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The purpose of this research is to present a math education game as an alternative teaching method for students studying mathematics. The game is set to be released on personal computers (PC). The art of the game is set as 2D cartoon art. There will be 4 teaching methods that will help students learn mathematics in the game in the form of mini games. Each of these methods is the result of a previous...
Taiwan's advertising industry, just like other cultural creative industries, has hit a bottleneck during its growth. This is a common phenomenon encountered by emerging industries during their development stage. Hence, there is a need for public policy and funding from the public sectors to support and nurture them. However, as the output value of an industry is usually declared by the business operators...
The purpose of this 14-week study was to investigate the influence of digital storytelling (DST) on elementary school students' creative thinking and their responses to the use of DST in the English class. 27 sixth graders were assigned randomly in the experimental and control groups. It was found DST enhanced students' creative thinking significantly. Also, students' responses to the use of and English...
Traditional puppet performances already have qualities of improvisation. In front of a large audience, the actors rely on the story outline and add their own creative improvisation to complete a perfect performance. In this study, with digital electronic mediums to construct actor-oriented interactive stage, set up the background screen, projector, stereo speakers, XBOX360 detectors, etc. Finally,...
With the digitization of information, planar (graphics) editing design systems have also began to emphasize interactive and innovative design. Therefore, interactive e-books have begun to be produced through Graphical User Interface in editorial design. In this study, the WIRED e-books were taken as the research sample. Then, the three aspects (form, function and behavior) were analyzed through the...
In this digital age, everyday activities are affected by the digital tools and practices, including education. Education systems around the world are responsible for the development of digital literacy capacities, competencies and comportments for youth. The best way is through the e-learning platform. In order to design e-Learning content that meet the needs of each individual, the e-Learning provider...
This project documents the livelihood of the boatbuilders, in Pangkor Island, Perak, Malaysia. The traditional process of building a boat is a heritage practice that could disappear due to the many issues it currently faces. These traditional boatbuilders do not have a specific blueprint for each boat and these boats are of the classification of 65 to 120 tonnes each based on its license by Department...
We report on the second design cycle of Acropolis, a social computing platform that allows citizens to build and share their own narratives about long-running news stories. A key goal of this research project is to explore the following design opportunity: how can we re-design news stories in order to engage citizens in their reading and curation? In this paper, we describe an asymmetric collaboration...
In multimedia distribution platforms, one of the main challenges is to provide an efficient and accurate tracing process despite the lack of information about the colluders' strategy. Indeed, the original Tardos tracing performance is considered as suboptimal because of its agnostic behavior and conservative accusation regardless the collusion strategy. The Expectation Maximization algorithm has shown...
In this research, a new displaying and controlling method for three dimensional electronic texts using augmented reality via Leap Motion that is a very small and reasonable hand motion sensor is proposed. Recently, electronic texts in two dimensions have been popularized because of developed tablets with high quality display, easy storing and retrieving through the Internet better than paper media...
The present study aims at deepening the role played by potential voters' political orientation in the effects of parodies. As previously shown for the role of in-group affect in the positive evaluation of one's own politician, the work points out how leftist voters are more negatively influenced by the critical side of a parody than rightist ones.
Educational recommendation is often pursued in environments where there is significant content knowledge of each item. For example, a recommender might choose appropriate learning modules in a tutoring system. In such cases, content-based recommendation can be very powerful. Our work examines recommendation of educational experiences in an informal learning environment. In this domain, content knowledge...
Flash Translation Layer (FTL) performs virtual-tophysical address translations and hides the erase-before-write characteristics of Flash. Pure page mapped FTL, which maintains page-level address mappings, is known as the most efficient FTL. However, its huge SRAM requirement to load the entire mapping table limited adoption of its use. In order to reduce SRAM space utilization while maintaining comparable...
Digital libraries that store scientific publications are becoming increasingly central to the research process. They are not only used for traditional tasks, such as finding and storing research outputs, but also as a source for discovering new research trends or evaluating research excellence. With the current growth of scientific publications deposited in digital libraries, it is no longer sufficient...
With an increased awareness of living a health-conscious lifestyle, many efforts are made to reduce stress levels. However, activities such as exercising require an action to go to a certain location and effort to set aside an allocated time. To effectively contribute towards lowering stress levels, we propose convenient, entertaining, and time-effective ways of relieving stress with objects that...
Although reports on big data success stories have been accumulating in the media, most organizations dealing with high-volume, high-velocity and high-variety information assets still face challenges. Only a thorough understanding of these challenges puts organizations into a position in which they can make an informed decision for or against big data, and, if the decision is positive, overcome the...
To measure the effect of science popularization work more comprehensively, a group evaluation method for science popularization based on generalized fuzzy similarity and technique for order preference by similarity to an ideal solution (TOPSIS) is presented. First, 22 indexes are selected to construct an evaluation index system. Then, positive trapezoidal fuzzy numbers of science popularization bases'...
Technological advances lead to the development of an increasing number of computer-based devices and software applications, used in the healthcare sector. Recently, rehabilitation programs involving special need children in Sweden have been the focused for these applications. The aim of this project is to create an evidence-based online platform that can be used on a computer or media pads directly...
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