876 resultados para Android, car pooling, social network, Facebook, Java


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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 thesis reports on an exploratory study of the relationship between the Internet and women’s empowerment in China. The theoretical framework of the study combines feminist theorisations of power – the core concept of empowerment – with insights from sociological perspectives on power and gender, as well as collective action theory. This allows for the conceptualisation of women’s empowerment as a dynamic process that is shaped by a set of communicative practices. Focusing on female Chinese bloggers and women’s groups of different organisational types, this study aims to explore the respective ways in which these two types of women actors use the Internet with a view to examining whether, and the extent to which it enables them to generate a sense of empowerment. The empirical data mainly derives from interviews with female bloggers and with staff members from different women’s groups, as well as from a features analysis and social network analysis of the sampled blogs and official websites of studied groups. Overall, the findings suggest that the opportunities offered by the Internet for women’s empowerment through awareness-raising, social interactions, and the organising of collective action, are limited. For female bloggers, their activities do not translate the new communicative practices afforded by the Internet into concrete action to bring about changes in their everyday life. On the contrary, blogs become an alternative platform to discipline their behaviours and to reinforce patriarchal gendered norms. Moreover, the research finds that the promise of empowerment is further undermined by the pervasive commercialisation of the Internet and state control. For women’s groups, contextual factors prevent them from fully realising the potential of the Internet for increasing their organisational visibility, promoting public awareness about gender issues, building a sense of the collective, campaigning, or networking. The major barriers in these processes are state control, a lack of resources, online censorship, and at times, competition from commercial sites. In this respect, the Internet does not play a significant role in forming a collective to challenge existing unjust power relations.

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This article examines the use of cinema as a mapping of subjective mutation in the work of Deleuze, Gauttari and Berardi. Drawing on Deleuze's distinction between the reduction of the art-work to the symptom and the idea of art as symptomatology, the article focuses on Berardi's use of cinematic examples, posing the question in each case of to what extent they function as symptomatologies or mere symptoms of cultural and subjective mutations in examples ranging from Bergman's Persona to Van Sant's Elephant to finish on speculations about Fincher's The Social Network as a critical engagement with subjective mutation in the 21st Century.

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Article co-authored with Dr Halligan on post-fordist work in cinema from Hollywood and 1980s films like Secret of my Success to Boss of it All and The Social Network. This article argues that new approaches to film and post-fordist work are needed and draws upon the post-autonomist thought of Hardt, Negri, Lazzarato and Virno.

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This article presents a methodological proposition to map the diversity of the audiovisual industry in the digital scenario by portraying the most important interactions between those who create, produce, distribute and disseminate audiovisual productions on line, paying special attention to powerful intermediaries and to small and medium independent agents. Taking as a point of departure a flexible understanding of social network analysis, the aim is to understand the structure of the audiovisual industry on the internet so that, taking into consideration a given sector, agents, their relations and the networks they give place to – as well as the structural conditions under which they operate – are studied. The aim is to answer questions such as: what is mapping, what is of interesting to map, how can it be done and what advantages and disadvantages the results will present.

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Esta investigación aborda el consumo que los jóvenes universitarios de España y Brasil realizan de las publicaciones para tabletas. A través del estudio de seis casos –las revistas españolas Don, VisàVis y Quality Sport, y los vespertinos brasileños O Globo a Mais, de Río de Janeiro; Estadão Noite, de Sao Paulo; y Diário do Nordeste Plus, de Fortaleza– se aplica una metodología cualitativa, el test de usabilidad, para detectar qué aspectos ralentizan y entorpecen la navegación en las nuevas generaciones de usuarios de medios móviles. A pesar de la influencia de las revistas impresas en la configuración de las publicaciones para tableta, los datos muestran que el usuario necesita “entrenarse” para conocer unas opciones de interacción a veces poco intuitivas o para las que carece de la madurez visual necesaria. Por ello las publicaciones más sencillas obtienen los mejores resultados de usabilidad.

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Este artículo presenta una investigación en la que se analizan las dificultades del profesorado para planificar, coordinar y evaluar competencias claves en una muestra de 23 centros educativos. El tema tiene hondas repercusiones ya que una mala praxis educativa de las competencias claves puede conculcar uno de los derechos fundamentales del alumnado a ser evaluado de forma objetiva (LODE: Art.6b y RD 732/1995: Art. 13.1) y poder superar las pruebas de evaluación consideradas necesarias para la obtención del título académico mínimo que otorga el estado español. La investigación se ha desarrollado desde una doble perspectiva metodológica; en primer lugar, es una investigación descriptiva en la que presentamos las características fundamentales de las competencias claves y la normativa básica para su desarrollo y evaluación. En segundo lugar,  aplicamos un procedimiento de análisis con una doble vertiente cualitativa mediante el empleo del programa Atlas-Ti y del enfoque reticular-categorial del análisis de redes sociales con la aplicación de UCINET y el visor yED Graph Editor para abordar el análisis de las principales dificultades y obstáculos detectados. Los resultados muestran que existen serias dificultades en las tres dimensiones analizadas: "planificación", "coordinación" y "evaluación" de competencias clave; especialmente en la necesidad de formación del profesorado, en la evaluación de las competencias, en la metodología para su desarrollo y en los procesos de coordinación interna para su consecución en los centros educativos.

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En este trabajo aplicamos a la red social Twitter un modelo de análisis del discurso político y mediático desarrollado en publicaciones previas, que permite hacer compatible el estudio de los datos discursivos con propuestas explicativas surgidas a propósito de la comunicación política (neurocomunicación) y de la comunicación digital (la red como quinto estado, convergencia, inteligencia colectiva). Asumimos que hay categorías del encuadre discursivo (frame) que pueden ser tratadas como indicadores de habilidades cognitivas y comunicativas. Analizamos estas categorías agrupándolas en tres dimensiones fundamentales: la intencional (ilocutividad del tuit, encuadre interpretativo de las etiquetas), referencial (temas, protagonistas), e interactiva (alineamiento estructural, predictibilidad; marcas de intertextualidad y dialogismo; afiliación partidista). El corpus consta de 4116 tuits: 3000 tuits pertenecientes a los programas Al Rojo Vivo (La Sexta: A3 Media), Las Mañanas Cuatro (Cuatro: Mediaset) y Los Desayunos de TVE (RTVE), 1116 tuits de seguidores de los programas, que corresponden a 45 tuits de cada programa. Los resultados confirman que el modelo permite establecer diferentes perfiles de subjetividad política en las cuentas de Twitter.

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This deliverable summarizes, validates and explains the purpose and concept behind the RAGE knowledge and innovation management platform as a self-sustainable Ecosystem, supporting innovation processes in the Applied Gaming (AG) industry. The Ecosystem portal will be developed with particular consideration of the demand and requirements of small and medium sized game developing companies, education providers and related stakeholders like AG researchers and AG end-users. The innovation potential of the new platform underlies the following factors: a huge, mostly entire collection of community specific knowledge (e.g., content like media objects, software components and best practices), a structured approach of knowledge access, search and browse, collaboration tools as well as social network analysis tools to foster efficient knowledge creation and transformation processes into marketable technology assets. The deliverable provides an overview of the current status and the remaining work to come, preceding the final version in month 48 of the RAGE project.

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Maakt ICT ons nou knapper of juist dommer? In amper twintig jaar is het maatschappelijk leven voor een groot deel verplaatst naar de virtuele ruimte. Alles en iedereen wordt digitaal met elkaar verbonden. Wat is de invloed van al die nieuwe technologie op ons begrip van de wereld, op ons gedrag, op onze cultuur? Wat betekent het voor het onderwijs? Deze sessie bespreekt de rol van media voor onze cognitieve ontwikkeling. Daartoe worden de ervaringen met oude media zoals geschreven tekst, radio en TV gekoppeld aan de wereld van Twitter, Apple, Facebook en Google, en wordt de blik gericht op wat ons nog te wachten staat.

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Text cohesion is an important element of discourse processing. This paper presents a new approach to modeling, quantifying, and visualizing text cohesion using automated cohesion flow indices that capture semantic links among paragraphs. Cohesion flow is calculated by applying Cohesion Network Analysis, a combination of semantic distances, Latent Semantic Analysis, and Latent Dirichlet Allocation, as well as Social Network Analysis. Experiments performed on 315 timed essays indicated that cohesion flow indices are significantly correlated with human ratings of text coherence and essay quality. Visualizations of the global cohesion indices are also included to support a more facile understanding of how cohesion flow impacts coherence in terms of semantic dependencies between paragraphs.

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Salman, M. et al. (2016). Integrating Scientific Publication into an Applied Gaming Ecosystem. GSTF Journal on Computing (JoC), Volume 5 (Issue 1), pp. 45-51.

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This work addresses the problem of detecting human behavioural anomalies in crowded surveillance environments. We focus in particular on the problem of detecting subtle anomalies in a behaviourally heterogeneous surveillance scene. To reach this goal we implement a novel unsupervised context-aware process. We propose and evaluate a method of utilising social context and scene context to improve behaviour analysis. We find that in a crowded scene the application of Mutual Information based social context permits the ability to prevent self-justifying groups and propagate anomalies in a social network, granting a greater anomaly detection capability. Scene context uniformly improves the detection of anomalies in both datasets. The strength of our contextual features is demonstrated by the detection of subtly abnormal behaviours, which otherwise remain indistinguishable from normal behaviour.

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O objetivo central desta pesquisa foi identificar se os indivíduos que recebem maior indicação de afinidade pelos membros da rede social em que estão inseridos na empresa são aqueles considerados possuidores de maior participação colaborativa pelos gestores. O estudo foi realizado com 17 funcionários do setor produtivo de uma pequena empresa metalúrgica localizada em São Caetano do Sul - SP. Inicialmente, utilizou-se a técnica de Análise de Redes Sociais (SNA-Social Network Analysis) através do software UCINET 6.0, considerando-se o critério de afinidade. Cada funcionário indicou um nível de afinidade que possui com cada um dos demais participantes da rede. A SNA permite diversas análises das relações entre os componentes da rede úteis para os gestores, e algumas delas são mostradas neste artigo. Porém, o foco principal do trabalho foi primeiramente identificar quais indivíduos (nós da rede) recebem maior número de manifestações de afinidade (variável afinidade). Numa segunda etapa, coletou-se a percepção dos gestores do setor com relação à disposição em colaborar de cada funcionário (variável disposição em colaborar). Finalmente, utilizando o software SPSS 15, realizou-se teste estatístico onde foi verificada a existência de forte correlação entre as duas varáveis. Assim, o estudo indicou que os funcionários que recebem maior número de manifestações de afinidade dos colegas são os que têm maior disposição em colaborar, segundo os gestores da empresa. Esta constatação indica que, se os gestores buscarem formas de estimular a inserção social dos funcionários, provavelmente haverá aumento nos níveis de participação colaborativa.

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The Twitter System is the biggest social network in the world, and everyday millions of tweets are posted and talked about, expressing various views and opinions. A large variety of research activities have been conducted to study how the opinions can be clustered and analyzed, so that some tendencies can be uncovered. Due to the inherent weaknesses of the tweets - very short texts and very informal styles of writing - it is rather hard to make an investigation of tweet data analysis giving results with good performance and accuracy. In this paper, we intend to attack the problem from another aspect - using a two-layer structure to analyze the twitter data: LDA with topic map modelling. The experimental results demonstrate that this approach shows a progress in twitter data analysis. However, more experiments with this method are expected in order to ensure that the accurate analytic results can be maintained.