269 research outputs found

    Supporting Collaborative Learning in Computer-Enhanced Environments

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    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

    16th Sound and Music Computing Conference SMC 2019 (28–31 May 2019, Malaga, Spain)

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    The 16th Sound and Music Computing Conference (SMC 2019) took place in Malaga, Spain, 28-31 May 2019 and it was organized by the Application of Information and Communication Technologies Research group (ATIC) of the University of Malaga (UMA). The SMC 2019 associated Summer School took place 25-28 May 2019. The First International Day of Women in Inclusive Engineering, Sound and Music Computing Research (WiSMC 2019) took place on 28 May 2019. The SMC 2019 TOPICS OF INTEREST included a wide selection of topics related to acoustics, psychoacoustics, music, technology for music, audio analysis, musicology, sonification, music games, machine learning, serious games, immersive audio, sound synthesis, etc

    Beyond the Electronic Connection: The Technologically Manufactured Cyber-Human and Its Physical Human Counterpart in Performance: A Theory Related to Convergence Identities

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    This thesis is an investigation of the complex processes and relationships between the physical human performer and the technologically manufactured cyber-human counterpart. I acted as both researcher and the physical human performer, deeply engaged in the moment-to-moment creation of events unfolding within a shared virtual reality environment. As the primary instigator and activator of the cyber-human partner, I maintained a balance between the live and technological performance elements, prioritizing the production of content and meaning. By way of using practice as research, this thesis argues that in considering interactions between cyber-human and human performers, it is crucial to move beyond discussions of technology when considering interactions between cyber-humans and human performers to an analysis of emotional content, the powers of poetic imagery, the trust that is developed through sensory perception and the evocation of complex relationships. A theoretical model is constructed to describe the relationship between a cyber-human and a human performer in the five works created specifically for this thesis, which is not substantially different from that between human performers. Technological exploration allows for the observation and analysis of various relationships, furthering an expanded understanding of ‘movement as content’ beyond the electronic connection. Each of the works created for this research used new and innovative technologies, including virtual reality, multiple interactive systems, six generations of wearable computers, motion capture technology, high-end digital lighting projectors, various projection screens, smart electronically charged fabrics, multiple sensory sensitive devices and intelligent sensory charged alternative performance spaces. They were most often collaboratively created in order to augment all aspects of the performance and create the sense of community found in digital live dance performances/events. These works are identified as one continuous line of energy and discovery, each representing a slight variation on the premise that a working, caring, visceral and poetic content occurs beyond the technological tools. Consequently, a shift in the physical human’s psyche overwhelms the act of performance. Scholarship and reflection on the works have been integral to my creative process throughout. The goals of this thesis, the works created and the resulting methodologies are to investigate performance to heighten the multiple ways we experience and interact with the world. This maximizes connection and results in a highly interactive, improvisational, dynamic, non-linear, immediate, accessible, agential, reciprocal, emotional, visceral and transformative experience without boundaries between the virtual and physical for physical humans, cyborgs and cyber-humans alike.College of Fine Arts at the University of Texas at Austin, Department of Theatre & Dance at the University of Texas at Austi

    Investigating User Experiences Through Animation-based Sketching

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    On the Nature of Students\u27 Digital Mathematical Performances

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    In this study I investigate the nature of digital mathematical performances (DMPs) produced by elementary school students (Grades 4-6). A DMP is a multimodal text/narrative (e.g., a video) in which one uses the performance arts to communicate mathematical ideas. I analyze twenty-two DMPs available at the Math + Science Performance Festival in 2008. Assuming a sociocultural/postmodern perspective with emphasis on multimodality, my focus is on the role of the arts and technology in shaping students’ mathematical communication and thinking. Methodologically, I employ qualitative case studies, along with video analysis. I conduct a descriptive analysis of each DMP using Boorstin’s (1990) categories of what makes good films, focusing on surprises, sense-making, emotions, and visceral sensations. I also conduct a cross-case analysis using Boorstin’s categories and the mathematical processes and strands of the Ontario Curriculum. The multimodal nature of DMP is one of its most significant pedagogic attributes. Mathematics is traditionally communicated through print-based texts, but the production of DMPs is an alternative that engages students in conceiving multimodal narratives. The playfulness offers scenarios for students’ collaboration, creativity, and imagination. By making DMPs available online, students share their ideas in a public and social environment, beyond the classrooms. Most of the DMPs only explore Geometry and offer opportunities to experience some surprises, sense-making, emotions, and visceral sensations. The lack of focus on other strands (e.g., Algebra) may be seen as a reflection on what (and how) students are (or not) learning in their classes. The production of conceptual DMPs is a rare event, although I acknowledge that I analyzed only DMPs of the first year of the Festival, that is, students did not have examples or references to produce their DMPs. Some DMPs potentially explore conceptual mathematical surprises, but they appear to have gaps in terms of sense-making. The use of the arts and technologies does not guarantee the mathematical conceptuality of DMPs. This study contributes to mathematics education with an exploratory discussion about how mathematical ideas can be (a) communicated and represented as multimodal texts at the elementary school level and (b) seen through a performance arts lens. The study also points out directions about the pedagogic components for conceiving conceptual DMPs in terms of the performance arts and the components of the Ontario Curriculum

    Proceedings of the Second International Workshop on Physicality, Physicality 2007

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