aware systems by utilizing machine learning algorithms that can estimate users' proficiency levels for stationary vision-dominant tasks (reading, information intake) and dynamic manual tasks (playing instruments, fitness exercises). Secondly, we show how to facilitate proficiency awareness for users, including design challenges on when and how to communicate proficiency. We complement this second part by highlighting the necessity of toolkits for sensing modalities to enable the implementation of proficiency-aware systems for a wide audience. In this thesis, we contribute a definition of proficiency-aware systems, which we illustrate by designing and implementing interactive systems. We derive technical requirements for real-time, objective proficiency assessment and identify design qualities of communicating proficiency through user reflection. We summarize our findings in a set of design and engineering guidelines for proficiency awareness in interactive systems, highlighting that proficiency feedback makes performance interpretable for the user.In einer zunehmend digitalen Welt schaffen technologische Entwicklungen - wie datengesteuerte Algorithmen und kontextabhĂ€ngige Anwendungen - neuartige Interaktionsmöglichkeiten mit digitalen GerĂ€ten. Jedoch verlassen sich Nutzer oftmals auf die Intelligenz dieser Systeme, ohne dabei selbst auf eine persönliche Weiterentwicklung hinzuwirken. Wird ein solches Vorgehen angestrebt, verlangt dies seitens der Anwender eine erhöhte Aufmerksamkeit. Es ist daher herausfordernd, ein entsprechendes Design fĂŒr Kompetenzbewusstsein (Proficiency Awareness) zu etablieren. Das primĂ€re Ziel dieser Arbeit ist es, eine Methodik fĂŒr das Design und die Implementierung von interaktiven Systemen aufzustellen, die Nutzer dabei unterstĂŒtzen ĂŒber ihre eigene Kompetenz zu reflektieren, um dadurch Lerneffekte implizit wahrnehmen können. Diese Arbeit stellt ein Konzept fĂŒr fĂ€higkeitsbewusste Systeme (proficiency-aware systems) vor, welche die FĂ€higkeiten von Nutzern abschĂ€tzen, die Interaktion entsprechend anpassen sowie das Bewusstsein der Nutzer ĂŒber deren FĂ€higkeiten fördern. Hierzu sollten die Systeme gesammelte Daten von Nutzern einsetzen, um Lerneffekte sichtbar zu machen. Die Möglichkeit der Anwender zur Selbstreflexion ist hierbei als entscheidend anzusehen, um als Motivation zur Verbesserung der eigenen FĂ€higkeiten zu dienen. Eine zentrale Herausforderung solcher Systeme ist die Tatsache, dass Nutzer - im Vergleich zur AbschĂ€tzung des Systems - oft eine divergierende Selbstwahrnehmung ihrer Kompetenz haben. Im ersten Moment sind daher die Vorteile einer persönlichen Weiterentwicklung nicht unbedingt ersichtlich. Daher baut diese Forschungsarbeit nicht darauf auf, Nutzer ĂŒber vorgegebene Lernstrategien zu unterrichten, sondern sie bedient sich der Möglichkeiten interaktiver Systeme, die Anwendern die notwendigen Hilfsmittel zur VerfĂŒgung stellen, damit diese selbst ĂŒber ihre FĂ€higkeiten reflektieren können. Einem Zeitungseditor könnte beispielsweise die aktuelle Textschwierigkeit angezeigt werden, wĂ€hrend einem passionierten Sportler dessen MuskelaktivitĂ€t veranschaulicht wird. ZunĂ€chst wird herausgearbeitet, wie sich die FĂ€higkeiten der Nutzer mittels physiologischer Sensortechnologien erkennen und quantifizieren lassen. Die Evaluation von Interaktionsszenarien demonstriert die Umsetzbarkeit fĂ€higkeitsbewusster Systeme, basierend auf der Analyse von Blickbewegungen und MuskelaktivitĂ€t. Hierbei kommen Algorithmen des maschinellen Lernens zum Einsatz, die das Leistungsniveau der Anwender fĂŒr verschiedene TĂ€tigkeiten berechnen. Im Besonderen analysieren wir stationĂ€re AktivitĂ€ten, die hauptsĂ€chlich den Sehsinn ansprechen (Lesen, Aufnahme von Informationen), sowie dynamische BetĂ€tigungen, die die Motorik der Nutzer fordern (Spielen von Instrumenten, FitnessĂŒbungen). Der zweite Teil zeigt auf, wie Systeme das Bewusstsein der Anwender fĂŒr deren eigene FĂ€higkeiten fördern können, einschließlich der Designherausforderungen , wann und wie das System erkannte FĂ€higkeiten kommunizieren sollte. Abschließend wird die Notwendigkeit von Toolkits fĂŒr Sensortechnologien hervorgehoben, um die Implementierung derartiger Systeme fĂŒr ein breites Publikum zu ermöglichen. Die Forschungsarbeit beinhaltet eine Definition fĂŒr fĂ€higkeitsbewusste Systeme und veranschaulicht dieses Konzept durch den Entwurf und die Implementierung interaktiver Systeme. Ferner werden technische Anforderungen objektiver EchtzeitabschĂ€tzung von NutzerfĂ€higkeiten erforscht und DesignqualitĂ€ten fĂŒr die Kommunikation dieser AbschĂ€tzungen mittels Selbstreflexion identifiziert. Zusammengefasst sind die Erkenntnisse in einer Reihe von Design- und Entwicklungsrichtlinien fĂŒr derartige Systeme. Insbesondere die Kommunikation, der vom System erkannten Kompetenz, hilft Anwendern, die eigene Leistung zu interpretieren

    Strategies for Applying Electronic Health Records to Achieve Cost Saving Benefits

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    The American Recovery and Reinvestment Act (ARRA) of 2009 authorized the distribution of about 30billionincentivefundstoaccelerateelectronichealthrecord(EHR)applicationstoimprovethequalityofcare,safety,privacy,carecoordination,andpatients2˘7involvementinhealthcare.EHRusehasthepotentialofsaving30 billion incentive funds to accelerate electronic health record (EHR) applications to improve the quality of care, safety, privacy, care coordination, and patients\u27 involvement in healthcare. EHR use has the potential of saving 731 in costs for hospitals per patient admission; however, most hospitals are not applying EHR to reach the level at which cost savings are possible. The purpose of this single case study was to explore strategies that IT leaders in hospitals can use to apply EHR to achieve the cost saving benefits. The participants were IT leaders and EHR super users at a large hospital in Texas with successful experience in applying EHR. Information systems success model formed the conceptual framework for the study. I conducted face-to-face interviews and analyzed organizational documents. I used qualitative textual data analysis method to identify themes. Five themes emerged from this study, which are ensuring information quality, ensuring system quality, assuring service quality, promoting usability, and maximizing net benefits of the EHR system. The findings of this study included four strategies to apply EHR; these strategies include engaging training staff, documenting accurately and in a timely manner, protecting patient data, and enforcing organizational best practice policies to maximize reimbursement and cost savings. The findings of this study could contribute to positive social change for the communities because EHR successful application includes lower cost for hospitals that may lead to the provision of affordable care to more low-income patients
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