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1.
The theory of ‘Chronotope’ was introduced by Mikhail Bakhtin in his study of literary genres and subsequently investigated in the fields of media, education, arts, music, film and other disciplines. Class-room chronotopes analyzing student-teacher collaborative activities in real world have already been investigated by the researchers over a decade, but a similar study is absent in the software world and specially in CSCW (Computer Supported Cooperative Work). The focus of this article is to show how collaborative activities in a software development process in real world might fit into certain types of chronotope, thus applying and extending Bakhtin’s theory of chronotope in the area of software development process and methodologies, providing further motivation for research and applicability of chronotopes in the area of CSCW.  相似文献   

2.
This study is focused on the relationships among learning styles, participation types, and learning performance for programming language learning supported by an online forum. Kolb’s learning style inventory was used in this study to determine a learner’s learning type: ‘Diverger’, ‘Assimilator’, ‘Converger’, and ‘Accommodator’. Social Learning Theory was also used to define four participation types. These types in turn were used to describe the learning associated with the use of online forums: ‘Replier’, ‘Asker’, ‘Watcher’, and ‘No activity’.A total of 144 students participated in this experiment as part of a half semester ASP.NET programming language learning courses. The course contained an online forum for supporting the students’ social activities and participation. In this study, ‘learning score’ and ‘satisfaction’ were used to measure learning performance.The results of this study were the following: (1) different learning styles were associated with significantly different learning scores and that the ‘Accommodator’ style was associated with superior learning scores; (2) participation types were also associated with significantly different learning scores and that the ‘Replier’ type is associated with superior learning scores; (3) learning satisfaction is not significantly different among the different learning styles or different participation types, but the average is significantly higher than average values (3.5) of 7-point Likert scale; (4) there is no significant association between learning styles and participation types. Explanations and discussions of these results are offered.Based on the results of this study, we propose that programming language learning, supported with online forums and students’ active participation, increases learning performance as measured by student learning scores.  相似文献   

3.
The purpose of this research is to identify the causal attributions of business computing students in an introductory computer programming course, in the computer science department at Notre Dame University, Louaize. Forty-five male and female undergraduates who completed the computer programming course that extended for a 13-week semester participated. Narrative interviews were conducted to obtain their perceptions. While some research confirmed that the four most responsible causes for success and failure in achievement contexts are ability, effort, task difficulty, and luck, this research shows that in its context ‘ability’ and ‘luck’ were absent, and ‘task difficulty’ and ‘effort’ were almost absent. In all, participants made 10 causal attributions that were either cultural or specific to computer programming. The 10 causal attributions are ‘learning strategy’, ‘lack of study’, ‘lack of practice’, ‘subject difficulty’, ‘lack of effort’, ‘appropriate teaching method’, ‘exam anxiety’, ‘cheating’, ‘lack of time’, and ‘unfair treatment’. All high achievers cited appropriate ‘learning strategy’.  相似文献   

4.

Introduction

A usability test was employed to evaluate two medical software applications at an expert conference setting. One software application is a medical diagnostic tool (electrocardiogram [ECG] viewer) and the other is a medical research tool (electrode misplacement simulator [EMS]). These novel applications have yet to be adopted by the healthcare domain, thus, (1) we wanted to determine the potential user acceptance of these applications and (2) we wanted to determine the feasibility of evaluating medical diagnostic and medical research software at a conference setting as opposed to the conventional laboratory setting.

Methods

The medical diagnostic tool (ECG viewer) was evaluated using seven delegates and the medical research tool (EMS) was evaluated using 17 delegates that were recruited at the 2010 International Conference on Computing in Cardiology. Each delegate/participant was required to use the software and undertake a set of predefined tasks during the session breaks at the conference. User interactions with the software were recorded using screen-recording software. The ‘think-aloud’ protocol was also used to elicit verbal feedback from the participants whilst they attempted the pre-defined tasks. Before and after each session, participants completed a pre-test and a post-test questionnaire respectively.

Results

The average duration of a usability session at the conference was 34.69 min (SD = 10.28). However, taking into account that 10 min was dedicated to the pre-test and post-test questionnaires, the average time dedication to user interaction of the medical software was 24.69 min (SD = 10.28). Given we have shown that usability data can be collected at conferences, this paper details the advantages of conference-based usability studies over the laboratory-based approach. For example, given delegates gather at one geographical location, a conference-based usability evaluation facilitates recruitment of a convenient sample of international subject experts. This would otherwise be very expensive to arrange. A conference-based approach also allows for data to be collected over a few days as opposed to months by avoiding administration duties normally involved in laboratory based approach, e.g. mailing invitation letters as part of a recruitment campaign.Following analysis of the user video recordings, 41 (previously unknown) use errors were identified in the advanced ECG viewer and 29 were identified in the EMS application. All use errors were given a consensus severity rating from two independent usability experts. Out of a rating scale of 4 (where 1 = cosmetic and 4 = critical), the average severity rating for the ECG viewer was 2.24 (SD = 1.09) and the average severity rating for the EMS application was 2.34 (SD = 0.97). We were also able to extract task completion rates and times from the video recordings to determine the effectiveness of the software applications. For example, six out of seven tasks were completed by all participants when using both applications. This statistic alone suggests both applications already have a high degree of usability. As well as extracting data from the video recordings, we were also able to extract data from the questionnaires. Using a semantic differential scale (where 1 = poor and 5 = excellent), delegates highly rated the ‘responsiveness’, ‘usefulness’, ‘learnability’ and the ‘look and feel’ of both applications.

Conclusion

This study has shown the potential user acceptance and user-friendliness of the novel EMS and the ECG viewer applications within the healthcare domain. It has also shown that both medical diagnostic software and medical research software can be evaluated for their usability at an expert conference setting. The primary advantage of a conference-based usability evaluation over a laboratory-based evaluation is the high concentration of experts at one location, which is convenient, less time consuming and less expensive.  相似文献   

5.
Touchscreen interfaces offer benefits in terms of flexibility and ease of interaction and as such their use has increased rapidly in a range of devices, from mobile phones to in-car technology. However, traditional touchscreens impose an inevitable visual workload demand that has implications for safety, especially in automotive use. Recent developments in touchscreen technology have enabled feedback to be provided via the haptic channel. A study was conducted to investigate the effects of visual and haptic touchscreen feedback on visual workload, task performance and subjective response using a medium-fidelity driving simulator. Thirty-six experienced drivers performed touchscreen ‘search and select’ tasks while engaged in a motorway driving task. The study utilised a 3 × 2 within-subjects design, with three levels of visual feedback: ‘immediate’, ‘delayed’, ‘none’; and two levels of haptic feedback: ‘visual only’, ‘visual + haptic’. Results showed that visual workload was increased when visual feedback was delayed or absent; however, introducing haptic feedback counteracted this effect, with no increases observed in glance time and count. Task completion time was also reduced when haptic feedback was enabled, while driving performance showed no effect due to feedback type. Subjective responses indicated that haptic feedback improved the user experience and reduced perceived task difficulty.  相似文献   

6.

Context

Software development outsourcing is a contract-based relationship between client and vendor organisations in which a client contracts out all or part of its software development activities to a vendor, who provides agreed services for remuneration.

Objective

The objective is to identify various barriers that have a negative impact on software outsourcing clients in the selection process of offshore software development outsourcing vendors.

Method

We have performed a systematic literature review (SLR) process for the identification of barriers. We have performed all the SLR steps such as the protocol development, initial selection, final selection, quality assessment, data extraction and data synthesis.

Results

We have identified barriers such as ‘language and cultural barriers’, ‘country instability’, ‘lack of project management’, ‘lack of protection for intellectual property rights’ and ‘lack of technical capability’ that generally have a negative impact on outsourcing clients. We have identified only one common frequently cited barrier in three types of organisations (i.e. small, medium and large) which is ‘language and cultural barriers’. We did not identify any common frequently cited barrier in three continents (Asia, North America and Europe) and in two decades (1990-1999 and 2000-mid 2008). The results also reveal the similarities and differences in the barriers identified through different study strategies.

Conclusions

Vendors should address frequently cited barriers such as ‘language and cultural barriers’, ‘country instability’, ‘lack of project management’, ‘lack of protection for intellectual property rights’ and ‘lack of technical capability’ in order to compete in the offshore outsourcing business.  相似文献   

7.
We present a nontrivial axiomatization for the equational theory of binoid languages, the subsets of a free binoid. In doing so, we prove that a conjecture given in our previous paper was true: the identical laws of ordinary (string) languages, written separately using ‘horizontal’ and ‘vertical’ operation symbols form a required complete system of axioms.  相似文献   

8.
The view of the organization as a system that ‘processes’ information or ‘solves’ problems is at odds with the dynamics of change associated with the development and use of IS in an organization. A significant consequence of this mismatch is in training that does not meet the needs of either the user or management communities, giving rise to sub optimal organization performance and inertia. We explored such issues by examining recent research into organizational development and training. The particular challenges presented in the development and implementation of large-scale enterprise systems were explored to reveal a discontinuity in the constructs underpinning a development. A theoretic model that bridged some of the gaps between the bodies of research was developed and a brief empirical study provided a proof of concept for the model. The paper concludes with a discussion of the model's implications for theory and practice.  相似文献   

9.
Developers of educational multimedia programs have expectations about the way in which they will be used. These expectations can be broadly categorised as either functional (primarily related to the interface) or educational (related to learning designs, processes and outcomes). However, student users will not always engage with educational multimedia in the ways developers envisage and the adoption of a particular learning design, however well implemented, does not guarantee particular learning processes or outcomes. We investigated the relationship between intended and actual user behaviour by analysing detailed electronic records of user activities (audit trails) within a multimedia program in which medical students adopt the role of a doctor in a simulated clinical interview. Audit trails of 294 users across three years were analysed, focussing on two critical learning activities (interviewing and note taking). Cluster and χ2 analyses revealed four distinct types of users: ‘confused or strategic’ (12.9%), ‘disengaged’ (40.8%), ‘expected’ (26.5%) and ‘diligent’ (19.7%). Our work in the future will focus on using audit trails in investigations of students learning processes and outcomes in educational multimedia environments.  相似文献   

10.
The concept of genre represents a meaningful pattern of communication, which has been applied in the information systems field. Genres are socially constructed: they may consequently be socially more or less acceptable or contested. This paper focuses on the concept of communicative genre and addresses the issue of how meta-communication processes guided by discursive-ethical principles can promote a rational and legitimate definition, design and structuring of genres. Such a meta-communication process has not yet been thoroughly discussed in relation to the concept of genre as a means for structuring (organizational) communication. This paper claims to make the following contributions: firstly, it provides a wider spectrum of discursive concepts for critically reflecting on and discursive evaluation of the content and structures of genres and genre instances. Secondly, it demonstrates how different kinds of meta-communications (ex ante, in-action, and ex post) can be used to legitimate genres in a manner compatible with the discourse ethics. It illustrates the discourse-ethical viewpoint concerning the legitimacy of genre structuring processes and thus, also, the legitimacy of resultant norms and contents of communication, especially in global contexts.  相似文献   

11.
This paper investigates a ‘grand’ educational technology innovation through theoretical lenses inspired by 10 and 11 work. Through taking this approach it is possible to show how ideas about the form of the innovation and perceptions of its ultimate ‘success’ or ‘failure’, varied between stakeholder groups. The project was pedagogically effective and popular with students, but was difficult to ‘sell’ to academics, had no senior management sponsor, and was unable to bring about cultural change in the institution despite the capital funding designed to do just that. Although many pedagogical lessons were learned, and have since been applied in other learning spaces around the host campus and elsewhere, these successful disseminations of changed practice were not in accordance with the objectives of key stakeholders. Therefore, they went unconsidered when decisions were taken about the project’s sustainability: hence the notion of ‘invisible success’. The project’s ‘failure’ is only apparent when viewed from certain perspectives; nevertheless, these perspectives are those of the powerful (or in 8 and 9 terms, those possessing capital and academic power) and are the consequence of deeply-rooted structural features in HE, which include funding models, risk-averseness, and fragmented responsibilities.  相似文献   

12.
This study examined the effects of display method, text display rate, and observation angle on comprehension performance and subjective preferences for Chinese characters presented on an LED display. The factors and levels studied were as follows: four text display methods (rapid serial visual presentation ‘RSVP’, leading, paged view scrolling, and continuous scrolling), three text display rates (160 characters per min ‘cpm’, 240 cpm, and 320 cpm), and seven observation angles (−75°, −60°, −30°, 0°, 30°, 60°, and 75°). The results indicated that a display rate of 160 cpm was in general superior to 240 and 320 cpm for comprehension scores and subjective evaluations. The effects of display method and observation angle were found to be non significant. However, there was a significant interaction between display method and display rate. The results of this study were used to make ergonomics recommendations applicable to LED displays for determining optimum dynamic text display methods for Chinese characters.  相似文献   

13.
Computer programming skills constitute one of the core competencies that graduates from many disciplines, such as engineering and computer science, are expected to possess. Developing good programming skills typically requires students to do a lot of practice, which cannot sustain unless they are adequately motivated. This paper reports a preliminary study that investigates the key motivating factors affecting learning among university undergraduate students taking computer programming courses. These courses are supported by an e-learning system – Programming Assignment aSsessment System (PASS), which aims at providing an infrastructure and facilitation to students learning computer programming. A research model is adopted linking various motivating factors, self-efficacy, as well as the effect due to the e-learning system. Some factors are found to be notably more motivating, namely, ‘individual attitude and expectation’, ‘clear direction’, and ‘reward and recognition’. The results also suggest that a well facilitated e-learning setting can enhance learning motivation and self-efficacy.  相似文献   

14.
15.
Support for generic programming consists of three essential ingredients: support for overloaded functions, a run-time type representation, and a generic view on data. Different approaches to datatype-generic programming occupy different points in this design space. In this article, we revisit the “Scrap your boilerplate” approach and identify its location within the three-dimensional design space. The characteristic features of “Scrap your boilerplate” are its two generic views, the ‘spine’ view for consuming and transforming data, and the ‘type-spine’ view for producing data. We show how to combine these views with different overloading mechanisms and type representations.  相似文献   

16.
As machines and programs have become more complex, the process of programming applications that can exploit the power of high-performance systems has become more difficult and correspondingly more labor-intensive. This has substantially widened the software gap—the discrepancy between the need for new software and the aggregate capacity of the workforce to produce it. This problem has been compounded by the slow growth of programming productivity, especially for high-performance programs, over the past two decades. One way to bridge this gap is to make it possible for end users to develop programs in high-level domain-specific programming systems. In the past, a major impediment to the acceptance of such systems has been the poor performance of the resulting applications. To address this problem, we are developing a new compiler-based infrastructure, called TeleGen, that will make it practical to construct efficient domain-specific high-level languages from annotated component libraries. We call these languages telescoping languages, because they can be nested within one another. For programs written in telescoping languages, high performance and reasonable compilation times can be achieved by exhaustively analyzing the component libraries in advance to produce a language processor that recognizes and optimizes library operations as primitives in the language. The key to making this strategy practical is to keep compile times low by generating a custom compiler with extensive built-in knowledge of the underlying libraries. The goal is to achieve compile times that are linearly proportional to the size of the program presented by the user, rather than to the aggregate size of that program plus the base libraries.  相似文献   

17.
Digital games appear to motivate players intrinsically. Of various game features, fantasy in particularly plays a crucial role in enhancing motivation and is a key factor in immersion in gameplay. As with its inherent value, fantasy also plays a vital role in distinguishing digital games itself from other media. Despite its significance, fantasy has received little attention, and this concept is still ambiguous to define with any certainty. This study thus aims to create a framework to explore a dimension of fantasy and to develop a scale to measure a state of fantasy in digital games. As a result, four factors were extracted, which were ‘identification’, ‘imagination’, ‘analogy’, and ‘satisfaction’, to account for fantasy state in digital gameplay. Based on these factors, a fantasy scale in digital games (FSDGs) included 16 items was developed.  相似文献   

18.
This paper describes the concept of an Iconic Kernel System (IKSPFH)—a general software toolbox allowing image-processing algorithms to be implemented independently of computer hardware and operating systems. Following a strict object-oriented design philosophy, it provides a basic set of data structures and operations from which the application-specific software environments can be built. Special attention has been paid to the incorporation of already existing software into object-oriented environments, and to the integration of general classes of user interface systems. The concept has been implemented as a working prototype using several programming languages in a DEC-VAX/VMS environment.  相似文献   

19.
For successful new product development, it is necessary to understand the customers' holistic experience of the product beyond traditional task completion, and acceptance measures. This paper describes research in which ninety-eight UK owners of luxury saloons assessed the feel of push-switches in five luxury saloon cars both in context (in-car) and out of context (on a bench). A combination of hedonic data (i.e. a measure of ‘liking’), qualitative data and semantic differential data was collected. It was found that customers are clearly able to differentiate between switches based on the degree of liking for the samples' perceived haptic qualities, and that the assessment environment had a statistically significant effect, but that it was not universal. A factor analysis has shown that perceived characteristics of switch haptics can be explained by three independent factors defined as ‘Image’, ‘Build Quality’, and ‘Clickiness’. Preliminary steps have also been taken towards identifying whether existing theoretical frameworks for user experience may be applicable to automotive human-machine interfaces.  相似文献   

20.
Traditional use of grid computing allows a user to submit batch jobs in a grid environment. We believe, next generation grids will extend the application domain to include interactive graphical sessions. We term such grids Interactive Grids. In this paper, we describe some of the challenges involved in building Interactive Grids. These include fine grain access control, performance QoS guarantees, dynamic account management, scheduling, and user data management. We present the key architectural concepts in building Interactive Grids viz. hierarchical sessions, hierarchical admission control, hierarchical agents, classes of dynamic accounts, application profiling, user data management, scheduling for interactive sessions, persistent environment settings, and exporting remote desktop. We also describe IGENV, an environment for enabling interactive grids. IGENV consists of GISH –Grid Interactive Shell, Controlled Desktop, SAC –Session Admission Control module, GMMA –Grid Monitoring and Management Agents, and Policy Engine. We also present our testbed implementation for Interactive Grids using and extending Globus Toolkit 2.0 for the Grid middleware infrastructure, and VNC as the remote display technology.  相似文献   

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