157 research outputs found

    Reimagining Disruptive Technologies: The User Experience of Netflix and Pokémon GO in Australia

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    The user experience of disruptive technologies is insufficiently understood by industry and academia as discourse is typically centered around the impact of new technologies on existing services, business models, and their respective industries. This thesis seeks to address this gap in knowledge and develops an original framework, the Disruption-Experience Model (D-E Model), for identifying and describing user experiences of technologies that have been perceived as disruptive. The D-E model involves three interlinking concepts: stabilisation, which is a sustaining experience whereby thoughts, feelings and practices are reinforced; destabilisation, which is a dysfunctional experience whereby thoughts, feelings and practices are undermined; and transformation, which is a novel experience whereby thoughts, feelings and practices are dramatically shifting. The methodology for the thesis draws on principles from ethnography, and 28 participants were recruited from the city of Wollongong in New South Wales, Australia for the investigation of two case studies: the subscription video-on-demand (SVOD) service Netflix and the augmented reality (AR) mobile gaming application Pokémon GO (PoGO). By observing online discussions, talking to Netflix and PoGO users directly through interviews and participating in walk-alongs, I found that the user experience diverges from some of the established perceptions identified from the literature and public discourse. Netflix has been perceived as a dramatic disruption for the Australian television industry, but in terms of the user experience it was mostly a continuation of existing viewing practices, with internet piracy as the middle-man. PoGO was perceived as disruptive in different ways by different people, with game changing implications for the AR, marketing and mobile gaming industries. However, users were less interested in the innovative aspects of the game and more excited about experiencing Pokémon in a new way and being part of a historical, cultural moment. This thesis provides nuance to conversations of disruptive technologies by including the point of view of the user, and the D-E Model can be useful for understanding experiences of other technologies—or potential disruptions—in the future

    Blending MOOC in Face-to-Face Teaching and Studies

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    Communicating the Past in the Digital Age: Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12-13 October 2018)

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    Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more

    Immersive Learning Environment with Integrated Interactive Video and Ubiquitous Technologies

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    100學年度沈俊毅升等參考著作[[abstract]]Information technology is an integral part of daily life in many domains, including communication, computing, entertainment, and education. However, despite its pervasiveness, digitalization in various purposes and application in many human-based activities, it still plays the role of assisting and supporting people in manipulating and acquiring information. This study developed a ubiquitous learning environment based on the connection between digital and physical information. By using mobile learning technologies, including interactive video-based multimedia technology, GPS, GIS, and the electronic map service, learners can perform location-aware learning activities and experience corresponding appearances regarding a particular location. Accordingly learners can acquire new knowledge by participating in location-aware learning activities. We also demonstrate a ubiquitous learning activity of introducing the history of Tamkang University, Taiwan, and assess the effectiveness of the proposed ubiquitous learning environment.[[journaltype]]國外[[incitationindex]]EI[[booktype]]紙本[[countrycodes]]KO

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Hybrid Social Play Final Report

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    Design and Implementation of a Bluetooth 4.0 LE Infrastructure for Mobile Devices

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    The new Bluetooth 4.0 low energy (Bluetooth Smart) specification provides developers a means to create unique and never before seen systems. Using low energy beacons, new systems are able to deliver location based information to the user, whenever it comes into close proximity of a certain beacon. BLExpo, a beacon based service developed for an enhanced user experience at expo’s, relays location sensitive information saved on a server to the consumer, depending on his location, is described in this thesis in detail. Adapting the design of the service, a vast variety of different systems can emerge, and existing ones improved, by supplying beacons. A brief look at how Bluetooth low energy can make our lives more convenient is provided, as well as the issues that might arise when dealing with beacon based systems. Alternative designs are taken into account by describing systems that rely purely on Bluetooth low energy for both event triggering, and information exchange. Since every system mentioned in this thesis uses Bluetooth LE as the underlaying technology, it is also introduced and a brief overview is provided

    Facilitating data exploration in casual mobile settings with multi-device interaction

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    Big data is the new buzzword of computer professionals. Governments and industry are increasingly looking to find benefits from exploring immense data sets using new powerful tools. Large amounts of data are generated through our daily activities: commuting, eating lunch, using mobile phones, and reading the bedtime story to the children. In a truly democratized society we should have access to the data we generate along with the tools needed to gain insight. Consequently, there is an emerging need for aggregating data from different sources and presenting it in forms that will make it accessible for different stakeholders within social entities pervasive computing systems will soon be required to provide opportunities for users to rapidly explore big data in ad-hoc casual settings. This work focuses on how we can transform everyday spaces into data-rich environments where citizens can interactively explore data sets. Specifically, this work will investigate how we can transform table surfaces into interactive spaces by augmenting currently available mobile devices. Using multiple mobile devices for one and many users will be the focal theme and new interaction techniques are explored. The project is build on past research from the t2i Interaction Laboratory and look for new sensing techniques, communication protocols and navigation patterns
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