1,721,244 research outputs found

    Use of large multi-touch screens for informal learning

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    The advent on the market of multi-touch devices has prompted studies that investigate the use of such devices in learning domain, demonstrating that games are an effective way of exploiting these new technologies that allow pupils to achieve informal learning and foster collaboration during their educational activities. We defined an educational format that combines traditional learning performed at school with educational multimedia games implemented on a multi-touch screen, set up vertically. A field study showed the effectiveness of this educational format, supporting the use of applications on the multi-touch display to help pupils consolidating the acquired knowledge. This paper reports a complementary study that analyses pupils’ reactions to the use of a traditional desktop as compared with the use of the multi-touch screen. Results provided further evidence that pupils enjoy interacting with the multi-touch screen, because it allows them to collaborate and to use their hands, directly moving objects about on the screen

    Organizing the multimedia content of an m-learning service through Fedora Digital Objects

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    In this paper a software infrastructure is presented, developed in the ambit of the CHAT (“Cultural Heritage fruition & e-learning applications of new Advanced (multimodal) Technologies”) research project to provide context-sensitive services accessible through thin clients such as cellular phones or PDAs. We propose a client/server architecture. On the server side, software modules implement the algorithms to manage the “dialogue” with the user. The client application displays the multimedia contents sent by the server and captures user interaction and contextual data registered by the mobile device carried by the user and/or received from other sensors in the surrounding environment. The multimedia contents are organized through Digital Objects managed by the Fedora open-source content management software. An additional system component, the Authoring Tool, allows end users lacking computer programming expertise to develop multimedia contents for the different services provided. Exploiting the wide applicability of the infrastructure, we have designed an m-learning service, called Explore!, that supports and enhances middle school students' experience of a visit to an archaeological par

    Scenes extraction from videos of telementored surgeries

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    The huge amount of videos, available for various purposes, makes video editing software very important and popular among people. One of the uses of video in medicine is to store surgical operations for educational or legal purposes. In particular, in telemedicine, the exchange of audio and video plays a very important role. In most cases, surgeons are inexpert in video editing; moreover, the user interface of such software tools is often very complex. This paper presents a tool to extract important scenes from surgery videos. The goal is to enable surgeons to easily and quickly extract scenes of interest

    Organizing the multimedia content of an m-learning service through Fedora Digital Objects

    No full text
    In this paper a software infrastructure is presented, developed in the ambit of the CHAT (“Cultural Heritage fruition & e-learning applications of new Advanced (multimodal) Technologies”) research project to provide context-sensitive services accessible through thin clients such as cellular phones or PDAs. We propose a client/server architecture. On the server side, software modules implement the algorithms to manage the “dialogue” with the user. The client application displays the multimedia contents sent by the server and captures user interaction and contextual data registered by the mobile device carried by the user and/or received from other sensors in the surrounding environment. The multimedia contents are organized through Digital Objects managed by the Fedora open-source content management software. An additional system component, the Authoring Tool, allows end users lacking computer programming expertise to develop multimedia contents for the different services provided. Exploiting the wide applicability of the infrastructure, we have designed an m-learning service, called Explore!, that supports and enhances middle school students' experience of a visit to an archaeological par

    On the Importance of the User Interface for E-Learning Systems Quality

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    E-learning is the most recent way to achieve distance education, carried out by distributing learning material and processes over the Internet. This paper refines the concept of quality of e-learning systems and proposes a new framework, called TICS (Technology, Interaction, Content, Services), which focuses on the most important aspects to be considered when designing or evaluating an e-learning system. Our proposal emphasizes user-system interaction as one such important aspect. Based on TICS framework, design guidelines and evaluation patterns are derived

    Addressing Usability and UX in Call for Tender for IT Products

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    A body of research in literature has demonstrated the benefits for software companies of adopting methods to address usability and user experience. However, as revealedby the very poor usability of many software systems,companies very often do not consider such methods in their development practices. From our previous studies it emerged that one of the reason is that usability and UX are quality requirements not formally established in the Call for Tender (CfT) for developing software products to which they respond. Therefore, they do not commit resourcesto satisfy usability and UX requirements. In this paper, we reporta systematic reviewof 44national and international CfTsfor IT products, whichaimed atinvestigatingwhether and how usability requirements are mentioned
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