26,540 research outputs found

    When Windmills Turn Into Giants: The Conundrum of Virtual Places

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    While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory

    Precedent-Oriented Experimenting in Designing of Software Intensive Systems

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    The paper presents a precedent-oriented approach to experimenting with programmable units of developer’sactivity in conceptual designing of Software Intensive Systems (SIS). The reuse of any such a unit is being implemented as atypical work of a designer in accordance with the definite technique which is previously programmed. The offered approachis coordinated with simplifying the complexity on the base of interactions of designers with the accessible experience thekernel of which consists of models of assets included into Experience Base. The simplifying is being achieved by the use ofthe specialized pseudo-code language in programming of assets for their reuse by designers.Keywords/Index Terms— conceptual designing, pseudo-code language, programming, precedent-oriented approach,software intensive systems

    The Role of Group Learning in Implementation of a Personnel Management System in a Hospital

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    A new HR system was introduced in a Dutch hospital. The system implied collaborative work among its users. The project planning seemed to be reasonably straightforward: the system's introduction was intended to take place gradually, including pilots in different departments and appropriate feedback. After some time, the system was successfully adopted by one group of users, but failed with another. We conceptualize the implementation process of groupware as group learning to frame the adoption of the system, and analyze the qualitative data collected during the longitudinal case study. We found that in the user group with strong group learning, adoption of the system occurred effectively and on time. In another user group with rather weak group learning, the use of the system was blocked after a short time. The results provided a first confirmation of our assumption about the importance of group learning processes in the implementation of groupware

    Lessons learned in effective community-university-industry collaboration models for smart and connected communities research

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    In 2017, the Boston University Hariri Institute for Computing and the Initiative on Cities co-hosted two workshops on “Effective Community-University-Industry Collaboration Models for Smart and Connected Communities Research,” with the support of the National Science Foundation (NSF). These efforts brought together over one hundred principal investigators and research directors from universities across the country, as well as city officials, community partners, NSF program managers and other federal agency representatives, MetroLab Network representatives and industry experts. The focus was on transdisciplinary “smart city” projects that bring technical fields such as engineering and computer science together with social scientists and community stakeholders to tackle community-sourced problems. Presentations, panel discussions, working sessions and participant white papers surfaced operational models as well as barriers and levers to enabling effective research partnerships. To capture the perspectives and beliefs of all participants, in addition to the presenters, attendees were asked to synthesize lessons on each panel topic. This white paper summarizes the opportunities and recommendations that emerged from these sessions, and provides guidance to communities and researchers interested in engaging in these types of partnerships as well as universities and funders that endeavor to nurture them. It draws on the collective wisdom of the assembled participants and the authors. While many of the examples noted are drawn from medium and large cities, the lessons may still be applicable to communities of various sizes.National Science Foundatio

    New methods for collaborative experiential learning to provide personalised formative assessment

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    Supporting diverse and rapidly changing learning styles of new digital age generations is one of the major hurdles to higher education in the age of massification of education markets. Higher education institutions must now utilize unprecedented network speed and mobile technology to create stimulating learning environments for new digital age generations. This paper presents a new learning and teaching model that combines dynamic learning space (DLS) and mobile collaborative experimental learning (MCEL) for supporting diverse learning styles of students. DLS assists students with stateof-art modern wireless network technologies in order to support fast-paced, multi-tasking, data and content intensive collaborative learning in class. The model further extends student learning activities beyond classroom by allowing students to continue their learning anywhere and anytime conveniently using their mobile devices. MCEL provides automated continuous personalized formative-feedback 24/7. The main objectives of the model are to improve student engagement and to provide ownership of their learning journey, experiential learning, contextualized learning, and formative assessment at low cost. The model employs three factors that influence collaborative experiential learning and formative assessment. The three factors are: - The use of learning space within the classroom - Wireless learning technology - Mobile learning system (m-Learning) Pilot studies of the model are conducted and evaluated on two groups of postgraduate students. Their participation is observed, and a survey is conducted. The results show that (1) DLS encourages high-level learning and diverse learning styles to move away from passive low-level knowledge intensive learning activities; (2) MCEL supports Bigg's constructive alignment in curriculum design, contextualized experimental learning, and personalized formative learning

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    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

    Applications of high and low fidelity prototypes in researching intuitive interaction

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    This paper addresses some of the issues involved in incorporating use of prototypes into a research program. Definitions, merits and uses of both low and high-fidelity prototypes are discussed and then the applications of prototypes in our research program into intuitive interaction are explored. It has previously been established that intuitive interaction is based on past experience, and can be encouraged by designing interfaces that contain familiar features (Blackler, 2006; Blackler, Popovic, & Mahar, 2007b). Two aspects of the research program which are relevant to prototyping are: researching the issues of how intuitive use happens and how it can be better facilitated; and developing ways to help designers include investigations about users and their existing knowledge into their design processes in order to make interfaces more intuitive. The current and future planned applications of high and low-fidelity prototypes in each of these areas are explored. Then experiences with using high-fidelity touchscreen prototypes for experimental research into intuitive interaction are discussed, including problems with the prototypes, how they were addressed and what we have learned from the process. Next the potential for low-fidelity prototypes to elicit users’ tacit knowledge during the design process is explored. This has exciting possibilities due to the link between intuitive interaction and tacit knowledge. Finally, the challenges of developing prototype-based design tools for use by older people are discussed and future directions for using prototypes in our research program are considered. Keywords: Prototypes; intuitive interaction; experimental methodology; implicit or tacit knowledge</p

    Designing and Evaluating a Collaborative Writing Process with Gamification Elements: Toward a Framework for Gamifying Collaboration Processes

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    In this study, we examine the influence that gamification elements have on collaboration processes in terms of whether they increase intention to continue to use the system based on meaningful engagement and hedonic motivation as well as outcome quality. Therefore, we review gamification models and principles for information systems and consolidate them in a preliminary framework. We then evaluate how one can supplement the collaboration process for collaborative story writing with gamification elements based on the framework. Additionally, we consider specific gamification elements to successfully accomplish the process. To do so, we conducted action design research in a common iterative structure. First, we observed and reflected on the analog collaborative writing process. Next, we derived design principles and remodeled and implemented the process via a Web application instantiation to evaluate them. In the evaluation, we identified the developed design principles’ ability to reach higher hedonic motivation and meaningful engagement, which led to an enhanced intention to continue to use the system. Additionally, we found the potential to manage the shift toward digital collaboration processes that motivate people to participate and produce promising outcomes that do not vary much from outcomes in an analog setting
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