616 research outputs found

    Applying mobile augmented reality (AR) to teach interior design students in layout plans: Evaluation of learning effectiveness based on the ARCS model of learning motivation theory

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    In this paper we present a mobile augmented reality (MAR) application supporting teaching activities in interior design. The application supports students in learning interior layout design, interior design symbols, and the effects of different design layout decisions. Utilizing the latest AR technology, users can place 3D models of virtual objects as e.g., chairs or tables on top of a design layout plan and interact with these on their mobile devices. Students can experience alternative design decision in real-time and increases the special perception of interior designs. Our system fully supports the import of interior deployment layouts and the generation of 3D models based on design artefacts based on typical design layout plan design symbols and allows the user to investigate different design alternatives. We applied John Keller’s Attention, Relevance, Confidence, and Satisfaction (ARCS) learning motivation model to validate our solution to examine the students’ willingness and verify the ability of students to improve learning through MAR technology. We compared a sample experimental group of N = 52 test-subjects with a sample of N = 48 candidates in a control group. Learning indicators as learning interest, confidence, satisfaction and effective have been utilized to assess the students’ learning motivation through the use of MAR technology. The learning results have been determined by the independent sample t testing. The significance of the post-test had a p-value \u3c 0.05 difference. The result of the study clearly shows that the reference group utilizing MAR technology as a learning aid show a higher learning effectiveness as the control group. Thus, we conclude that MAR technology does enhance students’ learning ability for interior design and making appropriate design decisions

    Socialisation in the Age of New Media

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    Media education is a comparatively young specialisation within educational science. It acts on the assumption that in modern (or postmodern) societies human's relation to the world is largely mediated by technical media. To act pedagogically therefore has to be conceived and understood as acting in a world shaped by information and communication technologies. Based on this media education addresses three different problems. First it tries to analyse and critically reflect on socio-cultural forms and practices of media usage in order to assess the social as well as individual relevance of technically mediated perception and communication. Second it tries do develop scientifically founded concepts for the practice of media education in order to foster people's media skills and media literacy. Third it tries to develop concepts for media didactics, that is for a methodical application of technical media in order to support teaching and learning processes

    The interaction between task design and technology design in creating tasks with Cabri Elem

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    International audienceBoth the design of tasks and the design of technology have been identified as important factors in the effective use of technology-based tasks in the classroom. By analyzing both the design of a sequence of tasks (based on didactical principles from Brousseau's (1998) theory of situations) and the affordances of Cabri Elem software it will be shown that technology can be designed in such a way as to enhance the implementation of didactical principles

    Languages, style guides, tools and design on the internet

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    Design on the Internet, not only when it comes to websites but also final documents, is opening up a new creative space for many professionals. The design of products on the net , however, requires methods and knowledge that, in some cases, do not coincide with habitual ways of working. The need, or not, of being familiar with programming languages, the specificity of style guides or technical guides and the role that tools play have become a battle field for professionals, work groups and the industrial sector

    THE EFFECTS OF ANTHROPOMORPHISM AND AFFECTIVE DESIGN PRINCIPLES ON THE ADOPTION OF M-HEALTH APPLICATIONS

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    Published ThesisPrevious research has found that M-Health initiatives have not been adopted and used effectively in many cases, especially in rural communal locations. Based on this, the researcher has surmised that factors contributing to the non-use of such initiative could be the resulted of a lack of knowledge with regard to the use of technology, literacy challenges, possible fear of technology and a lack of information regarding interventions that have the potential to improve quality of life. Consequently, an initiative that has usability as its core function may play a critical role in the use and adoption of such technologies. The researcher wondered if and how anthropomorphic and affective design principles which aspire to extract an emotional or positively reinforced sub-conscious reaction from users may influence the adoption and use of M-Health initiatives when applied to said interventions. This study therefore set out to investigate the effects of anthropomorphism and affective design principles on the adoption of M-Health applications, with the Sethakeng rural community in the Northern Cape province of South Africa research population after consent was obtained from the relevant community leaders. The researcher wanted first to ascertain whether anthropomorphism and affective design could influence the adoption of Mobile-Health applications, then to identify which was the more effective method to design Mobile-Health applications and finally, to provide guidelines and recommendations about the most effective design theory, as identified in the study, when designing applications. This study predominantly employed a mixed approach research methodology which included action research cycles and quantitative data in the form of usage statistics, obtained from CloudWare, in the final report. A case study was conducted in a rural South African setting to explore and eventually understand the relation between the case community and the intervention. A qualitative research design best allowed the researcher to get a better understanding of the research problem identified and the obstacles facing the relevant rural community and quantitative data assisted with better understanding the relevant usage trends in terms of the M-Health intervention. The objectives of the case study were to observe the phenomenon and describe it with regards to the case community, document the reactions of the case community to different instances and variations of the phenomenon and, lastly, to report on the design principle that yielded the most positive reaction from the community from a usage perspective; thereby indicating the adoption of the design methodology employed. The research contributed towards the successful development, placement and scrutiny of two emotion-driven interfaces for the same M-Health intervention. A distinctive perspective was provided with regard to affective and anthropomorphic design to identify the better design model for improved application acceptance in a rural community context. At the conclusion of the study, evidence suggested that community members found the anthropomorphic interface design superior. The researcher was thus able to explore, identify, develop and list a set of guidelines that can be used in the area of emotional design. Each guideline was based on what worked in practice and was applied successfully throughout this study. The researcher would like these guidelines be implemented and utilised by other designers in the field of interaction design for future designers

    Credibility of Health Information and Digital Media: New Perspectives and Implications for Youth

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    Part of the Volume on Digital Media, Youth, and Credibility. This chapter considers the role of Web technologies on the availability and consumption of health information. It argues that young people are largely unfamiliar with trusted health sources online, making credibility particularly germane when considering this type of information. The author suggests that networked digital media allow for humans and technologies act as "apomediaries" that can be used to steer consumers to high quality health information, thereby empowering health information seekers of all ages

    Sustainability of the build environment and its impact on user performance. Case study Polis University

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    [EN] The built environment is important not only for its users and owners, but also for the community and society as a hole, and yet, construction is one of the most energy consuming, destructive, and moreover material consuming industries. Deficiencies with adaptability to meet changing needs in terms of sustainability in architecture can eventually cause needless costs, environmental pressure and dissatisfaction. The aim of this study is to explore whether the circular construction and sustainability of built environments is not only a matter of reducing environmental impacts and limiting the use of non-renewable resources, but it can be successfully used to enhance of environmental protection, social equity, and economic development of a facility. Furthermore, the study tries to understand whether we can use circularity principles not only for the building to be more sustainable and in line with circular economy principles, but also be used to enhance user performance, in this specific case the performance of student and academic staff. The study was applied to Polis University and its premises. Two survey formats were specifically designed to collect data on overall functionality and comfort of Polis University facilities, as well as data on academic staff and student self assessment performance. The study emphasizes the importance of the elements of sustainable built environment, and the care that designers and builders need to achieve what is called optimal comfort and functionality of each element, keeping in mind not only end users but also environmental, social and economical aspects as a fully accomplished sustainable architecture design.Korançe, F. (2021). Sustainability of the build environment and its impact on user performance. Case study Polis University. VITRUVIO - International Journal of Architectural Technology and Sustainability. 6(1):56-71. https://doi.org/10.4995/vitruvio-ijats.2021.15009OJS567161Arponen, J., Granskog, A., Pantsar-Kallio, M., Stuchtey,M., Törmänen, A., & Vanthournout, H. 2014. The possibilities of circular economy in Finland. Investigations by Sitra. Helsinki, Finland: Sitra.Durmisevic, E. 2019. Circular economy in construction. Design strategies for reversible buildings. Netherlands. ISBN 978-90-821-698-4-3. Available at https://www.bamb2020.eu/wp-content/uploads/2019/05/Reversible-Building-Design-Strateges.pdf.Elgner, H. 2006. New interior design trends, Design aspects - colours and materials.Flynn, Segil & Steffy. 2000. Office space planning: designing for tomorrow's workplace. US: McGraw-Hill professional.Gibbs, J. 1995. A Handbook for interior designers. London, UK: Ward Lock Limited.Gifford, R. 2007. Environmental psychology: Principles and practice. 4nd ed. Colville, WA, US: Optimal Books.Herlevi, K. 2015. Kiertotalouden mahdollisuudet Suomelle. Sitra. Accessed September 2018. [Online] Available at https://www.pikes.fi/documents/89847/3035594/Pielisen+Karjalan+TULEVAISUUSFOORUMI+2015+Herlevi+esitysversio.pdf/80270e71-0b17-460d-ba10-fe22cdd92d67.Huchendorf, L. 2007. 'The e ects of color on memory'. Journal of Undergraduate Research, X, pp. 1-4. Available at http://www.uwlax.edu/urc/juronline/PDF/2007/huchendorf.pdfHuovila, P., & Leinonen, J. 2001. Managing performance in the built environment. CIB World Building Congress, April 2001, Wellington, New Zealand. Accessed online: https://www.irbnet.de/daten/iconda/CIB2781.pdf. (Accessed on 10.01.2021)Johansson, I., Van, G. B., Hultdin, J, Johansson, M., Hallmans, G. and Stattin P., (2010). Validity of food frequency questionnaire. European Journal of Clinical Nutrition, 64. pp. 905-13. https://doi.org/10.1038/ejcn.2010.80Koopmans L., Bernaards, C.M., Hildebrandt, V.H., van Buuren, S., van der Beek, A.J., de Vet, H.C.W. 2014. Improving the Individual Work Performance Questionnaire using Rasch analysis. Journal of Applied Measurement, 15(2), 160-175 [online Jan 11 2021] http://postprint.nivel.nl/PPpp5641.pdf? https://doi.org/10.1037/t35489-000Lammert, L. 2018. Circular Economy in Architecture - sustainable principles for future design. Thesis. University of Oulu, Faculty of Technology, Oulu School of Architecture. [Online] Available at: https://figbc.fi/wp-content/uploads/sites/4/2020/05/nbnfioulu-201811233096.pdf.Largo-Wighta, E., Chenb, W.W., Doddc, V., & Weilerb, R. 2010. 'The Nature Contact Questionnaire: A measure of healthy workplace exposure'. Work, 40(4), 411-423. https://doi.org/10.3233/WOR-2011-1253Miller, J.D. 1974. 'E ects of noise on people'. Journal of the Acoustical Society of America, 56(3), pp. 729-764. https://doi.org/10.1121/1.1903322Myerson, J., & Ross, P. 2006. Space to work. London, UK: Laurence King Publishing.Ogunmakinde, O., & Sher, W., & Maund, K. 2017. Circular Construction: Opportunities and Threats. UMD Project Management Symposium, May 4-5, 2017.Polis University. 2021. Official website: http://www.universitetipolis.edu.al/Raunio, M., Nordling, N., Ketola, T., Saarinen, J., & Heinikangas, A. 2016. 'Avoin innovaatioalusta kaupunkikehittämisen lähestymistapana. Käsikirja kehittäjille'. Avoimet innovaatioalustat. 1. Painos, versio 1.5. 6 aika. Oulu, Espoo, Helsinki, Tampere, Turku, Vantaa. Finland.Rayfield, J. 1994. Office interior design guide: an introduction for facilities managers and designers. New York, US: John Wiley & Sons, Inc.Sangar, A.V. 2007. Human behaviour in public spaces. Submitted in partial fulfilment of the requirements for the degree of bachelor of planning within the faculty of the built environment at the University of New South Wales. Sydney.Shannaq, B., Adebiaye, R., & Al-Azzawi, F. 2012. 'The impact of the green learning on the students performance'. Asian Journal Of Computer Science And Information Technology (AJCIT), 2. pp. 190-193.The Global Impact of Biophilic Design in the Workplace 2015. [Online] Available at: https://greenplantsforgreenbuildings.org/wp-content/uploads/2015/08/Human

    Introduction to the Volume on Digital Media, Youth, and Credibility

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    This chapter argues that understanding credibility is particularly complex -- and consequential -- in the digital media environment, especially for youth audiences, who have both advantages and disadvantages due to their relationship with contemporary technologies and their life experience. The chapter explains what is, and what is not, new about credibility in the context of digital media and discusses the major thrusts of current credibility concerns for scholars, educators, and youth

    Integrating the Maker pedagogical approach in teacher training: the acceptance level and motivational attitudes

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    In recent years, Maker Education has gained popularity in formal education, but the perceptions of pre-service teachers after participating in a maker training program at a university-based makerspace remain to be explored. The purpose of this study is to analyze the acceptance level and the degree of motivation of pre-service teachers towards the maker educational approach. The research assesses attention, relevance, confidence and satisfaction according to Keller's motivational model, as well as the acceptance of the maker approach using the Technology Acceptance Model (TAM). The study focuses on Early Childhood Education pre-service teachers from UPV/EHU (University of the Basque Country) who have been involved in designing teaching and learning plans based on Maker Education. The results show a strong motivation among the pre-service teachers in terms of attention, relevance, confidence and satisfaction towards the maker approach. The study also highlights a high level of technology acceptance. These findings underline the positive impact of maker-based learning methods and suggest that greater motivation correlates with the positive attitudes towards integrating this pedagogy in the future. In light of these findings, integrating innovative maker pedagogy into teacher training appears to be beneficial, as the high levels of acceptance and motivation indicate its potential to equip students with essential twenty-first century skills.Open Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature

    Story systems: the potential of transmedia storytelling as material embodiment of a collective enactment of place and identity

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    The ideas raised in this chapter initially emer- ged over the course of conceiving and creating the acc- laimed multi-year, transmedia Big Stories, Small Towns participatory documentary project (bigstories.com.au). The project has facilitated the telling, recording, archiving and dissemination of over 500 intimate auto/biographical narratives across thirteen towns in six countries to over 1 million viewers. The project was initiated in 2008 with the belief that every community has a living memory and co- llective identity woven together from a thousand stories. Recognising the intrinsic value of telling and documenting stories – with the active involvement of participants using a variety of media and technologies – reveals emergent and complex processes. The inter-twined combination of con- text, process, form and relationships heightened throu- gh the use of technology is a complex adaptive system. While a level of interconnectivity has always underpinned storytelling within communities, shifting global dynamics and new mediums allow for an alternative examination of multi-layered communities and the complex relations between people, social backgrounds, technology/ media and place. This represents a fundamental shift away from a centralised vision of storymaking (i.e. author/documen- ter-centric). Thus, this chapter moves attention from the rhetoric of texts to practices of community organisation and technological and embodied material relations, both of which aspire to produce a collectively enacted sense of place and identity
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