Search results for "collaborative"
showing 10 items of 430 documents
Understanding the flat sharing experience: spatial ambivalence of the collaborative consumption
2018
International audience
A Fast and Interactive Approach to Application Development on Wireless Sensor and Actuator Networks
2014
In Wireless Sensor and Actuator Networks (WSANs) sensor and actuator devices are connected through radio links to perform tasks in many different contexts. Conven- tionally, applications for WSANs are developed using traditional operating systems which application code is linked with at the end of a cross-compilation process. We propose instead an alternative approach for building applications on WSANs that is based on interactivity and does not require time consuming cross-compilation phases. In our development methodology, it is possible to define procedures and services according to the application target, simultaneously test them and reprogram the nodes interactively when needed, even a…
Computer-supported collaboration in a scripted 3-D game environment
2005
The particular focus of this paper is on scripting collaboration in a 3-D virtual game environment intended to make learning more effective, but also take into account the risk of over-scripting learning. The empirical experiment eScape, which encourages learners to solve problems collaboratively, is also presented. This study attempts to find out whether the features of 3-D games can be used to create meaningful scripted collaborative learning environments. The results indicated that scripting persuaded student teams to enter into collaboration, but the actual processes varied.
Improving Serendipity and Accuracy in Cross-Domain Recommender Systems
2017
Cross-domain recommender systems use information from source domains to improve recommendations in a target domain, where the term domain refers to a set of items that share attributes and/or user ratings. Most works on this topic focus on accuracy but disregard other properties of recommender systems. In this paper, we attempt to improve serendipity and accuracy in the target domain with datasets from source domains. Due to the lack of publicly available datasets, we collect datasets from two domains related to music, involving user ratings and item attributes. We then conduct experiments using collaborative filtering and content-based filtering approaches for the purpose of validation. Ac…
Woven folklore: computers promoting cross-cultural understanding
2004
Multicultural cooperation requires participants to understand the cultural background and identity of all the partners. In this respect, computers provide the cooperation with a new and interesting instrument. A team of students from two schools, one in Tanzania, another in Finland, implemented a multimedia version of an African folklore story. A computer served as a platform for genuine cooperation: the whole team worked on one electronic artefact, despite the geographical distance between the members. The collaborative process helped each participant to clarify his/her own cultural background whilst also becoming acquainted with that of his/her distant partner.
Subjective Experience and Sociability in a Collaborative Serious Game
2013
The meaning of social dimension of gaming for enjoyable and engaging game experiences is supported by an increasing amount of research. Nonetheless, this issue has rarely been studied in the context of serious games. This study attempts to narrow the knowledge gap in the understanding of collaborative serious game experiences and the relationship between the social dimension of gaming and core game experiences. The aim of this study is to empirically investigate what kinds of game experiences are generated when playing collaborative serious game and how the sense of social presence and the sociability of the environment are connected to the core game experience. Findings reinforce the idea…
Game Mechanics in the Design of a Collaborative 3D Serious Game
2014
Background. This article investigates the potential of utilizing game mechanics in designing 3-D serious games for Computer-Supported Collaborative Learning (CSCL) and attempt to produce new information about designing collaborative serious games. Aim. This article has two aims: first, to clarify how theoretical knowledge of collaborative learning was related to game design in previous studies; and, second, to design a collaborative serious game based on theoretical knowledge of collaborative learning and game design. Results. The reviewed studies revealed the potential of using collaborative games in education. However, they showed that collaborative learning games were typically designed …
2020
Recommender systems are information software that retrieves relevant items for users from massive sources of data. The variational autoencoder (VAE) has proven to be a promising approach for recommendation systems, as it can explore high-level user-item relations and extract contingencies from the input effectively. However, the previous variants of VAE have so far seen limited application to domain-specific recommendations that require additional side information. Hence, The Ensemble Variational Autoencoder framework for recommendations (EnsVAE) is proposed. This architecture specifies a procedure to transform sub-recommenders’ predicted utility matrix into interest probabilities that allo…
The potential of temporal analysis: Combining log data and lag sequential analysis to investigate temporal differences between scaffolded and non-sca…
2020
This paper contributes to the ongoing discussion about analysing the temporal aspects of learning processes in the educational technology research field. Our main aim was to advance methods for analysing temporal aspects of technology-enhanced learning (TEL) processes by introducing the temporal lag sequential analysis (TLSA) technique and by combining TLSA with temporal log data analysis (TLDA). Our secondary aim was to illustrate the potential of these two analysis techniques to reveal the differences between the face-to-face technology-enhanced collaborative inquiry-based learning (CIBL) processes of three different conditions (non-scaffolded, writing scaffolded and script scaffolded gro…
Energy Efficient Scheduling in Content Distribution Collaborative Mobile Clusters
2020
Most of the existing literatures on green communications aimed to improve the energy efficiency at the base station or data server. However, in order to fully experience high rate broadband multimedia services, prolonging the battery life of user equipment is also critical for the mobile terminals, especially for the smartphone users. In this work, we investigate the problem of designing a content distribution mobile platform named collaborative mobile clusters (CMC) via user cooperation to reduce the energy consumption at the terminal side. Specifically, given numbers of users interested in downloading a common content from the operator, both centralized and distributed user grouping and s…