22,819 research outputs found

    CHORUS Deliverable 3.3: Vision Document - Intermediate version

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    The goal of the CHORUS vision document is to create a high level vision on audio-visual search engines in order to give guidance to the future R&D work in this area (in line with the mandate of CHORUS as a Coordination Action). This current intermediate draft of the CHORUS vision document (D3.3) is based on the previous CHORUS vision documents D3.1 to D3.2 and on the results of the six CHORUS Think-Tank meetings held in March, September and November 2007 as well as in April, July and October 2008, and on the feedback from other CHORUS events. The outcome of the six Think-Thank meetings will not just be to the benefit of the participants which are stakeholders and experts from academia and industry – CHORUS, as a coordination action of the EC, will feed back the findings (see Summary) to the projects under its purview and, via its website, to the whole community working in the domain of AV content search. A few subjections of this deliverable are to be completed after the eights (and presumably last) Think-Tank meeting in spring 2009

    Gamification of sports media coverage: an infotainment approach to Olympics and Football World Cups

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    Sports media coverage of mega-events is partly oriented to gamification, the use of game elements and game design techniques in non-gaming contexts. This infotainment approach to events has been developed by media outlets as an original and effective way to capture wider audience attention and to place events in context before a competition starts. This article examines 28 gamified sports pieces developed by media outlets from seven countries during the last two Olympics (2016 Summer Olympics in Rio and 2018 Winter Olympics in Pyeongchang) and Football World Cups (2014 in Brazil and 2018 in Russia). This sample comprises two categories following Ferrer-Conill (2015): “gamified pieces” (game like elements that are part of a bigger interactive feature) and “newsgames” (more sophisticated pieces often included in complex graphics or multimedia content). The results show that, despite its entertaining formula, gamification serves mainly informational purposes and adds value to sports coverage. Especially in the Summer and Winter Olympics, gamified sports pieces tend to be explanatory and data-driven in order to inform the audience about nonmainstream sports

    Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report

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    Project deliverable (D40.05.01-F)Over the last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem. This deliverable reports on the project by presenting both a connected account of the prior deliverables and also a detailed description of the methodology involved in producing those deliverables. In terms of conducting the future work which this report envisages, the setting out of our methodology is seen by us as very significant. The central deliverable includes reference to a large set of learning patterns for use by educators, researchers, practitioners, designers and software developers when designing and deploying TEL-based mathematical games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a "way-in" to using the learning pattern language. We report in this methodology how the project has enabled the synergistic collaboration of what started out as two distinct strands: design and deployment, even to the extent that it is now difficult to identify those strands within the processes and deliverables of the project. The tools and outcomes from the project can be found at: http://lp.noe-kaleidoscope.org

    Consumers’ Acceptance of a Bio-circular Automotive Economy: Explanatory Model and Influence Factors

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    Sustainability in the automotive sector and appropriate end-of-life (EOL) management options for car tyres are important and constitute global issues. There is currently an oversupply of EOL tyres and the potential of circular economy (CE) tyres and for bio-based (BB) tyres warrants further investigation. Likewise, BB and CE tyres might be an interesting approach to improve the overall sustainability of the tyre life cycle. Research on drivers for the acceptance of CE and BB tyres is currently missing. In 1989, a socio-economy model was created to understand the acceptance of various products. This model is still popular in many areas but does not address sustainability questions of the 21st century appropriately. This article aims to provide a better understanding of the factors which drive acceptance of sustainable tyres. It presents an acceptance model and related influence factors in three areas: variables related to the consumers, perceived product characteristics and stimulating moderator variables. The third aspect refers in particular to labels and certification influencing consumer views on existing product characteristics. This article ends by discussing how availability of such labels could be promoted through eco-labelling of tyres and related standardization, addressing the industry and policy makers to make the automotive sector more sustainable.BMBF, 033R236E, ReziProK - Verbundvorhaben: ConCirMy - Entwicklung eines stufen- und kreislaufübergreifend vernetzten Konfigurators zur Gewährleistung geschlossener Material- und Komponentenflüsse im Rahmen der zirkulären Ökonomie, Teilvorhaben 4: Sozioökonomische Analysen und GeschäftsmodelleDFG, 414044773, Open Access Publizieren 2019 - 2020 / Technische Universität Berli

    A typology categorization of millennials in their technology behavior

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    Hay un interés creciente por los millennials; y sin embargo, hasta la fecha hay escasas segmentaciones de los millennials en cuanto a su comportamiento en relación a la tecnología. En este contexto, este estudio trata las siguientes cuestiones:”¿Son los millennials monolíticos o hay diferentes segmentos en esta generación en cuanto a su comportamiento tecnológico?”. Y si este fuera el caso: “¿Existen diferencias importantes en cuanto a la forma en que los millennials usan la tecnología?”. Nuestro objetivo consiste en examinar los potenciales perfiles de los millennials en relación a su comportamiento y uso de la tecnología. Los datos obtenidos de una muestra de 707 millennials se analizaron mediante un análisis de componentes principales y análisis clúster. A continuación, los segmentos se caracterizaron mediante un análisis MANOVA. Nuestros resultados revelan la existencia de cinco segmentos o tipologías de millennials en cuanto a su comportamiento tecnológico: los “devotos de la tecnología”, los “espectadores”, los “prudentes”, los “adversos” y los “productivos”. Este estudio contribuye de forma detallada al conocimiento sobre cómo las diferentes categorías de millennials usan la tecnología.There is an increasing interest for millennials; however, to date millennials’ segmentations regarding their technology behavior are scarce. In this context, this study addresses the following questions: “Are millennials monolithic, or are there segments within this generation group regarding the technology behavior?”. And if so: “Are there important variances in the way that millennial segments use technology?”. Our purpose is to examine the potential profiles of millennials regarding their technology use and behavior. Data from a sample of 707 millennials was gathered and analyzed through principal component analysis and cluster analysis. Then, millennials’ segments were profiled using a MANOVA analysis. Our findings revealed five different segments or typologies of millennials regarding their technology behavior: technology devotees, technology spectators, circumspects, technology adverse users and productivity enhancers. This study contributes with a detailed perspective of how different millennial segments use technology
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