12,837 research outputs found

    Varying the texture: a study of art, learning and multimedia

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    Art Explorer is an innovative multimedia system being designed and developed within the Institute of Educational Technology, at The Open University. Based on an analogy to dreams, Art Explorer is structured into several episodes. Each episode is designed to help beginning students of Art History foster personal constructs about paintings and develop a richer understanding of how their perceptions of paintings work. This discussion focuses on the pedagogic rationale motivating Art Explorer's development and is structured around two strands of a design story. First, it highlights the research behind the design. The reported research is about learners' problems - most specifically about the varying conceptual, perceptual and affective challenges learners face as they begin to study Art History. But, more broadly, it is about the problems faced by learners as they begin academic study and seek to engage with the knowledge and methods of discipline experts. Secondly, and it is argued, as a second pedagogic priority, the spotlight shifts to multimedia. The discussion tracks design decisions that aim both to exploit the potential of the medium and to match pre-identified learner needs. The ingredients of Art Explorer are described to illustrate some of the rich potential of the medium for negotiating understanding between teacher and learner

    Persuasive design of a mobile energy conservation game with direct feedback and social cues

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    Pervasive gaming has the potential of transforming the home into a persuasive environment in which the user can learn about appliances and their electricity consumption. Power Explorer is a mobile game with a special sensing approach that provides real-time electricity measurements and feedback when the user switches on and off devices in the home. The game was developed based on persuasive principles to provide an engaging means to learn about energy with positive and negative feedback and social feedback from peers on real energy actions in the home. We present the design and rationale of this game and discuss how pervasive games can be viewed from a persuasive and learning point of view

    Designing an interface for a digital movie browsing system in the film studies domain

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    This article explains our work in designing an interface for a digital movie browsing system in the specific application context of film studies. The development of MOVIEBROWSER2 follows some general design guidelines based on an earlier user study with film studies students at Dublin City University. These design guidelines have been used as an input to the MOVIEBROWSER2 system design. The rationale for the interface design decisions has been elaborated. An experiment has been carried out among film studies student, together with a one-semester trial deployment. The results show positive feedback and a better performance in the students’ essay outcome with higher perceived satisfaction level

    The Haggle-O-Tron:design intervention in secondhand retail

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    Designing novel applications inspired by emerging media technologies

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    The field of Human-Computer Interaction provides a number of useful tools and methods for obtaining information on end-users and their usage context to inform the design of computer systems, yet relatively little is known on how to go about designing for a completely novel application where there is no user base, no existing practice of use available at the start. The success of the currently available HCI methodology that focuses on understanding users’ needs and establishing requirements is well-deserved in making computing applications usable in terms of fitting them to end-users’ usage contexts. However, too much emphasis on identifying user needs tends to stifle other more exploratory design activities where new types of applications are invented in order to discover or create new activities currently not practiced. In this paper, we argue that a great starting point of novel application design is not the problem space (trying to rigorously define the user requirements) but the solution space (trying to leverage emerging computational technologies and growing design knowledge for various interaction platforms), and we build a foundation for a pragmatic design methodology supported by the authors’ extensive experience in designing novel applications inspired by emerging media technologies

    Reviews

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    500 Computing Tips for Teachers and Lecturers by Phil Race and Steve McDowell, London: Kogan Page, 1996. ISBN: 0–7494–1931–8. 135 pages, paperback. £15.99

    CLEAR: Communications Link Expert Assistance Resource

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    Communications Link Expert Assistance Resource (CLEAR) is a real time, fault diagnosis expert system for the Cosmic Background Explorer (COBE) Mission Operations Room (MOR). The CLEAR expert system is an operational prototype which assists the MOR operator/analyst by isolating and diagnosing faults in the spacecraft communication link with the Tracking and Data Relay Satellite (TDRS) during periods of realtime data acquisition. The mission domain, user requirements, hardware configuration, expert system concept, tool selection, development approach, and system design were discussed. Development approach and system implementation are emphasized. Also discussed are system architecture, tool selection, operation, and future plans

    A vision-based telerobotic control station

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    A telerobotic control station is described. In it, a machine vision system measures the position, orientation, and configuration of a user's hand. A robotic manipulator mirrors the status of the hand. This concept has two benefits: control actions are intuitive and easily learned, and the workstation requires little volume or mass
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