Pub Date : 2019-09-25DOI: 10.1080/13614568.2019.1670270
J. V. Herrero, X. L. García
ABSTRACT The evolution of digital media has inspired new narrative forms within the media context. In the last few years, interactive documentary has presented complex and alternative ways to access information. This article presents an analysis of this statement consisting of the case study of five international productions: Bear 71, A Short History of the Highrise, Pirate Fishing, Do Not Track and Párkinson, que tiemble el camino. The production of interactive documentary in online media as a journalistic format is tackled with a multidimensional approach which incorporates the product, the user’s perception and the author’s view. The exploration of new formats in online media is linked to innovation and a contemporary response to the audiences, who are now able to interact, play and share in an environment favoured by mobile communication and the skills of the current society.
{"title":"When media allow the user to interact, play and share: recent perspectives on interactive documentary","authors":"J. V. Herrero, X. L. García","doi":"10.1080/13614568.2019.1670270","DOIUrl":"https://doi.org/10.1080/13614568.2019.1670270","url":null,"abstract":"ABSTRACT The evolution of digital media has inspired new narrative forms within the media context. In the last few years, interactive documentary has presented complex and alternative ways to access information. This article presents an analysis of this statement consisting of the case study of five international productions: Bear 71, A Short History of the Highrise, Pirate Fishing, Do Not Track and Párkinson, que tiemble el camino. The production of interactive documentary in online media as a journalistic format is tackled with a multidimensional approach which incorporates the product, the user’s perception and the author’s view. The exploration of new formats in online media is linked to innovation and a contemporary response to the audiences, who are now able to interact, play and share in an environment favoured by mobile communication and the skills of the current society.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"25 1","pages":"245 - 267"},"PeriodicalIF":1.2,"publicationDate":"2019-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1670270","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43150063","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1677787
M. S. Missen, A. Javed, Hina Asmat, Mariam Nosheen, Mickael Coustaty, N. Salamat, V. B. Surya Prasath
ABSTRACT Writing apps for children have been developed in recent year to support effective learning and writing skills of students. In this work, we perform a systematic review of all currently available apps for the operating system iOS and Android. We consider a number of newly release children writing apps by focusing on their features like the range of functions, target user groups, operating language, acquisition costs, user ratings and the connection between acquisition cost and user ratings. In total, we analysed 497 apps based on functions offered and their cost to users. In addition to the systematic review of apps, we also perform a participant-based usability evaluation of a representative sample i.e. 8% sample of the total collected apps. Totally 40 apps are selected for usability evaluation including 20 apps for iOS and the remaining 20 apps for Android. As a result of usability evaluation of apps, it is found out that with the increase in the number of functions in a mobile app, the usability of the app decreases. The subjective evaluation reveals that participants felt better user experience with iPhone in comparison to Android enabled devices.
{"title":"Systematic review and usability evaluation of writing mobile apps for children","authors":"M. S. Missen, A. Javed, Hina Asmat, Mariam Nosheen, Mickael Coustaty, N. Salamat, V. B. Surya Prasath","doi":"10.1080/13614568.2019.1677787","DOIUrl":"https://doi.org/10.1080/13614568.2019.1677787","url":null,"abstract":"ABSTRACT Writing apps for children have been developed in recent year to support effective learning and writing skills of students. In this work, we perform a systematic review of all currently available apps for the operating system iOS and Android. We consider a number of newly release children writing apps by focusing on their features like the range of functions, target user groups, operating language, acquisition costs, user ratings and the connection between acquisition cost and user ratings. In total, we analysed 497 apps based on functions offered and their cost to users. In addition to the systematic review of apps, we also perform a participant-based usability evaluation of a representative sample i.e. 8% sample of the total collected apps. Totally 40 apps are selected for usability evaluation including 20 apps for iOS and the remaining 20 apps for Android. As a result of usability evaluation of apps, it is found out that with the increase in the number of functions in a mobile app, the usability of the app decreases. The subjective evaluation reveals that participants felt better user experience with iPhone in comparison to Android enabled devices.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"25 1","pages":"137 - 160"},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1677787","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42510278","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1705922
Mohammed Alzaid, S. Hsiao
ABSTRACT With the wide adoption of online platforms in education, having the content organised and readily available for the learners to self-assess their progress is crucial to ensure academic success. However, without the support of an active mentor, it might be difficult for the learners to guide themselves on how to accurately evaluate their learning outcome. This article focuses on how students benefited from self-assessing their programming course progress using an adaptive platform, namely QuizIT. We discuss the self-assessment procedure and development as it progresses into an open student model learning platform. The initial release was designated to assist programming novices as they encounter the programming learning journey. It was then followed by an extension to open the possibilities to the learner by having access to the learning model and gaining more control over the assessment experience. Quiz Adapt, was the set of features that provided an adaptive recommender based on an open learner model. The data collected from four study setups are evaluated to show the impact on the learning gain from interacting with the system. In addition, this paper sheds light on the effectiveness of daily learning opportunities in the introductory phase of education.
{"title":"Utilising problem-solving: from self-assessment to self regulating","authors":"Mohammed Alzaid, S. Hsiao","doi":"10.1080/13614568.2019.1705922","DOIUrl":"https://doi.org/10.1080/13614568.2019.1705922","url":null,"abstract":"ABSTRACT With the wide adoption of online platforms in education, having the content organised and readily available for the learners to self-assess their progress is crucial to ensure academic success. However, without the support of an active mentor, it might be difficult for the learners to guide themselves on how to accurately evaluate their learning outcome. This article focuses on how students benefited from self-assessing their programming course progress using an adaptive platform, namely QuizIT. We discuss the self-assessment procedure and development as it progresses into an open student model learning platform. The initial release was designated to assist programming novices as they encounter the programming learning journey. It was then followed by an extension to open the possibilities to the learner by having access to the learning model and gaining more control over the assessment experience. Quiz Adapt, was the set of features that provided an adaptive recommender based on an open learner model. The data collected from four study setups are evaluated to show the impact on the learning gain from interacting with the system. In addition, this paper sheds light on the effectiveness of daily learning opportunities in the introductory phase of education.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"25 1","pages":"222 - 244"},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1705922","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47132854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1645216
J. Yoon, Jung-Yoon Kim
ABSTRACT In this paper, invention learning curriculum-based serious game contents were designed and developed. Developed serious game contents evaluated effectiveness among elementary school students with participants classified according to enthusiasm for learning and communication condition for a period of first semester. Existing game-based learning contents tend to give too much importance to learning or amusement which has made it difficult to develop contents. To solve the above-mentioned problems, this study designed and developed serious game which strengthened organic combination between amusement and learning. Serious game contents were designed and developed ways which understand invention principle of curriculum as game play. Evaluation of effectiveness showed that serious game is effective in learning of participants in this study. It was ascertained that students with greater enthusiasm for learning who volunteered invention education course showed better recognition of invention and game than those who studied under general curriculum.
{"title":"Design and implementation of invention learning curriculum-based serious game contents","authors":"J. Yoon, Jung-Yoon Kim","doi":"10.1080/13614568.2019.1645216","DOIUrl":"https://doi.org/10.1080/13614568.2019.1645216","url":null,"abstract":"ABSTRACT In this paper, invention learning curriculum-based serious game contents were designed and developed. Developed serious game contents evaluated effectiveness among elementary school students with participants classified according to enthusiasm for learning and communication condition for a period of first semester. Existing game-based learning contents tend to give too much importance to learning or amusement which has made it difficult to develop contents. To solve the above-mentioned problems, this study designed and developed serious game which strengthened organic combination between amusement and learning. Serious game contents were designed and developed ways which understand invention principle of curriculum as game play. Evaluation of effectiveness showed that serious game is effective in learning of participants in this study. It was ascertained that students with greater enthusiasm for learning who volunteered invention education course showed better recognition of invention and game than those who studied under general curriculum.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"25 1","pages":"205 - 221"},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1645216","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42951276","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1694594
Gukwon Koo, Namyeon Lee, O. Kwon
ABSTRACT The purpose of this study is to propose a methodology for establishing an augmented reality (AR)-based model for efficient OJT through object detection and causality mining, a novel text analysis method. Articles on hotel management published in the last decade and useful for OJT were collected, information on the causal relationships between them extracted, and related rules saved to a rule base. Using the same data, we detected various objects through SSD (Single Shot Multibox Detector), a real-time object detection system. Then we matched sets of causalities and displayed them to trainees wearing AR devices. This methodology reduces development and maintenance costs required to operate OJT programmes. Trainees are immersed in the training environment, which improves the effectiveness of the training. To show the feasibility of the proposed method, we developed a prototype AR-OJT system for hotel management training, automatically extracting knowledge on hotel management from articles according to the proposed method. The results demonstrate that the AR-OJT group shows better performance in terms of learning motivation and self-regulated learning than the control OJT group. No significant difference in learning performance was found between the two groups, which implies that traditional OJT can be substituted with AR-OJT.
{"title":"Combining object detection and causality mining for efficient development of augmented reality-based on-the-job training systems in hotel management","authors":"Gukwon Koo, Namyeon Lee, O. Kwon","doi":"10.1080/13614568.2019.1694594","DOIUrl":"https://doi.org/10.1080/13614568.2019.1694594","url":null,"abstract":"ABSTRACT The purpose of this study is to propose a methodology for establishing an augmented reality (AR)-based model for efficient OJT through object detection and causality mining, a novel text analysis method. Articles on hotel management published in the last decade and useful for OJT were collected, information on the causal relationships between them extracted, and related rules saved to a rule base. Using the same data, we detected various objects through SSD (Single Shot Multibox Detector), a real-time object detection system. Then we matched sets of causalities and displayed them to trainees wearing AR devices. This methodology reduces development and maintenance costs required to operate OJT programmes. Trainees are immersed in the training environment, which improves the effectiveness of the training. To show the feasibility of the proposed method, we developed a prototype AR-OJT system for hotel management training, automatically extracting knowledge on hotel management from articles according to the proposed method. The results demonstrate that the AR-OJT group shows better performance in terms of learning motivation and self-regulated learning than the control OJT group. No significant difference in learning performance was found between the two groups, which implies that traditional OJT can be substituted with AR-OJT.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"25 1","pages":"112 - 136"},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1694594","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48854267","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1706244
Seungmin Rho, Dongwann Kang
With the advances in communication and information, multimedia and other new technologies, the paradigm of education has been shifting from the conventional paper-based instruction to technology-embedded instruction. Educational institutions around the world have been incorporating new technologies into existing curriculum and course design in order to reinforce traditional textbook-based and classroom-based instruction. These technology-mediated learning environments have helped learners interact with contents, peers, and teachers. Now, thanks to the development of digital devices such as mobile phones and smart pads, ubiquitous learning following anywhere and anytime principles has become the new educational trend. The objective of this Special Issue is to investigate and explore the impact and outcome of integrating new technologies into the field of education and training. Articles for this Special Issue address a range of education and training settings, focusing on the theory, practice, and development of multimedia and educational technology. Particularly, there is a focus on pedagogical applications of new technologies in order to offer innovative ideas and insight in the fields of education and training. The first paper entitled “Utilising behavioural analytics in a blended programming learning environment,” (Paredes, Huang and Hsiao) reports on a study of the investigation of students’ learning effectiveness in programming learning. To achieve this, they utilised Web Programming Grading Assistant, which was a homegrown educational web application that provided augmented grading and feedback giving interfaces for handwritten assignments. By analysing the relation between students’ effort and academic performances, they concluded several educational implications. The second paper “Combining object detection and causality mining for efficient development of augmented reality-based on-the-job training systems in hotel management” (Koo, Lee and Kwon) proposes an AR-based On-thejob training system which employs text mining and object detection. In the system, syntactic expression of causality is learned and stored in the casual
{"title":"Introduction to the special issue on advances in multimedia and educational technology","authors":"Seungmin Rho, Dongwann Kang","doi":"10.1080/13614568.2019.1706244","DOIUrl":"https://doi.org/10.1080/13614568.2019.1706244","url":null,"abstract":"With the advances in communication and information, multimedia and other new technologies, the paradigm of education has been shifting from the conventional paper-based instruction to technology-embedded instruction. Educational institutions around the world have been incorporating new technologies into existing curriculum and course design in order to reinforce traditional textbook-based and classroom-based instruction. These technology-mediated learning environments have helped learners interact with contents, peers, and teachers. Now, thanks to the development of digital devices such as mobile phones and smart pads, ubiquitous learning following anywhere and anytime principles has become the new educational trend. The objective of this Special Issue is to investigate and explore the impact and outcome of integrating new technologies into the field of education and training. Articles for this Special Issue address a range of education and training settings, focusing on the theory, practice, and development of multimedia and educational technology. Particularly, there is a focus on pedagogical applications of new technologies in order to offer innovative ideas and insight in the fields of education and training. The first paper entitled “Utilising behavioural analytics in a blended programming learning environment,” (Paredes, Huang and Hsiao) reports on a study of the investigation of students’ learning effectiveness in programming learning. To achieve this, they utilised Web Programming Grading Assistant, which was a homegrown educational web application that provided augmented grading and feedback giving interfaces for handwritten assignments. By analysing the relation between students’ effort and academic performances, they concluded several educational implications. The second paper “Combining object detection and causality mining for efficient development of augmented reality-based on-the-job training systems in hotel management” (Koo, Lee and Kwon) proposes an AR-based On-thejob training system which employs text mining and object detection. In the system, syntactic expression of causality is learned and stored in the casual","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"25 1","pages":"87 - 88"},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1706244","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42263123","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1695961
Yancy Vance M. Paredes, Po-Kai Huang, I-Han Hsiao
ABSTRACT In this work, we study students' behaviours from a blended programming learning environment that integrates learning analytics across physical and digital learning spaces. We designed a classroom study and collected data from a computer science class. Students' reviewing and reflecting behaviours, based on the use of a home-grown educational technology were tracked and modelled. Moreover, students' reviewing efforts, in terms of frequency, timing, and the associations with their academic performances were analysed. Results showed that high- and low-level students had distinct reviewing strategies. High-level students were more vigilant in reviewing. When they reviewed persistently, they achieved higher academic performances. Overall, students put extra emphasis on reviewing prior to the exams and the efforts demonstrated the desire to review formal assessments regardless of if they were graded for academic performance. In addition, all students paid more attention to reviewing quizzes and exams toward the end of the semester.
{"title":"Utilising behavioural analytics in a blended programming learning environment","authors":"Yancy Vance M. Paredes, Po-Kai Huang, I-Han Hsiao","doi":"10.1080/13614568.2019.1695961","DOIUrl":"https://doi.org/10.1080/13614568.2019.1695961","url":null,"abstract":"ABSTRACT In this work, we study students' behaviours from a blended programming learning environment that integrates learning analytics across physical and digital learning spaces. We designed a classroom study and collected data from a computer science class. Students' reviewing and reflecting behaviours, based on the use of a home-grown educational technology were tracked and modelled. Moreover, students' reviewing efforts, in terms of frequency, timing, and the associations with their academic performances were analysed. Results showed that high- and low-level students had distinct reviewing strategies. High-level students were more vigilant in reviewing. When they reviewed persistently, they achieved higher academic performances. Overall, students put extra emphasis on reviewing prior to the exams and the efforts demonstrated the desire to review formal assessments regardless of if they were graded for academic performance. In addition, all students paid more attention to reviewing quizzes and exams toward the end of the semester.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"25 1","pages":"111 - 89"},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1695961","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47715761","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1678682
Seung‐Won Jung, Minjae Son, Chung-il Kim, Jehyeok Rew, Eenjun Hwang
ABSTRACT Recently, owing to the development of information technology, there have been many changes in learning activities and equipment. For instance, compared with traditional textbook-based learning, e-learning has freed learners from spatial-temporal restrictions, and other educational media are replacing textbooks. Specifically, educational videos have become very popular, as they are effective at conveying their content or meaning. Furthermore, their accessibility has been improved because of the emergence of platforms that enable the sharing and delivery of such videos. However, when learners use such platforms, they tend to face difficulty in finding videos they want, as these platforms have a lot of videos. They also experience the inconvenience of performing additional searches because of the lack of information relevant to the video. To solve these problems, we propose a learning assistant system for educational video platforms. Our system helps learners find videos based on their readability level and contents. Moreover, it provides learners with useful information such as keywords and named entities for further learning activities. To demonstrate the effectiveness, we implemented a prototype system on a website dealing with speech videos and performed various experiments. By reporting some results, we show that our scheme can be used to implement sustainable education.
{"title":"Video-based learning assistant scheme for sustainable education","authors":"Seung‐Won Jung, Minjae Son, Chung-il Kim, Jehyeok Rew, Eenjun Hwang","doi":"10.1080/13614568.2019.1678682","DOIUrl":"https://doi.org/10.1080/13614568.2019.1678682","url":null,"abstract":"ABSTRACT Recently, owing to the development of information technology, there have been many changes in learning activities and equipment. For instance, compared with traditional textbook-based learning, e-learning has freed learners from spatial-temporal restrictions, and other educational media are replacing textbooks. Specifically, educational videos have become very popular, as they are effective at conveying their content or meaning. Furthermore, their accessibility has been improved because of the emergence of platforms that enable the sharing and delivery of such videos. However, when learners use such platforms, they tend to face difficulty in finding videos they want, as these platforms have a lot of videos. They also experience the inconvenience of performing additional searches because of the lack of information relevant to the video. To solve these problems, we propose a learning assistant system for educational video platforms. Our system helps learners find videos based on their readability level and contents. Moreover, it provides learners with useful information such as keywords and named entities for further learning activities. To demonstrate the effectiveness, we implemented a prototype system on a website dealing with speech videos and performed various experiments. By reporting some results, we show that our scheme can be used to implement sustainable education.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"25 1","pages":"161 - 181"},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1678682","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48526537","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-07-03DOI: 10.1080/13614568.2019.1653996
Nouman Malik, H. Khan, C. Faisal, Ahsan Mahmood, Sanghyun Seo, M. R. Bhutta
ABSTRACT In academia, choosing a research area is always too important because it determines the future of the researchers. However, in the current scenario, it is not possible for a new researcher to identify the attractive research areas of their interest based on the published papers due to the huge amount of data availability. Therefore, choosing the right research area is of great potential. If the right area for the research is chosen by the researcher, it can help in getting more citations and better research outcome in terms of acceptability of the work. In this paper, our focus was to find attractive research areas for a new scholar. The amount of work done in this research area is very limited therefore, there is very little past work done in this field. In order to identify the attractive research fields for new scientists, we use statistical-based approach to find the new emerging fields and top trends in research as well as comparison of our work with other models used in the same field. The results show that our approach is feasible and we find the attractive research fields effectively from the real-world research paper database in form of DBLP. GRAPHICAL ABSTRACT
{"title":"A novel approach for finding research areas for new researchers","authors":"Nouman Malik, H. Khan, C. Faisal, Ahsan Mahmood, Sanghyun Seo, M. R. Bhutta","doi":"10.1080/13614568.2019.1653996","DOIUrl":"https://doi.org/10.1080/13614568.2019.1653996","url":null,"abstract":"ABSTRACT In academia, choosing a research area is always too important because it determines the future of the researchers. However, in the current scenario, it is not possible for a new researcher to identify the attractive research areas of their interest based on the published papers due to the huge amount of data availability. Therefore, choosing the right research area is of great potential. If the right area for the research is chosen by the researcher, it can help in getting more citations and better research outcome in terms of acceptability of the work. In this paper, our focus was to find attractive research areas for a new scholar. The amount of work done in this research area is very limited therefore, there is very little past work done in this field. In order to identify the attractive research fields for new scientists, we use statistical-based approach to find the new emerging fields and top trends in research as well as comparison of our work with other models used in the same field. The results show that our approach is feasible and we find the attractive research fields effectively from the real-world research paper database in form of DBLP. GRAPHICAL ABSTRACT","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"25 1","pages":"182 - 204"},"PeriodicalIF":1.2,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1653996","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49427960","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-04-03DOI: 10.1080/13614568.2019.1642963
N. Basaraba, Owen Conlan, J. Edmond, Peter Arnds
ABSTRACT Galleries, libraries, archives and museums (GLAMs) are increasingly using digital technologies for storytelling and creating mobile applications (apps) for cultural heritage content, but how apps are used in practice to communicate information to users has not been widely studied. A team of people from a heritage organisation, a university, and mobile app development group plan to create a bespoke heritage trail app for Ireland, but to date design conventions/recommendations for this genre are lacking. This article applies a systematic approach to digital narrative content analysis to better understand how apps are being used specifically for heritage trails with the aim of identifying what the common features are, which modalities and narrative techniques are used. The selected corpus included 55 apps downloaded from the Google Play Store. The results of this content analysis—based on the App Walkthrough Method (Light, B., Burgess, J., & Duguay, S. (2018). The walkthrough method: An approach to the study of apps. New Media & Society, 20(3), 881–900)—show that there is a gap between academic research themes/trends and how digital narrative is actually being communicated in the current market, and it aims to inform the future development of heritage trail apps by including a list of design and content features common to this genre.
{"title":"Digital narrative conventions in heritage trail mobile apps","authors":"N. Basaraba, Owen Conlan, J. Edmond, Peter Arnds","doi":"10.1080/13614568.2019.1642963","DOIUrl":"https://doi.org/10.1080/13614568.2019.1642963","url":null,"abstract":"ABSTRACT Galleries, libraries, archives and museums (GLAMs) are increasingly using digital technologies for storytelling and creating mobile applications (apps) for cultural heritage content, but how apps are used in practice to communicate information to users has not been widely studied. A team of people from a heritage organisation, a university, and mobile app development group plan to create a bespoke heritage trail app for Ireland, but to date design conventions/recommendations for this genre are lacking. This article applies a systematic approach to digital narrative content analysis to better understand how apps are being used specifically for heritage trails with the aim of identifying what the common features are, which modalities and narrative techniques are used. The selected corpus included 55 apps downloaded from the Google Play Store. The results of this content analysis—based on the App Walkthrough Method (Light, B., Burgess, J., & Duguay, S. (2018). The walkthrough method: An approach to the study of apps. New Media & Society, 20(3), 881–900)—show that there is a gap between academic research themes/trends and how digital narrative is actually being communicated in the current market, and it aims to inform the future development of heritage trail apps by including a list of design and content features common to this genre.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"25 1","pages":"1 - 30"},"PeriodicalIF":1.2,"publicationDate":"2019-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2019.1642963","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49250618","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}