14 research outputs found

    The representation of Soviet times open-air parties in the memories of senior inhabitants in Rubenes rural municipality

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    Maģistra darba „Padomju laika zaļumbaļļu reprezentācija Rubenes pagasta vecākās paaudzes iedzīvotāju atmiņās” mērķis ir aplūkot padomju laika zaļumballes vēstures, kultūras, komunikācijas, sociālajā, un atmiņas kontekstā. Teorijā zaļumballes tiek aplūkotas rituāla, sociālās un ikdienas prakses, pret-publiskās sfēras, kolektīvas atmiņas, padomju laika kultūras, sadzīves un tradīciju kontekstā. Izmantojot mutvārdu vēstures pētniecības stratēģiju, tiek iegūtas zaļumbaļļu aculiecinieku liecības un veikts etnogrāfisks novērojums. Datu analīzei izmantota pamatotās teorijas pieeja. Pētījuma rezultāti liecina, ka visvairāk pārstāvētās reprezentācijas tēmas cilvēku atmiņstāstos par zaļumballēm ir to rituāli, kolektīvās identitātes un kolektīvas pieredzes reprezentācija, padomju kultūras un pret-publiskās sfēras atspoguļošana, ka arī lokālās un personiskās informācijas aprite.The aim of the master thesis „The representation of the Soviet times open-air parties in the memories of senior inhabitants in Rubenes rural municipality” is to study open-air parties during the Soviet period in context of history, culture, communication, social interaction and memory. The theorethical part of the master thesis wil cover the following concepts: ritual communication, social and every day practices, counter public sphere, collective memory, social life and culture in the Soviet period. Applying the methodology of the etnography, the oral history and the grounded theory the data of the research is collected and analysed. The main representations of the Soviet period open air parties in the life stories of senior inhabitants in Rubenes rural municipality are rituals of the open air parties, strong identity of local community, coexistance of counter public and Soviet public sphere, personal and local communication

    LITES: Intelligent Street Lighting for Energy Saving

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    LITES project offers real-life applications for the optimal testing of intelligent street lightning for energy saving technology that spans across a variety of local conditions and enabling the sharing of best practices of design, implementation and exploitation of the LITES technology in various locations and environments

    Execution of Technology Verification

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    This deliverable reports on the formal aspects of technology verification process, such as the type of content that was verified, duration period of the verification process, methods and tools applied, a description of users who were tested and the experts we consulted. It is produced in compliance with the verification requirements outlined in our original project proposal and within the scope of ELU guidelines. It focuses on the descriptive aspects of the verification process since the results were already analyzed in the other deliverable ELU: Results of Technology Verification (ELU Consortium, 2008b)

    Investigating the Added Value of Interactivity and Serious Gaming for Educational TV

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    TV is a medium with high penetration rates and has been suited to deliver informal education in several aspects since years. Thus, interactive TV may play a significant role in the current Life-Long Learning challenges, provided that meaningful applications are implemented. In this research work, we have explored the added value of interactivity in digital TV, with a particular focus on Serious Games (SGs), given their growing relevance in technology-enhanced learning. We have followed an evolutionary rather than revolutionary approach, in particular given the still traditional use of TV by a large audience. The approach preserves a media-driven strategy and the role of the author/director in proposing contents (storytelling), as in the TV tradition. We argue that interactive SGs may help the viewer to better contextualize/understand the video stream and go more in depth about the touched items at the end of the stream. This also enables new iTV applications, in particular to support weaker users (i.e., users that could not view the video without a help). This paper presents the results from user tests based on an interactive enhancement of a clip from the Disney’s Snow White movie, that challenged the authors in addressing a dynamic, high-value document. Qualitative and quantitative results show the potential of the system for informal education. The tests also stress the importance of good solutions (e.g., development languages, display modalities, metaphors) for synchronizing video and overlaid interactive elements. To the best of our knowledge, this research work is the first one discussing user test results about the usefulness of a class of iTV SG applications that can be instantiated serially in several different contexts. Keywords: Interactive TV, Serious Games, TV-based learning, t-learning, user tests, User Centered Design, television, digital TV

    An E-Learning Framework for Human Resources Development

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    The article describes practical concepts for human resource development (HRD), and provides five successful examples for their implementation. To achieve the HRD goals of our plan, we intend to employ the skills from diverse activity sectors: PC, TV, mobile phone that will employ diverse learning formats including eLearning, tLearning, mLearning and ePortfolio skills. We feel that this multi-informational approach better meets the skills, needs and expectations of the target groups. The plan has the potential to become the platform for further innovation and large scale deployment

    D 5.6 – 1st Project Newsletter

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    This document is deliverable D5.6 (1st Project newsletter) for the LITES project (Grant agreement no. 238916). The LITES project was started in December 2009, and its duration is 30 months. It is expected to end in May 2012. The first project Newsletter (Release Nr.1) introduces LITES project objectives, the main project solution with energy saving potential of up to 70%. The newsletter informs reader about four LITES project pilot sites where the innovative solution will be implemented and tested in a real life. The issue describes first project dissemination activities in ICT for Energy Efficiency conference, participation in exhibition in Brussels in February 2010 and the project presentation in Riga City Council. The current dissemination activities address public authorities to convince municipalities to set the modernization of street lightning among their priorities and to demonstrate that it is to their benefit to implement efficient lighting systems. The first Newsletter is published in project home page www.lites-project.eu and is available for the emailing and print. This issue currently is available in English and will be translated in the project partners’ languages (Latvian, Portugese, Polish Spanish, Italian)

    Towards a T-Learning Content and Usability Testing Environment

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    The aim of the article is to analyze available evidence of television based educational research, technological practices and to propose a suitable environment for T-learning content development and usability testing

    Empowering the Disabled by Helping Them Achieve Their Educational Aspirations by a Multimedia Game-Based Approach

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    We tested the idea to develop the educational aspirations of the disabled in a multimedia game approach. Our aim was to develop IT and social interactive skills. Right from the start the game concept to teach skills to the disable received enthusiastic support from many special education teachers working with the disabled, game developers, volunteers working with the disabled and political leaders’ active in supporting social inclusion. In addition, our pilot project identified another target group, the service and support staff who work with the disabled. A number of the staff is eExcluded and lack basic computer skills, although a number are interested in learning these skills

    ELU - Results of Technology Verification

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    iDTV is a technology whose potential for learning is just now being explored. The development of this technology coincides with rapid technological advances and the increasing demand for lifelong learning as well as leisure time learning. More and more adults need skills training or retraining, children and young people need help with numeracy and literacy, retired citizens enjoy the leisure to travel and want to learn about historic sites and monuments they plan to visit. Yet ICT, once believed the answer to the needs of home based leaning has leveled off at around 40 to 60 in most European homes, even after wide availability of cheap models and active promotion. Mobile learning has emerged as a “just-time” learning solutions, but it is yet in the experimental stages and broad based delivery is not available. Yet many options and solutions are needed to address the learning needs of an increasingly technological, knowledge-based society. Therefore, it is important that the traditional TV, the most popular media format should address an increasingly compelling market. To most people the TV is a fond a familiar friend which people trust and feel at ease with. Nearly every European household has one, the count is already to 98% households. Edutainment is already available, such as the Discovery and History channels that have loyal, steady audiences, but these are for passive viewing and provide little opportunity for interactive learning that are necessary for knowledge application and retention

    Using a Multimedia Game-Based Approach to Empower the Disabled and Help them Achieve their Educational Aspirations

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    In this study we tested our idea about developing the educational aspirations of the disabled in a multimedia game approach. Our aim was to develop IT and social interactive skills. Right from the start the game concept to teach skills to the disable received enthusiastic support from many special education teachers working with the disabled, game developers, volunteers working with the disabled and political leaders active in supporting social inclusion. In addition, our pilot project identified another target group, the service and support staff who work with the disabled. A number of the staff is eExcluded and lack basic computer skills, although a number are interested in learning these skill
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