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Beyond Buzz - Web 2.0 Expo - K.Niederhoffer & M.Smithkategn
A framework to measure a conversation based on approaches from social psychology and sociology. Beyond quantity of buzz, we propose measuring the context of conversation: the signal, person, role, and ecosystem.
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1) Wechsler's view that intelligence involves understanding the world and coping with challenges. Important psychologists identified problem solving, verbal ability, and social competence as key aspects of intelligence.
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3) Gardner's theory of multiple intelligences, which identified eight distinct intelligences like linguistic, logical-mathematical, spatial, and interpersonal intelligence.
4) Sternberg's triarchic theory that analytical, creative, and practical intelligence are all important forms. Emotional intelligence also plays an important
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Geometry Dash es un juego de plataformas en el que controlas un cubo para saltar obstáculos, aunque originalmente solo incluía el cubo y una nave espacial. Fue creado en 2013 por RobTop, una sola persona llamada Roberto, y se hizo muy popular después de que un youtuber llamado Grefg lo compartiera en su canal. Actualmente es uno de los juegos más descargados en las tiendas de aplicaciones.
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Optimizar tu sistema de adquisición de información al integrar diferentes tipos de aplicaciones en uno solo: controladores de comunicaciones, módulos de entradas/salidas analógicos y digitales, sensores, entre otros.
· Garantizar una fácil conectividad a redes inalámbricas y otros medios de comunicación remota lo que te permitirá tener información en tiempo real de tu proceso.
· Conocer la nueva generación de herramientas y productos que permiten una fácil implementación de monitoreo y control remoto para aplicaciones en la nube –¡Bienvenidos al Internet de las Cosas!
· Obtener el máximo provecho de la tecnología ADAM de Advantech y contar en su compañía consoluciones completas a través de tecnología de punta, hardware flexible y software sincosto
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The document discusses practice-based research, which aims to advance knowledge through both practice and theory. Practice-based research results in an artifact, like a game, that embodies knowledge which can only fully be understood by examining the artifact. The document then discusses various methodological approaches that can inform practice-based research, including Aristotelian concepts of episteme, techne, and phronesis. It also discusses interpretive inquiry, hermeneutics, and iterative design processes.
Video games can be used as learning tools to develop reading comprehension and other skills. They incorporate decision trees and causal networks that represent formal spaces of possibility and the basis of causal analysis in discourse processing. Walkthroughs that explain how to play games can be examples of narrative composition. When readers have strong comprehension skills, they can use higher-level processes to support lower-level skills like decoding. Games can represent design elements found in research and curriculum and motivate sustained engagement through play.
Games4Resilience Salon
Spielerische Selbstkontrolle und emotionale Kompetenzen fördern
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studierte an der TU Wien (PhD), arbeitet aktuell an der Fakultät für Informatik, Institut für Gestaltungs- und Wirkungsforschung, Arbeitsbereich Human Computer Interaction, Technische Universität Wien
This document discusses how today's youth, often referred to as "digital natives", interact with and learn through digital technologies in ways that are very different than previous generations. It notes that digital natives read blogs instead of newspapers, meet each other online first before in person, get their music online and illegally, and are more likely to communicate through instant messages than phone calls. Their social lives and civic activities are heavily mediated through digital tools. The document suggests educators need to understand these generational differences and how digital natives' skills developed through technologies could be better supported in education.
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Loss Of Innocence: 'Lord Of The Flies' - Free Essay Example .... The Loss of Innocence - English 102 essay - The Loss of Innocence .... Lord Of The Flies Loss of Innocence - Free Essay Example - 716 Words .... Loss of Innocence Portrayed in To Kill A Mockingbird Essay Example .... Loss of Innocence: The Catcher in the Rye and Rebel Without a Cause .... Loss of Innocence Short-Story: Sunrise on the Veld Free Essay Example. ⇉Lord of the Flies Loss of Innocence Essay Example | GraduateWay. ⇉Nick’s Loss of Innocence and Growing Awareness Sample Essay Example .... Loss of Innocence in Toni Cade Bambara’s “The Lesson” Essay Sample .... Loss of Innocence - Page 1 - UNT Digital Library. Loss of Innocence in Lord of the Flies - Visual Essay. ⇉Archetype Loss Of Innocence Essay Example | GraduateWay. Lord Of The Flies - Loss of Innocence - Visual Essay - YouTube. Antonio´s loss of innocence - Bless Me, Ultima by Rudolfo Anaya - Essay .... (DOC) Exploring the theme of Loss Of Innocence and Maturing in To Kill .... Exploration of the Loss of Innocence by Christina Rosette Cousin Kate .... Compare and contrast the themes of loss of innocence, betrayal and ....
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This document discusses citizen science and game-based education. It describes how citizen science projects can engage billions of volunteers to assist with or lead research. Game-based learning is presented as a way to teach topics in a fun and engaging manner by embedding curriculum within research-relevant games and simulations. Long term goals include developing a global crowd computing platform and remote laboratory to further mass collaboration on scientific problems and experiments.
Qualitative research at a Crossroads: where to next?Kevin McLean
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- Clients are demanding research that is faster, cheaper, more relevant and insightful but not at the expense of quality.
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- "Focus groups" are still commonly used but their limitations are recognized, and clients see value in adding other methods to compensate like more immersive techniques.
- The role of qualitative researchers is expanding from simply providing information to also offering strategic consulting and ideas to clients.
Chi 2001 workshop proposal on narrative techniquesJohn Thomas
This document discusses John C Thomas's background and experience in human-computer interaction research and managing knowledge socialization efforts at IBM. It raises several critical issues regarding using interactive narrative to provide educational experiences that expand perspectives on different topics. These include balancing quantitative and qualitative reasoning, incorporating scenario-based thinking, and creating interactive experiences as compelling as linear narratives. The document proposes demonstrating techniques for gathering and analyzing stories and interactive scenario training at the workshop.
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
The document discusses the use of digital storytelling at Simmons College. It provides examples of how digital stories are used in assignments and by faculty. It then shares perspectives from students who have created digital stories. They discuss what the process of creating a digital story feels like and the educational benefits they experienced. The document also provides theoretical frameworks around digital storytelling and reflections on its educational value based on feedback from learners and faculty.
The increasing importance of Digital Psychology as a strategic toolkitSimon Nash
A presentation outlining how rapid advances in digital technology are outpacing traditional user experience thinking and how psychology techniques can help bridge the gap.
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Ian Huckvale, Head of User Engagement, explains the benefits of behavioural sciences bring to user experience.
UX + behavioural science = better user experience.
Jane Fulton and Duane Bray provided input on methods for learning about people and prototyping techniques. The author discusses the process of designing something new versus a new version. Prototyping allows for understanding, exploring, and communicating an experience before a final design. Interaction design prototypes are original models that serve as the basis for later stages and represent a pre-final design. Observation is highlighted as the best way to learn about user needs and habits in context rather than through questioning.
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Playing with Digital Meaning: Video Games, Narrative, Cognition
1. Playing with Digital Meaning:
Video Games, Narrative, Cognition
Cody Mejeur
Department of English
Michigan State University
mejeurco@msu.edu
@cmejeur
2. My Work
New/Digital Media and
Narrative
Video games, Narrative and
Play
Digital Humanities
Cognition
Narratology vs Ludology
Lingering Issues
Separating Narrative and
Play portions of games
Game Narrative
Personal
Narrative
Collective
Narrative
Determined
Narrative
Authorial Source: PlayersAuthorial
Source:
Developers
3. Challenging the Narrative/Play Divide
Theory?
Jenkins, Ryan, Walsh, Prince
Degrees of Narrativity,
Embedded/Emergent/Experiential Narrative
Social Scientific Methods?
Interview players
Forums research
Problem of sample sizes-is this inevitable?
Cognitive Psychology/Cognitive Neuroscience?
4. Cognitive Solutions?
Allow one to find evidence for theories of
player/audience reception and interaction
Problem: Science “saving” the Humanities?
Benefit: Let’s us “call bullshit”
Allows a helpful generalizing, how humans
*generally* engage with narrative meaning
Problem: Are we eschewing neurodiversity? Enforcing
or reifying neurotypicality? Is our work in cognition,
narrative, etc., inherently exclusionary?
Need to recognize, acknowledge, work within
limitations
“A Cloud of Witnesses”-Seek other types of evidence
5. Designing a fMRI experiment
Test distinction/relationship between
narrative and play
Problem: Controls, Isolating
“Narrative”
Choice: Use First Person games
(shooters, exploration, etc.)
Mirror/Mimic Player
POV/Consciousness
Avoid character entanglements
Question of interface
Alexander Galloway–what
assumptions are built into the
interface?
What are the cognitive
implications of the interface?
6. Steps to Experiment
Screening Questionnaire
Control for experience, predisposition toward or
against narrative
fMRI Play
MRI compatible controller
Eye-tracking, video recording
Play segments of three games: Halo, Half-Life 2,
Bioshock. Similar play, different narrative
configurations.
Post Scanner Questionnaire and Oral Interview
Modified Game Experience Questionnaire, Eindhoven
University of Technology
7. Role of Digital/Digital Humanities
Method and Praxis for Cognitive Humanities
Questions
Data-driven
Building archives
Tools for organizing/cleaning data
Topic Modeling
Statistical Analysis
Other Methods for Analysis
E.g.: Manovich’s ImagePlot
Mapping out player playthroughs, visualizing what player
does and how they think
9. What does Cognitive give DH?
What do our DH tools
*mean*?
How do we make
meaning with our tools?
Give DH one type of
argument
DH *as* cognition
Our tools construct our
reality
Steven Jones and
“evergence”
• The Emergence of the
Digital Humanities
10. Final Suggestions/Questions
Scientific tools and methodologies, specifically
neuroscience and perhaps DH, cannot and
should not be viewed as ultimate validation,
objectivity, or “truth"
can’t be reductive
Not that the humanities need to become more
scientific. Rather, they need to focus on praxis
interrelated to theory and criticism.
What I’ve mentioned here isn’t the only or even the
best way to do that. It is *a* way to do that.
The digital and the cognitive are becoming
increasingly interrelated. Why limit our perspectives
and ability to talk about these issues?
11. Works Cited
Galloway, Alexander R. The Interface Effect.
Cambridge, UK ; Malden, MA: Polity, 2012. Print.
Jones, Steven E. The Emergence of the Digital
Humanities. New York: Routledge, 2014. Print.
Scheinfeldt, Tom. “Why Digital Humanities Is
‘Nice’”. In Debates in the Digital Humanities. Ed.
Matthew Gold. University of Minnesota Press,
2012. Print.
Editor's Notes
My work engages with the digital and digital humanities by its very nature–the digital founds and enables the inquiry. Digital tools are required to complete it. I’m interested in how we use games and play to create meaning too, and I’ll get more to the cognitive part of that in a moment.