73,856 research outputs found
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
Confessions of a live coder
This paper describes the process involved when a live coder decides to learn a new musical programming language of another paradigm. The paper introduces the problems of running comparative experiments, or user studies, within the field of live coding. It suggests that an autoethnographic account of the process can be helpful for understanding the technological conditioning of contemporary musical tools. The author is conducting a larger research project on this theme: the part presented in this paper describes the adoption of a new musical programming environment, Impromptu, and how this affects the author’s musical practice
The Art of Engaging: Implications for Computer Music Systems
The art of engaging with computer music systems is multifaceted. This paper will provide an overview of the issues of interface between musician and computer, cognitive aspects of engagement as involvement, and metaphysical understandings of engagement as proximity. Finally, this paper will examine implications for the design of computer music systems when these issues are taken into account
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When users generate music playlists: When words leave off, music begins?
Music systems that generate playlists are gaining increasing popularity, yet ways to select songs to be acceptable to users is still elusive. We present the results of an explorative study that focused on the language of musically untrained end users for playlist choices, in a variety of listening contexts. Our results indicate that there are a number of opportunities for playlist recommendation or retrieval systems, particularly by taking context into account
Digital libraries for creative communities
Digital library technologies have a great deal to offer to creative, design communities. They can enable large collections of text, images, music, video and other information objects to be organised and accessed in interesting and diverse ways. Ordinary people—people not traditionally viewed as 'creators' or 'designers'—can now conceive, assemble, build, and disseminate new information collections. This paper explores the development rationale behind the Greenstone digital library technology. We also examine three examples of creative new techniques for accessing and presenting information in digital libraries and stress the importance of tailoring information access to support the requirements of the users and application area
A Framework for Evaluating Model-Driven Self-adaptive Software Systems
In the last few years, Model Driven Development (MDD), Component-based
Software Development (CBSD), and context-oriented software have become
interesting alternatives for the design and construction of self-adaptive
software systems. In general, the ultimate goal of these technologies is to be
able to reduce development costs and effort, while improving the modularity,
flexibility, adaptability, and reliability of software systems. An analysis of
these technologies shows them all to include the principle of the separation of
concerns, and their further integration is a key factor to obtaining
high-quality and self-adaptable software systems. Each technology identifies
different concerns and deals with them separately in order to specify the
design of the self-adaptive applications, and, at the same time, support
software with adaptability and context-awareness. This research studies the
development methodologies that employ the principles of model-driven
development in building self-adaptive software systems. To this aim, this
article proposes an evaluation framework for analysing and evaluating the
features of model-driven approaches and their ability to support software with
self-adaptability and dependability in highly dynamic contextual environment.
Such evaluation framework can facilitate the software developers on selecting a
development methodology that suits their software requirements and reduces the
development effort of building self-adaptive software systems. This study
highlights the major drawbacks of the propped model-driven approaches in the
related works, and emphasise on considering the volatile aspects of
self-adaptive software in the analysis, design and implementation phases of the
development methodologies. In addition, we argue that the development
methodologies should leave the selection of modelling languages and modelling
tools to the software developers.Comment: model-driven architecture, COP, AOP, component composition,
self-adaptive application, context oriented software developmen
Empirical modelling principles to support learning in a cultural context
Much research on pedagogy stresses the need for a broad perspective on learning. Such a perspective might take account (for instance) of the experience that informs knowledge and understanding [Tur91], the situation in which the learning activity takes place [Lav88], and the influence of multiple intelligences [Gar83]. Educational technology appears to hold great promise in this connection. Computer-related technologies such as new media, the internet, virtual reality and brain-mediated communication afford access to a range of learning resources that grows ever wider in its scope and supports ever more sophisticated interactions.
Whether educational technology is fulfilling its potential in broadening the horizons for learning activity is more controversial. Though some see the successful development of radically new educational resources as merely a matter of time, investment and engineering, there are also many critics of the trends in computer-based learning who see little evidence of the greater degree of human engagement to which new technologies aspire [Tal95].
This paper reviews the potential application to educational technology of principles and tools for computer-based modelling that have been developed under the auspices of the Empirical Modelling (EM) project at Warwick [EMweb]. This theme was first addressed at length in a previous paper [Bey97], and is here revisited in the light of new practical developments in EM both in respect of tools and of model-building that has been targetted at education at various levels. Our central thesis is that the problems of educational technology stem from the limitations of current conceptual frameworks and tool support for the essential cognitive model building activity, and that tackling these problems requires a radical shift in philosophical perspective on the nature and role of empirical knowledge that has significant practical implications.
The paper is in two main sections. The first discusses the limitations of the classical computer science perspective where educational technology to support situated learning is concerned, and relates the learning activities that are most closely associated with a cultural context to the empiricist perspective on learning introduced in [Bey97]. The second outlines the principles of EM and describes and illustrates features of its practical application that are particularly well-suited to learning in a cultural setting
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