149 research outputs found

    Webbox+Page Blossom: exploring design for AKTive data interaction

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    We give away our data to multiple data services without, for the most part, being able to get that data back to reuse in any other way, leaving us, at best, to re-find, re-cover, retype, remember and re-manage this material. In this work in progress, we hypothesize that if we facilitate easy interaction to store, access and reuse our personal, social and public data, we will not only decrease time spent to recreate it for multiple walled data contexts, but in particular, we will develop novel interactions for new kinds of knowledge building. To facilitate exploration of this hypothesis, we propose Page Blossom an exemplar of such dynamic data interaction that is based on data reuse via our open data platform Webbox + Active (active knowledge technology) lenses

    Personalizing the web: A tool for empowering end-users to customize the web through browser-side modification

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    167 p.Web applications delegate to the browser the final rendering of their pages. Thispermits browser-based transcoding (a.k.a. Web Augmentation) that can be ultimately singularized for eachbrowser installation. This creates an opportunity for Web consumers to customize their Web experiences.This vision requires provisioning adequate tooling that makes Web Augmentation affordable to laymen.We consider this a special class of End-User Development, integrating Web Augmentation paradigms.The dominant paradigm in End-User Development is scripting languages through visual languages.This thesis advocates for a Google Chrome browser extension for Web Augmentation. This is carried outthrough WebMakeup, a visual DSL programming tool for end-users to customize their own websites.WebMakeup removes, moves and adds web nodes from different web pages in order to avoid tabswitching, scrolling, the number of clicks and cutting and pasting. Moreover, Web Augmentationextensions has difficulties in finding web elements after a website updating. As a consequence, browserextensions give up working and users might stop using these extensions. This is why two differentlocators have been implemented with the aim of improving web locator robustness

    Personalizing the web: A tool for empowering end-users to customize the web through browser-side modification

    Get PDF
    167 p.Web applications delegate to the browser the final rendering of their pages. Thispermits browser-based transcoding (a.k.a. Web Augmentation) that can be ultimately singularized for eachbrowser installation. This creates an opportunity for Web consumers to customize their Web experiences.This vision requires provisioning adequate tooling that makes Web Augmentation affordable to laymen.We consider this a special class of End-User Development, integrating Web Augmentation paradigms.The dominant paradigm in End-User Development is scripting languages through visual languages.This thesis advocates for a Google Chrome browser extension for Web Augmentation. This is carried outthrough WebMakeup, a visual DSL programming tool for end-users to customize their own websites.WebMakeup removes, moves and adds web nodes from different web pages in order to avoid tabswitching, scrolling, the number of clicks and cutting and pasting. Moreover, Web Augmentationextensions has difficulties in finding web elements after a website updating. As a consequence, browserextensions give up working and users might stop using these extensions. This is why two differentlocators have been implemented with the aim of improving web locator robustness

    Web 3D for Public, Environmental and Occupational Health: Early Examples from Second Life®

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    Over the past three years (2006–2008), the medical/health and public health communities have shown a growing interest in using online 3D virtual worlds like Second Life® (http://secondlife.com/) for health education, community outreach, training and simulations purposes. 3D virtual worlds are seen as the precursors of ‘Web 3D’, the next major iteration of the Internet that will follow in the coming years. This paper provides a tour of several flagship Web 3D experiences in Second Life®, including Play2Train Islands (emergency preparedness training), the US Centers for Disease Control and Prevention—CDC Island (public health), Karuna Island (AIDS support and information), Tox Town at Virtual NLM Island (US National Library of Medicine - environmental health), and Jefferson’s Occupational Therapy Center. We also discuss the potential and future of Web 3D. These are still early days of 3D virtual worlds, and there are still many more untapped potentials and affordances of 3D virtual worlds that are yet to be explored, as the technology matures further and improves over the coming months and years

    Care for a Sample? De Minimis, Fair Use, Blockchain, and an Approach to an Affordable Music Sampling System for Independent Artists

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    Thanks, in part, to social media and the digital streaming age of music, independent artists have seen a rise in popularity and many musicians have achieved mainstream success without the affiliation of a major record label. Alongside the growth of independent music has come the widespread use of music sampling. Sampling, which was once depicted as a crime perpetrated by hip-hop artists, is now prevalent across charttopping hits from all genres. Artists have used sampling as a tool to integrate cultures, eras, and styles of music while experimenting with the bounds of musical creativity. Artists whose works are sampled have profited from royalties and the exposure of their original work in modern art. However, the laws that shaped the sample licensing system helped solidify financial and political obstacles that prevent independent artists from sampling. Therefore, while major label-affiliated artists can use their status and financial capital to bypass the obstacles, it is practically impossible for independent artists to afford sampling and participate in modern music’s sonic creativity

    A Design-Based Research Study Examining The Impact Of Collaboration Technology Tools In Mediating Collaboration

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    ABSTRACT A DESIGN-BASED RESEARCH STUDY EXAMINING THE IMPACT OF COLLABORATION TECHNOLOGY TOOLS IN MEDIATING COLLABORATION by KECIA J. WADDELL December 2015 Advisor: Dr. Monica W. Tracey Major: Instructional Technology Degree: Doctor of Philosophy Interactive collaboration technologies have expanded users\u27 capabilities to collaborate and have driven pedagogical paradigm shifts toward more learner-centered and interactive teaching and learning. Online learners may be not sufficiently prepared for the level of collaboration fluency expected by a globally competitive digital distributed knowledge economy. This is largely due in part by how collaboration technologies is used towards impacting learning goals and outcomes in practice by online learners themselves or by deliberate instructional design of the online environment. The purpose of this design-based research study was three-fold: (1) examine collaboration by exploring the perceptions of adult online learners regarding collaboration technology use and of a series instructional intervention videos that supported tool use; (2) track the iterative design, development, implementation, and evaluation of instructional screencasts designed to demonstrate and support the use of dynamic text editor functions and multimedia features for authentic collaboration learning tasks and learner-driven discussion board communication in two online discussion forum platforms: Blackboard Learn (BB) and Google Groups (GG); and (3) determine the impact of the instructional intervention on our educational problem identified as a behavior: organic learner-driven online discussion board collaboration. Participants were purposive sample of online learners enrolled in five graduate-level instructional technology online courses. Quantitative survey and qualitative reflective journal data was gathered in a three phased feedback loop. Findings indicated that collaboration is first a mindset supported not only by collaboration technology tools or learner technological self-efficacy, but by deliberate instructional design mediated by the cultural environment and the social context of the activity system
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