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…
Rintasyövän immunohistokemiallisten värjäysten automaattisen kuva-analyysin validointi kliiniseen diagnostiikkaan
2010
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…
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…
Design implications for digital scratch-card games
2008
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…
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 …
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…
Langattomuus oppimisen välineenä : kokemuksia ja havaintoja kannettavien tietokoneiden käytöstä Kaustisen musiikkilukiossa
2004
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. …