400,708 research outputs found

    An approach to computer-based knowledge representation for the business environment using empirical modelling

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    The motivation for the thesis arises from the difficulties experienced by business people who are non-programmers with the inflexibilities of conventional packages and tools for model-making. After a review of current business software an argument is made for the need for a new computing paradigm that would offer more support for the way that people actually experience their business activities. The Empirical Mod- elling (EM) approach is introduced as a broad theoretical and practical paradigm for computing that can be viewed as a far-reaching generali- sation of the spreadsheet concept. The concepts and principles of EM emphasise the experiential pro- cesses underlying familiar abstractions and by which we come to iden- tify reliable components in everyday life and, in particular, business activities. The emphasis on experience and on interaction leads to the new claim that EM environments offer a framework for combining propositional, experiential and tacit knowledge in a way that is more accessible and supportive of cognitive processes than conventional computer-based modelling. It is proposed that such environments offer an alternative kind of knowledge representation. Turning to the imple- mentation and development of systems, the difficulties inherent in con- ventional methods are discussed and then the practical aspects of EM, and its potential for system building, are outlined. Finally, a more detailed study is made of Decision Support Systems and the ways in which the EM focus on experience, and knowledge through interaction, can contribute to the representation of qualitative aspects of business activities and their use in a more human-centred, but computer-supported, process of decision making. Illustrations of the practical application of EM methods to the requirements of a deci- sion support environment are given by means of extracts from a num- ber of existing EM models

    Genetic Criticism and Analysis of Interface Design: A Case Study

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    The paper proposes a methodology that combines theoretical and practical aspects from human-computer interaction (HCI) and genetic criticism to trace and analyse prototype evolution. A case study illustrates this type of enquiry by examining the iterations and the dynamics of change in the design and development of the Transviewer, an interface for digital editions. The initial assumption is that such an analysis can inform existing models in interface design and possibly provide new ground for discussion in humanistic HCI. For instance by fostering broader reflections on software production as a technological and cultural artefact and the gradual shaping of the principles and metaphors underlying the construction of a certain type of knowledge, argument, or interpretation through an interface

    Using Augmented Reality as a Medium to Assist Teaching in Higher Education

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    In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science

    Designerly Tools

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    An assumption behind this paper is that research aimed at improving interaction design practice is not as successful as it could be. We will argue that one reason for this is that the understanding of what constitutes designerly tools is not enough recognized among those who propose new tools for interaction design. We define designerly tools as methods, tools, techniques, and approaches that support design activity in way that is appreciated by practicing interaction designers. Based on a two empirical studies, we have developed a framework and a way of studying designers and their tools. We discuss some insights about what characterizes designerly tools and what kind of implications these insights might have for the further development of tools aimed at supporting design practice. Keywords: Design, Tools, Interaction Design, Activities, Support For Design</p

    Virtual reality: Theoretical basis, practical applications

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    Virtual reality (VR) is a powerful multimedia visualization technique offering a range of mechanisms by which many new experiences can be made available. This paper deals with the basic nature of VR, the technologies needed to create it, and its potential, especially for helping disabled people. It also offers an overview of some examples of existing VR systems

    PRIMA — Privacy research through the perspective of a multidisciplinary mash up

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    Based on a summary description of privacy protection research within three fields of inquiry, viz. social sciences, legal science, and computer and systems sciences, we discuss multidisciplinary approaches with regard to the difficulties and the risks that they entail as well as their possible advantages. The latter include the identification of relevant perspectives of privacy, increased expressiveness in the formulation of research goals, opportunities for improved research methods, and a boost in the utility of invested research efforts

    Culture-based artefacts to inform ICT design: foundations and practice

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    Cultural aspects frame our perception of the world and direct the many different ways people interact with things in it. For this reason, these aspects should be considered when designing technology with the purpose to positively impact people in a community. In this paper, we revisit the foundations of culture aiming to bring this concept in dialogue with design. To inform design with cultural aspects, we model reality in three levels of formality: informal, formal, and technical, and subscribe to a systemic vision that considers the technical solution as part of a more complex social system in which people live and interact. In this paper, we instantiate this theoretical and methodological view by presenting two case studies of technology design in which culture-based artefacts were employed to inform the design process. We claim that as important as including issues related to culture in the ICT design agenda—from the conception to the development, evaluation, and adoption of a technology—is the need to support the design process with adequate artefacts that help identifying cultural aspects within communities and translating them into sociotechnical requirements. We argue that a culturally informed perspective on design can go beyond an informative analysis, and can be integrated with the theoretical and methodological framework used to support design, throughout the entire design process
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