127 research outputs found

    The MAIN Model: A Heuristic Approach to Understanding Technology Effects on Credibility

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    Part of the Volume on Digital Media, Youth, and Credibility Historically, credibility assessments assume a relatively explicit, effortful evaluation of message source and content, but this chapter argues that four technological features -- modality, agency, interactivity, and navigability -- can profoundly influence credibility judgments that are made more subtly and automatically while accessing information. Based on research evidence that suggests today's youth pay more attention to these technological aspects than to source and content aspects, this chapter examines the ways in which they may shape credibility perceptions during digital media use. These features are conceptualized as "affordances" (or action possibilities) that suggest certain functions and/or transmit certain cues that trigger cognitive heuristics (or mental shortcuts) leading people to their impressions of the quality and credibility of the underlying information

    Video Mapping in Audiovisual Performances: Projecting the Club Scene Onto the Urban Space

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    This article focuses on the use and evolution of video mapping in audio-visual performances over the last decade. This multimedia technology, used for projecting light or video onto volumes, was quickly adopted by the A/V scene, and was the subject of numerous outdoor shows. Our paper details the multiple functions of this projective technique as a singular type of multimedia production based on mixing live sound and visual materials for an audience, through a process of technological mediation. The search for new visual experiences, through gigantism, relief and depth effects, will take this practice beyond the boundaries of clubs, thus reaching a broader audience.We will demonstrate through video mapping, how audio-visual performers extend the synesthetic experiments which are at the core of this practice, both spatially and technologically. We then illustrate, by way of example, how these visual artists reshape urban space, most notably by considering buildings’ facades as the original sensory interface between the tactile activity operated by the performer in his work of visualization and sound, with the public who interacts with the audio-visual objects created

    Quality of experience in telemeetings and videoconferencing: a comprehensive survey

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    Telemeetings such as audiovisual conferences or virtual meetings play an increasingly important role in our professional and private lives. For that reason, system developers and service providers will strive for an optimal experience for the user, while at the same time optimizing technical and financial resources. This leads to the discipline of Quality of Experience (QoE), an active field originating from the telecommunication and multimedia engineering domains, that strives for understanding, measuring, and designing the quality experience with multimedia technology. This paper provides the reader with an entry point to the large and still growing field of QoE of telemeetings, by taking a holistic perspective, considering both technical and non-technical aspects, and by focusing on current and near-future services. Addressing both researchers and practitioners, the paper first provides a comprehensive survey of factors and processes that contribute to the QoE of telemeetings, followed by an overview of relevant state-of-the-art methods for QoE assessment. To embed this knowledge into recent technology developments, the paper continues with an overview of current trends, focusing on the field of eXtended Reality (XR) applications for communication purposes. Given the complexity of telemeeting QoE and the current trends, new challenges for a QoE assessment of telemeetings are identified. To overcome these challenges, the paper presents a novel Profile Template for characterizing telemeetings from the holistic perspective endorsed in this paper

    Multisensory integration in complex rhythmic motor tasks

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    This publication-based thesis aimed to shed further light on the contributions of visual and auditory information to the execution of complex rhythmic motor tasks. To this end, a series of three empirical studies was designed. The first two studies were conducted in the experimental setting of long jumping – a task that does not only require high precision but also high velocity to leap as far as possible. Within the first study, we aimed to examine visual regulation during the long jump run-up using portable eye-tracking technology. Previous research on the topic of visual regulation in long jumping has identified a universal instance in participants’ gait behavior which introduces a rapid decrease in step variability. Since then, this parameter was considered synonymous with the (gait-based) onset of visual regulation. However, an investigation of actual visual behavior by means of direct measures was still pending to date. Hence, the first study was designed to identify a potential equivalent to the gait-based parameter within participants’ gaze behavior. Results revealed that the moment of the longest gaze on the take-off board coincided with the occurrence of the well-established gait parameter. Given that i) the gait-based visual regulation parameter has been associated with a reduction in footfall variability and ii) current research advocates the idea that fixations of longer duration facilitate motor actions, one might speculate that the longest gaze on the take-off board might as well serve the reduction of movement variability. While the parameter of visual regulation could be characterized in more detail within the first empirical investigation, the impact of other modalities has been neglected so far. However, current research is promoting the idea that, apart from visual information, auditory information might as well be crucial for the execution of motor tasks. ..

    Instructional Message Design: Theory, Research, and Practice (Volume 2)

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    Message design is all around us, from the presentations we see in meetings and classes, to the instructions that come with our latest tech gadgets, to multi-million-dollar training simulations. In short, instructional message design is the real-world application of instructional and learning theories to design the tools and technologies used to communicate and effectively convey information. This field of study pulls from many applied sciences including cognitive psychology, industrial design, graphic design, instructional design, information technology, and human performance technology to name just a few. In this book we visit several foundational theories that guide our research, look at different real-world applications, and begin to discuss directions for future best practice. For instance, cognitive load and multimedia learning theories provide best practice, virtual reality and simulations are only a few of the multitude of applications. Special needs learners and designing for online, e-learning, and web conferencing are only some of many applied areas where effective message design can improve outcomes. Studying effective instructional message design tools and techniques has and will continue to be a critical aspect of the overall instructional design process. Hopefully, this book will serve as an introduction to these topics and inspire your curiosity to explore further!https://digitalcommons.odu.edu/distancelearning_books/1003/thumbnail.jp

    Instructional Message Design: Theory, Research, and Practice (Volume 2)

    Get PDF
    Message design is all around us, from the presentations we see in meetings and classes, to the instructions that come with our latest tech gadgets, to multi-million-dollar training simulations. In short, instructional message design is the real-world application of instructional and learning theories to design the tools and technologies used to communicate and effectively convey information. This field of study pulls from many applied sciences including cognitive psychology, industrial design, graphic design, instructional design, information technology, and human performance technology to name just a few. In this book we will visit several foundational theories that guide our research, look at different real-world applications, and begin to discuss directions for future best practice. For instance, cognitive load and multimedia learning theories provide best practice, virtual reality and simulations are only a few of the multitude of applications. Special needs learners and designing for online, e-learning, and web conferencing are only some of many applied areas where effective message design can improve outcomes. Studying effective instructional message design tools and techniques has and will continue to be a critical aspect of the overall instructional design process. Hopefully, this book will serve as an introduction to these topics and inspire your curiosity to explore further

    Activity in area V3A predicts positions of moving objects

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