4,231 research outputs found

    Using Shared Workspaces in Higher Education

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    We evaluate the use of BSCW shared workspaces in higher education by means of a comparison of seven courses in which this environment was used. We identify a number of different functions for which the BSCW environment has been used and discuss the relative success of these functions across the cases. In addition, we evaluate the cases with the 4E model of Collis et al. (2000) which predicts the chances of acceptance of ICT in an educational setting. Effectiveness for the given task appears to be a prime success factor for using ICT. But an effective tool may fail due to other factors like ease of use and organisational, socialcultural or technological obstacles. The particular strength of a shared workspace, for which BSCW is most effective and efficient, is providing a repository for objects of collaborative work. Other types of usage showed mixed results. In the future we expect that learning takes place in an integrated, open ICT environment in which different kinds of tools are available for different purposes and users can switch between tools as appropriate. We could observe this in several of the case studies, where non-use of BSCW did not mean that a particular task was not performed, but, on the contrary, a more efficient solution for the same function was available. Shared workspaces have proven to be highly useful, but it seems advisable that their purpose be limited to what they were originally designed for

    Harnessing Collaborative Technologies: Helping Funders Work Together Better

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    This report was produced through a joint research project of the Monitor Institute and the Foundation Center. The research included an extensive literature review on collaboration in philanthropy, detailed analysis of trends from a recent Foundation Center survey of the largest U.S. foundations, interviews with 37 leading philanthropy professionals and technology experts, and a review of over 170 online tools.The report is a story about how new tools are changing the way funders collaborate. It includes three primary sections: an introduction to emerging technologies and the changing context for philanthropic collaboration; an overview of collaborative needs and tools; and recommendations for improving the collaborative technology landscapeA "Key Findings" executive summary serves as a companion piece to this full report

    Integrated quality and enhancement review : summative review : Leeds College of Art

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    AirConstellations: In-Air Device Formations for Cross-Device Interaction via Multiple Spatially-Aware Armatures

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    AirConstellations supports a unique semi-fixed style of cross-device interactions via multiple self-spatially-aware armatures to which users can easily attach (or detach) tablets and other devices. In particular, AirConstellations affords highly flexible and dynamic device formations where the users can bring multiple devices together in-air - with 2-5 armatures poseable in 7DoF within the same workspace - to suit the demands of their current task, social situation, app scenario, or mobility needs. This affords an interaction metaphor where relative orientation, proximity, attaching (or detaching) devices, and continuous movement into and out of ad-hoc ensembles can drive context-sensitive interactions. Yet all devices remain self-stable in useful configurations even when released in mid-air. We explore flexible physical arrangement, feedforward of transition options, and layering of devices in-air across a variety of multi-device app scenarios. These include video conferencing with flexible arrangement of the person-space of multiple remote participants around a shared task-space, layered and tiled device formations with overview+detail and shared-to-personal transitions, and flexible composition of UI panels and tool palettes across devices for productivity applications. A preliminary interview study highlights user reactions to AirConstellations, such as for minimally disruptive device formations, easier physical transitions, and balancing "seeing and being seen"in remote work

    The 10 Critical Imperatives Facing Cities in 2014

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    As we approach 2014, cities large and small confront challenges that not only impact the quality of life of those who live and work there, but the success of our entire nation. The National League of Cities is highlighting the most pressing of these challenges in this report. With more than 80 percent of Americans living in cities, and with cities producing more than 75 percent of our nation's economic output, it is imperative that we fnd solutions.1, 2 Cities across the country are innovating, but cannot and should not continue to go it alone. Partnerships among local governments, citizens, businesses, nonproft organizations, and federal, state, and county leaders are needed. Together we can ensure that our nation's cities thrive and continue to be centers of opportunity and national economic prosperity

    Asymmetric collaboration in virtual reality: A taxonomy of asymmetric interfaces for collaborative immersive learning

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    It has been established that Virtual Reality (VR) possesses certain qualities for educational purposes. These include the ability to place the learner at the location or in the perspective that the desired knowledge exists (e.g., travelling to another planet or shrinking to miniature size to observe internal anatomy). VR is also considered to contribute with enriching the curricular content, promoting active forms of learning, performance assessment of high validity, and provide the opportunity to teach applied academic knowledge in life-like situations. In regards to teaching mathematics and geometry, three key affordances have been identified; interactive manipulation and construction of three-dimensional geometry, comprehension of spatial relationships, and rectification of abstract problems. Safety protocols and practical guidelines from classroom experimentation have also been formulated by various research projects. In this manuscript, asymmetrical immersive VR in education will be reviewed, as it is relevant for the narrative of learning situations where multiple students use the technology together. As an example, in mathematics, asymmetric VR could be used in contexts where unknown variables must be found in collaboration. The purpose of the narrative literature review is to gain a greater understanding of how asymmetric game mechanics has influence on communication and collaboration between learners. To map the dynamics of this type of learning activity, a taxonomy will be presented. Since VR is still under development in terms of hardware and software, it is important that the current and future technical possibilities are described in a conceptual manner, as well as conclude on optimal coupling between communication dynamics and collaboration mechanics

    Creating Your Bubble: Personal Space On and Around Large Public Displays

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    We describe an empirical study that explores how users establish and use personal space around large public displays (LPDs). Our study complements field studies in this space by more fully characterizing interpersonal distances based on coupling and confirms the use of on-screen territories on vertical displays. Finally, we discuss implications for future research: limitations of proxemics and territoriality, how user range can augment existing theory, and the influence of display size on personal space

    Methodological Innovation in Practice-Based Design Doctorates

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    This article presents a selective review of recent design PhDs that identify and analyse the methodological innovation that is occurring in the field, in order to inform future provision of research training. Six recently completed design PhDs are used to highlight possible philosophical and practical models that can be adopted by future PhD students in design. Four characteristics were found in design PhD methodology: innovations in the format and structure of the thesis, a pick-and-mix approach to research design, situating practice in the inquiry, and the validation of visual analysis. The article concludes by offering suggestions on how research training can be improved. By being aware of recent methodological innovations in the field, design educators will be better informed when developing resources for future design doctoral candidates and assisting supervision teams in developing a more informed and flexible approach to practice-based research

    Our Space: Online Civic Engagement Tools for Youth

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    Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage YouthThe popularity of Facebook, MySpace, IM, and email with youth in developed countries demonstrates how second nature the online world has become for youth. People behind youth civic engagement initiatives are starting to see that the best way to engage youth is on their own terms and in the way they expect -- that is, online. With this in mind, this chapter examines the emerging world of online civic engagement sites for youth and by youth. Through a close examination of TakingITGlobal, an global online civic engagement site, combined with a landscape survey of sites with a mandate to civically engage youth, we present some initial findings on how youth are civically engaged and what it is they are actually doing on these sites
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