5 resultados para Anthropology.

em WestminsterResearch - UK


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The selected publications are focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved through feedback provision. A key part of this analysis is the identification of behavioural, anthropological patterns, so that users can be clustered based on their actions, and the steps taken in the system (e.g. social network, online community, or virtual campus). In doing so, we can analyse large data sets of information made by a broad user sample,which will provide more accurate statistical reports and readings. Furthermore, this research is focused on how users can be clustered based on individual and group behaviour, so that a personalized support through feedback is provided, and the personal learning process is improved as well as the group interaction. We take inputs from every person and from the group they belong to, cluster the contributions, find behavioural patterns and provide personalized feedback to the individual and the group, based on personal and group findings. And we do all this in the context of educational games integrated in learning communities and learning management systems. To carry out this research we design a set of research questions along the 10-year published work presented in this thesis. We ask if the users can be clustered together based on the inputs provided by them and their groups; if and how these data are useful to improve the learner performance and the group interaction; if and how feedback becomes a useful tool for such pedagogical goal; if and how eGames become a powerful context to deploy the pedagogical methodology and the various research methods and activities that make use of that feedback to encourage learning and interaction; if and how a game design and a learning design must be defined and implemented to achieve these objectives, and to facilitate the productive authoring and integration of eGames in pedagogical contexts and frameworks. We conclude that educational games are a resourceful tool to provide a user experience towards a better personalized learning performance and an enhance group interaction along the way. To do so, eGames, while integrated in an educational context, must follow a specific set of user and technical requirements, so that the playful context supports the pedagogical model underneath. We also conclude that, while playing, users can be clustered based on their personal behaviour and interaction with others, thanks to the pattern identification. Based on this information, a set of recommendations are provided Digital Anthropology and educational eGames 6 /216 to the user and the group in the form of personalized feedback, timely managed for an optimum impact on learning performance and group interaction level. In this research, Digital Anthropology is introduced as a concept at a late stage to provide a backbone across various academic fields including: Social Science, Cognitive Science, Behavioural Science, Educational games and, of course, Technology-enhance learning. Although just recently described as an evolution of traditional anthropology, this approach to digital behaviour and social structure facilitates the understanding amongst fields and a comprehensive view towards a combined approach. This research takes forward the already existing work and published research onusers and eGames for learning, and turns the focus onto the next step — the clustering of users based on their behaviour and offering proper, personalized feedback to the user based on that clustering, rather than just on isolated inputs from every user. Indeed, this pattern recognition in the described context of eGames in educational contexts, and towards the presented aim of personalized counselling to the user and the group through feedback, is something that has not been accomplished before.

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This research investigates how photographs can be analysed to extract meaning. Two methodologies, visual anthropology and social semiotics, are used to analyse a collection of images and accompanying texts generated by a group of first year tourism students in London. Photographs are categorised into subject areas including iconic buildings, street scenes, people and analysed according to how they relate to the photographers’ characteristics, such as age and nationality. A group of images of Big Ben are then analysed using a social semiotics approach, considering both compositional and contextual information to extract meanings. Results and techniques are then contrasted and compared, noting how the complexity of the image makers’ experience of the city they are documenting lead to their images having multi-layered meanings, and that combining analytic methods can fruitfully reveal a range of these meanings.

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Objective The objective of the current study was to investigate the lateral dominance for a bimanually coordinated natural feeding behavior in semi-wild chimpanzees. Materials and Methods We investigated strychnos spp. fruit consumption behaviors in semi-wild chimpanzees as an ecologically comparable feeding behavior to those found in cerebral lateralization studies of non-primate species. Video recordings of thirty-three chimpanzees were assessed while they consumed hard-shelled strychnos fruits. We explored statistical and descriptive measures of hand dominance to highlight lateralized patterns. Results Statistical evaluation of feeding bouts revealed a group-level right-handed bias for bimanual coordinated feeding actions, however few individuals were statistically lateralized. Descriptive analyses revealed that the majority of individuals were lateralized and possessed a right-handed bias for strychnos feeding behavior. Discussion The results provide empirical evidence in supports of an early evolutionary delineation of function for the right and left hemispheres. The present findings suggest that great apes express an intermediate stage along the phylogenetic trajectory of human manual lateralization.

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This is the first critical edition of the works of Andrew Lang (1844-1912), the Scottish writer whose enormous output spanned the whole range of late nineteenth century intellectual culture. Neglected since his death, partly because of the diversity of his interests and the volume of his writing, his cultural centrality and the interdisciplinary nature of his work make him a vital figure for contemporary scholars. This volume covers his work in anthropology, including that on fairy tale, folklore, the origins of religion, and psychical research.

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This book is an interrogation of humanity's new potentials and threats brought by technology when the question of social change is becoming more crucial than ever. Collected in the course of 2010-2012, the selected essays in this anthology confront questions from a wide-ranging perspective that evoke the postmodern idea of the cyborg to illuminate recent phenomena from global warming, Wikileaks, to the Occupy movements. Multiple disciplines from music to psychoanalysis to journalism to anthropology collaborate to examine the way we shape the world from behind our ubiquitous screens to taking to the streets in mass protests. What does the increasing omnipotence of networked machines ultimately mean? What do social networks do to our sense of self, others and society? Does P2P technology foster new ethics and spiritualities? What potentials does posthumanity have to bring about social change? Featuring essays from Robert Barry, Siri Driessen & Roos van Haaften, Bonni Rambatan, Dustin Cohen, Jacob Johanssen, Michel Bauwens, Aliki Tzatha, Zakary Paget, Stefen Baack, Alessandro Zagato, Peter Nikolaus Funke, Glenn Muschert, and Jung-Hua Liu.