6,877 research outputs found
Multiple Media Interfaces for Music Therapy
This article describes interfaces (and the supporting technological infrastructure) to create audiovisual instruments for use in music therapy. In considering how the multidimensional nature of sound requires multidimensional input control, we propose a model to help designers manage the complex mapping between input devices and multiple media software. We also itemize a research agenda
Digital Preservation, Archival Science and Methodological Foundations for Digital Libraries
Digital libraries, whether commercial, public or personal, lie at the heart of the information society. Yet, research into their longâterm viability and the meaningful accessibility of their contents remains in its infancy. In general, as we have pointed out elsewhere, âafter more
than twenty years of research in digital curation and preservation the actual theories, methods and technologies that can either foster or ensure digital longevity remain
startlingly limited.â Research led by DigitalPreservationEurope (DPE) and the Digital
Preservation Cluster of DELOS has allowed us to refine the key research challenges â theoretical, methodological and technological â that need attention by researchers in digital libraries during the coming five to ten years, if we are to ensure that the materials held in our emerging digital libraries are to remain sustainable, authentic, accessible and understandable over time. Building on this work and taking the theoretical framework of archival science as bedrock, this paper investigates digital preservation and its foundational role if digital libraries are to have longâterm viability at the centre of the
global information society.
GAINE - tanGible Augmented INteraction for Edutainment
Interactive tabletops are gaining an increasing interest since they provide a more natural interaction with digital contents and allow the interaction of multiple users at a time promoting face-to-face collaboration, information sharing and the raise of social experiences. Given the potentialities offered by these devices, several entertainment-edutainment applications based on interactive tabletops have been successfully developed in different areas, from medical therapy support to childrenâs collaborative learning, interactive storytelling and cultural heritage. However, the development of such applications often requires complex technical and implementation skills. Taking this into consideration, in this paper we present GAINE (tanGible Augmented INteraction for Edutainment), a software framework aimed at the rapid prototyping and development of interactive tabletop games. GAINE offers developers context specific high-level constructs and a simple scripting language that simplifies the implementation task. The framework is portable on different operating systems and offers independence from the underlying hardware. Two practical case studies are thoroughly discussed to show how GAINE can simplify the development of interactive tabletop applications in the entertainment and edutainment contexts
Towards the Development of an Adaptive Enterprise Service System Model.
The continuous adaptation of modern enterprises is largely dependent on their underlying adaptive enterprise architecture capability. However, the establishment of an adaptive enterprise architecture capability requires defining the enterprise context before actually commissioning any enterprise architecture or adaptation work. This paper presents the adaptive enterprise service system (AESS) model based on the âDesign Scienceâ research method and âTheory Triangulationâ approach. The AESS integrates the enterprise context perspectives from three well-known theories of agility, (agent) system, and service science. The AESS model, as a part of the large adaptive enterprise architecture toolkit, defines a modern enterprise as an adaptive enterprise service system. The adaptive enterprise service system is a multi-agent system of service systems that exhibits agility and focuses on the emerging service-centric view as opposed to a traditional product-centric view. The service-centric view of an enterprise is critical for establishing the adaptive enterprise architecture capability for handling complex enterprise transformations
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Virtual reality and its role in removing the barriers that turn cognitive impairments into intellectual disability
Early expectations of the contribution that virtual reality (VR) could make to education far exceeded actual applications. This was largely due to the initial immaturity of the technology and a lack of evidence base on which to base design and utilisation. While the early developments in computer based learning largely concentrated on mainstream education, leaving those with special needs behind, the potential of VR as an educational tool was exploited for those with intellectual disabilities right from the start. This paper describes the empirical evidence that has contributed to the development of educational virtual reality for those with intellectual disabilities: studies on transfer of learning from the virtual to the real world; how teachers might support those using VR; the design of virtual environments and what input/control devices best facilitate use of desktop VR. Future developments and ethical issues are also considered
Self-Evaluation in Youth Media and Technology Programs: A Report to the Time Warner Foundation
This 2003 report documents the self-evaluation practices, challenges, and concerns of the Time Warner Foundation's Community Grantees; reviews the resources available to youth media programs wishing to conduct program and outcome evaluations; and begins to identify useful directions for further exploration
ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.
The domain of materials for design is changing under the influence of an increased technological
advancement, miniaturization and democratization. Materials are becoming connected,
augmented, computational, interactive, active, responsive, and dynamic. These are ICS
Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the
world are experimenting with these new materials, there is the need to reflect on their
potentials and impact on design. This paper is a first step in this direction: to interpret and
describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge
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Using Assistive Technology Tools to Support Learning in the Inclusive Preschool Classroom
For over a century, early childhood experts have discussed the importance of play for young childrenâs growth and development. Play is critical for the development of young children as it increases learning (Barton, 2015), supports young children in gaining social and communication skills (Dennis & Stockall, 2015), and leads to social awareness and empathy skills (Brown, 2009). However, for young children with disabilities, accessing play and social interactions can prove to be challenging (Fallon & MacCobb, 2013). In order to support preschoolers with disabilities in learning through play, the authors recommend the use of assistive technologies (AT) for (a) communication, (b) mobility, and (c) independence. This article presents information about specific assistive technology devices and supports in each of these three areas
GAINE - A Portable Framework for the Development of Edutainment Applications Based on Multitouch and Tangible Interaction
In the last few years, Multitouch and Tangible User Interfaces have emerged as a powerful tool to integrate interactive surfaces and responsive spaces that embody digital information. Besides providing a natural interaction with digital contents, they allow the interaction of multiple users at the same time, thus promoting collaborative activities and information sharing. In particular, these characteristics have opened new exploration possibilities in the edutainment context, as witnessed by the many applications successfully developed in different areas, from childrenâs collaborative learning to interactive storytelling, cultural heritage and medical therapy support. However, due to the availability of different multitouch and tangible interaction technologies and of different target computing platforms, the development and deployment of such applications can be challenging. To this end, in this paper we present GAINE (tanGible Augmented INteraction for Edutainment), a software framework that enables rapid prototyping and development of tangible augmented applications for edutainment purposes. GAINE has two main features. First, it offers developers high-level context specific constructs that significantly reduces the implementation burden. Second, the framework is portable on different operating systems and offers independence from the underlying hardware and tracking technology. In this paper, we also discuss several case studies to show the effectiveness of GAINE in simplifying the development of entertainment and edutainment applications based on multitouch and tangible interaction
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