27 research outputs found
Footprints of information foragers: Behaviour semantics of visual exploration
Social navigation exploits the knowledge and experience of peer users of information resources. A wide variety of visual–spatial approaches become increasingly popular as a means to optimize information access as well as to foster and sustain a virtual community among geographically distributed users. An information landscape is among the most appealing design options of representing and communicating the essence of distributed information resources to users. A fundamental and challenging issue is how an information landscape can be designed such that it will not only preserve the essence of the underlying information structure, but also accommodate the diversity of individual users. The majority of research in social navigation has been focusing on how to extract useful information from what is in common between users' profiles, their interests and preferences. In this article, we explore the role of modelling sequential behaviour patterns of users in augmenting social navigation in thematic landscapes. In particular, we compare and analyse the trails of individual users in thematic spaces along with their cognitive ability measures. We are interested in whether such trails can provide useful guidance for social navigation if they are embedded in a visual–spatial environment. Furthermore, we are interested in whether such information can help users to learn from each other, for example, from the ones who have been successful in retrieving documents. In this article, we first describe how users' trails in sessions of an experimental study of visual information retrieval can be characterized by Hidden Markov Models. Trails of users with the most successful retrieval performance are used to estimate parameters of such models. Optimal virtual trails generated from the models are visualized and animated as if they were actual trails of individual users in order to highlight behavioural patterns that may foster social navigation. The findings of the research will provide direct input to the design of social navigation systems as well as to enrich theories of social navigation in a wider context. These findings will lead to the further development and consolidation of a tightly coupled paradigm of spatial, semantic and social navigation
The design of 3D cyberspace as user interface: Advantages and limitations
Virtual reality propagandists, technologists and the Internet community have long debated the issue of the usability of online three-dimensional (3D) environments. A lot of work was published about the benefits of 3D spaces for human-computer interaction and information visualisation due to their realism (Anders, Kalawsky, Crossley, Davies, McGrath, Rejman-Greene, 1998, Hamit, 1993, Heim, 1992, Aukstakalnis, Blatner, Roth, 1992). This topic also receives continuous industry support including standardisation of Virtual Reality Modeling Language ( VRML, VRML Consortium, 1997) and the more recent Macromedia & Intel alliance to bring web 3D to the mainstream (200 1, Intel Corporation). The actual implementation of this technology is, however, still challenging (McCarthy & Descartes, 1998) and minimal because 3D is too new and waiting for good design to be discovered (Nielsen, 1998). The practical aim of this project is to fulfil the niche by creating a functional 3D interface for the access of two-dimensional (2D) information, such as text, using VRML. The theoretical aim is to contribute to further research into 3D usability by describing and analysing the design process in terms of possibilities, challenges and limitations
Building Social Digital Libraries
The accelerating rate of scientific and technical discovery, typified by the ever-shortening time period for the doubling of information – currently estimated at 18 months – causes new topics to emerge at an
increasing rate. Large amounts of human knowledge are available online – not only in the form of texts and images, but also as audio files, movies, software demos, etc
Using Online Learning Resources to Promote Deeper Learning
This paper describes research on four web-based learning applications that employ a variety of assessment approaches and student tracking and data aggregation mechanisms. These applications are aimed at promoting deeper learning in web-based learning applications and courses and at facilitating a research-based, design experiment approach to prototype development and improvement. Developmental research on two of these tools, Affinity Learning and Critical Thinking, is discussed in this paper. Affinity Learning uses database-driven software to capture the teaching skill of a master teacher. Students are guided through online activities and assessments in accord with their skills and rate of learning. When a student outcome is unanticipated in the software/database, the teacher is solicited for help. In offering that help, the teacher designs a new activity and assessment that is incorporated into the environment. The Affinity environment grows from an initial state to more and more sophisticated capabilities. The Critical Thinking Tool requires students to make and justify their answers to queries about web-based instructional content. The Tools database then graphically displays all students choices, plus their rationales. Students are asked to review and rate the quality of others rationales and to modify their own as needed. Both tools provide fine-grained information on student decision-making and performance that is useful for informing improvements in design. Both also have demonstrated their ability to produce student learning and promote deep understanding of concepts and principles
Affinity Learning in Mathematics
Teaching complex subjects such as mathematical modeling is intrinsically challenging. It is more so in a typical classroom setting. In this paper, we explore the use of technology to provide an electronic tutor that interacts with both teacher and student to provide a personalized and focused learning experience. Affinity Learning is an environment that captures the skills of a master teacher in a dynamic but simple technical embodiment and presents lessons and assessments online to a student. Initial results not only indicate that learning has occurred, but also distinguish male from female performance and give interesting insight into the learning process itself
Delta -an architecture for management of enterprise development
Management of enterprise development refers to the complex task of transforming an enterprise from one state to another (desirable) state in a controlled manner. This paper presents a framework that enables the systematization of empirical as well as theoretical knowledge contributions relevant for management of enterprise development. The framework is validated theoretically as well as empirically. The framework has proved effective to systemize and relate this variety of issues and provide a tool for comprehensibility for practitioners trying to grasp the development situation in which they engage. The framework is a valid foundation for elaborating a knowledgebase supporting the management of enterprise and IS development in complex organisations
Footprints of information foragers: behaviour semantics of visual exploration
International Journal of Human-Computer Studies, 57 (2): pp.139-163.Social navigation exploits the knowledge and experience of peer users of information
resources. A wide variety of visual–spatial approaches become increasingly popular as a
means to optimize information access as well as to foster and sustain a virtual community
among geographically distributed users. An information landscape is among the most
appealing design options of representing and communicating the essence of distributed
information resources to users. A fundamental and challenging issue is how an
information landscape can be designed such that it will not only preserve the essence of
the underlying information structure, but also accommodate the diversity of individual
users. The majority of research in social navigation has been focusing on how to extract
useful information from what is in common between users’ profiles, their interests and
preferences. In this article, we explore the role of modelling sequential behaviour patterns
of users in augmenting social navigation in thematic landscapes. In particular, we
compare and analyse the trails of individual users in thematic spaces along with their
cognitive ability measures. We are interested in whether such trails can provide useful
guidance for social navigation if they are embedded in a visual–spatial environment.
Furthermore, we are interested in whether such information can help users to learn from
each other, for example, from the ones who have been successful in retrieving documents.
In this article, we first describe how users’ trails in sessions of an experimental study of
visual information retrieval can be characterized by Hidden Markov Models. Trails of
users with the most successful retrieval performance are used to estimate parameters of
such models. Optimal virtual trails generated from the models are visualized and
animated as if they were actual trails of individual users in order to highlight behavioral
patterns that may foster social navigation. The findings of the research will provide direct
input to the design of social navigation systems as well as to enrich theories of social
navigation in a wider context. These findings will lead to the further development and
consolidation of a tightly coupled paradigm of spatial, semantic and social navigation
The Learning and Development of Non-Traditional Women Within Social Constructivist 3D Immersive Environments
Many women who seek college degrees later in life enroll with some trepidation. These students, referred to in this study as non-traditional women, believe they are taking a risk when adding the role of student to their already demanding and challenging lives. The degree to which their learning and development is encouraged or hindered depends on the teaching and curricular approaches used by the faculty and by the learning environment itself.
Twenty-first century technology provides educators with the opportunity to try different modes of interaction to extend the traditional classroom, some of which non-traditional women may find particularly supportive. One such technology is constructivist 3D immersive environments, such as AET Zone, Department of Leadership and Educational Studies at Appalachian State University in Boone, North Carolina.
Three major themes emerged from the data analysis, including life experiences, ways of making meaning, and learning environments
Collaborative Visual Interface for Knowledge Management ---The Design and the Influence Analysis
[[abstract]]既有的查詢介面,常以單一的使用者為設計的核心,因此使用者常需單獨面對查詢資訊的過程。本研究建議設計新的合作式視覺介面,讓使用者在查詢資訊的過程中,可以輕易地找到有類似興趣的人,並透過彼此的溝通與討論,提升資訊搜尋的速度與品質。為了瞭解所設計的介面對決策的影響,我們也在研究中提出模式與假設,希望利用實驗的方式,深入分析不同的介面設計所帶來的影響。我們的研究成果,將提供系統設計及資訊搜尋者,作為設計查詢介面的參考以及分析介面設計影響的基礎。[[abstract]]Existing efforts on query interface design concentrate on single user and result in lonely knowledge seeking process. Therefore, in this research, we suggest to design a collaborative visual interface in which human users can take advantages of the behavior of the like-mined people via interaction, and thereby exploring complex information space collaboratively. In order to understand the influence of the designed interface on decision making, in this research, we also propose a model to test the interactive querying environment. The results of this research will provide system designers with heuristics of constructing querying interfaces and inform knowledge seeks how querying interfaces influence the performance of decision making