1,210 research outputs found

    Transportable Applications Environment (TAE) Plus: A NASA user interface development and management system

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    The transportable Applications Environment Plus (TAE Plus), developed at the NASA Goddard Space FLight Center, is a portable, What you see is what you get (WYSIWYG) user interface development and management system. Its primary objective is to provide an integrated software environment that allows interactive prototyping and development of graphical user interfaces, as well as management of the user interface within the operational domain. TAE Plus is being applied to many types of applications, and what TAE Plus provides, how the implementation has utilizes state-of-the-art technologies within graphic workstations, and how it has been used both within and without NASA are discussed

    An Application of Educational Tool for Implementing Procurement and Inventory Planning in Furniture Company

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    Research on Supply Chain Management (SCM) in the furniture industry have been carried out in Indonesialately. These researches have resulted in various models that are useful to solve the problems experienced bythe furniture company in Indonesia, such as the high cost of furniture production, scarcity of raw materials,etc. However, the results of these researches are difficult to be implemented by small and medium-scalefurniture company. This is due to lack of human resources and lack of understanding of the application ofSCM. The purpose of this paper is to develop an interactive application as an educational tool to provideinsight into one of the SCM technology implementations, especially in procurement planning and inventorycontrol of raw materials. This research was developed from mathematical models in previous research, thenthe mathematical models are arranged into Ms. Excel based applications, verified by tested by the user andthen refined, making it an application of educational tool that is easy, smart, and effective. The results of thispaper can be used to improve the understanding of one of the SCM applications in the furniture industr

    Creative communities:shaping process through performance and play

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    This paper studies the use of play as a method to unlock creativity and innovation within a community of practice (a group of individuals who share a common interest and who see value in interaction to enhance their understanding). An analysis of communities of practice and the value of play informs evaluation of two case studies exploring the development of communities of practice, one within the discipline of videogames and one which bridges performing arts and videogames. The case studies provide qualitative data from which the potential of play, as a method to inspire creativity and support the development of a potential community of practice, is recognised. Establishing trust, disruption of process through play and reflection are key steps proposed in a ‘context provider’s framework’ for individuals or organisations to utilise in the design of activities to support creative process and innovation within a potential community of practice

    Parents' and clinicians' views of an interactive booklet about respiratory tract infections in children: a qualitative process evaluation of the EQUIP randomised controlled trial

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    Background: ‘When should I worry?’ is an interactive booklet for parents of children presenting with respiratory tract infections (RTIs) in primary care and associated training for clinicians. A randomised controlled trial (the EQUIP study) demonstrated that this intervention reduced antibiotic prescribing and future consulting intentions. The aims of this qualitative process evaluation were to understand how acceptable the intervention was to clinicians and parents, how it was implemented, the mechanisms for any observed effects, and contextual factors that could have influenced its effects.<p></p> Methods: Semi-structured interviews were conducted with 20 parents and 13 clinicians who participated in the trial. Interviews were audio-recorded and transcribed verbatim. Data were analysed using a framework approach, which involved five stages; familiarisation, development of a thematic framework, indexing, charting, and interpretation.<p></p> Results: Most parents and clinicians reported that the ‘When should I worry’ interactive booklet (and online training for clinicians) was easy to use and valuable. Information on recognising signs of serious illness and the usual duration of illness were most valued. The interactive use of the booklet during consultations was considered to be important, but this did not always happen. Clinicians reported lack of time, lack of familiarity with using the booklet, and difficulty in modifying their treatment plan/style of consultation as barriers to use. Increased knowledge and confidence amongst clinicians and patients were seen as key components that contributed to the reductions in antibiotic prescribing and intention to consult seen in the trial. This was particularly pertinent in a context where decisions about the safe and appropriate management of childhood RTIs were viewed as complex and parents reported frequently receiving inconsistent messages. Conclusions: The ‘When should I worry’ booklet, which is effective in reducing antibiotic prescribing, has high acceptability for clinicians and parents, helps address gaps in knowledge, increases confidence, and provides a consistent message. However, it is not always implemented as intended. Plans for wider implementation of the intervention in health care settings would need to address clinician-related barriers to implementation

    FORGE: An eLearning Framework for Remote Laboratory Experimentation on FIRE Testbed Infrastructure

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    The Forging Online Education through FIRE (FORGE) initiative provides educators and learners in higher education with access to world-class FIRE testbed infrastructure. FORGE supports experimentally driven research in an eLearning environment by complementing traditional classroom and online courses with interactive remote laboratory experiments. The project has achieved its objectives by defining and implementing a framework called FORGEBox. This framework offers the methodology, environment, tools and resources to support the creation of HTML-based online educational material capable accessing virtualized and physical FIRE testbed infrastruc- ture easily. FORGEBox also captures valuable quantitative and qualitative learning analytic information using questionnaires and Learning Analytics that can help optimise and support student learning. To date, FORGE has produced courses covering a wide range of networking and communication domains. These are freely available from FORGEBox.eu and have resulted in over 24,000 experiments undertaken by more than 1,800 students across 10 countries worldwide. This work has shown that the use of remote high- performance testbed facilities for hands-on remote experimentation can have a valuable impact on the learning experience for both educators and learners. Additionally, certain challenges in developing FIRE-based courseware have been identified, which has led to a set of recommendations in order to support the use of FIRE facilities for teaching and learning purposes

    Seven Lessons for interdisciplinary research on interactive digital health

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    Research and development for interactive digital health interventions requires multi-disciplinary expertise in identifying user needs, and developing and evaluating each intervention. Two of the central areas of expertise required are Health (broadly defined) and Human–Computer Interaction. Although these share some research methods and values, they traditionally have deep differences that can catch people unawares, and make interdisciplinary collaborations challenging, resulting in sub-optimal project outcomes. The most widely discussed is the contrast between formative evaluation (emphasised in Human–Computer Interaction) and summative evaluation (emphasised in Health research). However, the differences extend well beyond this, from the nature of accepted evidence to the culture of reporting. In this paper, we present and discuss seven lessons that we have learned about the contrasting cultures, values, assumptions and practices of Health and Human–Computer Interaction. The lessons are structured according to a research lifecycle, from establishing the state of the art for a given digital intervention, moving through the various (iterative) stages of development, evaluation and deployment, through to reporting research results. Although our focus is on enabling people from different disciplinary backgrounds to work together with better mutual understanding, we also highlight ways in which future research in this interdisciplinary space could be better supported

    Interactive technology in teaching English oral academic discourse to master students

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    Modern educational paradigm based on the principles of learners’ initiative, focus on competences, computer-aided instruction requires designing of appropriate educational technologies that promote accomplishment of up-to-date top priority objectives of foreign language education. In the framework of this study, the authors examine and describe an interactive educational technology that aims at engagement of learners in the process of their professional activity integrated with the context of foreign language communication in the newly emerged forms by appropriate means of interaction. The paper focuses on specific features of the interactive technology that define content, approaches, methods and principles of teaching. The problem of determining the aspects of learning and teaching activities is discussed. The teachinglearning algorithm developed on the basis of the interactive technology is proposed. The algorithm involves application of several interaction-based methods, namely the project-based learning, tandem method, event-based learning, cooperative learning, and includes 12 steps. The major specificity of the teaching model manifests itself in the new-type nature of the teaching-learning process which takes place in the project-based research coworking. The results of the approbation have demonstrated that the interactive educational technology is characterized by a number of features, such as integrality, eventfulness, productivity, contextuality, contributing to the actualization of the subject position of Master students and their active verbal interaction. The results of experimental teaching have proved the effectiveness of the interactive educational technology in developing new types of communicative skills in Master students aimed at their ability to perform the function of confident interlocutors in academic communication

    Design of evacuation plans for densely urbanised city centres

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    The high population density and tightly packed nature of some city centres make emergency planning for these urban spaces especially important, given the potential for human loss in case of disaster. Historic and recent events have made emergency service planners particularly conscious of the need for preparing evacuation plans in advance. This paper discusses a methodological approach for assisting decision-makers in designing urban evacuation plans. The approach aims at quickly and safely moving the population away from the danger zone into shelters. The plans include determining the number and location of rescue facilities, as well as the paths that people should take from their building to their assigned shelter in case of an occurrence requiring evacuation. The approach is thus of the location–allocation–routing type, through the existing streets network, and takes into account the trade-offs among different aspects of evacuation actions that inevitably come up during the planning stage. All the steps of the procedure are discussed and systematised, along with computational and practical implementation issues, in the context of a case study – the design of evacuation plans for the historical centre of an old European city
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