6,070 research outputs found

    A Review of the "Digital Turn" in the New Literacy Studies

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    Digital communication has transformed literacy practices and assumed great importance in the functioning of workplace, recreational, and community contexts. This article reviews a decade of empirical work of the New Literacy Studies, identifying the shift toward research of digital literacy applications. The article engages with the central theoretical, methodological, and pragmatic challenges in the tradition of New Literacy Studies, while highlighting the distinctive trends in the digital strand. It identifies common patterns across new literacy practices through cross-comparisons of ethnographic research in digital media environments. It examines ways in which this research is taking into account power and pedagogy in normative contexts of literacy learning using the new media. Recommendations are given to strengthen the links between New Literacy Studies research and literacy curriculum, assessment, and accountability in the 21st century

    Pedagogies of Design and Multiliterate Learner Identities

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    In an era of multiliteracies, teaching and learning have become knowledge performances at multiple levels. Instead of a singular, linear focus upon print technologies, the techno-oriented philosophy of teaching aims at providing a rhizomatic network of texts where there is a close link between, and often an overlap of, different designs—linguistic, visual, spatial, and gestural—to construct the multiliterate learner. In this paper, I discuss the role of multimodal literacies in a primary classroom, affirming the role of multiliteracies and decentring the pre-dominance of linguistic at the cost of other designs. While the print media are acknowledged as significant to literacy, the multimodality of print is enhanced through visual and spatial design (Kenner, 2004). Through graphic examples of ICT applications of designs in a primary classroom, I demonstrate that students are operating through multitextual and digitextual (Everett, 2003) practices. What follows is the complex positioning and re-situating of teacher and learner identities engaged in learning through the knowledge processes of experiencing, identifying, applying and critiquing concepts (Kalantzis & Cope, 2004). In particular, I argue that within the diversity of present day classrooms, the digital oriented, multiliterate learner is implicated in constant identity construction by drawing upon macro and micro social practices. I conclude by reiterating the significance of new technologies and new literacy practices as essential to the construction of new learner identities

    A Software Framework to Create 3D Browser-Based Speech Enabled Applications

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    The advances in automatic speech recognition have pushed the humancomputer interface researchers to adopt speech as one mean of input data. It is natural to humans, and complements very well other input interfaces. However, integrating an automatic speech recognizer into a complex system (such as a 3D visualization system or a Virtual Reality system) can be a difficult and time consuming task. In this paper we present our approach to the problem, a software framework requiringminimum additional coding from the application developer. The framework combines voice commands with existing interaction code, automating the task of creating a new speech grammar (to be used by the recognizer). A new listener component for theXj3D was created, which makes transparent to the user the integration between the 3D browser and the recognizer. We believe this is a desirable feature for virtual reality system developers, and also to be used as a rapid prototyping tool when experimenting with speech technology

    A Scalable Home Care System Infrastructure Supporting Domiciliary Care

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    Technology-mediated home care is attractive for older people living at home and also for their carers. It provides the information necessary to give confidence and assurance to everyone interested in the wellbeing of the older person. From a care delivery perspective, however, widespread deployment of home care technologies presents system developers with a set of challenges. These challenges arise from the issues associated with scaling from individual installations to providing a community-wide service, particularly when each installation is to be fitted to the particular but changing needs of the residents, their in-home carers and the larger healthcare community. This paper presents a home care software architecture and services that seek to address these challenges. The approach aims to generate the information needed in a timely and appropriate form to inform older residents and their carers about changing life style that may indicate a loss of well-being. It unites sensor-based services, home care policy management, resource discovery, multimodal interaction and dynamic configuration services. In this way, the approach offers the integration of a variety of home care services with adaptation to the context of use

    Why should I present my thesis on computer assisted ndjébbana on dvd?

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    This paper justifies the presentation of a Phd thesis about Computer Assisted NdjTbbana on a Digital Video Disc (DVD). NdjTbbana is a language spoken by 200 Kunibfdji who are the traditional indigenous Australian landowners of Maningrida in Arnhem Land, Australia. The tools of this study are simple digital talking books that were created in NdjTbbana and then presented on touch screens computers. The data was the interaction around the touch screens that was recorded on digital video. Using DVD technology, the NdjTbbana talking books and the digital video can be integrated into a scholarly text for academics and NdjTbbana narrated report for the Kunibfdji, which can be combined to present a thesis. From a theoretical perspective, a thesis on a DVD can be located in the centre of critical literacy, a critical theory of technology and critical research methodologies. There are also logistical, semiotic and ideological reasons for presenting a thesis on about computer assisted NdjTbbana on DVD. Presenting Computer Assisted NdjTbbana on DVD will link the tools and data of the research with academic discourse to enhance the examination process and will also support the empowerment of the Kunibfdji as they are more informed about the research process

    Evaluating the spoken dialogue system of a conversational character: A Simulation Study

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    Currently, there are many applications like human-computer interactions in which speech technology plays an important role. In particular, embodied conversational character interfaces research has produced widely divergent results and it has tended to focus on the character’s dialog capabilities associated with reasoning. Conversely, the present work attempts to evaluate a conversational character from interactionrelated aspects. This paper describes an analysis of a conversational character spoken dialogue system using a discrete event simulator. The simulation model was implemented in the ARENA traditional simulator. Simulation results show that sometimes the response time from the speech conversational character can be too long to user, as well as environment noise is an important aspect of the system to be improved.XIV Workshop Computación Gráfica, Imágenes y Visualización (WCGIV).Red de Universidades con Carreras en Informática (RedUNCI

    From corporeality to virtual reality: theorizing literacy, bodies, and technology in the emerging media of virtual, augmented, and mixed realities

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    This dissertation explores the relationships between literacy, technology, and bodies in the emerging media of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). In response to the recent, rapid emergence of new media forms, questions arise as to how and why we should prepare to compose in new digital media. To interrogate the newness accorded to new media composing, I historicize the literacy practices demanded by new media by examining digital texts, such as video games and software applications, alongside analogous “antiquated” media, such as dioramas and museum exhibits. Comparative textual analysis of analogous digital and non-digital VR, AR, and MR texts reveals new media and “antiquated” media utilize common characteristics of dimensionality, layering, and absence/presence, respectively. The establishment of shared traits demonstrates how media operate on a continuum of mutually held textual practices; despite their distinctive forms, new media texts do not represent either a hierarchical or linear progression of maturing development. Such an understanding aids composing in new VR, AR, and MR media by enabling composers to make fuller use of prior knowledge in a rapidly evolving new media environment, a finding significant both for educators and communicators. As these technologies mature, we will continue to compose both traditional and new forms of texts. As such, we need literacy theory that attends to both the traditional and the new and also is comprehensive enough to encompass future acts of composing in media yet to emerge

    Usable Interface Design for Everyone

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    En el diseño de "interfaces para todo el mundo" para los sistemas interactivos, es importante tener en cuenta factores como el costo, el mercado de destino, el estado del medio ambiente,etc. Los interfaces de usuario son fundamentales para el proceso de desarrollo de cualquier aplicación, y su diseño debe estar contemplado desde el principio. De las distintas partes de un sistema (hardware y software), es la interfaz el sistema que permite al usuario el acceso a los recursos informáticos. Los siete principios del "Diseño Universal" o "Diseño para Todos" se centran en un diseño utilizable universal, pero al mismo tiempo reconocer la influencia de factores internos y externos. Los cambios estructurales en los servicios sociales y de salud podrían proporcionar un aumento en el bienestar de los ciudadanos de un país a través del uso de la programación de auto-cuidado y la gestión proactiva / prevención de la enfermedad. Plataformas automatizadas en el hogar pueden actuar como un instrumento que permitan a los usuarios evitar, compensar, mitigar o neutralizar las deficiencias y las dependencias causada por el envejecimiento.When designing “interfaces for everyone” for interactive systems, it is important to consider factors such as cost, the intended market, the state of the environment, etc. User interfaces are fundamental for the developmental process in any application, and its design must be contemplated from the start. Of the distinct parts of a system (hardware and software), it is the interface that permits the user access to computer resources. The seven principles of “Universal Design” or “Design for Everyone” focus on a universal usable design, but at the same time acknowledge the influences of internal and external factors. Structural changes in social and health services could provide an increase in the well-being of a country’s citizens through the use of self-care programming and proactive management/prevention of disease. Automated home platforms can act as an accessibility instrument which permits users to avoid, compensate, mitigate, or neutralize the deficiencies and dependencies caused by living alon

    Emerging spaces for language learning: AI bots, ambient intelligence, and the metaverse

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    Looking at human communication from the perspective of semiotics extends our view beyond verbal language to consider other sign systems and meaning-making resources. Those include gestures, body language, images, and sounds. From this perspective, the communicative process expands from individual mental processes of verbalizing to include features of the environment, the place and space in which the communication occurs. It may be—and it is increasingly the case today—that language is mediated through digital networks. Online communication has become multimodal in virtually all platforms. At the same time, mobile devices have become indispensable digital companions, extending our perceptive and cognitive abilities. Advances in artificial intelligence are enabling tools that have considerable potential for language learning, as well as creating more complexity in the relationship between humans and the material world. In this column, we will be looking at changing perspectives on the role of place and space in language learning, as mobile, embedded, virtual, and reality-augmenting technologies play an ever-increasing role in our lives. Understanding that dynamic is aided by theories and frameworks such as 4E cognition and sociomaterialism, which posit closer connections between human cognition/language and the world around us
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