Results for 'video tutorials'

354 found
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  1. 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 (...) used in general chemistry, determine the relationship between video tutorial effectiveness and the respondents' academic performance, and analyze the significant difference between the four indicators of contextual effects of video tutorials and the respondents' profile. A descriptive-correlational quantitative research design was used in this study. The participants in this study were 144 Grade 12 STEM students from a private school in Sultan Kudarat, Philippines, who took their general chemistry course during the pandemic. The respondents were given a survey questionnaire created with Google Forms. The students agreed with all the assertions and rated them as effective in terms of their perceptions of general chemistry, implying that video tutorials are useful in teaching the subject. With p-values of .023, .046, and .010, respectively, the findings revealed a significant relationship between the overall mean of students' perceptions of the subject of General Chemistry, the concept and application of chemical knowledge and understanding, and their influence on students' academic performance. In terms of their perception, ideas, and application of chemical knowledge and comprehension, the results demonstrated that there is no statistically significant difference between the general mean of male and female students' responses. This basically means that by using video lectures, STEM students of all genders appreciate and understand General Chemistry as a subject. -/- . (shrink)
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  2. STUDENTS’ LEVEL OF PROCEDURAL FLUENCY AND DIFFICULTIES IN COLLEGE ALGEBRA: A FLEXIBLE LEARNING SET-UP.Joel C. Patiño Jr - 2023 - Get International Research Journal 1 (2).
    Various changes and advances have taken place in the ways of teaching and learning. With the encountered global pandemic crisis, flexible learning has been practiced particularly in state universities and colleges. This study sought to determine the level of procedural fluency in College Algebra as well as the difficulties and interventions applied by tertiary students of Cotabato State University (CSU) in the flexible learning set-up. The period covered by the study was during the first semester of the school year 2021-2022. (...)
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  3. How to induct students into the flipped-classroom model.Jonathan Y. H. Sim - 2021 - Times Higher Education (Campus).
    The flipped-classroom format is a type of blended learning where students are required to do preparatory work – such as watching lecture videos or completing assignments – before coming to a face-to-face class to work on more challenging problems with the facilitation of an instructor. However, one challenge of teaching flipped-classroom modules is that a big proportion of students often come to class unprepared. Either they do not watch the lecture videos or they skim through them before the tutorials. (...)
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  4.  99
    Cognitive Optimization in the Age of AI: Enhancing Human Potential.Angelito Malicse - manuscript
    Cognitive Optimization in the Age of AI: Enhancing Human Potential -/- Introduction -/- Cognitive optimization is the process of enhancing mental functions such as memory, learning, decision-making, and problem-solving to achieve peak intellectual performance. It is a multidisciplinary approach that integrates neuroscience, psychology, nutrition, lifestyle adjustments, and, increasingly, artificial intelligence (AI). In an era where information is abundant and rapid decision-making is crucial, optimizing cognitive abilities is more Important than ever. -/- AI-driven technologies, video games, mobile apps, and digital (...)
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  5. (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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  6. 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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  7. 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 on the author's (...)
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  8. 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 the method an especially apt (...)
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  9. 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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  10. Categories and foundational ontology: A medieval tutorial.Luis M. Augusto - 2022 - Journal of Knowledge Structures and Systems 3 (1):1-56.
    Foundational ontologies, central constructs in ontological investigations and engineering alike, are based on ontological categories. Firstly proposed by Aristotle as the very ur- elements from which the whole of reality can be derived, they are not easy to identify, let alone partition and/or hierarchize; in particular, the question of their number poses serious challenges. The late medieval philosopher Dietrich of Freiberg wrote around 1286 a tutorial that can help us today with this exceedingly difficult task. In this paper, I discuss (...)
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  11.  85
    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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  12. 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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  13. 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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  14. 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, 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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  15. 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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  16. 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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  17. 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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  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. 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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  20.  77
    Text-To-Video Conversion Of PIB Press Releases Using Generative Adversarial Networks.Niteesh Chelimela - 2024 - International Journal of Engineering Innovations and Management Strategies 1 (6):1-16.
    The growing demand for multimedia content has spurred the need to automate the conversion of textual information into video formats. This paper proposes a novel approach for converting Press Information Bureau (PIB) press releases into videos using Generative Adversarial Networks (GANs). By leveraging GANs, a state-of-the-art deep learning model, we aim to generate video content from textual data, facilitating the dynamic presentation of information from government press releases. This process could significantly enhance the accessibility and engagement of press (...)
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  21. Pre-frontal executive committee for perception, working memory, attention, long-term memory, motor control, and thinking: A tutorial review.Bill Faw - 2003 - Consciousness and Cognition 12 (1):83-139.
    As an explicit organizing metaphor, memory aid, and conceptual framework, the prefrontal cortex may be viewed as a five-member ‘Executive Committee,’ as the prefrontal-control extensions of five sub-and-posterior-cortical systems: the ‘Perceiver’ is the frontal extension of the ventral perceptual stream which represents the world and self in object coordinates; the ‘Verbalizer’ is the frontal extension of the language stream which represents the world and self in language coordinates; the ‘Motivator’ is the frontal cortical extension of a subcortical extended-amygdala stream which (...)
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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. 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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  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. Not in the literature: an ideal political theory tutorial.Terence Rajivan Edward - manuscript
    I present a fictional and somewhat unpleasant tutorial. In it a use of the term “ideal political theory” is connected with the reflective equilibrium method: an ideal theory requires no adaptation of specific moral judgments to fit with the theory. I have not been in a tutorial closely resembling this, I should say.
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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, 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. 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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  28. 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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  29. 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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  30. 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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  31. 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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  32. 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, 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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  33.  84
    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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  34. 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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  35. 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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  36. 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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  37. 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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  38. Software for Dubbing English Videos into Indian Languages.V. Deepak - 2024 - International Journal of Engineering Innovations and Management Strategies 1 (1):1-13.
    In a country as linguistically diverse as India, the demand for localized video content is rapidly increasing. Dubbing English videos into Indian languages, such as Hindi, Tamil, Telugu, and Bengali, is critical to making content accessible to wider audiences. This paper presents a software solution that automates the dubbing process using a combination of technologies like Automatic Speech Recognition (ASR), Machine Translation (MT), andText-to-Speech (TTS). The process begins by converting English audio into text using ASR, followed by translation into (...)
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  39. 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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  40.  98
    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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  41. 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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  42. (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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  43. Deepfakes, shallow epistemic graves: On the epistemic robustness of photography and videos in the era of deepfakes.Paloma Atencia-Linares & Marc Artiga - 2022 - Synthese 200 (6):1–22.
    The recent proliferation of deepfakes and other digitally produced deceptive representations has revived the debate on the epistemic robustness of photography and other mechanically produced images. Authors such as Rini (2020) and Fallis (2021) claim that the proliferation of deepfakes pose a serious threat to the reliability and the epistemic value of photographs and videos. In particular, Fallis adopts a Skyrmsian account of how signals carry information (Skyrms, 2010) to argue that the existence of deepfakes significantly reduces the information that (...)
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  44. 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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  45. What Do We Lose to a Video?Ian Heckman - 2020 - In Rebecca L. Farinas & Julie Van Camp, 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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  46. 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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  47. 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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  48.  56
    Multimodal Gen AI: Integrating Text, Image, and Video Analysis for Comprehensive Claims Assessment.Adavelli Sateesh Reddy - 2024 - Esp International Journal of Advancements in Computational Technology 2 (2):133-141.
    The increase in claim sophistication in both the insurance and legal domains is a result of an increase in stokes and heterogeneity of data needed to assess the claim validity. Originally, this task was performed by some sort of subjectivity assessments and graphical rule sets, which is very slow and may be inherently erroneous due to its purely manual nature. Hence, with progressivity in multimodal learning, specifically in AI, there is now a unique chance of solving these challenges through the (...)
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  49. Quality Issues and the Ban on Selected Musical Video Broadcasting in Nigeria: A Defence for National Broadcasting Commission.Stanislaus Iyorza - 2014 - Nigerian Theatre Journal 13 (2).
    This paper investigates the recurrent music ban on musical video broadcasting and the issues of quality of musical contents that have warranted such a phenomenon by the National Broadcasting Commission in Nigeria. The major contention was the justification or otherwise of the ban. The paper employed observational and analytical methodologies to examine the causes of the bans on musical videos in Nigeria by NBC, the reactions of the affected artistes and their fans and the negative effects of erotic lyrics, (...)
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  50. 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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