12,356 research outputs found
TangiNet: a tangible user interface system for teaching the properties of network cables
Within many computer science related courses, networking is often included as a core module due to industry needs. An important topic within networking involves teaching students the properties of network cables and many students however find it challenging to learn networking-related topics thus reducing interest and motivation for learning. Through the use of Tangible User Interfaces (TUI), such challenges could be potentially addressed although limited work has been undertaken to create systems that teach networking related topics. In order to address this gap, this paper investigates the application of tangible user interface for teaching the properties of network cables through a proposed system called TangiNet. The proposed system was evaluated to assess four key aspects, namely, learnability, interaction, tangibility and enjoyment. For all the constructs investigated, positive overall results were obtained thus implying that such tool could be adopted in networking related courses for the addressed concepts
Using tangible user interfaces for teaching concepts of internet of things: usability and learning effectiveness
Purpose
This paper aims to explore the use of tangible user interfaces for teaching concepts related to internet of things by focusing on two aspects, notably, usability and learning effectiveness.
Design/methodology/approach
To assess the usability of IoTTT, Nielsen’s principles were used due to its relevance and popularity for usability assessment. In the usability questionnaire, four attributes were evaluated, notably, learnability, efficiency, errors and satisfaction. As for evaluating learning effectiveness, learning assessment was conducted through pre-tests and post-tests. Two groups of 20 students participated where the first group attended conventional lectures on IoT, whereas the second group used IoTTT for learning same concepts. In the process, data was collected through the usability questionnaire and tests for usability and learning effectiveness assessment.
Findings
Results revealed a positive score for the usability of the TUI solution with an average rating of 3.9. Although this score demonstrated an acceptable solution, different issues were identified, based on which a set of recommendations have been made in this paper. On the other hand, in the common pre-tests, an average score of 6.40 was obtained as compared to a mean score of 7.33 in the post-tests for all participants. Knowledge gains were significantly higher for students who learnt IoT concepts through the TUI-based system where performance improved by 18 per cent.
Originality/value
The results revealed in this study are expected to help the research community, course designers and tutors comprehend the prospects of using tangible user interfaces to foster teaching and learning of IoT concepts. In addition, educational solution providers could consider commercialisation prospects of this technology to innovate in teaching and learning, while also building-up on limitations identified within this study
Using tangible user interfaces for teaching concepts of internet of things: usability and learning effectiveness
Purpose
This paper aims to explore the use of tangible user interfaces for teaching concepts related to internet of things by focusing on two aspects, notably, usability and learning effectiveness.
Design/methodology/approach
To assess the usability of IoTTT, Nielsen’s principles were used due to its relevance and popularity for usability assessment. In the usability questionnaire, four attributes were evaluated, notably, learnability, efficiency, errors and satisfaction. As for evaluating learning effectiveness, learning assessment was conducted through pre-tests and post-tests. Two groups of 20 students participated where the first group attended conventional lectures on IoT, whereas the second group used IoTTT for learning same concepts. In the process, data was collected through the usability questionnaire and tests for usability and learning effectiveness assessment.
Findings
Results revealed a positive score for the usability of the TUI solution with an average rating of 3.9. Although this score demonstrated an acceptable solution, different issues were identified, based on which a set of recommendations have been made in this paper. On the other hand, in the common pre-tests, an average score of 6.40 was obtained as compared to a mean score of 7.33 in the post-tests for all participants. Knowledge gains were significantly higher for students who learnt IoT concepts through the TUI-based system where performance improved by 18 per cent.
Originality/value
The results revealed in this study are expected to help the research community, course designers and tutors comprehend the prospects of using tangible user interfaces to foster teaching and learning of IoT concepts. In addition, educational solution providers could consider commercialisation prospects of this technology to innovate in teaching and learning, while also building-up on limitations identified within this study
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Learning to use melodic similarity and contrast for narrative using a Digital Tabletop Musical Interface
This thesis investigates Digital Tabletop Musical Interfaces (DTMIs) in the context of music education. Digital tabletops have emerged in recent years, surrounded by much enthusiasm, and have found applications in a diversity of fields – from museum installations to engineering applications, from information systems, to music making. In particular, their ability to create a link between the physical and virtual world makes the digital tabletop an excellent way for beginners to approach music making. By allowing users to “touch” music, and experience it through various visual representations, in addition to its aural representation, digital tabletops provide an intuitively approachable way of making music that supports both beginners and experts, and allows them to collaborate and exchange knowledge and ideas. However, we still know little about the challenges and opportunities that DTMIs present, particularly their role in supporting music education.
This thesis explores the challenges and opportunities presented by a bespoke DTMI in supporting people of different levels of musical experience in learning about some fundamental musical notions, and in learning how these can be used to compose music in an intentional way. This thesis covers three exploratory studies. In the first one, the notion of melodic contour, and its role as a visual metaphor for describing music, were explored by participants. A music composition task to describe a painting with music was presented to participants, and the ways in which participants described and composed music, in relation to melodic contour, were analysed. In the second study, the notions of melodic similarity and contrast, and their role in suggesting narrative, were explored by participants. Through a series of discussions and practical exercises, participants developed their understanding of melodic similarity and contrast, and learned how to use these notions to suggest narrative in melody. The third study followed directly from the second one, exploring again melodic similarity and contrast, but this time in a group setting. Groups of participants explored the musical notions using the DTMI as a discussion mediator. In these last two studies, the ways in which participants discussed the notions, and used them to compose music that suggested a narrative, were analysed.
The findings suggest that it is possible to appropriately design a DTMI that can be used by both musically experienced and inexperienced people in order to create music in a way that is graspable for the novice, yet expressive for the expert, so that the two can discuss music with equal ease, and learn more about it
Understanding Context to Capture when Reconstructing Meaningful Spaces for Remote Instruction and Connecting in XR
Recent technological advances are enabling HCI researchers to explore
interaction possibilities for remote XR collaboration using high-fidelity
reconstructions of physical activity spaces. However, creating these
reconstructions often lacks user involvement with an overt focus on capturing
sensory context that does not necessarily augment an informal social
experience. This work seeks to understand social context that can be important
for reconstruction to enable XR applications for informal instructional
scenarios. Our study involved the evaluation of an XR remote guidance prototype
by 8 intergenerational groups of closely related gardeners using
reconstructions of personally meaningful spaces in their gardens. Our findings
contextualize physical objects and areas with various motivations related to
gardening and detail perceptions of XR that might affect the use of
reconstructions for remote interaction. We discuss implications for user
involvement to create reconstructions that better translate real-world
experience, encourage reflection, incorporate privacy considerations, and
preserve shared experiences with XR as a medium for informal intergenerational
activities.Comment: 26 pages, 5 figures, 4 table
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Conceptual Metaphor, Human-Computer Interaction And Music: Applying Conceptual Metaphor To The Design And Analysis Of Music Interactions
Interaction design for domains that involve complex abstractions can present significant challenges. This problem is particularly acute in domains where users lack effective means to conceptualise and articulate relevant abstractions. In this thesis, we investigate the use of domain-specific conceptual metaphors to address the challenge of presenting complex abstractions, using tonal harmony as an extended case study.
This thesis presents a methodology for applying domain-specific conceptual metaphors to interactions designs for music. This domain involves complex abstractions where users with any degree of domain knowledge may have difficulty in articulating concepts. The methodology comprises several parts.
Firstly, the thesis explores methods for systematically guiding conversation between musicians to elicit speech that describes music using conceptual metaphors. Recommendations for the most suitable methods are made.
Secondly, the thesis presents a methodology for identifying image schemas and conceptual metaphors from transcriptions of conversations between musicians. The methodology covers rules for identifying source image schemas and extrapolating conceptual metaphors.
Thirdly, the thesis presents a methodology for evaluating existing music interaction designs using domain-specific conceptual metaphors. We demonstrate that this approach can be used to identify potential areas for improvement as well as tensions in the design between certain tasks or abstractions.
Fourthly, the thesis presents a case study for the development of a conceptual metaphor-influenced design process. In the case study, a set of materials are developed to be used by participants in the design process to facilitate the mapping of conceptual metaphors to elements of an interaction design without requiring knowledge of Conceptual Metaphor Theory.
Finally, a pilot study is presented integrating the results of the conceptual metaphor-influenced design process into a consistent and useful prototype system. Compromises and refinements to the design proposals made during the design process are discussed and the resulting system design is detailed
D3.2 Cost Concept Model and Gateway Specification
This document introduces a Framework supporting the implementation of a cost concept model against which current and future cost models for curating digital assets can be benchmarked. The value built into this cost concept model leverages the comprehensive engagement by the 4C project with various user communities and builds upon our understanding of the requirements, drivers, obstacles and objectives that various stakeholder groups have relating to digital curation. Ultimately, this concept model should provide a critical input to the development and refinement of cost models as well as helping to ensure that the curation and preservation solutions and services that will inevitably arise from the commercial sector as ‘supply’ respond to a much better understood ‘demand’ for cost-effective and relevant tools. To meet acknowledged gaps in current provision, a nested model of curation which addresses both costs and benefits is provided. The goal of this task was not to create a single, functionally implementable cost modelling application; but rather to design a model based on common concepts and to develop a generic gateway specification that can be used by future model developers, service and solution providers, and by researchers in follow-up research and development projects.<p></p>
The Framework includes:<p></p>
• A Cost Concept Model—which defines the core concepts that should be included in curation costs models;<p></p>
• An Implementation Guide—for the cost concept model that provides guidance and proposes questions that should be considered when developing new cost models and refining existing cost models;<p></p>
• A Gateway Specification Template—which provides standard metadata for each of the core cost concepts and is intended for use by future model developers, model users, and service and solution providers to promote interoperability;<p></p>
• A Nested Model for Digital Curation—that visualises the core concepts, demonstrates how they interact and places them into context visually by linking them to A Cost and Benefit Model for Curation.<p></p>
This Framework provides guidance for data collection and associated calculations in an operational context but will also provide a critical foundation for more strategic thinking around curation such as the Economic Sustainability Reference Model (ESRM).<p></p>
Where appropriate, definitions of terms are provided, recommendations are made, and examples from existing models are used to illustrate the principles of the framework
Comparing and contrasting manual direct touch interaction with tangible user interfaces for mapping applications
Multi-touch interfaces are growing in popularity for many forms of computing devices, including mobile devices, as well as personal and shared workstations. There has been limited exploration into the use of tangible user interfaces in conjunction with multi-touch displays for extracting data from geocoded data. Specifically, it is not known if tangible user interfaces are faster, easier or more intuitive to use than existing touch based controls. We hypothesize that tangible user interfaces will be faster, more satisfying and more desirable than touch based controls for extracting data from geocoded data. We set out to explore one tangible user interface and two touch based interfaces as inputs to a new mapping application
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