26 resultados para computer application

em Deakin Research Online - Australia


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The present study examined the relationship between novice learners’ counterfactual thinking (i.e. generating ‘what if’ and ‘if only’ thoughts) about their initial training experience with a computer application and subsequent improvement in task performance. The role of anticipated emotions towards goal attainment in task performance was also assessed. Undergraduate students (N ¼ 42) with minimal experience in using computer spreadsheets underwent basic training in using Microsoft Excel. All participants were assessed on their anticipated positive and negative emotions regarding goal attainment at the outset. After completing their first task, participants allocated to a counterfactual condition received instructions to generate counterfactual thoughts regarding their initial task performance, whereas participants in a control condition did not. The counterfactual group showed only marginally greater improvement in task performance (measured by task completion time and accuracy) than the control group.  However, we also found that positive anticipated emotions were associated with improvement in task performance but for the counterfactual group only. Our data have implications for incorporating counterfactual thinking into information technology skills training to enhance learning outcomes for novice learners.

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The overarching goal of this dissertation was to evaluate the contextual components of instructional strategies for the acquisition of complex programming concepts. A meta-knowledge processing model is proposed, on the basis of the research findings, thereby facilitating the selection of media treatment for electronic courseware. When implemented, this model extends the work of Smith (1998), as a front-end methodology, for his glass-box interpreter called Bradman, for teaching novice programmers. Technology now provides the means to produce individualized instructional packages with relative ease. Multimedia and Web courseware development accentuate a highly graphical (or visual) approach to instructional formats. Typically, little consideration is given to the effectiveness of screen-based visual stimuli, and curiously, students are expected to be visually literate, despite the complexity of human-computer interaction. Visual literacy is much harder for some people to acquire than for others! (see Chapter Four: Conditions-of-the-Learner) An innovative research programme was devised to investigate the interactive effect of instructional strategies, enhanced with text-plus-textual metaphors or text-plus-graphical metaphors, and cognitive style, on the acquisition of a special category of abstract (process) programming concept. This type of concept was chosen to focus on the role of analogic knowledge involved in computer programming. The results are discussed within the context of the internal/external exchange process, drawing on Ritchey's (1980) concepts of within-item and between-item encoding elaborations. The methodology developed for the doctoral project integrates earlier research knowledge in a novel, interdisciplinary, conceptual framework, including: from instructional science in the USA, for the concept learning models; British cognitive psychology and human memory research, for defining the cognitive style construct; and Australian educational research, to provide the measurement tools for instructional outcomes. The experimental design consisted of a screening test to determine cognitive style, a pretest to determine prior domain knowledge in abstract programming knowledge elements, the instruction period, and a post-test to measure improved performance. This research design provides a three-level discovery process to articulate: 1) the fusion of strategic knowledge required by the novice learner for dealing with contexts within instructional strategies 2) acquisition of knowledge using measurable instructional outcome and learner characteristics 3) knowledge of the innate environmental factors which influence the instructional outcomes This research has successfully identified the interactive effect of instructional strategy, within an individual's cognitive style construct, in their acquisition of complex programming concepts. However, the significance of the three-level discovery process lies in the scope of the methodology to inform the design of a meta-knowledge processing model for instructional science. Firstly, the British cognitive style testing procedure, is a low cost, user friendly, computer application that effectively measures an individual's position on the two cognitive style continua (Riding & Cheema,1991). Secondly, the QUEST Interactive Test Analysis System (Izard,1995), allows for a probabilistic determination of an individual's knowledge level, relative to other participants, and relative to test-item difficulties. Test-items can be related to skill levels, and consequently, can be used by instructional scientists to measure knowledge acquisition. Finally, an Effect Size Analysis (Cohen,1977) allows for a direct comparison between treatment groups, giving a statistical measurement of how large an effect the independent variables have on the dependent outcomes. Combined with QUEST's hierarchical positioning of participants, this tool can assist in identifying preferred learning conditions for the evaluation of treatment groups. By combining these three assessment analysis tools into instructional research, a computerized learning shell, customised for individuals' cognitive constructs can be created (McKay & Garner,1999). While this approach has widespread application, individual researchers/trainers would nonetheless, need to validate with an extensive pilot study programme (McKay,1999a; McKay,1999b), the interactive effects within their specific learning domain. Furthermore, the instructional material does not need to be limited to a textual/graphical comparison, but could be applied to any two or more instructional treatments of any kind. For instance: a structured versus exploratory strategy. The possibilities and combinations are believed to be endless, provided the focus is maintained on linking of the front-end identification of cognitive style with an improved performance outcome. My in-depth analysis provides a better understanding of the interactive effects of the cognitive style construct and instructional format on the acquisition of abstract concepts, involving spatial relations and logical reasoning. In providing the basis for a meta-knowledge processing model, this research is expected to be of interest to educators, cognitive psychologists, communications engineers and computer scientists specialising in computer-human interactions.

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BACKGROUND: The neighbourhood environment such as the availability of parks are a key, but under-researched, influence on adolescents' physical activity. In addition to overall physical activity levels, park-based physical activity and park visitation is low in this age group. Thus, it is critical to identify park features that may encourage or discourage adolescents from visiting parks. This study used a novel methodology to identify key physical characteristics of parks that are perceived to be important for park visitation and park-based physical activity among adolescents.

METHODS: Four secondary schools located in low, mid and high socio-economic status areas of Victoria, Australia were recruited. Using a purpose-built computer application, students in years 8-10 were presented with 44 original photographic images of park features. Participants rated each image (range 1-10) on how likely the feature would be to encourage them to visit a park and to engage in park-based physical activity, and placed symbols ('thumbs up'/'thumbs down') on aspects of the image that had a positive or negative influence on their ratings.

RESULTS: Participants (n = 99) had a mean age of 13.3 years (SD = 0.87) and 53% were female. Overall, the top three rated images prompting park visitation by adolescents were: a long steep slide, a flying fox and a table tennis table. These first two features were also reported as being likely to promote physical activity in the park. Differences in ratings were observed for boys and girls. The images that received the greatest number of "thumbs-up" symbols included large swings and slides, table tennis tables, no-smoking signs, flying foxes and BMX tracks. The images that received the greatest number of "thumbs-down" symbols included signage about rules, graffiti, toilets, concrete steps, and skate bowls.

CONCLUSION: Physically challenging play equipment is likely to encourage adolescents to visit and be active in parks. Rules, graffiti, toilets and skate bowls may discourage visitation. It is important for park designers, planners and policy makers to consider adolescents' views of what park design features are important so that parks are created that support and encourage visitation and optimise levels of physical activity when in the park.

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A large corpus of data obtained by means of empirical study of neuromuscular adaptation is currently of limited use to athletes and their coaches. One of the reasons lies in the unclear direct practical utility of many individual trials. This paper introduces a mathematical model of adaptation to resistance training, which derives its elements from physiological fundamentals on the one side, and empirical findings on the other. The key element of the proposed model is what is here termed the athlete’s capability profile. This is a generalization of length and velocity dependent force production characteristics of individual muscles, to an exercise with arbitrary biomechanics. The capability profile, a two-dimensional function over the capability plane, plays the central role in the proposed model of the training-adaptation feedback loop. Together with a dynamic model of resistance the capability profile is used in the model’s predictive stage when exercise performance is simulated using a numerical approximation of differential equations of motion. Simulation results are used to infer the adaptational stimulus, which manifests itself through a fed back modification of the capability profile. It is shown how empirical evidence of exercise specificity can be formulated mathematically and integrated in this framework. A detailed description of the proposed model is followed by examples of its application—new insights into the effects of accommodating loading for powerlifting are demonstrated. This is followed by a discussion of the limitations of the proposed model and an overview of avenues for future work.

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A GIS-based computer modelling methodology was developed and applied to identify climate change adaptation issues arising in regional agricultural production systems (including forestry). Agricultural production in Australia is very susceptible to the adverse impacts of climate change due to projected shifts in rainfall and temperature. The methodology integrates land suitability analysis with uncertainty analysis and spatial (regional) optimisation to determine optimal agricultural land use at a regional scale for current and possible future climatic conditions. The approach can be used to recognise regions under threat of productivity decline, identify alternative cropping systems that may be better adapted to likely future conditions, and investigate implementation actions to improve the sub-optimal situations created by climate change. An example of how the methodology may be used is outlined through a case study involving the South West Region of Victoria, Australia. The case study provides information on the tools available to support the formulation of a regional adaptation strategy.

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In the development of a web-based information system such as a demolition material management system, a great amount of diversified information on projects should be acquired from particular users located with various computer platforms. This issue is difficult to handle using the limited HTTP form submission, which could lead to inaccuracy of the information and inefficiency of the whole system. This paper describes a web-based graphical user interfaced, dynamic and distributed multimedia data acquisition mechanism, which accepts users' drawings and retrieval information from the canvas and stores the multimedia data on a server for further usages. Furthermore, techniques and principles needed to construct such a multimedia data acquisition tool are addressed in detail. The application of this distributed multimedia tool in developing a web-based demolition material management system is also described.

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Generally multiple objectives exist in transportation infrastructure management, such as minimum cost and maximum service capacity. Although solution methoak of multiobjective optimization problems have undergone continual development over the part several decades, the methods available to date are not particularly robust, and none of them perform well on the broad classes. Because genetic algorithms work with apopulation ofpoints, they can capture a number of solutions simultaneously, and easily incorporate the concept of a Pareto optimal set in their optimization process. In this paper, a genetic algorithm is modified to deal with an empirical application for the rehabilitation planning of bridge decks, at a network level, by minimizing the rehabilitation cost and deterioration degree simultaneously.

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A new versatile computer controlled electrochemlcal/ESR data acquisition system has been developed for the Investigation of short-lived radicals with life-times of 20 milliseconds and greater, Different computer programs have been developed to monitor the decay of radicals; over hours or minutes, seconds or milliseconds. Signal averaging and Fourier smoothing is employed in order to improve the signal to noise ratio. Two microcomputers are used to control the system, one home-made computer containing the M6800 chip which controls the magnetic field, and an IBM PC XT which controls the electrochemistry and the data acquisition. The computer programs are written in Fortran and C, and call machine language subroutines, The system functions by having the radical generated by an electrochemical pulse: after or during the pulse the ESR data are collected. Decaying radicals which have half-lives of seconds or greater have their spectra collected in the magnetic field domain, which can be swept as fast as 200 Gauss per second. The decay of the radicals in the millisecond region is monitored by time-resolved ESR: a technique in which data is collected in both the time domain and in the magnetic field domain. Previously, time-resolved ESR has been used (without field modulation) to investigate ultra-short-lived species with life-times in the region of only a few microseconds. The application of the data acquisition system to chemical systems is illustrated. This is the first time a computer controlled system whereby the radical is generated by electrochemical means and subsequently the ESR data collected, has been developed.

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The real world challenges of incomplete information access and bounded computational resources in supply chain management motivate us to propose a bottom up approach to supply chain intelligence, built over a widely used reactive card-based replenishments system (kanban). The rationale is to use agent technology to improve the performance of the traditional kanban system while maintaining its recognized usability. Instead of optimizing a system utility function, we encode the system goal in desired behaviours of individual agents that reason about their own behaviours in the local context. This paper discusses a rigorous framework for evaluation of the proposal based on the concept of benchmarking. Preliminary results from these simulations show remarkable improvements over the traditional system. Furthermore, use of the benchmarking framework gives confidence that these results translate into real performance gains in practical implementations.

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This research investigated an automated approach to re-writing traditional sequential computer programs into parallel programs for networked computers. A tool was designed and developed for generating parallel programs automatically and also executing these parallel programs on a network of computers. Performance is maximized by utilising all idle resources.

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Purpose – The purpose of this paper is to explore characteristics of human-computer interaction when the human body and its movements become input for interaction and interface control in pervasive computing settings.

Design/methodology/approach –
The paper quantifies the performance of human movement based on Fitt's Law and discusses some of the human factors and technical considerations that arise in trying to use human body movements as an input medium.

Findings – The paper finds that new interaction technologies utilising human movements may provide more flexible, naturalistic interfaces and support the ubiquitous or pervasive computing paradigm.

Practical implications –
In pervasive computing environments the challenge is to create intuitive and user-friendly interfaces. Application domains that may utilize human body movements as input are surveyed here and the paper addresses issues such as culture, privacy, security and ethics raised by movement of a user's body-based interaction styles.

Originality/value –
The paper describes the utilization of human body movements as input for interaction and interface control in pervasive computing settings.

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One of the key issues in Australia for sustainable management of the coastal zone is that the science of climate change has not been widely used by decision-makers to inform coastal governance. There exist opportunities to enhance the dialogue between knowledge-makers and decision-makers, and universities have a key role to play in researching and fostering better linkages. At the heart of these linkages lies the principle of more informed engagement between historically disparate groups. In Australia, the new ‘Flagship’ research programme, funded by the Commonwealth Scientific and Industrial Research Organization (CSIRO), emphasizes their partnering with universities in a more systematic and collaborative manner than previously achieved in such research projects. In order to address sustainability in general and coastal adaptation to climate change in particular, interdisciplinary learning needs to occur between the social and natural sciences; also, transdisciplinary understanding of that interaction needs to be fully developed. New methods of communicative engagement such as computer visualizations and animations, together with deliberative techniques, can help policy-makers and planners reach a better understanding of the significance of the science of climate change impacts on the coast. Deeper engagement across historically disparate groups can lead to the development of epistemological and methodological synergies between social and natural scientists, adaptive learning, reflexive governance, and greater analytical and deliberative understanding among scientists, policymakers and the wider public. This understanding can lead in turn to enhance coastal governance for climate adaptation on the coast.

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Activity recognition is an important issue in building intelligent monitoring systems. We address the recognition of multilevel activities in this paper via a conditional Markov random field (MRF), known as the dynamic conditional random field (DCRF). Parameter estimation in general MRFs using maximum likelihood is known to be computationally challenging (except for extreme cases), and thus we propose an efficient boosting-based algorithm AdaBoost.MRF for this task. Distinct from most existing work, our algorithm can handle hidden variables (missing labels) and is particularly attractive for smarthouse domains where reliable labels are often sparsely observed. Furthermore, our method works exclusively on trees and thus is guaranteed to converge. We apply the AdaBoost.MRF algorithm to a home video surveillance application and demonstrate its efficacy.

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This chapter takes a look at the task of creating multimedia authoring tools for the amateur media creator, and the problems unique to the undertaking. It argues that a deep understanding of both the media creation process, together with insight into the precise nature of the relative strengths of computers and users, given the domain of application, is needed before this gap can be bridged by software technology. These issues are further demonstrated within the context of a novel media collection environment, including a real- world example of an occasion filmed in order to automatically create two movies of distinctly different styles. The authors hope that such tools will enable amateur videographers to produce technically polished and aesthetically effective media, regardless of their level of expertise.