24 research outputs found

    Environments of Intelligence

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    What is the role of the environment, and of the information it provides, in cognition? More specifically, may there be a role for certain artefacts to play in this context? These are questions that motivate "4E" theories of cognition (as being embodied, embedded, extended, enactive). In his take on that family of views, Hajo Greif first defends and refines a concept of information as primarily natural, environmentally embedded in character, which had been eclipsed by information-processing views of cognition. He continues with an inquiry into the cognitive bearing of some artefacts that are sometimes referred to as 'intelligent environments'. Without necessarily having much to do with Artificial Intelligence, such artefacts may ultimately modify our informational environments. With respect to human cognition, the most notable effect of digital computers is not that they might be able, or become able, to think but that they alter the way we perceive, think and act. The Open Access version of this book, available at http://www.tandfebooks.com/doi/view/10.4324/9781315401867, has been made available under a Creative Commons CC-BY licenc

    Here We Don't Speak, Here We Whistle. Mobilizing A Cultural Reading of Cognition, Sound and Ecology in the Design of a Language Support System for the Silbo Gomero.

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    This thesis presents the study of a whistled form of language known as the Silbo Gomero (Island of La Gomera, Canarian Archipelago). After fifty years of almost total extinction this form of communication has been revived, shifting from the fields where it was once used by peasant islanders and into the space of the classroom. Here, it is integrated into the curriculum of the island’s schools while providing children with a rich cultural platform that instigates linguistic and auditory experimentation. As a response to this transformation, the need to develop didactic materials is presented as one of the main challenges encountered by the community. Taking this condition as the driver of its research, this body of work draws on phonological, bioacoustic and cognitive theories to develop a formal understanding of the Silbo Gomero in a way which aims to complement the whistler’s own experience and mastery of the language by also developing an ethnographic reading of this indigenous body of knowledge and its characteristic auditory perceptual ecology. The investigation has culminated in the design of a digital application, El Laberinto del Sonido, and its active use within the educational community of the island. Finally, emphasising the practice-based nature of the research, this thesis attempts to relocate the question of intangible heritage from a focus on cultural safeguarding and transmission to one of experimentation, where an indigenous body of knowledge not only provides new exploratory paradigms in the design of didactic materials, but also contributes towards the sustainability of culturally situated forms of apprenticeship within contemporary educational contexts

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Tätigkeitsbericht 2017-2019/20

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    Investigating Communication Patterns as Proxy Indicators of Team Cohesion in Ad Hoc Teams

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    Team cohesion is a well-known facilitator of effective team functioning. However, there is a lack of empirical evidence identifying predictors of cohesion due to limitations in measurement methods. To address this issue, I propose that teams in digital games can be used as an alternative naturalistic environment to investigate team cohesion. In this thesis, I present three studies that use a variety of experimental and analysis techniques to identify behavioural indicators of cohesion and show the value of digital games as alternative paradigms for investigating team dynamics. Chapter 3 describes a qualitative study on identifying potential predictors of cohesion. The study is conducted from the perspective of an intention to be on the same team in the future. The findings from Chapter 3 suggest that team communication may be a key factor that influences intention for repeated play between strangers in ad hoc teams. Chapter 4 and Chapter 5 explores team communication as a proxy indicator of cohesion to identify precisely what and how communication influences or indicates cohesion. In these studies, we first establish the relationship between cohesion and performance (Chapter 4 and 5), and between cohesion and satisfaction (Chapter 5). This ensures that the findings on cohesion in digital game teams are comparable to the wider cohesion literature. Once these relationships are established, we investigate how different communication metrics are related to cohesion and team outcomes (e.g., performance and satisfaction). Performance and satisfaction were chosen as outcome measures as these represent well-known outcomes that are generated by cohesive teams as they develop. Chapter 4 and Chapter 5 provide insight into the relationships between cohesion and team outcomes, and the relationship between communication and cohesion, in different team contexts. Chapter 6 closes with a discussion of the observations, findings, and new knowledge gained from this research expedition on identifying a potential unobtrusive behavioural indicator of team cohesion

    Exploring mixed reality in distributed collaborative learning environments

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    Society is moving rapidly towards a world, where technology enables people to exist in a blend of physical and virtual realities. In education, this vision involves technologies ranging from smart classrooms to e-learning, creating greater opportunities for distance learners, bringing the potential to change the fundamental nature of universities. However, to date, most online educational platforms have focused on conveying information rather than supporting collaborative physical activities which are common in university science and engineering laboratories. Moreover, even when online laboratory support is considered, such systems tend to be confined to the use of simulations or pre-recorded videos. The lack of support for online collaborative physical laboratory activities, is a serious shortcoming for distance learners and a significant challenge to educators and researchers. In working towards a solution to this challenge, this thesis presents an innovative mixed-reality framework (computational model, conceptual architecture and proof-of-concept implementation) that enables geographically dispersed learners to perform co-creative teamwork using a computer-based prototype comprising hardware and software components. Contributions from this work include a novel distributed computational model for synchronising physical objects and their 3D virtual representations, expanding the dual-reality paradigm from single linked pairs to complex groupings, addressing the challenge of interconnecting geographically dispersed environments; and the creation of a computational paradigm that blends a model of distributed learning objects with a constructionist pedagogical model, to produce a solution for distributed mixed-reality laboratories. By way of evidence to support the research findings, this thesis reports on evaluations performed with students from eight different universities in six countries, namely China, Malaysia, Mexico, UAE, USA and UK; providing an important insight to the role of social interactions in distance learning, and demonstrating that the inclusion of a physical component made a positive difference to students’ learning experience, supporting the use of cross-reality objects in educational activities

    ARCH 14 - International Conference on Research on Health Care Architecture - November 19-21, 2014, Espoo, Finland - Conference Proceedings

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    Healthcare Architecture has grown rapidly in recent years. However, there are still many questions remaining. The commission, therefore, is to share the existing research knowledge and latest results and to carry out research projects focusing more specifically on the health care situation in a variety of contexts. The ARCH14 conference was the third conference in the series of ARCH conferences on Research on Health Care Architecture initiated by Chalmers University. It was realized in collaboration with the Nordic Research Network for Healthcare Architecture .It was a joint event between Aalto University, Finnish Institute of Occupational Health (FIOH) and National Institute of Health and Welfare (THL International).The conference gathered together more than 70 researchers and practitioners from across disciplines and countries to discuss the current themes

    Digital Rhetoric: Theory, Method, Practice

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    A survey of a range of disciplines whose practitioners are venturing into the new field of digital rhetoric, examining the history of the ways digital and networked technologies inhabit and shape traditional rhetorical practices as well as considering new rhetorics made possible by current technologie

    Goal Reasoning: Papers from the ACS Workshop

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    This technical report contains the 14 accepted papers presented at the Workshop on Goal Reasoning, which was held as part of the 2015 Conference on Advances in Cognitive Systems (ACS-15) in Atlanta, Georgia on 28 May 2015. This is the fourth in a series of workshops related to this topic, the first of which was the AAAI-10 Workshop on Goal-Directed Autonomy; the second was the Self-Motivated Agents (SeMoA) Workshop, held at Lehigh University in November 2012; and the third was the Goal Reasoning Workshop at ACS-13 in Baltimore, Maryland in December 2013
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