1,277 research outputs found

    Undergraduate Catalog of Studies, 2023-2024

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    Undergraduate Catalog of Studies, 2023-2024

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    The use of proxies in designing for and with autistic children: supporting friendship as a case study

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    Participatory Design (PD) is an approach for designing new technologies which involves end users in the design process. It is generally accepted that involving users in the design process gives them a sense of ownership over the final product which enhances its usability and acceptance by the target population. Employing a PD approach can introduce multiple challenges especially when working with autistic children. Many approaches for involving autistic children and children with special needs were developed to address these challenges. However, these frameworks introduce their own limitations as well. There is an ethical dilemma to consider in the involvement of autistic children in the design process. Although we established the ethical benefit of involving children, we did not address the ethical issues that will result from involving them in these research projects. Among other issues, the nature of design workshops we as a community currently run require working with unfamiliar researchers and communicating with them while social and communication differences are one of the main diagnostic criteria for autism. When designing for autistic children and other vulnerable populations an alternative (or most often an additional) approach is designing with proxies. Proxies for the child can be one of several groups of other stakeholders, such as: teachers, parents and siblings. Each of these groups may inform the design process, from their particular perspective, and as proxies for the target group of autistic children. Decisions need to be made about what stages in the design process are suited to their participation, and the role they play in each case. For this reason, we explore the role of teachers, parents, autistic adults and neurotypical children as proxies in the design process. To explore the roles of proxies we chose friendship between autistic and neurotypical children as the context we are designing for. We are interested in understanding the nature of children's friendships and the potential for technology to support them. Although children themselves are the ones who experience friendship and challenges around its development and peer interaction, they might find it difficult to articulate the challenges they face. Furthermore, it is unrealistic to expect children to identify strategies to help them overcome the challenges with friendship development that they are facing as it assumes children have the social skills to come up with these strategies in the first place. Hence, it is necessary in this context to consider proxies who can identify challenges and suggest ways to overcome them

    Undergraduate Catalog of Studies, 2022-2023

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    SurfaceCast: Ubiquitous, Cross-Device Surface Sharing

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    Real-time online interaction is the norm today. Tabletops and other dedicated interactive surface devices with direct input and tangible interaction can enhance remote collaboration, and open up new interaction scenarios based on mixed physical/virtual components. However, they are only available to a small subset of users, as they usually require identical bespoke hardware for every participant, are complex to setup, and need custom scenario-specific applications. We present SurfaceCast, a software toolkit designed to merge multiple distributed, heterogeneous end-user devices into a single, shared mixed-reality surface. Supported devices include regular desktop and laptop computers, tablets, and mixed-reality headsets, as well as projector-camera setups and dedicated interactive tabletop systems. This device-agnostic approach provides a fundamental building block for exploration of a far wider range of usage scenarios than previously feasible, including future clients using our provided API. In this paper, we discuss the software architecture of SurfaceCast, present a formative user study and a quantitative performance analysis of our framework, and introduce five example application scenarios which we enhance through the multi-user and multi-device features of the framework. Our results show that the hardware- and content-agnostic architecture of SurfaceCast can run on a wide variety of devices with sufficient performance and fidelity for real-time interaction

    Machine Learning Algorithm for the Scansion of Old Saxon Poetry

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    Several scholars designed tools to perform the automatic scansion of poetry in many languages, but none of these tools deal with Old Saxon or Old English. This project aims to be a first attempt to create a tool for these languages. We implemented a Bidirectional Long Short-Term Memory (BiLSTM) model to perform the automatic scansion of Old Saxon and Old English poems. Since this model uses supervised learning, we manually annotated the Heliand manuscript, and we used the resulting corpus as labeled dataset to train the model. The evaluation of the performance of the algorithm reached a 97% for the accuracy and a 99% of weighted average for precision, recall and F1 Score. In addition, we tested the model with some verses from the Old Saxon Genesis and some from The Battle of Brunanburh, and we observed that the model predicted almost all Old Saxon metrical patterns correctly misclassified the majority of the Old English input verses

    Fundamentals of Business

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    Fundamentals of Business, fourth edition (2023) is an open education resource intended to serve as a no-cost, faculty-customizable primary text for one-semester undergraduate introductory business courses. It covers the following topics in business: Teamwork; economics; ethics; entrepreneurship; business ownership, management, and leadership; organizational structures and operations management; human resources and motivating employees; managing in labor union contexts; marketing and pricing strategy; hospitality and tourism, accounting and finance, personal finances, and technology in business

    Social Control Experience Design:A Cross-Domain Investigation on Media

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    Ethnographically-informed distributed participatory design framework for sociotechnical change : co-designing a collaborative training tool to support real-time collaborative writing

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    Although Wikipedia’s immense success is partially due to its support of the asynchronous collaboration model, researchers argue that the bureaucratic rules and technical infrastructure enabling it feed into Wikipedia’s content bias. Attempts to introduce different collaboration models have so far failed, but the fact that they have occurred persistently over time suggests that at least part of the Wikipedia community favours incorporating features such as real-time collaborative editing. My research is founded on the argument that the advantageous aspects of the asynchronous model should be preserved, although the existing model needs to be complemented by real-time collaboration in settings such as Wikipedia training events. This thesis describes a Participatory Design process resulting in a prototype called WikiSync, a system that introduces real-time collaboration for the Wikipedia community using a responsible design approach that is respectful of Wikipedia’s rich social structure and history. Furthermore, my research has produced an adaptive methodology for co-designing sociotechnical solutions in a geographically distributed community. After an in-depth observation of online Wikipedia training and the existing community innovation processes, my participatory design sessions have helped create a mutual learning environment for co-designing WikiSync in tandem with the community, while addressing a wide range of their concerns about real-time collaboration. I also consulted the broader Wikipedia community using an online social ideation and voting tool to evaluate the desirability and applicability of the solution. Finally, the resulting ethnographically-informed distributed Participatory Design framework provides an innovation process for involving a diverse, widely distributed online community in co-designing sociotechnical solutions

    Mid-Atlantic State Virtual Program Teachers\u27 Instructional Planning Beliefs And Practices

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    Technology development is shifting teaching modality and online education has become a normal teaching mode. This shift informed teachers of changes in instructional planning. To help teachers better understand planning for online instruction, this study investigates Mid-Atlantic State Virtual Program K-12 teachers’ online instructional planning beliefs and practices through a sequential explanatory mixed method. A total of 73 teachers participated in the survey, and 15 were interviewed. Through descriptive statistical analysis and thematic analysis, this study reveals that (1) eight elements are identified as key elements to online instructional planning. Among them, six align with the framework used in this study. Engagement and time are two newly found elements. (2) Most teachers prioritize content design, learning activities and/or teaching strategies, and communication and/or interaction over learning tools and media, learner analysis, and assessment and/or evaluation. However, they use all six elements regularly in their planning. (3) There are no statistically significant differences among teachers with different online teaching experiences in prioritizing or the frequency of using the six identified elements. (4) High school teachers place less importance on content design than middle and elementary teachers. High school teachers also attach less importance to learner analysis than elementary school teachers. (5) Online instructional planning differs from face-to-face planning in many aspects. This study discusses many challenges to teaching online. Teachers who participated in this study suggest that new online teachers be prepared for online instruction with appropriate dispositions, knowledge, and skills. In addition, administrators should play an essential role in supporting teachers
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