6,802 research outputs found

    ALT-C 2012 Conference Guide

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    Location-based technologies for learning

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    Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio

    Remote Real-Time Collaboration Platform enabled by the Capture, Digitisation and Transfer of Human-Workpiece Interactions

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    In this highly globalised manufacturing ecosystem, product design and verification activities, production and inspection processes, and technical support services are spread across global supply chains and customer networks. Therefore, a platform for global teams to collaborate with each other in real-time to perform complex tasks is highly desirable. This work investigates the design and development of a remote real-time collaboration platform by using human motion capture technology powered by infrared light based depth imaging sensors borrowed from the gaming industry. The unique functionality of the proposed platform is the sharing of physical contexts during a collaboration session by not only exchanging human actions but also the effects of those actions on the task environment. This enables teams to remotely work on a common task problem at the same time and also get immediate feedback from each other which is vital for collaborative design, inspection and verifications tasks in the factories of the future

    Students as change agents: new ways of engaging with learning and teaching in higher education

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    This is a set of practitioner resources for those wanting to set up student-based research projects in their institutions

    An exploration of “Schools as Learning Organisations” as a catalyst for school and system change

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    This research originated from a mixed methods approach to document the experiences, insights, and perceptions of system leaders involved in a national multi-school system-wide professional learning project, entitled, ‘Leading Collaborative Learning’. This research addresses a central research problem identified by exploratory research questions and further refined in response to a review of the related and relevant literatures. In responding to this research problem, this thesis proposes a distinctive implementation model that incorporates its own impact indicators. There are two main summative findings in this research:System conditions: Five distinctive system conditions are identified as being necessary to sustain the momentum and pace of system-wide school improvement efforts, particularly when the system is faced with the unpredictable, turbulent, and unknown events of the modern world. Implementation model: Two distinctive forms of expertise are identified from the data that bridge the implementation ‘gap’ between policy and practice. The implications for these findings are of interest to policy makers, researchers, and practitioners. Suggestions are made as to how these areas should respond to the findings both now and in the future. This thesis argues that for the Welsh SLO model to be a catalyst for school and system change, it needs to be realised at scale. For this to happen, a deliberate and intentional implementation model must be designed, developed, enacted and, importantly, incorporate its own success indicators. This thesis concludes with a proposed implementation model for the Welsh SLO model that emerged from this research

    StreamFunnel: Facilitating Communication Between a VR Streamer and Many Spectators

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    The increasing adoption of Virtual Reality (VR) systems in different domains have led to a need to support interaction between many spectators and a VR user. This is common in game streaming, live performances, and webinars. Prior CSCW systems for VR environments are limited to small groups of users. In this work, we identify problems associated with interaction carried out with large groups of users. To address this, we introduce an additional user role: the co-host. They mediate communications between the VR user and many spectators. To facilitate this mediation, we present StreamFunnel, which allows the co-host to be part of the VR application's space and interact with it. The design of StreamFunnel was informed by formative interviews with six experts. StreamFunnel uses a cloud-based streaming solution to enable remote co-host and many spectators to view and interact through standard web browsers, without requiring any custom software. We present results of informal user testing which provides insights into StreamFunnel's ability to facilitate these scalable interactions. Our participants, who took the role of a co-host, found that StreamFunnel enables them to add value in presenting the VR experience to the spectators and relaying useful information from the live chat to the VR user.Comment: 12 pages, 7 figure

    Interactive Newsprint: The Future of Newspapers? Printed electronics meets hyperlocal and community co-design

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    The news industry is currently in a well-documented state of flux, with publishers from across the developed world examining new business models, reinterpreting existing relationships between their income streams and readers, while maintaining their ability to generate editorial output that is relevant and interesting to the communities they cover. Interactive Newsprint seeks to add a new and revolutionary dimension to this media evolution by asking: can printed electronics and internet-enabled paper (technologies that utilise standard paper and printing processes and through conductive ink and battery power offer capacitive touch interactions similar to smartphones and tablets) create a new way of transmitting community-based news and information? Utilising co-design techniques and practices, the project seeks to produce community- relevant hyperlocal text and audio content and place it on a centuries-old platform: the newspaper. As a result of the paper's internet connectivity, the project is also examining potential benefits of transplanting some online features such as analytic data on user interactions. Led by the School of Journalism, Media and Communication (JoMeC) at the University of Central Lancashire (UCLan), the 18-month, EPRSC-funded project is therefore examining the potential for community co-design and printed electronics to transform paper- based news and information for the 21st Century, along with revenue and data generation that is unique to digital formats such as websites, social networks, smartphones and tablets. Building on work carried out on the EPSRC-funded Bespoke project, researchers from UCLan, University of Dundee, University of Surrey and commercial printed electronics firm Novalia are prototyping a series of paper-based community news platforms that are populated by content produced by community reporters and generated through an iterative co-design process. This paper will outline the methodology, technological potential of interactive newsprint and how the project is looking to embed analytic data into traditional printed-paper formats. It will also focus on how members of the Preston community are shaping both the news and platform over the 18-month process. As the project is mid-way through, the paper will present an overview of the project to date, outline the design methodology and describe and demonstrate the early-stage prototypes. The paper will also hint at new editorial construction practices as community and professional reporters all contribute to the hyperlocally-themed editorial output. The authors will present a discussion of the theoretical framework that underpins the project as a whole. In addition to the practical illustrations, the paper will outline the authors' initial thoughts on how interactive newsprint – through its internet connectivity and potential for data transfer – could revolutionise editorial and advertorial relationships

    Theater Doesn’t Work: (Co-)Creation in Pandemic Theater-Making

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    Theater Doesn’t Work: (Co-)Creation in Pandemic Theater-Making

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    Distributed Asymmetric Virtual Reality in Industrial Context : Enhancing the Collaboration of Geographically Dispersed Teams in the Pipeline of Maintenance Method Development and Technical Documentation Creation

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    Virtual Reality (VR) is a critical emerging technology in industrial contexts, as it facilitates collaboration and supports the product development lifecycle. However, its broad adoption is con-strained by complex and high-cost integration. The use of VR among devices with various immersion and control levels may solve this obstacle, and increase the scalability of VR technologies. This article presents a case study on applying asymmetry between the COVE-VR platform and Microsoft Teams to enable distributed collaboration of multinational departments and enhance the maintenance method and documentation creation processes. Overall, five remote collaborative sessions were held with 20 experts from four countries. Our findings suggest that asymmetry between head-mounted display and Teams users enhances the quality of communication among geographically dispersed teams and their spatial understanding, which positively influences knowledge transfer and efficiency of industrial processes. Based on qualitative evaluation of the asymmetric VR setup, we further suggest a list of guidelines on how to enhance the collaboration efficiency for low-cost distributed asymmetric VR from three perspectives: organization, collaboration and technology.Peer reviewe
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