{"title":"User interfaces for self and others in Croquet learning spaces","authors":"J. Lombardi, M. McCahill","doi":"10.1109/C5.2005.33","DOIUrl":"https://doi.org/10.1109/C5.2005.33","url":null,"abstract":"Croquet-based learning environments should combine a rich media vocabulary with a distributed multi-user social experience. Such environments can provide unique opportunities for creating and delivering experiences that enhance online teaching and learning. Designing a user interface for such collaborative spaces presents several unique challenges. To enable productive interactions between users of such spaces requires that software designers choose what sorts of social interactions and cues to support such interactions within the collaborative space, and which to avoid. Design considerations are further complicated by the need to accommodate usability expectations created by users who are familiar with modern video game conventions while at the same time creating a user interface that provides an accessible path to the novice user of three-dimensional collaborative virtual environments. In this paper we examine how the user interface must explicitly address the boundary between private and public in a virtual collaborative social space, and propose a set of initial user interface conventions so that we can start the trial and error process of developing the optimal user interface for Croquet-based collaborative spaces to support learning and instruction.","PeriodicalId":343909,"journal":{"name":"Third International Conference on Creating, Connecting and Collaborating through Computing (C5'05)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122575344","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A semantic explanation and symbolic computation approach for designing mathematical courseware","authors":"Y. Shirota","doi":"10.1109/C5.2005.4","DOIUrl":"https://doi.org/10.1109/C5.2005.4","url":null,"abstract":"In this paper, we present our proposed semantic explanation and symbolic computation approach in mathematical courseware automation. To get students to understand the relationships that appear in a given mathematical problem, it is necessary to explain the meanings of a set of equations using various methods: visual explanations using 2D and 3D graphs, economical explanations using words, and mathematical explanations using math expressions. In mathematical explanations, both concrete example values and calculations in variable symbols are used, depending on the situation. To make it possible to generate such a variety of explanations, we introduce the idea of mathematical concepts and apply it in our proposed method. Our proposed semantic explanation and symbolic computation approach has enabled us to automate various versions of the explanation from many angles.","PeriodicalId":343909,"journal":{"name":"Third International Conference on Creating, Connecting and Collaborating through Computing (C5'05)","volume":"115 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115581876","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The effective learning support strategy for self learning with problem-based learning","authors":"Syuzi Okamura, Isao Matushima, Y. Yano","doi":"10.1109/C5.2005.29","DOIUrl":"https://doi.org/10.1109/C5.2005.29","url":null,"abstract":"It is important to consider by learner itself. Therefore, we think that it is necessary to improve the capability for solving a problem without supports by the teacher or the tutoring system. In order to offer such learning environment, we proposed learning form. Our learning form provides the learning environment that learner itself finds a mistake personally and specifies mistaken act of learning in the process of repeating trial and error. And we proposed a learning support system for making the mutual conversion among infix notation, binary tree and reverse polish notation. We experimented for investigating behavior of learners in learning and getting the knowledge for effective support strategy in order to support learning. As a result of the experiment, we found that there is the pattern making learners a mistake. We describe the procedures for constructing our learning support system and the learning support strategy by utilizing the pattern making learners a mistake.","PeriodicalId":343909,"journal":{"name":"Third International Conference on Creating, Connecting and Collaborating through Computing (C5'05)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126025630","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Co-creation system and human-computer interaction","authors":"Y. Miyake","doi":"10.1109/C5.2005.8","DOIUrl":"https://doi.org/10.1109/C5.2005.8","url":null,"abstract":"The purpose of this research is to realize a \"co-creation system\". Co-creation means co-emergence of real-time coordination by sharing subjective space and time between different persons. Human communication with emergent reality like this is essential to improve communicability in social systems, and we assume such communication needs two kinds of information process at the same time. One is explicit communication such as the transmission of messages and the other is implicit embodied interaction such as the sympathy and direct experience. The conventional IT system mainly covers the former process but we have been pointing out the importance of the latter process. Especially, this implicit process is related with rhythmic interaction between humans, such as entrainment of body motion. From this background, using these implicit and explicit processing complementarily, we are developing co-creative man-machine interfaces and communication media. We think this dual-processing based new technology will be effective for recovering human linkage and mutual-reliability that has been weakened in modern IT society.","PeriodicalId":343909,"journal":{"name":"Third International Conference on Creating, Connecting and Collaborating through Computing (C5'05)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122239521","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Swimmy: a framework of multi-agent instruction system for children","authors":"K. Yokokawa","doi":"10.1109/C5.2005.26","DOIUrl":"https://doi.org/10.1109/C5.2005.26","url":null,"abstract":"The author has developed a framework for an interactive programmed instruction system, named Swimmy, in the Squeak eToys. This system is based on a multi-agent architecture for adaptability and open-endedness. Therefore, Swimmy is flexible for complex situations in classrooms. Moreover, Swimmy aims to be fun and easy to use for children. Children interact with software agents just like interacting with pets. Children can program the agents with the aid of a visual tool just like painting.","PeriodicalId":343909,"journal":{"name":"Third International Conference on Creating, Connecting and Collaborating through Computing (C5'05)","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122217995","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Reaching adult learners through the entry point framework and problem-based learning in a Croquet-based virtual environment","authors":"B. Dara-Abrams","doi":"10.1109/C5.2005.24","DOIUrl":"https://doi.org/10.1109/C5.2005.24","url":null,"abstract":"Adult learners with varying needs, backgrounds, skills, experiences, and ways of learning place increasing demands on higher education to provide learning experiences that are accessible, applicable, and relevant to their own individual needs. At the same time, demands of the workplace require the development of competencies and the ability to not only understand but also to communicate, apply, and act on newly acquired knowledge, often through cooperative team work. Though adult learners may approach higher education with apprehension, they are increasingly comfortable with technology. In this paper, we discuss how the entry point framework and problem-based learning can be implemented in a Croquet-based virtual environment to support adult learners with varying profiles of intellectual strengths.","PeriodicalId":343909,"journal":{"name":"Third International Conference on Creating, Connecting and Collaborating through Computing (C5'05)","volume":"1105 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116052959","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"P2P e-learning system and its Squeak-based user interface","authors":"T. Kawamura, R. Nakatani, K. Sugahara","doi":"10.1109/C5.2005.22","DOIUrl":"https://doi.org/10.1109/C5.2005.22","url":null,"abstract":"In this paper, we present a novel framework for asynchronous Web-based training. The proposed system has two distinguishing features. Firstly, it is based on P2P architecture for scalability and robustness. Secondly, all contents in the system are not only data but also agents so that they can mark user's answers, can tell the correct answers, and can show some extra information without human instruction. We also present a prototype implementation of the proposed system on Maglog. Maglog is a Prolog-based framework for building mobile multi-agent systems we have developed. The user interface program of the proposed system is built on Squeak. Performance simulations demonstrate the effectiveness of the proposed system.","PeriodicalId":343909,"journal":{"name":"Third International Conference on Creating, Connecting and Collaborating through Computing (C5'05)","volume":"130 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131452804","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"User interfaces for places and things in Croquet learning spaces","authors":"M. McCahill, J. Lombardi","doi":"10.1109/C5.2005.32","DOIUrl":"https://doi.org/10.1109/C5.2005.32","url":null,"abstract":"Croquet collaborative learning environments are computer-mediated three-dimensional social environments where users create and modify the shared virtual world simulation. Users build and modify Croquet collaborative spaces by creating new spaces, linking spaces together, and populating spaces with objects. The spaces and objects that users control can have behaviors and other attributes which users may modify. This flexibility presents unique challenges in designing a user interface that is functional for a user community with a wide range of experience and expertise. In this paper, we examine how the user interface can support user control of things and places in Croquet-based collaborative learning spaces, and propose a set of initial user interface conventions so that we can start the trial and error process of developing the optimal user interface for Croquet-based collaborative spaces that support learning and instruction.","PeriodicalId":343909,"journal":{"name":"Third International Conference on Creating, Connecting and Collaborating through Computing (C5'05)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130603100","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A report of large-scale gaming simulation using a U-Mart system in economic education","authors":"H. Matsui, Y. Koyama, Ko Ishiyama","doi":"10.1109/C5.2005.3","DOIUrl":"https://doi.org/10.1109/C5.2005.3","url":null,"abstract":"Agent-based simulation is one of promising approach to understand and design complex socio-economics systems. The U-Mart project is a research and education program of providing economists and computer scientists with an artificial market, an agent-based or hybrid gaming simulation system of financial market as a test bed for interdisciplinary study. The U-Mart project has three areas of activities, which are research, open experiments (events) and education. These three areas are deeply related to each other. It means that it places value on educational activities as well. This paper introduces an overview of the U-Mart project and system, furthermore, reports the case with the educational gaming and the result.","PeriodicalId":343909,"journal":{"name":"Third International Conference on Creating, Connecting and Collaborating through Computing (C5'05)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128919881","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Hein Bles, M. Boom, Laurien Broer van Dijk, E. V. Duin, Hanneke Jacobs, S. Joosen, E. V. Breemen, A. V. Balen
{"title":"A collaborative environment for users of advanced scientific instruments","authors":"Hein Bles, M. Boom, Laurien Broer van Dijk, E. V. Duin, Hanneke Jacobs, S. Joosen, E. V. Breemen, A. V. Balen","doi":"10.1109/C5.2005.2","DOIUrl":"https://doi.org/10.1109/C5.2005.2","url":null,"abstract":"The paper proposes a different solution for a virtual collaborative environment for scientific research. The solution is the outcome of a project by Dutch, Swiss and English students, using brainstorms, idea generation, research, engineering skills and communication skills in a product development project in close co-operation with industry. Sharing data, sharing scientific instruments and the communication between diverse users are embedded in this virtual collaborative environment for scientific research. Instead of using the traditional desktop and mouse pointer a different solution is proposed to make it easier to fulfill complicated tasks at the same time.","PeriodicalId":343909,"journal":{"name":"Third International Conference on Creating, Connecting and Collaborating through Computing (C5'05)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124480795","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}