1,158 research outputs found

    User Interface Design in Virtual Reality Research

    Get PDF
    Thesis Statement The primary objective of this research is to develop and investigate a user interface that supports learning to be implemented in the virtual reality application Anatomy Builder VR, an ongoing project from the Department of Visualization. Through the conception of this interface, we will explore the research question “how can user interface design in virtual reality applications support learning and engagement?”. Theoretical Framework Through the use of iterative design, we will develop an interface to be implemented in the virtual reality application Anatomy Builder VR.To accomplish this, we will create several prototypes to be evaluated by a focus group before implementing a high fidelity interface into the application. The three prototypes will be used to conduct a user study that will improve the quality and functionality of the final interface as a whole. Project Description Effective user interface design is extremely important when creating an application focused on learning. If the application’s interface is misleading, the user will either incorrectly learn the information or stop using the application altogether. For this reason, we will center our research on the question “how can user interface design in virtual reality applications support learning and engagement?”. Expected outcomes include designing a user interface that will provide an intuitive and engaging learning experience. Our interface will be implemented intoAnatomy Builder VR, an application that allows users to assemble a human or canine skeleton while learning comparative anatomy. Anatomy Builder VR is a current collaborative project between Department of Visualization and Department of Veterinary Integrative Biosciences. We will investigate how our design impacts the user’s anatomy learning experience

    Commodification of the Information Profession: A Critique of Higher Education Under Neoliberalism

    Get PDF
    The structures that govern society’s understanding of information have been reorganised under a neoliberal worldview to allow information to appear and function as a commodity. This has implications for the professional ethics of library and information labour, and the need for critical reflexivity in library and information praxes is not being met. A lack of theoretical understanding of these issues means that the political interests governing decision-making are going unchallenged, for example the UK government’s specific framing of open access to research. We argue that building stronger, community oriented praxes of critical depth can serve as a resilient challenge to the neoliberal politics of the current higher education system in the UK and beyond. Critical information literacy offers a proactive, reflexive and hopeful strategy to challenge hegemonic assumptions about information as a commodity

    User Interface Design in Virtual Reality Research

    Get PDF
    Thesis Statement The primary objective of this research is to develop and investigate a user interface that supports learning to be implemented in the virtual reality application Anatomy Builder VR, an ongoing project from the Department of Visualization. Through the conception of this interface, we will explore the research question “how can user interface design in virtual reality applications support learning and engagement?”. Theoretical Framework Through the use of iterative design, we will develop an interface to be implemented in the virtual reality application Anatomy Builder VR.To accomplish this, we will create several prototypes to be evaluated by a focus group before implementing a high fidelity interface into the application. The three prototypes will be used to conduct a user study that will improve the quality and functionality of the final interface as a whole. Project Description Effective user interface design is extremely important when creating an application focused on learning. If the application’s interface is misleading, the user will either incorrectly learn the information or stop using the application altogether. For this reason, we will center our research on the question “how can user interface design in virtual reality applications support learning and engagement?”. Expected outcomes include designing a user interface that will provide an intuitive and engaging learning experience. Our interface will be implemented intoAnatomy Builder VR, an application that allows users to assemble a human or canine skeleton while learning comparative anatomy. Anatomy Builder VR is a current collaborative project between Department of Visualization and Department of Veterinary Integrative Biosciences. We will investigate how our design impacts the user’s anatomy learning experience

    Commodification of the information profession: a critique of higher education under neoliberalism

    Get PDF
    The structures that govern society’s understanding of information have been reorganised under a neoliberal worldview to allow information to appear and function as a commodity. This has implications for the professional ethics of library and information labour, and the need for critical reflexivity in library and information praxes is not being met. A lack of theoretical understanding of these issues means that the political interests governing decision-making are going unchallenged, for example the UK government’s specific framing of open access to research. We argue that building stronger, community oriented praxes of critical depth can serve as a resilient challenge to the neoliberal politics of the current higher education system in the UK and beyond. Critical information literacy offers a proactive, reflexive and hopeful strategy to challenge hegemonic assumptions about information as a commodity

    Technologies that assess the location of physical activity and sedentary behavior: a systematic review

    Get PDF
    Background: The location in which physical activity and sedentary behavior are performed can provide valuable behavioral information, both in isolation and synergistically with other areas of physical activity and sedentary behavior research. Global positioning systems (GPS) have been used in physical activity research to identify outdoor location; however, while GPS can receive signals in certain indoor environments, it is not able to provide room- or subroom-level location. On average, adults spend a high proportion of their time indoors. A measure of indoor location would, therefore, provide valuable behavioral information. Objective: This systematic review sought to identify and critique technology which has been or could be used to assess the location of physical activity and sedentary behavior. Methods: To identify published research papers, four electronic databases were searched using key terms built around behavior, technology, and location. To be eligible for inclusion, papers were required to be published in English and describe a wearable or portable technology or device capable of measuring location. Searches were performed up to February 4, 2015. This was supplemented by backward and forward reference searching. In an attempt to include novel devices which may not yet have made their way into the published research, searches were also performed using three Internet search engines. Specialized software was used to download search results and thus mitigate the potential pitfalls of changing search algorithms. Results: A total of 188 research papers met the inclusion criteria. Global positioning systems were the most widely used location technology in the published research, followed by wearable cameras, and radio-frequency identification. Internet search engines identified 81 global positioning systems, 35 real-time locating systems, and 21 wearable cameras. Real-time locating systems determine the indoor location of a wearable tag via the known location of reference nodes. Although the type of reference node and location determination method varies between manufacturers, Wi-Fi appears to be the most popular method. Conclusions: The addition of location information to existing measures of physical activity and sedentary behavior will provide important behavioral information

    Novel technology to help understand the context of physical activity and sedentary behaviour.

    Get PDF
    When used in large, national surveillance programmes, objective measurement tools provide prevalence estimates of low physical activity guideline compliance and high amounts of sedentary time. There are undoubtedly a plethora of reasons for this but one possible contributing factor is the current lack of behavioural context offered by accelerometers and posture sensors. Context includes information such as where the behaviour occurs, the type of activity being performed and is vital in allowing greater refinement of intervention strategies. Novel technologies are emerging with the potential to provide this information. Example data from three ongoing studies is used to illustrate the utility of these technologies. Study one assesses the concurrent validity of electrical energy monitoring and wearable cameras as measures of television viewing. This study found that on average the television is switched on for 202 min d(-1) but is visible in just 90 min of wearable camera images with a further 52 min where the participant is in their living room but the television is not visible in the image. Study two utilises indoor location monitoring to assess where older adult care home residents accumulate their sedentary time. This study found that residents were highly sedentary (sitting for an average of 720 min d(-1)) and spent the majority of their time in their own rooms with more time spent in communal areas in the morning than in the afternoon. Lastly, study three discusses the use of proximity sensors to quantify exposure to a height adjustable desk. These studies are example applications of this technology, with many other technologies available and applications possible. The adoption of these technologies will provide researchers with a more complete understanding of the behaviour than has previously been available
    corecore