Search results for "ta113"

showing 10 items of 530 documents

Fixed versus Growth Mindset Does not Seem to Matter Much

2018

Psychology predicts that a student’s mindset—their implicit theory of intelligence—has an effect on their academic performance. We attempted to corroborate this in the computer science education context by asking the students on two bachelor-level courses, typically taken in the third year of studies, to fill out a standard mindset questionnaire, and analyzing their answers in relation to their grades on those courses. In a sample of 133 students, with only 24 (18 %) students with a clear fixed mindset, there is no detectable correlation between the students’ mindsets and their course grades. An ordinal logistic regression estimates, at the 95 % confidence level, a statistically nonsignific…

entity theorymedia_common.quotation_subjecteducationmindsets050109 social psychologyContext (language use)MindsetpsychologyoppimistuloksetBachelorOddsoppimiskäsityksetMathematics educationta5160501 psychology and cognitive sciencesincremental theorykorkeakoulupedagogiikkata515media_commonImplicit personality theoryta113implicit theories05 social sciencesgrowth mindset050301 educationoppimispsykologiaConfidence intervalfixed mindsetpsykologiaObservational studyOrdered logit0503 educationProceedings of the 2018 ACM Conference on International Computing Education Research
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Do E-Athletes Move?

2016

This article offers possibly the first peer-reviewed study on the training routines of elite e-athletes with special focus on the subjects' physical exercise routines. The study is based on a sample of 115 elite e-athletes. According to the responses, e-athletes train approximately 5.28 hours every day around the year on the elite level. Approximately 1.08 hours of that training is physical exercise. More than half (55.6%) of the elite e-athletes believe that integrating physical exercise in their training programs has a positive effect on esport performance; however, no less than 47.0% of the elite e-athletes do their physical exercise chiefly to maintain overall health. Accordingly, the s…

esportmedicine.medical_specialtyelektroninen urheiluathletics050801 communication & media studiesPhysical exerciseTraining (civil)World healthphysicality03 medical and health sciences0508 media and communications0302 clinical medicinePhysical medicine and rehabilitationmedicineharjoitteluta113trainingexercisebiologyAthletes05 social sciences030229 sport scienceskäytäntöbiology.organism_classificationpracticeComputer Science ApplicationsElitePhysical therapysportPsychologyInternational Journal of Gaming and Computer-Mediated Simulations
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Digital solutions transform the forest-based bioeconomy into a digital platform industry : a suggestion for a disruptive business model in the digita…

2018

With the notion that the transformation of the forest-based bioeconomy in recent years provides insightful suggestions not only on the bioeconomy, but on business innovation, this paper conducts an empirical analysis of the transformation and attempts to extract suggestions for a digital-solution-driven, disruptive business model in the digital economy. Notwithstanding the potential broad cross-sectoral benefits, the natural environment, locality constraints, and incessant challenge of distance have impeded the balanced development of the bioeconomy. However, driven by digital solutions, the bioeconomy has taken big steps forward in recent years. Digitalization has enabled real-time, end-to…

forest-based bioeconomySociology and Political ScienceCore businessHuman Factors and Ergonomics010501 environmental sciencesBusiness model01 natural sciencesEducation0502 economics and businessDemand planningDigital economyBusiness and International Managementdigital solutionscreative disruption platformIndustrial organization0105 earth and related environmental sciencesDownstream (petroleum industry)ta113Upstream (petroleum industry)business.industrytransformation05 social sciencesLocalityluovat menetelmätTransformative learningdigital platform industrydigitaaliset alustatbusinessbiotalous050203 business & management
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An optimization-based approach for solving a time-harmonic multiphysical wave problem with higher-order schemes

2013

This study considers developing numerical solution techniques for the computer simulations of time-harmonic fluid-structure interaction between acoustic and elastic waves. The focus is on the efficiency of an iterative solution method based on a controllability approach and spectral elements. We concentrate on the model, in which the acoustic waves in the fluid domain are modeled by using the velocity potential and the elastic waves in the structure domain are modeled by using displacement.Traditionally, the complex-valued time-harmonic equations are used for solving the time-harmonic problems. Instead of that, we focus on finding periodic solutions without solving the time-harmonic problem…

fourth-order Runge–Kuttata113Numerical AnalysisOptimization problemfluid–structure interactionta114Physics and Astronomy (miscellaneous)DiscretizationApplied Mathematicsta111Mathematical analysisSpectral element methodspectral element methodAcoustic wavecoupled problemcontrollabilityComputer Science ApplicationsControllabilityComputational MathematicsMultigrid methodRate of convergenceModeling and SimulationConjugate gradient methodMathematicsJournal of Computational Physics
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Service Provisioning and User Association for Heterogeneous Wireless Railway Networks

2017

In addition to comforting passengers' journey, the modern railway system is responsible to support a variety of on-board Internet services to meet the passenger's demands on seamless service provisioning. In order to provide wireless access to the train, one idea attracting increasing attention is to deploy a series of track-side access points (TAPs) with high-speed data rates along the rail lines dedicated to the broadband mobile service provisioning on board. Due to the heavy data traffic flushing into the base stations (BSs) of the cellular networks, TAPs act as a complement to the BSs in data delivery. In this paper, we focus on the TAP association problem for service provisioning in a …

game theoryEngineeringrautatieliikenneviive (tekniikka)railway networksdelay time02 engineering and technologyCommunications systemBase stationheterogeneous wireless network0203 mechanical engineeringservice provisioning0202 electrical engineering electronic engineering information engineeringWirelesspeliteoriaElectrical and Electronic Engineeringta113Queueing theorypalvelutta213business.industry020302 automobile design & engineering020206 networking & telecommunicationsProvisioningCellular networkjunatThe InternetbusinessTelecommunicationsMobile servicelangattomat verkotComputer network
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Evaluating similarity measures for gaze patterns in the context of representational competence in physics education

2018

The competent handling of representations is required for understanding physics' concepts, developing problem-solving skills, and achieving scientific expertise. Using eye-tracking methodology, we present the contributions of this paper as follows: We first investigated the preferences of students with the different levels of knowledge; experts, intermediates, and novices, in representational competence in the domain of physics problem-solving. It reveals that experts more likely prefer to use vector than other representations. Besides, a similar tendency of table representation usage was observed in all groups. Also, diagram representation has been used less than others. Secondly, we evalu…

graafinen esitysPhysics educationrepresentational competenceFeature selection02 engineering and technologycomputer.software_genresilmänliikkeetfeature selection0202 electrical engineering electronic engineering information engineeringta516fysiikkaCompetence (human resources)ta113eye-trackingbusiness.industry05 social sciences050301 education020207 software engineeringsimilarity measuresMutual informationLevenshtein distanceGazekatseEye trackingongelmanratkaisugaze patternsArtificial intelligencebusinessphysics0503 educationMaximal information coefficientcomputerNatural language processingProceedings of the 2018 ACM Symposium on Eye Tracking Research & Applications
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Challenges of Serendipity in Recommender Systems

2016

Most recommender systems suggest items similar to a user profile, which results in boring recommendations limited by user preferences indicated in the system. To overcome this problem, recommender systems should suggest serendipitous items, which is a challenging task, as it is unclear what makes items serendipitous to a user and how to measure serendipity. The concept is difficult to investigate, as serendipity includes an emotional dimension and serendipitous encounters are very rare. In this paper, we discuss mentioned challenges, review definitions of serendipity and serendipity-oriented evaluation metrics. The goal of the paper is to guide and inspire future efforts on serendipity in r…

haasteet (ongelmat)ta113Computer scienceSerendipitysuosittelujärjestelmätserendipitychallenges02 engineering and technologyRecommender systemunexpectednessnoveltyevaluation metricsWorld Wide Webrelevanssi020204 information systems0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingrelevancerecommender systemsProceedings of the 12th International Conference on Web Information Systems and Technologies
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Aesthetic Appeal and Visual Usability in Four Icon Design Eras

2016

Technological artefacts express time periods in their visual design. Due time, visual culture changes and thus affects the design of pictorial representations in technological products, such as icons in user interfaces. Previous research of temporal aspects in human-computer interaction has been focusing on particular interaction situations, but not on the effects of design eras on user experience. The influence of icon design styles of different eras on aesthetic and usability experiences was studied with the method of primed product comparisons. Affective preferences and their processing times were analysed in order to examine visual usability in terms of semantic distance and aesthetic a…

iconComputer sciencemedia_common.quotation_subjectaffective reaction timesaesthetic appeal050105 experimental psychologyUser experience designHuman–computer interactionvisual usabilitysemantic distance0501 psychology and cognitive sciences050107 human factorsmedia_commonVisual culturecomputer.programming_languageta113Communication designbusiness.industry05 social sciencesta6132UsabilityIcon designdesign erasBeautyIconUser interfacebusinesscomputerProceedings of the 2016 CHI Conference on Human Factors in Computing Systems
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Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices

2016

Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sick…

immersionArticle SubjectComputer sciencemedia_common.quotation_subject02 engineering and technologycomputer.software_genreQuality of resultshuman-technology interactionlcsh:QA75.5-76.95authenticityHuman–computer interactionuser experience0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesautenttisuus050107 human factorsmedia_commonta113Multimediabusiness.industry05 social sciences020207 software engineeringUsabilityHuman-Computer InteractionFeelingvirtual environmentsSimulator sicknesslcsh:Electronic computers. Computer sciencekäyttäjäkokemusbusinessImmersive virtual environmentcomputerAdvances in Human-Computer Interaction
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Assisting immersive virtual reality development with user experience design approach

2017

In our study we explored how to design a biography of a late Finnish artist as a VR experience. We conducted a development process assisted by user experience (UX) design methods, which increased the process efficiency, and resulted in a research prototype. Through previous research and our development process, we identified components affecting the user experience. These components are: Immersion, Presence, Disorientation, Sense of Control, Pleasantness, Exploration and Simulator Sickness. From our user study with 13 participants, we were able to draw implications that relate to these components. While the set of components could be incomplete or subject to change, shows that further resea…

immersionEngineering02 engineering and technologyVirtual realitycomputer.software_genreUser experience designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesta518Design methods050107 human factorsta113Multimediabusiness.industryomnidirectional videoUser journey05 social sciencesuser experience design020207 software engineeringinteractive omnidirectional videoUser interface designSimulator sicknessProcess efficiencyvirtual realitybusinesscomputerProceedings of the 21st International Academic Mindtrek Conference
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