940 resultados para creating environments for interaction


Relevância:

40.00% 40.00%

Publicador:

Resumo:

This article describes an intervention process undertaken in a training program for preschool and first grade teachers from public schools in Cali, Colombia. The objective of this process is to provide a space for teachers to reflect on pedagogical practices which allow them to generate educational processes that foster children’s understanding of mathematical knowledge in the classroom. A set of support strategies was presented for helping teachers in the design, analysis and implementation of learning environments as meaningful educational spaces. Furthermore, participants engaged in an analysis of their own intervention modalities to identify which modalities facilitate the development of mathematical abilities in children. In order to ascertain the transformations in the teachers’ learning environments, the mathematical competences and cognitive processes underlying the activities proposed in the classroom, as well as teacher intervention modalities and the types of student participation in classroom activities were examined both before and after the intervention process. Transformations in the teachers’ conceptions about the children’s abilities and their own practices in teaching mathematics in the classroom were evidenced.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Virtual learning environments (VLEs) would appear to be particular effective in computer-supported collaborative work (CSCW) for active learning. Most research studies looking at computer-supported collaborative design have focused on either synchronous or asynchronous modes of communication, but near-synchronous working has received relatively little attention. Yet it could be argued that near-synchronous communication encourages creative, rhetorical and critical exchanges of ideas, building on each other’s contributions. Furthermore, although many researchers have carried out studies on collaborative design protocol, argumentation and constructive interaction, little is known about the interaction between drawing and dialogue in near-synchronous collaborative design. The paper reports the first stage of an investigation into the requirements for the design and development of interactive systems to support the learning of collaborative design activities. The aim of the study is to understand the collaborative design processes while sketching in a shared white board and audio conferencing media. Empirical data on design processes have been obtained from observation of seven sessions with groups of design students solving an interior space-planning problem of a lounge-diner in a virtual learning environment, Lyceum, an in-house software developed by the Open University to support its students in collaborative learning.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

This paper addresses the requirements for a Work/flow Management System that is intended to automate the production and distribution chain for cross-media content which is by nature multi-partner and multi-site. It advocates the requirements for an ontology-based object lifecycle tracking within work/flow integration by identifying various types of interfaces, object life cycles and the work-flow interaction environments within the AXMEDIS Framework.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Ever since man invented writing he has used text to store and distribute his thoughts. With the advent of computers and the Internet the delivery of these messages has become almost instant. Textual conversations can now be had regardless of location or distance. Advances in computational power for 3D graphics are enabling Virtual Environments(VE) within which users can become increasingly more immersed. By opening these environments to other users such as initially through sharing these text conversations channels, we aim to extend the immersed experience into an online virtual community. This paper examines work that brings textual communications into the VE, enabling interaction between the real and virtual worlds.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Our eyes are input sensors which Provide our brains with streams of visual data. They have evolved to be extremely efficient, and they will constantly dart to-and-fro to rapidly build up a picture of the salient entities in a viewed scene. These actions are almost subconscious. However, they can provide telling signs of how the brain is decoding the visuals and call indicate emotional responses, prior to the viewer becoming aware of them. In this paper we discuss a method of tracking a user's eye movements, and Use these to calculate their gaze within an immersive virtual environment. We investigate how these gaze patterns can be captured and used to identify viewed virtual objects, and discuss how this can be used as a, natural method of interacting with the Virtual Environment. We describe a flexible tool that has been developed to achieve this, and detail initial validating applications that prove the concept.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

This paper describes experiments relating to the perception of the roughness of simulated surfaces via the haptic and visual senses. Subjects used a magnitude estimation technique to judge the roughness of “virtual gratings” presented via a PHANToM haptic interface device, and a standard visual display unit. It was shown that under haptic perception, subjects tended to perceive roughness as decreasing with increased grating period, though this relationship was not always statistically significant. Under visual exploration, the exact relationship between spatial period and perceived roughness was less well defined, though linear regressions provided a reliable approximation to individual subjects’ estimates.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Buildings affect people in various ways. They can help us to work more effectively; they also present a wide range of stimuli for our senses to react to. Intelligent buildings are designed to be aesthetic in sensory terms not just visually appealing but ones in which occupants experience delight, freshness, airiness, daylight, views out and social ambience. All these factors contribute to a general aesthetic which gives pleasure and affects one’s mood. If there is to be a common vision, it is essential for architects, engineers and clients to work closely together throughout the planning, design, construction and operational stages which represent the conception, birth and life of the building. There has to be an understanding of how patterns of work are best suited to a particular building form served by appropriate environmental systems. A host of technologies are emerging that help these processes, but in the end it is how we think about achieving responsive buildings that matters. Intelligent buildings should cope with social and technological changes and also be adaptable to short-term and long-term human needs. We live through our senses. They rely on stimulation from the tasks we are focused on; people around us but also the physical environment. We breathe air and its quality affects the olfactory system; temperature is felt by thermoreceptors in the skin; sound enters our ears; the visual scene is beheld by our eyes. All these stimuli are transmitted along the sensory nervous system to the brain for processing from which physiological and psychological reactions and judgments are formed depending on perception, expectancies and past experiences. It is clear that the environmental setting plays a role in this sensory process. This is the essence of sensory design. Space plays its part as well. The flow of communication is partly electronic but also largely by people meeting face to face. Our sense of space wants different things at different times. Sometimes privacy but other times social needs have to be satisfied besides the organizational requirement to have effective human communications throughout the building. In general if the senses are satisfied people feel better and work better.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Includes bibliography

Relevância:

40.00% 40.00%

Publicador:

Resumo:

The physics of plasmas encompasses basic problems from the universe and has assured us of promises in diverse applications to be implemented in a wider range of scientific and engineering domains, linked to most of the evolved and evolving fundamental problems. Substantial part of this domain could be described by R–D mechanisms involving two or more species (reaction–diffusion mechanisms). These could further account for the simultaneous non-linear effects of heating, diffusion and other related losses. We mention here that in laboratory scale experiments, a suitable combination of these processes is of vital importance and very much decisive to investigate and compute the net behaviour of plasmas under consideration. Plasmas are being used in the revolution of information processing, so we considered in this technical note a simple framework to discuss and pave the way for better formalisms and Informatics, dealing with diverse domains of science and technologies. The challenging and fascinating aspects of plasma physics is that it requires a great deal of insight in formulating the relevant design problems, which in turn require ingenuity and flexibility in choosing a particular set of mathematical (and/or experimental) tools to implement them.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Creating Lakes from Open Pit Mines: Processes and Considerations, Emphasis on Northern Environments. This document summarizes the literature of mining pit lakes (through 2007), with a particular focus on issues that are likely to be of special relevance to the creation and management of pit lakes in northern climates. Pit lakes are simply waterbodies formed by filling the open pit left upon the completion of mining operations with water. Like natural lakes, mining pit lakes display a huge diversity in each of these subject areas. However, pit lakes are young and therefore are typically in a non-equilibrium state with respect to their rate of filling, water quality, and biology. Separate sections deal with different aspects of pit lakes, including their morphometry, geology, hydrogeology, geochemistry, and biology. Depending on the type and location of the mine, there may be opportunities to enhance the recreational or ecological benefits of a given pit lake, for example, by re-landscaping and re-vegetating the shoreline, by adding engineered habitat for aquatic life, and maintaining water quality. The creation of a pit lake may be a regulatory requirement to mitigate environmental impacts from mining operations, and/or be included as part of a closure and reclamation plan. Based on published case studies of pit lakes, large-scale bio-engineering projects have had mixed success. A common consensus is that manipulation of pit lake chemistry is difficult, expensive, and takes many years to achieve remediation goals. For this reason, it is prudent to take steps throughout mine operation to reduce the likelihood of future water quality problems upon closure. Also, it makes sense to engineer the lake in such a way that it will achieve its maximal end-use potential, whether it be permanent and safe storage of mine waste, habitat for aquatic life, recreation, or water supply.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

The grasping of virtual objects has been an active research field for several years. Solutions providing realistic grasping rely on special hardware or require time-consuming parameterizations. Therefore, we introduce a flexible grasping algorithm enabling grasping without computational complex physics. Objects can be grasped and manipulated with multiple fingers. In addition, multiple objects can be manipulated simultaneously with our approach. Through the usage of contact sensors the technique is easily configurable and versatile enough to be used in different scenarios.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Tracking user’s visual attention is a fundamental aspect in novel human-computer interaction paradigms found in Virtual Reality. For example, multimodal interfaces or dialogue-based communications with virtual and real agents greatly benefit from the analysis of the user’s visual attention as a vital source for deictic references or turn-taking signals. Current approaches to determine visual attention rely primarily on monocular eye trackers. Hence they are restricted to the interpretation of two-dimensional fixations relative to a defined area of projection. The study presented in this article compares precision, accuracy and application performance of two binocular eye tracking devices. Two algorithms are compared which derive depth information as required for visual attention-based 3D interfaces. This information is further applied to an improved VR selection task in which a binocular eye tracker and an adaptive neural network algorithm is used during the disambiguation of partly occluded objects.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Learning analytics is the analysis of static and dynamic data extracted from virtual learning environments, in order to understand and optimize the learning process. Generally, this dynamic data is generated by the interactions which take place in the virtual learning environment. At the present time, many implementations for grouping of data have been proposed, but there is no consensus yet on which interactions and groups must be measured and analyzed. There is also no agreement on what is the influence of these interactions, if any, on learning outcomes, academic performance or student success. This study presents three different extant interaction typologies in e-learning and analyzes the relation of their components with students? academic performance. The three different classifications are based on the agents involved in the learning process, the frequency of use and the participation mode, respectively. The main findings from the research are: a) that agent-based classifications offer a better explanation of student academic performance; b) that at least one component in each typology predicts academic performance; and c) that student-teacher and student-student, evaluating students, and active interactions, respectively, have a significant impact on academic performance, while the other interaction types are not significantly related to academic performance.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Los servicios basados en las Tecnologías de la Información y las Comunicaciones (TIC) están cada vez más presentes en la vida de las personas. El avance de las TIC en términos técnicos y de aceptación social ha dado lugar la creación de nuevos modelos de provisión de servicios. Estos modelos de servicio implican una mayor integración con las actividades de las personas de forma que ya no solo están presentes en su ámbito profesional o de espacio ciudadano sino también en un ámbito más íntimo relacionado con su propia identidad. Así en la actualidad es común encontrar servicios conocedores del estado de salud de las personas, sus hábitos domésticos, su ideología, etc. Por tanto el análisis de los servicios actuales no puede limitarse a una componente técnica sino que es más necesario que nunca la inclusión de aspectos más relacionados con la forma de ser y sentir de sus usuarios. De esta forma no solo se garantizará la corrección técnica de sus funcionalidades sino que también se fomentará la generación de soluciones cívicamente seguras y respetuosas tanto con los derechos como con la forma de ser y sentir de sus usuarios. Desde el punto de vista de ingeniería, la perspectiva del usuario se ha englobado históricamente bajo el concepto de aceptación tecnológica. Dentro de este ámbito se puede interpretar que soluciones respetuosas y adaptadas a los usuarios fomentarán la aceptación por parte de éstos. La aceptación de una solución es algo deseable si bien es difícil de asegurar. Esta dificultad es debida al desconocimiento del número de variables que afectan a la aceptación de soluciones tecnológicas y a la dificultad de optimización de las variables conocidas. En esta tesis doctoral se estudia y caracteriza una de las variables que afecta a la aceptación de los servicios actuales: la confianza. Se define la confianza en términos psicológicos caracterizándola para permitir su uso en los métodos propios de la ingeniería. Además se proponen distintas herramientas que facilitan la optimización de la confianza en servicios cuya complejidad convierte a esta variable en una cuestión básica para mejorar la aceptación. Como contexto de trabajo para la tesis se ha escogido un servicio de salud desplegado en un hogar. Este escenario presenta una serie de restricciones de aceptación relativas a la tecnología utilizada para la creación de los servicios y la forma en que éstos gestionan la información adquirida del usuario. Se trata de servicios altamente sensibles y deslocalizados que pueden afectar a la percepción del usuario sobre el entorno, el hogar, y generar temores o rechazos que impidan su adopción final como solución válida. Una vez definido el marco genérico de trabajo, el objetivo principal de esta tesis doctoral se concreta en contribuir al fomento de la aceptación de nuevos servicios de salud pervasivos y personalizados y su despliegue en entornos inteligentes domésticos mediante un marco de diseño que promueva un estado psicológico de confianza en los usuarios. Para lograr abordar correctamente este objetivo se han proporcionado una serie de resultados tanto a nivel conceptual como tecnológico y experimental. En concreto se ha ofrecido una caracterización completa del sentimiento de confianza desde un punto de vista de ingeniería y una definición del concepto de servicio sensible deslocalizado o pervasivo. Además se ofrece un método para la inclusión del Diseño de Interacción, herramienta muy relacionada con la mejora de las variables de aceptación de tecnología, en los procesos de ingeniería de este tipo de servicios mediante un conjunto de patrones de interacción Persona – Entorno Inteligente. Finalmente se ha proporcionado el desarrollo de una arquitectura software para garantizar el correcto despliegue de estos servicios sensibles pervasivos en espacios inteligentes de una forma confiable. La discusión de los resultados obtenidos sugiere la extensión del modelo a diferentes servicios de la Sociedad de la Información que manejen datos sensibles tanto en el contexto del Hogar Digital como otros contextos donde el usuario realice actividades cotidianas, como los espacios de trabajo o los centros educativos. Las líneas de trabajo futuras contemplan la necesidad inminente de aplicar los resultados a desarrollos en curso, dentro de proyectos de investigación en los que participa el autor así como el desarrollo de nuevas líneas de investigación orientadas a la generación de nuevos espacios y tecnologías de interacción como el Colegio Digital, juguetes del futuro, sistemas de visualización confiables o sistemas de seguridad basados en el estado de las personas.