73,669 research outputs found
The effect of personality on collaborative task performance and interaction
Collocated, multi-user technologies, which support group-work are becoming increasingly popular. Examples include MERL's Diamondtouch and Microsoft's Surface, both of which have evolved from research prototypes to commercial products. Many applications have been developed for such technologies which support the work and entertainment needs of small groups of people. None of these applications however, have been studied in terms of the interactions and performances of their users with regards to their personality. In this paper, we address this research gap by conducting a series of user studies involving dyads working on a number of multi-user applications on the DiamondTouch tabletop device
Current Challenges and Visions in Music Recommender Systems Research
Music recommender systems (MRS) have experienced a boom in recent years,
thanks to the emergence and success of online streaming services, which
nowadays make available almost all music in the world at the user's fingertip.
While today's MRS considerably help users to find interesting music in these
huge catalogs, MRS research is still facing substantial challenges. In
particular when it comes to build, incorporate, and evaluate recommendation
strategies that integrate information beyond simple user--item interactions or
content-based descriptors, but dig deep into the very essence of listener
needs, preferences, and intentions, MRS research becomes a big endeavor and
related publications quite sparse.
The purpose of this trends and survey article is twofold. We first identify
and shed light on what we believe are the most pressing challenges MRS research
is facing, from both academic and industry perspectives. We review the state of
the art towards solving these challenges and discuss its limitations. Second,
we detail possible future directions and visions we contemplate for the further
evolution of the field. The article should therefore serve two purposes: giving
the interested reader an overview of current challenges in MRS research and
providing guidance for young researchers by identifying interesting, yet
under-researched, directions in the field
Machinima interventions: innovative approaches to immersive virtual world curriculum integration
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing that digital media works best when simply developed for deployment within a blended curriculum to inform learning activity, and where the media are specifically designed to set challenges, seed ideas, or illustrate problems. Machinima, digital films created in IVWs, or digital games offer a rich mechanism for delivering such interventions. Scenes are storyboarded, constructed, shot and edited using techniques similar to professional film production, drawing upon a cast of virtual world avatars controlled through a human–computer interface, rather than showing real‐life actors. The approach enables academics or students to make films using screen capture software and desktop editing tools. In student‐generated production models the learning value may be found in the production process itself. This paper discusses six case studies and several themes from research on ideas for educational machinima including: access to production; creativity in teaching and learning; media intervention methodology; production models; reusability; visualisation and simulation
How do interactive tabletop systems influence collaboration?
This paper examines some aspects of the usefulness of interactive tabletop systems, if and how these impact collaboration. We chose creative problem solving such as brainstorming as an application framework to test several collaborative media: the use of pen-and-paper tools, the ‘‘around-the-table’’ form factor, the digital tabletop interface, the attractiveness of interaction styles. Eighty subjects in total (20 groups of four members) participated in the experiments. The evaluation criteria were task performance, collaboration patterns (especially equity of contributions), and users’ subjective experience. The ‘‘aroundthe-table’’ form factor, which is hypothesized to promote social comparison, increased performance and improved collaboration through an increase of equity. Moreover, the attractiveness of the tabletop device improved subjective experience and increased motivation to engage in the task. However, designing attractiveness seems a highly challenging issue, since overly attractive interfaces may distract users from the task
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The shape of online meetings
Live videoconferencing has become an integral part of international virtual learning and working with professionals, educators and students using online meetings to enhance their collaboration from different parts of the world. This paper explores the visualization of a set of different online meetings produced by the FlashMeeting' videoconferencing system. Our polar area visualization analysis reveals interesting patterns in participant dominance in online meetings: seminars, interviews, moderated project meetings, peer-to-peer meetings, web-casts and video lectures. Visualizing patterns in the use of foreground and background communication channels is a promising way to help us to start to explore individual user roles in different communities and in different meeting types
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Intelligent multimedia communication for enhanced medical e-collaboration in back pain treatment
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2004 SAGE PublicationsRemote, multimedia-based, collaboration in back pain treatment is an option which only recently has come to the attention of clinicians and IT providers. The take-up of such applications will inevitably depend on their ability to produce an acceptable level of service over congested and unreliable public networks. However, although the problem of multimedia application-level performance is closely linked to both the user perspective of the experience as well as to the service provided by the underlying network, it is rarely studied from an integrated viewpoint. To alleviate this problem, we propose an intelligent mechanism that integrates user-related requirements with the more technical characterization of quality of service, obtaining a priority order of low-level quality of service parameters, which would ensure that user-centred quality of perception is maintained at an optimum level. We show how our framework is capable of suggesting appropriately tailored transmission protocols, by incorporating user requirements in the remote delivery of e-health solutions
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
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