35,222 research outputs found

    Appropriation of mobile cultural resources for learning

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    Copyright © 2010 IGI Global. This article proposes appropriation as the key for the recognition of mobile devices - as well as the artefacts accessed through, and produced with them - as cultural resources across different cultural practices of use, in everyday life and formal education. The article analyses the interrelationship of users of mobile devices with the structures, agency and practices of, and in relation to what the authors call the "mobile complex". Two examples are presented and some curricular options for the assimilation of mobile devices into settings of formal learning are discussed. Also, a typology of appropriation is presented that serves as an explanatory, analytical frame and starting point for a discussion about attendant issues

    A comparative study of mobile technology adoption in remote Australia

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    The paper presents a comparative study of mobile technology adoption\ud and use by two communities – one Aboriginal and the other non-Aboriginal –\ud both located in a remote region of Australia, the Bloomfield River Valley of Cape\ud York. Both communities have high levels of ownership of mobile phones relative\ud to, on the one hand, the low uptake of other ICT such as fixed-line phones by the\ud Aboriginal community at Wujal Wujal and, on the other hand, the poor mobile\ud coverage in the non-Aboriginal community at Bloomfield. For both groups\ud communication is of paramount importance, followed by listening to music. In\ud addition, the Aboriginal community make extensive use of other multimedia and\ud Internet features of their devices. Key factors in the motivation to acquire mobile\ud phones, in comparison to other ICT, are the superior cost management that\ud mobiles offer for Aboriginal people and the convenience of being able to\ud communicate while away from home for Bloomfield residents. The authors\ud conclude that mobile technology needs to be taken seriously, even in areas of\ud limited coverage such as the Bloomfield River Valley

    The memory space: Exploring future uses of Web 2.0 and mobile internet through design interventions.

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    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

    E-democracy and values in information systems design

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    In this paper I demonstrate the utility of a Values in Design (VID) perspective for the assessment, the design and development of e-democracy tools. In the first part, I give some background information on Values in Design and Value-Sensitive Design and their relevance in the context of e-democracy. In part 2, I analyze three different e-democracy tools from a VID-perspective. The paper ends with some conclusions concerning the merits of VID for e-democracy as well as some considerations concerning the dual tasks of philosophers in assessing and promoting value-sensitive technology design

    Exploring approaches to the generation and representation of heritage artefacts in video game contexts

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    © 2016, © 2016 University of Wollongong. Video games can allow players to explore environments, which are representative of, or contain elements of physical world cultures, for example, allowing a player to explore ancient Egypt in Pharaoh (Impressions Games, 1999, Pharaoh [PC Game]. Sierra Entertainment) or present day Chicago in Watchdogs (Ubisoft Montreal, 2014, [PlayStation 4 game] . Guildford), etc. Game designers need to make design decisions regarding how these environments are going to be represented, including which items are going to be utilized, how they are going to be used in the game, and the level of detail to which they are going to be presented. These decisions can lead to concerns regarding how particular cultures are represented. This article describes research undertaken to investigate the design process with respect to the inclusion of physical world cultures in virtual game environments. Within the study approaches used (including processes and methods) by game designers in the stages of conceptualization, design and delivery are explored. In addition, these are contextualized through an understanding of designer attitudes towards the inclusion of items with cultural meaning and their perspectives on the importance of cultural representation within video games. This involved interviewing eight video game designers from global contexts within the industry, all with the experience of generating cultural items for inclusion in video game contexts. These interviews were structured with a focus on exploring views, experiences, beliefs and motivations of the individuals and of their working teams. Analysis was carried out through the use of a methodological process of analytical induction with the coding of particular variables within each interview transcript, and the transformation of the complete set of codings into a set of conceptual statements. This article relates these conceptual statements to earlier work regarding close readings of particular video games and discusses the relationship between design processes (facilitated through the interviews) and realized game worlds (facilitated through the close readings)

    Enriching Discourse on Public Domains

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    Is there one public domain, or are there many public domains? The scholarly literature predominantly assumes there is only one, for references abound to “the public domain” in the singular. Yet, even a cursory review of this literature reveals that scholars sometimes define this term differently. So if there is only one public domain, but many definitions, perhaps one objective of scholarly discourse about the public domain should be to seek consensus on the one “true” definition.Professor James Boyle has provocatively suggested that there are many public domains, and has urged scholars to develop a rich vocabulary for distinguishing among them. He points out that the word “property” has multiple meanings, and discourse about property proceeds without confusion because legal professionals have learned to discern which meaning is intended from the textual context. Boyle urges intellectual property scholars to develop a similarly nuanced public domain vocabulary so that it will be possible to distinguish among its several meanings as well.This essay considers the potential benefits of accepting the existence of multiple public domains and ways in which discourse about public domains might be enriched thereby. Part II provides a synopsis of thirteen conceptions of the public domain found in the law review literature, explaining each, generally by reviewing the explication of it offered by its principal proponent or discoverer. Part III organizes the definitions by recognizing that they cluster around three main foci: 1) the legal status of information resources, 2) freedoms to use information resources, even if protected by IP rights, and 3) accessibility of information resources. Although it is common to think of information resources as either IP-protected or public domain, and as either publicly accessible or not, Part III shows that the public domain literature views these concepts not as binary opposites, but rather as points along a continuum. Part IV discusses the advantages and disadvantages of recognizing multiple public domains and recommends the use of adjectives to clarify discourse about the many public domains. The constitutional public domain, for instance, is distinct from the privatizable (although not yet, privatized) public domain. This Part differentiates among conceptions of public domains that should be accepted and those that perhaps should not. The principal advantage of recognizing multiple public domains is that it illuminates a range of important social values served by these domains and a plethora of strategies for preserving them and the values they serve

    Enriching Discourse on Public Domains

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    Studying microvascular responses to iontophoresis of vasoconstricting drugs contributes to a better understanding of the regulatory mechanisms of cutaneous vessels, but measuring these responses with laser-Doppler flowmetry at basal blood flow conditions is technically challenging. This study aimed to investigate whether the measurement of cutaneous vasoconstrictor responses to noradrenaline (NA) and phenylephrine (PE), delivered by iontophoresis, is facilitated by predilatation of the microvascular bed using local heating. We used different drug delivery rates (100 s x 0.12 mA, 200 s x 0.06 mA, 300 s x 0.04 mA) to investigate whether predilatation affects the local drug dynamics by an increased removal of drugs from the skin. In a predilatated vascular bed, iontophoresis of NA and PE resulted in a significant decrease in perfusion from the thermal plateau (p andlt; 0.001). The decrease was 25-33%, depending on drug delivery rate. In unheated skin, a significant vasoconstriction was observed (p andlt; 0.001), with 17% and 14% decrease from baseline for NA and PE, respectively. These results indicate that predilatating the cutaneous vascular bed by local heating facilitates measurement of vasoconstriction with laser-Doppler flowmetry and does not seem to significantly affect the result by an increased removal of drugs from the skin.Original Publication: Joakim Henricson, Yashma Baiat and Folke Sjöberg, Local Heating as a Predilatation Method for Measurement of Vasoconstrictor Responses with Laser-Doppler Flowmetry, 2011, MICROCIRCULATION, (18), 3, 214-220. http://dx.doi.org/10.1111/j.1549-8719.2010.00079.x Copyright: Wiley http://eu.wiley.com/WileyCDA/Brand/id-35.html</p

    GeoCoin:supporting ideation and collaborative design with location-based smart contracts

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    Design and HCI researchers are increasingly working with complex digital infrastructures, such as cryptocurrencies, distributed ledgers and smart contracts. These technologies will have a profound impact on digital systems and their audiences. However, given their emergent nature and technical complexity, involving non-specialists in the design of applications that employ these technologies is challenging. In this paper, we discuss these challenges and present GeoCoin, a location-based platform for embodied learning and speculative ideating with smart contracts. In collaborative workshops with GeoCoin, participants engaged with location-based smart contracts, using the platform to explore digital `debit' and `credit' zones in the city. These exercises led to the design of diverse distributed-ledger applications, for time-limited financial unions, participatory budgeting, and humanitarian aid. These results contribute to the HCI community by demonstrating how an experiential prototype can support understanding of the complexities behind new digital infrastructures and facilitate participant engagement in ideation and design processes

    Digital Natives’ Appropriation of New Media Technologies: A Survey of Literature

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    This work unveils the research trajectory of how digital natives exploit the new media technologies in the context of the uses and gratifications, and technology appropriation theories. A total of 43 scholarly works published between 2010 and 2016 were examined, using the qualitative approach. Findings show a visible trace of creativity exhibited by the indigenes of a digital world, which helped in the gratification of their desire for communication and socialization. Not visible, however, is the relationship between the gratifications sought (GS) and gratifications obtained (GO) as well as the specific new media technologies and platforms or social media applications that helped them to achieve both. This unveiling shows the future directions in the area of digital natives’ disproportionate use of new media technologies and how that affects their academics, amongst other things
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