Search results for "video"

showing 10 items of 1348 documents

Learning styles module as a part of a virtual campus

2016

For several years now, learning style mapping has been carried out for our students of the master's degree education in information technology. To better utilize learning styles in practice, a learning style module was integrated into the multimedia platform used in the education. The learning style module serves both the student and the educator. The goal was to create an application which, in the long run, would diversify the learning environment and make learning more efficient. This study describes the functioning and integration of the learning style application. The deployment of the application is monitored by collecting statistics of its use and feedback of its usability and usefuln…

ta113MultimediaComputer scienceLearning environment05 social sciencesEducational technology050301 education050109 social psychologyblended learningcomputer.software_genreLearning sciencesvideo lecturesSynchronous learningBlended learningLearning stylesVirtual campuseducational toolsComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesvirtual campuslearning styles0503 educationcomputerInstructional simulation
researchProduct

On the Students' QoS-Awareness of Video Lectures

2016

Video lectures bring flexibility and enable distance learning in education. With the help of videos, educational organizations are able to serve a wider and more heterogeneous group of students. As streaming videos have become essential part of teaching in higher education, quality of service (QoS) issues should be taken more into consideration. However, systematic quality monitoring of video lecture delivery, to our knowledge, is rarely used in a way that would provide also the student with quality information. This paper describes our ongoing research on developing a streaming video quality evaluation tool integrated in a learning environment that our master’s students use. The tool serve…

ta113Multimediavideo streamingComputer scienceQuality of servicevideosevaluation toolslaatucomputer.software_genrevideo lecturesqualityComputingMilieux_COMPUTERSANDEDUCATIONcomputerQoS-awareness
researchProduct

Using Video Conferencing and Video Recordings for Upper Secondary Distance Teaching: Teachers' View Points

2016

In Finland the “Isoverstas” (formely ISOverkosto) network of schools coordinates the development of upper secondary distance learning services. The community actually is quite extensive with 65 member schools. In this paper we introduce the results related using synchronous and asynchronous online video resources for distance teaching. The topic is approached broadly at the level of schools and different support services as well as the pedagogical practices of individual teachers. The research data consists of wiki stories written by teachers, the interviews of selected teachers, and an online survey. Data-based content analysis was chosen as the main analysis method with the aim of highlig…

ta113Secondary levelpedagogyMultimediabusiness.industryComputer scienceDistance teachingtoisen asteen koulutuscomputer.software_genrepedagogiikkaVideoconferencingICTdistance educationsecondary educationComputingMilieux_COMPUTERSANDEDUCATIONta516Computer visionArtificial intelligencebusinessdevelopment communitycomputer
researchProduct

Value Co-Creation and Co-Destruction in Online Video Games : An Exploratory Study and Implications for Future Research

2018

In this empirical study we studied how players of online video games co-create and co-destroy value. From players’ perceptions we identified that value co-creation and co-destruction occur amid themes of giving feedback and building relations. Feedback encourages players but it may also be harmful in the form of verbal abuse. Building relations relates to making friends in general but also on an international level. Building relations also relates to competition that creates a bad spirit. The most intensive interplay between value co-creation and codestruction was found in gaming groups. Gaming groups motivate players to engage in intense gameplay, but at the same time they are resourcedema…

ta113arvoketjutKnowledge managementbusiness.industryComputer sciencevideopelitarvonluonti05 social sciencesExploratory researchComputingMilieux_PERSONALCOMPUTING050109 social psychologyvideo gamesOnline videovalue co-creationvalue co-destructionpelitpelillistäminen0502 economics and businessCo-creation050211 marketing0501 psychology and cognitive sciencesgamificationbusinessValue (mathematics)games
researchProduct

Modelling Recurrent Events for Improving Online Change Detection

2016

The task of online change point detection in sensor data streams is often complicated due to presence of noise that can be mistaken for real changes and therefore affecting performance of change detectors. Most of the existing change detection methods assume that changes are independent from each other and occur at random in time. In this paper we study how performance of detectors can be improved in case of recurrent changes. We analytically demonstrate under which conditions and for how long recurrence information is useful for improving the detection accuracy. We propose a simple computationally efficient message passing procedure for calculating a predictive probability distribution of …

ta113noiseComputer scienceData stream miningMessage passingDetectordata streamsonline change detection02 engineering and technologycomputer.software_genreTask (computing)recurrent eventschange points020204 information systems0202 electrical engineering electronic engineering information engineeringProbability distribution020201 artificial intelligence & image processingNoise (video)Data miningBaseline (configuration management)computerChange detectionProceedings of the 2016 SIAM International Conference on Data Mining
researchProduct

Cross-Cultural Factors in Experiencing Online Video Contents in Product Marketing

2017

Although online shops represent convenient tools to buy and sell products, they do not offer as rich multisensory experiences than physical retailing offers. Audio-visual contents could provide dynamic multisensory information and offer more engaging experiences. However, to be successful, audio-visual contents need to be adjusted to the cultural characteristics of the users. This manuscript presents a study in which Spanish and Finnish participants interacted with audiovisual products depicting videos of the brand design. Through content analysis of participants' verbalizations, the authors identified categories and subcategories that defined the representation of the video elements and th…

ta113online advertising05 social sciencesAdvertisingOnline videovideoexperience (enjoyment)cross-culturalProduct marketingmarketingintercultural communicationaesthetics0502 economics and businessCross-culturaladvertisements050211 marketing0501 psychology and cognitive sciencesonline videoBusinessaudiovisual experienceMarketingta512050107 human factorsInternational Journal of Art, Culture, Design, and Technology
researchProduct

How Do Students Blend Their Studies Based on Time and Place?

2017

The flexibility of participating in education can be improved by utilising lecture videos. By producing videos of contact teaching lectures and offering them to students as real-time videos and recordings, opens up new participation opportunities regarding time and place. This study examines an environment in which students can freely choose their mode of participation for each individual lecture. The objective has been to identify possible changes in participation by looking at participations between 2008–2012 and in 2017. According to the results, teaching bound to a specific location has disappeared almost entirely. Participation in teaching is instead mostly done using videos. Students …

ta113time-base blended learningComputingMilieux_COMPUTERSANDEDUCATIONsulautuva opetusSociologyblended learningvideotopetusvideotopetusvideo lectures
researchProduct

Video Streaming and Internalized Surveillance

2018

This paper aims to develop knowledge about the complicated ways in which the modern individual uses surveillance (techniques) and the ways surveillance uses the individual. My observational analysis of a videostreaming community reveals the central role that surveillance plays in participating and becoming visible in an online environment. The results show that through disciplinary and lateral surveillance, participants produced context-defined I-narrations and formed themselves following the normative judgment of the environment. The same mechanism may be observed in other videostreaming social media environments and the modern social media-saturated society in general. This is an inconspi…

ta113videostreamingMultimediaminäkuvaComputer sciencevisuaalinen viestintäsosiaalinen mediaitseilmaisuvalvontajärjestelmätvideotmodern individualcomputer.software_genreUrban Studiesyksilökontrollisosiaaliset verkostotsosiaalinen ympäristöidentiteettiVideo streamingtarkkailuvalvontayksilöllisyysSafety Researchcomputer
researchProduct

INTEGRATED VIRTUAL CINETCAMPUS STUDIES ENVIRONMENT

2016

Rapid growth of data communications and technologies has created favorable conditions for a strong increase in the number of videos produced for education especially in higher education institutes. New technologies make the production of videos suitable for teaching very easy. With the help of videos, it is possible to improve flexibility and diversity in teaching. On the other hand, the management and distribution of videos has often been realized separately from other applications (e.g., learning management systems) which are used in teaching. This makes their full utilization difficult and creates extra work. This article introduces the CiNetCampus environment designed for teaching with …

ta113virtual learning environmentComputer scienceComputingMilieux_COMPUTERSANDEDUCATIONsulautuva opetusblended learningvideo lecturesvideo content managementEDULEARN proceedings
researchProduct

Eteenpäinluistelu : jääkiekon perustaito

2002

taitovalmiudetoppiminenmotorinen kehitysluistelujääkiekkoopetusvälineetvideotmotoriset taidotmotoriikka
researchProduct