Abstract: This work aims to analyze the locative structure used by the locative games of the company Niantic. To fulfill this objective, a literature review on the representation and simulation of cities was developed; interviews with Ingress players and playing Ingress. Relating these data, it was possible to deepen the relationship between the virtual and the real to create the simulation of cities and their cultural objects in locative games. Cities representation associates geo-location provided by the Global Positioning System (GPS), with augmented reality and digital image, and provides a new paradigm in the city interaction with its parts and real and virtual world elements, homeomorphic to real world. Bibliographic review of papers related to the representation and simulation study and their application in locative games was carried out and is presented in the present paper. The cities representation and simulation concepts in locative games, and how this setting enables the flow and immersion in urban space, are analyzed. Some examples of games are discussed for this new setting development, which is a mix of real and virtual world. Finally, it was proposed a Locative Structure for electronic games using the concepts of heterotrophic representations and isotropic representations conjoined with immediacy and hypermediacy.
Abstract: The development of web technologies and mobile devices makes creating, accessing, using and sharing information or communicating with each other simpler every day. However, while the amount of information constantly increasing it is becoming harder to effectively organize and find quality information despite the availability of web search engines, filtering and indexing tools. Although digital technologies have overall positive impact on students’ lives, frequent use of these technologies and digital media enriched with dynamic hypertext and hypermedia content, as well as multitasking, distractions caused by notifications, calls or messages; can decrease the attention span, make thinking, memorizing and learning more difficult, which can lead to stress and mental exhaustion. This is referred to as “information overload”, “information glut” or “information anxiety”. Objective of this study is to determine whether students show signs of information overload and to identify the possible predictors. Research was conducted using a questionnaire developed for the purpose of this study. The results show that students frequently use technology (computers, gadgets and digital media), while they show moderate level of information literacy. They have sometimes experienced symptoms of information overload. According to the statistical analysis, higher frequency of technology use and lower level of information literacy are correlated with larger information overload. The multiple regression analysis has confirmed that the combination of these two independent variables has statistically significant predictive capacity for information overload. Therefore, the information science teachers should pay attention to improving the level of students’ information literacy and educate them about the risks of excessive technology use.
Abstract: One of the major features of hypermedia learning is its non-linear structure, allowing learners, the opportunity of flexible navigation to accommodate their own needs. Nevertheless, such flexibility can also cause problems such as insufficient navigation and disorientation for some learners, especially those with Field Dependent cognitive styles. As a result students learning performance can be deteriorated and in turn, they can have negative attitudes with hypermedia learning systems. It was suggested that visual elements can be used to compensate dilemmas. However, it is unclear whether these visual elements improve their learning or whether problems still exist. The aim of this study is to investigate the effect of students cognitive styles and visual elements on students learning performance and attitudes in hypermedia learning environment. Cognitive Style Analysis (CSA), Learning outcome in terms of pre and post-test, practical task, and Attitude Questionnaire (AQ) were administered to a sample of 60 university students. The findings revealed that FD students preformed equally to those of FI. Also, FD students experienced more disorientation in the hypermedia learning system where they depend a lot on the visual elements for navigation and orientation purposes. Furthermore, they had more positive attitudes towards the visual elements which escape them from experiencing navigation and disorientation dilemmas. In contrast, FI students were more comfortable, did not get disturbed or did not need some of the visual elements in the hypermedia learning system.
Abstract: During recent years, the traditional learning
approaches have undergone fundamental changes due to the
emergence of new technologies such as multimedia, hypermedia and
telecommunication. E-learning is a modern world phenomenon that
has come into existence in the information age and in a knowledgebased
society. E-learning has developed significantly within a short
period of time. Thus it is of a great significant to secure information,
allow a confident access and prevent unauthorized accesses. Making
use of individuals- physiologic or behavioral (biometric) properties is
a confident method to make the information secure. Among the
biometrics, fingerprint is more acceptable and most countries use it as
an efficient methods of identification. This article provides a new
method to compare the fingerprint comparison by pattern recognition
and image processing techniques. To verify fingerprint, the shortest
distance method is used together with perceptronic multilayer neural
network functioning based on minutiae. This method is highly
accurate in the extraction of minutiae and it accelerates comparisons
due to elimination of false minutiae and is more reliable compared
with methods that merely use directional images.
Abstract: In blended learning environments, the Internet can be combined with other technologies. The aim of this research was to design, introduce and validate a model to support synchronous and asynchronous activities by managing content domains in an Adaptive Hypermedia System (AHS). The application is based on information recovery techniques, clustering algorithms and adaptation rules to adjust the user's model to contents and objects of study. This system was applied to blended learning in higher education. The research strategy used was the case study method. Empirical studies were carried out on courses at two universities to validate the model. The results of this research show that the model had a positive effect on the learning process. The students indicated that the synchronous and asynchronous scenario is a good option, as it involves a combination of work with the lecturer and the AHS. In addition, they gave positive ratings to the system and stated that the contents were adapted to each user profile.
Abstract: Extensive information is required within a R&D environment,
and a considerable amount of time and efforts are being
spent on finding the necessary information. An adaptive information
providing system would be beneficial to the environment, and a
conceptual model of the resources, people and context is mandatory
for developing such applications. In this paper, an information model
on various contexts and resources is proposed which provides the
possibility of effective applications for use in adaptive information
systems within a R&D project and meeting environment.
Abstract: Lately there has been a significant boost of interest in
music digital libraries, which constitute an attractive area of research
and development due to their inherent interesting issues and
challenging technical problems, solutions to which will be highly
appreciated by enthusiastic end-users. We present here a DL that we
have developed to support users in their quest for classical music
pieces within a particular collection of 18,000+ audio recordings.
To cope with the early DL model limitations, we have used a refined
socio-semantic and contextual model that allows rich bibliographic
content description, along with semantic annotations, reviewing,
rating, knowledge sharing etc. The multi-layered service model
allows incorporation of local and distributed information,
construction of rich hypermedia documents, expressing the complex
relationships between various objects and multi-dimensional spaces,
agents, actors, services, communities, scenarios etc., and facilitates
collaborative activities to offer to individual users the needed
collections and services.
Abstract: The paper presents an investigation into the role of virtual reality and web technologies in the field of distance education. Within this frame, special emphasis is given on the building of web-based virtual learning environments so as to successfully fulfill their educational objectives. In particular, basic pedagogical methods are studied, focusing mainly on the efficient preparation, approach and presentation of learning content, and specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. The paper also aims to highlight the educational benefits arising from the use of virtual reality technology in medicine and study the emerging area of web-based medical simulations. Finally, an innovative virtual reality environment for distance education in medicine is demonstrated. The proposed environment reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator.
Abstract: In films, visual effects have played the role of
expressing realities more realistically or describing imaginations as if
they are real. Such images are immediated images representing
realism, and the logic of immediation for the reality of images has
been perceived dominant in visual effects. In order for immediation to
have an identity as immediation, there should be the opposite concept
hypermediation.
In the mid 2000s, hypermediated images were settled as a code of
mass culture in Asia. Thus, among Asian films highly popular in those
days, this study selected five displaying hypermediated images – 2 Korean, 2 Japanese, and 1 Thailand movies – and examined the
semiotic meanings of such images using Roland Barthes- directional and implicated meaning analysis and Metz-s paradigmatic analysis
method, focusing on how hypermediated images work in the general
context of the films, how they are associated with spaces, and what
meanings they try to carry.
Abstract: With major technological advances and to reduce the
cost of training apprentices for real-time critical systems, it was
necessary the development of Intelligent Tutoring Systems for
training apprentices in these systems. These systems, in general, have
interactive features so that the learning is actually more efficient,
making the learner more familiar with the mechanism in question. In
the home stage of learning, tests are performed to obtain the student's
income, a measure on their use. The aim of this paper is to present a
framework to model an Intelligent Tutoring Systems using the UML
language. The various steps of the analysis are considered the
diagrams required to build a general model, whose purpose is to
present the different perspectives of its development.
Abstract: The number of framework conceived for e-learning
constantly increase, unfortunately the creators of learning materials
and educational institutions engaged in e-formation adopt a
“proprietor" approach, where the developed products (courses,
activities, exercises, etc.) can be exploited only in the framework
where they were conceived, their uses in the other learning
environments requires a greedy adaptation in terms of time and
effort. Each one proposes courses whose organization, contents,
modes of interaction and presentations are unique for all learners,
unfortunately the latter are heterogeneous and are not interested by
the same information, but only by services or documents adapted to
their needs. Currently the new tendency for the framework
conceived for e-learning, is the interoperability of learning materials,
several standards exist (DCMI (Dublin Core Metadata Initiative)[2],
LOM (Learning Objects Meta data)[1], SCORM (Shareable Content
Object Reference Model)[6][7][8], ARIADNE (Alliance of Remote
Instructional Authoring and Distribution Networks for Europe)[9],
CANCORE (Canadian Core Learning Resource Metadata
Application Profiles)[3]), they converge all to the idea of learning
objects. They are also interested in the adaptation of the learning
materials according to the learners- profile. This article proposes an
approach for the composition of courses adapted to the various
profiles (knowledge, preferences, objectives) of learners, based on
two ontologies (domain to teach and educational) and the learning
objects.