scholarly journals Visual Literacy and Virtual Rephotography

Author(s):  
Gary McLeod

Rephotography is a varied set of practices that begin with taking one or more pictures of the same subject. Valued for generating conversations in-situ about a place over time, recent large-scale migration to online learning draws attention to rephotography’s virtual modes. From examples that use online location software (e.g., Google Street View) to those in video game worlds, virtual rephotography might present convenient windows to unreachable destinations. However, rephotographing without having visited actual vantage points needs to take into account complexity and disjointedness introduced by such tools. Drawing from the author’s current practice-led research into photomedia, visual literacy and temporality in Northeastern Japan, emergent particularities are discussed for developing visual literacy through a necessary application of Google Street View.

Author(s):  
Ernesto Deus ◽  
Joaquim S. Silva ◽  
Filipe X. Catry ◽  
Miguel Rocha ◽  
Francisco Moreira

2021 ◽  
Vol 31 (65) ◽  
pp. 586
Author(s):  
Ricardo Eustáquio Fonseca Filho ◽  
Bárbara Honório dos Santos ◽  
Paulo de Tarso Amorim Castro

Os roteiros turísticos tradicionais têm um apelo comercial que nem sempre aprofundam o estudo dos destinos visitados. Em Ouro Preto (MG) os roteiros enfatizam os segmentos de turismo cultural e ecoturismo, respectivamente no centro histórico e em unidades de conservação. Assim, esta pesquisa buscou desenvolver um roteiro geoturístico urbano no centro histórico de Ouro Preto. A metodologia de caráter exploratório e estudo de caso, se compôs em duas etapas: de escritório (revisão bibliográfica e digital de temas afins; elaboração de ficha estruturada qualiquantitativa de inventário e valoração de Lugares de Interesse de Geoturismo Urbano - LIGU); e de campo: visita virtual (Google Street View) e in situ ao centro histórico de Ouro Preto e inventário de LIGU. Os resultados foram: levantamento de seis LIGU (predominantemente de interesse científico mineralógico e geomorfológico, valores da geodiversidade cultural e turístico) e formatação de roteiro geoturístico urbano no centro histórico via city-tour a pé por seis pontos de parada para interpretação com cerca de 2 km de percurso e quatro horas de duração. Conclui-se que a cidade histórica tem potencial para o geoturismo urbano, mas carece de pesquisas de perfil do geoturista e de inventário mais embasado dos geossítios. Espera-se que o roteiro possa ser incluído nas políticas públicas, comercializado por agências de viagens, e capacitação de guias de turismo.


2019 ◽  
Vol 6 (1) ◽  
Author(s):  
Mina Shirvani Boroujeni ◽  
Pierre Dillenbourg

The large-scale and granular interaction data collected in online learning platforms such as massive open online courses (MOOCs) provide unique opportunities to better understand individuals’ learning processes and could facilitate the design of personalized and more effective support mechanisms for learners. In this paper, we present two different methods of extracting study patterns from activity sequences. Unlike most of the previous works, with post hoc analysis of activity patterns, our proposed methods could be deployed during the course and enable the learners to receive real-time support and feedback. In the first method, following a hypothesis-driven approach, we extract predefined patterns from learners’ interactions with the course materials. We then identify and analyze different longitudinal profiles among learners by clustering their study pattern sequences during the course. Our second method is a data-driven approach to discover latent study patterns and track them over time in a completely unsupervised manner. We propose a clustering pipeline to model and cluster activity sequences at each time step and then search for matching clusters in previous steps to enable tracking over time. The proposed pipeline is general and allows for analysis at different levels of action granularity and time resolution in various online learning environments. Experiments with synthetic data show that our proposed method can accurately detect latent study patterns and track changes in learning behaviours. We demonstrate the application of both methods on a MOOC dataset and study the temporal dynamics of learners’ behaviour in this context.


2012 ◽  
Vol 20 ◽  
Author(s):  
Stuart Palmer ◽  
Dale Holt

Evaluations of online learning environments (OLEs) often present a snapshot of system use. It has been identified in the literature that extended evaluation is required to reveal statistically significant developments in the evolution of system use over time. The research presented here draws on student OLE evaluations surveys run over the period 20042011 and include nearly 6800 responses exploring students’ perceptions of importance of, and satisfaction with elements of their OLE. Across the survey period, satisfaction ratings with all OLE elements rose significantly, suggesting a positive student engagement with the OLE over time. The corresponding ratings of importance of OLE elements generally rose significantly, though a number of elements registered no significant difference in the first two years of the survey, suggesting that short period surveys may struggle to reveal statistically significant trends. OLE element use appeared to be closely linked to perceived value. The OLE elements with the highest mean importance and satisfaction ratings related to student access of online learning resources. Other detailed results are also reported. We demonstrate a method for, and one large-scale case study of, quantifying and visualising the trajectories of engagement that students have had with an institutional OLE over time.Keywords: online learning environment; learning management system; repeated cross-sectional evaluation; student survey(Published: 24 September 2012)Citation: Research in Learning Technology 2012, 20: 17143 - http://dx.doi.org/10.3402/rlt.v20i0.17143


Author(s):  
Andrea Frome ◽  
German Cheung ◽  
Ahmad Abdulkader ◽  
Marco Zennaro ◽  
Bo Wu ◽  
...  

2019 ◽  
Vol 23 (5) ◽  
pp. 753-764 ◽  
Author(s):  
Stefan Koch ◽  
Philipp Artmayr

Purpose The purpose of this paper is to focus on user innovation strategies and their stability in the video game industry. The main research questions addressed are whether a significant portion of video game companies employ user innovation, and how these strategies are showing signs of success and evolve over time. Design/methodology/approach From various online data sources, information was extracted for 2,003 video game companies and 3,923 video games and analyzed using quantitative statistical approaches. Findings The analysed data show that a significant proportion of video game companies rely on user innovation-related strategies. If user innovation possibilities are provided, user ratings also tend to be higher. Over time, this strategy of enabling user innovation becomes more prevalent, but companies do also abandon such strategies or use them selectively. Especially, never employing them is associated with decreased company lifespan. Originality/value This is the first paper providing a large-scale insight into the evolution of user innovation strategies in an industry.


2021 ◽  
Vol 3 ◽  
Author(s):  
Mônica Haddad ◽  
Zachary Christman ◽  
Hamil Pearsall ◽  
Melinda Sanchez

This study evaluates the use of virtual, human-interpreted, field observations using Google Street View (GSV) to examine the presence of conditions that may be used to analyze green gentrification in the Global South. We propose that green gentrification is characterized by the introduction or improvement of green amenities (such as parks) as well as corresponding changes to the urban context (such as facade materials). While virtual field observations have been used to examine neighborhood context for other applications, this method has not yet been applied to the study of green gentrification, nor in the Global South. Using one urban park located in Talca, Chile, and in three urban parks located in Santiago, Chile, we sought to address the following research questions: (1) How do in situ and virtual field observations compare as methods of evaluating green amenities and urban context? (2) What characteristics of green amenities and urban context must be addressed to investigate green gentrification in the Global South? (3) How do indicators of green amenities and urban context observed via virtual field observations indicate the potential for green gentrification? In order to observe the streetside conditions of the neighborhoods surrounding established, improved, and new parks, we utilize the ground-level 360° imagery through GSV as an alternative to in situ studies, which can be time-consuming, expensive, and logistically challenging. Features related to the land use composition, building materials used, and the presence of aesthetic improvements and pedestrian amenities were noted as potential indicators of gentrification, and the correspondence between the two methods of observation were evaluated. Results indicate that virtual field observations can provide a promising method that may facilitate the identification and investigation of the effects of green gentrification in the Global South, broadening the scope and application of this research. This comparison offers insight into the use and comparison of virtual and in situ observations for identifying green gentrification in the Global South and for the applicability of the virtual observation method in this heterogeneous urban landscape, especially in cases with unreliable or unavailable data.


Author(s):  
John Ringland ◽  
Martha Bohm ◽  
So-Ra Baek ◽  
Matthew Eichhorn

AbstractMost previous studies of homegardens have used labor-intensive boots-on-the-ground plant surveys, owner questionnaires, and interviews, limiting them to at most a few hundred homegardens. We show that automated analysis of publicly available imagery can enable surveys of much greater scale that can augment these traditional data sources. Specifically, we demonstrate the feasibility of using the high-resolution street-level photographs in Google Street View and an object-detection network (RetinaNet) to create a large-scale high-resolution survey of the prevalence of at least six plant species widely grown in road-facing homegardens in Thailand. Our research team examined 4000 images facing perpendicular to the street and located within 10 m of a homestead, and manually outlined all perceived instances of eleven common plant species. A neural network trained on these tagged images was used to detect instances of these species in approximately 150,000 images constituting views of roughly one in every ten homesteads in five provinces of northern Thailand. The results for six of the plant species were visualized as heatmaps of both the average number of target species detected in each image and individual species prevalence, with spatial averaging performed at scales of 500 m and 2.5 km. Urban-rural contrasts in the average number of target species in each image are quantified, and large variations are observed even among neighboring villages. Spatial heterogeneity is seen to be more pronounced for banana and coconut than for other species. Star gooseberry and papaya are more frequently present immediately outside of towns while dracaena and mango persist into the cores of towns.


Author(s):  
Jialu Chen ◽  
Yingxiao Han ◽  
An Li

In recent years, with the development of society and the progress of science and technology, online learning has penetrated into people's daily life, and people's demand for high-quality curriculum products is more and more strong. From a macro perspective, the continuous growth of national financial investment in education, the continuous upgrading of China's consumption structure, the development of 5G technology and the popularization of AI intelligence make online teaching less limited. The online education industry is showing an explosive growth trend. More and more online education institutions are listed for financing, and the market value is soaring. However, in 2019, except for GSX, the latest online learning platforms such as New Oriental, Speak English Fluently and Sunlands, have been in a state of loss. Most of these agencies seize the market by increasing advertising investment, but at the same time, they also bring huge marketing costs, which affect the financial performance of the company. With the enhancement of Matthew effect, large-scale educational institutions occupy a large market through free classes and low-price classes, while small and medium-sized institutions with weak capital strength are often unable to afford high sales costs, facing the risk of capital chain rupture. Taking new Oriental online as an example, this paper analyzes the problems existing in the marketing strategies of online education institutions. It also puts forward suggestions on four aspects, which are target market, differentiated value, marketing mix and marketing mode, so as to make sure that online education institutions can control marketing expenses and achieve profits by improving course quality, expanding marketing channels and implementing precise positioning.


2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


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