Search results for "Interactivity"
showing 10 items of 53 documents
Why Digital Games Can Be Advantageous in Vocabulary Learning
2021
Vocabulary learning is an integral part of language learning; however, it is difficult. Although there are many techniques proposed for vocabulary learning and teaching, researchers still strive to find effective methods. Recently, digital games have shown potentials in enhancing vocabulary acquisition. A majority of studies in digital game-based vocabulary learning (DGBVL) literature investigate the effectiveness of DGBVL tasks. In other words, there are enough answers to what questions in DGBVL literature whereas why questions are rarely answered. Finding such answers help us learn more about the structure of the DGBVL tasks and their effects on vocabulary learning. Hence, to achieve this…
Effectance and control as determinants of video game enjoyment
2007
This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N = 500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex. © 2007 Mary Ann Liebert, Inc.
From Office Environmental Stressors to Work Performance: The Role of Work Patterns
2018
Background: Different studies have shown a relationship between office environmental stressors and performance. However, studying environmental stress in the workplace requires analyzing more specific patterns to generate knowledge about the type of employees who are more or less vulnerable to environmental stressors. The present study analyzes the mediating role of health symptoms and negative emotions in the relationship between stressors and performance in different work patterns (task complexity and interactivity). Methods: There were 83 office workers (n = 603 time points) that took part in a diary study with multilevel design. Results: The appraisal of the environmental stressors is p…
Development of Applications for Interactive and Reproducible Research: a Case Study
2016
For a proper understanding of the organization and regulation of gene expression, the computational analysis is an essential component of the scientific workflow, and this is particularly true in the fields of biostatistics and bioinformatics. Interactivity and reproducibility are two highly relevant features to consider when adopting or designing a tool, and often they can not be provided simultaneously.In this work, we address the issue of developing a framework that can provide interactive analysis, in order to allow experimentalists to fully exploit advanced software tools, as well as reproducibility as an internal validation of the analysis steps, by providing the underlying code and d…
The dynamics of online news discussions: effects of news articles and reader comments on users’ involvement, willingness to participate, and the civi…
2017
ABSTRACTThis study investigates when and why news website visitors write civil or uncivil comments in response to news articles or related user comments. In an experiment, we manipulated the news value of news articles and the presence of ‘deliberative’ or ‘detrimental’ elements of comments to compare their impact on participants’ involvement, willingness to comment, and the comments they posted. News factors and comment characteristics increased participants’ willingness to comment via cognitive and affective involvement. Cognitive involvement made it less likely and affective involvement more likely that participants wrote uncivil comments. Additionally, involvement with previous comments…
A touchless gestural system for extended information access within a campus
2017
In the last two decades, we have witnessed a growing spread of touchless interfaces, facilitated by higher performances of computational systems, as well as the increased availability of cheaper sensors and devices. Putting the focus on gestural input, several researchers and designers used Kinect-like devices to implement touchless gestural interfaces. The latter extends the possible deployments and usage of public interactive displays. For example, wall-sized displays may become interactive even if they are unreachable by touch. Moreover, billboard-sized displays may be placed in safe cases to avoid vandalism, while still maintaining their interactivity. Finally, people with temporary or …
Social Media News: Motivation, Purpose and Usage
2013
This paper presents the results of an online survey which was conducted to analyse the use of social web in the context of daily news. Users' motivation and habit in the news consumption were focused. Moreover, users' news behaviour was distinguished in three purposes such news consumption, news production and news dissemination to find out if the usage has a passive or active character. In a second step it was questioned which social software is used for which purpose. In conclusion users appreciate social software for features such as interactivity and information that traditional media does not provide. Among the social web platforms users prefer social networking sites as well as videos…
Do You See What I See? Effectiveness of 360-Degree vs. 2D Video Ads Using a Neuroscience Approach
2021
[EN] This study compares cognitive and emotional responses to 360-degree vs. static (2D) videos in terms of visual attention, brand recognition, engagement of the prefrontal cortex, and emotions. Hypotheses are proposed based on the interactivity literature, cognitive overload, advertising response model and motivation, opportunity, and ability theoretical frameworks, and tested using neurophysiological tools: electroencephalography, eye-tracking, electrodermal activity, and facial coding. The results revealed that gaze view depends on ad content, visual attention paid being lower in 360-degree FMCG ads than in 2D ads. Brand logo recognition is lower in 360-degree ads than in 2D video ads. …
COEDU-IN Project: an inclusive co-educational project for teaching computational thinking and digital skills at early ages
2021
Learning to program is the new literacy of the 21st century. Computational thinking, closely related to programming, requires thinking and solving problems with different levels of abstraction and is independent of hardware devices. The early childhood education stage provides teachers with the opportunity to lay the foundations for a comprehensive quality education using innovative tools and technologies. Educational robotics in early childhood education becomes a tool that facilitates the acquisition of knowledge to children, playfully, based on the principles of interactivity, social interrelationships, collaborative work, creativity, constructivist and constructionist learning, and a st…
Smart Materials in Architecture
2016
The project activity presides over the choice of materials and technical capacity within two dimensions of action: the previous knowledge and the tension about the future. That allowed us to identify the succession of the “technological and material” paradigms that have come and gone, featuring the project with the arrival of new materials and production processes. The advent of composite smart materials has challenged all the materials overturning the features.