163,429 research outputs found

    Affective Medicine: a review of Affective Computing efforts in Medical Informatics

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    Background: Affective computing (AC) is concerned with emotional interactions performed with and through computers. It is defined as “computing that relates to, arises from, or deliberately influences emotions”. AC enables investigation and understanding of the relation between human emotions and health as well as application of assistive and useful technologies in the medical domain. Objectives: 1) To review the general state of the art in AC and its applications in medicine, and 2) to establish synergies between the research communities of AC and medical informatics. Methods: Aspects related to the human affective state as a determinant of the human health are discussed, coupled with an illustration of significant AC research and related literature output. Moreover, affective communication channels are described and their range of application fields is explored through illustrative examples. Results: The presented conferences, European research projects and research publications illustrate the recent increase of interest in the AC area by the medical community. Tele-home healthcare, AmI, ubiquitous monitoring, e-learning and virtual communities with emotionally expressive characters for elderly or impaired people are few areas where the potential of AC has been realized and applications have emerged. Conclusions: A number of gaps can potentially be overcome through the synergy of AC and medical informatics. The application of AC technologies parallels the advancement of the existing state of the art and the introduction of new methods. The amount of work and projects reviewed in this paper witness an ambitious and optimistic synergetic future of the affective medicine field

    Innovation and identity in distance language learning and teaching

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    doi: 10.2167/illt45.0Innovation in distance language learning and teaching has largely focused on developments in technology and the increased opportunities they provide for negotiation and control of learning experiences, for participating in collaborative learning environments and the development of interactive competence in the target language. Much less attention has been paid to pedagogical innovation and still less to how congruence develops between particular pedagogical approaches, various technologies and the skills, practices, actions and identities of language learners and teachers. In this article I explore the process of innovation in distance language teaching from the point of view of key participants in the process, the teachers, and the ways in which their identities are disrupted and challenged as they enter new distance teaching environments. Innovative approaches to distance language teaching are analysed for the insights they provide into the sites of conflict and struggle experienced by teachers, experiences which have a major impact on their selves as distance teachers and on the course of innovation. To conclude I argue that attention to issues of identity can deepen our understanding of innovation, of the tensions that are played out in the experiences and responses of teachers, and of the ways they accept or resist the identity shifts required of them

    Managing evolution and change in web-based teaching and learning environments

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    The state of the art in information technology and educational technologies is evolving constantly. Courses taught are subject to constant change from organisational and subject-specific reasons. Evolution and change affect educators and developers of computer-based teaching and learning environments alike – both often being unprepared to respond effectively. A large number of educational systems are designed and developed without change and evolution in mind. We will present our approach to the design and maintenance of these systems in rapidly evolving environments and illustrate the consequences of evolution and change for these systems and for the educators and developers responsible for their implementation and deployment. We discuss various factors of change, illustrated by a Web-based virtual course, with the objective of raising an awareness of this issue of evolution and change in computer-supported teaching and learning environments. This discussion leads towards the establishment of a development and management framework for teaching and learning systems

    Autism, the Integrations of 'Difference' and the Origins of Modern Human Behaviour

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    It is proposed here that the archaeological evidence for the emergence of 'modern behaviour' (160,000-40,000 bp) can best be explained as the rise of cognitive variation within populations through social mechanisms for integrating 'different minds', rather than by the development of a single 'modern human mind'. Autism and the autistic spectrum within human populations are used as an example of 'different minds' which when integrated within society can confer various selective benefits. It is proposed that social mechanisms for incorporating autistic difference are visible in the archaeological record and that these develop sporadically from 160,000 years bp in association with evidence for their consequences in terms of technological innovations, improved efficiency in technological and natural spheres and innovative thinking. Whilst other explanations for the emergence Of modern human behaviour may also contribute to observed changes, it is argued that the incorporation of cognitive differences played a significant role in the technological, social and symbolic expression of 'modern' behaviour

    Confessions of a live coder

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    This paper describes the process involved when a live coder decides to learn a new musical programming language of another paradigm. The paper introduces the problems of running comparative experiments, or user studies, within the field of live coding. It suggests that an autoethnographic account of the process can be helpful for understanding the technological conditioning of contemporary musical tools. The author is conducting a larger research project on this theme: the part presented in this paper describes the adoption of a new musical programming environment, Impromptu, and how this affects the author’s musical practice

    Virtual reality in theatre education and design practice - new developments and applications

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    The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience
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