4,435 research outputs found

    Mobile heritage practices. Implications for scholarly research, user experience design, and evaluation methods using mobile apps.

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    Mobile heritage apps have become one of the most popular means for audience engagement and curation of museum collections and heritage contexts. This raises practical and ethical questions for both researchers and practitioners, such as: what kind of audience engagement can be built using mobile apps? what are the current approaches? how can audience engagement with these experience be evaluated? how can those experiences be made more resilient, and in turn sustainable? In this thesis I explore experience design scholarships together with personal professional insights to analyse digital heritage practices with a view to accelerating thinking about and critique of mobile apps in particular. As a result, the chapters that follow here look at the evolution of digital heritage practices, examining the cultural, societal, and technological contexts in which mobile heritage apps are developed by the creative media industry, the academic institutions, and how these forces are shaping the user experience design methods. Drawing from studies in digital (critical) heritage, Human-Computer Interaction (HCI), and design thinking, this thesis provides a critical analysis of the development and use of mobile practices for the heritage. Furthermore, through an empirical and embedded approach to research, the thesis also presents auto-ethnographic case studies in order to show evidence that mobile experiences conceptualised by more organic design approaches, can result in more resilient and sustainable heritage practices. By doing so, this thesis encourages a renewed understanding of the pivotal role of these practices in the broader sociocultural, political and environmental changes.AHRC REAC

    Recalibrating machine learning for social biases: demonstrating a new methodology through a case study classifying gender biases in archival documentation

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    This thesis proposes a recalibration of Machine Learning for social biases to minimize harms from existing approaches and practices in the field. Prioritizing quality over quantity, accuracy over efficiency, representativeness over convenience, and situated thinking over universal thinking, the thesis demonstrates an alternative approach to creating Machine Learning models. Drawing on GLAM, the Humanities, the Social Sciences, and Design, the thesis focuses on understanding and communicating biases in a specific use case. 11,888 metadata descriptions from the University of Edinburgh Heritage Collections' Archives catalog were manually annotated for gender biases and text classification models were then trained on the resulting dataset of 55,260 annotations. Evaluations of the models' performance demonstrates that annotating gender biases can be automated; however, the subjectivity of bias as a concept complicates the generalizability of any one approach. The contributions are: (1) an interdisciplinary and participatory Bias-Aware Methodology, (2) a Taxonomy of Gendered and Gender Biased Language, (3) data annotated for gender biased language, (4) gender biased text classification models, and (5) a human-centered approach to model evaluation. The contributions have implications for Machine Learning, demonstrating how bias is inherent to all data and models; more specifically for Natural Language Processing, providing an annotation taxonomy, annotated datasets and classification models for analyzing gender biased language at scale; for the Gallery, Library, Archives, and Museum sector, offering guidance to institutions seeking to reconcile with histories of marginalizing communities through their documentation practices; and for historians, who utilize cultural heritage documentation to study and interpret the past. Through a real-world application of the Bias-Aware Methodology in a case study, the thesis illustrates the need to shift away from removing social biases and towards acknowledging them, creating data and models that surface the uncertainty and multiplicity characteristic of human societies

    Interpreting Black-Box Models: A Review on Explainable Artificial Intelligence

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    Recent years have seen a tremendous growth in Artificial Intelligence (AI)-based methodological development in a broad range of domains. In this rapidly evolving field, large number of methods are being reported using machine learning (ML) and Deep Learning (DL) models. Majority of these models are inherently complex and lacks explanations of the decision making process causing these models to be termed as 'Black-Box'. One of the major bottlenecks to adopt such models in mission-critical application domains, such as banking, e-commerce, healthcare, and public services and safety, is the difficulty in interpreting them. Due to the rapid proleferation of these AI models, explaining their learning and decision making process are getting harder which require transparency and easy predictability. Aiming to collate the current state-of-the-art in interpreting the black-box models, this study provides a comprehensive analysis of the explainable AI (XAI) models. To reduce false negative and false positive outcomes of these back-box models, finding flaws in them is still difficult and inefficient. In this paper, the development of XAI is reviewed meticulously through careful selection and analysis of the current state-of-the-art of XAI research. It also provides a comprehensive and in-depth evaluation of the XAI frameworks and their efficacy to serve as a starting point of XAI for applied and theoretical researchers. Towards the end, it highlights emerging and critical issues pertaining to XAI research to showcase major, model-specific trends for better explanation, enhanced transparency, and improved prediction accuracy

    Materializing design fictions for metaverse services

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    As the state-of-the-art stands, our knowledge of designing Metaverse platforms is limited. In this paper we propose that design fictions are the first form of prototyping and explore how ‘materializing’ a design fiction can help cement or refute assumptions that drive the development of a software-based system toward a first Minimum Viable Product. Our context is a platform for trading music memorabilia in the Metaverse, integrating content sitting across archives, record labels, publishers, and private collections in an immersive and accessible manner. The design fiction provided both a means of exploring the businessassumptions of our industry partner and co-creating an experience of value to its intended audience. As key outcomes, the approach was of value in shapingbusiness assumptions, developing an enhanced understanding of the audience and allowing them to cocreate, shaping technology needs and identifying partners necessary for the development

    E-learning usage from a social constructivist learning approach: perspectives of Iraqi Kurdistan students in social studies classrooms

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    Background: Many schools in the Iraqi Kurdistan Region have incorporated information and communication technologies (ICT) into their environments. However, the results have shown that computer usage has had only a minimal effect on the classroom environment and learning outcomes. This minimal effect could be attributed to the teaching and learning of social studies subjects, which often rely on a traditional vision of teaching and an excessive inclusion of facts and dates in school textbooks. Consequently, students feel compelled to memorize all the information to pass tests. Yet, merely employing technology alongside traditional teaching and assessment approaches, such as lecturing or having students study in isolation without any form of collaborative learning, does not foster the development of students' higher-order thinking skills. It's time to revitalize school curricula and teaching practices to embrace a more contemporary, open-minded approach to social science education. This approach should incorporate a social constructivist perspective with technology to better instill international moral values such as democracy, respect for differences, and learning to live harmoniously with others. Aim: This cross-sectional study aims to investigate the impact of a social constructivist learning approach on the acceptance of technology and its influence on perceived e-learning outcomes among students in the Iraqi Kurdistan Region. Additionally, this study examines the differences in the effects of the social constructivist learning approach and dimensions of technology acceptance on perceived e-learning outcomes between students studying social studies in Arabic and those studying social studies in English. Setting and participants: Data were gathered from both public and private schools in Erbil governorate, situated in northern Iraq and affiliated with the Ministry of Education-Iraqi Kurdistan Regional Government. To select participants, a random sampling technique was employed, encompassing students in grades 8 through 12 of both genders. The data were obtained through a self-administered paper-based questionnaire. Instruments: Data were collected using a social constructivist learning environment survey (personal relevance, critical voice, shared control, uncertainty, student negotiation), dimensions of the attitude toward technology (attitude toward technology use, perceived usefulness, feeling ease of use, learning facility condition, and subjective norms), some additional external variables (investigation, respect for difference, student economic ability, and perceived e-learning outcomes), and socio-demographic data. Conclusion: This study is intended to emphasize the significance of employing constructivist pedagogy to enhance the technology acceptance model and improve learning outcomes. The findings of the study showed that a social constructivist learning environment had a favorable influence on perceived e-learning outcomes as well as ease of use, perceived usefulness, investigation, and respect for difference. Attitude towards technology use and perceived usefulness are contributory factors to the positive perceived e-learning outcomes. Furthermore, feeling ease of use technology has a positive effect on both attitude towards technology use and perceived usefulness. Perceived usefulness also has a direct positive impact on attitudes towards technology use. Finally, students’ technological experience is positively correlated with feeling ease of use but not with perceived usefulness. Additionally, regarding the comparison between students studying social studies in Arabic and those in English, the findings demonstrated that students studying social studies in English showed stronger positive effects from the social constructivist learning environment on their perceived e-learning outcomes. Conversely, students studying social studies in Arabic demonstrated a more potent positive effect of perceived usefulness on their attitudes towards technology. Moreover, the positive impact of an attitude towards technology use on perceived e-learning outcomes was more pronounced among the Arabic students compared to their English counterparts. Additionally, the influence of the learning facility on the perceived ease of use, as well as the perceived usefulness of technology, differed between the two groups. The English group experienced a more substantial positive impact. However, there was no significant difference observed in the effect of feeling ease of use on attitudes towards technology use between the English and Arabic student groups. Furthermore, no significant difference was observed in the effect of perceived usefulness on the social constructivist learning environment for either group. The findings from this research are expected to contribute to the development of effective and efficient counseling and support intervention programs. These programs can play a crucial role in transforming teachers

    Accessibility at Film Festivals: Guidelines for Inclusive Subtitling

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    In today's media-dominated world, the imperative for accessibility has never been greater, and ensuring that audiovisual experiences cater to individuals with sensory disabilities has become a pressing concern. One of the key initiatives in this endeavour is inclusive subtitling (IS), a practice rooted in the broader contexts of subtitling for the deaf and hard of hearing (SDH/CC), audiovisual translation studies (AVTS), media accessibility studies (MAS), and the evolving field of Deaf studies (DS). This study aims to offer a comprehensive exploration of how inclusive subtitling contributes to fostering accessible and inclusive audiovisual experiences, with a particular focus on its implications within the unique environment of film festivals. To gain a holistic perspective of inclusive subtitling, it is essential to examine its lineage in relation to analogous practices, which is the focus of the first chapter. Inclusive subtitling is an extension of SDH/CC, designed for individuals with hearing impairments, and SDH/CC, in turn, is a nuanced variation of traditional subtitling extensively explored within the realm of AVTS. To encapsulate the diverse techniques and modalities aimed at making audiovisual content universally accessible, the study recognises the term "Audiovisual Accessibility" (AVA). The second chapter explores the interconnection of accessibility studies (AS), AVTS, and MAS, highlighting their symbiotic relationship and their role in framing inclusive subtitles within these fields. These interconnections are pivotal in shaping a framework for the practice of inclusive subtitling, enabling a comprehensive examination of its applicability and research implications. The third chapter delves into Deaf studies and the evolution of Deafhood, which hinges on the history and culture of Deaf individuals. This chapter elucidates the distinction between ‘deafness’ as a medical construct and ‘Deafhood’ as a cultural identity, crucial to the understanding of audiovisual accessibility and its intersection with the Deaf community's perspectives. In the fourth chapter, the focus turns to the exploration of film festivals, with a specific emphasis on the crucial role of subtitles in enhancing accessibility, particularly when films are presented in their original languages. The chapter marks a critical point, highlighting the inherent connection between subtitles and the immersive nature of film festivals that aspire to promote inclusivity in the cinematic experience. The emphasis on inclusivity extends to the evolution of film festivals, giving rise to more advanced forms, including accessible film festivals and Deaf film festivals. At the core of the chapter is a thorough examination of the corpus, specifically, the SDH/CC of films spanning the editions from 2020 to 2023 of two highly significant film festivals, namely BFI Flare and the London Film Festival. The corpus serves as the foundation upon which my research unfolds, providing a nuanced understanding of the role subtitles play in film festival contexts. The main chapter, chapter five, thoroughly analyses the technical and linguistic aspects of inclusive subtitling, drawing insights from the Inclusive Subtitling Guidelines - a two version document devised by myself - and offering real-world applications supported by a case study at an Italian film festival and another case study of the short film Pure, with the relevant inclusive subtitles file annexed. In conclusion, the research sets the stage for a comprehensive exploration of inclusive subtitling's role in ensuring accessible and inclusive audiovisual experiences, particularly within film festivals. It underscores the importance of accessibility in the world of audiovisual media and highlights the need for inclusive practices to cater to diverse audiences

    AI in medical diagnosis : AI prediction & human judgment

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    AI has long been regarded as a panacea for decision-making and many other aspects of knowledge work; as something that will help humans get rid of their shortcomings. We believe that AI can be a useful asset to support decision-makers, but not that it should replace decision-makers. Decision-making uses algorithmic analysis, but it is not solely algorithmic analysis; it also involves other factors, many of which are very human, such as creativity, intuition, emotions, feelings, and value judgments. We have conducted semi-structured open-ended research interviews with 17 dermatologists to understand what they expect from an AI application to deliver to medical diagnosis. We have found four aggregate dimensions along which the thinking of dermatologists can be described: the ways in which our participants chose to interact with AI, responsibility, 'explainability', and the new way of thinking (mindset) needed for working with AI. We believe that our findings will help physicians who might consider using AI in their diagnosis to understand how to use AI beneficially. It will also be useful for AI vendors in improving their understanding of how medics want to use AI in diagnosis. Further research will be needed to examine if our findings have relevance in the wider medical field and beyond

    Breaking Virtual Barriers : Investigating Virtual Reality for Enhanced Educational Engagement

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    Virtual reality (VR) is an innovative technology that has regained popularity in recent years. In the field of education, VR has been introduced as a tool to enhance learning experiences. This thesis presents an exploration of how VR is used from the context of educators and learners. The research employed a mixed-methods approach, including surveying and interviewing educators, and conducting empirical studies to examine engagement, usability, and user behaviour within VR. The results revealed educators are interested in using VR for a wide range of scenarios, including thought exercises, virtual field trips, and simulations. However, they face several barriers to incorporating VR into their practice, such as cost, lack of training, and technical challenges. A subsequent study found that virtual reality can no longer be assumed to be more engaging than desktop equivalents. This empirical study showed that engagement levels were similar in both VR and non-VR environments, suggesting that the novelty effect of VR may be less pronounced than previously assumed. A study against a VR mind mapping artifact, VERITAS, demonstrated that complex interactions are possible on low-cost VR devices, making VR accessible to educators and students. The analysis of user behaviour within this VR artifact showed that quantifiable strategies emerge, contributing to the understanding of how to design for collaborative VR experiences. This thesis provides insights into how the end-users in the education space perceive and use VR. The findings suggest that while educators are interested in using VR, they face barriers to adoption. The research highlights the need to design VR experiences, with understanding of existing pedagogy, that are engaging with careful thought applied to complex interactions, particularly for collaborative experiences. This research contributes to the understanding of the potential of VR in education and provides recommendations for educators and designers to enhance learning experiences using VR

    Design-thinking skill enhancement in virtual reality: A literature study

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    As a methodology, design thinking involves practicing “a way of thinking” that non-designers can use as a source of inspiration instead being limited to a group of professional designers. This methodology has gained research attention because of the growing demands for social innovation and sustainability. The general public is expected to gain design-thinking skills through training or by applying design-thinking tools. Virtual reality (VR) is considered a potential tool to help accelerate augmenting design-thinking skills because it allows users to have embodied and immersive experiences. This study reviews existing literature on how VR has been used to enhance design-thinking skills. The general features of the publications such as the year of publication, design-thinking stages, VR types, targeted participants, and publication fields are analyzed for determining the latest trends and scenarios under this research topic. Further, a thematic analysis that follows creative enhancement structures is conducted to understand the role of VR in enhancing design-thinking skills, and future research directions are discussed based on the results. The review concludes that VR has the potential to enhance creativity in many aspects. Moreover, it highlights the need of gaining deeper understanding about 1) art, humanities, and societal perspectives; 2) cognition processes in VR; 3) emphasizing and defining stages in the design-thinking process; 4) technological improvements combined with the Metaverse; and 5) hybrid of the virtual and real worlds

    Unique Experiences:Designing Warm Technology to Support Personal Dynamics in Dementia

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