30 research outputs found

    Supporting Collaborative Learning in Computer-Enhanced Environments

    Full text link
    As computers have expanded into almost every aspect of our lives, the ever-present graphical user interface (GUI) has begun facing its limitations. Demanding its own share of attention, GUIs move some of the users\u27 focus away from the task, particularly when the task is 3D in nature or requires collaboration. Researchers are therefore exploring other means of human-computer interaction. Individually, some of these new techniques show promise, but it is the combination of multiple approaches into larger systems that will allow us to more fully replicate our natural behavior within a computing environment. As computers become more capable of understanding our varied natural behavior (speech, gesture, etc.), the less we need to adjust our behavior to conform to computers\u27 requirements. Such capabilities are particularly useful where children are involved, and make using computers in education all the more appealing. Herein are described two approaches and implementations of educational computer systems that work not by user manipulation of virtual objects, but rather, by user manipulation of physical objects within their environment. These systems demonstrate how new technologies can promote collaborative learning among students, thereby enhancing both the students\u27 knowledge and their ability to work together to achieve even greater learning. With these systems, the horizon of computer-facilitated collaborative learning has been expanded. Included among this expansion is identification of issues for general and special education students, and applications in a variety of domains, which have been suggested

    An empirical investigation of gaze selection in mid-air gestural 3D manipulation

    Get PDF
    In this work, we investigate gaze selection in the context of mid-air hand gestural manipulation of 3D rigid bodies on monoscopic displays. We present the results of a user study with 12 participants in which we compared the performance of Gaze, a Raycasting technique (2D Cursor) and a Virtual Hand technique (3D Cursor) to select objects in two 3D mid-air interaction tasks. Also, we compared selection confirmation times for Gaze selection when selection is followed by manipulation to when it is not. Our results show that gaze selection is faster and more preferred than 2D and 3D mid-air-controlled cursors, and is particularly well suited for tasks in which users constantly switch between several objects during the manipulation. Further, selection confirmation times are longer when selection is followed by manipulation than when it is not

    Tangible interaction as an aid for object navigation in 3D modeling

    Get PDF
    This study introduced an interaction technique that used tangible interaction for 3D modeling. A hybrid interaction technique using a Kinect camera and a smartphone with a gyroscope was developed for the navigating objects in a 3D modeling software. It was then tested on 20 participants categorized as amateurs who had basic 3D/ CAD modeling experience and 20 participants categorized as the experts who had extensive experience working with the modeling software. This research study presents the need for existence of such interaction technique, gaps from the related previous studies, statistical findings from the current study and possible reasons for the results. The results concluded that the even though the hybrid interaction technique was efficient for both the participant categories and though there existed a statistical significance in efficiency for the amateur category, it did not provide a better user experience for the expert category and user experience for the amateur category was inconclusive. The study suggests that future studies and fine tuning of the current study could have a positive effect on the beginners in 3D modeling without causing a major impact for the experts

    Interactive Technologies for the Public Sphere Toward a Theory of Critical Creative Technology

    Get PDF
    Digital media cultural practices continue to address the social, cultural and aesthetic contexts of the global information economy, perhaps better called ecology, by inventing new methods and genres that encourage interactive engagement, collaboration, exploration and learning. The theoretical framework for creative critical technology evolved from the confluence of the arts, human computer interaction, and critical theories of technology. Molding this nascent theoretical framework from these seemingly disparate disciplines was a reflexive process where the influence of each component on each other spiraled into the theory and practice as illustrated through the Constructed Narratives project. Research that evolves from an arts perspective encourages experimental processes of making as a method for defining research principles. The traditional reductionist approach to research requires that all confounding variables are eliminated or silenced using methods of statistics. However, that noise in the data, those confounding variables provide the rich context, media, and processes by which creative practices thrive. As research in the arts gains recognition for its contributions of new knowledge, the traditional reductive practice in search of general principles will be respectfully joined by methodologies for defining living principles that celebrate and build from the confounding variables, the data noise. The movement to develop research methodologies from the noisy edges of human interaction have been explored in the research and practices of ludic design and ambiguity (Gaver, 2003); affective gap (Sengers et al., 2005b; 2006); embodied interaction (Dourish, 2001); the felt life (McCarthy & Wright, 2004); and reflective HCI (Dourish, et al., 2004). The theory of critical creative technology examines the relationships between critical theories of technology, society and aesthetics, information technologies and contemporary practices in interaction design and creative digital media. The theory of critical creative technology is aligned with theories and practices in social navigation (Dourish, 1999) and community-based interactive systems (Stathis, 1999) in the development of smart appliances and network systems that support people in engaging in social activities, promoting communication and enhancing the potential for learning in a community-based environment. The theory of critical creative technology amends these community-based and collaborative design theories by emphasizing methods to facilitate face-to-face dialogical interaction when the exchange of ideas, observations, dreams, concerns, and celebrations may be silenced by societal norms about how to engage others in public spaces. The Constructed Narratives project is an experiment in the design of a critical creative technology that emphasizes the collaborative construction of new knowledge about one's lived world through computer-supported collaborative play (CSCP). To construct is to creatively invent one's world by engaging in creative decision-making, problem solving and acts of negotiation. The metaphor of construction is used to demonstrate how a simple artefact - a building block - can provide an interactive platform to support discourse between collaborating participants. The technical goal for this project was the development of a software and hardware platform for the design of critical creative technology applications that can process a dynamic flow of logistical and profile data from multiple users to be used in applications that facilitate dialogue between people in a real-time playful interactive experience

    Uncovering the dynamics of everyday life through playful modeling

    Get PDF
    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.Includes bibliographical references (p. 148-157).It is not easy to understand the dynamics underlying everyday life. The change around us is so ubiquitous; the processes governing change are invisible; the relationships between cause & effect are usually disconnected in time or space, and probabilistic causation adds uncertainty to the mix. This dissertation is about a new modeling language and a tangible simulation environment that together help children gain an intuitive understanding of the dynamics underlying everyday life phenomena, from fashion trends and financial markets fluctuations to vicious cycles of violence and virtuous cycles of popularity growth. I present the Flowness modeling language, a unique combination of Systems Thinking languages that results in an intuitive-to-understand yet computationally simulate-able language. I present FlowBlocks: a tangible learning technology designed in the spirit of early childhood construction kits (a field pioneered by Friedrich Froebel), with special attention to physical representation of abstract concepts (a field pioneered by Maria Montessori). FlowBlocks are a set of wooden blocks with embedded computation that simulate continuous flow using a moving light signal, making dynamic processes visible and manipulable.(cont.) I provide evidence that playful modeling using FlowBlocks is not only engaging for children but indeed helps them pay attention to the underlying causality of everyday life situations. Moreover, I show that a FlowBlocks workshop helps middle-school aged students understand core Systems Thinking concepts such as Inflows, Stocks, Outflows, Positive Feedback, and Negative Feedback - by generating their own analogies using FlowBlocks as an interactive model. I conclude that Flowness + FlowBlocks can serve as an effective learning aid to introduce children to Systems Thinking concepts in a collaborative playful modeling process, and develop children's intuitive understanding of the dynamics underlying everyday life situations.by Oren Zuckerman.S.M

    Interaction Tangible sur Table, définitions et modÚles

    Get PDF
    International audienceIn recent years, tangible user interfaces, which imply interactions performed with one or several objects, gain more and more interest in research in Human-Computer Interaction (HCI). The tangible object represents a subject or an action. It acts on the system, as an action in classical user interfaces (e.g,. GUI). Interaction on a table, which is a common furniture in everyday life and used in multiple activities (desktop, coffee table, kitchen table, etc.), opens a new way for research and development in HCI. In this article, we present definitions, models, and key issues elicited from the literature that enable understanding and reasoning about the couple within an interactive system. Then, we propose a framework that allows to characterize applications supported by the couple in a domain-independent manner.Depuis quelques annĂ©es les interfaces tangibles impliquant des interactions rĂ©alisĂ©es via un objet (ou plusieurs) prennent de plus en plus d’importance dans les recherches en interaction homme-machine. L’objet tangible reprĂ©sente un sujet ou une action ; l’objet agit sur le systĂšme, telle une action sur une interface « classique ». L’interaction sur table, c’est-Ă -dire sur un meuble prĂ©sent dans la vie courante et utilisĂ© Ă  diverses fins (bureau, table Ă  manger, table de salon, table bar, etc.), ouvre un champ nouveau de recherche et de dĂ©veloppement. La mise en exergue, issue de l’état de l’art, des dĂ©finitions, modĂšles et problĂ©matiques, permet d’abord d’apprĂ©hender le couple (table, objet tangible) au sein d’un systĂšme interactif. Puis, nous proposons un cadre qui permet de positionner des applications mettant en oeuvre le couple (table, objet tangible). Le cadre est dĂ©crit de maniĂšre Ă  ĂȘtre utilisĂ© pour positionner des applications indĂ©pendamment du domaine
    corecore