1,412 research outputs found

    Smart Vehicle Proxemics: A Conceptual Framework Operationalizing Proxemics in the Context of Outside-the-Vehicle Interactions

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    We introduce smart vehicle proxemics, a conceptual framework for interactive vehicular applications that operationalizes proxemics to outside-the-vehicle interactions. We identify four zones around the vehicle affording different kinds of interactions and discuss the corresponding conceptual space along three dimensions (physical distance, interaction paradigm, and goal). We study the dimensions of this framework and synthesize our findings regarding drivers’ preferences for (i) information to obtain from their vehicles at a distance, (ii) system functions of their vehicles to control remotely, and (iii) devices (e.g., smartphones, smartglasses, smart key fobs) for interactions outside the vehicle. We discuss the positioning of smart vehicle proxemics in the context of proxemic interactions more generally, and expand on the dichotomy and complementarity of outside-the-vehicle and inside-the-vehicle interactions for new applications enabled by smart vehicle proxemics

    Information and communication in a networked infosphere: a review of concepts and application in social branding

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    This paper aims at providing a contribution to the comprehensive review of the impact of information and communication, and their supporting technologies, in the current transformation of human life in the infosphere. The paper also offers an ex- ample of the power of new social approaches to the use of information and commu- nication technologies to foster new working models in organizations by presenting the main outcomes of a research project on social branding. A discussion about some trends of the future impact of new information and communication technologies in the infosphere is also included

    Exploring the Impact of Varying Levels of Augmented Reality to Teach Probability and Sampling with a Mobile Device

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    abstract: Statistics is taught at every level of education, yet teachers often have to assume their students have no knowledge of statistics and start from scratch each time they set out to teach statistics. The motivation for this experimental study comes from interest in exploring educational applications of augmented reality (AR) delivered via mobile technology that could potentially provide rich, contextualized learning for understanding concepts related to statistics education. This study examined the effects of AR experiences for learning basic statistical concepts. Using a 3 x 2 research design, this study compared learning gains of 252 undergraduate and graduate students from a pre- and posttest given before and after interacting with one of three types of augmented reality experiences, a high AR experience (interacting with three dimensional images coupled with movement through a physical space), a low AR experience (interacting with three dimensional images without movement), or no AR experience (two dimensional images without movement). Two levels of collaboration (pairs and no pairs) were also included. Additionally, student perceptions toward collaboration opportunities and engagement were compared across the six treatment conditions. Other demographic information collected included the students' previous statistics experience, as well as their comfort level in using mobile devices. The moderating variables included prior knowledge (high, average, and low) as measured by the student's pretest score. Taking into account prior knowledge, students with low prior knowledge assigned to either high or low AR experience had statistically significant higher learning gains than those assigned to a no AR experience. On the other hand, the results showed no statistical significance between students assigned to work individually versus in pairs. Students assigned to both high and low AR experience perceived a statistically significant higher level of engagement than their no AR counterparts. Students with low prior knowledge benefited the most from the high AR condition in learning gains. Overall, the AR application did well for providing a hands-on experience working with statistical data. Further research on AR and its relationship to spatial cognition, situated learning, high order skill development, performance support, and other classroom applications for learning is still needed.Dissertation/ThesisPh.D. Educational Technology 201

    BRAILLESHAPES : efficient text input on smartwatches for blind people

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    Tese de Mestrado, Engenharia Informática, 2023, Universidade de Lisboa, Faculdade de CiênciasMobile touchscreen devices like smartphones or smartwatches are a predominant part of our lives. They have evolved, and so have their applications. Due to the constant growth and advancements in technology, using such devices as a means to accomplish a vast amount of tasks has become common practice. Nonetheless, relying on touch-based interactions, requiring good spatial ability and memorization inherent to mobile devices, and lacking sufficient tactile cues, makes these devices visually demanding, thus providing a strenuous interaction modality for visually impaired people. In scenarios occurring in movement-based contexts or where onehanded use is required, it is even more apparent. We believe devices like smartwatches can provide numerous advantages when addressing such topics. However, they lack accessible solutions for several tasks, with most of the existing ones for mobile touchscreen devices targeting smartphones. With communication being of the utmost importance and intrinsic to humankind, one task, in particular, for which it is imperative to provide solutions addressing its surrounding accessibility concerns is text entry. Since Braille is a reading standard for blind people and provided positive results in prior work regarding accessible text entry approaches, we believe using it as the basis for an accessible text entry solution can help solidify a standardization for this type of interaction modality. It can also allow users to leverage previous knowledge, reducing possible extra cognitive load. Yet, even though Braille-based chording solutions achieved good results, due to the reduced space of the smartwatch’s touchscreen, a tapping approach is not the most feasible. Hence, we found the best option to be a gesture-based solution. Therefore, with this thesis, we explored and validated the concept and feasibility of Braille-based shapes as the foundation for an accessible gesture-based smartwatch text entry method for visually impaired people

    Perceptions of Pedagogical Affordance of Smart Mobile Technology

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    Smart mobile devices are becoming ubiquitous among educators and students in Palestine. Mobile devices can be used to provide learning that is contextualized, personalized and unrestricted by location and time. Although these device capabilities are available, many faculty in higher education are not effectively incorporating this technology into their teaching. This study therefore examined academics’ perceptions of the value of integrating mobile devices into their teaching activities. A questionnaire survey collected data from 56 academic staff of the Palestine Technical University - Kadoorie, eliciting perceptions of the pedagogical affordance of mobile devices and challenges to their use in teaching. The findings show that participants were still at the stage of actively experimenting with smartphones and iPads, trialing their use at different levels and for different purposes. In general, although participants were unaware of the full potential of their functionalities, they viewed positively the various pedagogical affordances of integrating these devices into their teaching activities. The most important affordances were linking formal and informal learning spaces by providing anywhere-anytime learning opportunities, and developing interest in the subject matter, thus making learning more enjoyable, meaningful, and accessible. The results also identify various challenges including lack of experience and knowledge, finding the time to design and implement such integration, and selecting appropriate apps for the content being taught. Participants also expressed concerns with the limited connectivity and unreliability of Wi-Fi and 3G/4G networks in Palestine

    Interactive Recorded Music: Past, Present and Future

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    This Engineering Brief charts the story of user-interactivity with recorded music. Audio technologies and creative compositional techniques are discussed with particular regard to scenarios where creativity has driven the demand for technological advance, and vice-versa, where technical advance has enabled new creative-practice approaches. This is contextualized through discussion of relevant implementation in legacy systems, mobile applications, video games, artificial intelligence, and extended realities. In identifying seminal applications of music interactivity from the past and linking them to present capabilities and practices, future trajectories for interactive recorded music are extrapolated
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