2,693 research outputs found

    Web-based Hypermedia Courseware in Higher Education: A Proposed Framework

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    This thesis is concerned with hypermedia and learning, and in particular with the design and development factors that need to be considered for the creation of hypermediabased courseware in higher education that uses the Web as a delivery platform. One of the most commonly cited problems with educational hypermedia is related to the design and structure of the educational material. It appears that Web-based instructional authors have not had access to an instructional model, which has been empirically tested. However, there is a large body of knowledge in the field of instructional design from which one can draw suitable conclusions for the design process of Web-based educational hypermedia. The current research recommends that a precondition for effective Web-based courseware design in higher education is careful consideration of the traditional body of knowledge in the field of instructional design which should act as a foundation for future developments in the design process. In addition, the end-users' input should be sought as it can confirm the above and enhance further our understanding toward the implementation of this new medium in higher education. Based on this recommendation, a framework is proposed in terms of its design, user input and evaluation for the development of Web-based courseware in higher education aimed at supporting the delivery of physical modules. The thesis describes how the different stages of the proposed framework were implemented through the develop moot of two Web-based courseware applications aimed at supporting the delivery of two higher education modules taught in De Montfort University, U.K. In order to test the validity of the proposed approach, that a Web-based courseware developed according to the experimental framework could effectively support the delivery of physical modules compared with conventional teaching methods, two empirical studies have been conducted. They were concerned with the summative evaluation of the two Web-based courseware applications, which were developed according to the proposed framework. The results from the evaluation of the two empirical studies indicated significant improvements in users' performance and satisfaction compared with conventional teaching methods. Thus, the proposed framework can indeed offer a solution for the development of Web-based courseware that aims to support the delivery of physical modules in higher education. Moreover, the experimental framework can also provide a detailed starting point and can be adapted for the design and development of Web-based courseware aimed at addressing distance learning or other forms of Web instruction.Greek State Scholarship Foundation (IKY

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Virtual reality training and assessment in laparoscopic rectum surgery

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    Background: Virtual-reality (VR) based simulation techniques offer an efficient and low cost alternative to conventional surgery training. This article describes a VR training and assessment system in laparoscopic rectum surgery. Methods: To give a realistic visual performance of interaction between membrane tissue and surgery tools, a generalized cylinder based collision detection and a multi-layer mass-spring model are presented. A dynamic assessment model is also designed for hierarchy training evaluation. Results: With this simulator, trainees can operate on the virtual rectum with both visual and haptic sensation feedback simultaneously. The system also offers surgeons instructions in real time when improper manipulation happens. The simulator has been tested and evaluated by ten subjects. Conclusions: This prototype system has been verified by colorectal surgeons through a pilot study. They believe the visual performance and the tactile feedback are realistic. It exhibits the potential to effectively improve the surgical skills of trainee surgeons and significantly shorten their learning curve. © 2014 John Wiley & Sons, Ltd

    CodeProcess Charts: Visualizing the Process of Writing Code

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    Instructors of computer programming courses evaluate student progress on code submissions, exams, and other activities. The evaluation of code submissions is typically a summative assessment that gives very little insight into the process the student used when designing and writing the code. Thus, a tool that offers instructors a view into how students actually write their code could have broad impacts on assessment, intervention, instructional design, and plagiarism detection. In this article we propose an interactive software tool with a novel visualization that includes both static and dynamic views of the process that students take to complete computer programming assignments. We report results of an exploratory think-aloud study in which instructors offer thoughts as to the utility and potential of the tool. In the think-aloud study, we observed that the instructors easily identified multiple coding strategies (or the lack of thereof), were able to recognize plagiarism, and noticed a clear need for wider dissemination of tools for visualizing the programming process.Peer reviewe

    A User-Defined Approach for Reverse Engineering Tool to Visualize, Understand and Re-document Existing Software Systems (UDARE)

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    Pemahaman sesuatu perisian sedia ad~khususnya sistem legasLialah satu tugas~rumit.-Pembangun-atau pengemaskini perisian perlu mempelajari kod sumber sebelum menukar program terlibat dengan bantuan mana-mana dokumen atau tanpa dokumen. Banyak produk CASE (Kejuruteraan Peri sian Berbantukan Komputer) atau alat telah muncul untuk membantu pengemaskini perisian yang menghadapi ketiadaan dokumentasi atau ia tidak terkemaskini terutamanya dokumen reka bentuk yang menyediakan maklumat paling terperinci mengenai sistem perisian. Understanding an existing software system particularly a legacy system is a tedious task. Software developers or maintainers need to study the source codes prior to changing the affected programs with the aid of any documents or even without any document. Many CASE (Computer-Aided Software Engineering) products or tools have emerged to assist software maintainers who are confronted with absence of documentation or outdated documentation particularly design document that provides the most detail information about a software system

    A framework for the design of business intelligence dashboard tools

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    Vast amounts of data are collected on a daily basis, making it difficult for humans to derive at valuable information to make effective decisions. In recent years, the field of Business Intelligence (BI) and Information Visualisation (IV) have become a key driver of an organisation’s success. BI tools supporting decision making need to be accessible to a larger audience on different levels of the organisation. The problem is that non-expert users, or novice users, of BI tools do not have the technical knowledge to conduct data analysis and often rely on expert users to assist. For this reason, BI vendors are shifting their focus to self-service BI, a relatively new term where novice users can analyse data without the traditional human mediator. Despite the proliferation of self-service BI tools, limited research is available on their usability and design considerations to assist novice users with decision making and BI analysis. The contribution of this study is a conceptual framework for designing, evaluating or selecting BI tools that support non-expert users to create dashboards (the BI Framework). A dashboard is a particular IV technique that enables users to view critical information at a glance. The main research problem addressed by this study is that non-expert users often have to utilise a number of software tools to conduct data analysis and to develop visualisations, such as BI dashboards. The research problem was further investigated by following a two-step approach. The first approach was to investigate existing problems by using an in-depth literature review in the fields of BI and IV. The second approach was to conduct a field study (Field Study 1) using a development environment consisting of a number of software components of which SAP Xcelsius was the main BI tool used to create a dashboard. The aim of the field study was to compare the identified problems and requirements with those found in literature. The results of the problem analysis revealed a number of problems in terms of BI software. One of the major problems is that BI tools do not adequately guide users through a logical process to conduct data analysis. In addition, the process becomes increasingly difficult when several BI tools are involved that need to be integrated. The results showed positive aspects when the data was mapped to a visualisation, which increased the users’ understanding of data they were analysing. The results were verified in a focus group discussion and were used to establish an initial set of problems and requirements, which were then synthesised with the problems and requirements identified from literature. Once the major problems were verified, a framework was established to guide the design of BI dashboard tools for novice users. The framework includes a set of design guidelines and usability evaluation criteria for BI tools. An extant systems analysis was conducted using BI tools to compare the advantages and disadvantages. The results revealed that a number of tools could be used by non-experts, however, their usability hinders users. All the participants used in all field studies and evaluations were Computer Science (CS) and Information Systems (IS) students. Participants were specially sourced from a higher education institution such as the Nelson Mandela Metropolitan University (NMMU). A second field study (Field Study 2) was conducted with participants using another traditional BI tool identified from the extant systems analysis, PowerPivot. The objective of this field study was to verify the design guidelines and related features that served as a BI Scorecard that can be used to select BI tools. Another BI tool, Tableau, was used for the final evaluation. The final evaluation was conducted with a large participant sample consisting of IS students in their second and third year of study. The results for the two groups revealed a significant difference between participants’ education levels and the usability ratings of Tableau. Additionally, the results indicated a significant relationship between the participants’ experience level and the usability ratings of Tableau. The usability ratings of Tableau were mostly positive and the results revealed that participants found the tool easy to use, flexible and efficient. The proposed BI Framework can be used to assist organisations when evaluating BI tools for adoption. Furthermore, designers of BI tools can use the framework to improve the usability of these tools, reduce the workload for users when creating dashboards, and increase the effectiveness and efficiency of decision support

    Designing graphical interface programming languages for the end user

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    This thesis sets out to answer three simple questions: What tools are available for novice programmers to program GUIs? Are those tools fulfilling their role? Can anything be done to make better tools? Despite being simple questions, the answers are not so easily constructed. In answering the first question, it was necessary to examine the range of tools available and decide upon criteria which could be used to identify tools aimed specifically at the novice programmer (there being no currently agreed criteria for their identification). Having identified these tools, it was then necessary to construct a framework within which they could be sensibly compared. The answering of the second question required an investigation of what were the successful features of current tools and which features were less successful. Success or failure of given features was determined by research in both programming language design and studies of programmer satisfaction. Having discovered what should be retained and discarded from current systems, the answering of the third question required the construction of new systems through blending elements from visual languages, program editors and fourth generation languages. These final prototypes illustrate a new way of thinking about and constructing the next generation of GUI programming languages for the novice

    Visualising The Complex Features Of Source Code

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    Software development is a complex undertaking composed of several activities that include reading, writing, and modifying source code. Indeed, previous studies have shown that the majority of the effort invested in software development is dedicated to understanding code. This includes understanding the static structure, dynamic behaviour, and evolution of the code. Given these particular characteristics, as well as the high complexity of source code, it is reasonable to consider how visualisation can facilitate source code understanding. This work proposes to extend existing software development tools with visualisations that can be used to encode the various complex features within a source code document. Further, this work establishes a design space which includes a series of visualisations that are meant to complement existing textual views of source code, as found in source code editors. Several prototype visualisations are presented in this work which utilise various visualisation techniques, such as tree visualisations techniques and visualisation techniques based on the code-map metaphor. This work also presents several experiments, where the results of these experiments indicate that combining existing software development tools with visualisations can have a positive effect on source code understanding. Additionally, the result of the experiments show that the less a visualisation is abstracted from the original textural representation of a source code document, in terms of line, token, ordering, and character information, the more likely it is that viewers can link the visualisation to the code and back

    An examination of the weaknesses in current online help systems and a proposed solution using an integrated information base

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    This thesis reports results of a research study into the usefulness of On-line Help Systems for application software users. The main objective of the research was to examine existing On-line Help systems, identify their weaknesses, and propose a means of rectifying the problems identified. A study of the available relevant literature revealed that both users and designers have divergent views as to the overall usability and efficacy of On-line Information, and this diversity has contributed to the problems inherent in On-line Help systems. An initial user survey was conducted with a group of computer users who were professionals in their own areas, many of whom also have considerable experience in the applications examined. The results are in agreement with the hypothesis that in spite of the long history of software development and the existence of research in the area, users of On-line Help Systems still find them unsatisfactory. The results also revealed that even experienced users find some aspects of existing Online Help Systems difficult to use, and that, in general current versions are not well received. A set of exploratory experiments has been carried out with users interacting with Microsoft Excel, using the On-line Help system at one sitting and the User Manual at another. These investigations revealed the existence of design and accessibility problems. Three terms best describe the problems identified - Vocabulary, Compartmentalisation, and the lack of an Integrated Base. An optimal approach to the design of On-line Help systems that will overcome these problems is proposed and a prototype system implemented and evaluated. The research has achieved its aim of providing a contribution to the design and implementation of On-line Help Systems that should enhance both the usability and efficacy of On-line support systems
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