نتایج جستجو برای: presence learning

تعداد نتایج: 1163590  

2008
Raymond M. Kekwaletswe

Knowledge sharing occurs between humans, rather than being a human-computer process. Knowledge transformation is an outcome of individuals’ knowledge-sharing experiences. Social interaction is central to both knowledge transformation and to learning. When learners intermingle, there may be a shift in knowledge due to the social interaction. Consequently, knowledge transformation is a social pro...

Background and Objectives: Re-admission of patients with heart failure is increasingly high. Therefore, this study aimed to determine the effects of teaching heart failure patients and their families based on their learning needs on the frequency of re-admission. Materials and Methods: This clinical trial was conducted on 75 patients with heart failure. Samples were divided randomly into one...

Journal: :EnJourMe (English Journal of Merdeka) : Culture, Language, and Teaching of English 2020

2006
Diane D. Chapman

Presence in online classrooms has been linked to immediacy behaviors, instructor-student interaction, and participation. Research shows that presence can be managed and sustained, but little documentation exists about perceptions of the meaning of presence. An interview-based qualitative inquiry of three online instructors was conducted to discover how faculty create, promote, and sustain onlin...

2009
T. Hardie

This document explores an ambiguity in the interpretation of the element of the Presence Information Data Format for Location Objects (PIDF-LO) in cases where PIDF-LO is conveyed by the Session Initiation Protocol (SIP). It provides recommendations for how the SIP location conveyance mechanism should adapt to this ambiguity. Documents standardizing the SIP location conv...

2014
Seyeon Lee Jiwon Moon Ho Kyoung Im Chungkon Shi Bong Gwan Jun

Linguistic UX design for Smart TV has been creating much heap as a means of new TV control. Since human voice displays powerful social presence, the issue with defining a Smart TV agent that interacts with users has a big impact in users' satisfaction. The purpose of this study is to analyze the linguistic patterns in vocal commands of TV users and to suggest underlying personas of Smart TV age...

Journal: :Int. J. Hum.-Comput. Stud. 2002
Hans-Werner Gellersen Albrecht Schmidt

Individuals, groups and organizations host places in the World Wide Web to attract visitors, but once they have established a web presence they usually maintain little or no awareness of visiting activity. However, the standard web infrastructure supports the capture of detailed activity-related information. In the first part of this paper, we contribute a preliminary study conducted with exper...

Journal: :Computers in Human Behavior 2007
Manuela Delfino Stefania Manca

The present paper’s aim is to investigate how the participants of an online learning environment employed written language in a creative way through the spontaneous use of figurative language. The content analysis showed that figurative language was a means to express the social dimension either to refer to the self, feelings and emotions, or to conceptualize the components of the virtual learn...

Journal: :Interacting with Computers 2005
Panos Markopoulos Wijnand A. IJsselsteijn Claire A. G. J. Huijnen Boris E. R. de Ruyter

In the current paper we hypothesize that providing peripheral awareness information to remotely located but socially close individuals will yield affective user benefits. An experiment in a controlled home-like environment was conducted to investigate the effects of providing different levels of peripheral awareness information on these affective benefits. In the experiment peripheral awareness...

2008
Brian J. Gajadhar Yvonne de Kort Wijnand A. IJsselsteijn

Although the social relevance of digital gaming has been discussed and investigated in cultural and sociological readings, social context has been largely neglected in terms of in-game player experience. In this paper we present a study in which player experience is empirically tested comprehensively, with the focus on the interplay between player enjoyment and social context. Self reports on t...

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