The document introduces Academic Presenter, new presentation software that combines slide-based and canvas-based presentation styles. It allows switching between linear and nonlinear presentation flows. The software aims to improve academic presentations by incorporating storytelling techniques like mind maps, animated infographics, and digital whiteboarding. A survey found that academics prefer Academic Presenter to other presentation tools.
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This summary provides an overview of a study that compared how students in the US and Norway used the presentation software Prezi. Students in an ICT class in Norway and a marketing class in the US were given a brief introduction to Prezi and used it to create a final presentation. They then evaluated each other's presentations using questionnaires. The instructors also evaluated presentations from both classes. Results showed that students from both countries were able to use Prezi effectively despite minimal instruction. However, some cultural differences emerged in how the students provided feedback, with Norwegians providing more detailed written comments focused on content and style.
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This document summarizes a cytoscape team meeting on May 8, 2014. It discusses the OpenVis conference, which brings together practitioners in visualization including developers, designers, and analysts. The keynote speakers were introduced, including Mike Bostock who created the D3.js library. Bostock's talk focused on how D3 works and its use of data-driven documents to create interactive visualizations in web browsers. The document notes that while cytoscape uses Java for desktop apps, web technologies like cytoscape.js should be used for sharing data. It relates D3 and the team's projects, suggesting D3 could be used to visualize the cytoscape design process from Git commits.
Multimedia Presentation on Obsolete and Emerging Technologiesvbjrvb36
This document is a multimedia presentation by Vaughn M. Bradley Jr. on obsolete and emerging technologies in education. It discusses the overhead projector, an obsolete technology that was popular in schools during the 1980s and 1990s as it allowed teachers to write and project images. However, overhead projectors are being replaced by interactive whiteboards, an emerging technology. Interactive whiteboards allow users to control a computer display on the board and use features like video clips, polling, and virtual tools to support modern, hands-on learning. The document examines these technologies through interviews and an analysis of how they are impacted by forces like evolutionary technologies and disruptive technologies.
Demonstrating Warehousing Concepts Through Interactive Animationsertekg
Download Link > https://ertekprojects.com/gurdal-ertek-publications/blog/demonstrating-warehousing-concepts-through-interactive-animations/
In this paper, we report development of interactive computer animations to demonstrate warehousing concepts, providing a virtual environment for learning. Almost every company, regardless of its industry, holds inventory of goods in its warehouse(s) to respond to customer demand promptly, to coordinate supply and demand, to realize economies of scale in manufacturing or processing, to add value to its products and to reduce response time. Design, analysis, and improvement of warehouse operations can yield significant savings for a company. Warehousing science can be considered as an important field within the industrial engineering discipline. However, there is very little educational material (including web based media), and only a handful of books available in this field. We believe that the animations that we developed will significantly contribute to the understanding of warehousing concepts, and enable tomorrow’s practitioners to grasp the fundamentals of managing warehouses.
The document summarizes a presentation given by Musstanser Tinauli on their research activities and experiments. It discusses their goals of understanding how interactive environments can be measured and how tools influence user behavior. It describes ongoing case studies of games, e-learning platforms and digital pens. It outlines their methodological approach and provides results from studies on a digital pen and paper system, including lessons learned. Recent publications and collaborations are also mentioned.
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This document analyzes and compares various presentation tools that can be used to develop training materials and promote active learning. It discusses 10 tools - Buncee, Google Slides, Haiku Deck, LessonUp, NearPod, Pear Deck, PowToon, Prezi, Sutori, and Visme. For each tool, it provides a brief description and overview of features. It then assesses and compares the tools based on language availability, licensing, ability to work simultaneously, and features for student assessment. The document concludes that these tools can offer educators a variety of options for developing educational materials and facilitating active student participation.
Demonstrating warehousing concepts through interactive animationsGurdal Ertek
This document describes the development of interactive animations to demonstrate warehousing concepts. The authors created animations using Macromedia Flash to illustrate key warehousing topics like distribution strategies, order picking schemes, pick-to-light systems, bucket brigades, carousels, order picker trucks, and mobile storage systems. The animations are intended to supplement traditional educational materials and improve understanding of warehouse operations and management. Evaluation of the animations' effectiveness at enhancing learning is proposed for future work.
A Tale Of Two Cultures Cross Cultural Comparison In Learning The Prezi Prese...Karla Adamson
This summary provides an overview of a study that compared how students in the US and Norway used the presentation software Prezi. Students in an ICT class in Norway and a marketing class in the US were given a brief introduction to Prezi and used it to create a final presentation. They then evaluated each other's presentations using questionnaires. The instructors also evaluated presentations from both classes. Results showed that students from both countries were able to use Prezi effectively despite minimal instruction. However, some cultural differences emerged in how the students provided feedback, with Norwegians providing more detailed written comments focused on content and style.
OpenVis Conference Report Part 1 (and Introduction to D3.js)Keiichiro Ono
This document summarizes a cytoscape team meeting on May 8, 2014. It discusses the OpenVis conference, which brings together practitioners in visualization including developers, designers, and analysts. The keynote speakers were introduced, including Mike Bostock who created the D3.js library. Bostock's talk focused on how D3 works and its use of data-driven documents to create interactive visualizations in web browsers. The document notes that while cytoscape uses Java for desktop apps, web technologies like cytoscape.js should be used for sharing data. It relates D3 and the team's projects, suggesting D3 could be used to visualize the cytoscape design process from Git commits.
Multimedia Presentation on Obsolete and Emerging Technologiesvbjrvb36
This document is a multimedia presentation by Vaughn M. Bradley Jr. on obsolete and emerging technologies in education. It discusses the overhead projector, an obsolete technology that was popular in schools during the 1980s and 1990s as it allowed teachers to write and project images. However, overhead projectors are being replaced by interactive whiteboards, an emerging technology. Interactive whiteboards allow users to control a computer display on the board and use features like video clips, polling, and virtual tools to support modern, hands-on learning. The document examines these technologies through interviews and an analysis of how they are impacted by forces like evolutionary technologies and disruptive technologies.
Demonstrating Warehousing Concepts Through Interactive Animationsertekg
Download Link > https://ertekprojects.com/gurdal-ertek-publications/blog/demonstrating-warehousing-concepts-through-interactive-animations/
In this paper, we report development of interactive computer animations to demonstrate warehousing concepts, providing a virtual environment for learning. Almost every company, regardless of its industry, holds inventory of goods in its warehouse(s) to respond to customer demand promptly, to coordinate supply and demand, to realize economies of scale in manufacturing or processing, to add value to its products and to reduce response time. Design, analysis, and improvement of warehouse operations can yield significant savings for a company. Warehousing science can be considered as an important field within the industrial engineering discipline. However, there is very little educational material (including web based media), and only a handful of books available in this field. We believe that the animations that we developed will significantly contribute to the understanding of warehousing concepts, and enable tomorrow’s practitioners to grasp the fundamentals of managing warehouses.
The document summarizes a presentation given by Musstanser Tinauli on their research activities and experiments. It discusses their goals of understanding how interactive environments can be measured and how tools influence user behavior. It describes ongoing case studies of games, e-learning platforms and digital pens. It outlines their methodological approach and provides results from studies on a digital pen and paper system, including lessons learned. Recent publications and collaborations are also mentioned.
Analysis Of Presentation Tools For Developing Training MaterialsLisa Cain
This document analyzes and compares various presentation tools that can be used to develop training materials and promote active learning. It discusses 10 tools - Buncee, Google Slides, Haiku Deck, LessonUp, NearPod, Pear Deck, PowToon, Prezi, Sutori, and Visme. For each tool, it provides a brief description and overview of features. It then assesses and compares the tools based on language availability, licensing, ability to work simultaneously, and features for student assessment. The document concludes that these tools can offer educators a variety of options for developing educational materials and facilitating active student participation.
Demonstrating warehousing concepts through interactive animationsGurdal Ertek
This document describes the development of interactive animations to demonstrate warehousing concepts. The authors created animations using Macromedia Flash to illustrate key warehousing topics like distribution strategies, order picking schemes, pick-to-light systems, bucket brigades, carousels, order picker trucks, and mobile storage systems. The animations are intended to supplement traditional educational materials and improve understanding of warehouse operations and management. Evaluation of the animations' effectiveness at enhancing learning is proposed for future work.
The document outlines plans to create an interactive 3D model of the Karnak archaeological site in Egypt to reinvent how research is presented. It will include narratives by Professor Sullivan exploring the site's landmarks. Users can freely explore the immersive environment and learn through pop-ups and multimedia resources. Information will be easily accessible to users of varying technical skills. Independent exploration will be encouraged without promoting one navigation method over others. Clear graphics and annotations will guide users and help share information citations and narratives.
This document provides an overview of interaction design beyond human-computer interaction. It discusses novel forms of interactive products that are embedded with computational power, such as refrigerators that provide recipes based on stored food. It also discusses augmented reality technologies that combine virtual and physical worlds. Examples of direct manipulation virtual environments and interactive virtual worlds are provided. The document discusses how representations can be dynalinked so that changes in one are reflected in another. It provides examples of aesthetically pleasing interactive products and virtual characters. Overall, the document gives a broad introduction to emerging areas of interaction design beyond traditional human-computer interaction, using examples of novel interactive products and technologies.
10.MIL 9. Current and Future Trends in Media and Information.pptxEdelmarBenosa3
This document outlines the learning competencies and topics for a course on media and information literacy. It discusses key concepts like ubiquitous learning, massive open online courses, wearable technology, and 3D environments. It provides definitions and examples for each topic. The document outlines a performance task where students will work in groups to prototype a solution to a media/information problem by going through the design thinking process.
Presentation software like Microsoft PowerPoint and Prezi can be effective formative and summative assessment tools in education. Formative assessments using interactive presentation features like games and exit tickets can provide real-time data to monitor student understanding and drive instruction. Summative student-created presentations allow evaluation of content and technology standards through rubrics and provide information to identify areas for reteaching. When used with guidelines, presentation software can engage students and produce assessment data to differentiate instruction.
Unit – II: NEW HORIZONS IN ICT
Recent trends in the area of ICT - Interactive Video-Interactive White Board- videoconferencing –M-learning, Social Media- Community Radio: Gyan Darshan, Gyanvani, Sakshat Portal, e-Gyankosh, Blog, MOOC, Whatsapp, Facebook, Twitter etc.-Recent experiments in the third world countries and pointers for India with reference to Education.
This document provides an agenda and information for a workshop on using technology to enhance English language instruction. The agenda includes bell work, videos, discussions on various technology tools, and an exit activity. Web 2.0 tools that could promote language development in English language learners are discussed, including Google Docs, SurveyMonkey, Animoto, and tools for collaboration. The objectives are for participants to learn how to incorporate technology into lesson plans to support English language development.
Accessibility analysis in MOOC platforms. A case study: UNED COMA and UAb iMOOCFrancisco Iniesto
This document summarizes Francisco Iniesto's presentation on evaluating the accessibility of MOOC platforms through a case study of the UNED COMA and UAb iMOOC platforms. It provides context on MOOCs, OERs, ICT and disabilities, and accessibility standards. The presentation describes the research objectives to evaluate accessibility using 5 approaches: automatic tools, disability simulators, testing tools, usability criteria, and content evaluation. It then provides results of evaluating the two MOOC platforms using an automatic accessibility tool, showing positive and negative findings for each platform. The overall results show room for improvement in meeting accessibility guidelines.
Visualization tools allow learners to visualize ideas in ways that help interpret and communicate concepts. There are two main uses - interpretive tools help extract meaning from information, while expressive tools help convey meaning. Examples of interpretive tools include programs that enable visualizing science concepts like molecular structures. Expressive tools include drawing programs. Visualizing mathematics with technologies also helps comprehension through manipulatives and graphing calculators. Digital cameras, videos, and phones further aid visualization.
The document provides an overview of technologies and best practices for developing interactive classrooms on college campuses. It discusses four key interactive classroom technologies: interactive displays, interactive tablets/computers, lecture capture systems, and wireless presentation systems. It outlines the benefits of interactive classrooms, such as enabling more active and peer-to-peer learning. Challenges of interactive classrooms and factors to consider when selecting hardware and software are also addressed. The document includes case studies of institutions that have implemented interactive classroom technologies and collaboration spaces.
DIGITAL STORYTELLING: Kizoa, Animoto, and Photo StoryJace Hargis
This document discusses three digital storytelling tools - Kizoa, Photo Story 3, and Animoto. Kizoa is a free, Flash-based tool that allows users to create slideshows online with images, text, transitions, and limited music/effects. Photo Story 3 is a free Microsoft program that can be downloaded, allows custom transitions and adding voice narration to each slide. Animoto creates more professionally designed videos online but has limitations on length and voiceovers for the free version. The document encourages using these tools to increase interactivity and engagement for students in digital courses.
The document presents a systematic literature review of the use of virtual reality (VR) technologies in computer science education. It identifies factors such as learning objectives, technologies used, interaction characteristics, advantages and challenges of using VR. The review found that VR can enhance spatial knowledge, support experiential learning, and increase motivation. However, challenges remain around usability, costs and ensuring learning benefits are research-backed rather than based on intuition.
This document discusses using SlideShare as a tool for sharing presentations online with students. SlideShare allows presentations to be uploaded in flash format and viewed online, with the ability to add comments. The tool could be used for oral practice with students, allowing them to see correct spelling and pronunciation of words. It also helps students learn graphically from wording and explanations of topics, and student interaction is facilitated by new technologies.
CHAINED DISPLAYS: CONFIGURATION OF MULTIPLE CO-LOCATED PUBLIC DISPLAYSIJCNCJournal
Networks of pervasive display systems involving public and semi-public displays have
allowed experiences to be created that span across multiple displays to achieve a stronger
effect on the viewers. However, little research has been done so far on the configuration
of content for multiple displays, especially when encountered in sequence in what is
commonly referred to as chained displays. As a first step towards determining appropriate
configuration strategies for chained displays, we have identified and investigated different
approaches for configuring content. We report on a user study on the effect of the different
configuration models in terms of usability and user engagement.
This document discusses using augmented reality and mash-ups in higher education. It defines augmented reality as enhancing the real world with computer-generated input like graphics, photos, and sound. Mash-ups combine data from multiple sources into new applications. The document suggests using mash-ups in augmented reality can facilitate online and collaborative learning. For example, a geology mash-up could blend maps, course materials, and data sets to create an immersive learning experience. Overall, the document argues augmented reality and mash-up technologies have potential to make online learning more engaging and help students build knowledge.
This document discusses using presentation sharing tools like SlideShare for online learning. It notes that SlideShare allows uploading PowerPoint presentations that are converted to flash format and can be viewed online by others. Presentations on SlideShare can include comments. The document suggests this tool could be used for oral practice with students, allowing them to see correct spellings and pronunciations of words. It also notes this tool is important for students to learn graphically through wording and explanations, and that interaction with new technologies like this facilitates additional student learning.
A vast majority of students in computing and related disciplines expect to interact with their systems and computing devices using a graphical user interface. Any other means of interacting with a device is deemed unseemly and is quickly met with frustration and rejection. This can partly be attributed to the fact that most operating systems and the tools that run on these platforms offer a rich “point-and-click” interface in an effort to make their systems user friendly. However, in contrast, when it comes to the study of system and cyber security, a mastery over the console and the command-line interface is imperative. In our experience in teaching most courses on system and cyber security, students seem to have the greatest difficulty in using the console/command-prompt/shell. This issue is further exacerbated since many security and related open source forensics tools are designed to run in a Unix-based environment, typically a shell, and even fewer students are familiar with the UNIX environment and find the entire experience all the more daunting. Even the simple command-prompt, ubiquitous on all Microsoft Windows operating systems, is met with significant disdain by today's students, both at the graduate and undergraduate levels. There are several solutions that have been proposed and designed to alleviate this exact issue in the field of computer programming. Video tool, Dragon Drop Pictorial Programming, Alice and Jpie are various stand-alone tools introduced to ease the inherent challenges in learning a new programming language and environment. To alleviate this situation, in this paper, we propose the first tool of its kind, to the best of our knowledge, which aims to tutor a console application using a graphical interface and adapts to the students' progress. The ultimate aim is to eliminate students' dependence on graphical interfaces and convert her to a power user of a system. Our tool, called Interactive Bash Shell Adaptive Tutoring System (iBaTs), enables students to familiarize themselves with the UNIX environment and the Bash Shell on a Windows operating system. In this work, we discuss the architecture of our tutoring program and demonstrate that our system sports several innovative pedagogical features that makes it a unique, fun, encouraging and adaptive learning environment. To the best of our knowledge, this is the first such effort that aims to address this issue.
THE USE OF CLOUD E-LEARNING PLATFORM TO ENHANCE EFFICIENCY OF HOSPITAL IN JOB...ijcsit
Hospital in order to host multimedia content, licenses and staff in-service education in learning, learning platform to promote construction of the clouds. In this study, quantitative research to explore the building through the clouds to enhance the learning platform with the hospital staff in the benefits of the correlation.
First, literature review to identify the factors that measure the effectiveness of e-learning. Second, using a questionnaire designed to identify factors that enhance the effectiveness of online learning platform and build the relationship between the cloud-learning platforms to identify design strategies. The again, using these factors to design cloud e-learning platform for hospital. Finally, the assessment review of the applicability of the cloud-learning platform.
Hospital in order to host multimedia content, licenses and staff in-service education in learning, learning platform to promote construction of the clouds. In this study, quantitative research to explore the building through the clouds to enhance the learning platform with the hospital staff in the benefits of the correlation. First, literature review to identify the factors that measure the effectiveness of e-learning. Second, using a questionnaire designed to identify factors that enhance the effectiveness of online learning platform and build the relationship between the cloud-learning platforms to identify design strategies. The again, using these factors to design cloud e-learning platform for hospital. Finally, the assessment review of the applicability of the cloud-learning platform.
10 Best Printable Primary Writing Paper TemplateChristina Bauer
The document provides instructions for requesting writing assistance from HelpWriting.net. It outlines a 5-step process: 1) Create an account with a password and email. 2) Complete a 10-minute order form providing instructions, sources, and deadline. 3) Review bids from writers and select one based on qualifications. 4) Review the completed paper and authorize payment or request revisions. 5) Request revisions to ensure satisfaction, and HelpWriting.net guarantees original, high-quality work or a full refund.
Essay Writing Format For Kids. Browse Printable EssChristina Bauer
The document discusses both the positive and negative aspects of the 1969 moon landing. Positively, it achieved an important goal of the Space Race with the Soviet Union during the Cold War. However, it also describes the human toll of the space program, including the deaths of astronauts in training accidents. It then provides details of President John F. Kennedy's visit to Fort Worth, Texas on November 21st, 1963, the day before his assassination in Dallas.
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The document outlines plans to create an interactive 3D model of the Karnak archaeological site in Egypt to reinvent how research is presented. It will include narratives by Professor Sullivan exploring the site's landmarks. Users can freely explore the immersive environment and learn through pop-ups and multimedia resources. Information will be easily accessible to users of varying technical skills. Independent exploration will be encouraged without promoting one navigation method over others. Clear graphics and annotations will guide users and help share information citations and narratives.
This document provides an overview of interaction design beyond human-computer interaction. It discusses novel forms of interactive products that are embedded with computational power, such as refrigerators that provide recipes based on stored food. It also discusses augmented reality technologies that combine virtual and physical worlds. Examples of direct manipulation virtual environments and interactive virtual worlds are provided. The document discusses how representations can be dynalinked so that changes in one are reflected in another. It provides examples of aesthetically pleasing interactive products and virtual characters. Overall, the document gives a broad introduction to emerging areas of interaction design beyond traditional human-computer interaction, using examples of novel interactive products and technologies.
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This document outlines the learning competencies and topics for a course on media and information literacy. It discusses key concepts like ubiquitous learning, massive open online courses, wearable technology, and 3D environments. It provides definitions and examples for each topic. The document outlines a performance task where students will work in groups to prototype a solution to a media/information problem by going through the design thinking process.
Presentation software like Microsoft PowerPoint and Prezi can be effective formative and summative assessment tools in education. Formative assessments using interactive presentation features like games and exit tickets can provide real-time data to monitor student understanding and drive instruction. Summative student-created presentations allow evaluation of content and technology standards through rubrics and provide information to identify areas for reteaching. When used with guidelines, presentation software can engage students and produce assessment data to differentiate instruction.
Unit – II: NEW HORIZONS IN ICT
Recent trends in the area of ICT - Interactive Video-Interactive White Board- videoconferencing –M-learning, Social Media- Community Radio: Gyan Darshan, Gyanvani, Sakshat Portal, e-Gyankosh, Blog, MOOC, Whatsapp, Facebook, Twitter etc.-Recent experiments in the third world countries and pointers for India with reference to Education.
This document provides an agenda and information for a workshop on using technology to enhance English language instruction. The agenda includes bell work, videos, discussions on various technology tools, and an exit activity. Web 2.0 tools that could promote language development in English language learners are discussed, including Google Docs, SurveyMonkey, Animoto, and tools for collaboration. The objectives are for participants to learn how to incorporate technology into lesson plans to support English language development.
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This document summarizes Francisco Iniesto's presentation on evaluating the accessibility of MOOC platforms through a case study of the UNED COMA and UAb iMOOC platforms. It provides context on MOOCs, OERs, ICT and disabilities, and accessibility standards. The presentation describes the research objectives to evaluate accessibility using 5 approaches: automatic tools, disability simulators, testing tools, usability criteria, and content evaluation. It then provides results of evaluating the two MOOC platforms using an automatic accessibility tool, showing positive and negative findings for each platform. The overall results show room for improvement in meeting accessibility guidelines.
Visualization tools allow learners to visualize ideas in ways that help interpret and communicate concepts. There are two main uses - interpretive tools help extract meaning from information, while expressive tools help convey meaning. Examples of interpretive tools include programs that enable visualizing science concepts like molecular structures. Expressive tools include drawing programs. Visualizing mathematics with technologies also helps comprehension through manipulatives and graphing calculators. Digital cameras, videos, and phones further aid visualization.
The document provides an overview of technologies and best practices for developing interactive classrooms on college campuses. It discusses four key interactive classroom technologies: interactive displays, interactive tablets/computers, lecture capture systems, and wireless presentation systems. It outlines the benefits of interactive classrooms, such as enabling more active and peer-to-peer learning. Challenges of interactive classrooms and factors to consider when selecting hardware and software are also addressed. The document includes case studies of institutions that have implemented interactive classroom technologies and collaboration spaces.
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The document presents a systematic literature review of the use of virtual reality (VR) technologies in computer science education. It identifies factors such as learning objectives, technologies used, interaction characteristics, advantages and challenges of using VR. The review found that VR can enhance spatial knowledge, support experiential learning, and increase motivation. However, challenges remain around usability, costs and ensuring learning benefits are research-backed rather than based on intuition.
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CHAINED DISPLAYS: CONFIGURATION OF MULTIPLE CO-LOCATED PUBLIC DISPLAYSIJCNCJournal
Networks of pervasive display systems involving public and semi-public displays have
allowed experiences to be created that span across multiple displays to achieve a stronger
effect on the viewers. However, little research has been done so far on the configuration
of content for multiple displays, especially when encountered in sequence in what is
commonly referred to as chained displays. As a first step towards determining appropriate
configuration strategies for chained displays, we have identified and investigated different
approaches for configuring content. We report on a user study on the effect of the different
configuration models in terms of usability and user engagement.
This document discusses using augmented reality and mash-ups in higher education. It defines augmented reality as enhancing the real world with computer-generated input like graphics, photos, and sound. Mash-ups combine data from multiple sources into new applications. The document suggests using mash-ups in augmented reality can facilitate online and collaborative learning. For example, a geology mash-up could blend maps, course materials, and data sets to create an immersive learning experience. Overall, the document argues augmented reality and mash-up technologies have potential to make online learning more engaging and help students build knowledge.
This document discusses using presentation sharing tools like SlideShare for online learning. It notes that SlideShare allows uploading PowerPoint presentations that are converted to flash format and can be viewed online by others. Presentations on SlideShare can include comments. The document suggests this tool could be used for oral practice with students, allowing them to see correct spellings and pronunciations of words. It also notes this tool is important for students to learn graphically through wording and explanations, and that interaction with new technologies like this facilitates additional student learning.
A vast majority of students in computing and related disciplines expect to interact with their systems and computing devices using a graphical user interface. Any other means of interacting with a device is deemed unseemly and is quickly met with frustration and rejection. This can partly be attributed to the fact that most operating systems and the tools that run on these platforms offer a rich “point-and-click” interface in an effort to make their systems user friendly. However, in contrast, when it comes to the study of system and cyber security, a mastery over the console and the command-line interface is imperative. In our experience in teaching most courses on system and cyber security, students seem to have the greatest difficulty in using the console/command-prompt/shell. This issue is further exacerbated since many security and related open source forensics tools are designed to run in a Unix-based environment, typically a shell, and even fewer students are familiar with the UNIX environment and find the entire experience all the more daunting. Even the simple command-prompt, ubiquitous on all Microsoft Windows operating systems, is met with significant disdain by today's students, both at the graduate and undergraduate levels. There are several solutions that have been proposed and designed to alleviate this exact issue in the field of computer programming. Video tool, Dragon Drop Pictorial Programming, Alice and Jpie are various stand-alone tools introduced to ease the inherent challenges in learning a new programming language and environment. To alleviate this situation, in this paper, we propose the first tool of its kind, to the best of our knowledge, which aims to tutor a console application using a graphical interface and adapts to the students' progress. The ultimate aim is to eliminate students' dependence on graphical interfaces and convert her to a power user of a system. Our tool, called Interactive Bash Shell Adaptive Tutoring System (iBaTs), enables students to familiarize themselves with the UNIX environment and the Bash Shell on a Windows operating system. In this work, we discuss the architecture of our tutoring program and demonstrate that our system sports several innovative pedagogical features that makes it a unique, fun, encouraging and adaptive learning environment. To the best of our knowledge, this is the first such effort that aims to address this issue.
THE USE OF CLOUD E-LEARNING PLATFORM TO ENHANCE EFFICIENCY OF HOSPITAL IN JOB...ijcsit
Hospital in order to host multimedia content, licenses and staff in-service education in learning, learning platform to promote construction of the clouds. In this study, quantitative research to explore the building through the clouds to enhance the learning platform with the hospital staff in the benefits of the correlation.
First, literature review to identify the factors that measure the effectiveness of e-learning. Second, using a questionnaire designed to identify factors that enhance the effectiveness of online learning platform and build the relationship between the cloud-learning platforms to identify design strategies. The again, using these factors to design cloud e-learning platform for hospital. Finally, the assessment review of the applicability of the cloud-learning platform.
Hospital in order to host multimedia content, licenses and staff in-service education in learning, learning platform to promote construction of the clouds. In this study, quantitative research to explore the building through the clouds to enhance the learning platform with the hospital staff in the benefits of the correlation. First, literature review to identify the factors that measure the effectiveness of e-learning. Second, using a questionnaire designed to identify factors that enhance the effectiveness of online learning platform and build the relationship between the cloud-learning platforms to identify design strategies. The again, using these factors to design cloud e-learning platform for hospital. Finally, the assessment review of the applicability of the cloud-learning platform.
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Academic Presenter A New Storytelling Presentation Software For Academic Purposes
1. Academic Presenter:
a New Storytelling Presentation Software for Academic Purposes
Bihter Avşar · Danial Esmaeili Aliabadi · Edris Esmaeili Aliabadi · Reza
Yousefnezhad
Accepted: July 23, 2016
Abstract From the dawn of civilization, people have used
folktales and stories to share information and knowledge.
After the invention of printing in the 15th century, technol-
ogy provided helpful yet complicated utilities to exchange
ideas. In the present computerized world, the art of story-
telling is becoming more influential through the unprece-
dented multimedia capabilities of computers. In this arti-
cle, we introduce a state-of-the-art presentation software by
which academicians can present nonlinear topics efficiently
and sharpen their storytelling skills. We show how the pro-
posed software can improve the scientific presentation style.
We conducted a survey to measure the attractiveness of pro-
posed utility among other alternatives. Results show that
academicians prefer the proposed platform to others.
Keywords Storytelling · Mind-mapping · Whiteboard
animation · Academic presentation · Presentation software.
Bihter Avşar
Sabanci University, Faculty of Engineering and Natural Science, Istan-
bul, Turkey.
E-mail: Bihteravsar@sabanciuniv.edu
Danial Esmaeili Aliabadi
Sabanci University, Faculty of Engineering and Natural Science, Istan-
bul, Turkey.
E-mail: Danialesm@sabanciuniv.edu
Edris Esmaeili Aliabadi
Islamic Azad University, Faculty of Electrical, Computer and IT Engi-
neering, Qazvin, Iran.
E-mail: edriss.e2006@gmail.com
Reza Yousefnezhad
Amirkabir University of Technology, Faculty of Marine Technology,
Tehran, Iran.
E-mail: yousefnezhad@aut.ac.ir
1 Introduction
A well-told story can be memorized and recalled quickly.
People tend to learn better when the data is transformed into
story, and this is the reason societies pass on their values by
means of stories to the next generations. As is expressed by
Gershon and Page (2001), a story is worth a thousand pic-
tures since an image can talk about a single moment but a
story can express the sequence of events. Therefore, devel-
oping storytelling skills has a great value. Baccarani et al.
(2015) claims that storytelling skills can persuade listeners
to feel more involved.
Advantages of storytelling induce researchers to exploit
storytelling techniques for presentation and educational pur-
poses. For instance, Pletinckx et al. (2003) examine the per-
formance of an interactive storytelling system for a pub-
lic archaeology heritage presentation in Belgium. Gatto and
Pittarello (2014) create a novel software architecture that
couples 3D representation and storytelling for creating en-
gaging linear narrations that can be shared on the web.
The process of information visualization can help us to
provide meaningful information for viewer. However, visu-
alization problems can become challenging due to the com-
plexities such as extensive data volumes (Bai et al., 2009).
Bai et al. (2015) address the necessity of solving high com-
plexities with visualization problem to relieve the intrinsic
limitations of human cognitive capacity and information pro-
cessing ability. They suggest applying storytelling in the field
of information visualization can lead to better information
presentation.
Presenting scientific papers requires different qualifica-
tions than presenting general topics (Davis et al., 2012). In
this study, we introduce new presentation software by which
academicians can augment storytelling skills and present non-
linear topics efficiently. Afterward, our proposed software
will be called Academic Presenter.
2. 2 Bihter Avşar et al.
The remainder of the manuscript is organized as follows.
Section 2 reviews the history of available software products
and introduces the proposed software. Section 3 addresses
issues related to a scientific presentation that have not pre-
viously been completely solved. Section 3 also suggests our
solution for each problem. Section 4 studies the attractive-
ness of the proposed software among common presentation
utilities. Finally, Section 5 concludes.
2 Related Work
In this section, we begin with the history of current presenta-
tion utilities and discuss the associated advantages and dis-
advantages of each style. Following this, we introduce the
proposed software solution that creates a new paradigm in
modeling visual contents by combining previous methods.
2.1 Conventional Presentation Utilities
From the early stages, multimedia capabilities of computers
exhibited a suitability for demanding tasks such as presenta-
tion (Keckler et al., 2011). Initially, Presenter was released
by Forethought (Gaskins, 1984) and in 1987 it was renamed
PowerPoint. Microsoft embedded PowerPoint in the Office
suite in 1990. PowerPoint has been designed to create lin-
ear presentations through slides. Because of high accessibil-
ity, it gained acceptance in academia (Pippert and Moore,
1999). Del and Theresa (2001) show the positive effect of
creating presentations with PowerPoint on students’ grades.
However, Susskind (2005) claims that PowerPoint won’t af-
fect academic performance but enhance students’ attitudes
and self-efficacy about the course.
Gradually, high accessibility and linearity create issues,
especially in universities (Tufte, 2003). Speakers create slides
merely to present rather than focusing on their messages.
Using slide-based presentation software together with stu-
dents’ lack of experience deteriorates students’ organization
skills. Also, the linearity of slide-based software products
forces the presenter to simplify sophisticated subjects to a
set of bullet items which is misleading for decision-making
(Tufte, 2006). Moreover, a linear presentation is not suitable
to illustrate the complexity of an issue; nonetheless, Spicer
et al. (2012) tried to find a solution for this issue by using a
directed graph structure approach.
Another movement in computer graphics started concur-
rently with slideware. In November 1996, Macromedia re-
leased the first version of Flash. Flash is a canvas-based pre-
sentation tool that supports vector-based animation. Canvas
is like an infinite and borderless workspace in which build-
ing blocks form a presentation. Unlike slide-based technol-
ogy, canvas-based technology offers enough flexibility to
create nonlinear presentations1. Yet, it was difficult to cre-
ate a presentation with Flash since it required programming
skill. Nowadays, new companies such as Prezi (Perron and
Stearns, 2011) are trying to simplify canvas-technology for
building presentations; however, this simplification may con-
fine flexibility. Prezi demonstrates positive results in class-
rooms (e.g., Brock and Brodahl, 2013; Anderson et al., 2013;
Špernjak, 2014).
Table 1 categorizes available presentation software with
respect to employed technologies and price. The first and
second columns indicate whether the product is canvas-based
or slide-based, respectively. The third and fourth columns
determine the availability of the corresponding product as a
web application (online) or conventional software (offline).
Finally, the last column shows which one is free.
Table 1 Comparison among available products
Name Canvas Slide Online Offline Free
Adobe Flash 2 X X X
MS PowerPoint X X X
Prezi 3 X X X
Keynote 4 X X
Google Slides 5 X X X
PowToon 6 X X
Academic Presenter 7 X X ∗ X X
SlideDog 8 X X X
SlideShare 9 X X X
∗ Academic Presenter supports online presentations of the designed
projects on the offline program.
As one can see, only two presentation tools offer both
canvas-based and slide-based technologies simultaneously.
Additionally, the table imply that canvas-technology is less
popular than the others, although among all presentation util-
ities, Adobe Flash and Prezi are known as revolutionary prod-
ucts. In this table, we added Academic Presenter as well.
2.2 Proposed Software Solution
Academic Presenter combines the potency of slide-based
presentation software products with canvas-based 3. Users
1 A nonlinear presentation is a presentation style in which user de-
fines paths for illustrating the relationship among concepts by zoom-
ing, panning, and rotating screen animations (Good and Bederson,
2002; Bean, 2012)
9 http://www.slideshare.net
8 http://slidedog.com
7 http://www.apresenter.com
6 http://www.powtoon.com
5 https://www.google.com/slides/about
4 https://www.apple.com/mac/keynote
3 http://www.prezi.com
2 https://get.adobe.com/flashplayer
3 We refer the interested readers to watch
https://youtu.be/rMG8-wzCaD8 for more details.
3. Academic Presenter 3
can switch between two common presentation trends based
on the level of details; for introducing general topics, they
can employ a nonlinear flow and switch to a conventional
linear presentation for exhibiting details. Figure 1 depicts a
sample in which we used both nonlinear and linear flows.
From (a) to (b) and then from (b) to (c), a user can zoom,
pan, and rotate by using mouse or touch-screen. However at
(d), a linear flow can carry the talk to the next topic where
the user may switch to a nonlinear flow again. Thanks to the
vector-based canvas of Academic Presenter, zooming into a
particular region will not affect contents’ quality. By taking
the advantage of proposed framework, the users can com-
bine even mind-map diagrams and conventional slides.
Chou et al. (2015) investigate the effectiveness of vari-
ous digital presentation tools (more specifically PowerPoint
and Prezi) on students learning performance. Their results
show that Prezi is a more efficient instructional medium for
knowledge acquisition compared with traditional instruction;
however, PowerPoint demonstrated instructional effective-
ness on only the long-term learning retention of the students
compared with traditional instruction. Hence; combining the
power of slideware (such as PowerPoint) and a canvas-based
product (such as Prezi) can enhance the effectiveness of cur-
rent digital presentation tools in universities. Although Table
1 indicates that SlideDog is also offering both presentation
technologies, the user has to create PowerPoint and Prezi
projects separately in the mentioned tools.
Our proposed software also enables users to build an en-
gaging presentation by combining different types of audio
visual contents: including image, audio, video, vector-based
shape, PDF document, LaTeX code, and handwriting.
Because Academic Presenter harnesses the power of a
video graphics card without an intermediary, it is faster. Fig-
ure 2 shows the interactions among the video graphics card
and application to play a video. The bottom line is that Aca-
demic Presenter is free software, which makes it an interest-
ing option for students on a tight-budget.
In the following sections, we focus on the application of
storytelling techniques on a common scientific presentation.
3 Application of storytelling techniques on a Scientific
Presentation
In the first subsection, we propose applying mind map dia-
grams for presenting a typical literature review, and we ex-
plain how Academic Presenter can help academicians with
this. Next, we demonstrate how using animation and story-
telling techniques can assist infographics to be more clear
and informative. Finally, the effect of Academic Presenter’s
whiteboard animation on teaching quality will be discussed.
3.1 Literature Review with Mind-map
In any scientific presentation, researchers have to review and
discuss published information. Literature review both sum-
marizes and synthesis important information. Unfortunately,
common methods to deal with literature review are as fol-
lows:
– Listing the most relevant papers as bullet point items.
– Organizing published information inside tables and com-
paring them with respect to some criteria.
Indeed, these ways of organizing information are not mind-
friendly since listeners have to digest and categorize infor-
mation simultaneously. However, the presentation time is
not enough for both thinking deeply and listening carefully.
Vector-based canvas of Academic Presenter offers another
way of organizing information; using mind-map diagrams.
Mind mapping has been defined as “visual, nonlinear repre-
sentations of ideas and their relationships” (Biktimirov and
Nilson, 2006). Mind-map is also considered as a powerful
diagramming tool that plays a significant role in collabora-
tive or group storytelling (Nakamura et al., 2010). Liu et al.
(2011) demonstrate the benefits of mind mapping (concept
mapping) on students storytelling skills.
By using mind-map, viewers can categorize subjects and
find their relationship with the main topic. For example, Fig-
ure 3 depicts the literature review of a deregulated electricity
market using a mind-map diagram. From the central topic
toward each branch, more details are added to the parent
nodes; thus, doing this provides classification rule to cat-
egorize subjects. Each branch ends with a red node con-
taining studies similar to the attached branch. This catego-
rization method is easier to memorize and recall (Farrand
et al., 2002). Moving from one branch to another, a pre-
senter begins by discussing general topics and finishes with
more technical information; therefore, viewers might be less
likely to lose concentration as a result of listening to details
for a long duration. As mentioned, Academic Presenter sup-
ports both slide-based and canvas-based technologies; there-
fore, a presenter can switch to slide-mode to explain linear
topics inside each node. Interested readers will be invited to
watch “Why Academic Presenter? (Part 1 - Literature Re-
view)”4 for more details.
3.2 Animated Infographics
Information graphics (or infographics) is an innovative medium
to visualize data clearly and in an engaging manner. Info-
graphics are enchanting storytelling tools for transforming
data into knowledge, as they capture a reader’s attention by
utilizing principles of graphic design. These characteristics
4 https://youtu.be/LUWr8pqJjzg
4. 4 Bihter Avşar et al.
Fig. 1 Switching from a nonlinear flow (a, b, and c) to a linear flow at (d)
Fig. 2 Playing a video with DirectShow
assist infographics to be highly popular for transferring data
to diverse audiences (Bateman et al., 2010; Borkin et al.,
2013).
However, packing all data and information in a single
image can cause a sense of confusion since people may not
see the patterns clearly. Harrison et al. (2015) examine the
impact of color and complexity on impression level of au-
diences and conclude that participants reacted differently to
infographics due to the difference in age, educational back-
ground, and gender.
A solution to this problem is using timeline animation
instead of a single image. Therefore, viewers are gradually
becoming familiar with the presented data. The combina-
tion of keyframes and infinite canvas in Academic Presenter
help designers to prioritize different sections of infograph-
ics and add animation to static infographics. Figure 4 dis-
plays a sample in where static infographic is converted to
an animated one. In Figure 4, the leftmost image is static
but the right panel is showing the development of the story
with time. Note that designers can zoom and pan in each
keyframe to recommend a viewport to audiences.
3.3 Effect of Handwriting
Although typing by computer is easier than writing by hand,
there remain many debates about the constructive effects
of writing by hand on learning (Longcamp et al., 2005).
Pinola (2011) explains why writing by hand can assist learn-
ing. There is anecdotal evidence that dynamic sketches to-
gether with narration may be more efficient for delivering
information than traditional presentations (e.g., Dean, 2006;
Roam, 2009). Consequently, researchers invent new teach-
ing aids compatible with this storytelling technique. For in-
stance, Lee et al. (2013) propose a new narrative visualiza-
tion (specifically whiteboard animation) device that uses pen
and touch interactions to leverage the narrative storytelling
attributes. Results confirm that the audience is more engaged
by presentations that done with offered tool than Power-
Point. Besides, writing by hand allows more flexibility to the
writer, especially in abstract courses such as mathematics.
Nowadays, many educational websites are using whiteboard
animation technique to teach various topics (e.g., Moffit and
Brown, 2015; Royal Society for the encouragement of Arts
and Commerce, 2015).
In spite of progress in teaching instruments, many pro-
fessors still prefer to teach by writing on a board. However,
by looking at the entire academic career of a professor, one
might infer that s/he often teaches almost the same materi-
als each semester to different groups of students. We sug-
gest employing digitizer to utilize the advantages of writing
by hand yet alleviate the repetition issue. Nowadays, digi-
tizers are becoming an indispensable part of any computer.
Users can record their hand movements on screen by us-
ing digitizers. The information which can be retrieved from
digitizers is as follows: 2D-position, pressure level, starting
time, finishing time, and color. Each time the user draws a
line (stroke) on screen, the digitizer records the position of
the digitizer’s tip on screen and pressure level. The pressure
sensitivity of all digitizers is not the same, but even low-
quality digitizers can sense the pressure accurately enough
to emulate the movement. Figure 5 shows effect of neglect-
ing pressure on a stroke. Figure 6 illustrates the employed
data structure. The stroke collection consists of strokes and
each stroke corresponds to one curve on the canvas.
5. Academic Presenter 5
Fig. 3 Using mind-map to review the literature
Fig. 4 Animating static infographics with keyframes and infinite canvas
Academic Presenter utilizes a digitizer in presentation,
not only to annotate on screen but also to replay the hand-
writing wherever is necessary. In toolbox, a handful of dif-
ferent pens and highlighters is available at users’ fingertips.
Figure 7 displays the handwriting toolbox. Every movement
is editable and precise. Also, user can increase animation
speed to save presentation time. We redirect an interested
reader to watch “Why Academic Presenter? (Part 5 - Hand-
writing)” 5 for more details.
5 https://youtu.be/U-oNFjBtzfE
6. 6 Bihter Avşar et al.
Fig. 5 Effect of ignoring pressure on a stroke
Fig. 6 Data structure of digital ink class
4 Analyzing the Attractiveness of Academic Presenter
Academic Presenter is designed for academic environments
since presentation has educational and inspirational nature.
Potential users are students of universities, teachers in high
school and professors. Because our focus is to solve pre-
sentation problems related to academic environments, we
tried to find flaws in current tools which affect the presenta-
tions the most. To analyze the future position of Academic
Presenter in academia, we exploit Analytic Hierarchy Pro-
cess (AHP) method (Saaty, 1988); therefore, we define four
criteria: Price, Number of users, Simplicity, and Applicabil-
ity in academia. We collect quantitative information such
as price and number of users from the websites and docu-
ments; however for qualitative criterion such as simplicity,
we asked from experts in the field of presentation. We select
the most significant competitors. The alternatives are listed
as follows:
– Office 365 (including PowerPoint) is the brand name
adopted by Microsoft for a collection of software plus
services subscriptions that provides web-based produc-
tivity software and services to its subscribers.
– Prezi is a cloud-based storytelling tool for presenting
ideas on a virtual canvas. The product employs a zoom-
ing user interface, which allows users to zoom in and
out of their visual contents, and enables users to navigate
through information within a 2.5D space on the Z-axis.
– SlideShare is a web-based slide hosting service. Users
can upload PowerPoint, PDF, and Keynote files privately
or publicly. Slide decks can then be viewed on the site
itself, on hand held devices or embedded on other web-
sites. SlideShare is considered to be similar to YouTube,
but for slide shows.
– PowToon is a cloud-based for creating animated presen-
tations and animated explainer videos.
– emaze is an online presentation platform built on html5
technology. Users can create, manage and share their
presentations through their cloud-based system. It offers
3D animations and video backgrounds.
The retrieved information from competitors are displayed in
Table 2.
As one can perceive from Table 3, applicability in academia
is calculated based on availability of essential features that
may help students and professors during their presentations.
Also, there are some features with half the unit value for
some alternatives which means mentioned feature is not pro-
vided at a satisfactory level.
Furthermore, we invite users to judge about the impor-
tance of each criterion. A group of 50 people have attended
in a questionnaire. The composition of the attendees are as
follows: graduate students 54%, undergraduate students 20%,
and instructors 8%. Figure 8 delineates the detailed informa-
tion of the participants on a pie chart.
The resulted judgements are reported in Table 4. Based
upon pairwise comparisons, applicability is the most influ-
ential factor. The inconsistency of judgement matrix is 1%
which is in acceptable range.
AHP estimates Academic Presenter’s position among com-
petitors regarding retrieved information and pairwise judge-
ments (see Figure 9).
As one can see in Figure 10, Academic Presenter had
better off in term of price. Sensitivity analysis of our result is
showing that Academic Presenter’s rank is relatively stable
on simplicity and applicability. Although Academic Presen-
ter is showing a promising rank among other alternatives,
yet the difference between Prezi, Office 365 and Academic
Presenter is negligible.
5 Conclusion
Presenting scientific papers need different requirements than
presenting general topics. Most of available software solu-
tions are adjusted to meet business presentations’ demands.
However, presenting a nonlinear scientific subject is beyond
their capabilities. In this paper, we presented a new presenta-
tion software that facilitates delivering nonlinear topics. Our
7. Academic Presenter 7
Fig. 7 Handwriting toolbox in Academic Presenter
Table 2 Retrieved information from competitors
Presentation Price Number of users
Simplicity
Applicability
tools ($/year) (millions) in academia
Academic Presenter 0 0.022 0.5 0.75
Office 365 79.99 15.2 0.5 0.88
Prezi 159 40 0.8 0.58
SlideShare 228 70 1 0.25
PowToon 228 6 0.5 0.50
emaze 178.92 0.011 1 0.58
Table 3 Calculating applicability in academia based on important features
Applicability Academic Office
Prezi Slideshare PowToon emaze
in academia Presenter 365
Supporting Images 1 1 1 0 1 1
Supporting Sounds 1 1 1 0 1 1
Supporting Videos 1 1 1 0 1 1
Formula and Latex 1 1 0 0 0 0
Online Presentation 0.5 1 1 1 1 1
Offline Presentation 1 1 1 0 0 0
Nonlinear Presentation 1 0 1 0 0 0
Linear Presentation 1 1 0 1 1 1
Annotation 1 0.5 0 0 0 0
Supporting Second Screen 0 1 0 0 0 0
Charts 0 1 0 0 0 1
Running on different OSs 0.5 1 1 1 1 1
Weight 0.75 0.88 0.58 0.25 0.50 0.58
free presentation software enables users to enhance their sto-
rytelling skill. Users can switch between two common pre-
sentation trends based on the level of details; for introducing
general topics, they can employ a nonlinear flow and switch
to a conventional linear presentation for exhibiting details.
Also, we introduce new components in the presented soft-
ware solution that may help academicians to teach abstract
courses more efficiently. Finally, a survey is conducted by
asking eligible attendees to prioritize different aspects of a
presentation utility. We exploit Analytic Hierarchy Process
method to analyze the expected rank of proposed tool among
popular alternatives. The results are indicating that the pro-
posed software is more attractive than current software so-
lutions.
Although the proposed utility is the combination of slide-
based and canvas-based products and researchers investi-
gated on each technology separately, assessing the effective-
ness of proposed tool on the knowledge acquisition of stu-
dents is a valuable future work.
Acknowledgements Authors of this article would like to express their
very great appreciation to Daniel Lee Calvey for his valuable and con-
structive suggestions. Also, the authors would like to thank all those
who cooperated and dedicated their valuable times in the survey.
8. 8 Bihter Avşar et al.
Table 4 The relative importance of each criterion
Criterion Price Num. of users Applicability Simplicity Weight
Price 1 1.223 0.820 0.888 0.241
Num. of users 0.818 1 0.670 0.670 0.193
Applicability 1.220 1.492 1 1.084 0.294
Simplicity 1.126 1.377 0.923 1 0.271
Fig. 8 The detailed information of the attendees in the survey
Fig. 9 Alternatives’ ranking based on AHP method
Compliance with ethical standards
Conflict of interest This study was self-funded and no con-
flict of interest exists.
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