Search results for "Interaction"
showing 10 items of 5710 documents
Discounted Prototyping of Virtual Reality Solutions for Science Education
2017
Science education requires experimental work for learners to achieve the intended learning outcomes, which sometimes involve abstract concepts by nature. Advances in digital technology can help learners to undertake experimental work, which would otherwise be costly, either due to the scarcity of laboratory equipment or safety requirements. However, one of the major concerns resides into how to design usable learning solutions from the users’ perspective. That would require the involvement of users at all stages of design and development process, even if the technology itself could still be in its infancy. It can be very helpful to present the new design concepts to potential users at a ver…
Reading skills and children’s navigation strategies in hypertext
2011
Prior research has identified two important navigation strategies that have a clear impact on hypertext comprehension: link selection and overview processing strategies. The first relate to the order in which students select hyperlinks while trying to comprehend a hypertext, whereas the second relate to when and for how long students process navigation overviews, a text device that conveys the text structure by displaying sections, titles and their relations. Most prior research in navigation strategies has been conducted with undergraduate students. We extend prior research by exploring the navigation strategies used by sixth-graders while reading a hypermedia system. We also investigate h…
Static and animated presentations in learning dynamic mechanical systems
2009
Abstract In two experiments, we investigated how learners comprehend the functioning of a three-pulley system from a presentation on a computer screen. In the first experiment (N = 62) we tested the effect of static vs. animated presentations on comprehension. In the second experiment (N = 45), we tested the effect of user-control of an animated presentation on comprehension. In both experiments the participants were university students. Comprehension was measured with a test including three comprehension indicators. The first experiment indicated that an animation as well as integrated sequential static frames enhanced comprehension. The second experiment showed that a controllable animati…
Visualization and User Interface Questions about Disability
1999
The visually impaired and the intellectually disabled are not equal groups but both groups benefit partly from the same features. Communication, symbols, pictures, customizing and alternative languages are the key elements in visualization and in user interface design to the both groups.
Combining traditional and indirect augmented reality for indoor crowded environments. A case study on the Casa Batlló museum
2017
Abstract Mobile audio-guides are currently being used in museums to enhance the visitors’ experience. Over the past few years, some Augmented Reality (AR) solutions have been explored in this context, making it possible to provide augmented visual and sonic stimuli through the use of smartphones. However, the special conditions of museums (e.g. artificial markers cannot be used, small, crowded rooms, etc.) and the limited computational capacity of smartphones mean that there are important restrictions in the use of this technology. In this paper we introduce a novel mobile augmented guide for the Casa Batllo museum (Barcelona, Spain) which is based on a combination of traditional and indire…
Gestural and audio metaphors as a means of control for mobile devices
2002
This paper discusses the use of gesture and non-speech audio as ways to improve the user interface of a mobile music player. Their key advantages mean that users could use a player without having to look at its controls when on the move. Two very different evaluations of the player took place: one based on a standard usability experiment (comparing the new player to a standard design) and the other a video analysis of the player in use. Both of these showed significant usability improvements for the gesture/audio-based interface over a standard visual/pen-based display. The similarities and differences in the results produced by the two studies are discussed
Opportunities and Limitations of Haptic Technologies for Non-visual Access to 2D and 3D Graphics
2014
Existing and emerging haptic technologies offer methods for non-visually rendering and interacting with 2D and 3D graphical information. These technologies include force feedback devices, touch surfaces with vibrotactile feedback, wearable vibrotactiles, and touch surfaces with electrostatic feedback. In this paper we will focus on approaches to non-visual access to 3D shapes. The interactive models focus on two approaches: simulation of 3D shape and perspective on a 2D touch surface; and interactive exploration of 3D shapes using physical motion in a virtual 3D space with either a force feedback controller or wearable haptics. The technologies will be reviewed along with suitability for th…
Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications
2012
Over the last few years, mobile applications demonstrating Augmented Reality (AR) - such as Layar, Junaio and Google Goggles - have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and image recognition AR applications for object-based interaction. We identify various types of experiences such applications have evoked by qualitatively analyzing 84 users' narratives of their most satisfying and unsatisfying experiences. The results highlight, for example, experiences of awareness of surroundings, empowerment, positive surprise, …
Validation of indicators for implementing an adaptive platform for MOOCs
2017
Personalization techniques are a classic solution recommended by many experts for improving learning. Information and communication technologies and online courses have helped reduce the difficulties teachers face with a diversity of student profiles and a large number of students in a classroom. When these factors are extreme, like in a Massive Open Online Course (MOOC), those techniques may be the solution. However, even the most sophisticated technologies have not solved all the challenges posed by personalized learning, and in cases where teachers are not skilled in the technology they must use, the adaptive systems have only complicated the implementation of online courses. Therefore, …
Designing and analyzing collaboration in a scripted game for vocational education
2008
This study attempts to combine the technological possibilities of 3D-game environments and collaborative learning scripts. The study is a design experiment (N=64) with multiple data collection and analysis (quantitative and qualitative) methods. The aims were twofold: The aim was to develop a game environment to simulate issues of work safety in a vocational context and to answer the following questions on the basis of an empirical study: (1) What kind of activities did the scripted game environment generate among the players? (2) How did the least and the most successful groups differ in this respect despite the same scripted game environment? Findings indicated that scripted game environm…