1,255 research outputs found

    Human-Computer Interface Design for Online Tutoring: Visual Rhetoric, Pedagogy, and Writing Center Websites

    Get PDF
    This dissertation examines the theory and praxis of taking an expanded concept of the human-computer interface (HCI) and working with the resulting concept to design a writing center website that facilitates online tutoring while fostering a conversational approach for online tutoring sessions. In order to foster a conversational approach, I explore the ways in which interactive digital technologies support the collaborative and communicative nature of online tutoring. I posit that my research will yield a deeper understanding of the visual rhetoric of human-designed computer interfaces in general and writing center online tutoring websites in particular, and will, at the same time, provide support and rationale for the use of interactive digital technologies that utilize the space within the interface to foster a conversational approach to online tutoring, an outcome that the writing center community strongly encourages but acknowledges is difficult to achieve in online tutoring situations (Bell, Harris, Harris and Pemberton, Gillespie and Lerner, Hobson, Monroe, Rickley, Thomas et. al). The resulting prototype design that I submit as part of this dissertation was developed by considering the surface and conceptual dimensions of the HCI along with pedagogies that support interactivity, exploration, communication, collaboration, and community

    Evaluating humanoid embodied conversational agents in mobile guide applications

    Get PDF
    Evolution in the area of mobile computing has been phenomenal in the last few years. The exploding increase in hardware power has enabled multimodal mobile interfaces to be developed. These interfaces differ from the traditional graphical user interface (GUI), in that they enable a more ā€œnaturalā€ communication with mobile devices, through the use of multiple communication channels (e.g., multi-touch, speech recognition, etc.). As a result, a new generation of applications has emerged that provide human-like assistance in the user interface (e.g., the Siri conversational assistant (Siri Inc., visited 2010)). These conversational agents are currently designed to automate a number of tedious mobile tasks (e.g., to call a taxi), but the possible applications are endless. A domain of particular interest is that of Cultural Heritage, where conversational agents can act as personalized tour guides in, for example, archaeological attractions. The visitors to historical places have a diverse range of information needs. For example, casual visitors have different information needs from those with a deeper interest in an attraction (e.g., - holiday learners versus students). A personalized conversational agent can access a cultural heritage database, and effectively translate data into a natural language form that is adapted to the visitorā€™s personal needs and interests. The present research aims to investigate the information needs of a specific type of visitors, those for whom retention of cultural content is important (e.g., students of history, cultural experts, history hobbyists, educators, etc.). Embodying a conversational agent enables the agent to use additional modalities to communicate this content (e.g., through facial expressions, deictic gestures, etc.) to the user. Simulating the social norms that guide the real-world human-to-human interaction (e.g., adapting the story based on the reactions of the users), should at least theoretically optimize the cognitive accessibility of the content. Although a number of projects have attempted to build embodied conversational agents (ECAs) for cultural heritage, little is known about their impact on the usersā€™ perceived cognitive accessibility of the cultural heritage content, and the usability of the interfaces they support. In particular, there is a general disagreement on the advantages of multimodal ECAs in terms of usersā€™ task performance and satisfaction over nonanthropomorphised interfaces. Further, little is known about what features influence what aspects of the cognitive accessibility of the content and/or usability of the interface. To address these questions I studied the user experiences with ECA interfaces in six user studies across three countries (Greece, UK and USA). To support these studies, I introduced: a) a conceptual framework based on well-established theoretical models of human cognition, and previous frameworks from the literature. The framework offers a holistic view of the design space of ECA systems b) a research technique for evaluating the cognitive accessibility of ECA-based information presentation systems that combine data from eye tracking and facial expression recognition. In addition, I designed a toolkit, from which I partially developed its natural language processing component, to facilitate rapid development of mobile guide applications using ECAs. Results from these studies provide evidence that an ECA, capable of displaying some of the communication strategies (e.g., non-verbal behaviours to accompany linguistic information etc.) found in the real-world human guidance scenario, is not affecting and effective in enhancing the userā€™s ability to retain cultural content. The findings from the first two studies, suggest than an ECA has no negative/positive impact on users experiencing content that is similar (but not the same) across different locations (see experiment one, in Chapter 7), and content of variable difficulty (see experiment two, in Chapter 7). However, my results also suggest that improving the degree of content personalization and the quality of the modalities used by the ECA can result in both effective and affecting human-ECA interactions. Effectiveness is the degree to which an ECA facilitates a user in accomplishing the navigation and information tasks. Similarly, affecting is the degree to which the ECA changes the quality of the userā€™s experience while accomplishing the navigation and information tasks. By adhering to the above rules, I gradually improved my designs and built ECAs that are affecting. In particular, I found that an ECA can affect the quality of the userā€™s navigation experience (see experiment three in Chapter 7), as well as how a user experiences narrations of cultural value (see experiment five, in Chapter 8). In terms of navigation, I found sound evidence that the strongest impact of the ECAs nonverbal behaviours is on the ability of users to correctly disambiguate the navigation of an ECA instructions provided by a tour guide system. However, my ECAs failed to become effective, and to elicit enhanced navigation or retention performances. Given the positive impact of ECAs on the disambiguation of navigation instructions, the lack of ECA-effectiveness in navigation could be attributed to the simulated mobile conditions. In a real outdoor environment, where users would have to actually walk around the castle, an ECA could have elicited better navigation performance, than a system without it. With regards to retention performance, my results suggest that a designer should not solely consider the impact of an ECA, but also the style and effectiveness of the question-answering (Q&A) with the ECA, and the type of user interacting with the ECA (see experiments four and six, in Chapter 8). I found that that there is a correlation between how many questions participants asked per location for a tour, and the information they retained after the completion of the tour. When participants were requested to ask the systems a specific number of questions per location, they could retain more information than when they were allowed to freely ask questions. However, the constrained style of interaction decreased their overall satisfaction with the systems. Therefore, when enhanced retention performance is needed, a designer should consider strategies that should direct users to ask a specific number of questions per location for a tour. On the other hand, when maintaining the positive levels of user experiences is the desired outcome of an interaction, users should be allowed to freely ask questions. Then, the effectiveness of the Q&A session is of importance to the success/failure of the userā€™s interaction with the ECA. In a natural-language question-answering system, the system often fails to understand the userā€™s question and, by default, it asks the user to rephrase again. A problem arises when the system fails to understand a question repeatedly. I found that a repetitive request to rephrase the same question annoys participants and affects their retention performance. Therefore, in order to ensure effective human-ECA Q&A, the repeat messages should be built in a way to allow users to figure out how to ask the system questions to avoid improper responses. Then, I found strong evidence that an ECA may be effective for some type of users, while for some others it may be not. I found that an ECA with an attention-grabbing mechanism (see experiment six, in Chapter 8), had an inverse effect on the retention performance of participants with different gender. In particular, it enhanced the retention performance of the male participants, while it degraded the retention performance of the female participants. Finally, a series of tentative design recommendations for the design of both affecting and effective ECAs in mobile guide applications in derived from the work undertaken. These are aimed at ECA researchers and mobile guide designers

    Blogs, wikis, podcasts: harnessing technology for enhanced learning achievement through powerful web tools

    Get PDF
    Technology and the employment of etools within the education domain have brought about unprecedented impact on educational deliverables and deliverances. Teaching and learning have equally been enhanced. Learning theorists have suggested tool-use has contributed to the evolution of human language and cognitive development (Wertsch, 1985).Tool-use extends our sense of self-identity, social identity, and our experiences of social relationships within particular places. Education professionals use specific kinds of technologies (analogue and digital) and are influenced by particular characteristics of the technologies they use (Watson, 2001). Our social and cultural understanding of tools and complex digital technologies affect our ability to use them for learning (Pierson, 2001). The context and conditions of these understandings affect how we know when, where, and why ICT belongs in our educational practices. A number of advantages of using blogs, wikis and podcasts have been identified which translates to the fact that technology has brought with it more convenience, independence to students learning and enable students to reveal their natural propensity to show their creativity

    Interactive Virtual Directory for Shopping Mall (Suria KLCC)

    Get PDF
    As Internet-related technology advances rapidly, the number of system presenting information using VR techniques are also increasing to promote better understanding of information. The use of static directory nowadays is still very much lacking and not encouraging as an information provider. This is due its inability provide user adequate quality information in an interesting and interactive manner. The objective ofthis system is to help shopping mall visitors to know the direction of where they are and where they are going by using simple, intuitive, observable and interactive directory system. With the combination of VR technology and Interactive Directory, an Interactive Virtual Directory for Shopping Mall that provided with adequate information been developed. To form the basis of the system development, a pre-survey questionnaire was conducted to find out customers opinion on static directories. The result of the survey showed that 70% or 35 out of 50 respondents know and understand the VR technology.The results of the analysis provide motivations for the development of the interactive virtual directory system The development of the system is based on the approach proposed by Kulwinder Kaur's design framework which will analyze the requirement and project scope, task and domain of the project, the designation of the environment, designation of user support and navigational tools and also evaluation by determine the prototype and iterative process. The results of an evaluation on the system shows that by having experience on both static and virtual map help user precisely understand the system. However if the mouse click application could be replaced with the touch screen application, it help user to navigate easily. In conclusion, a directory with additional functionalities could be an informative and more usable director

    Introduction to the Volume on Digital Media, Youth, and Credibility

    Get PDF
    This chapter argues that understanding credibility is particularly complex -- and consequential -- in the digital media environment, especially for youth audiences, who have both advantages and disadvantages due to their relationship with contemporary technologies and their life experience. The chapter explains what is, and what is not, new about credibility in the context of digital media and discusses the major thrusts of current credibility concerns for scholars, educators, and youth

    Technology in Museums: New Tools for Traditional Goals

    Full text link
    This thesis has examined the ways that museums might theoretically incorporate technology in addition to current technologies employed in museums. Analysis has been done on the ways that technology can be useful in engaging visitors who might come to museums alone, in a group, or as part school fieldtrips. The various uses of social-media are discussed, including social-media strategy recommendations for museums. Museum mobile applications are investigated and features for such applications have been analyzed for how they might benefit both museums and visitorsMaster of ArtsArts AdministrationUniversity of Michigan-Flinthttps://deepblue.lib.umich.edu/bitstream/2027.42/145732/1/Bellinger2018.pdfDescription of Bellinger2018.pdf : Thesi

    VR Technologies in Cultural Heritage

    Get PDF
    This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism
    • ā€¦
    corecore