5,613 research outputs found
Alter ego, state of the art on user profiling: an overview of the most relevant organisational and behavioural aspects regarding User Profiling.
This report gives an overview of the most relevant organisational and\ud
behavioural aspects regarding user profiling. It discusses not only the\ud
most important aims of user profiling from both an organisation’s as\ud
well as a user’s perspective, it will also discuss organisational motives\ud
and barriers for user profiling and the most important conditions for\ud
the success of user profiling. Finally recommendations are made and\ud
suggestions for further research are given
Machine Understanding of Human Behavior
A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior
Cloud services, interoperability and analytics within a ROLE-enabled personal learning environment
The ROLE project (Responsive Open Learning Environments, EU 7th Framework Programme, grant agreement no.: 231396, 2009-2013) was focused on the next generation of Personal Learning Environments (PLEs). A ROLE PLE is a bundle of interoperating widgets - often realised as cloud services - used for teaching and learning. In this paper, we first describe the creation of new ROLE widgets and widget bundles at Galileo University, Guatemala, within a cloud-based infrastructure. We introduce an initial architecture for cloud interoperability services including the means for collecting interaction data as needed for learning analytics. Furthermore, we describe the newly implemented widgets, namely a social networking tool, a mind-mapping tool and an online document editor, as well as the modification of existing widgets. The newly created and modified widgets have been combined in two different bundles that have been evaluated in two web-based courses at Galileo University, with participants from three different Latin-American countries. We measured emotional aspects, motivation, usability and attitudes towards the environment. The results demonstrated the readiness of cloud-based education solutions, and how ROLE can bring together such an environment from a PLE perspective
Reactions to Skill Assessment: The Forgotten Factor in Explaining Motivation to Learn
This study examined the effects of trainees’ reactions to skill assessment on their motivation to learn. A model was developed that suggests that two dimensions of trainees’ assessment reactions – distributive justice and utility – influence training motivation and overall training effectiveness. The model was tested using a sample of individuals (N = 113) enrolled in a truck driving training program. Results revealed that trainees’ who perceived higher levels of distributive justice and utility had higher motivation to learn. Training motivation was found to significantly predict several measures of training effectiveness. Trainees’ performance on the pre-training assessment and trait goal orientation exhibited direct and interactive effects on their reactions to the skill assessment. Implications of these findings for future research on reactions to skill assessments are identified along with the practical implications for the design and conduct of training needs assessment
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Developing living information systems through systems tailorability: Deferred systems design
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.An interpretivist investigation of computer-based business information systems was conducted in two commercial companies and two higher education institutes, by using both quantitative questionnaire survey and qualitative interview research methods. The investigation focused on the social and organisational context of information systems development and usage in these organisations. The utility of structured methodologies is now being questioned by some researchers who are calling for alternative approaches, and this investigation draws on that alternative strand of thinking. The collected data primarily reveals that the development and usage of information systems happens in changing organisations, which suggests that the design and usage of information systems must cater for such a changing or dynamic environment. Therefore the data is interpreted using a philosophical outlook encompassing the notion of "living" information systems and Critical Theory, and this philosophical stance regards information technology as liberating human endeavour in organisations. Five sub-concepts and the concept of deferred system's design are derived from the data, which have been formulated to account and cater for change in information systems environments. The concept of deferred system's design encourages the design of information systems which allow for organisational human behaviour, consisting of organisational change, uncertainty, and learning, to be mediated by information technology. A systems design principle called `deferred system's design decisions' is derived to enable designs of tailorable information systems, which may be regarded as one form of living information systems to facilitate such organisational behaviour. An intersubjective theoretical model called the spiral of change model of tailorable information systems is proposed to explain and understand better the changing organisational environment in which information systems must be developed and in which they must function. To inform practice a computer tool is proposed which enables conceptions of " tailorable information systems that employ the principle of deferred system's design decisions and enables modelling changing or dynamic information systems
An architecture supporting the development of serious games for scenario-based training and its application to Advanced Life Support
The effectiveness of serious games for training has already been proved in several domains. A major obstacle to the mass adoption of serious games comes from the difficulties in their development, due to the lack of widely adopted architectures that could streamline their creation process. In this thesis we present an architecture supporting the development of serious games for scenario-based training, a serious games for medical training we developed exploiting the architecture and the results of a study about its effectivenes
Active Learning: Effects of Core Training Design Elements on Self-Regulatory Processes, Learning, and Adaptability
This research describes a comprehensive examination of the cognitive, motivational, and emotional processes underlying active learning approaches, their effects on learning and transfer, and the core training design elements (exploration, training frame, emotion-control) and individual differences (cognitive ability, trait goal orientation, trait anxiety) that shape these processes. Participants (N = 350) were trained to operate a complex computer-based simulation. Exploratory learning and error-encouragement framing had a positive effect on adaptive transfer performance and interacted with cognitive ability and dispositional goal orientation to influence trainees’ metacognition and state goal orientation. Trainees who received the emotion-control strategy had lower levels of state anxiety. Implications for developing an integrated theory of active learning, learner-centered design, and research extensions are discussed
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