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…

050101 languages & linguisticsLinguistics and LanguageVocabularyComputer sciencemedia_common.quotation_subject0211 other engineering and technologies02 engineering and technologycomputer.software_genrelanguage learningLanguage and LinguisticsInteractivitysanavarastoEncoding (memory)0501 psychology and cognitive sciencessanatword learningkielen oppiminenmedia_commonStructure (mathematical logic)digital game-based learningRepetition (rhetorical device)business.industrydigital game05 social sciences021107 urban & regional planningDUAL (cognitive architecture)Language acquisitionvocabulary learningVocabulary learningArtificial intelligencebusinesscomputerdigitaaliset pelitNatural language processingTheory and Practice in Language Studies
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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.

AdultEngineeringInjury controlAdolescentAccident preventionControl (management)HappinessPoison controlComputer securitycomputer.software_genreUser-Computer InterfaceInteractivityHumansPerceived controlVideo gameApplied PsychologyAgedbusiness.industryCommunicationComputingMilieux_PERSONALCOMPUTINGGeneral MedicineConsumer BehaviorMiddle AgedPlay and PlaythingsHuman-Computer InteractionVideo GamesbusinesscomputerSocial psychology
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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…

AdultMaleMediation (statistics)Health Toxicology and MutagenesisApplied psychologylcsh:Medicine050109 social psychologynegative emotionshealth-related symptomsEnvironmental stressArticleOffice workersOccupational StressInteractivityRisk Factors0502 economics and businessHumans0501 psychology and cognitive sciencesWorkplaceWork Performanceenvironmental stressorswork patternslcsh:R05 social sciencesStressorPublic Health Environmental and Occupational HealthMiddle AgedWork performanceTask (computing)Work (electrical)FemalePsychology050203 business & managementpsychological phenomena and processesperformanceInternational Journal of Environmental Research and Public Health
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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…

BioconductorExploratory data analysisSoftwareInteractivityWorkflowExploitbusiness.industryComputer scienceComponent (UML)Big dataSoftware engineeringbusinessData scienceGenomics and Computational Biology
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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…

Communication05 social sciences050801 communication & media studiesCognitionLibrary and Information Sciences0506 political scienceWorld Wide Web0508 media and communicationsInteractivityCivilityDynamics (music)050602 political science & public administrationNews valuesPsychologySocial psychologyValue (mathematics)Information, Communication & Society
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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 …

Computer scienceInformation-provision systemsTouchless interactionInformation access02 engineering and technologycomputer.software_genreInteractive displaysNatural interfacesInteractivityWheelchairHuman–computer interaction0202 electrical engineering electronic engineering information engineeringGestural interaction; HumanComputer interaction; Information-provision systems; Natural interfaces; Touchless interaction0501 psychology and cognitive sciencesInformation-provision systemHumanComputer interactionSet (psychology)050107 human factorsInformation provisionSettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniFocus (computing)MultimediaSettore INF/01 - InformaticaGestural interaction05 social sciences020207 software engineeringTest (assessment)computerNatural interface
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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…

Consumption (economics)business.industryComputer scienceSocial softwareInternet privacyRank (computer programming)Context (language use)computer.software_genreSocial webWorld Wide WebInteractivitySocial media optimizationSocial mediabusinesscomputerInternational Journal of Computer Science and Information Technology
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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. …

EXPRESION GRAFICA EN LA INGENIERIABrand awarenesslcsh:BF1-990ESTADISTICA E INVESTIGACION OPERATIVAEffectivenessFacial Action Coding SystemFacial-coding03 medical and health sciencesElectrodermal activityConsumer neuroscience0302 clinical medicineInteractivity0502 economics and businessPsychologyGeneral PsychologyOriginal Research360-degree advertisementEye tracking05 social sciencesCognitionElectroencephalographyDurable goodlcsh:PsychologyEye tracking050211 marketingPsychologyConsumer neuroscience030217 neurology & neurosurgeryCognitive loadCognitive psychology
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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…

Early childhood educationchildhood educationmedia_common.quotation_subjectComputational thinkingSTEMCreativityprogrammingLiteracyinclusionInteractivityEducational roboticsComputingMilieux_COMPUTERSANDEDUCATIONConstructionismMathematics educationdigital literacy1203.17 InformáticaComputational thinkingDigital literacymedia_common2021 International Symposium on Computers in Education (SIIE)
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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.

EngineeringArchitectural engineeringbusiness.industry020209 energyElectrical engineeringArchitecture; Efficiency; Interactivity; Nanotechnology; Smart materials; Engineering (all)New materialsEfficiency02 engineering and technology021001 nanoscience & nanotechnologySmart materialSettore ICAR/12 - Tecnologia Dell'ArchitetturaInteractivityEngineering (all)InteractivityAction (philosophy)Smart materialArchitecture0202 electrical engineering electronic engineering information engineeringNanotechnologyArchitecture0210 nano-technologybusinessInternational Journal of Engineering Research in Africa
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