85,378 research outputs found

    2D vs. 3D pain visualization: User preferences in a spinal cord injury cohort

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2011 Springer VerlagResearch on pain experienced after Spinal Cord Injury (SCI) has revealed that not only are there several types of pain present in the same individual with this kind of trauma, but also that people who suffer such an injury can describe the characteristics of the same type of pain in different ways. Making it possible, therefore, to more precisely describe pain experience could prove to be vital for an increased quality of life. Accordingly, fifteen individuals with pain after SCI were asked to describe their pain experience using a 3 Dimensional (3D) model of the human body that could be used as an aid in communicating their pain. The results of this study suggest that the consensus of the participants approved the ability of the 3D model to more accurately describe their pain, an encouraging outcome towards the use of 3D technology in support of post SCI pain rehabilitation

    USEM: A ubiquitous smart energy management system for residential homes

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    With the ever-increasing worldwide demand for energy, and the limited available energy resources, there is a growing need to reduce our energy consumption whenever possible. Therefore, over the past few decades a range of technologies have been proposed to assist consumers with reducing their energy use. Most of these have focused on decreasing energy consumption in the industry, transport, and services sectors. In more recent years, however, growing attention has been given to energy use in the residential sector, which accounts for nearly 30% of total energy consumption in the developed countries. Here we present one such system, which aims to assist residential users with monitoring their energy usage and provides mechanisms for setting up and controlling their home appliances to conserve energy. We also describe a user study we have conducted to evaluate the effectiveness of this system in supporting its users with a range of tools and visualizations developed for ubiquitous devices such as mobile phones and tablets. The findings of this study have shown the potential benefits of our system, and have identified areas of improvement that need to be addressed in the future

    Motivational Social Visualizations for Personalized E-Learning

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    A large number of educational resources is now available on the Web to support both regular classroom learning and online learning. However, the abundance of available content produces at least two problems: how to help students find the most appropriate resources, and how to engage them into using these resources and benefiting from them. Personalized and social learning have been suggested as potential methods for addressing these problems. Our work presented in this paper attempts to combine the ideas of personalized and social learning. We introduce Progressor + , an innovative Web-based interface that helps students find the most relevant resources in a large collection of self-assessment questions and programming examples. We also present the results of a classroom study of the Progressor +  in an undergraduate class. The data revealed the motivational impact of the personalized social guidance provided by the system in the target context. The interface encouraged students to explore more educational resources and motivated them to do some work ahead of the course schedule. The increase in diversity of explored content resulted in improving students’ problem solving success. A deeper analysis of the social guidance mechanism revealed that it is based on the leading behavior of the strong students, who discovered the most relevant resources and created trails for weaker students to follow. The study results also demonstrate that students were more engaged with the system: they spent more time in working with self-assessment questions and annotated examples, attempted more questions, and achieved higher success rates in answering them

    Fostering energy awareness in residential homes using mobile devices

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    There is considerable global effort being made towards identifying ways of reducing energy consumption to cope with growing demands. Although there is potential for energy saving in many sectors, our focus is on reducing energy consumption in residential homes. We have developed a system which combines home automation and energy usage monitoring technologies. The system offers a range of tools designed for mobile devices to assist users with monitoring their energy usage and provides mechanisms for setting up and controlling home appliances to conserve energy. In this paper we describe our system and a user study we have conducted to evaluate its effectiveness. The findings of the study show the potential benefits of this type of mobile technology

    SIMNET: simulation-based exercises for computer net-work curriculum through gamification and augmented reality

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    Gamification and Augmented Reality techniques, in recent years, have tackled many subjects and environments. Its implementation can, in particular, strengthen teaching and learning processes in schools and universities. Therefore, new forms of knowledge, based on interactions with objects, contributing game, experimentation and collaborative work. Through the technologies mentioned above, we intend to develop an application that serves as a didactic tool, giving support in the area of Computer Networks. This application aims to stand out in simulated controlled environments to create computer networks, taking into ac-count the necessary physical devices and the different physical and logical topologies. The main goal is to enrich the students’ learning experiences and contrib-ute to teacher-student interaction, through collaborative learning provided by the tool, minimizing the need for expensive equipment in learning environments.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    But a walking shadow: designing, performing and learning on the virtual stage

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    Representing elements of reality within a medium, or taking aspects from one medium and placing them in another is an act of remediation. The process of this act, however, is largely taken for granted. Despite the fact that available information enables a qualitative assessment of the history of multimedia and their influences on different fields of knowledge, there are still some areas that require more focused research attention. For example, the relationship between media evolution and new developments in scenographic practice is currently under investigation. This article explores the issue of immediacy as a condition of modern theatre in the context of digital reality. It discusses the opportunities and challenges that recent technologies present to contemporary practitioners and theatre design educators, creating a lot of scope to break with conventions. Here, we present two case studies that look into technology-mediated learning about scenography through the employment of novel computer visualization techniques. The first case study is concerned with new ways of researching and learning about theatre through creative exploration of design artefacts. The second case study investigates the role of the Immersive Virtual World Second Life™ (SL) in effective teaching of scenography, and in creating and experiencing theatrical performances

    Data Portraits and Intermediary Topics: Encouraging Exploration of Politically Diverse Profiles

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    In micro-blogging platforms, people connect and interact with others. However, due to cognitive biases, they tend to interact with like-minded people and read agreeable information only. Many efforts to make people connect with those who think differently have not worked well. In this paper, we hypothesize, first, that previous approaches have not worked because they have been direct -- they have tried to explicitly connect people with those having opposing views on sensitive issues. Second, that neither recommendation or presentation of information by themselves are enough to encourage behavioral change. We propose a platform that mixes a recommender algorithm and a visualization-based user interface to explore recommendations. It recommends politically diverse profiles in terms of distance of latent topics, and displays those recommendations in a visual representation of each user's personal content. We performed an "in the wild" evaluation of this platform, and found that people explored more recommendations when using a biased algorithm instead of ours. In line with our hypothesis, we also found that the mixture of our recommender algorithm and our user interface, allowed politically interested users to exhibit an unbiased exploration of the recommended profiles. Finally, our results contribute insights in two aspects: first, which individual differences are important when designing platforms aimed at behavioral change; and second, which algorithms and user interfaces should be mixed to help users avoid cognitive mechanisms that lead to biased behavior.Comment: 12 pages, 7 figures. To be presented at ACM Intelligent User Interfaces 201
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