146,972 research outputs found

    Framework for the implementation of urban big screens in the public space

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    In the last decade, big urban screens have appeared in town squares and on building facades across the UK. The use of these screens brings new potentials and challenges for city regulators, artists, architects, urban designers, producers, broadcasters and advertisers. Dynamic moving images form new architectural material, affecting our perception and the experience of the space around us. A new form of urban space is emerging that is fundamentally different from what we have known, and it seems that we are ill-equipped to deal with and analyse it. We are just beginning to understand the opportunities for public information, art and community engagement. Most of screens at present serve mainly commercial purposes, they do not broadcast information aimed at sharing community content nor do they support public social interactions. We need to see more negotiation between commercial, public and cultural interests. The SCREAM project addresses these new challenges by looking at the physical urban spaces and the potential spaces created by the new technologies

    Collaborative trails in e-learning environments

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    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future

    Large High Resolution Displays for Co-Located Collaborative Intelligence Analysis

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    Large, high-resolution vertical displays carry the potential to increase the accuracy of collaborative sensemaking, given correctly designed visual analytics tools. From an exploratory user study using a fictional intelligence analysis task, we investigated how users interact with the display to construct spatial schemas and externalize information, as well as how they establish shared and private territories. We investigated the spatial strategies of users partitioned by tool type used (document- or entity-centric). We classified the types of territorial behavior exhibited in terms of how the users interacted with the display (integrated or independent workspaces). Next, we examined how territorial behavior impacted the common ground between the pairs of users. Finally, we recommend design guidelines for building co-located collaborative visual analytics tools specifically for use on large, high-resolution vertical displays

    Understanding user experience of mobile video: Framework, measurement, and optimization

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    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study

    System upgrade: realising the vision for UK education

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    A report summarising the findings of the TEL programme in the wider context of technology-enhanced learning and offering recommendations for future strategy in the area was launched on 13th June at the House of Lords to a group of policymakers, technologists and practitioners chaired by Lord Knight. The report – a major outcome of the programme – is written by TEL director Professor Richard Noss and a team of experts in various fields of technology-enhanced learning. The report features the programme’s 12 recommendations for using technology-enhanced learning to upgrade UK education

    Cooperative Interactive Distributed Guidance on Mobile Devices

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    Mobiles device are quickly becoming an indispensable part of our society. Equipped with numerous communication capabilities, they are increasingly being examined as potential tools for civilian and military usage to aide in distributed remote collaboration for dynamic decision making and physical task completion. With an ever growing mobile workforce, the need for remote assistance in aiding field workers who are confronted with situations outside their expertise certainly increases. Enhanced capabilities in using mobile devices could significantly improve numerous components of a task\u27s completion (i.e. accuracy, timing, etc.). This dissertation considers the design of mobile implementation of technology and communication capabilities to support interactive collaboration between distributed team members. Specifically, this body of research seeks to explore and understand how various multimodal remote assistances affect both the human user\u27s performance and the mobile device\u27s effectiveness when used during cooperative tasks. Additionally, power effects are additionally studied to assess the energy demands on a mobile device supporting multimodal communication. In a series of applied experiments and demonstrations, the effectiveness of a mobile device facilitating multimodal collaboration is analyzed through both empirical data collection and subjective exploration. The utility of the mobile interactive system and its configurations are examined to assess the impact on distributed task performance and collaborative dialogue between pairs. The dissertation formulates and defends an argument that multimodal communication capabilities should be incorporated into mobile communication channels to provide collaborating partners salient perspectives with a goal of reaching a mutual understanding of task procedures. The body of research discusses the findings of this investigation and highlight these findings they may influence future mobile research seeking to enhance interactive distributed guidance
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