2,517 research outputs found

    Towards a framework for investigating tangible environments for learning

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    External representations have been shown to play a key role in mediating cognition. Tangible environments offer the opportunity for novel representational formats and combinations, potentially increasing representational power for supporting learning. However, we currently know little about the specific learning benefits of tangible environments, and have no established framework within which to analyse the ways that external representations work in tangible environments to support learning. Taking external representation as the central focus, this paper proposes a framework for investigating the effect of tangible technologies on interaction and cognition. Key artefact-action-representation relationships are identified, and classified to form a structure for investigating the differential cognitive effects of these features. An example scenario from our current research is presented to illustrate how the framework can be used as a method for investigating the effectiveness of differential designs for supporting science learning

    Designing for Mixed Reality Urban Exploration

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    This paper introduces a design framework for mixed reality urban exploration (MRUE), based on a concrete implementation in a historical city. The framework integrates different modalities, such as virtual reality (VR), augmented reality (AR), and haptics-audio interfaces, as well as advanced features such as personalized recommendations, social exploration, and itinerary management. It permits to address a number of concerns regarding information overload, safety, and quality of the experience, which are not sufficiently tackled in traditional non-integrated approaches. This study presents an integrated mobile platform built on top of this framework and reflects on the lessons learned.Peer reviewe

    Designing for Mixed Reality Urban Exploration

    Get PDF
    This paper introduces a design framework for mixed reality urban exploration (MRUE), based on a concrete implementation in a historical city. The framework integrates different modalities, such as virtual reality (VR), augmented reality (AR), and haptics-audio interfaces, as well as advanced features such as personalized recommendations, social exploration, and itinerary management. It permits to address a number of concerns regarding information overload, safety, and quality of the experience, which are not sufficiently tackled in traditional non-integrated approaches. This study presents an integrated mobile platform built on top of this framework and reflects on the lessons learned

    Supporting Device Discovery and Spontaneous Interaction with Spatial References

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    The RELATE interaction model is designed to support spontaneous interaction of mobile users with devices and services in their environment. The model is based on spatial references that capture the spatial relationship of a user’s device with other co-located devices. Spatial references are obtained by relative position sensing and integrated in the mobile user interface to spatially visualize the arrangement of discovered devices, and to provide direct access for interaction across devices. In this paper we discuss two prototype systems demonstrating the utility of the model in collaborative and mobile settings, and present a study on usability of spatial list and map representations for device selection

    STAK – Serendipitous tool for augmenting knowledge: A conceptual tool for bridging digital and physical resources

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    Humanities scholars have long claimed the importance of browsing in the library stacks as part of their research process. The digitization practices of libraries and archives, while meant to assist with preservation and access, make the physical browsing experience impossible. While there have been various attempts to recreate this experience online, none as yet has created a digital tool which users can interact with as they move through the physical material in the library. This paper aims to introduce the concept of the Serendipitous Tool for Augmenting Knowledge (STAK), a geolocative app that allows users to access material complementary to what they are looking at on library shelves. The authors outline the research behind STAK, the potential for locative media and augmented reality in libraries, and the design requirements for STAK. Finally, they outline two elements of serendipity that they hope to emulate in STAK: Noticing, and Capture and Recall. By enhancing the physical collection with digital information, STAK aims to bring scholars the best of both worlds, and to encourage them to return to the physical library to explore, learn, and browse. Depuis longtemps, les chercheurs des sciences humaines soulignent l’importance dans leur processus de recherche de parcourir des ouvrages dans les rayons des bibliothèques. Bien que les pratiques de numérisation des bibliothèques et des archives aient pour objet d’aider la préservation et l’accès, elles rendent aussi impossible l’expérience de la consultation physique sur place. Il y a bien eu diverses tentatives pour recréer cette expérience en ligne, mais aucune n’a jusqu’à présent créé un outil numérique avec lequel les usagers peuvent interagir alors qu’ils consultent physiquement la documentation dans la bibliothèque. Cet article vise à introduire le concept de Serendipitous Tool for Augmenting Knowledge (STAK) (Outil fortuit pour l’enrichissement de la connaissance), une application géo-locative qui permet aux usagers d’avoir accès à une documentation complémentaire à celle qu’ils recherchent dans les rayons de la bibliothèque. Les auteurs présentent la recherche motivant STAK, le potentiel des médias locatifs et de la réalité enrichie dans les bibliothèques, et les exigences de la conception de STAK. Enfin, ils soulignent deux éléments d’heureux hasard qu’ils espèrent imiter dans STAK: Constater, et Saisir et Rappeler. En optimisant la collection physique au moyen de l’information numérique, STAK vise à apporter aux chercheurs le meilleur des deux mondes, et à les encourager à retourner dans la bibliothèque physique pour explorer, apprendre et parcourir les ouvrages

    Digital places: location-based digital practices in higher education using Bluetooth Beacons

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    The physical campus is a shared space that enables staff and students, industry and the public, to collaborate in the acquisition, construction and consolidation of knowledge. However, its position as the primary place for learning is being challenged by blended modes of study that range from learning experiences from fully online to more traditional campus-based approaches. Bluetooth beacons offer the potential to combine the strengths of both the digital world and the traditional university campus by augmenting physical spaces to enhance learning opportunities, and the student experience more generally. This simple technology offers new possibilities to extend and enrich opportunities for learning by exploiting the near-ubiquitous nature of personal technology. This paper provides a high-level overview of Bluetooth beacon technology, along with an indication of some of the ways in which it is developing, and ways that it could be used to support learning in higher education

    Issues in the relationship between technology and practice

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    The paper explores some of the key themes and discussion points that were aired at the Association of Learning Technology conference in 2004. It discusses the findings of several of the keynote speakers and presenters within the context of the relationship between technology, practice and innovation. It references the papers presented in the technology infrastructure and new technology strands of the conference to examine whether educational technology currently has an appropriate balance between innovation and good practice. It then presents a case study of application in practice through some of the development activities that a national funding body, the JISC, has put into place. Finally, it draws conclusions about how well the learning technology community is achieving appropriate balance between innovation and technology

    Facilitating serendipitous communication, interaction and collaborative flow in mixed realities while working remote.

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    Working remotely can often lead to fatigue and stress which in turn reduces productivity. The author will explore the concept that with proper communication, environments that promote serendipitous meeting and effective collaboration, can result in happier workers. The author will also explore how speculative design can improve remote work and provide vision for future work scenarios. This concept will focus on the development of interaction design for use with mixed realities, 3D capture systems and mid-air haptic technology to create a seamless and engaging remote working environment. This paper will show how work culture and communication can affect mental health and productivity; why people isolate while working remotely; how interaction and proper feedback is important to work flow; and the importance of meeting face to face while collaborating. The author purposes a possible solution and application in capturing user interaction data to provide a seamless virtual work environment. This system would utilize 3D capture, mid-air haptic control, and mixed reality technology to allow remote workers to fulfill work related tasks while also maintaining healthy communication and mental health. The final outcome is a personal haptics console and an augmented reality (AR) headset with an integrated camera system
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