40,863 research outputs found

    Desktop multimedia environments to support collaborative distance learning

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    Desktop multimedia conferencing, when two or more persons can communicate among themselves via personal computers with the opportunity to see and hear one another as well as communicate via text messages while working with commonly available stored resources, appears to have important applications to the support of collaborative learning. In this paper we explore this potential in three ways: (a) through an analysis of particular learner needs when learning and working collaboratively with others outside of face-to-face situations; (b) through an analysis of different forms of conferencing environments, including desktop multimedia environments, relative to their effectiveness in terms of meeting learner needs for distributed collaboration; and (c) through reporting the results of a formative evaluation of a prototype desktop multimedia conferencing system developed especially for the support of collaborative learning. Via these analyses, suggestions are offered relating to the functionalities of desktop multimedia conferencing systems for the support of collaborative learning, reflecting new developments in both the technologies available for such systems and in our awareness of learner needs when working collaboratively with one other outside of face-to-face situations

    Will mobile video become the killer application for 3G? - an empirical model for media convergence

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    Mobile carriers have continually rolled out 3G mobile video applications to increase their revenue and profits. The presumption is that video is superior to the already successful SMS, ringtones, and pictures, and can create greater value to users. However, recent market surveys revealed contradicting results. Motivated by this discrepancy, we propose in this paper a parsimonious model for user acceptance of mobile entertainment as digital convergence. Integrating research on Information Systems, Flow, and Media Psychology, we take a unique approach to user acceptance of digital convergence - platform migration. Our key proposition is that the interaction between media types and the platform-specific constraints is the key determinant of user evaluation. Particularly, users' involvement in the media is determined by both the entertaining time span on the original platform and the attentional constraint of the new platform. The mismatch between the two spans can result in lower level involvement, which in turn cause no or even negative user emotional responses. The model was tested with empirical data. We discuss the theoretical contributions, strategic and design implications, and future research directions derived from this theoretical framewor

    Fostering collaborative knowledge construction in desktop videoconferencing. Effects of content schemes and cooperation scripts in peer teaching settings

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    Video-conferencing is expected to become increasingly important for tele-learning environments. In contrast to asynchronous, text-based computer-mediated communication, video-conferencing facilitates cooperation tasks that require highly frequent and continuous coordination. Typical kinds of such cooperation tasks are found in peer teaching settings. Despite the growing application of video-conferencing, only little is known about possibilities of enhancing collaboration in video-conferencing settings. This study investigates the effects of different types of support for cooperation on the learning outcomes of peer dyads in a video-conferencing scenario. The main research question is how cooperation scripts and content schemes enhance the students' cognitive activities and foster the outcomes of cooperative learning. Two factors were varied experimentally: The content scheme (with/without) and the cooperation script (with/without). 86 university students of educational psychology participated in the study. Each student of a dyad received a text dealing with a psychological theory in the field of the nature-nurture-debate. The students' tasks were (1) to teach their partners the relevant contents of their text and (2) to reflect ideas that went beyond the scope of the text. Results indicate that in particular the cooperation script en-hances learning outcomes of collaborative knowledge constructionVideokonferenzen werden für die Gestaltung netzbasierter Lernumgebungen zunehmend interessant. Im Gegensatz zu asynchroner, textbasierter computervermittelter Kommunikation, ermöglichen Videokonferenzen Kooperationsaufgaben, die einen ho-hen Grad an Koordination erfordern. Typische Beispiele hierfür sind Peer-Tutoring- bzw. Peer-Teaching Arrangements. Trotz der zunehmenden Bedeutung von Videokonferenztechnologien ist bisher nur relativ wenig hinsichtlich der Förderung kooperativen Lernens mit diesem Medium bekannt. Diese Studie untersucht die Effekte verschiedener Fördermaßnahmen auf Ergebnisse der gemeinsamen Wissenskonstruktion beim dyadischen Lernen in einer Videokonferenz. Untersucht wird hierbei der Einfluss eines Kooperationsskripts und eines inhaltlichen Strukturschemas. In einem zweifaktoriellen Design wurden die beiden Einflussfaktoren Kooperationsskript (mit/ohne) und inhaltliches Strukturschema (mit/ohne) experimentell variiert. 86 Studierende der Pädagogik nahmen an der Studie teil. Jeder Teilnehmer erhielt einen Text über eine psychologische Theorie zum Thema der Anlage-Umwelt Debatte. Die Aufgabe der Studierenden bestand darin, (1) dem Lernpartner die relevanten Inhalte des eigenen Theorietextes zu vermitteln und (2) Ideen, die über die Inhalte des Textes hinausgingen zu elaborieren. Die hier vorgestellten Ergebnisse zeigen, dass insbesondere das Kooperationsskript den Lernerfolg steigert. Weitere Prozessanalysen sind notwendi

    Studying Interaction Methodologies in Video Retrieval

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    So far, several approaches have been studied to bridge the problem of the Semantic Gap, the bottleneck in image and video retrieval. However, no approach is successful enough to increase retrieval performances significantly. One reason is the lack of understanding the user's interest, a major condition towards adapting results to a user. This is partly due to the lack of appropriate interfaces and the missing knowledge of how to interpret user's actions with these interfaces. In this paper, we propose to study the importance of various implicit indicators of relevance. Furthermore, we propose to investigate how this implicit feedback can be combined with static user profiles towards an adaptive video retrieval model

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    Media Usage in Post-Secondary Education and Implications for Teaching and Learning

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    The Web 2.0 has permeated academic life. The use of online information services in post-secondary education has led to dramatic changes in faculty teaching methods as well as in the learning and study behavior of students. At the same time, traditional information media, such as textbooks and printed handouts, still form the basic pillars of teaching and learning. This paper reports the results of a survey about media usage in teaching and learning conducted with Western University students and instructors, highlighting trends in the usage of new and traditional media in higher education by instructors and students. In addition, the survey comprises part of an international research program in which 20 universities from 10 countries are currently participating. Further, the study will hopefully become a part of the ongoing discussion of practices and policies that purport to advance the effective use of media in teaching and learning

    Some Things Are Better Left Unseen: Toward More Effective Communication And Team Performance In Video-Mediated Interactions

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    By default, most video-mediated communication systems show the user his or her own video feed, yet there is no prior research to show if this helps or hinders communication. In general, virtual teams desire richer media to improve team interaction. However, in this case more information may not be helpful. Drawing on Objective Self Awareness theory in social psychology and theories of cognitive overload from communication, hypotheses are proposed concerning how viewing oneself influences virtual team interaction. It is argued that viewing oneself will lead to lower team performance and other negative outcomes. The hypotheses are tested in a laboratory experiment, manipulating whether participants were able to view their own feeds during video-mediated communication. The results suggest that viewing oneself leads to a reduction in team performance and individual satisfaction. The findings, in terms of several theoretical explanations, and implications for managers and systems designers are discussed in the paper

    Establishing the design knowledge for emerging interaction platforms

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    While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles

    A news video retrieval framework for the study of implicit relevance feedback.

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    In this paper, we propose a framework for recording, analysing, indexing and retrieving news videos such as the BBC one o'clock news. We believe that such a framework will be useful to identify implicit indicators of relevance, a nearly untouched area in adaptive multimedia retrieval. Due to its advantages as a Web application and its up-to-date content, it can be a promising approach to motivate a broad quantity of users to interact with the system
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