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Web-based Stereoscopic Collaboration for Medical VisualizationKaspar, Mathias 23 August 2013 (has links)
Medizinische Volumenvisualisierung ist ein wertvolles Werkzeug zur Betrachtung von Volumen- daten in der medizinischen Praxis und Lehre. Eine interaktive, stereoskopische und kollaborative Darstellung in Echtzeit ist notwendig, um die Daten vollständig und im Detail verstehen zu können. Solche Visualisierung von hochauflösenden Daten ist jedoch wegen hoher Hardware- Anforderungen fast nur an speziellen Visualisierungssystemen möglich. Remote-Visualisierung wird verwendet, um solche Visualisierung peripher nutzen zu können. Dies benötigt jedoch fast immer komplexe Software-Deployments, wodurch eine universelle ad-hoc Nutzbarkeit erschwert wird. Aus diesem Sachverhalt ergibt sich folgende Hypothese: Ein hoch performantes Remote- Visualisierungssystem, welches für Stereoskopie und einfache Benutzbarkeit spezialisiert ist, kann für interaktive, stereoskopische und kollaborative medizinische Volumenvisualisierung genutzt werden.
Die neueste Literatur über Remote-Visualisierung beschreibt Anwendungen, welche nur reine Webbrowser benötigen. Allerdings wird bei diesen kein besonderer Schwerpunkt auf die perfor- mante Nutzbarkeit von jedem Teilnehmer gesetzt, noch die notwendige Funktion bereitgestellt, um mehrere stereoskopische Präsentationssysteme zu bedienen. Durch die Bekanntheit von Web- browsern, deren einfach Nutzbarkeit und weite Verbreitung hat sich folgende spezifische Frage ergeben: Können wir ein System entwickeln, welches alle Aspekte unterstützt, aber nur einen reinen Webbrowser ohne zusätzliche Software als Client benötigt?
Ein Proof of Concept wurde durchgeführt um die Hypothese zu verifizieren. Dazu gehörte eine Prototyp-Entwicklung, deren praktische Anwendung, deren Performanzmessung und -vergleich.
Der resultierende Prototyp (CoWebViz) ist eines der ersten Webbrowser basierten Systeme, welches flüssige und interaktive Remote-Visualisierung in Realzeit und ohne zusätzliche Soft- ware ermöglicht. Tests und Vergleiche zeigen, dass der Ansatz eine bessere Performanz hat als andere ähnliche getestete Systeme. Die simultane Nutzung verschiedener stereoskopischer Präsen- tationssysteme mit so einem einfachen Remote-Visualisierungssystem ist zur Zeit einzigartig. Die Nutzung für die normalerweise sehr ressourcen-intensive stereoskopische und kollaborative Anatomieausbildung, gemeinsam mit interkontinentalen Teilnehmern, zeigt die Machbarkeit und den vereinfachenden Charakter des Ansatzes. Die Machbarkeit des Ansatzes wurde auch durch die erfolgreiche Nutzung für andere Anwendungsfälle gezeigt, wie z.B. im Grid-computing und in der Chirurgie.
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A Study of Implementation Methodologies for Distributed Real Time CollaborationCraft, Lauren A 01 June 2021 (has links) (PDF)
Collaboration drives our world and is almost unavoidable in the programming industry. From higher education to the top technological companies, people are working together to drive discovery and innovation. Software engineers must work with their peers to accomplish goals daily in their workplace. When working with others there are a variety of tools to choose from such as Google Docs, Google Colab and Overleaf. Each of the aforementioned collaborative tools utilizes the Operational Transform (OT) technique in order to implement their real time collaboration functionality. Operational transform is the technique seen amongst most if not all major collaborative tools in our industry today. However, there is another way of implementing real time collaboration through a data structure called Conflict-free Replicated Data Type (CRDT) which has made claims of superiority over OT. Previous studies have taken place with the focus on comparing the theory behind OT and CRDT's, but as far as we know, there have not been studies which compare real time collaboration performance using an OT implementation versus a CRDT implementation in a popularly used product such as Google Docs or Overleaf.
Our work will focus on comparing OT and CRDT's real time collaborative performance in Overleaf, an academic authorship tool, which allows for easy collaboration on academic and professional papers. Overleaf's current published version implements real time collaboration using operational transform. This thesis will contribute an analysis of the current real time collaboration performance of operational transform in Overleaf, an implementation of CRDT's for real time collaboration in Overleaf and an analysis of the performance of real time collaboration through the CRDT implementation in Overleaf. This thesis describes the main advantages and disadvantages of OT vs CRDTs, as well as, to our knowledge, the first results of a non-theoretical attempt at implementing CRDTs for handling document edits in a collaborative environment which was originally operating using an OT implementation.
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Enriching Web Applications Efficiently with Real-Time Collaboration CapabilitiesHeinrich, Matthias 26 September 2014 (has links) (PDF)
Web applications offering real-time collaboration support (e.g. Google Docs) allow geographically dispersed users to edit the very same document simultaneously, which is appealing to end-users mainly because of two application characteristics. On the one hand, provided real-time capabilities supersede traditional document merging and document locking techniques that distract users from the content creation process. On the other hand, web applications free end-users from lengthy setup procedures and allow for instant application access. However, implementing collaborative web applications is a time-consuming and complex endeavor since offering real-time collaboration support requires two specific collaboration services. First, a concurrency control service has to ensure that documents are synchronized in real-time and that emerging editing conicts (e.g. if two users change the very same word concurrently) are resolved automatically. Second, a workspace awareness service has to inform the local user about actions and activities of other participants (e.g. who joined the session or where are other participants working). Implementing and integrating these two collaboration services is largely ine cient due to (1) the lack of necessary collaboration functionality in existing libraries, (2) incompatibilities of collaboration frameworks with widespread web development approaches as well as (3) the need for massive source code changes to anchor collaboration support. Therefore, we propose a Generic Collaboration Infrastructure (GCI) that supports the e cient development of web-based groupware in various ways. First, the GCI provides reusable concurrency control functionality and generic workspace awareness support. Second, the GCI exposes numerous interfaces to consume these collaboration services in a exible manner and without requiring invasive source code changes. And third, the GCI is linked to a development methodology that e ciently guides developers through the development of web-based groupware. To demonstrate the improved development e ciency induced by the GCI, we conducted three user studies encompassing developers and end-users. We show that the development e ciency can be increased in terms of development time when adopting the GCI. Moreover, we also demonstrate that implemented collaborative web applications satisfy end-user needs with respect to established software quality characteristics (e.g. usability, reliability, etc.). / Webbasierte, kollaborative Echtzeitanwendungen (z.B. Google Docs) erlauben es geografisch verteilten Nutzern, Dokumente gemeinschaftlich und simultan zu bearbeiten. Die Implementierung kollaborativer Echtzeitanwendungen ist allerdings aufwendig und komplex, da einerseits eine Nebenläufigkeitskontrolle von Nöten ist und andererseits die Nachvollziehbarkeit von nicht-lokalen Interaktionen mit dem gemeinsamen virtuellen Arbeitsraum gewährleistet sein muss (z.B. wer editiert wo).
Um die Entwicklung kollaborativer Echtzeitanwendungen effizient zu gestalten, wurde eine Generische Kollaborationsinfrastruktur (GKI) entwickelt. Diese GKI stellt sowohl eine Nebenläufigkeitskontrolle als auch Komponenten zur Nachvollziehbarkeit von nicht-lokalen Interaktionen auf eine wiederverwendbare und nicht-invasive Art und Weise zur Verfügung. In drei dedizierten Studien, die sowohl Entwickler als auch Endanwender umfassten, wurde die Entwicklungseffizienz der GKI nachgewiesen. Dabei wurde die Entwicklungszeit, der Umfang des Quelltextes als auch die Gebrauchstauglichkeit analysiert.
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Enriching Web Applications Efficiently with Real-Time Collaboration CapabilitiesHeinrich, Matthias 26 September 2014 (has links)
Web applications offering real-time collaboration support (e.g. Google Docs) allow geographically dispersed users to edit the very same document simultaneously, which is appealing to end-users mainly because of two application characteristics. On the one hand, provided real-time capabilities supersede traditional document merging and document locking techniques that distract users from the content creation process. On the other hand, web applications free end-users from lengthy setup procedures and allow for instant application access. However, implementing collaborative web applications is a time-consuming and complex endeavor since offering real-time collaboration support requires two specific collaboration services. First, a concurrency control service has to ensure that documents are synchronized in real-time and that emerging editing conicts (e.g. if two users change the very same word concurrently) are resolved automatically. Second, a workspace awareness service has to inform the local user about actions and activities of other participants (e.g. who joined the session or where are other participants working). Implementing and integrating these two collaboration services is largely ine cient due to (1) the lack of necessary collaboration functionality in existing libraries, (2) incompatibilities of collaboration frameworks with widespread web development approaches as well as (3) the need for massive source code changes to anchor collaboration support. Therefore, we propose a Generic Collaboration Infrastructure (GCI) that supports the e cient development of web-based groupware in various ways. First, the GCI provides reusable concurrency control functionality and generic workspace awareness support. Second, the GCI exposes numerous interfaces to consume these collaboration services in a exible manner and without requiring invasive source code changes. And third, the GCI is linked to a development methodology that e ciently guides developers through the development of web-based groupware. To demonstrate the improved development e ciency induced by the GCI, we conducted three user studies encompassing developers and end-users. We show that the development e ciency can be increased in terms of development time when adopting the GCI. Moreover, we also demonstrate that implemented collaborative web applications satisfy end-user needs with respect to established software quality characteristics (e.g. usability, reliability, etc.). / Webbasierte, kollaborative Echtzeitanwendungen (z.B. Google Docs) erlauben es geografisch verteilten Nutzern, Dokumente gemeinschaftlich und simultan zu bearbeiten. Die Implementierung kollaborativer Echtzeitanwendungen ist allerdings aufwendig und komplex, da einerseits eine Nebenläufigkeitskontrolle von Nöten ist und andererseits die Nachvollziehbarkeit von nicht-lokalen Interaktionen mit dem gemeinsamen virtuellen Arbeitsraum gewährleistet sein muss (z.B. wer editiert wo).
Um die Entwicklung kollaborativer Echtzeitanwendungen effizient zu gestalten, wurde eine Generische Kollaborationsinfrastruktur (GKI) entwickelt. Diese GKI stellt sowohl eine Nebenläufigkeitskontrolle als auch Komponenten zur Nachvollziehbarkeit von nicht-lokalen Interaktionen auf eine wiederverwendbare und nicht-invasive Art und Weise zur Verfügung. In drei dedizierten Studien, die sowohl Entwickler als auch Endanwender umfassten, wurde die Entwicklungseffizienz der GKI nachgewiesen. Dabei wurde die Entwicklungszeit, der Umfang des Quelltextes als auch die Gebrauchstauglichkeit analysiert.
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Uma estratégia de interação na Web para a análise de sistemas elétricos de potênciaTamashiro, Márcio Augusto 14 October 2016 (has links)
CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Atualmente, muitos trabalhos técnicos e científicos importantes só são possíveis com o auxílio de computadores e de programas específicos. Na Engenharia Elétrica esses recursos são utilizados em estudos estáticos e dinâmicos de sistemas elétricos de potência, os quais dão suporte, por exemplo, ao planejamento e a operação da rede elétrica realizados pelas empresas do setor. Em função dessa importância é grande a quantidade de programas disponíveis, comerciais ou não. As aplicações comerciais são conhecidas por serem computacionalmente eficientes, bem como pela quantidade de recursos oferecidos, mas apesar disso, não são adequadas para fins educacionais ou para a realização de pesquisas. Um dos principais motivos apontados é porque o código fonte não é fornecido, e assim não podem ser estudados ou adaptados conforme a necessidade. Por isso muitos usuários principalmente do meio acadêmico preferem criar suas próprias aplicações, sendo a maioria delas desenvolvidas no MATLAB ou escritas nas linguagens de programação FORTRAN e C++. Esses programas são disponibilizados como aplicações desktop destinadas geralmente a somente um tipo de estudo e com uma interface pouco amigável. Entretanto, existem algumas opções com características mais atrativas como a existência de uma interface gráfica com o usuário, e número de recursos computacionais próximos àqueles encontrados nas aplicações comercias. Na literatura há ainda propostas de aplicações web cuja principal vantagem é o acesso remoto e simultâneo por qualquer computador. No geral, as aplicações existentes não disponibilizam recursos de colaboração em tempo real, e não permitem a interoperabilidade com outras aplicações. Nesse contexto, esta tese focou na investigação da implementação de uma aplicação web para a análise de sistemas elétricos, explorando esses dois aspectos supracitados. Para isso alguns programas similares, sem fins comerciais e com código fonte disponível, foram investigados. E também foram selecionadas e apresentadas as ferramentas computacionais necessárias ao desenvolvimento da aplicação. As investigações e as implementações computacionais realizadas, bem como os resultados obtidos são devidamente apresentados e analisados ao final deste trabalho. / Currently, many important technical and scientific works are only possible with the aid of computers and specific programs. In Electrical Engineering, these resources are both used in static and dynamic studies of electric power systems, which give support, for example, to the planning, and operation of the grid performed by companies in the sector. Because of this, there is a large number of commercial or non-commercial programs available. Commercial applications are known to be computationally efficient as well as the amount of offered resources; nevertheless, they are not suitable for educational purposes or for conducting research. One of the main reasons pointed out is because they are not open source, and thus they cannot be studied or adapted as needed. Thus, many users, quite often in academia, prefer to create their own applications, most of them written in MATLAB, FORTRAN and C ++ programming languages. These programs are provided as desktop applications usually designed to only one type of study and without user-friendly interface. However, there are a few options with more attractive features such as the existence of a graphical user interface, and number of computational resources close to those found in commercial applications. There are also proposals in the literature for web applications whose main advantage is the remote and simultaneous access by any computer. Generally, the existing applications do not make available real-time collaboration features, and no interoperability with other applications. In this context, this thesis focused on the research of the implementation of a web application for analysis of electrical power systems, exploring these two aspects above mentioned. For that, some similar non-commercial programs and open-source were deeply investigated. In addition, the computational tools necessary to develop the application were selected and presented. The investigations and computational implementation performed here, as well as the results are properly presented and analyzed at the end of this work. / Tese (Doutorado)
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Analyses on tech-enhanced and anonymous Peer Discussion as well as anonymous Control Facilities for tech-enhanced Learning / Analysen zur technologieunterstützten und anonymem Peer Discussion sowie anonymen Einflusswerkzeuge für technologieunterstütztes LernenHara, Tenshi 12 September 2016 (has links) (PDF)
An increasing number of university freshmen has been observable in absolute number as well as percentage of population over the last decade. However, at the same time the drop-out rate has increased significantly. While a drop in attendance could be observed at the same time, statistics show that young professionals consider only roughly thirty percent of their qualification to originate in their university education. Taking this into consideration with the before mentioned, one conclusion could be that students fail to see the importance of fundamental classes and choose to seek knowledge elsewhere, for example in free online courses. However, the so acquired knowledge is a non-attributable qualification. One solution to this problem must be to make on-site activities more attractive. A promising approach for raised attractiveness would be to support students in self-regulated learning processes, making them experience importance and value of own decisions based on realistic self-assessment and self-evaluation. At the same time, strict ex-cathedra teaching should be replaced by interactive forms of education, ideally activating on a meta-cognitive level.
Particularly, as many students bring mobile communication devices into classes, this promising approach could be extended by utilising these mobile devices as second screens. That way, enhanced learning experiences can be provided. The basic idea is simple, namely to contribute to psychological concepts with the means of computer science. An example for this idea are audience response systems. There has been numerous research into these and related approaches for university readings, but other forms of education have not been sufficiently considered, for example tutorials. This technological aspect can be combined with recent didactics research and concepts like peer instruction or visible learning. Therefore, this dissertation presents an experimental approach at providing existing IT solutions for on-site tutorials, specifically tools for audience responses, evaluations, learning demand assessments, peer discussion, and virtual interactive whiteboards. These tools are provided under observation of anonymity and cognisant incidental utilisation. They provide insight into students\' motivation to attend classes, their motivation to utilise tools, and into their tool utilisation itself. Experimental findings are combined into an extensible system concept consisting of three major tool classes: anonymous peer discussion means, anonymous control facilities, and learning demand assessment. With the exception of the latter, promising findings in context of tutorials are presented, for example the reduction of audience response systems to an emergency brake, the versatility of (peer) discussion systems, or a demand for retroactive deanonymisation of contributions. The overall positive impact of tool utilisation on motivation to attend and perceived value of tutorials is discussed and supplemented by a positive impact on the final exams\' outcomes. / Über die vergangene Dekade ist eine zunehmende Zahl Studienanfänger beobachtbar, sowohl in der absoluten Anzahl, als auch im Bevölkerungsanteil. Demgegenüber steht aber eine überproportional hohe Steigerung der Abbruchquote. Während gleichzeitig die Anwesenheit in universitären Lehrveranstaltungen sinkt, zeigen Statistiken, dass nur etwa ein Drittel der Berufseinsteiger die Grundlagen ihrer Qualifikation im Studium sieht. Daraus könnte man ableiten, dass Studierende den Wert und die Bedeutung universitärer Ausbildung unterschätzen und stattdessen Wissen in anderen Quellen suchen, beispielsweise unentgeltlichen Online-Angeboten. Das auf diese Art angeeignete Wissen stellt aber eine formell nicht nachweise Qualifikation dar. Ein Weg aus diesem Dilemma muss die Steigerung der Attraktivität der universitären Lehrveranstaltungen sein. Ein vielversprechender Ansatz ist die Unterstützung der Studierenden im selbst-regulierten Lernen, wodurch sie die Wichtigkeit und den Wert eigener Entscheidung(sfindungsprozesse) auf Basis realistischer Selbsteinschätzung und Selbstevaluation erlernen. Gleichzeitig sollte Frontalunterricht durch interaktive Lehrformen ersetzt werden, idealerweise durch Aktivierung auf meta-kognitiver Ebene. Dies ist vielversprechend insbesondere, weil viele Studierende ihre eigenen mobilen Endgeräte in Lehrveranstaltungen bringen. Diese Geräte können als Second Screen für die neuen Lehrkonzepte verwendet werden. Auf diese Art kann dann eine verbesserte Lernerfahrung vermittelt werden.
Die Grundidee ist simpel, nämlich in der Psychologie bewährte Didaktik-Konzepte durch die Mittel der Informatik zu unterstützen. Ein Beispiel dafür sind Audience Response Systeme, die hinlänglich im Rahmen von Vorlesungen untersucht worden sind. Andere Lehrformen wurden dabei jedoch unzureichend berücksichtigt, beispielsweise Tutorien. Ähnliche Überlegungen gelten natürlich auch für bewährte didaktische Konzepte wie Peer Instruction oder Betrachtungen in Form von Visible Learning. Deshalb präsentiert diese Dissertation einen experimentellen Ansatz, informationstechnische Lösungen für vor-Ort-Übungen anzubieten, nämlich Werkzeuge für Audience Response Systeme, Evaluationen, Lernbedarfsermittlung, Peer Discussion, sowie virtuelle interaktive Whiteboards. Die genannten Werkzeuge wurden unter Beachtung von Anonymitäts- und Beiläufigkeitsaspekten bereitgestellt. Sie erlauben einen Einblick in die Motivation der Studierenden Tutorien zu besuchen und die Werkzeuge zu nutzen, sowie ihr Nutzungsverhalten selbst. Die experimentellen Ergebnisse werden in ein erweiterbares Systemkonzept kombiniert, das drei Werkzeugklassen unterstützt: anonyme Peer Discussion, anonyme Kontrollwerkzeuge und Lernbedarfsermittlung. Für die ersten beiden Klassen liegen vielversprechende Ergebnisse vor, beispielsweise die notwendige Reduktion des Audience Response Systems auf eine Art Notbremse, die Vielseitigkeit von (Peer-)Discussion-Systemen, oder aber auch der Bedarf für eine retroaktive Deanonymisierung von initial anonymen Beiträgen. Der allgemein positive Einfluss der Werkzeugnutzung auf die Motivation an Tutorien teilzunehmen sowie den wahrgenommenen Wert der Tutorien werden abschließend diskutiert und durch verbesserte Abschlussklausurergebnisse untermauert.
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Analyses on tech-enhanced and anonymous Peer Discussion as well as anonymous Control Facilities for tech-enhanced LearningHara, Tenshi 14 June 2016 (has links)
An increasing number of university freshmen has been observable in absolute number as well as percentage of population over the last decade. However, at the same time the drop-out rate has increased significantly. While a drop in attendance could be observed at the same time, statistics show that young professionals consider only roughly thirty percent of their qualification to originate in their university education. Taking this into consideration with the before mentioned, one conclusion could be that students fail to see the importance of fundamental classes and choose to seek knowledge elsewhere, for example in free online courses. However, the so acquired knowledge is a non-attributable qualification. One solution to this problem must be to make on-site activities more attractive. A promising approach for raised attractiveness would be to support students in self-regulated learning processes, making them experience importance and value of own decisions based on realistic self-assessment and self-evaluation. At the same time, strict ex-cathedra teaching should be replaced by interactive forms of education, ideally activating on a meta-cognitive level.
Particularly, as many students bring mobile communication devices into classes, this promising approach could be extended by utilising these mobile devices as second screens. That way, enhanced learning experiences can be provided. The basic idea is simple, namely to contribute to psychological concepts with the means of computer science. An example for this idea are audience response systems. There has been numerous research into these and related approaches for university readings, but other forms of education have not been sufficiently considered, for example tutorials. This technological aspect can be combined with recent didactics research and concepts like peer instruction or visible learning. Therefore, this dissertation presents an experimental approach at providing existing IT solutions for on-site tutorials, specifically tools for audience responses, evaluations, learning demand assessments, peer discussion, and virtual interactive whiteboards. These tools are provided under observation of anonymity and cognisant incidental utilisation. They provide insight into students\' motivation to attend classes, their motivation to utilise tools, and into their tool utilisation itself. Experimental findings are combined into an extensible system concept consisting of three major tool classes: anonymous peer discussion means, anonymous control facilities, and learning demand assessment. With the exception of the latter, promising findings in context of tutorials are presented, for example the reduction of audience response systems to an emergency brake, the versatility of (peer) discussion systems, or a demand for retroactive deanonymisation of contributions. The overall positive impact of tool utilisation on motivation to attend and perceived value of tutorials is discussed and supplemented by a positive impact on the final exams\' outcomes.:List of Definitions, Theorems and Proofs
List of Figures
List of Tables
Introduction and Motivation
Part I: Propaedeutics
1 Working Theses
1.1 Definitions
1.2 Context of Working Theses and Definitions
2 Existing Concepts
2.1 Psychology
2.1.1 Self-Regulation and self-regulated Learning
2.1.2 Peer Instruction, Peer Discussion
2.1.3 Learning Process Supervision: Learning Demand Assessment
2.1.4 Cognitive Activation
2.1.5 Note on Gamification
2.1.6 Note on Blended Learning
2.2 Computer Science
2.2.1 Learning Platforms
2.2.2 Audience Response Systems (ARS)
2.2.3 Virtual Interactive Whiteboard Systems (V-IWB)
2.2.4 Cognisant Incidential Utilisation (CIU)
2.3 Appraisal
3 Related Work
3.1 Visible Learning
3.2 auditorium
3.3 Auditorium Mobile Classroom Service
3.4 ARSnova and other Audience Response Systems
3.5 Google Classroom
3.6 StackOverflow
3.7 AwwApp
Part II: Proceedings
4 Global Picture and Prototype
4.1 Global Picture
4.2 System Architecture
4.2.1 Anonymous Discussion Means
4.2.2 Anonymous Control Facilities
4.3 Implementation
4.3.1 The Prototype
5 Investigated Tools
5.1 Note on Methodology
5.2 Anonymity
5.2.1 Methodology
5.2.2 Visible Learning Effects
5.2.3 Assertion
5.2.4 Experiments
5.2.5 Results
5.2.6 Conclusions
5.3 Learning Demand Assessment
5.3.1 Methodology
5.3.2 Visible Learning Effects
5.3.3 Tool Description
5.3.4 Assertion
5.3.5 Experiments
5.3.6 Results
5.3.7 Conclusions
5.4 Peer Discussion System
5.4.1 Methodology
5.4.2 Visible Learning Effects
5.4.3 Tool Description
5.4.4 Assertion
5.4.5 Experiments
5.4.6 Results
5.4.7 Conclusions
5.5 Virtual Interactive Whiteboard
5.5.1 Methodology
5.5.2 Visible Learning Effects
5.5.3 Tool Description
5.5.4 Assertion
5.5.5 Experiments
5.5.6 Results
5.5.7 Conclusions
5.6 Audience Response System and Emergency Brake
5.6.1 Methodology
5.6.2 Visible Learning Effects
5.6.3 Tool Description
5.6.4 Assertion
5.6.5 Experiments
5.6.6 Results
5.6.7 Conclusions
5.7 Evaluation System
5.7.1 Methodology
5.7.2 Visible Learning Effects
5.7.3 Tool Description
5.7.4 Assertion
5.7.5 Experiments
5.7.6 Results and Conclusion
6 Exam Outcome
7 Utilisation and Motivation
7.1 Prototype Utilisation
7.2 Motivational Aspects
Part III: Appraisal
8 Lessons learned
9 Discussion
9.1 Working Theses’ Validity
9.2 Research Community: Impact and Outlook
9.2.1 Significance to Learning Psychology
9.3 Possible Extension of existing Solutions
10 Conclusion
10.1 Summary of scientific Contributions
10.2 Future Work
Part IV: Appendix
A Experimental Arrangement
B Questionnaires
B.1 Platform Feedback Sheet
B.1.1 Original PFS in 2014
B.1.2 Original PFS in 2015
B.2 Minute Paper
B.3 Motivation and Utilisation Questionnaires
B.3.1 Motivation 2013 and 2014
B.3.2 Motivation 2015
B.3.3 Utilisation 2014
B.3.4 Utilisation 2015, Rev. I
B.3.5 Utilisation 2015, Rev. II
C References
C.1 Auxiliary Means
D Publications
D.1 Original Research Contributions
D.2 Student Theses
E Glossary
F Index
G Milestones
Acknowledgements / Über die vergangene Dekade ist eine zunehmende Zahl Studienanfänger beobachtbar, sowohl in der absoluten Anzahl, als auch im Bevölkerungsanteil. Demgegenüber steht aber eine überproportional hohe Steigerung der Abbruchquote. Während gleichzeitig die Anwesenheit in universitären Lehrveranstaltungen sinkt, zeigen Statistiken, dass nur etwa ein Drittel der Berufseinsteiger die Grundlagen ihrer Qualifikation im Studium sieht. Daraus könnte man ableiten, dass Studierende den Wert und die Bedeutung universitärer Ausbildung unterschätzen und stattdessen Wissen in anderen Quellen suchen, beispielsweise unentgeltlichen Online-Angeboten. Das auf diese Art angeeignete Wissen stellt aber eine formell nicht nachweise Qualifikation dar. Ein Weg aus diesem Dilemma muss die Steigerung der Attraktivität der universitären Lehrveranstaltungen sein. Ein vielversprechender Ansatz ist die Unterstützung der Studierenden im selbst-regulierten Lernen, wodurch sie die Wichtigkeit und den Wert eigener Entscheidung(sfindungsprozesse) auf Basis realistischer Selbsteinschätzung und Selbstevaluation erlernen. Gleichzeitig sollte Frontalunterricht durch interaktive Lehrformen ersetzt werden, idealerweise durch Aktivierung auf meta-kognitiver Ebene. Dies ist vielversprechend insbesondere, weil viele Studierende ihre eigenen mobilen Endgeräte in Lehrveranstaltungen bringen. Diese Geräte können als Second Screen für die neuen Lehrkonzepte verwendet werden. Auf diese Art kann dann eine verbesserte Lernerfahrung vermittelt werden.
Die Grundidee ist simpel, nämlich in der Psychologie bewährte Didaktik-Konzepte durch die Mittel der Informatik zu unterstützen. Ein Beispiel dafür sind Audience Response Systeme, die hinlänglich im Rahmen von Vorlesungen untersucht worden sind. Andere Lehrformen wurden dabei jedoch unzureichend berücksichtigt, beispielsweise Tutorien. Ähnliche Überlegungen gelten natürlich auch für bewährte didaktische Konzepte wie Peer Instruction oder Betrachtungen in Form von Visible Learning. Deshalb präsentiert diese Dissertation einen experimentellen Ansatz, informationstechnische Lösungen für vor-Ort-Übungen anzubieten, nämlich Werkzeuge für Audience Response Systeme, Evaluationen, Lernbedarfsermittlung, Peer Discussion, sowie virtuelle interaktive Whiteboards. Die genannten Werkzeuge wurden unter Beachtung von Anonymitäts- und Beiläufigkeitsaspekten bereitgestellt. Sie erlauben einen Einblick in die Motivation der Studierenden Tutorien zu besuchen und die Werkzeuge zu nutzen, sowie ihr Nutzungsverhalten selbst. Die experimentellen Ergebnisse werden in ein erweiterbares Systemkonzept kombiniert, das drei Werkzeugklassen unterstützt: anonyme Peer Discussion, anonyme Kontrollwerkzeuge und Lernbedarfsermittlung. Für die ersten beiden Klassen liegen vielversprechende Ergebnisse vor, beispielsweise die notwendige Reduktion des Audience Response Systems auf eine Art Notbremse, die Vielseitigkeit von (Peer-)Discussion-Systemen, oder aber auch der Bedarf für eine retroaktive Deanonymisierung von initial anonymen Beiträgen. Der allgemein positive Einfluss der Werkzeugnutzung auf die Motivation an Tutorien teilzunehmen sowie den wahrgenommenen Wert der Tutorien werden abschließend diskutiert und durch verbesserte Abschlussklausurergebnisse untermauert.:List of Definitions, Theorems and Proofs
List of Figures
List of Tables
Introduction and Motivation
Part I: Propaedeutics
1 Working Theses
1.1 Definitions
1.2 Context of Working Theses and Definitions
2 Existing Concepts
2.1 Psychology
2.1.1 Self-Regulation and self-regulated Learning
2.1.2 Peer Instruction, Peer Discussion
2.1.3 Learning Process Supervision: Learning Demand Assessment
2.1.4 Cognitive Activation
2.1.5 Note on Gamification
2.1.6 Note on Blended Learning
2.2 Computer Science
2.2.1 Learning Platforms
2.2.2 Audience Response Systems (ARS)
2.2.3 Virtual Interactive Whiteboard Systems (V-IWB)
2.2.4 Cognisant Incidential Utilisation (CIU)
2.3 Appraisal
3 Related Work
3.1 Visible Learning
3.2 auditorium
3.3 Auditorium Mobile Classroom Service
3.4 ARSnova and other Audience Response Systems
3.5 Google Classroom
3.6 StackOverflow
3.7 AwwApp
Part II: Proceedings
4 Global Picture and Prototype
4.1 Global Picture
4.2 System Architecture
4.2.1 Anonymous Discussion Means
4.2.2 Anonymous Control Facilities
4.3 Implementation
4.3.1 The Prototype
5 Investigated Tools
5.1 Note on Methodology
5.2 Anonymity
5.2.1 Methodology
5.2.2 Visible Learning Effects
5.2.3 Assertion
5.2.4 Experiments
5.2.5 Results
5.2.6 Conclusions
5.3 Learning Demand Assessment
5.3.1 Methodology
5.3.2 Visible Learning Effects
5.3.3 Tool Description
5.3.4 Assertion
5.3.5 Experiments
5.3.6 Results
5.3.7 Conclusions
5.4 Peer Discussion System
5.4.1 Methodology
5.4.2 Visible Learning Effects
5.4.3 Tool Description
5.4.4 Assertion
5.4.5 Experiments
5.4.6 Results
5.4.7 Conclusions
5.5 Virtual Interactive Whiteboard
5.5.1 Methodology
5.5.2 Visible Learning Effects
5.5.3 Tool Description
5.5.4 Assertion
5.5.5 Experiments
5.5.6 Results
5.5.7 Conclusions
5.6 Audience Response System and Emergency Brake
5.6.1 Methodology
5.6.2 Visible Learning Effects
5.6.3 Tool Description
5.6.4 Assertion
5.6.5 Experiments
5.6.6 Results
5.6.7 Conclusions
5.7 Evaluation System
5.7.1 Methodology
5.7.2 Visible Learning Effects
5.7.3 Tool Description
5.7.4 Assertion
5.7.5 Experiments
5.7.6 Results and Conclusion
6 Exam Outcome
7 Utilisation and Motivation
7.1 Prototype Utilisation
7.2 Motivational Aspects
Part III: Appraisal
8 Lessons learned
9 Discussion
9.1 Working Theses’ Validity
9.2 Research Community: Impact and Outlook
9.2.1 Significance to Learning Psychology
9.3 Possible Extension of existing Solutions
10 Conclusion
10.1 Summary of scientific Contributions
10.2 Future Work
Part IV: Appendix
A Experimental Arrangement
B Questionnaires
B.1 Platform Feedback Sheet
B.1.1 Original PFS in 2014
B.1.2 Original PFS in 2015
B.2 Minute Paper
B.3 Motivation and Utilisation Questionnaires
B.3.1 Motivation 2013 and 2014
B.3.2 Motivation 2015
B.3.3 Utilisation 2014
B.3.4 Utilisation 2015, Rev. I
B.3.5 Utilisation 2015, Rev. II
C References
C.1 Auxiliary Means
D Publications
D.1 Original Research Contributions
D.2 Student Theses
E Glossary
F Index
G Milestones
Acknowledgements
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