39,705 research outputs found
Metadata and ontologies for organizing studentsâ memories and learning: standards and convergence models for context awareness
Este artĂculo trata de las ontologĂas que sirven para la comprensiĂłn en contexto y la GestiĂłn de la InformaciĂłn Personal (PIM)y su aplicabilidad al proyecto Memex Metadata(M2). M2 es un proyecto de investigaciĂłn de la Universidad de Carolina del Norte en Chapel Hill para mejorar la memoria digital de los alumnos utilizando tablet PC, la tecnologĂa SenseCam de Microsoft y otras tecnologĂas mĂłviles(p.ej. un dispositivo de GPS) para capturar el contexto del aprendizaje. Este artĂculo presenta el proyecto M2, dicute el concepto de los portafolios digitales en las actuales tendencias educativas, relacionĂĄndolos con las tecnologĂas emergentes, revisa las ontologĂas relevantes y su relaciĂłn con el proyecto CAF (Context Awareness Framework), y concluye identificando las lĂneas de investigaciĂłn futuras.This paper focuses on ontologies supporting context awareness and Personal Information Management (PIM) and their
applicability in Memex Metadata (M2) project. M2 is a research project of the University of North Carolina at Chapel Hill to
improve student digital memories using the tablet PC, Microsoftâs SenseCam technology, and other mobile technologies (e.g.,
a GPS device) to capture context. The M2 project offers new opportunities studying studentsâ learning with digital
technologies. This paper introduces the M2 project; discusses E-portfolios and current educational trends related to pervasive
computing; reviews relevant ontologies and their relationship to the projectsâ CAF (context awareness framework), and
concludes by identifying future research directions
Evocative computing â creating meaningful lasting experiences in connecting with the past
We present an approach â evocative computing â that demonstrates how âat handâ technologies can be âpicked upâ and used by people to create meaningful and lasting experiences, through connecting and interacting with the past. The approach is instantiated here through a suite of interactive technologies configured for an indoor-outdoor setting that enables groups to explore, discover and research the history and background of a public cemetery. We report on a two-part study where different groups visited the cemetery and interacted with the digital tools and resources. During their activities serendipitous uses of the technology led to connections being made between personal memo-ries and ongoing activities. Furthermore, these experiences were found to be long-lasting; a follow-up study, one year later, showed them to be highly memorable, and in some cases leading participants to take up new directions in their work. We discuss the value of evocative computing for enriching user experiences and engagement with heritage practices
Making history: intentional capture of future memories
Lifelogging' technology makes it possible to amass digital data about every aspect of our everyday lives. Instead of focusing on such technical possibilities, here we investigate the way people compose long-term mnemonic representations of their lives. We asked 10 families to create a time capsule, a collection of objects used to trigger remembering in the distant future. Our results show that contrary to the lifelogging view, people are less interested in exhaustively digitally recording their past than in reconstructing it from carefully selected cues that are often physical objects. Time capsules were highly expressive and personal, many objects were made explicitly for inclusion, however with little object annotation. We use these findings to propose principles for designing technology that supports the active reconstruction of our future past
Family memories in the home: contrasting physical and digital mementos
We carried out fieldwork to characterise and compare physical and digital mementos in the home. Physical mementos are highly valued, heterogeneous and support different types of recollection. Contrary to expectations, we found physical mementos are not purely representational, and can involve appropriating common objects and more idiosyncratic forms. In contrast, digital mementos were initially perceived as less valuable, although participants later reconsidered this. Digital mementos were somewhat limited in function and expression, largely involving representational photos and videos, and infrequently accessed. We explain these digital limitations and conclude with design guidelines for digital mementos, including better techniques for accessing and integrating these into everyday life, allowing them to acquire the symbolic associations and lasting value that characterise their physical counterparts
Remembering today tomorrow: exploring the human-centred design of digital mementos
This paper describes two-part research exploring the context for and human-centred design of âdigital mementosâ, as an example of technology for reflection on personal experience(in this case, autobiographical memories). Field studies into familiesâ use of physical and digital objects for remembering provided a rich understanding of associated user needs and human values, and suggested properties for
âdigital mementosâ such as being ânot like workâ, discoverable and fun. In a subsequent design study, artefacts were devised to express these features and develop the understanding of needs and values further via discussion with groups of potential âusersâ. âCritical artefactsâ(the products of Critical Design)were used to enable participants to envisage broader possibilities for social practices and applications of technology in the context of personal remembering, and thus to engage in the design of novel devices and systems relevant to their lives.
Reflection was a common theme in the work, being what the digital mementos were designed to afford and the mechanism by which the design activity progressed. Ideas for digital mementos formed the output of this research and expressed the designerâs and researcherâs understanding of participantsâ practices and needs, and the human values that underlie them and, in doing so, suggest devices and systems that go beyond usability to support a broader conception of human activity
The experience of enchantment in human-computer interaction
Improving user experience is becoming something of a rallying call in humanâcomputer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.</p
The significant other: the value of jewellery within the conception, design and experience of body focussed digital devices
In this paper, we demonstrate how craft practice in contemporary jewellery opens up conceptions of âdigital jewelleryâ to possibilities beyond merely embedding pre-existing behaviours of digital systems in objects, which follow shallow interpretations of jewellery. We argue that a design approach that understands jewellery only in terms of location on the body is likely to lead to a world of âgadgetsâ, rather than anything that deserves the moniker âjewelleryâ. In contrast, by adopting a craft approach, we demonstrate that the space of digital jewellery can include objects where the digital functionality is integrated as one facet of an object that can be personally meaningful for the holder or wearer.</p
Catching and displaying memory cues for a mobile augmented memory system
This report goes over and details the progress of the 2013 COMP477 project âAugmenting Memory: The Digital Parrot on Mobile Devicesâ undertaken by Jake Bellamy and supervised by Annika Hinze at the University of Waikato.
The report begins with an overview on the problem with remembering events in peopleâs lives and details the background information on the Digital Parrot system. It also describes the previous project that preceded this one, which began to conceptualize the Digital Parrot on mobile devices. It analyses problems with the current design of the system and addresses them.
The report then goes on to conduct an in depth user study with the functioning version of the software. The user study finds design flaws and incorrect functionality in the application that would not have otherwise been apparent.
Finally, the report concludes with a proposed user interface concept that addresses all of the issues found in the user study and describes how the system would work. It describes the initial implementation that has begun in building this system
The memory space: Exploring future uses of Web 2.0 and mobile internet through design interventions.
The QuVis Quantum Mechanics Visualization project aims to address challenges
of quantum mechanics instruction through the development of interactive
simulations for the learning and teaching of quantum mechanics. In this
article, we describe evaluation of simulations focusing on two-level systems
developed as part of the Institute of Physics Quantum Physics resources.
Simulations are research-based and have been iteratively refined using student
feedback in individual observation sessions and in-class trials. We give
evidence that these simulations are helping students learn quantum mechanics
concepts at both the introductory and advanced undergraduate level, and that
students perceive simulations to be beneficial to their learning.Comment: 15 pages, 5 figures, 1 table; accepted for publication in the
American Journal of Physic
The memory space: Exploring future uses of Web 2.0 and mobile internet through design interventions.
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