47 research outputs found

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    The Lens of the Lab: Design Challenges in Scientific Software

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    Playful and gameful design could improve the quality of scientific software. However, literature about gamification methods for that particular type of software is presently scarce. As an effort to fill that gap, this paper introduces a set of design challenges and opportunities that should be informative to professionals approaching the area. This research is based on literature review on scientific software development, also contemplating material on the gamification of science, software, and work. From the gathered information, we identify, map, and discuss key aspects of development and use of professional scientific software. Those findings are, then, formatted as a Design Lens—a set of questions designers should ask themselves to gain insight, from a particular perspective, on their work. We propose the Lens of the Lab as a design lens to support designers working in collaboration with scientists and software engineers in professional scientific software initiatives

    A Virtual University Infrastructure For Orthopaedic Surgical Training With Integrated Simulation

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    This thesis pivots around the fulcrum of surgical, educational and technological factors. Whilst there is no single conclusion drawn, it is a multidisciplinary thesis exploring the juxtaposition of different academic domains that have a significant influence upon each other. The relationship centres on the engineering and computer science factors in learning technologies for surgery. Following a brief introduction to previous efforts developing surgical simulation, this thesis considers education and learning in orthopaedics, the design and building of a simulator for shoulder surgery. The thesis considers the assessment of such tools and embedding into a virtual learning environment. It explains how the performed experiments clarified issues and their actual significance. This leads to discussion of the work and conclusions are drawn regarding the progress of integration of distributed simulation within the healthcare environment, suggesting how future work can proceed

    Virtual worlds for education: methodology, interaction and evaluation

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    2011 - 2012When students arrive in the classroom they expect to be involved in immersive, fun and challenging learning experiences. There is a high risk that they become quickly bored by the traditional instructional methods. The technological evolution offers a great variety of sophisticated interactive devices and applications that can be combined with innovative learning approaches to enhance study efficiency during the learning process. 3D immersive multi-user Virtual Worlds (VWs) are increasingly becoming popular and accessible to wide public due to the advances in computational power graphics and network bandwidth also connected with reduced costs. As a consequence, it is possible to offer more engaging user experiences. This is particularly true in the learning sector, where an increasing interest is worldwide rising towards three-dimensional (3D) VWs and new interaction modalities to which young digital native people are accustomed to. Researches on the educational value of VWs have revealed their potential as learning platforms. However, further studies are always needed in order to assess their effectiveness, satisfactorily and social engagement not only in the general didactic use of the environment, but also for each specific learning subjects, activities and modality. The main challenge is to well exploit VW features and determine learning approaches and interaction modalities in which the didactic actions present added value with respect to traditional education. Indeed, educational VW activities are evolving from the early ones based only on information displaying towards simulated laboratories and new interaction modalities. The main objective of this thesis is to propose new learning methodologies in Virtual Worlds, also experimenting new interaction modalities and evaluating the effectiveness of the support provided. To this aim we first investigate how effectively a 3D city-building game supports the learning of the waste disposal practice and promotes behavior change. The game is one of the results of a research project funded by Regione Campania and is addressed to primary school children. A deep analysis of the didactic methodologies adopted worldwide has been performed to propose a reputation-based learning approach based on collaborative, competitive and individual activities. Also, the effectiveness of the proposed approach has been evaluated. The didactic opportunities offered by VWs when considering new interaction approaches are also investigated. Indeed, if for the last four decades keyboard and mouse have been the primary means for interacting with computers, recently, the availability of greater processing power, wider memories, cameras, and sensors make it possible to introduce new interaction modalities in commonly used software. Gestural interfaces offer new interaction modalities that the primary school children known well and may result accepted also for higher students. To assess the potentiality of this new interaction approach during learning activities we selected Geography as subject, since there is a decreasing interest of the students towards this topic. To this aim the GeoFly system supporting the Geography learning based on a Virtual Globe and on the interaction modalities offered by Microsoft Kinect has been developed. GeoFly is designed for elementary school level Geography students. It enables the exploration of the World by flying, adopting the bird (or aeroplane) metaphor. It also enables the teacher to create learning trips by associating to specific places images, text and videos, to develop learning activities concerning geographically situated scenarios. The proposed approach has been evaluated through a controlled experiment aiming at assessing the effect of the adoption of GeoFly on both the students' attitude towards learning Geography and also on their knowledge. [edited by author]XI n.s

    Developing Learning System in Pesantren The Role of ICT

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    According to Krashen's affective filter hypothesis, students who are highly motivated have a strong sense of self, enter a learning context with a low level of anxiety, and are much more likely to become successful language acquirers than those who do not. Affective factors, such as motivation, attitude, and anxiety, have a direct impact on foreign language acquisition. Horwitz et al. (1986) mentioned that many language learners feel anxious when learning foreign languages. Thus, this study recruits 100 college students to fill out the Foreign Language Classroom Anxiety Scale (FLCAS) to investigate language learning anxiety. Then, this study designs and develops an affective tutoring system (ATS) to conduct an empirical study. The study aims to improve students’ learning interest by recognizing their emotional states during their learning processes and provide adequate feedback. It is expected to enhance learners' motivation and interest via affective instructional design and then improve their learning performance

    Serious Games and Mixed Reality Applications for Healthcare

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    Virtual reality (VR) and augmented reality (AR) have long histories in the healthcare sector, offering the opportunity to develop a wide range of tools and applications aimed at improving the quality of care and efficiency of services for professionals and patients alike. The best-known examples of VR–AR applications in the healthcare domain include surgical planning and medical training by means of simulation technologies. Techniques used in surgical simulation have also been applied to cognitive and motor rehabilitation, pain management, and patient and professional education. Serious games are ones in which the main goal is not entertainment, but a crucial purpose, ranging from the acquisition of knowledge to interactive training.These games are attracting growing attention in healthcare because of their several benefits: motivation, interactivity, adaptation to user competence level, flexibility in time, repeatability, and continuous feedback. Recently, healthcare has also become one of the biggest adopters of mixed reality (MR), which merges real and virtual content to generate novel environments, where physical and digital objects not only coexist, but are also capable of interacting with each other in real time, encompassing both VR and AR applications.This Special Issue aims to gather and publish original scientific contributions exploring opportunities and addressing challenges in both the theoretical and applied aspects of VR–AR and MR applications in healthcare

    A virtual university infrastructure for orthopaedic surgical training with integrated simulation

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    This thesis pivots around the fulcrum of surgical, educational and technological factors. Whilst there is no single conclusion drawn, it is a multidisciplinary thesis exploring the juxtaposition of different academic domains that have a significant influence upon each other. The relationship centres on the engineering and computer science factors in learning technologies for surgery. Following a brief introduction to previous efforts developing surgical simulation, this thesis considers education and learning in orthopaedics, the design and building of a simulator for shoulder surgery. The thesis considers the assessment of such tools and embedding into a virtual learning environment. It explains how the performed experiments clarified issues and their actual significance. This leads to discussion of the work and conclusions are drawn regarding the progress of integration of distributed simulation within the healthcare environment, suggesting how future work can proceed.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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