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Full-Text Articles in Graphics and Human Computer Interfaces

Design Of Personalised M-Learning Curriculum Implementation Model For Diploma In Hospitality Management, Ramalingam R Moganadass Jun 2020

Design Of Personalised M-Learning Curriculum Implementation Model For Diploma In Hospitality Management, Ramalingam R Moganadass

Student Works (2020-2029)

Personalised m-learning allows learner to create learning experience around his mobile devices by tailoring learning materials according to his demand. This could be possible by incorporating personalised m-learning into formal education to assist students to fulfil their learning needs and learning outcomes. Therefore, this study was conducted to develop a personalised m-learning curriculum implementation model for students enrolled in Food and Beverage Service course in their diploma in hospitality programme. This study employed the Design and Development Research (DDR) approach. The Needs Analysis phases is the first phase which aimed to investigate problems and justifications for developing the personalised m-learning …


Generating Acoustic Projections Using 3d Models, Jake A. Brazelton May 2020

Generating Acoustic Projections Using 3d Models, Jake A. Brazelton

Senior Honors Projects, 2020-current

Raytracing is used in commercial graphics engines most commonly for lighting effects, but it also has many uses when it comes to acoustic simulation. Adopted directly from these computer graphics programs, the formulas presented herein enable the visualization of acoustic intensity levels throughout a 3D space using Python 3 and the OpenGL library. In addition to visualization, they also provide the ability to calculate the reverberation time and critical distance of an enclosed space in relation to its size and material makeup. The described application bundles all of these components together in a Qt5 application that allows users to view …


Tidytouch: An Interactive Visualization Tool For Data Science Education, Jonah E. Devaney May 2020

Tidytouch: An Interactive Visualization Tool For Data Science Education, Jonah E. Devaney

Undergraduate Honors Theses

Accessibility and usability of software define the programs used for both professional and academic activities. While many proprietary tools are easy to grasp, some challenges exist in using more technical resources, such as the statistical programming language R. The creative project tidyTouch is a web application designed to help educate any user in basic R data visualization and transformation using the popular ggplot2 and dplyr packages. Providing point-and-click interactivity to explore potential modifications of graphics for data presentation, the application uses an intuitive interface to make R more accessible to those without programming experience. This project is in a state …


Outcasts – In Search Of Identity, Syed Hasan Haider Jun 2019

Outcasts – In Search Of Identity, Syed Hasan Haider

MSJ Capstone Projects

The idea for this documentary came from a story published in the express tribune which talked about the people who are unable to vote in 2018 elections due to having Computerized National Identity Cards (CNICs) in the Ibrahim Hyderi locality in Karachi.

Not having a CNIC in Pakistan means that you are not able to participate in civic life and also not subscribe to basic facilitates like housing, water, gas and employment.

This documentary film looks at different cases and through the experience of some journalists what it is like to live as an undocumented citizen. The film also explores …


Collecting Virtual And Augmented Reality In The Twenty-First Century Library, Matthew Hannah, Sarah Huber, Sorin Adam Matei Mar 2019

Collecting Virtual And Augmented Reality In The Twenty-First Century Library, Matthew Hannah, Sarah Huber, Sorin Adam Matei

Matei Interdisciplinary Research Collaboratory

In this paper, we discuss possible pedagogical applications for virtual and augmented reality (VR and AR), within a humanities/social sciences curriculum, articulating a critical need for academic libraries to collect and curate 3D objects. We contend that building infrastructure is critical to keep pace with innovative pedagogies and scholarship. We offer theoretical avenues for libraries to build a repository 3D object files to be used in VR and AR tools and sketch some anticipated challenges. To build an infrastructure to support VR/AR collections, we have collaborated with College of Liberal Arts to pilot a program in which Libraries and CLA …


Visualization Of Geospatial Data As An Analytical And Educational Tool, Richard A. Vu Aug 2018

Visualization Of Geospatial Data As An Analytical And Educational Tool, Richard A. Vu

STAR Program Research Presentations

World Wind is an open-source API developed for Java, Android, and browsers that is designed to visualize and interact with geospatial data. The Web World Wind client is composed of four major components: the HTML template, the globe, geospatial features, and application features. The template was implemented using Bootstrap and hosts the globe provided by World Wind. This globe draws its data from multiple imagery sources, including the Open Geospatial Consortium (OGC) Web Map Service and Web Map Tile Service. This enables the application to perform and visualize complex calculations with multiple types of data such as weather and terrain. …


Cross Campus Collaborations, Sarah Asp Olson Apr 2018

Cross Campus Collaborations, Sarah Asp Olson

Frontiers

As a computer scientist and a champion for accessibility, Dr. Guario Salivia works across campus to come up with tech solutions that work for all.


Space Operations In The Suborbital Space Flight Simulator And Mission Control Center: Lessons Learned With Xcor Lynx, Pedro Llanos, Christopher Nguyen, David Williams, Kim O. Chambers, Erik Seedhouse, Robert Davidson Jan 2018

Space Operations In The Suborbital Space Flight Simulator And Mission Control Center: Lessons Learned With Xcor Lynx, Pedro Llanos, Christopher Nguyen, David Williams, Kim O. Chambers, Erik Seedhouse, Robert Davidson

Journal of Aviation/Aerospace Education & Research

This study was conducted to better understand the performance of the XCOR Lynx vehicle. Because the Lynx development was halted, the best knowledge of vehicle dynamics can only be found through simulator flights. X-Plane 10 was chosen for its robust applications and accurate portrayal of dynamics on a vehicle in flight. The Suborbital Space Flight Simulator (SSFS) and Mission Control Center (MCC) were brought to the Applied Aviation Sciences department in fall 2015 at Embry-Riddle Aeronautical University, Daytona Beach campus. This academic and research tool is a department asset capable of providing multiple fields of data about suborbital simulated flights. …


What Does Playing Games Teach Us About A Student's Ethical Life?, Robert Mccloud, Tamara Luarasi Sep 2017

What Does Playing Games Teach Us About A Student's Ethical Life?, Robert Mccloud, Tamara Luarasi

WCBT Faculty Publications

Most of our students play video games. A substantial percentage of our students is required to take a computer ethics course before graduation. Both ACM and ABET require some form of computer ethics. This paper addresses gaming ethics as a subset of the computer ethics course. Specifically it considers the case of Grand Theft Auto (GTA), one of the most successful and most criticized game franchises. Through interviews with computer science students the study looks at mainstream reaction to GTA and finds that computer science students, probably one of the more sophisticated groups of gamers, have sometimes surprising ethical views …


Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon Aug 2017

Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon

Presentations and other scholarship

In this paper, we describe the design and technological methods of

our dynamic sprite system in Lost & Found, a table-top-to-mobile

card game designed to improve literacy regarding prosocial

aspects of religious legal systems, specifically, collaboration and

cooperation. Harnessing the capabilities of Unreal Engine’s

Paper2D system, we created a dynamic content creation pipeline

that empowered our game designers so that they could rapidly

iterate on the game’s systems and balance externally from the

engine. Utilizing the Unreal Blueprint component system we were

also able to modularize each actor during runtime as data may be

changed. The technological approach behind Lost …


We Are Alfred: Empathy Learned Through A Medical Education Virtual Reality Project, Barbara Swartzlander, Elizabeth Dyer, Marilyn R. Gugliucci May 2017

We Are Alfred: Empathy Learned Through A Medical Education Virtual Reality Project, Barbara Swartzlander, Elizabeth Dyer, Marilyn R. Gugliucci

Library Services Faculty Posters

Poster describing project collaboration among University of New England (UNE) librarians and College of Osteopathic Medicine (COM) faculty, whose goal was to adopt technology which will teach UNECOM students to be empathic with older adults and familiarize medical students with information resources from the NIH/NLM related to older adult health. Technology tested was the Alfred Lab developed by Embodied Labs. First year medical students were required to complete the ‘We Are Alfred’ virtual reality module and a pre and post assessment. Descriptive statistics were applied to finite questions on pre and post assessments, and content analysis on open ended answers. …


Effects Of The Use Of Leaderboards In Education, Yu-Hsien Chiu, Fiona Fui-Hoon Nah May 2017

Effects Of The Use Of Leaderboards In Education, Yu-Hsien Chiu, Fiona Fui-Hoon Nah

Research Collection School Of Computing and Information Systems

Gamification has been used in education to increase student motivation and performance. In this research, we are interested to examine the effect of leaderboards on student motivation by assessing the interest of students to complete optional practice questions provided to them in a course. Based on goal setting theory and cognitive evaluation theory, we hypothesize that the use of leaderboards will lead to increased student motivation. We designed a within-subject experiment where leaderboards were not provided in the first half of the semester for the optional assignments comprising practice questions but were provided in the second half of the semester …


Music Times: A Music Learning Game, Emily Woo Mar 2017

Music Times: A Music Learning Game, Emily Woo

Computer Science and Software Engineering

Music Times is a two dimensional educational video game with the purpose of gamifying learning of musical concepts. It has elements of adventure and visual novel games, and incentivizes the player to learn music to explore new levels. It is developed in the Unity game engine, scripted in C#, and targeted for mobile devices. It has six working levels: three lesson levels and three corresponding challenge levels. Each level contains slight differences in visual and aural feel.


Older Adult Health: National Library Of Medicine Resources For Health Care Providers And For Patients And Families, Elizabeth Dyer, Barbara Swartzlander, Marilyn R. Gugliucci, Laura Taylor Jan 2017

Older Adult Health: National Library Of Medicine Resources For Health Care Providers And For Patients And Families, Elizabeth Dyer, Barbara Swartzlander, Marilyn R. Gugliucci, Laura Taylor

Library Services Faculty Publications

This list of resources was designed to complement a project funded by the National Network of Libraries of Medicine (NN/LM) New England Region (NER) entitled “Empathy Learned Through an Extended Medical Education Virtual Reality Project." The project used a virtual reality (VR) experience for 1st year medical students developed by Embodied Labs. The interactive “Alfred Lab” immerses users in the story of a 74-year-old patient who has macular degeneration and hearing loss, allowing users to experience these conditions from the patient’s perspective as he interacts with his family and doctor.


Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo Jan 2017

Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to encourage certain desired behaviors. It is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being operationalized to enhance students' learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among the students. Meaningful gamification, characterized as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. The …


Improving Primo Usability And Teachability With Help From The Users, Barbara Valentine, Beth West Jan 2016

Improving Primo Usability And Teachability With Help From The Users, Barbara Valentine, Beth West

Faculty & Staff Publications

In the aftermath of a consortium migration to a shared cloud-based resource management and discovery system, a small college library implemented a web usability test to uncover the kinds of difficulties students had with the new interface. Lessons learned from this study led to targeted changes, which simplified aspects of searching, but also enhanced the librarians’ ability to teach more effectively. The authors discuss the testing methods, results, and teaching opportunities, both realized and potential, which arose from implementing changes.


A Usability And Learnability Case Study Of Glass Flight Deck Interfaces And Pilot Interactions Through Scenario-Based Training, Thomas James De Cino Jan 2016

A Usability And Learnability Case Study Of Glass Flight Deck Interfaces And Pilot Interactions Through Scenario-Based Training, Thomas James De Cino

CCAC Theses and Dissertations

In the aviation industry, digitally produced and presented flight, navigation, and aircraft information is commonly referred to as glass flight decks. Glass flight decks are driven by computer-based subsystems and have long been a part of military and commercial aviation sectors. Over the past 15 years, the General Aviation (GA) sector of the aviation industry has become a recent beneficiary of the rapid advancement of computer-based glass flight deck (GFD) systems.

While providing the GA pilot considerable enhancements in the quality of information about the status and operations of the aircraft, training pilots on the use of glass flight decks …


The Digital Incunabula: Rock • Paper • Pixels, Patrick Aievoli Oct 2015

The Digital Incunabula: Rock • Paper • Pixels, Patrick Aievoli

Zea E-Books Collection

“The Digital Incunabula is Patrick Aievoli’s personal sonnet through media, interaction and communication design. He carefully crafts each evolutionary step into ripples that are supported by his own storied professional and academic experiences. It’s full of facts, terms and historical information which makes it perfect for anyone looking to flat out learn!” ● James Pannafino, Professor, Millersville University & Interaction Design

“This is a serious work that will find a broad community of readers. The depth and breadth of Aievoli’s experience in the publication industry give his voice and ideas credibility in the extreme. This book will inspire deep reflection.” …


E-Classroom For An Underserved Institution, Bhanuprakash Madupati, Kaleem Danish Mohammed, Dilipkumar Pampana Oct 2015

E-Classroom For An Underserved Institution, Bhanuprakash Madupati, Kaleem Danish Mohammed, Dilipkumar Pampana

All Capstone Projects

The E-Class Room system is a web based project. An educational institution in India is understaffed and has limited interaction among faculty, student and industry experts. The project is to provide an online platform for the students and faculty of the institution to enhance their educational needs and to share their learning with their fellow students, faculty or industrial experts. It aims to provide a platform for mutual cooperation between different kinds of learning. The new system will provide directional way for online learning between faculty, student and industrial experts.


Supporting Adult Learners' Metacognitive Development With A Sociotechnical System, Kathryn Wozniak Jun 2015

Supporting Adult Learners' Metacognitive Development With A Sociotechnical System, Kathryn Wozniak

College of Computing and Digital Media Dissertations

Metacognition is defined as thinking about and reflecting on one's cognitive processes. In learning contexts, strong metacognition leads to retention, academic success, and deep learning. While we know a lot about the metacognition of learners in grades K-12 and college, there are limited studies on adult learners' (24 and older) metacognitive awareness, how to support it, or the role technology can play, particularly since e-learning is quickly becoming the central mode of learning for adult learners. Thus, I have the following motivating research question: How can we support adult learners' metacognitive development in e-learning environments?

To better understand adult learners' …


Applying The Component Display Theory To The Instructional Design And Development Of An Educational Mobile Application, Trelisa Glazatov Jan 2015

Applying The Component Display Theory To The Instructional Design And Development Of An Educational Mobile Application, Trelisa Glazatov

CCAC Theses and Dissertations

Mobile technologies present an opportunity for scholars and practitioners to extend the application of instructional design theories and models to a mobile learning environment. The goal was to examine mobile learning design and development issues, validate and extend the instructional design theory, Component Display Theory (CDT), to the development of mobile learning activities, and recommend guiding principles for mobile learning system development.

Using a formative research approach, which focuses on improving design theory for instructional practices and processes, CDT was used to design a tutorial mobile application targeting faculty professional development. This design instance was formatively evaluated to determine how …


Motivation And Learning Of Non-Traditional Computing Education Students In A Web-Based Combined Laboratory, Michael Jesse Green Jan 2015

Motivation And Learning Of Non-Traditional Computing Education Students In A Web-Based Combined Laboratory, Michael Jesse Green

CCAC Theses and Dissertations

Hands-on experiential learning activities are an important component of computing education disciplines. Laboratory environments provide learner access to real world equipment for completing experiments. Local campus facilities are commonly used to host laboratory classes. While campus facilities afford hands-on experience with real equipment high maintenance costs, restricted access, and limited flexibility diminish laboratory effectiveness. Web-based simulation and remote laboratory formats have emerged as low cost options, which allow open access and learner control. Simulation lacks fidelity and remote laboratories are considered too complex for novice learners.

A web-based combined laboratory format incorporates the benefits of each format while mitigating the …


A Study Of Assistive Technology Competencies Of Specialists In Public Schools, Betsy B. Burgos Jan 2015

A Study Of Assistive Technology Competencies Of Specialists In Public Schools, Betsy B. Burgos

CCAC Theses and Dissertations

Despite the rapid proliferation of assistive technology implementation, studies have revealed that a number of professionals that provide assistive technology services do not have adequate competencies to recommend and deliver assistive technologies in school settings. The purpose of the study was to examine the competencies of assistive technology specialists in Florida K-12 public schools, and identify training opportunities that may have helped them achieve professional competence in the evaluation and provision of assistive technology devices and services across AT service providers from different preparations.

The study applied quantitative and qualitative methods to determine answers to the following six research questions: …


Interpretative Phenomenological Analysis Of Accessibility Awareness Among Faculty In Online Learning Environments, Rachael Sessler Trinkowsky Jan 2015

Interpretative Phenomenological Analysis Of Accessibility Awareness Among Faculty In Online Learning Environments, Rachael Sessler Trinkowsky

CCAC Theses and Dissertations

Although all organizations and institutions should consider accessibility when developing online content, inaccessibility is a recurring issue in recent literature pertaining to online learning environments (OLEs) and faculty accessibility awareness. The goal was to describe how online faculty gain knowledge regarding accessibility, to explore the lived experiences of online faculty who have worked with students who have disabilities, and to gain a better understanding of how faculty experience the process of accessibility implementation. The following research questions guided this study: How do faculty in OLEs experience encounters regarding accessibility for students who have print related disabilities? How do faculty in …


Math In The Dark: Tools For Expressing Mathematical Content By Visually Impaired Students, Patricia M. Mcdermott-Wells Jan 2015

Math In The Dark: Tools For Expressing Mathematical Content By Visually Impaired Students, Patricia M. Mcdermott-Wells

CCAC Theses and Dissertations

Blind and visually impaired students are under-represented in the science, technology, engineering, and mathematics disciplines of higher education and the workforce. This is due primarily to the difficulties they encounter in trying to succeed in mathematics courses. While there are sufficient tools available to create Braille content, including the special Nemeth Braille used in the U.S. for mathematics constructs, there are very few tools to allow a blind or visually impaired student to create his/her own mathematical content in a manner that sighted individuals can use. The software tools that are available are isolated, do not interface well with other …


Mental Health Awareness Building Via Android Application, James Faraday, Joshua Martin Aug 2014

Mental Health Awareness Building Via Android Application, James Faraday, Joshua Martin

Journal of Undergraduate Research at Minnesota State University, Mankato

The goal of this project was to create a tool that provides students at Minnesota State University, Mankato with mental health information through a freely available smartphone application (App). Our approach used a software engineering design process that focused on who our customers are, what resources are available, and how we can best connect the two to improve student lives. We identified the stakeholders involved and worked with campus mental health professionals to help shape our App. While there is a broad range of mental health topics, we have focused on materials related to depression. The first process of the …


Libraries Respond To Mobile Ubiquity: Research And Assessment Of Mobile Device Usage Trends For Academic And Medical Libraries, Megan M. Hurst, Eleanor I. Cook, J. Michael Lindsay, Martha F. Earl Jun 2014

Libraries Respond To Mobile Ubiquity: Research And Assessment Of Mobile Device Usage Trends For Academic And Medical Libraries, Megan M. Hurst, Eleanor I. Cook, J. Michael Lindsay, Martha F. Earl

Charleston Library Conference

The authors consider trends in mobile device usage for the Internet as a whole, for EBSCO Discovery Service across all client libraries, and at two specific libraries: Preston Medical Library, serving the University of Tennessee (UT) Graduate School of Medicine and UT Medical Center, and the Joyner Library at East Carolina University, serving students and faculty on the main campus. Librarians at Preston Medical Library conducted a survey to determine which mobile devices, platforms, and apps were used by their patrons in 2012. East Carolina University piloted an iPad and e-reader lending program in 2010–2011. The results of each are …


Gamification Of Education: A Review Of Literature, Fiona Fui-Hoon Nah, Qing Zeng, Venkata R. Telaprolu, Abhishek Padmanabhuni Ayyappa, Brenda Eschenbrenner Jun 2014

Gamification Of Education: A Review Of Literature, Fiona Fui-Hoon Nah, Qing Zeng, Venkata R. Telaprolu, Abhishek Padmanabhuni Ayyappa, Brenda Eschenbrenner

Research Collection School Of Computing and Information Systems

We synthesized the literature on gamification of education by conducting a review of the literature on gamification in the educational and learning context. Based on our review, we identified several game design elements that are used in education. These game design elements include points, levels/stages, badges, leaderboards, prizes, progress bars, storyline, and feedback. We provided examples from the literature to illustrate the application of gamification in the educational context.


Peering Into The Discourse Of Industrial Design Training Through A Sustainability Lens, Norman M. Su, Haodan Tan, Eli Blevis Jan 2014

Peering Into The Discourse Of Industrial Design Training Through A Sustainability Lens, Norman M. Su, Haodan Tan, Eli Blevis

Design Thinking Research Symposium

Now well established in HCI, the lens of sustainability may be applied to educational practices in industrial design and interaction design. By sustainability, we mean to include notions of mitigation of the environmental effects of climate change. In this paper, we present an analysis of student projects in a junior and senior industrial design class dataset. Drawing from discourse analysis, we examine how the industrial design classroom serves as a space to socially construct the philosophies and goals inherent in “good” design. We then examine how the lens of sustainability is implicated into the industrial design “way” as espoused by …


Utilizing A Modular Approach To Gamification To Improve Nutrition And Fitness In Children, Chad Richards Aug 2013

Utilizing A Modular Approach To Gamification To Improve Nutrition And Fitness In Children, Chad Richards

Graduate Theses and Dissertations

Obesity is a worldwide epidemic that affects adults and children, impacts over 30% of the population in several states of the U.S., damages national economies, and is a factor in four out of the six of the leading causes of death, including diabetes and heart disease. Obesity is preventable: solution approaches include better education, more exercise, better nutrition, and changing eating habits. Still, it is difficult for many people to remain interested enough to educate themselves and to learn new behaviors to change their eating and exercise habits.

Gamification is a relatively new research area that involves using video game …