Dave Berque - Academia.edu (original) (raw)
Papers by Dave Berque
Lecture Notes in Computer Science, 2022
Purdue University Press eBooks, Jul 1, 2006
... Missing Ink Barbara Weaver Classroom Presenter: A Classroom Interaction System for Active and... more ... Missing Ink Barbara Weaver Classroom Presenter: A Classroom Interaction System for Active and Collaborative Learning Richard Anderson, Ruth ... PC Technology into the Dimensions of Learning Pedagogical Framework Craig Scott, Pamela Leigh-Mack, Jumoke Ledeji-Osias ...
Lecture Notes in Computer Science, 2020
This paper demonstrates how computer science can intersect with the humanities and the arts in a ... more This paper demonstrates how computer science can intersect with the humanities and the arts in a way that is tangible for students. Specifically, we provide four examples of interdisciplinary student projects that sit at the intersection of software design, Japanese culture, and art. Steve Jobs once said “—technology alone is not enough—it’s technology married with liberal arts, married with the humanities, that yields us the results that make our heart sing” [1]. The projects we report demonstrate how students can experience this synergy first-hand.
Despite the many advantages of computer-aided instruction, standard notebook computers are restri... more Despite the many advantages of computer-aided instruction, standard notebook computers are restricted by their keyboard and mouse inputs. Not so with tablet PCs. Using the tablet PC--basically a notebook computer with an interactive screen--teachers and students can write, draw, and sketch directly onto any computer document, in real time, and at a fraction of the cost of hard copy documents.This book is a practical guide for educators who would like to use tablet PCs to instruct, communicate, and collaborate in the classroom.You ll be introduced to tablet PCs as a: * Powerful and portable computing device * Note-taking, sketching, writing, and collaborative learning tool * Presentation tool that far surpasses any other existing platform * Personal productivity tool for both you and your students You'll also find examples and case studies taken from real teachers in real classrooms, advice for implementing tablet PCs in your organization, and lesson plans designed specifically for tablet PC instruction.Also available: Visual Arts Units for All Levels - ISBN 1564842428 National Educational Technology Standards for Teachers: Second Edition - ISBN 1564842436
SIGCSE bulletin, Jun 25, 2001
This paper describes a Theory of Computation course that was taught in an electronic classroom eq... more This paper describes a Theory of Computation course that was taught in an electronic classroom equipped with a network of penbased computers, a touch-sensitive electronic whiteboard, and locally written groupware that was designed to enhance the ability of teachers and students to share written information during class. We first describe the technology that was used to support the course, and then provide an overview of the instructor's use of this technology to engage students during class. Finally, we present the students' reaction to the approach.
Advances in intelligent systems and computing, Jun 27, 2018
Japanese products and pop culture, such as Hello Kitty, Pokemon, J-pop, and Anime, have gained gl... more Japanese products and pop culture, such as Hello Kitty, Pokemon, J-pop, and Anime, have gained global popularity, including in the United States. As a result, Japanese Kawaii (cute) design has also spread. It is not clear, however, how American perceptions of Kawaii compare to Japanese perceptions. In previous work by the third and fourth authors, Japanese college students rated 225 images with respect to Kawaii and other characteristics. This work compared perceptions between male and female Japanese college students. In the current paper, we report on a cross-cultural study of perceptions of Kawaii between Japanese students and American students. The study uses data we collected from American students who rated most of the images from the prior study that involved Japanese students.
Lecture Notes in Computer Science, 2017
This paper describes our use of the LINE social media software system to promote interaction, con... more This paper describes our use of the LINE social media software system to promote interaction, convey mood and emotion, and teach students about Kawaii culture during an international travel course that exposes undergraduate students at an American liberal arts college to Japanese culture, technology and design. The LINE user experience incorporates the important Japanese popculture principle of Kawaii (cuteness in the context of Japanese culture) and Japanese users enjoy interacting with LINE's Kawaii interface. We report on our method of integrating LINE software into an international travel course and our evaluation of how students compare LINE's Kawaii interface with the communication tools and social media tools that they are more familiar with. We also report on the extent to which the students believe that using LINE helped them understand Kawaii design. We also report on opportunities and barriers associated with cross-cultural adoption of social media platforms.
Communications in computer and information science, 2016
Exposure to varied cultures and related design principles has the potential to impact designers i... more Exposure to varied cultures and related design principles has the potential to impact designers in a positive way. However, despite the potential for cross-cultural experiences to influence designers, American undergraduate liberal arts colleges do not typically include these topics as part of the standard computer science curriculum or as part of their general education requirements. We present a case study in exposing undergraduate students at an American liberal arts college to Japanese culture, technology and design through an immersive three-week course that includes two weeks of study in Japan. Through this cross-cultural course, students learn about Japanese culture, technology and design with an emphasis on the way these three areas are interrelated.
Lecture Notes in Computer Science, 2019
The notion of kawaii (cuteness in the context of Japanese culture) is ubiquitous in Japan and ran... more The notion of kawaii (cuteness in the context of Japanese culture) is ubiquitous in Japan and ranges from Hello Kitty products to road signs to posters created by the Japanese government, to name just a few examples. Japanese products, which are used globally, are consciously tailored to accommodate widely preferred cuteness. Therefore, when designing a product, it is important to understand how specific groups of target users perceive kawaii. We report on a cross-cultural study that investigates cultural differences in the core understanding of the concepts of kawaii and cute based on a free-association study. Following a similar protocol that was previously used with Japanese college students, we asked American college students to write freely about what they associate with the word “cute” and, also, what they associate with the word “kawaii”. Some of the American college students were enrolled in a three-week immersive course entitled “Japanese Culture, Technology and Design” which included two weeks of travel in Japan. These students responded to the prompts on the first day of class and again on the last day of class. Responses to each prompt were coded and compared across cultures and genders.
EdMedia: World Conference on Educational Media and Technology, 2002
A software system was designed and implemented using an integrated set of persuasive approaches t... more A software system was designed and implemented using an integrated set of persuasive approaches to encourage healthy typing behaviors that are often recommended for combating Repetitive Strain Injury (RSI). The system encourages users to avoid excessive typing speeds, to set up and use typing shortcuts, and to take regular breaks from typing. The design and integration of a foot-operated input device that interoperates with the software system is also presented. Forty-three undergraduate students completed a laboratory procedure that used a between-groups experimental design to evaluate the effectiveness of the system at persuading users to avoid typing at speeds that exceed a defined threshold as well as at persuading users to use predefined keyboard shortcuts (for example typing cpt as a shortcut for captain). Results indicated that providing users with feedback when they exceeded a typing speed threshold decreased the number of times they exceeded that threshold. Similarly, results indicated that providing users with feedback when they missed an opportunity to use a typing shortcut decreased the total number of shortcut usage opportunities missed.
Lecture Notes in Computer Science, 2015
Google Glass is worn like a pair of eye-glasses and is controlled with a small screen, touchpad, ... more Google Glass is worn like a pair of eye-glasses and is controlled with a small screen, touchpad, and microphone. A variety of Augmented Reality and Mixed Reality Glassware applications are available for Glass. However, due to the size and position of the screen, it is hard for onlookers to discern what the user is doing while using these applications. Additionally, the user can surreptitiously take pictures and record videos of nearby people and things, resulting in privacy concerns. We hypothesized that use of Glassware in a specific domain, where onlookers were apprised of the use of the Glassware, would be better accepted than the more generic use of Glassware. This paper reports on our design, implementation and evaluation of several Glass applications to enhance communication between teachers and students in the classroom and presents results from a study that suggests that students accept the use of Glassware in this environment.
Lecture Notes in Computer Science, 2016
One of the challenges faced by Japanese language learners is becoming comfortable with three type... more One of the challenges faced by Japanese language learners is becoming comfortable with three types of writing scripts: Hiragana, Katakana and Kanji (Chinese characters). The need to learn many characters often seems overwhelming to Japanese learners; however, instructors can play a pivotal role in assisting learners by helping them cognitively organize the information expressed in the scripts. This cognitive organization can help the learner develop better ways to memorize characters at an early stage and can also help accelerate the learning process later. This paper presents a case study in that shows how a human teacher can leverage a pen-based instructional technology system to provide Japanese learners with feedback and suggestions that persuade them to change the way they draw Japanese scripts.
... She teaches courses in mechanical engineering, including graduate-level acoustics and wave ..... more ... She teaches courses in mechanical engineering, including graduate-level acoustics and wave ... His research interests include evolutionary computation theory, computational plasma physics, and ... Institute of Technology and currently serves as Technical Com-munication ...
Journal of Network and Computer Applications, Apr 1, 2000
Groupware that supports shared work surfaces generally adheres to the WYSIWIS (What You See Is Wh... more Groupware that supports shared work surfaces generally adheres to the WYSIWIS (What You See Is What I See) paradigm which means that each user has the same view of the shared work surface at all times. We present a variation of the standard WYSIWIS paradigm which we call WYSIWISOW (What You See Is What I See, One Way) which has
Lecture Notes in Computer Science, 2023
Lecture Notes in Computer Science, 2023
SIGCSE bulletin, Mar 1, 2004
This paper describes our use of pen-based electronic classrooms to enhance several computer scien... more This paper describes our use of pen-based electronic classrooms to enhance several computer science courses. After presenting our motivation for undertaking this work, and its relevance to the growing interest in using tablet PC's in the classroom, we present an overview of our use of this technology to engage students during class. Finally, we present the students' reaction to the approach as measured through attitude surveys and a focus group.
2022 10th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW)
Lecture Notes in Computer Science, 2022
Purdue University Press eBooks, Jul 1, 2006
... Missing Ink Barbara Weaver Classroom Presenter: A Classroom Interaction System for Active and... more ... Missing Ink Barbara Weaver Classroom Presenter: A Classroom Interaction System for Active and Collaborative Learning Richard Anderson, Ruth ... PC Technology into the Dimensions of Learning Pedagogical Framework Craig Scott, Pamela Leigh-Mack, Jumoke Ledeji-Osias ...
Lecture Notes in Computer Science, 2020
This paper demonstrates how computer science can intersect with the humanities and the arts in a ... more This paper demonstrates how computer science can intersect with the humanities and the arts in a way that is tangible for students. Specifically, we provide four examples of interdisciplinary student projects that sit at the intersection of software design, Japanese culture, and art. Steve Jobs once said “—technology alone is not enough—it’s technology married with liberal arts, married with the humanities, that yields us the results that make our heart sing” [1]. The projects we report demonstrate how students can experience this synergy first-hand.
Despite the many advantages of computer-aided instruction, standard notebook computers are restri... more Despite the many advantages of computer-aided instruction, standard notebook computers are restricted by their keyboard and mouse inputs. Not so with tablet PCs. Using the tablet PC--basically a notebook computer with an interactive screen--teachers and students can write, draw, and sketch directly onto any computer document, in real time, and at a fraction of the cost of hard copy documents.This book is a practical guide for educators who would like to use tablet PCs to instruct, communicate, and collaborate in the classroom.You ll be introduced to tablet PCs as a: * Powerful and portable computing device * Note-taking, sketching, writing, and collaborative learning tool * Presentation tool that far surpasses any other existing platform * Personal productivity tool for both you and your students You'll also find examples and case studies taken from real teachers in real classrooms, advice for implementing tablet PCs in your organization, and lesson plans designed specifically for tablet PC instruction.Also available: Visual Arts Units for All Levels - ISBN 1564842428 National Educational Technology Standards for Teachers: Second Edition - ISBN 1564842436
SIGCSE bulletin, Jun 25, 2001
This paper describes a Theory of Computation course that was taught in an electronic classroom eq... more This paper describes a Theory of Computation course that was taught in an electronic classroom equipped with a network of penbased computers, a touch-sensitive electronic whiteboard, and locally written groupware that was designed to enhance the ability of teachers and students to share written information during class. We first describe the technology that was used to support the course, and then provide an overview of the instructor's use of this technology to engage students during class. Finally, we present the students' reaction to the approach.
Advances in intelligent systems and computing, Jun 27, 2018
Japanese products and pop culture, such as Hello Kitty, Pokemon, J-pop, and Anime, have gained gl... more Japanese products and pop culture, such as Hello Kitty, Pokemon, J-pop, and Anime, have gained global popularity, including in the United States. As a result, Japanese Kawaii (cute) design has also spread. It is not clear, however, how American perceptions of Kawaii compare to Japanese perceptions. In previous work by the third and fourth authors, Japanese college students rated 225 images with respect to Kawaii and other characteristics. This work compared perceptions between male and female Japanese college students. In the current paper, we report on a cross-cultural study of perceptions of Kawaii between Japanese students and American students. The study uses data we collected from American students who rated most of the images from the prior study that involved Japanese students.
Lecture Notes in Computer Science, 2017
This paper describes our use of the LINE social media software system to promote interaction, con... more This paper describes our use of the LINE social media software system to promote interaction, convey mood and emotion, and teach students about Kawaii culture during an international travel course that exposes undergraduate students at an American liberal arts college to Japanese culture, technology and design. The LINE user experience incorporates the important Japanese popculture principle of Kawaii (cuteness in the context of Japanese culture) and Japanese users enjoy interacting with LINE's Kawaii interface. We report on our method of integrating LINE software into an international travel course and our evaluation of how students compare LINE's Kawaii interface with the communication tools and social media tools that they are more familiar with. We also report on the extent to which the students believe that using LINE helped them understand Kawaii design. We also report on opportunities and barriers associated with cross-cultural adoption of social media platforms.
Communications in computer and information science, 2016
Exposure to varied cultures and related design principles has the potential to impact designers i... more Exposure to varied cultures and related design principles has the potential to impact designers in a positive way. However, despite the potential for cross-cultural experiences to influence designers, American undergraduate liberal arts colleges do not typically include these topics as part of the standard computer science curriculum or as part of their general education requirements. We present a case study in exposing undergraduate students at an American liberal arts college to Japanese culture, technology and design through an immersive three-week course that includes two weeks of study in Japan. Through this cross-cultural course, students learn about Japanese culture, technology and design with an emphasis on the way these three areas are interrelated.
Lecture Notes in Computer Science, 2019
The notion of kawaii (cuteness in the context of Japanese culture) is ubiquitous in Japan and ran... more The notion of kawaii (cuteness in the context of Japanese culture) is ubiquitous in Japan and ranges from Hello Kitty products to road signs to posters created by the Japanese government, to name just a few examples. Japanese products, which are used globally, are consciously tailored to accommodate widely preferred cuteness. Therefore, when designing a product, it is important to understand how specific groups of target users perceive kawaii. We report on a cross-cultural study that investigates cultural differences in the core understanding of the concepts of kawaii and cute based on a free-association study. Following a similar protocol that was previously used with Japanese college students, we asked American college students to write freely about what they associate with the word “cute” and, also, what they associate with the word “kawaii”. Some of the American college students were enrolled in a three-week immersive course entitled “Japanese Culture, Technology and Design” which included two weeks of travel in Japan. These students responded to the prompts on the first day of class and again on the last day of class. Responses to each prompt were coded and compared across cultures and genders.
EdMedia: World Conference on Educational Media and Technology, 2002
A software system was designed and implemented using an integrated set of persuasive approaches t... more A software system was designed and implemented using an integrated set of persuasive approaches to encourage healthy typing behaviors that are often recommended for combating Repetitive Strain Injury (RSI). The system encourages users to avoid excessive typing speeds, to set up and use typing shortcuts, and to take regular breaks from typing. The design and integration of a foot-operated input device that interoperates with the software system is also presented. Forty-three undergraduate students completed a laboratory procedure that used a between-groups experimental design to evaluate the effectiveness of the system at persuading users to avoid typing at speeds that exceed a defined threshold as well as at persuading users to use predefined keyboard shortcuts (for example typing cpt as a shortcut for captain). Results indicated that providing users with feedback when they exceeded a typing speed threshold decreased the number of times they exceeded that threshold. Similarly, results indicated that providing users with feedback when they missed an opportunity to use a typing shortcut decreased the total number of shortcut usage opportunities missed.
Lecture Notes in Computer Science, 2015
Google Glass is worn like a pair of eye-glasses and is controlled with a small screen, touchpad, ... more Google Glass is worn like a pair of eye-glasses and is controlled with a small screen, touchpad, and microphone. A variety of Augmented Reality and Mixed Reality Glassware applications are available for Glass. However, due to the size and position of the screen, it is hard for onlookers to discern what the user is doing while using these applications. Additionally, the user can surreptitiously take pictures and record videos of nearby people and things, resulting in privacy concerns. We hypothesized that use of Glassware in a specific domain, where onlookers were apprised of the use of the Glassware, would be better accepted than the more generic use of Glassware. This paper reports on our design, implementation and evaluation of several Glass applications to enhance communication between teachers and students in the classroom and presents results from a study that suggests that students accept the use of Glassware in this environment.
Lecture Notes in Computer Science, 2016
One of the challenges faced by Japanese language learners is becoming comfortable with three type... more One of the challenges faced by Japanese language learners is becoming comfortable with three types of writing scripts: Hiragana, Katakana and Kanji (Chinese characters). The need to learn many characters often seems overwhelming to Japanese learners; however, instructors can play a pivotal role in assisting learners by helping them cognitively organize the information expressed in the scripts. This cognitive organization can help the learner develop better ways to memorize characters at an early stage and can also help accelerate the learning process later. This paper presents a case study in that shows how a human teacher can leverage a pen-based instructional technology system to provide Japanese learners with feedback and suggestions that persuade them to change the way they draw Japanese scripts.
... She teaches courses in mechanical engineering, including graduate-level acoustics and wave ..... more ... She teaches courses in mechanical engineering, including graduate-level acoustics and wave ... His research interests include evolutionary computation theory, computational plasma physics, and ... Institute of Technology and currently serves as Technical Com-munication ...
Journal of Network and Computer Applications, Apr 1, 2000
Groupware that supports shared work surfaces generally adheres to the WYSIWIS (What You See Is Wh... more Groupware that supports shared work surfaces generally adheres to the WYSIWIS (What You See Is What I See) paradigm which means that each user has the same view of the shared work surface at all times. We present a variation of the standard WYSIWIS paradigm which we call WYSIWISOW (What You See Is What I See, One Way) which has
Lecture Notes in Computer Science, 2023
Lecture Notes in Computer Science, 2023
SIGCSE bulletin, Mar 1, 2004
This paper describes our use of pen-based electronic classrooms to enhance several computer scien... more This paper describes our use of pen-based electronic classrooms to enhance several computer science courses. After presenting our motivation for undertaking this work, and its relevance to the growing interest in using tablet PC's in the classroom, we present an overview of our use of this technology to engage students during class. Finally, we present the students' reaction to the approach as measured through attitude surveys and a focus group.
2022 10th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW)