58,524 research outputs found

    Collaboration scripts - a conceptual analysis

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    This article presents a conceptual analysis of collaboration scripts used in face-to-face and computer-mediated collaborative learning. Collaboration scripts are scaffolds that aim to improve collaboration through structuring the interactive processes between two or more learning partners. Collaboration scripts consist of at least five components: (a) learning objectives, (b) type of activities, (c) sequencing, (d) role distribution, and (e) type of representation. These components serve as a basis for comparing prototypical collaboration script approaches for face-to-face vs. computer-mediated learning. As our analysis reveals, collaboration scripts for face-to-face learning often focus on supporting collaborators in engaging in activities that are specifically related to individual knowledge acquisition. Scripts for computer-mediated collaboration are typically concerned with facilitating communicative-coordinative processes that occur among group members. The two lines of research can be consolidated to facilitate the design of collaboration scripts, which both support participation and coordination, as well as induce learning activities closely related to individual knowledge acquisition and metacognition. In addition, research on collaboration scripts needs to consider the learners’ internal collaboration scripts as a further determinant of collaboration behavior. The article closes with the presentation of a conceptual framework incorporating both external and internal collaboration scripts

    Artificially created stimuli produced by a genetic algorithm using a saliency model as its fitness function show that Inattentional Blindness modulates performance in a pop-out visual search paradigm

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    Salient stimuli are more readily detected than less salient stimuli, and individual differences in such detection may be relevant to why some people fail to notice an unexpected stimulus that appears in their visual field whereas others do notice it. This failure to notice unexpected stimuli is termed 'Inattentional Blindness' and is more likely to occur when we are engaged in a resource-consuming task. A genetic algorithm is described in which artificial stimuli are created using a saliency model as its fitness function. These generated stimuli, which vary in their saliency level, are used in two studies that implement a pop-out visual search task to evaluate the power of the model to discriminate the performance of people who were and were not Inattentionally Blind (IB). In one study the number of orientational filters in the model was increased to check if discriminatory power and the saliency estimation for low-level images could be improved. Results show that the performance of the model does improve when additional filters are included, leading to the conclusion that low-level images may require a higher number of orientational filters for the model to better predict participants' performance. In both studies we found that given the same target patch image (i.e. same saliency value) IB individuals take longer to identify a target compared to non-IB individuals. This suggests that IB individuals require a higher level of saliency for low-level visual features in order to identify target patches

    Visual Aftereffect Of Texture Density Contingent On Color Of Frame

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    An aftereffect of perceived texture density contingent on the color of a surrounding region is reported. In a series of experiments, participants were adapted, with fixation, to stimuli in which the relative density of two achromatic texture regions was perfectly correlated with the color presented in a surrounding region. Following adaptation, the perceived relative density of the two regions was contingent on the color of the surrounding region or of the texture elements themselves. For example, if high density on the left was correlated with a blue surround during adaptation (and high density on the right with a yellow surround), then in order for the left and right textures to appear equal in the assessment phase, denser texture was required on the left in the presence of a blue surround (and denser texture on the right in the context of a yellow surround). Contingent aftereffects were found (1) with black-and-white scatter-dot textures, (2) with luminance-balanced textures, and (3) when the texture elements, rather than the surrounds, were colored during assessment. Effect size was decreased when the elements themselves were colored, but also when spatial subportions of the surround were used for the presentation of color. The effect may be mediated by retinal color spreading (Pöppel, 1986) and appears consistent with a local associative account of contingent aftereffects, such as Barlow\u27s (1990) model of modifiable inhibition

    Global Motion Configuration Can Override Local Motion Contrast

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    How is the perceived direction of motion of a target affected by the motion of multiple surrounding regions? Observers viewed displays consisting of three nested regions, a circular target region surrounded by two concentric annuli, each containing coherently moving dots. The observers' task was to estimate the direction of motion of the dots in the central region. By itself, motion in either annulus can alter this estimate, producing a contrast effect whereby the perceived direction of the centre is biased away from the direction of motion of the annulus. In combination, the outer annulus dominated the inner in its effect on the target's motion. This result suggests that local operators, such as antagonistic centre-surround mechanisms for motion direction, are in themselves insufficient to explain relative motion effects.Office of Naval Research (N00014-92-J-4015, N00014-91-J-4100, N00014-94-J-0597); National Science Foundation (IRI- 90-00530); Air Force Office of Scientific Research (F49620-92-J-0334

    The effects of belongingness on the Simultaneous Lightness Contrast: A virtual reality study

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    Simultaneous Lightness Contrast (SLC) is the phenomenon whereby a grey patch on a dark background appears lighter than an equal patch on a light background. Interestingly, the lightness difference between these patches undergoes substantial augmentation when the two backgrounds are patterned, thereby forming the articulated-SLC display. There are two main interpretations of these phenomena: The midlevel interpretation maintains that the visual system groups the luminance within a set of contiguous frameworks, whilst the high-level one claims that the visual system splits the luminance into separate overlapping layers corresponding to separate physical contributions. This research aimed to test these two interpretations by systematically manipulating the viewing distance and the horizontal distance between the backgrounds of both the articulated and plain SLC displays. An immersive 3D Virtual Reality system was employed to reproduce identical alignment and distances, as well as isolating participants from interfering luminance. Results showed that reducing the viewing distance resulted in increased contrast in both the plain- and articulated-SLC displays and that, increasing the horizontal distance between the backgrounds resulted in decreased contrast in the articulated condition but increased contrast in the plain condition. These results suggest that a comprehensive lightness theory should combine the two interpretations

    Motion processing deficits in migraine are related to contrast sensitivity

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    Background: There are conflicting reports concerning the ability of people with migraine to detect and discriminate visual motion. Previous studies used different displays and none adequately assessed other parameters that could affect performance, such as those that could indicate precortical dysfunction. Methods: Motion-direction detection, discrimination and relative motion thresholds were compared from participants with and without migraine. Potentially relevant visual covariates were included (contrast sensitivity; acuity; stereopsis; visual discomfort, stress, triggers; dyslexia). Results: For each task, migraine participants were less accurate than a control group and had impaired contrast sensitivity, greater visual discomfort, visual stress and visual triggers. Only contrast sensitivity correlated with performance on each motion task; it also mediated performance. Conclusions: Impaired performance on certain motion tasks can be attributed to impaired contrast sensitivity early in the visual system rather than a deficit in cortical motion processing per se. There were, however, additional differences for global and relative motion thresholds embedded in noise, suggesting changes in extrastriate cortex in migraine. Tasks to study the effects of noise on performance at different levels of the visual system and across modalities are recommended. A battery of standard visual tests should be included in any future work on the visual system and migraine

    Parent Perception of Technology on Children’s Language Development

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    SWiM: A Simple Window Mover

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    As computers become more ubiquitous, traditional two-dimensional interfaces must be replaced with interfaces based on a three-dimensional metaphor. However, these interfaces must still be as simple and functional as their two-dimensional predecessors. This paper introduces SWiM, a new interface for moving application windows between various screens, such as wall displays, laptop monitors, and desktop displays, in a three-dimensional physical environment. SWiM was designed based on the results of initial "paper and pencil" user tests of three possible interfaces. The results of these tests led to a map-like interface where users select the destination display for their application from various icons. If the destination is a mobile display it is not displayed on the map. Instead users can select the screen's name from a list of all possible destination displays. User testing of SWiM was conducted to discover whether it is easy to learn and use. Users that were asked to use SWiM without any instructions found the interface as intuitive to use as users who were given a demonstration. The results show that SWiM combines simplicity and functionality to create an interface that is easy to learn and easy to use.Comment: 7 pages, 4 figure
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