3,223 research outputs found

    Educational game systems in artificial intelligence course

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    Article actuality based on fact that existing knowledge system aimed at future professional life of students: a skillful use game activity in educational process will teach students to look for alternative ways solving of real problems. The purpose of article lies in theoretical substantiation, development and testing of criteria, which must be met by special-purpose software oriented on gamification of educational process. A leading research method of the described problem is a method of simulation that allows to consider gamification as concentration and organized process for increasing the factor of student engagement in cognitive activity. This article aimed to demonstrate models of ideal educational game programs with optimum number of gamification elements, also article focused on development of such software, which will be not entertaining, but educational in nature. The article may be useful for researchers dealing with gamification issues and software developers, which works relate with educational programs. © 2016 Chubarkova et al

    Music Aid:Towards a Collaborative Experience for Deaf and Hearing People in Creating Music

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    This paper explores the possibility of breaking the barrier between deaf and hearing people when it comes to the subject of making music. Suggestions on how deaf and hearing people can collaborate in creating music together, are presented. The conducted research will focus on deaf people with a general interest in music as well as hearing musicians as target groups. Through reviewing different related research areas, it is found that visualization of sound along with a haptic feedback can help deaf people interpret and interact with music. With this in mind, three variations of a collaborative user interface are presented, in which deaf and hearing people are meant to collaborate in creating short beats and melody sequences. Through evaluating the three prototypes, with two deaf people and two hearing musicians, it is found that the target groups can collaborate to some extent in creating beats. However, in order for the target groups to create melodic sequences together in a satisfactory manner, more detailed visualization and distributed haptic output is necessary, mostly due to the fact that the deaf test participants struggle in distinguishing between higher pitch and timbre

    ReelFramer: Co-creating News Reels on Social Media with Generative AI

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    Short videos on social media are a prime way many young people find and consume content. News outlets would like to reach audiences through news reels, but currently struggle to translate traditional journalistic formats into the short, entertaining videos that match the style of the platform. There are many ways to frame a reel-style narrative around a news story, and selecting one is a challenge. Different news stories call for different framings, and require a different trade-off between entertainment and information. We present a system called ReelFramer that uses text and image generation to help journalists explore multiple narrative framings for a story, then generate scripts, character boards and storyboards they can edit and iterate on. A user study of five graduate students in journalism-related fields found the system greatly eased the burden of transforming a written story into a reel, and that exploring framings to find the right one was a rewarding process

    Creating Entertaining Animations for Safety Education

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    There has been previous research on how to make animation entertaining and engaging for a variety of industries, not just for the entertainment industry. There has also been an extensive use of imagination in books, film, and animations that are meant to bring excitement to stories. In order to make the animations entertaining for industries other than entertainment, I am presenting a methodology to use traditional storytelling techniques for safety education, where technical information and/or directions need to be expressed in a creative way. My goal is to provide a foundation of knowledge that could help artists create interesting and engaging visual stories based on any script, which can lead to the creation of entertaining animations for safety education. My research work is based on a project given by the Texas Department of Transportation that included creating seven individual 2D safety education animations. The animations were about mice siblings, Harley and Hobbit, who learn new safety lessons and procedures. As I worked on the storyboards for the animations, I thought about several methods to make the safety animations more entertaining, such as establishing a relationship between characters, incorporating dynamic compositions, establishing familiar settings, and incorporating imagination sequences. Overall, by combining traditional concepts used in entertainment animations and implementing new methods for creating engaging stories, I hope to make the educational animations informative and fun to watch

    Stand up, Speak out: The Practice and Ethics of Public Speaking

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    Stand up, Speak out: The Practice and Ethics of Public Speaking features two key themes. First it focuses on helping students become more seasoned and polished public speakers, and second is its emphasis on ethics in communication. It is this practical approach and integrated ethical coverage that sets Stand up, Speak out: The Practice and Ethics of Public Speaking apart from the other texts in this market

    Time machines.

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    The chapter is concerned with the use of computers to represent historical time visually, typically as ‘timelines’. Research into the sophisticated practice and theory of early modern paper timelines in the eighteenth century reveals the weakness of current practice, especially on the Web. Behind the work of the early pioneers lay a vision of mechanising knowledge. At that time, this proved a productive metaphor, but in our own time the mechanistic properties of computers have tended to encourage an approach to visualising history that excludes all but the crudest aspects. Solutions are needed which use computing in ways that do justice to the demands of historiography
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