45 resultados para ARTIFACTS


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This paper evaluates a pilot design research intervention of 12-13 year old Secondary (Middle) students in Singapore constructing a virtual museum within an English Language (EL) curriculum which seeks to engage students through the infusion of authentic, rich multimodal stimuli. 78 students from two classes designed the layout of museum galleries based on their chosen themes, sourced and created multimodal artifacts , and presented their proposals and galleries to an imagined external audience and their peers. The research design and methodology, processes and factors driving the design and implementation of the project are described. Feedback from teachers and students on the benefits and limitations of the study are elicited through semi-constructed interviews, surveys and questionnaire forms. Recommendations to overcome problems identified are proposed.

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Computer-based environments for supporting design are complex software artifacts. These tools need to use sound computational formalisms as well as address issues of human usability. The development of interactive and usable generative systems is a significant research area in design computation. Though classical search techniques play a central role in the generative kernels of these "closed-world" systems, the open-ended exploration of design spaces is the desirable goal. In this paper, we present a formal model of exploration that combines search with user driven exploration. We describe the role of interaction and agency in an experimental mixed-initiative design support system.

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We discuss the design goals for an integrated media creation environment (IMCE) aimed at enabling the average user to create media artifacts with professional qualities. The resulting requirements are implemented and we demonstrate the efficacy of the resulting system with the generation of two simple home movies. The significance for the average user seeking to create home movies lies in the flexible and automatic application of film principles to the task, removal of tedious low-level editing by means of well-formed media transformations in terms of high-level film constructs (e.g., tempo), and content repurposing powered by those same transformations added to the rich semantic information maintained at each phase of the process.

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We present improved algorithms for cut, fade, and dissolve detection which are fundamental steps in digital video analysis. In particular, we propose a new adaptive threshold determination method that is shown to reduce artifacts created by noise and motion in scene cut detection. We also describe new two-step algorithms for fade and dissolve detection, and introduce a method for eliminating false positives from a list of detected candidate transitions. In our detailed study of these gradual shot transitions, our objective has been to accurately classify the type of transitions (fade-in, fade-out, and dissolve) and to precisely locate the boundary of the transitions. This distinguishes our work from other early work in scene change detection which tends to focus primarily on identifying the existence of a transition rather than its precise temporal extent. We evaluate our improved algorithms against two other commonly used shot detection techniques on a comprehensive data set, and demonstrate the improved performance due to our enhancements.

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This paper provides a proposal for personal e-learning system (vPELS) architecture in the context of social network environment for VLSI Design. The main objective of vPELS is to develop individual skills on a specific subject, say, VLSI and share resources with peers. Our system architecture defines organization and management of personal learning environment that aids in creating, verifying and sharing learning artifacts and making money at the same time. We also focus on in our research one of the most interesting arenas in digital content or document management called Digital Right Management (DRAM) and its application to eLearning.

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This paper explores the notion of the expanded image as a transdisciplinary interaction between people and environments. In support of this proposition, images and imaging will be discussed through a series of transformative steps: from the diagram to the biogram and from the biogram to biotopology. Two research projects, exemplary of a transdisciplinary approach, inform the move to biotopology (the continuous surface of interactions tied to imaging practices): first, theories of enaction in cognitive science foreground co-selective processes and the precariousness of self- organizing systems and supply new ways of imaging body-environment relationships (Stewart et al 2010; Thompson 2007; and Varela et al 1993); and second, the procedural architecture of artist- turned-architects Arakawa and Gins foregrounds the reconfigurability of the co-selective process that becomes an enactive practice. These approaches suggest that if the image were expanded to include the intersection of the human organism’s behaviors, artifacts (such as images) and built- environments, then the ‘person’ whose myriad surfaces flicker towards future action, might become the best description of an expanded form of imaging, always in process and flickering towards future action. The many and non-locatable surfaces of person would defy disciplinary boundaries and interfere with habitual patterns of imaging. Ultimately, the aim of expanding imaging practices is to expand an embodied capacity to configure and reconfigure conceptual and material realms.

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In this paper we introduce the concept of feral practices which we define as the usage of information technology which deviates from the standard organizational norms and which exists beyond the control and/or knowledge of the organizational IT management. We argue towards using a ‘practice’ perspective in understanding noncompliant IT practices where we suggest a greater emphasis on usage of IT artifacts rather than the artifacts itself. We also outline a scope of feral practices by clarifying some of the concepts associated with the phenomenon. We propose a model based on the Merton’s Theory of Anomie, which seeks to explain why feral practices come about and what are the technological and social influences and supporting factors which lead to this phenomenon. This study thus intends to build a conceptual base for future studies on feral practices by providing a holistic view on the phenomenon and also identify directions for future research.

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This paper reports on the participation of higher education students and educators in blended immersive multi user virtual (MUVE) environments and real life teaching and learning experiences. Selected next generation technologies engage students and educators within the virtual socially networked elearning landscape of Deakin Arts Education Centre , and support the interaction of communities of learners in multiple modes, ranging from text and images accessed within the Deakin Studies Online learning management system to the "through the looking glass" virtual world in which the user’s creative imagination transports them to the “other side“ of their computer screens.

These constructed environments enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools, and represent themselves through avatars, to communicate with other participants and participate in collaborative art learning.

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Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin Studies Online learning management system and a constructed virtual world in which the user’s creative imagination transports them to the “other side” of their computer screens is discussed in this paper. These constructed environments support interaction between communities of learners and enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools and represent themselves through avatars, to communicate with other participants and engage in collaborative art learning. A narrative interpretative research approach was used to profile the 21st century higher education student learner, to investigate the lived experience and multiple art learning perspectives documented in student visual journal entries and art educator observations to ascertain if an e-technology rich augmented learning environment resulted in the establishment of more effective e-learning communities of practice.

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How selected next generation technologies support collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape and encourage the interaction of communities of learners in multiple modes, ranging from text and images accessed within the Deakin Studies Online learning management system to a constructed virtual world in which the user’s creative imagination transports them to the “other side” of their computer screens is discussed in this paper. These constructed environments enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools and represent themselves through avatars, to communicate with other participants and engage in collaborative art learning.

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A collaborative constructivist model of e-learning enabled second year undergraduate students and art educators to establish a community of learners within an augmented immersive learning environment. Artistic practice and work based learning was enhanced through the creation of digital artifacts to support shared knowledge building using authentic learning tasks and social networking.

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Design-based research has gained currency in educational research over the past decade due to its strength to bridge the divide between theoretical research and educational practice in naturalistic settings. Design based approaches involve a process of designing mathematical tasks, observing the enacted design in classrooms and reflecting on the process from analysing the classroom artifacts. Video plays a central role in supporting teachers and teacher educators to study and reflect on students’ mathematical thinking and in capturing the dynamic of classroom teaching and learning process.

This chapter will examine and analyse practitioner’s lenses in capturing the dynamic and complexity of classroom mathematical learning using video segments, and classroom artifacts including digital photos of classroom moments and students’ work. Practitioners’ lenses are taken as a window to capture key teaching and learning moments from the lessons. Analysis of this selection of these video segments along with other classroom artifacts based on practitioners’ lenses provide insights into practitioners’ views on key teaching and learning moments in mathematics lessons.

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Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin Studies Online learning management system and a constructed virtual world in which the user's creative imagination transports them to the “other side” of their computer screens is discussed in this paper. These constructed environments support interaction between communities of learners and enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools and represent themselves through avatars, to communicate with other participants and engage in collaborative art learning. A narrative interpretative research approach was used to profile the 21st century higher education student learner, to investigate the lived experience and multiple art learning perspectives documented in student visual journal entries and art educator observations to ascertain if an e-technology rich augmented learning environment resulted in the establishment of more effective e-learning communities of practice.

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Current research into student learning in science has shifted attention from the traditional cognitivist perspectives of conceptual change to socio-cultural and semiotic perspectives that characterize learning in terms of induction into disciplinary literacy practices. This book builds on recent interest in the role of representations in learning to argue for a pedagogical practice based on students actively generating and exploring representations. The book describes a sustained inquiry in which the authors worked with primary and secondary teachers of science, on key topics identified as problematic in the research literature. Data from classroom video, teacher interviews and student artifacts were used to develop and validate a set of pedagogical principles and explore student learning and teacher change issues. The authors argue the theoretical and practical case for a representational focus. The pedagogical approach is illustrated and explored in terms of the role of representation to support quality student learning in science. Separate chapters address the implications of this perspective and practice for structuring sequences around different concepts, reasoning and inquiry in science, models and model based reasoning, the nature of concepts and learning, teacher change, and assessment. The authors argue that this representational focus leads to significantly enhanced student learning, and has the effect of offering new and productive perspectives and approaches for a number of contemporary strands of thinking in science education including conceptual change, inquiry, scientific literacy, and a focus on the epistemic nature of science.