7,613 research outputs found

    A Comparative Study of the Benefits of Synchronous Computer-Mediated Communication (SCMC) in Relation to Language Related Episodes (LREs)

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    Expressive characters and a text chat interface

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    Improving Teacher's User Experience in a Virtual Learning Environment

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    Chat Communication in a Command and Control Environment: How Does It Help?

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    Military command and control (C2) teams are often faced with difficult, complex, and distributed operations amidst the fog and friction of war. To deal with this uncertainty, teams rely on clear and effective communication to coordinate their actions; two current conduits for communication in distributed military teams include voice and chat. Chat communication is regarded by many in the C2 world as the premier method of communicating with the power to lessen some of the traffic and disturbances of current voice communication, and its usage continues to exponentially increase. Despite this operational view, countless laboratory studies have demonstrated detrimental effects of chat communication relative to voice communication. The current study investigates the gap between laboratory research results and usage in complex environments, and empirically tests the effect that chat communication has on tactical C2 performance through an air battle management synthetic task environment. Results demonstrate that participants performed better on time-critical, emergent events with voice communication and better on preplanned missions when they had access to archival information. Voice communication is a valuable, high bandwidth channel that is essential for coordination in highly complex situations, while chat communication is a nonintrusive form of communication that allows the operator flexibility in prioritizing the information flow through the use of archival information. The challenge in operational settings with overcrowded radio channels, however, is to protect the voice channel to ensure it is available when the situation demands it. With careful implementation, voice and chat communication can be complementary technologies to facilitate complex work

    Diversity and Technology: Classroom Implications of the Digital Divide

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    This paper analyzes the intersection of technology and diversity in classrooms with reference to the implications of the inequity of access and usage for under-represented groups including low-income, minority students, students from culturally diverse backgrounds, students with disabilities, and female students. Strategies at national and individual levels to facilitate a process of digital inclusion for all children are identified

    On the edge: ICT and the transformation of professional legal education

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    Information and communications technology in professional legal education courses is perceived as problematic for teachers and course designers. It is so not because technology is inherently difficult or strange, but because at a deep level it can threaten the practice and identity of teachers. However the contextual challenges of their position, caught between academy and practice, may actually enable professional legal educators to take account of new technologies. The article discusses this proposal, using the example of the incremental development of a discussion forum. It suggests that the tools of pragmatist and transformative meta-theory may point the way forward for professional legal educators to create their own community of practice in the use of ICT in professional legal learning

    People Talking and AI Listening: How Stigmatizing Language in EHR Notes Affect AI Performance

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    Electronic health records (EHRs) serve as an essential data source for the envisioned artificial intelligence (AI)-driven transformation in healthcare. However, clinician biases reflected in EHR notes can lead to AI models inheriting and amplifying these biases, perpetuating health disparities. This study investigates the impact of stigmatizing language (SL) in EHR notes on mortality prediction using a Transformer-based deep learning model and explainable AI (XAI) techniques. Our findings demonstrate that SL written by clinicians adversely affects AI performance, particularly so for black patients, highlighting SL as a source of racial disparity in AI model development. To explore an operationally efficient way to mitigate SL's impact, we investigate patterns in the generation of SL through a clinicians' collaborative network, identifying central clinicians as having a stronger impact on racial disparity in the AI model. We find that removing SL written by central clinicians is a more efficient bias reduction strategy than eliminating all SL in the entire corpus of data. This study provides actionable insights for responsible AI development and contributes to understanding clinician behavior and EHR note writing in healthcare.Comment: 54 pages, 9 figure

    Coping with the inheritance of COVID-19: the role of new interactive technologies to enhance user experience in different contexts of use

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    The COVID-19 pandemic has upset the habits of people and various sectors of society, including training, entertainment, and retail. These sectors have been forced to adapt to abnormal situations such as social distancing, remote work, and online entertainment. The pandemic has significantly transformed the training field, leading to the closure of many in-person instruction centers and a shift toward online education courses, which can be less effective. In addition, the entertainment industry has been heavily transformed by social distancing, resulting in the cancellation of many live events and the closure of several cinemas. This has increased demand for online entertainment options, such as streaming services and virtual events. Finally, the restrictions imposed by the COVID-19 pandemic substantially impacted physical stores and fairs, suspending exhibitions for more than two years. This has further driven consumers to rely on e-commerce to fulfill their purchasing and companies to increasingly take advantage of new technologies such as augmented reality. In this suddenly disrupted scenario, new technologies have the potential to fill the gap generated by the pandemic, functioning as an interactive bridge to connect people. This Ph.D. thesis explored the potential of interactive technologies in mitigating the challenges posed by the COVID-19 pandemic in various contexts of use in the above-mentioned areas. Specifically, three lines of research were investigated by conducting different studies using a mixed approach in the Human-Computer Interaction field. The first research line focused on the study of immersive virtual reality training, with a particular interest in flood emergencies, a growing phenomenon. The goal was to implement engaging and efficient training for citizens that live near rivers through a human-centric design approach. The second line of research explored innovative ways to improve social interaction and collaboration in the entertainment sector, highlighting guidelines for the design of shared streaming experiences. In particular, three different communication modalities were studied during group viewing of an interactive film on a streaming platform. Finally, the third research line focused on the retail sector. On the one hand, the focus consisted of understanding which aspects of the 3D web and AR technology are helpful for supporting small businesses and trade fairs. On the other hand, the focus was to investigate how to support consumers during an AR shopping experience when interacting with 3D virtual products of different sizes. Overall, this project provides suggestions and guidelines for designing systems that can both increasingly connect people at a distance and offer new hybrid worlds. In addition, this project expands state-of-the-art related to interactive technologies and offers generalizable results outside the crisis created by COVID-19. These technologies, now increasingly integrated into everyday life, can be a tool for empowerment and resilience, improving people's lives.The COVID-19 pandemic has upset the habits of people and various sectors of society, including training, entertainment, and retail. These sectors have been forced to adapt to abnormal situations such as social distancing, remote work, and online entertainment. The pandemic has significantly transformed the training field, leading to the closure of many in-person instruction centers and a shift toward online education courses, which can be less effective. In addition, the entertainment industry has been heavily transformed by social distancing, resulting in the cancellation of many live events and the closure of several cinemas. This has increased demand for online entertainment options, such as streaming services and virtual events. Finally, the restrictions imposed by the COVID-19 pandemic substantially impacted physical stores and fairs, suspending exhibitions for more than two years. This has further driven consumers to rely on e-commerce to fulfill their purchasing and companies to increasingly take advantage of new technologies such as augmented reality. In this suddenly disrupted scenario, new technologies have the potential to fill the gap generated by the pandemic, functioning as an interactive bridge to connect people. This Ph.D. thesis explored the potential of interactive technologies in mitigating the challenges posed by the COVID-19 pandemic in various contexts of use in the above-mentioned areas. Specifically, three lines of research were investigated by conducting different studies using a mixed approach in the Human-Computer Interaction field. The first research line focused on the study of immersive virtual reality training, with a particular interest in flood emergencies, a growing phenomenon. The goal was to implement engaging and efficient training for citizens that live near rivers through a human-centric design approach. The second line of research explored innovative ways to improve social interaction and collaboration in the entertainment sector, highlighting guidelines for the design of shared streaming experiences. In particular, three different communication modalities were studied during group viewing of an interactive film on a streaming platform. Finally, the third research line focused on the retail sector. On the one hand, the focus consisted of understanding which aspects of the 3D web and AR technology are helpful for supporting small businesses and trade fairs. On the other hand, the focus was to investigate how to support consumers during an AR shopping experience when interacting with 3D virtual products of different sizes. Overall, this project provides suggestions and guidelines for designing systems that can both increasingly connect people at a distance and offer new hybrid worlds. In addition, this project expands state-of-the-art related to interactive technologies and offers generalizable results outside the crisis created by COVID-19. These technologies, now increasingly integrated into everyday life, can be a tool for empowerment and resilience, improving people's lives

    Chatterbox

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    In the market, there are not many options or tools for people that once could speak. However, due to an accident or stroke, not only lost their voices and even some of their movements, but also sign language is not an option either. The issue is that whichever communication alternative that is available is either too expensive to use or too complicated for their actual situation such as google voice, notepads, general writing tools, etc. as each of them requires a little bit of work to manage. Therefore we intended to ease speech-impaired people’s lives by designing and developing an application that speaks for them by only one touch. It is a user friendly application, with different interfaces divided according to its category such as Emergency, Fun, Greetings, Feelings and Daily Chat. Each interface displays its own set of buttons with different sentences, and each button plays out its corresponding sentence as soon as it is tapped. The sentences were recorded by us, applying different intonations so, it would give the application a better humanized form. We hope to make their lives easier, and give them back the possibility of expressing themselves in an easier way and keep up a steady conversation

    The Translocal Event and the Polyrhythmic Diagram

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    This thesis identifies and analyses the key creative protocols in translocal performance practice, and ends with suggestions for new forms of transversal live and mediated performance practice, informed by theory. It argues that ontologies of emergence in dynamic systems nourish contemporary practice in the digital arts. Feedback in self-organised, recursive systems and organisms elicit change, and change transforms. The arguments trace concepts from chaos and complexity theory to virtual multiplicity, relationality, intuition and individuation (in the work of Bergson, Deleuze, Guattari, Simondon, Massumi, and other process theorists). It then examines the intersection of methodologies in philosophy, science and art and the radical contingencies implicit in the technicity of real-time, collaborative composition. Simultaneous forces or tendencies such as perception/memory, content/ expression and instinct/intellect produce composites (experience, meaning, and intuition- respectively) that affect the sensation of interplay. The translocal event is itself a diagram - an interstice between the forces of the local and the global, between the tendencies of the individual and the collective. The translocal is a point of reference for exploring the distribution of affect, parameters of control and emergent aesthetics. Translocal interplay, enabled by digital technologies and network protocols, is ontogenetic and autopoietic; diagrammatic and synaesthetic; intuitive and transductive. KeyWorx is a software application developed for realtime, distributed, multimodal media processing. As a technological tool created by artists, KeyWorx supports this intuitive type of creative experience: a real-time, translocal “jamming” that transduces the lived experience of a “biogram,” a synaesthetic hinge-dimension. The emerging aesthetics are processual – intuitive, diagrammatic and transversal
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