1,720,963 research outputs found

    Aplicación del diseño gráfico en la producción de videos para el desarrollo del speaking.

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    El objetivo de este proyecto fue aplicar el diseño gráfico en la producción de videos para el desarrollo del speaking en los tres niveles de inglés de los estudiantes de la Escuela Superior Politécnica de Chimborazo. Para lo cual se realizaron encuestas a estudiantes, así como a diferentes expertos, pudiendo establecer la utilidad de los videos como un recurso educativo, así como los elementos que deben contener estos, tales como imágenes, tipografía, color, etc. Para la creación de los videos, se realizó una investigación inicial, sobre los principios tanto del diseño gráfico y audiovisual, como del inglés, específicamente relativos al speaking; con la tabulación de las encuestas se pudo confirmar que los videos educativos, son de provecho y son los recursos didácticos más utilizados en la enseñanza del inglés. Gracias al método Delphi, se recopiló el criterio de expertos en el área de inglés determinándose los elementos que debe contener un video enfocado al speaking, tales como la pronunciación, ejemplos, uso de gráficos, actividades, entre otros aspectos. Para determinar los temas de los videos se utilizaron los sílabos de la materia de inglés. El proceso de la elaboración de los videos partió de la propuesta gráfica, con la ayuda de los softwares de Adobe Premiere y Adobe Audition para la edición de videos; después de hacer las correcciones pertinentes y una vez aceptados los videos por los expertos se procedió a publicarlos en Microsoft Stream, siendo de acceso público, desde donde los docentes y estudiantes podrán reproducirlos las veces que sean necesario. Se concluye que el diseño gráfico ayuda a realizar videos más llamativos y a compartir el conocimiento/información de mejor manera. Por lo que se recomienda que, en todos los recursos didácticos que se presenten, se considere al diseño gráfico sean estos audiovisuales, visuales, auditivos, gráficos, etc.The objective of this project was to apply graphic design in the production of videos to develop speaking skills in the three levels of English of the students of the Higher Polytechnic School of Chimborazo. Through surveys applied to students, and experts to establish the usefulness of the videos as an educational resource, the elements that these should contain, such as images, typography, color. To develop the videos an investigation was carried out about principles of both graphic and audiovisual design and English focus on speaking skills. With the tabulation of the surveys, it was possible to confirm that the educational videos are useful and the most used didactic resources in English teaching. Due to the Delphi method, the experts' criteria in the English area have been collected to determine the elements that a video focused on speaking should contain as pronunciation, examples, use of graphics, activities, among other aspects. The topics for the videos were chosen based on English syllables and the process of making them started from the graphic proposal, using Adobe Premiere and Adobe Audition software for video editing. After making corrections and the videos were approved by the experts they were published on Microsoft Stream so teachers and students can access and reproduce them as many times as necessary. It concluded that graphic design helps make more attractive speaking videos and share knowledge, information in a better way. It recommended to the teaching resources graphic design has been considered so they could be audiovisual, visual, auditory, graphic, etc

    Uso de herramientas virtuales para la práctica de vocabulario en el idioma inglés.

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    El objetivo de este proyecto fue desarrollar una aplicación móvil con tarjetas de código QR para la práctica del vocabulario de inglés para los estudiantes de nivel I de la materia de inglés de la carrera de Diseño Gráfico de la ESPOCH. La metodología se enfoca a un estudio de tipo investigaciónacción, y se trata de un estudio descriptivo con diseño de campo y transversal. La información se obtuvo a través de entrevistas y encuestas aplicadas a 50 estudiantes. Los contenidos del vocabulario inglés se obtuvieron de los Sílabos para nivel I con sus respectivos tópicos y subtópicos y se tomó en cuenta las recomendaciones del Common European Framework of Reference (CEFR) para este nivel y las sugerencias emitidas por el docente. El diseño de las tarjetas inicia con el soporte del modelado 3D Low Poly. La tipografía con estilo Pixel Dogica. El diseño del packaging consideró dos semi cajas que se conectan entre sí. Para el diseño del personaje, escenarios, vegetación se utilizó el software Blender. Las animaciones se las hizo en Mixamo para luego importa al Unity. Los resultados sugieren que la utilización de la aplicación móvil con tarjetas QR mejoró el vocabulario inglés; el promedio obtenido en el test inicial es 56.4 menor al alcanzado en el test final 74.2 luego de la utilización de la aplicación, con un nivel de significancia de 0.005 en la prueba t student, que evidencia la diferencia entre los promedios. Los criterios emitidos por los estudiantes son muy favorables con respecto a las características técnicas, contenidos y usabilidad de la aplicación y a su utilidad. Se concluye que la aplicación móvil con tarjetas de códigos QR mejora el aprendizaje del vocabulario inglés, por lo que se recomienda su utilización en todos los niveles de inglés.The project objective was to develop a mobile application with QR code cards to practice vocabulary in the English language for students of First Level from Graphic Design careers at the Escuela Superior Politécnica de Chiniborazo (ESPOCH). The methodology focuses on an action-reseaich type study, corresponding to a descriptive study with a held and cross-sectional design. The information was obtained through interviews and surveys applied to 50 students. The contents of English vocabulary obtained from the syllables of the First Level with topics, subtopics, and recommendations of the Common European Framework Reference (CEFR) for this level, and the suggestiolis by the teacher were taken into account. The design of the cards starts with the support of 3D modeling Low Poly and Pixel Dogica style typography. The packaging design considered two semi-boxes that are connected. For the designing ot the character, settings, and vegetation, Blender software was used. The animations were made in Mixanio and imported into the Unity cross- platfoi ir game engine. The results suggest that using the mobile application with QR cards improved English vocabulary. The average obtained in the initial test is 56.4 less than that reached in the final test, 74.2 after using the application, u ith a significance level of 0.005 in the student Itest. hich shows the difference between the averages. The critei ia issued by the students are vei y favorable colicerning the technical characteristics, contents, usability of the application. and its usefulness. It concluded that the mobile application with QR code cards improves the learIilNJ Of English vocabulary, so its use is recommended at all levels of English

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    Dispelling the Myths Behind First-author Citation Counts

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    We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more sophisticated methods

    Author Index

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    koamabayili/VECTRON-author-checklist: VECTRON author checklist

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    We have done our best to complete the author checklist relating to the use of animals in the hut study. Note that the objective for the hut study was to evaluate the IRS treatment applications for residual efficacy against Anopheles mosquitoes, including the local An. coluzzii mosquito population. Cows were only used to attract mosquitoes into the huts and no tests were carried out directly on the cows. The author checklist is intended for use with studies where experiments are carried out on animals, which is why we have had such difficulty in completing this for the hut study, as many of the questions do not relate to how the cows were used
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