30,683 research outputs found

    The Right Place at the Right Time: Creative Spaces in Libraries

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    Purpose This essay explores the recent trend in libraries: that of the establishment of spaces specifically set aside for creative work. The rise of these dedicated creative spaces is owed to a confluence of factors that happen to be finding their expression together in recent years. This essay examines the history of these spaces and explores the factors that gave rise to them and will fuel them moving forward. Design/Methodology/Approach A viewpoint piece, this essay combines historical research and historical/comparative analyses to examine the ways by which libraries have supported creative work in the past and how they may continue to do so into the 21st century. Findings The key threads brought together include a societal recognition of the value of creativity and related skills and attributes; the philosophies, values, and missions of libraries in both their longstanding forms and in recent evolutions; the rise of participatory culture as a result of inexpensive technologies; improved means to build community and share results of efforts; and library experience and historical practice in matters related to creativity. The chapter concludes with advice for those interested in the establishment of such spaces, grounding those reflections in the author’s experiences in developing a new creative space at Virginia Commonwealth University. Originality/value While a number of pieces have been written that discuss the practicalities of developing certain kinds of creative spaces, very little has been written that situates these spaces in larger social and library professional contexts; this essay begins to fill that gap

    Measuring meaning in life

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    The present studies addressed the need for a comprehensive, economical, and psychometrically adequate measure of existential meaning. In Study 1, principal-axis factor analysis of participants’ responses to popular meaning measures identified five latent constructs underlying them, labelled purposeful life, principled life, valued life, exciting life, and accomplished life. These dimensions resonate with the meaning in life concept as= understood by Frankl (1963) and the panoply of subsequent theoretical definitions (e.g. Battista and Almond 1973). Study 2 used these results as a foundation for developing a psychometrically satisfactory self-report questionnaire of each of these aspects of meaning in life. Confirmatory factor analysis (CFA) validated a five-factor structure, with each factor loading on a common second-order factor. Study 3 provided evidence for this new measure’s convergent validity and economic property. The final Meaningful Life Measure is reported and provides comprehensive but differentiated measurement of the meaning in life construct

    Monitoring What Matters About Context and Instruction in Science Education: A NAEP Data Analysis Report

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    This report explores background variables in the National Assessment of Educational Progress (NAEP) to examine key context and instructional factors behind science learning for eighth grade students. Science education is examined from five perspectives: student engagement in science, science teachers' credentials and professional development, availability and use of science resources, approaches to science instruction, and methods and uses of science assessment

    Human Factors in Agile Software Development

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    Through our four years experiments on students' Scrum based agile software development (ASD) process, we have gained deep understanding into the human factors of agile methodology. We designed an agile project management tool - the HASE collaboration development platform to support more than 400 students self-organized into 80 teams to practice ASD. In this thesis, Based on our experiments, simulations and analysis, we contributed a series of solutions and insights in this researches, including 1) a Goal Net based method to enhance goal and requirement management for ASD process, 2) a novel Simple Multi-Agent Real-Time (SMART) approach to enhance intelligent task allocation for ASD process, 3) a Fuzzy Cognitive Maps (FCMs) based method to enhance emotion and morale management for ASD process, 4) the first large scale in-depth empirical insights on human factors in ASD process which have not yet been well studied by existing research, and 5) the first to identify ASD process as a human-computation system that exploit human efforts to perform tasks that computers are not good at solving. On the other hand, computers can assist human decision making in the ASD process.Comment: Book Draf

    The Limited Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension

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    There is currently significant interest in the use of instructional strategies in learning environments thanks to the emergence of new multimedia systems that combine text, audio, graphics and video, such as augmented reality (AR). In this light, this study compares the effectiveness of AR and video for listening comprehension tasks. The sample consisted of thirty-two elementary school students with different reading comprehension. Firstly, the experience, instructions and objectives were introduced to all the students. Next, they were divided into two groups to perform activities—one group performed an activity involving watching an Educational Video Story of the Laika dog and her Space Journey available by mobile devices app Blue Planet Tales, while the other performed an activity involving the use of AR, whose contents of the same history were visualized by means of the app Augment Sales. Once the activities were completed participants answered a comprehension test. Results (p = 0.180) indicate there are no meaningful differences between the lesson format and test performance. But there are differences between the participants of the AR group according to their reading comprehension level. With respect to the time taken to perform the comprehension test, there is no significant difference between the two groups but there is a difference between participants with a high and low level of comprehension. To conclude SUS (System Usability Scale) questionnaire was used to establish the measure usability for the AR app on a smartphone. An average score of 77.5 out of 100 was obtained in this questionnaire, which indicates that the app has fairly good user-centered design

    Mood meter: counting smiles in the wild

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    In this study, we created and evaluated a computer vision based system that automatically encouraged, recognized and counted smiles on a college campus. During a ten-week installation, passersby were able to interact with the system at four public locations. The aggregated data was displayed in real time in various intuitive and interactive formats on a public website. We found privacy to be one of the main design constraints, and transparency to be the best strategy to gain participants' acceptance. In a survey (with 300 responses), participants reported that the system made them smile more than they expected, and it made them and others around them feel momentarily better. Quantitative analysis of the interactions revealed periodic patterns (e.g., more smiles during the weekends) and strong correlation with campus events (e.g., fewer smiles during exams, most smiles the day after graduation), reflecting the emotional responses of a large community.Massachusetts Institute of Technology. Council for the ArtsCaja Madrid (Fellowship)Massachusetts Institute of Technology (Festival of Art, Science, and Technology (FAST)

    “No powers, man!”: A student perspective on designing university smart building interactions

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    Smart buildings offer an opportunity for better performance and enhanced experience by contextualising services and interactions to the needs and practices of occupants. Yet, this vision is limited by established approaches to building management, delivered top-down through professional facilities management teams, opening up an interaction-gap between occupants and the spaces they inhabit. To address the challenge of how smart buildings might be more inclusively managed, we present the results of a qualitative study with student occupants of a smart building, with design workshops including building walks and speculative futuring. We develop new understandings of how student occupants conceptualise and evaluate spaces as they experience them, and of how building management practices might evolve with new sociotechnical systems that better leverage occupant agency. Our findings point to important directions for HCI research in this nascent area, including the need for HBI (Human-Building Interaction) design to challenge entrenched roles in building management

    Inside innovation. Year 2. An evaluation of the second year of delivery of a project promoting innovative thinking amongst Prison Service staff

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    The Inside Innovation programme is the result of a partnership between Media For Development (MFD) and UnLtd. The Inside Innovation programme forms part of MFD’s multi-award winning Inside Job initiative that operates within the criminal justice system in the United Kingdom. MFD staff are responsible for supporting applications to UnLtd for funded awards for good project ideas generated from staff working in the prison sector. In line with equivalent posts at UnLtd, the Development Manager supports Award Winners throughout the lifespan of their projects. During the first year of service delivery, Inside Innovation operated in two prisons, HMP Wandsworth and HMP Downview. During the second year of service delivery, Inside Innovation has been established in two further prisons, HMP Brixton and HMP Highdown
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