Results for ' design, video giochi, imparare'

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  1.  29
    Video Games, Design, and Aesthetic Experience.James Paul Gee - 2016 - Rivista di Estetica 63:149-160.
    L’articolo colloca i videogiochi nell’area di ciò che chiamo “esperienze progettate”. Le esperienze progettate sono esperienze – nel mondo reale o attraverso i media – che sono progettate per sollecitare specifici effetti o affetti. Nei miei lavori precedenti, ho indagato il modo in cui gli insegnanti, nelle loro classi, o i designer dei videogiochi, nei loro giochi, progettino esperienze volte, in entrambi i casi, a condurre verso l’apprendimento. Tuttavia, le esperienza progettate possono essere volte a sollecitare attività diverse dall’apprendimento. Esse (...)
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  2.  9
    Aesthetically Designing Video-Call Technology With Care Home Residents: A Focus Group Study.Sonam Zamir, Felicity Allman, Catherine Hagan Hennessy, Adrian Haffner Taylor & Ray Brian Jones - 2021 - Frontiers in Psychology 12.
    BackgroundVideo-calls have proven to be useful for older care home residents in improving socialization and reducing loneliness. Nonetheless, to facilitate the acceptability and usability of a new technological intervention, especially among people with dementia, there is a need for user-led design improvements. The current study conducted focus groups with an embedded activity with older people to allow for a person-centered design of a video-call intervention.MethodsTwenty-eight residents across four care homes in the South West of England participated in focus groups (...)
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  3.  39
    Ideomotor design: Using common coding theory to derive novel video game interactions.Sanjay Chandrasekharan, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen & Apara Ranjan - 2010 - Pragmatics and Cognition 18 (2):313-339.
    Recent experiments show video games have a range of positive cognitive effects, such as improvement in attention, spatial cognition and mental rotation, and also overcoming of cognitive disabilities such as fear of flying. Further, game environments are now being used to generate scientific discoveries, and bring about novel phenomenological effects, such as out-of-body experiences. These advances provide interesting interaction design possibilities for video games. However, since the cognitive mechanisms underlying these experimental effects are unknown, it is difficult to (...)
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  4.  35
    Best Practices for the Design and Development of Ethical Learning Video Games.Rudy McDaniel & Stephen M. Fiore - 2012 - International Journal of Cyber Ethics in Education 2 (4):1-23.
    This article builds upon earlier research in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of gameplay. To update and expand (...)
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  5.  13
    The main methods of introducing design elements and graphics in video.Aleksei Vladimirovich Borisov - 2022 - Философия И Культура 3:73-87.
    The subject of the study is the process of many aspects of audiovisual creativity that must be taken into account when creating a video. The object of the work is to create a movie trailer through the use of design elements and graphics in the video sequence. The study examines the trailer of a post-apocalyptic fantasy genre called "Genesis", in which the two main characters are depicted as opposites. The work examines and describes in detail all the stages (...)
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  6.  35
    Violent video games: content, attitudes, and norms.Alexander Andersson & Per-Erik Milam - 2023 - Ethics and Information Technology 25 (4):1-12.
    Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Others, including moral objections to VVGs, have persisted. The aim of this paper is to determine which, if any, of (...)
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  7.  10
    Video games and spatiality in Amercian studies.Dietmar Meinel (ed.) - 2022 - Boston: De Gruyter Oldenbourg.
    While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use (...)
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  8. Video games and the transhuman inclination.Robert M. Geraci - 2012 - Zygon 47 (4):735-756.
    Video games and virtual worlds play substantial roles in contemporary transhumanism. Many transhumanists appreciate the freedom and power that accompany these digital landscapes and recognize that they can promote transhumanist ways of thinking beyond the borders of explicitly transhumanist groups. Video games and virtual worlds enable transcendence through their design and contribute to transhumanism through the options they enable and the influence they have. Because of their significant place in transhumanism, video games and virtual worlds are thus (...)
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  9. Using YouTube Videos to Promote Universities : A Content Analysis.Hiep-Hung Pham, Kelly Farrell, Huyen-Minh Vu & Quan-Hoang Vuong - 2020 - Social Sciences 15 (2):83-94.
    In today’s global higher education environment, international students represent not only an important source of external income for universities: the degree of cross-border student mobility also reflects the internationalization of higher education sector. Universities have engaged in efforts to sell themselves to prospective students and promotional videos are among the most widely used marketing tools for this purpose. This study reports the results of a study analyzing the content of 140 higher education promotional videos from 14 countries available on YouTube. (...)
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  10. The Body Technology. The Sensuality of Low Frequency Sound / Cat Hope ; Cynosuric Bodies / Susan E. Green-Mateu and Margaret Schedel ; The Violining Body in Anthèmes II by Pierre Boulez / Irine Røsnes ; 'Try to walk with the sound of my footsteps so that we can stay together' : Sonic Presence and Virtual Embodiment in Janet Cardiff and Georges Bures Miller's Audio and Video Walks / Sophie Knezic ; Breathing (as Listening) : An Emotional Bridge for Telepresence / Ximena Alarcón-Díaz ; Foley Performance and Sonic Implicit Interactions : How Foley Artists Might Hold the Secret for the Design of Sonic Implicit Interactions.Sandra Pauletto - 2022 - In Linda O'Keeffe & Isabel Nogueira (eds.), The body in sound, music and performance: studies in audio and sonic arts. New York: Routledge, Taylor & Francis Group.
     
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  11.  15
    Video Game Fictions: A Dual-Work View.Karim Nader - 2022 - Journal of the Philosophy of Games 4 (1).
    Video games fictions are interactive: some of the content is set by the game designer and some is set by the player. However, philosophers disagree over how this interaction is reflected within the fictional content of video games. First, I will show that games and playthroughs are two distinct works of fiction with their associated fictional content. Second, I argue that players engage with both fictional works when playing a video game. They imagine the fictional truths associated (...)
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  12.  6
    Video in Social Science Research: Functions and Forms.Kaye Haw & Mark Hadfield - 2011 - Routledge.
    In this digital age the use of video in social science research has become commonplace. As sophistication has increased along with usability, as spiralling staff costs push out direct observation, the researchers training today are grasping video as a means of coming to terms with the continued pressure to produce accessible research. However, the ‘fit’ of technology with research is far from simple. Ideally placed to offer guidance to developing researchers, this new text draws together the theoretical, methodological (...)
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  13.  4
    Learning From Instructional Videos: Learner Gender Does Matter; Speaker Gender Does Not.Claudia Schrader, Tina Seufert & Steffi Zander - 2021 - Frontiers in Psychology 12.
    One crucial design characteristic of auditory texts embedded in instructional videos is the speaker gender, which has received some attention from empirical researcher in the recent years. Contrary to the theoretical assumption that similarity between the speaker’s and the learner’s gender might positively affect learning outcomes, the findings have often been mixed, showing null to contrary effects. Notwithstanding the effect on the outcomes, a closer look at how the speaker’s gender and speaker–learner similarities further determine cognitive variables, such as different (...)
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  14.  45
    Educational video-assisted versus conventional informed consent for trauma-related debridement surgery: a parallel group randomized controlled trial.Yen-Ko Lin, Chao-Wen Chen, Wei-Che Lee, Yuan-Chia Cheng, Tsung-Ying Lin, Chia-Ju Lin, Leiyu Shi, Yin-Chun Tien & Liang-Chi Kuo - 2018 - BMC Medical Ethics 19 (1):23.
    We investigated whether, in the emergency department, educational video-assisted informed consent is superior to the conventional consent process, to inform trauma patients undergoing surgery about the procedure, benefits, risks, alternatives, and postoperative care. We conducted a prospective randomized controlled trial, with superiority study design. All trauma patients scheduled to receive trauma-related debridement surgery in the ED of Kaohsiung Medical University Hospital were included. Patients were assigned to one of two education protocols. Participants in the intervention group watched an educational (...)
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  15.  6
    Video and Dynamic Query Capability in Schools: Implications for Learning in a Networked Community.Gary Marchionini, Victor Nolet & Ernestine Enomoto - 1998 - Bulletin of Science, Technology and Society 18 (6):432-440.
    Funded by the U.S. Department of Education, the Baltimore Learning Community (BLC) project established a networked electronic learning community through the use of high-quality digital science and social studies resources and high-speed networking. The project will enable science and social studies teachers to access images, text, Web sites, and full motion video via high-speed connections to the Internet. Extending such multimedia configurations into urban schools has facilitated a rethinking of teaching and learning in content classes as well as a (...)
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  16. Virtual decisions: video game ethics, Just Consequentialism, and ethics on the fly.Don Gotterbarn & James Moor - 2009 - Acm Sigcas Computers and Society 39 (3):27-42.
    Video games are ethically controversial. Some video games are effective training tools for learning various skills and approaches to problem-solving, but some video games are notorious for promoting discriminatory and barbaric behavior. We consider such ethical pros and cons of video games, but we also present a more fundamental ethical issue about video games. Most video games have a bias toward self-centered decision-making. Often the decision-making driver is not the impact of the decision on (...)
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  17.  7
    Digital Slr Video and Filmmaking for Dummies.John Carucci - 2013 - For Dummies.
    Step-by-step guide for using your digital SLR to make quality video With digital SLR cameras becoming more and more popular as replacements for standalone video cameras, this book helps photographers become better videographers and shows videographers how to incorporate DSLRs into their work. The book includes an overview of the DSLR video tools and process and shows how to establish camera settings for effective capture, light a scene, get sound, and achieve the film look. The book also (...)
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  18.  57
    Design, development, and evaluation of an interactive simulator for engineering ethics education (seee).Christopher A. Chung & Michael Alfred - 2009 - Science and Engineering Ethics 15 (2):189-199.
    Societal pressures, accreditation organizations, and licensing agencies are emphasizing the importance of ethics in the engineering curriculum. Traditionally, this subject has been taught using dogma, heuristics, and case study approaches. Most recently a number of organizations have sought to increase the utility of these approaches by utilizing the Internet. Resources from these organizations include on-line courses and tests, videos, and DVDs. While these individual approaches provide a foundation on which to base engineering ethics, they may be limited in developing a (...)
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  19.  5
    Expressive space: embodying meaning in video game environments.Gregory Whistance-Smith - 2022 - Boston: De Gruyter Oldenbourg.
    Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book (...)
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  20.  19
    In this article, the authors address the problem of the correlation of laughing culture and religious experience. The complex dialectics of the relationship between religion and cultural laughter originates in the ritual activity of early forms of religions. The authors, tracing the main stages of the development of the laughing culture, dwell in detail on the current stage of socio-cultural development associated with the design of the digital space. The main methodological approach in the analysis of religious experience in cyberspace is the hermeneutical-phenomenological method of M. Eliade, implying that every person has religious feelings. The empirical basis of the study was the results of a sociological study of the dynamics of the value consciousness of young people, conducted from 2006 to 2019, as well as the information content of websites, groups in social networks, messenger channels and video hosting. В As a result of the study, the authors conclude that a special laughing. [REVIEW]Marina Fedorova & Mira Borisovna Rotanova - 2022 - Философия И Культура 3:23-37.
    Religion and Laughter in a Digital Society.
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  21. Detecting Health Problems Related to Addiction of Video Game Playing Using an Expert System.Samy S. Abu Naser & Mohran H. Al-Bayed - 2016 - World Wide Journal of Multidisciplinary Research and Development 2 (9):7-12.
    Today’s everyone normal life can include a normal rate of playing computer games or video games; but what about an excessive or compulsive use of video games that impact on our life? Our kids, who usually spend a lot of time in playing video games will likely have a trouble in paying attention to their school lessons. In this paper, we introduce an expert system to help users in getting the correct diagnosis of the health problem of (...)
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  22.  18
    The toxic meritocracy of video games: why gaming culture is the worst.Christopher A. Paul - 2018 - Minneapolis: University of Minnesota Press.
    Introduction : growing up gamer -- Leveling up in life : how meritocracy works in society -- A toxic culture : studying gaming's jerks -- Coding meritocracy: norms of game design and narrative -- Judging skill, from World of warcraft to Kim Kardashian : Hollywood -- Learning from others -- Conclusion : an obligation to do better.
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  23.  8
    Can a Commercial Video Game Prevent Depression? Null Results and Whole Sample Action Mechanisms in a Randomized Controlled Trial.Marlou Poppelaars, Anna Lichtwarck-Aschoff, Roy Otten & Isabela Granic - 2021 - Frontiers in Psychology 11.
    Depressive symptoms and disorders are major public health concerns, affecting many adolescents and young adults. Despite extensive research, depression prevention programs for youth show limited effectiveness. Moreover, the maximal potential of youth psychotherapy — on which depression prevention programs are based — may have been reached. Commercial video games may offer an engaging alternative vehicle for youth to practice emotional and social skills vital to mental health. The current study investigated the potential for the commercial video game Journey (...)
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  24. The incorrigible social meaning of video game imagery.Stephanie Patridge - 2010 - Ethics and Information Technology 13 (4):303-312.
    In this paper, I consider a particular amoralist challenge against those who would morally criticize our single-player video play, viz., “come on, it’s only a game!” The amoralist challenge with which I engage gains strength from two facts: the activities to which the amoralist lays claim are only those that do not involve interactions with other rational or sentient creatures, and the amoralist concedes that there may be extrinsic, consequentialist considerations that support legitimate moral criticisms. I argue that the (...)
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  25.  41
    Automatic Recommendation Algorithm for Video Background Music Based on Deep Learning.Hong Kai - 2021 - Complexity 2021:1-11.
    As one of the traditional entertainment items, video background music has gradually changed from traditional consumption to network consumption, which naturally also has the problem of information overload. From the perspective of model design and auxiliary information, this paper proposes a tightly coupled fusion model based on deep learning and collaborative filtering to alleviate the problem of poor prediction accuracy due to sparse matrix in the scoring prediction problem. In the use of auxiliary information, this paper uses crawler technology (...)
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  26.  81
    The “digital animal intuition:” the ethics of violence against animals in video games.Simon Coghlan & Lucy Sparrow - 2020 - Ethics and Information Technology 23 (3):215-224.
    Video game players sometimes give voice to an “intuition” that violently harming nonhuman animals in video games is particularly ethically troubling. However, the moral issue of violence against nonhuman animals in video games has received scant philosophical attention, especially compared to the ethics of violence against humans in video games. This paper argues that the seemingly counterintuitive belief that digital animal violence is in general more ethically problematic than digital human violence is likely to be correct. (...)
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  27.  57
    Designed to abuse? Deepfakes and the non-consensual diffusion of intimate images.Cristina Voto & Marco Viola - 2023 - Synthese 201 (1):1-20.
    The illicit diffusion of intimate photographs or videos intended for private use is a troubling phenomenon known as the diffusion of Non-Consensual Intimate Images (NCII). Recently, it has been feared that the spread of deepfake technology, which allows users to fabricate fake intimate images or videos that are indistinguishable from genuine ones, may dramatically extend the scope of NCII. In the present essay, we counter this pessimistic view, arguing for qualified optimism instead. We hypothesize that the growing diffusion of deepfakes (...)
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  28.  55
    Using humorous video clips to enhance students' understanding, engagement and critical thinking.Mordechai Gordon - 2014 - Think 13 (38):85-97.
    This essay examines the results of my attempt to use humorous video clips in a course taught in the Fall of 2010 and 2011. The regular display of these clips was designed to enhance my students' understanding of the central concepts of the course, participation in class discussions and to encourage them to think more critically and creatively. The results of a survey I administered at the end of the semester suggest that there is a positive correlation between the (...)
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  29.  11
    God in the Machine: Video Games and Religion.Liel Leibovitz - 2014 - Templeton Press.
    If he were alive today, what might Heidegger say about _Halo, _the popular video game franchise? What would Augustine think about _Assassin’s Creed _? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is impor­tant to recognize that games like these are, in fact, becoming the defining medium of our (...)
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  30.  10
    God in the Machine: Video Games as Spiritual Pursuit.Liel Leibovitz - 2014 - Templeton Press.
    If he were alive today, what might Heidegger say about _Halo, _the popular video game franchise? What would Augustine think about _Assassin’s Creed _? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is impor­tant to recognize that games like these are, in fact, becoming the defining medium of our (...)
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  31.  9
    Adaptive Panoramic Video Multicast Streaming with Limited FoV Feedback.Jie Li, Ling Han, Cong Zhang, Qiyue Li & Weitao Li - 2020 - Complexity 2020:1-14.
    Virtual reality provides an immersive 360-degree viewing experience and has been widely used in many areas. However, the transmission of panoramic video usually places a large demand on bandwidth; thus, it is difficult to ensure a reliable quality of experience under a limited bandwidth. In this paper, we propose a field-of-view prediction methodology based on limited FoV feedback that can fuse the heat map and FoV information to generate a user view. The former is obtained through saliency detection, while (...)
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  32.  9
    Exploration of micro-video teaching mode of college students using deep learning and human–computer interaction.Yao Liu, Na Cai, Zizai Zhang & Hai Fu - 2022 - Frontiers in Psychology 13.
    In order to improve the efficiency of teaching and learning in Colleges and Universities, this work combines the Browser/Server framework with Model View Presenter technology to build a college student–oriented micro-video teaching system based on Deep Learning and Human–Computer Interaction technology. Firstly, it makes an in-depth analysis of the problems in the classroom teaching of Chinese CAUs. Three functional modules are designed for the micro-video online teaching platform: video management, user learning, and system management. Then, it uses (...)
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  33.  46
    Gaming the gamer? – The ethics of exploiting psychological research in video games.Johnny Hartz Søraker - 2016 - Journal of Information, Communication and Ethics in Society 14 (2):106-123.
    PurposeThe purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design.Design/methodology/approachThe author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics.FindingsFinally, (...)
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  34.  8
    Ideomotor design.Sanjay Chandrasekharan, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen & Apara Ranjan - 2010 - Pragmatics and Cognition 18 (2):313-339.
    Recent experiments show video games have a range of positive cognitive effects, such as improvement in attention, spatial cognition and mental rotation, and also overcoming of cognitive disabilities such as fear of flying. Further, game environments are now being used to generate scientific discoveries, and bring about novel phenomenological effects, such as out-of-body experiences. These advances provide interesting interaction design possibilities for video games. However, since the cognitive mechanisms underlying these experimental effects are unknown, it is difficult to (...)
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  35. State of the Art of Audio- and Video-Based Solutions for AAL.Slavisa Aleksic, Michael Atanasov, Jean Calleja Agius, Kenneth Camilleri, Anto Cartolovni, Pau Climent-Perez, Sara Colantonio, Stefania Cristina, Vladimir Despotovic, Hazim Kemal Ekenel, Ekrem Erakin, Francisco Florez-Revuelta, Danila Germanese, Nicole Grech, Steinunn Gróa Sigurđardóttir, Murat Emirzeoglu, Ivo Iliev, Mladjan Jovanovic, Martin Kampel, William Kearns, Andrzej Klimczuk, Lambros Lambrinos, Jennifer Lumetzberger, Wiktor Mucha, Sophie Noiret, Zada Pajalic, Rodrigo Rodriguez Perez, Galidiya Petrova, Sintija Petrovica, Peter Pocta, Angelica Poli, Mara Pudane, Susanna Spinsante, Albert Ali Salah, Maria Jose Santofimia, Anna Sigríđur Islind, Lacramioara Stoicu-Tivadar, Hilda Tellioglu & Andrej Zgank - 2022 - Alicante: University of Alicante.
    It is a matter of fact that Europe is facing more and more crucial challenges regarding health and social care due to the demographic change and the current economic context. The recent COVID-19 pandemic has stressed this situation even further, thus highlighting the need for taking action. Active and Assisted Living technologies come as a viable approach to help facing these challenges, thanks to the high potential they have in enabling remote care and support. Broadly speaking, AAL can be referred (...)
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  36.  12
    Design and Validation of an Observational System for Penalty Kick Analysis in Football.Guilherme de Sousa Pinheiro, Vitor Bertoli Nascimento, Matt Dicks, Varley Teoldo Costa & Martin Lames - 2021 - Frontiers in Psychology 12.
    The analysis of penalty kick has played an important role in performance analysis. The study aims are to get formal feedback on the relevance of variables for penalty kick analysis, to design and validate an observational system; and to assess experts’ opinion on the optimum video footage in penalty kick analysis. A structured development process was adopted for content validity, reliability and agreement on video usage. All observational variables included in OSPAF showed Aiken’s V values above the cut-off. (...)
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  37.  18
    Beyond choices: the design of ethical gameplay.Miguel Sicart - 2013 - Cambridge, Mass.: MIT Press.
    How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated (...)
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  38.  15
    Recipient design in human–robot interaction: the emergent assessment of a robot’s competence.Sylvaine Tuncer, Christian Licoppe, Paul Luff & Christian Heath - forthcoming - AI and Society:1-16.
    People meeting a robot for the first time do not know what it is capable of and therefore how to interact with it—what actions to produce, and how to produce them. Despite social robotics’ long-standing interest in the effects of robots’ appearance and conduct on users, and efforts to identify factors likely to improve human–robot interaction, little attention has been paid to how participants evaluate their robotic partner in the unfolding of actual interactions. This paper draws from qualitative analyses of (...)
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  39.  9
    Situational game design.Brian Upton - 2018 - Boca Raton, FL: Taylor & Francis, CRC Press.
    Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While (...)
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  40. Trust in technology: interlocking trust concepts for privacy respecting video surveillance.Sebastian Weydner-Volkmann & Linus Feiten - 2021 - Journal of Information, Communication and Ethics in Society 19 (4):506-520.
    Purpose The purpose of this paper is to defend the notion of “trust in technology” against the philosophical view that this concept is misled and unsuitable for ethical evaluation. In contrast, it is shown that “trustworthy technology” addresses a critical societal need in the digital age as it is inclusive of IT-security risks not only from a technical but also from a public layperson perspective. Design/methodology/approach From an interdisciplinary perspective between philosophy andIT-security, the authors discuss a potential instantiation of a (...)
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  41.  38
    Trust as a Test for Unethical Persuasive Design.Johnny Brennan - 2020 - Philosophy and Technology 34 (4):767-783.
    Persuasive design draws on our basic psychological makeup to build products that make our engagement with them habitual. It uses variable rewards, creates Fear of Missing Out, and leverages social approval to incrementally increase and maintain user engagement. Social media and networking platforms, video games, and slot machines are all examples of persuasive technologies. Recent attention has focused on the dangers of PD: It can deceptively prod users into forming habits that help the company’s bottom line but not the (...)
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  42.  7
    Impacts of Cues on Learning and Attention in Immersive 360-Degree Video: An Eye-Tracking Study.Rui Liu, Xiang Xu, Hairu Yang, Zhenhua Li & Guan Huang - 2022 - Frontiers in Psychology 12.
    Immersive 360-degree video has become a new learning resource because of its immersive sensory experience. This study examined the effects of textual and visual cues on learning and attention in immersive 360-degree video by using eye-tracking equipment integrated in a virtual reality head-mounted display. Participants were randomly assigned to one of four conditions: no cues, textual cues in the initial field of view, textual cues outside the initial FOV, and textual cues outside the initial FOV + visual cues. (...)
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  43.  47
    Courteous but not curious: how doctors' politeness masks their existential neglect. A qualitative study of video-recorded patient consultations.K. M. Agledahl, P. Gulbrandsen, R. Forde & A. Wifstad - 2011 - Journal of Medical Ethics 37 (11):650-654.
    Objective To study how doctors care for their patients, both medically and as fellow humans, through observing their conduct in patient–doctor encounters. Design Qualitative study in which 101 videotaped consultations were observed and analysed using a Grounded Theory approach, generating explanatory categories through a hermeneutical analysis of the taped consultations. Setting A 500-bed general teaching hospital in Norway. Participants 71 doctors working in clinical non-psychiatric departments and their patients. Results The doctors were concerned about their patients' health and how their (...)
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  44.  17
    Social punishment by the distribution of aggressive TikTok videos against women in a traditional society.Ben-Atar Ella, Ben-Asher Smadar & Druker Shitrit Shirley - forthcoming - Journal of Information, Communication and Ethics in Society.
    Purpose Online violence has been rampant in the past decade, intensifying the victims’ suffering owing to its rapid dissemination to vast audiences. This study aims to focus on online gender-based violence directed against young Bedouin women who have left their male-dominated home territory for academic studies. This study examined how the backlash against these students, intended to stop changes in traditional gender roles, is reflected in offensive TikTok videos. Design/methodology/approach This research is based on a qualitative-thematic analysis of 77 questionnaires (...)
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  45.  27
    Can Designer Indels Be Tailored by Gene Editing?Sara G. Trimidal, Ronald Benjamin, Ji Eun Bae, Mira V. Han, Elizabeth Kong, Aaron Singer, Tyler S. Williams, Bing Yang & Martin R. Schiller - 2019 - Bioessays 41 (12):1900126.
    Genome editing with engineered nucleases (GEENs) introduce site‐specific DNA double‐strand breaks (DSBs) and repairs DSBs via nonhomologous end‐joining (NHEJ) pathways that eventually create indels (insertions/deletions) in a genome. Whether the features of indels resulting from gene editing could be customized is asked. A review of the literature reveals how gene editing technologies via NHEJ pathways impact gene editing. The survey consolidates a body of literature that suggests that the type (insertion, deletion, and complex) and the approximate length of indel edits (...)
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  46.  3
    Through the Looking Glass: A Scoping Review of Cinema and Video Therapy.Elena Sacilotto, Gerardo Salvato, Federica Villa, Fulvia Salvi & Gabriella Bottini - 2022 - Frontiers in Psychology 12.
    Background: Cinematherapy and video treatments are artistic therapeutic techniques by which the individuals are exposed to their psycho-physical difficulties through the stories of the characters on the screen who are coping with the same issues that the patients are. Although these techniques are increasingly common within modern art therapies, there are neither comprehensive classifications of the different approaches nor agreement on their effectiveness. We performed a scoping review, describing different methodological approaches and outcome measures in cinematherapy and video (...)
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  47.  2
    Ethics in praxis: Negotiating the presence and functions of a video camera in family therapy.Nicola Parker, Michelle O’Reilly & Ian Hutchby - 2012 - Discourse Studies 14 (6):675-690.
    The use of video for research purposes is something that has attracted ethical attention and debate. While the usefulness of video as a mechanism to collect data is widely agreed, the ethical sensitivity and impact of recording equipment is more contentious. In some clinical settings the presence of a camera has a dual role, as a portal to a reflecting team and as a recording device to obtain research data. Using data from one such setting, family therapy sessions, (...)
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  48.  7
    Push: software design and the cultural politics of music production.Mike D'Errico - 2022 - New York: Oxford University Press.
    Push: Software Design and the Cultural Politics of Music Production shows how changes in the design of music software in the first decades of the twenty-first century shaped the production techniques and performance practices of artists working across media, from hip-hop and electronic dance music to video games and mobile apps. Emerging alongside developments in digital music distribution such as peer-to-peer file sharing and the MP3 format, digital audio workstations like FL Studio and Ableton Live introduced design affordances that (...)
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  49.  5
    Visuality, text and talk, and the systematic organization of interaction in Periscope live video streams.Julien Morel & Christian Licoppe - 2018 - Discourse Studies 20 (5):637-665.
    In this study, we use a conversation analysis framework to understand the systematic organization of interactions in Periscope live video streams, and its crucial features: the talking heads orientation for the video stream, in common with video-mediated communication; the expectation that the streamer should attend to all messages as much as possible; the ‘loose’ organization of viewers’ responses to streamers’ turn-at-talk, as in multi-party chats. We also identify a distinctive design for streamers’ responses to messages, the ‘read-aloud (...)
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  50.  13
    Ethical and legal considerations in video recording neonatal resuscitations.B. Gelbart, C. Barfield & A. Watkins - 2009 - Journal of Medical Ethics 35 (2):120-124.
    As guidelines for neonatal resuscitation evolve from a growing evidence base, clinicians must ensure that practice is closely aligned with the available evidence, based on methodologically sound and ethically conducted research. This paper reviews ethical, legal and risk-management issues arising during the design of a quality-assurance project to make video recordings of neonatal resuscitations after high-risk deliveries. The issues, which affect patients, researchers, staff and the hospital at large, include the following: 1) Informed consent for research involving emergency procedures (...)
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