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ICOPER Project - Deliverable 4.3 ISURE: Recommendations for extending effective reuse, embodied in the ICOPER CD&R
The purpose of this document is to capture the ideas and recommendations, within and beyond the ICOPER community, concerning the reuse of learning content, including appropriate methodologies as well as established strategies for remixing and repurposing reusable resources. The overall remit of this work focuses on describing the key issues that are related to extending effective reuse embodied in such materials. The objective of this investigation, is to support the reuse of learning content whilst considering how it could be originally created and then adapted with that ‘reuse’ in mind. In these circumstances a survey on effective reuse best practices can often provide an insight into the main challenges and benefits involved in the process of creating, remixing and repurposing what we are now designating as Reusable Learning Content (RLC).
Several key issues are analysed in this report: Recommendations for extending effective reuse, building upon those described in the previous related deliverables 4.1 Content Development Methodologies and 4.2 Quality Control and Web 2.0 technologies. The findings of this current survey, however, provide further recommendations and strategies for using and developing this reusable learning content. In the spirit of ‘reuse’, this work also aims to serve as a foundation for the many different stakeholders and users within, and beyond, the ICOPER community who are interested in reusing learning resources.
This report analyses a variety of information. Evidence has been gathered from a qualitative survey that has focused on the technical and pedagogical recommendations suggested by a Special Interest Group (SIG) on the most innovative practices with respect to new media content authors (for content authoring or modification) and course designers (for unit creation). This extended community includes a wider collection of OER specialists. This collected evidence, in the form of video and audio interviews, has also been represented as multimedia assets potentially helpful for learning and useful as learning content in the New Media Space (See section 4 for further details).
Section 2 of this report introduces the concept of reusable learning content and reusability. Section 3 discusses an application created by the ICOPER community to enhance the opportunities for developing reusable content. Section 4 of this report provides an overview of the methodology used for the qualitative survey. Section 5 presents a summary of thematic findings. Section 6 highlights a list of recommendations for effective reuse of educational content, which were derived from thematic analysis described in Appendix A. Finally, section 7 summarises the key outcomes of this work
Empowering Citizen Science: A Generic Data Collection Framework
Citizen Science (CS) is collaboration between scientists and citizens to expand opportunities
for scientific data collection and problem solving. Recent advancements such as the Internet,
social networks and smart devices have created a technological platform for CS to engage
more citizens to work on a wide range of scientific problems.
Due to technical, financial and management resource constraints many organisations
struggle to develop effective tools to collect scientific data in CS projects. A robust web
and mobile interface for scientific data collection will ensure collection of higher quality
scientific data. While web and mobile applications have been developed for some CS projects
many CS projects are hindered by the complexity and intrinsic costs of implementing these
applications.
This thesis describes a web-based model for CS data collection suitable for both small
CS communities and larger scientific organisations. Offering features commonly used in CS
projects, this model reduces costs associated with software implementation and management
in CS. A CS campaign is undertaken as a case study that validates our model in a real world
scenario. Overall the generic data collection framework presented will empower communities
and organisations to engage and use CS in more ways and on large scales
Empowering Citizen Science: A Generic Data Collection Framework
Citizen Science (CS) is collaboration between scientists and citizens to expand opportunities
for scientific data collection and problem solving. Recent advancements such as the Internet,
social networks and smart devices have created a technological platform for CS to engage
more citizens to work on a wide range of scientific problems.
Due to technical, financial and management resource constraints many organisations
struggle to develop effective tools to collect scientific data in CS projects. A robust web
and mobile interface for scientific data collection will ensure collection of higher quality
scientific data. While web and mobile applications have been developed for some CS projects
many CS projects are hindered by the complexity and intrinsic costs of implementing these
applications.
This thesis describes a web-based model for CS data collection suitable for both small
CS communities and larger scientific organisations. Offering features commonly used in CS
projects, this model reduces costs associated with software implementation and management
in CS. A CS campaign is undertaken as a case study that validates our model in a real world
scenario. Overall the generic data collection framework presented will empower communities
and organisations to engage and use CS in more ways and on large scales
Implementing web accessibility to an existing web application
Web accessibility is becoming more and more important as societies around the world rely more and more on digital services. It enables the services to be used by many different kinds of users. It is starting to become a norm in public sector organisations, which sets up expectations and demands for web applications. When you have an existing educational web application like Sanako Connect, how do you go about implementing web accessibility into it?
That topic is explored through four research questions. First, as different countries and regions have regulations regarding web accessibility, and there are different web accessibility guidelines, what accessibility guidelines should be followed? Secondly, how those guidelines could be transformed into more concrete requirements?
The research questions become more practical from here on out. The third research question asks how to modify the development process so that accessibility will be thought of in future development and revisions of the software. This is vital because the application is in a constant flux of new features and refactoring, which means that web accessibility should be an integral part of development.
The final question is, what are the challenges and solutions when implementing the requirements to an existing application. Background into web applications and web accessibility is provided to find answers to the first two questions. The last two questions are explored through the starting phases of a web accessibility implementation project. The implementation project will also validate answers for the first two questions, as the guidelines and requirements will guide the development process and implementation.
Even though the implementation details are unique to this one product, the challenges and solutions are general enough that they support previously discussed approaches to web accessibility. The most important takeaway is that there rarely are valid arguments for not including web accessibility into new projects from the start. Including it afterwards is always the harder path to take
From Proprietary to High-Level Trigger-Action Programming Rules: A Natural Language Processing Approach
With the rise of popular task automation or IoT platforms such as 'If This
Then That (IFTTT)', users can define rules to enable interactions between smart
devices in their environment and thereby improve their daily lives. However,
the rules authored via these platforms are usually tied to the platforms and
sometimes even to the specific devices for which they have been defined.
Therefore, when a user wishes to move to a different environment controlled by
a different platform and/or devices, they need to recreate their rules for the
new environment. The rise in the number of smart devices further adds to the
complexity of rule authoring since users will have to navigate an ever-changing
landscape of IoT devices. In order to address this problem, we need
human-computer interaction that works across the boundaries of specific IoT
platforms and devices. A step towards this human-computer interaction across
platforms and devices is the introduction of a high-level semantic model for
end-user IoT development, enabling users to create rules at a higher level of
abstraction. However, many users who already got used to the rule
representation in their favourite tool might be unwilling to learn and adapt to
a new representation. We present a method for translating proprietary rules to
a high-level semantic model by using natural language processing techniques.
Our translation enables users to work with their familiar rule representation
language and tool, and at the same time apply their rules across different IoT
platforms and devices
Smart Technologies for Precision Assembly
This open access book constitutes the refereed post-conference proceedings of the 9th IFIP WG 5.5 International Precision Assembly Seminar, IPAS 2020, held virtually in December 2020. The 16 revised full papers and 10 revised short papers presented together with 1 keynote paper were carefully reviewed and selected from numerous submissions. The papers address topics such as assembly design and planning; assembly operations; assembly cells and systems; human centred assembly; and assistance methods in assembly
Applying Model Driven Engineering Techniques and Tools to the Planets Game Learning Scenario
24 pagesInternational audienceCPM (Cooperative Problem-Based learning Metamodel) is a visual language for the instructional design of Problem-Based Learning (PBL) situations. This language is a UML profile implemented on top of the Objecteering UML Case tool. In this article, we first present the way we used CPM language to bring about the pedagogical transposition of the planets game learning scenario. Then, we propose some related works conducted to improve CPM usability: on the one hand, we outline a MOF solution and an Eclipse GMF solution instead of the UML profile approach. On the other hand, we propose some explanations about transforming CPM models into LMS compliant data, and tool functionality
A System for Human-Robot Teaming through End-User Programming and Shared Autonomy
Many industrial tasks-such as sanding, installing fasteners, and wire
harnessing-are difficult to automate due to task complexity and variability. We
instead investigate deploying robots in an assistive role for these tasks,
where the robot assumes the physical task burden and the skilled worker
provides both the high-level task planning and low-level feedback necessary to
effectively complete the task. In this article, we describe the development of
a system for flexible human-robot teaming that combines state-of-the-art
methods in end-user programming and shared autonomy and its implementation in
sanding applications. We demonstrate the use of the system in two types of
sanding tasks, situated in aircraft manufacturing, that highlight two potential
workflows within the human-robot teaming setup. We conclude by discussing
challenges and opportunities in human-robot teaming identified during the
development, application, and demonstration of our system.Comment: Proceedings of the 2024 ACM/IEEE International Conference on
Human-Robot Interaction (HRI '24), March 11 - 14, 2024, Boulder, CO, US
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