Saturday, June 26, 2004
Conference and Proceedings - Thirteenth International World Wide Conference
Monday, June 14, 2004
Conference and Proceedings
ICCE 2003 Doctoral Student Consortium
December 1, 2003, Hong Kong
in conjunction with the
International Conference on Computers in Education
December 2-5, 2003, Hong Kong
Proceedings available.
December 1, 2003, Hong Kong
in conjunction with the
International Conference on Computers in Education
December 2-5, 2003, Hong Kong
Proceedings available.
Conference
Conference
ICCE 2004 Doctoral Student Consortium
November 29, 2004, Melbourne, Australia
in conjunction with the
International Conference on Computers in Education
Nov. 30th to Dec. 3rd, 2004, Melbourne, Australia
November 29, 2004, Melbourne, Australia
in conjunction with the
International Conference on Computers in Education
Nov. 30th to Dec. 3rd, 2004, Melbourne, Australia
Thursday, June 03, 2004
Workshop - Workshop on Interaction Design for CSCL in Ubiquitous Computing
Workshop on Interaction Design for CSCL in Ubiquitous Computing
6th International Conference on Human Computer Interaction with Mobile Devices and Services
13-16 September 2004 - University of Strathclyde, Glasgow, Scotland
Topic
Ubiquitous computing has been affecting our everyday lives by providing us with mixed places in which the virtuality of computer-readable data is brought into the physical world. This creates a great opportunity to use technology in appropriate ways to enhance and augment the learning activity in different aspects: by enabling people to interact and collaborate remotely; to enlarge teaching and learning possibilities; to increase student access to learning opportunities; by supporting hands-on experiences and situated learning; by favouring a continuous exchange of experiences and perspectives among the members of educational communities; by connecting different learning communities, thus enhancing knowledge building and sharing. These goals raise new challenges in terms of interaction design, suggesting the need of new forms of interaction patterns between users and environments, and between different groups of users. Design can play a key role in shaping new ways of collaborative learning and knowledge management, and enhance the natural evolutions of learners’ sense of place and time towards the experience of living in a mixed reality, in which physical and virtual spaces are blending together, and social relationships become fluid and distributed.
Goals
This workshop aims to raise discussions on the topic, and leverage a share of experiences among people addressing these aspects from different perspectives. In this sense we foster the exchange and interaction among participants from different communities, such as interaction design, education, CSCL and CSCW, software engineering, ethnography and sociology, enhancing an interdisciplinary approach and cross-fertilization among communities. The workshop should then be the opportunity for participants to look at the topic from multiple points of view, and to make contacts that can enrich their research. Experiences based on various devices (e.g. mobile phones, hand-helds, laptops, tablet-PCs) and the integration of mobile technologies with fixed ones (e.g. large projection screens, printers, etc.) are welcome. We have also interest in discussing and exchanging research experiences on various ways of collaborative learning, from learning experience, design and interaction viewpoints. The perspective to be discussed in the workshop is that improving the learning experience today requires the invention of new interaction patterns and their support via (mobile) technology. We are looking to learning as an experience happening in the everyday practice and social interaction of people.
Content
Themes that are relevant for this workshop include, but are not limited to:
* interaction and interface design for distributed education: interface design for multi-platform applications and mobile learning; shared interfaces design; tangible and multimodal interfaces for education; interface design for social awareness and collaboration;
* new interaction patterns within and among distributed learning communities: recognition of collaborative, educational and social patterns; activity theory approaches; ethnographic studies; comparative studies on different domains and device technology;
* learning experience evaluation: usability and pedagogical evaluation techniques; user experience evaluation methods and approaches;
* accessibility of learning material in different contexts: storage and retrieval of Reusable Learning Objects into digital libraries that are accessible from different devices; context-adaptive content annotation and presentation; educational content generation and visualization on mobile devices; knowledge building and management through distributed learning communities.
6th International Conference on Human Computer Interaction with Mobile Devices and Services
13-16 September 2004 - University of Strathclyde, Glasgow, Scotland
Topic
Ubiquitous computing has been affecting our everyday lives by providing us with mixed places in which the virtuality of computer-readable data is brought into the physical world. This creates a great opportunity to use technology in appropriate ways to enhance and augment the learning activity in different aspects: by enabling people to interact and collaborate remotely; to enlarge teaching and learning possibilities; to increase student access to learning opportunities; by supporting hands-on experiences and situated learning; by favouring a continuous exchange of experiences and perspectives among the members of educational communities; by connecting different learning communities, thus enhancing knowledge building and sharing. These goals raise new challenges in terms of interaction design, suggesting the need of new forms of interaction patterns between users and environments, and between different groups of users. Design can play a key role in shaping new ways of collaborative learning and knowledge management, and enhance the natural evolutions of learners’ sense of place and time towards the experience of living in a mixed reality, in which physical and virtual spaces are blending together, and social relationships become fluid and distributed.
Goals
This workshop aims to raise discussions on the topic, and leverage a share of experiences among people addressing these aspects from different perspectives. In this sense we foster the exchange and interaction among participants from different communities, such as interaction design, education, CSCL and CSCW, software engineering, ethnography and sociology, enhancing an interdisciplinary approach and cross-fertilization among communities. The workshop should then be the opportunity for participants to look at the topic from multiple points of view, and to make contacts that can enrich their research. Experiences based on various devices (e.g. mobile phones, hand-helds, laptops, tablet-PCs) and the integration of mobile technologies with fixed ones (e.g. large projection screens, printers, etc.) are welcome. We have also interest in discussing and exchanging research experiences on various ways of collaborative learning, from learning experience, design and interaction viewpoints. The perspective to be discussed in the workshop is that improving the learning experience today requires the invention of new interaction patterns and their support via (mobile) technology. We are looking to learning as an experience happening in the everyday practice and social interaction of people.
Content
Themes that are relevant for this workshop include, but are not limited to:
* interaction and interface design for distributed education: interface design for multi-platform applications and mobile learning; shared interfaces design; tangible and multimodal interfaces for education; interface design for social awareness and collaboration;
* new interaction patterns within and among distributed learning communities: recognition of collaborative, educational and social patterns; activity theory approaches; ethnographic studies; comparative studies on different domains and device technology;
* learning experience evaluation: usability and pedagogical evaluation techniques; user experience evaluation methods and approaches;
* accessibility of learning material in different contexts: storage and retrieval of Reusable Learning Objects into digital libraries that are accessible from different devices; context-adaptive content annotation and presentation; educational content generation and visualization on mobile devices; knowledge building and management through distributed learning communities.