510,103 research outputs found
The perceptions of KUIMâs (Kolej Universiti Islam Malaysia) first year undergraduates in learning English using âtell me moreâ software
The use of technology in language learning has expanded rapidly worldwide during the last few decades. Studies on the effects of technology enhanced instruction on achievement and studies on studentsâ attitudes regarding learning with technology have also increasingly been reported (Salaberry, 2001). Technology includes computermediated communication via email, incorporated task-based Internet activities,interactive publisher-produced CD-ROM, interactive software, threaded discussions and
many others. This paper focuses on the perceptions of students at Kolej Universiti Islam Malaysia (KUIM) towards learning English as a second language using âTell Me Moreâ
software. This software has been used in KUIM for many years and for the past few semesters, it has been made compulsory for all first year undergraduates to self-access the software for at least an hour per week. Various feedbacks were received but most of the responses were positive. Most of the respondents favoured learning English using the software, but they still preferred conventional classroom English lessons
Designing and evaluating the usability of a machine learning API for rapid prototyping music technology
To better support creative software developers and music technologists' needs, and to empower them as machine learning users and innovators, the usability of and developer experience with machine learning tools must be considered and better understood. We review background research on the design and evaluation of application programming interfaces (APIs), with a focus on the domain of machine learning for music technology software development. We present the design rationale for the RAPID-MIX API, an easy-to-use API for rapid prototyping with interactive machine learning, and a usability evaluation study with software developers of music technology. A cognitive dimensions questionnaire was designed and delivered to a group of 12 participants who used the RAPID-MIX API in their software projects, including people who developed systems for personal use and professionals developing software products for music and creative technology companies. The results from the questionnaire indicate that participants found the RAPID-MIX API a machine learning API which is easy to learn and use, fun, and good for rapid prototyping with interactive machine learning. Based on these findings, we present an analysis and characterization of the RAPID-MIX API based on the cognitive dimensions framework, and discuss its design trade-offs and usability issues. We use these insights and our design experience to provide design recommendations for ML APIs for rapid prototyping of music technology. We conclude with a summary of the main insights, a discussion of the merits and challenges of the application of the CDs framework to the evaluation of machine learning APIs, and directions to future work which our research deems valuable
iKlax: a New Musical Audio Format for Active Listening
In this paper, we are presenting a new model for interactive music. Unlike
most interactive systems, our model is based on file organization, but does not
require digital audio treatments. This model includes a definition of a
constraints system and its solver. The products of this project are intended
for the general public, inexperienced users, as well as professional musicians,
and will be distributed commercially. We are here presenting three products of
this project. The difficulty of this project is to design a technology and
software products for interactive music which must be easy to use by the
general public and by professional composers
Using high resolution displays for high resolution cardiac data
The ability to perform fast, accurate, high resolution visualization is fundamental
to improving our understanding of anatomical data. As the volumes of data
increase from improvements in scanning technology, the methods applied to rendering
and visualization must evolve. In this paper we address the interactive display of
data from high resolution MRI scanning of a rabbit heart and subsequent histological
imaging. We describe a visualization environment involving a tiled LCD panel
display wall and associated software which provide an interactive and intuitive user
interface.
The oView software is an OpenGL application which is written for the VRJuggler
environment. This environment abstracts displays and devices away from the
application itself, aiding portability between different systems, from desktop PCs to
multi-tiled display walls. Portability between display walls has been demonstrated
through its use on walls at both Leeds and Oxford Universities. We discuss important
factors to be considered for interactive 2D display of large 3D datasets,
including the use of intuitive input devices and level of detail aspects
Development of the engineering design integration (EDIN) system: A computer aided design development
The EDIN (Engineering Design Integration) System which provides a collection of hardware and software, enabling the engineer to perform man-in-the-loop interactive evaluation of aerospace vehicle concepts, was considered. Study efforts were concentrated in the following areas: (1) integration of hardware with the Univac Exec 8 System; (2) development of interactive software for the EDIN System; (3) upgrading of the EDIN technology module library to an interactive status; (4) verification of the soundness of the developing EDIN System; (5) support of NASA in design analysis studies using the EDIN System; (6) provide training and documentation in the use of the EDIN System; and (7) provide an implementation plan for the next phase of development and recommendations for meeting long range objectives
Design and User Satisfaction of Interactive Maps for Visually Impaired People
Multimodal interactive maps are a solution for presenting spatial information
to visually impaired people. In this paper, we present an interactive
multimodal map prototype that is based on a tactile paper map, a multi-touch
screen and audio output. We first describe the different steps for designing an
interactive map: drawing and printing the tactile paper map, choice of
multi-touch technology, interaction technologies and the software architecture.
Then we describe the method used to assess user satisfaction. We provide data
showing that an interactive map - although based on a unique, elementary,
double tap interaction - has been met with a high level of user satisfaction.
Interestingly, satisfaction is independent of a user's age, previous visual
experience or Braille experience. This prototype will be used as a platform to
design advanced interactions for spatial learning
Impact of classroom design on interactive whiteboard use in a special needs classroom
The physical environment of a classroomâhow space is organized and controlledâimpacts the use of technology within that setting. This paper presents the initial rationale for choosing an interactive whiteboard (IWB) as the platform for software designed to encourage play in primary students with Autism Spectrum Disorders. An observational study of normal classroom practice and of an installed version of the software uncovered factors in the physical installation of the IWB and its pedagogical use that negatively affect its potential use
Children's interactions with interactive toy technology
Abstract Digital toys offer the opportunity to explore software scaffolding through tangible interfaces that are not bound to the desktop computer. This paper describes the empirical work completed by the CACHET (Computers and Children's Electronic Toys) project team investigating young children's use of interactive toy technology. The interactive toys in question are plush and cuddly cartoon characters with embedded sensors that can be squeezed to evoke spoken feedback from the toy. In addition to playing with the toy as it stands, the toy can be linked to a desktop PC with compatible software using a wireless radio connection. Once this connection is made the toy offers hints and tips to the children as they play with the accompanying software games. If the toy is absent, the same hints and tips are available through an on-screen animated icon of the toy's cartoon character. The toys as they stand are not impressive as collaborative learning partners, as their help repertoire is inadequate and even inappropriate. However, the technology has potential: children can master the multiple interfaces of toy and screen and, when the task requires it and the help provided is appropriate, they will both seek and use it. In particular, the cuddly interface experience can offer an advantage and the potential for fun interfaces that might address both the affective and the effective dimensions of learners' interactions
A hybrid method for the analysis of learner behaviour in active learning environments
Software-mediated learning requires adjustments in the teaching and learning process. In particular active learning facilitated through interactive learning software differs from traditional instructor-oriented, classroom-based teaching. We present behaviour analysis techniques for Web-mediated learning. Motivation, acceptance of the learning approach and technology, learning organisation and actual tool usage are aspects of behaviour that require different analysis techniques to be used. A hybrid method based on a combination of survey methods and Web usage mining techniques can provide accurate and comprehensive analysis results. These techniques allow us to evaluate active learning approaches implemented in form of Web tutorials
Bridging symbolic computation and economics: a dynamic and interactive tool to analyze the price elasticity of supply
It is not possible to achieve the objectives and skills of a program in economics, at the secondary and undergraduate levels, without resorting to graphic illustrations. In this way, the use of educational software has been increasingly recognized as a useful tool to promote students' motivation to deal with, and understand, new economic concepts. Current digital technology allows students to work with a large number and variety of graphics in an interactive way, complementing the theoretical results and the so often used paper and pencil calculations. The computer algebra system Mathematica is a very powerful software that allows the implementation of many interactive visual applications. Thanks to the symbolic and numerical capabilities of Mathematica, these applications allow the user to interact with the graphical and analytical information in real time. However, Mathematica is a commercially distributed application which makes it difficult for teachers and students to access. The main goal of this paper is to present a new dynamic and interactive tool, created with Mathematica and available in the Computable Document Format. This format allows anyone with a computer to use, at no cost, the PES(Linear)-Tool, even without an active Wolfram Mathematica license. The PES(Linear)-Tool can be used as an active learning tool to promote better student activity and engagement in the learning process, among students enrolled in socio-economic programs. This tool is very intuitive to use which makes it suitable for less experienced users.Funding Agency
Portuguese Foundation for Science and Technology
UID/ECO/04007/2019info:eu-repo/semantics/publishedVersio
- âŠ