Sample records for computer interaction technology

  1. Occupational stress in human computer interaction.

    PubMed

    Smith, M J; Conway, F T; Karsh, B T

    1999-04-01

    There have been a variety of research approaches that have examined the stress issues related to human computer interaction including laboratory studies, cross-sectional surveys, longitudinal case studies and intervention studies. A critical review of these studies indicates that there are important physiological, biochemical, somatic and psychological indicators of stress that are related to work activities where human computer interaction occurs. Many of the stressors of human computer interaction at work are similar to those stressors that have historically been observed in other automated jobs. These include high workload, high work pressure, diminished job control, inadequate employee training to use new technology, monotonous tasks, por supervisory relations, and fear for job security. New stressors have emerged that can be tied primarily to human computer interaction. These include technology breakdowns, technology slowdowns, and electronic performance monitoring. The effects of the stress of human computer interaction in the workplace are increased physiological arousal; somatic complaints, especially of the musculoskeletal system; mood disturbances, particularly anxiety, fear and anger; and diminished quality of working life, such as reduced job satisfaction. Interventions to reduce the stress of computer technology have included improved technology implementation approaches and increased employee participation in implementation. Recommendations for ways to reduce the stress of human computer interaction at work are presented. These include proper ergonomic conditions, increased organizational support, improved job content, proper workload to decrease work pressure, and enhanced opportunities for social support. A model approach to the design of human computer interaction at work that focuses on the system "balance" is proposed.

  2. Self-Concept, Computer Anxiety, Gender and Attitude towards Interactive Computer Technologies: A Predictive Study among Nigerian Teachers

    ERIC Educational Resources Information Center

    Agbatogun, Alaba Olaoluwakotansibe

    2010-01-01

    Interactive Computer Technologies (ICTs) have crept into education industry, thus dramatically causing transformation in instructional process. This study examined the relative and combined contributions of computer anxiety, self-concept and gender to teachers' attitude towards the use of ICT(s). 454 Nigerian teachers constituted the sample. Three…

  3. Human-Computer Interaction and Sociological Insight: A Theoretical Examination and Experiment in Building Affinity in Small Groups

    ERIC Educational Resources Information Center

    Oren, Michael Anthony

    2011-01-01

    The juxtaposition of classic sociological theory and the, relatively, young discipline of human-computer interaction (HCI) serves as a powerful mechanism for both exploring the theoretical impacts of technology on human interactions as well as the application of technological systems to moderate interactions. It is the intent of this dissertation…

  4. The Factors Influencing Young Children's Social Interaction in Technology Integration

    ERIC Educational Resources Information Center

    Lim, Eun Mee

    2015-01-01

    When technology integration is accomplished successfully in early childhood education settings, children tend to interact more with one another and exchange information related to computer tasks as well as the overall classroom on-going curriculum themes. Therefore, to explore how young children are interacting in computer areas when using…

  5. The Pendulum Swing of User Instruction and Interaction: The Resurrection of "How to Use" Technology to Learn in the 21st Century

    ERIC Educational Resources Information Center

    Ramsay, Judith; Terras, Melody M.

    2015-01-01

    The use of technology to support learning is well recognised. One generation ago a major strand of human--computer interaction research focussed on the development of forms of instruction in how to interact with computers. Today, however, the advanced usability of modern technologies has all but removed the presence of many user manuals. Learners,…

  6. Design Science in Human-Computer Interaction: A Model and Three Examples

    ERIC Educational Resources Information Center

    Prestopnik, Nathan R.

    2013-01-01

    Humanity has entered an era where computing technology is virtually ubiquitous. From websites and mobile devices to computers embedded in appliances on our kitchen counters and automobiles parked in our driveways, information and communication technologies (ICTs) and IT artifacts are fundamentally changing the ways we interact with our world.…

  7. Leveraging Computer-Mediated Communication Technologies to Enhance Interactions in Online Learning

    ERIC Educational Resources Information Center

    Wright, Linda J.

    2011-01-01

    Computer-mediated communication (CMC) technologies have been an integral part of distance education for many years. They are found in both synchronous and asynchronous platforms and are intended to enhance the learning experience for students. CMC technologies add an interactive element to the online learning environment. The findings from this…

  8. Mission-based Scenario Research: Experimental Design And Analysis

    DTIC Science & Technology

    2012-01-01

    neurotechnologies called Brain-Computer Interaction Technologies. 15. SUBJECT TERMS neuroimaging, EEG, task loading, neurotechnologies , ground... neurotechnologies called Brain-Computer Interaction Technologies. INTRODUCTION Imagine a system that can identify operator fatigue during a long-term...BCIT), a class of neurotechnologies , that aim to improve task performance by incorporating measures of brain activity to optimize the interactions

  9. The Benefits & Drawbacks of Integrating Cloud Computing and Interactive Whiteboards in Teacher Preparation

    ERIC Educational Resources Information Center

    Blue, Elfreda; Tirotta, Rose

    2011-01-01

    Twenty-first century technology has changed the way tools are used to support and enhance learning and instruction. Cloud computing and interactive white boards, make it possible for learners to interact, simulate, collaborate, and document learning experiences and real world problem-solving. This article discusses how various technologies (blogs,…

  10. Education, Information Technology and Cognitive Science.

    ERIC Educational Resources Information Center

    Scaife, M.

    1989-01-01

    Discusses information technology and its effects on developmental psychology and children's education. Topics discussed include a theory of child-computer interaction (CCI); programing; communication and computers, including electronic mail; cognitive science; artificial intelligence; modeling the user-system interaction; and the future of…

  11. Computer Applications and Technology 105.

    ERIC Educational Resources Information Center

    Manitoba Dept. of Education and Training, Winnipeg.

    Designed to promote Manitoba students' familiarity with computer technology and their ability to interact with that technology, the Computer Applications and Technology 105 course is a one-credit course presented in 15 topical, non-sequential units that require 110-120 hours of instruction time. It has been developed with the assumption that each…

  12. The experience of agency in human-computer interactions: a review

    PubMed Central

    Limerick, Hannah; Coyle, David; Moore, James W.

    2014-01-01

    The sense of agency is the experience of controlling both one’s body and the external environment. Although the sense of agency has been studied extensively, there is a paucity of studies in applied “real-life” situations. One applied domain that seems highly relevant is human-computer-interaction (HCI), as an increasing number of our everyday agentive interactions involve technology. Indeed, HCI has long recognized the feeling of control as a key factor in how people experience interactions with technology. The aim of this review is to summarize and examine the possible links between sense of agency and understanding control in HCI. We explore the overlap between HCI and sense of agency for computer input modalities and system feedback, computer assistance, and joint actions between humans and computers. An overarching consideration is how agency research can inform HCI and vice versa. Finally, we discuss the potential ethical implications of personal responsibility in an ever-increasing society of technology users and intelligent machine interfaces. PMID:25191256

  13. Technology Enhanced Elementary and Middle School Science (TEEMSS). What Works Clearinghouse Intervention Report

    ERIC Educational Resources Information Center

    What Works Clearinghouse, 2012

    2012-01-01

    "Technology Enhanced Elementary and Middle School Science" ("TEEMSS") is a physical science curriculum for grades 3-8 that utilizes computers, sensors, and interactive models to support investigations of real-world phenomena. Through 15 inquiry-based instructional units, students interact with computers, gather and analyze…

  14. Learner-Interface Interaction for Technology-Enhanced Active Learning

    ERIC Educational Resources Information Center

    Sinha, Neelu; Khreisat, Laila; Sharma, Kiron

    2009-01-01

    Neelu Sinha, Laila Khreisat, and Kiron Sharma describe how learner-interface interaction promotes active learning in computer science education. In a pilot study using technology that combines DyKnow software with a hardware platform of pen-enabled HP Tablet notebook computers, Sinha, Khreisat, and Sharma created dynamic learning environments by…

  15. An application of interactive computer graphics technology to the design of dispersal mechanisms

    NASA Technical Reports Server (NTRS)

    Richter, B. J.; Welch, B. H.

    1977-01-01

    Interactive computer graphics technology is combined with a general purpose mechanisms computer code to study the operational behavior of three guided bomb dispersal mechanism designs. These studies illustrate the use of computer graphics techniques to discover operational anomalies, to assess the effectiveness of design improvements, to reduce the time and cost of the modeling effort, and to provide the mechanism designer with a visual understanding of the physical operation of such systems.

  16. Computer-aided design and computer science technology

    NASA Technical Reports Server (NTRS)

    Fulton, R. E.; Voigt, S. J.

    1976-01-01

    A description is presented of computer-aided design requirements and the resulting computer science advances needed to support aerospace design. The aerospace design environment is examined, taking into account problems of data handling and aspects of computer hardware and software. The interactive terminal is normally the primary interface between the computer system and the engineering designer. Attention is given to user aids, interactive design, interactive computations, the characteristics of design information, data management requirements, hardware advancements, and computer science developments.

  17. Awareness in the Home: The Nuances of Relationships, Domestic Coordination and Communication

    NASA Astrophysics Data System (ADS)

    Greenberg, Saul; Neustaedter, Carman; Elliot, Kathryn

    Computing has changed dramatically over the last decade. While some changes arose from technological advances, the most profound effects are in how technologies are used by everyday people for activities other than task-oriented work. Computers are now central to new ways of engaging in play, interpersonal and small group communication, community interaction, entertainment, personal creativity dissemination, personal publication, and so on. We are particularly interested in domestic computing, where technology mediates how families and other inhabitants interact within the context of the home. While domestic computing can incorporate many things, we focus in this chapter on the role awareness plays in domestic coordination and communication.

  18. Video Discs in Libraries.

    ERIC Educational Resources Information Center

    Barker, Philip

    1986-01-01

    Discussion of developments in information storage technology likely to have significant impact upon library utilization focuses on hardware (videodisc technology) and software developments (knowledge databases; computer networks; database management systems; interactive video, computer, and multimedia user interfaces). Three generic computer-based…

  19. Enhancing Student Success through the Use of Interactive Videodisc Technology.

    ERIC Educational Resources Information Center

    Pokrass, Richard J.; And Others

    Burlington County College in New Jersey has integrated Interactive Videodisc Technology (IVT) into several of its programs, beginning with the college's nursing program. IVT, at its highest level, is a merging of a laser disc player, a personal computer, computer software, and a qualified instructor, designed to bring to students a new dimension…

  20. A Detailed Analysis over Some Important Issues towards Using Computer Technology into the EFL Classrooms

    ERIC Educational Resources Information Center

    Gilakjani, Abbas Pourhosein

    2014-01-01

    Computer technology has changed the ways we work, learn, interact and spend our leisure time. Computer technology has changed every aspect of our daily life--how and where we get our news, how we order goods and services, and how we communicate. This study investigates some of the significant issues concerning the use of computer technology…

  1. Teaching Information Technology Law

    ERIC Educational Resources Information Center

    Taylor, M. J.; Jones, R. P.; Haggerty, J.; Gresty, D.

    2009-01-01

    In this paper we discuss an approach to the teaching of information technology law to higher education computing students that attempts to prepare them for professional computing practice. As information technology has become ubiquitous its interactions with the law have become more numerous. Information technology practitioners, and in particular…

  2. Computer-Assisted Culture Learning in an Online Augmented Reality Environment Based on Free-Hand Gesture Interaction

    ERIC Educational Resources Information Center

    Yang, Mau-Tsuen; Liao, Wan-Che

    2014-01-01

    The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…

  3. Increasing Interactive Activity: Using Technology to Enhance Interaction between Teachers, Students and Learning Material.

    ERIC Educational Resources Information Center

    Bucknall, Ruary

    1996-01-01

    Overview of the interactive technologies used by the Northern Territory Secondary Correspondence School in Australia: print media utilizing desktop publishing and electronic transfer; telephone or H-F radio; interactive television; and interactive computing. More fully describes its interactive CD-ROM courses. Emphasizes that the programs are…

  4. New Integrated Video and Graphics Technology: Digital Video Interactive.

    ERIC Educational Resources Information Center

    Optical Information Systems, 1987

    1987-01-01

    Describes digital video interactive (DVI), a new technology which combines the interactivity of the graphics capabilities in personal computers with the realism of high-quality motion video and multitrack audio in an all-digital integrated system. (MES)

  5. Cyberpsychology: a human-interaction perspective based on cognitive modeling.

    PubMed

    Emond, Bruno; West, Robert L

    2003-10-01

    This paper argues for the relevance of cognitive modeling and cognitive architectures to cyberpsychology. From a human-computer interaction point of view, cognitive modeling can have benefits both for theory and model building, and for the design and evaluation of sociotechnical systems usability. Cognitive modeling research applied to human-computer interaction has two complimentary objectives: (1) to develop theories and computational models of human interactive behavior with information and collaborative technologies, and (2) to use the computational models as building blocks for the design, implementation, and evaluation of interactive technologies. From the perspective of building theories and models, cognitive modeling offers the possibility to anchor cyberpsychology theories and models into cognitive architectures. From the perspective of the design and evaluation of socio-technical systems, cognitive models can provide the basis for simulated users, which can play an important role in usability testing. As an example of application of cognitive modeling to technology design, the paper presents a simulation of interactive behavior with five different adaptive menu algorithms: random, fixed, stacked, frequency based, and activation based. Results of the simulation indicate that fixed menu positions seem to offer the best support for classification like tasks such as filing e-mails. This research is part of the Human-Computer Interaction, and the Broadband Visual Communication research programs at the National Research Council of Canada, in collaboration with the Carleton Cognitive Modeling Lab at Carleton University.

  6. From Presentation to Interaction: New Goals for Online Learning Technologies

    ERIC Educational Resources Information Center

    Tu, Chih-Hsiung

    2005-01-01

    Educators have used online technology in the past as information presentation tools and information storage tools to support learning. Researchers identify online technologies with large capacities and capabilities to enhance human learning in an interactive fashion. Online learning technology should move away from the use of computer technology…

  7. The Effect of Interactivity on Decision Confidence and Outcome Expectations in Computer Supported Task Environment

    ERIC Educational Resources Information Center

    Lee, Kiljae

    2013-01-01

    While interactivity is regarded as a distinguishing characteristic of computer technology, the explanation on its impact remains in its infancy. The present research investigates what it means to provide a more (or less) interactive computer interface design by attempting to uncover its cognitive influences on the user's expectation of outcome and…

  8. A qualitative study of technophobic students' reactions to a technology-rich college science course

    NASA Astrophysics Data System (ADS)

    Guttschow, Gena Lee

    The use of technology in education has grown rapidly in the last 20 years. In fact, many of today's college students have had some sort of computer in their elementary school classrooms. One might think that this consistent exposure to computers would foster positive attitudes about computers but this is not always the case. Currently, a substantial number of college students dislike interacting with technology. People who dislike interacting with technology are often referred to as "technophobic". Technophobic people have negative thoughts and feelings about technology and they often have a desire to avoid interaction with technology. Technophobic students' negative feelings about technology have the potential to interfere with their learning when technology is utilized as a tool for instruction of school subjects. As computer use becomes prevalent and in many instances mandatory in education, the issue of technophobia increasingly needs to be understood and addressed. This is a qualitative study designed with the intent of gaining an understanding the experiences of technophobic students who are required to use technology to learn science in a college class. Six developmental college students enrolled in a computer based anatomy and physiology class were chosen to participate in the study based on their high technophobia scores. They were interviewed three times during the quarter and videotaped once. The interview data were transcribed, coded, and analyzed. The analysis resulted in six case studies describing each participant's experience and 11 themes representing overlapping areas in the participants' worlds of experience. A discussion of the themes, the meaning they hold for me as a science educator and how they relate to the existing literature, is presented. The participants' descriptions of their experiences showed that the technophobic students did use the computers and learned skills when they had to in order to complete assignments. It was also revealed that the technophobic participants' negative attitudes did not improve after learning computer skills. Lastly, based on the participants' experiences it seems important to start a class with step-by step computer training, teaching foundational computer skills, and slowly progress towards autonomous computer exploration.

  9. The Study of Surface Computer Supported Cooperative Work and Its Design, Efficiency, and Challenges

    ERIC Educational Resources Information Center

    Hwang, Wu-Yuin; Su, Jia-Han

    2012-01-01

    In this study, a Surface Computer Supported Cooperative Work paradigm is proposed. Recently, multitouch technology has become widely available for human-computer interaction. We found it has great potential to facilitate more awareness of human-to-human interaction than personal computers (PCs) in colocated collaborative work. However, other…

  10. Older Adults Perceptions of Technology and Barriers to Interacting with Tablet Computers: A Focus Group Study.

    PubMed

    Vaportzis, Eleftheria; Clausen, Maria Giatsi; Gow, Alan J

    2017-10-04

    New technologies provide opportunities for the delivery of broad, flexible interventions with older adults. Focus groups were conducted to: (1) understand older adults' familiarity with, and barriers to, interacting with new technologies and tablets; and (2) utilize user-engagement in refining an intervention protocol. Eighteen older adults (65-76 years old; 83.3% female) who were novice tablet users participated in discussions about their perceptions of and barriers to interacting with tablets. We conducted three separate focus groups and used a generic qualitative design applying thematic analysis to analyse the data. The focus groups explored attitudes toward tablets and technology in general. We also explored the perceived advantages and disadvantages of using tablets, familiarity with, and barriers to interacting with tablets. In two of the focus groups, participants had previous computing experience (e.g., desktop), while in the other, participants had no previous computing experience. None of the participants had any previous experience with tablet computers. The themes that emerged were related to barriers (i.e., lack of instructions and guidance, lack of knowledge and confidence, health-related barriers, cost); disadvantages and concerns (i.e., too much and too complex technology, feelings of inadequacy, and comparison with younger generations, lack of social interaction and communication, negative features of tablets); advantages (i.e., positive features of tablets, accessing information, willingness to adopt technology); and skepticism about using tablets and technology in general. After brief exposure to tablets, participants emphasized the likelihood of using a tablet in the future. Our findings suggest that most of our participants were eager to adopt new technology and willing to learn using a tablet. However, they voiced apprehension about lack of, or lack of clarity in, instructions and support. Understanding older adults' perceptions of technology is important to assist with introducing it to this population and maximize the potential of technology to facilitate independent living.

  11. Older Adults Perceptions of Technology and Barriers to Interacting with Tablet Computers: A Focus Group Study

    PubMed Central

    Vaportzis, Eleftheria; Giatsi Clausen, Maria; Gow, Alan J.

    2017-01-01

    Background: New technologies provide opportunities for the delivery of broad, flexible interventions with older adults. Focus groups were conducted to: (1) understand older adults' familiarity with, and barriers to, interacting with new technologies and tablets; and (2) utilize user-engagement in refining an intervention protocol. Methods: Eighteen older adults (65–76 years old; 83.3% female) who were novice tablet users participated in discussions about their perceptions of and barriers to interacting with tablets. We conducted three separate focus groups and used a generic qualitative design applying thematic analysis to analyse the data. The focus groups explored attitudes toward tablets and technology in general. We also explored the perceived advantages and disadvantages of using tablets, familiarity with, and barriers to interacting with tablets. In two of the focus groups, participants had previous computing experience (e.g., desktop), while in the other, participants had no previous computing experience. None of the participants had any previous experience with tablet computers. Results: The themes that emerged were related to barriers (i.e., lack of instructions and guidance, lack of knowledge and confidence, health-related barriers, cost); disadvantages and concerns (i.e., too much and too complex technology, feelings of inadequacy, and comparison with younger generations, lack of social interaction and communication, negative features of tablets); advantages (i.e., positive features of tablets, accessing information, willingness to adopt technology); and skepticism about using tablets and technology in general. After brief exposure to tablets, participants emphasized the likelihood of using a tablet in the future. Conclusions: Our findings suggest that most of our participants were eager to adopt new technology and willing to learn using a tablet. However, they voiced apprehension about lack of, or lack of clarity in, instructions and support. Understanding older adults' perceptions of technology is important to assist with introducing it to this population and maximize the potential of technology to facilitate independent living. PMID:29071004

  12. Teachers' Organization of Participation Structures for Teaching Science with Computer Technology

    NASA Astrophysics Data System (ADS)

    Subramaniam, Karthigeyan

    2016-08-01

    This paper describes a qualitative study that investigated the nature of the participation structures and how the participation structures were organized by four science teachers when they constructed and communicated science content in their classrooms with computer technology. Participation structures focus on the activity structures and processes in social settings like classrooms thereby providing glimpses into the complex dynamics of teacher-students interactions, configurations, and conventions during collective meaning making and knowledge creation. Data included observations, interviews, and focus group interviews. Analysis revealed that the dominant participation structure evident within participants' instruction with computer technology was ( Teacher) initiation-( Student and Teacher) response sequences-( Teacher) evaluate participation structure. Three key events characterized the how participants organized this participation structure in their classrooms: setting the stage for interactive instruction, the joint activity, and maintaining accountability. Implications include the following: (1) teacher educators need to tap into the knowledge base that underscores science teachers' learning to teach philosophies when computer technology is used in instruction. (2) Teacher educators need to emphasize the essential idea that learning and cognition is not situated within the computer technology but within the pedagogical practices, specifically the participation structures. (3) The pedagogical practices developed with the integration or with the use of computer technology underscored by the teachers' own knowledge of classroom contexts and curriculum needs to be the focus for how students learn science content with computer technology instead of just focusing on how computer technology solely supports students learning of science content.

  13. Mechanical Design Technology--Modified. (Computer Assisted Drafting, Computer Aided Design). Curriculum Grant 84/85.

    ERIC Educational Resources Information Center

    Schoolcraft Coll., Livonia, MI.

    This document is a curriculum guide for a program in mechanical design technology (computer-assisted drafting and design developed at Schoolcraft College, Livonia, Michigan). The program helps students to acquire the skills of drafters and to interact with electronic equipment, with the option of becoming efficient in the computer-aided…

  14. Embodying Computational Thinking: Initial Design of an Emerging Technological Learning Tool

    ERIC Educational Resources Information Center

    Daily, Shaundra B.; Leonard, Alison E.; Jörg, Sophie; Babu, Sabarish; Gundersen, Kara; Parmar, Dhaval

    2015-01-01

    This emerging technology report describes virtual environment interactions an approach for blending movement and computer programming as an embodied way to support girls in building computational thinking skills. The authors seek to understand how body syntonicity might enable young learners to bootstrap their intuitive knowledge in order to…

  15. Changing How and What Children Learn in School with Computer-based Technologies.

    ERIC Educational Resources Information Center

    Roschelle, Jeremy M.; Pea, Roy D.; Hoadley, Christopher M.; Gordin, Douglas N.; Means, Barbara

    2000-01-01

    Explores how computer technology can help improve how and what children learn in school. Highlights several ways technology can enhance how children learn by supporting four fundamental characteristics of learning (active engagement, group participation, frequent interaction and feedback, and connections to real-world contexts). Additional…

  16. Implementations of the CC'01 Human-Computer Interaction Guidelines Using Bloom's Taxonomy

    ERIC Educational Resources Information Center

    Manaris, Bill; Wainer, Michael; Kirkpatrick, Arthur E.; Stalvey, RoxAnn H.; Shannon, Christine; Leventhal, Laura; Barnes, Julie; Wright, John; Schafer, J. Ben; Sanders, Dean

    2007-01-01

    In today's technology-laden society human-computer interaction (HCI) is an important knowledge area for computer scientists and software engineers. This paper surveys existing approaches to incorporate HCI into computer science (CS) and such related issues as the perceived gap between the interests of the HCI community and the needs of CS…

  17. Development of a body motion interactive system with a weight voting mechanism and computer vision technology

    NASA Astrophysics Data System (ADS)

    Lin, Chern-Sheng; Chen, Chia-Tse; Shei, Hung-Jung; Lay, Yun-Long; Chiu, Chuang-Chien

    2012-09-01

    This study develops a body motion interactive system with computer vision technology. This application combines interactive games, art performing, and exercise training system. Multiple image processing and computer vision technologies are used in this study. The system can calculate the characteristics of an object color, and then perform color segmentation. When there is a wrong action judgment, the system will avoid the error with a weight voting mechanism, which can set the condition score and weight value for the action judgment, and choose the best action judgment from the weight voting mechanism. Finally, this study estimated the reliability of the system in order to make improvements. The results showed that, this method has good effect on accuracy and stability during operations of the human-machine interface of the sports training system.

  18. Communication and collaboration technologies.

    PubMed

    Cheeseman, Susan E

    2012-01-01

    This is the third in a series of columns exploring health information technology (HIT) in the neonatal intensive care unit (NICU). The first column provided background information on the implementation of information technology throughout the health care delivery system, as well as the requisite informatics competencies needed for nurses to fully engage in the digital era of health care. The second column focused on information and resources to master basic computer competencies described by the TIGER initiative (Technology Informatics Guiding Education Reform) as learning about computers, computer networks, and the transfer of data.1 This column will provide additional information related to basic computer competencies, focusing on communication and collaboration technologies. Computers and the Internet have transformed the way we communicate and collaborate. Electronic communication is the ability to exchange information through the use of computer equipment and software.2 Broadly defined, any technology that facilitates linking one or more individuals together is a collaborative tool. Collaboration using technology encompasses an extensive range of applications that enable groups of individuals to work together including e-mail, instant messaging (IM ), and several web applications collectively referred to as Web 2.0 technologies. The term Web 2.0 refers to web applications where users interact and collaborate with each other in a collective exchange of ideas generating content in a virtual community. Examples of Web 2.0 technologies include social networking sites, blogs, wikis, video sharing sites, and mashups. Many organizations are developing collaborative strategies and tools for employees to connect and interact using web-based social media technologies.3.

  19. Understanding Teachers' Routines to Inform Classroom Technology Design

    ERIC Educational Resources Information Center

    An, Pengcheng; Bakker, Saskia; Eggen, Berry

    2017-01-01

    Secondary school teachers have quite busy and complex routines in their classrooms. However, present classroom technologies usually require focused attention from teachers while being interacted with, which restricts their use in teachers' daily routines. Peripheral interaction is a human-computer interaction style that aims to enable interaction…

  20. Interactive Video: A Cross Curriculum Computer Project.

    ERIC Educational Resources Information Center

    Grimm, Floyd M., III; And Others

    Responding to the rapid development and often prohibitive costs of new classroom instruction technology, a group of interested faculty at Harford Community College (HCC), in Maryland, formed three Interactive Video (IV) Teams to explore the possibilities of using existing computer hardware and software at the college for interactive video…

  1. The Human-Computer Interaction of Cross-Cultural Gaming Strategy

    ERIC Educational Resources Information Center

    Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander

    2015-01-01

    This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…

  2. The Early Childhood Interactive Technology Literacy Curriculum Project: A Final Report.

    ERIC Educational Resources Information Center

    Hutinger, Patricia; Robinsosn, Linda; Schneider, Carol; Johanson, Joyce

    This final report describes the activities and outcomes of the Interactive Technology Literacy Curriculum (ITLC) project. This federally funded 5-year model demonstration project was designed to advance the availability, quality, use and effectiveness of computer technology in addressing the acquisition of emergent literacy among young children…

  3. Mistaking Identities: Challenging Representations of Language, Gender, and Race in High Tech Television Programs.

    ERIC Educational Resources Information Center

    Voithofer, R. J.

    Television programs are increasingly featuring information technologies like computers as significant narrative devices, including the use of computer-based technologies as virtual worlds or environments in which characters interact, the use of computers as tools in problem solving and confronting conflict, and characters that are part human, part…

  4. NECC '98: National Educational Computing Conference Proceedings (19th, San Diego, CA, June 22-24, 1998).

    ERIC Educational Resources Information Center

    National Educational Computing Conference.

    Topics of NECC '98 (National Educational Computing Conference) papers presented at this conference on technology in education include: digital portfolios; technology-integrated multidisciplinary curriculum design; a virtual Web site; a computer literacy course; Internet projects for various subjects; staff development; music videos; interaction of…

  5. The role of voice input for human-machine communication.

    PubMed Central

    Cohen, P R; Oviatt, S L

    1995-01-01

    Optimism is growing that the near future will witness rapid growth in human-computer interaction using voice. System prototypes have recently been built that demonstrate speaker-independent real-time speech recognition, and understanding of naturally spoken utterances with vocabularies of 1000 to 2000 words, and larger. Already, computer manufacturers are building speech recognition subsystems into their new product lines. However, before this technology can be broadly useful, a substantial knowledge base is needed about human spoken language and performance during computer-based spoken interaction. This paper reviews application areas in which spoken interaction can play a significant role, assesses potential benefits of spoken interaction with machines, and compares voice with other modalities of human-computer interaction. It also discusses information that will be needed to build a firm empirical foundation for the design of future spoken and multimodal interfaces. Finally, it argues for a more systematic and scientific approach to investigating spoken input and performance with future language technology. PMID:7479803

  6. Educational technology, reimagined.

    PubMed

    Eisenberg, Michael

    2010-01-01

    "Educational technology" is often equated in the popular imagination with "computers in the schools." But technology is much more than merely computers, and education is much more than mere schooling. The landscape of child-accessible technologies is blossoming in all sorts of directions: tools for communication, for physical construction and fabrication, and for human-computer interaction. These new systems and artifacts allow educational designers to think much more creatively about when and where learning takes place in children's lives, both within and outside the classroom.

  7. Rationale, Design and Implementation of a Computer Vision-Based Interactive E-Learning System

    ERIC Educational Resources Information Center

    Xu, Richard Y. D.; Jin, Jesse S.

    2007-01-01

    This article presents a schematic application of computer vision technologies to e-learning that is synchronous, peer-to-peer-based, and supports an instructor's interaction with non-computer teaching equipments. The article first discusses the importance of these focused e-learning areas, where the properties include accurate bidirectional…

  8. Human-Computer Interaction and Virtual Environments

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K. (Compiler)

    1995-01-01

    The proceedings of the Workshop on Human-Computer Interaction and Virtual Environments are presented along with a list of attendees. The objectives of the workshop were to assess the state-of-technology and level of maturity of several areas in human-computer interaction and to provide guidelines for focused future research leading to effective use of these facilities in the design/fabrication and operation of future high-performance engineering systems.

  9. Twenty-First Century Learning: Communities, Interaction and Ubiquitous Computing

    ERIC Educational Resources Information Center

    Leh, Amy S.C.; Kouba, Barbara; Davis, Dirk

    2005-01-01

    Advanced technology makes 21st century learning, communities and interactions unique and leads people to an era of ubiquitous computing. The purpose of this article is to contribute to the discussion of learning in the 21st century. The paper will review literature on learning community, community learning, interaction, 21st century learning and…

  10. Empowering People through Technology. Proceedings of the International Conference of the Association for the Development of Computer-Based Instructional Systems (34th, Norfolk, Virginia, November 8-11, 1992).

    ERIC Educational Resources Information Center

    Association for the Development of Computer-based Instructional Systems.

    These proceedings present 74 selected abstracts and 47 selected formal papers under 14 special interest group headings. Topics addressed by the papers include constructing multimedia; interactive video; computers in secondary school mathematics; access in computer-based instruction; implementing computer-based technology; advisor development;…

  11. Determination of Perceptions of the Teacher Candidates Studying in the Computer and Instructional Technology Department towards Human-Computer Interaction and Related Basic Concepts

    ERIC Educational Resources Information Center

    Kiyici, Mubin

    2011-01-01

    HCI is a field which has an increasing popularity by virtue of the spread of the computers and internet and gradually contributes to the production of the user-friendlier software and hardware with the contribution of the scientists from different disciplines. Teacher candidates studying at the computer and instructional technologies department…

  12. Methodical and technological aspects of creation of interactive computer learning systems

    NASA Astrophysics Data System (ADS)

    Vishtak, N. M.; Frolov, D. A.

    2017-01-01

    The article presents a methodology for the development of an interactive computer training system for training power plant. The methods used in the work are a generalization of the content of scientific and methodological sources on the use of computer-based training systems in vocational education, methods of system analysis, methods of structural and object-oriented modeling of information systems. The relevance of the development of the interactive computer training systems in the preparation of the personnel in the conditions of the educational and training centers is proved. Development stages of the computer training systems are allocated, factors of efficient use of the interactive computer training system are analysed. The algorithm of work performance at each development stage of the interactive computer training system that enables one to optimize time, financial and labor expenditure on the creation of the interactive computer training system is offered.

  13. Videodisc/Microcomputer Technology in Wildland Fire Behavior Training

    Treesearch

    M. J. Jenkins; K.Y. Matsumoto-Grah

    1987-01-01

    Interactive video is a powerful medium, bringing together the emotional impact of video and film and the interactive capabilities of the computer. Interactive videodisc instruction can be used as a tutorial, for drill and practice and in simulations, as well as for information storage. Videodisc technology is being used in industrial, military and medical applications...

  14. Scholarly Communication and Information Technology: Exploring the Impact of Changes in the Research Process on Archives. Rand Reprints.

    ERIC Educational Resources Information Center

    Michelson, Avra; Rothenberg, Jeff

    1993-01-01

    The report considers the interaction of trends in information technology and trends in research practices and the policy implications for archives. The information is divided into 4 sections. The first section, an "Overview of Information Technology Trends," discusses end-user computing, which includes ubiquitous computing, end-user…

  15. Three-Dimensional Media Technologies: Potentials for Study in Visual Literacy.

    ERIC Educational Resources Information Center

    Thwaites, Hal

    This paper presents an overview of three-dimensional media technologies (3Dmt). Many of the new 3Dmt are the direct result of interactions of computing, communications, and imaging technologies. Computer graphics are particularly well suited to the creation of 3D images due to the high resolution and programmable nature of the current displays.…

  16. Real Time Computer Graphics From Body Motion

    NASA Astrophysics Data System (ADS)

    Fisher, Scott; Marion, Ann

    1983-10-01

    This paper focuses on the recent emergence and development of real, time, computer-aided body tracking technologies and their use in combination with various computer graphics imaging techniques. The convergence of these, technologies in our research results, in an interactive display environment. in which multipde, representations of a given body motion can be displayed in real time. Specific reference, to entertainment applications is described in the development of a real time, interactive stage set in which dancers can 'draw' with their bodies as they move, through the space. of the stage or manipulate virtual elements of the set with their gestures.

  17. New Styles, New Technologies, New Possibilities in Jazz.

    ERIC Educational Resources Information Center

    Kuzmich, John, Jr.

    1989-01-01

    Focuses on the growth of jazz-related ensembles and jazz education. Covers trends that parallel technological developments including electronic keyboards, Musical Instrument Digital Interface (MIDI) systems, the computer, computer assisted instruction, interactive video, and the compact disc. Urges teachers to update their knowledge and experience…

  18. Functional Assessment for Human-Computer Interaction: A Method for Quantifying Physical Functional Capabilities for Information Technology Users

    ERIC Educational Resources Information Center

    Price, Kathleen J.

    2011-01-01

    The use of information technology is a vital part of everyday life, but for a person with functional impairments, technology interaction may be difficult at best. Information technology is commonly designed to meet the needs of a theoretical "normal" user. However, there is no such thing as a "normal" user. A user's capabilities will vary over…

  19. Planning, Using the New Technology in Classrooms.

    ERIC Educational Resources Information Center

    Barker, Bruce O.

    1990-01-01

    "Technology talk" among progressive administrators includes more than just computers and VCRs. New telecommunications developments (in satellites, fiber optics, electronic bulletin boards, electronic mail, and two-way interactive instructional delivery) are "hot topics" that both principals and teachers must learn about. Peer interactions and…

  20. Integrating HCI into IDT: Charting the Human Computer Interaction Competencies Necessary for Instructional Media Production Coursework

    ERIC Educational Resources Information Center

    Brown, Abbie; Sugar, William

    2004-01-01

    A report on the efforts made to describe the range of human-computer interaction skills necessary to complete a program of study in Instructional Design Technology. Educators responsible for instructional media production courses have not yet articulated which among the wide range of possible interactions students must master for instructional…

  1. Evolving technologies for Space Station Freedom computer-based workstations

    NASA Technical Reports Server (NTRS)

    Jensen, Dean G.; Rudisill, Marianne

    1990-01-01

    Viewgraphs on evolving technologies for Space Station Freedom computer-based workstations are presented. The human-computer computer software environment modules are described. The following topics are addressed: command and control workstation concept; cupola workstation concept; Japanese experiment module RMS workstation concept; remote devices controlled from workstations; orbital maneuvering vehicle free flyer; remote manipulator system; Japanese experiment module exposed facility; Japanese experiment module small fine arm; flight telerobotic servicer; human-computer interaction; and workstation/robotics related activities.

  2. Visuals for Interactive Video: Old Fashioned Images for a New Fangled Technology.

    ERIC Educational Resources Information Center

    Braden, Roberts A.

    Pointing out that interactive video (IAV) represents a synthesis of four primary technologies--computers, television, visual design, and instructional design--this paper discusses the what, why, and how of IAV visuals. The features and relevant aspects of each technology are briefly discussed, as well as the impact of each of these technologies…

  3. Real-Time Assessment of Problem-Solving of Physics Students Using Computer-Based Technology

    ERIC Educational Resources Information Center

    Gok, Tolga

    2012-01-01

    The change in students' problem solving ability in upper-level course through the application of a technological interactive environment--Tablet PC running InkSurvey--was investigated in present study. Tablet PC/InkSurvey interactive technology allowing the instructor to receive real-time formative assessment as the class works through the problem…

  4. The Impact of Interactive Technology on Children's & Adolescents' Cognitive and Social Skills.

    ERIC Educational Resources Information Center

    Subrahmanyam, Kaveri

    Over the past few years, computer applications such as games and the Internet have increased in popularity and children and teens are spending significant amounts of time interacting with them. In order to understand the growing impact of these interactive technologies on youth, this paper briefly reviews previous research on the impact of…

  5. An Investigation of Human-Computer Interaction Approaches Beneficial to Weak Learners in Complex Animation Learning

    ERIC Educational Resources Information Center

    Yeh, Yu-Fang

    2016-01-01

    Animation is one of the useful contemporary educational technologies in teaching complex subjects. There is a growing interest in proper use of learner-technology interaction to promote learning quality for different groups of learner needs. The purpose of this study is to investigate if an interaction approach supports weak learners, who have…

  6. General aviation design synthesis utilizing interactive computer graphics

    NASA Technical Reports Server (NTRS)

    Galloway, T. L.; Smith, M. R.

    1976-01-01

    Interactive computer graphics is a fast growing area of computer application, due to such factors as substantial cost reductions in hardware, general availability of software, and expanded data communication networks. In addition to allowing faster and more meaningful input/output, computer graphics permits the use of data in graphic form to carry out parametric studies for configuration selection and for assessing the impact of advanced technologies on general aviation designs. The incorporation of interactive computer graphics into a NASA developed general aviation synthesis program is described, and the potential uses of the synthesis program in preliminary design are demonstrated.

  7. An Investigation into the Secondary Schools In-Service Teachers' Selected Variables on Interactive Computer Technology (ICT) Competency

    ERIC Educational Resources Information Center

    Adodo, S. O.

    2012-01-01

    The use of computer technologies has come to stay, an individual, group of individual and society who is yet to recognize this fact is merely living. The introduction of Information and Communication Technology (ICT) into the education industry has caused transformation in instructional process. The study investigated the in-service teachers…

  8. Analyzing Team Based Engineering Design Process in Computer Supported Collaborative Learning

    ERIC Educational Resources Information Center

    Lee, Dong-Kuk; Lee, Eun-Sang

    2016-01-01

    The engineering design process has been largely implemented in a collaborative project format. Recently, technological advancement has helped collaborative problem solving processes such as engineering design to have efficient implementation using computers or online technology. In this study, we investigated college students' interaction and…

  9. A Mixed-Methods Exploration of an Environment for Learning Computer Programming

    ERIC Educational Resources Information Center

    Mather, Richard

    2015-01-01

    A mixed-methods approach is evaluated for exploring collaborative behaviour, acceptance and progress surrounding an interactive technology for learning computer programming. A review of literature reveals a compelling case for using mixed-methods approaches when evaluating technology-enhanced-learning environments. Here, ethnographic approaches…

  10. Emerging Computer Media: On Image Interaction

    NASA Astrophysics Data System (ADS)

    Lippman, Andrew B.

    1982-01-01

    Emerging technologies such as inexpensive, powerful local computing, optical digital videodiscs, and the technologies of human-machine interaction are initiating a revolution in both image storage systems and image interaction systems. This paper will present a review of new approaches to computer media predicated upon three dimensional position sensing, speech recognition, and high density image storage. Examples will be shown such as the Spatial Data Management Systems wherein the free use of place results in intuitively clear retrieval systems and potentials for image association; the Movie-Map, wherein inherently static media generate dynamic views of data, and conferencing work-in-progress wherein joint processing is stressed. Application to medical imaging will be suggested, but the primary emphasis is on the general direction of imaging and reference systems. We are passing the age of simple possibility of computer graphics and image porcessing and entering the age of ready usability.

  11. Object and Facial Recognition in Augmented and Virtual Reality: Investigation into Software, Hardware and Potential Uses

    NASA Technical Reports Server (NTRS)

    Schulte, Erin

    2017-01-01

    As augmented and virtual reality grows in popularity, and more researchers focus on its development, other fields of technology have grown in the hopes of integrating with the up-and-coming hardware currently on the market. Namely, there has been a focus on how to make an intuitive, hands-free human-computer interaction (HCI) utilizing AR and VR that allows users to control their technology with little to no physical interaction with hardware. Computer vision, which is utilized in devices such as the Microsoft Kinect, webcams and other similar hardware has shown potential in assisting with the development of a HCI system that requires next to no human interaction with computing hardware and software. Object and facial recognition are two subsets of computer vision, both of which can be applied to HCI systems in the fields of medicine, security, industrial development and other similar areas.

  12. Real-time non-invasive eyetracking and gaze-point determination for human-computer interaction and biomedicine

    NASA Technical Reports Server (NTRS)

    Talukder, Ashit; Morookian, John-Michael; Monacos, S.; Lam, R.; Lebaw, C.; Bond, A.

    2004-01-01

    Eyetracking is one of the latest technologies that has shown potential in several areas including human-computer interaction for people with and without disabilities, and for noninvasive monitoring, detection, and even diagnosis of physiological and neurological problems in individuals.

  13. The Voice as Computer Interface: A Look at Tomorrow's Technologies.

    ERIC Educational Resources Information Center

    Lange, Holley R.

    1991-01-01

    Discussion of voice as the communications device for computer-human interaction focuses on voice recognition systems for use within a library environment. Voice technologies are described, including voice response and voice recognition; examples of voice systems in use in libraries are examined; and further possibilities, including use with…

  14. A Review of Research on Intercultural Learning through Computer-Based Digital Technologies

    ERIC Educational Resources Information Center

    Çiftçi, Emrullah Yasin

    2016-01-01

    Intercultural communication is now a crucial part of our globalizing lives; however, not everyone has an opportunity to engage in an intercultural interaction with people from different cultures. Computer-based technologies are promising in creating environments for people to communicate with people from diverse cultures. This qualitative…

  15. Enhancing Student Performance Using Tablet Computers

    ERIC Educational Resources Information Center

    Enriquez, Amelito G.

    2010-01-01

    Tablet PCs have the potential to change the dynamics of classroom interaction through wireless communication coupled with pen-based computing technology that is suited for analyzing and solving engineering problems. This study focuses on how tablet PCs and wireless technology can be used during classroom instruction to create an Interactive…

  16. Practical applications of interactive voice technologies: Some accomplishments and prospects

    NASA Technical Reports Server (NTRS)

    Grady, Michael W.; Hicklin, M. B.; Porter, J. E.

    1977-01-01

    A technology assessment of the application of computers and electronics to complex systems is presented. Three existing systems which utilize voice technology (speech recognition and speech generation) are described. Future directions in voice technology are also described.

  17. Computer Training for Seniors: An Academic-Community Partnership

    ERIC Educational Resources Information Center

    Sanders, Martha J.; O'Sullivan, Beth; DeBurra, Katherine; Fedner, Alesha

    2013-01-01

    Computer technology is integral to information retrieval, social communication, and social interaction. However, only 47% of seniors aged 65 and older use computers. The purpose of this study was to determine the impact of a client-centered computer program on computer skills, attitudes toward computer use, and generativity in novice senior…

  18. Incorporating electronic-based and computer-based strategies: graduate nursing courses in administration.

    PubMed

    Graveley, E; Fullerton, J T

    1998-04-01

    The use of electronic technology allows faculty to improve their course offerings. Four graduate courses in nursing administration were contemporized to incorporate fundamental computer-based skills that would be expected of graduates in the work setting. Principles of adult learning offered a philosophical foundation that guided course development and revision. Course delivery strategies included computer-assisted instructional modules, e-mail interactive discussion groups, and use of the electronic classroom. Classroom seminar discussions and two-way interactive video conferencing focused on group resolution of problems derived from employment settings and assigned readings. Using these electronic technologies, a variety of courses can be revised to accommodate the learners' needs.

  19. Polish Teenage Students' Willingness to Engage in On-Line Intercultural Interactions

    ERIC Educational Resources Information Center

    Wach, Aleksandra

    2013-01-01

    Computer-based technologies, including various forms of computer-mediated communication (CMC), provide L2 users with opportunities to engage in intercultural interactions which may promote the development of their intercultural communicative competence. The article reports the findings of a study that investigated how beyond-the-classroom…

  20. Factors Influencing Adoption of Ubiquitous Internet amongst Students

    ERIC Educational Resources Information Center

    Juned, Mohammad; Adil, Mohd

    2015-01-01

    Weiser's (1991) conceptualisation of a world wherein human's interaction with computer technology would no longer be limited to conventional input and output devices, has now been translated into a reality with human's constant interaction with multiple interconnected computers and sensors embedded in rooms, furniture, clothes, tools, and other…

  1. Embedded Web Technology: Internet Technology Applied to Real-Time System Control

    NASA Technical Reports Server (NTRS)

    Daniele, Carl J.

    1998-01-01

    The NASA Lewis Research Center is developing software tools to bridge the gap between the traditionally non-real-time Internet technology and the real-time, embedded-controls environment for space applications. Internet technology has been expanding at a phenomenal rate. The simple World Wide Web browsers (such as earlier versions of Netscape, Mosaic, and Internet Explorer) that resided on personal computers just a few years ago only enabled users to log into and view a remote computer site. With current browsers, users not only view but also interact with remote sites. In addition, the technology now supports numerous computer platforms (PC's, MAC's, and Unix platforms), thereby providing platform independence.In contrast, the development of software to interact with a microprocessor (embedded controller) that is used to monitor and control a space experiment has generally been a unique development effort. For each experiment, a specific graphical user interface (GUI) has been developed. This procedure works well for a single-user environment. However, the interface for the International Space Station (ISS) Fluids and Combustion Facility will have to enable scientists throughout the world and astronauts onboard the ISS, using different computer platforms, to interact with their experiments in the Fluids and Combustion Facility. Developing a specific GUI for all these users would be cost prohibitive. An innovative solution to this requirement, developed at Lewis, is to use Internet technology, where the general problem of platform independence has already been partially solved, and to leverage this expanding technology as new products are developed. This approach led to the development of the Embedded Web Technology (EWT) program at Lewis, which has the potential to significantly reduce software development costs for both flight and ground software.

  2. Fostering Computer-Mediated L2 Interaction beyond the Classroom

    ERIC Educational Resources Information Center

    Barrs, Keith

    2012-01-01

    In language learning contexts a primary concern is how to maximise target language interaction both inside and outside of the classroom. With the development of digital technologies, the proliferation of language learning applications, and an increased awareness of how technology can assist in language education, educators are being presented with…

  3. Human-Computer Interaction in Smart Environments

    PubMed Central

    Paravati, Gianluca; Gatteschi, Valentina

    2015-01-01

    Here, we provide an overview of the content of the Special Issue on “Human-computer interaction in smart environments”. The aim of this Special Issue is to highlight technologies and solutions encompassing the use of mass-market sensors in current and emerging applications for interacting with Smart Environments. Selected papers address this topic by analyzing different interaction modalities, including hand/body gestures, face recognition, gaze/eye tracking, biosignal analysis, speech and activity recognition, and related issues.

  4. Kenny Gruchalla | NREL

    Science.gov Websites

    feature extraction, human-computer interaction, and physics-based modeling. Professional Experience 2009 ., computer science, University of Colorado at Boulder M.S., computer science, University of Colorado at Boulder B.S., computer science, New Mexico Institute of Mining and Technology

  5. Merging Technology and Emotions: Introduction to Affective Computing.

    PubMed

    Brigham, Tara J

    2017-01-01

    Affective computing technologies are designed to sense and respond based on human emotions. This technology allows a computer system to process the information gathered from various sensors to assess the emotional state of an individual. The system then offers a distinct response based on what it "felt." While this is completely unlike how most people interact with electronics today, this technology is likely to trickle into future everyday life. This column will explain what affective computing is, some of its benefits, and concerns with its adoption. It will also provide an overview of its implication in the library setting and offer selected examples of how and where it is currently being used.

  6. Information sensing and interactive technology of Internet of Things

    NASA Astrophysics Data System (ADS)

    Xiao, Zhiliang

    2017-11-01

    With the rapid development of economic, the Internet of Things based on Internet technology is more and more concerned by all circles of society, and the Internet of Things begins to penetrate into various fields of society. The Internet of things is an extension of the Internet, the difference between the Internet and the Internet of Things is that the purpose of things aims to achieve the exchange and exchange of information and data, contract the people and goods through a variety of technologies and equipment from items to items. Information perception and interaction technology are two very important technologies in the development of things, but also is the important technology in the history of the development of network technology. This paper briefly analyzes the characteristics of the original information perception, and the difference between the interactive technology of the Internet of Things and the human-computer interaction technology. On this basis, this paper mainly elaborates from the two aspects of information perception and interactive technology.

  7. Mind, Brain, and Education in the Digital Era

    ERIC Educational Resources Information Center

    Battro, Antonio M.; Fischer, Kurt W.

    2012-01-01

    Computers are everywhere, and they are transforming the human world. The technology of computers and the Internet is radically changing the ways that people learn and communicate. In the midst of this technology-driven revolution people need to examine the changes to analyze how they are altering interaction and human culture. The changes have…

  8. Fostering Students' Participation in Online Environments: Focus on Interaction, Communication and Problem Solving

    ERIC Educational Resources Information Center

    Zacharis, Nick Z.

    2009-01-01

    Rapid technological advances in the areas of telecommunications, computer technology and the Internet have made available to tutors and learners in the domain of online learning, a broad array of tools that provide the possibility to facilitate and enhance learning to higher levels of critical reflective thinking. Computer mediated communication…

  9. Cloud Computing Technologies in Writing Class: Factors Influencing Students' Learning Experience

    ERIC Educational Resources Information Center

    Wang, Jenny

    2017-01-01

    The proposed interactive online group within the cloud computing technologies as a main contribution of this paper provides easy and simple access to the cloud-based Software as a Service (SaaS) system and delivers effective educational tools for students and teacher on after-class group writing assignment activities. Therefore, this study…

  10. Agent Interaction with Human Systems in Complex Environments: Requirements for Automating the Function of CapCom in Apollo 17

    NASA Technical Reports Server (NTRS)

    Clancey, William J.

    2003-01-01

    A human-centered approach to computer systems design involves reframing analysis in terms of people interacting with each other, not only human-machine interaction. The primary concern is not how people can interact with computers, but how shall we design computers to help people work together? An analysis of astronaut interactions with CapCom on Earth during one traverse of Apollo 17 shows what kind of information was conveyed and what might be automated today. A variety of agent and robotic technologies are proposed that deal with recurrent problems in communication and coordination during the analyzed traverse.

  11. Ubiquitous Accessibility for People with Visual Impairments: Are We There Yet?

    PubMed Central

    Billah, Syed Masum; Ashok, Vikas; Porter, Donald E.; Ramakrishnan, IV

    2017-01-01

    Ubiquitous access is an increasingly common vision of computing, wherein users can interact with any computing device or service from anywhere, at any time. In the era of personal computing, users with visual impairments required special-purpose, assistive technologies, such as screen readers, to interact with computers. This paper investigates whether technologies like screen readers have kept pace with, or have created a barrier to, the trend toward ubiquitous access, with a specific focus on desktop computing as this is still the primary way computers are used in education and employment. Towards that, the paper presents a user study with 21 visually-impaired participants, specifically involving the switching of screen readers within and across different computing platforms, and the use of screen readers in remote access scenarios. Among the findings, the study shows that, even for remote desktop access—an early forerunner of true ubiquitous access—screen readers are too limited, if not unusable. The study also identifies several accessibility needs, such as uniformity of navigational experience across devices, and recommends potential solutions. In summary, assistive technologies have not made the jump into the era of ubiquitous access, and multiple, inconsistent screen readers create new practical problems for users with visual impairments. PMID:28782061

  12. Ubiquitous Accessibility for People with Visual Impairments: Are We There Yet?

    PubMed

    Billah, Syed Masum; Ashok, Vikas; Porter, Donald E; Ramakrishnan, I V

    2017-05-01

    Ubiquitous access is an increasingly common vision of computing, wherein users can interact with any computing device or service from anywhere, at any time. In the era of personal computing, users with visual impairments required special-purpose, assistive technologies, such as screen readers, to interact with computers. This paper investigates whether technologies like screen readers have kept pace with, or have created a barrier to, the trend toward ubiquitous access, with a specific focus on desktop computing as this is still the primary way computers are used in education and employment. Towards that, the paper presents a user study with 21 visually-impaired participants, specifically involving the switching of screen readers within and across different computing platforms, and the use of screen readers in remote access scenarios. Among the findings, the study shows that, even for remote desktop access-an early forerunner of true ubiquitous access-screen readers are too limited, if not unusable. The study also identifies several accessibility needs, such as uniformity of navigational experience across devices, and recommends potential solutions. In summary, assistive technologies have not made the jump into the era of ubiquitous access, and multiple, inconsistent screen readers create new practical problems for users with visual impairments.

  13. Communications and Computers in the 21st Century. Hearing before the Technology Policy Task Force of the Committee on Science, Space, and Technology. House of Representatives, One Hundredth Congress, First Session.

    ERIC Educational Resources Information Center

    Congress of the U.S., Washington, DC. House Committee on Science, Space and Technology.

    Based upon the premise that manufacturing, communications, and computers are the key to productivity, this hearing before the Technology Policy Task Force was held to examine how the federal government interacts with universities, engineering research centers, professional associations, and private businesses in these areas. This document contains…

  14. Interactive Voice/Web Response System in clinical research

    PubMed Central

    Ruikar, Vrishabhsagar

    2016-01-01

    Emerging technologies in computer and telecommunication industry has eased the access to computer through telephone. An Interactive Voice/Web Response System (IxRS) is one of the user friendly systems for end users, with complex and tailored programs at its backend. The backend programs are specially tailored for easy understanding of users. Clinical research industry has experienced revolution in methodologies of data capture with time. Different systems have evolved toward emerging modern technologies and tools in couple of decades from past, for example, Electronic Data Capture, IxRS, electronic patient reported outcomes, etc. PMID:26952178

  15. Thermodynamic effects of single-qubit operations in silicon-based quantum computing

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Lougovski, Pavel; Peters, Nicholas A.

    Silicon-based quantum logic is a promising technology to implement universal quantum computing. It is widely believed that a millikelvin cryogenic environment will be necessary to accommodate silicon-based qubits. This prompts a question of the ultimate scalability of the technology due to finite cooling capacity of refrigeration systems. In this work, we answer this question by studying energy dissipation due to interactions between nuclear spin impurities and qubit control pulses. Furthermore, we demonstrate that this interaction constrains the sustainable number of single-qubit operations per second for a given cooling capacity.

  16. Thermodynamic effects of single-qubit operations in silicon-based quantum computing

    DOE PAGES

    Lougovski, Pavel; Peters, Nicholas A.

    2018-05-21

    Silicon-based quantum logic is a promising technology to implement universal quantum computing. It is widely believed that a millikelvin cryogenic environment will be necessary to accommodate silicon-based qubits. This prompts a question of the ultimate scalability of the technology due to finite cooling capacity of refrigeration systems. In this work, we answer this question by studying energy dissipation due to interactions between nuclear spin impurities and qubit control pulses. Furthermore, we demonstrate that this interaction constrains the sustainable number of single-qubit operations per second for a given cooling capacity.

  17. Interactive Voice/Web Response System in clinical research.

    PubMed

    Ruikar, Vrishabhsagar

    2016-01-01

    Emerging technologies in computer and telecommunication industry has eased the access to computer through telephone. An Interactive Voice/Web Response System (IxRS) is one of the user friendly systems for end users, with complex and tailored programs at its backend. The backend programs are specially tailored for easy understanding of users. Clinical research industry has experienced revolution in methodologies of data capture with time. Different systems have evolved toward emerging modern technologies and tools in couple of decades from past, for example, Electronic Data Capture, IxRS, electronic patient reported outcomes, etc.

  18. Acquired and Required Competencies in Interactive Computer in Labour Market Sector from the Employers

    ERIC Educational Resources Information Center

    Adodo, S. O.; Adewole, Timothy

    2013-01-01

    This study investigated acquired and required competencies in interactive computer technology (ICT) in labour data were collected from employers' and employees'. The study is a descriptive research of the survey type. The population of the study consisted of unemployed graduates, employed graduates and various parastatal where graduates seek for…

  19. Interactive Whiteboards and Implications for Use in Education

    ERIC Educational Resources Information Center

    Gibson, Danita C.

    2013-01-01

    Interactive whiteboards (IWBs) have increasingly become a technology tool used in the educational field. IWBs are touch-sensitive screens that work in conjunction with a computer and a projector, and which are used to display information from a computer. As a qualitative case study, this study investigated the SMART Board-infused instructional…

  20. State College Scavenger: Evaluating the Perspectives of Mobile Computing Interactions within Community Spaces

    ERIC Educational Resources Information Center

    Hoffman, Blaine

    2013-01-01

    This work focuses on the impact of mobile computing on individuals' perspectives of places within their community. A technological intervention is designed and deployed to augment the user experience of visiting different locations around town, physically exploring them while also interacting with an online tool. The tool-supported activity serves…

  1. Effective Student Learning of Fractions with an Interactive Simulation

    ERIC Educational Resources Information Center

    Hensberry, Karina K. R.; Moore, Emily B.; Perkins, Katherine K.

    2015-01-01

    Computer technology, when coupled with reform-based teaching practices, has been shown to be an effective way to support student learning of mathematics. The quality of the technology itself, as well as how it is used, impacts how much students learn. Interactive simulations are dynamic virtual environments similar to virtual manipulatives that…

  2. Learning Mathematics with Interactive Whiteboards and Computer-Based Graphing Utility

    ERIC Educational Resources Information Center

    Erbas, Ayhan Kursat; Ince, Muge; Kaya, Sukru

    2015-01-01

    The purpose of this study was to explore the effect of a technology-supported learning environment utilizing an interactive whiteboard (IWB) and NuCalc graphing software compared to a traditional direct instruction-based environment on student achievement in graphs of quadratic functions and attitudes towards mathematics and technology. Sixty-five…

  3. Students, Computers and Mathematics the Golden Trilogy in the Teaching-Learning Process

    ERIC Educational Resources Information Center

    García-Santillán, Arturo; Escalera-Chávez, Milka Elena; López-Morales, José Satsumi; Córdova Rangel, Arturo

    2014-01-01

    In this paper we examine the relationships between students' attitudes towards mathematics and technology, therefore, we take a Galbraith and Hines' scale (1998, 2000) about mathematics confidence, computer confidence, computer and mathematics interaction, mathematics motivation, computer motivation, and mathematics engagement. 164 questionnaires…

  4. Embedded Process Modeling, Analogy-Based Option Generation and Analytical Graphic Interaction for Enhanced User-Computer Interaction: An Interactive Storyboard of Next Generation User-Computer Interface Technology. Phase 1

    DTIC Science & Technology

    1988-03-01

    structure of the interface is a mapping from the physical world [for example, the use of icons, which S have inherent meaning to users but represent...design alternatives. Mechanisms for linking the user to the computer include physical devices (keyboards), actions taken with the devices (keystrokes...VALUATION AIDES TEMLATEI IITCOM1I LATOR IACTICAL KNOWLEDGE ACGIUISITION MICNnII t 1 Fig. 9. INTACVAL. * OtJiCTs ARE PHYSICAL ENTITIES OR CONCEPTUAL EN

  5. The Man computer Interactive Data Access System: 25 Years of Interactive Processing.

    NASA Astrophysics Data System (ADS)

    Lazzara, Matthew A.; Benson, John M.; Fox, Robert J.; Laitsch, Denise J.; Rueden, Joseph P.; Santek, David A.; Wade, Delores M.; Whittaker, Thomas M.; Young, J. T.

    1999-02-01

    On 12 October 1998, it was the 25th anniversary of the Man computer Interactive Data Access System (McIDAS). On that date in 1973, McIDAS was first used operationally by scientists as a tool for data analysis. Over the last 25 years, McIDAS has undergone numerous architectural changes in an effort to keep pace with changing technology. In its early years, significant technological breakthroughs were required to achieve the functionality needed by atmospheric scientists. Today McIDAS is challenged by new Internet-based approaches to data access and data display. The history and impact of McIDAS, along with some of the lessons learned, are presented here

  6. The Use of Information Operations (IO) in Immersive Virtual Environments (IVE)

    DTIC Science & Technology

    2010-06-01

    are motivated or persuaded when interacting with computing products rather than through them. [26] In 2003, Dr. B.J. Fogg , leader of the Stanford...comparable IO utility may be possible through the other computing technologies listed. 23 Figure 6. Captology Focus. From [25] In his book, Dr. Fogg ...Self- Representation on Behavior.” Human Communication Research, no. 33 pp. 271– 290, 2007. [26] B. J. Fogg . Persuasive Technology: Using Computers

  7. From chalkboard, slides, and paper to e-learning: How computing technologies have transformed anatomical sciences education.

    PubMed

    Trelease, Robert B

    2016-11-01

    Until the late-twentieth century, primary anatomical sciences education was relatively unenhanced by advanced technology and dependent on the mainstays of printed textbooks, chalkboard- and photographic projection-based classroom lectures, and cadaver dissection laboratories. But over the past three decades, diffusion of innovations in computer technology transformed the practices of anatomical education and research, along with other aspects of work and daily life. Increasing adoption of first-generation personal computers (PCs) in the 1980s paved the way for the first practical educational applications, and visionary anatomists foresaw the usefulness of computers for teaching. While early computers lacked high-resolution graphics capabilities and interactive user interfaces, applications with video discs demonstrated the practicality of programming digital multimedia linking descriptive text with anatomical imaging. Desktop publishing established that computers could be used for producing enhanced lecture notes, and commercial presentation software made it possible to give lectures using anatomical and medical imaging, as well as animations. Concurrently, computer processing supported the deployment of medical imaging modalities, including computed tomography, magnetic resonance imaging, and ultrasound, that were subsequently integrated into anatomy instruction. Following its public birth in the mid-1990s, the World Wide Web became the ubiquitous multimedia networking technology underlying the conduct of contemporary education and research. Digital video, structural simulations, and mobile devices have been more recently applied to education. Progressive implementation of computer-based learning methods interacted with waves of ongoing curricular change, and such technologies have been deemed crucial for continuing medical education reforms, providing new challenges and opportunities for anatomical sciences educators. Anat Sci Educ 9: 583-602. © 2016 American Association of Anatomists. © 2016 American Association of Anatomists.

  8. CMC Technologies for Teaching Foreign Languages: What's on the Horizon?

    ERIC Educational Resources Information Center

    Lafford, Peter A.; Lafford, Barbara A.

    2005-01-01

    Computer-mediated communication (CMC) technologies have begun to play an increasingly important role in the teaching of foreign/second (L2) languages. Its use in this context is supported by a growing body of CMC research that highlights the importance of the negotiation of meaning and computer-based interaction in the process of second language…

  9. Socially Relevant Knowledge Based Telemedicine

    DTIC Science & Technology

    2013-02-01

    have potential to change behavior and/or attitude at different situations and different circumstances. Fogg mentions that there are many...persuade users to perform various activities. Fogg [8] defines persuasive technologies as “interactive computing systems designed to change...8] Fogg , B. J., Persuasive Technology: Using computers to change what we think and do, 2003, Morgan Kaufman. [9] Pedersen, P., Simulations: A

  10. Socially Relevant Knowledge Based Telemedicine

    DTIC Science & Technology

    2011-10-01

    or attitude at different situations and different circumstances. Fogg mentions that there are many reasons that computers can be better persuaders...finding appropriate way to persuade users to perform various activities. Fogg [8] defines persuasive technologies as “interactive computing systems...Education, IEEE Consumer Electronics Society Conference Games Innovation, ICE-GIC, 2009, pp 54-63. [8] Fogg , B. J., Persuasive Technology: Using

  11. Using NCLab-karel to improve computational thinking skill of junior high school students

    NASA Astrophysics Data System (ADS)

    Kusnendar, J.; Prabawa, H. W.

    2018-05-01

    Increasingly human interaction with technology and the increasingly complex development of digital technology world make the theme of computer science education interesting to study. Previous studies on Computer Literacy and Competency reveal that Indonesian teachers in general have fairly high computational skill, but their skill utilization are limited to some applications. This engenders limited and minimum computer-related learning for the students. On the other hand, computer science education is considered unrelated to real-world solutions. This paper attempts to address the utilization of NCLab- Karel in shaping the computational thinking in students. This computational thinking is believed to be able to making learn students about technology. Implementation of Karel utilization provides information that Karel is able to increase student interest in studying computational material, especially algorithm. Observations made during the learning process also indicate the growth and development of computing mindset in students.

  12. The virtual environment display system

    NASA Technical Reports Server (NTRS)

    Mcgreevy, Michael W.

    1991-01-01

    Virtual environment technology is a display and control technology that can surround a person in an interactive computer generated or computer mediated virtual environment. It has evolved at NASA-Ames since 1984 to serve NASA's missions and goals. The exciting potential of this technology, sometimes called Virtual Reality, Artificial Reality, or Cyberspace, has been recognized recently by the popular media, industry, academia, and government organizations. Much research and development will be necessary to bring it to fruition.

  13. Making Advanced Computer Science Topics More Accessible through Interactive Technologies

    ERIC Educational Resources Information Center

    Shao, Kun; Maher, Peter

    2012-01-01

    Purpose: Teaching advanced technical concepts in a computer science program to students of different technical backgrounds presents many challenges. The purpose of this paper is to present a detailed experimental pedagogy in teaching advanced computer science topics, such as computer networking, telecommunications and data structures using…

  14. Spatial interpretation of NASA's Marshall Space Flight Center Payload Operations Control Center using virtual reality technology

    NASA Technical Reports Server (NTRS)

    Lindsey, Patricia F.

    1993-01-01

    In its search for higher level computer interfaces and more realistic electronic simulations for measurement and spatial analysis in human factors design, NASA at MSFC is evaluating the functionality of virtual reality (VR) technology. Virtual reality simulation generates a three dimensional environment in which the participant appears to be enveloped. It is a type of interactive simulation in which humans are not only involved, but included. Virtual reality technology is still in the experimental phase, but it appears to be the next logical step after computer aided three-dimensional animation in transferring the viewer from a passive to an active role in experiencing and evaluating an environment. There is great potential for using this new technology when designing environments for more successful interaction, both with the environment and with another participant in a remote location. At the University of North Carolina, a VR simulation of a the planned Sitterson Hall, revealed a flaw in the building's design that had not been observed during examination of the more traditional building plan simulation methods on paper and on computer aided design (CAD) work station. The virtual environment enables multiple participants in remote locations to come together and interact with one another and with the environment. Each participant is capable of seeing herself and the other participants and of interacting with them within the simulated environment.

  15. Why Information Technologies Fail.

    ERIC Educational Resources Information Center

    Gayeski, Diane M.

    1989-01-01

    Discusses successes and failures in the field of instructional technology and suggests methods to design more appropriate systems that would present fewer barriers to adoption. Topics discussed include educational television; videotext; video technology; audiovisual aids; teleconferencing; computer assisted instruction; interactive video; CD-ROM;…

  16. MOO: Using a Computer Gaming Environment to Teach about Community Arts

    ERIC Educational Resources Information Center

    Garber, Elizabeth

    2004-01-01

    In this paper, the author discusses the use of an interactive computer technology, "MOO" (Multi-user domain, Object-Oriented), in her art education classes for preservice teachers. A MOO is a text-based environment wherein interactivity is centered on text exchanges made between users based on problems or other materials created by teachers. The…

  17. Visual Debugging of Object-Oriented Systems With the Unified Modeling Language

    DTIC Science & Technology

    2004-03-01

    to be “the systematic and imaginative use of the technology of interactive computer graphics and the disciplines of graphic design , typography ... Graphics volume 23 no 6, pp893-901, 1999. [SHN98] Shneiderman, B. Designing the User Interface. Strategies for Effective Human-Computer Interaction...System Design Objectives ................................................................................ 44 3.3 System Architecture

  18. Modeling and computational simulation and the potential of virtual and augmented reality associated to the teaching of nanoscience and nanotechnology

    NASA Astrophysics Data System (ADS)

    Ribeiro, Allan; Santos, Helen

    With the advent of new information and communication technologies (ICTs), the communicative interaction changes the way of being and acting of people, at the same time that changes the way of work activities related to education. In this range of possibilities provided by the advancement of computational resources include virtual reality (VR) and augmented reality (AR), are highlighted as new forms of information visualization in computer applications. While the RV allows user interaction with a virtual environment totally computer generated; in RA the virtual images are inserted in real environment, but both create new opportunities to support teaching and learning in formal and informal contexts. Such technologies are able to express representations of reality or of the imagination, as systems in nanoscale and low dimensionality, being imperative to explore, in the most diverse areas of knowledge, the potential offered by ICT and emerging technologies. In this sense, this work presents computer applications of virtual and augmented reality developed with the use of modeling and simulation in computational approaches to topics related to nanoscience and nanotechnology, and articulated with innovative pedagogical practices.

  19. The impact of computer display height and desk design on 3D posture during information technology work by young adults.

    PubMed

    Straker, L; Burgess-Limerick, R; Pollock, C; Murray, K; Netto, K; Coleman, J; Skoss, R

    2008-04-01

    Computer display height and desk design to allow forearm support are two critical design features of workstations for information technology tasks. However there is currently no 3D description of head and neck posture with different computer display heights and no direct comparison to paper based information technology tasks. There is also inconsistent evidence on the effect of forearm support on posture and no evidence on whether these features interact. This study compared the 3D head, neck and upper limb postures of 18 male and 18 female young adults whilst working with different display and desk design conditions. There was no substantial interaction between display height and desk design. Lower display heights increased head and neck flexion with more spinal asymmetry when working with paper. The curved desk, designed to provide forearm support, increased scapula elevation/protraction and shoulder flexion/abduction.

  20. Eye Tracking and Head Movement Detection: A State-of-Art Survey

    PubMed Central

    2013-01-01

    Eye-gaze detection and tracking have been an active research field in the past years as it adds convenience to a variety of applications. It is considered a significant untraditional method of human computer interaction. Head movement detection has also received researchers' attention and interest as it has been found to be a simple and effective interaction method. Both technologies are considered the easiest alternative interface methods. They serve a wide range of severely disabled people who are left with minimal motor abilities. For both eye tracking and head movement detection, several different approaches have been proposed and used to implement different algorithms for these technologies. Despite the amount of research done on both technologies, researchers are still trying to find robust methods to use effectively in various applications. This paper presents a state-of-art survey for eye tracking and head movement detection methods proposed in the literature. Examples of different fields of applications for both technologies, such as human-computer interaction, driving assistance systems, and assistive technologies are also investigated. PMID:27170851

  1. Microprocessors: Laboratory Simulation of Industrial Control Applications.

    ERIC Educational Resources Information Center

    Gedeon, David V.

    1981-01-01

    Describes a course to make technical managers more aware of computer technology and how data loggers, programmable controllers, and larger computer systems interact in a hierarchical configuration of manufacturing process control. (SK)

  2. Computer-mediated interdisciplinary teams: theory and reality.

    PubMed

    Vroman, Kerryellen; Kovacich, Joann

    2002-05-01

    The benefit of experience, tempered with the wisdom of hindsight and 5 years of text-based, asynchronous, computer-mediated, interdisciplinary team communications, provides the energy, insights and data shared in this article. Through the theoretical lens of group dynamics and the epistemology of interdisciplinary teaming, we analyze the interactions of a virtual interdisciplinary team to provide an understanding and appreciation of collaborative interdisciplinary communication in the context of interactive technologies. Whilst interactive technologies may require new patterns of language similar to that of learning a foreign language, what is communicated in the interdisciplinary team process does not change. Most important is the recognition that virtual teams, similar to their face-to-face counterparts, undergo the same challenges of interdisciplinary teaming and group developmental processes of formation: forming, storming, norming, performing, and transforming. After examining these dynamics of communication and collaboration in the context of the virtual team, the article concludes with guidelines facilitating interdisciplinary team computer-mediated communication.

  3. The use of interactive technology in the classroom.

    PubMed

    Kresic, P

    1999-01-01

    This article discusses the benefits that clinical laboratory science students and instructors experienced through the use of and integration of computer technology, microscopes, and digitizing cameras. Patient specimens were obtained from the participating clinical affiliates, slides stained or wet mounts prepared, images viewed under the microscope, digitized, and after labeling, stored into an appropriate folder. The individual folders were labeled as Hematology, Microbiology, Chemistry, or Urinalysis. Students, after obtaining the necessary specimens and pertinent data, created case study presentations for class discussions. After two semesters of utilizing videomicroscopy/computer technology in the classroom, students and instructors realized the potential associated with the technology, namely, the vast increase in the amount of organized visual and scientific information accessible and the availability of collaborative and interactive learning to complement individualized instruction. The instructors, on the other hand, were able to provide a wider variety of visual information on individual bases. In conclusion, the appropriate use of technology can enhance students' learning and participation. Increased student involvement through the use of videomicroscopy and computer technology heightened their sense of pride and ownership in providing suitable information in case study presentations. Also, visualization provides students and educators with alternative methods of teaching/learning and increased retention of information.

  4. The Role of Effective Modeling in the Development of Self-Efficacy: The Case of the Transparent Engine

    ERIC Educational Resources Information Center

    Scheibe, Kevin P.; Mennecke, Brian E.; Luse, Andy

    2007-01-01

    Computing technology augments learning in education in a number of ways. One particular method uses interactive programs to demonstrate complex concepts. The purpose of this article is to examine one type of interactive learning technology, the transparent engine. The transparent engine allows instructors and students to view and directly interact…

  5. TangibleCubes — Implementation of Tangible User Interfaces through the Usage of Microcontroller and Sensor Technology

    NASA Astrophysics Data System (ADS)

    Setscheny, Stephan

    The interaction between human beings and technology builds a central aspect in human life. The most common form of this human-technology interface is the graphical user interface which is controlled through the mouse and the keyboard. In consequence of continuous miniaturization and the increasing performance of microcontrollers and sensors for the detection of human interactions, developers receive new possibilities for realising innovative interfaces. As far as this movement is concerned, the relevance of computers in the common sense and graphical user interfaces is decreasing. Especially in the area of ubiquitous computing and the interaction through tangible user interfaces a highly impact of this technical evolution can be seen. Apart from this, tangible and experience able interaction offers users the possibility of an interactive and intuitive method for controlling technical objects. The implementation of microcontrollers for control functions and sensors enables the realisation of these experience able interfaces. Besides the theories about tangible user interfaces, the consideration about sensors and the Arduino platform builds a main aspect of this work.

  6. A virtual computer lab for distance biomedical technology education.

    PubMed

    Locatis, Craig; Vega, Anibal; Bhagwat, Medha; Liu, Wei-Li; Conde, Jose

    2008-03-13

    The National Library of Medicine's National Center for Biotechnology Information offers mini-courses which entail applying concepts in biochemistry and genetics to search genomics databases and other information sources. They are highly interactive and involve use of 3D molecular visualization software that can be computationally taxing. Methods were devised to offer the courses at a distance so as to provide as much functionality of a computer lab as possible, the venue where they are normally taught. The methods, which can be employed with varied videoconferencing technology and desktop sharing software, were used to deliver mini-courses at a distance in pilot applications where students could see demonstrations by the instructor and the instructor could observe and interact with students working at their remote desktops. Student ratings of the learning experience and comments to open ended questions were similar to those when the courses are offered face to face. The real time interaction and the instructor's ability to access student desktops from a distance in order to provide individual assistance and feedback were considered invaluable. The technologies and methods mimic much of the functionality of computer labs and may be usefully applied in any context where content changes frequently, training needs to be offered on complex computer applications at a distance in real time, and where it is necessary for the instructor to monitor students as they work.

  7. Human Computer Interaction (HCI) and Internet Residency: Implications for Both Personal Life and Teaching/Learning

    ERIC Educational Resources Information Center

    Crearie, Linda

    2016-01-01

    Technological advances over the last decade have had a significant impact on the teaching and learning experiences students encounter today. We now take technologies such as Web 2.0, mobile devices, cloud computing, podcasts, social networking, super-fast broadband, and connectedness for granted. So what about the student use of these types of…

  8. Technology Needs for Teachers Web Development and Curriculum Adaptations

    NASA Technical Reports Server (NTRS)

    Carroll, Christy J.

    1999-01-01

    Computer-based mathematics and science curricula focusing on NASA inventions and technologies will enhance current teacher knowledge and skills. Materials and interactive software developed by educators will allow students to integrate their various courses, to work cooperatively, and to collaborate with both NASA scientists and students at other locations by using computer networks, email and the World Wide Web.

  9. Nontrivial, Nonintelligent, Computer-Based Learning.

    ERIC Educational Resources Information Center

    Bork, Alfred

    1987-01-01

    This paper describes three interactive computer programs used with personal computers to present science learning modules for all ages. Developed by groups of teachers at the Educational Technology Center at the University of California, Irvine, these instructional materials do not use the techniques of contemporary artificial intelligence. (GDC)

  10. Evaluation of an eye-pointer interaction device for human-computer interaction.

    PubMed

    Cáceres, Enrique; Carrasco, Miguel; Ríos, Sebastián

    2018-03-01

    Advances in eye-tracking technology have led to better human-computer interaction, and involve controlling a computer without any kind of physical contact. This research describes the transformation of a commercial eye-tracker for use as an alternative peripheral device in human-computer interactions, implementing a pointer that only needs the eye movements of a user facing a computer screen, thus replacing the need to control the software by hand movements. The experiment was performed with 30 test individuals who used the prototype with a set of educational videogames. The results show that, although most of the test subjects would prefer a mouse to control the pointer, the prototype tested has an empirical precision similar to that of the mouse, either when trying to control its movements or when attempting to click on a point of the screen.

  11. Computer Literacy and Social Stratification. Interactive Technology Laboratory Report #9.

    ERIC Educational Resources Information Center

    Mehan, Hugh

    As schools acquire and use computers for educational purposes, two major questions arise: (1) whether students from different strata of society will obtain equal access to computers, and (2) whether students from different strata of society will be taught similar or different uses of the computer. To explore the relationship between the…

  12. Computer Assisted Language Learning. Routledge Studies in Computer Assisted Language Learning

    ERIC Educational Resources Information Center

    Pennington, Martha

    2011-01-01

    Computer-assisted language learning (CALL) is an approach to language teaching and learning in which computer technology is used as an aid to the presentation, reinforcement and assessment of material to be learned, usually including a substantial interactive element. This books provides an up-to date and comprehensive overview of…

  13. Computers, Remote Teleprocessing and Mass Communication.

    ERIC Educational Resources Information Center

    Cropley, A. J.

    Recent developments in computer technology are reducing the limitations of computers as mass communication devices. The growth of remote teleprocessing is one important step. Computers can now interact with users via terminals which may be hundreds of miles from the actual mainframe machine. Many terminals can be in operation at once, so that many…

  14. Use an Interactive Whiteboard: Get a Handle on How This Technology Can Spice up the Classroom

    ERIC Educational Resources Information Center

    Branzburg, Jeffrey

    2006-01-01

    Interactive whiteboards are desirable peripherals these days. When hooked up to a computer, the whiteboard's screen becomes a "live" computer desktop, which can be tapped to pull down menus, highlight, and move or open files. Users can also circle relevant sections on the projected image, draw geometric figures, and underline. Then they can save…

  15. Situated Computing: The Next Frontier for HCI Research

    DTIC Science & Technology

    2002-01-01

    population works and lives with information. Most individuals interact with information through a single portal: a personal desktop or laptop...of single devices, nor will one person necessarily own each device. This leap of imagination requires that human-computer interaction (HCI...wireless technologies, including Bluetooth [16], IrDA [22] (Infrared Data Association- standards for infrared communications) and HomeRF TM [21

  16. A network meta-analysis on the effects of information technology application on preoperative knowledge of patients.

    PubMed

    Lai, Yi-Horng

    2015-01-01

    The application of information technology in health education plan in Taiwan has existed for a long time. The purpose of this study is to explore the relationship between information technology application in health education and patients' preoperative knowledge by synthesizing existing researches that compare the effectiveness of information technology application and traditional instruction in the health education plan. In spite of claims regarding the potential benefits of using information technology in health education plan, results of previous researches were conflicting. This study is carried out to examine the effectiveness of information technology by using network meta-analysis, which is a statistical analysis of separate but similar studies in order to test the pooled data for statistical significance. Information technology application in health education discussed in this study include interactive technology therapy (person-computer), group interactive technology therapy (person-person), multimedia technology therapy and video therapy. The result has shown that group interactive technology therapy is the most effective, followed by interactive technology therapy. And these four therapies of information technology are all superior to the traditional health education plan (leaflet therapy).

  17. Law of Large Numbers: The Theory, Applications and Technology-Based Education

    ERIC Educational Resources Information Center

    Dinov, Ivo D.; Christou, Nicolas; Gould, Robert

    2009-01-01

    Modern approaches for technology-based blended education utilize a variety of recently developed novel pedagogical, computational and network resources. Such attempts employ technology to deliver integrated, dynamically-linked, interactive-content and heterogeneous learning environments, which may improve student comprehension and information…

  18. The Construction of Knowledge through Social Interaction via Computer-Mediated Communication

    ERIC Educational Resources Information Center

    Saritas, Tuncay

    2008-01-01

    With the advance in information and communication technologies, computer-mediated communication--more specifically computer conferencing systems (CCS)--has captured the interest of educators as an ideal tool to create a learning environment featuring active, participative, and reflective learning. Educators are increasingly adapting the features…

  19. Development of Computer-Based Resources for Textile Education.

    ERIC Educational Resources Information Center

    Hopkins, Teresa; Thomas, Andrew; Bailey, Mike

    1998-01-01

    Describes the production of computer-based resources for students of textiles and engineering in the United Kingdom. Highlights include funding by the Teaching and Learning Technology Programme (TLTP), courseware author/subject expert interaction, usage test and evaluation, authoring software, graphics, computer-aided design simulation, self-test…

  20. Pedagogy and Interactive White Board Technology Integration in Higher Education Institutions: Computer-Based Teaching Scenario Protoypes

    ERIC Educational Resources Information Center

    Al-Qirim, Nabeel; Mesmari, Ahlam; Mazroeei, Khawlah; Khatri, Shamma; Kaabi, Zuwainah

    2017-01-01

    This research is part of a research trilogy that investigated issues impacting Interactive White Board Technology (IWBT) adoption and use in a higher education institution. The other two research studies in this trilogy used (1) focus group approach and (2) survey research to identify such impacting factors. One major insight from these two…

  1. Website on Protein Interaction and Protein Structure Related Work

    NASA Technical Reports Server (NTRS)

    Samanta, Manoj; Liang, Shoudan; Biegel, Bryan (Technical Monitor)

    2003-01-01

    In today's world, three seemingly diverse fields - computer information technology, nanotechnology and biotechnology are joining forces to enlarge our scientific knowledge and solve complex technological problems. Our group is dedicated to conduct theoretical research exploring the challenges in this area. The major areas of research include: 1) Yeast Protein Interactions; 2) Protein Structures; and 3) Current Transport through Small Molecules.

  2. Welcome to health information science and systems.

    PubMed

    Zhang, Yanchun

    2013-01-01

    Health Information Science and Systems is an exciting, new, multidisciplinary journal that aims to use technologies in computer science to assist in disease diagnoses, treatment, prediction and monitoring through the modeling, design, development, visualization, integration and management of health related information. These computer-science technologies include such as information systems, web technologies, data mining, image processing, user interaction and interface, sensors and wireless networking and are applicable to a wide range of health related information including medical data, biomedical data, bioinformatics data, public health data.

  3. Numerical Prediction Methods (Reynolds-Averaged Navier-Stokes Simulations of Transonic Separated Flows)

    NASA Technical Reports Server (NTRS)

    Mehta, Unmeel; Lomax, Harvard

    1981-01-01

    During the past five years, numerous pioneering archival publications have appeared that have presented computer solutions of the mass-weighted, time-averaged Navier-Stokes equations for transonic problems pertinent to the aircraft industry. These solutions have been pathfinders of developments that could evolve into a major new technological capability, namely the computational Navier-Stokes technology, for the aircraft industry. So far these simulations have demonstrated that computational techniques, and computer capabilities have advanced to the point where it is possible to solve forms of the Navier-Stokes equations for transonic research problems. At present there are two major shortcomings of the technology: limited computer speed and memory, and difficulties in turbulence modelling and in computation of complex three-dimensional geometries. These limitations and difficulties are the pacing items of the continuing developments, although the one item that will most likely turn out to be the most crucial to the progress of this technology is turbulence modelling. The objective of this presentation is to discuss the state of the art of this technology and suggest possible future areas of research. We now discuss some of the flow conditions for which the Navier-Stokes equations appear to be required. On an airfoil there are four different types of interaction of a shock wave with a boundary layer: (1) shock-boundary-layer interaction with no separation, (2) shock-induced turbulent separation with immediate reattachment (we refer to this as a shock-induced separation bubble), (3) shock-induced turbulent separation without reattachment, and (4) shock-induced separation bubble with trailing edge separation.

  4. Socially Relevant Knowledge Based Telemedicine

    DTIC Science & Technology

    2012-10-01

    provide, they have potential to change behavior and/or attitude at different situations and different circumstances. Fogg mentions that there are many...appropriate way to persuade users to perform various activities. Fogg [8] defines persuasive technologies as “interactive computing systems designed to...2009, pp 54-63. [8] Fogg , B. J., Persuasive Technology: Using computers to change what we think and do, 2003, Morgan Kaufman. [9] Pedersen, P

  5. Graphical Requirements for Force Level Planning. Volume 2

    DTIC Science & Technology

    1991-09-01

    technology review includes graphics algorithms, computer hardware, computer software, and design methodologies. The technology can either exist today or...level graphics language. 7.4 User Interface Design Tools As user interfaces have become more sophisticated, they have become harder to develop. Xl...Setphen M. Pizer, editors. Proceedings 1986 Workshop on Interactive 31) Graphics , October 1986. 18 J. S. Dumas. Designing User Interface Software. Prentice

  6. Evaluation of Physiological and Psychological Impairment of Human Performance in Cold Stressed Subjects

    DTIC Science & Technology

    1990-03-23

    defined (personal communciation between R. Pozos and Simon, 1985). In summary, there have been studies dealing with shivering which indicate that the...microcomputer (IBM PS/2, Model 30/286). The Firearms Training System combines features of several technologies, notably: interactive video-disc/ computer ...technology and laser designator/camera/ computer /target-hit generation, which provides for immediate visual performance feedback. The subject is

  7. CATTS (Computer Assisted Teacher Training System) Technology in Analyzing Observational Data from Public School Classrooms: A Study of Interactive Tactics and Decisions of Teachers.

    ERIC Educational Resources Information Center

    Lynch, William W.

    Prompting of reading errors is a common pattern of teaching behavior occurring in reading groups. Teachers' tactics in responding to pupil errors during oral reading in public school classrooms were analyzed with the assistance of the technology of the Computer Assisted Teacher Training System (CATTS) to formulate hypotheses about teacher decision…

  8. Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…

  9. On Emulation of Flueric Devices in Excitable Chemical Medium

    PubMed Central

    Adamatzky, Andrew

    2016-01-01

    Flueric devices are fluidic devices without moving parts. Fluidic devices use fluid as a medium for information transfer and computation. A Belousov-Zhabotinsky (BZ) medium is a thin-layer spatially extended excitable chemical medium which exhibits travelling excitation wave-fronts. The excitation wave-fronts transfer information. Flueric devices compute via jets interaction. BZ devices compute via excitation wave-fronts interaction. In numerical model of BZ medium we show that functions of key flueric devices are implemented in the excitable chemical system: signal generator, and, xor, not and nor Boolean gates, delay elements, diodes and sensors. Flueric devices have been widely used in industry since late 1960s and are still employed in automotive and aircraft technologies. Implementation of analog of the flueric devices in the excitable chemical systems opens doors to further applications of excitation wave-based unconventional computing in soft robotics, embedded organic electronics and living technologies. PMID:27997561

  10. On Emulation of Flueric Devices in Excitable Chemical Medium.

    PubMed

    Adamatzky, Andrew

    2016-01-01

    Flueric devices are fluidic devices without moving parts. Fluidic devices use fluid as a medium for information transfer and computation. A Belousov-Zhabotinsky (BZ) medium is a thin-layer spatially extended excitable chemical medium which exhibits travelling excitation wave-fronts. The excitation wave-fronts transfer information. Flueric devices compute via jets interaction. BZ devices compute via excitation wave-fronts interaction. In numerical model of BZ medium we show that functions of key flueric devices are implemented in the excitable chemical system: signal generator, and, xor, not and nor Boolean gates, delay elements, diodes and sensors. Flueric devices have been widely used in industry since late 1960s and are still employed in automotive and aircraft technologies. Implementation of analog of the flueric devices in the excitable chemical systems opens doors to further applications of excitation wave-based unconventional computing in soft robotics, embedded organic electronics and living technologies.

  11. THE COMPUTER AND THE ARCHITECTURAL PROFESSION.

    ERIC Educational Resources Information Center

    HAVILAND, DAVID S.

    THE ROLE OF ADVANCING TECHNOLOGY IN THE FIELD OF ARCHITECTURE IS DISCUSSED IN THIS REPORT. PROBLEMS IN COMMUNICATION AND THE DESIGN PROCESS ARE IDENTIFIED. ADVANTAGES AND DISADVANTAGES OF COMPUTERS ARE MENTIONED IN RELATION TO MAN AND MACHINE INTERACTION. PRESENT AND FUTURE IMPLICATIONS OF COMPUTER USAGE ARE IDENTIFIED AND DISCUSSED WITH RESPECT…

  12. Computer-Based Arithmetic Test Generation

    ERIC Educational Resources Information Center

    Trocchi, Robert F.

    1973-01-01

    The computer can be a welcome partner in the instructional process, but only if there is man-machine interaction. Man should not compromise system design because of available hardware; the computer must fit the system design for the result to represent an acceptable solution to instructional technology. The Arithmetic Test Generator system fits…

  13. Computer Problem-Solving Coaches for Introductory Physics: Design and Usability Studies

    ERIC Educational Resources Information Center

    Ryan, Qing X.; Frodermann, Evan; Heller, Kenneth; Hsu, Leonardo; Mason, Andrew

    2016-01-01

    The combination of modern computing power, the interactivity of web applications, and the flexibility of object-oriented programming may finally be sufficient to create computer coaches that can help students develop metacognitive problem-solving skills, an important competence in our rapidly changing technological society. However, no matter how…

  14. Bringing education to your virtual doorstep

    NASA Astrophysics Data System (ADS)

    Kaurov, Vitaliy

    2013-03-01

    We currently witness significant migration of academic resources towards online CMS, social networking, and high-end computerized education. This happens for traditional academic programs as well as for outreach initiatives. The talk will go over a set of innovative integrated technologies, many of which are free. These were developed by Wolfram Research in order to facilitate and enhance the learning process in mathematical and physical sciences. Topics include: cloud computing with Mathematica Online; natural language programming; interactive educational resources and web publishing at the Wolfram Demonstrations Project; the computational knowledge engine Wolfram Alpha; Computable Document Format (CDF) and self-publishing with interactive e-books; course assistant apps for mobile platforms. We will also discuss outreach programs where such technologies are extensively used, such as the Wolfram Science Summer School and the Mathematica Summer Camp.

  15. Multimedia And Internetworking Architecture Infrastructure On Interactive E-Learning System

    NASA Astrophysics Data System (ADS)

    Indah, K. A. T.; Sukarata, G.

    2018-01-01

    Interactive e-learning is a distance learning method that involves information technology, electronic system or computer as one means of learning system used for teaching and learning process that is implemented without having face to face directly between teacher and student. A strong dependence on emerging technologies greatly influences the way in which the architecture is designed to produce a powerful interactive e-learning network. In this paper analyzed an architecture model where learning can be done interactively, involving many participants (N-way synchronized distance learning) using video conferencing technology. Also used broadband internet network as well as multicast techniques as a troubleshooting method for bandwidth usage can be efficient.

  16. Wolfram technologies as an integrated scalable platform for interactive learning

    NASA Astrophysics Data System (ADS)

    Kaurov, Vitaliy

    2012-02-01

    We rely on technology profoundly with the prospect of even greater integration in the future. Well known challenges in education are a technology-inadequate curriculum and many software platforms that are difficult to scale or interconnect. We'll review an integrated technology, much of it free, that addresses these issues for individuals and small schools as well as for universities. Topics include: Mathematica, a programming environment that offers a diverse range of functionality; natural language programming for getting started quickly and accessing data from Wolfram|Alpha; quick and easy construction of interactive courseware and scientific applications; partnering with publishers to create interactive e-textbooks; course assistant apps for mobile platforms; the computable document format (CDF); teacher-student and student-student collaboration on interactive projects and web publishing at the Wolfram Demonstrations site.

  17. Electronic Media, Videodisc Technology, and the Visual Arts.

    ERIC Educational Resources Information Center

    Anderson, Frances E.

    1985-01-01

    The potential of electronic media for art education is examined. Discussed are computers, video recorders, interactive video discs, and two-way cable television. Emphasis is on laser videodisc technology. What changes must occur in the educational system to accommodate technology and discipline-based art education are also discussed. (Author/RM)

  18. A Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…

  19. Teaching and Learning in the Mixed-Reality Science Classroom

    ERIC Educational Resources Information Center

    Tolentino, Lisa; Birchfield, David; Megowan-Romanowicz, Colleen; Johnson-Glenberg, Mina C.; Kelliher, Aisling; Martinez, Christopher

    2009-01-01

    As emerging technologies become increasingly inexpensive and robust, there is an exciting opportunity to move beyond general purpose computing platforms to realize a new generation of K-12 technology-based learning environments. Mixed-reality technologies integrate real world components with interactive digital media to offer new potential to…

  20. Technology Acceptance in Social Work Education: Implications for the Field Practicum

    ERIC Educational Resources Information Center

    Colvin, Alex Don; Bullock, Angela N.

    2014-01-01

    The exponential growth and sophistication of new information and computer technology (ICT) have greatly influenced human interactions and provided new metaphors for understanding the world. The acceptance and integration of ICT into social work field education are examined here using the technological acceptance model. This article also explores…

  1. Developing Emotion-Aware, Advanced Learning Technologies: A Taxonomy of Approaches and Features

    ERIC Educational Resources Information Center

    Harley, Jason M.; Lajoie, Susanne P.; Frasson, Claude; Hall, Nathan C.

    2017-01-01

    A growing body of work on intelligent tutoring systems, affective computing, and artificial intelligence in education is exploring creative, technology-driven approaches to enhance learners' experience of adaptive, positively-valenced emotions while interacting with advanced learning technologies. Despite this, there has been no published work to…

  2. The Making of a History Standards Wiki: "Covering", "Uncovering", and "Discovering" Curriculum Frameworks Using a Highly Interactive Technology

    ERIC Educational Resources Information Center

    Maloy, Robert W.; Poirier, Michelle; Smith, Hilary K.; Edwards, Sharon A.

    2010-01-01

    This article explores using a wiki, one of the newest forms of interactive computer-based technology, as a resource for teaching the Massachusetts K-12 History and Social Science Curriculum Framework, a set of state-mandated learning standards. Wikis are web pages that can be easily edited by multiple authors. They invite active involvement by…

  3. Factors related to the implementation and diffusion of new technologies: a pilot study

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Not Available

    1979-06-01

    In order to develop an understanding of how government intervention affects the processes of implementation and diffusion of new technologies, case studies of 14 technologies were carried out: automobiles; broadcast radio; frozen foods; black and white TV; color TV; polio vaccine; supersonic transport; fluoridation of water supplies; computer-aided instruction; basic oxygen process for steel; numerical control in manufacturing; digital computers; lasers; and integrated circuit. The key factors, their motivations for implementing/adopting the technology (or not doing so), the interactions among the key factors, and how these affected implementation/adoption are examined.

  4. How Levels of Interactivity in Tutorials Affect Students' Learning of Modeling Transportation Problems in a Spreadsheet

    ERIC Educational Resources Information Center

    Seal, Kala Chand; Przasnyski, Zbigniew H.; Leon, Linda A.

    2010-01-01

    Do students learn to model OR/MS problems better by using computer-based interactive tutorials and, if so, does increased interactivity in the tutorials lead to better learning? In order to determine the effect of different levels of interactivity on student learning, we used screen capture technology to design interactive support materials for…

  5. Interactive Video in Vocational Education. Overview. ERIC Digest No. 51.

    ERIC Educational Resources Information Center

    Kerka, Sandra

    Interactive video, a combination of computer-assisted instruction and video technology, is an important new development in instructional media. Because interactive video has its roots in individualized instruction, it is particulary useful in personalizing instruction by allowing students to proceed at their own pace (one of the tenets of…

  6. Interactive systems design and synthesis of future spacecraft concepts

    NASA Technical Reports Server (NTRS)

    Wright, R. L.; Deryder, D. D.; Ferebee, M. J., Jr.

    1984-01-01

    An interactive systems design and synthesis is performed on future spacecraft concepts using the Interactive Design and Evaluation of Advanced spacecraft (IDEAS) computer-aided design and analysis system. The capabilities and advantages of the systems-oriented interactive computer-aided design and analysis system are described. The synthesis of both large antenna and space station concepts, and space station evolutionary growth is demonstrated. The IDEAS program provides the user with both an interactive graphics and an interactive computing capability which consists of over 40 multidisciplinary synthesis and analysis modules. Thus, the user can create, analyze and conduct parametric studies and modify Earth-orbiting spacecraft designs (space stations, large antennas or platforms, and technologically advanced spacecraft) at an interactive terminal with relative ease. The IDEAS approach is useful during the conceptual design phase of advanced space missions when a multiplicity of parameters and concepts must be analyzed and evaluated in a cost-effective and timely manner.

  7. The Role of Computer-Aided Instruction in Science Courses and the Relevant Misconceptions of Pre-Service Teachers

    ERIC Educational Resources Information Center

    Aksakalli, Ayhan; Turgut, Umit; Salar, Riza

    2016-01-01

    This research aims to investigate the ways in which pre-service physics teachers interact with computers, which, as an indispensable means of today's technology, are of major value in education and training, and to identify any misconceptions said teachers may have about computer-aided instruction. As part of the study, computer-based physics…

  8. Interaction and Cognition in Asynchronous Computer Conferencing

    ERIC Educational Resources Information Center

    Schrire, Sarah

    2004-01-01

    This paper is based on a multiple-case study of the learning process in three asynchronous computer conferences. The conferences were part of the distance learning component in doctoral degree courses in computing technology in education offered at an American university. The conferences were analyzed from a number of perspectives, the emphasis in…

  9. Integration of Computer Technology Into an Introductory-Level Neuroscience Laboratory

    ERIC Educational Resources Information Center

    Evert, Denise L.; Goodwin, Gregory; Stavnezer, Amy Jo

    2005-01-01

    We describe 3 computer-based neuroscience laboratories. In the first 2 labs, we used commercially available interactive software to enhance the study of functional and comparative neuroanatomy and neurophysiology. In the remaining lab, we used customized software and hardware in 2 psychophysiological experiments. With the use of the computer-based…

  10. Computer-Assisted Language Learning: Diversity in Research and Practice

    ERIC Educational Resources Information Center

    Stockwell, Glenn, Ed.

    2012-01-01

    Computer-assisted language learning (CALL) is an approach to teaching and learning languages that uses computers and other technologies to present, reinforce, and assess material to be learned, or to create environments where teachers and learners can interact with one another and the outside world. This book provides a much-needed overview of the…

  11. Ethical Issues Associated with the Use of Interactive Technology in Learning Environments.

    ERIC Educational Resources Information Center

    Bork, Alfred

    1988-01-01

    Discusses general social, moral, and ethical issues connected with computers in education; considers ethical issues related to the development of computer-based learning materials; and examines the use of the computer as a medium for ethical and moral education. Highlights include equity of access, games and learning, and cultural bias. (seven…

  12. Hands in space: gesture interaction with augmented-reality interfaces.

    PubMed

    Billinghurst, Mark; Piumsomboon, Tham; Huidong Bai

    2014-01-01

    Researchers at the Human Interface Technology Laboratory New Zealand (HIT Lab NZ) are investigating free-hand gestures for natural interaction with augmented-reality interfaces. They've applied the results to systems for desktop computers and mobile devices.

  13. BioSIGHT: Interactive Visualization Modules for Science Education

    NASA Technical Reports Server (NTRS)

    Wong, Wee Ling

    1998-01-01

    Redefining science education to harness emerging integrated media technologies with innovative pedagogical goals represents a unique challenge. The Integrated Media Systems Center (IMSC) is the only engineering research center in the area of multimedia and creative technologies sponsored by the National Science Foundation. The research program at IMSC is focused on developing advanced technologies that address human-computer interfaces, database management, and high-speed network capabilities. The BioSIGHT project at is a demonstration technology project in the area of education that seeks to address how such emerging multimedia technologies can make an impact on science education. The scope of this project will help solidify NASA's commitment for the development of innovative educational resources that promotes science literacy for our students and the general population as well. These issues must be addressed as NASA marches toward the goal of enabling human space exploration that requires an understanding of life sciences in space. The IMSC BioSIGHT lab was established with the purpose of developing a novel methodology that will map a high school biology curriculum into a series of interactive visualization modules that can be easily incorporated into a space biology curriculum. Fundamental concepts in general biology must be mastered in order to allow a better understanding and application for space biology. Interactive visualization is a powerful component that can capture the students' imagination, facilitate their assimilation of complex ideas, and help them develop integrated views of biology. These modules will augment the role of the teacher and will establish the value of student-centered interactivity, both in an individual setting as well as in a collaborative learning environment. Students will be able to interact with the content material, explore new challenges, and perform virtual laboratory simulations. The BioSIGHT effort is truly cross-disciplinary in nature and requires expertise from many areas including Biology, Computer Science Electrical Engineering, Education, and the Cognitive Sciences. The BioSIGHT team includes a scientific illustrator, educational software designer, computer programmers as well as IMSC graduate and undergraduate students.

  14. Implicit prosody mining based on the human eye image capture technology

    NASA Astrophysics Data System (ADS)

    Gao, Pei-pei; Liu, Feng

    2013-08-01

    The technology of eye tracker has become the main methods of analyzing the recognition issues in human-computer interaction. Human eye image capture is the key problem of the eye tracking. Based on further research, a new human-computer interaction method introduced to enrich the form of speech synthetic. We propose a method of Implicit Prosody mining based on the human eye image capture technology to extract the parameters from the image of human eyes when reading, control and drive prosody generation in speech synthesis, and establish prosodic model with high simulation accuracy. Duration model is key issues for prosody generation. For the duration model, this paper put forward a new idea for obtaining gaze duration of eyes when reading based on the eye image capture technology, and synchronous controlling this duration and pronunciation duration in speech synthesis. The movement of human eyes during reading is a comprehensive multi-factor interactive process, such as gaze, twitching and backsight. Therefore, how to extract the appropriate information from the image of human eyes need to be considered and the gaze regularity of eyes need to be obtained as references of modeling. Based on the analysis of current three kinds of eye movement control model and the characteristics of the Implicit Prosody reading, relative independence between speech processing system of text and eye movement control system was discussed. It was proved that under the same text familiarity condition, gaze duration of eyes when reading and internal voice pronunciation duration are synchronous. The eye gaze duration model based on the Chinese language level prosodic structure was presented to change previous methods of machine learning and probability forecasting, obtain readers' real internal reading rhythm and to synthesize voice with personalized rhythm. This research will enrich human-computer interactive form, and will be practical significance and application prospect in terms of disabled assisted speech interaction. Experiments show that Implicit Prosody mining based on the human eye image capture technology makes the synthesized speech has more flexible expressions.

  15. Real World Connections Through Videoconferences

    NASA Technical Reports Server (NTRS)

    Peterson, Ruth; Lytle, John (Technical Monitor)

    2002-01-01

    The Learning Technologies Project (LTP) is a partner in the National Aeronautics and Space Administration's (NASA's) educational technology program unit, an electronic community center that fosters interaction, collaboration, and sharing among educators, learners, and scientists. The goal of the NASA Glenn Research Center's Learning Technologies Project is to increase students' interest and proficiency in mathematics, science, and technology through the use of computing and communications technology and by using NASA's mission in aerospace technology as a theme. The primary components are: (1) Beginner's Guide to Aeronautics, including interactive simulation packages and teacher-created online activities. (2) NASA Virtual Visits, videoconferences (with online pre-post-conference activities) connecting students and teachers to NASA scientists and researchers.

  16. Development of the Telehealth Usability Questionnaire (TUQ).

    PubMed

    Parmanto, Bambang; Lewis, Allen Nelson; Graham, Kristin M; Bertolet, Marnie H

    2016-01-01

    Current telehealth usability questionnaires are designed primarily for older technologies, where telehealth interaction is conducted over dedicated videoconferencing applications. However, telehealth services are increasingly conducted over computer-based systems that rely on commercial software and a user supplied computer interface. Therefore, a usability questionnaire that addresses the changes in telehealth service delivery and technology is needed. The Telehealth Usability Questionnaire (TUQ) was developed to evaluate the usability of telehealth implementation and services. This paper addresses: (1) the need for a new measure of telehealth usability, (2) the development of the TUQ, (3) intended uses for the TUQ, and (4) the reliability of the TUQ. Analyses indicate that the TUQ is a solid, robust, and versatile measure that can be used to measure the quality of the computer-based user interface and the quality of the telehealth interaction and services.

  17. Quo vadimus? The 21st Century and multimedia

    NASA Technical Reports Server (NTRS)

    Kuhn, Allan D.

    1991-01-01

    The concept is related of computer driven multimedia to the NASA Scientific and Technical Information Program (STIP). Multimedia is defined here as computer integration and output of text, animation, audio, video, and graphics. Multimedia is the stage of computer based information that allows access to experience. The concepts are also drawn in of hypermedia, intermedia, interactive multimedia, hypertext, imaging, cyberspace, and virtual reality. Examples of these technology developments are given for NASA, private industry, and academia. Examples of concurrent technology developments and implementations are given to show how these technologies, along with multimedia, have put us at the threshold of the 21st century. The STI Program sees multimedia as an opportunity for revolutionizing the way STI is managed.

  18. Open source tools for large-scale neuroscience.

    PubMed

    Freeman, Jeremy

    2015-06-01

    New technologies for monitoring and manipulating the nervous system promise exciting biology but pose challenges for analysis and computation. Solutions can be found in the form of modern approaches to distributed computing, machine learning, and interactive visualization. But embracing these new technologies will require a cultural shift: away from independent efforts and proprietary methods and toward an open source and collaborative neuroscience. Copyright © 2015 The Author. Published by Elsevier Ltd.. All rights reserved.

  19. Motivating At-Risk Students through Computer-based Cooperative Learning Activities.

    ERIC Educational Resources Information Center

    Gan, Siowck-Lee

    1999-01-01

    Malaysian at-risk students trained in information-technology skills were appointed to lead cooperative-learning groups engaged in computer-search activities. Activities were structured to incorporate individual accountability, positive interdependence and interaction, collaborative skills, and group processing. Motivation, self-confidence,…

  20. Conceptual spacecraft systems design and synthesis

    NASA Technical Reports Server (NTRS)

    Wright, R. L.; Deryder, D. D.; Ferebee, M. J., Jr.

    1984-01-01

    An interactive systems design and synthesis is performed on future spacecraft concepts using the Interactive Design and Evaluation of Advanced Systems (IDEAS) computer-aided design and analysis system. The capabilities and advantages of the systems-oriented interactive computer-aided design and analysis system are described. The synthesis of both large antenna and space station concepts, and space station evolutionary growth designs is demonstrated. The IDEAS program provides the user with both an interactive graphics and an interactive computing capability which consists of over 40 multidisciplinary synthesis and analysis modules. Thus, the user can create, analyze, and conduct parametric studies and modify earth-orbiting spacecraft designs (space stations, large antennas or platforms, and technologically advanced spacecraft) at an interactive terminal with relative ease. The IDEAS approach is useful during the conceptual design phase of advanced space missions when a multiplicity of parameters and concepts must be analyzed and evaluated in a cost-effective and timely manner.

  1. Interactive Videodisc as a Component in a Multi-Method Approach to Anatomy and Physiology.

    ERIC Educational Resources Information Center

    Wheeler, Donald A.; Wheeler, Mary Jane

    At Cuyahoga Community College (Ohio), computer-controlled interactive videodisc technology is being used as one of several instructional methods to teach anatomy and physiology. The system has the following features: audio-visual instruction, interaction with immediate feedback, self-pacing, fill-in-the-blank quizzes for testing total recall,…

  2. Interactive Video in Training. Computers in Personnel--Making Management Profitable.

    ERIC Educational Resources Information Center

    Copeland, Peter

    Interactive video is achieved by merging the two powerful technologies of microcomputing and video. Using television as the vehicle for display, text and diagrams, filmic images, and sound can be used separately or in combination to achieve a specific training task. An interactive program can check understanding, determine progress, and challenge…

  3. Task-Induced Development of Hinting Behaviors in Online Task-Oriented L2 Interaction

    ERIC Educational Resources Information Center

    Balaman, Ufuk

    2018-01-01

    Technology-mediated task settings are rich interactional domains in which second language (L2) learners manage a multitude of interactional resources for task accomplishment. The affordances of these settings have been repeatedly addressed in computer-assisted language learning (CALL) literature mainly based on theory-informed task design…

  4. Central Limit Theorem: New SOCR Applet and Demonstration Activity

    ERIC Educational Resources Information Center

    Dinov, Ivo D.; Christou, Nicholas; Sanchez, Juana

    2008-01-01

    Modern approaches for information technology based blended education utilize a variety of novel instructional, computational and network resources. Such attempts employ technology to deliver integrated, dynamically linked, interactive content and multi-faceted learning environments, which may facilitate student comprehension and information…

  5. Optical Disk Technology.

    ERIC Educational Resources Information Center

    Abbott, George L.; And Others

    1987-01-01

    This special feature focuses on recent developments in optical disk technology. Nine articles discuss current trends, large scale image processing, data structures for optical disks, the use of computer simulators to create optical disks, videodisk use in training, interactive audio video systems, impacts on federal information policy, and…

  6. Posture, Musculoskeletal Activities, and Possible Musculoskeletal Discomfort Among Children Using Laptops or Tablet Computers for Educational Purposes: A Literature Review

    NASA Astrophysics Data System (ADS)

    Binboğa, Elif; Korhan, Orhan

    2014-10-01

    Educational ergonomics focuses on the interaction between educational performance and educational design. By improving the design or pointing out the possible problems, educational ergonomics can be utilized to have positive impacts on the student performance and thus on education process. Laptops and tablet computers are becoming widely used by school children and beginning to be used effectively for educational purposes. As the latest generation of laptops and tablet computers are mobile and lightweight compared to conventional personal computers, they support student-centred interaction-based learning. However, these technologies have been introduced into schools with minimal adaptations to furniture or attention to ergonomics. There are increasing reports of an association between increased musculoskeletal (MSK) problems in children and use of such technologies. Although children are among the users of laptops and tablet computers both in their everyday lives and at schools, the literature investigating MSK activities and possible MSK discomfort regarding children using portable technologies is limited. This study reviews the literature to identify published studies that investigated posture, MSK activities, and possible MSK discomfort among children using mobile technologies (laptops or tablet computers) for educational purposes. An electronic search of the literature published in English between January 1994 and January 2014 was performed in several databases. The literature search terms were identified and combined to search the databases. The search results that the resources investigating MSK outcomes of laptop or tablet use of children are very scarce. This review points out the research gaps in this field, and identifying areas for future studies.

  7. Design of Intelligent Robot as A Tool for Teaching Media Based on Computer Interactive Learning and Computer Assisted Learning to Improve the Skill of University Student

    NASA Astrophysics Data System (ADS)

    Zuhrie, M. S.; Basuki, I.; Asto B, I. G. P.; Anifah, L.

    2018-01-01

    The focus of the research is the teaching module which incorporates manufacturing, planning mechanical designing, controlling system through microprocessor technology and maneuverability of the robot. Computer interactive and computer-assisted learning is strategies that emphasize the use of computers and learning aids (computer assisted learning) in teaching and learning activity. This research applied the 4-D model research and development. The model is suggested by Thiagarajan, et.al (1974). 4-D Model consists of four stages: Define Stage, Design Stage, Develop Stage, and Disseminate Stage. This research was conducted by applying the research design development with an objective to produce a tool of learning in the form of intelligent robot modules and kit based on Computer Interactive Learning and Computer Assisted Learning. From the data of the Indonesia Robot Contest during the period of 2009-2015, it can be seen that the modules that have been developed confirm the fourth stage of the research methods of development; disseminate method. The modules which have been developed for students guide students to produce Intelligent Robot Tool for Teaching Based on Computer Interactive Learning and Computer Assisted Learning. Results of students’ responses also showed a positive feedback to relate to the module of robotics and computer-based interactive learning.

  8. Strategies for the Creation, Design and Implementation of Effective Interactive Computer-Aided Learning Software in Numerate Business Subjects--The Byzantium Experience.

    ERIC Educational Resources Information Center

    Wilkinson-Riddle, G. J.; Patel, Ashok

    1998-01-01

    Discusses courseware development, including intelligent tutoring systems, under the Teaching and Learning Technology Programme and the Byzantium project that was designed to define computer-aided learning performance standards suitable for numerate business subjects; examine reasons to use computer-aided learning; and improve access to educational…

  9. PEO Integration Acronym Book

    DTIC Science & Technology

    2011-02-01

    Command CASE Computer Aided Software Engineering CASEVAC Casualty Evacuation CASTFOREM Combined Arms And Support Task Force Evaluation Model CAT Center For...Advanced Technologies CAT Civil Affairs Team CAT Combined Arms Training CAT Crew Integration CAT Crisis Action Team CATIA Computer-Aided Three...Dimensional Interactive Application CATOX Catalytic Oxidation CATS Combined Arms Training Strategy CATT Combined Arms Tactical Trainer CATT Computer

  10. Providing Assistive Technology Applications as a Service Through Cloud Computing.

    PubMed

    Mulfari, Davide; Celesti, Antonio; Villari, Massimo; Puliafito, Antonio

    2015-01-01

    Users with disabilities interact with Personal Computers (PCs) using Assistive Technology (AT) software solutions. Such applications run on a PC that a person with a disability commonly uses. However the configuration of AT applications is not trivial at all, especially whenever the user needs to work on a PC that does not allow him/her to rely on his / her AT tools (e.g., at work, at university, in an Internet point). In this paper, we discuss how cloud computing provides a valid technological solution to enhance such a scenario.With the emergence of cloud computing, many applications are executed on top of virtual machines (VMs). Virtualization allows us to achieve a software implementation of a real computer able to execute a standard operating system and any kind of application. In this paper we propose to build personalized VMs running AT programs and settings. By using the remote desktop technology, our solution enables users to control their customized virtual desktop environment by means of an HTML5-based web interface running on any computer equipped with a browser, whenever they are.

  11. Tools and Techniques for Measuring and Improving Grid Performance

    NASA Technical Reports Server (NTRS)

    Biswas, Rupak; Frumkin, M.; Smith, W.; VanderWijngaart, R.; Wong, P.; Biegel, Bryan (Technical Monitor)

    2001-01-01

    This viewgraph presentation provides information on NASA's geographically dispersed computing resources, and the various methods by which the disparate technologies are integrated within a nationwide computational grid. Many large-scale science and engineering projects are accomplished through the interaction of people, heterogeneous computing resources, information systems and instruments at different locations. The overall goal is to facilitate the routine interactions of these resources to reduce the time spent in design cycles, particularly for NASA's mission critical projects. The IPG (Information Power Grid) seeks to implement NASA's diverse computing resources in a fashion similar to the way in which electric power is made available.

  12. Home Learning, Technology, and Tomorrow's Workplace.

    ERIC Educational Resources Information Center

    Rieseberg, Rhonda L.

    1995-01-01

    Discusses characteristics and trends of home schools and workplaces. Use of computers and computer applications (CD-ROMS, interactive software, and networking) in home schooling provides a compatible environment for future home-based businesses and telecommuting trends. Sidebars include information on home schools on line; standardized test…

  13. On Mediation in Virtual Learning Environments.

    ERIC Educational Resources Information Center

    Davies, Larry; Hassan, W. Shukry

    2001-01-01

    Discusses concepts of mediation and focuses on the importance of implementing comprehensive virtual learning environments. Topics include education and technology as they relate to cultural change, social institutions, the Internet and computer-mediated communication, software design and human-computer interaction, the use of MOOs, and language.…

  14. Mobile Tablet Use among Academic Physicians and Trainees

    PubMed Central

    Sclafani, Joseph; Tirrell, Timothy F.

    2014-01-01

    The rapid adoption rate and integration of mobile technology (tablet computing devices and smartphones) by physicians is reshaping the current clinical landscape. These devices have sparked an evolution in a variety of arenas, including educational media dissemination, remote patient data access and point of care applications. Quantifying usage patterns of clinical applications of mobile technology is of interest to understand how these technologies are shaping current clinical care. A digital survey examining mobile tablet and associated application usage was administered via email to all ACGME training programs. Data regarding respondent specialty, level of training, and habits of tablet usage were collected and analyzed. 40 % of respondents used a tablet, of which the iPad was the most popular. Nearly half of the tablet owners reported using the tablet in clinical settings; the most commonly used application types were point of care and electronic medical record access. Increased level of training was associated with decreased support for mobile computing improving physician capabilities and patient interactions. There was strong and consistent desire for institutional support of mobile computing and integration of mobile computing technology into medical education. While many physicians are currently purchasing mobile devices, often without institutional support, successful integration of these devices into the clinical setting is still developing. Potential reasons behind the low adoption rate may include interference of technology in doctor-patient interactions or the lack of appropriate applications available for download. However, the results convincingly demonstrate that physicians recognize a potential utility in mobile computing, indicated by their desire for institutional support and integration of mobile technology into medical education. It is likely that the use of tablet computers in clinical practice will expand in the future. Thus, we believe medical institutions, providers, educators, and developers should collaborate in ways that enhance the efficacy, reliability, and safety of integrating these devices into daily medical practice. PMID:23321961

  15. Using 3D computer simulations to enhance ophthalmic training.

    PubMed

    Glittenberg, C; Binder, S

    2006-01-01

    To develop more effective methods of demonstrating and teaching complex topics in ophthalmology with the use of computer aided three-dimensional (3D) animation and interactive multimedia technologies. We created 3D animations and interactive computer programmes demonstrating the neuroophthalmological nature of the oculomotor system, including the anatomy, physiology and pathophysiology of the extra-ocular eye muscles and the oculomotor cranial nerves, as well as pupillary symptoms of neurological diseases. At the University of Vienna we compared their teaching effectiveness to conventional teaching methods in a comparative study involving 100 medical students, a multiple choice exam and a survey. The comparative study showed that our students achieved significantly better test results (80%) than the control group (63%) (diff. = 17 +/- 5%, p = 0.004). The survey showed a positive reaction to the software and a strong preference to have more subjects and techniques demonstrated in this fashion. Three-dimensional computer animation technology can significantly increase the quality and efficiency of the education and demonstration of complex topics in ophthalmology.

  16. Preferred Learning Style and Educational Technology: Linear vs. Interactive Video.

    ERIC Educational Resources Information Center

    Yoder, Marianne E.

    1994-01-01

    A study found that learners with reflective-observing learning styles (n=16) tend to learn better with linear video, and those with active experimenting learning styles (n=42) tend to achieve greater learning with computer-assisted interactive video instruction. (JOW)

  17. Virtual microscopy: merging of computer mediated communication and intuitive interfacing

    NASA Astrophysics Data System (ADS)

    de Ridder, Huib; de Ridder-Sluiter, Johanna G.; Kluin, Philip M.; Christiaans, Henri H. C. M.

    2009-02-01

    Ubiquitous computing (or Ambient Intelligence) is an upcoming technology that is usually associated with futuristic smart environments in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. However spectacular the corresponding scenarios may be, it is equally challenging to consider how this technology may enhance existing situations. This is illustrated by a case study from the Dutch medical field: central quality reviewing for pathology in child oncology. The main goal of the review is to assess the quality of the diagnosis based on patient material. The sharing of knowledge in social face-to-face interaction during such meeting is an important advantage. At the same time there is the disadvantage that the experts from the seven Dutch academic medical centers have to travel to the review meeting and that the required logistics to collect and bring patient material and data to the meeting is cumbersome and time-consuming. This paper focuses on how this time-consuming, nonefficient way of reviewing can be replaced by a virtual collaboration system by merging technology supporting Computer Mediated Collaboration and intuitive interfacing. This requires insight in the preferred way of communication and collaboration as well as knowledge about preferred interaction style with a virtual shared workspace.

  18. Multimodal approaches for emotion recognition: a survey

    NASA Astrophysics Data System (ADS)

    Sebe, Nicu; Cohen, Ira; Gevers, Theo; Huang, Thomas S.

    2004-12-01

    Recent technological advances have enabled human users to interact with computers in ways previously unimaginable. Beyond the confines of the keyboard and mouse, new modalities for human-computer interaction such as voice, gesture, and force-feedback are emerging. Despite important advances, one necessary ingredient for natural interaction is still missing-emotions. Emotions play an important role in human-to-human communication and interaction, allowing people to express themselves beyond the verbal domain. The ability to understand human emotions is desirable for the computer in several applications. This paper explores new ways of human-computer interaction that enable the computer to be more aware of the user's emotional and attentional expressions. We present the basic research in the field and the recent advances into the emotion recognition from facial, voice, and physiological signals, where the different modalities are treated independently. We then describe the challenging problem of multimodal emotion recognition and we advocate the use of probabilistic graphical models when fusing the different modalities. We also discuss the difficult issues of obtaining reliable affective data, obtaining ground truth for emotion recognition, and the use of unlabeled data.

  19. Multimodal approaches for emotion recognition: a survey

    NASA Astrophysics Data System (ADS)

    Sebe, Nicu; Cohen, Ira; Gevers, Theo; Huang, Thomas S.

    2005-01-01

    Recent technological advances have enabled human users to interact with computers in ways previously unimaginable. Beyond the confines of the keyboard and mouse, new modalities for human-computer interaction such as voice, gesture, and force-feedback are emerging. Despite important advances, one necessary ingredient for natural interaction is still missing-emotions. Emotions play an important role in human-to-human communication and interaction, allowing people to express themselves beyond the verbal domain. The ability to understand human emotions is desirable for the computer in several applications. This paper explores new ways of human-computer interaction that enable the computer to be more aware of the user's emotional and attentional expressions. We present the basic research in the field and the recent advances into the emotion recognition from facial, voice, and physiological signals, where the different modalities are treated independently. We then describe the challenging problem of multimodal emotion recognition and we advocate the use of probabilistic graphical models when fusing the different modalities. We also discuss the difficult issues of obtaining reliable affective data, obtaining ground truth for emotion recognition, and the use of unlabeled data.

  20. Louise Rosenblatt Seeks QtAznBoi@aol.com for LTR: Using Chat Rooms in Interdisciplinary Middle School Classrooms.

    ERIC Educational Resources Information Center

    Albright, James; Purohit, Kiran; Walsh, Christopher

    2002-01-01

    Discusses online student-teacher interactions and notes how these encounters forced educators to think about the use of computer-mediated technologies. Reflects on both overly optimistic stances toward technology and stances that position the students as aliens and cyborgs. Examines the dynamic relationship that emerges as technologies, students,…

  1. Technology & Disability: Research, Design, Practice, and Policy. Proceedings of the RESNA International Conference (25th, Minneapolis, Minnesota, June 27-July 1, 2002).

    ERIC Educational Resources Information Center

    Simpson, Richard, Ed.

    These proceedings of the 2002 annual RESNA (Association for the Advancement of Rehabilitation Technology) conference include more than 200 presentations on all facets of assistive technology, including concurrent sessions, scientific platform sessions, interactive poster presentations, computer demonstrations, and the research symposium. The…

  2. Faculty Attitude towards Integrating Technology in Teaching at a Four-Year Southeastern University

    ERIC Educational Resources Information Center

    Palmore, Donna Venetta

    2011-01-01

    Studies have shown that computer technology has brought about a noticeable change in the manner in which education is delivered to students. Further research suggests that the use of technology enables educators to effectively communicate with their students in an interactive learning environment designed to meet their individual needs. Moreover,…

  3. Literacy Toolkit

    ERIC Educational Resources Information Center

    Center for Best Practices in Early Childhood Education, 2005

    2005-01-01

    The toolkit contains print and electronic resources, including (1) "eMERGing Literacy and Technology: Working Together", A 492 page curriculum guide; (2) "LitTECH Interactive Presents: The Beginning of Literacy", a DVD that provides and overview linking technology to the concepts of emerging literacy; (3) "Your Preschool Classroom Computer Center:…

  4. Hypermediated Art Criticism

    ERIC Educational Resources Information Center

    Taylor, Pamela G.; Carpenter, B. Stephen, II

    2007-01-01

    Technological media catapults our perception into what Marshall McLuhan called "new transforming vision and awareness." As our lives become more and more immersed in such technologies as television, film, and interactive computers, we find ourselves inundated with a heightened sense of mindfulness--an aesthetic experience made possible through…

  5. Digital Literacy and Netiquette: Awareness and Perception in EFL Learning Context

    ERIC Educational Resources Information Center

    Nia, Sara Farshad; Marandi, Susan

    2014-01-01

    With the growing popularity of digital technologies and computer-mediated communication (CMC), various types of interactive communication technology are being increasingly integrated into foreign/second language learning environments. Nevertheless, due to its nature, online communication is susceptible to misunderstandings and miscommunications,…

  6. Instructional Technologies in the Workforce: Case Studies from the Nuclear Industry.

    ERIC Educational Resources Information Center

    Widen, William C.; Roth, Gene L.

    1992-01-01

    Describes six types of instructional technology used in the nuclear industry: Study Pacs, computerized test banks, computer-based training, interactive videodisc, artificial intelligence, and full-scope simulation. Each description presents the need, training device, outcomes, and limitations or constraints on use. (SK)

  7. Informed public choices for low-carbon electricity portfolios using a computer decision tool.

    PubMed

    Mayer, Lauren A Fleishman; Bruine de Bruin, Wändi; Morgan, M Granger

    2014-04-01

    Reducing CO2 emissions from the electricity sector will likely require policies that encourage the widespread deployment of a diverse mix of low-carbon electricity generation technologies. Public discourse informs such policies. To make informed decisions and to productively engage in public discourse, citizens need to understand the trade-offs between electricity technologies proposed for widespread deployment. Building on previous paper-and-pencil studies, we developed a computer tool that aimed to help nonexperts make informed decisions about the challenges faced in achieving a low-carbon energy future. We report on an initial usability study of this interactive computer tool. After providing participants with comparative and balanced information about 10 electricity technologies, we asked them to design a low-carbon electricity portfolio. Participants used the interactive computer tool, which constrained portfolio designs to be realistic and yield low CO2 emissions. As they changed their portfolios, the tool updated information about projected CO2 emissions, electricity costs, and specific environmental impacts. As in the previous paper-and-pencil studies, most participants designed diverse portfolios that included energy efficiency, nuclear, coal with carbon capture and sequestration, natural gas, and wind. Our results suggest that participants understood the tool and used it consistently. The tool may be downloaded from http://cedmcenter.org/tools-for-cedm/informing-the-public-about-low-carbon-technologies/ .

  8. Computer Assisted Communication within the Classroom: Interactive Lecturing.

    ERIC Educational Resources Information Center

    Herr, Richard B.

    At the University of Delaware student-teacher communication within the classroom was enhanced through the implementation of a versatile, yet cost efficient, application of computer technology. A single microcomputer at a teacher's station controls a network of student keypad/display stations to provide individual channels of continuous…

  9. Videodiscs in Voc Ed. Information Series No. 299.

    ERIC Educational Resources Information Center

    Olivier, William P.

    This paper provides teachers and trainers with the concepts and procedures involved in using interactive videodisc technology for instruction. Described first are types of individualized instruction that have influenced videodisc development: programmed and computer-aided instruction, as well as computer graphics. Then the author explains how…

  10. Development of a Traditional/Computer-aided Graphics Course for Engineering Technology.

    ERIC Educational Resources Information Center

    Anand, Vera B.

    1985-01-01

    Describes a two-semester-hour freshman course in engineering graphics which uses both traditional and computerized instruction. Includes course description, computer graphics topics, and recommendations. Indicates that combining interactive graphics software with development of simple programs gave students a better foundation for upper-division…

  11. Acceptability of a Virtual Patient Educator for Hispanic Women.

    PubMed

    Wells, Kristen J; Vàzquez-Otero, Coralia; Bredice, Marissa; Meade, Cathy D; Chaet, Alexis; Rivera, Maria I; Arroyo, Gloria; Proctor, Sara K; Barnes, Laura E

    2015-01-01

    There are few Spanish language interactive, technology-driven health education programs. Objectives of this feasibility study were to (a) learn more about computer and technology usage among Hispanic women living in a rural community and (b) evaluate acceptability of the concept of using an embodied conversational agent (ECA) computer application among this population. A survey about computer usage history and interest in computers was administered to a convenience sample of 26 women. A sample video prototype of a hospital discharge ECA was administered followed by questions to gauge opinion about the ECA. Data indicate women exhibited both a high level of computer experience and enthusiasm for the ECA. Feedback from community is essential to ensure equity in state of the art dissemination of health information.

  12. Input Devices and Interaction Techniques for VR-Enhanced Medicine

    NASA Astrophysics Data System (ADS)

    Gallo, Luigi; Pietro, Giuseppe De

    Virtual Reality (VR) technologies make it possible to reproduce faithfully real life events in computer-generated scenarios. This approach has the potential to simplify the way people solve problems, since they can take advantage of their real life experiences while interacting in synthetic worlds.

  13. High-Tech Cruelty

    ERIC Educational Resources Information Center

    Hinduja, Sameer; Patchin, Justin W.

    2011-01-01

    Cyberbullying is a growing problem because increasing numbers of young people use computers, cell phones, and other interactive devices as their main form of social interaction. Cyberbullies use technology to harass, threaten, or humiliate their peers. Online aggression isn't just traditional bullying with new tools. It's widespread, devastating,…

  14. [Mobile phone-computer wireless interactive graphics transmission technology and its medical application].

    PubMed

    Huang, Shuo; Liu, Jing

    2010-05-01

    Application of clinical digital medical imaging has raised many tough issues to tackle, such as data storage, management, and information sharing. Here we investigated a mobile phone based medical image management system which is capable of achieving personal medical imaging information storage, management and comprehensive health information analysis. The technologies related to the management system spanning the wireless transmission technology, the technical capabilities of phone in mobile health care and management of mobile medical database were discussed. Taking medical infrared images transmission between phone and computer as an example, the working principle of the present system was demonstrated.

  15. SIG -- The Role of Human-Computer Interaction in Next-Generation Control Rooms

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Ronald L. Boring; Jacques Hugo; Christian Richard

    2005-04-01

    The purpose of this CHI Special Interest Group (SIG) is to facilitate the convergence between human-computer interaction (HCI) and control room design. HCI researchers and practitioners actively need to infuse state-of-the-art interface technology into control rooms to meet usability, safety, and regulatory requirements. This SIG outlines potential HCI contributions to instrumentation and control (I&C) and automation in control rooms as well as to general control room design.

  16. Reinforcement learning in computer vision

    NASA Astrophysics Data System (ADS)

    Bernstein, A. V.; Burnaev, E. V.

    2018-04-01

    Nowadays, machine learning has become one of the basic technologies used in solving various computer vision tasks such as feature detection, image segmentation, object recognition and tracking. In many applications, various complex systems such as robots are equipped with visual sensors from which they learn state of surrounding environment by solving corresponding computer vision tasks. Solutions of these tasks are used for making decisions about possible future actions. It is not surprising that when solving computer vision tasks we should take into account special aspects of their subsequent application in model-based predictive control. Reinforcement learning is one of modern machine learning technologies in which learning is carried out through interaction with the environment. In recent years, Reinforcement learning has been used both for solving such applied tasks as processing and analysis of visual information, and for solving specific computer vision problems such as filtering, extracting image features, localizing objects in scenes, and many others. The paper describes shortly the Reinforcement learning technology and its use for solving computer vision problems.

  17. A machine learning approach to improve contactless heart rate monitoring using a webcam.

    PubMed

    Monkaresi, Hamed; Calvo, Rafael A; Yan, Hong

    2014-07-01

    Unobtrusive, contactless recordings of physiological signals are very important for many health and human-computer interaction applications. Most current systems require sensors which intrusively touch the user's skin. Recent advances in contact-free physiological signals open the door to many new types of applications. This technology promises to measure heart rate (HR) and respiration using video only. The effectiveness of this technology, its limitations, and ways of overcoming them deserves particular attention. In this paper, we evaluate this technique for measuring HR in a controlled situation, in a naturalistic computer interaction session, and in an exercise situation. For comparison, HR was measured simultaneously using an electrocardiography device during all sessions. The results replicated the published results in controlled situations, but show that they cannot yet be considered as a valid measure of HR in naturalistic human-computer interaction. We propose a machine learning approach to improve the accuracy of HR detection in naturalistic measurements. The results demonstrate that the root mean squared error is reduced from 43.76 to 3.64 beats/min using the proposed method.

  18. Objectively Determining the Educational Potential of Computer and Video-Based Courseware; or, Producing Reliable Evaluations Despite the Dog and Pony Show.

    ERIC Educational Resources Information Center

    Barrett, Andrew J.; And Others

    The Center for Interactive Technology, Applications, and Research at the College of Engineering of the University of South Florida (Tampa) has developed objective and descriptive evaluation models to assist in determining the educational potential of computer and video courseware. The computer-based courseware evaluation model and the video-based…

  19. PC-Based Virtual Reality for CAD Model Viewing

    ERIC Educational Resources Information Center

    Seth, Abhishek; Smith, Shana S.-F.

    2004-01-01

    Virtual reality (VR), as an emerging visualization technology, has introduced an unprecedented communication method for collaborative design. VR refers to an immersive, interactive, multisensory, viewer-centered, 3D computer-generated environment and the combination of technologies required to build such an environment. This article introduces the…

  20. Geometrical Similarity Transformations in Dynamic Geometry Environment Geogebra

    ERIC Educational Resources Information Center

    Andraphanova, Natalia V.

    2015-01-01

    The subject of the article is usage of modern computer technologies through the example of interactive geometry environment Geogebra as an innovative technology of representing and studying of geometrical material which involves such didactical opportunities as vizualisation, simulation and dynamics. There is shown a classification of geometric…

  1. Copyright Considerations in Distance Education and Technology-Mediated Instruction.

    ERIC Educational Resources Information Center

    Salomon, Kenneth D.

    The accelerating development of distance education and the use of technology-mediated instructional materials over interactive computer networks has given rise to heightened interest and thought by faculty and administration alike about related copyright issues. The evolution of distance education from early morning television broadcasts to…

  2. Emerging Nanophotonic Applications Explored with Advanced Scientific Parallel Computing

    NASA Astrophysics Data System (ADS)

    Meng, Xiang

    The domain of nanoscale optical science and technology is a combination of the classical world of electromagnetics and the quantum mechanical regime of atoms and molecules. Recent advancements in fabrication technology allows the optical structures to be scaled down to nanoscale size or even to the atomic level, which are far smaller than the wavelength they are designed for. These nanostructures can have unique, controllable, and tunable optical properties and their interactions with quantum materials can have important near-field and far-field optical response. Undoubtedly, these optical properties can have many important applications, ranging from the efficient and tunable light sources, detectors, filters, modulators, high-speed all-optical switches; to the next-generation classical and quantum computation, and biophotonic medical sensors. This emerging research of nanoscience, known as nanophotonics, is a highly interdisciplinary field requiring expertise in materials science, physics, electrical engineering, and scientific computing, modeling and simulation. It has also become an important research field for investigating the science and engineering of light-matter interactions that take place on wavelength and subwavelength scales where the nature of the nanostructured matter controls the interactions. In addition, the fast advancements in the computing capabilities, such as parallel computing, also become as a critical element for investigating advanced nanophotonic devices. This role has taken on even greater urgency with the scale-down of device dimensions, and the design for these devices require extensive memory and extremely long core hours. Thus distributed computing platforms associated with parallel computing are required for faster designs processes. Scientific parallel computing constructs mathematical models and quantitative analysis techniques, and uses the computing machines to analyze and solve otherwise intractable scientific challenges. In particular, parallel computing are forms of computation operating on the principle that large problems can often be divided into smaller ones, which are then solved concurrently. In this dissertation, we report a series of new nanophotonic developments using the advanced parallel computing techniques. The applications include the structure optimizations at the nanoscale to control both the electromagnetic response of materials, and to manipulate nanoscale structures for enhanced field concentration, which enable breakthroughs in imaging, sensing systems (chapter 3 and 4) and improve the spatial-temporal resolutions of spectroscopies (chapter 5). We also report the investigations on the confinement study of optical-matter interactions at the quantum mechanical regime, where the size-dependent novel properties enhanced a wide range of technologies from the tunable and efficient light sources, detectors, to other nanophotonic elements with enhanced functionality (chapter 6 and 7).

  3. Virtual reality and planetary exploration

    NASA Technical Reports Server (NTRS)

    Mcgreevy, Michael W.

    1992-01-01

    Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.

  4. Virtual reality and planetary exploration

    NASA Astrophysics Data System (ADS)

    McGreevy, Michael W.

    Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.

  5. Aerosciences, Aero-Propulsion and Flight Mechanics Technology Development for NASA's Next Generation Launch Technology Program

    NASA Technical Reports Server (NTRS)

    Cockrell, Charles E., Jr.

    2003-01-01

    The Next Generation Launch Technology (NGLT) program, Vehicle Systems Research and Technology (VSR&T) project is pursuing technology advancements in aerothermodynamics, aeropropulsion and flight mechanics to enable development of future reusable launch vehicle (RLV) systems. The current design trade space includes rocket-propelled, hypersonic airbreathing and hybrid systems in two-stage and single-stage configurations. Aerothermodynamics technologies include experimental and computational databases to evaluate stage separation of two-stage vehicles as well as computational and trajectory simulation tools for this problem. Additionally, advancements in high-fidelity computational tools and measurement techniques are being pursued along with the study of flow physics phenomena, such as boundary-layer transition. Aero-propulsion technology development includes scramjet flowpath development and integration, with a current emphasis on hypervelocity (Mach 10 and above) operation, as well as the study of aero-propulsive interactions and the impact on overall vehicle performance. Flight mechanics technology development is focused on advanced guidance, navigation and control (GN&C) algorithms and adaptive flight control systems for both rocket-propelled and airbreathing vehicles.

  6. Avionics Collaborative Engineering Technology Delivery Order 0035: Secure Knowledge Management (SKM) Technology Research Roadmap - Technology Trends for Collaborative Information and Knowledge Management Research

    DTIC Science & Technology

    2004-06-01

    such as that represented in the know-how of the master craftsman), and cognitive (know why, perceptions, values, beliefs, and mental models).4... cognitive engineering, educational technology, industrial/organizational psychology, sociology, cultural anthropology, and computational...such as human-human interaction, interface design and evaluation methodology, cognitive models and user models, health and ergonomic studies, empirical

  7. Challenges in Transcribing Multimodal Data: A Case Study

    ERIC Educational Resources Information Center

    Helm, Francesca; Dooly, Melinda

    2017-01-01

    Computer-mediated communication (CMC) once meant principally text-based communication mediated by computers, but rapid technological advances in recent years have heralded an era of multimodal communication with a growing emphasis on audio and video synchronous interaction. As CMC, in all its variants (text chats, video chats, forums, blogs, SMS,…

  8. Conversation Analysis in Computer-Assisted Language Learning

    ERIC Educational Resources Information Center

    González-Lloret, Marta

    2015-01-01

    The use of Conversation Analysis (CA) in the study of technology-mediated interactions is a recent methodological addition to qualitative research in the field of Computer-assisted Language Learning (CALL). The expansion of CA in Second Language Acquisition research, coupled with the need for qualitative techniques to explore how people interact…

  9. A Model for Integrating Technology and Learning in Public Health Education

    ERIC Educational Resources Information Center

    Bardzell, Shaowen; Bardzell, Jeffrey; So, Hyo-Jeong; Lee, Junghun

    2004-01-01

    As computer interfaces emerge as an instructional medium, instructors transitioning from the classroom continue to bear the burden of designing effective instruction. The medium of the computer interface, and the kinds of learning and interactive possibilities it affords, presumably changes the delivery of learner-centered instruction.…

  10. Where's the C in STEM?

    ERIC Educational Resources Information Center

    Heldman, Bill

    2010-01-01

    With few exceptions, students interact with technology in one way or another every day. And yet, in most U.S. schools, the term "computer science" (CS) refers only to generic skills classes, such as keyboarding and computer applications. Even most Web programming classes usually teach students only how to use conventional graphical user…

  11. Educating Avatars: On Virtual Worlds and Pedagogical Intent

    ERIC Educational Resources Information Center

    Wang, Tsung Juang

    2011-01-01

    Virtual world technology is now being incorporated into various higher education programs, often with enthusiastic claims about the improvement of students' abilities to experience learning problems and tasks in computer-mediated virtual reality through the use of computer-generated personal agents or avatars. The interactivity of the avatars with…

  12. PERKAM: Personalized Knowledge Awareness Map for Computer Supported Ubiquitous Learning

    ERIC Educational Resources Information Center

    El-Bishouty, Moushir M.; Ogata, Hiroaki; Yano, Yoneo

    2007-01-01

    This paper introduces a ubiquitous computing environment in order to support the learners while doing tasks; this environment is called PERKAM (PERsonalized Knowledge Awareness Map). PERKAM allows the learners to share knowledge, interact, collaborate, and exchange individual experiences. It utilizes the RFID ubiquities technology to detect the…

  13. The Request Speech Act in Emails by Arab University Students in the UAE

    ERIC Educational Resources Information Center

    Deveci, Tanju; Hmida, Ikhlas Ben

    2017-01-01

    Advanced computer technology has transformed the way instruction is designed and delivered at all education levels including college. However, today's younger "digital-native" generation may often take their computer skills for granted, which impacts their interaction patterns with university professors who often encourage electronic…

  14. Engaging or Distracting: Children's Tablet Computer Use in Education

    ERIC Educational Resources Information Center

    McEwen, Rhonda N.; Dubé, Adam K.

    2015-01-01

    Communications studies and psychology offer analytical and methodological tools that when combined have the potential to bring novel perspectives on human interaction with technologies. In this study of children using simple and complex mathematics applications on tablet computers, cognitive load theory is used to answer the question: how…

  15. The Development of Interactive Distance Learning in Taiwan: Challenges and Prospects.

    ERIC Educational Resources Information Center

    Chu, Clarence T.

    1999-01-01

    Describes three types of interactive distance-education systems under development in Taiwan: real-time multicast systems; virtual-classroom systems; and curriculum-on-demand systems. Discusses the use of telecommunications and computer technology in higher education, problems and challenges, and future prospects. (Author/LRW)

  16. Pedagogical Utilization and Assessment of the Statistic Online Computational Resource in Introductory Probability and Statistics Courses.

    PubMed

    Dinov, Ivo D; Sanchez, Juana; Christou, Nicolas

    2008-01-01

    Technology-based instruction represents a new recent pedagogical paradigm that is rooted in the realization that new generations are much more comfortable with, and excited about, new technologies. The rapid technological advancement over the past decade has fueled an enormous demand for the integration of modern networking, informational and computational tools with classical pedagogical instruments. Consequently, teaching with technology typically involves utilizing a variety of IT and multimedia resources for online learning, course management, electronic course materials, and novel tools of communication, engagement, experimental, critical thinking and assessment.The NSF-funded Statistics Online Computational Resource (SOCR) provides a number of interactive tools for enhancing instruction in various undergraduate and graduate courses in probability and statistics. These resources include online instructional materials, statistical calculators, interactive graphical user interfaces, computational and simulation applets, tools for data analysis and visualization. The tools provided as part of SOCR include conceptual simulations and statistical computing interfaces, which are designed to bridge between the introductory and the more advanced computational and applied probability and statistics courses. In this manuscript, we describe our designs for utilizing SOCR technology in instruction in a recent study. In addition, present the results of the effectiveness of using SOCR tools at two different course intensity levels on three outcome measures: exam scores, student satisfaction and choice of technology to complete assignments. Learning styles assessment was completed at baseline. We have used three very different designs for three different undergraduate classes. Each course included a treatment group, using the SOCR resources, and a control group, using classical instruction techniques. Our findings include marginal effects of the SOCR treatment per individual classes; however, pooling the results across all courses and sections, SOCR effects on the treatment groups were exceptionally robust and significant. Coupling these findings with a clear decrease in the variance of the quantitative examination measures in the treatment groups indicates that employing technology, like SOCR, in a sound pedagogical and scientific manner enhances overall the students' understanding and suggests better long-term knowledge retention.

  17. Pedagogical Utilization and Assessment of the Statistic Online Computational Resource in Introductory Probability and Statistics Courses

    PubMed Central

    Dinov, Ivo D.; Sanchez, Juana; Christou, Nicolas

    2009-01-01

    Technology-based instruction represents a new recent pedagogical paradigm that is rooted in the realization that new generations are much more comfortable with, and excited about, new technologies. The rapid technological advancement over the past decade has fueled an enormous demand for the integration of modern networking, informational and computational tools with classical pedagogical instruments. Consequently, teaching with technology typically involves utilizing a variety of IT and multimedia resources for online learning, course management, electronic course materials, and novel tools of communication, engagement, experimental, critical thinking and assessment. The NSF-funded Statistics Online Computational Resource (SOCR) provides a number of interactive tools for enhancing instruction in various undergraduate and graduate courses in probability and statistics. These resources include online instructional materials, statistical calculators, interactive graphical user interfaces, computational and simulation applets, tools for data analysis and visualization. The tools provided as part of SOCR include conceptual simulations and statistical computing interfaces, which are designed to bridge between the introductory and the more advanced computational and applied probability and statistics courses. In this manuscript, we describe our designs for utilizing SOCR technology in instruction in a recent study. In addition, present the results of the effectiveness of using SOCR tools at two different course intensity levels on three outcome measures: exam scores, student satisfaction and choice of technology to complete assignments. Learning styles assessment was completed at baseline. We have used three very different designs for three different undergraduate classes. Each course included a treatment group, using the SOCR resources, and a control group, using classical instruction techniques. Our findings include marginal effects of the SOCR treatment per individual classes; however, pooling the results across all courses and sections, SOCR effects on the treatment groups were exceptionally robust and significant. Coupling these findings with a clear decrease in the variance of the quantitative examination measures in the treatment groups indicates that employing technology, like SOCR, in a sound pedagogical and scientific manner enhances overall the students’ understanding and suggests better long-term knowledge retention. PMID:19750185

  18. Survey of Canadian Myotonic Dystrophy Patients' Access to Computer Technology.

    PubMed

    Climans, Seth A; Piechowicz, Christine; Koopman, Wilma J; Venance, Shannon L

    2017-09-01

    Myotonic dystrophy type 1 is an autosomal dominant condition affecting distal hand strength, energy, and cognition. Increasingly, patients and families are seeking information online. An online neuromuscular patient portal under development can help patients access resources and interact with each other regardless of location. It is unknown how individuals living with myotonic dystrophy interact with technology and whether barriers to access exist. We aimed to characterize technology use among participants with myotonic dystrophy and to determine whether there is interest in a patient portal. Surveys were mailed to 156 participants with myotonic dystrophy type 1 registered with the Canadian Neuromuscular Disease Registry. Seventy-five participants (60% female) responded; almost half were younger than 46 years. Most (84%) used the internet; almost half of the responders (47%) used social media. The complexity and cost of technology were commonly cited reasons not to use technology. The majority of responders (76%) were interested in a myotonic dystrophy patient portal. Patients in a Canada-wide registry of myotonic dystrophy have access to and use technology such as computers and mobile phones. These patients expressed interest in a portal that would provide them with an opportunity to network with others with myotonic dystrophy and to access information about the disease.

  19. Using multimedia information and communication technology (ICT) to provide added value to reminiscence therapy for people with dementia : Lessons learned from three field studies.

    PubMed

    Bejan, Alexander; Gündogdu, Ramazan; Butz, Katherina; Müller, Nadine; Kunze, Christophe; König, Peter

    2018-01-01

    In the care of people with dementia (PwD), occupational therapies and activities aiming at maintaining the quality of life of PwD, such as reminiscence therapy (RT), are taking on a more and more important role. Information and communication technology (ICT) has the potential to improve and to facilitate RT by facilitating access to and selection of biographical information and related contents or by providing novel multimodal interaction forms to trigger memories; however, interactive multimedia technology is barely used in practice. This article presents three exploratory field studies that evaluated different aspects of RT technology use for PwD in care homes, including the utilization of online movie databases, interactive surface touch computers as well as natural user interfaces allowing gestures and haptic interaction. In these studies, the usage of prototype systems was observed in occupational sessions by 5, 12 and 16 PwD. The results indicate positive effects of technology use, e. g. in the form of verbally elicited reminiscence statements, expressed joy and playful interaction. Lessons learned for the design of technology-based RT interventions are presented and discussed.

  20. Multimedia courseware in an open-systems environment: a DoD strategy

    NASA Astrophysics Data System (ADS)

    Welsch, Lawrence A.

    1991-03-01

    The federal government is about to invest billions of dollars to develop multimedia training materials for delivery on computer-based interactive training systems. Acquisition of a variety of computers and peripheral devices hosting various operating systems and suites of authoring system software will be necessary to facilitate the development of this courseware. There is no single source that will satisfy all needs. Although high-performance, low-cost interactive training hardware is available, the products have proprietary software interfaces. Because the interfaces are proprietary, expensive reprogramming is usually required to adapt such software products to other platforms. This costly reprogramming could be eliminated by adopting standard software interfaces. DoD's Portable Courseware Project (PORTCO) is typical of projects worldwide that require standard software interfaces. This paper articulates the strategy whereby PORTCO leverages the open systems movement and the new realities of information technology. These realities encompass changes in the pace at which new technology becomes available, changes in organizational goals and philosophy, new roles of vendors and users, changes in the procurement process, and acceleration toward open system environments. The PORTCO strategy is applicable to all projects and systems that require open systems to achieve mission objectives. The federal goal is to facilitate the creation of an environment in which high quality portable courseware is available as commercial off-the-shelf products and is competitively supplied by a variety of vendors. In order to achieve this goal a system architecture incorporating standards to meet the users' needs must be established. The Request for Architecture (RFA) developed cooperatively by DoD and the National Institute of Standards and Technology (NIST) will generate the PORTCO systems architecture. This architecture must freely integrate the courseware and authoring software from the lower levels of machine architecture and systems service implementation. In addition, the systems architecture will establish how the application-specific technologies relate to other technologies. Further, a computer-based interactive training applications profile must be developed. This profile, along with the systems architecture derived as a result of the RFA, provides the basis for identifying the needed standards. NIST will then accelerate the development of these standards using, but not restricted to, existing standards activities within established standards forums. The federal multimedia courseware effort has adopted the Interactive Multimedia Association (INA) Recommended Practices for Interactive Video Portability as the baseline for the migration of computer-based interactive training systems to an open systems environment based upon international standards. The PORTCO strategy includes an evolutionary migration to a standards-based, Open System Environments (OSE). An important aspect of this migration strategy is to move to open systems via stepwise evolution rather than via quantum leaps. Another area of concern is that of infrastructure issues, such as maintaining and supporting the technologies required for computer-based interactive training. The federal multimedia initiative will use the RFA-based architecture to differentiate between those technologies that can be maintained and supported by existing infrastructure mechanisms and those that require new mechanisms. Existing infrastructure mechanisms will be used and where infrastructure mechanisms do not exist, the approach will be to place high priority on establishing the appropriate mechanisms. Establishing an infrastructure mechanism is a nontrivial task requiring sustained investment of resources.

  1. Supporting medical communication for older patients with a shared touch-screen computer.

    PubMed

    Piper, Anne Marie; Hollan, James D

    2013-11-01

    Increasingly health care facilities are adopting electronic medical record systems and installing computer workstations in patient exam rooms. The introduction of computer workstations into the medical interview process makes it important to consider the impact of such technology on older patients as well as new types of interfaces that may better suit the needs of older adults. While many older adults are comfortable with a traditional computer workstation with a keyboard and mouse, this article explores how a large horizontal touch-screen (i.e., a surface computer) may suit the needs of older patients and facilitates the doctor-patient interview process. Twenty older adults (age 60 to 88) used a prototype multiuser, multitouch system in our research laboratory to examine seven health care scenarios. Behavioral observations as well as results from questionnaires and a structured interview were analyzed. The older adults quickly adapted to the prototype system and reported that it was easy to use. Participants also suggested that having a shared view of one's medical records, especially charts and images, would enhance communication with their doctor and aid understanding. While this study is exploratory and some areas of interaction with a surface computer need to be refined, the technology is promising for sharing electronic patient information during medical interviews involving older adults. Future work must examine doctors' and nurses' interaction with the technology as well as logistical issues of installing such a system in a real world medical setting. Copyright © 2011 Elsevier Ireland Ltd. All rights reserved.

  2. Postgraduate Studies in the Field of HCI

    NASA Astrophysics Data System (ADS)

    Vainio, Teija; Surakka, Veikko; Raisamo, Roope; Räihä, Kari-Jouko; Isokoski, Poika; Väänänen-Vainio-Mattila, Kaisa; Kujala, Sari

    In September of 2007, the Tampere Unit for Computer Human Interaction (TAUCHI) at the University of Tampere and The Unit of Human-Centered Technology (IHTE) at the Tampere University of Technology initiated a joint effort to increase collaboration in the field of human-technology interaction (HTI). One of the main aims was to develop higher quality education for university students and to carry out joint internationally recognized HTI research. Both research units have their own master and postgraduate students while the focus of education is at IHTE on usability and humancentered design of interactive products and services whereas TAUCHI focuses on human-technology interaction developing it by harmonizing the potential of technology with human abilities, needs, and limitations. Based on our joint analysis we know now that together TAUCHI and IHTE are offering an internationally competitive master’s program consisting of more than 40 basic, intermediate and advanced level courses. Although both units are partners in the national Graduate School in User- Centered Information Technology (UCIT) led by TAUCHI we have recognized a clear need for developing and systematizing our doctoral education.

  3. Facilitating English-Language Learners' Oral Reading Fluency with Digital Pen Technology

    ERIC Educational Resources Information Center

    Chen, Chih-Ming; Tan, Chia-Chen; Lo, Bey-Jane

    2016-01-01

    Oral reading fluency is an indicator of overall reading competence. Many studies have claimed that repeated reading can promote oral reading fluency. Currently, novel Web- or computer-based reading technologies offer interactive digital materials that promote English oral reading fluency using the repeated reading strategy; however, paper-based…

  4. Schools Gear Up for "Hypermedia"--A Quantum Leap in Electronic Learning.

    ERIC Educational Resources Information Center

    Trotter, Andrew

    1989-01-01

    A new technological phenomenon known as "hypermedia" or "interactive multimedia" allows the learner to be in control and to access a variety of media with a computer. Advances in information storage technology have placed libraries of documents, sounds, and video and graphic images on laser discs. (MLF)

  5. Adaptive Social Learning Based on Crowdsourcing

    ERIC Educational Resources Information Center

    Karataev, Evgeny; Zadorozhny, Vladimir

    2017-01-01

    Many techniques have been developed to enhance learning experience with computer technology. A particularly great influence of technology on learning came with the emergence of the web and adaptive educational hypermedia systems. While the web enables users to interact and collaborate with each other to create, organize, and share knowledge via…

  6. Technology and the Unseen World of Gifted Students: Social Emotional Needs

    ERIC Educational Resources Information Center

    Cross, Tracy L.

    2004-01-01

    The social and emotional development of gifted students can be influenced by many factors. Genetics, experiences, learning, family values, perceptions, and interactions all contribute to the development of gifted children. Under the heading of experiences is students? use of computers. The potential effects of using these technologies is…

  7. Building a Better Biology Lab? Testing Tablet PC Technology in a Core Laboratory Course

    ERIC Educational Resources Information Center

    Pryor, Gregory; Bauer, Vernon

    2008-01-01

    Tablet PC technology can enliven the classroom environment because it is dynamic, interactive, and "organic," relative to the rigidity of chalkboards, whiteboards, overhead projectors, and PowerPoint presentations. Unlike traditional computers, tablet PCs employ "digital linking," allowing instructors and students to freehand annotate, clarify,…

  8. CyberArts: Exploring Art and Technology.

    ERIC Educational Resources Information Center

    Jacobson, Linda, Ed.

    This book takes the position that CyberArts(TM) is the new frontier in creativity, where the worlds of science and art meet. Computer technologies, visual design, music and sound, education and entertainment merge to form the new artistic territory of interactive multimedia. This diverse collection of essays, articles, and commentaries…

  9. Application of Virtual Reality Technology in Biology Education.

    ERIC Educational Resources Information Center

    Shim, Kew-Cheol; Park, Jong-Seok; Kim, Hyun-Sup; Kim, Jae-Hyun; Park, Young-Chul; Ryu, Hai-Il

    2003-01-01

    Reports on the findings of a study designed to develop three-dimensional virtual reality technology (VRT) learning programs for middle school students and evaluate the program's educational value. Focuses on the topic of structure and function of the eye. Concludes that VRT simulations allow comfortable interaction with computers and increase the…

  10. Models and Methodologies for Multimedia Courseware Production.

    ERIC Educational Resources Information Center

    Barker, Philip; Giller, Susan

    Many new technologies are now available for delivering and/or providing access to computer-based learning (CBL) materials. These technologies vary in sophistication in many important ways, depending upon the bandwidth that they provide, the interactivity that they offer and the types of end-user connectivity that they support.Invariably,…

  11. Care and the Construction of Hacker Identities, Communities, and Society

    ERIC Educational Resources Information Center

    Toombs, Austin Lewis

    2016-01-01

    Recent scholarship in Human-Computer Interaction, science and technology studies, and design research has focused on hacker communities as sites of innovation and entrepreneurship, novel forms of education, and the democratization of technological production. However, hacking practices are more than new technical practices; they are also…

  12. Information visualization: Beyond traditional engineering

    NASA Technical Reports Server (NTRS)

    Thomas, James J.

    1995-01-01

    This presentation addresses a different aspect of the human-computer interface; specifically the human-information interface. This interface will be dominated by an emerging technology called Information Visualization (IV). IV goes beyond the traditional views of computer graphics, CADS, and enables new approaches for engineering. IV specifically must visualize text, documents, sound, images, and video in such a way that the human can rapidly interact with and understand the content structure of information entities. IV is the interactive visual interface between humans and their information resources.

  13. Human-computer interaction: psychological aspects of the human use of computing.

    PubMed

    Olson, Gary M; Olson, Judith S

    2003-01-01

    Human-computer interaction (HCI) is a multidisciplinary field in which psychology and other social sciences unite with computer science and related technical fields with the goal of making computing systems that are both useful and usable. It is a blend of applied and basic research, both drawing from psychological research and contributing new ideas to it. New technologies continuously challenge HCI researchers with new options, as do the demands of new audiences and uses. A variety of usability methods have been developed that draw upon psychological principles. HCI research has expanded beyond its roots in the cognitive processes of individual users to include social and organizational processes involved in computer usage in real environments as well as the use of computers in collaboration. HCI researchers need to be mindful of the longer-term changes brought about by the use of computing in a variety of venues.

  14. Law of Large Numbers: the Theory, Applications and Technology-based Education

    PubMed Central

    Dinov, Ivo D.; Christou, Nicolas; Gould, Robert

    2011-01-01

    Modern approaches for technology-based blended education utilize a variety of recently developed novel pedagogical, computational and network resources. Such attempts employ technology to deliver integrated, dynamically-linked, interactive-content and heterogeneous learning environments, which may improve student comprehension and information retention. In this paper, we describe one such innovative effort of using technological tools to expose students in probability and statistics courses to the theory, practice and usability of the Law of Large Numbers (LLN). We base our approach on integrating pedagogical instruments with the computational libraries developed by the Statistics Online Computational Resource (www.SOCR.ucla.edu). To achieve this merger we designed a new interactive Java applet and a corresponding demonstration activity that illustrate the concept and the applications of the LLN. The LLN applet and activity have common goals – to provide graphical representation of the LLN principle, build lasting student intuition and present the common misconceptions about the law of large numbers. Both the SOCR LLN applet and activity are freely available online to the community to test, validate and extend (Applet: http://socr.ucla.edu/htmls/exp/Coin_Toss_LLN_Experiment.html, and Activity: http://wiki.stat.ucla.edu/socr/index.php/SOCR_EduMaterials_Activities_LLN). PMID:21603584

  15. Ubiquitous computing in sports: A review and analysis.

    PubMed

    Baca, Arnold; Dabnichki, Peter; Heller, Mario; Kornfeind, Philipp

    2009-10-01

    Ubiquitous (pervasive) computing is a term for a synergetic use of sensing, communication and computing. Pervasive use of computing has seen a rapid increase in the current decade. This development has propagated in applied sport science and everyday life. The work presents a survey of recent developments in sport and leisure with emphasis on technology and computational techniques. A detailed analysis on new technological developments is performed. Sensors for position and motion detection, and such for equipment and physiological monitoring are discussed. Aspects of novel trends in communication technologies and data processing are outlined. Computational advancements have started a new trend - development of smart and intelligent systems for a wide range of applications - from model-based posture recognition to context awareness algorithms for nutrition monitoring. Examples particular to coaching and training are discussed. Selected tools for monitoring rules' compliance and automatic decision-making are outlined. Finally, applications in leisure and entertainment are presented, from systems supporting physical activity to systems providing motivation. It is concluded that the emphasis in future will shift from technologies to intelligent systems that allow for enhanced social interaction as efforts need to be made to improve user-friendliness and standardisation of measurement and transmission protocols.

  16. MTA Computer Based Evaluation System.

    ERIC Educational Resources Information Center

    Brenner, Lisa P.; And Others

    The MTA PLATO-based evaluation system, which has been implemented by a consortium of schools of medical technology, is designed to be general-purpose, modular, data-driven, and interactive, and to accommodate other national and local item banks. The system provides a comprehensive interactive item-banking system in conjunction with online student…

  17. A Worldwide Intercultural Network: Exploring Electronic Messaging for Instruction. Interactive Technology Laboratory Report #8.

    ERIC Educational Resources Information Center

    Cohen, Moshe; Miyake, Naomi

    A worldwide international computer network, called the Intercultural Learning Network, has been developed to provide students from different cultures with opportunities to work cooperatively. Prototype activities have been developed and tested which facilitate and contextualize interactions among secondary and college students. Joint projects in…

  18. Enhancement of Teaching and Learning of the Fundamentals of Nuclear Engineering Using Multimedia Courseware.

    ERIC Educational Resources Information Center

    Keyvan, Shahla A.; Pickard, Rodney; Song, Xiaolong

    1997-01-01

    Computer-aided instruction incorporating interactive multimedia and network technologies can boost teaching effectiveness and student learning. This article describes the development and implementation of network server-based interactive multimedia courseware for a fundamental course in nuclear engineering. A student survey determined that 80% of…

  19. Interlanguage Pragmatics, Curricular Innovation, and Digital Technologies

    ERIC Educational Resources Information Center

    Sykes, Julie M.

    2018-01-01

    Human interaction is fundamentally about shared understanding, created when interlocutors engage with one another around their own intended meaning and the intended meaning of others. Pragmatics is at the core of this interaction. The fields of computer-assisted language learning (CALL) and the teaching and learning of interlanguage pragmatics…

  20. Networked Interactive Video for Group Training

    ERIC Educational Resources Information Center

    Eary, John

    2008-01-01

    The National Computing Centre (NCC) has developed an interactive video training system for the Scottish Police College to help train police supervisory officers in crowd control at major spectator events, such as football matches. This approach involves technology-enhanced training in a group-learning environment, and may have significant impact…

  1. Laptop Use, Interactive Science Software, and Science Learning among At-Risk Students

    ERIC Educational Resources Information Center

    Zheng, Binbin; Warschauer, Mark; Hwang, Jin Kyoung; Collins, Penelope

    2014-01-01

    This year-long, quasi-experimental study investigated the impact of the use of netbook computers and interactive science software on fifth-grade students' science learning processes, academic achievement, and interest in further science, technology, engineering, and mathematics (STEM) study within a linguistically diverse school district in…

  2. SMART Boards Rock

    ERIC Educational Resources Information Center

    Giles, Rebecca M.; Shaw, Edward L.

    2011-01-01

    SMART Board is a technology that combines the functionality of a whiteboard, computer, and projector into a single system. The interactive nature of the SMART Board offers many practical uses for providing an introduction to or review of material, while the large work area invites collaboration through social interaction and communication. As a…

  3. Aesthetics, Usefulness and Performance in User--Search-Engine Interaction

    ERIC Educational Resources Information Center

    Katz, Adi

    2010-01-01

    Issues of visual appeal have become an integral part of designing interactive systems. Interface aesthetics may form users' attitudes towards computer applications and information technology. Aesthetics can affect user satisfaction, and influence their willingness to buy or adopt a system. This study follows previous studies that found that users…

  4. A Suggested Model for a Working Cyberschool.

    ERIC Educational Resources Information Center

    Javid, Mahnaz A.

    2000-01-01

    Suggests a model for a working cyberschool based on a case study of Kamiak Cyberschool (Washington), a technology-driven public high school. Topics include flexible hours; one-to-one interaction with teachers; a supportive school environment; use of computers, interactive media, and online resources; and self-paced, project-based learning.…

  5. Embracing Statistical Challenges in the Information Technology Age

    DTIC Science & Technology

    2006-01-01

    computation and feature selection. Moreover, two research projects on network tomography and arctic cloud detection are used throughout the paper to bring...prominent Network Tomography problem, origin- destination (OD) traffic estimation. It demonstrates well how the two modes of data collection interact...software debugging (Biblit et al, 2005 [2]), and network tomography for computer network management. Computer sys- tem problems exist long before the IT

  6. An Interactive, Physics-Based Unmanned Ground Vehicle Simulator Leveraging Open Source Gaming Technology: Progress in the Development and Application of the Virtual Autonomous Navigation Environment (VANE) Desktop

    DTIC Science & Technology

    2009-01-01

    interface, mechatronics, video games 1. INTRODUCTION Engineering methods have substantially and continuously evolved over the past 40 years. In the past...1970s, video games have pioneered interactive simulation and laid the groundwork for inexpensive computing that individuals, corporations, and...purposes. This has not gone unnoticed, and software technology and techniques evolved for video games are beginning to have extraordinary impact in

  7. An interactive computer lab of the galvanic cell for students in biochemistry.

    PubMed

    Ahlstrand, Emma; Buetti-Dinh, Antoine; Friedman, Ran

    2018-01-01

    We describe an interactive module that can be used to teach basic concepts in electrochemistry and thermodynamics to first year natural science students. The module is used together with an experimental laboratory and improves the students' understanding of thermodynamic quantities such as Δ r G, Δ r H, and Δ r S that are calculated but not directly measured in the lab. We also discuss how new technologies can substitute some parts of experimental chemistry courses, and improve accessibility to course material. Cloud computing platforms such as CoCalc facilitate the distribution of computer codes and allow students to access and apply interactive course tools beyond the course's scope. Despite some limitations imposed by cloud computing, the students appreciated the approach and the enhanced opportunities to discuss study questions with their classmates and instructor as facilitated by the interactive tools. © 2017 by The International Union of Biochemistry and Molecular Biology, 46(1):58-65, 2018. © 2017 The International Union of Biochemistry and Molecular Biology.

  8. Technology-mediated information sharing between patients and clinicians in primary care encounters.

    PubMed

    Asan, Onur; Montague, Enid

    The aim of this study was to identify and describe the use of electronic health records for information sharing between patients and clinicians in primary care encounters. This topic is particularly important as computers and other technologies are increasingly implemented in multi-user health care settings where interactions and communication between patients and clinicians are integral to interpersonal and organizational outcomes. An ethnographic approach was used to classify the encounters into distinct technology-use patterns based on clinicians` interactions with the technology and patients. Each technology-use pattern was quantitatively analysed to assist with comparison. Quantitative analysis was based on duration of patient and clinician gaze at EHR. Physicians employed three different styles to share information using EHRs: Active information-sharing, in which a clinician turns the monitor towards the patient and uses the computer to actively share information with the patient;Passive information-sharing, when a clinician does not move the monitor, but the patient might see the monitor by leaning in if they choose; andTechnology withdrawal, when a clinician does not share the monitor with the patient. A variety of technology-mediated information-sharing styles may be effective in providing patient-centred care. New EHR designs may be needed to facilitate information sharing between patients and clinicians.

  9. Nurses using futuristic technology in today's healthcare setting.

    PubMed

    Wolf, Debra M; Kapadia, Amar; Kintzel, Jessie; Anton, Bonnie B

    2009-01-01

    Human computer interaction (HCI) equates nurses using voice assisted technology within a clinical setting to document patient care real time, retrieve patient information from care plans, and complete routine tasks. This is a reality currently utilized by clinicians today in acute and long term care settings. Voice assisted documentation provides hands & eyes free accurate documentation while enabling effective communication and task management. The speech technology increases the accuracy of documentation, while interfacing directly into the electronic health record (EHR). Using technology consisting of a light weight headset and small fist size wireless computer, verbal responses to easy to follow cues are converted into a database systems allowing staff to obtain individualized care status reports on demand. To further assist staff in their daily process, this innovative technology allows staff to send and receive pages as needed. This paper will discuss how leading edge and award winning technology is being integrated within the United States. Collaborative efforts between clinicians and analyst will be discussed reflecting the interactive design and build functionality. Features such as the system's voice responses and directed cues will be shared and how easily data can be documented, viewed and retrieved. Outcome data will be presented on how the technology impacted organization's quality outcomes, financial reimbursement, and employee's level of satisfaction.

  10. Human factors in computing systems: focus on patient-centered health communication at the ACM SIGCHI conference.

    PubMed

    Wilcox, Lauren; Patel, Rupa; Chen, Yunan; Shachak, Aviv

    2013-12-01

    Health Information Technologies, such as electronic health records (EHR) and secure messaging, have already transformed interactions among patients and clinicians. In addition, technologies supporting asynchronous communication outside of clinical encounters, such as email, SMS, and patient portals, are being increasingly used for follow-up, education, and data reporting. Meanwhile, patients are increasingly adopting personal tools to track various aspects of health status and therapeutic progress, wishing to review these data with clinicians during consultations. These issues have drawn increasing interest from the human-computer interaction (HCI) community, with special focus on critical challenges in patient-centered interactions and design opportunities that can address these challenges. We saw this community presenting and interacting at the ACM SIGCHI 2013, Conference on Human Factors in Computing Systems, (also known as CHI), held April 27-May 2nd, 2013 at the Palais de Congrès de Paris in France. CHI 2013 featured many formal avenues to pursue patient-centered health communication: a well-attended workshop, tracks of original research, and a lively panel discussion. In this report, we highlight these events and the main themes we identified. We hope that it will help bring the health care communication and the HCI communities closer together. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  11. HIFiRE-1 Turbulent Shock Boundary Layer Interaction - Flight Data and Computations

    NASA Technical Reports Server (NTRS)

    Kimmel, Roger L.; Prabhu, Dinesh

    2015-01-01

    The Hypersonic International Flight Research Experimentation (HIFiRE) program is a hypersonic flight test program executed by the Air Force Research Laboratory (AFRL) and Australian Defence Science and Technology Organisation (DSTO). This flight contained a cylinder-flare induced shock boundary layer interaction (SBLI). Computations of the interaction were conducted for a number of times during the ascent. The DPLR code used for predictions was calibrated against ground test data prior to exercising the code at flight conditions. Generally, the computations predicted the upstream influence and interaction pressures very well. Plateau pressures on the cylinder were predicted well at all conditions. Although the experimental heat transfer showed a large amount of scatter, especially at low heating levels, the measured heat transfer agreed well with computations. The primary discrepancy between the experiment and computation occurred in the pressures measured on the flare during second stage burn. Measured pressures exhibited large overshoots late in the second stage burn, the mechanism of which is unknown. The good agreement between flight measurements and CFD helps validate the philosophy of calibrating CFD against ground test, prior to exercising it at flight conditions.

  12. Technology for the product and process data base

    NASA Technical Reports Server (NTRS)

    Barnes, R. D.

    1984-01-01

    The computerized product and process data base is increasingly recognized to be the cornerstone component of an overall system aimed at the integrated automation of the industrial processes of a given company or enterprise. The technology needed to support these more effective computer integrated design and manufacturing methods, especially the concept of 3-D computer-sensible product definitions rather than engineering drawings, is not fully available and rationalized. Progress is being made, however, in bridging this technology gap with concentration on the modeling of sophisticated information and data structures, high-performance interactive user interfaces and comprehensive tools for managing the resulting computerized product definition and process data base.

  13. The Effectiveness of Educational Technology Applications for Enhancing Mathematics Achievement in K-12 Classrooms: A Meta-Analysis. Best Evidence Encyclopedia (BEE)

    ERIC Educational Resources Information Center

    Cheung, Alan C. K.; Slavin, Robert E.

    2011-01-01

    The use of educational technology in K-12 classrooms has been gaining tremendous momentum across the country since the 1990s. Many school districts have been investing heavily in various types of technology, such as computers, mobile devices, internet access, and interactive whiteboards. Almost all public schools have access to the internet and…

  14. Computational and Genomic Analysis of Mycobacteriophage: A Longitudinal Study of Technology Engineered Biology Courses That Implemented an Inquiry Based Laboratory Practice Designed to Enhance, Encourage, and Empower Student Learning

    ERIC Educational Resources Information Center

    Hollowell, Gail P.; Osler, James E.; Hester, April L.

    2015-01-01

    This paper provides an applied research rational for a longitudinal investigation that involved teaching a "Technology Engineered Science Education Course" via an Interactive Laboratory Based Genomics Curriculum. The Technology st Engineering [TE] methodology was first introduced at the SAPES: South Atlantic Philosophy of Education…

  15. Affect in Embodied Pedagogical Agents: Meta-Analytic Review

    ERIC Educational Resources Information Center

    Guo, Yan Ru; Goh, Dion Hoe-Lian

    2015-01-01

    Over the past decade, computer games and other interactive technologies have shown great potential when used in innovative ways to enhance learning. It is now known that learning is associated not only with cognitive ability but also with affect. The incorporation of affective embodied pedagogical agents (EPAs) in computer programs for learning…

  16. Effectiveness of Multimedia Elements in Computer Supported Instruction: Analysis of Personalization Effects, Students' Performances and Costs

    ERIC Educational Resources Information Center

    Zaidel, Mark; Luo, XiaoHui

    2010-01-01

    This study investigates the efficiency of multimedia instruction at the college level by comparing the effectiveness of multimedia elements used in the computer supported learning with the cost of their preparation. Among the various technologies that advance learning, instructors and students generally identify interactive multimedia elements as…

  17. My First CMC Article Revisited: A Window on Spanish L2 Interlanguage

    ERIC Educational Resources Information Center

    Blake, Robert

    2016-01-01

    The computer-assisted language learning (CALL) field seems to change overnight with new technological affordances. Blake revisits his 2000 "LLT" article on computer-mediation communication (CMC) in order to reflect on how the field has examined this topic over the past decade or so. While the Interaction Hypothesis continues to guide…

  18. Using Web Speech Technology with Language Learning Applications

    ERIC Educational Resources Information Center

    Daniels, Paul

    2015-01-01

    In this article, the author presents the history of human-to-computer interaction based upon the design of sophisticated computerized speech recognition algorithms. Advancements such as the arrival of cloud-based computing and software like Google's Web Speech API allows anyone with an Internet connection and Chrome browser to take advantage of…

  19. Apple Classrooms of Tomorrow: Philosophy and Structure [and] What's Happening Where.

    ERIC Educational Resources Information Center

    Apple Computer, Inc., Cupertino, CA.

    Apple Classrooms of Tomorrow (ACOT) is a long-term research project sponsored by Apple Computer, Inc., to explore how learning and teaching change when teachers and students have access to interactive computer technologies. ACOT adheres to a philosophy that instruction should be learner controlled; i.e., students take responsibility for their own…

  20. YASS: A System Simulator for Operating System and Computer Architecture Teaching and Learning

    ERIC Educational Resources Information Center

    Mustafa, Besim

    2013-01-01

    A highly interactive, integrated and multi-level simulator has been developed specifically to support both the teachers and the learners of modern computer technologies at undergraduate level. The simulator provides a highly visual and user configurable environment with many pedagogical features aimed at facilitating deep understanding of concepts…

  1. Automated Analysis of Short Responses in an Interactive Synthetic Tutoring System for Introductory Physics

    ERIC Educational Resources Information Center

    Nakamura, Christopher M.; Murphy, Sytil K.; Christel, Michael G.; Stevens, Scott M.; Zollman, Dean A.

    2016-01-01

    Computer-automated assessment of students' text responses to short-answer questions represents an important enabling technology for online learning environments. We have investigated the use of machine learning to train computer models capable of automatically classifying short-answer responses and assessed the results. Our investigations are part…

  2. Technological Change in Assessing Economics: A Cautionary Welcome

    ERIC Educational Resources Information Center

    Kennelly, Brendan; Considine, John; Flannery, Darragh

    2009-01-01

    The use of computer-based automated assignment systems in economics has expanded significantly in recent years. The most widely used system is Aplia which was developed by Paul Romer in 2000. Aplia is a computer application designed to replace traditional paper-based assignments in economics. The main features of Aplia are: (1) interactive content…

  3. Structural Equation Model to Validate: Mathematics-Computer Interaction, Computer Confidence, Mathematics Commitment, Mathematics Motivation and Mathematics Confidence

    ERIC Educational Resources Information Center

    Garcia-Santillán, Arturo; Moreno-Garcia, Elena; Escalera-Chávez, Milka E.; Rojas-Kramer, Carlos A.; Pozos-Texon, Felipe

    2016-01-01

    Most mathematics students show a definite tendency toward an attitudinal deficiency, which can be primarily understood as intolerance to the matter, affecting their scholar performance adversely. In addition, information and communication technologies have been gradually included within the process of teaching mathematics. Such adoption of…

  4. Designing for Interaction: Six Steps to Designing Computer-Supported Group-Based Learning

    ERIC Educational Resources Information Center

    Strijbos, J. W.; Martens, R. L.; Jochems, W. M. G.

    2004-01-01

    At present, the design of computer-supported group-based learning (CSGBL) is often based on subjective decisions regarding tasks, pedagogy and technology, or concepts such as "cooperative learning" and "collaborative learning." Critical review reveals these concepts as insufficiently substantial to serve as a basis for CSGBL design. Furthermore,…

  5. The application of the large particles method of numerical modeling of the process of carbonic nanostructures synthesis in plasma

    NASA Astrophysics Data System (ADS)

    Abramov, G. V.; Gavrilov, A. N.

    2018-03-01

    The article deals with the numerical solution of the mathematical model of the particles motion and interaction in multicomponent plasma by the example of electric arc synthesis of carbon nanostructures. The high order of the particles and the number of their interactions requires a significant input of machine resources and time for calculations. Application of the large particles method makes it possible to reduce the amount of computation and the requirements for hardware resources without affecting the accuracy of numerical calculations. The use of technology of GPGPU parallel computing using the Nvidia CUDA technology allows organizing all General purpose computation on the basis of the graphical processor graphics card. The comparative analysis of different approaches to parallelization of computations to speed up calculations with the choice of the algorithm in which to calculate the accuracy of the solution shared memory is used. Numerical study of the influence of particles density in the macro particle on the motion parameters and the total number of particle collisions in the plasma for different modes of synthesis has been carried out. The rational range of the coherence coefficient of particle in the macro particle is computed.

  6. SSTAC/ARTS review of the draft Integrated Technology Plan (ITP). Volume 6: Controls and guidance

    NASA Technical Reports Server (NTRS)

    1991-01-01

    Viewgraphs of briefings from the Space Systems and Technology Advisory Committee (SSTAC)/ARTS review of the draft Integrated Technology Plan (ITP) on controls and guidance are included. Topics covered include: strategic avionics technology planning and bridging programs; avionics technology plan; vehicle health management; spacecraft guidance research; autonomous rendezvous and docking; autonomous landing; computational control; fiberoptic rotation sensors; precision instrument and telescope pointing; microsensors and microinstruments; micro guidance and control initiative; and earth-orbiting platforms controls-structures interaction.

  7. Using Computers in Fluids Engineering Education

    NASA Technical Reports Server (NTRS)

    Benson, Thomas J.

    1998-01-01

    Three approaches for using computers to improve basic fluids engineering education are presented. The use of computational fluid dynamics solutions to fundamental flow problems is discussed. The use of interactive, highly graphical software which operates on either a modern workstation or personal computer is highlighted. And finally, the development of 'textbooks' and teaching aids which are used and distributed on the World Wide Web is described. Arguments for and against this technology as applied to undergraduate education are also discussed.

  8. Health information technology and physician-patient interactions: impact of computers on communication during outpatient primary care visits.

    PubMed

    Hsu, John; Huang, Jie; Fung, Vicki; Robertson, Nan; Jimison, Holly; Frankel, Richard

    2005-01-01

    The aim of this study was to evaluate the impact of introducing health information technology (HIT) on physician-patient interactions during outpatient visits. This was a longitudinal pre-post study: two months before and one and seven months after introduction of examination room computers. Patient questionnaires (n = 313) after primary care visits with physicians (n = 8) within an integrated delivery system. There were three patient satisfaction domains: (1) satisfaction with visit components, (2) comprehension of the visit, and (3) perceptions of the physician's use of the computer. Patients reported that physicians used computers in 82.3% of visits. Compared with baseline, overall patient satisfaction with visits increased seven months after the introduction of computers (odds ratio [OR] = 1.50; 95% confidence interval [CI]: 1.01-2.22), as did satisfaction with physicians' familiarity with patients (OR = 1.60, 95% CI: 1.01-2.52), communication about medical issues (OR = 1.61; 95% CI: 1.05-2.47), and comprehension of decisions made during the visit (OR = 1.63; 95% CI: 1.06-2.50). In contrast, there were no significant changes in patient satisfaction with comprehension of self-care responsibilities, communication about psychosocial issues, or available visit time. Seven months post-introduction, patients were more likely to report that the computer helped the visit run in a more timely manner (OR = 1.76; 95% CI: 1.28-2.42) compared with the first month after introduction. There were no other significant changes in patient perceptions of the computer use over time. The examination room computers appeared to have positive effects on physician-patient interactions related to medical communication without significant negative effects on other areas such as time available for patient concerns. Further study is needed to better understand HIT use during outpatient visits.

  9. Getting seamless care right from the beginning - integrating computers into the human interaction.

    PubMed

    Pearce, Christopher; Kumarpeli, Pushpa; de Lusignan, Simon

    2010-01-01

    The digital age is coming to the health space, behind many other fields of society. In part this is because health remains heavily reliant on human interaction. The doctor-patient relationship remains a significant factor in determining patient outcomes. Whilst there are many benefits to E-Health, there are also significant risks if computers are not adequately integrated into this interaction and accurate data are consequently not available on the patient's journey through the health system. Video analysis of routine clinical consultations in Australian and UK primary care. We analyzed 308 consultations (141+167 respectively) from these systems, with an emphasis on how the consultation starts. Australian consultations have a mean duration of 12.7 mins, UK 11.8 mins. In both countries around 7% of consultations are computer initiated. Where doctors engaged with computer use the patient observed the computer screen much more and better records were produced. However, there was suboptimal engagement and poor records and no coding in around 20% of consultations. How the computer is used at the start of the consultation can set the scene for an effective interaction or reflect disengagement from technology and creation of poor records.

  10. The Pervasiveness and Impact of Electronic Communication Technologies in Organizations: A Survey of Major American Corporations.

    ERIC Educational Resources Information Center

    Hellweg, Susan A.; And Others

    A survey of the Fortune 500 corporations was conducted to ascertain the pervasiveness and perceived impact of five electronic communication technologies (electronic mail, videotex, interactive computers, video teleconferencing, and word processing). Ninety-four corporations responded to a 53-item questionnaire and follow-up survey. Analysis of the…

  11. Interactive Technologies for Teacher Training: Comparing Performance and Assessment in Second Life and simSchool

    ERIC Educational Resources Information Center

    Meritt, Julia; Gibson, David; Christensen, Rhonda; Knezek, Gerald

    2013-01-01

    Two alternative technologies forming the basis of computer-mediated teacher preparation systems are compared and contrasted regarding implementation, operation, and assessment considerations. The role-playing system in Second Life is shown to have the unique characteristic of developing a co-constructed pedagogical identity, while the flight…

  12. Technology, Gender Attitude, and Software, among Middle School Math Instructors

    ERIC Educational Resources Information Center

    Okeke, Godwin N.

    2014-01-01

    Technology has gained a firm stronghold in society as well as modern classroom. Students are assumed to have a natural aptitude for computers. Over the past decades, educational websites have appeared to be "interactive" and "to make learning fun". This study employed quantitative method of research using 8th grade instructors…

  13. Colloquium: Digital Technologies--Help or Hindrance for the Humanities?

    ERIC Educational Resources Information Center

    Barker, Elton; Bissell, Chris; Hardwick, Lorna; Jones, Allan; Ridge, Mia; Wolffe, John

    2012-01-01

    This article offers reflections arising from a recent colloquium at the Open University on the implications of the development of digital humanities for research in arts disciplines, and also for their interactions with computing and technology. Particular issues explored include the ways in which the digital turn in humanities research is also a…

  14. The AT Odyssey Continues. Proceedings of the RESNA 2001 Annual Conference (Reno, Nevada, June 22-26, 2001). Volume 21.

    ERIC Educational Resources Information Center

    Simpson, Richard, Ed.

    These proceedings of the annual RESNA (Association for the Advancement of Rehabilitation Technology) conference include more than 200 presentations on all facets of assistive technology, including concurrent sessions, scientific platform sessions, interactive poster presentations, computer demonstrations, and the research symposia. The scientific…

  15. Applying Technology to Inquiry-Based Learning in Early Childhood Education

    ERIC Educational Resources Information Center

    Wang, Feng; Kinzie, Mable B.; McGuire, Patrick; Pan, Edward

    2009-01-01

    Children naturally explore and learn about their environments through inquiry, and computer technologies offer an accessible vehicle for extending the domain and range of this inquiry. Over the past decade, a growing number of interactive games and educational software packages have been implemented in early childhood education and addressed a…

  16. Evaluating a Web-Based Video Corpus through an Analysis of User Interactions

    ERIC Educational Resources Information Center

    Caws, Catherine G.

    2013-01-01

    As shown by several studies, successful integration of technology in language learning requires a holistic approach in order to scientifically understand what learners do when working with web-based technology (cf. Raby, 2007). Additionally, a growing body of research in computer assisted language learning (CALL) evaluation, design and…

  17. Inquiry Style Interactive Virtual Experiments: A Case on Circular Motion

    ERIC Educational Resources Information Center

    Zhou, Shaona; Han, Jing; Pelz, Nathaniel; Wang, Xiaojun; Peng, Liangyu; Xiao, Hua; Bao, Lei

    2011-01-01

    Interest in computer-based learning, especially in the use of virtual reality simulations is increasing rapidly. While there are good reasons to believe that technologies have the potential to improve teaching and learning, how to utilize the technology effectively in teaching specific content difficulties is challenging. To help students develop…

  18. Using Electronic Classrooms and the World Wide Web to Support Science Teaching and Learning: Interactive Session Summary.

    ERIC Educational Resources Information Center

    Vellom, Paul; Fetters, Marcia; Beeth, Michael

    Since technology use in schools has been increasing, teachers want to maximize its use in their classroom to increase student learning. Therefore, accreditation requirements for colleges include integrating computer and information technology with teacher education and professional development programs. This paper describes different models for…

  19. Social Marketing and the "New" Technology: Proceedings of a Washington Roundtable (Washington, DC, March 25, 1998).

    ERIC Educational Resources Information Center

    Academy for Educational Development, Washington, DC.

    This document examines some of the key issues raised during the second Washington Roundtable on Social Marketing, convened by the Academy for Educational Development (AED) in 1998. AED invited participants to examine whether the interactive technologies that are revolutionizing commercial marketing--personal computers, the Internet (especially the…

  20. E-Learning Application of Tarsier with Virtual Reality using Android Platform

    NASA Astrophysics Data System (ADS)

    Oroh, H. N.; Munir, R.; Paseru, D.

    2017-01-01

    Spectral Tarsier is a primitive primate that can only be found in the province of North Sulawesi. To study these primates can be used an e-learning application with Augmented Reality technology that uses a marker to confronted the camera computer to interact with three dimensions Tarsier object. But that application only shows tarsier object in three dimensions without habitat and requires a lot of resources because it runs on a Personal Computer. The same technology can be shown three dimensions’ objects is Virtual Reality to excess can make the user like venturing into the virtual world with Android platform that requires fewer resources. So, put on Virtual Reality technology using the Android platform that can make users not only to view and interact with the tarsiers but also the habitat. The results of this research indicate that the user can learn the Tarsier and habitat with good. Thus, the use of Virtual Reality technology in the e-learning application of tarsiers can help people to see, know, and learn about Spectral Tarsier.

  1. Upper quadrant postural changes of school children in response to interaction with different information technologies.

    PubMed

    Briggs, Andrew; Straker, Leon; Greig, Alison

    2004-06-10

    The objective of this study was to quantitatively analyse the sitting posture of school children interacting with both old (book) and new (laptop and desktop computers) information technologies to test the hypothesis that posture is effected by the type of information technology (IT) used. A mixed model design was used to test the effect of IT type (within subjects) and age and gender (between subjects). The sitting posture of 32 children aged 4-17 years was measured whilst they read from a book, laptop, and desktop computer at a standard school chair and desk. Video images were captured and then digitized to calculate mean angles for head tilt, neck flexion, trunk flexion, and gaze angle. Posture was found to be influenced by IT type (p < 0.001), age (p < 0.001) and gender (p = 0.024) and significantly correlated to the stature of the participants. Measurement of resting posture and the maximal range of motion of the upper and lower cervical spines in the sagittal plane was also undertaken. The biophysical impact and the suitability of the three different information technologies are discussed.

  2. Distributed nuclear medicine applications using World Wide Web and Java technology.

    PubMed

    Knoll, P; Höll, K; Mirzaei, S; Koriska, K; Köhn, H

    2000-01-01

    At present, medical applications applying World Wide Web (WWW) technology are mainly used to view static images and to retrieve some information. The Java platform is a relative new way of computing, especially designed for network computing and distributed applications which enables interactive connection between user and information via the WWW. The Java 2 Software Development Kit (SDK) including Java2D API, Java Remote Method Invocation (RMI) technology, Object Serialization and the Java Advanced Imaging (JAI) extension was used to achieve a robust, platform independent and network centric solution. Medical image processing software based on this technology is presented and adequate performance capability of Java is demonstrated by an iterative reconstruction algorithm for single photon emission computerized tomography (SPECT).

  3. Evaluating interactive computer-based scenarios designed for learning medical technology.

    PubMed

    Persson, Johanna; Dalholm, Elisabeth Hornyánszky; Wallergård, Mattias; Johansson, Gerd

    2014-11-01

    The use of medical equipment is growing in healthcare, resulting in an increased need for resources to educate users in how to manage the various devices. Learning the practical operation of a device is one thing, but learning how to work with the device in the actual clinical context is more challenging. This paper presents a computer-based simulation prototype for learning medical technology in the context of critical care. Properties from simulation and computer games have been adopted to create a visualization-based, interactive and contextually bound tool for learning. A participatory design process, including three researchers and three practitioners from a clinic for infectious diseases, was adopted to adjust the form and content of the prototype to the needs of the clinical practice and to create a situated learning experience. An evaluation with 18 practitioners showed that practitioners were positive to this type of tool for learning and that it served as a good platform for eliciting and sharing knowledge. Our conclusion is that this type of tools can be a complement to traditional learning resources to situate the learning in a context without requiring advanced technology or being resource-demanding. Copyright © 2014 Elsevier Ltd. All rights reserved.

  4. Data-driven prediction of adverse drug reactions induced by drug drug interactions

    DTIC Science & Technology

    2017-06-08

    currently on the market and for which drug-protein interaction information is available . These predictions are publicly accessible at http://avoid...associated with these ADRs via DDIs. We made the predictions publicly available via internet access. Keywords: Drug-drug interactions, Adverse drug reactions...ˆDeceased Department of Defense Biotechnology High Performance Computing Software Applications Institute, Telemedicine and Advanced Technology Research

  5. Design of a Multi-Touch Tabletop for Simulation-Based Training

    DTIC Science & Technology

    2014-06-01

    receive, for example using point and click mouse-based computer interactions to specify the routes that vehicles take as part of a convoy...learning, coordination and support for planning. We first provide background in tabletop interaction in general and survey earlier efforts to use...tremendous progress over the past five years. Touch detection technologies now enable multiple users to interact simultaneously on large areas with

  6. Research in Structures and Dynamics, 1984

    NASA Technical Reports Server (NTRS)

    Hayduk, R. J. (Compiler); Noor, A. K. (Compiler)

    1984-01-01

    A symposium on advanced and trends in structures and dynamics was held to communicate new insights into physical behavior and to identify trends in the solution procedures for structures and dynamics problems. Pertinent areas of concern were (1) multiprocessors, parallel computation, and database management systems, (2) advances in finite element technology, (3) interactive computing and optimization, (4) mechanics of materials, (5) structural stability, (6) dynamic response of structures, and (7) advanced computer applications.

  7. Managing Computer Systems Development: Understanding the Human and Technological Imperatives.

    DTIC Science & Technology

    1985-06-01

    for their organization’s use? How can they predict tle impact of future systems ca their management control capabilities ? Cf equal importance is the...commercial organizations discovered that there was only a limited capability of interaction between various types of computers. These organizations were...Viewed together, these three interrelated subsystems, EDP, MIS, and DSS, establish the framework of an overall systems capability known as a Computer

  8. Human-Computer Interaction, Tourism and Cultural Heritage

    NASA Astrophysics Data System (ADS)

    Cipolla Ficarra, Francisco V.

    We present a state of the art of the human-computer interaction aimed at tourism and cultural heritage in some cities of the European Mediterranean. In the work an analysis is made of the main problems deriving from training understood as business and which can derail the continuous growth of the HCI, the new technologies and tourism industry. Through a semiotic and epistemological study the current mistakes in the context of the interrelations of the formal and factual sciences will be detected and also the human factors that have an influence on the professionals devoted to the development of interactive systems in order to safeguard and boost cultural heritage.

  9. NASA/DOD Control/Structures Interaction Technology, 1986

    NASA Technical Reports Server (NTRS)

    Wright, Robert L. (Compiler)

    1986-01-01

    Control/structures interactions, deployment dynamics and system performance of large flexible spacecraft are discussed. Spacecraft active controls, deployable truss structures, deployable antennas, solar power systems for space stations, pointing control systems for space station gimballed payloads, computer-aided design for large space structures, and passive damping for flexible structures are among the topics covered.

  10. Toddler Techies: A Study of Young Children's Interaction with Computers

    ERIC Educational Resources Information Center

    Ellis, Kirsten; Blashki, Kathy

    2004-01-01

    This article describes an ethnographic study of children's behavioural interaction with multimedia within a familiar context. The rationale for such a study was to provide data and evaluation of the capabilities of young children in an expressly modified multimedia environment and to determine the usefulness of employing technology as an adjunct…

  11. Issues in Interaction Language Specification and Representation.

    DTIC Science & Technology

    1983-11-01

    of Dialogues for Human-Computer Interfaces," to be submitted for publication (1983). IHEINL75] Heindel, L. and J. Roberto . "LANG-PAK: An Interactive...22043 Bolling Air Force Base Washington, D.C. 20332 Dr. Paul E. Lehner PAR Technology Corp. AFHRL/LRS TDC P.O. Box 2005 Attn: Susan Ewing Reston, VA 22090

  12. A Conceptual Framework Based on Activity Theory for Mobile CSCL

    ERIC Educational Resources Information Center

    Zurita, Gustavo; Nussbaum, Miguel

    2007-01-01

    There is a need for collaborative group activities that promote student social interaction in the classroom. Handheld computers interconnected by a wireless network allow people who work on a common task to interact face to face while maintaining the mediation afforded by a technology-based system. Wirelessly interconnected handhelds open up new…

  13. Activity Theory and Technology Mediated Interaction: Cognitive Scaffolding Using Question-Based Consultation on "Facebook"

    ERIC Educational Resources Information Center

    Rambe, Patient

    2012-01-01

    Studies that employed activity theory as a theoretical lens for exploring computer-mediated interaction have not adopted social media as their object of study. However, social media provides lecturers with personalised learning environments for diagnostic and prognostic assessments of student mastery of content and deep learning. The integration…

  14. Education on the Electronic Frontier: Teleapprentices in Globally Distributed Educational Contexts. Interactive Technology Laboratory Report #14.

    ERIC Educational Resources Information Center

    Levin, James A.; And Others

    1987-01-01

    The instructional media created by microcomputers interconnected by modems to form long-distance networks present some powerful new opportunities for education. While other uses of computers in education have been built on conventional instructional models of classroom interaction, instructional electronic networks facilitate a wider use of…

  15. Exploring Classroom Interaction with Dynamic Social Network Analysis

    ERIC Educational Resources Information Center

    Bokhove, Christian

    2018-01-01

    This article reports on an exploratory project in which technology and dynamic social network analysis (SNA) are used for modelling classroom interaction. SNA focuses on the links between social actors, draws on graphic imagery to reveal and display the patterning of those links, and develops mathematical and computational models to describe and…

  16. Making English Accessible: Using ELECTRONIC NETWORKS FOR INTERACTION (ENFI) in the Classroom.

    ERIC Educational Resources Information Center

    Peyton, Joy Kreeft; French, Martha

    Electronic Networks for Interaction (ENFI), an instructional tool for teaching reading and writing using computer technology, improves the English reading and writing of deaf students at all educational levels. Chapters address these topics: (1) the origins of the technique; (2) how ENFI works in the classroom and laboratory (software, lab…

  17. Learning Effectiveness and Cognitive Loads in Instructional Materials of Programming Language on Single and Dual Screens

    ERIC Educational Resources Information Center

    Hsu, Jenq-Muh; Chang, Ting-Wen; Yu, Pao-Ta

    2012-01-01

    The teaching and learning environment in a traditional classroom typically includes a projection screen, a projector, and a computer within a digital interactive table. Instructors may apply multimedia learning materials using various information communication technologies to increase interaction effects. However, a single screen only displays a…

  18. Interactive Media to Support Language Acquisition for Deaf Students

    ERIC Educational Resources Information Center

    Parton, Becky Sue; Hancock, Robert; Crain-Dorough, Mindy; Oescher, Jeff

    2009-01-01

    Tangible computing combines digital feedback with physical interactions - an important link for young children. Through the use of Radio Frequency Identification (RFID) technology, a real-world object (i.e. a chair) or a symbolic toy (i.e. a stuffed bear) can be tagged so that students can activate multimedia learning modules automatically. The…

  19. The Reading Disc: Learning to Read Using Interactive CD.

    ERIC Educational Resources Information Center

    Shaw, Simon

    1991-01-01

    Describes the development of an interactive compact disc on CD-ROM XA that was designed to help adults learn to read. The application of technology to learning is discussed, differences in learner control in computer-based systems are considered, virtual writing is described, and assessment activities available on the disc are explained. (five…

  20. Learning through social interaction in game technology.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Waern, Annika; Raybourn, Elaine Marie

    2005-05-01

    The present ITSE journal special issue on 'Learning About Social Interaction through Gaming' is the result of an invitation to the attendees of a one-day workshop on 'Social Learning Through Gaming' co-organized by the guest editors and held at the Human Factors in Computing Systems (CHI) conference on April 26, 2004 in Vienna, Austria. CHI is one of the premiere conferences on human-computer interaction. CHI 2004 attracted hundreds of delegates from all over the world. The CHI workshop program results from a competitive selection process. The Social Learning through Gaming workshop was filled to capacity and attended by approximately 25more » participants from Europe and North America who submitted position papers that were refereed and selected for participation based on the relevancy and innovativeness of the research. The participants came together to share research on play, learning, games, interactive technologies, and what playing and designing games can teach us about social behaviors. The present special issue focuses on learning about social aspects through gaming: learning to socialize through games and learning games through social behavior.« less

  1. Toward virtual anatomy: a stereoscopic 3-D interactive multimedia computer program for cranial osteology.

    PubMed

    Trelease, R B

    1996-01-01

    Advances in computer visualization and user interface technologies have enabled development of "virtual reality" programs that allow users to perceive and to interact with objects in artificial three-dimensional environments. Such technologies were used to create an image database and program for studying the human skull, a specimen that has become increasingly expensive and scarce. Stereoscopic image pairs of a museum-quality skull were digitized from multiple views. For each view, the stereo pairs were interlaced into a single, field-sequential stereoscopic picture using an image processing program. The resulting interlaced image files are organized in an interactive multimedia program. At run-time, gray-scale 3-D images are displayed on a large-screen computer monitor and observed through liquid-crystal shutter goggles. Users can then control the program and change views with a mouse and cursor to point-and-click on screen-level control words ("buttons"). For each view of the skull, an ID control button can be used to overlay pointers and captions for important structures. Pointing and clicking on "hidden buttons" overlying certain structures triggers digitized audio spoken word descriptions or mini lectures.

  2. Modeling the dynamics of multipartite quantum systems created departing from two-level systems using general local and non-local interactions

    NASA Astrophysics Data System (ADS)

    Delgado, Francisco

    2017-12-01

    Quantum information is an emergent area merging physics, mathematics, computer science and engineering. To reach its technological goals, it is requiring adequate approaches to understand how to combine physical restrictions, computational approaches and technological requirements to get functional universal quantum information processing. This work presents the modeling and the analysis of certain general type of Hamiltonian representing several physical systems used in quantum information and establishing a dynamics reduction in a natural grammar for bipartite processing based on entangled states.

  3. Design of platform for removing screws from LCD display shields

    NASA Astrophysics Data System (ADS)

    Tu, Zimei; Qin, Qin; Dou, Jianfang; Zhu, Dongdong

    2017-11-01

    Removing the screws on the sides of a shield is a necessary process in disassembling a computer LCD display. To solve this issue, a platform has been designed for removing the screws on display shields. This platform uses virtual instrument technology with LabVIEW as the development environment to design the mechanical structure with the technologies of motion control, human-computer interaction and target recognition. This platform removes the screws from the sides of the shield of an LCD display mechanically thus to guarantee follow-up separation and recycle.

  4. LANDSAT technology transfer to the private and public sectors through community colleges and other locally available institutions

    NASA Technical Reports Server (NTRS)

    Rogers, R. H. (Principal Investigator)

    1980-01-01

    The results achieved during the first eight months of a program to transfer LANDSAT technology to practicing professionals in the private and public sectors (grass roots) through community colleges and other locally available institutions are reported. The approach offers hands-on interactive analysis training and demonstrations through the use of color desktop computer terminals communicating with a host computer by telephone lines. The features of the terminals and associated training materials are reviewed together with plans for their use in training and demonstration projects.

  5. Computer simulations in teaching physics: Development and implementation of a hypermedia system for high school teachers

    NASA Astrophysics Data System (ADS)

    da Silva, A. M. R.; de Macêdo, J. A.

    2016-06-01

    On the basis of the technological advancement in the middle and the difficulty of learning by the students in the discipline of physics, this article describes the process of elaboration and implementation of a hypermedia system for high school teachers involving computer simulations for teaching basic concepts of electromagnetism, using free tool. With the completion and publication of the project there will be a new possibility of interaction of students and teachers with the technology in the classroom and in labs.

  6. Embedded Systems and TensorFlow Frameworks as Assistive Technology Solutions.

    PubMed

    Mulfari, Davide; Palla, Alessandro; Fanucci, Luca

    2017-01-01

    In the field of deep learning, this paper presents the design of a wearable computer vision system for visually impaired users. The Assistive Technology solution exploits a powerful single board computer and smart glasses with a camera in order to allow its user to explore the objects within his surrounding environment, while it employs Google TensorFlow machine learning framework in order to real time classify the acquired stills. Therefore the proposed aid can increase the awareness of the explored environment and it interacts with its user by means of audio messages.

  7. Integrating interactive computational modeling in biology curricula.

    PubMed

    Helikar, Tomáš; Cutucache, Christine E; Dahlquist, Lauren M; Herek, Tyler A; Larson, Joshua J; Rogers, Jim A

    2015-03-01

    While the use of computer tools to simulate complex processes such as computer circuits is normal practice in fields like engineering, the majority of life sciences/biological sciences courses continue to rely on the traditional textbook and memorization approach. To address this issue, we explored the use of the Cell Collective platform as a novel, interactive, and evolving pedagogical tool to foster student engagement, creativity, and higher-level thinking. Cell Collective is a Web-based platform used to create and simulate dynamical models of various biological processes. Students can create models of cells, diseases, or pathways themselves or explore existing models. This technology was implemented in both undergraduate and graduate courses as a pilot study to determine the feasibility of such software at the university level. First, a new (In Silico Biology) class was developed to enable students to learn biology by "building and breaking it" via computer models and their simulations. This class and technology also provide a non-intimidating way to incorporate mathematical and computational concepts into a class with students who have a limited mathematical background. Second, we used the technology to mediate the use of simulations and modeling modules as a learning tool for traditional biological concepts, such as T cell differentiation or cell cycle regulation, in existing biology courses. Results of this pilot application suggest that there is promise in the use of computational modeling and software tools such as Cell Collective to provide new teaching methods in biology and contribute to the implementation of the "Vision and Change" call to action in undergraduate biology education by providing a hands-on approach to biology.

  8. A psychotechnological review on eye-tracking systems: towards user experience.

    PubMed

    Mele, Maria Laura; Federici, Stefano

    2012-07-01

    The aim of the present work is to show a critical review of the international literature on eye-tracking technologies by focusing on those features that characterize them as 'psychotechnologies'. A critical literature review was conducted through the main psychology, engineering, and computer sciences databases by following specific inclusion and exclusion criteria. A total of 46 matches from 1998 to 2010 were selected for content analysis. Results have been divided into four broad thematic areas. We found that, although there is a growing attention to end-users, most of the studies reviewed in this work are far from being considered as adopting holistic human-computer interaction models that include both individual differences and needs of users. User is often considered only as a measurement object of the functioning of the technological system and not as a real alter-ego of the intrasystemic interaction. In order to fully benefit from the communicative functions of gaze, the research on eye-tracking must emphasize user experience. Eye-tracking systems would become an effective assistive technology for integration, adaptation and neutralization of the environmental barrier only when a holistic model can be applied for both design processes and assessment of the functional components of the interaction.

  9. The Effectiveness of Gaze-Contingent Control in Computer Games.

    PubMed

    Orlov, Paul A; Apraksin, Nikolay

    2015-01-01

    Eye-tracking technology and gaze-contingent control in human-computer interaction have become an objective reality. This article reports on a series of eye-tracking experiments, in which we concentrated on one aspect of gaze-contingent interaction: Its effectiveness compared with mouse-based control in a computer strategy game. We propose a measure for evaluating the effectiveness of interaction based on "the time of recognition" the game unit. In this article, we use this measure to compare gaze- and mouse-contingent systems, and we present the analysis of the differences as a function of the number of game units. Our results indicate that performance of gaze-contingent interaction is typically higher than mouse manipulation in a visual searching task. When tested on 60 subjects, the results showed that the effectiveness of gaze-contingent systems over 1.5 times higher. In addition, we obtained that eye behavior stays quite stabile with or without mouse interaction. © The Author(s) 2015.

  10. Security training with interactive laser-video-disk technology

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Wilson, D.

    1988-01-01

    DOE, through its contractor EG and G Energy Measurements, Inc., has developed a state-of-the-art interactive-video system for use at the Department of Energy's Central Training Academy. Called the Security Training and Evaluation Shooting System (STRESS), the computer-driven decision shooting system employs the latest is laservideo-disk technology. STRESS is designed to provide realistic and stressful training for security inspectors employed by the DOE and its contractors. The system uses wide-screen video projection, sophisticated scenario-branching technology, and customized video scenarios especially designed for the DOE. Firing a weapon that has been modified to shoot ''laser bullets,'' and wearing a special vest thatmore » detects ''hits'': the security inspector encounters adversaries on the wide screen who can shoot or be shot by the inspector in scenarios that demand fast decisions. Based on those decisions, the computer provides instantaneous branching to different scenes, giving the inspector confrontational training with the realism and variability of real life.« less

  11. Changing how and what children learn in school with computer-based technologies.

    PubMed

    Roschelle, J M; Pea, R D; Hoadley, C M; Gordin, D N; Means, B M

    2000-01-01

    Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, and that it is especially useful in developing the higher-order skills of critical thinking, analysis, and scientific inquiry. But the mere presence of computers in the classroom does not ensure their effective use. Some computer applications have been shown to be more successful than others, and many factors influence how well even the most promising applications are implemented. This article explores the various ways computer technology can be used to improve how and what children learn in the classroom. Several examples of computer-based applications are highlighted to illustrate ways technology can enhance how children learn by supporting four fundamental characteristics of learning: (1) active engagement, (2) participation in groups, (3) frequent interaction and feedback, and (4) connections to real-world contexts. Additional examples illustrate ways technology can expand what children learn by helping them to understand core concepts in subjects like math, science, and literacy. Research indicates, however, that the use of technology as an effective learning tool is more likely to take place when embedded in a broader education reform movement that includes improvements in teacher training, curriculum, student assessment, and a school's capacity for change. To help inform decisions about the future role of computers in the classroom, the authors conclude that further research is needed to identify the uses that most effectively support learning and the conditions required for successful implementation.

  12. Laptop Use, Interactive Science Software, and Science Learning Among At-Risk Students

    NASA Astrophysics Data System (ADS)

    Zheng, Binbin; Warschauer, Mark; Hwang, Jin Kyoung; Collins, Penelope

    2014-08-01

    This year-long, quasi-experimental study investigated the impact of the use of netbook computers and interactive science software on fifth-grade students' science learning processes, academic achievement, and interest in further science, technology, engineering, and mathematics (STEM) study within a linguistically diverse school district in California. Analysis of students' state standardized science test scores indicated that the program helped close gaps in scientific achievement between at-risk learners (i.e., English learners, Hispanics, and free/reduced-lunch recipients) and their counterparts. Teacher and student interviews and classroom observations suggested that computer-supported visual representations and interactions supported diverse learners' scientific understanding and inquiry and enabled more individualized and differentiated instruction. Finally, interviews revealed that the program had a positive impact on students' motivation in science and on their interest in pursuing science-related careers. This study suggests that technology-facilitated science instruction is beneficial for improving at-risk students' science achievement, scaffolding students' scientific understanding, and strengthening students' motivation to pursue STEM-related careers.

  13. Analysis of whisker-toughened CMC structural components using an interactive reliability model

    NASA Technical Reports Server (NTRS)

    Duffy, Stephen F.; Palko, Joseph L.

    1992-01-01

    Realizing wider utilization of ceramic matrix composites (CMC) requires the development of advanced structural analysis technologies. This article focuses on the use of interactive reliability models to predict component probability of failure. The deterministic William-Warnke failure criterion serves as theoretical basis for the reliability model presented here. The model has been implemented into a test-bed software program. This computer program has been coupled to a general-purpose finite element program. A simple structural problem is presented to illustrate the reliability model and the computer algorithm.

  14. Using a Drug Interaction Program (Drug Interactions Advisor™) in a Community Hospital

    PubMed Central

    Harvey, A. C.; Diehl, G. R.; Finlayson, W. B.

    1987-01-01

    To test the usefulness of a drugs-interaction program in a community hospital one hundred patients in three medical wards were surveyed with respect to their drug regime. The drugs listed for each patient were entered into Drug Interactions Advisor™ a commercial interactions program running on an Apple IIE. Interacting drugs were listed with the severity of the interaction in each case. Of one hundred patients fifty-one had drugs which could potentially interact and in fifty-one percent of cases a change in therapy would have been advised by Drug Interactions Advisor™. The completeness of the data base was assessed as to its inclusion of drugs actually given and it dealt with eighty-nine percent. The program was tested against ten known interactions and it identified six. Multiple drug therapy is a major problem nowadays and will increase with the aging of the population. Drug interactions programs exploit computer technology to make drug surveillance easier. Without computers such surveillance is difficult if not impossible.

  15. EduSpeak[R]: A Speech Recognition and Pronunciation Scoring Toolkit for Computer-Aided Language Learning Applications

    ERIC Educational Resources Information Center

    Franco, Horacio; Bratt, Harry; Rossier, Romain; Rao Gadde, Venkata; Shriberg, Elizabeth; Abrash, Victor; Precoda, Kristin

    2010-01-01

    SRI International's EduSpeak[R] system is a software development toolkit that enables developers of interactive language education software to use state-of-the-art speech recognition and pronunciation scoring technology. Automatic pronunciation scoring allows the computer to provide feedback on the overall quality of pronunciation and to point to…

  16. Polymorphic Attacks and Network Topology: Application of Concepts from Natural Systems

    ERIC Educational Resources Information Center

    Rangan, Prahalad

    2010-01-01

    The growing complexity of interactions between computers and networks makes the subject of network security a very interesting one. As our dependence on the services provided by computing networks grows, so does our investment in such technology. In this situation, there is a greater risk of occurrence of targeted malicious attacks on computers…

  17. The Next Wave: Humans, Computers, and Redefining Reality

    NASA Technical Reports Server (NTRS)

    Little, William

    2018-01-01

    The Augmented/Virtual Reality (AVR) Lab at KSC is dedicated to " exploration into the growing computer fields of Extended Reality and the Natural User Interface (it is) a proving ground for new technologies that can be integrated into future NASA projects and programs." The topics of Human Computer Interface, Human Computer Interaction, Augmented Reality, Virtual Reality, and Mixed Reality are defined; examples of work being done in these fields in the AVR Lab are given. Current new and future work in Computer Vision, Speech Recognition, and Artificial Intelligence are also outlined.

  18. Computers in mathematics: teacher-inservice training at a distance

    NASA Astrophysics Data System (ADS)

    Friedman, Edward A.; Jurkat, M. P.

    1993-01-01

    While research and experience show many advantages for incorporation of computer technology into secondary school mathematics instruction, less than 5 percent of the nation's teachers are actively using computers in their classrooms. This is the case even though mathematics teachers in grades 7 - 12 are often familiar with computer technology and have computers available to them in their schools. The implementation bottleneck is in-service teacher training and there are few models of effective implementation available for teachers to emulate. Stevens Institute of Technology has been active since 1988 in research and development efforts to incorporate computers into classroom use. We have found that teachers need to see examples of classroom experience with hardware and software and they need to have assistance as they experiment with applications of software and the development of lesson plans. High-band width technology can greatly facilitate teacher training in this area through transmission of video documentaries, software discussions, teleconferencing, peer interactions, classroom observations, etc. We discuss the experience that Stevens has had with face-to-face teacher training as well as with satellite-based teleconferencing using one-way video and two- way audio. Included are reviews of analyses of this project by researchers from Educational Testing Service, Princeton University, and Bank Street School of Education.

  19. Physician Interactions with Electronic Health Records in Primary Care

    PubMed Central

    Montague, Enid; Asan, Onur

    2013-01-01

    Objective It is essential to design technologies and systems that promote appropriate interactions between physicians and patients. This study explored how physicians interact with Electronic Health Records (EHRs) to understand the qualities of the interaction between the physician and the EHR that may contribute to positive physician-patient interactions. Study Design Video-taped observations of 100 medical consultations were used to evaluate interaction patterns between physicians and EHRs. Quantified observational methods were used to contribute to ecological validity. Methods Ten primary care physicians and 100 patients from five clinics participated in the study. Clinical encounters were recorded with video cameras and coded using a validated objective coding methodology in order to examine how physicians interact with electronic health records. Results Three distinct styles were identified that characterize physician interactions with the EHR: technology-centered, human-centered, and mixed. Physicians who used a technology-centered style spent more time typing and gazing at the computer during the visit. Physicians who used a mixed style shifted their attention and body language between their patients and the technology throughout the visit. Physicians who used the human-centered style spent the least amount of time typing and focused more on the patient. Conclusion A variety of EHR interaction styles may be effective in facilitating patient-centered care. However, potential drawbacks of each style exist and are discussed. Future research on this topic and design strategies for effective health information technology in primary care are also discussed. PMID:24009982

  20. Current Issues and Trends in Multidimensional Sensing Technologies for Digital Media

    NASA Astrophysics Data System (ADS)

    Nagata, Noriko; Ohki, Hidehiro; Kato, Kunihito; Koshimizu, Hiroyasu; Sagawa, Ryusuke; Fujiwara, Takayuki; Yamashita, Atsushi; Hashimoto, Manabu

    Multidimensional sensing (MDS) technologies have numerous applications in the field of digital media, including the development of audio and visual equipment for human-computer interaction (HCI) and manufacture of data storage devices; furthermore, MDS finds applications in the fields of medicine and marketing, i.e., in e-marketing and the development of diagnosis equipment.

  1. Mapping Trade-Offs in Teachers' Integration of Technology-Supported Inquiry in High School Science Classes

    ERIC Educational Resources Information Center

    Sandoval, William A.; Daniszewski, Kenneth

    2004-01-01

    This paper explores how two teachers concurrently enacting the same technology-based inquiry unit on evolution structured activity and discourse in their classrooms to connect students' computer-based investigations to formal domain theories. Our analyses show that the teachers' interactions with their students during inquiry were quite similar,…

  2. Design in Context: A Conceptual Framework for the Study of Computer Software in Higher Education.

    ERIC Educational Resources Information Center

    Kozma, Robert B.; Bangert-Drowns, Robert L.

    The conceptual groundwork needed to examine the impact of technology, primarily microcomputers, on student learning is presented. Medium, method, and context are tied with a science of design. In section I, research on technology in higher education is reviewed, medium and method are defined, and interaction with context is discussed. Taxonomies…

  3. State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin

    2011-01-01

    Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…

  4. The Implications of Pervasive Computing on Network Design

    NASA Astrophysics Data System (ADS)

    Briscoe, R.

    Mark Weiser's late-1980s vision of an age of calm technology with pervasive computing disappearing into the fabric of the world [1] has been tempered by an industry-driven vision with more of a feel of conspicuous consumption. In the modified version, everyone carries around consumer electronics to provide natural, seamless interactions both with other people and with the information world, particularly for eCommerce, but still through a pervasive computing fabric.

  5. Building the Joint Battlespace Infosphere. Volume 2: Interactive Information Technologies

    DTIC Science & Technology

    1999-12-17

    G. A . Vouros, “ A Knowledge- Based Methodology for Supporting Multilingual and User -Tailored Interfaces ,” Interacting With Computers, Vol. 9 (1998), p...project is to develop a two-handed user interface to the stereoscopic field analyzer, an interactive 3-D scientific visualization system. The...62 See http://www.hitl.washington.edu/research/vrd/. 63 R. Baumann and R. Clavel, “Haptic Interface for Virtual Reality Based

  6. Principles for the wise use of computers by children.

    PubMed

    Straker, L; Pollock, C; Maslen, B

    2009-11-01

    Computer use by children at home and school is now common in many countries. Child computer exposure varies with the type of computer technology available and the child's age, gender and social group. This paper reviews the current exposure data and the evidence for positive and negative effects of computer use by children. Potential positive effects of computer use by children include enhanced cognitive development and school achievement, reduced barriers to social interaction, enhanced fine motor skills and visual processing and effective rehabilitation. Potential negative effects include threats to child safety, inappropriate content, exposure to violence, bullying, Internet 'addiction', displacement of moderate/vigorous physical activity, exposure to junk food advertising, sleep displacement, vision problems and musculoskeletal problems. The case for child specific evidence-based guidelines for wise use of computers is presented based on children using computers differently to adults, being physically, cognitively and socially different to adults, being in a state of change and development and the potential to impact on later adult risk. Progress towards child-specific guidelines is reported. Finally, a set of guideline principles is presented as the basis for more detailed guidelines on the physical, cognitive and social impact of computer use by children. The principles cover computer literacy, technology safety, child safety and privacy and appropriate social, cognitive and physical development. The majority of children in affluent communities now have substantial exposure to computers. This is likely to have significant effects on child physical, cognitive and social development. Ergonomics can provide and promote guidelines for wise use of computers by children and by doing so promote the positive effects and reduce the negative effects of computer-child, and subsequent computer-adult, interaction.

  7. MERIT: A man/computer data management and enhancement system for upper air nowcasting/forecasting in the United States. [Minimum Energy Routes using Interactive Techniques (MERIT)

    NASA Technical Reports Server (NTRS)

    Steinberg, R.

    1984-01-01

    It is suggested that the very short range forecast problem for aviation is one of data management rather than model development and the possibility of improving the aviation forecast using current technology is underlined. The MERIT concept of modeling technology, and advanced man/computer interactive data management and enhancement techniques to provide a tailored, accurate and timely forecast for aviation is outlined. The MERIT includes utilization of the Langrangian approach, extensive use of the automated aircraft report to complement the present data base and provide the most current observations; and the concept that a 2 to 12 hour forecast provided every 3 hr can meet the domestic needs of aviation instead of the present 18 and 24 hr forecast provided every 12 hr.

  8. Neuroadaptive technology enables implicit cursor control based on medial prefrontal cortex activity.

    PubMed

    Zander, Thorsten O; Krol, Laurens R; Birbaumer, Niels P; Gramann, Klaus

    2016-12-27

    The effectiveness of today's human-machine interaction is limited by a communication bottleneck as operators are required to translate high-level concepts into a machine-mandated sequence of instructions. In contrast, we demonstrate effective, goal-oriented control of a computer system without any form of explicit communication from the human operator. Instead, the system generated the necessary input itself, based on real-time analysis of brain activity. Specific brain responses were evoked by violating the operators' expectations to varying degrees. The evoked brain activity demonstrated detectable differences reflecting congruency with or deviations from the operators' expectations. Real-time analysis of this activity was used to build a user model of those expectations, thus representing the optimal (expected) state as perceived by the operator. Based on this model, which was continuously updated, the computer automatically adapted itself to the expectations of its operator. Further analyses showed this evoked activity to originate from the medial prefrontal cortex and to exhibit a linear correspondence to the degree of expectation violation. These findings extend our understanding of human predictive coding and provide evidence that the information used to generate the user model is task-specific and reflects goal congruency. This paper demonstrates a form of interaction without any explicit input by the operator, enabling computer systems to become neuroadaptive, that is, to automatically adapt to specific aspects of their operator's mindset. Neuroadaptive technology significantly widens the communication bottleneck and has the potential to fundamentally change the way we interact with technology.

  9. Environments for online maritime simulators with cloud computing capabilities

    NASA Astrophysics Data System (ADS)

    Raicu, Gabriel; Raicu, Alexandra

    2016-12-01

    This paper presents the cloud computing environments, network principles and methods for graphical development in realistic naval simulation, naval robotics and virtual interactions. The aim of this approach is to achieve a good simulation quality in large networked environments using open source solutions designed for educational purposes. Realistic rendering of maritime environments requires near real-time frameworks with enhanced computing capabilities during distance interactions. E-Navigation concepts coupled with the last achievements in virtual and augmented reality will enhance the overall experience leading to new developments and innovations. We have to deal with a multiprocessing situation using advanced technologies and distributed applications using remote ship scenario and automation of ship operations.

  10. Virtual Environments in Scientific Visualization

    NASA Technical Reports Server (NTRS)

    Bryson, Steve; Lisinski, T. A. (Technical Monitor)

    1994-01-01

    Virtual environment technology is a new way of approaching the interface between computers and humans. Emphasizing display and user control that conforms to the user's natural ways of perceiving and thinking about space, virtual environment technologies enhance the ability to perceive and interact with computer generated graphic information. This enhancement potentially has a major effect on the field of scientific visualization. Current examples of this technology include the Virtual Windtunnel being developed at NASA Ames Research Center. Other major institutions such as the National Center for Supercomputing Applications and SRI International are also exploring this technology. This talk will be describe several implementations of virtual environments for use in scientific visualization. Examples include the visualization of unsteady fluid flows (the virtual windtunnel), the visualization of geodesics in curved spacetime, surface manipulation, and examples developed at various laboratories.

  11. Continued use of an interactive computer game-based visual perception learning system in children with developmental delay.

    PubMed

    Lin, Hsien-Cheng; Chiu, Yu-Hsien; Chen, Yenming J; Wuang, Yee-Pay; Chen, Chiu-Ping; Wang, Chih-Chung; Huang, Chien-Ling; Wu, Tang-Meng; Ho, Wen-Hsien

    2017-11-01

    This study developed an interactive computer game-based visual perception learning system for special education children with developmental delay. To investigate whether perceived interactivity affects continued use of the system, this study developed a theoretical model of the process in which learners decide whether to continue using an interactive computer game-based visual perception learning system. The technology acceptance model, which considers perceived ease of use, perceived usefulness, and perceived playfulness, was extended by integrating perceived interaction (i.e., learner-instructor interaction and learner-system interaction) and then analyzing the effects of these perceptions on satisfaction and continued use. Data were collected from 150 participants (rehabilitation therapists, medical paraprofessionals, and parents of children with developmental delay) recruited from a single medical center in Taiwan. Structural equation modeling and partial-least-squares techniques were used to evaluate relationships within the model. The modeling results indicated that both perceived ease of use and perceived usefulness were positively associated with both learner-instructor interaction and learner-system interaction. However, perceived playfulness only had a positive association with learner-system interaction and not with learner-instructor interaction. Moreover, satisfaction was positively affected by perceived ease of use, perceived usefulness, and perceived playfulness. Thus, satisfaction positively affects continued use of the system. The data obtained by this study can be applied by researchers, designers of computer game-based learning systems, special education workers, and medical professionals. Copyright © 2017 Elsevier B.V. All rights reserved.

  12. Interactive Multimedia in University Teaching and Learning: Some Pointers to Help Promote Discussion of Design Criteria.

    ERIC Educational Resources Information Center

    Trevitt, Chris

    This paper addresses criteria in the design and development of computer-based courseware. The term "interactive multimedia" describes both the technology and the demands placed on the user. It implies that the user becomes actively engaged with the subject, thereby improving the likelihood that net learning takes place. However, nothing…

  13. "Peau d'Ane" videodisque interactif de francais, langue etrangere ("Donkey's Hide," an Interactive Videodisc in French as a Second Language).

    ERIC Educational Resources Information Center

    Garrigues, Mylene

    1985-01-01

    The characteristics of videodisc technology are outlined, and a project undertaken to create an interactive videodisc for French language instruction is described, including the efforts to eliminate physical barriers between the computer and the user, pedagogical strategy and material, programing technicalities, and other details of production.…

  14. Interactive Whiteboards in Early Childhood Mathematics: Strategies for Effective Implementation in Pre-K-Grade 3

    ERIC Educational Resources Information Center

    Linder, Sandra M.

    2012-01-01

    Teachers are using technological innovations--including interactive whiteboards--in pre-K-grade 3 classrooms across the country. An IWB is a wall-mounted, touch-sensitive flat screen. When connected to a computer (or another electronic device) and a projector, it displays enlarged instructional content (such as a math word problem, pictures or…

  15. Utilizing Mechanistic Cross-Linking Technology to Study Protein-Protein Interactions: An Experiment Designed for an Undergraduate Biochemistry Lab

    ERIC Educational Resources Information Center

    Finzel, Kara; Beld, Joris; Burkart, Michael D.; Charkoudian, Louise K.

    2017-01-01

    Over the past decade, mechanistic cross-linking probes have been used to study protein-protein interactions in natural product biosynthetic pathways. This approach is highly interdisciplinary, combining elements of protein biochemistry, organic chemistry, and computational docking. Herein, we described the development of an experiment to engage…

  16. Visual Analytics in Public Safety: Example Capabilities for Example Government Agencies

    DTIC Science & Technology

    2011-10-01

    is not limited to: the Police Records Information Management Environment for British Columbia (PRIME-BC), the Police Reporting and Occurrence System...and filtering for rapid identification of relevant documents - Graphical environment for visual evidence marshaling - Interactive linking and...analytical reasoning facilitated by interactive visual interfaces and integration with computational analytics. Indeed, a wide variety of technologies

  17. Bridging the Arts and Computer Science: Engaging At-Risk Students through the Integration of Music

    ERIC Educational Resources Information Center

    Moyer, Lisa; Klopfer, Michelle; Ernst, Jeremy V.

    2018-01-01

    Linux Laptop Orchestra (L2Ork), founded in 2009 in the Virginia Tech Music Department's Digital and Interactive Sound & Intermedia Studio, "explores the power of gesture, communal interaction, and the multidimensionality of arts, as well as technology's potential to seamlessly integrate arts and sciences with particular focus on K-12…

  18. Mandarin Students' Perceptions of Multimodal Interaction in a Web Conferencing Environment: A Satisfaction Survey

    ERIC Educational Resources Information Center

    Tseng, Jun-Jie

    2015-01-01

    A major indicator of whether online courses have been effective and successful is student satisfaction. Copious research points to lack of interaction as the most cited reason for student dissatisfaction. To improve this problem, new Computer-Mediated Communication (CMC) technology could be considered as an option to enhance the online learning…

  19. A New Continent of Ideas

    NASA Technical Reports Server (NTRS)

    1990-01-01

    While a new technology called 'virtual reality' is still at the 'ground floor' level, one of its basic components, 3D computer graphics is already in wide commercial use and expanding. Other components that permit a human operator to 'virtually' explore an artificial environment and to interact with it are being demonstrated routinely at Ames and elsewhere. Virtual reality might be defined as an environment capable of being virtually entered - telepresence, it is called - or interacted with by a human. The Virtual Interface Environment Workstation (VIEW) is a head-mounted stereoscopic display system in which the display may be an artificial computer-generated environment or a real environment relayed from remote video cameras. Operator can 'step into' this environment and interact with it. The DataGlove has a series of fiber optic cables and sensors that detect any movement of the wearer's fingers and transmit the information to a host computer; a computer generated image of the hand will move exactly as the operator is moving his gloved hand. With appropriate software, the operator can use the glove to interact with the computer scene by grasping an object. The DataSuit is a sensor equipped full body garment that greatly increases the sphere of performance for virtual reality simulations.

  20. 3D printing in chemical engineering and catalytic technology: structured catalysts, mixers and reactors.

    PubMed

    Parra-Cabrera, Cesar; Achille, Clement; Kuhn, Simon; Ameloot, Rob

    2018-01-02

    Computer-aided fabrication technologies combined with simulation and data processing approaches are changing our way of manufacturing and designing functional objects. Also in the field of catalytic technology and chemical engineering the impact of additive manufacturing, also referred to as 3D printing, is steadily increasing thanks to a rapidly decreasing equipment threshold. Although still in an early stage, the rapid and seamless transition between digital data and physical objects enabled by these fabrication tools will benefit both research and manufacture of reactors and structured catalysts. Additive manufacturing closes the gap between theory and experiment, by enabling accurate fabrication of geometries optimized through computational fluid dynamics and the experimental evaluation of their properties. This review highlights the research using 3D printing and computational modeling as digital tools for the design and fabrication of reactors and structured catalysts. The goal of this contribution is to stimulate interactions at the crossroads of chemistry and materials science on the one hand and digital fabrication and computational modeling on the other.

  1. Enrichment of Human-Computer Interaction in Brain-Computer Interfaces via Virtual Environments

    PubMed Central

    Víctor Rodrigo, Mercado-García

    2017-01-01

    Tridimensional representations stimulate cognitive processes that are the core and foundation of human-computer interaction (HCI). Those cognitive processes take place while a user navigates and explores a virtual environment (VE) and are mainly related to spatial memory storage, attention, and perception. VEs have many distinctive features (e.g., involvement, immersion, and presence) that can significantly improve HCI in highly demanding and interactive systems such as brain-computer interfaces (BCI). BCI is as a nonmuscular communication channel that attempts to reestablish the interaction between an individual and his/her environment. Although BCI research started in the sixties, this technology is not efficient or reliable yet for everyone at any time. Over the past few years, researchers have argued that main BCI flaws could be associated with HCI issues. The evidence presented thus far shows that VEs can (1) set out working environmental conditions, (2) maximize the efficiency of BCI control panels, (3) implement navigation systems based not only on user intentions but also on user emotions, and (4) regulate user mental state to increase the differentiation between control and noncontrol modalities. PMID:29317861

  2. Distributed and collaborative synthetic environments

    NASA Technical Reports Server (NTRS)

    Bajaj, Chandrajit L.; Bernardini, Fausto

    1995-01-01

    Fast graphics workstations and increased computing power, together with improved interface technologies, have created new and diverse possibilities for developing and interacting with synthetic environments. A synthetic environment system is generally characterized by input/output devices that constitute the interface between the human senses and the synthetic environment generated by the computer; and a computation system running a real-time simulation of the environment. A basic need of a synthetic environment system is that of giving the user a plausible reproduction of the visual aspect of the objects with which he is interacting. The goal of our Shastra research project is to provide a substrate of geometric data structures and algorithms which allow the distributed construction and modification of the environment, efficient querying of objects attributes, collaborative interaction with the environment, fast computation of collision detection and visibility information for efficient dynamic simulation and real-time scene display. In particular, we address the following issues: (1) A geometric framework for modeling and visualizing synthetic environments and interacting with them. We highlight the functions required for the geometric engine of a synthetic environment system. (2) A distribution and collaboration substrate that supports construction, modification, and interaction with synthetic environments on networked desktop machines.

  3. Combining Brain–Computer Interfaces and Assistive Technologies: State-of-the-Art and Challenges

    PubMed Central

    Millán, J. d. R.; Rupp, R.; Müller-Putz, G. R.; Murray-Smith, R.; Giugliemma, C.; Tangermann, M.; Vidaurre, C.; Cincotti, F.; Kübler, A.; Leeb, R.; Neuper, C.; Müller, K.-R.; Mattia, D.

    2010-01-01

    In recent years, new research has brought the field of electroencephalogram (EEG)-based brain–computer interfacing (BCI) out of its infancy and into a phase of relative maturity through many demonstrated prototypes such as brain-controlled wheelchairs, keyboards, and computer games. With this proof-of-concept phase in the past, the time is now ripe to focus on the development of practical BCI technologies that can be brought out of the lab and into real-world applications. In particular, we focus on the prospect of improving the lives of countless disabled individuals through a combination of BCI technology with existing assistive technologies (AT). In pursuit of more practical BCIs for use outside of the lab, in this paper, we identify four application areas where disabled individuals could greatly benefit from advancements in BCI technology, namely, “Communication and Control”, “Motor Substitution”, “Entertainment”, and “Motor Recovery”. We review the current state of the art and possible future developments, while discussing the main research issues in these four areas. In particular, we expect the most progress in the development of technologies such as hybrid BCI architectures, user–machine adaptation algorithms, the exploitation of users’ mental states for BCI reliability and confidence measures, the incorporation of principles in human–computer interaction (HCI) to improve BCI usability, and the development of novel BCI technology including better EEG devices. PMID:20877434

  4. Introducing computational thinking through hands-on projects using R with applications to calculus, probability and data analysis

    NASA Astrophysics Data System (ADS)

    Benakli, Nadia; Kostadinov, Boyan; Satyanarayana, Ashwin; Singh, Satyanand

    2017-04-01

    The goal of this paper is to promote computational thinking among mathematics, engineering, science and technology students, through hands-on computer experiments. These activities have the potential to empower students to learn, create and invent with technology, and they engage computational thinking through simulations, visualizations and data analysis. We present nine computer experiments and suggest a few more, with applications to calculus, probability and data analysis, which engage computational thinking through simulations, visualizations and data analysis. We are using the free (open-source) statistical programming language R. Our goal is to give a taste of what R offers rather than to present a comprehensive tutorial on the R language. In our experience, these kinds of interactive computer activities can be easily integrated into a smart classroom. Furthermore, these activities do tend to keep students motivated and actively engaged in the process of learning, problem solving and developing a better intuition for understanding complex mathematical concepts.

  5. Dynamic electronic institutions in agent oriented cloud robotic systems.

    PubMed

    Nagrath, Vineet; Morel, Olivier; Malik, Aamir; Saad, Naufal; Meriaudeau, Fabrice

    2015-01-01

    The dot-com bubble bursted in the year 2000 followed by a swift movement towards resource virtualization and cloud computing business model. Cloud computing emerged not as new form of computing or network technology but a mere remoulding of existing technologies to suit a new business model. Cloud robotics is understood as adaptation of cloud computing ideas for robotic applications. Current efforts in cloud robotics stress upon developing robots that utilize computing and service infrastructure of the cloud, without debating on the underlying business model. HTM5 is an OMG's MDA based Meta-model for agent oriented development of cloud robotic systems. The trade-view of HTM5 promotes peer-to-peer trade amongst software agents. HTM5 agents represent various cloud entities and implement their business logic on cloud interactions. Trade in a peer-to-peer cloud robotic system is based on relationships and contracts amongst several agent subsets. Electronic Institutions are associations of heterogeneous intelligent agents which interact with each other following predefined norms. In Dynamic Electronic Institutions, the process of formation, reformation and dissolution of institutions is automated leading to run time adaptations in groups of agents. DEIs in agent oriented cloud robotic ecosystems bring order and group intellect. This article presents DEI implementations through HTM5 methodology.

  6. Welcome to the techno highway: development of a health assessment CD-ROM and website.

    PubMed

    Bosco, Anna Maria; Ward, Catherine

    2005-09-01

    Traditionally teaching nursing students psychomotor skills took place in a laboratory setting; however, recent developments in computer technology have revolutionised how educators can transfer knowledge. To meet the need for an efficient and interactive learning experience a software product was required to educate nursing students about health assessment techniques. This paper presents how existing 'old technology' of a video was given new life by embracing new technology, resulting in development of an interactive CD-ROM with supporting WebCT. This innovation reflects a more flexible approach to learning as it is dynamic, portable, self-paced and more convenient for adult learners especially those in remote areas.

  7. The Nuclear Energy Advanced Modeling and Simulation Enabling Computational Technologies FY09 Report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Diachin, L F; Garaizar, F X; Henson, V E

    2009-10-12

    In this document we report on the status of the Nuclear Energy Advanced Modeling and Simulation (NEAMS) Enabling Computational Technologies (ECT) effort. In particular, we provide the context for ECT In the broader NEAMS program and describe the three pillars of the ECT effort, namely, (1) tools and libraries, (2) software quality assurance, and (3) computational facility (computers, storage, etc) needs. We report on our FY09 deliverables to determine the needs of the integrated performance and safety codes (IPSCs) in these three areas and lay out the general plan for software quality assurance to meet the requirements of DOE andmore » the DOE Advanced Fuel Cycle Initiative (AFCI). We conclude with a brief description of our interactions with the Idaho National Laboratory computer center to determine what is needed to expand their role as a NEAMS user facility.« less

  8. Improving Learning, Retention of Knowledge, and Attitude of Students in a Vocational-Technical College through Interactive Computer Technology.

    ERIC Educational Resources Information Center

    Hitchcock, A. Allen

    The problem that this practicum attempted to solve was that students in a vocational-technical college tended to underachieve in courses that were mainly cognitive in nature, as evidenced by low overall grade-point course averages and other measures. The researcher designed computer-based simulation/gaming instruction that aimed to increase…

  9. [An interactive three-dimensional model of the human body].

    PubMed

    Liem, S L

    2009-01-01

    Driven by advanced computer technology, it is now possible to show the human anatomy on a computer. On the internet, the Visible Body programme makes it possible to navigate in all directions through the anatomical structures of the human body, using mouse and keyboard. Visible Body is a wonderful tool to give insight in the human structures, body functions and organs.

  10. Immersive, Interactive, Web-Enabled Computer Simulation as a Trigger for Learning: The next Generation of Problem-Based Learning in Educational Leadership

    ERIC Educational Resources Information Center

    Mann, Dale; Reardon, R. M.; Becker, J. D.; Shakeshaft, C.; Bacon, Nicholas

    2011-01-01

    This paper describes the use of advanced computer technology in an innovative educational leadership program. This program integrates full-motion video scenarios that simulate the leadership challenges typically faced by principals over the course of a full school year. These scenarios require decisions that are then coupled to consequences and…

  11. What to Use for Mathematics in High School: PC, Tablet or Graphing Calculator?

    ERIC Educational Resources Information Center

    Korenova, Lilla

    2015-01-01

    Digital technologies have made their way not only into our everyday lives, but nowadays they are also commonly used in schools. Computers, tablets and smartphones are now part of the lives of this new generation of students, so it's only natural that they are used for educational purposes as well. Besides the interactive whiteboards, computers and…

  12. An Exploratory Study of the Implementation of an Interactive Learning System in Two Eighth Grade Mathematics Classes.

    ERIC Educational Resources Information Center

    FitzPatrick, Sarah B.; Faux, Russell

    During the last decade, U.S. K-12 schools have approximately tripled their spending on increasingly powerful computers, expanded network access, and novel computer applications. The number of questions being asked by educators, policymakers, and the general public about the extent to which these technologies are being used in classrooms, for what…

  13. BioSIGHT: Interactive Visualization Modules for Science Education

    NASA Technical Reports Server (NTRS)

    Wong, Wee Ling

    1998-01-01

    Redefining science education to harness emerging integrated media technologies with innovative pedagogical goals represents a unique challenge. The Integrated Media Systems Center (IMSC) is the only engineering research center in the area of multimedia and creative technologies sponsored by the National Science Foundation. The research program at IMSC is focused on developing advanced technologies that address human-computer interfaces, database management, and high- speed network capabilities. The BioSIGHT project at IMSC is a demonstration technology project in the area of education that seeks to address how such emerging multimedia technologies can make an impact on science education. The scope of this project will help solidify NASA's commitment for the development of innovative educational resources that promotes science literacy for our students and the general population as well. These issues must be addressed as NASA marches towards the goal of enabling human space exploration that requires an understanding of life sciences in space. The IMSC BioSIGHT lab was established with the purpose of developing a novel methodology that will map a high school biology curriculum into a series of interactive visualization modules that can be easily incorporated into a space biology curriculum. Fundamental concepts in general biology must be mastered in order to allow a better understanding and application for space biology. Interactive visualization is a powerful component that can capture the students' imagination, facilitate their assimilation of complex ideas, and help them develop integrated views of biology. These modules will augment the role of the teacher and will establish the value of student-centered interactivity, both in an individual setting as well as in a collaborative learning environment. Students will be able to interact with the content material, explore new challenges, and perform virtual laboratory simulations. The BioSIGHT effort is truly cross-disciplinary in nature and requires expertise from many areas including Biology, Computer Science, Electrical Engineering, Education, and the Cognitive Sciences. The BioSIGHT team includes a scientific illustrator, educational software designer, computer programmers as well as IMSC graduate and undergraduate students. Our collaborators include TERC, a research and education organization with extensive k-12 math and science curricula development from Cambridge, MA.; SRI International of Menlo Park, CA.; teachers and students from local area high schools (Newbury Park High School, USC's Family of Five schools, Chadwick School, and Pasadena Polytechnic High School).

  14. Adolescents' technology and face-to-face time use predict objective sleep outcomes.

    PubMed

    Tavernier, Royette; Heissel, Jennifer A; Sladek, Michael R; Grant, Kathryn E; Adam, Emma K

    2017-08-01

    The present study examined both within- and between-person associations between adolescents' time use (technology-based activities and face-to-face interactions with friends and family) and sleep behaviors. We also assessed whether age moderated associations between adolescents' time use with friends and family and sleep. Adolescents wore an actigraph monitor and completed brief evening surveys daily for 3 consecutive days. Adolescents (N=71; mean age=14.50 years old, SD=1.84; 43.7% female) were recruited from 3 public high schools in the Midwest. We assessed 8 technology-based activities (eg, texting, working on a computer), as well as time spent engaged in face-to-face interactions with friends and family, via questions on adolescents' evening surveys. Actigraph monitors assessed 3 sleep behaviors: sleep latency, sleep hours, and sleep efficiency. Hierarchical linear models indicated that texting and working on the computer were associated with shorter sleep, whereas time spent talking on the phone predicted longer sleep. Time spent with friends predicted shorter sleep latencies, while family time predicted longer sleep latencies. Age moderated the association between time spent with friends and sleep efficiency, as well as between family time and sleep efficiency. Specifically, longer time spent interacting with friends was associated with higher sleep efficiency but only among younger adolescents. Furthermore, longer family time was associated with higher sleep efficiency but only for older adolescents. Findings are discussed in terms of the importance of regulating adolescents' technology use and improving opportunities for face-to-face interactions with friends, particularly for younger adolescents. Copyright © 2017 National Sleep Foundation. Published by Elsevier Inc. All rights reserved.

  15. Design and implementation of spatial knowledge grid for integrated spatial analysis

    NASA Astrophysics Data System (ADS)

    Liu, Xiangnan; Guan, Li; Wang, Ping

    2006-10-01

    Supported by spatial information grid(SIG), the spatial knowledge grid (SKG) for integrated spatial analysis utilizes the middleware technology in constructing the spatial information grid computation environment and spatial information service system, develops spatial entity oriented spatial data organization technology, carries out the profound computation of the spatial structure and spatial process pattern on the basis of Grid GIS infrastructure, spatial data grid and spatial information grid (specialized definition). At the same time, it realizes the complex spatial pattern expression and the spatial function process simulation by taking the spatial intelligent agent as the core to establish space initiative computation. Moreover through the establishment of virtual geographical environment with man-machine interactivity and blending, complex spatial modeling, network cooperation work and spatial community decision knowledge driven are achieved. The framework of SKG is discussed systematically in this paper. Its implement flow and the key technology with examples of overlay analysis are proposed as well.

  16. High-resolution computational algorithms for simulating offshore wind turbines and farms: Model development and validation

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Calderer, Antoni; Yang, Xiaolei; Angelidis, Dionysios

    2015-10-30

    The present project involves the development of modeling and analysis design tools for assessing offshore wind turbine technologies. The computational tools developed herein are able to resolve the effects of the coupled interaction of atmospheric turbulence and ocean waves on aerodynamic performance and structural stability and reliability of offshore wind turbines and farms. Laboratory scale experiments have been carried out to derive data sets for validating the computational models.

  17. A Guide for Developing Human-Robot Interaction Experiments in the Robotic Interactive Visualization and Experimentation Technology (RIVET) Simulation

    DTIC Science & Technology

    2016-05-01

    research, Kunkler (2006) suggested that the similarities between computer simulation tools and robotic surgery systems (e.g., mechanized feedback...distribution is unlimited. 49 Davies B. A review of robotics in surgery . Proceedings of the Institution of Mechanical Engineers, Part H: Journal...ARL-TR-7683 ● MAY 2016 US Army Research Laboratory A Guide for Developing Human- Robot Interaction Experiments in the Robotic

  18. QUANTUM: The Exhibition - quantum at the museum

    NASA Astrophysics Data System (ADS)

    Laforest, Martin; Olano, Angela; Day-Hamilton, Tobi

    Distilling the essence of quantum phenomena, and how they are being harnessed to develop powerful quantum technologies, into a series of bite-sized, elementary-school-level pieces is what the scientific outreach team at the University of Waterloo's Institute for Quantum Computing was tasked with. QUANTUM: The Exhibition uses a series of informational panels, multimedia and interactive displays to introduce visitors to quantum phenomena and how they will revolutionize computing, information security and sensing. We'll discuss some of the approaches we took to convey the essence and impact of quantum mechanics and technologies to a lay audience while ensuring scientific accuracy.

  19. Applications of Multi-Agent Technology to Power Systems

    NASA Astrophysics Data System (ADS)

    Nagata, Takeshi

    Currently, agents are focus of intense on many sub-fields of computer science and artificial intelligence. Agents are being used in an increasingly wide variety of applications. Many important computing applications such as planning, process control, communication networks and concurrent systems will benefit from using multi-agent system approach. A multi-agent system is a structure given by an environment together with a set of artificial agents capable to act on this environment. Multi-agent models are oriented towards interactions, collaborative phenomena, and autonomy. This article presents the applications of multi-agent technology to the power systems.

  20. Applying graphics user interface ot group technology classification and coding at the Boeing aerospace company

    NASA Astrophysics Data System (ADS)

    Ness, P. H.; Jacobson, H.

    1984-10-01

    The thrust of 'group technology' is toward the exploitation of similarities in component design and manufacturing process plans to achieve assembly line flow cost efficiencies for small batch production. The systematic method devised for the identification of similarities in component geometry and processing steps is a coding and classification scheme implemented by interactive CAD/CAM systems. This coding and classification scheme has led to significant increases in computer processing power, allowing rapid searches and retrievals on the basis of a 30-digit code together with user-friendly computer graphics.

  1. Advanced Keyboard

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Using chordic technology, a data entry operator can finger key combinations for text or graphics input. Because only one hand is needed, a disabled person may use it. Strain and fatigue are less than when using a conventional keyboard; input is faster, and the system can be learned in about an hour. Infogrip, Inc. developed chordic input technology with Stennis Space Center (SSC). (NASA is interested in potentially faster human/computer interaction on spacecraft as well as a low cost tactile/visual training system for the handicapped.) The company is now marketing the BAT as an improved system for both disabled and non-disabled computer operators.

  2. Communication technologies to improve HPV vaccination initiation and completion: A systematic review.

    PubMed

    Francis, Diane B; Cates, Joan R; Wagner, Kyla P Garrett; Zola, Tracey; Fitter, Jenny E; Coyne-Beasley, Tamera

    2017-07-01

    This systematic review examines the effectiveness of communication technology interventions on HPV vaccination initiation and completion. A comprehensive search strategy was used to identify existing randomized controlled trials testing the impact of computer-, mobile- or internet-based interventions on receipt of any dose of the HPV vaccine. Twelve relevant studies were identified with a total of 38,945 participants. The interventions were delivered using several different methods, including electronic health record (i.e. recall/reminder) prompts, text messaging, automated phone calls, interactive computer videos, and email. Vaccine initiation and completion was greater for technology-based studies relative to their control conditions. There is evidence that interventions utilizing communication technologies as their sole or primary mode for HPV vaccination intervention delivery may increase vaccination coverage. Communication technologies hold much promise for the future of HPV vaccination efforts, especially initiatives in practice-based settings. Copyright © 2017 Elsevier B.V. All rights reserved.

  3. Performance, Accuracy, Data Delivery, and Feedback Methods in Order Selection: A Comparison of Voice, Handheld, and Paper Technologies

    ERIC Educational Resources Information Center

    Ludwig, Timothy D.; Goomas, David T.

    2007-01-01

    Field study was conducted in auto-parts after-market distribution centers where selectors used handheld computers to receive instructions and feedback about their product selection process. A wireless voice-interaction technology was then implemented in a multiple baseline fashion across three departments of a warehouse (N = 14) and was associated…

  4. SDI Software Technology Program Plan Version 1.5

    DTIC Science & Technology

    1987-06-01

    computer generation of auditory communication of meaningful speech. Most speech synthesizers are based on mathematical models of the human vocal tract, but...oral/ auditory and multimodal communications. Although such state-of-the-art interaction technology has not fully matured, user experience has...superior I pattern matching capabilities and the subliminal intuitive deduction capability. The error performance of humans can be helped by careful

  5. The Insiders' Perspectives: A Focus Group Study on Gender Issues in a Computer-Supported Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Huynh, Minh Q.; Lee, Jae-Nam; Schuldt, Barbara A.

    2005-01-01

    There is little doubt that the advent of collaborative technologies in recent years has brought some significant changes in the way students learn, communicate, and interact with one another. In recent years, this emergence has sparked increased interest for research into the role and impact of instructional technologies on group learning. Despite…

  6. Evaluating Computer-Based Simulations, Multimedia and Animations that Help Integrate Blended Learning with Lectures in First Year Statistics

    ERIC Educational Resources Information Center

    Neumann, David L.; Neumann, Michelle M.; Hood, Michelle

    2011-01-01

    The discipline of statistics seems well suited to the integration of technology in a lecture as a means to enhance student learning and engagement. Technology can be used to simulate statistical concepts, create interactive learning exercises, and illustrate real world applications of statistics. The present study aimed to better understand the…

  7. The Use of Weblog in Language Learning: Motivation of Second Language Learners in Reading Classroom

    ERIC Educational Resources Information Center

    Sulaiman, Ahmad Nasaruddin; Kassim, Asiah

    2010-01-01

    The age of technology has enabled learners to interact with other users outside the four walls of the classroom. Weblogs, in particular, provide a channel for asynchronous computer-mediated communication to take place in the learning process. Motivation is one of the learning aspects that is greatly enhanced by the use of technology.…

  8. Technology at the zoo: the influence of a touchscreen computer on orangutans and zoo visitors.

    PubMed

    Perdue, Bonnie M; Clay, Andrea W; Gaalema, Diann E; Maple, Terry L; Stoinski, Tara S

    2012-01-01

    A computer-controlled touchscreen apparatus (hereafter referred to as "touchscreen") in the orangutan exhibit at Zoo Atlanta provides enrichment to the animals and allows cognitive research to take place on exhibit. This study investigated the impact of the touchscreen on orangutan behavior and visibility, as well as its impact on zoo visitors. Despite previous research suggesting that providing a single computer system may negatively affect orangutan behavior, there was not a significant increase in aggression, stereotypic, or distress-related behaviors following the activation of the on-exhibit touchscreen. We also investigated the possibility that zoo visitors may be negatively affected by technology because it deviates from naturalism. However, we did not find a change in stay time or overall experience rating when the computer was turned on. This research was the first to assess visitor attitudes toward technology at the zoo, and we found that visitors report highly positive attitudes about technology for both animals and visitors. If subjects visited the exhibit when the computer was turned on, they more strongly agreed that orangutans benefit from interacting with computerized enrichment. This study is the first investigation of an on-exhibit touchscreen in group-housed apes; our findings of no negative effects on the animals or zoo visitors and positive attitudes toward technology suggest a significant value of this practice. © 2011 Wiley Periodicals, Inc.

  9. HEPLIB `91: International users meeting on the support and environments of high energy physics computing

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Johnstad, H.

    The purpose of this meeting is to discuss the current and future HEP computing support and environments from the perspective of new horizons in accelerator, physics, and computing technologies. Topics of interest to the Meeting include (but are limited to): the forming of the HEPLIB world user group for High Energy Physic computing; mandate, desirables, coordination, organization, funding; user experience, international collaboration; the roles of national labs, universities, and industry; range of software, Monte Carlo, mathematics, physics, interactive analysis, text processors, editors, graphics, data base systems, code management tools; program libraries, frequency of updates, distribution; distributed and interactive computing, datamore » base systems, user interface, UNIX operating systems, networking, compilers, Xlib, X-Graphics; documentation, updates, availability, distribution; code management in large collaborations, keeping track of program versions; and quality assurance, testing, conventions, standards.« less

  10. HEPLIB 91: International users meeting on the support and environments of high energy physics computing

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Johnstad, H.

    The purpose of this meeting is to discuss the current and future HEP computing support and environments from the perspective of new horizons in accelerator, physics, and computing technologies. Topics of interest to the Meeting include (but are limited to): the forming of the HEPLIB world user group for High Energy Physic computing; mandate, desirables, coordination, organization, funding; user experience, international collaboration; the roles of national labs, universities, and industry; range of software, Monte Carlo, mathematics, physics, interactive analysis, text processors, editors, graphics, data base systems, code management tools; program libraries, frequency of updates, distribution; distributed and interactive computing, datamore » base systems, user interface, UNIX operating systems, networking, compilers, Xlib, X-Graphics; documentation, updates, availability, distribution; code management in large collaborations, keeping track of program versions; and quality assurance, testing, conventions, standards.« less

  11. On Roles of Models in Information Systems

    NASA Astrophysics Data System (ADS)

    Sølvberg, Arne

    The increasing penetration of computers into all aspects of human activity makes it desirable that the interplay among software, data and the domains where computers are applied is made more transparent. An approach to this end is to explicitly relate the modeling concepts of the domains, e.g., natural science, technology and business, to the modeling concepts of software and data. This may make it simpler to build comprehensible integrated models of the interactions between computers and non-computers, e.g., interaction among computers, people, physical processes, biological processes, and administrative processes. This chapter contains an analysis of various facets of the modeling environment for information systems engineering. The lack of satisfactory conceptual modeling tools seems to be central to the unsatisfactory state-of-the-art in establishing information systems. The chapter contains a proposal for defining a concept of information that is relevant to information systems engineering.

  12. Mobility in hospital work: towards a pervasive computing hospital environment.

    PubMed

    Morán, Elisa B; Tentori, Monica; González, Víctor M; Favela, Jesus; Martínez-Garcia, Ana I

    2007-01-01

    Handheld computers are increasingly being used by hospital workers. With the integration of wireless networks into hospital information systems, handheld computers can provide the basis for a pervasive computing hospital environment; to develop this designers need empirical information to understand how hospital workers interact with information while moving around. To characterise the medical phenomena we report the results of a workplace study conducted in a hospital. We found that individuals spend about half of their time at their base location, where most of their interactions occur. On average, our informants spent 23% of their time performing information management tasks, followed by coordination (17.08%), clinical case assessment (15.35%) and direct patient care (12.6%). We discuss how our results offer insights for the design of pervasive computing technology, and directions for further research and development in this field such as transferring information between heterogeneous devices and integration of the physical and digital domains.

  13. Asynchronous interaction, online technologies self-efficacy and self-regulated learning as predictors of academic achievement in an online class

    NASA Astrophysics Data System (ADS)

    McGhee, Rosie M. Hector

    This research is a correlational study of the relationship among the independent variables: asynchronous interaction, online technologies self-efficacy, and self-regulated learning, and the dependent variable; academic achievement. This study involves an online computer literacy course at a local community college. Very little research exists on the relationship among asynchronous interaction, online technologies self-efficacy and self-regulated learning on predicting academic achievement in an online class. Liu (2008), in his study on student interaction in online courses, concluded that student interaction is a complex issue that needs more research to increase our understanding as it relates to distance education. The purpose of this study was to examine the relationships between asynchronous interaction, online technologies self-efficacy, self-regulated learning and academic achievement in an online computer literacy class at a community college. The researcher used quantitative methods to obtain and analyze data on the relationships among the variables during the summer 2010 semester. Forty-five community college students completed three web-based self-reporting instruments: (a) the GVU 10th WWW User Survey Questionnaire, (b) the Online Technologies Self-Efficacy Survey, and (c) selected items from the Motivated Strategies for Learning Questionnaire. Additional data was obtained from asynchronous discussions posted on Blackboard(TM) Learning Management System. The results of this study found that there were statistically significant relationships between asynchronous interaction and academic achievement (r = .55, p < .05) and between online technologies self-efficacy and academic achievement (r = .50, p < .05). However, there were low correlations between self-regulated learning and academic achievement ( r = -.02, p < .05). The results of this study reflect the constructivist tenants that the student is at the center of the learning experience. Driscoll (2005) said constructivist pedagogy sees the learner as an active participant in their learning experience rather than a passive vessel to be filled with information. This study is beneficial to theorists, administrators, leaders, online instructors, online course designers, faculty, students and others who are concerned about predictors for online students' success. Also, it serves as a foundation for future research and provides valuable information for educators interested in taking online teaching and learning to the next level.

  14. A natural language-based presentation of cognitive stimulation to people with dementia in assistive technology: A pilot study.

    PubMed

    Dethlefs, Nina; Milders, Maarten; Cuayáhuitl, Heriberto; Al-Salkini, Turkey; Douglas, Lorraine

    2017-12-01

    Currently, an estimated 36 million people worldwide are affected by Alzheimer's disease or related dementias. In the absence of a cure, non-pharmacological interventions, such as cognitive stimulation, which slow down the rate of deterioration can benefit people with dementia and their caregivers. Such interventions have shown to improve well-being and slow down the rate of cognitive decline. It has further been shown that cognitive stimulation in interaction with a computer is as effective as with a human. However, the need to operate a computer often represents a difficulty for the elderly and stands in the way of widespread adoption. A possible solution to this obstacle is to provide a spoken natural language interface that allows people with dementia to interact with the cognitive stimulation software in the same way as they would interact with a human caregiver. This makes the assistive technology accessible to users regardless of their technical skills and provides a fully intuitive user experience. This article describes a pilot study that evaluated the feasibility of computer-based cognitive stimulation through a spoken natural language interface. Prototype software was evaluated with 23 users, including healthy elderly people and people with dementia. Feedback was overwhelmingly positive.

  15. Real-time 3D human capture system for mixed-reality art and entertainment.

    PubMed

    Nguyen, Ta Huynh Duy; Qui, Tran Cong Thien; Xu, Ke; Cheok, Adrian David; Teo, Sze Lee; Zhou, ZhiYing; Mallawaarachchi, Asitha; Lee, Shang Ping; Liu, Wei; Teo, Hui Siang; Thang, Le Nam; Li, Yu; Kato, Hirokazu

    2005-01-01

    A real-time system for capturing humans in 3D and placing them into a mixed reality environment is presented in this paper. The subject is captured by nine cameras surrounding her. Looking through a head-mounted-display with a camera in front pointing at a marker, the user can see the 3D image of this subject overlaid onto a mixed reality scene. The 3D images of the subject viewed from this viewpoint are constructed using a robust and fast shape-from-silhouette algorithm. The paper also presents several techniques to produce good quality and speed up the whole system. The frame rate of our system is around 25 fps using only standard Intel processor-based personal computers. Besides a remote live 3D conferencing and collaborating system, we also describe an application of the system in art and entertainment, named Magic Land, which is a mixed reality environment where captured avatars of human and 3D computer generated virtual animations can form an interactive story and play with each other. This system demonstrates many technologies in human computer interaction: mixed reality, tangible interaction, and 3D communication. The result of the user study not only emphasizes the benefits, but also addresses some issues of these technologies.

  16. Development of an Innovative Interactive Virtual Classroom System for K-12 Education Using Google App Engine

    ERIC Educational Resources Information Center

    Mumba, Frackson; Zhu, Mengxia

    2013-01-01

    This paper presents a Simulation-based interactive Virtual ClassRoom web system (SVCR: www.vclasie.com) powered by the state-of-the-art cloud computing technology from Google SVCR integrates popular free open-source math, science and engineering simulations and provides functions such as secure user access control and management of courses,…

  17. Speech-Enabled Tools for Augmented Interaction in E-Learning Applications

    ERIC Educational Resources Information Center

    Selouani, Sid-Ahmed A.; Lê, Tang-Hô; Benahmed, Yacine; O'Shaughnessy, Douglas

    2008-01-01

    This article presents systems that use speech technology, to emulate the one-on-one interaction a student can get from a virtual instructor. A web-based learning tool, the Learn IN Context (LINC+) system, designed and used in a real mixed-mode learning context for a computer (C++ language) programming course taught at the Université de Moncton…

  18. A Comparison Study of Augmented Reality versus Interactive Simulation Technology to Support Student Learning of a Socio-Scientific Issue

    ERIC Educational Resources Information Center

    Chang, Hsin-Yi; Hsu, Ying-Shao; Wu, Hsin-Kai

    2016-01-01

    We investigated the impact of an augmented reality (AR) versus interactive simulation (IS) activity incorporated in a computer learning environment to facilitate students' learning of a socio-scientific issue (SSI) on nuclear power plants and radiation pollution. We employed a quasi-experimental research design. Two classes (a total of 45…

  19. Build Your Own Board: Brightboards Offer a Cost-Effective Alternative to Interactive Whiteboards

    ERIC Educational Resources Information Center

    Vallis, Keith; Williamson, Peter

    2009-01-01

    Interactive whiteboards are all the rage in classrooms across the world these days, and for good reason. Like most technology, they hold students' attention much better than a traditional lecture-and-blackboard lesson ever could. They also solve the problem of having only one classroom computer for 30 students by projecting the screen at the front…

  20. The Computer-Based Assessment of Complex Problem Solving and How It Is Influenced by Students' Information and Communication Technology Literacy

    ERIC Educational Resources Information Center

    Greiff, Samuel; Kretzschmar, André; Müller, Jonas C.; Spinath, Birgit; Martin, Romain

    2014-01-01

    The 21st-century work environment places strong emphasis on nonroutine transversal skills. In an educational context, complex problem solving (CPS) is generally considered an important transversal skill that includes knowledge acquisition and its application in new and interactive situations. The dynamic and interactive nature of CPS requires a…

  1. Ethnographic interviews to elicit patients' reactions to an intelligent interactive telephone health behavior advisor system.

    PubMed

    Kaplan, B; Farzanfar, R; Friedman, R H

    1999-01-01

    Information technology is being used to collect data directly from patients and to provide educational information to them. Concern over patient reactions to this use of information technology is especially important in light of the debate over whether computers dehumanize patients. This study reports reactions that patient users expressed in ethnographic interviews about using a computer-based telecommunications system. The interviews were conducted as part of a larger evaluation of Telephone-Linked Care (TLC)-HealthCall, an intelligent interactive telephone advisor, that advised individuals about how to improve their health through changes in diet or exercise. Interview findings suggest that people formed personal relationships with the TLC system. These relationships ranged from feeling guilty about their diet or exercise behavior to feeling love for the voice. The findings raise system design and user interface issues as well as research and ethical questions.

  2. Ethnographic interviews to elicit patients' reactions to an intelligent interactive telephone health behavior advisor system.

    PubMed Central

    Kaplan, B.; Farzanfar, R.; Friedman, R. H.

    1999-01-01

    Information technology is being used to collect data directly from patients and to provide educational information to them. Concern over patient reactions to this use of information technology is especially important in light of the debate over whether computers dehumanize patients. This study reports reactions that patient users expressed in ethnographic interviews about using a computer-based telecommunications system. The interviews were conducted as part of a larger evaluation of Telephone-Linked Care (TLC)-HealthCall, an intelligent interactive telephone advisor, that advised individuals about how to improve their health through changes in diet or exercise. Interview findings suggest that people formed personal relationships with the TLC system. These relationships ranged from feeling guilty about their diet or exercise behavior to feeling love for the voice. The findings raise system design and user interface issues as well as research and ethical questions. PMID:10566420

  3. Modeling the effect of nano-sized polymer particles on the properties of lipid membranes

    NASA Astrophysics Data System (ADS)

    Rossi, Giulia; Monticelli, Luca

    2014-12-01

    The interaction between polymers and biological membranes has recently gained significant interest in several research areas. On the biomedical side, dendrimers, linear polyelectrolytes, and neutral copolymers find application as drug and gene delivery agents, as biocidal agents, and as platforms for biological sensors. On the environmental side, plastic debris is often disposed of in the oceans and gets degraded into small particles; therefore concern is raising about the interaction of small plastic particles with living organisms. From both perspectives, it is crucial to understand the processes driving the interaction between polymers and cell membranes. In recent times progress in computer technology and simulation methods has allowed computational predictions on the molecular mechanism of interaction between polymeric materials and lipid membranes. Here we review the computational studies on the interaction between lipid membranes and different classes of polymers: dendrimers, linear charged polymers, polyethylene glycol (PEG) and its derivatives, polystyrene, and some generic models of polymer chains. We conclude by discussing some of the technical challenges in this area and future developments.

  4. Digital Environment for Movement Control in Surgical Skill Training.

    PubMed

    Juanes, Juan A; Gómez, Juan J; Peguero, Pedro D; Ruisoto, Pablo

    2016-06-01

    Intelligent environments are increasingly becoming useful scenarios for handling computers. Technological devices are practical tools for learning and acquiring clinical skills as part of the medical training process. Within the framework of the advanced user interface, we present a technological application using Leap Motion, to enhance interaction with the user in the process of a laparoscopic surgical intervention and integrate the navigation through augmented reality images using manual gestures. Thus, we intend to achieve a more natural interaction with the objects that participate in a surgical intervention, which are augmented and related to the user's hand movements.

  5. Health Information Technology and Physician-Patient Interactions: Impact of Computers on Communication during Outpatient Primary Care Visits

    PubMed Central

    Hsu, John; Huang, Jie; Fung, Vicki; Robertson, Nan; Jimison, Holly; Frankel, Richard

    2005-01-01

    Objective: The aim of this study was to evaluate the impact of introducing health information technology (HIT) on physician-patient interactions during outpatient visits. Design: This was a longitudinal pre-post study: two months before and one and seven months after introduction of examination room computers. Patient questionnaires (n = 313) after primary care visits with physicians (n = 8) within an integrated delivery system. There were three patient satisfaction domains: (1) satisfaction with visit components, (2) comprehension of the visit, and (3) perceptions of the physician's use of the computer. Results: Patients reported that physicians used computers in 82.3% of visits. Compared with baseline, overall patient satisfaction with visits increased seven months after the introduction of computers (odds ratio [OR] = 1.50; 95% confidence interval [CI]: 1.01–2.22), as did satisfaction with physicians' familiarity with patients (OR = 1.60, 95% CI: 1.01–2.52), communication about medical issues (OR = 1.61; 95% CI: 1.05–2.47), and comprehension of decisions made during the visit (OR = 1.63; 95% CI: 1.06–2.50). In contrast, there were no significant changes in patient satisfaction with comprehension of self-care responsibilities, communication about psychosocial issues, or available visit time. Seven months post-introduction, patients were more likely to report that the computer helped the visit run in a more timely manner (OR = 1.76; 95% CI: 1.28–2.42) compared with the first month after introduction. There were no other significant changes in patient perceptions of the computer use over time. Conclusion: The examination room computers appeared to have positive effects on physician-patient interactions related to medical communication without significant negative effects on other areas such as time available for patient concerns. Further study is needed to better understand HIT use during outpatient visits. PMID:15802484

  6. A computational future for preventing HIV in minority communities: how advanced technology can improve implementation of effective programs.

    PubMed

    Brown, C Hendricks; Mohr, David C; Gallo, Carlos G; Mader, Christopher; Palinkas, Lawrence; Wingood, Gina; Prado, Guillermo; Kellam, Sheppard G; Pantin, Hilda; Poduska, Jeanne; Gibbons, Robert; McManus, John; Ogihara, Mitsunori; Valente, Thomas; Wulczyn, Fred; Czaja, Sara; Sutcliffe, Geoff; Villamar, Juan; Jacobs, Christopher

    2013-06-01

    African Americans and Hispanics in the United States have much higher rates of HIV than non-minorities. There is now strong evidence that a range of behavioral interventions are efficacious in reducing sexual risk behavior in these populations. Although a handful of these programs are just beginning to be disseminated widely, we still have not implemented effective programs to a level that would reduce the population incidence of HIV for minorities. We proposed that innovative approaches involving computational technologies be explored for their use in both developing new interventions and in supporting wide-scale implementation of effective behavioral interventions. Mobile technologies have a place in both of these activities. First, mobile technologies can be used in sensing contexts and interacting to the unique preferences and needs of individuals at times where intervention to reduce risk would be most impactful. Second, mobile technologies can be used to improve the delivery of interventions by facilitators and their agencies. Systems science methods including social network analysis, agent-based models, computational linguistics, intelligent data analysis, and systems and software engineering all have strategic roles that can bring about advances in HIV prevention in minority communities. Using an existing mobile technology for depression and 3 effective HIV prevention programs, we illustrated how 8 areas in the intervention/implementation process can use innovative computational approaches to advance intervention adoption, fidelity, and sustainability.

  7. The social comfort of wearable technology and gestural interaction.

    PubMed

    Dunne, Lucy E; Profita, Halley; Zeagler, Clint; Clawson, James; Gilliland, Scott; Do, Ellen Yi-Luen; Budd, Jim

    2014-01-01

    The "wearability" of wearable technology addresses the factors that affect the degree of comfort the wearer experiences while wearing a device, including physical, psychological, and social aspects. While the physical and psychological aspects of wearing technology have been investigated since early in the development of the field of wearable computing, the social aspects of wearability have been less fully-explored. As wearable technology becomes increasingly common on the commercial market, social wearability is becoming an ever-more-important variable contributing to the success or failure of new products. Here we present an analysis of social aspects of wearability within the context of the greater understanding of wearability in wearable technology, and focus on selected theoretical frameworks for understanding how wearable products are perceived and evaluated in a social context. Qualitative results from a study of social acceptability of on-body interactions are presented as a case study of social wearability.

  8. Raman Scattering Study of Supercritical Bi-Component Mixtures Injected into a Subcritical Environment

    DTIC Science & Technology

    2007-09-01

    Technology (NIST) [7]. SUPERTRAPP is an interactive computer database designed to predict the thermodynamic and transport properties of fluid mixtures...of liquid sprays. However, the potential core computation is done for all the Raman scattering injection conditions to compare the condensed phase...spaced from the Rayleigh component suggesting that they contain the same information about the vibrational quantum energy. The intensity

  9. Intrinsic motivation, curiosity, and learning: Theory and applications in educational technologies.

    PubMed

    Oudeyer, P-Y; Gottlieb, J; Lopes, M

    2016-01-01

    This chapter studies the bidirectional causal interactions between curiosity and learning and discusses how understanding these interactions can be leveraged in educational technology applications. First, we review recent results showing how state curiosity, and more generally the experience of novelty and surprise, can enhance learning and memory retention. Then, we discuss how psychology and neuroscience have conceptualized curiosity and intrinsic motivation, studying how the brain can be intrinsically rewarded by novelty, complexity, or other measures of information. We explain how the framework of computational reinforcement learning can be used to model such mechanisms of curiosity. Then, we discuss the learning progress (LP) hypothesis, which posits a positive feedback loop between curiosity and learning. We outline experiments with robots that show how LP-driven attention and exploration can self-organize a developmental learning curriculum scaffolding efficient acquisition of multiple skills/tasks. Finally, we discuss recent work exploiting these conceptual and computational models in educational technologies, showing in particular how intelligent tutoring systems can be designed to foster curiosity and learning. © 2016 Elsevier B.V. All rights reserved.

  10. Real-time interactive 3D computer stereography for recreational applications

    NASA Astrophysics Data System (ADS)

    Miyazawa, Atsushi; Ishii, Motonaga; Okuzawa, Kazunori; Sakamoto, Ryuuichi

    2008-02-01

    With the increasing calculation costs of 3D computer stereography, low-cost, high-speed implementation of the latter requires effective distribution of computing resources. In this paper, we attempt to re-classify 3D display technologies on the basis of humans' 3D perception, in order to determine what level of presence or reality is required in recreational video game systems. We then discuss the design and implementation of stereography systems in two categories of the new classification.

  11. Integrating an Intelligent Tutoring System for TAOs with Second Life

    DTIC Science & Technology

    2010-12-01

    SL) and interacts with a number of computer -controlled objects that take on the roles of the TAO’s teammates. TAOs rely on the same mechanism to...projects that utilize both game and simulation technology for training. He joined Stottler Henke in the fall of 2000 and holds a Ph.D. in computer science...including implementing tutors in multiuser worlds. He has been at Stottler Henke since 2005 and has a MS in computer science from Stanford University

  12. JPL control/structure interaction test bed real-time control computer architecture

    NASA Technical Reports Server (NTRS)

    Briggs, Hugh C.

    1989-01-01

    The Control/Structure Interaction Program is a technology development program for spacecraft that exhibit interactions between the control system and structural dynamics. The program objectives include development and verification of new design concepts - such as active structure - and new tools - such as combined structure and control optimization algorithm - and their verification in ground and possibly flight test. A focus mission spacecraft was designed based upon a space interferometer and is the basis for design of the ground test article. The ground test bed objectives include verification of the spacecraft design concepts, the active structure elements and certain design tools such as the new combined structures and controls optimization tool. In anticipation of CSI technology flight experiments, the test bed control electronics must emulate the computation capacity and control architectures of space qualifiable systems as well as the command and control networks that will be used to connect investigators with the flight experiment hardware. The Test Bed facility electronics were functionally partitioned into three units: a laboratory data acquisition system for structural parameter identification and performance verification; an experiment supervisory computer to oversee the experiment, monitor the environmental parameters and perform data logging; and a multilevel real-time control computing system. The design of the Test Bed electronics is presented along with hardware and software component descriptions. The system should break new ground in experimental control electronics and is of interest to anyone working in the verification of control concepts for large structures.

  13. Virtual pools for interactive analysis and software development through an integrated Cloud environment

    NASA Astrophysics Data System (ADS)

    Grandi, C.; Italiano, A.; Salomoni, D.; Calabrese Melcarne, A. K.

    2011-12-01

    WNoDeS, an acronym for Worker Nodes on Demand Service, is software developed at CNAF-Tier1, the National Computing Centre of the Italian Institute for Nuclear Physics (INFN) located in Bologna. WNoDeS provides on demand, integrated access to both Grid and Cloud resources through virtualization technologies. Besides the traditional use of computing resources in batch mode, users need to have interactive and local access to a number of systems. WNoDeS can dynamically select these computers instantiating Virtual Machines, according to the requirements (computing, storage and network resources) of users through either the Open Cloud Computing Interface API, or through a web console. An interactive use is usually limited to activities in user space, i.e. where the machine configuration is not modified. In some other instances the activity concerns development and testing of services and thus implies the modification of the system configuration (and, therefore, root-access to the resource). The former use case is a simple extension of the WNoDeS approach, where the resource is provided in interactive mode. The latter implies saving the virtual image at the end of each user session so that it can be presented to the user at subsequent requests. This work describes how the LHC experiments at INFN-Bologna are testing and making use of these dynamically created ad-hoc machines via WNoDeS to support flexible, interactive analysis and software development at the INFN Tier-1 Computing Centre.

  14. 'Designing Ambient Interactions - Pervasive Ergonomic Interfaces for Ageing Well' (DAI'10)

    NASA Astrophysics Data System (ADS)

    Geven, Arjan; Prost, Sebastian; Tscheligi, Manfred; Soldatos, John; Gonzalez, Mari Feli

    The workshop will focus on novel computer based interaction mechanisms and interfaces, which boost natural interactivity and obviate the need for conventional tedious interfaces. Such interfaces are increasingly used in ambient intelligence environments and related applications, including application boosting elderly cognitive support, cognitive rehabilitation and Ambient Assisted Living (AAL). The aim of the workshop is to provide insights on the technological underpinnings of such interfaces, along with tools and techniques for their design and evaluation.

  15. Interactive multimedia preventive alcohol education: a technology application in higher education.

    PubMed

    Reis, J; Riley, W; Lokman, L; Baer, J

    2000-01-01

    This article summarizes the process of implementation and short-term impact on knowledge and attitudes of an interactive multimedia software program on preventive alcohol education for young adults. The three factors related to behavioral change addressed in the software are self-efficacy in maintaining personal control and safety while using alcohol, attitudes and related expectations regarding the physiological and behavioral consequences of alcohol consumption, and peer norms regarding alcohol consumption. As compared to alternative alcohol education and a no-alcohol education groups, students using the interactive computer lesson reported learning more about dose-response and ways to intervene with friends in peril. The article concludes with consideration of the import of this technology for informing students about the consequences of alcohol use, and the utility to higher education institutions of using this technology in an era when pressures increase for due diligence around student safety but with few additional institutional resources.

  16. Usability engineering for augmented reality: employing user-based studies to inform design.

    PubMed

    Gabbard, Joseph L; Swan, J Edward

    2008-01-01

    A major challenge, and thus opportunity, in the field of human-computer interaction and specifically usability engineering is designing effective user interfaces for emerging technologies that have no established design guidelines or interaction metaphors or introduce completely new ways for users to perceive and interact with technology and the world around them. Clearly, augmented reality is one such emerging technology. We propose a usability engineering approach that employs user-based studies to inform design, by iteratively inserting a series of user-based studies into a traditional usability engineering lifecycle to better inform initial user interface designs. We present an exemplar user-based study conducted to gain insight into how users perceive text in outdoor augmented reality settings and to derive implications for design in outdoor augmented reality. We also describe lessons learned from our experiences conducting user-based studies as part of the design process.

  17. Video Analysis and Remote Digital Ethnography: Approaches to understanding user perspectives and processes involving healthcare information technology.

    PubMed

    Kushniruk, Andre W; Borycki, Elizabeth M

    2015-01-01

    Innovations in healthcare information systems promise to revolutionize and streamline healthcare processes worldwide. However, the complexity of these systems and the need to better understand issues related to human-computer interaction have slowed progress in this area. In this chapter the authors describe their work in using methods adapted from usability engineering, video ethnography and analysis of digital log files for improving our understanding of complex real-world healthcare interactions between humans and technology. The approaches taken are cost-effective and practical and can provide detailed ethnographic data on issues health professionals and consumers encounter while using systems as well as potential safety problems. The work is important in that it can be used in techno-anthropology to characterize complex user interactions with technologies and also to provide feedback into redesign and optimization of improved healthcare information systems.

  18. Towards an acoustical platform for many-body spin emulation: Transmon qubits patterned on a piezoelectric material

    NASA Astrophysics Data System (ADS)

    Moores, Brad A.; Sletten, Lucas R.; Viennot, Jeremie; Lehnert, K. W.

    Man-made systems of interacting qubits are a promising and powerful way of exploring many-body spin physics beyond classical computation. Although transmon qubits are perhaps the most advanced quantum computing technology, building a system of such qubits designed to emulate a system of many interacting spins is hindered by the mismatch of scales between the transmons and the electromagnetic modes that couple them. We propose a strategy to overcome this mismatch by using surface acoustic waves, which couple to qubits piezoelectrically and have micron wavelengths at GHz frequencies. In this talk, we will present characterizations of transmon qubits fabricated on a piezoelectric material, and show that their coherence properties are sufficient to explore acoustically mediated qubit interactions.

  19. System enhancements of Mesoscale Analysis and Space Sensor (MASS) computer system

    NASA Technical Reports Server (NTRS)

    Hickey, J. S.; Karitani, S.

    1985-01-01

    The interactive information processing for the mesoscale analysis and space sensor (MASS) program is reported. The development and implementation of new spaceborne remote sensing technology to observe and measure atmospheric processes is described. The space measurements and conventional observational data are processed together to gain an improved understanding of the mesoscale structure and dynamical evolution of the atmosphere relative to cloud development and precipitation processes. A Research Computer System consisting of three primary computers was developed (HP-1000F, Perkin-Elmer 3250, and Harris/6) which provides a wide range of capabilities for processing and displaying interactively large volumes of remote sensing data. The development of a MASS data base management and analysis system on the HP-1000F computer and extending these capabilities by integration with the Perkin-Elmer and Harris/6 computers using the MSFC's Apple III microcomputer workstations is described. The objectives are: to design hardware enhancements for computer integration and to provide data conversion and transfer between machines.

  20. Secure entanglement distillation for double-server blind quantum computation.

    PubMed

    Morimae, Tomoyuki; Fujii, Keisuke

    2013-07-12

    Blind quantum computation is a new secure quantum computing protocol where a client, who does not have enough quantum technologies at her disposal, can delegate her quantum computation to a server, who has a fully fledged quantum computer, in such a way that the server cannot learn anything about the client's input, output, and program. If the client interacts with only a single server, the client has to have some minimum quantum power, such as the ability of emitting randomly rotated single-qubit states or the ability of measuring states. If the client interacts with two servers who share Bell pairs but cannot communicate with each other, the client can be completely classical. For such a double-server scheme, two servers have to share clean Bell pairs, and therefore the entanglement distillation is necessary in a realistic noisy environment. In this Letter, we show that it is possible to perform entanglement distillation in the double-server scheme without degrading the security of blind quantum computing.

  1. Silicon CMOS architecture for a spin-based quantum computer.

    PubMed

    Veldhorst, M; Eenink, H G J; Yang, C H; Dzurak, A S

    2017-12-15

    Recent advances in quantum error correction codes for fault-tolerant quantum computing and physical realizations of high-fidelity qubits in multiple platforms give promise for the construction of a quantum computer based on millions of interacting qubits. However, the classical-quantum interface remains a nascent field of exploration. Here, we propose an architecture for a silicon-based quantum computer processor based on complementary metal-oxide-semiconductor (CMOS) technology. We show how a transistor-based control circuit together with charge-storage electrodes can be used to operate a dense and scalable two-dimensional qubit system. The qubits are defined by the spin state of a single electron confined in quantum dots, coupled via exchange interactions, controlled using a microwave cavity, and measured via gate-based dispersive readout. We implement a spin qubit surface code, showing the prospects for universal quantum computation. We discuss the challenges and focus areas that need to be addressed, providing a path for large-scale quantum computing.

  2. An Interactive Learning Environment Designed to Increase the Possibilities for Learning and Communicating about Radioactivity

    ERIC Educational Resources Information Center

    Mork, Sonja M.

    2011-01-01

    Information and communication technology (ICT) is a natural part of most people's everyday life, and has also been introduced in schools. Previous studies have tended to focus on issues related to competency of teachers and lack of computer technology in schools. Focus now seems to be moving towards studies that help us understand how ICT may be…

  3. Community-driven development for computational biology at Sprints, Hackathons and Codefests

    PubMed Central

    2014-01-01

    Background Computational biology comprises a wide range of technologies and approaches. Multiple technologies can be combined to create more powerful workflows if the individuals contributing the data or providing tools for its interpretation can find mutual understanding and consensus. Much conversation and joint investigation are required in order to identify and implement the best approaches. Traditionally, scientific conferences feature talks presenting novel technologies or insights, followed up by informal discussions during coffee breaks. In multi-institution collaborations, in order to reach agreement on implementation details or to transfer deeper insights in a technology and practical skills, a representative of one group typically visits the other. However, this does not scale well when the number of technologies or research groups is large. Conferences have responded to this issue by introducing Birds-of-a-Feather (BoF) sessions, which offer an opportunity for individuals with common interests to intensify their interaction. However, parallel BoF sessions often make it hard for participants to join multiple BoFs and find common ground between the different technologies, and BoFs are generally too short to allow time for participants to program together. Results This report summarises our experience with computational biology Codefests, Hackathons and Sprints, which are interactive developer meetings. They are structured to reduce the limitations of traditional scientific meetings described above by strengthening the interaction among peers and letting the participants determine the schedule and topics. These meetings are commonly run as loosely scheduled "unconferences" (self-organized identification of participants and topics for meetings) over at least two days, with early introductory talks to welcome and organize contributors, followed by intensive collaborative coding sessions. We summarise some prominent achievements of those meetings and describe differences in how these are organised, how their audience is addressed, and their outreach to their respective communities. Conclusions Hackathons, Codefests and Sprints share a stimulating atmosphere that encourages participants to jointly brainstorm and tackle problems of shared interest in a self-driven proactive environment, as well as providing an opportunity for new participants to get involved in collaborative projects. PMID:25472764

  4. Community-driven development for computational biology at Sprints, Hackathons and Codefests.

    PubMed

    Möller, Steffen; Afgan, Enis; Banck, Michael; Bonnal, Raoul J P; Booth, Timothy; Chilton, John; Cock, Peter J A; Gumbel, Markus; Harris, Nomi; Holland, Richard; Kalaš, Matúš; Kaján, László; Kibukawa, Eri; Powel, David R; Prins, Pjotr; Quinn, Jacqueline; Sallou, Olivier; Strozzi, Francesco; Seemann, Torsten; Sloggett, Clare; Soiland-Reyes, Stian; Spooner, William; Steinbiss, Sascha; Tille, Andreas; Travis, Anthony J; Guimera, Roman; Katayama, Toshiaki; Chapman, Brad A

    2014-01-01

    Computational biology comprises a wide range of technologies and approaches. Multiple technologies can be combined to create more powerful workflows if the individuals contributing the data or providing tools for its interpretation can find mutual understanding and consensus. Much conversation and joint investigation are required in order to identify and implement the best approaches. Traditionally, scientific conferences feature talks presenting novel technologies or insights, followed up by informal discussions during coffee breaks. In multi-institution collaborations, in order to reach agreement on implementation details or to transfer deeper insights in a technology and practical skills, a representative of one group typically visits the other. However, this does not scale well when the number of technologies or research groups is large. Conferences have responded to this issue by introducing Birds-of-a-Feather (BoF) sessions, which offer an opportunity for individuals with common interests to intensify their interaction. However, parallel BoF sessions often make it hard for participants to join multiple BoFs and find common ground between the different technologies, and BoFs are generally too short to allow time for participants to program together. This report summarises our experience with computational biology Codefests, Hackathons and Sprints, which are interactive developer meetings. They are structured to reduce the limitations of traditional scientific meetings described above by strengthening the interaction among peers and letting the participants determine the schedule and topics. These meetings are commonly run as loosely scheduled "unconferences" (self-organized identification of participants and topics for meetings) over at least two days, with early introductory talks to welcome and organize contributors, followed by intensive collaborative coding sessions. We summarise some prominent achievements of those meetings and describe differences in how these are organised, how their audience is addressed, and their outreach to their respective communities. Hackathons, Codefests and Sprints share a stimulating atmosphere that encourages participants to jointly brainstorm and tackle problems of shared interest in a self-driven proactive environment, as well as providing an opportunity for new participants to get involved in collaborative projects.

  5. Towards Automatic Treatment of Natural Language.

    ERIC Educational Resources Information Center

    Lonsdale, Deryle

    1984-01-01

    Because automated natural language processing relies heavily on the still developing fields of linguistics, knowledge representation, and computational linguistics, no system is capable of mimicking human linguistic capabilities. For the present, interactive systems may be used to augment today's technology. (MSE)

  6. Implementing Artificial Intelligence Behaviors in a Virtual World

    NASA Technical Reports Server (NTRS)

    Krisler, Brian; Thome, Michael

    2012-01-01

    In this paper, we will present a look at the current state of the art in human-computer interface technologies, including intelligent interactive agents, natural speech interaction and gestural based interfaces. We describe our use of these technologies to implement a cost effective, immersive experience on a public region in Second Life. We provision our Artificial Agents as a German Shepherd Dog avatar with an external rules engine controlling the behavior and movement. To interact with the avatar, we implemented a natural language and gesture system allowing the human avatars to use speech and physical gestures rather than interacting via a keyboard and mouse. The result is a system that allows multiple humans to interact naturally with AI avatars by playing games such as fetch with a flying disk and even practicing obedience exercises using voice and gesture, a natural seeming day in the park.

  7. Interest in Use of Technology for Healthcare Among Veterans Receiving Treatment for Mental Health.

    PubMed

    Miller, Christopher J; McInnes, D Keith; Stolzmann, Kelly; Bauer, Mark S

    2016-10-01

    There is great interest in leveraging technology, including cell phones and computers, to improve healthcare. A range of e-health applications pertaining to mental health such as messaging for prescription refill or mobile device videoconferencing are becoming more available, but little is known about the mental health patient's interest in using these newer applications. We mailed a survey to 300 patients seen in the general mental health clinic of a local Veterans Affairs Medical Center. Survey questions focused on interest in use of cell phones, tablets, and other computers in patients' interactions with the healthcare system. A total of 74 patients, primarily treated for depression, post-traumatic stress disorder, or anxiety disorders, returned completed surveys. Nearly all reported having a cell phone (72/74, 97%), but fewer than half reported having a smartphone (35/74, 47%). Overall, a substantial majority (64/74, 86%) had access to an Internet-capable device (smartphone or computer, including tablets). Respondents appeared to prefer computers to cell phones for some health-related communications, but did not express differential interest for other tasks (such as receiving appointment reminders). Interest in use was higher among younger veterans. Most veterans with a mental health diagnosis have access to technology (including cell phones and computers) and are interested in using that technology for some types of healthcare-related communications. While there is capacity to utilize information technology for healthcare purposes in this population, interests vary widely, and a substantial minority does not have access to relevant devices. Although interest in using computers for health-related communication was higher than interest in using cell phones, single-platform technology-based interventions may nonetheless exclude crucial segments of the population.

  8. Research and Development of Fully Automatic Alien Smoke Stack and Packaging System

    NASA Astrophysics Data System (ADS)

    Yang, Xudong; Ge, Qingkuan; Peng, Tao; Zuo, Ping; Dong, Weifu

    2017-12-01

    The problem of low efficiency of manual sorting packaging for the current tobacco distribution center, which developed a set of safe efficient and automatic type of alien smoke stack and packaging system. The functions of fully automatic alien smoke stack and packaging system adopt PLC control technology, servo control technology, robot technology, image recognition technology and human-computer interaction technology. The characteristics, principles, control process and key technology of the system are discussed in detail. Through the installation and commissioning fully automatic alien smoke stack and packaging system has a good performance and has completed the requirements for shaped cigarette.

  9. Computational and informatics strategies for identification of specific protein interaction partners in affinity purification mass spectrometry experiments

    PubMed Central

    Nesvizhskii, Alexey I.

    2013-01-01

    Analysis of protein interaction networks and protein complexes using affinity purification and mass spectrometry (AP/MS) is among most commonly used and successful applications of proteomics technologies. One of the foremost challenges of AP/MS data is a large number of false positive protein interactions present in unfiltered datasets. Here we review computational and informatics strategies for detecting specific protein interaction partners in AP/MS experiments, with a focus on incomplete (as opposite to genome-wide) interactome mapping studies. These strategies range from standard statistical approaches, to empirical scoring schemes optimized for a particular type of data, to advanced computational frameworks. The common denominator among these methods is the use of label-free quantitative information such as spectral counts or integrated peptide intensities that can be extracted from AP/MS data. We also discuss related issues such as combining multiple biological or technical replicates, and dealing with data generated using different tagging strategies. Computational approaches for benchmarking of scoring methods are discussed, and the need for generation of reference AP/MS datasets is highlighted. Finally, we discuss the possibility of more extended modeling of experimental AP/MS data, including integration with external information such as protein interaction predictions based on functional genomics data. PMID:22611043

  10. Keys to Successful Interactive Storytelling: A Study of the Booming "Choose-Your-Own-Adventure" Video Game Industry

    ERIC Educational Resources Information Center

    Tyndale, Eric; Ramsoomair, Franklin

    2016-01-01

    Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…

  11. The Impacts of Attitudes and Engagement on Electronic Word of Mouth (eWOM) of Mobile Sensor Computing Applications.

    PubMed

    Zhao, Yu; Liu, Yide; Lai, Ivan K W; Zhang, Hongfeng; Zhang, Yi

    2016-03-18

    As one of the latest revolutions in networking technology, social networks allow users to keep connected and exchange information. Driven by the rapid wireless technology development and diffusion of mobile devices, social networks experienced a tremendous change based on mobile sensor computing. More and more mobile sensor network applications have appeared with the emergence of a huge amount of users. Therefore, an in-depth discussion on the human-computer interaction (HCI) issues of mobile sensor computing is required. The target of this study is to extend the discussions on HCI by examining the relationships of users' compound attitudes (i.e., affective attitudes, cognitive attitude), engagement and electronic word of mouth (eWOM) behaviors in the context of mobile sensor computing. A conceptual model is developed, based on which, 313 valid questionnaires are collected. The research discusses the level of impact on the eWOM of mobile sensor computing by considering user-technology issues, including the compound attitude and engagement, which can bring valuable discussions on the HCI of mobile sensor computing in further study. Besides, we find that user engagement plays a mediating role between the user's compound attitudes and eWOM. The research result can also help the mobile sensor computing industry to develop effective strategies and build strong consumer user-product (brand) relationships.

  12. The Impacts of Attitudes and Engagement on Electronic Word of Mouth (eWOM) of Mobile Sensor Computing Applications

    PubMed Central

    Zhao, Yu; Liu, Yide; Lai, Ivan K. W.; Zhang, Hongfeng; Zhang, Yi

    2016-01-01

    As one of the latest revolutions in networking technology, social networks allow users to keep connected and exchange information. Driven by the rapid wireless technology development and diffusion of mobile devices, social networks experienced a tremendous change based on mobile sensor computing. More and more mobile sensor network applications have appeared with the emergence of a huge amount of users. Therefore, an in-depth discussion on the human–computer interaction (HCI) issues of mobile sensor computing is required. The target of this study is to extend the discussions on HCI by examining the relationships of users’ compound attitudes (i.e., affective attitudes, cognitive attitude), engagement and electronic word of mouth (eWOM) behaviors in the context of mobile sensor computing. A conceptual model is developed, based on which, 313 valid questionnaires are collected. The research discusses the level of impact on the eWOM of mobile sensor computing by considering user-technology issues, including the compound attitude and engagement, which can bring valuable discussions on the HCI of mobile sensor computing in further study. Besides, we find that user engagement plays a mediating role between the user’s compound attitudes and eWOM. The research result can also help the mobile sensor computing industry to develop effective strategies and build strong consumer user—product (brand) relationships. PMID:26999155

  13. Multidisciplinary Design Optimization (MDO) Methods: Their Synergy with Computer Technology in Design Process

    NASA Technical Reports Server (NTRS)

    Sobieszczanski-Sobieski, Jaroslaw

    1998-01-01

    The paper identifies speed, agility, human interface, generation of sensitivity information, task decomposition, and data transmission (including storage) as important attributes for a computer environment to have in order to support engineering design effectively. It is argued that when examined in terms of these attributes the presently available environment can be shown to be inadequate a radical improvement is needed, and it may be achieved by combining new methods that have recently emerged from multidisciplinary design optimization (MDO) with massively parallel processing computer technology. The caveat is that, for successful use of that technology in engineering computing, new paradigms for computing will have to be developed - specifically, innovative algorithms that are intrinsically parallel so that their performance scales up linearly with the number of processors. It may be speculated that the idea of simulating a complex behavior by interaction of a large number of very simple models may be an inspiration for the above algorithms, the cellular automata are an example. Because of the long lead time needed to develop and mature new paradigms, development should be now, even though the widespread availability of massively parallel processing is still a few years away.

  14. A practical approach to virtualization in HEP

    NASA Astrophysics Data System (ADS)

    Buncic, P.; Aguado Sánchez, C.; Blomer, J.; Harutyunyan, A.; Mudrinic, M.

    2011-01-01

    In the attempt to solve the problem of processing data coming from LHC experiments at CERN at a rate of 15PB per year, for almost a decade the High Enery Physics (HEP) community has focused its efforts on the development of the Worldwide LHC Computing Grid. This generated large interest and expectations promising to revolutionize computing. Meanwhile, having initially taken part in the Grid standardization process, industry has moved in a different direction and started promoting the Cloud Computing paradigm which aims to solve problems on a similar scale and in equally seamless way as it was expected in the idealized Grid approach. A key enabling technology behind Cloud computing is server virtualization. In early 2008, an R&D project was established in the PH-SFT group at CERN to investigate how virtualization technology could be used to improve and simplify the daily interaction of physicists with experiment software frameworks and the Grid infrastructure. In this article we shall first briefly compare Grid and Cloud computing paradigms and then summarize the results of the R&D activity pointing out where and how virtualization technology could be effectively used in our field in order to maximize practical benefits whilst avoiding potential pitfalls.

  15. Multidisciplinary Design Optimisation (MDO) Methods: Their Synergy with Computer Technology in the Design Process

    NASA Technical Reports Server (NTRS)

    Sobieszczanski-Sobieski, Jaroslaw

    1999-01-01

    The paper identifies speed, agility, human interface, generation of sensitivity information, task decomposition, and data transmission (including storage) as important attributes for a computer environment to have in order to support engineering design effectively. It is argued that when examined in terms of these attributes the presently available environment can be shown to be inadequate. A radical improvement is needed, and it may be achieved by combining new methods that have recently emerged from multidisciplinary design optimisation (MDO) with massively parallel processing computer technology. The caveat is that, for successful use of that technology in engineering computing, new paradigms for computing will have to be developed - specifically, innovative algorithms that are intrinsically parallel so that their performance scales up linearly with the number of processors. It may be speculated that the idea of simulating a complex behaviour by interaction of a large number of very simple models may be an inspiration for the above algorithms; the cellular automata are an example. Because of the long lead time needed to develop and mature new paradigms, development should begin now, even though the widespread availability of massively parallel processing is still a few years away.

  16. Brain-computer interface after nervous system injury.

    PubMed

    Burns, Alexis; Adeli, Hojjat; Buford, John A

    2014-12-01

    Brain-computer interface (BCI) has proven to be a useful tool for providing alternative communication and mobility to patients suffering from nervous system injury. BCI has been and will continue to be implemented into rehabilitation practices for more interactive and speedy neurological recovery. The most exciting BCI technology is evolving to provide therapeutic benefits by inducing cortical reorganization via neuronal plasticity. This article presents a state-of-the-art review of BCI technology used after nervous system injuries, specifically: amyotrophic lateral sclerosis, Parkinson's disease, spinal cord injury, stroke, and disorders of consciousness. Also presented is transcending, innovative research involving new treatment of neurological disorders. © The Author(s) 2014.

  17. Efficiency improvement of technological preparation of power equipment manufacturing

    NASA Astrophysics Data System (ADS)

    Milukov, I. A.; Rogalev, A. N.; Sokolov, V. P.; Shevchenko, I. V.

    2017-11-01

    Competitiveness of power equipment primarily depends on speeding-up the development and mastering of new equipment samples and technologies, enhancement of organisation and management of design, manufacturing and operation. Actual political, technological and economic conditions cause the acute need in changing the strategy and tactics of process planning. At that the issues of maintenance of equipment with simultaneous improvement of its efficiency and compatibility to domestically produced components are considering. In order to solve these problems, using the systems of computer-aided process planning for process design at all stages of power equipment life cycle is economically viable. Computer-aided process planning is developed for the purpose of improvement of process planning by using mathematical methods and optimisation of design and management processes on the basis of CALS technologies, which allows for simultaneous process design, process planning organisation and management based on mathematical and physical modelling of interrelated design objects and production system. An integration of computer-aided systems providing the interaction of informative and material processes at all stages of product life cycle is proposed as effective solution to the challenges in new equipment design and process planning.

  18. Applications of High Technology to Communication Instruction.

    ERIC Educational Resources Information Center

    Behnke, Ralph R.; O'Hair, H. Dan

    1984-01-01

    Discusses classroom design and uses of interactive media. Covers the design of public speaking/interpersonal/small group communication classrooms, the simulation laboratory, the communication effectiveness trainer (ComET system), audience response systems, speech evaluation using computers, and system design considerations. (PD)

  19. New Products.

    ERIC Educational Resources Information Center

    TechTrends, 1992

    1992-01-01

    Reviews new educational technology products, including a microcomputer-based tutoring system, laser barcode reader, video/data projectors, CD-ROM for notebook computers, a system to increase a printer's power, data cartridge storage shell, knowledge-based decision tool, video illustrator, interactive videodiscs, surge protectors, scanner system,…

  20. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Morgan, O.B. Jr.; Berry, L.A.; Sheffield, J.

    This annual report on fusion energy discusses the progress on work in the following main topics: toroidal confinement experiments; atomic physics and plasma diagnostics development; plasma theory and computing; plasma-materials interactions; plasma technology; superconducting magnet development; fusion engineering design center; materials research and development; and neutron transport. (LSP)

  1. 20 CFR 628.325 - Incentive grants, capacity building, and technical assistance.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... for the development of Statewide communications and training mechanisms involving computer-based communication technologies that directly facilitate interaction with the National Capacity Building and... section 205(a) of the Act, in developing electronic communications, training mechanisms and/or...

  2. 20 CFR 628.325 - Incentive grants, capacity building, and technical assistance.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... for the development of Statewide communications and training mechanisms involving computer-based communication technologies that directly facilitate interaction with the National Capacity Building and... section 205(a) of the Act, in developing electronic communications, training mechanisms and/or...

  3. GRAPE project

    NASA Astrophysics Data System (ADS)

    Makino, Junichiro

    2002-12-01

    We overview our GRAvity PipE (GRAPE) project to develop special-purpose computers for astrophysical N-body simulations. The basic idea of GRAPE is to attach a custom-build computer dedicated to the calculation of gravitational interaction between particles to a general-purpose programmable computer. By this hybrid architecture, we can achieve both a wide range of applications and very high peak performance. Our newest machine, GRAPE-6, achieved the peak speed of 32 Tflops, and sustained performance of 11.55 Tflops, for the total budget of about 4 million USD. We also discuss relative advantages of special-purpose and general-purpose computers and the future of high-performance computing for science and technology.

  4. [Characteristics of autonomic status in employees working with computers].

    PubMed

    Vlasova, E M; Zaĭtseva, N V; Maliutina, N N

    2011-01-01

    Human evolution is accompanied by "sensible thoughts" spread to all spheres of occupational activities. One can hardly find an industrial enterprise without computers. In contemporary industry, health care in conditions of humans and computers interaction and evaluation of harm in computer users remain topical. Social and occupational environment is not always comfortable for human body. Changes is occupational conditions, with wide use of computer technologies, decrease role of manual labour and increase role of intellectual work from the one hand, but from the other hand, chasing economic profit alters individual "comfort zone" due to constant psychoemotional stress and causes "burnout". Being healthy in constant stress is impossible.

  5. Turbulence Model Effects on Cold-Gas Lateral Jet Interaction in a Supersonic Crossflow

    DTIC Science & Technology

    2014-06-01

    performance computing time from the U.S. Department of Defense (DOD) High Performance Computing Modernization program at the U.S. Army Research Laboratory... time for reviewing instructions, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the...thanks Dr. Ross Chaplin , Defence Science Technology Laboratory, United Kingdom (UK), and Dr. David MacManus and Robert Christie, Cranfield University, UK

  6. Network Support for Group Coordination

    DTIC Science & Technology

    2000-01-01

    telecommuting and ubiquitous computing [40], the advent of networked multimedia, and less expensive technology have shifted telecollaboration into...of Computer Engineering,Santa Cruz,CA,95064 8. PERFORMING ORGANIZATION REPORT NUMBER 9. SPONSORING/ MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10...participants A and B, the payoff structure for choosing two actions i and j is P = Aij + Bij . If P = 0, then the interaction is called a zero -sum game, and

  7. Design Considerations for Computer-Based Interactive Map Display Systems

    DTIC Science & Technology

    1979-02-01

    11 Five Dimensions for Map Display System Options . . . . . . . . . . . . . . . 12 Summary of...most advanced and exotic technologies- space , optical, computer, and graphic pro- duction; the focusing of vast organizational efforts; and the results...Information retrieval: "Where are all the radar sites in sector 12 ?," "What’s the name of this hill?," "Where’s the hill named B243?" Information storage

  8. Remote Visualization and Remote Collaboration On Computational Fluid Dynamics

    NASA Technical Reports Server (NTRS)

    Watson, Val; Lasinski, T. A. (Technical Monitor)

    1995-01-01

    A new technology has been developed for remote visualization that provides remote, 3D, high resolution, dynamic, interactive viewing of scientific data (such as fluid dynamics simulations or measurements). Based on this technology, some World Wide Web sites on the Internet are providing fluid dynamics data for educational or testing purposes. This technology is also being used for remote collaboration in joint university, industry, and NASA projects in computational fluid dynamics and wind tunnel testing. Previously, remote visualization of dynamic data was done using video format (transmitting pixel information) such as video conferencing or MPEG movies on the Internet. The concept for this new technology is to send the raw data (e.g., grids, vectors, and scalars) along with viewing scripts over the Internet and have the pixels generated by a visualization tool running on the viewer's local workstation. The visualization tool that is currently used is FAST (Flow Analysis Software Toolkit).

  9. Universal non-adiabatic holonomic quantum computation in decoherence-free subspaces with quantum dots inside a cavity

    NASA Astrophysics Data System (ADS)

    Liu, Jun; Dong, Ping; Zhou, Jian; Cao, Zhuo-Liang

    2017-05-01

    A scheme for implementing the non-adiabatic holonomic quantum computation in decoherence-free subspaces is proposed with the interactions between a microcavity and quantum dots. A universal set of quantum gates can be constructed on the encoded logical qubits with high fidelities. The current scheme can suppress both local and collective noises, which is very important for achieving universal quantum computation. Discussions about the gate fidelities with the experimental parameters show that our schemes can be implemented in current experimental technology. Therefore, our scenario offers a method for universal and robust solid-state quantum computation.

  10. Man/computer communication in a space environment

    NASA Technical Reports Server (NTRS)

    Hodges, B. C.; Montoya, G.

    1973-01-01

    The present work reports on a study of the technology required to advance the state of the art in man/machine communications. The study involved the development and demonstration of both hardware and software to effectively implement man/computer interactive channels of communication. While tactile and visual man/computer communications equipment are standard methods of interaction with machines, man's speech is a natural media for inquiry and control. As part of this study, a word recognition unit was developed capable of recognizing a minimum of one hundred different words or sentences in any one of the currently used conversational languages. The study has proven that efficiency in communication between man and computer can be achieved when the vocabulary to be used is structured in a manner compatible with the rigid communication requirements of the machine while at the same time responsive to the informational needs of the man.

  11. Interfacing HTCondor-CE with OpenStack

    NASA Astrophysics Data System (ADS)

    Bockelman, B.; Caballero Bejar, J.; Hover, J.

    2017-10-01

    Over the past few years, Grid Computing technologies have reached a high level of maturity. One key aspect of this success has been the development and adoption of newer Compute Elements to interface the external Grid users with local batch systems. These new Compute Elements allow for better handling of jobs requirements and a more precise management of diverse local resources. However, despite this level of maturity, the Grid Computing world is lacking diversity in local execution platforms. As Grid Computing technologies have historically been driven by the needs of the High Energy Physics community, most resource providers run the platform (operating system version and architecture) that best suits the needs of their particular users. In parallel, the development of virtualization and cloud technologies has accelerated recently, making available a variety of solutions, both commercial and academic, proprietary and open source. Virtualization facilitates performing computational tasks on platforms not available at most computing sites. This work attempts to join the technologies, allowing users to interact with computing sites through one of the standard Computing Elements, HTCondor-CE, but running their jobs within VMs on a local cloud platform, OpenStack, when needed. The system will re-route, in a transparent way, end user jobs into dynamically-launched VM worker nodes when they have requirements that cannot be satisfied by the static local batch system nodes. Also, once the automated mechanisms are in place, it becomes straightforward to allow an end user to invoke a custom Virtual Machine at the site. This will allow cloud resources to be used without requiring the user to establish a separate account. Both scenarios are described in this work.

  12. Computational fluid dynamics research at the United Technologies Research Center requiring supercomputers

    NASA Astrophysics Data System (ADS)

    Landgrebe, Anton J.

    1987-03-01

    An overview of research activities at the United Technologies Research Center (UTRC) in the area of Computational Fluid Dynamics (CFD) is presented. The requirement and use of various levels of computers, including supercomputers, for the CFD activities is described. Examples of CFD directed toward applications to helicopters, turbomachinery, heat exchangers, and the National Aerospace Plane are included. Helicopter rotor codes for the prediction of rotor and fuselage flow fields and airloads were developed with emphasis on rotor wake modeling. Airflow and airload predictions and comparisons with experimental data are presented. Examples are presented of recent parabolized Navier-Stokes and full Navier-Stokes solutions for hypersonic shock-wave/boundary layer interaction, and hydrogen/air supersonic combustion. In addition, other examples of CFD efforts in turbomachinery Navier-Stokes methodology and separated flow modeling are presented. A brief discussion of the 3-tier scientific computing environment is also presented, in which the researcher has access to workstations, mid-size computers, and supercomputers.

  13. Computational fluid dynamics research at the United Technologies Research Center requiring supercomputers

    NASA Technical Reports Server (NTRS)

    Landgrebe, Anton J.

    1987-01-01

    An overview of research activities at the United Technologies Research Center (UTRC) in the area of Computational Fluid Dynamics (CFD) is presented. The requirement and use of various levels of computers, including supercomputers, for the CFD activities is described. Examples of CFD directed toward applications to helicopters, turbomachinery, heat exchangers, and the National Aerospace Plane are included. Helicopter rotor codes for the prediction of rotor and fuselage flow fields and airloads were developed with emphasis on rotor wake modeling. Airflow and airload predictions and comparisons with experimental data are presented. Examples are presented of recent parabolized Navier-Stokes and full Navier-Stokes solutions for hypersonic shock-wave/boundary layer interaction, and hydrogen/air supersonic combustion. In addition, other examples of CFD efforts in turbomachinery Navier-Stokes methodology and separated flow modeling are presented. A brief discussion of the 3-tier scientific computing environment is also presented, in which the researcher has access to workstations, mid-size computers, and supercomputers.

  14. Central Limit Theorem: New SOCR Applet and Demonstration Activity

    PubMed Central

    Dinov, Ivo D.; Christou, Nicolas; Sanchez, Juana

    2011-01-01

    Modern approaches for information technology based blended education utilize a variety of novel instructional, computational and network resources. Such attempts employ technology to deliver integrated, dynamically linked, interactive content and multifaceted learning environments, which may facilitate student comprehension and information retention. In this manuscript, we describe one such innovative effort of using technological tools for improving student motivation and learning of the theory, practice and usability of the Central Limit Theorem (CLT) in probability and statistics courses. Our approach is based on harnessing the computational libraries developed by the Statistics Online Computational Resource (SOCR) to design a new interactive Java applet and a corresponding demonstration activity that illustrate the meaning and the power of the CLT. The CLT applet and activity have clear common goals; to provide graphical representation of the CLT, to improve student intuition, and to empirically validate and establish the limits of the CLT. The SOCR CLT activity consists of four experiments that demonstrate the assumptions, meaning and implications of the CLT and ties these to specific hands-on simulations. We include a number of examples illustrating the theory and applications of the CLT. Both the SOCR CLT applet and activity are freely available online to the community to test, validate and extend (Applet: http://www.socr.ucla.edu/htmls/SOCR_Experiments.html and Activity: http://wiki.stat.ucla.edu/socr/index.php/SOCR_EduMaterials_Activities_GeneralCentralLimitTheorem). PMID:21833159

  15. Central Limit Theorem: New SOCR Applet and Demonstration Activity.

    PubMed

    Dinov, Ivo D; Christou, Nicolas; Sanchez, Juana

    2008-07-01

    Modern approaches for information technology based blended education utilize a variety of novel instructional, computational and network resources. Such attempts employ technology to deliver integrated, dynamically linked, interactive content and multifaceted learning environments, which may facilitate student comprehension and information retention. In this manuscript, we describe one such innovative effort of using technological tools for improving student motivation and learning of the theory, practice and usability of the Central Limit Theorem (CLT) in probability and statistics courses. Our approach is based on harnessing the computational libraries developed by the Statistics Online Computational Resource (SOCR) to design a new interactive Java applet and a corresponding demonstration activity that illustrate the meaning and the power of the CLT. The CLT applet and activity have clear common goals; to provide graphical representation of the CLT, to improve student intuition, and to empirically validate and establish the limits of the CLT. The SOCR CLT activity consists of four experiments that demonstrate the assumptions, meaning and implications of the CLT and ties these to specific hands-on simulations. We include a number of examples illustrating the theory and applications of the CLT. Both the SOCR CLT applet and activity are freely available online to the community to test, validate and extend (Applet: http://www.socr.ucla.edu/htmls/SOCR_Experiments.html and Activity: http://wiki.stat.ucla.edu/socr/index.php/SOCR_EduMaterials_Activities_GeneralCentralLimitTheorem).

  16. Human-technology interaction for standoff IED detection

    NASA Astrophysics Data System (ADS)

    Zhang, Evan; Zou, Yiyang; Zachrich, Liping; Fulton, Jack

    2011-03-01

    IEDs kill our soldiers and innocent people every day. Lessons learned from Iraq and Afghanistan clearly indicated that IEDs cannot be detected/defeated by technology alone; human-technology interaction must be engaged. In most cases, eye is the best detector, brain is the best computer, and technologies are tools, they must be used by human being properly then can achieve full functionality. In this paper, a UV Raman/fluorescence, CCD and LWIR 3 sensor fusion system for standoff IED detection and a handheld fusion system for close range IED detection are developed and demonstrated. We must train solders using their eyes or CCD/LWIR cameras to do wide area search while on the move to find small suspected area first then use the spectrometer because the laser spot is too small, to scan a one-mile long and 2-meter wide road needs 185 days although our fusion system can detect the IED in 30m with 1s interrogating time. Even if the small suspected area (e.g., 0.5mx0.5m) is found, human eyes still cannot detect the IED, soldiers must use or interact with the technology - laser based spectrometer to scan the area then they are able to detect and identify the IED in 10 minutes not 185 days. Therefore, the human-technology interaction approach will be the best solution for IED detection.

  17. Social energy: mining energy from the society

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Zhang, Jun Jason; Gao, David Wenzhong; Zhang, Yingchen

    The inherent nature of energy, i.e., physicality, sociality and informatization, implies the inevitable and intensive interaction between energy systems and social systems. From this perspective, we define 'social energy' as a complex sociotechnical system of energy systems, social systems and the derived artificial virtual systems which characterize the intense intersystem and intra-system interactions. The recent advancement in intelligent technology, including artificial intelligence and machine learning technologies, sensing and communication in Internet of Things technologies, and massive high performance computing and extreme-scale data analytics technologies, enables the possibility of substantial advancement in socio-technical system optimization, scheduling, control and management. In thismore » paper, we provide a discussion on the nature of energy, and then propose the concept and intention of social energy systems for electrical power. A general methodology of establishing and investigating social energy is proposed, which is based on the ACP approach, i.e., 'artificial systems' (A), 'computational experiments' (C) and 'parallel execution' (P), and parallel system methodology. A case study on the University of Denver (DU) campus grid is provided and studied to demonstrate the social energy concept. In the concluding remarks, we discuss the technical pathway, in both social and nature sciences, to social energy, and our vision on its future.« less

  18. 3D Printing technology over a drug delivery for tissue engineering.

    PubMed

    Lee, Jin Woo; Cho, Dong-Woo

    2015-01-01

    Many researchers have attempted to use computer-aided design (CAD) and computer-aided manufacturing (CAM) to realize a scaffold that provides a three-dimensional (3D) environment for regeneration of tissues and organs. As a result, several 3D printing technologies, including stereolithography, deposition modeling, inkjet-based printing and selective laser sintering have been developed. Because these 3D printing technologies use computers for design and fabrication, and they can fabricate 3D scaffolds as designed; as a consequence, they can be standardized. Growth of target tissues and organs requires the presence of appropriate growth factors, so fabrication of 3Dscaffold systems that release these biomolecules has been explored. A drug delivery system (DDS) that administrates a pharmaceutical compound to achieve a therapeutic effect in cells, animals and humans is a key technology that delivers biomolecules without side effects caused by excessive doses. 3D printing technologies and DDSs have been assembled successfully, so new possibilities for improved tissue regeneration have been suggested. If the interaction between cells and scaffold system with biomolecules can be understood and controlled, and if an optimal 3D tissue regenerating environment is realized, 3D printing technologies will become an important aspect of tissue engineering research in the near future.

  19. Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game

    PubMed Central

    de Carvalho, Sarah Negreiros; Costa, Thiago Bulhões da Silva; Attux, Romis; Hornung, Heiko Horst; Arantes, Dalton Soares

    2018-01-01

    This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named “Get Coins,” through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user. PMID:29849549

  20. Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game.

    PubMed

    Leite, Harlei Miguel de Arruda; de Carvalho, Sarah Negreiros; Costa, Thiago Bulhões da Silva; Attux, Romis; Hornung, Heiko Horst; Arantes, Dalton Soares

    2018-01-01

    This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named "Get Coins," through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user.

  1. Choice of Human-Computer Interaction Mode in Stroke Rehabilitation.

    PubMed

    Mousavi Hondori, Hossein; Khademi, Maryam; Dodakian, Lucy; McKenzie, Alison; Lopes, Cristina V; Cramer, Steven C

    2016-03-01

    Advances in technology are providing new forms of human-computer interaction. The current study examined one form of human-computer interaction, augmented reality (AR), whereby subjects train in the real-world workspace with virtual objects projected by the computer. Motor performances were compared with those obtained while subjects used a traditional human-computer interaction, that is, a personal computer (PC) with a mouse. Patients used goal-directed arm movements to play AR and PC versions of the Fruit Ninja video game. The 2 versions required the same arm movements to control the game but had different cognitive demands. With AR, the game was projected onto the desktop, where subjects viewed the game plus their arm movements simultaneously, in the same visual coordinate space. In the PC version, subjects used the same arm movements but viewed the game by looking up at a computer monitor. Among 18 patients with chronic hemiparesis after stroke, the AR game was associated with 21% higher game scores (P = .0001), 19% faster reaching times (P = .0001), and 15% less movement variability (P = .0068), as compared to the PC game. Correlations between game score and arm motor status were stronger with the AR version. Motor performances during the AR game were superior to those during the PC game. This result is due in part to the greater cognitive demands imposed by the PC game, a feature problematic for some patients but clinically useful for others. Mode of human-computer interface influences rehabilitation therapy demands and can be individualized for patients. © The Author(s) 2015.

  2. The Changing Face of Human-Computer Interaction in the Age of Ubiquitous Computing

    NASA Astrophysics Data System (ADS)

    Rogers, Yvonne

    HCI is reinventing itself. No longer only about being user-centered, it has set its sights on pastures new, embracing a much broader and far-reaching set of interests. From emotional, eco-friendly, embodied experiences to context, constructivism and culture, HCI research is changing apace: from what it looks at, the lenses it uses and what it has to offer. Part of this is as a reaction to what is happening in the world; ubiquitous technologies are proliferating and transforming how we live our lives. We are becoming more connected and more dependent on technology. The home, the crèche, outdoors, public places and even the human body are now being experimented with as potential places to embed computational devices, even to the extent of invading previously private and taboo aspects of our lives. In this paper, I examine the diversity of lifestyle and technological transformations in our midst and outline some 'difficult' questions these raise together with alternative directions for HCI research and practice.

  3. How wearable technologies will impact the future of health care.

    PubMed

    Barnard, Rick; Shea, J Timothy

    2004-01-01

    After four hundred years of delivering health care in hospitals, industrialized countries are now shifting towards treating patients at the "point of need". This trend will likely accelerate demand for, and adoption of, wearable computing and smart fabric and interactive textile (SFIT) solutions. These healthcare solutions will be designed to provide real-time vital and diagnostic information to health care providers, patients, and related stakeholders in such a manner as to improve quality of care, reduce the cost of care, and allow patients greater control over their own health. The current market size for wearable computing and SFIT solutions is modest; however, the future outlook is extremely strong. Venture Development Corporation, a technology market research and strategy firm, was founded in 1971. Over the years, VDC has developed and implemented a unique and highly successful methodology for forecasting and analyzing highly dynamic technology markets. VDC has extensive experience in providing multi-client and proprietary analysis in the electronic components, advanced materials, and mobile computing markets.

  4. Virtual Interactive Musculoskeletal System (VIMS) in orthopaedic research, education and clinical patient care.

    PubMed

    Chao, Edmund Y S; Armiger, Robert S; Yoshida, Hiroaki; Lim, Jonathan; Haraguchi, Naoki

    2007-03-08

    The ability to combine physiology and engineering analyses with computer sciences has opened the door to the possibility of creating the "Virtual Human" reality. This paper presents a broad foundation for a full-featured biomechanical simulator for the human musculoskeletal system physiology. This simulation technology unites the expertise in biomechanical analysis and graphic modeling to investigate joint and connective tissue mechanics at the structural level and to visualize the results in both static and animated forms together with the model. Adaptable anatomical models including prosthetic implants and fracture fixation devices and a robust computational infrastructure for static, kinematic, kinetic, and stress analyses under varying boundary and loading conditions are incorporated on a common platform, the VIMS (Virtual Interactive Musculoskeletal System). Within this software system, a manageable database containing long bone dimensions, connective tissue material properties and a library of skeletal joint system functional activities and loading conditions are also available and they can easily be modified, updated and expanded. Application software is also available to allow end-users to perform biomechanical analyses interactively. Examples using these models and the computational algorithms in a virtual laboratory environment are used to demonstrate the utility of these unique database and simulation technology. This integrated system, model library and database will impact on orthopaedic education, basic research, device development and application, and clinical patient care related to musculoskeletal joint system reconstruction, trauma management, and rehabilitation.

  5. Virtual interactive musculoskeletal system (VIMS) in orthopaedic research, education and clinical patient care

    PubMed Central

    Chao, Edmund YS; Armiger, Robert S; Yoshida, Hiroaki; Lim, Jonathan; Haraguchi, Naoki

    2007-01-01

    The ability to combine physiology and engineering analyses with computer sciences has opened the door to the possibility of creating the "Virtual Human" reality. This paper presents a broad foundation for a full-featured biomechanical simulator for the human musculoskeletal system physiology. This simulation technology unites the expertise in biomechanical analysis and graphic modeling to investigate joint and connective tissue mechanics at the structural level and to visualize the results in both static and animated forms together with the model. Adaptable anatomical models including prosthetic implants and fracture fixation devices and a robust computational infrastructure for static, kinematic, kinetic, and stress analyses under varying boundary and loading conditions are incorporated on a common platform, the VIMS (Virtual Interactive Musculoskeletal System). Within this software system, a manageable database containing long bone dimensions, connective tissue material properties and a library of skeletal joint system functional activities and loading conditions are also available and they can easily be modified, updated and expanded. Application software is also available to allow end-users to perform biomechanical analyses interactively. Examples using these models and the computational algorithms in a virtual laboratory environment are used to demonstrate the utility of these unique database and simulation technology. This integrated system, model library and database will impact on orthopaedic education, basic research, device development and application, and clinical patient care related to musculoskeletal joint system reconstruction, trauma management, and rehabilitation. PMID:17343764

  6. Java: A New Brew for Educators, Administrators and Students.

    ERIC Educational Resources Information Center

    Gordon, Barbara

    1996-01-01

    Java is an object-oriented programming language developed by Sun Microsystems; its benefits include platform independence, security, and interactivity. Within the college community, Java is being used in programming courses, collaborative technology research projects, computer graphics instruction, and distance education. (AEF)

  7. Enabling Analytics in the Cloud for Earth Science Data

    NASA Technical Reports Server (NTRS)

    Ramachandran, Rahul; Lynnes, Christopher; Bingham, Andrew W.; Quam, Brandi M.

    2018-01-01

    The purpose of this workshop was to hold interactive discussions where providers, users, and other stakeholders could explore the convergence of three main elements in the rapidly developing world of technology: Big Data, Cloud Computing, and Analytics, [for earth science data].

  8. GBOOST: a GPU-based tool for detecting gene-gene interactions in genome-wide case control studies.

    PubMed

    Yung, Ling Sing; Yang, Can; Wan, Xiang; Yu, Weichuan

    2011-05-01

    Collecting millions of genetic variations is feasible with the advanced genotyping technology. With a huge amount of genetic variations data in hand, developing efficient algorithms to carry out the gene-gene interaction analysis in a timely manner has become one of the key problems in genome-wide association studies (GWAS). Boolean operation-based screening and testing (BOOST), a recent work in GWAS, completes gene-gene interaction analysis in 2.5 days on a desktop computer. Compared with central processing units (CPUs), graphic processing units (GPUs) are highly parallel hardware and provide massive computing resources. We are, therefore, motivated to use GPUs to further speed up the analysis of gene-gene interactions. We implement the BOOST method based on a GPU framework and name it GBOOST. GBOOST achieves a 40-fold speedup compared with BOOST. It completes the analysis of Wellcome Trust Case Control Consortium Type 2 Diabetes (WTCCC T2D) genome data within 1.34 h on a desktop computer equipped with Nvidia GeForce GTX 285 display card. GBOOST code is available at http://bioinformatics.ust.hk/BOOST.html#GBOOST.

  9. Roles for Agent Assistants in Field Science: Understanding Personal Projects and Collaboration

    NASA Technical Reports Server (NTRS)

    Clancey, William J.

    2003-01-01

    A human-centered approach to computer systems design involves reframing analysis in terms of the people interacting with each other. The primary concern is not how people can interact with computers, but how shall we design work systems (facilities, tools, roles, and procedures) to help people pursue their personal projects, as they work independently and collaboratively? Two case studies provide empirical requirements. First, an analysis of astronaut interactions with CapCom on Earth during one traverse of Apollo 17 shows what kind of information was conveyed and what might be automated today. A variety of agent and robotic technologies are proposed that deal with recurrent problems in communication and coordination during the analyzed traverse. Second, an analysis of biologists and a geologist working at Haughton Crater in the High Canadian Arctic reveals how work interactions between people involve independent personal projects, sensitively coordinated for mutual benefit. In both cases, an agent or robotic system's role would be to assist people, rather than collaborating, because today's computer systems lack the identity and purpose that consciousness provides.

  10. An overview of the education and training component of RICIS

    NASA Technical Reports Server (NTRS)

    Freedman, Glenn B.

    1987-01-01

    Research in education and training according to RICIS (Research Institute for Computing and Information Systems) program focuses on means to disseminate knowledge, skills, and technological advances rapidly, accurately, and effectively. A range of areas for study include: artificial intelligence, hypermedia and full-text retrieval strategies, use of mass storage and retrieval options such as CD-ROM and laser disks, and interactive video and interactive media presentations.

  11. Multiresolution Algorithms for Processing Giga-Models: Real-time Visualization, Reasoning, and Interaction

    DTIC Science & Technology

    2012-04-23

    Interactive Virtual Hair Salon , Presence, (05 2007): 237. doi: 2012/04/17 12:55:26 31 Theodore Kim, Jason Sewall, Avneesh Sud, Ming Lin. Fast...in Games , Utrecht, Netherlands, Nov. 2009. Keynote Speaker, IADIS International Conference on Computer Graphics and Visualization, Portugal, June 2009...Keynote Speaker, ACM Symposium on Virtual Reality Software and Technology, Bordeaux, France, October 2008. Invited Speaker, Motion in Games , Utrecht

  12. Electronic medical records in diabetes consultations: participants' gaze as an interactional resource.

    PubMed

    Rhodes, Penny; Small, Neil; Rowley, Emma; Langdon, Mark; Ariss, Steven; Wright, John

    2008-09-01

    Two routine consultations in primary care diabetes clinics are compared using extracts from video recordings of interactions between nurses and patients. The consultations were chosen to present different styles of interaction, in which the nurse's gaze was either primarily toward the computer screen or directed more toward the patient. Using conversation analysis, the ways in which nurses shift both gaze and body orientation between the computer screen and patient to influence the style, pace, content, and structure of the consultation were investigated. By examining the effects of different levels of engagement between the electronic medical record and the embodied patient in the consultation room, we argue for the need to consider the contingent nature of the interface of technology and the person in the consultation. Policy initiatives designed to deliver what is considered best-evidenced practice are modified in the micro context of the interactions of the consultation.

  13. LATIS3D: The Goal Standard for Laser-Tissue-Interaction Modeling

    NASA Astrophysics Data System (ADS)

    London, R. A.; Makarewicz, A. M.; Kim, B. M.; Gentile, N. A.; Yang, T. Y. B.

    2000-03-01

    The goal of this LDRD project has been to create LATIS3D-the world's premier computer program for laser-tissue interaction modeling. The development was based on recent experience with the 2D LATIS code and the ASCI code, KULL. With LATIS3D, important applications in laser medical therapy were researched including dynamical calculations of tissue emulsification and ablation, photothermal therapy, and photon transport for photodynamic therapy. This project also enhanced LLNL's core competency in laser-matter interactions and high-energy-density physics by pushing simulation codes into new parameter regimes and by attracting external expertise. This will benefit both existing LLNL programs such as ICF and SBSS and emerging programs in medical technology and other laser applications. The purpose of this project was to develop and apply a computer program for laser-tissue interaction modeling to aid in the development of new instruments and procedures in laser medicine.

  14. Towards passive brain-computer interfaces: applying brain-computer interface technology to human-machine systems in general.

    PubMed

    Zander, Thorsten O; Kothe, Christian

    2011-04-01

    Cognitive monitoring is an approach utilizing realtime brain signal decoding (RBSD) for gaining information on the ongoing cognitive user state. In recent decades this approach has brought valuable insight into the cognition of an interacting human. Automated RBSD can be used to set up a brain-computer interface (BCI) providing a novel input modality for technical systems solely based on brain activity. In BCIs the user usually sends voluntary and directed commands to control the connected computer system or to communicate through it. In this paper we propose an extension of this approach by fusing BCI technology with cognitive monitoring, providing valuable information about the users' intentions, situational interpretations and emotional states to the technical system. We call this approach passive BCI. In the following we give an overview of studies which utilize passive BCI, as well as other novel types of applications resulting from BCI technology. We especially focus on applications for healthy users, and the specific requirements and demands of this user group. Since the presented approach of combining cognitive monitoring with BCI technology is very similar to the concept of BCIs itself we propose a unifying categorization of BCI-based applications, including the novel approach of passive BCI.

  15. Computers and videodiscs in pathology education: ECLIPS as an example of one approach.

    PubMed

    Thursh, D R; Mabry, F; Levy, A H

    1986-03-01

    We have enumerated ways in which the evolving computer and videodisc technologies are being used in pathology education and discussed in some detail the particular use with which we are most familiar, text management. While it is probably premature to speculate as to how these technologies will ultimately affect pathology education, one recent trend--the convergence that seems to be developing between those working on expert consulting systems and those working primarily on educational applications--will probably influence this impact substantially. We believe that we are moving, from opposite directions, toward the same end result, namely, the use of machine intelligence to facilitate and augment human learning. We expect that, as the two groups come closer together, very powerful, interesting, and eminently useful educational tools will emerge. While this is occurring, we think that most would agree that one of the very urgent needs is to develop forums in which the academic and practice communities can interact with researchers and developers. With apologies to Clemenceau, computers are rapidly becoming too important to be left exclusively to computer scientists. Such forums would serve to give these communities a chance to learn what the new technologies have to offer and give developers a better idea of where these technologies can make the greatest contributions.

  16. Computer Class Role Playing Games, an innovative teaching methodology based on STEM and ICT: first experimental results

    NASA Astrophysics Data System (ADS)

    Maraffi, S.

    2016-12-01

    Context/PurposeWe experienced a new teaching and learning technology: a Computer Class Role Playing Game (RPG) to perform educational activity in classrooms through an interactive game. This approach is new, there are some experiences on educational games, but mainly individual and not class-based. Gaming all together in a class, with a single scope for the whole class, it enhances peer collaboration, cooperative problem solving and friendship. MethodsTo perform the research we experimented the games in several classes of different degrees, acquiring specific questionnaire by teachers and pupils. Results Experimental results were outstanding: RPG, our interactive activity, exceed by 50% the overall satisfaction compared to traditional lessons or Power Point supported teaching. InterpretationThe appreciation of RPG was in agreement with the class level outcome identified by the teacher after the experimentation. Our work experience get excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of achieved results. Using new methodology more close to the student point of view improves the innovation and creative capacities of learners, and it support the new role of teacher as learners' "coach". ConclusionThis paper presents the first experimental results on the application of this new technology based on a Computer game which project on a wall in the class an adventure lived by the students. The plots of the actual adventures are designed for deeper learning of Science, Technology, Engineering, Mathematics (STEM) and Social Sciences & Humanities (SSH). The participation of the pupils it's based on the interaction with the game by the use of their own tablets or smartphones. The game is based on a mixed reality learning environment, giving the students the feel "to be IN the adventure".

  17. Nurse-computer performance. Considerations for the nurse administrator.

    PubMed

    Mills, M E; Staggers, N

    1994-11-01

    Regulatory reporting requirements and economic pressures to create a unified healthcare database are leading to the development of a fully computerized patient record. Nursing staff members will be responsible increasingly for using this technology, yet little is known about the interaction effect of staff characteristics and computer screen design on on-line accuracy and speed. In examining these issues, new considerations are raised for nurse administrators interested in facilitating staff use of clinical information systems.

  18. Assistive technology and learning disabilities: today's realities and tomorrow's promises.

    PubMed

    Lewis, R B

    1998-01-01

    Many forms of technology, both "high" and "low," can help individuals with learning disabilities capitalize on their strengths and bypass, or compensate for, their disabilities. This article surveys the current status of assistive technology for this population and reflects on future promises and potential problems. In addition, a model is presented for conceptualizing assistive technology in terms of the types of barriers it helps persons with disabilities to surmount. Several current technologies are described and the research supporting their effectiveness reviewed: word processing, computer-based instruction in reading and other academic areas, interactive videodisc interventions for math, and technologies for daily life. In conclusion, three themes related to the future success of assistive technology applications are discussed: equity of access to technology; ease of technology, use; and emergent technologies, such as virtual reality.

  19. Biological ageing and clinical consequences of modern technology.

    PubMed

    Kyriazis, Marios

    2017-08-01

    The pace of technology is steadily increasing, and this has a widespread effect on all areas of health and society. When we interact with this technological environment we are exposed to a wide variety of new stimuli and challenges, which may modulate the stress response and thus change the way we respond and adapt. In this Opinion paper I will examine certain aspects of the human-computer interaction with regards to health and ageing. There are practical, everyday effects which also include social and cultural elements. I will discuss how human evolution may be affected by this new environmental change (the hormetic immersion in a virtual/technological environment). Finally, I will also explore certain biological aspects which have direct relevance to the ageing human. By embracing new technologies and engaging with a techno-social ecosystem (which is no longer formed by several interacting species, but by just two main elements: humans and machines), we may be subjected to beneficial hormetic effects, which upregulate the stress response and modulate adaptation. This is likely to improve overall health as we age and, as I speculate here, may also result in the reduction of age-related dysfunction.

  20. Eye Tracking Based Control System for Natural Human-Computer Interaction

    PubMed Central

    Lin, Shu-Fan

    2017-01-01

    Eye movement can be regarded as a pivotal real-time input medium for human-computer communication, which is especially important for people with physical disability. In order to improve the reliability, mobility, and usability of eye tracking technique in user-computer dialogue, a novel eye control system with integrating both mouse and keyboard functions is proposed in this paper. The proposed system focuses on providing a simple and convenient interactive mode by only using user's eye. The usage flow of the proposed system is designed to perfectly follow human natural habits. Additionally, a magnifier module is proposed to allow the accurate operation. In the experiment, two interactive tasks with different difficulty (searching article and browsing multimedia web) were done to compare the proposed eye control tool with an existing system. The Technology Acceptance Model (TAM) measures are used to evaluate the perceived effectiveness of our system. It is demonstrated that the proposed system is very effective with regard to usability and interface design. PMID:29403528

  1. Eye Tracking Based Control System for Natural Human-Computer Interaction.

    PubMed

    Zhang, Xuebai; Liu, Xiaolong; Yuan, Shyan-Ming; Lin, Shu-Fan

    2017-01-01

    Eye movement can be regarded as a pivotal real-time input medium for human-computer communication, which is especially important for people with physical disability. In order to improve the reliability, mobility, and usability of eye tracking technique in user-computer dialogue, a novel eye control system with integrating both mouse and keyboard functions is proposed in this paper. The proposed system focuses on providing a simple and convenient interactive mode by only using user's eye. The usage flow of the proposed system is designed to perfectly follow human natural habits. Additionally, a magnifier module is proposed to allow the accurate operation. In the experiment, two interactive tasks with different difficulty (searching article and browsing multimedia web) were done to compare the proposed eye control tool with an existing system. The Technology Acceptance Model (TAM) measures are used to evaluate the perceived effectiveness of our system. It is demonstrated that the proposed system is very effective with regard to usability and interface design.

  2. An Interactive Web-Based Analysis Framework for Remote Sensing Cloud Computing

    NASA Astrophysics Data System (ADS)

    Wang, X. Z.; Zhang, H. M.; Zhao, J. H.; Lin, Q. H.; Zhou, Y. C.; Li, J. H.

    2015-07-01

    Spatiotemporal data, especially remote sensing data, are widely used in ecological, geographical, agriculture, and military research and applications. With the development of remote sensing technology, more and more remote sensing data are accumulated and stored in the cloud. An effective way for cloud users to access and analyse these massive spatiotemporal data in the web clients becomes an urgent issue. In this paper, we proposed a new scalable, interactive and web-based cloud computing solution for massive remote sensing data analysis. We build a spatiotemporal analysis platform to provide the end-user with a safe and convenient way to access massive remote sensing data stored in the cloud. The lightweight cloud storage system used to store public data and users' private data is constructed based on open source distributed file system. In it, massive remote sensing data are stored as public data, while the intermediate and input data are stored as private data. The elastic, scalable, and flexible cloud computing environment is built using Docker, which is a technology of open-source lightweight cloud computing container in the Linux operating system. In the Docker container, open-source software such as IPython, NumPy, GDAL, and Grass GIS etc., are deployed. Users can write scripts in the IPython Notebook web page through the web browser to process data, and the scripts will be submitted to IPython kernel to be executed. By comparing the performance of remote sensing data analysis tasks executed in Docker container, KVM virtual machines and physical machines respectively, we can conclude that the cloud computing environment built by Docker makes the greatest use of the host system resources, and can handle more concurrent spatial-temporal computing tasks. Docker technology provides resource isolation mechanism in aspects of IO, CPU, and memory etc., which offers security guarantee when processing remote sensing data in the IPython Notebook. Users can write complex data processing code on the web directly, so they can design their own data processing algorithm.

  3. Emerging Affordances in Telecollaborative Multimodal Interactions

    ERIC Educational Resources Information Center

    Dey-Plissonneau, Aparajita; Blin, Françoise

    2016-01-01

    Drawing on Gibson's (1977) theory of affordances, Computer-Assisted Language Learning (CALL) affordances are a combination of technological, social, educational, and linguistic affordances (Blin, 2016). This paper reports on a preliminary study that sought to identify the emergence of affordances during an online video conferencing session between…

  4. The Technologies of EXPER SIM.

    ERIC Educational Resources Information Center

    Hedberg, John G.

    EXPER SIM has been translated into two basic software systems: the Michigan Experimental Simulation Supervisor (MESS) and Louisville Experiment Simulation Supervisor (LESS). MESS and LESS have been programed to facilitate student interaction with the computer for research purposes. The programs contain models for several statistical analyses, and…

  5. Interactive Relationships with Computers in Teaching Reading.

    ERIC Educational Resources Information Center

    Doublier, Rene M.

    This study summarizes recent achievements in the expanding development of man/machine communications and reviews current technological hurdles associated with the development of artificial intelligence systems which can generate and recognize human speech patterns. With the development of such systems, one potential application would be the…

  6. 34 CFR 388.22 - What priorities does the Secretary consider in making an award?

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...

  7. 34 CFR 388.22 - What priorities does the Secretary consider in making an award?

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...

  8. Music Software and Emerging Technology.

    ERIC Educational Resources Information Center

    Peters, G. David

    1992-01-01

    Traces the history of instructional computing in music education. Describes the development of music software and hardware. Discusses potential benefits of using the newly developed software in the classroom. Suggests that educators and musicians interact with the publishing community to help define their needs in music education. (DK)

  9. Neither Schools nor Photocopiers Are Flawless.

    ERIC Educational Resources Information Center

    Mecklenburger, James A.

    1988-01-01

    Compares David Kearns' resentment of school performance (in the same "Kappan" issue) to the author's own frustration with Xerox photocopiers. To achieve the restructuring and choice central to Kearns' educational recovery plan, the schools will need to depend increasingly on technology (computer simulations, interactive video, and…

  10. Ohio SchoolNet. Schools on the Move.

    ERIC Educational Resources Information Center

    Ohio State Dept. of Education, Columbus.

    SchoolNet is a state-funded partnership that will facilitate the installation of computer and communications networking technology in public schools and classrooms across Ohio and coordinate its use. SchoolNet seeks to provide Ohio students with expanded course offerings; more individualized educational opportunities; interactive learning…

  11. IDEANET to Connect U.S. Schools.

    ERIC Educational Resources Information Center

    TechTrends, 1994

    1994-01-01

    Describes projects in schools using innovative educational technology. These programs include an interactive television and computer network; an initiative to use the Internet in rural areas; a telecommunications network to share information throughout Tennessee; and an announcement of the Marlowe Froke National Award for Leadership in Educational…

  12. 34 CFR 388.22 - What priorities does the Secretary consider in making an award?

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...

  13. 34 CFR 388.22 - What priorities does the Secretary consider in making an award?

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...

  14. 34 CFR 388.22 - What priorities does the Secretary consider in making an award?

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...

  15. A novel in silico approach to drug discovery via computational intelligence.

    PubMed

    Hecht, David; Fogel, Gary B

    2009-04-01

    A computational intelligence drug discovery platform is introduced as an innovative technology designed to accelerate high-throughput drug screening for generalized protein-targeted drug discovery. This technology results in collections of novel small molecule compounds that bind to protein targets as well as details on predicted binding modes and molecular interactions. The approach was tested on dihydrofolate reductase (DHFR) for novel antimalarial drug discovery; however, the methods developed can be applied broadly in early stage drug discovery and development. For this purpose, an initial fragment library was defined, and an automated fragment assembly algorithm was generated. These were combined with a computational intelligence screening tool for prescreening of compounds relative to DHFR inhibition. The entire method was assayed relative to spaces of known DHFR inhibitors and with chemical feasibility in mind, leading to experimental validation in future studies.

  16. Towards Building a Computer Aided Education System for Special Students Using Wearable Sensor Technologies

    PubMed Central

    Mehmood, Raja Majid; Lee, Hyo Jong

    2017-01-01

    Human computer interaction is a growing field in terms of helping people in their daily life to improve their living. Especially, people with some disability may need an interface which is more appropriate and compatible with their needs. Our research is focused on similar kinds of problems, such as students with some mental disorder or mood disruption problems. To improve their learning process, an intelligent emotion recognition system is essential which has an ability to recognize the current emotional state of the brain. Nowadays, in special schools, instructors are commonly use some conventional methods for managing special students for educational purposes. In this paper, we proposed a novel computer aided method for instructors at special schools where they can teach special students with the support of our system using wearable technologies. PMID:28208734

  17. Study to define an approach for developing a computer-based system capable of automatic, unattended assembly/disassembly of spacecraft, phase 1

    NASA Technical Reports Server (NTRS)

    Nevins, J. L.; Defazio, T. L.; Seltzer, D. S.; Whitney, D. E.

    1981-01-01

    The initial set of requirements for additional studies necessary to implement a space-borne, computer-based work system capable of achieving assembly, disassembly, repair, or maintenance in space were developed. The specific functions required of a work system to perform repair and maintenance were discussed. Tasks and relevant technologies were identified and delineated. The interaction of spacecraft design and technology options, including a consideration of the strategic issues of repair versus retrieval-replacement or destruction by removal were considered along with the design tradeoffs for accomplishing each of the options. A concept system design and its accompanying experiment or test plan were discussed.

  18. Improving student retention in computer engineering technology

    NASA Astrophysics Data System (ADS)

    Pierozinski, Russell Ivan

    The purpose of this research project was to improve student retention in the Computer Engineering Technology program at the Northern Alberta Institute of Technology by reducing the number of dropouts and increasing the graduation rate. This action research project utilized a mixed methods approach of a survey and face-to-face interviews. The participants were male and female, with a large majority ranging from 18 to 21 years of age. The research found that participants recognized their skills and capability, but their capacity to remain in the program was dependent on understanding and meeting the demanding pace and rigour of the program. The participants recognized that curriculum delivery along with instructor-student interaction had an impact on student retention. To be successful in the program, students required support in four domains: academic, learning management, career, and social.

  19. Innovative technology-based interventions for autism spectrum disorders: a meta-analysis.

    PubMed

    Grynszpan, Ouriel; Weiss, Patrice L Tamar; Perez-Diaz, Fernando; Gal, Eynat

    2014-05-01

    This article reports the results of a meta-analysis of technology-based intervention studies for children with autism spectrum disorders. We conducted a systematic review of research that used a pre-post design to assess innovative technology interventions, including computer programs, virtual reality, and robotics. The selected studies provided interventions via a desktop computer, interactive DVD, shared active surface, and virtual reality. None employed robotics. The results provide evidence for the overall effectiveness of technology-based training. The overall mean effect size for posttests of controlled studies of children with autism spectrum disorders who received technology-based interventions was significantly different from zero and approached the medium magnitude, d = 0.47 (confidence interval: 0.08-0.86). The influence of age and IQ was not significant. Differences in training procedures are discussed in the light of the negative correlation that was found between the intervention durations and the studies' effect sizes. The results of this meta-analysis provide support for the continuing development, evaluation, and clinical usage of technology-based intervention for individuals with autism spectrum disorders.

  20. Simulating Coupling Complexity in Space Plasmas: First Results from a new code

    NASA Astrophysics Data System (ADS)

    Kryukov, I.; Zank, G. P.; Pogorelov, N. V.; Raeder, J.; Ciardo, G.; Florinski, V. A.; Heerikhuisen, J.; Li, G.; Petrini, F.; Shematovich, V. I.; Winske, D.; Shaikh, D.; Webb, G. M.; Yee, H. M.

    2005-12-01

    The development of codes that embrace 'coupling complexity' via the self-consistent incorporation of multiple physical scales and multiple physical processes in models has been identified by the NRC Decadal Survey in Solar and Space Physics as a crucial necessary development in simulation/modeling technology for the coming decade. The National Science Foundation, through its Information Technology Research (ITR) Program, is supporting our efforts to develop a new class of computational code for plasmas and neutral gases that integrates multiple scales and multiple physical processes and descriptions. We are developing a highly modular, parallelized, scalable code that incorporates multiple scales by synthesizing 3 simulation technologies: 1) Computational fluid dynamics (hydrodynamics or magneto-hydrodynamics-MHD) for the large-scale plasma; 2) direct Monte Carlo simulation of atoms/neutral gas, and 3) transport code solvers to model highly energetic particle distributions. We are constructing the code so that a fourth simulation technology, hybrid simulations for microscale structures and particle distributions, can be incorporated in future work, but for the present, this aspect will be addressed at a test-particle level. This synthesis we will provide a computational tool that will advance our understanding of the physics of neutral and charged gases enormously. Besides making major advances in basic plasma physics and neutral gas problems, this project will address 3 Grand Challenge space physics problems that reflect our research interests: 1) To develop a temporal global heliospheric model which includes the interaction of solar and interstellar plasma with neutral populations (hydrogen, helium, etc., and dust), test-particle kinetic pickup ion acceleration at the termination shock, anomalous cosmic ray production, interaction with galactic cosmic rays, while incorporating the time variability of the solar wind and the solar cycle. 2) To develop a coronal mass ejection and interplanetary shock propagation model for the inner and outer heliosphere, including, at a test-particle level, wave-particle interactions and particle acceleration at traveling shock waves and compression regions. 3) To develop an advanced Geospace General Circulation Model (GGCM) capable of realistically modeling space weather events, in particular the interaction with CMEs and geomagnetic storms. Furthermore, by implementing scalable run-time supports and sophisticated off- and on-line prediction algorithms, we anticipate important advances in the development of automatic and intelligent system software to optimize a wide variety of 'embedded' computations on parallel computers. Finally, public domain MHD and hydrodynamic codes had a transforming effect on space and astrophysics. We expect that our new generation, open source, public domain multi-scale code will have a similar transformational effect in a variety of disciplines, opening up new classes of problems to physicists and engineers alike.

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