18,759 research outputs found

    A survey of comics research in computer science

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    Graphical novels such as comics and mangas are well known all over the world. The digital transition started to change the way people are reading comics, more and more on smartphones and tablets and less and less on paper. In the recent years, a wide variety of research about comics has been proposed and might change the way comics are created, distributed and read in future years. Early work focuses on low level document image analysis: indeed comic books are complex, they contains text, drawings, balloon, panels, onomatopoeia, etc. Different fields of computer science covered research about user interaction and content generation such as multimedia, artificial intelligence, human-computer interaction, etc. with different sets of values. We propose in this paper to review the previous research about comics in computer science, to state what have been done and to give some insights about the main outlooks

    Student experiences of technology integration in school subjects: A comparison across four middle schools

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    This research examined student perspectives on their in-school, subject specific, technology use in four U.S. public schools. Considering students’ perspectives may provide a significant reframing of adult-created rhetoric of the utopian power of digital technologies for changing teaching and learning. A survey and focus group interviews were administered to 6th and 7th students (n=1,544) in four public middle schools, with varying demographics, that rely on local funding. These four schools revealed moderate use of many well-established digital technologies, such as word processing, presentation software, and quiz games. Students voiced outright hatred for teacher-directed PowerPoint-supported lectures, the most prominent technology activity students experienced, yet reported enjoying creation activities. The students in the rural school with a Hispanic-majority and high economically disadvantaged population reported much lower technology use. Discussion frame the digital inequities in the four schools and emphasizes the need for awareness and inclusion of students’ digital experiences to form any trajectory toward establishing digital equity and learning in schools

    Spartan Daily, May 11, 1995

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    Volume 104, Issue 67https://scholarworks.sjsu.edu/spartandaily/8711/thumbnail.jp

    Current Performance and On-Going Improvements of the 8.2 m Subaru Telescope

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    An overview of the current status of the 8.2 m Subaru Telescope constructed and operated at Mauna Kea, Hawaii, by the National Astronomical Observatory of Japan is presented. The basic design concept and the verified performance of the telescope system are described. Also given are the status of the instrument package offered to the astronomical community, the status of operation, and some of the future plans. The status of the telescope reported in a number of SPIE papers as of the summer of 2002 are incorporated with some updates included as of 2004 February. However, readers are encouraged to check the most updated status of the telescope through the home page, http://subarutelescope.org/index.html, and/or the direct contact with the observatory staff.Comment: 18 pages (17 pages in published version), 29 figures (GIF format), This is the version before the galley proo

    Building an Argument for the Use of Science Fiction in HCI Education

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    Science fiction literature, comics, cartoons and, in particular, audio-visual materials, such as science fiction movies and shows, can be a valuable addition in Human-computer interaction (HCI) Education. In this paper, we present an overview of research relative to future directions in HCI Education, distinct crossings of science fiction in HCI and Computer Science teaching and the Framework for 21st Century Learning. Next, we provide examples where science fiction can add to the future of HCI Education. In particular, we argue herein first that science fiction, as tangible and intangible cultural artifact, can serve as a trigger for creativity and innovation and thus, support us in exploring the design space. Second, science fiction, as a means to analyze yet-to-come HCI technologies, can assist us in developing an open-minded and reflective dialogue about technological futures, thus creating a singular base for critical thinking and problem solving. Provided that one is cognizant of its potential and limitations, we reason that science fiction can be a meaningful extension of selected aspects of HCI curricula and research.Comment: 6 pages, 1 table, IHSI 2019 accepted submissio

    Santa Clara Magazine, Volume 32 Number 4, Summer 1990

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    10 - WHAT\u27S UP WITH COMIC BOOKS? Comic books aren\u27t what they used to be but they continue to charm our children. By Mitch Finley \u2773 14 - STRESS, ILLNESS, AND PSYCHOTHERAPY The meaning of a stressful situation determines whether it is perceived as a challenge to be overcome or a demoralization. By Jerome D. Frank 18 - A BEELINE TO THE USA Killer bees have been winging their way from Brazil since scores of queens escaped a Sao Paolo lab in 1957. By Paul M. McCarthy \u2746 21 - PROMISE & OPPORTUNITY An economic forecast for the 1990s by the University\u27s favorite prognosticator. By Mario Belotti 24 - MISSIONARY MAN Notes from the African bush by an alumnus who spent five months in 1989 as a medical missionary in Kenya. By Douglas M. Frye \u2779 28 - PAT MALLEY: HE MADE A DIFFERENCE What he meant to Santa Clara and its community may never by fully measured. By R. Michael McNultyhttps://scholarcommons.scu.edu/sc_mag/1040/thumbnail.jp

    SLIS Student Research Journal, Vol.3, Iss.1

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