Search results for " experience"

showing 10 items of 891 documents

Comparison of Pitch Range in Finnish (L1) and Russian (L2)

2007

The aim of the present study is to investigate whether the pitch range of a speaker can vary according to the language he speaks. The hypothesis is tested on Finnish university students studying Russian as a foreign language before and after their stay in Russia. First, the global pitch range (max – min) is determined. Second, the pitch range in different types of utterances (declarative, question, exclamation) is examined by superimposing pitch contours. The results indicate that the learners have a narrower pitch range and a less variable pitch than native speakers both in L1 and L2. However, the results also suggest that L2 experience seems to help most students to produce a more native-…

foreign languagepitch rangeFinnishacquisitionL2 experienceRussian
researchProduct

Global connectedness in higher education : student voices on the value of cross-cultural learning dialogue

2015

The study explores how sense of global connectedness can be enhanced by creating opportunities for cross-cultural dialogue in higher education. Thematic analysis of randomly selected 15 learning journals, students’ reflections on their learning during an international seminar was used to identify students’ significant learning experiences. The results emphasise the added value of diversity (geographical, disciplinary, cultural and social) among students, faculty and invited presenters for creating meaningful learning. Furthermore, they suggest that designing an integrated approach of contents, contexts and activities for critical engagement in global dialogue and knowledge generation in hig…

global connectednessHigher educationSocial connectednessmedia_common.quotation_subjectcross-cultural learningsignificant learning experiencesEducationMeaningful learning0502 economics and businessPedagogyComputingMilieux_COMPUTERSANDEDUCATIONta51610. No inequalitykansainvälistyminenmedia_commonlearning dialoguesbusiness.industryContext effect4. Education05 social sciences050301 educationIntercultural communicationhigher educationinternationalisationThematic analysisbusinessPsychology0503 educationInclusion (education)050203 business & managementDiversity (politics)
researchProduct

What is important in history teaching? Student class teachers’ conceptions

2020

In Finland, history is taught in comprehensive schools at both primary and secondary levels. In primary schools, teachers are qualified class teachers who study one or two history courses during their teacher education. The amount of history taught in teacher education is limited, but student class teachers have studied history while at comprehensive school and general upper secondary school, and they have lived experience of historical cultures as members of different groups and communities. Thus, they have conceptions of what history teaching in school is, and what it should be. In this article, student class teachers’ conceptions of teaching history were examined using data (n=92) consi…

historianopettajathistorialcsh:D1-2009Comprehensive school0504 sociologyMathematics educationkäsityksetopettajankoulutusCurriculumFinlandGeneral Environmental Scienceteacher educationlcsh:LC8-6691Secondary levelClass (computer programming)lcsh:Special aspects of educationhistory teachingLived experience05 social sciences050401 social sciences methods050301 educationluokanopettajatconceptions of history teachinglcsh:History (General)opettajatopetusTeacher educationtavoitteetGeneral Earth and Planetary SciencesSchool historyPsychology0503 educationstudent class teachersqualitative researchQualitative researchopetussuunnitelmat
researchProduct

Domestic dexterity and cultural policy : the idea of cottage industry and historical experience in Finland from the great famine to the reconstructio…

2016

The concept of cottage industry (kotiteollisuus) referred especially to rural craft practices. For the promotion of cottage industries, a state administrative organ and a network of cottage industry associations and schools were established. A sphere developed and monitored by specialists, cottage industry policies were planned as official committee work. However, the matter was usually addressed as ‘the idea of cottage industry’ (kotiteollisuusaate). In this study, the historical idea of cottage industry and its cultural and political backgrounds are analysed. The starting point of the investigation is in the post-WWII Cottage Industry Production Committee, but from its years of activity, …

history of ideashistoriakulttuurihistoriahistorical experience1860s’ famineSuomireconstruction periodheritage policyjälleenrakentaminenkotiteollisuusmikrohistoriamicrohistoryhistorical trauma19th-century Finlandkatovuodetkulttuuripolitiikkacultural historyhistory of cultural policykulttuuriperintöcraft historyaatehistoriakäsityöcottage industry1860's faminetraumat1800-luku
researchProduct

Literature review data for conceptual framework of UX dimensions

2022

A narrative literature review was conducted to identify 50 most cited research articles on user experience (UX). The focus on finding UX definitions that can be divided into dimensions via conceptual analysis to create of a conceptual analysis framework of UX dimensions that can be utilised in analysing different experience concepts for developing the concept of total experience (TX). ACM Digital Library was utilized as the database. Research articles were selected based on the following inclusion and exclusion criteria. In the ACM Digital Library database, “User Experience” was used as a search keyword. The search resulted in a total of 30,723 publications. Due to a large number of publica…

human-computer interactionihmisen ja tietokoneen vuorovaikutususer experiencekäyttäjäkokemus
researchProduct

Exergaming Experiences of Older Adults: A Critical Incident Study

2019

Exergaming is a form of digital gaming requiring physical effort from the player. There has been a growing interest towards exergaming in academia. However, only a very limited number of exergaming studies have given a voice to older adults and investigated their experiences. This study investigates what kinds of exergaming experiences are perceived as the most meaningful ones among older adults (referred in this study as people over 50 years of age). That is, the experiences which they perceive or remember as “unusually positive or negative”. To meet this purpose, this study takes a qualitative approach and uses the critical incident technique, a well-established technique to collect and c…

hyvinvointiteknologiakuntoliikuntauser experiencecritical incidentsexergamingkäyttäjäkokemuskeski-ikäisetdigital wellnessolder adultsikääntyneetdigitaaliset pelitexergames
researchProduct

Perceived threat or perceived benefit? Immigrants’ perception of how Finns tend to perceive them

2022

Research on how immigrants are perceived by locals has flourished extensively within the past decades. Through the lens of integrated threat theory and the threat benefit model, this study examines immigrants’ perceptions of how Finns tend to perceive them based on their lived experiences. In a sample of 103 immigrants from over 40 nationalities living in Finland, results indicate that overall, immigrants believe they are perceived more as a threat than a benefit to the Finnish society. Implications and opportunities for further research are discussed as well. peerReviewed

hyötySociology and Political ScienceSocial PsychologyIntegrated threat theoryIntegrated threat theorymedia_common.quotation_subjectLived experienceImmigrationasenteetSample (statistics)maahanmuuttajatThreat benefit modelmaahanmuuttoPerceptionkäsityksetBusiness and International ManagementPsychologyuhkakuvatSocial psychologyFinlandPerceived threatkantaväestömedia_commonInternational Journal of Intercultural Relations
researchProduct

Aesthetic Appeal and Visual Usability in Four Icon Design Eras

2016

Technological artefacts express time periods in their visual design. Due time, visual culture changes and thus affects the design of pictorial representations in technological products, such as icons in user interfaces. Previous research of temporal aspects in human-computer interaction has been focusing on particular interaction situations, but not on the effects of design eras on user experience. The influence of icon design styles of different eras on aesthetic and usability experiences was studied with the method of primed product comparisons. Affective preferences and their processing times were analysed in order to examine visual usability in terms of semantic distance and aesthetic a…

iconComputer sciencemedia_common.quotation_subjectaffective reaction timesaesthetic appeal050105 experimental psychologyUser experience designHuman–computer interactionvisual usabilitysemantic distance0501 psychology and cognitive sciences050107 human factorsmedia_commonVisual culturecomputer.programming_languageta113Communication designbusiness.industry05 social sciencesta6132UsabilityIcon designdesign erasBeautyIconUser interfacebusinesscomputerProceedings of the 2016 CHI Conference on Human Factors in Computing Systems
researchProduct

Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices

2016

Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sick…

immersionArticle SubjectComputer sciencemedia_common.quotation_subject02 engineering and technologycomputer.software_genreQuality of resultshuman-technology interactionlcsh:QA75.5-76.95authenticityHuman–computer interactionuser experience0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesautenttisuus050107 human factorsmedia_commonta113Multimediabusiness.industry05 social sciences020207 software engineeringUsabilityHuman-Computer InteractionFeelingvirtual environmentsSimulator sicknesslcsh:Electronic computers. Computer sciencekäyttäjäkokemusbusinessImmersive virtual environmentcomputerAdvances in Human-Computer Interaction
researchProduct

Assisting immersive virtual reality development with user experience design approach

2017

In our study we explored how to design a biography of a late Finnish artist as a VR experience. We conducted a development process assisted by user experience (UX) design methods, which increased the process efficiency, and resulted in a research prototype. Through previous research and our development process, we identified components affecting the user experience. These components are: Immersion, Presence, Disorientation, Sense of Control, Pleasantness, Exploration and Simulator Sickness. From our user study with 13 participants, we were able to draw implications that relate to these components. While the set of components could be incomplete or subject to change, shows that further resea…

immersionEngineering02 engineering and technologyVirtual realitycomputer.software_genreUser experience designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesta518Design methods050107 human factorsta113Multimediabusiness.industryomnidirectional videoUser journey05 social sciencesuser experience design020207 software engineeringinteractive omnidirectional videoUser interface designSimulator sicknessProcess efficiencyvirtual realitybusinesscomputerProceedings of the 21st International Academic Mindtrek Conference
researchProduct