Search results for "multimedia"
showing 10 items of 692 documents
Scanning and deep processing of information in hypertext: an eye tracking and cued retrospective think-aloud study
2016
When students solve problems on the Internet, they have to find a balance between quickly scanning large sections of information in web pages and deeply processing those that are relevant for the task. We studied how high school students articulate scanning and deeper processing of information while answering questions using a Wikipedia document, and how their reading comprehension skills and the question type interact with these processes. By analyzing retrospective think-aloud protocols and eye-tracking measures, we found that scanning of information led to poor hypertext comprehension, while deep processing of information produced better performance, especially in location questions. Thi…
Cueing complex animations: Does direction of attention foster learning processes?
2011
Abstract The time course of learners’ processing of a complex animation was studied using a dynamic diagram of a piano mechanism. Over successive repetitions of the material, two forms of cueing (standard colour cueing and anti-cueing) were administered either before or during the animated segment of the presentation. An uncued group and two other control conditions were also employed. Development of an internal representation of the movements depicted in the animation was evaluated through participant demonstrations of the mechanism’s operation on a replica piano mechanism. Eye tracking (fixation lengths) indicated that overall, conventional visuospatially-based cueing was largely ineffect…
Animated Corpses: Communicating with Post Mortals in an Anatomical Exhibition
2006
‘Plastinates’ (i.e. corpses conserved through plastics) are lab created artifacts which since the nineties have been the subject of a cultural field experiment via an anatomical exhibition. Similarly to brain-dead or digitalized bodies, they constitute an ambiguous form of post-mortem existence. The article inquires after the ways in which the ontological status of these entities is constituted through the practices of body donors, anatomists and visitors. Plastinates owe their ambiguity to an oscillation between two different frames of perception. Their meaning is determined by the extent to which an anatomy exhibition can impose a ‘medical gaze’ over a non-professional way of perception, …
Análisis de la relación entre nuevas tecnologías y chino como segunda lengua: aplicaciones para teléfonos inteligentes y juegos
2017
Se ofrece un estudio sistemático y el análisis de la documentación más destacada y actual sobre la relación entre aprendizaje y enseñanza de una segunda lengua (L2), aplicada a la lengua china (CSL, chino como segunda lengua). Luego de repasar la trayectoria de los avances tecnológicos, en particular de las aplicaciones (apps) de telefonía celular y el diseño u oferta de juegos y simuladores para la enseñanza y el aprendizaje de CSL, se hace referencia a artículos e investigaciones especializados publicados en revistas internacionales, tanto sobre la lengua china como de lingüística y filología comparadas.
Review of Măda & Săftoiu (2012): Professional Communication across Languages and Cultures
2013
Communicative memory of irregular migration: The re-circulation of news images on YouTube
2016
This article analyses user-generated YouTube cut and mix videos of irregular migration as producing communicative memory of those who have suffered at Europe’s external borders. Visual and textual analyses examine a neglected perspective on the study of media representations of migration by examining a particular practice through which people engage with news images and participate in (re)construction of collective memory in relation to irregular migration. The analysis shows that while hegemonic Eurocentric imagery prevails also in the vernacular amateur productions, re-mixing different cultural productions nevertheless complicates the representation of irregular migration and affords alte…
Narrative Tools for Games : Focalization, Granularity, and the Mode of Narration in Games
2015
This article looks at three narratological concepts—focalization, granularity, and the mode of narration—and explores how these concepts apply to games. It is shown how these concepts can be used as tools for creating meaning-effects, which are understood here as cognitive responses from the player. Focalization is shown to have a hybrid form in games. This article also explores the different types of narrators and granularities in games, and how these three concepts can be used to create meaning-effects. This is done by discussing examples from several games, for example, Assassin’s Creed III, Skyrim, Fallout: New Vegas, and Civilization.
A Multimedia Museum Application Based Upon a Landscape Embedded Digital 3D Model of an Ancient Settlement
2012
This paper describes the development of a digital reconstruction of the celtic hillfort “Altburg” (Germany), which was generated in the context of a museums exhibition in the Hunsruck-Museum Simmern (Germany). This model refers to the City GML standard and considers the principles of the London Charter for establishing internationally recognized principles for the use of three-dimensional visualization by researchers, educators and cultural heritage organizations.
A Collaborative Environment for Service Providing in Cultural Heritage Sites
2004
We present a model which can be used to describe hybrid entities in an augmented reality environment. An architectural description of the model is firstly given. Next, a FIPA-compliant agent description of the model is proposed. Finally the paper discusses an overview and some implementation details of a project dealing with Augmented Reality context aware services in a cultural heritage site. These services are provided based on visitors customized profiles and current position in the site, as revealed by a positioning site implemented with low cost Bluetooth devices (cellular phones, PDAs, USB terminals).
La representació de la diversitata social en els materials didàctics digitals
2018
Con la extensión del uso de Materiales Didácticos Digitales (MDD) en la Educación Primaria en España, es pertinente analizar cómo estos representan la diversidad funcional, sexual, cultural, étnico/cultural, etario o de género en nuestra sociedad. Ese es uno de los objetivos del proyecto La escuela de la sociedad digital: análisis y propuestas para la producción y uso de los contenidos digitales educativos, que se está desarrollando en España —concretamente en Galicia, Valencia e Islas Canarias—. La metodología de estudio ha sido mixta —cuantitativa y cualitativa—centrada en el análisis de una muestra de 56 MDD ubicados en plataformas on lineinstitucionales, comerciales y colaborativas proc…