7,972 research outputs found
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Ensuring Access to Safe and Nutritious Food for All Through the Transformation of Food Systems
Playing and Making History: How Game Design and Gameplay Afford Opportunities for a Critical Engagement with the Past
For decades there has been a call for educators to explore new possibilities for meeting educational goals defined broadly under a number of 'twenty-first century competencies' curricula (Dede, 2014; Voogt et al., 2013). These stress the need for students to combine critical skills development with an understanding of the processes and reach of technologies in daily life, in order to prepare them for a shifting cultural and economic landscape. In response, an extensive literature has grown up about game-based learning (Brown, 2008; de Castell, 2011; Gee, 2003; Gee and Hayes, 2011; Jenson, Taylor, de Castell, 2011; Jenson et al., 2016; Kafai, 1995; 2012; 2016; Prensky, 2001; Squire, 2004; 2011; Steinkuehler, 2006) that seeks to explore whether/how games can be used productively in education. History as a discipline lends itself particularly well to game-based learning. It is bound up in questions of interpretation, agency, and choice, considerations that gameplay and game design as processes highlight well. My research explores the uses of digital historical games in history education, and most especially in the acquisition of critical historical skills. These skills are defined as the capacity to view and engage with the constitutive parts of historical scholarship and objects: interpretation, argument, evidence, ideology, subject position, class, race, sex, etc. This thesis will present findings from two participant-based research studies that I organized and ran between 2018 and 2019. In the first, participants were tasked with playing a counterfactual historical game, Fallout 4, and talking about their experiences, as well as answering questions about history and historical understandings. The second study took the form of an interactive digital history course. In it, students, working in small groups, were tasked with creating their own historical games. Exploring both gameplay and game production answers the call issued by Kafai and Burke (2016) that researchers should view the potential for games in education holistically, rather than in either/or terms. Taken together, this thesis argues that playing and especially making historical games offers opportunities for learners to engage with epistemological concepts in history in meaningful ways that can advance their critical understanding of history as a subject
Freelance subtitlers in a subtitle production network in the OTT industry in Thailand: a longitudinal study
The present study sets out to investigate a subtitle production network in the over-the-top (OTT) industry in Thailand through the perspective of freelance subtitlers. A qualitative longitudinal research design was adopted to gain insights into (1) the way the work practices of freelance subtitlers are influenced by both human and non-human actors in the network, (2) the evolution of the network, and (3) how the freelance subtitlersâ perception of quality is influenced by changes occurring in the network. Eleven subtitlers were interviewed every six months over a period of two years, contributing to over 60 hours of interview data. The data analysis was informed by selected concepts from Actor-Network Theory (ANT) (Law 1992, 2009; Latour 1996, 2005; Mol 2010), and complemented by the three-dimensional quality model proposed by Abdallah (2016, 2017). Reflexive thematic analysis (Braun and Clarke 2019a, 2020b) was used to generate themes and sub-themes which address the research questions and tell compelling stories about the actor-network. It was found that from July 2017 to September 2019, the subtitle production network, which was sustained by complex interrelationships between actors, underwent a number of changes. The changes affected the work practices of freelance subtitlers in a more negative than positive way, demonstrating their precarious position in an industry that has widely adopted the vendor model (Moorkens 2017). Moreover, as perceived by the research participants, under increasingly undesirable working conditions, it became more challenging to maintain a quality process and to produce quality subtitles. Finally, translation technology and tools, including machine translation, were found to be key non-human actors that catalyse the changes in the network under study
How to Be a God
When it comes to questions concerning the nature of Reality, Philosophers and Theologians have the answers.
Philosophers have the answers that canât be proven right. Theologians have the answers that canât be proven wrong.
Todayâs designers of Massively-Multiplayer Online Role-Playing Games create realities for a living. They canât spend centuries mulling over the issues: they have to face them head-on. Their practical experiences can indicate which theoretical proposals actually work in practice.
Thatâs todayâs designers. Tomorrowâs will have a whole new set of questions to answer.
The designers of virtual worlds are the literal gods of those realities. Suppose Artificial Intelligence comes through and allows us to create non-player characters as smart as us. What are our responsibilities as gods? How should we, as gods, conduct ourselves?
How should we be gods
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Brain signal recognition using deep learning
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel UniversityBrain Computer Interface (BCI) has the potential to offer a new generation of applications independent of
muscular activity and controlled by the human brain. Brain imaging technologies are used to transfer the
cognitive tasks into control commands for a BCI system. The electroencephalography (EEG) technology
serves as the best available non-invasive solution for extracting signals from the brain. On the other hand,
speech is the primary means of communication, but for patients suffering from locked-in syndrome, there
is no easy way to communicate. Therefore, an ideal communication system for locked-in patients is a
thought-to-speech BCI system.
This research aims to investigate methods for the recognition of imagined speech from EEG signals
using deep learning techniques. In order to design an optimal imagined speech recognition BCI, variety
of issues have been solved. These include 1) proposing new feature extraction and classification
framework for recognition of imagined speech from EEG signals, 2) grammatical class recognition of
imagined words from EEG signals, 3) discriminating different cognitive tasks associated with speech in
the brain such as overt speech, covert speech, and visual imagery. In this work machine learning, deep
learning methods were used to analyze EEG signals.
For recognition of imagined speech from EEG signals, a new EEG database was collected while the
participants mentally spoke (imagined speech) the presented words. Along with imagined speech, EEG
data was recorded for visual imagery (imagining a scene or an image) and overt speech (verbal speech).
Spectro-temporal and spatio-temporal domain features were investigated for the classification of imagined
words from EEG signals. Further, a deep learning framework using the convolutional network
and attention mechanism was implemented for learning features in the spatial, temporal, and spectral
domains. The method achieved a recognition rate of 76.6% for three binary word pairs. These experiments
show that deep learning algorithms are ideal for imagined speech recognition from EEG signals
due to their ability to interpret features from non-linear and non-stationary signals. Grammatical classes
of imagined words from EEG signals were also recognized using a multi-channel convolution network
framework. This method was extended to a multi-level recognition system for multi-class classification
of imagined words which achieved an accuracy of 52.9% for 10 words, which is much better in
comparison to previous work.
In order to investigate the difference between imagined speech with verbal speech and visual imagery
from EEG signals, we used multivariate pattern analysis (MVPA). MVPA provided the time segments
when the neural oscillation for the different cognitive tasks was linearly separable. Further, frequencies
that result in most discrimination between the different cognitive tasks were also explored. A framework
was proposed to discriminate two cognitive tasks based on the spatio-temporal patterns in EEG signals.
The proposed method used the K-means clustering algorithm to find the best electrode combination and
convolutional-attention network for feature extraction and classification. The proposed method achieved
a high recognition rate of 82.9% and 77.7%.
The results in this research suggest that a communication based BCI system can be designed using
deep learning methods. Further, this work add knowledge to the existing work in the field of communication
based BCI system
A History of Psychological Boredom: The Utility of Boredom in the Practice of Psychological Science
The 100-year plus history of psychologists attempting to establish boredom as a quantifiable construct provides insight into the problems associated with how psychology adopts its subject matter. By borrowing terms from the public and assuming they represent universal aspects of human nature, the discipline has spurred critical inquiry regarding the practices hidden assumptions and theory. In particular, boredom, with its associations with both existential and trivial concerns, exposes the limitations of the practice of scientific psychology and reflects the disciplines own conflicted identity. In order to facilitate an examination of these theoretical issues, this historical examination focuses on the failed attempts by 1970s personality psychology and 1990s positive psychology to domesticate the concept. With the inclusion of the publics boredom discourse during these decades, the cultural influence on these disciplines theorizing is excavated. These influences complicate attempts by psychologists to practice as a science and provide a reason to take pause amid repeated calls to unify the discipline
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