55 research outputs found

    Emerging technologies for learning (volume 1)

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    Collection of 5 articles on emerging technologies and trend

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Emerging technologies for learning (volume 2)

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    A Body-and-Mind-Centric Approach to Wearable Personal Assistants

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    Designing Search User Interfaces for Visually Impaired Searchers: A User-centred Approach

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    PhDThe Web has been a blessing for visually impaired users as with the help of assistive technologies such as screen readers, they can access previously inaccessible information independently. However, for screen reader users, web-based information seeking can still be challenging as web pages are mainly designed for visual interaction. This affects visually impaired users’ perception of theWeb as an information space as well as their experience of search interfaces. The aim of this thesis is therefore to consider visually impaired users’ information seeking behaviour, abilities and interactions via screen readers in the design of a search interface to support complex information seeking. We first conduct a review of how visually impaired users navigate the Web using screen readers. We highlight the strategies employed, the challenges encountered and the solutions to enhance web navigation through screen readers. We then investigate the information seeking behaviour of visually impaired users on the Web through an observational study and we compare this behaviour to that of sighted users to examine the impact of screen reader interaction on the information seeking process. To engage visually impaired users in the design process, we propose and evaluate a novel participatory approach based on a narrative scenario and a dialogue-led interaction to verify user requirements and to brainstorm design ideas. The development of the search interface is informed by the requirements gathered from the observational study and is supported through the inclusion of visually impaired users in the design process. We implement and evaluate the proposed search interface with novel features to support visually impaired users for complex information seeking. This thesis shows that considerations for information seeking behaviour and users’ abilities and mode of interaction contribute significantly to the design of search user interfaces to ensure that interface components are accessible as well as usable

    Evolving practices of end user articulation in software co-design

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    The work is focused on new techniques and practices that support end user to get involved in software co-design. Social networks, variations of self-documentation and new interactive technologies enable new forms of user involvement in software development projects. The potential of new practices and also the issues that come with these methods will be reflected.Die Arbeit thematisiert neue Technologien und Praktiken zur UnterstĂŒtzung der Nutzereinbindung im Software Co-Design. Soziale Netzwerke, Variationen der Selbstdokumentation und neue interaktive Technologien ermöglichen neue Formen der Beteiligung an Software Entwicklungsprojekten. Das Potential neuer Praktiken und auch die Herausforderungen bei der Anwendung solcher Methoden werden reflektiert

    Physical Interaction Concepts for Knowledge Work Practices

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    The majority of workplaces in developed countries concern knowledge work. Accordingly, the IT industry and research made great efforts for many years to support knowledge workers -- and indeed, computer-based information workplaces have come of age. Nevertheless, knowledge work in the physical world has still quite a number of unique advantages, and the integration of physical and digital knowledge work leaves a lot to be desired. The present thesis aims at reducing these deficiencies; thereby, it leverages late technology trends, in particular interactive tabletops and resizable hand-held displays. We start from the observation that knowledge workers develop highly efficient practices, skills, and dexterity of working with physical objects in the real world, whether content-unrelated (coffee mugs, stationery etc.) or content-related (books, notepads etc.). Among the latter, paper-based objects -- the notorious analog information bearers -- represent by far the most relevant (super-) category. We discern two kinds of practices: collective practices concern the arrangement of objects with respect to other objects and the desk, while specific practices operate on individual objects and usually alter them. The former are mainly employed for an effective management of the physical desktop workspace -- e.g., everyday objects are frequently moved on tables to optimize the desk as a workplace -- or an effective organization of paper-based documents on the desktop -- e.g., stacking, fanning out, sorting etc. The latter concern the specific manipulation of physical objects related to the task at hand, i.e. knowledge work. Widespread assimilated practices concern not only writing on, annotating, or spatially arranging paper documents but also sophisticated manipulations -- such as flipping, folding, bending, etc. Compared to the wealth of such well-established practices in the real world, those for digital knowledge work are bound by the indirection imposed by mouse and keyboard input, where the mouse provided such a great advancement that researchers were seduced to calling its use "direct manipulation". In this light, the goal of this thesis can be rephrased as exploring novel interaction concepts for knowledge workers that i) exploit the flexible and direct manipulation potential of physical objects (as present in the real world) for more intuitive and expressive interaction with digital content, and ii) improve the integration of the physical and digital knowledge workplace. Thereby, two directions of research are pursued. Firstly, the thesis investigates the collective practices executed on the desks of knowledge workers, thereby discerning content-related (more precisely, paper-based documents) and content-unrelated object -- this part is coined as table-centric approaches and leverages the technology of interactive tabletops. Secondly, the thesis looks at specific practices executed on paper, obviously concentrating on knowledge related tasks due to the specific role of paper -- this part is coined as paper-centric approaches and leverages the affordances of paper-like displays, more precisely of resizable i.e. rollable and foldable displays. The table-centric approach leads to the challenge of blending interactive tabletop technology with the established use of physical desktop workspaces. We first conduct an exploratory user study to investigate behavioral and usage patterns of interaction with both physical and digital documents on tabletop surfaces while performing tasks such as grouping and browsing. Based on results of the study, we contribute two sets of interaction and visualization concepts -- coined as PaperTop and ObjecTop -- that concern specific paper based practices and collective practices, respectively. Their efficiency and effectiveness are evaluated in a series of user studies. As mentioned, the paper-centric perspective leverages late ultra-thin resizable display technology. We contribute two sets of novel interaction concepts again -- coined as FoldMe and Xpaaand -- that respond to the design space of dual-sided foldable and of rollout displays, respectively. In their design, we leverage the physical act of resizing not "just" for adjusting the screen real estate but also for interactively performing operations. Initial user studies show a great potential for interaction with digital contents, i.e. for knowledge work

    Emerging technologies for learning report (volume 3)

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