5,018 results
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2. Visualization Display System of Gannan Hakka Paper-Cut Works Based on Computer Graphics Algorithm.
- Author
-
Li X
- Subjects
- Image Processing, Computer-Assisted, Algorithms, Computer Graphics
- Abstract
Today, computer graphics and graphic image processing techniques have been widely used in daily life and industrial production. Due to the development of computers, computer graphics has brought more convenience to our daily life. In order to give full play to the value of computers, this paper takes the Hakka paper-cut art with local characteristics as the starting point, first of all its development history, artistic characteristics, compositional forms, expression techniques, cultural connotations, Hakka paper-cut patterns, and the symbolic meaning of folk customs, and then we design a visualization system for the paper-cut works of Gannan Hakka based on computer graphics. In addition, the system provides a solution for the integration of Gannan Hakka paper-cut art and Jiangxi native product packaging design and provides a reference for the theory and practice of modern native product packaging design., Competing Interests: The author declares that he has no conflicts of interest., (Copyright © 2022 Xingping Li.)
- Published
- 2022
- Full Text
- View/download PDF
3. Clarke Error Grid Analysis on Graph Paper and Microsoft Excel.
- Author
-
Mondal H and Mondal S
- Subjects
- Blood Glucose Self-Monitoring instrumentation, Blood Glucose Self-Monitoring standards, Computer Systems, Data Aggregation, Data Interpretation, Statistical, Humans, Research Design, Computer Graphics, Data Accuracy, Glycemic Control instrumentation, Software
- Published
- 2020
- Full Text
- View/download PDF
4. Active Learning Strategies in Computer Graphics. Research Paper: Connecting Technology to Teaching and Learning.
- Author
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Curtis, Ronald and Najarian, John P.
- Abstract
When competing with mass media and other forms of information delivery, a verbal lecture does not have enough sensory impression. What students read in a passive framework is barely remembered, less so in pre-examination cramming. Weaker students have difficulties in reading, most notably with abstract and mathematical concepts. These problems are magnified in computer graphics, where mathematical expressions/structures and programming projects may prove too formidable. In this paper, active learning models are applied to computer graphics. Lectures are augmented in real time with student activities, inquiry-based reasoning, and other methods of initiating student contribution to the learning experience. This approach promotes a more comprehensive, deeper, and more memorable understanding of the theory, principles, and methodologies of computer graphics. A progression of such activities is presented as they are applied in the course. Six figures illustrate the text. Contains 14 references. (AEF)
- Published
- 2000
5. Working Papers in Art Education, 1994-1995.
- Author
-
Iowa Univ., Iowa City. School of Art & Art History. and Thunder-McGuire, Steve
- Abstract
This publication presents manuscripts and research reports by graduate students. Accompanying papers from their mentors establish a context for the student papers. In this volume the works are organized by the sponsoring university. Student papers presented are: (1) "Looking at Feminist Pedagogies: What is Seen in the Literature and What is Seen in an Art Education Studio/Classroom" (Carole Woodlock); (2) "A Critical Examination of Cultural Influences on Children's Drawings from Midwestern United States and Taiwan" (Li-Tsu Chen); (3) "An Urban Appalachian Community in Indianapolis: With Implications for Art Education" (Marjorie Manifold); (4) "Theory into Practice in Art Education: A Case Study" (Theresa Marche); (5) "Artistic Representation in Contemporary Kuwatit, Egyptian, and Iranian Paintings and Prints and Some Interpretation of These Works According to Islamic Law" (Faridah Mohammad); (6) "A Critical Analysis of the Computer Graphic Art of Japan Using Six Case Studies" (Jean Ippolito); (7) "The Role of Pedagogical and Subject Matter Knowledge in Preservice Art Teaching" (Jeanie Auseon); (8) "An Ethnographic Investigation of Creativity in Practicing Visual Artists/Teachers: A Conceptual Paper" (Susan Dodson); (9) "Roots, Branches, Blossoms, and Briars: Cultural Colonialism of the Mountain Arts in West Virginia" (Christine Morris); (10) "Issues of Education Surrounding Native American Art at the Iroquois Indian Museum" (Jill Hoffman); (11) "In the Family? The Inter-relationship of Art and Craft Teachers" (Gudrun Helgadottir); (12) "Computer Artists: A Study of Influences on Their Artistic Development and Production" (Mia Johnson); (13) "Art and Education in Leisure Institutions: Making a Case for Research" (Lara M. Lackey); (14) "Western Arctic Women Artists: An Ethnographic Study of the Historic Influences on the Artistic Education and Production of Women from Three Co-existing Cultures" (Joanne McNeal); (15) "Art as a Language" (Paula Eubanks Smith); (16) "The Influence of Visual Models and Instructional Methods on the Development of Students' Graphic Representations" (Jean Langan); (17) "Weaving a Destiny: A Portrait of Cultural Survival in Dagestan" (Lorraine Ross); (18) "Andrea's Dilemma: 'I like the freedom that we got to draw whatever we wanted to, but I don't like the way we choose what we want to draw'" (Lisa Schoenfielder). (MM)
- Published
- 1996
6. The New Technicians Study: Opportunities for Entry-Level Workers in Information Technology Occupations. Working Paper.
- Abstract
The purpose of this study was to develop a body of labor market information to support the development of regional information technology instructional programs by a consortium of California Community Colleges located in the San Francisco Bay Region. This collection of summaries of six occupations begins with a guide that explains the components of each summary. Included are a job description; job titles; career ladder; hours worked; compensation (wages, benefits); employer requirements (education and vocational training, experience); supply and demand; growth; openings filled; location of jobs; and estimates of employment in each industry presented in the job location section. These occupations are included in the guide: computer-aided design technicians; computer and software support technicians; computer network technicians; computer support specialists; graphic designers; and Internet web site designers and developers (webmasters). Appendixes include the questionnaire; alternate job titles; and industries represented. (YLB)
- Published
- 2003
7. Working Papers for Scholarly Comics: The College Instructor's Visual Communications Advisor.
- Author
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Capital Community-Technical Coll., Hartford, CT. and Carpenter, Kenneth A.
- Abstract
A guide for college instructors and part of an in-progress book, this document illustrates the effectiveness of humor and graphic art in enhancing presentations and promoting learning. Graphic aids and the combination of verbal and visual materials provide excellent supplements to college lectures and discussions, and help communicate concepts by appealing to more than one sense and learning style. The author encourages positive images of people from various races, abilities, body types and genders, and includes character design templates and storyboard examples to guide the artistically limited. Humor, which can function as a unifying element throughout a presentation, promotes enjoyment, mental alertness, and understanding among learners. (YKH)
- Published
- 1997
8. Trace Authored Papers from the Annual Conference on Rehabilitation Technology (13th, Washington, D.C., 1990).
- Author
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Wisconsin Univ., Madison. Trace Center. and Wisconsin Univ., Madison. Trace Center.
- Abstract
This document brings together eight papers presented at a rehabilitation technology conference, authored by individuals affiliated with the Trace R & D Center on Communication, Control and Computer Access for Handicapped Individuals. Titles and authors of the papers are as follows: "Current Initiatives in Accessible Computing" (Jane Berliss); "Development of a Serial Auxiliary Control Interface for Powered Wheelchairs" (Joseph Schauer and others); "Transparent Access Interface for Apple and IBM Computers: The T-TAM" (Joseph Schauer and others); "Development of a Public Domain, User Accessible, Inter-State Directory/Database for Assistive Technology Service Delivery Programs" (Gregg C. Vanderheiden); "Cognitive Skills Associated with the Operation of Various Computer Interfaces" (Cynthia J. Cress, JoAnn P. Tew); "Specialization in Technology Service Delivery: What Is an Interface Specialist?" (Roger O. Smith and others); "Systems 3--An Interface to Graphic Computers for Blind Users" (Gregg C. Vanderheiden and David C. Kunz); and "Pre-Service Technology Specialization Training (TechSpec): Year 2" (Roger O. Smith and others). (JDD)
- Published
- 1990
9. Safety in Construction Using Virtual Reality (SAVR): A Model for Labor Safety. Working Paper Series WP-022.
- Author
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Ohio State Univ., Columbus. Center for Labor Research. and Hadipriono, Fabian C.
- Abstract
An interactive training model called SAVR (Safety in Construction Using Virtual Reality) was developed to train construction students, novice engineers, and construction workers to prevent falls from scaffolding. The model was implemented in a graphics supercomputer, the ONYX Reality Engine2. The SAVR model provides trainees with an immersive, interactive virtual environment to perform "on-the-job" safety training without physically being at a real construction site. The model includes two major training environments: erection, which teaches trainees the correct procedure to erect a commonly used metal bracket form scaffolding; and inspection, which introduces several hazardous conditions in an existing platform and requires trainees to identify them visually. The development of SAVR involved four major tasks: knowledge acquisition, model development, model validation, and preparation of reports and manuals. Several common potential causes of falls from scaffolding platforms were chosen for the SAVR model, including component problems and connection problems. The second task, model development, included the construction of the three-dimensional graphical objects of the scaffolding components, the construction of the texture images for SAVR's interface panels, and the construction of the SAVR program. Construction used a developmental approach that included six steps: (1) defining the problem, (2) designing the solution, (3) refining the solution, (4) considering a testing strategy, (5) coding, testing, and debugging the program, and (6) documenting the program. SAVR demonstrates the potential of virtual reality technology in safety training using a safe environment. (Contains 45 references.) (KC)
- Published
- 1996
10. Paper and Cube Interventions Preceded by a Three Dimensional Computer Graphics Animation To Improve Spatial Ability among Elementary Education Majors.
- Author
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Stancil, Jon Scott and Melear, Claudia T.
- Abstract
Previous studies indicate that only 6 percent of the nation's population possess the minimum level of understanding of science and technology needed to function minimally as citizens and consumers. Many educators speculate that scientific illiteracy originates in elementary school classrooms, not from intellectual inferiority, but rather from specific teacher attitudes. Under the assumption that analytical ability and spatial ability are measurements of the same cognitive skills, a pilot study examined those skills as measured by the Learning Style Profile, with pre- and post-test scores for three treatment groups and one control group from a total of 24 undergraduates with an elementary education major. The first treatment group was exposed to an animated video activity; the second treatment group participated in a cube comparison test (flexibility of closure) developed from the Educational Testing Service's Kit of Factor Referenced Cognitive Tests; the third treatment group was involved in both of these activities; and the control group was not exposed to either activity. No significant differences were found across or within the groups on the pre- and post-test scores. It is hypothesized that a larger study population, a longer test of spatial ability, and a longer treatment will detect improvement in spatial ability. (JJK)
- Published
- 1991
11. Games as a Mode of Instruction in Object-Oriented Concepts
- Author
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Krish Pillai and Marcia Lovas
- Abstract
A typical first computer science course (CS1) introduces the student to coding conventions, variables, methods, control structures, conditionals, and the semantics of classes and objects. Advanced concepts of inheritance, polymorphism, abstract classes, interfaces, and their use in the design process, are covered in a second-level course (CS2). CS2 concepts are abstract, requiring reinforcement through considerable practice. It has been observed that traditional CS2 projects fail to capture the imagination and enthusiasm of students and are seldom useful past the end of the semester, yet interesting projects drawn from the natural sciences may be either too complex or too algorithmic to facilitate the required design experience. Game programming, in contrast, is purpose-driven and has great appeal. Unfortunately, popular game engines hide the engine's complexity and provide too much built-in functionality, relegating the user to writing glue logic in a scripting language. What is needed instead is a challenge that will provide transferable skills for solving generic problems using a statically typed language. The authors of this paper describe a Java game engine and lesson plan they developed for one semester of object-oriented instruction for students who have completed CS2. Early anecdotal results demonstrate that students find the approach challenging, informative, and incentivizing. [For the full proceedings, see ED656038.]
- Published
- 2023
12. Computers & Learning: A Compendium of Papers.
- Author
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Bork, Alfr and Bork, Alfr
- Abstract
Computer assisted instruction, software design, and course organization are among the topics discussed in this varied, 15-paper collection which includes descriptions of specific projects, general essays and practical suggestions for improving or implementing computer-oriented instruction. The following papers are presented: (1) "Organization of Computer Based Courses"; (2) "Basic Mathematics in Colleges and Universities--Computers as a Solution"; (3) "Nontrivial, Nonintelligent, Computer Based Learning"; (4) "A Preliminary Taxonomy of Ways of Displaying Text on Screens"; (5) "Advantages of Computer Based Learning"; (6) "Computers and Information Technology as a Learning Aid"; (7) "Two Examples of Computer Based Learning on Personal Computers"; (8) "Computers in Learning--Common False Beliefs"; (9) "Graphics and Screen Design for Interactive Learning"; (10) "Compendium of Bad but Common Practices in Computer Based Learning"; (11) "Computers and the Future: Education"; (12) "A Tale" (describes development of a "marvelous invention"); (13) "Computer Assisted Learning--The Age of Reason"; (14) "Families, Computers, Learning"; and (15) "Using Computers for Training--Getting Started." Five papers provide references. (LMM)
- Published
- 1983
13. Working Papers in Art Education, 1987.
- Author
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Iowa Univ., Iowa City. School of Art & Art History. and Zurmuehlen, Marilyn
- Abstract
Papers by graduate students, and occasionally papers from their mentors which establish a context for the student papers, are organized by sponsoring University. Student papers presented are: (1) "A Husserlian Phenomenological Investigation of the Lived Experience of an Art Educator and Children" (Alan Wilson); (2) "Art in General Education, 1870-1900: The Introduction of Three-Dimensional Art Reproductions into the Public Schools of the United States" (James McNutt); (3) "Excellence in Education. Excellence in Art Education?" (Karen K. Thomas); (4) "Identifying Factors Related to Guidance Counselors' Attitudes Toward Visual Arts Programs" (Pam Gill); (5) "The Visual Artist in Prime Time Television" (Roy Pearson); (6) "Professionalization and Change in Art Education" (Mary Ellen Connelly); (7) "Reflective and Reflexive Approaches to Microcomputer Graphics: A Study Comparing Logo Turtle Graphics Programming and Paint Graphics Software in Teaching Art Concepts to Sixth Grade Students" (Kenneth Sakatani); (8) "Toward a Theory of Supervisory Practice for Discipline-Based Art Education" (Katherine Schwartz); (9) "Symbolic Interactionism as a Theoretical Perspective for the Study of Children's Artistic Development" (Pat Tarr); (10) "A Change of Vision: The Emergence of the Systems Paradigm" (Pat Perrin); (11) "Johannes Itten: Master Teacher and Pioneer of Holistic Learning" (Kathlenn Shukair); (12) "The Effect of Free and Exemplar Sorting Strategies on the Perception of Visual Structure Found in Non-Objective Paintings" (Anna Kindler); (13) "Reasons for Not Forgetting" (Steve McGuire); (14) "Review of Program Options for Gifted and Talented in the Visual Arts" (Mark Jones); (15) "Identifying Teachers' Concepts and Subsequent Practices of Art History" (Mark Moilanen); and (16) "Adolescents' Creative Productivity in the Arts" (Rochelle Robkin). (MM)
- Published
- 1987
14. Selecting and Designing Low-Cost Media for Distance Education. Papers on Information Technology No. 238.
- Author
-
Open Univ., Walton, Bletchley, Bucks (England). Inst. of Educational Technology. and Bates, A. W.
- Abstract
This paper argues that recent developments in technology hold considerable promise for distance education. Audiocassettes, audiographics (the combining of natural sound, via the telephone or audiocassettes, with computer-generated graphics), videocassettes, and computer conferencing are used as examples to identify factors that should be considered in media selection, including access, costs, student control, teacher control, organization, teacher time, and teaching objectives. The use of the CYCLOPS audiographics system in distance tutorials of the Open University is highlighted. Difficulties in introducing these newer technologies into existing distance education systems are also discussed. Reasons for using the newer media in distance education are offered, including their potential for improving access to and providing variety in learning materials, their instructional strength, and their cost effectiveness. Twelve references are listed. (LMM)
- Published
- 1984
15. Bringing Computers into College and University Teaching. Papers Presented at a Symposium Held under the Auspices of the Higher Education Research and Development Society of Australasia (Canberra, Australia, November 19, 1980).
- Author
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Higher Education Research and Development Society of Australasia, Sydney. (Australia)., Miller, Allen H., and Ogilvie, John F.
- Abstract
The use of computers in higher education teaching programs is discussed in 16 papers and reports. Applications of computers in teaching particular subjects including prehistory and anthropology, mathematics, Hindi, plant science, chemistry, language, medicine, drawing, statistics, and engineering are discussed in 10 of the contributions. The other papers address attitudes and barriers to the use of computing in teaching and learning, recent developments in hardware applicable to computer assisted instruction, interactive graphics and image displays, and artificial intelligence. A 105-item bibliography is included. (CHC)
- Published
- 1980
16. Technologies for the Preservation of Prehistoric & Historic Landscapes. Background Paper.
- Author
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Congress of the U.S., Washington, DC. Office of Technology Assessment.
- Abstract
Requested by the U.S. House of Representative's Committee on Interior and Insular Affairs, this Office of Technology Assessment (OTA) paper identifies and examines: (1) the primary problems or issues that face prehistoric and historic landscape preservation; (2) the technologies for addressing these issues; and (3) policy options for putting the technologies to work. The OTA assessment proposes: (1) more consistent terminology and preservation standards' guidelines; (2) an increase in public awareness of the landscapes' value to U.S. history; (3) a federally funded research and development center; and (4) systematic, long-term maintenance of landscapes. Technologies for the identification and documentation of landscapes range from basic techniques, such as volunteers wielding pencil and paper, to sophisticated computer systems that can assimilate, manipulate, and store geographic information and generate complicated maps of a region. OTA suggests that the National Park Service (NPS), the U.S. government's leader in preservation matters, initiate greater efforts to preserve and create awareness of these landscapes. A 49-item bibliography is included, as well as black and white photographs, tables, and drawings. (DJC)
- Published
- 1987
17. Materials Toward the Comparative Analysis of Presentation Techniques. Project TACT Working Paper 2.
- Author
-
Harvard Univ., Cambridge, MA., Bossert, William H., and Oettinger, Anthony G.
- Abstract
One of the objectives of Project TACT is to determine the potential of a gamut of educational media. The working papers in this set have a basis in pictorial information produced through computer graphics. These papers are intended to serve as a basis for sharpening questions, delineating the context within which the answers might be significant, and determining whether or not interesting experiments are feasible and rewarding. (Author/MK)
- Published
- 1971
18. New Media in Higher Education. Papers on Information Technology No. 241.
- Author
-
Open Univ., Walton, Bletchley, Bucks (England). Inst. of Educational Technology. and Bates, A. W.
- Abstract
The Open University from its inception in 1969 has been a technologically based university. It uses technology to deliver high quality, specially designed teaching materials to large numbers of adult students throughout Britain, and increasingly abroad, who study at home. The Open University's teaching system has remained basically unchanged since 1969; however, practical experience with three more recent technologies (interactive videodiscs, audio-graphic teleconferencing, and computer conferencing) has demonstrated the increased instructional power and the increased flexibility of some of the newer technologies. The instructional power comes from improved feedback and interaction for learners, and the increased flexibility comes from the ability of some of the new technologies to exploit fully the range and power of the teacher at a distance, while providing individually adapted courses for individual learners. However, while such technologies are already available, it is likely to be a number of years before they are used on a large scale in higher education, not so much because of resistance from teachers and students, but because of the inability of large organizations to make the structural changes necessary for the successful implementation of such technologies on a large scale. (DJR)
- Published
- 1985
19. Materials for a Workshop on Using Microcomputers in Evaluation and Assessment. Paper and Report Series No. 89.
- Author
-
Northwest Regional Educational Lab., Portland, OR. Research on Evaluation Program., Gray, Peter J., and Deck, Dennis
- Abstract
This report includes a collection of workshop materials which address ways microcomputers can be used in evaluation and assessment and what basic information should be covered in introducing newcomers to the use of microcomputers. It is designed for use by experienced trainers with microcomputer experience but with few workshop support materials. The following major types of program are described: word processing; database management; electronic spreadsheets; special uses of microcomputers in evaluation and assessment (instrument generation, data collection and test scoring, statistical analysis); graphic tools; communication tools; and networking. Descriptions include a discussion of the concepts related to each program type, a sample of representative commercially-available programs, and a list of references for more information. A final chapter discusses planning for microcomputer use and outlines a three-step process to serve as a guide from the consideration of capabilities to the selection of a microcomputer system. Also included are criteria for review of professional software, a hardware specifications worksheet, hardware evaluation worksheet, and a list of families of microcomputers by software compatibility. (LMM)
- Published
- 1983
20. Four Papers on Contemporary Software Design Strategies for Statistical Methodologists
- Author
-
Carey, Vincent and Cook, Dianne
- Published
- 2014
21. Printability and quality of papers coated with different binders
- Author
-
Emine ARMAN KANDIRMAZ, Arif Ozcan, and ÖZCAN A., Kandirmaz E. A., ZELZELE Ö. B.
- Subjects
Bilgisayar Bilimi Uygulamaları ,paper coating ,Computer Sciences ,printability ,BİLGİSAYAR BİLİMİ, İNTERDİSİPLİNER UYGULAMALAR ,Mühendislik, Bilişim ve Teknoloji (ENG) ,COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS ,COMPUTER SCIENCE ,Bilgisayar Grafiği ,Computer Graphics and Computer-Aided Design ,Computer Science Applications ,Fizik Bilimleri ,Physical Sciences ,Computer Graphics ,Bilgisayar Grafikleri ve Bilgisayar Destekli Tasarım ,Engineering and Technology ,Bilgisayar Bilimi ,Bilgisayar Bilimleri ,Mühendislik ve Teknoloji ,paper quality ,Engineering, Computing & Technology (ENG) ,binder - Abstract
Papers are the most commonly used substrates. A printable paper must have certain properties. These properties include surface smoothness, air permeability, surface energy, colour of the paper, opacity, whiteness, light fastness, gloss, and coefficient of elongation under force. In addition, a good printable paper should not allow ink to pass between its two surfaces. After the papers are produced, they are subjected to surface treatments in order to improve the above-mentioned properties and to provide extra specification. Surface treatments include calendering, surface sizing and coating processes. While filling the recesses and protrusions on the surface with the coating process, the paper's affinity for the ink is increased, and the penetration of the ink to the other surface of the paper is prevented. In the coating process basically, a filler is dispersed in a binder. In this study, it is aimed to obtain the highest quality and most printable paper by changing the type of binder used in the coating. In this study, equal amount (5% w/w) titanium dioxide filler was used in all coating formulations. In coating formulations; cationic starch, hydroxy ethyl cellulose and polyvinyl alcohol polymers were used as binders. Binder amounts are adjusted according to optimum viscosity. The obtained coating formulations were coated on the paper surface with a laboratory type coating device. Colour, gloss, surface smoothness, air permeability, surface energy and surface morphology of the coated papers were determined. It was printed with magenta offset printing ink on three different types of paper coated with different binders, using the IGT C1 offset printability test device, under 400 N/m2 pressure printing conditions. Colour and gloss measurements of the prints were made. As a result; It was determined that three different binders improved the printability parameters.
- Published
- 2022
22. Art Papers Jury
- Published
- 2009
23. Comparing Three Input Devices for Sketching Assignments in E-Exams in Computer Science
- Author
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Joshi, Suhas Govind and Brastad, Live Årmot
- Abstract
E-exams used in higher education can accommodate a range of assignment types that have traditionally been conducted with pen-and-paper. However, one issue that remains a challenge is proper support of sketching in larger, generic e-exams systems. Different types of sketching assignment demand input devices suited to the specific type of problem-solving. Adopting an e-exam system may involve compromises in terms of restricted opportunities to use sketching assignments as part of the e-exam that affect the students' performance or their experience of the e-exam. This paper presents a comparison of 77 students' performance and preferences with three different input devices (a mouse, a graphical tablet, and a touchpad) when solving sketching assignments from three different computer science courses. The study focused on capturing the students' perspective, and the findings include identified benefits and challenges associated with using the three different input devices during sketching. [For the full proceedings, see ED621557.]
- Published
- 2019
24. AI image generators often give racist and sexist results: can they be fixed?
- Author
-
Ananya
- Subjects
- Racism prevention & control, Sexism prevention & control, Artificial Intelligence ethics, Artificial Intelligence trends, Prejudice prevention & control, Computer Graphics ethics, Computer Graphics trends, Photography ethics
- Published
- 2024
- Full Text
- View/download PDF
25. Polyhedral Sculpture: The Path from Computational Artifact to Real-World Mathematical Object.
- Author
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Eisenberg, Michael and Nishioka, Ann
- Abstract
Mathematics educators often despair at math's austere, "abstract" reputation. This paper describes recent work in developing an application named "HyperGami," which is designed to integrate both the abstract and"real-world" aspects of mathematics by allowing children to design and construct polyhedral models and sculptures. Children use formal reasoning for computation and for creating real mathematical objects in paper. HyperGami allows students to design not only standard polyhedra, but also customized variants of those shapes. They can decorate the shapes, have the program convert three-dimensional shapes into two-dimensional shapes, and then print the decorated shape for folding into a three-dimensional paper sculpture. The paper describes the construction of a sample HyperGami sculpture, a penguin, and presents observations during a year of pilot studies with 11 volunteer elementary and middle school students. Related, current, and future work on this topic is also discussed. (Contains 12 references.) (Author/SWC)
- Published
- 1996
26. Demystifying Pronunciation with Animation
- Author
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Ward, Monica
- Abstract
The orthographical depth of a language impacts on a learner's ability to learn a language (Katz & Frost, 1992). If it is easier for learners to read the language as it is written, it will make the learning process easier. One way to address the problem of orthographically deep or opaque languages where the pronunciation is not very easy to determine is to demystify its pronunciation by using animation. This involves showing learners graphically how a combination of certain letters or diacritics produces a particular sound. This is particularly useful when the combination is different to what might be expected given the learner's knowledge of how those letters or symbols sound individually. This is also important when two orthography systems may appear similar on a superficial level but are actually different. This paper provides an overview of the animation component of the CALLIPSO system--a CALL resource for Irish orthography and pronunciation. Irish uses the same letters as the English alphabet but there are differences in the letter-sound correspondences. In the animation component, words are passed to the animation tool which demonstrates how each combination of letters gives rise to the overall pronunciation of the word. The tool is language independent and can be used for languages other than Irish. [For the complete volume of short papers, see ED572005.]
- Published
- 2016
27. Foreword to the special section on best papers of the Eurographics 2022 Education Papers Program.
- Author
-
Paquette, Eric and Bourdin, Jean-Jacques
- Subjects
- *
COMPUTERS in education , *VIRTUAL reality , *COMPUTER graphics - Abstract
[Display omitted] • This special section includes papers on computer graphics education. • These papers are the best papers from the Eurographics 2022 Education Papers Program. • Specific topics include ray-tracing, the Vulkan API, and virtual reality. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
28. The Students Perspective on Using an E-Learning Platform: E-OWL
- Author
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Araújo, Isabel and Faria, Pedro Miguel
- Abstract
The evolution of ICT and its adoption in higher education is driving greater interactivity in teaching and learning processes. The teaching/learning paradigm has been changing. Both educational actors, teacher and student, are increasingly adapting to use technologies. This article presents a study that enhances how technologies can be used in the teaching and learning process, through a mathematics content platform, for higher education students. A survey of the state of the art was made in order to demonstrate some advantages of the teaching-learning process, the teacher's and student's behavior profiles and their role in relation to the use of new technologies. The main objective of this study is to analyze the student's view on the use of the E-OWL platform in the learning process, and thus contribute to the development of more interactive and motivating learning environments. The privileged instrument in this study was the questionnaire, applied after the use of the platform in an educational context, to students of the Computer Graphics and Multimedia Engineering degree. The results obtained revealed that students demonstrate ease in using the E-OWL platform and that was useful in supporting the course, stimulating continuous study and allowing self-regulation of learning, confirming the relevance of an increasing adoption of ICT in an e-learning context. [For the full proceedings, see ED621620.]
- Published
- 2020
29. ERIC/ECTJ Annual Review Paper: Designing Electronic Text: The Role of Print-Based Research
- Author
-
Hartley, James
- Published
- 1987
30. Computer Vision and Image Processing: A Paper Review
- Author
-
Thomas Lucas and Victor Wiley
- Subjects
Computer science ,Cognitive neuroscience of visual object recognition ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,020206 networking & telecommunications ,Image processing ,02 engineering and technology ,Field (computer science) ,lcsh:QA75.5-76.95 ,Computer graphics ,Human–computer interaction ,Application domain ,Pattern recognition (psychology) ,Digital image processing ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,lcsh:Electronic computers. Computer science ,computer vision image processing digital image ,Raw data - Abstract
Computer vision has been studied from many persective. It expands from raw data recording into techniques and ideas combining digital image processing, pattern recognition, machine learning and computer graphics. The wide usage has attracted many scholars to integrate with many disciplines and fields. This paper provide a survey of the recent technologies and theoretical concept explaining the development of computer vision especially related to image processing using different areas of their field application. Computer vision helps scholars to analyze images and video to obtain necessary information, understand information on events or descriptions, and scenic pattern. It used method of multi-range application domain with massive data analysis. This paper provides contribution of recent development on reviews related to computer vision, image processing, and their related studies. We categorized the computer vision mainstream into four group e.g., image processing, object recognition, and machine learning. We also provide brief explanation on the up-to-date information about the techniques and their performance.
- Published
- 2018
31. A Phenomenological Analysis of the Experience of Analogical Thinking in Graphic Design Elaborations
- Author
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Adzmi, Mohd Hafnidzam, Ishak, Zahari, and Ladin, Che Aleha
- Abstract
Analogical thinking is one of the thinking processes that is associated with creativity. This paper explores how it is experienced in Graphic Design elaborations using Computer Graphic Technology (CGT). Data are collected through concurrent and retrospective probing from three undergraduates and analysed through phenomenological reduction to identify the constituents and elements of the creative analogy's general psychological structure. The findings show that the general structure of the creative analogical experience is a relationship between three constituents namely: (1) the experience of recalling knowledge or information; (2) the use of knowledge for ideation; and (3) the use of knowledge to conclude ideas. The findings also show that the underlying elements of these constituents are conceptual (declarative) and technical (procedural) knowledge and its combinations that are consistent with the theories of analogical thinking. This article concludes with recommendations for future research and insights on its implementation in Design Education.
- Published
- 2022
32. Distinctive Expertise: Multimedia, the Library, and the Term Paper of the Future.
- Author
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Mitchell, Gregory A.
- Subjects
- *
LIBRARIES , *COMPUTER graphics , *COMPUTERS , *EMBEDDED computer systems , *DIGITAL video , *TYPOGRAPHIC design - Abstract
Multimedia will have a profound effect on libraries during the next decade. This rapidly developing technology permits the user to combine digital still images, video, animation, graphics, and audio. It can be delivered in a variety of finished formats, including streaming video on the Web, video on DVD/VCD, embedded digital objects within a Web page or presentation software such as PowerPoint, utilized within graphic designs, or printed as hardcopy. This article examines the elements of multimedia creation, as well as requirements and recommendations for implementing a multimedia facility in the library. [ABSTRACT FROM AUTHOR]
- Published
- 2005
- Full Text
- View/download PDF
33. Mathematics, Programming, and STEM
- Author
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Mathematics Education Research Group of Australasia, Yeh, Andy, and Chandra, Vinesh
- Abstract
Learning mathematics is a complex and dynamic process. In this paper, the authors adopt a semiotic framework (Yeh & Nason, 2004) and highlight programming as one of the main aspects of the semiosis or meaning-making for the learning of mathematics. During a 10- week teaching experiment, mathematical meaning-making was enriched when primary students wrote Logo programs to create 3D virtual worlds. The analysis of results found deep learning in mathematics, as well as in technology and engineering areas. This prompted a rethinking about the nature of learning mathematics and a need to employ and examine a more holistic learning approach for the learning in science, technology, engineering, and mathematics (STEM) areas.
- Published
- 2015
34. ACM SIGGRAPH Art Papers Programs 2019-2020
- Author
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Reyes-García, Everardo, Burbano, Andrés, Laboratoire Paragraphe (PARAGRAPHE), Université Paris 8 Vincennes-Saint-Denis (UP8)-Université de Cergy Pontoise (UCP), Université Paris-Seine-Université Paris-Seine, and Reyes, Everardo
- Subjects
computer graphics ,[SHS.INFO]Humanities and Social Sciences/Library and information sciences ,SIGGRAPH ,interactive techniques ,art-science-humanities ,[SHS.ART] Humanities and Social Sciences/Art and art history ,[SHS] Humanities and Social Sciences ,[SHS.ART]Humanities and Social Sciences/Art and art history ,[SHS.INFO] Humanities and Social Sciences/Library and information sciences ,[SHS]Humanities and Social Sciences - Abstract
International audience; This institutional presentation introduces the ACM SIGGRAPH Art Papers programs 2019 and 2020. The 2019 edition marks the 11th version of the program and our main goal is to highlight its principal novelties and projections onto 2020. At this occasion, we will discuss the main scientific and artistic contributions of art papers, but also different ways of accessing, experiencing, and enhancing the published content.
- Published
- 2019
35. Effectiveness of Learning with 3D-Lab on Omani Basic Education Students' Achievement, Attitudes and Scientific Thinking
- Author
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Musawi, Ali Al, Ambusaidi, Abdullah, Al-Balushi, Sulaiman, Al-Sinani, Moham, and Al-Balushi, Kholoud
- Abstract
This paper aims to measure the effectiveness of the 3DL on Omani students' acquisition of practical abilities and skills. It examines the effectiveness of the 3D-lab in science education and scientific thinking acquisition as part of a national project funded by The Research Council. Four research tools in a Pre-Post Test Control Group Design, findings show statistically significant differences in student achievement in favor of the experimental group. The results show students' attitudes are positive towards using 3D-lab in teaching. Improvements in logical and visual thinking are also observed. The paper then draws conclusions and recommendations.
- Published
- 2017
36. The Global Publication Output in Augmented Reality Research: A Scientometric Assessment for 1992-2019.
- Author
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Gupta, B. M. and Dhawan, S. M.
- Subjects
AUGMENTED reality ,DATA visualization ,COMPUTER graphics ,COMPUTER science ,VIRTUAL reality ,CITATION indexes - Abstract
This paper describes global research in the field of augmented reality (22078) as indexed in Scopus database during 1992-2019, using a series of bibliometric indicators. The augmented reality (AR) research registered high 54.23% growth, averaged citation impact of 8.90 citations per paper. Nearly 1% of global output in the subject (226 papers) registered high-end citations (100+) per paper. The top 15 countries accounted for 87.05% of global publications output in the subject. The USA is in leadership position for its highest publications productivity (19.25% global share). The U.K. leads the world on relative citation index (2.05). International collaboration has been a major driver of AR research pursuits; between 11.89% and 44.04% of national share of top 15 countries in AR research appeared as international collaborative publications. AR research productivity by application types was the largest across sectors, such as education, industry and medical. Computer science has emerged as the most popular areas in AR research pursuits. Technical University of Munich, Germany and Osaka University, Japan have been the most productive organizations and Nara Institute of S&T, Japan (66.55 and 7.48) and Imperial College, London, U.K. (57.14 and 6.42) have been the most impactful organizations. M. Billinghurst and N. Navab have been the most productive authors and S. Feiner and B. MacIntyre have been the most impactful authors. IEEE Transactions on Visualization & Computer Graphics, Multimedia Tools & Applications and Virtual Reality topped the list of most productive journals. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
37. Digging the Virtual Past
- Author
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Polymeropoulou, Panagiota
- Abstract
In this paper we will investigate the way that the technological progress and the Informatics contributed greatly to the field of Archaeology. There will be analyzed the terms of virtual archaeology and virtual reality in archaeology and there will be an extended reference to the applications and the computer graphics that archaeologists could use for their own scientific purposes. It will be attempted to be shown the way that computer graphics can create not only an authentic copy of an archaeological find but can function also as a useful tool of learning for new archaeologists and the broader public that is interested in the ancient past. [For the complete proceedings, see ED557189.]
- Published
- 2014
38. Knowledge Graph Visualization Interface for Digital Heritage Collections: Design Issues and Recommendations.
- Author
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Khoo, Christopher S. G., Tan, Eleanor A. L., Siam-Gek Ng, Chwee-Fong Chan, Stanley-Baker, Michael, and Wei-Ning Cheng
- Subjects
INTELLECT ,INTERNET searching ,ARCHIVES ,MEDICAL informatics ,INFORMATION technology ,COMPUTER graphics ,SEARCH engines ,METADATA ,HUMANITIES ,SOCIAL networks ,SOFTWARE architecture ,DIGITAL libraries ,USER interfaces - Abstract
Digital heritage portal interfaces are generally similar to digital library and search engine interfaces in displaying search results as a list of brief metadata records. The knowledge organization and search result display of these systems are item-centric, with little support for identifying relationships between items. This paper proposes a knowledge graph system and visualization interface as a promising solution for digital heritage systems to support users in browsing related items, understanding the relationships between items, and synthesizing a narrative on an issue. The paper discusses design issues for the knowledge graph, graph database, and graph visualization, and offers recommendations based on the authors' experience in developing three knowledge graph systems for archive and digital humanities resources: the Zubir Said personal archive collection at the Nanyang Academy of Fine Arts, Singapore; Singapore Pioneers social network; and Polyglot Medicine knowledge graph of Asian traditional and herbal medicine. Lessons learned from a small user study are incorporated in the discussion. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
39. Use of Multiple Parallel Interface Strategies To Create a Seamless Accessible Interface for Next-Generation Information Systems.
- Author
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Wisconsin Univ., Madison. Trace Center. and Vanderheiden, Gregg C.
- Abstract
Information systems in public places such as community centers and libraries require some means to provide access to individuals with physical, visual, and, if sound is involved, hearing impairments. This paper proposes a seamless adaptable human interface protocol that would allow users to incrementally modify the command and presentation aspects of the human interface to match their abilities and preferences. The protocol supports multiple control strategies (mouse, keyboard, touchscreen) and presentation forms (standard graphic, large print, voice) simultaneously. In order for the command and control structures to support flexibility and a free flow, a multilevel object-based hierarchy was used. The first implementation of the protocol is in a bibliographic database software package titled Publications, Media and Materials (PMM), which was developed for the Trace Cooperative Electronic Library. Strategies to increase efficiency of access are discussed. Screen displays in various output modes are presented, along with a table listing protocol features for individuals with specific types of disabilities. (JDD)
- Published
- 1994
40. Applicability of Domain-Specific Application Framework for End-User Development
- Author
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Chusho, Takeshi
- Abstract
It is preferable for business professionals to develop web applications which must be modified frequently based on their needs. A website for matching is a typical example because various matching websites for C2C (Consumer to Consumer) have recently been opened in relation to the "sharing economy". In our case studies on end-user development, web applications are developed using domain-specific application frameworks. Applicability of these domain-specific application frameworks has a tradeoff relation with programming granularity in which business logic is expressed. The template for the business logic definition based on three-tier architecture of user interfaces, business logic and databases improves the applicability. [For full proceedings, see ED571459.]
- Published
- 2016
41. Computerizing Your Program.
- Author
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Curtis, Rick
- Abstract
This paper summarizes information about using computer hardware and software to aid in making purchase decisions that are based on user needs. The two major options in hardware are IBM-compatible machines and the Apple Macintosh line. The three basic software applications include word processing, database management, and spreadsheet applications. These can be purchased in an integrated package or as separate stand-alone packages that allow for interconnections with the data. Character-based programs display only basic keyboard characters, while graphical-based programs display data graphically. Word processors are available that perform functions ranging from simple word processing to elaborate desktop publishing. Spreadsheets arrange data in a row and column format. They can be used for ledger-type calculations or for displaying text in a table format. The two basic types of databases are flat file and relational. Flat file databases are best for discrete data, while relational databases hold data in multiple, interrelated tables. Desktop publishing software allows layouts and graphics for brochures, manuals, forms, and other printed material. Desktop publishing requires a graphical user interface system and preferably a large monitor. Two basic printer fonts are bitmapped fonts and scalable fonts. Some sophisticated software features allow users to paste data from one program to another. Task switching or multitasking allows users to switch back and forth between several programs. The paper contains numerous tables containing costs and user information. (KS)
- Published
- 1991
42. Using a Computerised Graphics Package to Achieve a Technology-Oriented Classroom
- Author
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Aladejana, Francisca and Idowu, Lanre
- Abstract
The present situation in Nigeria involves students of fine arts, a practical-oriented subject, being exposed to poor methods of teaching with consequent poor performances. This study examined the extent to which the use of a computerised graphics package could make the classroom technology-oriented and affect the performance of learners. This is predicated on the theoretical frameworks of constructivism and Gagne's learning theory. The research design is the pretest-posttest control group design. The research instruments are the Graphic Design Achievement Test designed from the Revised Minnesota Paper Form Board Test and CorelDraw 10. They were administered to 60 junior secondary school students selected using stratified random sampling. The results show a significant difference in the performance of students exposed to the computerised graphics package as those exposed to the computerised graphics package performed significantly better in graphics than those exposed to the conventional teaching methods. (Contains 2 tables.)
- Published
- 2009
- Full Text
- View/download PDF
43. Learner Decisions and Information Requirements in Computer-Based Instruction.
- Author
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Okey, James R. and Jones, Marshall G.
- Abstract
The purpose of this paper is to consider different kinds of actions learners may take during computer assisted instruction (CAI), and to examine the kind of information they need in order to exercise control over the instruction, i.e., information about their performance level, the organization of the content, the choices available to them and the consequences of making those choices, and what they are required to know. Techniques described for providing such information include: (1) content maps, so that learners can navigate their way through content sequence; (2) computer graphics that depict achievement of outcomes; (3) clocks that portray the amount of time spent; and (4) text that conveys the degree of mastery. Other techniques used govern non-content based information, such as switching menus or exiting the program, and dictate the type of feedback the learner will receive. Hypermedia programs are used to illustrate how this information can be communicated to learners to promote intelligent and effective learner control in CAI. It is noted that some learner controlled instruction has the potential to lose learners in too much detail and too many layers. Thus, course organization and programming must be constructed with the learner's information needs in mind. (7 references) (DB)
- Published
- 1990
44. Interactive paper tearing
- Author
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Camille Schreck, Damien Rohmer, Stefanie Hahmann, Intuitive Modeling and Animation for Interactive Graphics & Narrative Environments (IMAGINE ), Inria Grenoble - Rhône-Alpes, Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Laboratoire Jean Kuntzmann (LJK ), Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-Université Grenoble Alpes [2016-2019] (UGA [2016-2019])-Centre National de la Recherche Scientifique (CNRS)-Université Grenoble Alpes [2016-2019] (UGA [2016-2019]), Department of Computer Science [Lyon] (CPE), École supérieure de Chimie Physique Electronique de Lyon (CPE)-Université de Lyon, European Project: 291184,EC:FP7:ERC,ERC-2011-ADG_20110209,EXPRESSIVE(2012), and École Supérieure de Chimie Physique Électronique de Lyon (CPE)-Université de Lyon
- Subjects
Three-Dimensional Graphics and Realism ,Computer science ,Scientific visualization ,020207 software engineering ,Context (language use) ,ComputerApplications_COMPUTERSINOTHERSYSTEMS ,02 engineering and technology ,Animation ,01 natural sciences ,Computer Graphics and Computer-Aided Design ,[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR] ,Computer graphics ,Real-time computer graphics ,Physics::Plasma Physics ,Computer graphics (images) ,0103 physical sciences ,Path (graph theory) ,Tearing ,Physics::Space Physics ,0202 electrical engineering, electronic engineering, information engineering ,Tears ,010306 general physics ,Algorithm ,3D computer graphics - Abstract
International audience; We propose an efficient method to model paper tearing in the context of interactive modeling. The method uses geometrical information to automatically detect potential starting points of tears. We further introduce a new hybrid geometrical and physical-based method to compute the trajectory of tears while procedurally synthesizing high resolution details of the tearing path using a texture based approach. The results obtained are compared with real paper and with previous studies on the expected geometric paths of paper that tears.
- Published
- 2017
45. Innovative Smart Phone Learning System for Graphical Systems within COVID-19 Pandemic
- Author
-
Tawafak, Ragad M., Alfarsi, Ghaliya, and Jabbar, Jasiya
- Abstract
With restrictions on face-to-face clinical consultations within the COVID-19 pandemic and the challenges faced by healthcare systems in delivering patient care, alternative information technologies like telemedicine and smartphones play a crucial role. A wide variety of smartphone applications employs high-tech mathematical and programming approaches to enhance computer-assisted communication and learning processes' pedagogical efficiency. Accordingly, this study's main objective is to develop a model system that can function as smartphone computer graphics. This paper used the Technology Acceptance Model (TAM) as an m-learning model, and Bresenham's line algorithm is a calculation system implemented by applications. The study method applies technology to validate the accuracy of the contents' acceptance method of use. The results reveal significant positive effects of the proposed model on generating reasonable, fast, and accurate solutions for the presented problems and developing a more interactive platform of m-learning.
- Published
- 2021
46. Prototyping Visual Learning Analytics Guided by an Educational Theory Informed Goal
- Author
-
Hillaire, Garron, Rappolt-Schlichtmann, Gabrielle, and Ducharme, Kim
- Abstract
Prototype work can support the creation of data visualizations throughout the research and development process through paper prototypes with sketching, designed prototypes with graphic design tools, and functional prototypes to explore how the implementation will work. One challenging aspect of data visualization work is coordinating the expertise of people from a variety of roles to produce data visualizations guided by an educational theory informed goal (ETIG) in order to better support research. When collaborating, concessions must be made: typically, everyone seeks to follow the best practices established within their own disciplines. This paper attempts to illustrate how to rethink this interdisciplinary approach to adhere more strictly to educational research goals and consider how we may need to, at times, break away from best practices with the intent to evaluate the novel decisions resulting from this approach. A case study of the creation of a self-reported emotional measure is used to illustrate this type of collaboration. By taking this approach, a clear departure from best practices occurs in the scale selection for the visualization in order to support the ETIG.
- Published
- 2016
47. Multimedia in Concept Maps: A Design Rationale and Web-Based Application.
- Author
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Alpert, Sherman R. and Grueneberg, Keith
- Abstract
A concept map is a graphical representation of a person's (student's) knowledge of a domain. Concept maps have been used in educational settings for some time and many computer-based implementations of interactive concept map building tools exist. These concept mapping tools often provide for a solely prepositional, primarily textual, knowledge representation scheme and do not fully capitalize on the functionality offered by the computational medium. This paper offers psychological and pedagogical design rationales for inclusion of multimedia in computer-based concept maps. It also describes a concept mapping application named Webster whose goals include more comprehensively representing students' knowledge of a domain, providing facilities that make concept maps more pedagogically effective for students using them to learn new concepts, and in doing both, capitalizing more fully on the capabilities of the computational medium. There are a number of characteristics of Webster that attempt to achieve these desiderata but this paper focuses in particular on Webster's use of multimedia to realize these goals. (Contains 19 references.) (Author/AEF)
- Published
- 2001
48. Funny English in the Digital World
- Author
-
Jaroenkitboworn, Kandaporn
- Abstract
This paper aims to study English jokes on Facebook. Since the current generation of our students is often described as Net Geners, learning the English language via jokes posted on social media can be one of the supportive ways for EFL learners to improve their L2 linguistic competence as well as L2 humor competence. The data, or jokes, in this study were collected from one of the most popular public pages, entitled "English is Fun". Seventy four jokes (out of 200 posts) from 1 to 16 April 2019 were collected and analyzed. The study result revealed that there were two major types of jokes: one was in a textual form while the other was a mixed-code message, or a combination of verbal and non-verbal elements. The latter was further classified into two subtypes: one had a verbal element as the primary factor to provoke humor while the other required interaction between the verbal element and nonverbal element. In addition, the findings showed that there were four types of logical mechanisms: pun, false analogy, faulty reasoning, and satire. As jokes can be a good source of teaching materials, three possible ways for using jokes in teaching the English language were suggested.
- Published
- 2020
49. Digital Tools to Enrich Our Virtual Classroom for Innovative Teachers & Students
- Author
-
Bhat, Bilal Ahmad
- Abstract
The year of 2020 has been a transformative year to play the roles of teachers. Everything has changed, including the way kids and university students go to school. During the pandemic, most of the world instated social distancing rules, 20-second hand-washing practices, and preventive mask-wearing in public. To say this affected the way educators and students interact is an understatement. In March 2020, millions of children transitioned from face-to-face classrooms to some kind of virtual education set up at home. During the first months of the pandemic, teachers had to scramble and find the best ways to set up a virtual classroom that would keep their students engaged. In these months, educators at every level tested tools and programs until they found their favorites. The goal of the present paper is to make a review about some tools of virtual teaching with the aim of identifying and analyzing the tools which potentiate the learning process. Digital learning is increasingly influencing both classroom/campus-based teaching but more important is leading to new models or designs for teaching and learning. Digital learning is an instructional practice that ultimately helps students. It makes use of a broad range of technology-enhanced educational strategies. It includes blended learning, flipped learning, personalized learning, and other strategies that rely on digital tools to a small or large degree. [This chapter was published in: R. Udhaya Mohan Babu (Ed.), "Technology Learning in Contemporary World" ISBN- 978-81-949205-7-1 (pp. 56-6). Krishna Publication House, 2020.]
- Published
- 2020
50. Towards a Method for Migrating Courses from the Classroom to the Web.
- Author
-
Westhead, Martin D. and Minty, Elspeth M.
- Abstract
This paper describes a methodology for approaching the problem of migrating a course from the classroom to the World Wide Web. It proposes that there are four main learning modes in the classroom--traditional oral and visual (passive) presentation, student involvement in demonstration of the theory, student led practical exercises, and reference to written source notes or supplementary reference material--and that each of these can be successfully moved to a Web-based course. By way of illustration, this paper describes the "MPI On-Line" Web-based distance learning course developed at EPCC (Edinburgh Parallel Computing Centre, at the University of Edinburgh, Scotland). Students were provided with four different modes of access to the material in the MPI On-line course to correspond to each of the four identified learning modes: a multimedia slide show with animated slides and a spoken sound track; interactive demonstrations provided by browser applets to clarify the material presented in the slide show; student led exercises support by the EPIC (EPCC Interactive Courseware) environment; and supporting notes and reference material hyperlinked in to the rest of the material. When MPI On-line was run as a supported course for the first time in September 1997 it proved very successful and a great deal of positive feedback was received. (AEF)
- Published
- 1998
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