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Modelling ill-defined domains using activity theory for semantic augmentation of the social web
This poster describes research concerning modelling ill-defined domains using activity theory for semantic augmentation of the social we
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Scaffolding Reflection: Prompting Social Constructive Metacognitive Activity in Non-Formal Learning
The study explores the effects of three different types of non-adaptive, metacognitive scaffolding on social, constructive metacognitive activity and reflection in groups of non-formal learners. Six triads of non-formal learners were assigned randomly to one of the three scaffolding conditions: structuring, problematising or epistemological. The triads were then asked to collaboratively resolve an ill-structured problem and record their deliberations. Evidence from think-aloud protocols was analysed using conversational and discourse analysis. Findings indicate that epistemological scaffolds produced more social, constructive metacognitive activity than either of the two other scaffolding conditions in all metacognitive activities except for task orientation, as well as higher quality interactions during evaluation and reflection phases. However, participants appeared to be less aware of their activities as forming a strategic, self-regulatory response to the problem. This may indicate that for learning transfer, it may be necessary to employ an adaptive, facilitated reflection on learners' activities
Adaptive hypertext and hypermedia : workshop : proceedings, 3rd, Sonthofen, Germany, July 14, 2001 and Aarhus, Denmark, August 15, 2001
This paper presents two empirical usability studies based on techniques from Human-Computer Interaction (HeI) and software engineering, which were used to elicit requirements for the design of a hypertext generation system. Here we will discuss the findings of these studies, which were used to motivate the choice of adaptivity techniques. The results showed dependencies between different ways to adapt the explanation content and the document length and formatting. Therefore, the system's architecture had to be modified to cope with this requirement. In addition, the system had to be made adaptable, in addition to being adaptive, in order to satisfy the elicited users' preferences
Adaptive hypertext and hypermedia : workshop : proceedings, 3rd, Sonthofen, Germany, July 14, 2001 and Aarhus, Denmark, August 15, 2001
This paper presents two empirical usability studies based on techniques from Human-Computer Interaction (HeI) and software engineering, which were used to elicit requirements for the design of a hypertext generation system. Here we will discuss the findings of these studies, which were used to motivate the choice of adaptivity techniques. The results showed dependencies between different ways to adapt the explanation content and the document length and formatting. Therefore, the system's architecture had to be modified to cope with this requirement. In addition, the system had to be made adaptable, in addition to being adaptive, in order to satisfy the elicited users' preferences
25 Years of Model-Driven Web Engineering : What we achieved, what is missing
Model-Driven Web Engineering (MDWE) approaches aim to improve the Web applications development process by focusing on modeling instead of coding, and deriving the running application by transformations from conceptual models to code. The emergence of the Interaction Flow Modeling Language (IFML) has been an important milestone in the evolution of Web modeling languages, indicating not only the maturity of the field but also a final convergence of languages. In this paper we explain the evolution of modeling and design approaches since the early years (the 90’s) detailing the forces which drove that evolution and discussing the strengths and weaknesses of some of those approaches. A brief presentation of IFML is accompanied with a thorough analysis of the most important achievements of the MDWE community as well as the problems and obstacles that hinder the dissemination of model-driven techniques in the Web engineering field.Laboratorio de Investigación y Formación en Informática Avanzada (LIFIA
Improving Access and Mental Health for Youth Through Virtual Models of Care
The overall objective of this research is to evaluate the use of a mobile health smartphone application (app) to improve the mental health of youth between the ages of 14–25 years, with symptoms of anxiety/depression. This project includes 115 youth who are accessing outpatient mental health services at one of three hospitals and two community agencies. The youth and care providers are using eHealth technology to enhance care. The technology uses mobile questionnaires to help promote self-assessment and track changes to support the plan of care. The technology also allows secure virtual treatment visits that youth can participate in through mobile devices. This longitudinal study uses participatory action research with mixed methods. The majority of participants identified themselves as Caucasian (66.9%). Expectedly, the demographics revealed that Anxiety Disorders and Mood Disorders were highly prevalent within the sample (71.9% and 67.5% respectively). Findings from the qualitative summary established that both staff and youth found the software and platform beneficial
The Impact of Digital Technologies on Public Health in Developed and Developing Countries
This open access book constitutes the refereed proceedings of the 18th International Conference on String Processing and Information Retrieval, ICOST 2020, held in Hammamet, Tunisia, in June 2020.* The 17 full papers and 23 short papers presented in this volume were carefully reviewed and selected from 49 submissions. They cover topics such as: IoT and AI solutions for e-health; biomedical and health informatics; behavior and activity monitoring; behavior and activity monitoring; and wellbeing technology. *This conference was held virtually due to the COVID-19 pandemic
Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies
This paper argues that traditional and mainstream mythologies, which have
been continually told within the Information Technology domain among designers
and advocators of conceptual modelling since the 1960s in different fields of
computing sciences, could now be renovated or substituted in the mould of more
recent discourses about performativity, complexity and end-user creativity that
have been constructed across different fields in the meanwhile. In the paper,
it is submitted that these discourses could motivate IT professionals in
undertaking alternative approaches toward the co-construction of
socio-technical systems, i.e., social settings where humans cooperate to reach
common goals by means of mediating computational tools. The authors advocate
further discussion about and consolidation of some concepts in design research,
design practice and more generally Information Technology (IT) development,
like those of: task-artifact entanglement, universatility (sic) of End-User
Development (EUD) environments, bricolant/bricoleur end-user, logic of
bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical
construction. Points backing these and similar concepts are made to promote
further discussion on the need to rethink the main assumptions underlying IT
design and development some fifty years later the coming of age of software and
modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D.
Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded
Technologies: A European Challenge (2013, forthcoming) with the title
"Building Socially Embedded Technologies: Implications on Design" within an
EUSSET editorial initiative (www.eusset.eu/
Computational Intelligence for the Micro Learning
The developments of the Web technology and the mobile devices have blurred the time and space boundaries of people’s daily activities, which enable people to work, entertain, and learn through the mobile device at almost anytime and anywhere. Together with the life-long learning requirement, such technology developments give birth to a new learning style, micro learning. Micro learning aims to effectively utilise learners’ fragmented spare time and carry out personalised learning activities. However, the massive volume of users and the online learning resources force the micro learning system deployed in the context of enormous and ubiquitous data. Hence, manually managing the online resources or user information by traditional methods are no longer feasible. How to utilise computational intelligence based solutions to automatically managing and process different types of massive information is the biggest research challenge for realising the micro learning service. As a result, to facilitate the micro learning service in the big data era efficiently, we need an intelligent system to manage the online learning resources and carry out different analysis tasks. To this end, an intelligent micro learning system is designed in this thesis.
The design of this system is based on the service logic of the micro learning service. The micro learning system consists of three intelligent modules: learning material pre-processing module, learning resource delivery module and the intelligent assistant module. The pre-processing module interprets the content of the raw online learning resources and extracts key information from each resource. The pre-processing step makes the online resources ready to be used by other intelligent components of the system. The learning resources delivery module aims to recommend personalised learning resources to the target user base on his/her implicit and explicit user profiles. The goal of the intelligent assistant module is to provide some evaluation or assessment services (such as student dropout rate prediction and final grade prediction) to the educational resource providers or instructors. The educational resource providers can further refine or modify the learning materials based on these assessment results
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