16,462 research outputs found
Evaluating Engagement in Digital Narratives from Facial Data
Engagement researchers indicate that the engagement level of people in a narrative has an influence on people's subsequent story-related attitudes and beliefs, which helps psychologists understand people's social behaviours and personal experience. With the arrival of multimedia, the digital narrative combines multimedia features (e.g. varying images, music and voiceover) with traditional storytelling. Research on digital narratives has been widely used in helping students gain problem-solving and presentation skills as well as supporting child psychologists investigating children's social understanding such as family/peer relationships through completing their digital narratives. However, there is little study on the effect of multimedia features in digital narratives on the engagement level of people.
This research focuses on measuring the levels of engagement of people in digital narratives and specifically on understanding the media effect of digital narratives on people's engagement levels. Measurement tools are developed and validated through analyses of facial data from different age groups (children and young adults) in watching stories with different media features of digital narratives. Data sources used in this research include a questionnaire with Smileyometer scale and the observation of each participant's facial behaviours
Both Facts and Feelings: Emotion and News Literacy
News literacy education has long focused on the significance of facts, sourcing, and verifiability. While these are critical aspects of news, rapidly developing emotion analytics technologies intended to respond to and even alter digital news audiencesâ emotions also demand that we pay greater attention to the role of emotion in news consumption. This essay explores the role of emotion in the âfake newsâ phenomenon and the implementation of emotion analytics tools in news distribution. I examine the function of emotion in news consumption and the status of emotion within existing news literacy training programs. Finally, I offer suggestions for addressing emotional responses to news with students, including both mindfulness techniques and psychological research on thinking processes
A Trip to the Moon: Personalized Animated Movies for Self-reflection
Self-tracking physiological and psychological data poses the challenge of
presentation and interpretation. Insightful narratives for self-tracking data
can motivate the user towards constructive self-reflection. One powerful form
of narrative that engages audience across various culture and age groups is
animated movies. We collected a week of self-reported mood and behavior data
from each user and created in Unity a personalized animation based on their
data. We evaluated the impact of their video in a randomized control trial with
a non-personalized animated video as control. We found that personalized videos
tend to be more emotionally engaging, encouraging greater and lengthier writing
that indicated self-reflection about moods and behaviors, compared to
non-personalized control videos
Contours of Inclusion: Inclusive Arts Teaching and Learning
The purpose of this publication is to share models and case examples of the process of inclusive arts curriculum design and evaluation. The first section explains the conceptual and curriculum frameworks that were used in the analysis and generation of the featured case studies (i.e. Understanding by Design, Differentiated Instruction, and Universal Design for Learning). Data for the cases studies was collected from three urban sites (i.e. Los Angeles, San Francisco, and Boston) and included participant observations, student and teacher interviews, curriculum documentation, digital documentation of student learning, and transcripts from discussion forum and teleconference discussions from a professional learning community.The initial case studies by Glass and Barnum use the curricular frameworks to analyze and understand what inclusive practices look like in two case studies of arts-in-education programs that included students with disabilities. The second set of precedent case studies by Kronenberg and Blair, and Jenkins and Agois Hurel uses the frameworks to explain their process of including students by providing flexible arts learning options to support student learning of content standards. Both sets of case studies illuminate curricular design decisions and instructional strategies that supported the active engagement and learning of students with disabilities in educational settings shared with their peers. The second set of cases also illustrate the reflective process of using frameworks like Universal Design for Learning (UDL) to guide curricular design, responsive instructional differentiation, and the use of the arts as a rich, meaningful, and engaging option to support learning. Appended are curriculum design and evaluation tools. (Individual chapters contain references.
EXAMINING THE NATURE, QUALITY, AND REPRESENTATIONS OF GENDER IN POPULAR CHILDRENâS DIGITAL PICTURE BOOK APPS
In recent years, use of digital technology among young children has increased. As a result, digital apps are continuously produced and are often designed to support childrenâs learning. While research has progressively focused on the use of multimedia apps, little is known about their nature and quality, specifically that of picture book apps. Further, among the body of research examining gender in childrenâs literature, knowledge of representation and depiction of gender in digital picture book apps is scarce. Therefore, the purpose of this study was to critically examine popular picture book apps for children on a particular popular platform (iOS) in order to understand their nature, quality, and the ways and the degree to which they represent gender. After examining apps based upon inclusion/exclusion criteria, a final sample of 75 apps were used for analysis. Apps were analyzed for genre, the inclusion of transmedial features and the degree of user interactivity of those features, and components of gender. Findings indicate that despite the prevalence of apps that included most of the transmedial features, these apps were generally average in engaging interactivity and limited in genre categorization. Gender disparity was also found across apps, such as the tendency for masculine characters to be the central character and feminine characters to be portrayed with stereotypicaly feminine physical features. This study has implications for users and developers and suggests a general lack of diverse gender representation and the need for high quality, interactive, and engaging picture book apps for the benefit of young children
Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations
The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies.
Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified.
Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach.
Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of âwhat ifâ or âwhat can it beâ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection.
Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations.
Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research
INDCOR white paper 4: Evaluation of Interactive Narrative Design For Complexity Representations
While a strength of Interactive Digital Narratives (IDN) is its support for
multiperspectivity, this also poses a substantial challenge to its evaluation.
Moreover, evaluation has to assess the system's ability to represent a complex
reality as well as the user's understanding of that complex reality as a result
of the experience of interacting with the system. This is needed to measure an
IDN's efficiency and effectiveness in representing the chosen complex
phenomenon. We here present some empirical methods employed by INDCOR members
in their research including UX toolkits and scales. Particularly, we consider
the impact of IDN on transformative learning and its evaluation through
self-reporting and other alternatives.Comment: arXiv admin note: text overlap with arXiv:2010.1013
Spectatorsâ aesthetic experiences of sound and movement in dance performance
In this paper we present a study of spectatorsâ aesthetic experiences of sound and movement in live dance performance. A multidisciplinary team comprising a choreographer, neuroscientists and qualitative researchers investigated the effects of different sound scores on dance spectators. What would be the impact of auditory stimulation on kinesthetic experience and/or aesthetic appreciation of the dance? What would be the effect of removing music altogether, so that spectators watched dance while hearing only the performersâ breathing and footfalls? We investigated audience experience through qualitative research, using post-performance focus groups, while a separately conducted functional brain imaging (fMRI) study measured the synchrony in brain activity across spectators when they watched dance with sound or breathing only. When audiences watched dance accompanied by music the fMRI data revealed evidence of greater intersubject synchronisation in a brain region consistent with complex auditory processing. The audience research found that some spectators derived pleasure from finding convergences between two complex stimuli (dance and music). The removal of music and the resulting audibility of the performersâ breathing had a significant impact on spectatorsâ aesthetic experience. The fMRI analysis showed increased synchronisation among observers, suggesting greater influence of the body when interpreting the dance stimuli. The audience research found evidence of similar corporeally focused experience. The paper discusses possible connections between the findings of our different approaches, and considers the implications of this study for interdisciplinary research collaborations between arts and sciences
Introduction: Public Archaeologies of Death and Memory
This Introduction to APâs third special issue seeks to provide context and rationale to the study of âpublic mortuary archaeologyâ before reviewing the development of the volume. Building on the presentations of the first Public Archaeology Twitter Conference of April 2017, these articles comprise a wide range of original analyses reflecting on the public archaeology of death, including evaluations of fieldwork contexts, churches and museums. These articles are joined by discussions of the digital dimensions to public mortuary archaeology, an appraisal of ancient and modern DNA research as public mortuary archaeology, and the relationship between mortuary archaeology and palliative care. Together, the articles constitute the state of current thinking on the public archaeology of death, burial and commemoration
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