Search results for "collaborative"

showing 10 items of 430 documents

Understanding the flat sharing experience: spatial ambivalence of the collaborative consumption

2018

International audience

Flat sharingCollaborative consumption[SHS.GESTION]Humanities and Social Sciences/Business administrationCustomer Experience[SHS.GESTION] Humanities and Social Sciences/Business administrationComputingMilieux_MISCELLANEOUS
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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…

Flexibility (engineering)business.industryComputer scienceProcess (computing)computer.file_formatKey distribution in wireless sensor networksAmbient Intelligence and Collaborative SystemsEmbedded systemMobile wireless sensor networkWirelessExecutableActuatorbusinessWireless sensor networkcomputerMethodologies and ToolSensor/Actuator Networks and Middleware
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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.

Focus (computing)MultimediaScripting languageComputer scienceHuman–computer interactionComputer supported collaborationVirtual gameCollaborative learningcomputer.software_genrecomputerProceedings of the 2005 conference on Computer support for collaborative learning learning 2005: the next 10 years! - CSCL '05
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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…

Focus (computing)data collectionInformation retrievalData collectionSerendipityComputer sciencesuosittelujärjestelmätserendipity02 engineering and technologyRecommender systemDomain (software engineering)Term (time)collaborative filtering020204 information systemscross-domain recommendations0202 electrical engineering electronic engineering information engineeringCollaborative filteringcontent-based filtering020201 artificial intelligence & image processingSet (psychology)
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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.

FolkloreProcess (engineering)media_common.quotation_subjectGeneral EngineeringIdentity (social science)Collaborative learningEducationCultural backgroundGeographical distanceMulticulturalismPedagogyCross-culturalSociologymedia_commonInternational Journal of Continuing Engineering Education and Lifelong Learning
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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 mechanicsmedia_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGGeneral Social SciencesEmpathyCollaborative learningSerious gamePsychologyCompetence (human resources)Social psychologySocial dimensionComputer Science Applicationsmedia_commonSimulation & Gaming
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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 …

Game testingGame mechanicsKnowledge managementGame design documentComputer sciencebusiness.industryEducation theoryPerspective (graphical)Computer-Supported Collaborative Learning (CSCL)pelisuunnitteluComputingMilieux_PERSONALCOMPUTINGreviewGeneral Social Sciencescollaborative serious gamesCollaborative learningComputer Science Applicationsgame mechanicsinteractive learning environmentsGame designta5163D serious gamesserious gameyhteisöllinen oppiminenGame Developerbusiness
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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…

General Computer ScienceComputer sciencebusiness.industryFeature extractionGeneral EngineeringContext (language use)02 engineering and technologyRecommender systemMachine learningcomputer.software_genreAutoencoderEnsemble learningMatrix decomposition020204 information systems0202 electrical engineering electronic engineering information engineeringCollaborative filteringEmbedding020201 artificial intelligence & image processingGeneral Materials ScienceArtificial intelligencebusinesscomputerIEEE Access
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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…

General Computer ScienceComputer sciencescaffoldingcomputer.software_genre050105 experimental psychologyField (computer science)Computer-Supported Collaborative LearningEducationMoodleLog datatietokoneavusteinen oppiminentechnology-enhanced inquiry0501 psychology and cognitive sciencesyhteisöllinen oppiminenlag sequential analysisbusiness.industryGroup (mathematics)05 social sciencesEducational technology050301 educationIntelligent Tutoring SystemsLag sequential analysisAsynchronous communicationpostsecondary educationkorkeakouluopiskeluInquiry-based learningScreen captureArtificial intelligencebusinesscooperative/collaborative learning0503 educationcomputeroppimisprosessiNatural language processingComputers & Education
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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…

General Computer Sciencecollaborative mobile clusterComputer scienceenergiatehokkuuslangaton tekniikkamatkaviestinverkotScheduling (computing)UploadBase stationlangaton tiedonsiirtoBroadbandGeneral Materials ScienceGreen communicationsenergy efficiencyDatabase servercontent distributionbusiness.industryGeneral Engineeringuser schedulingEnergy consumptionuser cooperationUser equipmentgreen communicationslcsh:Electrical engineering. Electronics. Nuclear engineeringbusinesslcsh:TK1-9971Efficient energy useComputer network
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