Search results for "Video"
showing 10 items of 1348 documents
Wyjątkowość doświadczenia śmierci w artystycznych grach wideo
2015
Video games present different meanings of death than those conditioned by social and cultural contexts. Most games treat the motif of death instrumentally. Therefore, death is usually a norm and a rule in typical video games. However, art games present a different sense of death, one that defies its conventional meanings. The article analyses the different presentations of death in three art games: "Passage" (Rohrer, 2007), "The Graveyard" (Tale of Tales, 2008) and "Queers in Love at the End of the World" (Anthropy, 2013). These productions prove that video games are an excellent medium to offer players a deep emotional experience, which can also encourage taking a fundamental and more prof…
Arbeitsanweisungen zu Videomitschnitten in digitalen Lehrendenbildungskonferenzen
2021
The article investigates how digital conferences are interactionally accomplished by the participants in an international education and training project for teachers of German as a Foreign Language. From the perspective of multimodal conversation analysis, we focus on how the moderator transforms the model for working with the recorded lessons into instructions to the teachers in the ongoing conference and how the teachers subsequently orient their contributions to the instructions. It is seen that the moderator’s instructions increasingly depart from the model and accommodate the teachers’ work practices. In addition, the teachers and the project assistant repeatedly display uncertainty ab…
Student teachers’ types of probing questions in inquiry-based mathematics teaching with and without GeoGebra
2017
Previous studies have produced several typologies of teacher questions in mathematics. Probing questions that ask students to explain are often included in the types of questions. However, only rare studies have created subtypes for probing questions or investigated how questioning differs depending on whether technology is used or not. The aims of this study are to elaborate on different ways of asking students to give explanations in inquiry-based mathematics teaching and to investigate whether questioning in GeoGebra lessons differs from questioning in other lessons. Data was collected by video recording 29 Finnish mathematics student teachers’ lessons in secondary and upper secondary sc…
The effects of virtuality level on task-related collaborative behaviors: The mediating role of team trust
2013
This study aims to analyze the mediating role of team trust in the relationship between virtuality level and task-related collaborative behaviors. Three types of task-related collaborative behaviors were studied, namely team coordination, team cooperation, and team information exchange. Drawing upon theory and research on virtual teams and trust, we hypothesized that team trust partially mediated the effects of virtuality level on team coordination, team cooperation, and team information exchange. A laboratory experiment was carried out with 65 four-person teams randomly assigned to three communication media with different virtuality levels (face-to-face, video conference and computer-media…
Relationship, task and process conflicts on team performance
2009
PurposeThe purpose of this paper is to examine which communication contexts – virtual or traditional interactions – is more disruptive or beneficial to the effects of intragroup conflicts on team performance.Design/methodology/approachA laboratory experiment was conducted comparing 22 face‐to‐face (FTF) teams, 22 videoconference (VC) teams and 22 computer‐mediated communication (CMC) teams over a month.FindingsResults showed that VC teams are the highest performing teams and CMC teams the lowest. However, when task conflict increases VC team performance diminishes at the first stage of the teamwork. FTF team performance is also improved by task conflict, but also by process conflict. After …
Desarrollo de prácticas en el laboratorio químico en formato híbrido apoyadas en el trabajo en equipo y vídeos instructivos
2022
[EN] This work presents the adaptation of a course mainly based on practice sessions in the chemical laboratory into a blended learning format after the irruption of the COVID-19 pandemic. The study was conducted during the course Experimentation in Chemical Engineering II of the third academic year of the B.Sc. in Chemical Engineering of the Polytechnic University of València. The development of experimental courses under the context of the pandemic takes place under strict room occupancy and hygiene rules, although teamwork and interaction between students tends to be more important than in theory classes. To make feasible that students gain experience in the use of equipment and pilot pl…
Investigating face-to-face and virtual teamwork over time: When does early task conflict trigger relationship conflict?
2012
North Carolina State UniversityPast research has indicated that early task consict can trigger subsequent relationshipconsict during teamwork. The current study examines conditions that may exacerbateor attenuate this relationship. SpeciÞcally, this study examines the moderating role ofprocess consict and communication medium on the link between task consict andrelationship consict over time. A longitudinal laboratory experiment was carried outcomparing 22 face-to-face (FTF) groups, 22 videoconference (VC) groups, and 22synchronous computer mediated (i.e., OchatO) communication (CMC) groups workingon a complex team task over a period of 1 month. Results highlight the robust insuenceof early…
Which are the patterns of video game use in Spanish school adolescents? Gender as a key factor
2020
Abstract Video games are part of the technological revolution, and it is possible nowadays to play video games anytime and anywhere as a primary source of youth entertainment. The research question of this study refers to which are the patterns of video game usage by Spanish school adolescents. In particular, it analyzes the time and money spent on video games among Spanish teenage students of 11–19 years old (M = 13.98; SD ± 1.397), as well as the game platform and the type of video games used, according to type of day and, especially, gender of the player. A survey was applied to a representative sample of adolescent students (n = 1502) from Valencian Region (Spain). The results showed an…
3D high definition video coding on a GPU-based heterogeneous system
2013
H.264/MVC is a standard for supporting the sensation of 3D, based on coding from 2 (stereo) to N views. H.264/MVC adopts many coding options inherited from single view H.264/AVC, and thus its complexity is even higher, mainly because the number of processing views is higher. In this manuscript, we aim at an efficient parallelization of the most computationally intensive video encoding module for stereo sequences. In particular, inter prediction and its collaborative execution on a heterogeneous platform. The proposal is based on an efficient dynamic load balancing algorithm and on breaking encoding dependencies. Experimental results demonstrate the proposed algorithm's ability to reduce the…
High Speed Stereovision Setup for Position and Motion Estimation of Fertilizer Particles Leaving a Centrifugal Spreader
2014
EA SPE GEAPSI; International audience; A 3D imaging technique using a high speed binocular stereovision system was developed in combination with corresponding image processing algorithms for accurate determination of the parameters of particles leaving the spinning disks of centrifugal fertilizer spreaders. Validation of the stereo-matching algorithm using a virtual 3D stereovision simulator indicated an error of less than 2 pixels for 90% of the particles. The setup was validated using the cylindrical spread pattern of an experimental spreader. A 2D correlation coefficient of 90% and a Relative Error of 27% was found between the experimental results and the (simulated) spread pattern obtai…