1,544 research outputs found

    SMIL State: an architecture and implementation for adaptive time-based web applications

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    In this paper we examine adaptive time-based web applications (or presentations). These are interactive presentations where time dictates which parts of the application are presented (providing the major structuring paradigm), and that require interactivity and other dynamic adaptation. We investigate the current technologies available to create such presentations and their shortcomings, and suggest a mechanism for addressing these shortcomings. This mechanism, SMIL State, can be used to add user-defined state to declarative time-based languages such as SMIL or SVG animation, thereby enabling the author to create control flows that are difficult to realize within the temporal containment model of the host languages. In addition, SMIL State can be used as a bridging mechanism between languages, enabling easy integration of external components into the web application. Finally, SMIL State enables richer expressions for content control. This paper defines SMIL State in terms of an introductory example, followed by a detailed specification of the State model. Next, the implementation of this model is discussed. We conclude with a set of potential use cases, including dynamic content adaptation and delayed insertion of custom content such as advertisements. © 2009 Springer Science+Business Media, LLC

    Using multimedia interfaces for speech therapy

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    Alfanet Deliverable 4.2 Second System Prototype

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    This deliverable describes the functionality included in the second prototype. In order to situate to the reader, first the system architecture is shortly described. Based on the identified modules, the second prototype functionality is explained, in addition to the functions already provided for the first prototype. This document is intended for internal audience (users and developers).IST 2001 3328

    Enhancing web-based learning resources with quizzes through an Authoring Tool and an Audience Response System

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    Quizzes are among the most widely used resources in web-based education due to their many benefits. However, educators need suitable authoring tools that can be used to create reusable quizzes and to enhance existing materials with them. On the other hand, if teachers use Audience Response Systems (ARSs) they can get instant feedback from their students and thereby enhance their instruction. This paper presents an online authoring tool for creating reusable quizzes and enhancing existing learning resources with them, and a web-based ARS that enables teachers to launch the created quizzes and get instant feedback from the class. Both the authoring tool and the ARS were evaluated. The evaluation of the authoring tool showed that educators can effectively enhance existing learning resources in an easy way by creating and adding quizzes using that tool. Besides, the different factors that assure the reusability of the created quizzes are also exposed. Finally, the evaluation of the developed ARS showed an excellent acceptance of the system by teachers and students, and also it indicated that teachers found the system easy to set up and use in their classrooms

    Empowering Learners for Lifelong Competence Development

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    Sligte, H. W., & Koper, R. (2008). Empowering Learners for Lifelong Competence Development: pedagogical, organisational and technological issues. Proceedings of the 4th TENCompetence Open Workshop. April, 10-11, 2008, Madrid, Spain: SCO-Kohnstamm Instituut, Amsterdam, The Netherlands.These proceedings consist of the peer reviewed papers presented at the Fourth TENCompetence Open Wokrshop. This workshop was organised by the EU 6th Framework integrated project TENCompetence, and took place in the Hotel Santo Domingo, Madrid, Spain, on the 10th and 11th of April 10 2008. The objective of the workshop was to identify and analyse current research and technologies in the fields that provide design guidelines and evidence for powerful interfaces, interaction and navigation support, and tailormade competence development opportunities for individual learners, teams and organisations. These actors and organisations (will) use open source infrastructures that contain all the services to (further) develop their competences, using all the distributed knowledge resources (including actors), learning activities, units of learning and learning routes/ programmes that are available online. The main theme of this workshop is to provide an overview on current research on support and empowerment of learners in relation to their competence development. The papers are grouped in the following thematic sections: 1) Pilots & Practices; 2) The Integrated Architecture; 3) Group interaction and group learning; 4) Assessment.The work on this publication has been sponsored by the TENCompetence Integrated Project that is funded by the European Commission's 6th Framework Programme, priority IST/Technology Enhanced Learning. Contract 027087 [http://www.tencompetence.org

    Highly Interactive Web-Based Courseware

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    ZukĂŒnftige Lehr-/Lernprogramme sollen als vernetzte Systeme die Lernenden befĂ€higen, Lerninhalte zu erforschen und zu konstruieren, sowie VerstĂ€ndnisschwierigkeiten und Gedanken in der Lehr-/Lerngemeinschaft zu kommunizieren. Lehrmaterial soll dabei in digitale Lernobjekte ĂŒbergefĂŒhrt, kollaborativ von Programmierern, PĂ€dagogen und Designern entwickelt und in einer Datenbank archiviert werden, um von Lehrern und Lernenden eingesetzt, angepasst und weiterentwickelt zu werden. Den ersten Schritt in diese Richtung machte die Lerntechnologie, indem sie Wiederverwendbarkeit und KompabilitĂ€t fĂŒr hypermediale Kurse spezifizierte. Ein grĂ¶ĂŸeres Maß an InteraktivitĂ€t wird bisher allerdings noch nicht in Betracht gezogen. Jedes interaktive Lernobjekt wird als autonome Hypermedia-Einheit angesehen, aufwĂ€ndig in der Erstellung, und weder mehrstufig verschrĂ€nk- noch anpassbar, oder gar adĂ€quat spezifizierbar. Dynamische Eigenschaften, Aussehen und Verhalten sind fest vorgegeben. Die vorgestellte Arbeit konzipiert und realisiert Lerntechnologie fĂŒr hypermediale Kurse unter besonderer BerĂŒcksichtigung hochgradig interaktiver Lernobjekte. Innovativ ist dabei zunĂ€chst die mehrstufige, komponenten-basierte Technologie, die verschiedenste strukturelle Abstufungen von kompletten Lernobjekten und WerkzeugsĂ€tzen bis hin zu Basiskomponenten und Skripten, einzelnen Programmanweisungen, erlaubt. Zweitens erweitert die vorgeschlagene Methodik Kollaboration und individuelle Anpassung seitens der Teilnehmer eines hypermedialen Kurses auf die Software-Ebene. Komponenten werden zu verknĂŒpfbaren Hypermedia-Objekten, die in der Kursdatenbank verwaltet und von allen Kursteilnehmern bewertet, mit Anmerkungen versehen und modifiziert werden. Neben einer detaillierten Beschreibung der Lerntechnologie und Entwurfsmuster fĂŒr interaktive Lernobjekte sowie verwandte hypermediale Kurse wird der Begriff der InteraktivitĂ€t verdeutlicht, indem eine kombinierte technologische und symbolische Definition von Interaktionsgraden vorgestellt und daraus ein visuelles Skriptschema abgeleitet wird, welches FunktionalitĂ€t ĂŒbertragbar macht. Weiterhin wird die Evolution von Hypermedia und Lehr-/Lernprogrammen besprochen, um wesentliche Techniken fĂŒr interaktive, hypermediale Kurse auszuwĂ€hlen. Die vorgeschlagene Architektur unterstĂŒtzt mehrsprachige, alternative Inhalte, bietet konsistente Referenzen und ist leicht zu pflegen, und besitzt selbst fĂŒr interaktive Inhalte Online-Assistenten. Der Einsatz hochgradiger InteraktivitĂ€t in Lehr-/Lernprogrammen wird mit hypermedialen Kursen im Bereich der Computergraphik illustriert.The grand vision of educational software is that of a networked system enabling the learner to explore, discover, and construct subject matters and communicate problems and ideas with other community members. Educational material is transformed into reusable learning objects, created collaboratively by developers, educators, and designers, preserved in a digital library, and utilized, adapted, and evolved by educators and learners. Recent advances in learning technology specified reusability and interoperability in Web-based courseware. However, great interactivity is not yet considered. Each interactive learning object represents an autonomous hypermedia entity, laborious to create, impossible to interlink and to adapt in a graduated manner, and hard to specify. Dynamic attributes, the look and feel, and functionality are predefined. This work designs and realizes learning technology for Web-based courseware with special regard to highly interactive learning objects. The innovative aspect initially lies in the multi-level, component-based technology providing a graduated structuring. Components range from complex learning objects to toolkits to primitive components and scripts. Secondly, the proposed methodologies extend community support in Web-based courseware – collaboration and personalization – to the software layer. Components become linkable hypermedia objects and part of the courseware repository, rated, annotated, and modified by all community members. In addition to a detailed description of technology and design patterns for interactive learning objects and matching Web-based courseware, the thesis clarifies the denotation of interactivity in educational software formulating combined levels of technological and symbolical interactivity, and deduces a visual scripting metaphor for transporting functionality. Further, it reviews the evolution of hypermedia and educational software to extract substantial techniques for interactive Web-based courseware. The proposed framework supports multilingual, alternative content, provides link consistency and easy maintenance, and includes state-driven online wizards also for interactive content. The impact of great interactivity in educational software is illustrated with courseware in the Computer Graphics domain

    Easing the Creation Process of Mobile Applications for Non-Technical Users

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    In this day and age, the mobile phone is becoming one of the most indispensable personal computing device. People no longer use it just for communication (i.e. calling, sending messages) but also for other aspects of their lives as well. Because of this rise in demand for different and innovative applications, mobile companies (i.e. mobile handset manufacturers and mobile network providers) and organizations have realized the power of collaborative software development and have changed their business strategy. Instead of hiring specific organizations to do programming, they are now opening up their APIs and tools to allow ordinary people create their own mobile applications either for personal use or for profit. However, the problem with this approach is that there are people who might have nice ideas of their own but do not possess the technical expertise in order to create applications implementing these ideas. The goal of this research is to find ways to simplify the creation of mobile applications for non-technical people by applying model-driven software development particularly domain-specific modeling combined with techniques from the field of human-computer interaction (HCI) particularly iterative, user-centered system design. As proof of concept, we concentrate on the development of applications in the domain of mHealth and use the Android Framework as the target platform for code generation. The iterative user-centered design and development of the front-end tool which is called the Mobia Modeler, led us to eventually create a tool that features a configurable-component based design and integrated modeless environment to simplify the different development tasks of end-users. The Mobia models feature both constructs specialized for specific domains (e.g. sensor component, special component ), and also those that are applicable to any type of domain (e.g. structure component, basic component ). In order to accommodate different needs of end-users, a clear separation between the front-end tools (i.e. Mobia Modeler ) and the underlying code generator (i.e. Mobia Processor ) is recommended as long as there is a consistent model in between, that serves as a bridge between the different tools
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