9,188 research outputs found

    Bridging the divide in language and approach between pedagogy and programming: the case of IMS Learning Design

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    Even though the IMS Learning Design (IMS LD) specification has offered a way for expressing multiple-learner scenarios, the language thus provided is far from the language, teaching practitioners use. To bridge this divide, we have developed IMS LD authoring software that translates from the learning designer perspective to the technical perspective. To aid adequate software developments, an analysis was performed to identify uses of level B properties in expert units of learning. In a second analysis, which is described in this paper, these uses were matched with demands of typical pedagogical methods. Some restrictions of the IMS LD specification are pointed out in this regard. As an outcome of the analyses, interfaces employing pedagogical language were integrated in the IMS LD authoring software in order to provide teaching practitioners access to level B functionalities despite their highly technical nature

    Making intelligent systems team players: Overview for designers

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    This report is a guide and companion to the NASA Technical Memorandum 104738, 'Making Intelligent Systems Team Players,' Volumes 1 and 2. The first two volumes of this Technical Memorandum provide comprehensive guidance to designers of intelligent systems for real-time fault management of space systems, with the objective of achieving more effective human interaction. This report provides an analysis of the material discussed in the Technical Memorandum. It clarifies what it means for an intelligent system to be a team player, and how such systems are designed. It identifies significant intelligent system design problems and their impacts on reliability and usability. Where common design practice is not effective in solving these problems, we make recommendations for these situations. In this report, we summarize the main points in the Technical Memorandum and identify where to look for further information

    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    Knowledge-based graphical interfaces for presenting technical information

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    Designing effective presentations of technical information is extremely difficult and time-consuming. Moreover, the combination of increasing task complexity and declining job skills makes the need for high-quality technical presentations especially urgent. We believe that this need can ultimately be met through the development of knowledge-based graphical interfaces that can design and present technical information. Since much material is most naturally communicated through pictures, our work has stressed the importance of well-designed graphics, concentrating on generating pictures and laying out displays containing them. We describe APEX, a testbed picture generation system that creates sequences of pictures that depict the performance of simple actions in a world of 3D objects. Our system supports rules for determining automatically the objects to be shown in a picture, the style and level of detail with which they should be rendered, the method by which the action itself should be indicated, and the picture's camera specification. We then describe work on GRIDS, an experimental display layout system that addresses some of the problems in designing displays containing these pictures, determining the position and size of the material to be presented

    Supporting adaptiveness of cyber-physical processes through action-based formalisms

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    Cyber Physical Processes (CPPs) refer to a new generation of business processes enacted in many application environments (e.g., emergency management, smart manufacturing, etc.), in which the presence of Internet-of-Things devices and embedded ICT systems (e.g., smartphones, sensors, actuators) strongly influences the coordination of the real-world entities (e.g., humans, robots, etc.) inhabitating such environments. A Process Management System (PMS) employed for executing CPPs is required to automatically adapt its running processes to anomalous situations and exogenous events by minimising any human intervention. In this paper, we tackle this issue by introducing an approach and an adaptive Cognitive PMS, called SmartPM, which combines process execution monitoring, unanticipated exception detection and automated resolution strategies leveraging on three well-established action-based formalisms developed for reasoning about actions in Artificial Intelligence (AI), including the situation calculus, IndiGolog and automated planning. Interestingly, the use of SmartPM does not require any expertise of the internal working of the AI tools involved in the system

    Making intelligent systems team players: Case studies and design issues. Volume 1: Human-computer interaction design

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    Initial results are reported from a multi-year, interdisciplinary effort to provide guidance and assistance for designers of intelligent systems and their user interfaces. The objective is to achieve more effective human-computer interaction (HCI) for systems with real time fault management capabilities. Intelligent fault management systems within the NASA were evaluated for insight into the design of systems with complex HCI. Preliminary results include: (1) a description of real time fault management in aerospace domains; (2) recommendations and examples for improving intelligent systems design and user interface design; (3) identification of issues requiring further research; and (4) recommendations for a development methodology integrating HCI design into intelligent system design

    Requirements and applications for robotic servicing of military space systems

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    The utility of on-orbit servicing of spacecraft has been demonstrated by NASA several times using shuttle-based astronaut EVA. There has been interest in utilizing on-orbit servicing for military space systems as well. This interest has been driven by the increasing reliance of all branches of the military upon space-based assets, the growing numbers, complexity, and cost of those assets, and a desire to normalize support policies for space-based operations. Many military satellites are placed in orbits which are unduly hostile for astronaut operations and/or cannot be reached by the shuttle. In addition, some of the projected tasks may involve hazardous operations. This has led to a focus on robotic systems, instead of astronauts, for the basis of projected servicing systems. This paper describes studies and activities which will hopefully lead to on-orbit servicing being one of the tools available to military space systems designers and operators. The utility of various forms of servicing has been evaluated for present and projected systems, critical technologies have been identified, and strategies for the development and insertion of this technology into operational systems have been developed. Many of the projected plans have been adversely affected by budgetary restrictions and evolving architectures, but the fundamental benefits and requirements are well understood. A method of introducing servicing capabilities in a manner which has a low impact on the system designer and does not require the prior development of an expensive infrastructure is discussed. This can potentially lead to an evolutionary implementation of the full technology
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