20,328 research outputs found
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Metacognitive knowledge, metacognitive strategies, and CALL
CALL Research Perspectives creates a foundation for the study and practice of computer-assisted language learning and provides an overview of ways to conceptualize and to conduct research in CALL. Its core assumptions are that all approaches to research have a place, and that researchers, teachers, and students all have a role to play in the study of computer-enhanced language learning.
This is not a how-to-do-research text. Written by top researchers in the field, it offers an open-ended view of what educators need to know and be able to do to answer questions that they have. It is intended to be easy to read, to provide resources for readers to explore the ideas further, and to be non-prescriptive in presenting suggestions for CALL research. The text explores problems with current CALL research and suggests ways that teachers and other researchers can avoid such problems; presents both commonly known and less explored theories that provide a foundation for CALL and language research; and addresses other issues and ideas that affect research outcomes
Enhancing the Performance of Eye and Head Mice: A Validated Assessment Method and an Investigation into the Performance of Eye and Head Based Assistive Technology Pointing Devices
This work poses the question "Could eye and head based assistive technology device
interaction performance approach that of basic hand mouse interaction?" To this aim, the
work constructs, validates, and applies a detailed and comprehensive pointing device
assessment method suitable for assistive technology direct pointing devices, it then uses
this method to add enhancement to these devices, finally it then demonstrates that such
enhanced eye or head based pointing can approach that of basic hand mouse interaction
and be a viable and usable interaction method for people with high-level motor
disabilities.
Eye and head based pointing devices, or eye and head mice, are often used by high-level
motor disabled people to enable computer interaction in the place of a standard desktop
hand mouse. The performance of these eye and head mice pointing devices when used for
direct manipulation on a standard graphical user interface has generally been regarded as
poor in comparison to that of a standard desktop hand mouse, thus putting users of head
and eye mice at a disadvantage when interacting with computers.
The performance of eye and head based pointing devices during direct manipulation on a
standard graphical user interface has not previously been investigated in depth, and the
reasons why these devices seem to demonstrate poor performance have not been
determined in detail. Few proven methods have been demonstrated and investigated that
enhance the performance of these devices based on their performance during direct
manipulation. Importantly, and key to this work is that, no validated assessment method
has been constructed to allow such an investigation.
This work seeks to investigate the performance of eye and head based pointing devices
during direct manipulation by constructing and verifying a test method suitable for the
detailed performance assessment of eye and head based assistive technology pointing
devices. It then uses this method to determine the factors influencing the performance of eye and head mice during direct manipulation. Finally, after identifying these factors, this
work hypothesises, and then demonstrates that applying suitable methods for addressing
these factors can result in enhanced performance for eye and head mice. It shows that the
performance of these enhanced devices can approach the performance of standard desktop
hand mice with the use of highly experienced users, together with the enhancement of a
supporting modality for object manipulation, and a supporting interface enhancement for
object size magnification; thus demonstrating that these devices can approach and equal
the performance of basic hand mouse interaction
Understanding face and eye visibility in front-facing cameras of smartphones used in the wild
Commodity mobile devices are now equipped with high-resolution front-facing cameras, allowing applications in biometrics (e.g., FaceID in the iPhone X), facial expression analysis, or gaze interaction. However, it is unknown how often users hold devices in a way that allows capturing their face or eyes, and how this impacts detection accuracy. We collected 25,726 in-the-wild photos, taken from the front-facing camera of smartphones as well as associated application usage logs. We found that the full face is visible about 29% of the time, and that in most cases the face is only partially visible. Furthermore, we identified an influence of users' current activity; for example, when watching videos, the eyes but not the entire face are visible 75% of the time in our dataset. We found that a state-of-the-art face detection algorithm performs poorly against photos taken from front-facing cameras. We discuss how these findings impact mobile applications that leverage face and eye detection, and derive practical implications to address state-of-the art's limitations
Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)
"This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 â October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
Virtual Meeting Rooms: From Observation to Simulation
Much working time is spent in meetings and, as a consequence, meetings have become the subject of multidisciplinary research. Virtual Meeting Rooms (VMRs) are 3D virtual replicas of meeting rooms, where various modalities such as speech, gaze, distance, gestures and facial expressions can be controlled. This allows VMRs to be used to improve remote meeting participation, to visualize multimedia data and as an instrument for research into social interaction in meetings. This paper describes how these three uses can be realized in a VMR. We describe the process from observation through annotation to simulation and a model that describes the relations between the annotated features of verbal and non-verbal conversational behavior.\ud
As an example of social perception research in the VMR, we describe an experiment to assess human observersâ accuracy for head orientation
The development of river-based intermodal transport: the case of Ukraine
It should be noted that the (inland waterway transport) IWT in Ukraine currently is in its infancy in comparison with other land based transport means (rail and road) and with other countries that possess navigable rivers. This paper is an extension of the research initiated by Grushevska and Notteboom (2015) where the concepts of intermediacy and centrality were introduced in order to assess the role of Ukraine in the global and regional transport networks. The list of key obstacles for Ukraineâs intermediacy function included IWT related barriers such as: (i) deficient inland waterway infrastructure, (ii) high IWT costs (fees for bridges, locks etc.) and (iii) pilotage charges. To date the transportation to/from ports is mainly fulfilled by road or by rail based multimodal transport solutions. We present the unutilized potential of Ukrainian IWT that needs to be efficiently exploited for the benefit of the national economy and national transport system. This study intends to enrich the limited academic research on IWT systems in a transition stage, as exemplified by the case of Ukraine
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