36,731 research outputs found

    Multimodal ways of eliciting students' voice.

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    For some time researchers have been exploring how students might best be supported to express their ideas, opinions and feelings and to demonstrate what they know and can do. In this paper, we discuss some of the implications of sociocultural view of learning for how classroom research is conducted and describe some of the approaches we have used to generate information on student classroom experiences. Over the course of our work we have found that the use of multiple and multimodal data generation methods allows student with different interests and abilities to take an active part in research. We then detail some of the challenges and rewards involved in working with students in these ways as part of a research agenda focused on enhancing teaching and learning

    Multimodal Grounding for Language Processing

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    This survey discusses how recent developments in multimodal processing facilitate conceptual grounding of language. We categorize the information flow in multimodal processing with respect to cognitive models of human information processing and analyze different methods for combining multimodal representations. Based on this methodological inventory, we discuss the benefit of multimodal grounding for a variety of language processing tasks and the challenges that arise. We particularly focus on multimodal grounding of verbs which play a crucial role for the compositional power of language.Comment: The paper has been published in the Proceedings of the 27 Conference of Computational Linguistics. Please refer to this version for citations: https://www.aclweb.org/anthology/papers/C/C18/C18-1197

    Expanding the context for student learning of science: The conceptual development of the New Zealand Science Learning Hub

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    Student engagement in science is an issue of international concern. Research indicates that one way to increase engagement in science is to involve students in authentic and relevant contexts that promote an enquiry-based stance. A key aspect to engaging students is to provide teachers with educative materials. In today’s world teachers and students look to web-based materials for their own development and learning. This paper will provide a conceptual framework for the development of the New Zealand Science Learning Hub as well as describing the process of its development, its component parts and their relationship to the conceptual frame

    Baseline analysis of a conventional and virtual reality lifelog retrieval system

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    Continuous media capture via a wearable devices is currently one of the most popular methods to establish a comprehensive record of the entirety of an individual's life experience, referred to in the research community as a lifelog. These vast multimodal corpora include visual and other sensor data and are enriched by content analysis, to generate as extensive a record of an individual's life experience. However, interfacing with such datasets remains an active area of research, and despite the advent of new technology and a plethora of competing mediums for processing digital information, there has been little focus on newly emerging platforms such as virtual reality. In this work, we suggest that the increase in immersion and spatial dimensions provided by virtual reality could provide significant benefits to users when compared to more conventional access methodologies. Hence, we motivate virtual reality as a viable method of exploring multimedia archives (specifically lifelogs) by performing a baseline comparative analysis using a novel application prototype built for the HTC Vive and a conventional prototype built for a standard personal computer

    Writing In and Around Video Games

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    This undergraduate course uses video games as a lens through which to explore the infinitely broader topic of digital rhetoric. Students encounter games in several different ways: as texts to analyze, raw material for video compositions, systems to create and explore. Key topics include genre conventions and constraints, audience, procedural rhetoric, interface design, and convergence culture
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