8,432 research outputs found

    Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter

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    Multiparty-interaction technology is changing entertainment, education, and training. Deployed examples of such technology include embodied agents and robots that act as a museum guide, a news presenter, a teacher, a receptionist, or someone trying to sell you insurance, homes, or tickets. In all these cases, the embodied agent needs to explain and describe. This article describes the design of a 3D virtual presenter that uses different output channels (including speech and animation of posture, pointing, and involuntary movements) to present and explain. The behavior is scripted and synchronized with a 2D display containing associated text and regions (slides, drawings, and paintings) at which the presenter can point. This article is part of a special issue on interactive entertainment

    Mobile support in CSCW applications and groupware development frameworks

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    Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today. CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices

    New trends in education: the use of ICT in different ways

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    In the 21st century and due to the exponential growth of the Internet and Information and Communication Technologies (ICT), people live in a technological age, in all areas and in all contexts, we have daily contact with technology, with access to Information. This dynamic requires a constant update of the services and technological tools that change the method that we study, work, communicate and socialize on an unprecedented scale. These constant changes force everyone, regardless of age, gender or profession, to possess a range of functional and critical thinking skills, such as information literacy, media literacy and technological literacy. The evolution of technologies, forces the promoters of education, to always be aware of the changes that society is introducing outside the classroom. Today, students don't have the same pattern as before, regardless of age, they are very active and are no longer the same introverted child who studied a few years ago in the classroom. According to this, students are eager for different forms of motivation inside and outside the classroom, they need the learning and teaching process to move along with changes in society and ICT. To ensure the success of today's students, it is important to provide them with the technological skills to make the correct use of ICTs, to perform tasks essential to their learning process, such as researching and selecting information, creating content, information sharing, use of collaboration tools or environment simulation tools. The main objective of this chapter is to show how ICT tools that can be used in educational environments to help students, helping them develop key skills in their training process, is also relevant to show how these tools can help teachers achieve these goals in daily activities with their students

    New trends in ICT regarding education

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    In the 21st century and because of the exponential growth of the Internet and Information Communication Technologies (ICT), people lived in a technological age, in all areas and in all contexts, we have daily contact with technology, with access to information, linked to it, we have a constant update of technological services and tools that change the method we study, work, communicate and socialize on an unprecedented scale. These constant changes oblige everyone regardless the age, gender or profession to possess a range of functional and critical thinking skills, such as Information Literacy, Media Literacy and Technology Literacy. This evolution, forces, the promoters of education, to be always aware of changes that society is introducing outside of the classroom. Today students don’t have the same role that used to, independently of age, they are very active and no longer the same introverted child that studied a few years ago in the classrooms. Also the educational environments can be created anywhere and used everywhere. According to this, students are used to seeking different forms and ways of motivation in and out of the classroom, they need that the learning and teaching process move along with the society and ICT changes. In order to ensure the success of today’s students, it’s important to give them the technological skills to make the correct use of ICT, to perform essential tasks for their training such as research and information selection, problems solvers and decision makers, creative and effective users of productivity tools and communicators, collaborators, publishers and producers of contents. The main purpose of this communication is, to show a part of ICT tools that can be used in educational settings to support learners, helping them to develop key skills in their training process, it’s also relevant to show how these tools can help teachers to achieve these objectives on the daily activities.No século XXI e por causa do crescimento exponencial da Internet e das Tecnologias de Comunicação da Informação (TIC), as pessoas vivem numa era tecnológica, em todas as áreas e em todos os contextos. Temos contacto diário com tecnologia, com acesso à informação e associado a este fenómeno existe uma constante atualização de serviços tecnológicos e ferramentas que mudam os métodos de estudo, trabalho, comunicação e socialização numa escala sem precedentes. Essas mudanças constantes obrigam a todos, independentemente da idade, sexo ou profissão, a possuir uma gama de habilidades de pensamento funcional e crítico, como literacia para a informação, literacia para os media e literacia tecnológica. Essa evolução, força os responsáveis da educação, a estarem sempre conscientes das mudanças que a sociedade está introduzindo fora da sala de aula. Hoje, os alunos não têm o mesmo papel que há uns anos atrás. As crianças são muito ativas, não revelando os comportamentos introvertidos que anteriormente evidenciavam. Além disso, os ambientes educacionais podem ser criados em qualquer lugar e usados em todo o lado. Os alunos estão habituados a procurar diferentes formas de motivação dentro e fora da sala de aula, eles precisam que o processo de ensino-aprendizagem acompanhe as mudanças da sociedade e das TIC. A fim de garantir o sucesso dos estudantes de hoje, é importante dar-lhes as habilidades tecnológicas para fazer o uso correto das TIC, para executar tarefas essenciais para sua formação, como a pesquisa e seleção de informações, aprender a solucionar problemas e a tomar decisões a ser utilizadores efetivos das ferramentas de produtividade, comunicação e colaboração, bem como serem editores e produtores de conteúdos. O principal objetivo desta comunicação é mostrar uma parte das ferramentas de TIC que podem ser usadas em ambientes educacionais para apoiar os alunos, ajudando-os a desenvolver habilidades-chave no seu processo formativo. Pretendemos também mostrar como é que essas ferramentas podem ajudar os professores a alcançar os objetivos pedagógicos nas atividades diárias

    Teegi: Tangible EEG Interface

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    We introduce Teegi, a Tangible ElectroEncephaloGraphy (EEG) Interface that enables novice users to get to know more about something as complex as brain signals, in an easy, en- gaging and informative way. To this end, we have designed a new system based on a unique combination of spatial aug- mented reality, tangible interaction and real-time neurotech- nologies. With Teegi, a user can visualize and analyze his or her own brain activity in real-time, on a tangible character that can be easily manipulated, and with which it is possible to interact. An exploration study has shown that interacting with Teegi seems to be easy, motivating, reliable and infor- mative. Overall, this suggests that Teegi is a promising and relevant training and mediation tool for the general public.Comment: to appear in UIST-ACM User Interface Software and Technology Symposium, Oct 2014, Honolulu, United State
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