12,628 research outputs found

    Categorisation of visualisation methods to support the design of Human-Computer Interaction systems

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    During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process).Innovate UK, EPSRC, Airbus Group Innovation

    Exploring the adaptive capacity of emergency management using agent based modelling

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    This project aimed to explore the suitability of Agent Based Modelling and Simulation (ABMS) technology in assisting planners and policy makers to better understand complex situations with multiple interacting aspects. The technology supports exploration of the impact of different factors on potential outcomes of a scenario, thus building understanding to inform decision making. To concretise this exploration a specific simulation tool was developed to explore response capacity around flash flooding in an inner Melbourne suburb, with a focus on sandbag depots as an option to be considered.The three types of activities delivered by this project to achieve its objectives were the development of an agent-based simulation, data collection to inform the development of the simulation and communication and engagement activities to progress the work. Climate change is an area full of uncertainties, and yet sectors such as Emergency Management and many others need to develop plans and policy responses regarding adaptation to these uncertain futures. Agent Based Modelling and Simulation is a technology which supports modelling of a complex situation from the bottom up, by modelling the behaviours of individual agents (often representing humans) in various scenarios. By running simulations with different configurations it is possible to explore and analyse a very broad range of potential options, providing a detailed understanding of potential risks and outcomes, given particular alternatives. This project explored the suitability of this technology for use in assessing and developing the capacity of the emergency response sector, as it adapts to climate change. A simulation system was developed to explore a particular issue regarding protection of property in a suburb prone to flash flooding. In particular the option of providing sandbag depots was explored. Simulations indicated that sandbag depots provided by CoPP or VicSES were at this time not a viable option. The simulation tool was deemed to be very useful for demonstrating this to community members as well as to decision makers. An interactive game was also developed to assist in raising awareness of community members about how to sandbag their property using on-site sandbags. The technology was deemed to be of great potential benefit to the sector and areas for further work inorder to realise this benefit were identified. In addition to developing awareness of useful technology, this project also demonstrated the critical importance of interdisciplinary team work, and close engagement with stakeholders and end users, if valuable technology uptake is to be realised. &nbsp

    CAL evaluation: Future directions

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    Formal, experimental methods have proved increasingly difficult to implement, and lack the capacity to generate detailed results when evaluating the impact of CAL on teaching and learning. The rigid nature of experimental design restricts the scope of investigations and the conditions in which studies can be conducted It has also consistently failed to account for all influences on learning. In innovative CAL environments, practical and theoretical development depends on the ability fully to investigate the wide range of such influences. Over the past five years, a customizable evaluation framework has been developed specifically for CAL research. The conceptual approach is defined as Situated Evaluation of CAL (SECAL), and the primary focus is on quality of learning outcomes. Two important principles underpin this development. First, the widely accepted need to evaluate in authentic contexts includes examination of the combined effects of CAL with other resources and influential aspects of the learning environment. Secondly, evaluation design is based on a critical approach and qualitative, case‐based research. Positive outcomes from applications of SECAL include the easy satisfaction of practical and situation‐specific requirements and the relatively low cost of evaluation studies. Although there is little scope to produce generalizable results in the short term, the difficulty of doing so in experimental studies suggests that this objective is difficult to achieve in educational research. A more realistic, longer‐term aim is the development of grounded theory based on common findings from individual cases

    Evaluating the usability of authoring environments for serious games

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    Background. The EMERGO method and online platform enable the development and delivery of scenario-based serious games that foster students to acquire professional competence. One of the main goals of the platform is to provide a user-friendly authoring environment for creating virtual environments where students can perform authentic tasks. Aim. We present the findings of an in-depth qualitative case study of the platform´s authoring environment and compare our findings on usability with those found for comparable environments in literature. Method. We carried out semi-structured interviews, with two experienced game developers who have authored a game for higher education, and a literature review of comparable environments. Findings. The analysis shows that the usability of the authoring environment is problematic, especially regarding understandability and learnability, which is in line with findings of comparable environments. Other findings are that authoring is well integrated with the EMERGO method and that functionality and reliability of the authoring environment are valued. Practical implications. The lessons learned are presented in the form of general guidelines to improve the understandability and learnability of authoring environments for serious games

    Evaluating Participatory Modeling: Developing a Framework for Cross-case Analysis

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    Participatory modeling is increasingly recognised as an effective way to assist collective decision-making processes in the domain of natural resource management. This paper introduces a framework for evaluating projects that have adopted a participatory modeling approach. This framework – known as the ‘Protocol of Canberra’ – was developed through a collaboration between French and Australian researchers engaged in participatory modeling and evaluation research. The framework seeks to assess the extent to which different participatory modeling practices reinforce or divert from the theoretical assumptions they are built upon. The paper discusses the application of the framework in three case-studies, two from Australia and one from the Pacific island of the Republic of Kiribati. The paper concludes with some comments for future use of the framework in a range of participatory modeling contexts, including fostering consideration of why and how different methodological approaches are used to achieve project aims and to build a collective vision amongst diverse stakeholders.participation, modeling, evaluation, complex systems science

    Assisted Interaction for Improving Web Accessibility: An Approach Driven and Tested by Userswith Disabilities

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    148 p.Un porcentaje cada vez mayor de la población mundial depende de la Web para trabajar, socializar, opara informarse entre otras muchas actividades. Los beneficios de la Web son todavía más cruciales paralas personas con discapacidades ya que les permite realizar un sinfín de tareas que en el mundo físico lesestán restringidas debido distintas barreras de accesibilidad. A pesar de sus ventajas, la mayoría depáginas web suelen ignoran las necesidades especiales de las personas con discapacidad, e incluyen undiseño único para todos los usuarios. Existen diversos métodos para combatir este problema, como porejemplo los sistemas de ¿transcoding¿, que transforman automáticamente páginas web inaccesibles enaccesibles. Para mejorar la accesibilidad web a grupos específicos de personas, estos métodos requiereninformación sobre las técnicas de adaptación más adecuadas que deben aplicarse.En esta tesis se han realizado una serie de estudios sobre la idoneidad de diversas técnicas de adaptaciónpara mejorar la navegación web para dos grupos diferentes de personas con discapacidad: personas conmovilidad reducida en miembros superiores y personas con baja visión. Basado en revisionesbibliográficas y estudios observacionales, se han desarrollado diferentes adaptaciones de interfaces web ytécnicas alternativas de interacción, que posteriormente han sido evaluadas a lo largo de varios estudioscon usuarios con necesidades especiales. Mediante análisis cualitativos y cuantitativos del rendimiento yla satisfacción de los participantes, se han evaluado diversas adaptaciones de interfaz y métodosalternativos de interacción. Los resultados han demostrado que las técnicas probadas mejoran el acceso ala Web y que los beneficios varían según la tecnología asistiva usada para acceder al ordenador
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