This study shifts the focus away from demonstrating the existence of the effect toward understanding the mechanism by which the effect of AR operates in museum learning. By uncovering and describing ...the contingencies of AR from the perspectives of learner control, this study investigates how and when AR affects museum learning experiences, and to give insights into curation with AR. A between-subjects experiment was conducted with 48 college students divided into three groups. This study considered both qualitative and quantitative features of learner control and designed the AR control tools and experiment accordingly, and the findings supported the success of integrating the immersive technology of AR and the theoretical framework of learner control to construct museum exhibits. The results showed that visitors are willing to use the provided tools in museum AR and perform steadily in knowledge acquisition. In addition to offering more learner control in museums, AR promotes positive behaviors and attitudes. This study contributes to the field studies of learner control by linking learner control with the critical dimensions of AR-enhanced museum learning to provide more guidance in exhibit design. Based on the findings, practical suggestions on incorporating learner control in AR-based interactive exhibits are provided.
Celotno besedilo
Dostopno za:
DOBA, IZUM, KILJ, NUK, PILJ, PNG, SAZU, SIK, UILJ, UKNU, UL, UM, UPUK
This study shifts the focus away from demonstrating the existence of the effect toward understanding the mechanism by which the effect of AR operates in museum learning. By uncovering and describing ...the contingencies of AR from the perspectives of learner control, this study investigates how and when AR affects museum learning experiences, and to give insights into curation with AR. A between-subjects experiment was conducted with 48 college students divided into three groups. This study considered both qualitative and quantitative features of learner control and designed the AR control tools and experiment accordingly, and the findings supported the success of integrating the immersive technology of AR and the theoretical framework of learner control to construct museum exhibits. The results showed that visitors are willing to use the provided tools in museum AR and perform steadily in knowledge acquisition. In addition to offering more learner control in museums, AR promotes positive behaviors and attitudes. This study contributes to the field studies of learner control by linking learner control with the critical dimensions of AR-enhanced museum learning to provide more guidance in exhibit design. Based on the findings, practical suggestions on incorporating learner control in AR-based interactive exhibits are provided.
Celotno besedilo
Dostopno za:
DOBA, IZUM, KILJ, NUK, PILJ, PNG, SAZU, SIK, UILJ, UKNU, UL, UM, UPUK
Based on the representative attributes built around specific subjects or uniqueness in publishing forms, special collections are often viewed as important asset of research libraries. However, ...previous studies have pointed out the common issues of hidden collections and backlogs in many special collections due to the unfamiliarity of the collections. This bibliometric study adopts the research methods of document analysis and citation analysis to investigate NTU Tanaka Collection, a special collection about botanical literature housed by National Taiwan University Library. 204 of the plant taxonomist Tanaka Tyozaburo's publications and the 792 citations he used are selected for citation analysis with reference to the history of taxonomic botany. The results of the study suggest NTU Tanaka Collection possesses significant and important references to taxonomic botanists in general, and to Tanaka's research on the identification and phylogeny of citrus fruits in specific. According to the findings, this study provides a historical bibliography and a reference network of NTU Tanaka Collection. This study is one of the very few empirical studies that adopted bibliometric analyses in library special collection, and it also provides rather thorough and objective evidence of scholarly usage of special collections. The findings of the study contribute to the research and practices of special collection curation and outreach.
The rise of museum visitor studies has inspired a deeper inquiry into the functions and purposes of museums. However, visitor studies have long focused on the analysis of visitor behavior patterns in ...terms of research themes and methods, with less attention paid to how visitor behaviors respond to the goals and decisions of the museums, and therefore result in poor generalizability for the following museum practices. In particular, for art museums which have diverse exhibits but rely heavily on audience autonomous interpretation, there is often a need for more direct guidelines in methods and strategies when dealing with highly heterogeneous visitor groups, such as family visitors. This study therefore investigates the family visitors’ behaviors in art museums in general, and their behaviors of reading exhibit labels in specific, to understand and evaluate the impact of exhibit design on family visitors’ museum experiences and learning. Based on the literatures about reading and learning, a case study using behavioral mapping technique was adopted to develop a coding framework for behavioral observation. Data on verbal and non-verbal interactions of a total of 8 groups of family visitors were collected through participatory observation and interviews for analysis. The results illustrate the general reading behavior of family visitors to exhibit labels, as well as their differences and rationales for reading different types of exhibit labels. According to the findings, design principles for art museum practices in exhibit label design, and methodological suggestions for research design of visitor studies are made. (Article content in Chinese with English extended abstract)
Information and communication technology (ICT) has a great impact on contemporary society and people’s lives. Especially with the pervasive access to rapidly developing technology, the impact of ICT ...on society and human values, the norms of ICT use, and the ethical issues derived from them are beyond the past ethical framework and deserve more research attention. The purpose of this study was to explore the key factors that influence the decision-making behaviors of information professionals when they are faced with information ethics issues. The study adopted the analytic hierarchical process method to develop the evaluation framework and criteria for information professional ethics and employed the professional fields of library and information science and information technology as examples to compare whether information professionals in different fields make different judgments on the aforementioned decision-making criteria. The results of the study validated the professional information ethics hierarchy and criteria and contributed to the field of information ethics research by providing information on the aspects that need attention in the cultivation of professionals in different fields.
To support older users' accessibility and learning of the prevalent information and communication technologies (ICTs), libraries, as informal learning institutes, are committed to information ...literacy education activities with friendly interfaces. Chatbots using Voice User Interfaces (VUIs) with natural and intuitive interactions have received growing research and practical attention; however, older users report regular frustrations and problems in using them. To serve as a basis for the subsequent design and development of an automated dialog mechanism in senior-friendly chatbots, a between-subject user experiment was conducted with 30 older adults divided into three groups. The preliminary findings on their interactions with the voice chatbots designed with different error handling strategies were reported. Participants' behavioral patterns, performances, and the tactics they employed in interacting with the three types of chatbots were analyzed. The results of the study showed that the use of multiple error handling strategies is beneficial for older users to achieve effectiveness and satisfaction in human-robot interactions, and facilitate their attitude toward information technology. This study contributes empirical evidence in the genuine and pragmatic field of gerontechnology and expands upon voice chatbots research by exploring conversation errors in human-robot interactions that could be of further application in designing educational and living gerontechnology.
Taking advantage of the nature of games to deal with conflicting desires through contextual practices, this study illustrated the formal process of designing a situated serious game to facilitate ...learning of information ethics, a subject that heavily involves decision making, dilemmas, and conflicts between personal, institutional, and social desires. A simulation game with four mission scenarios covering critical issues of privacy, accuracy, property, and accessibility was developed as a situated, authentic and autonomous learning environment. The player-learners were 40 college students majoring in information science and computer science as pre-service informaticists. In this study, they played the game and their game experiences and decision-making processes were recorded and analyzed. The results suggested that the participants’ knowledge of information ethics was significantly improved after playing the serious game. From the qualitative analysis of their behavioral features, including paths, time spans, and access to different materials, the results supported that the game designed in this study was helpful in improving participants’ understanding, analysis, synthesis, and evaluation of information ethics issues, as well as their judgments. These findings have implications for developing curricula and instructions in information ethics education.
In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms ...have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger scale in the future.
In children-robot interactions, an impression of a robot's "social presence" (i.e., an interactive agent that feels like a person) links positively to an improved relationship with the robot. ...However, building relationships takes many exposures, and there is an intellectual gap in how social presence and familiarity collaborate in modulating children-robot relationships. We investigated whether social presence altered over time, how repeated exposure and social presence affected rapport, and how social presence would modulate children's attitudes toward the robot. Fourteen children (four female, age = 10.79 ± 1.12) interacted with a companion robot for four days in spontaneous interactions. The findings revealed that children who perceived the robot as having a higher social presence developed a stronger rapport than those who perceived a lower social presence. However, repeated encounters did not change the children's perceptions of the robot's social presence. Children rated higher rapport after repeated interactions regardless of social presence levels. This suggests that while a higher social presence initially elevated the positive relationship between children and the robot, it was the repeated interactions that continued solidifying the rapport. Additionally, children who perceived a higher social presence from the robot felt less relational uneasiness about their relationship with robots. These findings highlight the importance of robots' social presence and familiarity in promoting positive relationships in children-robot interaction.
Critical reading plays an important role in science learning, and previous studies have endeavored to objectively and precisely capture readers' cognitive processing in reading scientific texts. ...Since many factors affect readers' initiation and comprehension of scientific texts, studying the interactions of these factors was technically challenging for earlier studies. Recently, the use of artificial intelligent techniques for analyzing physiological signals has gained significant research attention, but exploitation of the educational data for proactive instructional use is still limited. This study proposed and evaluated an automatic approach incorporating the K-means++ clustering method for eye movement analytics. In this study, 64 undergraduate and graduate students read a multi-page popular science text while their eye movements were recorded. The results of the cluster analysis identified three patterns of reading behavior that were consistent and comparable to those of previous studies using self-reported measures and post-analysis analytics. Findings of the study support the potential and validity of a bottom-up, data-driven approach that can directly examine and analyze reading behaviors without interruption, and the contribution of the study to research and practice is outlined.