Search results for "tietokone"

showing 10 items of 350 documents

Immersive Virtual Reality Education Application : Four Development Iterations along Design Science Research Methodology

2022

This study introduces a research and development process of an immersive Virtual Reality (VR) education application. Altogether four application development iterations are showcased along the Design Science Research methodology. The results show how initial problems change and new problems occur during the course of a long-term DSR project with multiple iterations. Moreover, the study results confirm various previous findings, for example, that VR works better on higher learning levels such as application -level and personalization is a way to achieve this. In addition, 360 photos and videos were found to be easy and cost-efficient ways to increase personalization of VR applications. The re…

immersivelong-term studyopetusohjelmat (tietokoneohjelmat)design science researchkehittämistutkimuslearning applicationvirtual reality113 Computer and information sciencesohjelmistokehitysAdvances in Teaching and Learning Technologiesvirtuaalitodellisuus
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Rintasyövän immunohistokemiallisten värjäysten automaattisen kuva-analyysin validointi kliiniseen diagnostiikkaan

2010

immunohistokemiaERrintasyöpätietokoneavusteinen analyysimääritysKi-67PR
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Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation

2023

Educational functions of digital games are often seen only in the light of the serious and purposeful activities that aim for learning outcomes, in contrast with noneducational games that are designed for entertainment. The focus of this paper is in studying players’ learning outcomes from playing non-educational games, and how these relate to wellbeing outcomes of playing, and gaming motivation. The data for this study was collected via a survey (N = 1,202) in the United Kingdom and the United States. The survey respondents answered the question regarding what players perceive they have learnt by playing digital games. A generic datadriven qualitative content analysis of the responses to t…

informal learninggameplay motivationnon-educational gamespelitpelaaminenself-determinationwellbeing outcomesoppimistuloksettietokonepelitdigitaaliset pelitinformaali oppiminen
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Critical Experiences During the Implementation of a Self-tracking Technology

2016

Emerging technologies have brought several new ways to track, measure and evaluate own activity. Well-being, nutrition, physical training, mood, and sleep are a few of the various measures that can be self-tracked by different technological solutions. At the same time, people are becoming more interested in themselves and their own well-being, and constant tracking of own activities is getting more and more popular both on individual level as well as in general healthcare. This study examines critical experiences that occur during the implementation phase of the innovation-decision process and their influence to adopting or rejecting a self-tracking technology. The study is qualitative in n…

innovation-decision processihmisen ja tietokoneen vuorovaikutushyvinvointiadoptioUTAUT2implementationself-tracking
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Design implications for digital scratch-card games

2008

instant-win lotterydigital gamesrahapelitscratch-cardmoney gamesdesign implicationstietokonepelitgames
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TPACK and Educational Interactions : Pillars of Successful Technology Integration

2019

It is important to understand what drives the success of technology integration in educational settings, because learning in schools with technology develops the students' capacities to participate fully in the digital age. Educated students, in turn, can transform our societies through innovative scientific discoveries. Recently, the Technological Pedagogical Content Knowledge (TPACK) framework has emerged as a theoretical framework needed for understanding the teacher’s integration of digital technologies into teaching. Educational interactions, in turn, have been emphasized as a critical component of the educational practices, processes and contexts. However, these two concepts have been…

integroitu opetustietokoneavusteinen opetusvuorovaikutuskouluttechnology integrationeducational interactionsopettajatcontextdigitaalitekniikkapedagogiikkateknologiakasvatusComputingMilieux_COMPUTERSANDEDUCATIONTPACKteknologiatietokoneavusteinen oppiminenopetusmenetelmät
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Kokeilu kirjoittamisen itsearvioinnista tietokoneella

2001

This article discusses an experiment which we are conducting in the field of Finnish as a second language. We are developing an Internet-based program that learners of Finnish can use to assess their own writing skills. The program code originally comes from the DIALANG project, which is developing a diagnostic language assessment system for 14 languages for the Internet. We selected two new writing tasks for the program, and constructed related sets of benchmark performances to enable the learners to assess their own abilities. In the article, we first discuss the concepts of learner autonomy and self-assessment, in other words the theoretical framework that underlies the program. This is …

itsearviointiFinnish as a second languagekirjoitustaitoself-assessment of writingcomputer-based assessmentkielitaitosuomi toisena kielenätietokoneavusteisuusarviointi
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Towards Practical Cybersecurity Mapping of STRIDE and CWE — a Multi-perspective Approach

2021

Software vulnerabilities are identified during their whole life-cycle; some vulnerabilities may be caused by flaws on the design while other appear due to advances on the technologies around the systems. Frameworks such as OWASP are well- known and are used for testing a systems security before or after implementation, and such testing is carried out against the existing system. Threat modeling however focuses on the early stages of the system design when it is feasible and easy to fix security-related flaws and prevent possible damage caused by them. For example, STRIDE is one very popular threat modeling framework. A STRIDE threat modelling specialist deals with abstract categorizations o…

järjestelmäsuunnittelucybersecurityComputer scienceVulnerabilitySTRIDETK5101-6720cveComputer securitycomputer.software_genrethreat lifecyclestrideSoftwaretietokannattietoturvakyberturvallisuushaavoittuvuusweaknessesvulnerabilitiesScope (project management)business.industrytietokoneohjelmatTechnological innovationcwemapping automationohjelmistosuunnitteluSystems development life cycleTask analysisThreat modelTelecommunicationTask analysisManualsSystems designthreat modellingmallit (mallintaminen)ohjelmistokehitysbusinessEstimationcomputervulnerability lifecycleSoftware2021 29th Conference of Open Innovations Association (FRUCT)
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Langattomuus oppimisen välineenä : kokemuksia ja havaintoja kannettavien tietokoneiden käytöstä Kaustisen musiikkilukiossa

2004

kannettavat tietokoneetKaustisen musiikkilukiolukio
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Lokalisointi teknisestä näkökulmasta

2013

Lamminaho, Ville Lokalisointi teknisestä näkökulmasta Jyväskylä: Jyväskylän yliopisto, 2013, 27 s. Tietojärjestelmätiede, kandidaatintutkielma Ohjaaja: Halttunen, Veikko Lokalisointi voidaan määrittää kieli- ja teknologiaosaamisen yhdistämisenä kie-lelliset ja kulttuuriset rajat ylittävän tuotteen aikaansaamiseksi. Lokalisointi voidaan käsittää osana globalisointia, johon kuuluu myös kansainvälistäminen ja kääntäminen. Lokalisoinnin eri työvaiheissa käytetään apuna tietokoneavus-teisia työkaluja, kuten käännösmuisteja ja terminologiatyökaluja. Tuotteen loka-lisointi on monitasoinen ja monialainen projekti, jonka menestyksekkääseen suorittamiseen tarvitaan paljon eri alojen asiantuntijoita. …

kansainvälistäminenlokalisointitietokoneavusteiset käännöstyökalutkäännösmuistitlokalisointi-insinööri
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