18 research outputs found

    Gender and Mobility – A Literature Review on Women\u27s (Non-)Use of Shared Mobility Services

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    In the context of the development of smart cities, the number and types of shared mobility solutions, such as carsharing and bikesharing, have increased in recent years. While the services are generally becoming more popular, there are comparatively few women among the users. With a view to gender-equitable mobility, this literature review explores gender-specific reasons for this low use of shared mobility solutions. Based on 35 relevant studies from multiple databases and disciplines, we identified four overarching barriers related to: security, availability, simplicity, and costs. By identifying these barriers and the reasons for them, and by linking them in a self-developed conceptual model with starting points for potential actions to address these issues, this literature review contributes to gender-equitable mobility

    Evaluating the Effectiveness of Human-Centered AI Systems in Education

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    Trabajo Fin de Máster. Máster Universitario en sistemas inteligentes. Curso académico 2022-2023.[ES]Esta tesis explora el uso de la inteligencia artificial (IA) en la educación, centrándose en mejorar la interacción humano-computadora (HCI) y la experiencia del usuario. El estudio incluye una revisión sis temática de la literatura (SLR) y un estudio de caso del proyecto LATILL, un ejemplo destacado del uso de IA en la educación. La SLR examina el conjunto de literatura existente para determinar los efectos de la integración de la IA en la educación en la experiencia del usuario y en la HCI. Los resultados demuestran cómo la IA puede personalizar y adaptar las experiencias de aprendizaje, mejorar el rendimiento en tareas y mejorar la experiencia del usuario tanto para los docentes como para los estudiantes. La SLR también iden tifica las dificultades y restricciones relacionadas con la aplicación de la IA en la educación. El proyecto LATILL, que ejemplifica el uso efectivo de la IA en la educación de idiomas, es el foco del estudio de caso. El objetivo principal del proyecto es ayudar a los docentes a proporcionar orientación y apoyo personaliza dos a sus estudiantes. Pueden seleccionar textos apropiados según los niveles del Marco Común Europeo de Referencia para las Lenguas (CEFR) y características lingüísticas. La plataforma utiliza una metodología de diseño centrada en el usuario e incorpora prototipos y comentarios de los usuarios para garantizar una funcionalidad óptima y satisfacer los requisitos particulares de los docentes. El proyecto LATILL busca transformar la enseñanza de idiomas convencional, aumentar la participación de los estudiantes y fomentar experiencias de aprendizaje de idiomas gratificantes y exitosas mediante la promoción de la colaboración y el intercambio de recursos entre los educadores. A través de la SLR y el estudio de caso, esta tesis propor ciona conocimientos valiosos sobre el potencial de la IA en la educación, su impacto en la experiencia del usuario y la HCI, y los desafíos y oportunidades que surgen al implementar la IA en entornos educativos. En conclusión, esta investigación resalta los beneficios significativos de la integración de la IA en la educación y enfatiza la importancia de considerar los principios de experiencia del usuario y HCI al diseñar sistemas educativos impulsados por la IA. Al aprovechar de manera efectiva las tecnologías de IA y adoptar enfoques de diseño centrados en el usuario, los educadores pueden mejorar la experiencia de aprendizaje, fomentar la participación de los estudiantes y promover resultados educativos exitosos.[EN]This thesis explores using artificial intelligence (AI) in education, concentrating on improving human computer interaction (HCI) and the user experience. The study includes a systematic review of the literature (SLR) and a case study of the LATILL project, a prime example of the use of AI in education. The SLR examines the body of existing literature to determine the effects of integrating AI in education on user experience and HCI. The results demonstrate how AI can personalize and adapt learning experiences, en hance task performance, and improve user experience for teachers and students. The SLR also identifies difficulties and restrictions related to the application of AI in education. The LATILL project, which ex emplifies the effective use of AI in language education, is the focus of the case study. The project’s main objective is to assist teachers in providing their students with individualized guidance and support. They can select appropriate texts based on CEFR levels and linguistic characteristics. The platform employs a user-centered design methodology and incorporates prototypes and user feedback to guarantee optimal functionality and satisfy the particular requirements of teachers. The LATILL project seeks to transform conventional language instruction, increase student engagement, and foster enjoyable and successful lan guage learning experiences by encouraging collaboration and resource sharing among educators. Through the SLR and the case study, this thesis provides valuable insights into the potential of AI in education, its impact on user experience and HCI, and the challenges and opportunities that arise in implementing AI in educational settings. In conclusion, this research highlights the significant benefits of integrating AI in education and emphasizes the importance of considering user experience and HCI principles when design ing AI-driven educational systems. By leveraging AI technologies effectively and adopting user-centered design approaches, educators can enhance the learning experience, promote student engagement, and foster successful educational outcomes

    Interactive virtual method applied in urban design education. Mixed Approach

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    La memòria d'aquesta tesi tracta sobre l'ús de la transformació digital en l'ensenyament i els processos de disseny urbà, a través de conceptes innovadors i metodologies pràctiques. L'objectiu és promoure l'ús de tecnologies digitals, en particular per avaluar la inclusió de la realitat virtual en diversos entorns d'ensenyament formals i informals del disseny urbà col·laboratiu, per tal de millorar, accelerar i augmentar el seu impacte social de forma positiva i millorar l'ensenyament universitària ajudant al fet que els estudiants consolidin amb major efectivitat les seves habilitats. Amb les característiques d’un sistema de realitat virtual, podem provar la nostra hipòtesi en funció de demostrar: (1) La implementació d'estratègies virtuals gamificades en el camp del disseny urbà generarà una millora i motivació en la participació ciutadana i dels estudiants, ja que l’entorn és més dinàmic, real i permet un disseny col·laboratiu àgil gràcies a les tecnologies visuals immersives, mentre avaluen críticament el resultat d'un disseny urbà i prenen decisions. (2) L'ús de sistemes virtuals interactius per a la comprensió de l'espai tridimensional millora en els estudiants i professionals la percepció de la comprensió de l'espai, generant major enteniment de les condicions d'ubicació, dimensions i relacions dels espais urbans, i defensar els arguments de projectes urbans i propostes urbanes definides interactivament que proven diverses estratègies d'acció. Per provar les nostres hipòtesis, fem servir un mètode quantitatiu i qualitatiu aplicat en diferents escenaris i als diferents perfils d'usuaris, estudiants, professionals i usuaris finals. Els resultats mostraran que és possible potenciar la transformació digital, millorar la motivació pública, la implicació i la satisfacció en els processos de presa de decisions urbanes, així com complementar l'adquisició de competències urbanes específiques necessàries per a la professió en estudiants d'Arquitectura.La memoria de esta tesis trata sobre el uso de la transformación digital en la enseñanza y los procesos de diseño urbano, a través de conceptos innovadores y metodologías prácticas. El objetivo es promover el uso de tecnologías digitales, en particular para evaluar la inclusión de la realidad virtual en diversos entornos de enseñanza formales e informales del diseño urbano colaborativo, con el fin de mejorarlo, acelerar y aumentar su impacto social positivo y mejorar la enseñanza universitaria ayudando a que los estudiantes consoliden con mayor efectividad sus habilidades. Con las características de un sistema de realidad virtual, podemos probar nuestra hipótesis en función de demostrar: (1) El uso de sistemas virtuales interactivos para la comprensión del espacio tridimensional mejora en los estudiantes y profesionales la percepción de la comprensión del espacio, generando mayor entendimiento de las condiciones de ubicación, dimensiones y relaciones de los espacios urbanos, y defender los argumentos de proyectos urbanos y propuestas urbanas definidas interactivamente que ensayan diversas estrategias de acción. (2) La implementación de estrategias virtuales gamificadas en el campo del diseño urbano generará una mejora y motivación en la participación ciudadana y en los estudiantes, ya que es un entorno de colaboración más dinámico, real y ágil gracias a las tecnologías visuales inmersivas, mientras evalúan críticamente el resultado de un diseño urbano y toman decisiones. Para probar nuestras hipótesis, utilizamos un método cuantitativo y cualitativo aplicado en diferentes escenarios y a diferentes perfiles de usuarios, estudiantes, profesionales y usuarios finales. Los resultados mostrarán que es posible potenciar la transformación digital, mejorar la motivación pública, la implicación y la satisfacción en los procesos de toma de decisiones urbanas, así como complementar la adquisición de competencias urbanas específicas necesarias para la profesión en estudiantes de Arquitectura.The memory of this thesis deals with the use of digital transformation in the teaching and processes of urban design, through innovative concepts and practical methodologies. The objective is to promote the use of digital technologies, in particular, to evaluate the inclusion of virtual reality in various formal and informal teaching environments of collaborative urban design, in order to improve it, speed up, and increase its positive social impact and improve university teaching by helping students consolidate their skills more effectively. With the characteristics of the VR system, we can test our hypothesis based on demonstrating: (1) The use of virtual-interactive systems for the understanding of three- dimensional space improve in students and professionals the perception of the comprehension of the space, generating a greater understanding of the location conditions, dimensions and relationships of urban spaces, and defend the arguments of urban projects and interactively defined urban proposals rehearsing various strategies of action. (2) The implementation of virtual gamified strategies in the field of urban design will generate improvement and motivation in citizen participation and students as it is a more dynamic, real and agile collaborative environment thanks to the immersive visual technologies as they critically evaluate the result of the urban design and make decisions. To validate our hypothesis, we use a quantitative and qualitative method applied in different scenarios and to a different profile of users, students, professionals and end users. The results will show that it is possible to empower digital transformation, to improve public motivation, implication, and satisfaction in urban decision-making processes as well as complementing the improvement of the perception of the comprehension of the space needed for the profession in Architecture students

    The Exercise Intention-Behavior Gap:Lowering the Barriers through Interaction Design Research

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    The Case of Wikidata

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    Since its launch in 2012, Wikidata has grown to become the largest open knowledge base (KB), containing more than 100 million data items and over 6 million registered users. Wikidata serves as the structured data backbone of Wikipedia, addressing data inconsistencies, and adhering to the motto of “serving anyone anywhere in the world,” a vision realized through the diversity of knowledge. Despite being a collaboratively contributed platform, the Wikidata community heavily relies on bots, automated accounts with batch, and speedy editing rights, for a majority of edits. As Wikidata approaches its first decade, the question arises: How close is Wikidata to achieving its vision of becoming a global KB and how diverse is it in serving the global population? This dissertation investigates the current status of Wikidata’s diversity, the role of bot interventions on diversity, and how bots can be leveraged to improve diversity within the context of Wikidata. The methodologies used in this study are mapping study and content analysis, which led to the development of three datasets: 1) Wikidata Research Articles Dataset, covering the literature on Wikidata from its first decade of existence sourced from online databases to inspect its current status; 2) Wikidata Requests-for-Permissions Dataset, based on the pages requesting bot rights on the Wikidata website to explore bots from a community perspective; and 3) Wikidata Revision History Dataset, compiled from the edit history of Wikidata to investigate bot editing behavior and its impact on diversity, all of which are freely available online. The insights gained from the mapping study reveal the growing popularity of Wikidata in the research community and its various application areas, indicative of its progress toward the ultimate goal of reaching the global community. However, there is currently no research addressing the topic of diversity in Wikidata, which could shed light on its capacity to serve a diverse global population. To address this gap, this dissertation proposes a diversity measurement concept that defines diversity in a KB context in terms of variety, balance, and disparity and is capable of assessing diversity in a KB from two main angles: user and data. The application of this concept on the domains and classes of the Wikidata Revision History Dataset exposes imbalanced content distribution across Wikidata domains, which indicates low data diversity in Wikidata domains. Further analysis discloses that bots have been active since the inception of Wikidata, and the community embraces their involvement in content editing tasks, often importing data from Wikipedia, which shows a low diversity of sources in bot edits. Bots and human users engage in similar editing tasks but exhibit distinct editing patterns. The findings of this thesis confirm that bots possess the potential to influence diversity within Wikidata by contributing substantial amounts of data to specific classes and domains, leading to an imbalance. However, this potential can also be harnessed to enhance coverage in classes with limited content and restore balance, thus improving diversity. Hence, this study proposes to enhance diversity through automation and demonstrate the practical implementation of the recommendations using a specific use case. In essence, this research enhances our understanding of diversity in relation to a KB, elucidates the influence of automation on data diversity, and sheds light on diversity improvement within a KB context through the usage of automation.Seit seiner Einführung im Jahr 2012 hat sich Wikidata zu der größten offenen Wissensdatenbank entwickelt, die mehr als 100 Millionen Datenelemente und über 6 Millionen registrierte Benutzer enthält. Wikidata dient als das strukturierte Rückgrat von Wikipedia, indem es Datenunstimmigkeiten angeht und sich dem Motto verschrieben hat, ’jedem überall auf der Welt zu dienen’, eine Vision, die durch die Diversität des Wissens verwirklicht wird. Trotz seiner kooperativen Natur ist die Wikidata-Community in hohem Maße auf Bots, automatisierte Konten mit Batch- Verarbeitung und schnelle Bearbeitungsrechte angewiesen, um die Mehrheit der Bearbeitungen durchzuführen. Da Wikidata seinem ersten Jahrzehnt entgegengeht, stellt sich die Frage: Wie nahe ist Wikidata daran, seine Vision, eine globale Wissensdatenbank zu werden, zu verwirklichen, und wie ausgeprägt ist seine Dienstleistung für die globale Bevölkerung? Diese Dissertation untersucht den aktuellen Status der Diversität von Wikidata, die Rolle von Bot-Eingriffen in Bezug auf Diversität und wie Bots im Kontext von Wikidata zur Verbesserung der Diversität genutzt werden können. Die in dieser Studie verwendeten Methoden sind Mapping-Studie und Inhaltsanalyse, die zur Entwicklung von drei Datensätzen geführt haben: 1) Wikidata Research Articles Dataset, die die Literatur zu Wikidata aus dem ersten Jahrzehnt aus Online-Datenbanken umfasst, um den aktuellen Stand zu untersuchen; 2) Requestfor- Permission Dataset, der auf den Seiten zur Beantragung von Bot-Rechten auf der Wikidata-Website basiert, um Bots aus der Perspektive der Gemeinschaft zu untersuchen; und 3)Wikidata Revision History Dataset, der aus der Bearbeitungshistorie von Wikidata zusammengestellt wurde, um das Bearbeitungsverhalten von Bots zu untersuchen und dessen Auswirkungen auf die Diversität, die alle online frei verfügbar sind. Die Erkenntnisse aus der Mapping-Studie zeigen die wachsende Beliebtheit von Wikidata in der Forschungsgemeinschaft und in verschiedenen Anwendungsbereichen, was auf seinen Fortschritt hin zur letztendlichen Zielsetzung hindeutet, die globale Gemeinschaft zu erreichen. Es gibt jedoch derzeit keine Forschung, die sich mit dem Thema der Diversität in Wikidata befasst und Licht auf seine Fähigkeit werfen könnte, eine vielfältige globale Bevölkerung zu bedienen. Um diese Lücke zu schließen, schlägt diese Dissertation ein Konzept zur Messung der Diversität vor, das die Diversität im Kontext einer Wissensbasis anhand von Vielfalt, Balance und Diskrepanz definiert und in der Lage ist, die Diversität aus zwei Hauptperspektiven zu bewerten: Benutzer und Daten. Die Anwendung dieses Konzepts auf die Bereiche und Klassen des Wikidata Revision History Dataset zeigt eine unausgewogene Verteilung des Inhalts über die Bereiche von Wikidata auf, was auf eine geringe Diversität der Daten in den Bereichen von Wikidata hinweist. Weitere Analysen zeigen, dass Bots seit der Gründung von Wikidata aktiv waren und von der Gemeinschaft inhaltliche Bearbeitungsaufgaben angenommen werden, oft mit Datenimporten aus Wikipedia, was auf eine geringe Diversität der Quellen bei Bot-Bearbeitungen hinweist. Bots und menschliche Benutzer führen ähnliche Bearbeitungsaufgaben aus, zeigen jedoch unterschiedliche Bearbeitungsmuster. Die Ergebnisse dieser Dissertation bestätigen, dass Bots das Potenzial haben, die Diversität in Wikidata zu beeinflussen, indem sie bedeutende Datenmengen zu bestimmten Klassen und Bereichen beitragen, was zu einer Ungleichgewichtung führt. Dieses Potenzial kann jedoch auch genutzt werden, um die Abdeckung in Klassen mit begrenztem Inhalt zu verbessern und das Gleichgewicht wiederherzustellen, um die Diversität zu verbessern. Daher schlägt diese Studie vor, die Diversität durch Automatisierung zu verbessern und die praktische Umsetzung der Empfehlungen anhand eines spezifischen Anwendungsfalls zu demonstrieren. Kurz gesagt trägt diese Forschung dazu bei, unser Verständnis der Diversität im Kontext einer Wissensbasis zu vertiefen, wirft Licht auf den Einfluss von Automatisierung auf die Diversität von Daten und zeigt die Verbesserung der Diversität im Kontext einer Wissensbasis durch die Verwendung von Automatisierung auf

    Trends on Educational Gamification: Challenges and Learning Opportunities

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    Games are a natural activity—we all know how to play. Perhaps this is the key feature that explains the increase in the use of game-based learning (GBL) strategies: Applying games to education converts education into a universal activity. Over the last ten years, the way in which education and training is delivered has considerably changed, not only due to a new technologic environment—plenty of social networks, MOOCs, etc.—but also because of the appearance of new methodologies. Such new methodologies are shifting the center of gravity: from the teacher to the student, with the aim of awakening relational aspects, as well as promoting imagination and divergent thinking. One new approach that holds considerable promise for helping to engage learners is, indeed, game-based learning (GBL). However, while a growing number of institutions are beginning to see the validity of GBL, there are still many challenges to overcome before this type of learning can become widespread.In this Special Issue, we want to gather several studies and experiences in GBL to be shared with other teachers and researchers

    Digital Research Cycles: How Attitudes Toward Content, Culture And Technology Affect Web Development.

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    It has been estimated that one third of the world\u27s population does not have access to adequate health care. Some 1.6 billion people live in countries experiencing concentrated acquired immune deficiency syndrome (AIDS) epidemics. Many countries in Africa--and other low-income countries--are in dire need of help providing adequate health care services to their citizens. They require more hands-on care from Western health workers--and training so more African health workers can eventually care for their own citizens. But these countries also need assistance acquiring and implementing both texts--the body of medical information potentially available to them--and technology--the means by which that information can be conveyed. This dissertation looks at these issues and others from a multi-faceted approach. It combines a survey of the developers of Web sites designed for use by health workers in low-income countries and a proposal for a novel approach to communication theory, which could help improve health communication and other social marketing practices. It also includes an extensive review of literature regarding a number of topics related to these issues. To improve healthcare services in low-income countries, several things should occur. First, more health workers--and others--could visit African countries and other places to provide free, hands-on medical care, as this researcher\u27s group did in Uganda. Such trips are ideal occasions for studying the cultural differences between mzungu (white man) and the Ugandan people. A number of useful medical texts have been written for health workers in low-income countries. Others will be published as new health information becomes available. But on what medium will they be published? Computers? Personal digital assistants? During the past 10 years the Internet became an ideal venue for conveying information. Unfortunately, people in target countries such as Uganda encounter cultural differences when such new technologies are diffused. This dissertation looks at cultural and technological difficulties encountered by people in low-income countries who attempt to diffuse information and communication technologies (ICT). Once a technology has been successfully adopted, someone will look for ways to use it to help others. There are hundreds of sites on the Internet--built by Web developers in Western countries--that are designed for use by health workers in low-income countries. However, these Web developers also experience cultural and technological differences, based on their knowledge of and attitudes toward best practices in their field. This research includes a survey of Web developers which determined their attitudes toward best practices in their field and tested this researcher\u27s hypothesis that there is no significant difference among the developers\u27 attitudes toward the content on their sites, their audience\u27s cultural needs and the various technological needs their audience has. It was found that the Web developers agree with 17 of 18 perceived best practices and that there is a significant difference between Web developers\u27 attitudes toward their audience\u27s technological needs and their attitudes toward quality content and the audience\u27s cultural needs. Creation of the survey herein resulted in this researcher generating a new way of thinking about communication theory--called digital research cycles. The survey was based on a review of literature and is rooted in the belief that any successful communication of a computer-mediated message in the information age is a behavior which is influenced by the senders\u27 and receivers\u27 attitudes and knowledge about textual style, the audience, technology and the subject matter to which the message pertains

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools
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