4,175 research outputs found

    SEMA4A: An ontology for emergency notification systems accessibility

    Get PDF
    This is the post-print version of the final paper published in Expert Systems with Applications. The published article is available from the link below. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. Copyright @ 2009 Elsevier B.V.Providing alert communication in emergency situations is vital to reduce the number of victims. Reaching this goal is challenging due to users’ diversity: people with disabilities, elderly and children, and other vulnerable groups. Notifications are critical when an emergency scenario is going to happen (e.g. a typhoon approaching) so the ability to transmit notifications to different kind of users is a crucial feature for such systems. In this work an ontology was developed by investigating different sources: accessibility guidelines, emergency response systems, communication devices and technologies, taking into account the different abilities of people to react to different alarms (e.g. mobile phone vibration as an alarm for deafblind people). We think that the proposed ontology addresses the information needs for sharing and integrating emergency notification messages over distinct emergency response information systems providing accessibility under different conditions and for different kind of users.Ministerio de Educación y Cienci

    Technology: Servant or Master of the Online Teacher?

    Get PDF
    published or submitted for publicatio

    Software Engineering in the IoT Context: Characteristics, Challenges, and Enabling Strategies

    Get PDF
    L'abstract è presente nell'allegato / the abstract is in the attachmen

    Pain Points for Novice Programmers of Ambient Intelligence Systems: An Exploratory Study

    Get PDF
    This paper presents an exploratory study aimed at identifying the pain points that novice programmers experience, from the software engineering perspective, when developing and deploying smart and distributed systems, that may be classified as Ambient Intelligence (AmI) systems. The exploratory study was conducted among undergraduate students, that worked in groups for developing AmI projects during a university course. Based on their own experiences, individually and as a group, the pain points were identified and prioritized over a common architecture and a set of software development activities. The quantification of the pain points was based on the difficulty level that the students perceived on the development activities and the time they spent completing them. Results represent a starting point for the design of tools and methodologies targeted at overcoming the complexity that novice programmers face when developing AmI systems

    A Substruction Approach to Assessing the Theoretical Validity of Measures

    Get PDF
    Background Validity is about the logic, meaningfulness, and evidence used to defend inferences made when interpreting results. Substruction is a heuristic or process that visually represent the hierarchical structure between theory and measures. Purpose To describe substruction as a method for assessing the toretical validity of research measures. Methods Using Fawcett\u27s Conceptual-Theoretical-Empirical Structure. an exemplar is presented of substruction from the Individual and Family Self-Management Theory to the Striving to be strong study concepts and empirical measures. Results Substruction tables display evidence supporting theoretical validity of the instruments used in the study. Conclusion A high degree of congruence between theory and measure is critical to support the validity of the theory and to support attributions made about moderating, mediating, causal relationships, and intervention effects

    Simulation Games Usage for Decision Support: Example of the Near Beer Game

    Get PDF
    Simulation games present valuable pedagogical tool in many different areas, e. g. education, finance, production, sales, supply chain, and employment process. The main reason for their usage is that theoretical knowledge is not enough to understand the business processes. Simulation games improve learnig, since they actively involve participants in virtual world and encourage them to apply theoretical knowledge and facilitate their understanding of business processes. Use of simulation games is increasing every year, especially in students’ and managers’ education, as they enable participants to acquire new skills and learn how to make decision through practice. Involvement in simulation games, enable participants to learn how to make decisions, how to improve their decisions through analysis and feedback at the end of the game, without any consequences. The goal of the paper is to describe simulation games and their role in decision making process. In this paper, we want to show how simulation games can support and improve decision making process at the example of The Near Beer Game

    Do Enhanced Compiler Error Messages Help Students? Results Inconclusive.

    Get PDF
    One common frustration students face when first learning to program in a compiled language is the difficulty in interpreting the compiler error messages they receive. Attempts to improve error messages have produced differing results. Two recently published papers showed conflicting results, with one showing measurable change in student behavior, and the other showing no measurable change. We conducted an experiment comparable to these two over the course of several semesters in a CS1 course. This paper presents our results in the context of previous work in this area. We improved the clarity of the compiler error messages the students receive, so that they may more readily understand their mistakes and be able to make effective corrections. Our goal was to help students better understand their syntax mistakes and, as a reasonable measure of our success, we expected to document a decrease in the number of times students made consecutive submissions with the same compilation error. By doing this, we could demonstrate that this enhancement is effective. After collecting and thoroughly analyzing our own experimental data, we found that—despite anecdotal stories, student survey responses, and instructor opinions testifying to the tool’s helpfulness— enhancing compiler error messages shows no measurable benefit to students. Our results validate one of the existing studies and contradict another. We discuss some of the reasons for these results and conclude with projections for future research

    Designing citizen science tools for learning: lessons learnt from the iterative development of nQuire

    Get PDF
    This paper reports on a 4-year research and development case study about the design of citizen science tools for inquiry learning. It details the process of iterative pedagogy-led design and evaluation of the nQuire toolkit, a set of web-based and mobile tools scaffolding the creation of online citizen science investigations. The design involved an expert review of inquiry learning and citizen science, combined with user experience studies involving more than 200 users. These have informed a concept that we have termed ‘citizen inquiry’, which engages members of the public alongside scientists in setting up, running, managing or contributing to citizen science projects with a main aim of learning about the scientific method through doing science by interaction with others. A design-based research (DBR) methodology was adopted for the iterative design and evaluation of citizen science tools. DBR was focused on the refinement of a central concept, ‘citizen inquiry’, by exploring how it can be instantiated in educational technologies and interventions. The empirical evaluation and iteration of technologies involved three design experiments with end users, user interviews, and insights from pedagogy and user experience experts. Evidence from the iterative development of nQuire led to the production of a set of interaction design principles that aim to guide the development of online, learning-centred, citizen science projects. Eight design guidelines are proposed: users as producers of knowledge, topics before tools, mobile affordances, scaffolds to the process of scientific inquiry, learning by doing as key message, being part of a community as key message, every visit brings a reward, and value users and their time
    corecore