350 research outputs found

    Tradition and Innovation in Construction Project Management

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    This book is a reprint of the Special Issue 'Tradition and Innovation in Construction Project Management' that was published in the journal Buildings

    IMAGINING, GUIDING, PLAYING INTIMACY: - A Theory of Character Intimacy Games -

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    Within the landscape of Japanese media production, and video game production in particular, there is a niche comprising video games centered around establishing, developing, and fulfilling imagined intimate relationships with anime-manga characters. Such niche, although very significant in production volume and lifespan, is left unexplored or underexplored. When it is not, it is subsumed within the scope of wider anime-manga media. This obscures the nature of such video games, alternatively identified with descriptors including but not limited to ‘visual novel’, ‘dating simulator’ and ‘adult computer game’. As games centered around developing intimacy with characters, they present specific ensembles of narrative content, aesthetics and software mechanics. These ensembles are aimed at eliciting in users what are, by all intents and purposes, parasocial phenomena towards the game’s characters. In other words, these software products encourage players to develop affective and bodily responses towards characters. They are set in a way that is coherent with shared, circulating scripts for sexual and intimate interaction to guide player imaginative action. This study defines games such as the above as ‘character intimacy games’, video game software where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters. To do so, however, player must recognize themselves as playing that type of game, and to be looking to develop that kind of response towards the game’s characters. Character Intimacy Games are contingent upon player developing affective and bodily responses, and thus presume that players are, at the very least, non-hostile towards their development. This study approaches Japanese character intimacy games as its corpus, and operates at the intersection of studies of communication, AMO studies and games studies. The study articulates a research approach based on the double need of approaching single works of significance amidst a general scarcity of scholarly background on the subject. It juxtaposes data-driven approaches derived from fan-curated databases – The Visual Novel Database and Erogescape -Erogē Hyōron Kūkan – with a purpose-created ludo-hermeneutic process. By deploying an observation of character intimacy games through fan-curated data and building ludo-hermeneutics on the resulting ontology, this study argues that character intimacy games are video games where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters and recognizing themselves as doing so. To produce such conditions, the assemblage of software mechanics and narrative content in such games facilitates intimacy between player and characters. This is, ultimately, conductive to the emergence of parasocial phenomena. Parasocial phenomena, in turn, are deployed as an integral assumption regarding player activity within the game’s wider assemblage of narrative content and software mechanics

    Creating immersive, play-anywhere handheld augmented reality stories, through remote user testing

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    This thesis outlines new instances of Extended Reality (XR) stories as well as associated user studies with them, to create more immersive story experiences delivered at a user’s choice of location through a mobile phone. This extends prior work on Location Based Experiences (LBEs), which have typically been designed to offer a game or story at a pre-determined location. A play-anywhere experience offers potential to open up LBEs to a wider audience, as well as to those may prefer to take part individually or closer to home, such attitude shifts becoming increasingly more common. The current research adopted an in the wild approach combining practice, studies and theory, with most user data being collected remotely. Each story application developed is subsequently referred to as an app, with each app offering a bespoke story incorporating Augmented Reality (AR) features, to better bring users’ location inline with the narrative. Testing the apps across various locations matched their intended use, and resulted in new guidelines for both incorporating AR into such LBEs, as well as for conducting remote user studies. A final app offered a site-specific curated story, with all study participants taking part under similar conditions at the same location, the ability to observe them using the app providing additional insights. The story apps used available local map data alongside Handheld Augmented Reality (HAR), to overlay interactable virtual objects on top of the physical environment, and visible on the phone’s display. Guidelines from related methodologies were used to better allow for the variety of factors that might influence different users’ immersion and engagement. These included the implementation of the AR features, the story itself, real world activity, and personal preferences including onboarding requirements. The approach taken contributed a reverse methodology to a lot of related research, that would typically begin with laboratory testing before moving to public spaces. User studies with the five mobile apps contributed guidelines for such experiences, that could benefit both practitioners and researchers in related fields. In the later case, a need was identified to develop new research tools specifically suited to the subtleties of handheld play-anywhere LBEs, such issues explored within the apps tested. The guidelines identified for offering more effective XR LBEs were also implemented in the creation of a new open source Unity project, called Map Story Engine. This offers a tool to test new features, as well as providing a fully customisable template for practitioners to author their own play-anywhere HAR stories and games

    Outdata-ed museums: creating ethical and transparent data collection processes in museums

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    UK museums are contradictory sites of education and community outreach, and emblems of colonial legacy and elitism. Physical and socioeconomic barriers prevent meaningful engagement for audiences, but particularly marginalised peoples. To identify and overcome these barriers, museums and cultural institutions are seeking technological solutions that capture and analyse personal data. However, current legislation and attitudes towards personal data also risk perpetuating exclusionary barriers. Many governments and organisations use personal data to suppress, undermine, and violently target minoritised or marginalised communities whilst upholding the status quo that marginalised them in the first place. This inequality is further entrenched by the powerlessness most people feel in the face of how data is collected and used on a day-to-day basis. Drawing on Human Computer Interaction, Human Geography and New Museology, this PhD thesis seeks a solution to these concerns that empowers museums to safely collect the data they need whilst enabling audiences to become active in their own data curation. Using co-creative principles, input is sought from museums and audiences to answer three questions: • How are discourses and practices surrounding personal data negotiated, defined, perpetuated, and resisted in museums? • What is the value of personal data to museums and audiences? • Can mutually beneficial and transparent data exchange foster meaningful, long-term relationships between museums and audiences? To address these questions, a novel theoretical framework that explores museums as place, technology as mediator, and relational personal data through a lens of power is generated. Four sequential studies are then conducted utilising a post-structural feminist epistemology. The first study presents a content analysis of privacy policies to explore what data museums typically collect and how that information is conceptualised and shared with audiences, showing that museums collect a broad range of quantitative data but inadequately express to audiences what, how, or why. The second study presents a workshop with museum staff to determine what data would benefit the museum and what prevents it from being captured. It shows that museums seek qualitative, behavioural data but are limited by resource constraints. The third study uses workshop style activities to ask audiences to conceptualise the value of their desirable data and speculate different ways for their data to be used in the museum. The study highlights barriers to data engagement including fatigue and lack of understanding, and shows trust and transparency to be key motivators in data sharing. The fourth study uses a novel methodology to speculate a data-enabled museum visit, from which a technology probe called ‘MuNa’ is developed and tested in a virtual museum visit with real audiences. Evaluation shows how transparency and trust can be synchronously developed through meaningful engagement with data. This is shown to increase the engagement of audiences with both museum and data, fostering long-term, meaningful relationships between venue and visitor and the creation of data subjects able to advocate for their own data rights. The implications of this research reach across each of its disciplines and into the everyday practices of cultural organisations and audiences. Contributing novel paradigms of understanding surrounding the museum visit experience including different stakeholder perspectives addressing museums, technology, and personal data, the thesis presents evidence of an equitable and sustainable, data-enabled future

    A competencies framework of visual impairments for enabling shared understanding in design

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    Existing work in Human Computer Interaction and accessibility research has long sought to investigate the experiences of people with visual impairments in order to address their needs through technology design and integrate their participation into different stages of the design process. Yet challenges remain regarding how disabilities are framed in technology design and the extent of involvement of disabled people within it. Furthermore, accessibility is often considered a specialised job and misunderstandings or assumptions about visually impaired people’s experiences and needs occur outside dedicated fields. This thesis presents an ethnomethodology-informed design critique for supporting awareness and shared understanding of visual impairments and accessibility that centres on their experiences, abilities, and participation in early-stage design. This work is rooted in an in-depth empirical investigation of the interactional competencies that people with visual impairments exhibit through their use of technology, which informs and shapes the concept of a Competencies Framework of Visual Impairments. Although past research has established stances for considering the individual abilities of disabled people and other social and relational factors in technology design, by drawing on ethnomethodology and its interest in situated competence this thesis employs an interactional perspective to investigate the practical accomplishments of visually impaired people. Thus, this thesis frames visual impairments in terms of competencies to be considered in the design process, rather than a deficiency or problem to be fixed through technology. Accordingly, this work favours supporting awareness and reflection rather than the design of particular solutions, which are also strongly needed for advancing accessible design at large. This PhD thesis comprises two main empirical studies branched into three different investigations. The first and second investigations are based on a four-month ethnographic study with visually impaired participants examining their everyday technology practices. The third investigation comprises the design and implementation of a workshop study developed to include people with and without visual impairments in collaborative reflections about technology and accessibility. As such, each investigation informed the ones that followed, revisiting and refining concepts and design materials throughout the thesis. Although ethnomethodology is the overarching approach running through this PhD project, each investigation has a different focus of enquiry: • The first is focused on analysing participants’ technology practices and unearthing the interactional competencies enabling them. • The second is focused on analysing technology demonstrations, which were a pervasive phenomenon recorded during fieldwork, and the work of demonstrating as exhibited by visually impaired participants. • Lastly, the third investigation defines a workshop approach employing video demonstrations and a deck of reflective design cards as building blocks for enabling shared understanding among people with and without visual impairments from different technology backgrounds; that is, users, technologists, designers, and researchers. Overall, this thesis makes several contributions to audiences within and outside academia, such as the detailed accounts of some of the main technology practices of people with visual impairments and the methodological analysis of demonstrations in empirical Human Computer Interaction and accessibility research. Moreover, the main contribution lies in the conceptualisation of a Competencies Framework of Visual Impairments from the empirical analysis of interactional competencies and their practical exhibition through demonstrations, as well as the creation and use of a deck of cards that encapsulates the competencies and external elements involved in the everyday interactional accomplishments of people with visual impairments. All these contributions are lastly brought together in the implementation of the workshop approach that enabled participants to interact with and learn from each other. Thus, this thesis builds upon and advances contemporary strands of work in Human Computer Interaction that call for re-orienting how visual impairments and, overall, disabilities are framed in technology design, and ultimately for re-shaping the design practice itself

    Geographic information extraction from texts

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    A large volume of unstructured texts, containing valuable geographic information, is available online. This information – provided implicitly or explicitly – is useful not only for scientific studies (e.g., spatial humanities) but also for many practical applications (e.g., geographic information retrieval). Although large progress has been achieved in geographic information extraction from texts, there are still unsolved challenges and issues, ranging from methods, systems, and data, to applications and privacy. Therefore, this workshop will provide a timely opportunity to discuss the recent advances, new ideas, and concepts but also identify research gaps in geographic information extraction

    Human Connection as a Treatment for Addiction

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    Research supports that social connection is important in both humans and animals. In humans, having a cohesive support/social network system and healthy attachments in childhood predict low risk of later addiction (i.e. substance use disorder), as does perceived support from a religious or other cohesive community. Moreover, personal characteristics such as identifying as religious or spiritual can predict low risk for addiction, but little is known about the intersection of neuroscience and religion/spirituality in this regard. Conversely, adverse childhood experiences (ACEs) have repeatedly been shown to predict later addiction. However, the role of the body’s neuro-hormonal responses, such as the endogenous opioid and oxytocin systems in this process merits further exploration, such as how the production or deprivation of endogenous opioids impact later substance use patterns. Existing research also provides evidence that individuals decrease pursuit of interpersonal connections and social bonds when they use substances that activate opioid receptors. This has been found with both substances of abuse and medications used to treat addiction (e.g., methadone, buprenorphine, naltrexone). Research has also demonstrated that addiction often results in situations of social isolation. However, it remains to be elucidated whether the substances of abuse physiologically meet that need for connection. Importantly, research across numerous fields indicates that intentionally increasing interpersonal connection may be an effective treatment for addiction. However, less is known about how specific characteristics of communities impact the quantity, quality, or effectiveness of care and support for a person with addiction [...]https://dc.etsu.edu/etsu_books/1292/thumbnail.jp

    Assessment and evaluation in higher education

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    This book compiles relevant research on students’ learning processes in Higher Education. It presents different dimensions and forms of learning, crucial to understand and tackle diversity and integration regarding more sustainable and inclusive goals. Major challenges have taken place recently considering assessment within higher education and its known impact on students’ learning processes. The application of different assessment methods, considering a general public desire to focus on more skills development and assessment has brought higher education challenges regarding students learning processes and its assessment that are bringing severe changes towards academia. Higher education institutions should act as knowledge and research drivers, and the consideration about the learning processes and assessment methods are key. Special attention is given to assessment methods and purposes, assessment rubrics and the assessment of learning outcomes (knowledge and skills). Research on the challenges, strengths, and opportunities of online and virtual assessment, as well as best practices and recommendations for assessment and evaluation in higher education, are also explored and discussed in this book. This book, which consists of 15 articles written by research experts in their topic of interest, reports the most recent research concerning assessment and evaluation in higher education. The book includes changes in education and higher education that can lead to a systematic modification of higher education. Topic one—Pedagogical innovation Jung Hee Park, Woo Sok Han, Jinkyung Kim and Hyunjung Lee—Strategies for Flipped Learning in the Health Professions Education in South Korea and Their Effects: A Systematic Review; https://doi.org/10.3390/educsci11010009. William Swart and Ken MacLeod—Evaluating Learning Space Designs for Flipped and Collaborative Learning: A Transactional Distance Approach; https://doi.org/10.3390/ educsci11060292. Jiří Bečica and Roman Vavrek—A Qualitative Assessment of the Pedagogical Process at Czech Public Universities; https://doi.org/10.3390/educsci11080389. Salleh Amat, Harizah Izyan Samsudin, Abu Yazid Abu Bakar, Mohd Izwan Mahmud and Mohd Hasrul Kamarulzaman—Needs Analysis of Psychosocial Module Development Based on Psychoeducation Approach for Public University Students in Malaysia; https://doi.org/10.3390/educsci11100604. Humberto Arruda and Édison Renato Silva—Assessment and Evaluation in Active Learning Implementations: Introducing the Engineering Education Active Learning Maturity Model; https://doi.org/10.3390/educsci11110690. We begin the book by introducing the reader to a very interesting work in which Park et al. develops a student-centred approach considering the real advantages in developing students learning abilities. The effect and strategies of flipped learning in the health professions education xii were assessed through a Participant–intervention-comparator-outcome (PICO). Findings suggests that implementing flipped learning design based on class characteristics and appropriate post-class activities can enhance students’ learning abilities. The topic continues with the work from Swart et al. where they evaluate Learning Space Designs for Flipped and Collaborative Learning. A highly revealing study considering the relevance of the classroom´s design as a relevant mainframe for collaborative work. They developed a very interesting study where they present that from a student perspective the investment in high-tech classrooms is not necessarily directly associated with more student engagement. Amat and colleagues presents a research which showed a highly positive response from the students toward the development of a psychosocial module in order to strengthen the assertiveness, social skills, and psychological well-being. Assessment and Evaluation in Active Learning Implementations has been widely worked on engineering Education. Arruda and colleagues present a paper where they propose a framework that assesses the maturity of Active Learning implementation in a program or a course. A valuable tool to be implemented and replicated, on diagnosis and practical improvements in real settings. Topic Two—Assessment Fidel Salas Vicente, Ángel Vicente Escuder, Miguel Ángel Pérez Puig and Francisco Segovia López—Effect on Procrastination and Learning of Mistakes in the Design of the Formative and Summative Assessments: A Case Study; https://doi.org/10.3390/educsci11080428. Eddy Sutadji, Herawati Susilo, Aji Prasetya Wibawa, Nidal A.M. Jabari and Syaiful Nur Rohmad—Authentic Assessment Implementation in Natural and Social Science; https://doi.org/10.3390/educsci11090534 Jurgita Lenkauskaitė, Remigijus Bubnys, Erika Masiliauskienė and Daiva Malinauskienė— Participation in the Assessment Processes in Problem-Based Learning: Experiences of the Students of Social Sciences in Lithuania; https://doi.org/10.3390/educsci11110678. Tatiana Baranova, Dmitriy Mokhorov, Aleksandra Kobicheva and Elena Tokareva— Assessment of the Application of Content and Language Integrated Learning in a Multilingual Classroom; https://doi.org/10.3390/educsci11120808. Another interesting research is the one presented by Vicent et al. where we are guided through students’ procrastination processes, the formative assessments and the summative evaluation. This case study presents the unexpected and undesirable effects of both on the behavior of students and on both grading and learning. Authentic assessment is another pedagogical approach based on real world impact. Sutadji and colleagues presented a research paper where they debate epistemological and scientific constructions to social and natural sciences. Lenkauskaitė and colleagues explored the idea of change in the higher educational process using a problem-based learning strategy. The need we have in education institutions to empower students is reflected in this study that shows empowerment and enhancement of critical thinking from students when they assess and are involved in the assessment strategy. xi To end this topic Baranova and colleagues present a research based on the introduction of content and language into classes with a multilingual approach, which will allow students to use several foreign languages in the process of professional communication. The purpose of the paper is to evaluate the efficiency of a newly introduced integrated learning model from the perspective of students and to understand its impact on students. Topic three—Digitalization- and peer-support-technology-based Rana Saeed Al-Maroof, Khadija Alhumaid and Said Salloum—The Continuous Intention to Use E-Learning, from Two Different Perspectives; https://doi.org/10.3390/educsci 11010006. Isabel López-Tocón—Moodle Quizzes as a Continuous Assessment in Higher Education: An Exploratory Approach in Physical Chemistry; https://doi.org/10.3390/educsci11090500. Mehdi Berriri, Sofiane Djema, Gaëtan Rey and Christel Dartigues-Pallez—Multi-Class Assessment Based on Random Forests.; https://doi.org/10.3390/educsci11030092. In Topic 3, the book presents relevant pos pandemic strategies like e-learning methods. The paper by Al-Maroof et al. show that teachers’ and students’ perceived technology self-efficacy, ease of use and usefulness are the main factors directly affecting the continuous intention to use technology. Their relevant findings also bring about intrinsic and extrinsic motivation associated and developed throughout the process of learning. Considered the key factors that support the use of technology continuously. The chapter continues with López-Tocón and colleagues work on Moodle Quizzes as a Continuous Assessment. Moodle quizzes were explored in this study, and they acted as a reliable practice for teaching and learning. This topic regards crucial aspects that intend to enhance the need for higher education institutions to support additional student-centred dynamics not based on the teacher and its role as the main actor in the classroom or even as main facilitator of knowledge. In this chapter it is explored by the work of Berriri, a novel study that tried to provide relevant information regarding counseling processes. Additionally, it is explored how teaching staff can propose training courses adapted to students by anticipating their possible difficulties using new technologies, a machine learning algorithm called Random Forest, allowing for the classification of the students depending on their results. Topic four—Organizations and governance Cristina Checa-Morales, Carmen De-Pablos-Heredero, Angela Lorena Carreño, Sajid Haider and Antón García—Organizational Differences among Universities in Three Socioeconomic Contexts: Finland, Spain and Ecuador. Relational Coordination Approach; https://doi.org/10.3390/educsci11080445. Hue Thi Truong, Hung Manh Le, Duc Anh Do, Duc Anh Le, Huyen Thi Nguyen and Thanh Kim Nguyen—Impact of Governance Factors over Lecturers’ Scientific Research Output: An Empirical Evidence; https://doi.org/10.3390/educsci11090553. xii Cecília Guerra and Nilza Costa—Can Pedagogical Innovations Be Sustainable? One Evaluation Outlook for Research Developed in Portuguese Higher Education; https://doi.org/10.3390/educsci11110725. The book also presents institutional research, conducted in a macro level approach that can be very helpful to the reader that is interested in more information regarding the assessment of pedagogical innovation at an institutional level. Bečica and colleagues present a relevant qualitative Assessment of the Pedagogical Process at Czech Public Universities. This work increments the debate towards more quality-based measures considering that the monitoring and quantification of quality in education is a very demanding and controverse topic. Checa-Morales and colleagues presented an institutional study that focus on organizational differences Universities in Three Socioeconomic Contexts: Finland, Spain and Ecuador. Results show that shared goals with among faculty members and problem-solving communication among students were key. Organizational practices show relevant differences among the three universities. Truong and colleagues analysed governance factors that influence the scientific research output of lecturers. The results reveal that resources for scientific research have the most impact on lecturers’ scientific research output, followed by policies for lecturers, support for scientific research activities, scientific research objectives of HEIs, and finally, leadership. Pedagogical innovation is key in order to develop society. Guerra and colleagues introduce a very interesting and critical approach to the topic, conducting research that focused on the extent to which funded national research-based education projects, developed in public Portuguese higher education institutions (universities and polytechnic institutes), have considered the sustainability of research results (e.g., pedagogical innovations), after funding ends. We believe there is a need for this book to provide clear and relevant scientific research which takes into consideration pedagogical innovation, assessment processes and institutional models. The aim of this book is to provide the reader with key and updated research on the information necessary to understand students learning and teaching, innovation at assessment, the need to assess involving the students and also to understand global macro level research, national level and institutional level. Therefore, we hope to reach policy makers, educators, researchers, teachers, students and a global community of people that are interested and concerned with the research agenda, acting in student’s empowerment, knowledge and updated skills.info:eu-repo/semantics/publishedVersio

    CAVRN Syllabus, Vol. 1

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    In this inaugural volume, we introduce CAVRN and set out an agenda for a Critical Augmented and Virtual Reality research Network. Through what we refer to as ‘critical AR and VR studies’, we argue there is urgent need for research that takes stock of rapid developments in the AR and VR space – accounting for the ethical, social, political, and economic implications of these technologies. This volume of CAVRN presents 16 contributions offering critical perspectives on AR and VR, encompassing diverse domains, united in their call for a deeper exploration of the complexities of virtual interaction, advocating for an approach to the critique of VR that accounts for both its material-technical affordances and its socio-cultural dimensions. The contributions in this volume cover four main areas – 1) the policy, regulatory, and legal implications of AR and VR, 2) media theoretical approaches to studying VR, 3) responses to the emerging ‘metaverse’, and 4) VR experiences and storytelling
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