e-co-innovation and living labs for educational e-services

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E-co-innovation for making e- services Living Labs as a human-centered digital ecosystem for education with ICT Noël Conruyt LIM, University of Reunion Island DEST’2013 presentation, 25 th of July, Palo-Alto, California UR.LL.TL University of Reunion Island Living Lab for Teaching and Learning by Playing

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This presentation about e-co-innovation for making e-services was made at the IEEE DEST conference on the 25th of July 2013 in Palo Alto, Silicon Valley: http://www.dest2013.digital-ecology.org The video of the presentation is here: http://www.youtube.com/watch?v=iCn15ELCm8w It presents the concept of Living Lab and the instance that we developped in Reunion Island in the domain of education with ICT. The example of instrumental e-learning in music teaching and learning is given to explain our methodology and use of a creativity platform. In this presentation and associated paper, we stress the importance on dealing with know-how rather than knowledge with another method called Sign management for annotating scores with videos. Lastly, we introduce the Semiotic Web as a new paradigm for making education e-services.

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  • 1.E-co-innovation for making e-services Living Labs as a human-centered digital ecosystem for education with ICT Nol Conruyt LIM, University of Reunion Island DEST2013 presentation, 25th of July, Palo-Alto, California UR.LL.TL University of Reunion Island Living Lab for Teaching and Learning by Playing

2. Reunion Island is a tropical island in the South West of Indian Ocean Where is Reunion Island? 2IEEE-DEST 25th of July 2013 3. Natural and cultural diversity 3IEEE-DEST 25th of July 2013 Enhancing assets of Reunion Island 4. Towards e-co-innovation 4IEEE-DEST 25th of July 2013 5. What is a Living Lab? 5IEEE-DEST 25th of July 2013 A Living Lab is a real-life test and experimentation environment where users and producers co-create tools, services, and new uses. Living Labs are well suited to new ICT innovation ecosystems that are open, smart and inclusive in the knowledge society of the European Horizon 2020: http://s3platform.jrc.ec.europa.eu/living-labs Living Labs have been characterised by the EC as PPPP: Public-Private-People Partnerships where public and private actors, enterprises, associations, individuals practice user- driven open innovation. 6. What are the problems to solve in 4P? 6 Partnership How to get to know the future user needs and behaviours? How to come up with innovative products and services? How to take advantage of future Internet? How to come up with the right business model? How to export know-how and do business outside of the territory? Public PeoplePrivate IEEE-DEST 25th of July 2013 7. Knowing needs and behaviours 7 Eric von Hippel, MIT : Democratizing innovation (2005) Lead users William Mitchell, MIT In situ observation of end-users Sensors at home (PlaceLab) IEEE-DEST 25th of July 2013 8. What do we do in a Living Lab ? 8IEEE-DEST 25th of July 2013 A Living Lab applies 4 principal activities: Co-creation: Co-design of products and e-services by motivated end-users (lead-users) and producers Exploration : discovering emerging usages, behaviours and market opportunities Experimentation : implementing live scenarios within communities of practice Evaluation : assessment of concepts, products and e- services according to sociologic, ergonomic, economic and cognitive criteria. 9. The ENoLL network 9 320 Living Labs have a European label in 2013 IEEE-DEST 25th of July 2013 10. To know more about Living Labs In Europe : www.openlivinglabs.eu In France : www.france-livinglabs.fr/ A didactic presentation in French: http://www.geoffroigaron.com/2011/10/evenements/living-lab-101/ At Reunion : sites.google.com/site/noelconruyt/Home/URLLTL IEEE-DEST 25th of July 2013 1010 11. La Reunion Living Lab IEEE-DEST 1125th of July 2013 12. Natural Heritage 12IEEE-DEST 25th of July 2013 A Unescos world heritage for biodiversity: how to preserve it from human degradations? 13. Cultural Heritage 13IEEE-DEST 25th of July 2013 A regional world heritage but how to preserve it from human globalization? 14. 14 Lab IEEE-DEST 25th of July 2013 Teaching & Learning applications University of Reunion Island Living Lab for Teaching and Learning 15. Teaching knowledge 15IEEE-DEST 25th of July 2013 Physics Lab Teach 16. Learning know-how 16IEEE-DEST 25th of July 2013 Living Physics Lab Teach Learn 17. Playing seriously 17IEEE-DEST 25th of July 2013 Virtual Living Physics Lab Teach Play Learn 18. Territorial and social innovation 18IEEE-DEST 25th of July 2013 Collaborative platform Content management Virtual communities Know-how enhancement User-driven open innovation Diversity Serious games Multimedia Living Labs Game-based learning Common goods Expertise Creativity ICT Web Signs Co-designing Reunion Island as a Living Lab of the World Teach Play Learn 19. Education (environment, arts, languages, ) Teaching & Learning by Playing Sustainable development with ICT Semiotic Web : focus on Subject interpretations Making e-services to share know-how with people Objectives of our Living Lab 19IEEE-DEST 25th of July 2013 20. Sign Bases: know-how management Multimedia content engineering Classification and signification processes E-services on a creativity platform with a methodology of co-design Means of our Living Lab 20IEEE-DEST 25th of July 2013 21. Creativity platform 21IEEE-DEST 25th of July 2013 It is the co-working, learning and communication space for researchers and developers, entrepreneurs and users, aimed at defining collectively the characteristics of e-services in order to ensure the most direct correspondence between expectations and use. 22. Example for music playing 22IEEE-DEST 25th of July 2013 23. Multimedia Platform / Creativity Platform 23IEEE-DEST 25th of July 2013 Production (business objects) Use (usage objects) 24. Co-design methodology 24IEEE-DEST 25th of July 2013 Product Service Means Building the tool Using the tool as an instrument Resources P R O D U C T I O N P R O C E S S U S A G E P R O C E S S Confidence acquisition Appropriation process Skills acquisition Project management Business Objects Usage Objects Roadmap to tool mastering Know-how to use Know-how to do Roadmap to tool building Creativity Platform Instrument use Tool engineering Objectives Vision Plan Sense Identity Tasks ActivityAssessment 25. 25IEEE-DEST 25th of July 2013 From Knowledge management to 26. 26IEEE-DEST 25th of July 2013 Sign management University of Reunion Island Living Lab for Teaching and Learning Sign Interpretations 27. 25th of July 2013 Subject Sign management IEEE-DEST 27 For classical guitar pieces playing Communication Sign 28. IEEE-DEST 25th of July 2013 28 Sign management Information Subject Form Communication Sign 29. IEEE-DEST 25th of July 2013 29 Sign management Information Subject Data (Object) Content Form Communication Sign 30. IEEE-DEST 25th of July 2013 30 Sign management Information Subject You put the little finger of the left hand on the 7th fret and make an arpeggio with the right hand, you begin by playing together the annular on the first string and the thumb on the 6th string, then play the major on the 2nd string and the index on the 3rd string. You repeat 3 times the same sequence ami before moving to the second measure. Data (Object) Knowledge Content Form Communication Sign Meaning 31. IEEE-DEST 25th of July 2013 31 Sign management Information Subject Data (Object) You put the little finger of the left hand on the 7th fret and make an arpeggio with the right hand, you begin by playing together the annular on the first string and the thumb on the 6th string, then play the major on the 2nd string and the index on the 3rd string. You repeat 3 times the same sequence ami before moving to the second measure. Content Form Communication Sign Meaning Knowledge 32. The problem for learning classical music Playing well a piece of music requires: Teaching: courses with a professor is the best solution in music schools, but good professors are rare Scores: classical music relies on descriptive representations of music, called notation that is difficult to learn Learning: how to capture the right gesture that produces the nice sound? Fingerings: the professors show their know-how in live courses but can only write their comments with a lead pencil on scores, called annotations. IEEE-DEST 3225th of July 2013 33. What is a musical sign? 33IEEE-DEST 25th of July 2013 A sign is subjective: there are as many interpretations as subjects (interpreters) Musical sign Content Form Meaning Knowledge (made explicit) Data (play) Information (score) You put the little finger of the left hand on the 7th fret and make an arpeggio with the right hand, you begin by playing together the annular on the first string and the thumb on the 6th string, then play the major on the 2nd string and the index on the 3rd string. 34. Knowledge transmission 34IEEE-DEST 25th of July 2013 Traditional teaching method in instrumental music 35. Instrumental learning 35IEEE-DEST 25th of July 2013 The idea is to bring the professor at home to learn music pieces with advices from him Teacher suggests a new piece Piece presentation Student learns progressively at home Teacher corrects mistakes, gives advices Focus on Interpretation Technical aspects solved? No Yes Play the piece in public 36. Idea - concept 36IEEE-DEST 25th of July 2013 Imagine: your guitar resting perfectly on the thigh, you listen to Forbidden Games while watching the hands of the teacher on the television. Close-ups, slow motion, back-ups, replays, everything is possible while you can learn to play along with the teacher. In order to assist you, sheet music lights up each note as it is being played: all of this on full screen, high- definition video and natural stereo sound! In addition, the teachers advice is associated with the notes and the measures in play, in the form of visual and verbal commentary. A Knowledge base is a qualitative DVD to transmit know-how from Teachers to Learners 37. E-guitare 37IEEE-DEST 25th of July 2013 The e-service evolves by being co-designed by and with practitioners Mock-up Product - ServicePrototypes 38. First prototype 38IEEE-DEST The first DVD was conceived for learning in front of the television 25th of July 2013 39. Interactive DVD (offline) 39IEEE-DEST 25th of July 2013 http://e-guitare.univ-reunion.fr/ 40. E-Teaching with E-guitare DVDs 40IEEE-DEST 25th of July 2013 Multi-angle, animated scores, auto & custom loops, slow motion, pedagogical advices 41. E-Learning with online FIGS 41IEEE-DEST 25th of July 2013 Glosses system, contextual and time-related score discussions, collaborative approach 42. A mixed solution (DVDs online) 42IEEE-DEST 25th of July 2013 http://e-guitar.univ-reunion.fr/ 43. Sign sharing 43IEEE-DEST 25th of July 2013 Sign bases are used by Teachers and Learners to share know-how on a Co-design platform 44. @-MUSE 44IEEE-DEST 25th of July 2013 @nnotation platform for MUSical Education Playing Teaching Learning Music 45. Sign management 45IEEE-DEST 25th of July 2013 The aim is to play well a piece of music with the help of collaborative sign bases 46. @-MUSE for E-piano 46IEEE-DEST 25th of July 2013 Music practice community texte Multimedia annotation Knowledge inference (automatic annotation) 47. Prototype 47IEEE-DEST 25th of July 2013 48. What is a biological sign? 48 Knowledge (tacit) A sign is subjective: there are as many interpretations as subjects (interpreters) Biological sign Content Form Meaning Information (publication) Data (play) IEEE-DEST 25th of July 2013 49. Sign management 49IEEE-DEST 25th of July 2013 Subject For corals classification and identification Communication Sign 50. Sign management 50IEEE-DEST 25th of July 2013 Subject Information Form Communication Sign 51. Sign management 51IEEE-DEST 25th of July 2013 Subject Information Data (Object) Content Form Communication Sign 52. Sign management 52IEEE-DEST 25th of July 2013 Subject Information Data (Object) Content Form Communication Sign Meaning Knowledge 53. Sign management 53IEEE-DEST 25th of July 2013 Subject Information Data (Object) Content Form Communication Sign Meaning Knowledge 54. XPer2 5425th of July 2013IEEE-DEST 55. IKBS 5525th of July 2013IEEE-DEST 56. E-Teaching with IKBS 56 Corresponding descriptive object and illustrationCurrent node of the decision tree Remaining descriptions at the current node Corresponding specimens for comparison 25th of July 2013IEEE-DEST 57. E-Learning with ISBS 5725th of July 2013IEEE-DEST Creativity Platform Learners + Players + TeachersInstrument = ISBS Application = Sign base Know-how Knowledge Business Objects Dev & Content Engineers & Infographists Semiotics Methodology Expert Editors Biomatician Usage Objects Users in a Living Lab Producers Tool = IKBS www.openlivinglabs.eu/livinglab/university-reunion-island-living-lab-teaching-and-learning Iterative co-design approach 58. The sign tetrahedron (static) 58IEEE-DEST 25th of July 2013 Knowledge Communication Form Sense Data (Object) Information Interpreter (Subject) Sign 59. The signification process (dynamic) 59IEEE-DEST 25th of July 2013 Volition 1 2 3 4 6 6 5 Action Cognition Communicate Communicate Interpretation Knowledge Data (Object) Information Subject Sign Know-how Subject Sign Interpret 60. From a positivist AI attitude 60IEEE-DEST 25th of July 2013 Industrial and technological Traditional data mining approach for transmitting knowledge Data analysis Machine Learning Formal and statistical Induction - Deduction Interpretation New knowledge 61. To a constructivist NI attitude 61IEEE-DEST 25th of July 2013 Iterative and pragmatic Know-how management approach for sharing signs Human computer interaction Information and communication Ergonomic and qualitative Abduction - Induction Deduction Continuous interpretations Knowing 62. Sustainable Education 62IEEE-DEST 25th of July 2013 Linear process Induction Deduction Final interpretation Iterative process Abduction - Induction Deduction Continuous interpretations Making a consensus between Objects are given Objects are constructed by subjects 63. Conclusion 63IEEE-DEST 25th of July 2013 The Web of Signs rather that the Web of Things Semiotic Web 64. Context of the Future Internet Personalization and usage are the rules Opening and democratizing innovation Acknowledge skilled interpreters Enhance scientific and artistic know-how Ecological innovation Towards a semiotic Web for education? Conclusion 64IEEE-DEST 25th of July 2013 65. 65IEEE-DEST 25th of July 2013 Our Teaching-Playing-Learning Living Lab has to tackle both aspects of assessment Evaluation of the tool with end-users Focus group, questionnaires Qualitative results => Co-designing e-services for them to become instruments Evaluation of users with the tool Surveys, statistical analysis Quantitative results => Focus on the qualitative learning of users Conclusion 66. Context of a new education paradigm 66IEEE-DEST 25th of July 2013 Information Volition Immersive Knowledge Cognition Semantic Data Action Service Subject Interpretation Social Sign Signification Semiotic Web Open Inclusive Smart Desirable Wisdom 67. Biodiversity / Music 67IEEE-DEST 25th of July 2013 Biodiversity is to living beings what Music is to instruments Citation from Bernard Chevassus-au-Louis Sustainable education through enhancing quality of Teaching and Learning 68. Special thanks 68IEEE-DEST 25th of July 2013 ViBRANT Virtual Biodiversity Research and Access Network for Taxonomy The Natural History Museum, London Hellenic Center for Marine Research, Crete Royal Belgian Institute of Natural Sciences Oxford e-Research Centre Vrije Universiteit Amsterdam Julius Khn-Institute Museum fr Naturkunde, Berlin University of Amsterdam The Open University Karlsruher Institut fr Technologie Vizzuality PENSOFT Publishers Universit Pierre et Marie Curie-Paris 6 Global Biodiversity Information Facility Freie Universitt Berlin Universit de la Reunion University of Trieste x3x2 The ViBRANT Consortium