47 research outputs found
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Collaborative knowledge building with shared video representations
Online video has become established as a fundamental part of the fabric of the web; widely used by people for information sharing, learning and entertainment. We report results from a design study that explored how people interact to create shared multi-path video representations in a social video environment. The participants created multiple versions of a video by providing alternative and interchangeable scenes that formed different paths through the video content. This multi-path video approach was designed to circumvent limitations of traditionally linear video for use as a shared representation in collaborative knowledge building activities. The article describes how people created video resources in collaborative activities in two different settings. We discuss different modes of working that were observed and outline the specific challenges of using the video medium as shared representation. Finally we demonstrate how an analysis of collaborative dimensions of the shared multi-path video representation can be applied to discuss the design space and to raise the discourse about the usefulness of these representations in knowledge building environments
An internet of old things as an augmented memory system
The interdisciplinary Tales of Things and electronic Memory (TOTeM) project investigates new contexts for augmenting things with stories in the emerging culture of the Internet of Things (IoT). Tales of Things is a tagging system which, based on two-dimensional barcodes (also called Quick Response or QR codes) and Radio Frequency Identification (RFID) technology, enables the capturing and sharing of object stories and the physical linking to objects via read and writable tags. Within the context of our study, it has functioned as a technology probe which we employed with the aim to stimulate discussion and identify desire lines that point to novel design opportunities for the engagement with personal and social memories linked to everyday objects. In this paper, we discuss results from fieldwork with different community groups in the course of which seemingly any object could form the basis of a meaningful story and act as entry point into rich inherent 'networks of meaning'. Such networks of meaning are often solely accessible for the owner of an object and are at risk of getting lost as time goes by. We discuss the different discourses that are inherent in these object stories and provide avenues for making these memories and meaning networks accessible and shareable. This paper critically reflects on Tales of Things as an example of an augmented memory system and discusses possible wider implications for the design of related systems. Š 2011 Springer-Verlag London Limited
Biomedical imaging research opportunities workshop IV: A white paper
Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/134967/1/mp5838.pd
Salmonella Typhimurium Type III Secretion Effectors Stimulate Innate Immune Responses in Cultured Epithelial Cells
Recognition of conserved bacterial products by innate immune receptors leads to inflammatory responses that control pathogen spread but that can also result in pathology. Intestinal epithelial cells are exposed to bacterial products and therefore must prevent signaling through innate immune receptors to avoid pathology. However, enteric pathogens are able to stimulate intestinal inflammation. We show here that the enteric pathogen Salmonella Typhimurium can stimulate innate immune responses in cultured epithelial cells by mechanisms that do not involve receptors of the innate immune system. Instead, S. Typhimurium stimulates these responses by delivering through its type III secretion system the bacterial effector proteins SopE, SopE2, and SopB, which in a redundant fashion stimulate Rho-family GTPases leading to the activation of mitogen-activated protein (MAP) kinase and NF-ÎşB signaling. These observations have implications for the understanding of the mechanisms by which Salmonella Typhimurium induces intestinal inflammation as well as other intestinal inflammatory pathologies
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Narrative creation from online video as knowledge representation
Abstract. Software applications to share and remediate video have become ubiquitous and interacting with video has developed into a mainstream cultural activity in many societies. Like other media video has benefits and limitations for learning. We describe in this paper Video Pathways, a social Video Environment for learning through creation of multi-path online video. Our research assesses whether creation of video narratives multi-path representations, based on ubiquitous video from popular video hosting sites, is an effective way to represent knowledge. Initial formative evaluation with Video Pathways has revealed good usability and desirability and shown the creative potential of Video Pathways
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Negotiating perspective in social video environments
About the book:
The formative role played by digital communication in knowledge-based societies is widely acknowledged. Not least, young people's rapid adoption of a variety of social software applications serves to challenge existing forms of communication for learning, since these innovations allow and assume users' own creation, sharing, and editing of content. This volume presents advanced research on digital content creation, its socio-cultural contexts, and educational consequences. In the midst of ubiquitous commercial hype about digital innovation, as well as policy concerns, the volume offers the sobering perspectives of theory-driven empirical research, in order to examine the complexities, highlight the nuances, and illuminate the pedagogical affordances of creative digital contents. This book brings together the work of an international group of scholars from a range of disciplines including media and ICT studies, education, psychology, anthropology, sociology, and cultural studies
Designing interactive systems to encourage empathy between users
An oft-cited criticism of our increasingly online world is that text based communications still dominate, offering limited opportunity for the development of empathy between users and possibly encouraging more critical and confrontational interactions. Whilst there are a wide range of design methods that enable designers to develop empathy for the potential users of their products or services, there are none aimed at helping designers to create systems that actively encourage the development of empathy between those users. In this research we discuss why we believe there is a need to design systems that facilitate empathy and how designers may approach such a challenge, using the example of a digital prayer candle system developed with a church community