Results for 'video feedback'

581 found
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  1. Video Feedback in Philosophy.Andy Lamey - 2015 - Metaphilosophy 46 (4-5):691-702.
    Marginal comments on student essays are a near-universal method of providing feedback in philosophy. Widespread as the practice is, however, it has well-known drawbacks. Commenting on students' work in the form of a video has the potential to improve the feedback experience for both instructors and students. The advantages of video feedback can be seen by examining it from both the professor's and the student's perspective. In discussing the professor's perspective, this article shares observations based (...)
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  2. Exploring Video Feedback in Philosophy.Tanya Hall, Dean Tracy & Andy Lamey - 2016 - Teaching Philosophy 39 (2):137-162.
    This paper explores the benefits of video feedback for teaching philosophy. Our analysis, based on results from a self-report student survey along with our own experience, indicates that video feedback possesses a number of advantages over traditional written comments. In particular we argue that video feedback is conducive to providing high-quality formative feedback, increases detail and clarity, and promotes student engagement. In addition, we argue that the advantages of video feedback make (...)
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  3. An Analysis of the Interaction Between Intelligent Software Agents and Human Users.Christopher Burr, Nello Cristianini & James Ladyman - 2018 - Minds and Machines 28 (4):735-774.
    Interactions between an intelligent software agent and a human user are ubiquitous in everyday situations such as access to information, entertainment, and purchases. In such interactions, the ISA mediates the user’s access to the content, or controls some other aspect of the user experience, and is not designed to be neutral about outcomes of user choices. Like human users, ISAs are driven by goals, make autonomous decisions, and can learn from experience. Using ideas from bounded rationality, we frame these interactions (...)
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  4. Cunoaștere și Informații.Nicolae Sfetcu - 2016 - Drobeta Turnu Severin: MultiMedia Publishing.
    Cunoașterea și informațiile (abordate în ansamblu sau în componentele lor distincte) sunt o preocupare majoră pentru tehnologia informației, sisteme de informații, știința informației și activitatea de informații în general. Procesul obţinerii, prelucrării şi analizei informaţiilor este o preocupare majoră pentru societatea actuală. În acest scop se folosesc procedee şi tehnici specifice pentru culegerea sau generarea de informaţii, prelucrarea acestora prin analiză şi sinteză, generarea de predicţii şi strategii, transmisia şi prezentarea informaţiilor factorilor de decizie, şi stocarea lor. Analiza informațiilor poate (...)
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  5. Zarządzanie zasobami ludzkimi w redakcji internetowego serwisu o grach komputerowych.Andrzej Klimczuk - 2012 - E-Wydawnictwo:1--20.
    Dziennikarstwo branżowe ma istotne znaczenie dla tworzenia i użytkowania gier komputerowych (wideo), które stanowią podstawę jednego z przemysłów kształtującej się na początku XXI wieku gospodarki kreatywnej. Przedstawiciele mediów informują o postępach w pracach nad nowymi grami, testują je przed premierą, wskazują deweloperom wady i zalety ich produkcji. W ten sposób oddziałują na opinie użytkowników oraz opisują wydarzenia i trendy związane ze środowiskami zajmującymi się bezpośrednio grami, jak też z ich otoczeniem. Celem artykułu jest prezentacja studium przypadku modelu zarządzania zasobami ludzkimi (...)
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  6. Epistemic feedback loops (or: how not to get evidence).Nick Hughes - 2021 - Philosophy and Phenomenological Research 106 (2):368-393.
    Epistemologists spend a great deal of time thinking about how we should respond to our evidence. They spend far less time thinking about the ways that evidence can be acquired in the first place. This is an oversight. Some ways of acquiring evidence are better than others. Many normative epistemologies struggle to accommodate this fact. In this article I develop one that can and does. I identify a phenomenon – epistemic feedback loops – in which evidence acquisition has gone (...)
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  7. (1 other version)Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that (...)
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  8. Videos, Police Violence, and Scrutiny of the Black Body.Sherri Irvin - 2022 - Social Research: An International Quarterly 89 (4):997-1023.
    The ability of videos to serve as evidence of racial injustice is complex and contested. This essay argues that scrutiny of the Black body has come to play a key role in how videos of police violence are mined for evidence, following a long history of racialized surveillance and attributions of threat and superhuman powers to Black bodies. Using videos to combat injustice requires incorporating humanizing narratives and cultivating resistant modes of looking.
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  9. Impact Assessment and Clients’ Feedback towards MATHEMATICS Project Implementation.Jupeth Pentang - 2021 - International Journal of Educational Management and Development Studies 2 (2):90-103.
    The Western Philippines University – College of Education’s Project MATHEMATICS (Mathematics Enhanced Mentoring, Assistance, and Training to In-need and Challenged Students) was implemented as part of the Adopt-a-School Program to address the mathematical needs of Laura Vicuña Center – Palawan youths. To evaluate the extent of the project implementation, the study assessed its impact through the feedback gathered from the clients served. It specifically described the quality of project implementation, determined the attainment of project objectives, and enumerated client (...). A concurrent triangulation mixed-method research design was used with 32 clientele samples selected purposively. The study utilized a survey, problem set test, and focus-grouped interview to obtain data pertinent to the study’s objectives. The findings revealed an aspirational quality of the implemented project, improved mathematical performance, and the client’s desire for ongoing mentoring. The implications and limitations of the study are discussed, along with recommendations for future extension projects, monitoring and evaluation, and re-planning activities. (shrink)
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  10. Feedback Mechanisms of School Heads on Teacher Performance.Grethel Jean Congcong & Manuel Caingcoy - 2020 - European Journal of Education Studies 7 (3):236-253.
    The use of performance feedback in the workplace has gained popularity over the years, yet school heads have been challenged in providing it to teachers. In the initial interview, they shared that evaluation results can impact teachers’ motivation, and that feedback should be done carefully. However, they failed to clearly articulate a specific mechanism that had been applied in this vital role. Also, no studies have provided clear detail on the feedback mechanism used by school heads in (...)
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  11. Glycemia Regulation: From Feedback Loops to Organizational Closure.Leonardo Bich, Matteo Mossio & Ana M. Soto - 2020 - Frontiers in Physiology 11.
    Endocrinologists apply the idea of feedback loops to explain how hormones regulate certain bodily functions such as glucose metabolism. In particular, feedback loops focus on the maintenance of the plasma concentrations of glucose within a narrow range. Here, we put forward a different, organicist perspective on the endocrine regulation of glycaemia, by relying on the pivotal concept of closure of constraints. From this perspective, biological systems are understood as organized ones, which means that they are constituted of a (...)
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  12. Rational Feedback.Grant Reaber - 2012 - Philosophical Quarterly 62 (249):797-819.
    Suppose you think that whether you believe some proposition A at some future time t might have a causal influence on whether A is true. For instance, maybe you think a woman can read your mind, and either (1) you think she will snap her fingers shortly after t if and only if you believe at t that she will, or (2) you think she will snap her fingers shortly after t if and only if you don't believe at t (...)
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  13.  48
    Video bình sách Better Economics của Jordan Kelly trên Amazon.Chẫu Chàng - manuscript
    Mấy dòng ngắn để bố cáo có vidéo ngắn (khoảng gần 1 phút) của anh Jordan Kelly trên Amazon.
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  14. The Use of Video-based Instructional Material to Improve Learning Competency of the Students in Selected Topics in Biology at Satriwithaya School Bangkok Thailand (20th edition).Albert Jayfferson Roy - 2024 - Psychology and Education: A Multidisciplinary Journal 20 (8):1066-1077.
    This research explored the utilization of video-based instructional material in enhancing learning competency among a group of sixty (60) students enrolled in grade 8 at Satriwithaya School in Bangkok, Thailand. The study was carried out. out during the 2nd semester of S.Y. 2023–2024. The respondents were chosen using the approach of purposive sampling. The research study employed an experimental approach and utilized quantitative research. Through the use of of a one-group pre- and post-test, the researcher was able to gather (...)
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  15. Video-Based Instruction as a Remediation in Teaching Thermodynamics among Prospective Science Teachers.Resty Samosa, Kimberly Castro, Christian Roel Gabriel, Isaiah Yvette Lozano, Christian Paul Paglicawan & Reden Precalin - 2023 - Studies in Technology and Education 2 (1):43-51.
    This study examined the effectiveness of video-based instruction (VBI) as a learning remediation strategy in teaching Laws of Thermodynamics among Prospective Science Teachers at Bulacan State University. The researchers employed – a one-group pretest–posttest design to assess the 35 prospective science teachers who were purposively selected. More so, data was gathered through researcher-made pretest-posttest achievement tests and an adapted Likert survey questionnaire. The data was treated descriptively and inferentially. The findings showed that VBI as a learning remediation strategy positively (...)
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  16.  16
    The Modular with Feedback of Theory of Free Will.Peter Lugten - 2024 - Journal of Neurophilosophy 3 (2):250-262.
    In this theoretical article, I propose free will to be compatible, not with determinism, but with chance. This paper provides a neurological model of how free will emerges from oscillating neuronal activity, in modules. These, representing ideas, oscillate subconsciously, competing for conscious attention; choice between them is partly random. The modules seek to maintain, homeostatically, a sense of context and consistency; and a conscious desire for a sense of character and personality. I propose that they learn from experience, using (...) to rebalance, so that decisions conform to our desired will. This applies to "snap" decisions, but also to our moral core. Particular experiences influence our future moral judgments such that we accept responsibility for our generally but not entirely predictable decisions. The model explains will power, pathologies (i.e., addiction, “ego-depletion”) and links free will to creativity and humor. The Modular with Feedback theory of free will grants us freedom through a plastic control the uncertainty of which isn’t understood, but which is sufficient to preclude determinism. Key Words: free will, modular, feedback, inverse compatibilism, plastic control -/- . (shrink)
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  17. Defending the morality of violent video games.Marcus Schulzke - 2010 - Ethics and Information Technology 12 (2):127-138.
    The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. Theoretical and empirical arguments against violent video games often suffer from a number of (...)
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  18. Euthanasia in Video Games – Exemplifying the Importance of Moral Experience in Digital Gameworlds.Luka Perušić - 2022 - Pannoniana 6 (1):53-98.
    The paper classifies euthanasia and discusses its typological presence in storytelling video games. It aims to illustrate the importance of experiencing simulated moral challenges in the context of gameworlds as a significantly influential, exponentially growing form of interactive media. In contrast to older works of art and media, such as film and literature, the difference should be emphasized in light of the player’s ability to make choices in video games. Although the influence of gameworld content depends on the (...)
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  19. The Semiotics of Video Games.Christophe Bruchansky - 2011
    What is the difference between a game and life? Is the game really ending when we go back to our everyday activities? Or could The Sims video game not be a good representation of our existence? It is with these questions in mind that I decided to explore the interdependence that exists between our everyday cultural reality and the rhetoric manifesting itself in video games. This paper introduces some of the key concepts used in the semiotics of (...) games and attempts to articulate them in a single frame. It is a short introduction to storyworlds, procedural rhetoric and gamespace. (shrink)
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  20. Contextual Effects of Video Tutorials on The Academic Performance of STEM 12 Students.Sherry V. Mecida, Krisna Rika O. Barron, Henry I. I. E. Lemana, Andre Eldridge O. Oberez, Alraiza K. Sampulna, Sheryn Mae M. Huesca, Sabrie K. Bailan, Mike Jones E. Sajorga, Tristan Kyle O. Sarceda, Queenie Rose T. Teniero & Orczy Louis Edniel W. Baculi - 2023 - Universal Journal of Educational Research 2 (2):86-98.
    As schools publicly modernize in response to societal changes, additional teaching and learning methods are developed, observed, and used since learners have different learning styles that make it easier for them to grasp and retain the material. During the COVID-19 pandemic, teachers require different media to keep the classroom involved while presenting the lesson materials online, one of which is video tutorials. The purpose of this study was to analyze the extent of contextual effects of video tutorials used (...)
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  21. The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications.Kristina Šekrst - 2023 - Sic: Journal of Literature, Culture and Literary Translation 3.
    The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real world and (...)
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  22. The virtual brain: 30 years of video-game play and cognitive abilities.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the (...)
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  23. Video meliora proboque, deteriora sequor. Zur Irreführung des Gewissens bei Kant“, in: Sara Di Giulio, Alberto Frigo (Hrsg.), Kasuistik und Theorie des Gewissens. Von Pascal bis Kant, Berlin/Boston: De Gruyter 2020, S. 233–287.Sara Di Giulio - 2020 - In Sara Di Giulio & Alberto Frigo (eds.), Kasuistik und Theorie des Gewissens. Von Pascal bis Kant. pp. 233–287.
    In juxtaposition with the myth and tragedy of Ovid’s Medea, this paper investigates the possibility within the Kantian conception of agency of understanding moral evil as acting against one’s better judgment. It defends the thesis that in Kant self-deception, i. e. the intentional untruthfulness to oneself, provides the fundamental structure for choosing against the moral law. I argue that, as Kant’s thought progresses, self-deception slowly proceeds to become the paradigmatic case of moral evil. This is discussed with regard to two (...)
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  24. Video Nasty: The Moral Apocalypse in Koji Suzuki’s Ring.Steve Jones - 2012 - Lit 23 (3):212-225.
    Although overshadowed by its filmic adaptations (Hideo Nakata, 1998 and Gore Verbinski, 2002), Koji Suzuki’s novel Ring (1991) is at the heart of the international explosion of interest in Japanese horror. This article seeks to explore Suzuki’s overlooked text. Unlike the film versions, the novel is more explicitly focused on the line between self-preservation and self-sacrifice, critiquing the ease with which the former is privileged over the latter. In the novel then, the horror of Sadako’s curse raises questions about the (...)
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  25.  24
    VOLUME-IMAGE: The Future as Memory in Thierry Kuntzel's Video Installation.Anaïs Nony - 2019 - Intermediality: History and Theory of the Arts, Literature and Technologies 33:1-22.
    Video-objects are often discussed in terms of their ability to reflect upon the speed of our narcissistic culture, but less acknowledged is video’s agency to perform electronic events outside of human experience. This article engages in scholarship interested in the space of video operations where lived and imagined, real and virtual phenomena are experienced at the threshold of perception. Bringing into this conversation a discussion of The Waves (2003), an interactive installation by video pioneer and media (...)
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  26. Are you (relevantly) experienced? A moral argument for video games.Amanda Cawston & Nathan Wildman - 2022 - In Laura D'Olimpio, Panos Paris & Aidan P. Thompson (eds.), Educating Character Through the Arts. Routledge.
    Many have offered moral objections to video games, with various critics contending that they depict and promote morally dubious attitudes and behaviour. However, few have offered moral arguments in favour of video games. In this chapter, we develop one such positive moral argument. Specifically, we argue that video games offer one of the only morally acceptable methods for acquiring some ethical knowledge. Consequently, we have (defeasible) moral reasons for creating, distributing, and playing certain morally educating video (...)
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  27. An Intelligent Tutoring System for Health Problems Related To Addiction of Video Game Playing.Mohran H. Al-Bayed & Samy S. Abu Naser - 2017 - International Journal of Advanced Scientific Research 2 (1):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the health (...)
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  28. Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (3):435-460.
    Speedrunning is a kind of ‘metagame’ involving video games. Though it does not yet have the kind of profile of multiplayer e-sports, speedrunning is fast approaching e-sports in popularity. Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, particularly due to the incorporation of “glitches”. For many outside the speedrunning community, (...)
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  29. Making a Video Documentary on Fake News and Disinformation in Bangladesh: Critical Reflections and Learning.Md Mahmudul Hoque - 2022 - Advances in Journalism and Communication 10 (2):136-148.
    The issue of fake news and disinformation remains widespread in Bangladesh. The author produced a video documentary “Making OR Faking” that focuses on how this issue affects journalism practices in the mainstream media in Bangladesh. In this piece, the author reflects on how the making of the documentary shaped his understanding of the issue. Undertaking a qualitative approach, the author used semi-structured interviews to explore the insights and perspectives of key informants. Critical reflections on the methodological aspects of the (...)
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  30. Using YouTube Videos to Promote Universities : A Content Analysis.Hiep-Hung Pham, Kelly Farrell, Huyen-Minh Vu & Quan-Hoang Vuong - 2020 - Social Sciences 15 (2):83-94.
    In today’s global higher education environment, international students represent not only an important source of external income for universities: the degree of cross-border student mobility also reflects the internationalization of higher education sector. Universities have engaged in efforts to sell themselves to prospective students and promotional videos are among the most widely used marketing tools for this purpose. This study reports the results of a study analyzing the content of 140 higher education promotional videos from 14 countries available on YouTube. (...)
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  31. What Do We Lose to a Video?Ian Heckman - 2020 - In Rebecca L. Farinas & Julie Van Camp (eds.), The Bloomsbury Handbook of Dance and Philosophy. New York, NY: Methuen Drama. pp. 339-347.
    I think we have come to a point in the current state of technology where we, as appreciators, makers, and producers of live performances, must ask ourselves an important question. We must ask ourselves whether, in a world where we can easily access videotapes of performances, there is something important that we obtain through our engagement with live performances that we cannot get in our engagement with even the best quality videos. The performing arts, as artforms which perform with real (...)
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  32. The precision of experienced action video-game players: Line bisection reveals reduced leftward response bias.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2014 - Attention, Perception, and Psychophysics 76 (8):2193-2198.
    Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias (...)
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  33. A Framework Proposal for Developing Historical Video Games Based on Player Review Data Mining to Support Historic Preservation.Sarvin Eshaghi, Sepehr Vaez Afshar & Mahyar Hadighi - 2023 - In Saif Haq, Adil Sharag-Eldin & Sepideh Niknia (eds.), ARCC 2023 CONFERENCE PROCEEDING: The Research Design Interface. Architectural Research Centers Consortium, Inc.. pp. 297-305.
    Historic preservation, which is a vital act for conveying people’s understanding of the past, such as events, ideas, and places to the future, allows people to preserve history for future generations. Additionally, since the historic properties are currently concentrated in urban areas, an urban-oriented approach will contribute to the issue. Hence, public awareness is a key factor that paves the way for this conservation. Public history, a history with a public audience and special methods of representation, can serve society in (...)
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  34. Detecting Health Problems Related to Addiction of Video Game Playing Using an Expert System.Samy S. Abu Naser & Mohran H. Al-Bayed - 2016 - World Wide Journal of Multidisciplinary Research and Development 2 (9):7-12.
    Today’s everyone normal life can include a normal rate of playing computer games or video games; but what about an excessive or compulsive use of video games that impact on our life? Our kids, who usually spend a lot of time in playing video games will likely have a trouble in paying attention to their school lessons. In this paper, we introduce an expert system to help users in getting the correct diagnosis of the health problem of (...)
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  35. Deepfakes, Fake Barns, and Knowledge from Videos.Taylor Matthews - 2023 - Synthese 201 (2):1-18.
    Recent develops in AI technology have led to increasingly sophisticated forms of video manipulation. One such form has been the advent of deepfakes. Deepfakes are AI-generated videos that typically depict people doing and saying things they never did. In this paper, I demonstrate that there is a close structural relationship between deepfakes and more traditional fake barn cases in epistemology. Specifically, I argue that deepfakes generate an analogous degree of epistemic risk to that which is found in traditional cases. (...)
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  36. Simon-Task Reveals Balanced Visuomotor Control in Experienced Video-Game Players.Andrew J. Latham, Christine Westermann, Lucy L. M. Patston, Nathan A. Ryckman & Lynette J. Tippett - 2019 - Journal of Cognitive Enhancement 3 (1):104-110.
    Both short and long-term video-game play may result in superior performance on visual and attentional tasks. To further these findings, we compared the performance of experienced male video-game players (VGPs) and non-VGPs on a Simon-task. Experienced-VGPs began playing before the age of 10, had a minimum of 8 years of experience and a minimum play time of over 20 h per week over the past 6 months. Our results reveal a significantly reduced Simon-effect in experienced-VGPs relative to non-VGPs. (...)
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  37. Enriching the Discussion of Convergent Plate Boundary by Utilizing the Video Instructional Support: An Action Research.Jankien Ugbamen, Elmer Acruz, Sheena Ernestine Causin & Cyril Cabello - 2022 - Psychology and Education: A Multidisciplinary Journal 4 (9):894-903.
    In our technologically advanced generation, using video as instructional support is the modern way to give high-quality instruction. Numerous studies have looked at how video education affects students' academic ability, but none have particularly looked at the scientific idea of the Convergent Plate Boundary. This study evaluates how well the video instruction enriched the Convergent Plate Boundary discussion. The study used a mixed method to triangulate the quantitative and qualitative information collected from the respondents who were Grade (...)
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  38. Non-Perceptual Representational Immersion in Video Games: A Response to David Chalmers' 'Reality+'.James Cartlidge - 2024 - Philosophy and Technology 37 (85):1-27.
    This article criticises David Chalmers’ ‘Reality+’ by interrogating its distinction of virtual reality (VR) from 2D, non-VR video games, a distinction made on the grounds that VR is immersive and these types of video games are not because immersion is a distinct characteristic of 3D perceptually represented VR. Building on the Balcerak Jacksons’ account of ‘representational immersion’, which they acknowledge has ‘perceptual’ and ‘non-perceptual’ elements, I develop an account of ‘non-perceptual representational immersion’ and use it to critique Chalmers’ (...)
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  39. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.Andrew J. Latham, Lucy L. M. Patston, Christine Westermann, Ian J. Kirk & Lynette J. Tippett - 2013 - PLoS ONE 8 (9).
    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, (...)
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  40. From the ‘Selva Oscura’ to Paradise Reimagining the Pilgrim's Journey through the Transmedial Realm of Role-Playing Video Games.Serafina Paladino - 2021 - Dissertation, University of St Andrews
    This dissertation was written for the purpose of displacing the negative stereotype of video games being deemed as ‘lowbrow’ entertainment within critical and academic circles, when in actuality the medium has the ability to tell a captivating story through a unique lens unlike the narratives that are traditionally found in a film or a novel. Most of the criticism that games have received in the humanities come from literary scholars who have denounced the medium’s attempts to adapt seminal pieces (...)
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  41.  16
    DeusEx Saved My Life: A Feminist-Autoethnography of Video-Gaming Through Major Depressive Disorder.Nicholas Norman Adams - 2024 - Qualitative Health Research:1-15.
    Autoethnographic accounts of mental illness (MI) are sparse in academic scholarship, despite generating valuable insights into how MI can be experienced and coped with in real-life contexts. First-person accounts from men are especially lacking, possibly linked to historic trend for masculine stoicism stifling male MI discussions. Some scholarships explore video-gaming as a positive, escapist aid benefiting individuals experiencing major depressive disorder (MDD). However, no research exists presenting in-depth perspectives on possible positive effects, self-identified and articulated by actors engaging with (...)
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  42. For students, why are video games so tempting?Ruining Jin - 2023 - Sm3D.
    However, people might wonder, did all Chinese students engage in school learning before the creation of electronic games? The answer is definitely no, and apart from gaming, students back in the day would skip classes to attend other activities perceived as “irrelevant” to school learning.
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  43. Trust in technology: interlocking trust concepts for privacy respecting video surveillance.Sebastian Weydner-Volkmann & Linus Feiten - 2021 - Journal of Information, Communication and Ethics in Society 19 (4):506-520.
    Purpose The purpose of this paper is to defend the notion of “trust in technology” against the philosophical view that this concept is misled and unsuitable for ethical evaluation. In contrast, it is shown that “trustworthy technology” addresses a critical societal need in the digital age as it is inclusive of IT-security risks not only from a technical but also from a public layperson perspective. Design/methodology/approach From an interdisciplinary perspective between philosophy andIT-security, the authors discuss a potential instantiation of a (...)
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  44. (1 other version)Deep Learning Based Video Captioning through Encoder-Decoder Based Long Short-Term Memory (LSTM).Grimsby Chelsea - forthcoming - International Journal of Advanced Computer Science and Applications:1-6.
    This work demonstrates the implementation and use of an encoder-decoder model to perform a many-to-many mapping of video data to text captions. The many-to-many mapping occurs via an input temporal sequence of video frames to an output sequence of words to form a caption sentence. Data preprocessing, model construction, and model training are discussed. Caption correctness is evaluated using 2-gram BLEU scores across the different splits of the dataset. Specific examples of output captions were shown to demonstrate model (...)
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  45. Position paper on ethical, legal and social challenges linked to audio- and video-based AAL solutions.Alin Ake-Kob, Slavisa Aleksic, Zoltán Alexin, Aurelija Blaževičiene, Anto Čartolovni, Liane Colonna, Carina Dantas, Anton Fedosov, Eduard Fosch-Villaronga, Francisco Florez-Revuelta, Zhicheng He, Aleksandar Jevremović, Andrzej Klimczuk, Maksymilian Kuźmicz, Lambros Lambrinos, Christoph Lutz, Anamaria Malešević, Renata Mekovec, Cristina Miguel, Tamar Mujirishvili, Zada Pajalic, Rodrigo Perez Vega, Barbara Pierscionek, Siddharth Ravi, Pika Sarf, Agusti Solanas & Aurelia Tamo-Larrieux - 2022 - Https://Goodbrother.Eu/.
    In this position paper, we have used Alan Cooper’s persona technique to illustrate the utility of audio- and video-based AAL technologies. Therefore, two primary examples of potential audio- and video-based AAL users, Anna and Irakli, serve as reference points for describing salient ethical, legal and social challenges related to use of AAL. These challenges are presented on three levels: individual, societal, and regulatory. For each challenge, a set of policy recommendations is suggested.
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  46. What Are Lacking in Sora and V-JEPA’s World Models? -A Philosophical Analysis of Video AIs Through the Theory of Productive Imagination.Jianqiu Zhang - unknown
    Sora from Open AI has shown exceptional performance, yet it faces scrutiny over whether its technological prowess equates to an authentic comprehension of reality. Critics contend that it lacks a foundational grasp of the world, a deficiency V-JEPA from Meta aims to amend with its joint embedding approach. This debate is vital for steering the future direction of Artificial General Intelligence(AGI). We enrich this debate by developing a theory of productive imagination that generates a coherent world model based on Kantian (...)
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  47. Students’ Competency Level on Selected English 9 Competencies After Exposure to Video Lessons.Lovely Hazel M. Valde & Maria Victoria A. Gonzaga - 2023 - International Journal of Multidisciplinary Educational Research and Innovation 1 (4):149-161.
    This study's focus was to determine students' English competency level after exposure to video lessons as supplemental materials. The respondents of the study were 139 Grade 9 students of Mahaplag National High School coming from four sections enrolled for School Year 2022-2023. Quasi-experimental method of research particularly the pretest-posttest design was utilized in the study. Frequency counts, mean percentage score, weighted mean, standard deviation, and paired samples T-test were utilized in data analysis. Results of the study revealed that the (...)
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  48. Vietnamese Audience Reception of Fairy Tale Music Videos - A Case Study of Hoàng Thùy Linh’s “See Tình”.Huynh Vinh Khang - 2024 - Constellations 1 (2):1-14.
    Since 2019, Vietnam has witnessed a "reincarnation movement" characterized by the creation of new cultural products infused with folklore, encompassing various mediums like photography, cinema, and music.
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  49. Processing of sub- and supra-second intervals in the primate brain results from the calibration of neuronal oscillators via sensory, motor, and feedback processes.Daya S. Gupta - 2014 - Frontiers in Psychology 5.
    The processing of time intervals in the sub- to supra-second range by the brain is critical for the interaction of primates with their surroundings in activities, such as foraging and hunting. For an accurate processing of time intervals by the brain, representation of physical time within neuronal circuits is necessary. I propose that time dimension of the physical surrounding is represented in the brain by different types of neuronal oscillators, generating spikes or spike bursts at regular intervals. The proposed oscillators (...)
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  50. Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “action” video-game genres.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Video-game play (particularly “action” video-games) holds exciting promise as an activity that may provide generalized enhancement to a wide range of perceptual and cognitive abilities (for review see Latham et al., 2013a). However, in this article we make the case that to assess accurately the effects of video-game play researchers must better characterize video-game experience and expertise. This requires a more precise and objective assessment of an individual's video-game history and skill level, and making finer (...)
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