143,125 research outputs found
Exploring the information behaviour of users of Welsh Newspapers Online through web log analysis
Purpose â Webometric techniques have been applied to many websites and online resources,
especially since the launch of Google Analytics (GA). To date, though, there has been little
consideration of information behaviour in relation to digitised newspaper collections. The purpose of
this paper is to address a perceived gap in the literature by providing an account of user behaviour in
the newly launched Welsh Newspapers Online (WNO).
Design/methodology/approach â The author collected webometric data for WNO using GA and
web server content logs. These were analysed to identify patterns of engagement and user behaviour,
which were then considered in relation to existing information behaviour.
Findings â Use of WNO, while reminiscent of archival information seeking, can be understood as
centring on the web interface rather than the digitised material. In comparison to general web browsing,
users are much more deeply engaged with the resource. This engagement incorporates reading online,
but usersâ information seeking utilises website search and browsing functionality rather than filtering in
newspaper material. Information seeking in digitised newspapers resembles the model of the âuserâ more
closely than that of the âreaderâ, a value-laden distinction which needs further unpacking.
Research limitations/implications â While the behaviour discussed in this paper is likely to be
more widely representative, a larger longitudinal data set would increase the studyâs significance.
Additionally, the methodology of this paper can only tell us what users are doing, and further research
is needed to identify the drivers for this behaviour.
Originality/value â This study provides important insights into the underinvestigated area of
digitised newspaper collections, and shows the importance of webometric methods in analysing online
user behaviour
Mobile Usability in Educational Contexts: What have we learnt?
The successful development of mobile learning is dependent on human factors in the use of new mobile and wireless technologies. The majority of mobile learning activity continues to take place on devices that were not designed with educational applications in mind, and usability issues are often reported. The paper reflects on progress in approaches to usability and on recent developments, with particular reference to usability findings reported in studies of mobile learning. The requirements of education are considered as well as the needs of students participating in distance education; discipline-specific perspectives and accessibility issues are also addressed. Usability findings from empirical studies of mobile learning published in the literature are drawn together in the paper, along with an account of issues that emerged in two mobile learning projects based at The Open University, UK, in 2001 and 2005. The main conclusions are: that usability issues are often reported in cases where PDAs have been used; that the future is in scenario-based design which should also take into account the evolution of uses over time and the unpredictability of how devices might be used; and that usability issues should be tracked over a longer period, from initial use through to a state of relative experience with the technology
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Device and context influence on wireless infotainment access: A real world story
Copyright @ 2005 CEPISUser considerations are paramount when it comes to take up of technologies, and even more so in the case of mobile devices, in which the success of a particular device often depends on its novelty appeal. However, relatively little work has been undertaken exploring how day-to-day tasks are affected when mediated by such access devices. This paper reports the results of an empirical study placed in a 'real-world' setting, in which participants undertook typical infotainment - combined information and entertainment access tasks on three different wireless-enabled mobile devices. These were a laptop, a Personal Digital Assistant and a Head Mounted Display device. Our results show that, with the exception of participants' level of self-consciousness when using such devices in public environments, the user wireless infotainment access experience is generally unaffected by device type. Location was shown, though, to be a significant factor when users engage in tasks such as listening to online music or navigation
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It is always on your mind: Experiences and perceptions of falling of older people and their carers and the potential of a mobile falls detection device
Copyright © 2013 Veronika Williams et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.Background. Falls and fear of falling present a major risk to older people as both can affect their quality of life and independence. Mobile assistive technologies (AT) fall detection devices may maximise the potential for older people to live independently for as long as possible within their own homes by facilitating early detection of falls. Aims. To explore the experiences and perceptions of older people and their carers as to the potential of a mobile falls detection AT device. Methods. Nine focus groups with 47 participants including both older people with a range of health conditions and their carers. Interviews were audio recorded, transcribed verbatim, and thematically analysed. Results. Four key themes were identified relating to participantsâ experiences and perceptions of falling and the potential impact of a mobile falls detector: cause of falling, falling as everyday vulnerability, the environmental context of falling, and regaining confidence and independence by having a mobile falls detector. Conclusion. The perceived benefits of a mobile falls detector may differ between older people and their carers. The experience of falling has to be taken into account when designing mobile assistive technology devices as these may influence perceptions of such devices and how older people utilise them.European Commissio
Technology inspired design for pervasive healthcare
Pervasive healthcare technologies are increasingly using novel sensory devices that are able to measure phenomena that could not be measured before. To develop novel healthcare applications that use these largely untested technologies, it is important to have a design process that allows proper exploration of the capabilities of the novel technologies. We focus on the technology-inspired design process that was used in the development of a system to support posture and provide guidance by nudging people, and how this has lead us to explore pervasive healthcare applications
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Practitioners as innovators: Emergent practice in personal mobile teaching, learning, work and leisure
Mobile devices have become commonplace tools, yet little is known about how individuals use them in their teaching, learning, work, and leisure. We report on an investigation into personal mobile device use by students and alumni from the global master's degree in online and distance education offered by the Institute of Educational Technology at the Open University (UK).
The study identified various types of activity undertaken, and focused on emerging issues in relation to innovative practices. Participants described their uses of four types of device, the frequency of specific uses, and their views on the attractions and disadvantages of mobile learning. The chapter is intended to inform those who are interested in the potential of mobile learning, designing learning for a specific type of device, or who own a mobile device and are simply looking to make better use of it in the future
Tactons: structured tactile messages for non-visual information display
Tactile displays are now becoming available in a form that can be easily used in a user interface. This paper describes a new form of tactile output. Tactons, or tactile icons, are structured, abstract messages that can be used to communicate messages non-visually. A range of different parameters can be used for Tacton construction including: frequency, amplitude and duration of a tactile pulse, plus other parameters such as rhythm and location. Tactons have the potential to improve interaction in a range of different areas, particularly where the visual display is overloaded, limited in size or not available, such as interfaces for blind people or in mobile and wearable devices. This paper describes Tactons, the parameters used to construct them and some possible ways to design them. Examples of where Tactons might prove useful in user interfaces are given
Mapping Big Data into Knowledge Space with Cognitive Cyber-Infrastructure
Big data research has attracted great attention in science, technology,
industry and society. It is developing with the evolving scientific paradigm,
the fourth industrial revolution, and the transformational innovation of
technologies. However, its nature and fundamental challenge have not been
recognized, and its own methodology has not been formed. This paper explores
and answers the following questions: What is big data? What are the basic
methods for representing, managing and analyzing big data? What is the
relationship between big data and knowledge? Can we find a mapping from big
data into knowledge space? What kind of infrastructure is required to support
not only big data management and analysis but also knowledge discovery, sharing
and management? What is the relationship between big data and science paradigm?
What is the nature and fundamental challenge of big data computing? A
multi-dimensional perspective is presented toward a methodology of big data
computing.Comment: 59 page
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Building Mobile Learning Capacity in Higher Education:E-books and iPads
The growing popularity of e-books, e-book readers and tablet devices is forcing a reappraisal of the various functions of âthe bookâ in education. Furthermore, e-books are becoming a more salient element in the ecology of mobile learning, as new devices make reading a more comfortable and sociable experience. We report on the results of an 18-month project (2010-12) undertaken as part of The Open Universityâs Building Mobile Learning Capacity initiative. The project introduced a group of Associate Lecturers to interactive e-books produced by the university and to the iPadsÂź on which they could be accessed. The proliferation of increasingly interactive e-books and e-book collections calls for an examination of their evolving pedagogical purposes; an important aim of the project was therefore to enable this group to form ideas of how these resources could be incorporated in distance education and professional development of academic staff/faculty. The project used surveys, focus group meetings, online forum postings, blog posts and wikis to enable participants to record their experiences and ideas. One project output has been the identification of a spiral of six key use case areas for e-books. In particular, the categories âsituational readingâ, âcollaborative/group learningâ and âe-book productionâ inspired a collaboratively designed group activity for a face-to-face outdoor tutorial, which was trialled and is described in this paper. The experience has relevance for the design of blended learning as well as for mobile learning activities in many other settings
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