8,876 research outputs found

    Engaging the 'Xbox generation of learners' in Higher Education

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    The research project identifies examples of technology used to empower learning of Secondary school pupils that could be used to inform students’ engagement in learning with technology in the Higher Education sector. Research was carried out in five partnership Secondary schools and one associate Secondary school to investigate how pupils learn with technology in lessons and to identify the pedagogy underpinning such learning. Data was collected through individual interviews with pupils, group interviews with members of the schools’ councils, lesson observations, interviews with teachers, pupil surveys, teacher surveys, and a case study of a learning event. In addition, data was collected on students’ learning with technology at the university through group interviews with students and student surveys in the School of Education and Professional Development, and through surveys completed by students across various university departments. University tutors, researchers, academic staff, learning technology advisers, and cross sector partners from the local authority participated in focus group interviews on the challenges facing Higher Education in engaging new generations of students, who have grown up in the digital age, in successful scholarly learning

    The digital age project: strategies that enable older social housing residents to use the internet

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    Provides insights into the factors affecting technology adoption for older and disadvantaged people, and provides training and interface guidelines and a potential model for other public housing communities to become more digitally aware. Research Aims The experience of social housing communities in countries like the United Kingdom suggests that while access to digital infrastructure and equipment is important, access alone does not equate to digital inclusion. The aim of this research was two-fold, namely to: Understand the impact of access to and use of the internet, within a community of potentially vulnerable consumers; and, Determine the strategies that may assist people living in public housing communities to become more digitally aware and enable them to take advantage of online services such as health, government, news, shopping and methods of online communication. The research also sought to determine what benefits may flow from information technology skills to perceptions of social connectedness, self-efficacy, resilience, health and well-being. Given that people with low levels of computer literacy typically face greater risk of cognitive overload in attempting to learn new technologies, the principles and guidelines from Cognitive Load Theory were applied to training materials and activities to minimise cognitive load and thereby facilitate learning. The research was designed with a view to providing important insights into the factors affecting technology adoption for older and disadvantaged people, as well as providing training and interface guidelines and a potential model for other public housing communities to become more digitally aware

    CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines

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    Based on the information provided by European projects and national initiatives related to multimedia search as well as domains experts that participated in the CHORUS Think-thanks and workshops, this document reports on the state of the art related to multimedia content search from, a technical, and socio-economic perspective. The technical perspective includes an up to date view on content based indexing and retrieval technologies, multimedia search in the context of mobile devices and peer-to-peer networks, and an overview of current evaluation and benchmark inititiatives to measure the performance of multimedia search engines. From a socio-economic perspective we inventorize the impact and legal consequences of these technical advances and point out future directions of research

    BK 10-15:

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    Over the years 2010-2015 TU Delft's Faculty of Architecture and the Built Environment (in Dutch: Bouwkunde or BK) made good progress with its research by: merging the Architecture faculty and the Built Environment research institute; streamlining its PhD research by setting-up a graduate school for doctoral education; co-founding an institute for metropolitan solutions in Amsterdam together with MIT and Wageningen University (targeted yearly budget: 25 M€); implementing good research management; increasing the scientific output; managing a project portfolio with a yearly income of 1.5 M€ in research grants, 5 M€ in contract research and up to 2 M€ in other external funding; ranking 3rd in the QS World University Rankings by Subject 2015 - Architecture / Built Environment. Presented in this book is an overview of research data and policies, together with a selection of our finest research results: activities, organisations, facilities/assets, output, including indications of their use and recognition. Now it is not the time to become complacent. Instead, we should look ahead to face new academic and societal challenges and opportunities, knowing we can always do better

    LifeLogging: personal big data

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    We have recently observed a convergence of technologies to foster the emergence of lifelogging as a mainstream activity. Computer storage has become significantly cheaper, and advancements in sensing technology allows for the efficient sensing of personal activities, locations and the environment. This is best seen in the growing popularity of the quantified self movement, in which life activities are tracked using wearable sensors in the hope of better understanding human performance in a variety of tasks. This review aims to provide a comprehensive summary of lifelogging, to cover its research history, current technologies, and applications. Thus far, most of the lifelogging research has focused predominantly on visual lifelogging in order to capture life details of life activities, hence we maintain this focus in this review. However, we also reflect on the challenges lifelogging poses to an information retrieval scientist. This review is a suitable reference for those seeking a information retrieval scientist’s perspective on lifelogging and the quantified self

    Information visualisation and data analysis using web mash-up systems

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    A thesis submitted in partial fulfilment for the degree of Doctor of PhilosophyThe arrival of E-commerce systems have contributed greatly to the economy and have played a vital role in collecting a huge amount of transactional data. It is becoming difficult day by day to analyse business and consumer behaviour with the production of such a colossal volume of data. Enterprise 2.0 has the ability to store and create an enormous amount of transactional data; the purpose for which data was collected could quite easily be disassociated as the essential information goes unnoticed in large and complex data sets. The information overflow is a major contributor to the dilemma. In the current environment, where hardware systems have the ability to store such large volumes of data and the software systems have the capability of substantial data production, data exploration problems are on the rise. The problem is not with the production or storage of data but with the effectiveness of the systems and techniques where essential information could be retrieved from complex data sets in a comprehensive and logical approach as the data questions are asked. Using the existing information retrieval systems and visualisation tools, the more specific questions are asked, the more definitive and unambiguous are the visualised results that could be attained, but when it comes to complex and large data sets there are no elementary or simple questions. Therefore a profound information visualisation model and system is required to analyse complex data sets through data analysis and information visualisation, to make it possible for the decision makers to identify the expected and discover the unexpected. In order to address complex data problems, a comprehensive and robust visualisation model and system is introduced. The visualisation model consists of four major layers, (i) acquisition and data analysis, (ii) data representation, (iii) user and computer interaction and (iv) results repositories. There are major contributions in all four layers but particularly in data acquisition and data representation. Multiple attribute and dimensional data visualisation techniques are identified in Enterprise 2.0 and Web 2.0 environment. Transactional tagging and linked data are unearthed which is a novel contribution in information visualisation. The visualisation model and system is first realised as a tangible software system, which is then validated through different and large types of data sets in three experiments. The first experiment is based on the large Royal Mail postcode data set. The second experiment is based on a large transactional data set in an enterprise environment while the same data set is processed in a non-enterprise environment. The system interaction facilitated through new mashup techniques enables users to interact more fluently with data and the representation layer. The results are exported into various reusable formats and retrieved for further comparison and analysis purposes. The information visualisation model introduced in this research is a compact process for any size and type of data set which is a major contribution in information visualisation and data analysis. Advanced data representation techniques are employed using various web mashup technologies. New visualisation techniques have emerged from the research such as transactional tagging visualisation and linked data visualisation. The information visualisation model and system is extremely useful in addressing complex data problems with strategies that are easy to interact with and integrate

    ALT-C 2010 - Conference Proceedings

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