Search results for "git"

showing 10 items of 7116 documents

Image classification based on 2D feature motifs

2013

The classification of raw data often involves the problem of selecting the appropriate set of features to represent the input data. In general, various features can be extracted from the input dataset, but only some of them are actually relevant for the classification process. Since relevant features are often unknown in real-world problems, many candidate features are usually introduced. This degrades both the speed and the predictive accuracy of the classifier due to the presence of redundancy in the candidate feature set. In this paper, we study the capability of a special class of motifs previously introduced in the literature, i.e. 2D irredundant motifs, when they are exploited as feat…

pattern discoveryContextual image classificationProbabilistic latent semantic analysisExploitComputer sciencebusiness.industryScale-invariant feature transformPattern recognitioncomputer.software_genreDigital imageComputingMethodologies_PATTERNRECOGNITIONclassificationimage analysisVisual WordArtificial intelligenceData miningbusinessClassifier (UML)computerImage compression
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A Longitudinal Study of the Effects of Service-Learning on Physical Education Teacher Education Students

2022

Research examining Service-Learning (SL) in Physical Education Teacher Education (PETE) is ample. However, long-term investigations are still scarce and literature demands the application of this type of design to uncover the effects of SL on the long run. This study followed a longitudinal quantitative approach; thus, the participants completed the Civic Attitudes and Skills Questionnaire (CASQ) in three occasions (pretest-postest1-postest2). Results show that there exist significant differences between mean values of the global outcomes of the CASQ; concretely, there was an improvement in the first interval followed by a decrease in the second period. Regarding the different dimensions of…

pedagogical modelservice-learninglongitudinal studyphysical education teacher educationGeneral Psychologycivic skills and attitudes
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Creating a National Digital Learning Environment for Enhancing University Teachers' Pedagogical Expertise - The Case UNIPS

2019

This article analyses the design, implementation, and evaluation of a nation-wide project to create a common digital solution for university teaching staff’s pedagogical training in Finland. During three years, eight universities collaborated in developing an online learning platform called UNIPS, the University Pedagogical Support system. The areas to develop were A) a learning platform based on technical design principles, B) pedagogical principles, and C) broadening the scope of offered studies. The results have been promising. With a carefully planned timetable, all participating universities were able to produce, test, and offer UNIPS modules in collaboration with other universities on…

pedagogical supporthigher educationuniversity teachingoppimisalustatpedagogical trainingdigital solutionyliopistotkorkeakoulupedagogiikkahenkilöstökoulutus
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Digipedagogiikka kehittyy koulujen kanssa kokeillen ja tutkien

2018

pedagogiikkakoulutoppiminenkoulut (oppilaitokset)teknologiatechnology (information)digitaalinen oppimateriaali
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Digital storytelling as a pedagogical method

2019

pedagogiikkatarinatopetusmenetelmätdigitaalinen tarinankerrontadigital storytelling
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Lasten digitaalisen osaamisen tukeminen osana päiväkodin arkisia teknologiakäytänteitä

2022

pedagogiikkavarhaiskasvatusvarhaiskasvatuksen opettajattieto- ja viestintätekniikkalapset (ikäryhmät)medialukutaitoesiopetusdigitaaliset taidot
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Modelling the influence of landscape on pedestrian's route choices using a multinomial logit model

2007

ACTI; International audience

pedestrian's route choices[SHS.GEO] Humanities and Social Sciences/Geography[SHS.GEO]Humanities and Social Sciences/Geography[ SHS.GEO ] Humanities and Social Sciences/Geographyinfluence of landscapemultinomial logit model
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Peer selection and influence : Students’ interest-driven socio-digital participation and friendship networks

2020

Digital technologies have been increasingly embedded in students’ everyday lives. Interest-driven socio-digital participation (ISDP) involves students’ pursuit of interests mediated by computers, social media, the internet, and mobile devices’ integrated systems.ISDPis likely to intertwine closely with young people’s social networks that has been scarcely studied quantitatively. To close this gap, the present paper investigated students’ peer selection and influence effects of the intensity of their ISDP and friendship networks. We collected two-wave data by administering a peer nomination to trace students’ friendship networks with peers and a self-reported questionnaire to examine student…

peer friendshipsocial network analysisinterest-driven socio-digital participationmedia_common.quotation_subjecttieto- ja viestintätekniikkaBridge (interpersonal)Educationsosiaaliset verkostotnuoretMathematics educationSelection (linguistics)ComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesSocial mediavertaisryhmätFormal learningmedia_commonbusiness.industry4. Education05 social sciences050301 educationFriendshipystävyysNominationThe InternetPsychologybusiness0503 educationMobile devicepeer selection and influenceystävät050104 developmental & child psychology
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The Playful Affordances of Picture Book Apps for Children

2021

The tradition of children’s literature has evolved side by side with the market of children’s entertainment, games, and toys. The selection of contemporary print products includes a wide variety of materially or technologically enhanced picture books. This background is rarely considered in the examination of children’s book applications that have attracted scholarly interest after the arrival of smartphones and tablets during the early 2010s.The relationship between picture book apps, mobile games, and digital playthings requires further examination that considers the specific affordances of the mobile platform. Leaning on five case studies, this article examines how picture book apps affo…

pelaaminenaffordancesComputingMilieux_PERSONALCOMPUTINGkuvakirjatchildren’s literaturee-kirjatleikkiminenlukeminendigital playlastenkirjallisuusdigital children’s literaturemobiilisovelluksetpicture book appsdigitaaliset pelit
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Reconstructing the Gothic in games and gaming : Gothic monsters and ideology in the story world and player experiences of Fallout 3

2018

This dissertation research investigates the deployment of Gothic elements in digital games and player experiences of Gothic monsters. The Gothic is a rich and popular resource for games that, through representations of monstrosities and injustice, aims to induce in players a pleasurable feeling of discomfort, yet also reflects contemporary anxieties. The dissertation comprises three case studies of which the first two are close readings of the action role-playing game Fallout 3 and the third discourse analysis of transcribed player narration from Let’s Play (LP) gameplay videos. More specifically, the case studies discuss the dual role of Gothic monstrosities as a cause and consequence of t…

pelaaminendigital gamesFallout 3kerrontamoralityvideoGothicpelitutkimusdystopiatpelitdystopiaplay experiencemonstrositytarinatgotiikkalähilukugamingkauhuhirviötgamepley videosdigitaaliset pelit
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