8,422 research outputs found
An authoring tool for structuring and annotating on-line educational courses : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science in Computer Science at Massey University
This thesis studies the design and prototype implementation of a new web-based course authoring system for the Technology Integrated Learning Environment (TILE) project. The TILE authoring system edits the course structure and allows the author to annotate the course structure with meta-data. It makes extensive use of XML technology to communicate structured data across the Internet, as well as for both local and web-side databases. The Authoring tool is designed to support development by multiple authors and has check-in and check - out, as well as version control facilities. It also provides an interface for adopting other multimedia tools such as AudioGraph. The tool has an easy-to-use graphical user interface. The technical problems that have been solved in this project include issues such as cross-platform support, drag and drop functionality using JDK l.l.8, etc. System environments, such as relational database set up, XML database set up, Java swing set up in Mac also have been discussed. The authoring system interface analysis, database analysis and function analysis have been completed for the complete the system as specified. An intermediate system, designed to a reduced specification, has been implemented as a prototype and details of this system, which can work independently of the TILE delivery system, are included. The Full TILE authoring system including InstantDB database access also has been partially implemented. The prototype application has also has been tested on the PC platform
Make it so! Jean-Luc Picard, Bart Simpson and the design of e-public services
In this paper, we report on a project applying participatory design methods to include people who have experience of social exclusion (in one form or another) in designing possible technologies for e-(local)-government services. The work was part of a project for the Office of the Deputy Prime Minister in the UK, and was concerned with ‘access
tokens’ that can provide personal identification for individuals accessing public services, based on technologies such as multi-functional smartcards, flash memory sticks, mobile phone SIMs or similar devices.
In particular we report on our experience using the ‘pastiche scenarios’ technique recently developed by Mark Blythe. Our findings indicate that the technique can be effective and engaging in helping people to create realistic scenarios of future technology use and highlight some possible pitfalls to consider when using this technique.</p
What's Most Fun: A Framework To Protect Creativity in the Age of Instagram
The online world offers the tantalizing promise of exposure for a new generation of artists, with animators flocking to Instagram to form the latest virtual art sharing space. For women, like me, working in commercial animation, Instagram offers a venue to be seen in an industry with chauvinist and industrial roots. By empowering new creators to surmount the studio monolith, social media platforms present an opportunity to forge a personal creative identity online. There are complexities with this new visibility, as sharing platforms encourage sameness by reinforcing linear trajectories that commodify the creative self. Online sharing culture affects creative practice in numerous ways; with a focus on the experience of women in animation, this thesis examines a particular subset of the Instagram phenomenon. Through the creation and facilitation of a participatory workshop, this paper presents a framework to address the developmental needs of the new generation of artists raised on social media. In the workshop, participants are asked to put aside their devices and reflect through a series of drawing activities that raise questions about social media performativity in order to reignite the lost creative self. Further, they investigate ways to maintain a creatively sustainable art practice online. As part of a feminist discourse this project favours a participatory approach to workshop facilitation that uses play as a way for participants to imagine and design their art practice for the digital future
Human factors workplace considerations
Computer workstations assume many different forms and play different functions today. In order for them to assume the effective interface role which they should play they must be properly designed to take into account the ubiguitous human factor. In addition, the entire workplace in which they are used should be properly configured so as to enhance the operational features of the individual workstation where possible. A number of general human factors workplace considerations are presented. This ongoing series of notes covers such topics as achieving comfort and good screen visibility, hardware issues (e.g., mouse maintenance), screen symbology features (e.g., labels, cursors, prompts), and various miscellaneous subjects. These notes are presented here in order to: (1) illustrate how one's workstation can be used to support telescience activities of many other people working within an organization, and (2) provide a single complete set of considerations for future reference
The busy coder's guide to Android development
380 p. ; il. , Indice.Libro ElectrónicoIf you are interested in programming for Android, you will need at least basic understanding of how to program in Java. Android programming is done using Java syntax, plus a class library that resembles a subset of the Java SE library (plus Android-specific extensions). If you have not programmed in Java before, you probably should quick learn how that works before attempting to dive into programming for Android.
The book does not cover in any detail how to download or install the Android development tools, either the Eclipse IDE flavor or the standalone flavor. The Android Web site covers this quite nicely. The material in the book should be relevant whether you use the IDE or not. You should download, install, and test out the Android development tools from the Android Web site before trying any of the examples listed in this book.Welcome to the Warescription!xiii
Prefacexv
Welcome to the Book!xv
Prerequisitesxv
Warescriptionxvi
Book Bug Bountyxvii
Source Code Licensexviii
Creative Commons and the Four-to-Free (42F) Guaranteexviii
The Big Picture1
What Androids Are Made Of3
Activities3
Content Providers4
Intents4
Services4
Stuff At Your Disposal5
Storage5
Network5
Multimedia5
GPS5
Phone Services6
Project Structure7
Root Contents7
The Sweat Off Your Brow8
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And Now, The Rest of the Story8
What You Get Out Of It9
Inside the Manifest11
In The Beginning, There Was the Root, And It Was Good11
Permissions, Instrumentations, and Applications (Oh, My!)12
Your Application Does Something, Right?13
Creating a Skeleton Application17
Begin at the Beginning17
The Activity18
Dissecting the Activity19
Building and Running the Activity21
Using XML-Based Layouts23
What Is an XML-Based Layout?23
Why Use XML-Based Layouts?24
OK, So What Does It Look Like?25
What's With the @ Signs?26
And We Attach These to the JavaHow?26
The Rest of the Story27
Employing Basic Widgets29
Assigning Labels29
Button, Button, Who's Got the Button?30
Fleeting Images31
Fields of Green Or Other Colors31
Just Another Box to Check34
Turn the Radio Up37
It's Quite a View39
Useful Properties39
Useful Methods39
Working with Containers41
Thinking Linearly42
Concepts and Properties42
Example45
All Things Are Relative50
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Concepts and Properties50
Example53
Tabula Rasa56
Concepts and Properties56
Example59
Scrollwork60
Using Selection Widgets65
Adapting to the Circumstances65
Using ArrayAdapter66
Other Key Adapters67
Lists of Naughty and Nice68
Spin Control70
Grid Your Lions (Or Something Like That)74
Fields: Now With 35% Less Typing!78
Galleries, Give Or Take The Art82
Employing Fancy Widgets and Containers83
Pick and Choose83
Time Keeps Flowing Like a River88
Making Progress89
Putting It On My Tab90
The Pieces91
The Idiosyncrasies91
Wiring It Together93
Other Containers of Note96
Applying Menus97
Flavors of Menu97
Menus of Options98
Menus in Context100
Taking a Peek102
Embedding the WebKit Browser107
A Browser, Writ Small107
Loading It Up109
Navigating the Waters111
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Entertaining the Client111
Settings, Preferences, and Options (Oh, My!)114
Showing Pop-Up Messages117
Raising Toasts117
Alert! Alert!118
Checking Them Out119
Dealing with Threads123
Getting Through the Handlers123
Messages124
Runnables127
Running In Place127
Utilities (And I Don't Mean Water Works)128
And Now, The Caveats128
Handling Activity Lifecycle Events131
Schroedinger's Activity131
Life, Death, and Your Activity132
onCreate() and onCompleteThaw()132
onStart(), onRestart(), and onResume()133
onPause(), onFreeze(), onStop(), and onDestroy()134
Using Preferences137
Getting What You Want137
Stating Your Preference138
A Preference For Action138
Accessing Files143
You And The Horse You Rode In On143
Readin' 'n Writin'147
Working with Resources151
The Resource Lineup151
String Theory152
Plain Strings152
String Formats153
Styled Text153
Styled Formats154
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Got the Picture?158
XML: The Resource Way160
Miscellaneous Values163
Dimensions163
Colors164
Arrays165
Different Strokes for Different Folks166
Managing and Accessing Local Databases171
A Quick SQLite Primer172
Start at the Beginning173
Setting the Table174
Makin' Data174
What Goes Around, Comes Around176
Raw Queries176
Regular Queries177
Building with Builders177
Using Cursors179
Change for the Sake of Change179
Making Your Own Cursors180
Data, Data, Everywhere180
Leveraging Java Libraries183
The Outer Limits183
Ants and Jars184
Communicating via the Internet187
REST and Relaxation187
HTTP Operations via Apache Commons188
Parsing Responses190
Stuff To Consider192
Email over Java193
Creating Intent Filters199
What's Your Intent?200
Pieces of Intents200
Stock Options201
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Intent Routing202
Stating Your Intent(ions)203
Narrow Receivers205
Launching Activities and Sub-Activities207
Peers and Subs208
Start 'Em Up208
Make an Intent209
Make the Call209
Finding Available Actions via Introspection215
Pick 'Em216
Adaptable Adapters220
Would You Like to See the Menu?223
Asking Around225
Using a Content Provider229
Pieces of Me229
Getting a Handle230
Makin' Queries231
Adapting to the Circumstances233
Doing It By Hand235
Position235
Getting Properties236
Setting Properties237
Give and Take238
Beware of the BLOB!239
Building a Content Provider241
First, Some Dissection241
Next, Some Typing242
Step #1: Create a Provider Class243
ContentProvider243
DatabaseContentProvider252
Step #2: Supply a Uri252
Step #3: Declare the Properties252
Step #4: Update the Manifest253
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Notify-On-Change Support254
Requesting and Requiring Permissions257
Mother, May I?258
Halt! Who Goes There?259
Enforcing Permissions via the Manifest260
Enforcing Permissions Elsewhere261
May I See Your Documents?262
Creating a Service263
Getting Buzzed264
Service with Class264
When IPC Attacks!266
Write the AIDL267
Implement the Interface268
Manifest Destiny270
Where's the Remote?271
Invoking a Service273
Bound for Success274
Request for Service276
Prometheus Unbound276
Manual Transmission276
Alerting Users Via Notifications279
Types of Pestering279
Hardware Notifications280
Icons281
Letting Your Presence Be Felt281
Accessing Location-Based Services287
Location Providers: They Know Where You're Hiding288
Finding Yourself288
On the Move292
Are We There Yet? Are We There Yet? Are We There Yet?292
TestingTesting296
Mapping with MapView and MapActivity299
The Bare Bones299
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Exercising Your Control301
Zoom301
Center302
Reticle303
Traffic and Terrain303
Follow You, Follow Me305
Layers Upon Layers307
Overlay Classes308
Drawing the Overlay308
Handling Screen Taps310
Playing Media313
Get Your Media On314
Making Noise315
Moving Pictures321
Handling Telephone Calls325
No, No, No – Not That IPhone326
What's Our Status?326
You Make the Call!326
Searching with SearchManager333
Hunting Season333
Search Yourself335
Craft the Search Activity336
Update the Manifest340
Try It Out342
The TourIt Sample Application347
Installing TourIt347
Demo Location Provider347
SD Card Image with Sample Tour348
Running TourIt349
Main Activity350
Configuration Activity352
Cue Sheet Activity354
Map Activity355
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Tour Update Activity357
Help Activity358
TourIt's Manifest359
TourIt's Content360
Data Storage361
Content Provider361
Model Classes361
TourIt's Activities362
TourListActivity362
TourViewActivity363
TourMapActivity367
TourEditActivity367
HelpActivity367
ConfigActivity36
In defense of a "grammar" in the visual language of comics
Visual Language Theory (VLT) argues that the structure of drawn images is guided by similar cognitive principles as language, foremost a "narrative grammar" that guides the ways in which sequences of images convey meaning. Recent works have critiqued this linguistic orientation, such as Bateman and Wildfeuer's (2014) arguments that a grammar for sequential images is unnecessary. They assert that the notion of a grammar governing sequential images is problematic, and that the same information can be captured in a "discourse" based approach that dynamically updates meaningful information across juxtaposed images. This paper reviews these assertions, addresses their critiques about a grammar of sequential images, and then details the shortcomings of their own claims. Such discussion is directly grounded in the empirical evidence about how people comprehend sequences of images. In doing so, it reviews the assumptions and basic principles of the narrative grammar of the visual language used in comics, and it aims to demonstrate the empirical standards by which theories of comics' structure should adhere to. (C) 2018 Elsevier B.V. All rights reserved
The historical development and basis of human factors guidelines for automated systems in aeronautical operations
In order to derive general design guidelines for automated systems a study was conducted on the utilization and acceptance of existing automated systems as currently employed in several commercial fields. Four principal study area were investigated by means of structured interviews, and in some cases questionnaires. The study areas were aviation, a both scheduled airline and general commercial aviation; process control and factory applications; office automation; and automation in the power industry. The results of over eighty structured interviews were analyzed and responses categoried as various human factors issues for use by both designers and users of automated equipment. These guidelines address such items as general physical features of automated equipment; personnel orientation, acceptance, and training; and both personnel and system reliability
Intentional Friction in the User Interface of Digital Games
Embora projetar fricção intencionalmente em interfaces do utilizador de jogos possa ser uma estratégia adequada para desafiar as crenças dos jogadores e estimular a reflexão, as práticas convencionais de interface do utilizador são frequentemente influenciadas por um paradigma abrangente de facilidade de uso e prazer. Esta dissertação investiga como designers podem empregar fricção intencional em interfaces do utilizador de jogos digitais para criar experiências significativas e inspirar reflexão nos seus jogadores. Primeiro, revimos a literatura para enquadrar o que constitui elementos de interface no game design, o paradigma de usabilidade e diversão e outras perspetivas que oferecem contexto para o uso da fricção como estratégia. Depois, exploramos instâncias de jogos que usam fricção na interface do utilizador quando apropriado como estratégia para expressar um ponto de vista, desafiar sistemas atuais ou fomentar a reflexão crítica. O ponto de partida para nossas observações são os sete princípios de design de Donald Norman e as heurísticas de usabilidade de Jakob Nielsen. Como resultado, identificamos seis estratégias de fricção intencional distintas. Em seguida, realizamos duas sessões de workshop de co-criação com um total de sete participantes com experiência em interface de utilizador ou design de jogos para identificar estratégias e perspetivas adicionais. As estratégias coletadas foram reunidas numa ferramenta de cartas. Por fim, realizamos uma sessão inicial de validação da ferramenta com quatro participantes com resultados promissores, sugerindo que as estratégias de fricção da ferramenta conseguiram impulsionar a expressividade como um componente importante do processo de discussão e ideação dos participantes. Embora este trabalho não esteja focado em coletar todas as abordagens de design de fricção indiscriminadamente, as estratégias identificadas sugerem técnicas mais subtis do que apenas enquadrar em reverso os princípios para criar um design amigável. While intentionally designing friction in gaming user interfaces may be a suitable strategy for challenging players' beliefs and prompting reflection, conventional user interface practices are frequently influenced by an overarching paradigm of user-friendliness and enjoyment. This dissertation investigates how designers might employ intentional friction in digital game user interfaces to create meaningful experiences and inspire reflection in its players. First, we review the literature to frame what constitutes interface elements in game design, the user-friendly and enjoyment paradigm, and other perspectives that offer context to using friction as a strategy. Afterward, we explore game instances that use user interface friction when appropriate as a strategy to express a point of view, to challenge current systems, or to foment critical reflection. The starting point for our observations is Donald Norman's seven design principles and Jakob Nielsen's usability heuristics. As a result, we identify six distinct intentional friction strategies. Next, we ran two co-creation workshop sessions with a total of seven participants with user interface or game design backgrounds to identify additional strategies and perspectives. The strategies gathered were collected in a deck-based tool. Finally, we ran an initial tool validation session with four participants with promising results, suggesting that the tool's friction strategies were able to drive expressiveness as an important component of the participant's discussion and ideation process. Although this work is not focused on collecting all friction design approaches indiscriminately, the identified strategies suggest more nuanced techniques than just framing the principles to create a friendly design in reverse
Quo vadimus? The 21st Century and multimedia
The concept is related of computer driven multimedia to the NASA Scientific and Technical Information Program (STIP). Multimedia is defined here as computer integration and output of text, animation, audio, video, and graphics. Multimedia is the stage of computer based information that allows access to experience. The concepts are also drawn in of hypermedia, intermedia, interactive multimedia, hypertext, imaging, cyberspace, and virtual reality. Examples of these technology developments are given for NASA, private industry, and academia. Examples of concurrent technology developments and implementations are given to show how these technologies, along with multimedia, have put us at the threshold of the 21st century. The STI Program sees multimedia as an opportunity for revolutionizing the way STI is managed
Cognition and Technology: Effectiveness of intelligent tutoring systems for software training
This study addresses the potential of using an intelligent tutoring system (ITS) to tutor on off-the-shelf (OTS) software. ITSs have been successfully used to tutor on a variety of learning domains, but there has been little research comparing ITS-based training on an OTS application with traditional software training approaches such as books or interactive software simulations. The work presented here includes procedures and results for Paint.NET training and evaluation using three methods: book-based, interactive simulation, and an ITS. It is reported that there were some associations between the training method and training experiences. Book-based training exhibited higher scores on both task performance and system usability perception, while better times were recorded for the simulation approach. Concept acquisition score was not found to significantly correlate with training method, however. Additionally, it was found that interactions between training mode and spatial ability or general self-efficacy (GSE) significantly affected system usability perception. It was also learned that within ITS high computer self-efficacy (CSE) learners outperformed these with low CSE on task performance measure. Similar findings were reported for simulation group where high-spatial learners recorded better training times than low-spatial learners. Overall, results indicated that four individual characteristics to succeed indicators explored in this study significantly correlated with total training time and system usability measures. It is concluded that if an ITS is to be a tutor on OTS application then further refinements are needed
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