Search results for "Multimedia"

showing 10 items of 692 documents

Bridging Skill and Task-Oriented Reading

2015

Some individual difference factors are more strongly correlated with performance on postreading questions when the text is not available than when it is. The present study explores if similar interactions occur with bridging skill, which refers to a reader's propensity to establish connections between explicit text during reading. Undergraduates read science texts using two research tools. The Reading Strategy-Assessment Tool provided a measure of bridging skill. Texts and postreading questions were presented in Read&Answer, and the availability of the text while answering was manipulated. Contrary to prior research, bridging skill was comparably correlated with performance in both availabi…

Linguistics and LanguageScience instructionMultimediaCommunication05 social sciencesMultilevel modelIndividual differencePrior learning050301 educationPositive correlationcomputer.software_genre050105 experimental psychologyLanguage and LinguisticsBridging (programming)Task orientedTask analysis0501 psychology and cognitive sciencesPsychology0503 educationcomputerCognitive psychologyDiscourse Processes
researchProduct

For the use of sound. Film sound analysis for audio-description: some key issues

2012

This article aims to outline the issues involved in the production and reception of film sound with a view to identifying its challenges for audio-description (AD). It thereby hopes to provide insights into the way in which a careful analysis and integration of film sound and sound effects are required for the production of coherence in AD, if it is to function as part of a new filmic text. However, the article also points to the limits of analysis and interpretation, and to the need for reception research as well as collaboration with visually impaired users. A detailed analysis of a scene from Saving Private Ryan (Spielberg 1998), a film that won an Oscar for best sound effect editing, de…

Linguistics and LanguageSoundscapeComputer sciencemedia_common.quotation_subjectTarget audienceTraducció audiovisualcomputer.software_genreLanguage and LinguisticsEducationNarrativeSound filmSound-image interactionNarrativeAudio-descriptionSound effectFunction (engineering)Sound (geography)media_commonUNESCO::CIENCIAS DE LAS ARTES Y LAS LETRASgeographygeography.geographical_feature_categoryMultimediaAudio-description; Sound effect; Narrative; Sound-image interaction; Reception researchInterpretation (philosophy)Reception researchTranslation and InterpretingTraducción e InterpretaciónAudio descriptionTraducció--RevistesTraducción audiovisual:CIENCIAS DE LAS ARTES Y LAS LETRAS [UNESCO]Audiovisual translationcomputerMonTi: Monografías de Traducción e Interpretación
researchProduct

Changing the ownership of ideas: Multimedial accomplishment of collaborative reflection in an organizational workshop

2022

Reflecting on work processes together with one's co-workers is becoming increasingly important in workplaces. This study examined collaborative reflection in the organizational context through analyzing a case of a complex workplace setting where an enterprise social media platform, talk-in-interaction, and handwriting were used to engage participants in the process of reflection. Drawing on the concept of remediation, the results show that collaborative reflection is interactionally accomplished through a multimedial activity chain, in which the ownership of presented ideas is transformed from individual ideas into shared views of the team. The study shows in detail how the process of coll…

Linguistics and LanguagemultimedialitySocial PsychologykeskustelunanalyysiCommunicationExperimental and Cognitive PsychologyideointityöprosessittiimityöyhteistyöLanguage and Linguisticstyöpajatcollaborative reflectionworkplacerecontextualizationremediationkielellinen vuorovaikutusreflektiomultimodaalisuusLanguage & Communication
researchProduct

Tutorial multimedia para guiar la preparación y defensa del Trabajo de Fin de Grado

2013

La preparació i defensa d’un Treball de Fi de Grau constitueix una de les principals novetats derivades del procés de construcció de l’Espai Europeu d’Educació Superior. En aquest treball queden reflectides totes les habilitats adquirides pels estudiants en els anys previs a la finalització del Grau, ja que els estudiants han d’enfrontar-se en el mateix al procés de generació autònoma de coneixement i a les dificultats del treball pràctic. El present estudi recull l’experiència de desenvolupament d’un tutorial multimèdia per a guiar el procés de realització del Treball de Fi de Grau, adaptats als objectius d’aprenentatge i a l’adquisició de competències dels alumnes destinataris. El treball…

Lingüística Aplicada:LINGÜÍSTICA [UNESCO]Tutorial multimediaInformación y DocumentaciónLingüística Aplicada; Información y DocumentaciónTrabajo académico Destrezas de escritura Presentación oral Proyecto Fin de GradoUNESCO::LINGÜÍSTICATutorial multimedia; Trabajo académico Destrezas de escritura Presentación oral Proyecto Fin de Grado
researchProduct

Exploring translation strategies in video game localization

2012

This paper addresses the issue of video game localisation focusing on the different strategies to be used from the point of view of Translation Studies. More precisely, the article explores the possible relation between the translation approaches used in the field and the different genres or textual typologies of video games. As the narrative techniques and the story lines of video games have become more complex and well-developed, the adaptation of games entails a serious challenge for translators. Video games have evolved into multimodal and multidimensional products and new approaches and insights are required when studying the adaptation of games into different cultures. Electronic ente…

LocalizaciónLinguistics and LanguageMultimodalidadRelation (database)Computer scienceTraducció audiovisualcomputer.software_genreLanguage and LinguisticsField (computer science)EducationEntertainmentVideo gamesVideojuegosEstrategias de traducciónTranslation studiesNarrativeLoalizaciónAdaptation (computer science)Video gameMultimodalityUNESCO::CIENCIAS DE LAS ARTES Y LAS LETRASMultimediaPoint (typography)Video games; Transcreation; Localisation; Translation strategies; MultimodalityComputingMilieux_PERSONALCOMPUTINGTranslation and InterpretingTraducción e InterpretaciónTraducció--RevistesLocalisationTranscreaciónTranslation strategiesTraducción audiovisualTranscreation:CIENCIAS DE LAS ARTES Y LAS LETRAS [UNESCO]Videojuegos; Transcreación; Localización; Estrategias de traducción; MultimodalidadcomputerAudiovisual translation
researchProduct

A M3G Talking Head for Smartphones

2011

Often customer information services or virtual support guides make use of friendly interface to facilitate human-machine interaction. Indeed, virtual guided tours or helpdesks use a talking anthropomorphic head to communicate with the user. In this paper, we present a talking head for Smart phones, PDAs and, in general, all the mobile devices able to support J2ME and MIDP protocol. The objective of this article is to illustrate how to make such an interface as portable as possible by maximizing the limited computational resources of these devices.

M3G Smartphone Talking Head J2MEMultimediaComputer scienceHead (linguistics)Interface (computing)AnimationCustomer informationcomputer.software_genreMobile deviceProtocol (object-oriented programming)computer
researchProduct

A VR-based serious game for studying emotional regulation in adolescents

2015

[EN] We all use more or less adapted strategies to confront adverse emotional situations in our lives without being psychologically affected. Emotional Regulation (ER) strategies that we use determine the way in which we feel, express and behave. Moreover, ER strategies are particularly important in adolescents, a population in the age when the deficits of ER strategies can be linked to the appearance of numerous mental health disorders such as depression or anxiety, or disruptive behaviors. Thus, the early detection of dysfunctional ER strategies and the training in adaptive ER strategies will help us to prevent the future occurrence of possible behavioral and psychosocial disorders. In th…

MaleAdolescentPsychometricsEXPRESION GRAFICA EN LA INGENIERIAPsychometricsComputer scienceEmotionsPsychology AdolescentPopulationDysfunctional familycomputer.software_genreDevelopmental psychologyElectrocardiographyUser-Computer InterfaceHeart RateSurveys and QuestionnairesmedicineHumansChildeducationMonitoring Physiologiceducation.field_of_studyMultimediaECGSerious GamesVirtual RealityEmotional regulationUnity3DComputer Graphics and Computer-Aided DesignMental healthEmotional RegulationVideo GamesAnxietyFemalemedicine.symptomPsychosocialGame theorycomputerSoftware
researchProduct

Media multitasking is associated with distractibility and increased prefrontal activity in adolescents and young adults.

2016

The current generation of young people indulges in more media multitasking behavior (e.g., instant messaging while watching videos) in their everyday lives than older generations. Concerns have been raised about how this might affect their attentional functioning, as previous studies have indicated that extensive mediamultitasking in everyday life may be associated with decreased attentional control. In the current study, 149 adolescents and young adults (aged 13-24 years) performed speech-listening and reading tasks that required maintaining attention in the presence of distractor stimuli in the othermodality or dividing attention between two concurrent tasks. Brain activity during task pe…

MaleBrain activity and meditationAudiologymedia multitaskingBrain mappingDevelopmental psychology0302 clinical medicineCOGNITIVE CONTROLTask Performance and AnalysisAttentionBRAINPLASTICITYEveryday lifeta515prefrontal cortexBrain Mappingmedicine.diagnostic_test05 social sciencesfMRIMultitasking BehaviorNeurologyMultimediaAuditory PerceptionFemalePsychologyRESPONSE-INHIBITIONpsychological phenomena and processesmedicine.medical_specialtyCORTEXAdolescent515 PsychologyCognitive NeurosciencePrefrontal CortexAffect (psychology)behavioral disciplines and activitiesta3112050105 experimental psychology03 medical and health sciencesYoung AdultWORKING-MEMORYmedicineHuman multitaskingHumans0501 psychology and cognitive sciencestarkkaavaisuusWorking memoryAttentional controlPERFORMANCEFRONTAL LESIONSMedia multitaskingLIFEReading516 Educational sciencesSUSTAINED ATTENTIONNerve NetFunctional magnetic resonance imaging030217 neurology & neurosurgeryNeuroImage
researchProduct

Acquisition of expertise in cricket fast bowling: Perceptions of expert players and coaches

2011

Objectives: Experiential knowledge of elite athletes and coaches was investigated to reveal insights on expertise acquisition in cricket fast bowling. Design: Twenty-one past or present elite cricket fast bowlers and coaches of national or international level were interviewed using an in-depth, open-ended, semi-structured approach. Methods: Participants were asked about specific factors which they believed were markers of fast bowling expertise potential. Of specific interest was the relative importance of each potential component of fast bowling expertise and how components interacted or developed over time. Results: The importance of intrinsic motivation early in development was highlight…

MaleEngineeringmedia_common.quotation_subjectApplied psychologyPhysical Therapy Sports Therapy and RehabilitationAthletic Performancecomputer.software_genreExperiential learningCoachingCohort StudiesProfessional CompetenceCricketPerceptionExperiential knowledgeHumansOrthopedics and Sports Medicineta315media_commonMultimediabiologybusiness.industrybiology.organism_classificationTalent developmentIdentification (information)ElitebusinesscomputerSportsJournal of Science and Medicine in Sport
researchProduct

Experimental evidence for suspence as determinant of video game enjoyment

2009

Based on theoretical assumptions from film psychology and their application to video games, the hypothesis is tested that suspense is a major factor in video game enjoyment. A first-person shooter game was experimentally manipulated to create either a low level or a high level of suspense. Sixty-three participants were randomly assigned to experimental conditions; enjoyment was assessed after playing by a 10-item rating scale. Results support the assumption that suspense is a driver of video game enjoyment. © 2009 Mary Ann Liebert, Inc.

MalePleasurePsychometricsComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONAnxietycomputer.software_genreYoung AdultReference ValuesFactor (programming language)HumansVideo gameComputingMilieux_MISCELLANEOUSApplied Psychologycomputer.programming_languageAnalysis of VarianceMultimediaCommunicationUncertaintyComputingMilieux_PERSONALCOMPUTINGGeneral MedicinePlay and PlaythingsHuman-Computer InteractionGames ExperimentalVideo GamesFemalePsychologycomputerCognitive psychologyCyberpsychology and Behavior
researchProduct