16,916 research outputs found
Feedback-Based Gameplay Metrics and Gameplay Performance Segmentation: An audio-visual approach for assessing player experience.
Gameplay metrics is a method and approach that is growing in popularity amongst the game studies research community for its capacity to assess players’ engagement with game systems. Yet, little has been done, to date, to quantify players’ responses to feedback employed by games that conveys information to players, i.e., their audio-visual streams. The present thesis introduces a novel approach to player experience assessment - termed feedback-based gameplay metrics - which seeks to gather gameplay metrics from the audio-visual feedback streams presented to the player during play. So far, gameplay metrics - quantitative data about a game state and the player's interaction with the game system - are directly logged via the game's source code. The need to utilise source code restricts the range of games that researchers can analyse. By using computer science algorithms for audio-visual processing, yet to be employed for processing gameplay footage, the present thesis seeks to extract similar metrics through the audio-visual streams, thus circumventing the need for access to, whilst also proposing a method that focuses on describing the way gameplay information is broadcast to the player during play.
In order to operationalise feedback-based gameplay metrics, the present thesis introduces the concept of gameplay performance segmentation which describes how coherent segments of play can be identified and extracted from lengthy game play sessions. Moreover, in order to both contextualise the method for processing metrics and provide a conceptual framework for analysing the results of a feedback-based gameplay metric segmentation, a multi-layered architecture based on five gameplay concepts (system, game world instance, spatial-temporal, degree of freedom and interaction) is also introduced.
Finally, based on data gathered from game play sessions with participants, the present thesis discusses the validity of feedback-based gameplay metrics, gameplay performance segmentation and the multi-layered architecture. A software system has also been specifically developed to produce gameplay summaries based on feedback-based gameplay metrics, and examples of summaries (based on several games) are presented and analysed. The present thesis also demonstrates that feedback-based gameplay metrics can be conjointly analysed with other forms of data (such as biometry) in order to build a more complete picture of game play experience. Feedback based game-play metrics constitutes a post-processing approach that allows the researcher or analyst to explore the data however they wish and as many times as they wish. The method is also able to process any audio-visual file, and can therefore process material from a range of audio-visual sources.
This novel methodology brings together game studies and computer sciences by extending the range of games that can now be researched but also to provide a viable solution accounting for the exact way players experience games
Improving reading comprehension through metacognitive self-directed reading strategies
95 páginas.The goals of this study were achieved, the quantitative and qualitative data results, promoting the metacognitive strategies help the target students become self-directed learners, allowed them be aware of metacognitive reading strategies they should use based on their reading needs; despite all the differences of the three contexts regarding students’ age, language level, and academic situations; this was one of the common positive results after carrying out this work. The subjects also showed important improvements related to their attitudes towards their own second language learning process. The analysis of the results that were obtained by the students in the three different contexts before, during and after applying the metacognitive strategies on this project, allowed the researchers confirmed that they improved their reading comprehension proficiency. Information found in the teachers’ journals described that a remarkable majority of learners in the three contexts went through processes involving features which are linked to autonomous learning
PERICLES Deliverable 4.3:Content Semantics and Use Context Analysis Techniques
The current deliverable summarises the work conducted within task T4.3 of WP4, focusing on the extraction and the subsequent analysis of semantic information from digital content, which is imperative for its preservability. More specifically, the deliverable defines content semantic information from a visual and textual perspective, explains how this information can be exploited in long-term digital preservation and proposes novel approaches for extracting this information in a scalable manner. Additionally, the deliverable discusses novel techniques for retrieving and analysing the context of use of digital objects. Although this topic has not been extensively studied by existing literature, we believe use context is vital in augmenting the semantic information and maintaining the usability and preservability of the digital objects, as well as their ability to be accurately interpreted as initially intended.PERICLE
Continuous Rationale Management
Continuous Software Engineering (CSE) is a software life cycle model open to frequent changes in requirements or technology. During CSE, software developers continuously make decisions on the requirements and design of the software or the development process. They establish essential decision knowledge, which they need to document and share so that it supports the evolution and changes of the software. The management of decision knowledge is called rationale management. Rationale management provides an opportunity to support the change process during CSE.
However, rationale management is not well integrated into CSE. The overall goal of this dissertation is to provide workflows and tool support for continuous rationale management. The dissertation contributes an interview study with practitioners from the industry, which investigates rationale management problems, current practices, and features to support continuous rationale management beneficial for practitioners. Problems of rationale management in practice are threefold:
First, documenting decision knowledge is intrusive in the development process and an additional effort.
Second, the high amount of distributed decision knowledge documentation is difficult to access and use.
Third, the documented knowledge can be of low quality, e.g., outdated, which impedes its use.
The dissertation contributes a systematic mapping study on recommendation and classification approaches to treat the rationale management problems.
The major contribution of this dissertation is a validated approach for continuous rationale management consisting of the ConRat life cycle model extension and the comprehensive ConDec tool support. To reduce intrusiveness and additional effort, ConRat integrates rationale management activities into existing workflows, such as requirements elicitation, development, and meetings. ConDec integrates into standard development tools instead of providing a separate tool. ConDec enables lightweight capturing and use of decision knowledge from various artifacts and reduces the developers' effort through automatic text classification, recommendation, and nudging mechanisms for rationale management. To enable access and use of distributed decision knowledge documentation, ConRat defines a knowledge model of decision knowledge and other artifacts. ConDec instantiates the model as a knowledge graph and offers interactive knowledge views with useful tailoring, e.g., transitive linking. To operationalize high quality, ConRat introduces the rationale backlog, the definition of done for knowledge documentation, and metrics for intra-rationale completeness and decision coverage of requirements and code. ConDec implements these agile concepts for rationale management and a knowledge dashboard. ConDec also supports consistent changes through change impact analysis.
The dissertation shows the feasibility, effectiveness, and user acceptance of ConRat and ConDec in six case study projects in an industrial setting. Besides, it comprehensively analyses the rationale documentation created in the projects. The validation indicates that ConRat and ConDec benefit CSE projects. Based on the dissertation, continuous rationale management should become a standard part of CSE, like automated testing or continuous integration
Technologies to enhance self-directed learning from hypertext
With the growing popularity of the World Wide Web, materials presented to learners in the form of hypertext have become a major instructional resource. Despite the potential of hypertext to facilitate access to learning materials, self-directed learning from hypertext is often associated with many concerns. Self-directed learners, due to their different viewpoints, may follow different navigation paths, and thus they will have different interactions with knowledge. Therefore, learners can end up being disoriented or cognitively-overloaded due to the potential gap between what they need and what actually exists on the Web. In addition, while a lot of research has gone into supporting the task of finding web resources, less attention has been paid to the task of supporting the interpretation of Web pages. The inability to interpret the content of pages leads learners to interrupt their current browsing activities to seek help from other human resources or explanatory learning materials. Such activity can weaken learner engagement and lower their motivation to learn. This thesis aims to promote self-directed learning from hypertext resources by proposing solutions to the above problems. It first presents Knowledge Puzzle, a tool that proposes a constructivist approach to learn from the Web. Its main contribution to Web-based learning is that self-directed learners will be able to adapt the path of instruction and the structure of hypertext to their way of thinking, regardless of how the Web content is delivered. This can effectively reduce the gap between what they need and what exists on the Web. SWLinker is another system proposed in this thesis with the aim of supporting the interpretation of Web pages using ontology based semantic annotation. It is an extension to the Internet Explorer Web browser that automatically creates a semantic layer of explanatory information and instructional guidance over Web pages. It also aims to break the conventional view of Web browsing as an individual activity by leveraging the notion of ontology-based collaborative browsing. Both of the tools presented in this thesis were evaluated by students within the context of particular learning tasks. The results show that they effectively fulfilled the intended goals by facilitating learning from hypertext without introducing high overheads in terms of usability or browsing efforts
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Coordination by Default or by Design Implementing Education Programs in Post-Conflict: the South Sudan Experience
The process of rebuilding and reconstruction after war is a long, demanding and arduous process. Different actors are involved, drawn from the local community, neighboring countries and international arena. The actors come with various expectations, interests, resources and demands in programs implementation. Each actor has their own way and understanding of doing things based on where they have come from. To further complicate the process, coordination issues, whether planned or unplanned, become an imperative and have to be addressed or further strengthened so as to meet the objectives of the various actors involved. Implementing education in post conflict countries has seen its fair share of these complexities.
Driven by different interests, needs, expectations and demands, there is a lack of clarity among the different actors, which ultimately has a negative impact on the success of programs. Using a case study of the community girl\u27s school, a Non-formal program implemented in south Sudan, I will explore and examine the missed opportunities that arise when there is lack of clarity at the onset and continuation of implementing education programs. The author will address coordination challenges that are faced by different actors working in Post-Conflict scenarios and how these affect program implementation. The author argues that coordination issues especially in post-conflict scenarios should be clearly included in program plans and not merely assumed. Data used is largely drawn from the authors experience in implementing the program, interviews of the respective people working in the different organizations, former and current officials from the government representatives and reports submitted on the program.
The study will also examine the envisioned roles of the concerned actors involved, their objectives, roles and coordination efforts within the program that was implemented and how that contributed towards the overall impact of the program.
Finally, the project will analyze the lessons that can be drawn from the analysis including ineffective oversight, clarifying terms and mandates and communication across and among all actors. The study recommends among other factors the need to not only involve community in designing programs but also clarifying goals, roles and responsibilities. Coordination should not be a design by default but rather well planned and budget for with clearly articulated goals
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