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Conferencia clausura
From icons to mixed realities: how do external representations help us learn
Yvonne Rogers
Entrevista hecha por Mosaic durante el congreso
Advances in graphical technology have now made it possible for us to interact with information in innovative ways, most notably by exploring multimedia environments. Many benefits have been claimed for such interactivity; a general assumption is that learning is facilitated. But how do the different kinds of external representations help us learn? In what ways does watching an animation, clicking on an icon, interacting with a graphical simulation, manipulating a virtual environment, or moving through a mixed reality world enable us to understand what is being represented? My talk provides an overview of some of the research projects that I have worked on that investigate the cognitive and social benefits of using different kinds of external representations. I will show how different forms of external representations can have quite different learning effects depending on the way they have been designed. To account for how graphical representations work, I will present a theoretical framework for external cognition.
Bio:

Yvonne Rogers joined Indiana University in the summer of 2003 as a professor of Information Science and Informatics. She was a professor of computer science and artificial intelligence at the former School of Cognitive and Computing Sciences (now the Department of Informatics) at Sussex University, UK, where she co-founded the Interact Lab, an internationally known interdisciplinary research center concerned with possible interactions between people, technologies and representations. She has also been an an assistant professor at the Open University (UK), a senior researcher at Alcatel telecommunications company, a visiting scholar at UCSD, and a visiting professor at Stanford University, Apple Research Labs, and the University of Queensland. Her research focuses on augmenting and extending everyday, learning and work activities with interactive technologies that move "beyond the desktop." This involves designing enhanced user experiences through appropriating and assembling a diversity of technologies including mobile, wireless, handheld and pervasive computing. A main focus is not the technology per se but the design and integration of the digital representations that are presented via them to support social and cognitive activities in ways that extend our current capabilities.
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