Search results for " learning"

showing 10 items of 5299 documents

Are You Able to Trust Me? Analysis of the Relationships Between Personality Traits and the Assessment of Attractiveness and Trust

2021

Behavioral and neuroimaging studies show that people trust and collaborate with others based on a quick assessment of the facial appearance. Based on the morphological characteristics of the face, i.e., features, shape, or color, it is possible to determine health, attractiveness, trust, and some personality traits. The study attempts to indicate the features influencing the perception of attractiveness and trust. In order to select individual factors, a model of backward stepwise logistic regression was used, analyzing the results of the psychological tests and the attractiveness and trust survey. Statistical analysis made it possible to select the most important personality traits related…

Attractivenessmedia_common.quotation_subjectNeurosciences. Biological psychiatry. Neuropsychiatryregress algorithm050105 experimental psychologycredibility03 medical and health sciencesBehavioral Neuroscience0302 clinical medicinePerceptionCredibility0501 psychology and cognitive sciencesPsychological testingStatistical analysisBig Five personality traitshealth care economics and organizationsBiological PsychiatryOriginal Researchmedia_commontrust and reputation managementtrust and distrust05 social sciencesHuman NeuroscienceStepwise regressionPsychiatry and Mental healthFacial appearancemachine learningNeuropsychology and Physiological PsychologyNeurologyPsychologySocial psychology030217 neurology & neurosurgeryRC321-571Frontiers in Human Neuroscience
researchProduct

Retour en formation et parcours d'études atypiques : déterminants et valorisation sur le marché du travail

2019

Life long learning appears as a major concern for our societies. After leaving the educational system, learning can imply returning to school or continuing education. Academic careers in France seem less and less linear. Young peopleare encouraged to make the most of college breaks in order to diversify their experiences. During their career, they are to be trained to « be free to choose their professional future », as mentions a new law. This thesis, then, aims atidentifying the reasons why people go back to training and at stuying how such returns are seen by the labor market.This work includes a preliminary chapter and three other chapters, each with specific data. Based on a literature …

Atypical academic careerWage effectValorisation salarialeFormation tout au long de la viePerception des recruteursRecruiters perceptionLife long learning[SHS.ECO] Humanities and Social Sciences/Economics and Finance[SHS.ECO]Humanities and Social Sciences/Economics and FinanceDéterminantsParcours d'études atypiqueFactors
researchProduct

Tuning the field trip: audio-guided tours as a replacement for 1-day excursions in human geography

2013

Educators are experiencing difficulties with 1-day field trips in human geography. Instead of teaching students how to apply theory in the field and learn to sense geography in everyday life, many excursions have degraded into tourist-like events where lecturers try to motivate rather passive students against a noisy urban backdrop. Although various (partly) student-led approaches have successfully addressed the issue, there are still a high number of tours that use a traditional, tutor-led model. The example of a series of three audio tours produced at Johannes Gutenberg-University Mainz, Germany, shows how these conventional field trips can be transformed into audio tours that help studen…

Audio equipmentGeography Planning and DevelopmentExperiential learningEducationEmpirical researchField tripPedagogyHuman geographyComputingMilieux_COMPUTERSANDEDUCATIONTRIPS architecturePsychologyTUTOREveryday lifecomputercomputer.programming_languageJournal of Geography in Higher Education
researchProduct

Dance to your own drum: Identification of musical genre and individual dancer from motion capture using machine learning

2020

Machine learning has been used to accurately classify musical genre using features derived from audio signals. Musical genre, as well as lower-level audio features of music, have also been shown to...

Audio signalVisual Arts and Performing ArtsDanceInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Computer sciencebusiness.industry05 social sciencesComputingMilieux_PERSONALCOMPUTING06 humanities and the artsDrumMusicalMachine learningcomputer.software_genreMotion capture050105 experimental psychology060404 musicIdentification (information)Embodied cognition0501 psychology and cognitive sciencesArtificial intelligencebusinesscomputer0604 artsMusicJournal of New Music Research
researchProduct

Comprehensive auditory discrimination profiles recorded with a fast parametric musical multi-feature mismatch negativity paradigm

2016

Abstract Objective Mismatch negativity (MMN), a component of the auditory event-related potential (ERP) in response to auditory-expectancy violation, is sensitive to central auditory processing deficits associated with several clinical conditions and to auditory skills deriving from musical expertise. This sensitivity is more evident for stimuli integrated in complex sound contexts. This study tested whether increasing magnitudes of deviation (levels) entail increasing MMN amplitude (or decreasing latency), aiming to create a balanced version of the musical multi-feature paradigm towards measurement of extensive auditory discrimination profiles in auditory expertise or deficits. Methods Usi…

Auditory perceptionAdultMalemedicine.medical_specialtyCentral auditory processingcentral auditory processingMismatch negativityContext (language use)AudiologyEvent-related potential (ERP)behavioral disciplines and activitiesta3112050105 experimental psychologyDiscrimination Learning03 medical and health sciences0302 clinical medicineRhythmEvent-related potentialPhysiology (medical)medicineHumans0501 psychology and cognitive sciencesDiscrimination learning10. No inequalitysound discriminationCommunicationbusiness.industrySensory memory05 social sciencesElectroencephalographyevent-related potential (ERP)mismatch negativity (MMN)Sensory SystemsNeurologyAcoustic StimulationSound discriminationAuditory PerceptionEvoked Potentials AuditoryFemaleNeurology (clinical)businessPsychologyMismatch negativity (MMN)Timbre030217 neurology & neurosurgeryMusicClinical Neurophysiology
researchProduct

The Garden and Landscape as an Interdisciplinary Resource Between Experimental Science and Artistic-Musical Expression: Analysis of Competence Develo…

2020

The garden is a major educational resource that can be used for all areas of knowledge from an interdisciplinary perspective as it reflects the complexity and interactions of the natural environment. This research was carried out in the academic years 2017-2018 and 2018-2019 with 418 participants of from the second, third, and fourth year of the Degree in Primary Education at the University of Valencia. The use of the garden and the landscape is analyzed as a non-formal context for training primary school teachers through sensory experiences that contribute to the development of scientific and artistic competencies. The study focused on the relationship between natural sounds and emotions t…

Auditory perceptionlcsh:BF1-990Primary educationVirtual reality050105 experimental psychology03 medical and health sciences0302 clinical medicinepreservice teachersMathematics education0501 psychology and cognitive sciencesActive listeningNatural soundsCompetence (human resources)General PsychologyTecnologia de la informació05 social sciencesteachers’ competenciesProfessorsMusical expressionorganic learning gardenssound landscapelcsh:PsychologySustainabilityinterdisciplinaryTICsPsychology030217 neurology & neurosurgery
researchProduct

Prior Precision Modulates the Minimization of Auditory Prediction Error

2019

International audience; The predictive coding model of perception proposes that successful representation of the perceptual world depends upon canceling out the discrepancy between prediction and sensory input (i.e., prediction error). Recent studies further suggest a distinction to be made between prediction error triggered by non-predicted stimuli of different prior precision (i.e., inverse variance). However, it is not fully understood how prediction error with different precision levels is minimized in the predictive process. Here, we conducted a magnetoencephalography (MEG) experiment which orthogonally manipulated prime-probe relation (for contextual precision) and stimulus repetition…

Auditory perceptionrepetitionMean squared prediction errorSpeech recognitionmedia_common.quotation_subjectStimulus (physiology)050105 experimental psychologylcsh:RC321-571Cognitive Penetration[SCCO]Cognitive science03 medical and health sciencesBehavioral Neuroscience0302 clinical medicinePerceptual learningPerceptionmedicinemagnetoencephalography (MEG)0501 psychology and cognitive sciencesaivotutkimuspredictive codinglcsh:Neurosciences. Biological psychiatry. Neuropsychiatryennakointita515Biological PsychiatryOriginal ResearchVisual CortexMathematicsmedia_commonPredictive codingprediction errorMEGmedicine.diagnostic_testmagnetoencephalagraphy (MEG)[SCCO.NEUR]Cognitive science/Neuroscience05 social sciencesMagnetoencephalographykuuloauditory perceptionPsychiatry and Mental healthNeuropsychology and Physiological Psychologyhavainnointi ja aistiminenNeurologyMinificationtoistoärsykkeet030217 neurology & neurosurgeryNeuroscienceCoding TheoryFrontiers in Human Neuroscience
researchProduct

Dal game-based learning ai serious games: alcune prospettive per l’apprendimento mediato dalla tecnologia digitale

2023

In the last years, serious games have become popular in media education as they are useful tools in engaging, motivating, and helping students learn. However, few studies investigate the long-term effects of game-based learning, and many scholars declare themself skeptical about the learning mediated by digital technology. This paper reflects on the importance of new media and serious games for young people belonging to the Net Generation as defined by Prensky. In particular, I support the idea that game-based learning reflects a broader change in our society, coinciding with the rise of the phenomenon of Gamification and the Homo Ludens paradigm. Apart from the limitations of technology-me…

Augmented RealityMedia LiteracySociologySettore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiGeneral Earth and Planetary SciencesSettore SPS/07 - Sociologia GeneraleGame-Based LearningMedia EducationSerious GameGeneral Environmental Science
researchProduct

HEART MOBILE LEARNING

2018

The widespread diffusion of mobile technologies in today’s society and the technological developments of recent years offers new opportunities for learning providing innovative techniques and tools in education. In this paper, we will introduce HeARt, an augmented reality mobile Learning system to support university medical students in their learning activities during an anatomy laboratory. Students usually use, in their daily anatomy laboratory, a physical human heart model to investigate and learn about heart anatomy. Even though these models are perfect education tools to observe details and touch "with hands" all the heart sections, they need a supplementary encyclopaedia to learn all h…

Augmented RealityMobile LearningComputer scienceMedicineHuman Anatomy
researchProduct

Augmented Reality Gamification for Human Anatomy

2019

This paper focuses on the use of Augmented Reality technologies in relation to the introduction of game design elements to support university medical students in their learning activities during a human anatomy laboratory. In particular, the solution we propose will provide educational contents visually connected to the physical organ, giving also the opportunity to handle a 3D physical model that is a perfect reproduction of a real human organ.

Augmented RealitySettore INF/01 - InformaticaRelation (database)Settore BIO/16 - Anatomia UmanaComputer scienceMobile learningReproduction (economics)GamificationGame designSettore MED/43 - Medicina LegaleHuman–computer interactionHuman anatomyHuman anatomyMedicineSettore ICAR/17 - DisegnoUniversity medicalAugmented reality
researchProduct