46,898 research outputs found

    Encouraging Sustainable Urban Access: An Exploratory Student Approach to Design of Product Service Systems

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    Urban access is a key trans-disciplinary design axiom looking to ensure that every member of the society can reach those locations and resources one needs for a sustainable standard of living and productivity. This should be achieved in a way that does not deprive others from their right to access the same urban environment. Crafting the future of urban transportation design is a dynamic process that depends on developing a thorough understanding of the complexity of the human needs that associate with delivering ways to support urban access and, in particular, more sustainable and socially inclusive mobility patterns. New market demands and customer expectations force public and private organisations to expand their commitment to cross-border collaborations to provide attractive alternative transport modes. This paper discusses the challenge of utilizing design innovation as a tool for eco-branding and how an exploratory approach to this has been used in a post-graduate course in Visual Brand Identity and Product Design. Seven research teams, closely guided by the authors, were affiliated with designing an innovative hypothetical bike-sharing scheme for the city of Gothenburg, Sweden, with the potential to captivate road users’ acceptability. An overall description of the project concept and a brief summary of the results produced are presented herein. More specifically, this paper concentrates solely on one of the most innovative projects delivered within the course and discusses how the students adopted the challenge, as well as the actual project outcome and its contribution to the overall learning experience

    A user evaluation of hierarchical phrase browsing

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    Phrase browsing interfaces based on hierarchies of phrases extracted automatically from document collections offer a useful compromise between automatic full-text searching and manually-created subject indexes. The literature contains descriptions of such systems that many find compelling and persuasive. However, evaluation studies have either been anecdotal, or focused on objective measures of the quality of automatically-extracted index terms, or restricted to questions of computational efficiency and feasibility. This paper reports on an empirical, controlled user study that compares hierarchical phrase browsing with full-text searching over a range of information seeking tasks. Users found the results located via phrase browsing to be relevant and useful but preferred keyword searching for certain types of queries. Users experiences were marred by interface details, including inconsistencies between the phrase browser and the surrounding digital library interface

    A visual exploration workflow as enabler for the exploitation of Linked Open Data

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    Abstract. Semantically annotating and interlinking Open Data results in Linked Open Data which concisely and unambiguously describes a knowledge domain. However, the uptake of the Linked Data depends on its usefulness to non-Semantic Web experts. Failing to support data consumers to understand the added-value of Linked Data and possible exploitation opportunities could inhibit its diffusion. In this paper, we propose an interactive visual workflow for discovering and ex-ploring Linked Open Data. We implemented the workflow considering academic library metadata and carried out a qualitative evaluation. We assessed the work-flow’s potential impact on data consumers which bridges the offer: published Linked Open Data; and the demand as requests for: (i) higher quality data; and (ii) more applications that re-use data. More than 70 % of the 34 test users agreed that the workflow fulfills its goal: it facilitates non-Semantic Web experts to un-derstand the potential of Linked Open Data.

    CompendiumLD – a tool for effective, efficient and creative learning design

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    Developers and teachers go through a complex decision making process when designing new learning activities – working towards an effective pedagogical mix, combining resources, tools, student and tutor support. This paper describes CompendiumLD, a prototype tool we have built to support practitioners through the process of designing learning activities. We describe how the tool fits into our vision of a dynamic, interactive set of resources and system tools to support effective, efficient and creative learning design. It describes CompendiumLD's features and explains the rationale behind their development. It shows how the tool is intended to aid designers make choices, and plan developments, facilitating creativity and efficiency in the design process. In our conclusions we consider how such a system can support the design of effective learning activities

    Gamification techniques for raising cyber security awareness

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    Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users often do not know how to make their online interactions secure, which demonstrates an educational need in this area. Gamification has grown in popularity in recent years and has been used to teach people about a range of subjects. This paper presents an exploratory study investigating the use of gamification techniques to educate average users about password security, with the aim of raising overall security awareness. To explore the impact of such techniques, a role-playing quiz application (RPG) was developed for the Android platform to educate users about password security. Results gained from the work highlightedthat users enjoyed learning via the use of the password application, and felt they benefitted from the inclusion of gamification techniques. Future work seeks to expand the prototype into a full solution, covering a range of security awareness issues

    Growing the use of Virtual Worlds in education : an OpenSim perspective

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    The growth in the range of disciplines that Virtual Worlds support for educational purposes is evidenced by recent applications in the fields of cultural heritage, humanitarian aid, space exploration, virtual laboratories in the physical sciences, archaeology, computer science and coastal geography. This growth is due in part to the flexibility of OpenSim, the open source virtual world platform which by adopting Second Life protocols and norms has created a de facto standard for open virtual worlds that is supported by a growing number of third party open source viewers. Yet while this diversity of use-cases is impressive and Virtual Worlds for open learning are highly popular with lecturers and learners alike immersive education remains an essentially niche activity. This paper identifies functional challenges in terms of Management, Network Infrastructure, the Immersive 3D Web and Programmability that must be addressed to enable the wider adoption of Open Virtual Worlds as a routine learning technology platform. We refer to specific use-cases based on OpenSim and abstract generic requirements which should be met to enable the growth in use of Open Virtual Worlds as a mainstream educational facility. A case study of a deployment to support a formal education curriculum and associated informal learning is used to illustrate key points.Postprin
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