About: Blackboard (design pattern) is a research topic. Over the lifetime, 5758 publications have been published within this topic receiving 33750 citations.
TL;DR: The results showed that perceived self-efficacy is a critical factor that influences learners' satisfaction with the Blackboard e-learning system and e- learning effectiveness can be influenced by multimedia instruction, interactive learning activities, and e -learning system quality.
Abstract: Although the benefits of e-learning have been discussed in various previous studies; it is a critical issue of better understanding the reasons why some learners are dissatisfied with the e-learning experience. Therefore, this research investigates learners' satisfaction, behavioral intentions, and the effectiveness of the Blackboard e-learning system. A total of 424 university students were surveyed using a standard questionnaire. The results showed that perceived self-efficacy is a critical factor that influences learners' satisfaction with the Blackboard e-learning system. Perceived usefulness and perceived satisfaction both contribute to the learners' behavioral intention to use the e-learning system. Furthermore, e-learning effectiveness can be influenced by multimedia instruction, interactive learning activities, and e-learning system quality. This research proposes a conceptual model for understanding learners' satisfaction, behavioral intention, and effectiveness of using the e-learning system.
TL;DR: The first blackboard system was the HEARSAY-II speech understanding system (Erman et al.,1980) that evolved between 1971 and 1976 as mentioned in this paper, and many systems have been built that have similar system organization and run-time behavior.
Abstract: The first blackboard system was the HEARSAY-II speech understanding system (Erman et al.,1980) that evolved between 1971 and 1976. Subsequently, many systems have been built that have similar system organization and run-time behavior. The objectives of this article are (1) to define what is meant by "blackboard systems" and (2) to show the richness and diversity of blackboard system designs. The article begins with a discussion of the underlying concept behind all blackboard systems, the blackboard model of problem solving. In order to bridge the gap between a model and working systems, the blackboard framework, an extension of the basic blackboard model is introduced, including a detailed description of the model's components and their behavior. A model does not come into existence on its own, and is usually an abstraction of many examples. In Section 2 the history of ideas is traced, and the designs of some application systems that helped shape the blackboard model are detailed. Part 2 of this article which will appear in the next issue of AI Magazine, describes and contrasts some blackboard systems and discusses the characteristics of application problems suitable for the blackboard method of problem solving.
TL;DR: In this paper, the authors discuss the use of portable devices (e.g., smartphones and tablet computers) in a variety of applications, such as shopping, text entry, sign language interpretation, and vision-based discovery.
Abstract: Arrangements involving portable devices (e.g., smartphones and tablet computers) are disclosed. One arrangement enables a content creator to select software with which that creator's content should be rendered—assuring continuity between artistic intention and delivery. Another utilizes a device camera to identify nearby subjects, and take actions based thereon. Others rely on near field chip (RFID) identification of objects, or on identification of audio streams (e.g., music, voice). Some technologies concern improvements to the user interfaces associated with such devices. Others involve use of these devices in connection with shopping, text entry, sign language interpretation, and vision-based discovery. Still other improvements are architectural in nature, e.g., relating to evidence-based state machines, and blackboard systems. Yet other technologies concern use of linked data in portable devices—some of which exploit GPU capabilities. Still other technologies concern computational photography. A great variety of other features and arrangements are also detailed.
TL;DR: A blackboard-based context architecture that is being used in the construction of interactive workspaces is described, and the tradeoffs among the different alternatives are examined.
Abstract: The development of context-aware applications will require tools that are based on clearly defined models of context and system software architecture. This essay introduces models for each of these, examines the tradeoffs among the different alternatives, and describes a blackboard-based context architecture that is being used in the construction of interactive workspaces.