Search results for "multimedia"

showing 10 items of 692 documents

Cómo crear una actividad drag and drop (de arrastrar y soltar) H5P en el Aula Virtual

2021

En este videotutorial se muestra cómo crear una actividad drag and drop (de arrastrar y soltar) H5P en el Aula Virtual de la Universitat de València. Este trabajo forma parte del PID "Multimedia learning objects in moodle: Sustainable Development Goals" (Ref: UV-SFPIE_PID20-1356092) financiado por el Vicerectorat d'Ocupació i Programes Formatius de la Universitat de València en 2020/2021. Producción: Millán Scheiding, Catalina. https://mmedia.uv.es/buildhtml?user=canujuan&path=/mlos/&name=Copy_of_draganddrop.mp4

magisterioaprendizaje multimediaeducaciónaula virtualUNESCO::PEDAGOGÍAH5Pmoodle
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Robotization of Mobile Communication

2020

The aim of this chapter is to systematize the discussion regarding robotization of mobile communication. The chapter begins by clarifying the fundamental role of both robot hardware and robot software in this process. This is followed by a critical overview of existing research, which is classified into three categories. First, robotization is understood as the hybridization of the human body with existing ordinary mobile devices. Second, the incorporation of new robotic software, such as algorithms, artificial intelligence, and virtual assistants, into mobile devices is seen to robotize them from inside. Third, the convergence of smart communication devices, typically as user interfaces wi…

matkaviestinpalvelutSosiologia - SociologyComputer sciencesosiaalinen mediacomputer and information sciencestekoälycomputer.software_genresosiaalinen robottimobile communications serviceskannettava teknologiaSosiaali- ja yhteiskuntapolitiikka - Social policymobile devicesautomaatiomobiililaitteetautomationMultimediabusiness.industryPsykologia - Psychologycommunications technologymedia studiesartificial intelligenceAutomationviestintätekniikkatietoliikenneInformation and Communications TechnologyMobile telephonyUser interfacebusinessMobile devicecomputermediatutkimus
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The perception of elite athletes’ guided self-reflection and performance in archery

2016

AbstractSelf-reflection has been shown to enhance professional development in clinical, counselling and educational settings. Recent research found that self-reflection can enhance performance in elite sports. The purpose of this intervention study was two-fold: Firstly, to examine whether a guided reflective diary was effective in enhancing accuracy in elite archery, and secondly, to identify factors facilitating and hindering the usage of the guided reflective diary. Eight Singaporean elite archers (four females, four males), aged 20–24 years, reflected on their training using the diary for a period of five weeks. Their pre- and post-intervention performance scores were collected and qual…

media_common.quotation_subjectApplied psychologyQualitative propertycomputer.software_genre03 medical and health sciences0302 clinical medicineathlete developmentIntervention (counseling)PerceptionarcheryElite athletesta315media_commonMultimediaQualitative interviews05 social sciencesProfessional development050301 education030229 sport sciencesguided-reflectionPhilosophyhigh performance athletesSelf-reflectionElitePsychology0503 educationcomputerReflective Practice
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Principled animation design improves comprehension of complex dynamics

2016

International audience; Learners can have difficulty in decomposing conventionally designed animations to obtain raw material suitable for building high quality mental models. A composition approach to designing animations based on the Animation Processing Model was developed as a principled alternative to prevailing approaches. Outcomes from studying novel and conventional animation designs (independent variable) were compared with respect to mental model quality, knowledge of local kinematics, and capacity to transfer (dependent variables). Study of a compositional animation that presented material in a contiguous fashion resulted in higher quality mental models of a piano mechanism than …

media_common.quotation_subjectMental modelKinematicscomputer.software_genre050105 experimental psychologyEducationHuman–computer interactionAnimation designDevelopmental and Educational Psychology0501 psychology and cognitive sciencesQuality (business)Computer facial animationMathematicsmedia_commonVariablesMultimedia[SCCO.NEUR]Cognitive science/Neuroscience05 social sciences050301 educationAnimationAnimation processing modelComplexityComprehensionComplex dynamicsComposition approachMental model acquisition[ SCCO.NEUR ] Cognitive science/Neuroscience0503 educationcomputer
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The relationship between Internet use, online and printed newspaper reading in Finland: investigating the direct and moderating effects of gender

2012

This article explores how the time spent on the Internet is associated with printed and online newspaper reading. The direct and moderating effects of gender are especially investigated. The survey data ( N = 612) collected from Finland in 2011 are analysed by using hierarchical regression modelling. The results of the study show that Internet use has a displacement effect on printed newspaper reading but only among male respondents. In contrast, results show that more women spend time on the Internet the more frequently they also read printed newspapers. This finding is in line with the so-called efficacy hypothesis. No similar moderating effect of gender was found when exploring online n…

media_common.quotation_subjecteducationcomputer.software_genreLanguage and LinguisticsNewspapersukupuoliajankäyttöReading (process)online newspaperta518media_commonInternetInternet usethe InternetMultimediabusiness.industryajnakäyttöCommunicationMultilevel modelsanomalehtiContrast (statistics)AdvertisingPrinted newspaperDisplacement (psychology)Survey data collectionverkkolehtiThe InternetbusinessPsychologycomputer
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On the Use of XML in Medical Imaging Web-Based Applications

2016

The rapid growth of digital technology in medical fields over recent years has increased the need for applications able to manage patient medical records, imaging data, and chart information. Web-based applications are implemented with the purpose to link digital databases, storage and transmission protocols, management of large volumes of data and security concepts, allowing the possibility to read, analyze, and even diagnose remotely from the medical center where the information was acquired. The objective of this paper is to analyze the use of the Extensible Markup Language (XML) language in web-based applications that aid in diagnosis or treatment of patients, considering how this proto…

medicine.medical_specialty020205 medical informaticsComputer scienceSOAPcomputer.internet_protocolEfficient XML InterchangeProcessament electrònic de dadesBiomedical EngineeringBiophysicsWeb-based applications02 engineering and technologycomputer.software_genre030218 nuclear medicine & medical imaging03 medical and health sciences0302 clinical medicine:Enginyeria química [Àrees temàtiques de la UPC]0202 electrical engineering electronic engineering information engineeringmedicine[INFO.INFO-IM]Computer Science [cs]/Medical ImagingWeb applicationComputational medicineComputingMilieux_MISCELLANEOUScomputer.programming_languageXHTMLInformation retrievalMultimedia[ INFO.INFO-IM ] Computer Science [cs]/Medical Imagingbusiness.industryServeis webSearch engine indexingcomputer.file_formatXML frameworkXML languageDigital databasesSecuritybusinesscomputerWeb modelingXMLMedical InformaticsMedicina -- Informàtica
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Mobile diary for wellness management--results on usage and usability in two user studies.

2008

The prevalence of lifestyle-related health problems is increasing rapidly. Many of the diseases and health risks could be prevented or alleviated by making changes toward healthier lifestyles. We have developed the Wellness Diary (WD), a concept for personal and mobile wellness management based on Cognitive-Behavioral Therapy (CBT). Two implementations of the concept were made for the Symbian Series 60 (S60) mobile phone platform, and their usability, usage, and acceptance were studied in two 3-month user studies. Study I was related to weight management and study II to general wellness management. In both the studies, the concept and its implementations were well accepted and considered as…

medicine.medical_treatmentMEDLINEHealth Promotioncomputer.software_genreMedical RecordsWeight managementmedicineElectrical and Electronic EngineeringmHealthImplementationFinlandMultimediabusiness.industryUsabilityGeneral Medicinemobile applicationConsumer BehaviorComputer Science ApplicationsCognitive behavioral therapySelf Careweight managementmHealthMobile phonePatient ComplianceCognitive-behavioral therapy (CBT)Occupational stressbusinesscomputerBiotechnologyIEEE transactions on information technology in biomedicine : a publication of the IEEE Engineering in Medicine and Biology Society
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Käsitteellinen ymmärtäminen ja fysiikan oppimiseen liittyvät odotukset lukion mekaniikassa

2018

Aikaisempi tutkimus (Utriainen 2004) ja myöhempi oppimistulosten tarkastelu paljastivat puutteita, jotka koskivat kappaleen liiketilan ja kappaleen vuorovaikutusten välisen yhteyden ymmärrystä. Voimakuvion laadinta ja liikeyhtälön kirjoittaminen tuottivat vaikeuksia. Pakollisella fysiikan kurssilla opiskelijat muodostavat käsityksen, joka koskee fysiikkaa oppiaineena ja sen opiskelua. Saaduilla kokemuksilla voi olla merkitystä fysiikan syventäviin kursseihin kohdistuviin odotuksiin. Opetukselle asetettiin kaksi tavoitetta: piti edistää Newtonin toiseen ja Newtonin kolmanteen lakiin liittyvien tehtävien kvalitatiivista osaamista ja liikeyhtälön kirjoittamista sekä yrittää vaikuttaa opiskelij…

mekaniikkaNewtonin laitcognitive load theoryoppiminenoppikirjatcognitive architecturelukioopetuskokeilutoppimistuloksetcognitive theory of multimedia learningworking memoryschemeopetusmenetelmätfysiikka
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Cómo crear una actividad H5P de juego de memoria en el Aula Virtual

2022

En este videotutorial se muestra cómo crear una actividad H5P de juego de memoria (memory game) en el Aula Virtual (Moodle 3.11). Este trabajo forma parte del Proyecto de Innovación Docente Multimedia learning objects in Moodle: Sustainable Development Goals (Ref: UV-SFPIE_PID-1640789) financiado por el Vicerrectorado de Ocupación y Programas Formativos de la Universitat de València en el curso académico 2021/2022.

memory gameaprendizaje multimediaeducaciónjuego de memoriaaula virtualUNESCO::PEDAGOGÍAH5Pmoodle
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Tapology: A Game-Based Platform to Facilitate E-Health and E-Inclusion

2014

Published version of a chapter in the book: Universal Access in Human-Computer Interaction. Aging and Assistive Environments. Also available from the publisher at: http://dx.doi.org/10.1007/978-3-319-07446-7_36 We have developed a tablet computer game app for low vision users that can be used to introduce a platform for gaming, internet and visual rehabilitation to older users who have not had prior experience with information communication technology (ICT). Our target user group is people diagnosed with Age Related Macular Degeneration (AMD). The primary goal of the app is to present a fun and engaging means for participants to engage with Information Communication Technology (ICT). A long…

mobile HCIE-healthVDP::Technology: 500::Information and communication technology: 550::Computer technology: 551MultimediaProcess (engineering)Computer sciencebusiness.industrySuiteUniversal designmedia_common.quotation_subjectCognitionVDP::Medical disciplines: 700::Health sciences: 800computer.software_genrePerceptual learningHuman–computer interactionInformation and Communications Technologyaccessible designPerceptionco-designThe InternetE-inclusionbusinesscomputergamesmedia_common
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