Pub Date : 2017-10-02DOI: 10.1080/13614568.2017.1416683
Chen-Ju Lin
ABSTRACT Establishing two pragmatic models of enhancing entertainment and job-performance, this study aims to elaborate on how people adopt and perceive innovation excellences and encumbrances of modern mobile-media services through reflecting on their intrinsic expectancy. A survey methodology was executed to examine the hypothesised variable relationships using the purposive sampling method. CHT’s Taipei think-tank head-office provided this study with a representative sampling frame and assisted to collect data from 725 focused subjects (with normative characteristics) who subscribed to HiNet or MOD, or predominantly used 4G telecommunication services. As a result of adopting the structural equation modelling test, the models of perceived innovation excellences and innovation encumbrances were affirmatively established to interpret the two applicative scenarios: entertainment and job-performance enhancement. Several valuable findings were generated. When a consumer targets entertainment technology pragmatism, he or she may stress the importance of innovative excellences, especially on product novelty. For the sake of pursuing job-performance enhancement, a customer was actively willing to invest his or her energy to meet and deal with the learning cost, customer unfamiliarity and complexity of telecom products and services. Importantly, the adopter’s previous experiences with telecom products in the IT domain could effectively moderate the effect of pursuing new telecom innovation, adopting the product, and then strengthening self-evaluation.
{"title":"Mobile-media pragmatism: innovation excellences and encumbrances","authors":"Chen-Ju Lin","doi":"10.1080/13614568.2017.1416683","DOIUrl":"https://doi.org/10.1080/13614568.2017.1416683","url":null,"abstract":"ABSTRACT Establishing two pragmatic models of enhancing entertainment and job-performance, this study aims to elaborate on how people adopt and perceive innovation excellences and encumbrances of modern mobile-media services through reflecting on their intrinsic expectancy. A survey methodology was executed to examine the hypothesised variable relationships using the purposive sampling method. CHT’s Taipei think-tank head-office provided this study with a representative sampling frame and assisted to collect data from 725 focused subjects (with normative characteristics) who subscribed to HiNet or MOD, or predominantly used 4G telecommunication services. As a result of adopting the structural equation modelling test, the models of perceived innovation excellences and innovation encumbrances were affirmatively established to interpret the two applicative scenarios: entertainment and job-performance enhancement. Several valuable findings were generated. When a consumer targets entertainment technology pragmatism, he or she may stress the importance of innovative excellences, especially on product novelty. For the sake of pursuing job-performance enhancement, a customer was actively willing to invest his or her energy to meet and deal with the learning cost, customer unfamiliarity and complexity of telecom products and services. Importantly, the adopter’s previous experiences with telecom products in the IT domain could effectively moderate the effect of pursuing new telecom innovation, adopting the product, and then strengthening self-evaluation.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"23 1","pages":"247 - 264"},"PeriodicalIF":1.2,"publicationDate":"2017-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2017.1416683","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43247429","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 : 2017-10-02DOI: 10.1080/13614568.2017.1416682
Adam J. Sporka, Jan Valta
ABSTRACT The music in the contemporary video games is often interactive. The music playback is based on transitions between pieces of available music material. These transitions happen in response to evolving gameplay. This paradigm is referred to as the adaptive music. Our challenge was to design, create, and implement the soundtrack of the upcoming video game Kingdom Come: Deliverance. Our soundtrack is a collection of compositions with symphonic orchestration. Per our design decision, our intention was to implement the adaptive music in a way which respected the nature of the orchestral film score. We created our own adaptive music middleware, called Sequence Music Engine, implementing a high-level music logic as well as the low-level playback infrastructure. Our system can handle hours of video game music, helps maintain the relevance of the music throughout the video game, and minimises the repetitiveness of the individual pieces.
{"title":"Design and implementation of a non-linear symphonic soundtrack of a video game","authors":"Adam J. Sporka, Jan Valta","doi":"10.1080/13614568.2017.1416682","DOIUrl":"https://doi.org/10.1080/13614568.2017.1416682","url":null,"abstract":"ABSTRACT The music in the contemporary video games is often interactive. The music playback is based on transitions between pieces of available music material. These transitions happen in response to evolving gameplay. This paradigm is referred to as the adaptive music. Our challenge was to design, create, and implement the soundtrack of the upcoming video game Kingdom Come: Deliverance. Our soundtrack is a collection of compositions with symphonic orchestration. Per our design decision, our intention was to implement the adaptive music in a way which respected the nature of the orchestral film score. We created our own adaptive music middleware, called Sequence Music Engine, implementing a high-level music logic as well as the low-level playback infrastructure. Our system can handle hours of video game music, helps maintain the relevance of the music throughout the video game, and minimises the repetitiveness of the individual pieces.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"23 1","pages":"229 - 246"},"PeriodicalIF":1.2,"publicationDate":"2017-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2017.1416682","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42103977","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 : 2017-07-03DOI: 10.1080/13614568.2017.1356878
R. Hosseini, Peter Brusilovsky
ABSTRACT This paper investigates a range of concept-based example recommendation approaches that we developed to provide example-based problem-solving support in the domain of programming. The goal of these approaches is to offer students a set of most relevant remedial examples when they have trouble solving a code comprehension problem where students examine a program code to determine its output or the final value of a variable. In this paper, we use the ideas of semantic-level similarity-based linking developed in the area of intelligent hypertext to generate examples for the given problem. To determine the best-performing approach, we explored two groups of similarity approaches for selecting examples: non-structural approaches focusing on examples that are similar to the problem in terms of concept coverage and structural approaches focusing on examples that are similar to the problem by the structure of the content. We also explored the value of personalized example recommendation based on student's knowledge levels and learning goal of the exercise. The paper presents concept-based similarity approaches that we developed, explains the data collection studies and reports the result of comparative analysis. The results of our analysis showed better ranking performance of the personalized structural variant of cosine similarity approach.
{"title":"A study of concept-based similarity approaches for recommending program examples","authors":"R. Hosseini, Peter Brusilovsky","doi":"10.1080/13614568.2017.1356878","DOIUrl":"https://doi.org/10.1080/13614568.2017.1356878","url":null,"abstract":"ABSTRACT This paper investigates a range of concept-based example recommendation approaches that we developed to provide example-based problem-solving support in the domain of programming. The goal of these approaches is to offer students a set of most relevant remedial examples when they have trouble solving a code comprehension problem where students examine a program code to determine its output or the final value of a variable. In this paper, we use the ideas of semantic-level similarity-based linking developed in the area of intelligent hypertext to generate examples for the given problem. To determine the best-performing approach, we explored two groups of similarity approaches for selecting examples: non-structural approaches focusing on examples that are similar to the problem in terms of concept coverage and structural approaches focusing on examples that are similar to the problem by the structure of the content. We also explored the value of personalized example recommendation based on student's knowledge levels and learning goal of the exercise. The paper presents concept-based similarity approaches that we developed, explains the data collection studies and reports the result of comparative analysis. The results of our analysis showed better ranking performance of the personalized structural variant of cosine similarity approach.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"23 1","pages":"161 - 188"},"PeriodicalIF":1.2,"publicationDate":"2017-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2017.1356878","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47987494","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 : 2017-07-03DOI: 10.1080/13614568.2017.1399468
Laure Léger, A. Chevalier
ABSTRACT Searching for information on the internet has become a daily activity. It is considered to be a complex cognitive activity that involves visual attention. Many studies have demonstrated that users’ information search are affected both by the spatial configuration of words and the elements displayed on the screen: elements that are used to structure web pages. One of these elements, the web panel, contains information. Web panel is a rectangular area with a colored background that was used to highlighting content presented in this specific rectangular area. Our general hypothesis was that the presence of a panel on a web page would affect the structure of a word display, as a result, information search accuracy. We carried out an experiment in which we manipulated the presence vs. the absence of a panel, as well as its orientation on the screen (vertical vs. horizontal). Twenty participants were asked to answer questions while their eye movements were recorded. Results showed that the presence of a panel resulted in reduced accuracy and shorter response times. Panel orientation affected scanpaths, especially when they were orientated vertically. We discuss these findings and suggest ways in which this research could be developed further in future.
{"title":"Location and orientation of panel on the screen as a structural visual element to highlight text displayed","authors":"Laure Léger, A. Chevalier","doi":"10.1080/13614568.2017.1399468","DOIUrl":"https://doi.org/10.1080/13614568.2017.1399468","url":null,"abstract":"ABSTRACT Searching for information on the internet has become a daily activity. It is considered to be a complex cognitive activity that involves visual attention. Many studies have demonstrated that users’ information search are affected both by the spatial configuration of words and the elements displayed on the screen: elements that are used to structure web pages. One of these elements, the web panel, contains information. Web panel is a rectangular area with a colored background that was used to highlighting content presented in this specific rectangular area. Our general hypothesis was that the presence of a panel on a web page would affect the structure of a word display, as a result, information search accuracy. We carried out an experiment in which we manipulated the presence vs. the absence of a panel, as well as its orientation on the screen (vertical vs. horizontal). Twenty participants were asked to answer questions while their eye movements were recorded. Results showed that the presence of a panel resulted in reduced accuracy and shorter response times. Panel orientation affected scanpaths, especially when they were orientated vertically. We discuss these findings and suggest ways in which this research could be developed further in future.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"23 1","pages":"207 - 227"},"PeriodicalIF":1.2,"publicationDate":"2017-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2017.1399468","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46561100","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 : 2017-07-03DOI: 10.1080/13614568.2016.1236151
H. Khan, Ali Daud
ABSTRACT A blog acts as a platform of virtual communication to share comments or views about products, events and social issues. Like other social web activities, blogging actions spread to a large number of people. Users influence others in many ways, such as buying a product, having a particular political or social opinion or initiating new activity. Finding the top influential bloggers is an active research domain as it helps us in various fields, such as online marketing, e-commerce, product search and e-advertisements. There exist various models to find the influential bloggers, but they consider limited features using non-modular approach. This paper proposes a new model, Popularity and Productivity Model (PPM), based on a modular approach to find the top influential bloggers. It consists of popularity and productivity modules which exploit various features. We discuss the role of each proposed and existing features and evaluate the proposed model against the standard baseline models using datasets from the real-world blogs. The analysis using standard performance evaluation measures verifies that both productivity and popularity modules play a vital role to find influential bloggers in blogging community in an effective manner.
{"title":"Finding the top influential bloggers based on productivity and popularity features","authors":"H. Khan, Ali Daud","doi":"10.1080/13614568.2016.1236151","DOIUrl":"https://doi.org/10.1080/13614568.2016.1236151","url":null,"abstract":"ABSTRACT A blog acts as a platform of virtual communication to share comments or views about products, events and social issues. Like other social web activities, blogging actions spread to a large number of people. Users influence others in many ways, such as buying a product, having a particular political or social opinion or initiating new activity. Finding the top influential bloggers is an active research domain as it helps us in various fields, such as online marketing, e-commerce, product search and e-advertisements. There exist various models to find the influential bloggers, but they consider limited features using non-modular approach. This paper proposes a new model, Popularity and Productivity Model (PPM), based on a modular approach to find the top influential bloggers. It consists of popularity and productivity modules which exploit various features. We discuss the role of each proposed and existing features and evaluate the proposed model against the standard baseline models using datasets from the real-world blogs. The analysis using standard performance evaluation measures verifies that both productivity and popularity modules play a vital role to find influential bloggers in blogging community in an effective manner.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"23 1","pages":"189 - 206"},"PeriodicalIF":1.2,"publicationDate":"2017-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2016.1236151","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43002396","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 : 2017-04-03DOI: 10.1080/13614568.2016.1209247
A. Mirza, M. Şah
ABSTRACT Microsoft (MS) Office Word is one of the most commonly used software tools for creating documents. MS Word 2007 and above uses XML to represent the structure of MS Word documents. Metadata about the documents are automatically created using Office Open XML (OOXML) syntax. We develop a new framework, which is called ADFCS (Automated Document Format Checking System) that takes the advantage of the OOXML metadata, in order to extract semantic information from MS Office Word documents. In particular, we develop a new ontology for Association for Computing Machinery (ACM) Special Interested Group (SIG) documents for representing the structure and format of these documents by using OWL (Web Ontology Language). Then, the metadata is extracted automatically in RDF (Resource Description Framework) according to this ontology using the developed software. Finally, we generate extensive rules in order to infer whether the documents are formatted according to ACM SIG standards. This paper, introduces ACM SIG ontology, metadata extraction process, inference engine, ADFCS online user interface, system evaluation and user study evaluations.
摘要Microsoft Office Word是最常用的文档创建软件工具之一。MSWord2007及以上版本使用XML来表示MSWord文档的结构。有关文档的元数据是使用Office Open XML(OOXML)语法自动创建的。我们开发了一个新的框架,称为ADFCS(自动文档格式检查系统),它利用OOXML元数据的优势,从MS Office Word文档中提取语义信息。特别是,我们为计算机器协会(ACM)特殊兴趣小组(SIG)文档开发了一个新的本体,通过使用OWL(Web本体语言)来表示这些文档的结构和格式。然后,利用开发的软件,根据该本体,在RDF(资源描述框架)中自动提取元数据。最后,我们生成了广泛的规则,以推断文档是否根据ACM SIG标准进行了格式化。本文介绍了ACM-SIG本体、元数据提取过程、推理引擎、ADFCS在线用户界面、系统评价和用户学习评价。
{"title":"Automated software system for checking the structure and format of ACM SIG documents","authors":"A. Mirza, M. Şah","doi":"10.1080/13614568.2016.1209247","DOIUrl":"https://doi.org/10.1080/13614568.2016.1209247","url":null,"abstract":"ABSTRACT Microsoft (MS) Office Word is one of the most commonly used software tools for creating documents. MS Word 2007 and above uses XML to represent the structure of MS Word documents. Metadata about the documents are automatically created using Office Open XML (OOXML) syntax. We develop a new framework, which is called ADFCS (Automated Document Format Checking System) that takes the advantage of the OOXML metadata, in order to extract semantic information from MS Office Word documents. In particular, we develop a new ontology for Association for Computing Machinery (ACM) Special Interested Group (SIG) documents for representing the structure and format of these documents by using OWL (Web Ontology Language). Then, the metadata is extracted automatically in RDF (Resource Description Framework) according to this ontology using the developed software. Finally, we generate extensive rules in order to infer whether the documents are formatted according to ACM SIG standards. This paper, introduces ACM SIG ontology, metadata extraction process, inference engine, ADFCS online user interface, system evaluation and user study evaluations.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"23 1","pages":"112 - 140"},"PeriodicalIF":1.2,"publicationDate":"2017-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2016.1209247","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46106909","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 : 2017-04-03DOI: 10.1080/13614568.2016.1179796
Peter Brusilovsky, J. Oh, Claudia A. López, Denis Parra, Wei Jeng
ABSTRACT This paper investigates the feasibility of maintaining a social information system to support attendees at an academic conference. The main challenge of this work was to create an infrastructure where users’ social activities, such as bookmarking, tagging, and social linking could be used to enhance user navigation and maximize the users’ ability to locate two important types of information in conference settings: presentations to attend and attendees to meet. We developed Conference Navigator 3, a social conference support system that integrates a conference schedule planner with a social linking service. We examined its potential and functions in the context of a medium-scale academic conference. In this paper, we present the design of the system’s socially enabled features and report the results of a conference-based study. Our study demonstrates the feasibility of social information systems for supporting academic conferences. Despite the low number of potential users and the short timeframe in which conferences took place, the usage of the system was high enough to provide sufficient data for social mechanisms. The study shows that most critical social features were highly appreciated and used, and provides direction for further research.
{"title":"Linking information and people in a social system for academic conferences","authors":"Peter Brusilovsky, J. Oh, Claudia A. López, Denis Parra, Wei Jeng","doi":"10.1080/13614568.2016.1179796","DOIUrl":"https://doi.org/10.1080/13614568.2016.1179796","url":null,"abstract":"ABSTRACT This paper investigates the feasibility of maintaining a social information system to support attendees at an academic conference. The main challenge of this work was to create an infrastructure where users’ social activities, such as bookmarking, tagging, and social linking could be used to enhance user navigation and maximize the users’ ability to locate two important types of information in conference settings: presentations to attend and attendees to meet. We developed Conference Navigator 3, a social conference support system that integrates a conference schedule planner with a social linking service. We examined its potential and functions in the context of a medium-scale academic conference. In this paper, we present the design of the system’s socially enabled features and report the results of a conference-based study. Our study demonstrates the feasibility of social information systems for supporting academic conferences. Despite the low number of potential users and the short timeframe in which conferences took place, the usage of the system was high enough to provide sufficient data for social mechanisms. The study shows that most critical social features were highly appreciated and used, and provides direction for further research.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"23 1","pages":"111 - 81"},"PeriodicalIF":1.2,"publicationDate":"2017-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2016.1179796","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47762778","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 : 2017-04-03DOI: 10.1080/13614568.2016.1152319
Penghua Yu, Lanfen Lin, Jing Wang
ABSTRACT Recommender systems have become indispensable for services in the era of big data. To improve accuracy and satisfaction, context-aware recommender systems (CARSs) attempt to incorporate contextual information into recommendations. Typically, valid and influential contexts are determined in advance by domain experts or feature selection approaches. Most studies have focused on utilizing the unitary context due to the differences between various contexts. Meanwhile, multi-dimensional contexts will aggravate the sparsity problem, which means that the user preference matrix would become extremely sparse. Consequently, there are not enough or even no preferences in most multi-dimensional conditions. In this paper, we propose a novel framework to alleviate the sparsity issue for CARSs, especially when multi-dimensional contextual variables are adopted. Motivated by the intuition that the overall preferences tend to show similarities among specific groups of users and conditions, we first explore to construct one contextual profile for each contextual condition. In order to further identify those user and context subgroups automatically and simultaneously, we apply a co-clustering algorithm. Furthermore, we expand user preferences in a given contextual condition with the identified user and context clusters. Finally, we perform recommendations based on expanded preferences. Extensive experiments demonstrate the effectiveness of the proposed framework.
{"title":"A novel framework to alleviate the sparsity problem in context-aware recommender systems","authors":"Penghua Yu, Lanfen Lin, Jing Wang","doi":"10.1080/13614568.2016.1152319","DOIUrl":"https://doi.org/10.1080/13614568.2016.1152319","url":null,"abstract":"ABSTRACT Recommender systems have become indispensable for services in the era of big data. To improve accuracy and satisfaction, context-aware recommender systems (CARSs) attempt to incorporate contextual information into recommendations. Typically, valid and influential contexts are determined in advance by domain experts or feature selection approaches. Most studies have focused on utilizing the unitary context due to the differences between various contexts. Meanwhile, multi-dimensional contexts will aggravate the sparsity problem, which means that the user preference matrix would become extremely sparse. Consequently, there are not enough or even no preferences in most multi-dimensional conditions. In this paper, we propose a novel framework to alleviate the sparsity issue for CARSs, especially when multi-dimensional contextual variables are adopted. Motivated by the intuition that the overall preferences tend to show similarities among specific groups of users and conditions, we first explore to construct one contextual profile for each contextual condition. In order to further identify those user and context subgroups automatically and simultaneously, we apply a co-clustering algorithm. Furthermore, we expand user preferences in a given contextual condition with the identified user and context clusters. Finally, we perform recommendations based on expanded preferences. Extensive experiments demonstrate the effectiveness of the proposed framework.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"23 1","pages":"141 - 158"},"PeriodicalIF":1.2,"publicationDate":"2017-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2016.1152319","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43245675","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 : 2017-01-02DOI: 10.1080/13614568.2016.1152314
Nikolaos Pellas, Efstratios Peroutseas
ABSTRACT Students in secondary education strive hard enough to understand basic programming concepts. With all that is known regarding the benefits of programming, little is the published evidence showing how high school students can learn basic programming concepts following innovative instructional formats correctly with the respect to gain/enhance their computational thinking skills. This distinction has caused lack of their motivation and interest in Computer Science courses. This case study presents the opinions of twenty-eight (n = 28) high school students who participated voluntarily in a 3D-game-like environment created in Second Life. This environment was combined with the 2D programming environment of Scratch4SL for the implementation of programming concepts (i.e. sequence and concurrent programming commands) in a blended instructional format. An instructional framework based on Papert's theory of Constructionism to assist students how to coordinate or manage better the learning material in collaborative practice-based learning activities is also proposed. By conducting a mixed-method research, before and after finishing several learning tasks, students’ participation in focus group (qualitative data) and their motivation based on their experiences (quantitative data) are measured. Findings indicated that an instructional design framework based on Constructionism for acquiring or empowering students’ social, cognitive, higher order and computational thinking skills is meaningful. Educational implications and recommendations for future research are also discussed.
{"title":"Leveraging Scratch4SL and Second Life to motivate high school students’ participation in introductory programming courses: findings from a case study","authors":"Nikolaos Pellas, Efstratios Peroutseas","doi":"10.1080/13614568.2016.1152314","DOIUrl":"https://doi.org/10.1080/13614568.2016.1152314","url":null,"abstract":"ABSTRACT Students in secondary education strive hard enough to understand basic programming concepts. With all that is known regarding the benefits of programming, little is the published evidence showing how high school students can learn basic programming concepts following innovative instructional formats correctly with the respect to gain/enhance their computational thinking skills. This distinction has caused lack of their motivation and interest in Computer Science courses. This case study presents the opinions of twenty-eight (n = 28) high school students who participated voluntarily in a 3D-game-like environment created in Second Life. This environment was combined with the 2D programming environment of Scratch4SL for the implementation of programming concepts (i.e. sequence and concurrent programming commands) in a blended instructional format. An instructional framework based on Papert's theory of Constructionism to assist students how to coordinate or manage better the learning material in collaborative practice-based learning activities is also proposed. By conducting a mixed-method research, before and after finishing several learning tasks, students’ participation in focus group (qualitative data) and their motivation based on their experiences (quantitative data) are measured. Findings indicated that an instructional design framework based on Constructionism for acquiring or empowering students’ social, cognitive, higher order and computational thinking skills is meaningful. Educational implications and recommendations for future research are also discussed.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"23 1","pages":"51 - 79"},"PeriodicalIF":1.2,"publicationDate":"2017-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2016.1152314","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44644080","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 : 2017-01-02DOI: 10.1080/13614568.2016.1152310
Laura Pozueco, Alberto Álvarez, X. G. Pañeda, Roberto García, David Melendi, Gabriel Díaz
ABSTRACT Nowadays, access to multimedia content is one of the most demanded services on the Internet. However, the transmission of audio and video over these networks is not free of problems that negatively affect user experience. Factors such as low image quality, cuts during playback or losses of audio or video, among others, can occur and there is no clear idea about the level of distortion introduced in the perceived quality. For that reason, different impairments should be evaluated based on user opinions, with the aim of analyzing the impact in the perceived quality. In this work, we carried out a subjective evaluation of different types of impairments with different types of contents, including news, cartoons, sports and action movies. A total of 100 individuals, between the ages of 20 and 68, participated in the subjective study. Results show that short-term rebuffering events negatively affect the quality of experience and that desynchronization between audio and video is the least annoying impairment. Moreover, we found that the content type determines the subjective results according to the impairment present during the playback.
{"title":"Subjective video quality evaluation of different content types under different impairments","authors":"Laura Pozueco, Alberto Álvarez, X. G. Pañeda, Roberto García, David Melendi, Gabriel Díaz","doi":"10.1080/13614568.2016.1152310","DOIUrl":"https://doi.org/10.1080/13614568.2016.1152310","url":null,"abstract":"ABSTRACT Nowadays, access to multimedia content is one of the most demanded services on the Internet. However, the transmission of audio and video over these networks is not free of problems that negatively affect user experience. Factors such as low image quality, cuts during playback or losses of audio or video, among others, can occur and there is no clear idea about the level of distortion introduced in the perceived quality. For that reason, different impairments should be evaluated based on user opinions, with the aim of analyzing the impact in the perceived quality. In this work, we carried out a subjective evaluation of different types of impairments with different types of contents, including news, cartoons, sports and action movies. A total of 100 individuals, between the ages of 20 and 68, participated in the subjective study. Results show that short-term rebuffering events negatively affect the quality of experience and that desynchronization between audio and video is the least annoying impairment. Moreover, we found that the content type determines the subjective results according to the impairment present during the playback.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"23 1","pages":"1 - 28"},"PeriodicalIF":1.2,"publicationDate":"2017-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/13614568.2016.1152310","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44313406","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}