Pub Date : 2018-12-01DOI: 10.1109/ICIME.2018.00076
J. Tsujino, M. Oyama-Higa, Mitsuko Tanabiki, Hiroshi Kihara
In this study, DUAL measurements of finger pulse waves were taken from three children (Child A, Child B, and Child C) and their nursery teacher longitudinally (when children were 3 years old and 4 years old). Behaviors of difficult children were evaluated and scored by using "Checklist for Difficult Children" (S. Shimano, 2014) [1]. Four subscales of "troubles (anti-social behaviors)," "dissocial behaviors," "autism behaviors," and "hyperactive behaviors" were evaluated with "Checklist for Difficult Children." Three children who exhibited high scores for all four subscales were selected for the study. According to the nursery teacher, Child A was diagnosed with autism spectrum disorder. Child B's mother had an attitude problem in childrearing, so the child was not disciplined by her. And Child C showed signs of attachment disorder. DUAL measurements were taken from Child A, Child B, and Child C, respectively paired with their nursery teacher, to visualize any mental interactions with the teacher.
{"title":"Longitudinal Study on Mental Interactions Between Difficult Children and Their Nursery Teacher Based on DUAL Measurements of Finger Pulse Waves","authors":"J. Tsujino, M. Oyama-Higa, Mitsuko Tanabiki, Hiroshi Kihara","doi":"10.1109/ICIME.2018.00076","DOIUrl":"https://doi.org/10.1109/ICIME.2018.00076","url":null,"abstract":"In this study, DUAL measurements of finger pulse waves were taken from three children (Child A, Child B, and Child C) and their nursery teacher longitudinally (when children were 3 years old and 4 years old). Behaviors of difficult children were evaluated and scored by using \"Checklist for Difficult Children\" (S. Shimano, 2014) [1]. Four subscales of \"troubles (anti-social behaviors),\" \"dissocial behaviors,\" \"autism behaviors,\" and \"hyperactive behaviors\" were evaluated with \"Checklist for Difficult Children.\" Three children who exhibited high scores for all four subscales were selected for the study. According to the nursery teacher, Child A was diagnosed with autism spectrum disorder. Child B's mother had an attitude problem in childrearing, so the child was not disciplined by her. And Child C showed signs of attachment disorder. DUAL measurements were taken from Child A, Child B, and Child C, respectively paired with their nursery teacher, to visualize any mental interactions with the teacher.","PeriodicalId":285508,"journal":{"name":"2018 International Joint Conference on Information, Media and Engineering (ICIME)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132976874","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-12-01DOI: 10.1109/ICIME.2018.00013
Z. Li, Yuan Yuan, F. Zhao, Hai Zhang, Ming Lei
Good educational information technology training is an important guarantee for the development of education. As a developed country of education, Japan has many excellent achievements in the field of faculty development (FD). In order to further improve the development level of faculty development, we put our research attention on characteristics and trends of faculty development in Japanese Universities through reviewing the historical development of Japanese faculty development and by means of literature review. As a result, we made a detailed study on the historical context, characteristics and trend of Japanese faculty development.
{"title":"Characteristics and Trends of FD and Educational Information Technology Training in Japanese Universities","authors":"Z. Li, Yuan Yuan, F. Zhao, Hai Zhang, Ming Lei","doi":"10.1109/ICIME.2018.00013","DOIUrl":"https://doi.org/10.1109/ICIME.2018.00013","url":null,"abstract":"Good educational information technology training is an important guarantee for the development of education. As a developed country of education, Japan has many excellent achievements in the field of faculty development (FD). In order to further improve the development level of faculty development, we put our research attention on characteristics and trends of faculty development in Japanese Universities through reviewing the historical development of Japanese faculty development and by means of literature review. As a result, we made a detailed study on the historical context, characteristics and trend of Japanese faculty development.","PeriodicalId":285508,"journal":{"name":"2018 International Joint Conference on Information, Media and Engineering (ICIME)","volume":"128 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133379239","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-12-01DOI: 10.1109/ICIME.2018.00010
Nan Gao, T. Xie, Geping Liu
In recent years, the relationship between engagement and students' learning outcomes has received more and more attention. The research has shown that when educational games are used for learning by students, engagement and motivation of students play an important role in improving learning outcomes. Therefore, the goal of many educational games is to enable learners to actively engage in games. In particular, the application of virtual reality technology can greatly improve the sense of presence and interaction that are deficient in educational games, stimulate learners' interest and enhance their engagement. Although it has been proved that educational games based on virtual reality can effectively improve engagement of learners, there is still no clear guidance on how to design educational games to improve engagement of learners. In order to solve this problem, a literature review is used in this article to systematically analyze how to promote the game engagement. The design model of VR-based educational game engagement is proposed, which attempts to explain how to design virtual reality educational games with more effective and high-level engagement with Usability, Playability and Immersion.
{"title":"A Learning Engagement Model of Educational Games Based on Virtual Reality","authors":"Nan Gao, T. Xie, Geping Liu","doi":"10.1109/ICIME.2018.00010","DOIUrl":"https://doi.org/10.1109/ICIME.2018.00010","url":null,"abstract":"In recent years, the relationship between engagement and students' learning outcomes has received more and more attention. The research has shown that when educational games are used for learning by students, engagement and motivation of students play an important role in improving learning outcomes. Therefore, the goal of many educational games is to enable learners to actively engage in games. In particular, the application of virtual reality technology can greatly improve the sense of presence and interaction that are deficient in educational games, stimulate learners' interest and enhance their engagement. Although it has been proved that educational games based on virtual reality can effectively improve engagement of learners, there is still no clear guidance on how to design educational games to improve engagement of learners. In order to solve this problem, a literature review is used in this article to systematically analyze how to promote the game engagement. The design model of VR-based educational game engagement is proposed, which attempts to explain how to design virtual reality educational games with more effective and high-level engagement with Usability, Playability and Immersion.","PeriodicalId":285508,"journal":{"name":"2018 International Joint Conference on Information, Media and Engineering (ICIME)","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121138891","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-12-01DOI: 10.1109/ICIME.2018.00033
S. Chen, Weidong Zuo, Y. Hou
The development of Internet technology has brought new opportunities for social welfare organizations to alleviate poverty. By using welfare crowdfunding, social welfare organizations actually initiate and participate in the social movements on the Internet that fight for the rights of the poor. Therefore, this article takes Taobao Crowdfunding platform as example, drawing on Fairclough's discourse analysis framework to analyze the strategy of emotional mobilization and legitimation. This research found that by using crowdfunding platforms, social welfare organizations shape shabby living environment and tragic characters to arouse public sympathy and identity. Meanwhile, social welfare organizations state their identity and social values to earn objectification of legitimacy, and to earn subjectification of legitimacy through critic of relevant issues and relatively independent relationship with the government.
{"title":"Research on Emotional Mobilization and Legitimation Strategy of Welfare Crowdfunding for Poverty Alleviation","authors":"S. Chen, Weidong Zuo, Y. Hou","doi":"10.1109/ICIME.2018.00033","DOIUrl":"https://doi.org/10.1109/ICIME.2018.00033","url":null,"abstract":"The development of Internet technology has brought new opportunities for social welfare organizations to alleviate poverty. By using welfare crowdfunding, social welfare organizations actually initiate and participate in the social movements on the Internet that fight for the rights of the poor. Therefore, this article takes Taobao Crowdfunding platform as example, drawing on Fairclough's discourse analysis framework to analyze the strategy of emotional mobilization and legitimation. This research found that by using crowdfunding platforms, social welfare organizations shape shabby living environment and tragic characters to arouse public sympathy and identity. Meanwhile, social welfare organizations state their identity and social values to earn objectification of legitimacy, and to earn subjectification of legitimacy through critic of relevant issues and relatively independent relationship with the government.","PeriodicalId":285508,"journal":{"name":"2018 International Joint Conference on Information, Media and Engineering (ICIME)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121226160","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-12-01DOI: 10.1109/ICIME.2018.00050
Jie Wang, Yinghua Shen, Wanying Ding
This paper implements a method of rendering 3D scenes containing the elements such as mountains, fog atmosphere and water into ink-wash painting style. In our method, we simulated the texture of Xuan paper and Juan by procedure and extracted feature lines from the mountain models based on curvature. We also added fog atmosphere and water wave effects to make a fuller scene. Besides, we used an empirical ink diffusion model with the background texture representing the absorption capacity of the canvas to simulate the diffusion of ink and achieved the whole process of 3D ink-wash rendering. Compared with previous works, we utilized both 3D rendering and 2D image processing knowledge and finally achieved a more complete rendering process automatically transferring the 3D scenes into landscape paintings with better visual effects.
{"title":"A Method for Ink-Wash Painting Rendering for 3D Scenes","authors":"Jie Wang, Yinghua Shen, Wanying Ding","doi":"10.1109/ICIME.2018.00050","DOIUrl":"https://doi.org/10.1109/ICIME.2018.00050","url":null,"abstract":"This paper implements a method of rendering 3D scenes containing the elements such as mountains, fog atmosphere and water into ink-wash painting style. In our method, we simulated the texture of Xuan paper and Juan by procedure and extracted feature lines from the mountain models based on curvature. We also added fog atmosphere and water wave effects to make a fuller scene. Besides, we used an empirical ink diffusion model with the background texture representing the absorption capacity of the canvas to simulate the diffusion of ink and achieved the whole process of 3D ink-wash rendering. Compared with previous works, we utilized both 3D rendering and 2D image processing knowledge and finally achieved a more complete rendering process automatically transferring the 3D scenes into landscape paintings with better visual effects.","PeriodicalId":285508,"journal":{"name":"2018 International Joint Conference on Information, Media and Engineering (ICIME)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121407324","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-12-01DOI: 10.1109/ICIME.2018.00051
Junqing Xu, Yuyu Hu, E. Miyoshi
The problem of PM2.5 in China has become a worldwide issue, and there are many daily reports covering it in many different forms. Actually, in China, air pollution coverage began in the 1970s, while news and features reported about greenhouse gases to particulate matter like PM2.5. By analyzing past coverage, the tendency of media attention and concern about air pollution issues regarding the mainstream consciousness, and the changes in reporting methods can be seen, and impacts on public opinion can also be inferred. In this study, a quantitative content analysis of the articles in the People's Daily newspaper from 1970.1.1 to 2011.11.30 was conducted. Based on the results, through 40 years of coverage, the public awareness of air pollution has taken shape. However, whether a deeper understanding and initiatives to participate have been formed are still problems.
{"title":"A Consideration of Media Environment Regarding Air Pollution Problems in China: Based on the Content Analysis of the Reports of \"People's Daily\" from Jan. 1,1970 to Nov. 30,2011","authors":"Junqing Xu, Yuyu Hu, E. Miyoshi","doi":"10.1109/ICIME.2018.00051","DOIUrl":"https://doi.org/10.1109/ICIME.2018.00051","url":null,"abstract":"The problem of PM2.5 in China has become a worldwide issue, and there are many daily reports covering it in many different forms. Actually, in China, air pollution coverage began in the 1970s, while news and features reported about greenhouse gases to particulate matter like PM2.5. By analyzing past coverage, the tendency of media attention and concern about air pollution issues regarding the mainstream consciousness, and the changes in reporting methods can be seen, and impacts on public opinion can also be inferred. In this study, a quantitative content analysis of the articles in the People's Daily newspaper from 1970.1.1 to 2011.11.30 was conducted. Based on the results, through 40 years of coverage, the public awareness of air pollution has taken shape. However, whether a deeper understanding and initiatives to participate have been formed are still problems.","PeriodicalId":285508,"journal":{"name":"2018 International Joint Conference on Information, Media and Engineering (ICIME)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131278812","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-12-01DOI: 10.1109/ICIME.2018.00045
Kai Li, Xin Huang, Xiaoyang He
With the wide usage of the WeChat public platforms, universities have also established their own WeChat public platform to provide information services to teachers and students. The WeChat public account has become a new form of campus media. This study takes the WeChat public platform of Guangxi University Communist Youth League (XDTXXW) as an Example to find the main affecting factors of increasing users of campus WeChat public account and its influence mechanism. Study finds that entertainment and the usefulness of the service are the main factors that increase users to the campus media. Suggestions for the operation of WeChat public account in universities are put forward.
{"title":"Research on the Construction of the Attractiveness of Universities WeChat Public Accounts — Taking Communist Youth League Public Platform of Guangxi University as an Example","authors":"Kai Li, Xin Huang, Xiaoyang He","doi":"10.1109/ICIME.2018.00045","DOIUrl":"https://doi.org/10.1109/ICIME.2018.00045","url":null,"abstract":"With the wide usage of the WeChat public platforms, universities have also established their own WeChat public platform to provide information services to teachers and students. The WeChat public account has become a new form of campus media. This study takes the WeChat public platform of Guangxi University Communist Youth League (XDTXXW) as an Example to find the main affecting factors of increasing users of campus WeChat public account and its influence mechanism. Study finds that entertainment and the usefulness of the service are the main factors that increase users to the campus media. Suggestions for the operation of WeChat public account in universities are put forward.","PeriodicalId":285508,"journal":{"name":"2018 International Joint Conference on Information, Media and Engineering (ICIME)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114895640","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-12-01DOI: 10.1109/ICIME.2018.00017
Chaoyang Wang, M. He
Information technology is not only the direct inducement and enabler, prerequisite and main thrust of media process reengineering, but also the fundamental inducement of media convergence. As the main form of China's media groups, newspaper groups have gradually carried out the practice and discussion of information technology standardization in the face of process reengineering. Starting from the background of media convergence and process reengineering of newspaper groups, this paper analyzes the meaning of information technology standardization, puts forward the information technology standard of newspaper groups, sorts out the research and practical context of domestic and foreign news information standards, and finally puts forward three ways of promoting information technology standards.
{"title":"Research, Practice and Promotion of Information Technology Standardization in Newspaper Groups","authors":"Chaoyang Wang, M. He","doi":"10.1109/ICIME.2018.00017","DOIUrl":"https://doi.org/10.1109/ICIME.2018.00017","url":null,"abstract":"Information technology is not only the direct inducement and enabler, prerequisite and main thrust of media process reengineering, but also the fundamental inducement of media convergence. As the main form of China's media groups, newspaper groups have gradually carried out the practice and discussion of information technology standardization in the face of process reengineering. Starting from the background of media convergence and process reengineering of newspaper groups, this paper analyzes the meaning of information technology standardization, puts forward the information technology standard of newspaper groups, sorts out the research and practical context of domestic and foreign news information standards, and finally puts forward three ways of promoting information technology standards.","PeriodicalId":285508,"journal":{"name":"2018 International Joint Conference on Information, Media and Engineering (ICIME)","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115689968","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-12-01DOI: 10.1109/ICIME.2018.00054
Yu-Jie Zheng, I-Ling Cheng, N. Chen
Health and physical education is strongly related to children's lives. The aim of health and physical education is to assist children to develop health and vigor of the mind and body although it is not a major academic discipline as Science, Technology, Engineering, and Mathematics (STEM) in elementary school. This study integrated experiential learning theory into a human body model 3D puzzles game to develop an electronic board game called organ savior game. Also the single-chip computers and sensors were used in organ savior game to provide more immediate and interactive feedback to inspire and engage elementary school students to learn human internal organ knowledge in the health and physical course. The experimental results showed that using organ savior game significantly improved learning achievements. It implies that using electronic board game with immediately and interactive feedback can promote students' learning achievements in learning human internal organ and the health information compare to conventional board game. The main contribution of this study is integrating board game into computer software to enhance students learning effectiveness in the health and physical course.
{"title":"The Effect of 3D Electronic Board Game in Enhancing Elementary Students Learning Performance on Human Internal Organ","authors":"Yu-Jie Zheng, I-Ling Cheng, N. Chen","doi":"10.1109/ICIME.2018.00054","DOIUrl":"https://doi.org/10.1109/ICIME.2018.00054","url":null,"abstract":"Health and physical education is strongly related to children's lives. The aim of health and physical education is to assist children to develop health and vigor of the mind and body although it is not a major academic discipline as Science, Technology, Engineering, and Mathematics (STEM) in elementary school. This study integrated experiential learning theory into a human body model 3D puzzles game to develop an electronic board game called organ savior game. Also the single-chip computers and sensors were used in organ savior game to provide more immediate and interactive feedback to inspire and engage elementary school students to learn human internal organ knowledge in the health and physical course. The experimental results showed that using organ savior game significantly improved learning achievements. It implies that using electronic board game with immediately and interactive feedback can promote students' learning achievements in learning human internal organ and the health information compare to conventional board game. The main contribution of this study is integrating board game into computer software to enhance students learning effectiveness in the health and physical course.","PeriodicalId":285508,"journal":{"name":"2018 International Joint Conference on Information, Media and Engineering (ICIME)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125532977","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-12-01DOI: 10.1109/ICIME.2018.00032
Han Lv, Zeng Lu, Y. Liu
We are in the times of "participatory media culture". This paper first examines the possibilities by news APPs providing for the user participation. We examine the UGC features presented by nine news APPs, assign variables according to its varying degrees of participation, and present the overall degree of user participation of each news APP. This study also explores the factors behind the adoption of UGC features initiatives in mainstream news organizations, discusses the reasons for the unsatisfactory conditions of user participation in mainstream media journalism practices, and tries to build a whole influencing mechanism of the adoption of UGC initiatives.
{"title":"Adoption of User-Generated Content Initiatives by Media Organizations","authors":"Han Lv, Zeng Lu, Y. Liu","doi":"10.1109/ICIME.2018.00032","DOIUrl":"https://doi.org/10.1109/ICIME.2018.00032","url":null,"abstract":"We are in the times of \"participatory media culture\". This paper first examines the possibilities by news APPs providing for the user participation. We examine the UGC features presented by nine news APPs, assign variables according to its varying degrees of participation, and present the overall degree of user participation of each news APP. This study also explores the factors behind the adoption of UGC features initiatives in mainstream news organizations, discusses the reasons for the unsatisfactory conditions of user participation in mainstream media journalism practices, and tries to build a whole influencing mechanism of the adoption of UGC initiatives.","PeriodicalId":285508,"journal":{"name":"2018 International Joint Conference on Information, Media and Engineering (ICIME)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124724364","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}