3 research outputs found

    Evaluation of the SA-E system for analysis of students' real-time feedback

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    Students' real-time feedback is acknowledged as an important source of information for teachers/lecturers to improve their teaching and address issues students may have, such as going deeper in some of the materials covered or providing more examples to understand an abstract concept. Previous applications collecting real-time feedback from students through clickers and mobiles typically collect limited information with pre-defined questions, while more recent applications using social media collect such a large volume of information that a lecturer cannot manually process it in real time. We developed the SA-E system for analysing students' real-time feedback provided via social media, and, in this paper, we present the evaluation of this system in real settings with lecturers and students. The results show that lecturers are highly satisfied with the proposed system. In contrast, although the participation of students in providing feedback was high, the students' opinions of the system were between neutral and dislike.Scopu

    Toward a better understanding of viewers' perceptions of tag clouds : relative size judgment

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    This dissertation focuses on viewers' perception of the relative size of words presented in tag clouds. A tag cloud is a representation of the word content of a source document where the relative frequency, or importance, of the keywords (i.e., tags) is depicted by presenting the most important tag words in a cluster called a tag cloud and varying visual characteristics of the tag words such as color, saturation, location and size. Although previous research has found that relative size is a strong visual factor for communicating relative importance of tag words, it is still unclear how viewers perceive the relative size of the words in tag clouds and how perceived size is influenced by other tag cloud characteristics. This dissertation looks at how viewers estimate the relative size of words given different characteristics such as decorations like (e.g., filled areas, boxes, and shadows), appearance of the words (e.g., varying the amount of narrow or wide letters), the typeface style (e.g., bold typeface), and location in the tag cloud (e.g., upper left vs. upper right quadrants). Significant under- and over-perception of the relative size of tag words were observed, primarily varying with the size of the target tag word. Word appearance had a modest effect on size misperception, while typeface style and location had a smaller effect. The results provide insight regarding the influence of surrounding tags on the perception of relative size of a tag word, as well as guidance to tag cloud designers regarding the influence of other presentation characteristics on perceived relative size

    The Interplay Between Artificial Intelligence and Users’ Personalities: A New Scenario for Human-Computer Interaction in Gaming

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    The latest business reports showed that Augmented Reality (AR) and Artificial Intelligence (AI) are ranked among the top 10 strategic trends for 2018. For these reasons, in this paper, we provide an interdisciplinary focus on design and personality issues, trying to discuss the interplay between games with personality and Artificial Intelligence. First, we describe taxonomy models on personality in games and empirical studies aimed at exploring personality traits of Pokemon GO users. Second, we explore virtual humans employed in investigating chess personalities via simulating human chess players. In this research article, the term virtual human is used to describe a computer program that simulates a human in some aspects such as playing chess. The results of personality and gaming are sparse and mixed. It remains unclear whether personality traits would similarly predict adoption and usage in the context of AR mobile game. On the contrary, results about AI showed that virtual humans have characteristics similar to those of humans and helped researchers explore existing patterns in societies. In our discussion, we try to evidence the importance of personality in gaming also considering that an increasing sale for these technologies is forecasted in 2020 to be 21 times higher than in 2016 (from US 2.9billiontoUS2.9 billion to US 61.3 billion; Superdata Research, 2017)
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