738 research outputs found

    Characteristics of pervasive learning environments in museum contexts

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    There is no appropriate learning model for pervasive learning environments (PLEs), and museums maintain authenticity at the cost of unmarked information. To address these problems, we present the LieksaMyst PLE developed for Pielinen Museum and we derive a set of characteristics that an effective PLE should meet and which form the basis of a new learning model currently under development. We discuss how the characteristics are addressed in LieksaMyst and present an evaluation of the game component of LieksaMyst. Results indicate that, while some usability issues remain to be resolved, the game was received well by the participants enabling them to immerse themselves in the story and to interact effectively with its virtual characters

    RFID interactive tabletop application with tangible objects: exploratory study to observe young children’ behaviors

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    International audienceNumerous academic and industrial studies and developments concerning interactive tabletops are paving the way for new educational applications. We have developed an interactive tabletop application equipped with RFID technology. This tabletop, called TangiSense, is based on a Multi-Agent System that allows users to associate information with behaviors to manipulate tangible objects. The application involves the recognition of basic colors. With the application, children are required to manipulate tangible objects. Their task involves recognizing objects that have "lost" their dominant color and placing these objects in appropriate colored areas. A tangible magician object automatically analyzes the filled zones and provides children and their teacher with virtual and vocal feedback. This application has been evaluated in a field study with children 3 to 5 years of age. The initial results are promising and show that such an application can support interaction and collaboration, and subsequently educational situations, among young children

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    Borgs in the Org? Organizational Decision Making and Technology

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    Data warehousing and the development of the World Wide Web both augment information gathering (search) processes in individual decision making by increasing the availability of required information. Imagine, for example, that one wanted to buy new golf clubs. Thirty years ago, the cost of information gathering would likely have limited an individual\u27s search process to geographically proximal vendors and the golf clubs they stocked. Today, a prospective purchaser can log onto the World Wide Web to find out what types of golf clubs are available anywhere; consult databases, chat rooms, and bulletin boards (e.g., epinions.com) to gather product information and user opinions; and compare prices across vendors around the world

    Towards a framework for investigating tangible environments for learning

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    External representations have been shown to play a key role in mediating cognition. Tangible environments offer the opportunity for novel representational formats and combinations, potentially increasing representational power for supporting learning. However, we currently know little about the specific learning benefits of tangible environments, and have no established framework within which to analyse the ways that external representations work in tangible environments to support learning. Taking external representation as the central focus, this paper proposes a framework for investigating the effect of tangible technologies on interaction and cognition. Key artefact-action-representation relationships are identified, and classified to form a structure for investigating the differential cognitive effects of these features. An example scenario from our current research is presented to illustrate how the framework can be used as a method for investigating the effectiveness of differential designs for supporting science learning

    Hybrid toy construction

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    Este proyecto, 'Hybrid Toy Construction', se enfoca en enriquecer la experiencia de juego de los niños a través de los juguetes. Al comparar las diferentes experiencias de juego de los niños con una interfaz de usuario tangible (TUI), una interfaz de usuario física (PUI) y una interfaz de usuario gráfica (GUI), se comprobó que los niños prefieren usar un juguete con una GUI sobre una TUI o una PUI. El objetivo del proyecto es la creación de un juguete híbrido para niños de cinco a seis años. Para ello, el juguete contiene elementos físicos (PUI) en forma de un tren, pistas, estaciones y otros objetos inteligentes, así como elementos digitales (GUI) en forma de aplicación. Ambas realidades (la física y la digital) se comunican mediante Bluetooth, estando relacionadas a través de una aplicación para enriquecer la experiencia del usuario. El juguete tiene el propósito de estimular los sentidos de los niños y fomentar su desarrollo mediante el uso de la diversión y juegos educacionalesDepartamento de Teoría de la Arquitectura y Proyectos ArquitectónicosGrado en Ingeniería en Diseño Industrial y Desarrollo de Product

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse
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