9,194 research outputs found
<i>“We’re Seeking Relevance”</i>: Qualitative Perspectives on the Impact of Learning Analytics on Teaching and Learning
Whilst a significant body of learning analytics research tends to focus on impact from the perspective of usability or improved learning outcomes, this paper proposes an approach based on Affordance Theory to describe awareness and intention as a bridge between usability and impact. 10 educators at 3 European institutions participated in detailed interviews on the affordances they perceive in using learning analytics to support practice in education. Evidence illuminates connections between an educator’s epistemic beliefs about learning and the purpose of education, their perception of threats or resources in delivering a successful learning experience, and the types of data they would consider as evidence in recognising or regulating learning. This evidence can support the learning analytics community in considering the proximity to the student, the role of the educator, and their personal belief structure in developing robust analytics tools that educators may be more likely to use
CAPTCHaStar! A novel CAPTCHA based on interactive shape discovery
Over the last years, most websites on which users can register (e.g., email
providers and social networks) adopted CAPTCHAs (Completely Automated Public
Turing test to tell Computers and Humans Apart) as a countermeasure against
automated attacks. The battle of wits between designers and attackers of
CAPTCHAs led to current ones being annoying and hard to solve for users, while
still being vulnerable to automated attacks.
In this paper, we propose CAPTCHaStar, a new image-based CAPTCHA that relies
on user interaction. This novel CAPTCHA leverages the innate human ability to
recognize shapes in a confused environment. We assess the effectiveness of our
proposal for the two key aspects for CAPTCHAs, i.e., usability, and resiliency
to automated attacks. In particular, we evaluated the usability, carrying out a
thorough user study, and we tested the resiliency of our proposal against
several types of automated attacks: traditional ones; designed ad-hoc for our
proposal; and based on machine learning. Compared to the state of the art, our
proposal is more user friendly (e.g., only some 35% of the users prefer current
solutions, such as text-based CAPTCHAs) and more resilient to automated
attacks.Comment: 15 page
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
BACKGROUND: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning how to use gamification to modify health behavior. OBJECTIVE: The objective of this study is to investigate how the gamification of mHealth interventions leads to a change in health behavior, specifically with respect to smoking cessation. METHODS: We conducted a qualitative longitudinal study using a sample of 16 smokers divided into 2 cohorts (one used a gamified intervention and the other used a nongamified intervention). Each participant underwent 4 semistructured interviews over a period of 5 weeks. Semistructured interviews were also conducted with 4 experts in gamification, mHealth, and smoking cessation. Interviews were transcribed verbatim and thematic analysis undertaken. RESULTS: Results indicated perceived behavioral control and intrinsic motivation acted as positive drivers to game engagement and consequently positive health behavior. Importantly, external social influences exerted a negative effect. We identified 3 critical factors, whose presence was necessary for game engagement: purpose (explicit purpose known by the user), user alignment (congruency of game and user objectives), and functional utility (a well-designed game). We summarize these findings in a framework to guide the future development of gamified mHealth interventions. CONCLUSIONS: Gamification holds the potential for a low-cost, highly effective mHealth solution that may replace or supplement the behavioral support component found in current smoking cessation programs. The framework reported here has been built on evidence specific to smoking cessation, however it can be adapted to health interventions in other disease categories. Future research is required to evaluate the generalizability and effectiveness of the framework, directly against current behavioral support therapy interventions in smoking cessation and beyond
The simulation of action disorganisation in complex activities of daily living
Action selection in everyday goal-directed tasks of moderate complexity is known to be subject to breakdown following extensive frontal brain injury. A model of action selection in such tasks is presented and used to explore three hypotheses concerning the origins of action disorganisation: that it is a consequence of reduced top-down excitation within a hierarchical action schema network coupled with increased bottom-up triggering of schemas from environmental sources, that it is a more general disturbance of schema activation modelled by excessive noise in the schema network, and that it results from a general disturbance of the triggering of schemas by object representations. Results suggest that the action disorganisation syndrome is best accounted for by a general disturbance to schema activation, while altering the balance between top-down and bottom-up activation provides an account of a related disorder - utilisation behaviour. It is further suggested that ideational apraxia (which may result from lesions to left temporoparietal areas and which has similar behavioural consequences to action disorganisation syndrome on tasks of moderate complexity) is a consequence of a generalised disturbance of the triggering of schemas by object representations. Several predictions regarding differences between action disorganisation syndrome and ideational apraxia that follow from this interpretation are detailed
Virtual patients design and its effect on clinical reasoning and student experience : a protocol for a randomised factorial multi-centre study
Background
Virtual Patients (VPs) are web-based representations of realistic clinical cases. They are proposed as being an optimal method for teaching clinical reasoning skills. International standards exist which define precisely what constitutes a VP. There are multiple design possibilities for VPs, however there is little formal evidence to support individual design features. The purpose of this trial is to explore the effect of two different potentially important design features on clinical reasoning skills and the student experience. These are the branching case pathways (present or absent) and structured clinical reasoning feedback (present or absent).
Methods/Design
This is a multi-centre randomised 2x2 factorial design study evaluating two independent variables of VP design, branching (present or absent), and structured clinical reasoning feedback (present or absent).The study will be carried out in medical student volunteers in one year group from three university medical schools in the United Kingdom, Warwick, Keele and Birmingham. There are four core musculoskeletal topics. Each case can be designed in four different ways, equating to 16 VPs required for the research. Students will be randomised to four groups, completing the four VP topics in the same order, but with each group exposed to a different VP design sequentially. All students will be exposed to the four designs. Primary outcomes are performance for each case design in a standardized fifteen item clinical reasoning assessment, integrated into each VP, which is identical for each topic. Additionally a 15-item self-reported evaluation is completed for each VP, based on a widely used EViP tool. Student patterns of use of the VPs will be recorded.
In one centre, formative clinical and examination performance will be recorded, along with a self reported pre and post-intervention reasoning score, the DTI. Our power calculations indicate a sample size of 112 is required for both primary outcomes
The experience of enchantment in human-computer interaction
Improving user experience is becoming something of a rallying call in human–computer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.</p
The pseudogap: friend or foe of high Tc?
Although nineteen years have passed since the discovery of high temperature
superconductivity, there is still no consensus on its physical origin. This is
in large part because of a lack of understanding of the state of matter out of
which the superconductivity arises. In optimally and underdoped materials, this
state exhibits a pseudogap at temperatures large compared to the
superconducting transition temperature. Although discovered only three years
after the pioneering work of Bednorz and Muller, the physical origin of this
pseudogap behavior and whether it constitutes a distinct phase of matter is
still shrouded in mystery. In the summer of 2004, a band of physicists gathered
for five weeks at the Aspen Center for Physics to discuss the pseudogap. In
this perspective, we would like to summarize some of the results presented
there and discuss its importance in the context of strongly correlated electron
systems.Comment: expanded version, 20 pages, 11 figures, to be published, Advances in
Physic
Trial protocol OPPTIMUM : does progesterone prophylaxis for the prevention of preterm labour improve outcome?
Background
Preterm birth is a global problem, with a prevalence of 8 to 12% depending on location. Several large trials and systematic reviews have shown progestogens to be effective in preventing or delaying preterm birth in selected high risk women with a singleton pregnancy (including those with a short cervix or previous preterm birth). Although an improvement in short term neonatal outcomes has been shown in some trials these have not consistently been confirmed in meta-analyses. Additionally data on longer term outcomes is limited to a single trial where no difference in outcomes was demonstrated at four years of age of the child, despite those in the “progesterone” group having a lower incidence of preterm birth.
Methods/Design
The OPPTIMUM study is a double blind randomized placebo controlled trial to determine whether progesterone prophylaxis to prevent preterm birth has long term neonatal or infant benefit. Specifically it will study whether, in women with singleton pregnancy and at high risk of preterm labour, prophylactic vaginal natural progesterone, 200 mg daily from 22 – 34 weeks gestation, compared to placebo, improves obstetric outcome by lengthening pregnancy thus reducing the incidence of preterm delivery (before 34 weeks), improves neonatal outcome by reducing a composite of death and major morbidity, and leads to improved childhood cognitive and neurosensory outcomes at two years of age. Recruitment began in 2009 and is scheduled to close in Spring 2013. As of May 2012, over 800 women had been randomized in 60 sites.
Discussion
OPPTIMUM will provide further evidence on the effectiveness of vaginal progesterone for prevention of preterm birth and improvement of neonatal outcomes in selected groups of women with singleton pregnancy at high risk of preterm birth. Additionally it will determine whether any reduction in the incidence of preterm birth is accompanied by improved childhood outcome
ISML: an interface specification meta-language
In this paper we present an abstract metaphor model situated within a model-based user interface framework. The inclusion of metaphors in graphical user interfaces is a well established, but mostly craft-based strategy to design. A substantial body of notations and tools can be found within the model-based user interface design literature, however an explicit treatment of metaphor and its mappings to other design views has yet to be addressed. We introduce the Interface Specification Meta-Language (ISML) framework and demonstrate its use in comparing the semantic and syntactic features of an interactive system. Challenges facing this research are outlined and further work proposed
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