9,673 research outputs found

    CompendiumLD – a tool for effective, efficient and creative learning design

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    Developers and teachers go through a complex decision making process when designing new learning activities – working towards an effective pedagogical mix, combining resources, tools, student and tutor support. This paper describes CompendiumLD, a prototype tool we have built to support practitioners through the process of designing learning activities. We describe how the tool fits into our vision of a dynamic, interactive set of resources and system tools to support effective, efficient and creative learning design. It describes CompendiumLD's features and explains the rationale behind their development. It shows how the tool is intended to aid designers make choices, and plan developments, facilitating creativity and efficiency in the design process. In our conclusions we consider how such a system can support the design of effective learning activities

    Learning fast: broadband and the future of education

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    Educational institutions have always had a central place in the online age. Before the advent of high-speed broadband, other communications technologies and services also played a big role in education.  University researchers were among the first Australian users of what became known as the Internet. When the domain name system was deployed in the mid-1980s, the .au domain was delegated to Robert Elz at the University of Melbourne. When the Australian Vice-Chancellor’s Committee decided to set up a national communications network to support research, Geoff Huston transferred to its payroll from ANU to work as technical manager for AARNet, whose current chief executive, Chris Hancock, is interviewed by Liz Fell in this issue. When a 56 kbps ARPANET link with Australia was made by NASA and the University of Hawaii via Intelsat in June 1989, the connection was established in Elz’s University of Melbourne laboratory. (Clarke 2004: 31) In earlier times, the postal service made learning-at-a-distance possible by ‘correspondence’, particularly in remote areas of Australia. Advances in radio communications made it easier and the interactivity more immediate. Television sets and later video cassette and DVD players and recorders made it more visual. The telephone provided a tool of communication for teachers and learners; the best of them understood that most people were both at different times. Then simple low bandwidth tools like email and web browsing provided new ways for students, teachers and their institutions to communicate and distribute and share information. Learning management systems like Blackboard have been widely deployed through the education sector. Information that was once housed in libraries is now available online and social media platforms are providing new ways for students to collaborate. Ubiquitous, faster broadband and mobile access via smartphones and tablets promise further transformations. &nbsp

    A Surface-based In-House Network Medium for Power, Communication and Interaction

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    Recent advances in communication and signal processing methodologies have paved the way for a high speed home network Power Line Communication (PLC) system. The development of powerline communications and powerline control as a cost effective and rapid mechanism for delivering communication and control services are becoming attractive in PLC application, to determine the best mix of hard and software to support infrastructure development for particular applications using power line communication. Integrating appliances in the home through a wired network often proves to be impractical: routing cables is usually difficult, changing the network structure afterwards even more so, and portable devices can only be connected at fixed connection points. Wireless networks aren’t the answer either: batteries have to be regularly replaced or changed, and what they add to the device’s size and weight might be disproportionate for smaller appliances. In Pin&Play, we explore a design space in between typical wired and wireless networks, investigating the use of surfaces to network objects that are attached to it. This article gives an overview of the network model, and describes functioning prototypes that were built as a proof of concept. The first phase of the development is already demonstrated both in appropriate conferences and publications. [1] The intention of researchers is to introduce this work to powerline community; as this research enters phase II of the Pin&Play architecture to investigate, develop prototype systems, and conduct studies in two concrete application areas. The first area is user-centric and concerned with support for collaborative work on large surfaces. The second area is focused on exhibition spaces and trade fairs, and concerned with combination of physical media such as movable walls and digital infrastructure for fast deployment of engaging installations. In this paper we have described the functionality of the Pin&Play architecture and introduced the second phase together with future plans. Figure 1 shows technical approach, using a surface with simple layered structure Pushpin connectors, dual pin or coaxial

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)

    Education in 'life cycle sustainability assessment': caring for all 3 P's in one

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    Starting from the observation that externalities, reflecting societal concerns, emerge from costs and benefits which are not reflected in the market price, the authors of the paper emphasize the importance in education of life cycle sustainability assessment (LCSA) as a triple-bottom line tool to assess the three dimensions of sustainable development (environment, social and economy) – often referred to as the inclusive 3 P’s-approach (planet, people and profit) – of products, from cradle to grave. Especially the social LCA, as part of the overarching LCSA, has been developed to identify and to assess the social conditions throughout the life cycle of a product in order to improve human well-being. The concept of ‘social justice’ and its operationalization form the background for the development of different stakeholder categories, subcategories and indicators to undertake the social and socio-economic assessment. Two international publications (Benoüt and Mazijn, 2009; Valdivia et al., 2011) are used during teaching and training session to give an overview of the social LCA and the LCSA. These guidance for the assessment of products resulted from inter- and multidisciplinary work. It was developed with the support of the authors, who have all an engineering background, but who worked for ten years now together, inter alia, with experts from social sciences. Different training sessions have been set up and LCSA (incl. social LCA) has been part of courses at universities, all with multiple objectives of a learning curve for engineering education within the context of sustainable development. Based on that experience in different countries, the authors are formulating recommendations for future educational material. Looking back at the Declaration of Barcelona (EESD 2004) and comparing with the objectives of the formal and non-formal education on LCSA, the authors claim that LCSA (and the on-going research) provides an excellent opportunity to fulfil the requirements of Engineering Education for Sustainable Development. Answering the question ‘What is a sustainable product?’ by using LCSA is learning to deal with complexity and uncertainty across the boundaries of a diversity of disciplines

    Interoperability of Computer Aided Design and Energy Performance Simulation to Improve Building Energy Efficiency and Performance

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    The paper describes very significant novel interoperability and data modeling technology for existing building that maps a building information parametric model with an energy simulation model, establishing a seamless link between Computer Aided Design (CAD) and energy performance simulation software. In the past, architects, engineers and building commissioners visualized their designs and measurements by working with drawings, physical models and full-scale construction. But today's models are digital, and even full-scale construction can be also virtual. With this innovative digital exchange and simulation technology, architects, building designers, and commissioners can improve, maintain and visually analyze dynamic building energy performance in response to changes of climate and building parameters. This software interoperability provides full data exchange bidirectional capabilities, which significantly reduces time and effort in energy simulation and data regeneration. Data mapping and exchange are key requirements for building more powerful energy simulations. An effective data model is the bidirectional nucleus of a well-designed relational database, critical in making good choices in selecting design parameters, and in gaining a comprehensive understanding of existing data flows throughout the simulation process. Despite the variety of energy simulation applications in the lifecycle of building design and construction projects, there is a need for a system of data integration to allow seamless sharing and bidirectional reuse of data

    Applied Meteorology Unit (AMU) Quarterly Report. First Quarter FY-07

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    This report summarizes the Applied Meteorology Unit (AMU) activities for the fourth quarter of Fiscal Year 2006 (October - December 2007). A detailed project schedule is included in the Appendix
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