81,781 research outputs found
Using the Internet to improve university education
Up to this point, university education has largely remained unaffected by the developments of novel approaches to web-based learning. The paper presents a principled approach to the design of problem-oriented, web-based learning at the university level. The principles include providing authentic contexts with multimedia, supporting collaborative knowledge construction, making thinking visible with dynamic visualisation, quick access to content resources via information and communication technologies, and flexible support by tele-tutoring. These principles are used in the MUNICS learning environment, which is designed to support students of computer science to apply their factual knowledge from the lectures to complex real-world problems. For example, students may model the knowledge management in an educational organisation with a graphical simulation tool. Some more general findings from a formative evaluation study with the MUNICS prototype are reported and discussed. For example, the students' ignorance of the additional content resources is discussed in the light of the well-known finding of insufficient use of help systems in software applications
Evaluating distributed cognitive resources for wayfinding in a desktop virtual environment.
As 3D interfaces, and in particular virtual environments, become increasingly realistic there is a need to investigate the location and configuration of information resources, as distributed in the humancomputer system, to support any required activities. It is important for the designer of 3D interfaces to be aware of information resource availability and distribution when considering issues such as cognitive load on the user. This paper explores how a model of distributed resources can support the design of alternative aids to virtual environment wayfinding with varying levels of cognitive load. The wayfinding aids have been implemented and evaluated in a desktop virtual environment
A requirements engineering framework for integrated systems development for the construction industry
Computer Integrated Construction (CIC) systems are computer environments through which
collaborative working can be undertaken. Although many CIC systems have been developed to demonstrate the
communication and collaboration within the construction projects, the uptake of CICs by the industry is still
inadequate. This is mainly due to the fact that research methodologies of the CIC development projects are
incomplete to bridge the technology transfer gap. Therefore, defining comprehensive methodologies for the
development of these systems and their effective implementation on real construction projects is vital.
Requirements Engineering (RE) can contribute to the effective uptake of these systems because it drives the
systems development for the targeted audience. This paper proposes a requirements engineering approach for
industry driven CIC systems development. While some CIC systems are investigated to build a broad and deep
contextual knowledge in the area, the EU funded research project, DIVERCITY (Distributed Virtual Workspace
for Enhancing Communication within the Construction Industry), is analysed as the main case study project
because its requirements engineering approach has the potential to determine a framework for the adaptation of
requirements engineering in order to contribute towards the uptake of CIC systems
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NoTube â making TV a medium for personalized interaction
In this paper, we introduce NoTubeâs vision on deploying semantics in interactive TV context in order to contextualize distributed applications and lift them to a new level of service that provides context-dependent and personalized selection of TV content. Additionally, lifting content consumption from a single-user activity to a community-based experience in a connected multi-device environment is central to the project. Main research questions relate to (1) data integration and enrichment - how to achieve unified and simple access to dynamic, growing and distributed multimedia content of diverse formats? (2) user and context modeling - what is an appropriate framework for context modeling, incorporating task-, domain and device-specific viewpoints? (3) context-aware discovery of resources - how could rather fuzzy matchmaking between potentially infinite contexts and available media resources be achieved? (4) collaborative architecture for TV content personalization - how can the combined information about data, context and user be put at disposal of both content providers and end-users in the view of creating extremely personalized services under controlled privacy and security policies? Thus, with the grand challenge in mind - to put the TV viewer back in the driver's seat â we focus on TV content as a medium for personalized interaction between people based on a service architecture that caters for a variety of content metadata, delivery channels and rendering devices
Using the Internet to improve university education: Problem-oriented web-based learning and the MUNICS environment
Up to this point, university education has largely remained unaffected by the developments of novel approaches to web-based learning. The paper presents a principled approach to the design of problem-oriented, web-based learning at the university level. The principles include providing authentic contexts with multimedia, supporting collaborative knowledge construction, making thinking visible with dynamic visualisation, quick access to content resources via Information and Communication Technologies (ICT), and flexible support by tele-tutoring. These principles are used in the Munich Net-based Learning In Computer Science (MUNICS) learning environment, which is designed to support students of computer science to apply their factual knowledge from the lectures to complex real-world problems. For example, students can model the knowledge management in an educational organisation with a graphical simulation tool. Some more general findings from a formative evaluation study with the MUNICS prototype are reported and discussed. E.g., the students' ignorance of the additional content resources is discussed in the light of the well-known finding of insufficient use of help systems in software applicationsBislang wurden neuere AnsĂ€tze zum web-basierten Lernen in nur geringem MaĂe zur Verbesserung des UniversitĂ€tsstudiums genutzt. Es werden theoretisch begrĂŒndete Prinzipien fĂŒr die Gestaltung problemorientierter, web-basierter Lernumgebungen an der UniversitĂ€t formuliert. Zu diesen Prinzipien gehören die Nutzung von Multimedia-Technologien fĂŒr die Realisierung authentischer Problemkontexte, die UnterstĂŒtzung der gemeinsamen Wissenskonstruktion, die dynamische Visualisierung, der schnelle Zugang zu weiterfĂŒhrenden Wissensressourcen mit Hilfe von Informations- und Kommunikationstechnologien sowie die flexible UnterstĂŒtzung durch Teletutoring. Diese Prinzipien wurden bei der Gestaltung der MUNICS Lernumgebung umgesetzt. MUNICS soll Studierende der Informatik bei der Wissensanwendung im Kontext komplexer praktischer Problemstellungen unterstĂŒtzen. So können die Studierenden u.a. das Wissensmanagement in einer Bildungsorganisation mit Hilfe eines graphischen Simulationswerkzeugs modellieren. Es werden Ergebnisse einer formativen Evaluationsstudie berichtet und diskutiert. Beispielsweise wird die in der Studie festgestellte Ignoranz der Studierenden gegenĂŒber den weiterfĂŒhrenden Wissensressourcen vor dem Hintergrund des hĂ€ufig berichteten Befunds der unzureichenden Nutzung von Hilfesystemen beleuchte
Privacy, security, and trust issues in smart environments
Recent advances in networking, handheld computing and sensor technologies have driven forward research towards the realisation of Mark Weiser's dream of calm and ubiquitous computing (variously called pervasive computing, ambient computing, active spaces, the disappearing computer or context-aware computing). In turn, this has led to the emergence of smart environments as one significant facet of research in this domain. A smart environment, or space, is a region of the real world that is extensively equipped with sensors, actuators and computing components [1]. In effect the smart space becomes a part of a larger information system: with all actions within the space potentially affecting the underlying computer applications, which may themselves affect the space through the actuators. Such smart environments have tremendous potential within many application areas to improve the utility of a space. Consider the potential offered by a smart environment that prolongs the time an elderly or infirm person can live an independent life or the potential offered by a smart environment that supports vicarious learning
Diverse perceptions of smart spaces
This is the era of smart technology and of âsmartâ as a meme, so we have run three workshops to examine the âsmartâ meme and the exploitation of smart environments. The literature relating to smart spaces focuses primarily on technologies and their capabilities. Our three workshops demonstrated that we require a stronger user focus if we are advantageously to exploit spaces ascribed as smart: we examined the concept of smartness from a variety of perspectives, in collaboration with a broad range of contributors. We have prepared this monograph mainly to report on the third workshop, held at Bournemouth University in April 2012, but do also consider the lessons learned from all three. We conclude with a roadmap for a fourth (and final) workshop, which is intended to emphasise the overarching importance of the humans using the spac
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