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Proceedings of the 2020 8th International Conference on Information and Education Technology最新文献

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The Satisfaction of Sword's Sound Effect in Game Design in Case of Metal Gear Rising and Sekiro: Shadow Dies Twice 从《合金装备崛起》和《影死两度》看剑的音效在游戏设计中的满意度
Poom Thiparpakul, Tanat Jiravansirikul, Tuang Dheandhanoo
In this paper, will shows the effect of the Vistual sound effect (VFX) in game to make players have more satisfaction, engagement, and immersive with their action with characters in game. The paper focus on character's slash sound with 2 games. Metal Gear Rising, and another game is Sekiro; Shadow Dies Twice. Both of game have a different sword's sound effect, the Metal Gear base on fantasy sound and Sekiro base on the real sound. The role of sound effect in a video game is to enhance the engagement for the player to be satisfied with their actions. Dated back to none-interactive media like movies sound play a big role in "make belief" for the audience and blur the line between reality and fantasy. Metal Gear Rising: Revengeance and Sekiro: Shadow Dies Twice are both digital games that are intractable and has the same core experience of sword fight combat. This paper is aimed to dissect and inspect which and why the sound effect in these two games in their core experience, the sword fight mechanic, is rather engaging. The result of this finding is that sound does not have to be taken from the real element directly, in this case, the swords, but rather exaggerated it to make the piece seem more "impactful" and gave positive feedback to the users.
在本文中,will展示了视觉音效(VFX)在游戏中的作用,使玩家在与游戏角色的动作中更有满足感、参与度和沉浸感。本文以两款游戏为例,分析了角色的斜杠声。《合金装备崛起》和另一款游戏《Sekiro》;影子死两次。这两款游戏都拥有不同的音效,《合金装备》基于幻想音效,而《Sekiro》基于真实音效。在电子游戏中,音效的作用是增强玩家的粘性,让他们对自己的行为感到满意。追溯到电影等非互动媒体,声音在为观众“制造信念”方面发挥着重要作用,模糊了现实与幻想之间的界限。《合金装备崛起:复仇》和《Sekiro: Shadow Dies Twice》都是难以驾驭的数字游戏,它们都拥有同样的剑战核心体验。本文旨在分析这两款游戏的核心体验,即剑战机制的音效为何如此吸引人。这一发现的结果是,声音不必直接来自真实元素,在这种情况下,剑,而是夸大它,使作品看起来更“有影响力”,并给予用户积极的反馈。
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引用次数: 0
The Development Path of I-go Online Education in China from the Perspective of "Internet+" “互联网+”视角下I-go在线教育在中国的发展路径
Shijing Wang, Ying He, Mengyao Shi, Zhe Wang
With the continuous development of science and technology, "Internet+" has become a hot mode for various industries to seek innovation. "Internet+" I-go education, as one of the new representative modes of quality education, is full of infinite opportunities and challenges. Through the comparative study of the well-known I-go online education platform in China, this paper analyzes the development of I-go online education in China under the background of "Internet+", and concludes that I-go online education has some problems, such as lagging platform construction, single education curriculum model, non-standard education evaluation standard and limited education and training market. In view of this, this paper puts forward the innovative development path of "Internet+" I-go education from the four aspects of strengthening system, evaluation system, curriculum system and promotion system, in order to promote the healthy and sustainable development of go online education industry.
随着科技的不断发展,“互联网+”成为各行各业寻求创新的热门模式。“互联网+”围棋教育作为素质教育的新代表模式之一,充满着无限的机遇和挑战。本文通过对国内知名的围棋在线教育平台的比较研究,分析了“互联网+”背景下中国围棋在线教育的发展,得出了围棋在线教育存在平台建设滞后、教育课程模式单一、教育评价标准不规范、教育培训市场有限等问题。鉴于此,本文从强化体系、评价体系、课程体系、提升体系四个方面提出了“互联网+”围棋教育的创新发展路径,以期促进围棋在线教育产业的健康可持续发展。
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引用次数: 0
SNS Education Game for Upper-Grade Elementary School Students: Evaluation of Prototype 小学高年级学生SNS教育游戏:原型的评价
M. Fujikawa, Hajime Ikehara, Y. Abe
A ratio of upper grades of elementary school children those who use SNS application has been increasing. The Japanese Ministry of Education has been promoting information morals education because the morals (which includes ethics, understanding and following the law, knowledge and skills of information security) is necessary. Meanwhile, most students do not receive hands-on classes on SNS when using PCs and tablets in schools. Hence, it is hard to say a concept "to be proactive, interactive, and learning deeply" from the guidelines has been achieved. We developed a prototype SNS education game to achieve the concept. This game is designed to fulfill six conditions for a game to be "proactive, interactive, and learning deeply" and takes into account the characteristics of pupils. Evaluation results of this game show that most participants wanted to learn more about how to become responsible digital citizens after playing the game.
使用SNS应用程序的小学高年级学生的比率正在增加。日本文部科学省一直在推进信息道德教育,因为道德(包括伦理、理解和遵守法律、信息安全知识和技能)是必要的。与此同时,大部分学生在学校使用个人电脑和平板电脑时,并没有接受SNS的实践课程。因此,很难说从指导方针中实现了“主动、互动、深度学习”的概念。我们开发了一款原型SNS教育游戏来实现这一理念。这款游戏的设计满足了游戏“主动性、互动性、深度学习”的六个条件,并考虑了学生的特点。本次游戏的评估结果显示,大多数参与者在玩完游戏后都希望学习更多关于如何成为负责任的数字公民的知识。
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引用次数: 0
VR Application for Supporting Object Recognition Considering Eye in Low Vision 考虑眼睛的低视力条件下支持物体识别的VR应用
Tetsuya Oda, Hiroaki Shirai, Kyohei Toyoshima, Masaharu Hirota, Ryo Ozaki, K. Katayama
Most of the support systems for the visual impairment are targeted at the blind, and there are few systems that fully consider those with low vision. This may be due to the fact that the vision feature of a low vision person is different for each low vision person due to the complex relationship between visual acuity, visual field, color vision and light sensation, and that uniform support is impossible. In this paper, we propose a Virtual Reality (VR) application that supports visual acuity equal to that of persons without disabilities by performing visual correction suitable for each visual disability of low vision.
大多数视障人士的支持系统都是针对盲人的,很少有系统能充分考虑到低视力人群。这可能是由于视敏度、视野、色觉和光感之间的关系复杂,每个低视力者的视觉特征是不同的,不可能有统一的支持。在本文中,我们提出了一种虚拟现实(VR)应用程序,通过对每一种低视力的视觉障碍进行视觉矫正,支持与正常人相同的视力。
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引用次数: 1
Undergraduate Students' Voice Constructions in Padlet Online Discussions 大学生在线小短文讨论中的语态结构
Yeni Latipah, Wawan Gunawan
This paper explored the construction of voice in Padlet online discussions among undergraduate students. It highlights the use of Engagement resources as the realization of the establishment of voice in a text. Systemic Functional Linguistics based Engagement framework is applied to analyze how university students construe their voice in the online platform, including proposing their original viewpoints, acknowledging and countering the external perspective, as well as utilizing the external voice to strengthen their position. The data were gathered throughout the transcript of two sections of Padlet online discussion and interview with the instructor. The Result revealed that the students have attempted to build more dialogic discursive writing through Heteroglossic move, but still employed abundant numbers of Monoglossic move that restrict the chance to more dynamic and dialogic text. The extensive use of Expand resources also indicates the students' efforts to engage the readers with providing external voices but having less effort to dialogically contract the negotiation space to privilege one viewpoint over others. This paper is ended up with a pedagogical implication for developing students' awareness of voice in virtual writing instructions.
本文探讨了大学生平板网络讨论中语音的构建。它强调了使用敬业度资源来实现文本中语音的建立。运用基于系统功能语言学的参与框架,分析大学生如何在网络平台上构建自己的声音,包括提出自己的原创观点,承认和反对外部观点,以及利用外部声音来巩固自己的地位。这些数据是在Padlet在线讨论和与教师访谈的两个部分的成绩单中收集的。结果表明,学生试图通过异语步构建更具对话性的语篇写作,但仍然使用了大量的单语步,限制了更有活力和对话性的文本的机会。扩展资源的广泛使用也表明学生努力通过提供外部声音来吸引读者,但较少努力通过对话收缩谈判空间以使一个观点优先于其他观点。本文最后提出了在虚拟写作教学中培养学生语音意识的教学启示。
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引用次数: 3
Evaluation of Mental Calculation Educational System with Invisible Abacus 用隐形算盘评价心算教育体系
Keita Tokuda, Yasunobu Hashimoto, C. Yamauchi, Keiko Iwasa, Kazuki Yoshida, Naoya Fujiwara, Akihito Sudo
We evaluate an educational system, "SoroTouch" developed for the acquisition of abacus based mental calculation skills efficiently. SoroTouch is an iPad app with a unique interface called "Invisible mode", where the beads are not displayed, and the student is required to visualize and operate the beads mentally to solve the problem. Furthermore, SoroTouch helps to train fast accurate management of the beads, while providing students with features to facilitate continuous learning. The analysis of user learning data revealed that in 2017 and 2018, 54% and 62% of withdrawing students successfully acquired mental calculation abilities by the time of their withdrawal, respectively. Time spent on SoroTouch for skill acquisition was verified to fall between 7 and 26 months. This time period is defined from the student's start of learning, until the student's demonstration of mental calculation abilities.
我们评估了一个教育系统,“SoroTouch”开发的基础上的算盘心算技能有效地获取。SoroTouch是一款iPad应用程序,它有一个独特的界面,叫做“隐形模式”,在这种模式下,珠子不会显示出来,学生需要在脑海中想象和操作珠子来解决问题。此外,SoroTouch有助于训练珠子的快速准确管理,同时为学生提供方便持续学习的功能。对用户学习数据的分析显示,2017年和2018年,分别有54%和62%的退学学生在退学时成功获得了心算能力。在SoroTouch上获得技能的时间在7到26个月之间。这个时间段定义为从学生开始学习到学生表现出心算能力为止。
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引用次数: 1
Student's Perception in Learning Indonesian Language from Conventional to Blended Learning Model 从传统学习模式到混合式学习模式的学生印尼语学习感知
C. K. Wiharja, E. Ernawati, R. Y. Ningsih
This paper aimed to investigate factors which affect the students's motivation in learning Indonesian language and to examine how to develop an effective Indonesian language learning model, and also how to make effective Indonesian language learning model at Bina Nusantara University. The research applied a quantitative method by distributing online questionnaires to 68 freshmen and sophomore students of Bina Nusantara students who took Indonesian language subject on the 2nd semester of 2018-2019 term. Data were analyzed by tabulation and it can be concluded that there are three factors which motivate students in learning Indonesian language. Students consider that there are no obstacles in lack of time during their six class sessions. Students also consider that the new learning model for Indonesian language course is not essentially required.
本文旨在探讨影响学生学习印尼语动机的因素,并探讨如何建立有效的印尼语学习模式,以及如何在比那努沙腊大学建立有效的印尼语学习模式。本研究采用定量方法,对2018-2019学年第二学期选修印尼语课程的68名比那努桑塔拉大学一、二年级学生进行了在线问卷调查。通过表格分析数据,可以得出有三个因素激励学生学习印尼语。学生们认为在他们的六节课中没有时间短缺的障碍。学生们也认为新的学习模式对印尼语课程并不是必需的。
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引用次数: 1
Cooperative Work among Humans and Robots in Remote Robot Systems with Force Feedback: Comparison between Human-Robot and Robot-Robot Cases 力反馈远程机器人系统中人与机器人的协同工作:人-机器人与机器人-机器人案例的比较
Qin Qian, Y. Ishibashi, Pingguo Huang, Y. Tateiwa
In this paper, we compare the efficiency of cooperative work between a human and a robot (i.e., human-robot) and that between two robots (robot-robot) in remote robot systems with force feedback by experiment. In each system, a user can operate a robot arm having a force sensor by using a haptic interface device while watching video. An electric hand is attached to the robot arm to hold an object. In the robot-robot case, we also make a comparison of the efficiency between the case where the position follow-up control previously proposed by us is carried out and the case where the control is not performed. In our experiment, a human or one robot arm hand-delivers an object to the other moving robot arm. Experiment results illustrate that the efficiency of the hand delivery of the object can be improved under the position follow-up control; however, the force applied to the object is somewhat larger than that in the human-robot case.
本文通过实验比较了力反馈远程机器人系统中人与机器人(即人与机器人)和两个机器人(即机器人与机器人)之间的协同工作效率。在每个系统中,用户可以在观看视频的同时使用触觉界面设备操作带有力传感器的机械臂。机械臂上装有一只电动手来握住物体。在机器人-机器人的情况下,我们还比较了我们之前提出的位置跟踪控制和不进行位置跟踪控制的情况下的效率。在我们的实验中,一个人或一只机械手臂将一个物体传递给另一只移动的机械手臂。实验结果表明,在位置随动控制下,可以提高手送物体的效率;然而,施加在物体上的力比人-机器人的情况下要大一些。
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引用次数: 3
Digital Natives' English Language and Culture Conceptualization 数字原住民的英语语言和文化概念化
Maria Tamarina Prawati
Jakarta as metropolitan has been the central of global flows in Indonesia consisting of ethnoscapes, mediascapes, technoscapes, financescapes, ideoscapes and linguascapes. Due to advance technology and digital media, the flows are even more rapid which causes intense human contact across boundaries. In related with English language and culture classroom in Jakarta, the teachers and students are within such disruptive era which transform the conceptualization of English users in globalization. This study was able to define the conceptualization of English user among digital native students and teachers from three selected English Departments at three different universities in Jakarta through questionnaire and semi-structured interview. For the participants, to be English users in globalization one should frequently use the language as part of digital lifestyle and to access technology in order to be part of virtual community with transnational affiliation in imagine community.
雅加达作为一个大都市,一直是印尼全球流动的中心,包括民族景观、媒体景观、技术景观、金融景观、意识形态景观和语言景观。由于先进的技术和数字媒体,流动更加迅速,这导致了人与人之间的密切接触。在雅加达的英语语言和文化课堂中,老师和学生都处于这样一个颠覆性的时代,在全球化中改变了英语使用者的观念。本研究通过问卷调查和半结构化访谈,从雅加达三所不同大学的三个英语系的数字母语学生和教师中定义英语用户的概念。对于参与者来说,要成为全球化中的英语使用者,就必须经常使用英语作为数字生活方式的一部分,并获得技术,以便成为虚拟社区的一部分,在想象社区中具有跨国联系。
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引用次数: 0
PBL in Accounting: An Alternative Approach PBL在会计:另一种方法
H. Lim, Rosmawijah Jawawi, Rohani Matzin, J. H. Jaidin, M. Shahrill, Lawrence Mundia
This study examines the use of Problem-Based Learning (PBL) as an alternative pedagogical approach in the classroom. The focus of the study is to investigate the advantages and disadvantages of using PBL in teaching accounting to secondary students in Brunei. The methodology used in this study is an action research. The study revealed that students' critical thinking and problem-solving skills gradually improved during PBL activities. It was observed that they became highly motivated and interested in learning accounting. Students became self-directed learners and were more willing to be responsible for their own learning. On the other hand, the study shows that PBL might not be suitable for students who still rely heavily on teachers. Students might not find PBL as appealing when there was less cooperation within their group. Hence, the study shows that the determinants for the success of PBL in teaching and learning require active participation from both the teacher and students. Overall, although PBL activities had been challenging for some students to attempt, however, through careful planning and preparation by the teacher, this approach had enhanced and improved students' understanding in accounting knowledge. It is recommended that future research should continue to examine the effectiveness of the implementation of PBL and the teacher's experience in PBL applications.
本研究探讨了在课堂上使用基于问题的学习(PBL)作为另一种教学方法。本研究的重点是调查使用PBL在文莱中学生会计教学中的利弊。本研究采用的方法是行动研究。研究发现,学生的批判性思维和解决问题的能力在PBL活动中逐渐提高。据观察,他们对学习会计变得非常有动力和兴趣。学生成为自主学习者,更愿意为自己的学习负责。另一方面,研究表明PBL可能不适合仍然严重依赖教师的学生。当学生在小组中缺乏合作时,他们可能不会觉得PBL有吸引力。因此,研究表明,PBL在教学和学习中取得成功的决定因素需要教师和学生的积极参与。总的来说,虽然PBL活动对一些学生来说是具有挑战性的,但是,通过老师的精心策划和准备,这种方法增强和提高了学生对会计知识的理解。建议未来的研究应继续检查PBL实施的有效性和教师在PBL应用中的经验。
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引用次数: 0
期刊
Proceedings of the 2020 8th International Conference on Information and Education Technology
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