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The Right to the Sustainable Smart City
Environmental concerns have driven an interest in sustainable smart cities, through the monitoring and optimisation of networked infrastructures. At the same time, there are concerns about who these interventions and services are for, and who benefits. HCI researchers and designers interested in civic life have started to call for the democratisation of urban space through resistance and political action to challenge state and corporate claims. This paper contributes to an emerging body of work that seeks to involve citizens in the design of sustainable smart cities, particularly in the context of marginalised and culturally diverse urban communities. We present a study involving co- designing Internet of Things with urban agricultural communities and discuss three ways in which design can participate in the right to the sustainable smart city through designing for the commons, care, and biocultural diversity
Simulating quantum field theory with a quantum computer
Forthcoming exascale digital computers will further advance our knowledge of
quantum chromodynamics, but formidable challenges will remain. In particular,
Euclidean Monte Carlo methods are not well suited for studying real-time
evolution in hadronic collisions, or the properties of hadronic matter at
nonzero temperature and chemical potential. Digital computers may never be able
to achieve accurate simulations of such phenomena in QCD and other
strongly-coupled field theories; quantum computers will do so eventually,
though I'm not sure when. Progress toward quantum simulation of quantum field
theory will require the collaborative efforts of quantumists and field
theorists, and though the physics payoff may still be far away, it's worthwhile
to get started now. Today's research can hasten the arrival of a new era in
which quantum simulation fuels rapid progress in fundamental physics.Comment: 22 pages, The 36th Annual International Symposium on Lattice Field
Theory - LATTICE201
Early Developmental Activities and Computing Proficiency
As countries adopt computing education for all pupils from primary school upwards, there are challenging indicators: significant proportions of students who choose to study computing at universities fail the introductory courses, and the evidence for links between formal education outcomes and success in CS is limited. Yet, as we know, some students succeed without prior computing experience. Why is this?
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Some argue for an innate ability, some for motivation, some for the discrepancies between the expectations of instructors and students, and some â simply â for how programming is being taught. All agree that becoming proficient in computing is not easy. Our research takes a novel view on the problem and argues that some of that success is influenced by early childhood experiences outside formal education.
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In this study, we analyzed over 1300 responses to a multi-institutional and multi-national survey that we developed. The survey captures enjoyment of early developmental activities such as childhood toys, games and pastimes between the ages 0 â 8 as well as later life experiences with computing. We identify unifying features of the computing experiences in later life, and attempt to link these computing experiences to the childhood activities.
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The analysis indicates that computing proficiency should be seen from multiple viewpoints, including both skill-level and confidence. It shows that particular early childhood experiences are linked to parts of computing proficiency, namely those related to confidence with problem solving using computing technology. These are essential building blocks for more complex use. We recognize issues in the experimental design that may prevent our data showing a link between early activities and more complex computing skills, and suggest adjustments. Ultimately, it is hoped that this line of research will feed in to early years and primary education, and thereby improve computing education for all
A Data Science Course for Undergraduates: Thinking with Data
Data science is an emerging interdisciplinary field that combines elements of
mathematics, statistics, computer science, and knowledge in a particular
application domain for the purpose of extracting meaningful information from
the increasingly sophisticated array of data available in many settings. These
data tend to be non-traditional, in the sense that they are often live, large,
complex, and/or messy. A first course in statistics at the undergraduate level
typically introduces students with a variety of techniques to analyze small,
neat, and clean data sets. However, whether they pursue more formal training in
statistics or not, many of these students will end up working with data that is
considerably more complex, and will need facility with statistical computing
techniques. More importantly, these students require a framework for thinking
structurally about data. We describe an undergraduate course in a liberal arts
environment that provides students with the tools necessary to apply data
science. The course emphasizes modern, practical, and useful skills that cover
the full data analysis spectrum, from asking an interesting question to
acquiring, managing, manipulating, processing, querying, analyzing, and
visualizing data, as well communicating findings in written, graphical, and
oral forms.Comment: 21 pages total including supplementary material
Collaborative Practices that Support Creativity in Design
Design is a ubiquitous, collaborative and highly material activity. Because of the embodied nature of the design profession, designers apply certain collaborative practices to enhance creativity in their everyday work. Within the domain of industrial design, we studied two educational design departments over a period of eight months. Using examples from our fieldwork, we develop our results around three broad themes related to collaborative practices that support the creativity of design professionals: 1) externalization, 2) use of physical space, and 3) use of bodies. We believe that these themes of collaborative practices could provide new insights into designing technologies for supporting a varied set of design activities. We describe two conceptual collaborative systems derived from the results of our study
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
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