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        <title>Latest Articles from JUCS - Journal of Universal Computer Science</title>
        <description>Latest 30 Articles from JUCS - Journal of Universal Computer Science</description>
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            <title>Latest Articles from JUCS - Journal of Universal Computer Science</title>
            <link>https://lib.jucs.org/</link>
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		    <title>A Systematic Review of Research about Game-based Learning in Virtual Worlds</title>
		    <link>https://lib.jucs.org/article/24101/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 26(8): 1017-1042</p>
					<p>DOI: 10.3897/jucs.2020.054</p>
					<p>Authors: Nikolaos Pellas, Stylianos Mystakidis</p>
					<p>Abstract: While a substantial body of literature has well-documented and demonstrated considerable potentials of virtual worlds (VWs) across a variety of learning subjects, little is known today regarding game-based learning (GBL) approaches that can be applied. This systematic literature review presents the current state of knowledge and practice about GBL approaches in VWs from Primary and Secondary (K-12) to Higher education (HE). It provides guidance for instructional designers and scholars by systematically appraising and summarizing the most relevant existing research articles published from 2006 until December 2019. Twenty-eight studies were finally included for a detailed analysis and synthesis during the selection and screening process. The results indicated that GBL in VWs gained popularity from 2014 until 2016. Many studies in K-12 and HE settings were focused on describing and evaluating the appropriateness or the effectiveness of the applied instructional design processes using various game prototypes to disseminate their findings on user experience, usability issues, students' outcomes, and/or learning performance. This study contributes by reviewing how GBL approaches in VWs can potentially benefit students' learning performance, leading to a higher level of satisfaction and dimensions of disciplinary understanding. It also proposes six concrete recommendations guiding game design and development to support learning in VWs.</p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 28 Aug 2020 00:00:00 +0000</pubDate>
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		    <title>Comparing Collaboration Fidelity between VR, MR and Video Conferencing Systems: The Effects of Visual Communication Media Fidelity on Collaboration</title>
		    <link>https://lib.jucs.org/article/24099/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 26(8): 972-995</p>
					<p>DOI: 10.3897/jucs.2020.052</p>
					<p>Authors: Sangsun Han, Kibum Kim, Seonghwan Choi, Mankyu Sung</p>
					<p>Abstract: Video/audio conferencing systems have been used extensively for remote collaboration over many years. Recently, virtual and mixed reality (VR/MR) systems have started to show great potential as communication media for remote collaboration. Prior studies revealed that the creation of common ground between discourse participants is crucial for collaboration and that grounding techniques change with the communication medium. However, it is difficult to find previous research that compares VR and MR communication system performances with video conferencing systems regarding the creation of common ground for collaborative problem solving. On the other hand, prior studies have found that display fidelity and interaction fidelity had significant effects on performance-intensive individual tasks in virtual reality. Fidelity in VR can be defined as the degree of objective accuracy with which the real-world is represented by the virtual world. However, to date, fidelity for collaborative tasks in VR/MR has not been defined or studied much. In this paper, we compare five different communication media for the establishment of common ground in collaborative problem-solving tasks: Webcam, headband camera, VR, MR, and audio-only conferencing systems. We analyzed these communication media with respect to collaborative fidelity components which we defined. For the experiments, we utilized two different types of collaborative tasks: a 2D Tangram puzzle and a 3D Soma cube puzzle. The experimental results show that the traditional Webcam performed better than the other media in the 2D task, while the headband camera performed better in the 3D task. In terms of collaboration fidelity, these results were somehow predictable, although there was a little difference between our expectations and the results.</p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 28 Aug 2020 00:00:00 +0000</pubDate>
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		    <title>Exploring Virtual Reality in the Higher Education Classroom: Using VR to Build Knowledge and Understanding</title>
		    <link>https://lib.jucs.org/article/24095/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 26(8): 904-928</p>
					<p>DOI: 10.3897/jucs.2020.049</p>
					<p>Authors: Gareth Young, Sam Stehle, Burcin Walsh, Egess Tiri</p>
					<p>Abstract: irtual reality (VR), as an informative medium, possesses the potential to engage students with immersive, interactive, and informative experiences. When presented in VR, immersive virtual environments (IVEs) can provide three-dimensional visual simulations that can be used to inform students about concepts in specific contexts that would be near impossible to achieve with more traditional teaching methodologies. It is proposed that existing learning frameworks can benefit from exploring the modalities of interaction that are presently afforded via VR from the experiential perspectives of the students. An evaluation is presented that focused on the appraisal of student experiences of immersive technologies as applied in a higher education context, specifically in the use of VR for the exploration of geomorphology theory by physical geography students. This research supports further development of the immersive learning discipline from three different perspectives. First, an empathy mapping method was applied to visualize student experiences and externalize our observed knowledge of student users for creating a shared understanding of their needs and to aid in lesson planning decision making when using VR in the classroom. Second, student experiences were captured using a technology-focused user experience questionnaire to obtain student attitudes immediately post-task. Finally, to assist teachers with the creation of a student-centered lesson plans that incorporate VR in the classroom, eight heuristic guidelines (focus, provocation, stimulation, collaboration, control, digital life, learner skills, multimodal experience) were developed. It is proposed that these findings can be used to provide support for the use of mixed reality and immersive virtual environments in learning that encompass the challenges faced by students and the interdisciplinary education community at large.</p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 28 Aug 2020 00:00:00 +0000</pubDate>
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		    <title>Target Selection in Head-Mounted Display Virtual Reality Environments</title>
		    <link>https://lib.jucs.org/article/23528/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 24(9): 1217-1243</p>
					<p>DOI: 10.3217/jucs-024-09-1217</p>
					<p>Authors: Difeng Yu, Hai-Ning Liang, Feiyu Lu, Vijayakumar Nanjappan, Konstantinos Papangelis, Wei Wang</p>
					<p>Abstract: Target selection is one of the most common and important tasks in interactive systems. Within virtual reality environments, target selection can pose extra challenges to users because targets can be located far away, clustered together, and occluded from view. Although selection techniques have been explored, it is often unclear which techniques perform better across different environmental target density levels and which have higher levels of usability especially for recently released commercial head-mounted display (HMD) virtual reality systems and input devices. In this paper, we first review previous studies on target selection in HMD VR environments. We then compare the performances of three main techniques or metaphors (RayCasting, Virtual Hand, and Hand-Extension) using recently marketed VR headsets and input devices under different density conditions and selection areas. After, we select the best two techniques (RayCasting and Virtual Hand) for the second experiment to explore their relative performance and usability by adding different feedback to these two techniques. In the third experiment, we implemented three techniques with pointing facilitators and compared them against the best techniques from the second experiment, RayCasting with visual feedback, to assess their performance, error rates, learning effects, and usability. The three studies altogether suggest the best target selection features, based on techniques, feedback, and pointing facilitators for target density conditions in HMD VR environments.</p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 28 Sep 2018 00:00:00 +0000</pubDate>
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		    <title>A Technology Acceptance Model for Augmented Reality and Wearable Technologies</title>
		    <link>https://lib.jucs.org/article/22995/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 24(2): 192-219</p>
					<p>DOI: 10.3217/jucs-024-02-0192</p>
					<p>Authors: William Guest, Fridolin Wild, Alla Vovk, Paul Lefrere, Roland Klemke, Mikhail Fominykh, Timo Kuula</p>
					<p>Abstract: Leveraging Augmented Reality and wearable technology for knowledge-intensive training is thought to offer huge potential for improving human performance. The recent introduction of the technology means that much of this potential is untapped, though efforts are needed to understand what makes it useful, entertaining, and easy-to-use. The research presented in this article investigates the implementation of a combined hardware and software application in three use-cases: aviation, medical and space. Following the validation of metrics for a questionnaire, data was collected from 142 participants, and a structural equation model, based on UTAUT2, was proposed in order to interpret the data. Following model improvement, two constructs show significant factor loading and latent variable correlation, Interoperability and Augmented Reality / Wearable Technology Fit. Model optimisation was conducted, and a variety of goodness-of-fit indices are reported. The two additional constructs are found to be covariant and impact the UTAUT2 variables performance expectancy, effort expectancy and facilitating conditions, in some cases explaining more than 85% of the variance in those constructs (p < 0.001). A root mean square error of approximation of 0.047 after a 1000-fold Monte Carlo cross-validation indicates a good fit between the model and the data. In all other fit indices, a moderate power has been observed.</p>
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		    <category>Research Article</category>
		    <pubDate>Wed, 28 Feb 2018 00:00:00 +0000</pubDate>
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		    <title>Mixed Agents Virtual Observation Lenses for Immersive Learning Environments</title>
		    <link>https://lib.jucs.org/article/22994/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 24(2): 171-191</p>
					<p>DOI: 10.3217/jucs-024-02-0171</p>
					<p>Authors: Samah Felemban, Michael Gardner, Victor Callaghan, Anasol Pena-Rios</p>
					<p>Abstract: 3-D virtual worlds and other immersive environments offer features that other learning systems cannot easily replicate. As such, they have the potential to revolutionise the way in which people learn. They are well suited to visualise 3-D objects and their relations to explain complex phenomena. In addition, they enable practical experiments to be performed that are difficult to conduct in the real world. They can also help to facilitate collaborative learning in real-time and enable students to become fully engaged in what they are doing. However, these environments require further exploration to improve their learning affordances. For instance, assessing students' performance and collecting learning evidence is still in its early stages. This paper is primarily devoted to furthering our understanding of observation and assessment. In so doing, a virtual observation model has been developed to effectively map classroom-based observations with how people can be evaluated in virtual 3-D environments. The observation model has been applied to a multi-user virtual environment (MUVE) and examples that illustrate its potential effectiveness are provided. In essence, our research aims to support and enhance the learning experience by demonstrating the advantages of 3-D virtual worlds as a means for advancing learning processes.</p>
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		    <category>Research Article</category>
		    <pubDate>Wed, 28 Feb 2018 00:00:00 +0000</pubDate>
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		    <title>Do you Want to be a Superhero? Boosting Emotional States with the Booth</title>
		    <link>https://lib.jucs.org/article/22990/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 24(2): 85-107</p>
					<p>DOI: 10.3217/jucs-024-02-0085</p>
					<p>Authors: Jan Schneider, Dirk Börner, Peter Van Rosmalen, Marcus Specht</p>
					<p>Abstract: Educational practitioners have stressed the relevance of providing learners with a set of 21th century skills that will allow them to face current life challenges. Among others this includes communication and social skills such as public speaking, argumentation, negotiation, etc. Besides the acquisition of knowledge and techniques, these skills have the special characteristic that their performance is usually conducted under emotionally charged and stressful situations. Recent advances in technology have allowed the creation of digital applications to support learners with the development of techniques for this type of skills. However, supporting learners on the preparation of a mindset that allows them to perform well under emotionally charged circumstances is an area that technology enhanced learning has practically overlooked. To examine this gap, we developed the Booth, an application designed to get learners into a powerful and resourceful emotional state. In this article we present a two-step user study. Results of the first evaluation show that the use of the Booth induced a positive emotional state on users. Results from the second step suggest that using the Booth helps learners to emotionally prepare for public speaking.</p>
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		    <category>Research Article</category>
		    <pubDate>Wed, 28 Feb 2018 00:00:00 +0000</pubDate>
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		    <title>Acceptance Scale of Tablet Computers by Secondary Education Students: Validity and Reliability Study</title>
		    <link>https://lib.jucs.org/article/23770/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 23(12): 1132-1146</p>
					<p>DOI: 10.3217/jucs-023-12-1132</p>
					<p>Authors: Murat Tezer, Fatih Soykan</p>
					<p>Abstract: The purpose of this study is to develop a reliable tool for measuring the acceptance scale of tablet computers by secondary education students by involving the factors of social influences (SIs) and interactive perception. During the development process, the participants of the research consisted of 550 students from a private secondary educational institution during 2016-17. The survey form is comprised of six factors in total. These factors are perceived ease of use, perceived usefulness, attitude towards use, SIs, perceived interaction (PI) and intention to adopt. The PI factor was deemed important after an examination of the literature and is included in the study. By applying exploratory factor analysis and confirmatory factor analysis of the gathered data, a valid and reliable measuring tool, including 29 statements and six factors that measured the acceptance scale was developed. The study can also be improved by including new factors or supported by conducting comparative studies.</p>
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		    <category>Research Article</category>
		    <pubDate>Thu, 28 Dec 2017 00:00:00 +0000</pubDate>
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		    <title>Providing Behaviour Awareness in Collaborative Project Courses</title>
		    <link>https://lib.jucs.org/article/23588/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 22(10): 1319-1338</p>
					<p>DOI: 10.3217/jucs-022-10-1319</p>
					<p>Authors: Esunly Medina, Roc Meseguer, Sergio Ochoa, Humberto Medina</p>
					<p>Abstract: Several studies show that awareness mechanisms can contribute to enhance the collaboration process among students and the learning experiences during collaborative project courses. However, it is not clear what awareness information should be provided to whom, when it should be provided, and how to obtain and represent such information in an accurate and understandable way. Regardless the research efforts done in this area, the problem remains open. By recognizing the diversity of work scenarios (contexts) where the collaboration may occur, this research proposes a behaviour awareness mechanism to support collaborative work in undergraduate project courses. Based on the authors previous experiences and the literature in the area, the proposed mechanism considers personal and social awareness components, which represent metrics in a visual way, helping students realize their performance, and lecturers intervene when needed. The trustworthiness of the mechanisms for determining the metrics was verified using empirical data, and the usability and usefulness of these metrics were evaluated with undergraduate students. Experimental results show that this awareness mechanism is useful, understandable and representative of the observed scenarios.</p>
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		    <category>Research Article</category>
		    <pubDate>Sat, 1 Oct 2016 00:00:00 +0000</pubDate>
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		    <title>A Collaborative Game to Study Presence and Situational Awareness in a Physical and an Augmented Reality Environment</title>
		    <link>https://lib.jucs.org/article/22973/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 22(2): 247-270</p>
					<p>DOI: 10.3217/jucs-022-02-0247</p>
					<p>Authors: Dragos Datcu, Stephan Lukosch, Heide Lukosch</p>
					<p>Abstract: While augmented reality research has grown into a mature field over the last years, the aspects of situational awareness and presence of augmented reality (AR) are still quite open research topics. This paper introduces a collaborative game to explore the different perception of situational awareness and presence in a physical and an AR environment. The game is employed as an approximation of collaboratively solving complex problems. The goal of the game is to jointly build a tower with either physical blocks in a physical environment or virtual blocks in an augmented reality environment. A first study with 18 users shows the feasibility of the game and questionnaire design for studying the different perception of situational awareness and presence in a physical and an AR environment. The study further identifies necessary future research with regard to the perception of presence and awareness in AR.</p>
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		    <category>Research Article</category>
		    <pubDate>Mon, 1 Feb 2016 00:00:00 +0000</pubDate>
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		    <title>Validity and Reliability of Tablet Supported Education Attitude and Usability Scale</title>
		    <link>https://lib.jucs.org/article/22894/</link>
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					<p>JUCS - Journal of Universal Computer Science 22(1): 82-93</p>
					<p>DOI: 10.3217/jucs-022-01-0082</p>
					<p>Authors: Hüseyin Uzunboylu, Vasfi Tugun</p>
					<p>Abstract: The use of mobile technologies in education has begun due to the increase in the use of mobile technologies. The attitudes of students, teachers and parents towards mobile learning and their opinions about the usability of mobile learning should be received in order to achieve mobile supported education in the schools. The aim of this study is to develop a scale about the attitudes of students in a private college towards usability of mobile supported education. This study was conducted with 150 students. Firstly, the students wrote composition about the issue, made a literature search and the statements were prepared and presented to expert opinion. The last version of the data collection tool was administered to 150 students and necessary analysis was made. Based on the obtained results, the scale was decided to have two dimensions. Besides, the results showed that the reliability and validity of the scale is high. Recommendations for future research were also provided.</p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 1 Jan 2016 00:00:00 +0000</pubDate>
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		    <title>How Could MOOCs Become Accessible? The Case of edX and the Future of Inclusive Online Learning</title>
		    <link>https://lib.jucs.org/article/22892/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 22(1): 55-81</p>
					<p>DOI: 10.3217/jucs-022-01-0055</p>
					<p>Authors: Sandra Sanchez-Gordon, Sergio Lujan-Mora</p>
					<p>Abstract: Massive Open Online Courses (MOOCs) have great potential to provide learning opportunities for people around the world. However, to reach their full potential, MOOCs need to meet the accessibility needs of diverse learners, with and without disabilities. In the literature review, we have found some published research on accessibility evaluations of MOOCs content and platforms, but we have not found published research on how to design existing and future MOOC platforms to assist authors in producing accessible content. The main purpose of this research is to contribute to the discussion about the future of inclusive online learning, by proposing a software design to incorporate features in MOOC platforms to enable, support and guide authors toward conceptualizing, designing, building and testing accessible MOOCs. We also present the results of an evaluation of the accessibility issues of Studio, the edX course-authoring software, based on ATAG 2.0.</p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 1 Jan 2016 00:00:00 +0000</pubDate>
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		    <title>Determination of Secondary School Students&#039; Attitudes towards Tablet PC Supported Education</title>
		    <link>https://lib.jucs.org/article/22889/</link>
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					<p>JUCS - Journal of Universal Computer Science 22(1): 4-15</p>
					<p>DOI: 10.3217/jucs-022-01-0004</p>
					<p>Authors: Fezile Ozdamli, Tahir Tavukcu</p>
					<p>Abstract: The aim of this study was to determine the attitudes of students towards tablet supported education and its effects on its usability. The study was designed as a one-group semi-experimental model using pre-test and post-test. The study group consisted of 319 students in 6th and 9th grade studying at a private college, where 160 of the students were females and 159 of them were males. Frequency, Paired t-test and Independent t-test were applied to analyze the data. The pre-test and post-test results indicated that there were significant positive differences in students' attitudes toward tablet supported education, students' attitudes towards usability of the tablets in education and also in their general attitudes. There was a significant difference between the mean scores of the female and male students' attitudes towards tablet-supported education. However, there was no significant difference between the students' attitudes towards the usability of the tablet and in their overall attitudes.</p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 1 Jan 2016 00:00:00 +0000</pubDate>
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		    <title>Analyzing the Multicriteria of the Interaction Design of an Educational Map Application for Digital TV from User Preferences</title>
		    <link>https://lib.jucs.org/article/23656/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 21(11): 1470-1481</p>
					<p>DOI: 10.3217/jucs-021-11-1470</p>
					<p>Authors: Daniel Chagas, Elizabeth Furtado, Camila Loiola Brito Maia, Plácido Pinheiro</p>
					<p>Abstract: The potential of digital TV demonstrates that it could be an excellent connection between map information suppliers and citizen, users of such information. The Brazilian digital television standard will be fully adopted in Brazil in 2016 and starts to be adopted in almost all Latin American Countries. It will reach many areas, being accessible to about 600000 people. Nevertheless, the Brazilian digital television standard and user population profile imposes restrictions on map access on TV or mobile screens, which leads to the challenge of this work. This article describes the analysis five criteria of three final prototypes of an educational application of maps for TV or mobile devices, based on ZAPROS III analysis. The results show the best interaction solutions suitable for DTV and mobile for maps.</p>
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		    <category>Research Article</category>
		    <pubDate>Sun, 1 Nov 2015 00:00:00 +0000</pubDate>
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		    <title>PhyMEL-WS: Physically Experiencing the Virtual World. Insights into Mixed Reality and Flow State on Board a Wheelchair Simulator</title>
		    <link>https://lib.jucs.org/article/23741/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 20(12): 1629-1648</p>
					<p>DOI: 10.3217/jucs-020-12-1629</p>
					<p>Authors: Carmen Panadero, Valentín de la Cruz Barquero, Carlos Delgado-Kloos, David Núñez</p>
					<p>Abstract: Psychology has widely probed the relationship between body, mind and emotions, these findings have been traditionally applied to physical learning but its penetration into the academic environment was still slower than expected. Virtual worlds, augmented reality and gamification applied to learning experiences, have once again highlighted the correlation between the emotional state of the student and his learning outcomes. There have been many studies around the concept of flow proposed by Csíkszentmihályi in 1988, what factors influence their extent and how to promote it. Although the proposed model is widely accepted by the scientific community there are some studies showing discrepancies between theoretical models and experimental results. The scientific community demands more studies on how to measure flow and how to analyse the factors behind these discrepancies. This paper presents a study with 20 students between 21 and 36 years using a wheelchair simulator to reach awareness about the difficulties that people with disabilities face daily. Experience confirms the discrepancies between emotions calculated from the model and expressed directly by students. Two of the main findings of this study are: (1) the influence of gender on emotions and (2) some of the factors that moderate the theoretical measures to fit empirical values are related to the four defining traits of a game proposed by McGonigal (challenging goals, clear rules, real time feedback and voluntary participation).</p>
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		    <category>Research Article</category>
		    <pubDate>Sat, 1 Nov 2014 00:00:00 +0000</pubDate>
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		    <title>A Virtual Campus for E-learning Inclusion: The Case of SVC-G9</title>
		    <link>https://lib.jucs.org/article/22954/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 20(2): 240-253</p>
					<p>DOI: 10.3217/jucs-020-02-0240</p>
					<p>Authors: Daniel Perez-Gonzalez, Pedro Soto-Acosta, Simona Popa</p>
					<p>Abstract: Academics and professionals agree that, to adapt higher education institutions to the XXI century, it is imperative to extend the use of ICT as well as the virtualization of many human-interaction activities. There is therefore a need to move from the use of ICT as support tools to e-learning instruments based on virtual environments. These environments can be used for e-inclusion. That is, systems can be used to remove communication and interaction barriers that people with disabilities may face in the real world. This paper presents a project which implies the implementation of a virtual interuniversity campus where nine Spanish higher education institutions took part. To enhance Web accessibility as the usability of the system by users with disabilities is one of the main project's objectives. In addition, the paper analyses the teen-year experience of an e-business course for engineers offered simultaneously by the nine universities through this platform. The main conclusions of this work can be valuable to higher education institutions which have implemented or intend to implement a virtual interuniversity campus.</p>
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		    <category>Research Article</category>
		    <pubDate>Sat, 1 Feb 2014 00:00:00 +0000</pubDate>
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		    <title>CUBICA: An Example of Mixed Reality</title>
		    <link>https://lib.jucs.org/article/23954/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 19(17): 2598-2616</p>
					<p>DOI: 10.3217/jucs-019-17-2598</p>
					<p>Authors: Juan Mateu, Xavier Alamán</p>
					<p>Abstract: Nowadays, one of the hot issues in the agenda is, undoubtedly, the concept of Sustainable Computing. There are several technologies in the intersection of Sustainable Computing and Ambient Intelligence. Among them we may mention "Human-Centric Interfaces for Ambient Intelligence" and "Collaborative Smart Objects" technologies. In this paper we present our efforts in developing these technologies for "Mixed Reality", a paradigm where Virtual Reality and Ambient Intelligence meet. Cubica is a mixed reality educational application that integrates virtual worlds with tangible interfaces. The application is focused on teaching computer science, in particular "sorting algorithms". The tangible interface is used to simplify the abstract concept of array, while the virtual world is used for delivering explanations. This educational application has been tested with students at different educational levels in secondary education, having obtained promising results in terms of increased motivation for learning and better understanding of abstract concepts.</p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 1 Nov 2013 00:00:00 +0000</pubDate>
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		    <title>A Dual-Modal System that Evaluates User&#039;s Emotions in Virtual Learning Environments and Responds Affectively</title>
		    <link>https://lib.jucs.org/article/23636/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 19(11): 1638-1660</p>
					<p>DOI: 10.3217/jucs-019-11-1638</p>
					<p>Authors: Michalis Feidakis, Thanasis Daradoumis, Santi Caballe, Jordi Conesa, David Gañán</p>
					<p>Abstract: Endowing learning systems with emotion awareness features (capture user's affective state and provide affective feedback), seems quite promising. This paper describes a system implementation that provides emotion awareness, both explicitly, by self-reporting of emotions through a usable web tool, and implicitly, via sentiment analysis. Prominent theories, models and techniques of emotion, emotion learning, emotion detection and affective feedback are reviewed. We also present findings from our experiment with university students, validating the explicit mechanism in real education settings. Finally, we set open issues for future experimentation, contributing to the research agenda.</p>
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		    <category>Research Article</category>
		    <pubDate>Sat, 1 Jun 2013 00:00:00 +0000</pubDate>
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		    <title>One Computer per Student City - Total UCA An All Inclusive Totality under Discussion</title>
		    <link>https://lib.jucs.org/article/23633/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 19(11): 1597-1614</p>
					<p>DOI: 10.3217/jucs-019-11-1597</p>
					<p>Authors: Lucila Maria Costi Santarosa, Débora Conforto, Fernanda Schneider</p>
					<p>Abstract: This paper discusses the National Policy of the Inclusive Education and the distribution of Laptops - PROUCA. Both operate under the logic of inclusion in the context of education, the first aiming at school inclusion and the other at digital inclusion. In order to observe how the inclusive process of people with disabilities mediated by laptops occurs, a qualitative descriptive research was performed, focusing on the TOTAL UCA reality in Tiradentes, Minas Gerais. The results of the research project showed that the distribution of laptops, labeling the offered tool under the concept of technological homogeneity and uniformity, imposes barriers to the care for diversity in a socio-digital inclusion scenario.</p>
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		    <category>Research Article</category>
		    <pubDate>Sat, 1 Jun 2013 00:00:00 +0000</pubDate>
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		    <title>Proof Assistant Based on Didactic Considerations</title>
		    <link>https://lib.jucs.org/article/23632/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 19(11): 1570-1596</p>
					<p>DOI: 10.3217/jucs-019-11-1570</p>
					<p>Authors: Jorge Pais, Alvaro Tasistro</p>
					<p>Abstract: We consider some issues concerning the role of Formal Logic in Software Engineering education, which lead us to promote the learning of formal proof through extensive, appropriately guided practice. To this end, we propose to adopt Natural Deduction as proof system and to make use of an adequate proof assistant to carry out formal proof on machine. We discuss some necessary characteristics of such proof assistant and subsequently present the design and implementation of our own version of it. This incorporates several novel features, such as the display and edition of derivations as trees, the use of meta-theorems (derived rules) as lemmas, and the possibility of maintaining a set of draft trees that can be inserted into the main derivation as needed. The assistant checks the validity of each edition operation as performed. So far, it has been implemented for propositional logic and (quite satisfactorily) put into practice in courses of Logic for Software Engineering and Information Systems programs.</p>
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		    <category>Research Article</category>
		    <pubDate>Sat, 1 Jun 2013 00:00:00 +0000</pubDate>
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		    <title>A Case Study on User Experience (UX) Evaluation of Mobile Augmented Reality Prototypes</title>
		    <link>https://lib.jucs.org/article/23408/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 19(8): 1175-1196</p>
					<p>DOI: 10.3217/jucs-019-08-1175</p>
					<p>Authors: Amandeep Dhir, Mohammed Al-Kahtani</p>
					<p>Abstract: Mobile Augmented Reality (MAR) blends the real world with digital objects especially in ubiquitous devices such as smartphones. The MAR applications provide an intelligent interface for users. In this, valuable digital information is advertised in physical spaces. However, the success of these applications is tied directly to the degree of user acceptance. This makes understanding the needs and expectations of the MAR's potential users of paramount importance for designing and building the proper application. The objective of the paper is to expose an important gap in the development of novel applications in the virtual world. Previous research has shown that it is essential to study and understand the needs and expectations of the potential users of the upcoming application or system. Studying user needs and expectations before offering the developed application ensures a minimum level of acceptance and, of course, success. This paper presents a detailed study comprising of a user-experience (UX) evaluation of different prototypes through the use of three different UX evaluation methods. This kind of evaluation allows new developments to offer systems, which do not fail. The main contributions of this study are that it: 1) solicits expectations when consumers use MAR applications, 2) assesses the UX over different prototypes using three different metrics, 3) provides methodological insights on UX evaluation experiments and, 4) is useful for anyone who wants to develop handheld applications after understanding user expectations and how his experience should progress. The results of the study show that users value concreteness, realizability, personalization, novelty, intuitiveness and the usefulness of presented information. Paying attention to these factors can help develop more acceptable MAR applications and lead to more novel future designs.</p>
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		    <category>Research Article</category>
		    <pubDate>Sun, 28 Apr 2013 00:00:00 +0000</pubDate>
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		    <title>Examining the Educational User Interface, Technology and Pedagogy for Arabic Speaking Children in Kuwait</title>
		    <link>https://lib.jucs.org/article/23325/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 19(7): 1003-1022</p>
					<p>DOI: 10.3217/jucs-019-07-1003</p>
					<p>Authors: Amandeep Dhir, Asmaa Alsumait</p>
					<p>Abstract: The emergence of educational technology has resulted in a widespread popularity of different forms of education technologies among various multidisciplinary researchers. This is evident based on the high number of empirical, theoretical, and conceptual studies that are published on educational technology-related research. However, many open research questions and challenges remain unresolved. In this study, we are going to: 1) present an educational technology research agenda underpinned by extensive research and studies; 2) highlight the missing interconnections between empirical findings of published studies and the pedagogical theories; 3) discover if educational technology research is overly dominated by studies conducted in developed countries, while developing countries, for example, Arabic speaking populations in the Middle-East in general and the Gulf states, in particular, are overlooked by researchers. Based on our in-depth review of the existing literature, we will discuss the challenges of designing educational user interface, technology, and pedagogy-related research, and finally propose guidelines and recommendations for future research to overcome some of the existing challenges.</p>
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		    <category>Research Article</category>
		    <pubDate>Mon, 1 Apr 2013 00:00:00 +0000</pubDate>
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		    <title>The Role of the iPad in the Hands of the Learner</title>
		    <link>https://lib.jucs.org/article/23179/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 19(5): 706-727</p>
					<p>DOI: 10.3217/jucs-019-05-0706</p>
					<p>Authors: Amandeep Dhir, Nahla Gahwaji, Gote Nyman</p>
					<p>Abstract: The iPad is a well-known handheld interactive multimedia tool that has been quite popular lately among teachers and students. Previous research indicates that handheld digital technology is, in general, capable of supporting learning and educational literacy; however, iPad-focused studies are still scarce. In this study, we access and review the instructional benefits of using the iPad in educational spaces, such as classrooms and laboratories, by reviewing a vast body of empirical and theoretical findings reported by multidisciplinary literature on digital technology and children, digital technology use in classrooms, and the impact of interactive technology on learning, instruction, and educational literature. We found that while some studies suggest that the iPad motivates and brings positive impact among students towards their studies, other studies suggest that the long-term impact of the iPad on learning could be even negative. Therefore, we highlight the common misconceptions and conflicts about the use of this new technology and discuss its advantages and challenges. We also sketch some of the future trends relevant to incorporating the iPad into our learning setups.</p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 1 Mar 2013 00:00:00 +0000</pubDate>
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		    <title>Parent Opinions with Regard to Elementary School Student&#039;s Use of the Internet</title>
		    <link>https://lib.jucs.org/article/23178/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 19(5): 692-705</p>
					<p>DOI: 10.3217/jucs-019-05-0692</p>
					<p>Authors: Murat Tezer</p>
					<p>Abstract: In the study, while parent opinions were asked with regards to the use of the internet, a 5-point Likert type questionnaire form was used to collect opinions, and the resulting data was analysed to find the arithmetic mean, standard deviation and t-test analysis using the SPSS 20.0 packet program. Following the study, student parents stated positive opinions with regards to internet usage. Also, in this study, necessary suggestions were made so that families could educate their children with regards to the internet and help them.</p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 1 Mar 2013 00:00:00 +0000</pubDate>
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		    <title>Tweeters on Campus: Twitter a Learning Tool in Classroom?</title>
		    <link>https://lib.jucs.org/article/23177/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 19(5): 672-691</p>
					<p>DOI: 10.3217/jucs-019-05-0672</p>
					<p>Authors: Amandeep Dhir, Khalid Buragga, Abeer Boreqqah</p>
					<p>Abstract: Twitter is a well-known Web 2.0 microblogging social networking site that is quite popular for organizing events and sharing updates. It provides just in time communication, social connectivity and immediate feedback through Web, smartphones, tablet PCs, etc. The use of Twitter has also attracted educators and researchers due to its growing popularity among students, teachers, and academic communities as a whole. This study provides a critical review of Twitter use in educational settings. By practicing a systematic research methodology in the selection and review of literature, different pedagogical and instructional benefits and drawbacks of Twitter use in education were discussed. Based on these discussions, it was discovered that Twitter has positive impact on informal learning, class dynamics, motivation, as well as the academic and psychological development of young students. However, the potential long-term impact of Twitter on academic performance of students and its long-term effect on learning is still worth investigating. </p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 1 Mar 2013 00:00:00 +0000</pubDate>
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		    <title>Evaluation of Turkish &quot;E-Okul&quot; System in Terms of Usability</title>
		    <link>https://lib.jucs.org/article/23173/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 19(5): 639-657</p>
					<p>DOI: 10.3217/jucs-019-05-0639</p>
					<p>Authors: Aslıhan Tüfekci</p>
					<p>Abstract: Recently, many institutions have started to offer online services via the internet. In this respect, it can be said that one of the most frequently accessed websites in Turkey is the "e-Okul" system offering services in the field of education. The current study aims at evaluating the "e-Okul" system used by parents, students and teachers, in terms of usability, identifying the factors affecting its usability and, later, offering some suggestions to increase its effectiveness and quality. In the study, the "e-Okul" system was evaluated by ten high school teachers and 95 students and their parents. The Usability Test was administered to the teachers. Components of this Usability Test included a Demographic Survey, a Task List, a Satisfaction Questionnaire and an Observation Form that were used as data collection tools. The parents and students completed an Attitude Questionnaire. The data obtained was analysed on the basis of effectiveness, efficiency and satisfaction criteria, which form the basis for usability. According to the results of the study, the users reported some design and navigation problems, especially regarding the pages enabling access to student information. Nevertheless, the parents and students were found to be satisfied with the "e-Okul" system.</p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 1 Mar 2013 00:00:00 +0000</pubDate>
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		    <title>A Proposal to Create Learning Environments in Virtual Worlds Integrating Advanced Educative Resources</title>
		    <link>https://lib.jucs.org/article/23958/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 18(18): 2516-2541</p>
					<p>DOI: 10.3217/jucs-018-18-2516</p>
					<p>Authors: David Griol, José Molina, Araceli De Miguel, Zoraida Callejas</p>
					<p>Abstract: Social Networking has been a global consumer phenomenon during the last few years. Online communities are changing the way people behave, share and interact within their daily lives. Most of such communities are mainly focused on sharing contents and communicating using a traditional web interface. However, social virtual worlds are computer-simulated environments that the users can "inhabit" and in which they can interact and create objects. Education is one of the most interesting applications of virtual worlds, as their flexibility can be exploited in order to create heterogeneous groups from all over the world who can collaborate synchronously in different virtual spaces. In this paper, we highlight the potential of virtual worlds as an educative tool and propose a model to create learning environments within Second Life or OpenSimulator combining the Moodle learning management system, embodied conversational metabots, and programmable 3D objects. We have implemented the proposal in a learning system for several subjects of the Computer Science degree in our university and show that it fostered engagement and collaboration and helped the students to better understand complex concepts.</p>
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		    <category>Research Article</category>
		    <pubDate>Mon, 1 Oct 2012 00:00:00 +0000</pubDate>
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		    <title>An Empirical Study on Human and Information Technology Aspects in Collaborative Enterprise Networks</title>
		    <link>https://lib.jucs.org/article/29889/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 17(2): 203-223</p>
					<p>DOI: 10.3217/jucs-017-02-0203</p>
					<p>Authors: Naoufel Cheikhrouhou, Michel Pouly, Charles Huber, Alok Choudhary</p>
					<p>Abstract: Small and Medium Enterprises (SMEs) face new challenges in the global market as customers require more complete and flexible solutions and continue to drastically reduce the number of suppliers. SMEs are trying to address these challenges through cooperation within collaborative enterprise networks (CENs). Human aspects constitute a fundamental issue in these networks as people, as opposed to organizations or Information Technology (IT) systems, cooperate. Since there is a lack of empirical studies on the role of human factors in IT-supported collaborative enterprise networks, this paper addresses the major human aspects encountered in this type of organization. These human aspects include trust issues, knowledge and know-how sharing, coordination and planning activities, and communication and mutual understanding, as well as their influence on the business processes of CENs supported by IT tools. This paper empirically proves that these aspects constitute key factors for the success or the failure of CENs. Two case studies performed on two different CENs in Switzerland are presented and the roles of human factors are identified with respect to the IT support systems. Results show that specific human factors, namely trust and communication and mutual understanding have to be well addressed in order to design and develop adequate software solutions for CENs.</p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 28 Jan 2011 00:00:00 +0000</pubDate>
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		<item>
		    <title>A Multiagent System for Hierarchical Control and Monitoring</title>
		    <link>https://lib.jucs.org/article/29494/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 15(13): 2485-2505</p>
					<p>DOI: 10.3217/jucs-015-13-2485</p>
					<p>Authors: Vu Tan, Dae-Seung Yoo, Jun-Chol Shin, Myeong-Jae Yi</p>
					<p>Abstract: This paper presents the architecture of a multiagent system based on new OPC Unified Architecture (UA) technology for hierarchical control and monitoring of a complex process control system. This architecture is proposed with utilization of the OPC technology, which contains both a continuous-event component and a discreteevent component by incorporating XML for the negotiation and cooperation with the multiagent system's environments. The practical applications of the proposed architecture are provided and the discussion demonstrates that the proposed architecture is both reliable and effective for applying to multiagent-based complex control system applications.</p>
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		    <category>Research Article</category>
		    <pubDate>Wed, 1 Jul 2009 00:00:00 +0000</pubDate>
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		<item>
		    <title>A Model of Interaction for CVEs Based on the Model of Human Communication</title>
		    <link>https://lib.jucs.org/article/29215/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 14(19): 3071-3084</p>
					<p>DOI: 10.3217/jucs-014-19-3071</p>
					<p>Authors: Diego Martínez, Arturo García, Jonatan Martínez, José Molina, Pascual Gonzalez</p>
					<p>Abstract: This paper summarizes a model of interaction for CVEs inspired by the process followed in human communication in the real world, detailing both the main elements and the communication process itself. The model proposed copies some properties of the real world communication but also allows the easy integration of Task Analysis to the design of CVEs, helping the developer in the design of the application. Furthermore, some of the benefits that the usage of this model brings to the user are also shown. Finally, some implementation details of a prototype supporting the described model are given. This prototype is used all along the paper to illustrate the explanation of some parts of the model.</p>
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		    <category>Research Article</category>
		    <pubDate>Sat, 1 Nov 2008 00:00:00 +0000</pubDate>
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