16,547 research outputs found

    Exploring Research through Design in Animal-Computer Interaction

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    This paper explores Research through Design (RtD) as a potential methodology for developing new interactive experiences for animals. We present an example study from an on-going project and examine whether RtD offers an appropriate framework for developing knowledge in the context of Animal-Computer Interaction, as well as considering how best to document such work. We discuss the design journey we undertook to develop interactive systems for captive elephants and the extent to which RtD has enabled us to explore concept development and documentation of research. As a result of our explorations, we propose that particular aspects of RtD can help ACI researchers gain fresh perspectives on the design of technology-enabled devices for non-human animals. We argue that these methods of working can support the investigation of particular and complex situations where no idiomatic interactions yet exist, where collaborative practice is desirable and where the designed objects themselves offer a conceptual window for future research and development

    An information retrieval approach to ontology mapping

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    In this paper, we present a heuristic mapping method and a prototype mapping system that support the process of semi-automatic ontology mapping for the purpose of improving semantic interoperability in heterogeneous systems. The approach is based on the idea of semantic enrichment, i.e., using instance information of the ontology to enrich the original ontology and calculate similarities between concepts in two ontologies. The functional settings for the mapping system are discussed and the evaluation of the prototype implementation of the approach is reported. \ud \u

    Multimedia search without visual analysis: the value of linguistic and contextual information

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    This paper addresses the focus of this special issue by analyzing the potential contribution of linguistic content and other non-image aspects to the processing of audiovisual data. It summarizes the various ways in which linguistic content analysis contributes to enhancing the semantic annotation of multimedia content, and, as a consequence, to improving the effectiveness of conceptual media access tools. A number of techniques are presented, including the time-alignment of textual resources, audio and speech processing, content reduction and reasoning tools, and the exploitation of surface features

    Directing the Teaching and Learning Research Programme: or ‘trying to fly a glider made of jelly’

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    TLRP’s generic phase (1999-2009) is believed to have been the largest ever UK investment in educational research. This paper describes the critique from which TLRP emerged, its strategic positioning and the roles of successive directors and their teams in its development. The paper offers an early stock take of TLRP’s achievements from the perspective of the last Programme Director. The efficacy of the form of the Programme, once likened to ‘a glider made of jelly’, is discussed

    Semantic enrichment for enhancing LAM data and supporting digital humanities. Review article

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    With the rapid development of the digital humanities (DH) field, demands for historical and cultural heritage data have generated deep interest in the data provided by libraries, archives, and museums (LAMs). In order to enhance LAM data’s quality and discoverability while enabling a self-sustaining ecosystem, “semantic enrichment” becomes a strategy increasingly used by LAMs during recent years. This article introduces a number of semantic enrichment methods and efforts that can be applied to LAM data at various levels, aiming to support deeper and wider exploration and use of LAM data in DH research. The real cases, research projects, experiments, and pilot studies shared in this article demonstrate endless potential for LAM data, whether they are structured, semi-structured, or unstructured, regardless of what types of original artifacts carry the data. Following their roadmaps would encourage more effective initiatives and strengthen this effort to maximize LAM data’s discoverability, use- and reuse-ability, and their value in the mainstream of DH and Semantic Web

    Learning by Seeing by Doing: Arithmetic Word Problems

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    Learning by doing in pursuit of real-world goals has received much attention from education researchers but has been unevenly supported by mathematics education software at the elementary level, particularly as it involves arithmetic word problems. In this article, we give examples of doing-oriented tools that might promote children\u27s ability to see significant abstract structures in mathematical situations. The reflection necessary for such seeing is motivated by activities and contexts that emphasize affective and social aspects. Natural language, as a representation already familiar to children, is key in these activities, both as a means of mathematical expression and as a link between situations and various abstract representations. These tools support children\u27s ownership of a mathematical problem and its expression; remote sharing of problems and data; software interpretation of children\u27s own word problems; play with dynamically linked representations with attention to children\u27s prior connections; and systematic problem variation based on empirically determined level of difficulty

    Dimensions of Mobile Augmented Reality for Learning: A First Inventory

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    Specht, M., Ternier, S., & Greller, W. (2011). Dimensions of Mobile Augmented Reality for Learning: A First Inventory. Journal of the Research for Educational Technology (RCET), 7(1), 117-127. Spring 2011.This article discusses technological developments and applications of mobile augmented reality (AR) and their application in learning. Augmented reality interaction design patterns are introduced and educational patterns for supporting certain learning objectives with AR approaches are discussed. The article then identifies several dimensions of a user context identified with sensors contained in mobile devices and used for the contextualization of learning experiences. Finally, an AR game concept, “Locatory”, is presented that combines a game logic with collaborative game play and personalized mobile augmented reality visualization
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