1,720,997 research outputs found
Method cards for movement-based design activities:A survey of free online toolboxes
Card-based design tools have proven useful in both industry and academia in the fields of interaction design, human computer interaction (HCI), and the umbrella of fields overlapping user experience design. Wölfel and Merritt classified the design dimensions of physical card-based methods into five categories: 1) Intended Purpose & Scope, 2) Duration of use and placement in design process, 3) System or Methodology of use, 4) Customization, and 5) Formal Qualities. Furthermore, they identified three graduations of intended purpose & scope, ranging from very general to context specific: 1) General/repository card systems, 2) participatory design, and 3) context specific/agenda-driven. This paper draws attention to the methods involving human movement or movement-based methods, which constitute to one of the categories of agenda-driven methods. The design activities, particularly for the development of systems and services involving human movement, should build on movement-based methods for involving both designers and users for the increased emphasis on domain-specific human-centred design. We find that in the multi-disciplinary domains involving play, sport, fitness, games, and health, the movement-based method cards have become crucial in the new study programs and design projects involving innovation, creativity, and entrepreneurship. There are numerous articles on how cards are used in the design activities including examples of human movement-based methods. However, an overview of movement-based method cards has not been conducted and articulated. So, adopting an approach for systematic literature review, this paper identifies 20 free online resources resembling card-based design toolboxes from an organic Google search and discussion with colleagues in the HCI field. Studying the toolboxes containing 55-85 cards each and identified eighteen unique names for the movement-based design methods. The methods are mapped into Stanford D. school’s five categories of design activities, empathize, define, ideate, prototype, and test. The methods grouped into each of the categories are presented briefly followed by discussion on practical implication due to similarities and differences. Four of the 20 card-based toolboxes were excluded as those do not contain any movement-based method. The paper concludes with the scope of further development of card-based design tools particularly for movement-based methods for the human-computer interaction practitioners and education programs.</p
Going Beyond Counting First Authors in Author Co-citation Analysis
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
Playing against the plot:Meta-ethical gameplay disruption and joyful learning in grand theft auto iv
This paper presents and discusses the findings and results of a series of tests carried out by the author in the Danish educational system among pupils and teachers using the game Grand Theft Auto IV (GTA IV) as a case study for investigating the problematic but also fruitful relation between gameplay and fiction, known as ludo-narrative dissonance. In analysing this dissonance, the paper further discusses the transcendental nature of play (Gadamer), the fact that play seems to play itself, and the delicate way in which the game insists on a meta-ethical theme while at the same time setting up utterly violent game rules and mechanics. As it turns out, this skirmish of fiction versus gameplay is exactly the gravitational point zero of ‘ethics’ in the stigmatized game of GTA IV and thus a locus for joyful learning.</p
Variations on the Author
“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
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
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
Supporting inclusion of learners with attention deficithyperactivity disorder in sound-field-amplification-systems
ICT is internationally recognised as a valuable tool for inclusion, particular for people with disabilities, where technology can improve their quality of life, reduce social exclusion, and increase participation in life and learning. This study examines the impact teachers and learners experience in proportion to classroom and on-task behaviour among children with developmental and attention deficits when using personal Sound-Field-AmplificationSystems in the classroom. The aim of increasing knowledge about ‘good practise’ when Sound-Field-Amplification-Systems are put into operation will uncover further implications when implementing this technology in schools
‘Homeless Monopoly’: Co-Creative Community Engagement Model for Transmedia Educational Game Design
This paper traces the research and development of a prototype transmedia game designed to raise awareness in young people of the issues surrounding homelessness. In Coventry the number of people in temporary accommodation has doubled in the 12 months up to March 2018 and those accepted as homeless has risen by over 50% to 964. Across the UK, homelessness is on the sharp increase and Shelter note a 59% increase in the number of homeless children in the past five years. This research project, positioned in relation to Coventry’s status as City of Culture 2021, addresses the question of how gamification and methodologies from artistic practice can provide capacity to intervene in the representational apparatus attached to those living on the margins of society and cast as ‘social abjects’. From its inception during a workshop with students to address social issues via gamification, this transmedia research project innovates mechanisms by which to place the agency of target communities at the centre of the design and production process. Through a partnership instigated with local charity Coventry Cyrenians, creative focus groups were used to collect real-life testimonies from Coventry’s homeless and ex-homeless. Secondary school students engaged, via Cyrenian outreach, in the early stages of development and subsequently to user-test the prototype games. University students also made significant contributions to the project development.The author will discuss the nature of collaboration and the emergent forms of co-creative participation within the project, and how such engagement informed the game mechanics, components and strategies of play as well as providing content for the game. Findings will be presented from the initial testing of prototype board- game, evaluated via a mixed methods approach. The model of engagement offers affordances for re-use as a transcontextual and transdisciplinary tool in games development.A concluding discussion will assess the impact to date and potential for future development as traditional board-game with educational resource pack, and hybrid forms of personal or group game that may be delivered via mobile or web-based technologies.<br/
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