Search results for "video"

showing 10 items of 1348 documents

Collaborative screen capture video based learning in information systems science

2014

learningtietokoneavusteinen opetusongelmalähtöinen oppiminenoppiminene-learning platformsulautuva opetussysteemityöscreen-capture videosoppimisalustatopetusverkko-oppiminencritical success factors of e-learningverkkovideotwikiconstructivist learninglearning of concepttietokoneavusteinen oppiminenwikitopetusteknologiaverkko-opetusyhteisöllinen oppiminenproblem-based learninge-learning
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Producing Lecture Videos from Face-to-face Teaching

2014

There is a clear demand for lecture videos in modern education. Nevertheless, the desire to keep face-to-face education remains as well. In such a case, the natural option is to produce videos in face-to-face teaching situations rather than in a studio environment. The challenge this kind of production faces is how to make it to cover an entire degree program cost-efficiently while serving the purpose intended. This article explains the demands set for video production in the context of face-to-face education at the scale of a degree program and how to effectively respond to them in practice. The paper also evaluates the effectiveness and impacts of the production model developed in connect…

lecture videosFace-to-faceMultimediaComputer sciencevideo productionsulautuva opetuscomputer.software_genrecomputerComputer Science ApplicationsEducation
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La videocreación en el área de educación artística. Exploración de la identidad mediante el autorretrato audiovisual

2015

El análisis que se presenta ofrece una visión sobre la situación de la videocreación en el ámbito de educación artística en centros de educación secundaria obligatoria. La zona geográfica de estudio, se ha delimitado en L’Horta Nord i la ciudad de Valencia. Dentro de un paradigma de investigación interpretativo/cualitativo, tratamos de definir e interpretar mediante análisis de documentos, entrevistas a profesionales del mundo audiovisual y experiencias con el alumnado, la realidad educativa. Se intenta confirmar mediante la práctica artística realizada con los estudiantes, una aportación dentro del área educativa en correspondencia con el área artística. The analysis presented offers an ov…

lenguaje audiovisualvideoacreacióninnovación educativaeducación artística
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Movement characteristics during customized exergames after total knee replacement in older adults

2022

Introduction: There is limited understanding of how older adults can reach kinematic goals in rehabilitation while performing exergames and conventional exercises, and how similar or different the kinematics during exergaming are when compared with conventional therapeutic exercise with similar movement. The aim of this study was to describe the movement characteristics performed during exercise in custom-designed exergames and conventional therapeutic exercises among patients who have undergone unilateral total knee replacement (TKR). In addition, the secondary aim was to assess the relation of these exercise methods, and to assess participants' perceived exertion and knee pain during exer…

liikeoppiexercise therapypolvetliikeradatvideo gamesliikuntamusculoskeletal system3126 Surgery anesthesiology intensive care radiologyliiketuki- ja liikuntaelimetleikkaushoitofysioterapiarehabilitationkinematicskuntoutusphysical therapy
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Digitalization and Evolution of Business Model Pathways Among Japanese Software SMEs

2019

This chapter analyzes five Japanese software small and medium-sized enterprises (SMEs) to better understand how their decision-making pathways inside the organization evolve as they develop new business models. Event-state mapping method was applied to analyze the business model pathways of the case firms. We found that once triggered, pathways included various actors and a series of steps until an outcome, the new business model, was reached. The findings indicate that the decision pathways to new models became increasingly complex over the years and the number of individuals and teams involved increases as business model evolved further. peerReviewed

liiketoimintamallitVideo gamingProcess managementbusiness.industryJapanivideopelitBusiness modelOutcome (game theory)SoftwareJapanohjelmistoliiketoimintaBusinessdigitalisaatiopienet ja keskisuuret yrityksettietotekniikkayritykset
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Liikuntapelit osaksi koulun liikuntaa? : videopelitutkimus Jyrängön alakoulussa

2012

Saarinen Jussi. 2012. Liikuntapelit osaksi koulun liikuntaa? Videopelitutkimus Jyrängön alakoulussa. Liikuntatieteiden laitos, Jyväskylän yliopisto. Liikuntapedagogiikan Pro gradu –tutkielma, 85s. Tutkimus toteutettiin osana syksyllä 2010 käynnistynyttä Liikkuva koulu –hanketta, jonka tarkoituksena oli liikunnallistaa koulupäivää erilaisin keinoin. Tutkimuksen kohdejoukkona toimivat yhden hankkeeseen kuuluvan alakoulun neljäs- ja viidesluokkalaiset oppilaat (n=53). Tutkimuksella pyrittiin selvittämään alakoululaisten suhtautumista sekä pelikokemuksia liikuntapeleihin liittyen ja ennen kaikkea tarkastelemaan saatujen tutkimustulosten avulla liikuntapelien soveltuvuutta koulun liikuntakasvatu…

liikuntakasvatuspelitnuoretkoululiikuntaLiikkuva koulu -hankevideopelitJyränkökoululiikuntapelitliikuntafyysinen aktiivisuus
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Autentiskie video materiāli skolēnu klausīšanās prasmju pilnveidei angļu valodas stundās 8. klasē

2022

Diplomdarbā tiek pētīts, kā iespējams pilnveidot 8. klases skolēnu klausīšanās prasmes, izmantojot autentiskos video materiālus angļu valodas stundās. Darbs sniedz ieskatu klausīšanās prasmju nozīmē komunikācijā un autentisko video materiālu izmantošanā angļu valodas stundās. Izvēlētā pētījuma metode bija gadījuma pētījums kādā no Latvijas vidusskolām. Skolēnu aptaujas, testi, skolēnu atsauksmes un intervijas ar trīs angļu valodas skolotājām tika izmantotas kā datu ieguves metodes. Iegūtie dati liecina, ka autentisku video materiālu izmantošana angļu valodas stundās, pozitīvi ietekmē skolēnu klausīšanās prasmes: skolēniem ir vieglāk saprast dažādus akcentus, viņus mazāk ietekmē fona troksni…

listening skillsPedagoģijacriteria for selecting authentic videosstudents of Grade 8authentic videos
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Performing Authenticity on a Digital Political Stage: Politainment as Interactive Practice and (Populist?) Performance

2020

This article investigates the way politicians use social networking sites as effective communication platforms to discursively enhance authenticity, sincerity and (self-)connection to what can be defined as the “People” (followers/lurkers/net-users). Within the framework of Social Media Critical Discourse Studies, and using tools coming from Multimodal Discourse Analysis, the paper analyses the multi-semiotic elements used by different political leaders (i.e. Alexandria Ocasio-Cortez and Matteo Salvini), to connect with the “People,” and discusses the politainment product as a personalised way to skip the institutional mediation channels of politics.

live stream multimodal analysis politics populism style videoSettore L-LIN/12 - Lingua E Traduzione - Lingua Inglese
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Ergonomics of tools usage for video game localisation: a user survey

2021

This paper presents some of the results of two online surveys addressed to professionals working in localisation and video game testing, respectively. The aim is to analyse the ergonomics of CAT tools usage for game localisation by contrasting the data with current business practices and common linguistic bugs. The first survey, which received 620 complete answers from freelance and in-house professional localisers, was conceived to gather information about business practices as well as the tools they use in terms of project management software, terminology databases, specialised corpora, CAT tools, etc. The second survey received 550 complete answers and was addressed to linguistic testers…

localisationergonomicssurvey[SHS.LANGUE]Humanities and Social Sciences/Linguistics[SHS.LANGUE] Humanities and Social Sciences/Linguisticslinguistic testingComputingMilieux_MISCELLANEOUSCAT toolsvideo game
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TOOLS FOR VIDEO GAME LOCALISATION: A USER SURVEY

2021

International audience

localisationergonomicsvideo gamessurvey[SHS.LANGUE]Humanities and Social Sciences/Linguistics[SHS.LANGUE] Humanities and Social Sciences/LinguisticsComputingMilieux_MISCELLANEOUS
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