3 research outputs found

    Accuracy and precision of fixation locations recorded with the low-cost Eye Tribe tracker in different experimental set-ups

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    This article compares the accuracy and precision of the low-cost Eye Tribe tracker and a well-established comparable eye tracker: SMI RED 250. Participants were instructed to fixate on predefined point locations on a screen. The accuracy is measured by the distance between the recorded fixation locations and the actual location. Precision is represented by the standard deviation of these measurements. Furthermore, the temporal precision of both eye tracking devices (sampling rate) is evaluated as well. The obtained results illustrate that a correct set-up and selection of software to record and process the data are of utmost importance to obtain acceptable results with the low-cost device. Nevertheless, with careful selections in each of these steps, the quality (accuracy and precision) of the recorded data can be considered comparable

    Video Design and Interactivity: The Semiotics of Multimedia in Instructional Design

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    This creation-as-research thesis examines the semiotics of multimedia and interactivity within the context of instruction, focusing on theoretical and practical representations in video game design, and the cultural models therein. There are 4 parts to this thesis 1) A traditional written document; 2) A 15-Module Online Course in video game design entitled Gaming, Interactive, and Multiplatform Media; 3) 15 Summary Videos of the online course in video game design; 4) The performative creation-as-research dissertation presentation. This thesis highlights the teaching practices surrounding video game design principles, while emulating those design principles as part of the instructional platforms. The 4 parts of this thesis, collectively, are a manifestation of the findings in the written component, which suggests that video games, through their innate interactivity via the inclusion of multimedia as part of their design, hold critical implementation frameworks for course-based instructional design, when multimedia is used as part of the instructional process

    An investigation into the cognitive effects of instructional interface visualisations.

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    An investigation is conducted into the cognitive effects of using different computer based instructions media in acquisition of specific novel human skills. With recent rapid advances in computing and multimedia instructional delivery, several contemporary research have focussed on the best practices for training and learning delivered via computer based multimedia simulations. More often than not, the aim has been cost minimisation through an optimisation of the instructional delivery process for efficient knowledge acquisition. The outcome of such research effort in general have been largely divergent and inconclusive. The work reported in this thesis utilises a dual prong methodology to provide a novel perspective on the moderating effects of computer based instructional visualisations with a focus on the interaction of interface dynamism with target knowledge domains and trainee cognitive characteristics. The first part of the methodology involves a series of empirical experiments that incrementally measures/compares the cognitive benefits of different levels of instructional interface dynamism for efficient task representation and post-acquisition skilled performance. The first of these experiments utilised a mechanical disassembly task to investigate novel acquisition of procedural motor skills by comparing task comprehension and performance. The other experiments expanded the initial findings to other knowledge domains as well as controlled for potential confounding variables. The integral outcome of these experiments helped to define a novel framework for describing multimodal perception of different computer based instruction types and its moderating effect on post-learning task performance. A parallel computational cognitive modelling effort provided the complementary methodology to investigate cognitive processing associated with different instructional interfaces at a lower level of detail than possible through empirical observations. Novel circumventions of some existing limitations of the selected ACT-R 6.0 cognitive modelling architecture were proposed to achieve the precision required. The ACT-R modifications afforded the representation of human motor movements at an atomic level of detail and with a constant velocity profile as opposed to what is possible with the default manual module. Additional extensions to ACT-R 6.0 also allowed accurate representation of the noise inherent in the recall of spatial locations from declarative memory. The method used for this representation is potentially extendable for application to 3-D spatial representation in ACT-R. These novel propositions are piloted in a proof-of-concept effort followed by application to a more complete, naturally occurring task sequence. The modelling methodology is validated with established human data of skilled task performances. The combination of empirical observations and detailed cognitive modelling afforded novel insights to the hitherto controversial findings on the cognitive benefits of different multimodal instructional presentations. The outcome has implications for training research and development involving computer based simulations
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