2,348 research outputs found
To Develop and Evaluate Childrenâs Cognitive Development through An AR-Playful-Learning Approach
Augmented Reality (AR) technology have been recognised as an effective experience enhancer with a broad application range. It is challenging to explore such potentials in the area of learning and teaching by utilising AR features in behavioural stimulation and monitoring. In this study, the author aims at exploit AR technology to institute a system for cognitive development. The principle goal of such playful learning system is to improve the overall ability of toddlers to function in social environments through cognition forming and behavioural redirecting. This paper introduces an interactive training game that assists children between two and seven years old to develop their cognitive model through intuitive theory-based educational AR gami cation. A pilot study implements Montessori training theory is described in this paper
Relevé: An at home ballet self-learning interactive system
Benefits from the recent technology advancement, such as physical computing and social media, it has become a global industry trend to provide intelligent exercise and self-learning support in an âat-homeâ environment. However, it is still a design challenge to ensure the safety of users while enhancing their experiences when developing specific âat-homeâ self-training programs which require high-level techniques, such as ballet dancing. This paper introduces RelevĂ© - an interactive self-learning system for ballet with emphasis on various safety issues. Based on the professional knowledge of ballet dancing posture and kinematic movement research, RelevĂ© intends to answer the needs of ballet dancing home-based self-teaching activities through online courses. The design has been based mainly on the methodologies of tangible interaction design
Eco-efficiency indicators for urban transport
This paper focuses on urban passenger transport eco-efficiency, which can be defined as the production of maximum benefits to society while minimising environmental impacts from urban transportâs inputs of energy and materials. Researchers have intensively studied transportâs varied environmental impacts, particularly through Life Cycle Assessment; this paper argues that primary transport energy per capita is presently the best measure of impact. Although transportâs societal benefits have generally been regarded as self-evident, access to out-of-home activities, not passenger-km, should be considered as the fundamental useful output of an urban transport system, since transport is a derived demand. We argue that access levels are roughly similar in all high-income OECD cities, so that these cities can be ranked on transport eco-efficiency simply on the basis of per capita primary transport energy
Load Management in District Heating Operation
Smooth operation of district heating system will avoid installation of expensive peak heat boilers, improve plant partial load performance, increase the system redundancy for further network expansion and improve its resilience to ensure security of supply during severe heating seasons. The peak heating load can be reduced through building demand side management. The building thermal mass can be used to shift the heating supply under the circumstance without jeopardizing the consumer thermal comfort. In this paper, the multi-agent framework is applied to a simplified building dynamic model to regulate the heating supply to a cluster of buildings. The aim is to level out the total heating supply under a reference temperature and meanwhile maintain the consumer thermal comfort
Can Electric Vehicles Deliver Energy and Carbon Reductions?
Electric vehicles (EVs) are often thought to be an important means for reducing both the greenhouse gas emissions and energy consumption of global transport, particularly for road passenger transport. They are potentially more fuel efficient than comparable internal combustion engine vehicles (ICEVs), particularly in urban areas, because of regenerative braking. It is well-recognised that the energy efficiency of EVs decreases with the range the batteries must provide (because of rising battery mass), and that greenhouse gas comparisons with ICEVs depend on the grid electricity source. However, this paper argues that comparing EVs and ICEVs is much more complex than generally recognised. Uncertainties occur in both primary energy use and greenhouse gas emission calculations. Further, it may not be legitimate to evaluate these terms on a simple vehicle-km basis, because of spillover effects
Optimising user engagement in highly automated virtual assistants to improve energy management and consumption
This paper presents a multi-dimensional taxonomy of levels of automation and reparation specifically adapted to Virtual Assistants (VAs) in the context of Human-Human-Interaction (HHI). Building from this framework, the main output of this study provides a method of calculation which helps to generate a trust rating by which this score can be used to optimise users' engagement. The authors believe that this framework could play a critical role in optimising energy efficiency in both management and consumption, particular attention has been given to the relevance of contextual events and dynamism in enhancing trust. For instance by understanding that trust formation is a dynamic process that starts before the user's first contact with the system, and continues long thereafter. Furthermore, following the evolving nature of the system, factors affecting trust and the system itself change during user interactions over time; thus, systems need to be able to adapt and evolve. Present work is being dedicated to further understanding of how contexts and its derivative unintended consequences affect trust in highly automated VAs in the area of energy consumption
Sandtime: A Tangible Interaction Featured Sensory Play Installation For Children To Increase Social Connection
From the study of social-interaction enhanced gaming design, aimed at providing a public environment which supports tangible & social interactions among children, we designed Sandtime. Sandtime is a public installation designed to encourage such interaction. Using the Tangible Interaction Design approach, this gaming installation features collaborative play and social interactions under public context, where children can collaboratively interact with the virtual onscreen characters by manipulating physical objects. This design is based on the study of how interactive gaming facilities can help to ease anxiety and enhance social interactions among children. In this paper, we want to continue this line of research by exploring further the elements that can enhance such interaction experience. This paper focuses specifically on the sensory play and how it can help to facilitate social interaction
Strategies for household energy conservation
The energy consumed by households for space heating and cooling, water heating, cooking and running appliances is a major component of national final energy use. Along with private transport, it is the only energy use (and corresponding greenhouse gas emissions) directly under householdersâ control. Accordingly, many researchers have examined ways of reducing household energy use, using either monetary or non-monetary measures. We find that although case studies suggest only a limited role for energy pricing, our comparative study of domestic energy use by different nations suggests otherwise. Energy researchers have also examined various social science approaches, but again their effectiveness in case studies is limited. We argue, however, that householders, taking their cue from political leaders, do not presently take climate change very seriously. This attitude could well change over the next decade or so, and with it the scope for non-monetary approaches to energy and thus carbon reductions
Pairing craft-making with Mandarin eBooks: An investigation into the use of craft for language learning by pre-schoolers
Bilingual ethnic Chinese parents are concerned about their preschoolersâ learning of their mother tongue. Many allow their children to learn Mandarin by accessing language applications on mobile devices. However the effectiveness of solely using mobile devices as a learning tool for preschoolers is debatable. This paper presents a field investigation on how adult-facilitated craft-making, generates greater interest the reading of Mandarin eBooks and retention of the stories. The data suggests pairing of activities may be useful to children from across language abilities. This also highlights a need for designers and educators to formulate a holistic design approach in the development of preschool mobile learning content
Tangible Interaction Design: Preparing Future Designers for The Needs of Industrial Innovation
The last decade has seen a remarkable uptake of interactive systems, products and services. Their design requires a shift from the traditional skills of material product-focused designers. We argue that the creativity in designing these information-enriched products needs to stress both physical properties and interactivity. The challenge is finding an educational approach that can equip industrial design graduates with stronger creativity instead of overstating the awareness of new technologies. This approach should extend rather than replace the knowledge, skills and experience from traditional design education. Using Monash University as the test bed, Tangible Interaction Design Education (TIDE), the cornerstone of this pedagogical model, provides an approach that blurs the boundaries between tangible objects and intangible services
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