48,457 research outputs found
Collaborative behavior, performance and engagement with visual analytics tasks using mobile devices
Interactive visualizations are external tools that can support usersâ exploratory activities. Collaboration can bring benefits to the exploration of visual representations or visuâ alizations. This research investigates the use of coâlocated collaborative visualizations in mobile devices, how users working with two different modes of interaction and view (Shared or NonâShared) and how being placed at various position arrangements (CornerâtoâCorner, FaceâtoâFace, and SideâbyâSide) affect their knowledge acquisition, engagement level, and learning efficiency. A user study is conducted with 60 particiâ pants divided into 6 groups (2 modesĂ3 positions) using a tool that we developed to support the exploration of 3D visual structures in a collaborative manner. Our results show that the shared control and view version in the SideâbyâSide position is the most favorable and can improve task efficiency. In this paper, we present the results and a set of recommendations that are derived from them
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Out there and in here: design for blended scientific inquiry learning
One of the beneïŹts of mobile technologies is to combine âthe digitalâ (e.g., data, information, photos) with âïŹeldâ experiences in novel ways that are contextualized by peopleâs current located activities. However, often cost, mobility disabilities and time exclude students from engaging in such peripatetic experiences. The Out There and In Here project, is exploring a combination of mobile and tabletop technologies in support for collaborative learning. A system is being developed for synchronous collaboration between geology students in the ïŹeld and peers at an indoor location. The overarching goal of this research is to develop technologies that support people working together in a suitable manner for their locations. There are two OTIH project research threads. The ïŹrst deals with disabled learner access issues: these complex issues are being reviewed in subsequent evaluations and publications. This paper will deal with issues of technology supported learning design for remote and co-located science learners. Several stakeholder evaluations and two ïŹeld trials have reviewed two research questions:
1. What will enhance the learning experience for those in the ïŹeld and laboratory?
2. How can learning trajectories and appropriate technologies be designed to support equitable co-located and remote learning collaboration?
This paper focuses on describing the iterative linked development of technologies and scientiïŹc inquiry pedagogy. Two stages within the research project are presented. The 1st stage details several pilot studies over 3 years with 21 student participants in synchronous collaborations with traditional technology and pedagogical models. Findings revealed that this was an engaging and useful experience although issues of equity in collaboration needed further research. The 2nd stage, in this project, has been to evaluate data from over 25 stakeholders (academics, learning and technology designers) to develop pervasive ambient technological solutions supporting orchestration of mixed levels of pedagogy (i.e. abstract synthesis to speciïŹc investigation). Middleware between tabletop âsurfaceâ technologies and mobile devices are being designed with Microsoft and OOKL (a mobile software company) to support these developments. Initial ïŹndings reveal issues around equity, ownership and professional identity
Collaborative trails in e-learning environments
This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas â experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future
PickCells: A Physically Reconfigurable Cell-composed Touchscreen
Touchscreens are the predominant medium for interactions with digital services; however, their current fixed form factor narrows the scope for rich physical interactions by limiting interaction possibilities to a single, planar surface. In this paper we introduce the concept of PickCells, a fully reconfigurable device concept composed of cells, that breaks the mould of rigid screens and explores a modular system that affords rich sets of tangible interactions and novel acrossdevice relationships. Through a series of co-design activities â involving HCI experts and potential end-users of such systems â we synthesised a design space aimed at inspiring future research, giving researchers and designers a framework in which to explore modular screen interactions. The design space we propose unifies existing works on modular touch surfaces under a general framework and broadens horizons by opening up unexplored spaces providing new interaction possibilities. In this paper, we present the PickCells concept, a design space of modular touch surfaces, and propose a toolkit for quick scenario prototyping
Mobility is the Message: Experiments with Mobile Media Sharing
This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system â Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today.
Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffmanâs understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhanâs way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility.
While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in peopleâs everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like
The effect of representation location on interaction in a tangible learning environment
Drawing on the 'representation' TUI framework [21], this paper reports a study that investigated the concept of 'representation location' and its effect on interaction and learning. A reacTIVision-based tangible interface was designed and developed to support children learning about the behaviour of light. Children aged eleven years worked with the environment in groups of three. Findings suggest that different representation locations lend themselves to different levels of abstraction and engender different forms and levels of activity, particularly with respect to speed of dynamics and differences in group awareness. Furthermore, the studies illustrated interaction effects according to different physical correspondence metaphors used, particularly with respect to combining familiar physical objects with digital--based table-top representation. The implications of these findings for learning are discussed
Collaborative Practices that Support Creativity in Design
Design is a ubiquitous, collaborative and highly material activity. Because of the embodied nature of the design profession, designers apply certain collaborative practices to enhance creativity in their everyday work. Within the domain of industrial design, we studied two educational design departments over a period of eight months. Using examples from our fieldwork, we develop our results around three broad themes related to collaborative practices that support the creativity of design professionals: 1) externalization, 2) use of physical space, and 3) use of bodies. We believe that these themes of collaborative practices could provide new insights into designing technologies for supporting a varied set of design activities. We describe two conceptual collaborative systems derived from the results of our study
âEyes freeâ in-car assistance: parent and child passenger collaboration during phone calls
This paper examines routine family car journeys, looking specifically at how passengers assist during a mobile telephone call while the drivers address the competing demands of handling the vehicle, interacting with various artefacts and controls in the cabin, and engage in co-located and remote conversations while navigating through busy city roads. Based on an analysis of video fragments, we see how drivers and child passengers form their conversations and requests around the call so as to be meaningful and paced to the demands, knowledge and abilities of their cooccupants, and how the conditions of the road and emergent traffic are oriented to and negotiated in the context of the social interaction that they exist alongside. The study provides implications for the design of car-based collaborative media and considers how hands- and eyesfree natural interfaces could be tailored to the complexity of activities in the car and on the road
Genetic Programming for Smart Phone Personalisation
Personalisation in smart phones requires adaptability to dynamic context
based on user mobility, application usage and sensor inputs. Current
personalisation approaches, which rely on static logic that is developed a
priori, do not provide sufficient adaptability to dynamic and unexpected
context. This paper proposes genetic programming (GP), which can evolve program
logic in realtime, as an online learning method to deal with the highly dynamic
context in smart phone personalisation. We introduce the concept of
collaborative smart phone personalisation through the GP Island Model, in order
to exploit shared context among co-located phone users and reduce convergence
time. We implement these concepts on real smartphones to demonstrate the
capability of personalisation through GP and to explore the benefits of the
Island Model. Our empirical evaluations on two example applications confirm
that the Island Model can reduce convergence time by up to two-thirds over
standalone GP personalisation.Comment: 43 pages, 11 figure
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