2,480 research outputs found
First ideas of user-adapted views of lexicographic data exemplified on OWID and elexiko
This paper is a project report of the lexicographic Internet portal OWID, an Online Vocabulary Information System of German which is being built at the Institute of German Language in Mannheim (IDS). Overall, the contents of the portal and its technical approaches will be presented. The lexical database is structured in a granular way which allows to extend possible search options for lexicographers. Against the background of current research on using electronic dictionaries, the project OWID is also working on first ideas of useradapted access and user-adapted views of the lexicographic data. Due to the fact that the portal OWID comprises dictionaries which are available online it is possible to change the design and functions of the website easily (in comparison to printed dictionaries). Ideas of implementing user-adapted views of the lexicographic data will be demonstrated by using an example taken from one of the dictionaries of the portal, namely elexiko
GEMINI: A Generic Multi-Modal Natural Interface Framework for Videogames
In recent years videogame companies have recognized the role of player
engagement as a major factor in user experience and enjoyment. This encouraged
a greater investment in new types of game controllers such as the WiiMote, Rock
Band instruments and the Kinect. However, the native software of these
controllers was not originally designed to be used in other game applications.
This work addresses this issue by building a middleware framework, which maps
body poses or voice commands to actions in any game. This not only warrants a
more natural and customized user-experience but it also defines an
interoperable virtual controller. In this version of the framework, body poses
and voice commands are respectively recognized through the Kinect's built-in
cameras and microphones. The acquired data is then translated into the native
interaction scheme in real time using a lightweight method based on spatial
restrictions. The system is also prepared to use Nintendo's Wiimote as an
auxiliary and unobtrusive gamepad for physically or verbally impractical
commands. System validation was performed by analyzing the performance of
certain tasks and examining user reports. Both confirmed this approach as a
practical and alluring alternative to the game's native interaction scheme. In
sum, this framework provides a game-controlling tool that is totally
customizable and very flexible, thus expanding the market of game consumers.Comment: WorldCIST'13 Internacional Conferenc
Evaluating Language-learning Mobile Apps for Second-language Learners
As mobile technologies become more affordable and more advanced in function, researchers suggest that using mobile apps to assist English language learning are appropriate. This three-step evaluation study (designing a theory-driven rubric, selecting apps, and evaluating the apps) aims to investigate and evaluate the affordances of English language learning mobile apps for adult learners. The results of this evaluation study contribute to the literature of mobile learning targeting adult learners, and also broaden the knowledge body of integrating mobile learning into English Language Learning (ELL) classes
Task-based Language Learning in Bilingual Montessori Elementary Schools: Customizing Foreign Language Learning and Promoting L2 Speaking Skills
Foreign language learning has been a part of German elementary schools for several years now. Montessori schools focusing on individual learning, i.e. mostly independent from the teacher and based on auto-education, interest, and free choice, are also asked to teach an L2. The original lack of a concept of L2 learning for this environment has brought forth different approaches. Bilingual education seems to be feasible and applicable in Montessori education. The downside to this is that even in a bilingual classroom the Montessori way of learning may not allow for very much oral production of the foreign language. The role of L2 production (cf. Swain 1985, 1995, 2005) for language acquisition has been theoretically claimed and empirically investigated. Output can have a positive influence on L2 learning (cf. e.g. Izumi 2002, Keck et al. 2006). This also applies to interaction (cf. Long 1996), where negotiation of meaning and modified output are factors supporting L2 development (cf. e.g. de la Fuente 2002, McDonough 2005). Task-based Language Learning (TBLL) presents itself as one way to promote oral language production and to provide opportunities for meaning-negotiation. Especially tasks with required information exchange and a closed outcome have been shown to be beneficial for the elicitation of negotiation of meaning and modified output. This paper argues that TBLL is a promising approach for the facilitation of L2 production and thus the development of speaking skills in a Montessori context. It also hypothesizes that TBLL can be implemented in a bilingual Montessori environment while still making the Montessori way of learning possible. Different tasks on various topics, examples of which are presented in this article, can lay the foundation for this. Offering such tasks in a bilingual Montessori elementary classroom promises to foster language production and the use of communication strategies like negotiation of meaning, both being facilitative for L2 acquisition. This hypothesis remains to be tested in future research
Online Eduatinment Videos - Recontextualizing and Reconceptualizing Expert Discourse in a Participatory Web-culture
The online world is becoming more and more edutainment, where learning, getting informed and entertained seem to be part of one and the same activity. As a result of this current fascination, people are drawn increasingly towards a new genre, i.e. free online 20-minute long lectures that borrow from film and storytelling techniques, that are offering an engaging series of speeches and even courses in many different scientific subjects. Though English as a lingua franca is still the dominant language of the internet, as a result of a growing new trend, namely crowdsourcing translation, knowledge dissemination is further enhanced and is now reaching further into many different cultures, allowing even the so-called minor languages to regain dignity and circulate, by engaging native speakers from different cultural backgrounds. This paper offers an overview on the phenomenon of online edutainment considering the role played by collaborative users who not only enjoy but also create and translate content. In addition, a case study focused on TED Talks allows a more in depth analysis of the new genre and the increasing need for subtitling scripts
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