243 research outputs found
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
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Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
A Nine Month Report on Progress Towards a Framework for Evaluating Advanced Search Interfaces considering Information Retrieval and Human Computer Interaction
This is a nine month progress report detailing my research into supporting users in their search for information, where the questions, results or even thei
Moving Targets: Geographically Routed Human Movement Networks
We introduce a new communication paradigm, Human-to-human Mobile Ad hoc Networking (HuManet), that exploits smartphone capabilities and human behavior to create decentralized networks for smartphone-to-smartphone message delivery. HuManets support stealth command-and-control messaging for mobile BotNets, covert channels in the presence of an observer who monitors all cellular communication, and distributed protocols for querying the state or content of targeted mobile devices.
In this paper, we introduce techniques for constructing HumaNets and describe protocols for efficiently routing and addressing messages. In contrast to flooding or broadcast schemes that saturate the network and aggressively consume phone resources (e.g., batteries), our protocols exploit human mobility patterns to significantly increase communication efficiency while limiting the exposure of HuManets to mobile service providers. Our techniques leverage properties of smartphones ā in particular, their highly synchronized clocks and ability to discern location information ā to construct location profiles for each device. HuManetsā fully-distributed and heuristic-based routing protocols route messages towards phones with location profiles that are similar to those of the intended receiver, enabling efficient message delivery with limited effects to end-to-end latency
Understanding Effects of Presentation on Concept Learning in Technology Supported Learning
The world of technology has had a significant impact on learning and instructional domain. Today, a large number of devices and software are specifically designed to afford faster and effective learning and instruction. They have not only erased the physical boundaries to resources in education but have also helped create new interactions and engagements for learners and instructors. With this changed scenario, the content or instructional material also needs our attention to become usable and compatible with the changed learning styles and preferences of the learners today. Not only does the content need to seamlessly integrate with the delivery methodology and technology but also utilize the capabilities offered by it to enhance the learning experience. For higher order learning content such as concepts and principles that involve deeper cognitive processes, there is a need to understand how instructional material can be made more effective in technology supported environment.
The goal of this experimental study was to investigate if conceptual learning in electronically delivered self-paced format can be made more usable and effective with right amount of content and presentation. It presented stimulus (concept attributes) in five different variations of information presentations and made a comparative assessment of performances using post-stimulus questions as a measure of a learner\u27s ability to generalize a concept. The eye-tracking methodology used in this study provided an opportunity to understand learner\u27s perceptual processing during learning a concept.
The results of this study indicated that too much information does not help in concept learning. At the same time, providing some learner control on display of information and providing information in smaller units help the cognitive processes involved in learning a concept. Though not statistically significant, the trend showed reduction in work overload and better performance with learner-controlled progressive display. Qualitative analysis also supports the learner satisfaction and preference for progressive presentation with learner control
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Planning and Policymaking for Transit-Oriented Development, Transit, and Active Transport in California Cities
This report provides research findings from the first year of a two-year research project on patterns of local policymaking in California to support transit-oriented development (TOD), transit, and active transport. The project aims to assess motivations, perceived obstacles, and priorities for development near transit, in relation to patterns of local policy adoption, from the perspective of city planners in the stateās four largest regions: the San Francisco Bay, Los Angeles, San Diego, and Sacramento metropolitan areas. This first-stage report discusses research and policy context that informed the methodology, findings from the analysis of results from an online survey of city planning directors administered in the spring of 2019, and findings from two case studies of TOD policymaking in urban central cities, namely Los Angeles and Sacramento. A sampling methodology for conducting further case studies of TOD policymaking during the upcoming second phase of the project is also described, based on findings from the first year of the research.View the NCST Project Webpag
Information-Theoretic Active Perception for Multi-Robot Teams
Multi-robot teams that intelligently gather information have the potential to transform industries as diverse as agriculture, space exploration, mining, environmental monitoring, search and rescue, and construction. Despite large amounts of research effort on active perception problems, there still remain significant challenges. In this thesis, we present a variety of information-theoretic control policies that enable teams of robots to efficiently estimate different quantities of interest. Although these policies are intractable in general, we develop a series of approximations that make them suitable for real time use.
We begin by presenting a unified estimation and control scheme based on Shannon\u27s mutual information that lets small teams of robots equipped with range-only sensors track a single static target. By creating approximate representations, we substantially reduce the complexity of this approach, letting the team track a mobile target. We then scale this approach to larger teams that need to localize a large and unknown number of targets.
We also examine information-theoretic control policies to autonomously construct 3D maps with ground and aerial robots. By using Cauchy-Schwarz quadratic mutual information, we show substantial computational improvements over similar information-theoretic measures. To map environments faster, we adopt a hierarchical planning approach which incorporates trajectory optimization so that robots can quickly determine feasible and locally optimal trajectories. Finally, we present a high-level planning algorithm that enables heterogeneous robots to cooperatively construct maps
The Use of Multiple Slate Devices to Support Active Reading Activities
Reading activities in the classroom and workplace occur predominantly on paper. Since existing electronic devices do not support these reading activities as well as paper, users have difficulty taking full advantage of the affordances of electronic documents.
This dissertation makes three main contributions toward supporting active reading electronically. The first contribution is a comprehensive set of active reading requirements, drawn from three decades of research into reading processes. These requirements explain why existing devices are inadequate for supporting active reading activities.
The second contribution is a multi-slate reading system that more completely supports the active reading requirements above. Researchers believe the suitability of paper for active reading is largely due to the fact it distributes content across different sheets of paper, which are capable of displaying information as well as capturing input. The multi-slate approach draws inspiration from the independent reading and writing surfaces that paper provides, to blend the beneficial features of e-book readers, tablets, PCs, and tabletop computers.
The development of the multi-slate system began with the Dual-Display E-book, which used two screens to provide richer navigation capabilities than a single-screen device. Following the success of the Dual-Display E-book, the United Slates, a general-purpose reading system consisting of an extensible number of slates, was created. The United Slates consisted of custom slate hardware, specialized interactions that enabled the slates to be used cooperatively, and a cloud-based infrastructure that robustly integrated the slates with users' existing computing devices and workflow.
The third contribution is a series of evaluations that characterized reading with multiple slates. A laboratory study with 12 participants compared the relative merits of paper and electronic reading surfaces. One month long in-situ deployments of the United Slates with graduate students in the humanities found the multi-slate configuration to be highly effective for reading. The United Slates system delivered desirable paper-like qualities that included enhanced reading engagement, ease of navigation, and peace-of-mind while also providing superior electronic functionality. The positive feedback suggests that the multi-slate configuration is a desirable method for supporting active reading activities
An Empirical Analysis of Internet Use on Smartphones: Characterizing Visit Patterns and User Differences
The original vision of ubiquitous computing was for computers to assist humans by providing subtle and fitting technologies in every environment. The iPhone and similar smartphones have provided continuous access to the internet to this end. In the current thesis, my goal was to characterize how the internet is used on smartphones to better understand what users do with technology away from the desktop. Naturalistic and longitudinal data were collected from iPhone users in the wild and analyzed to develop this understanding. Since there are two general ways to access the internet on smartphonesāvia native applications and a web browserāI describe usage patterns through each along with the influence of experience, the nature of the task and physical locations where smartphones were used on these patterns.
The results reveal differences between technologies (the PC and the smartphone), platforms (native applications and the mobile browser), and users in how the internet was accessed. Findings indicate that longitudinal use of web browsers decreased sharply with time in favor of native application use, web page revisitation through browsers occurred very infrequently (approximately 25% of URLs are revisited by each user), bookmarks were used sparingly to access web content, physical location visitation followed patterns similar to virtual visitation on the internet, and Zipf distributions characterize mobile internet use. The web browser was not as central to smartphone use compared to the PC, but afforded certain types of activities such as searching and ad hoc browsing. In addition, users systematically differed from each other in how they accessed the internet suggesting different ways to support a wider spectrum of smartphone users
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