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Sampling of experiences within a mobile field trip support system

The workshop took place at the Joint Technology Enhanced Learning Summer School 2013 the 31st of May in Limassol (Cyprus). The presenters were Dirk Börner and Bernardo Tabuenca.

This hands-on workshop presented the guidelines to perform sampling of experiences with mobile technologies. The Experience Sampling Method (ESM) is a technique from the field of psychology aimed to collect sensations and reports from users in context. Mobile technologies provide an interesting opportunity for users to evaluate situations based on “stimulus variables in the natural or customary habitat of an individual” since they are reported in our own personal device, and carried in our pocket 24 hours. 
 
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Participants were able to learn the ESM supported by ubiquitous mobile technologies and carry out a field-trip excursion that will lead them through the history of the Joint Technology Enhanced Learning Summer School 2010-2012 (JTELSS) and report their sensations about the JTELSS 2013. Mobile devices were offered for non-android users. This workshop provided insights not only on the implementation of Experience Sampling Method (Larson & Csikszentmihalyi, 1983) but also the Inquiry Based Learning for visualisation and data collection supported by mobile technologies (Consolvo & Walker, 2003). Thereby the focus was on the application of the system to capture the learners’ experiences during a field trip in real time, such as feelings, attitudes, or individual conditions.
 
The ESM exercise was carried out with an open-source tool suite for educators, researchers and learners supporting different phases and activities during a field trip: ARLearn. During the workshop uses cases as well as their implementation were presented to deliver insights on how to enrich physical spaces, access different kinds of content, interact with the environment, provide a contextualised learning experience, and adapt learning content accordingly.
 
 
References
Consolvo, S., & M. Walker. 2003. “Using the Experience Sampling Method to Evaluate Ubicomp Applications.” IEEE Pervasive Computing 2 (2): 24–31.
 
Isomursu, M. (2008), Benefits and Challenges of Evaluating Ubiquitous Technology in Field Settings. International Conference on Mobile Ubiquitous Computing, Systems, Services and Technologies, pp. 30-37
 
Larson, R., & Csikszentmihalyi, M. (1983). "The experience sampling method". New Directions for Methodology of Social and Behavioral Science, 15, 41-56.
 
Ternier, S., Klemke, R., Kalz, M., Van Ulzen, P., & Specht, M. (2012). ARLearn: augmented reality meets augmented virtuality [Special issue]. Journal of Universal Computer Science - Technology for learning across physical and virtual spaces.
 
Jon Froehlich, Mike Y. Chen, Sunny Consolvo, Beverly Harrison, and James A. Landay. (2007). MyExperience: a system for in situ tracing and capturing of user feedback on mobile phones. In Proceedings of the 5th international conference on Mobile systems, applications and services (MobiSys '07). ACM, New York, NY, USA, 57-70. DOI=10.1145/1247660.1247670 http://doi.acm.org/10.1145/1247660.12476
 
An audience response system based on location: CELSTEC Clicker

I recently uploaded the outcome of my hands-on Titanium Appcelerator (http://en.wikipedia.org/wiki/Appcelerator_Titanium) in DSpace at Open Universiteit.

CELSTEC Clicker is an audience response system, also called “clicker” or “personal response system”. This system is composed by two modules, the first one is an app used for gathering questions to individuals based on their location (See figure 1 and 2), and second one, a platform for monitoring back the results of the poll to the group in the form of a chart or graph (See figure 3).

Figure 1 Figure 2



The client app is based on Model View Controller design pattern and build entirely with Javascript under Titanium for Eclipse IDE. Available questions to individuals, their answers and locations are stored in opened Google Fusion tables. The results of the poll are monitored in Java servlets hosted by Google App Engine. Charts and graphs are built using Google Charts.
 

Figure 3

 


Available questions can be configured with password so that the access can be restricted to a group of users.

You can download the software and its documentation under DSpace in the following link http://bit.ly/JOY6Lc

Enjoy the clicker and do not hesitate to contact for any doubt regarding the app.
 

Bernardo Tabuenca

About the invasion of smart objects and the temptation to destroy robots

In these days of reading and writing until very late about smart objects, augmented tangibles, robots embedded in daily life and other human made creatures, I am feeling that some kind of hostility against electric appliances and robots, could be waking up from my inside.

 
Nass and Reeves [5] demonstrated that humans tend to treat computer as social actors and therefore like other human beings. During these time I have read about the “Impatient toaster” [2], designed to motivate its owners to eat more often and in regular intervals. After not using it for a while, it signalizes hunger through nervous and vibrating movements. I also found that new fridges provide different kind of facilities from counting the number of calories you take by reading the barcode of the consumed products, until warning system alerting the owner when any product is going out of date.  On more of them is the “PillowTalk” [3], an augmented pillow that gives feedback on the correct position to sleep with a serious game. “The thrifty faucet” [4] is a pervasive home appliance that takes a different position depending on the water consumption during the last period of time, so whenever you use more water, it adopts a curled position and it is more difficult to get water from it.
 
When I was a child, I learned in the “Inventing The Future Show” from The Muppets that human ancestors already had a temptation to destroy robots (See http://bit.ly/Iro8pe). 
 
I recently read an article about the experiment from Julia Ringler & Holger Reckter [1] proving that “Humans are tempted to destroy robots”. They even could claim that people who had alleviated this appetite for destruction with their DESU (DEstruction and SUicide) robot, declared that they felt some kind of satisfaction after watching the effects of an appliance that cannot be repaired.
 
Nowadays, we are all waiting for the “Internet of Things” and the smart objects invasion that will bring us many facilities as the “Impatient toaster”, “The thrifty faucet” and “The pillow talk”.  Now, we can assure that smart objects will bring us satisfaction, not sure when we make use of them but we will always have the option to fulfill one’s wishes destroying them.
 
 
References
 
1. Ringler, J. (2012). DESU 100 – About the Temptation to Destroy a Robot. TEI, 151-152. Retrieved from http://dl.acm.org/ft_gateway.cfm?id=2148164&ftid=1147696&dwn=1
2. Burneleit, E., & Hemmert, F. (2009). Living interfaces: the impatient toaster. Proceedings of the 3rd. TEI.  Retrieved from http://dl.acm.org/citation.cfm?id=1517673
3. Schiphorst, T., Nack, F., & KauwATjoe, M. PillowTalk: Can we afford intimacy?. TEI,
(2007)
4. Togler, J., & Hemmert, F. Living Interfaces  : The Thrifty Faucet. Communications of the
ACM, 43-44. (2009)
5. B. Reeves and C. Nass. The media equation: how people treat computers, television, and new media like real people and places. Cambridge University Press, New York, NY, USA, 1996.
 
Appinventor has been re-launched

 

One more online development environment is back:

The MIT Center for Mobile Learning has recently announced that they are making MIT App Inventor available as a public service.

It is possible to test it in the following URL:

http://appinventor.mit.edu/

Google Labs started this project and now the MIT has decide to go on with this online  development environment for Android. The following short video (1 min) you will be able to develop an Android mobile app. It is not necessary to have development skills.

http://www.youtube.com/watch?v=8ADwPLSFeY8

Samples for different functionalities are enumerated in the following link

http://beta.appinventor.mit.edu/learn/tutorials/index.html

 

Supporting lifelong learners in daily activities

 

Would you like to make the most of your time using your mobile devices to learn?
 
The primary aim of this questionnaire is to analyse daily learning practices in adults, in order to recognize patterns in lifelong learning and support them with technologies.
 
Collaborate on this research filling in these 20 short items in the following link:
 
 
Of course all the answers you provide will be treated completely anonymous and confidential. If you have any questions regarding the questionnaire, do not hesitate to contact me.
 
Sincerely,
 
Bernardo Tabuenca Archilla
Centre for Learning Sciences and Technologies (CELSTEC)
Mobile Media Lab
Valkenburgerweg 177, 6419 AT Heerlen (The Netherlands)
Skype: celstec-bernardo.tabuenca
eMail: bernardo.tabuenca@ou.nl
www: http://celstec.org/
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