18,426 research outputs found
Web-Based Student Processes at Community Colleges: Removing Barriers to Access
Colleges and universities are making extensive use of the Internet for collecting admission and financial aid applications. Benefits from online application services are enjoyed by both the educational institution and the prospecÂŹtive student who applies online. It is vital that web sites offering these services be made accessible so that students with disabilities are afforded the same benefits of online applications as their non-disabled peers.
Cornell Universityâs Employment and Disability Institute was funded by the U.S. Department of Educationâs National Institute on Disability and Rehabilitation Research (NIDRR) to conduct a project with the following three objectives: 1) survey student services professionals at community colleges to examine the extent of use of the internet for providing services and the awareness of internet accessibility issues, 2) evaluate a sample of community college websites for accessibility and usability by students with and without disabilities, and 3) develop a toolkit for improving access to internet-based services at community colleges
Digital library access for illiterate users
The problems that illiteracy poses in accessing information are gaining attention from the research community. Issues currently being explored include developing an understanding of the barriers to information acquisition experienced by different groups of illiterate information seekers; creating technology, such as software interfaces, that support illiterate users effectively; and tailoring content to increase its accessibility. We have taken a formative evaluation approach to developing and evaluating a digital library interface for illiterate users. We discuss modifications to the Greenstone platform, describe user studies and outline resulting design implications
AI Dining Suggestion App
Trying to decide what to eat can sometimes be challenging and time-consuming for people. Google and Yelp have large scale data sets of restaurant information as well as Application Program Interfaces (APIs) for using them. This restaurant data includes time, price range, traffic, temperature, etc. The goal of this project is to build an app that eases the process of finding a restaurant to eat. This app has a Tinder-like user friendly User Interface (UI) design to change the common way that lists of restaurants are presented to users on mobile apps. It also uses the help of Artificial Intelligence (AI) with neural networks to train both supervised and unsupervised learning models that can learn from one\u27s dining pattern over time to make better suggestions at any time
Evaluation of the game development process of a location-based mobile game
There is a growing interest of government bodies and NGOs in using (serious) video games in awareness campaigns. Until now, however, little was known on how to set up such a campaign so as to effectively cater to the needs of different stakeholders including the target audience. Hence designing, developing and translating a game for educational purposes whilst balancing between fun and learning is a complex process, this paper aims to evaluate this by presenting a methodological framework for involving stakeholders in the design and development of a game-based awareness campaign based on a user-centered software design methodology and assesses its effectiveness in a concrete use case: the development of the location-based mobile game City Jam. The goal was to develop a game-based road safety campaign to confront adolescents with road traffic situations with the aim to positively influence road safety attitude and behavior. Mobile technologies offer new opportunities to embed digital game based learning by in different contexts. Given the nature of the road safety campaign, a location-based game format was chosen, aiming to facilitate learning by means of an extended three-way interaction (human interaction, game and context). Different user-centered design methods were deployed throughout several phases of the game development process: In phase one (the opportunity identification) a literature review was performed to investigate relevant fields for the gameâs goal. In phase two (the game concept development) expert interviews and a focus groups were conducted with relevant stakeholders and in phase three (the game concept design) co-design sessions and a focus group resulted in a game design document. In phase four (game development and testing) the beta version of City jam was developed and tested in an iterative field testing design and resulted in the final game. Results obtained throughout the game development process provided us the opportunity to evaluate several major aspects. Firstly the impact of stakeholder involvement on the different phases of the design process and the final product resulted in a game that was tailored to the preferences and needs of the target group. Secondly translating the game concept into practice, such as game elements, proposed educational game elements, were evaluated based on the usability, playability principles and social and technological aspects. Benefits and challenges of user-centered design methods are discussed and how budget constraints and differing desired outcomes of different stakeholders challenge but also enrich the process
Agent Based Test and Repair of Distributed Systems
This article demonstrates how to use intelligent agents for testing and repairing a distributed system, whose elements may or may not have embedded BIST (Built-In Self-Test) and BISR (Built-In Self-Repair) facilities. Agents are software modules that perform monitoring, diagnosis and repair of the faults. They form together a society whose members communicate, set goals and solve tasks. An experimental solution is presented, and future developments of the proposed approach are explore
Collaborative development of the Arrowsmith two node search interface designed for laboratory investigators.
Arrowsmith is a unique computer-assisted strategy designed to assist investigators in detecting biologically-relevant connections between two disparate sets of articles in Medline. This paper describes how an inter-institutional consortium of neuroscientists used the UIC Arrowsmith web interface http://arrowsmith.psych.uic.edu in their daily work and guided the development, refinement and expansion of the system into a suite of tools intended for use by the wider scientific community
Revealing the Vicious Circle of Disengaged User Acceptance: A SaaS Provider's Perspective
User acceptance tests (UAT) are an integral part of many different software engineering methodologies. In this paper, we examine the influence of UATs on the relationship between users and Software-as-a-Service (SaaS) applications, which are continuously delivered rather than rolled out during a one-off signoff process. Based on an exploratory qualitative field study at a multinational SaaS provider in Denmark, we show that UATs often address the wrong problem in that positive user acceptance may actually indicate a negative user experience. Hence, SaaS providers should be careful not to rest on what we term disengaged user acceptance. Instead, we outline an approach that purposefully queries users for ambivalent emotions that evoke constructive criticism, in order to facilitate a discourse that favors the continuous innovation of a SaaS system. We discuss theoretical and practical implications of our approach for the study of user engagement in testing SaaS applications
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