425 research outputs found

    On the Construction Path of New Media User’s Thinking

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    Under the background of the current new media era, the traditional one-way information receiver has gradually become the two roles of information publisher and receiver. In the past, the means of information transmission have undergone drastic changes, the monopoly of the media itself has begun to fall apart, and the audience has become users, whose choice of new media directly affects the future development of the media. Therefore, for new media, the construction of user thinking can not be ignored

    Supporting collaboration with non-literate forest communities in the congo-basin

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    Providing indigenous communities with ICT tools and methods for collecting and sharing their Traditional Ecological Knowledge is increasingly recognised as an avenue for improvements in environmental governance and socialenvironmental justice. In this paper we show how we carried out a usability engineering effort in the “wild” context of the Congolese rainforest – designing, evaluating and iteratively improving novel collaborative data collection interfaces for non-literate forest communities that can subsequently be used to facilitate communication and information sharing with logging companies. Working in this context necessitates adopting a thoroughly flexible approach to the design, development, introduction and evaluation of technology and the modes of interaction it offers. We show that we have improved participant accuracy from about 75% towards 95% and provide a set of guidelines for designing and evaluating ICT solutions in “extreme circumstances” – which hold lessons for CSCW, HCI and ICT4D practitioners dealing with similar challenges

    New relationship between Visual Communication Design and Interaction Design

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    In the future of interaction design relies on movement recongnition rather than haptic/vocal/muscle/brain interfaces, how will visual communication be able to guide people to perform tasks? Researchers and teachers have a very complex challenge ahead of them: on the one hand, they must follow continous and daily updates to acquire and give a proper overview about the state of the art and future scenarios; on the other hand, the university must re-think design guidelines from a holistic viewpoint, avoiding fractures between product design, visual communication design and interaction design

    AUGMENTED TOUCH INTERACTIONS WITH FINGER CONTACT SHAPE AND ORIENTATION

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    Touchscreen interactions are far less expressive than the range of touch that human hands are capable of - even considering technologies such as multi-touch and force-sensitive surfaces. Recently, some touchscreens have added the capability to sense the actual contact area of a finger on the touch surface, which provides additional degrees of freedom - the size and shape of the touch, and the finger's orientation. These additional sensory capabilities hold promise for increasing the expressiveness of touch interactions - but little is known about whether users can successfully use the new degrees of freedom. To provide this baseline information, we carried out a study with a finger-contact-sensing touchscreen, and asked participants to produce a range of touches and gestures with different shapes and orientations, with both one and two fingers. We found that people are able to reliably produce two touch shapes and three orientations across a wide range of touches and gestures - a result that was confirmed in another study that used the augmented touches for a screen lock application

    An Operating System for Augmented Reality Ubiquitous Computing Environments

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    Ph.DDOCTOR OF PHILOSOPH

    Improving Mobile MOOC Learning via Implicit Physiological Signal Sensing

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    Massive Open Online Courses (MOOCs) are becoming a promising solution for delivering high- quality education on a large scale at low cost in recent years. Despite the great potential, today’s MOOCs also suffer from challenges such as low student engagement, lack of personalization, and most importantly, lack of direct, immediate feedback channels from students to instructors. This dissertation explores the use of physiological signals implicitly collected via a "sensorless" approach as a rich feedback channel to understand, model, and improve learning in mobile MOOC contexts. I first demonstrate AttentiveLearner, a mobile MOOC system which captures learners' physiological signals implicitly during learning on unmodified mobile phones. AttentiveLearner uses on-lens finger gestures for video control and monitors learners’ photoplethysmography (PPG) signals based on the fingertip transparency change captured by the back camera. Through series of usability studies and follow-up analyses, I show that the tangible video control interface of AttentiveLearner is intuitive to use and easy to operate, and the PPG signals implicitly captured by AttentiveLearner can be used to infer both learners’ cognitive states (boredom and confusion levels) and divided attention (multitasking and external auditory distractions). Building on top of AttentiveLearner, I design, implement, and evaluate a novel intervention technology, Context and Cognitive State triggered Feed-Forward (C2F2), which infers and responds to learners’ boredom and disengagement events in real time via a combination of PPG-based cognitive state inference and learning topic importance monitoring. C2F2 proactively reminds a student of important upcoming content (feed-forward interventions) when disengagement is detected. A 48-participant user study shows that C2F2 on average improves learning gains by 20.2% compared with a non-interactive baseline system and is especially effective for bottom performers (improving their learning gains by 41.6%). Finally, to gain a holistic understanding of the dynamics of MOOC learning, I investigate the temporal dynamics of affective states of MOOC learners in a 22 participant study. Through both a quantitative analysis of the temporal transitions of affective states and a qualitative analysis of subjective feedback, I investigate differences between mobile MOOC learning and complex learning activities in terms of affect dynamics, and discuss pedagogical implications in detail

    Tools for Integrating Computational Thinking and Mathematics in the Middle Grades

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    Integrating computational thinking (CT) in teaching specific K-12 school curricular is a more recent development than teaching CT in university and college courses. In this article, we share some insights on teaching practices that support integrating introductory computational thinking activities with school curricular activities for middle grades students. We specifically reflect on the tools and materials to use when integrating computational thinking concepts and mathematics curricular concepts in grade 4-8 classrooms. In this paper, we refer to integration of computational thinking concepts and mathematics curricular concepts as CT and mathematics

    Shopping Using Gesture-Driven Interaction

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