Notices tagged with alert

Notices

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    # ----- Scholar Alert: [ "virtual worlds" education ] ----- Decision-making in-socio and in-situ: Facilitation in virtual worlds L Goel, I Junglas, B Ives… - Decision Support Systems, 2011 ... [31] P. Fernandez-Berrocal, C. Santamaria, Mental Models in Social Interactions, The Journal of Experimental Education 74(3) (2006) 229-248. [32] M. Fetscherin, C. Lattemann, User acceptance of virtual worlds, Journal of Electronic Commerce Research 9(3) (2008) 231-242. ... ----- Effects of collaborative activities on group identity in virtual world H Park… - 2011 ... Science ®] View all references). Interaction among participants has been emphasized in online education as it expedites learning among them. However, in virtual worlds, interaction does not happen as planned. This study attempted ... ----- Transforming the Internet Public Library into the ipl2 Virtual Learning Laboratory EG Abels - The Reference Librarian, 2011 ... In The service connection: Linking library education to practice , Edited by: Roy, L. 133–141. ... View all references “43 Things I might want to do this year.” The IPL 15 Things includes blogs and blogging, microblogging, social networking, wikis, virtual worlds, podcasting, videos ... ----- Innovative approaches to treat overweight and obesity in adults: an investigation of a commercial web-based weight loss program| NOVA. The University of … MJ Neve - 2011 ... Meta-analyses provided promising, but not convincing, evidence that firstly, web-based interventions with enhanced features can achieve greater weight loss than those with education components alone and secondly, that web-based interventions to achieve maintenance of ... ----- Experiential Learning: Reducing the Real-World Divide between Libraries and Library Schools S Currim - The Reference Librarian, 2011 ... Finally, students learn how the reference interview varies with different communication media, such as social networks, chat, in-person, and virtual worlds. ... Journal of Education for Library and Information Science , 47(1): 52–77. ... ----- College students' conceptions of learning management: the difference between traditional (face-to-face) instruction and Web-based learning environments HM Lin… - … analysis. International Journal of Science Education, …, 2011 ... International online management education courses: A study of participant patterns. The Internet and Higher Education , 8(2): 131–44. ... Jin, L., Wen, Z. and Gough, N. 2010. Social virtual worlds for technology-enhanced learning on an augmented learning platform. ... ----- [PDF] Growing up Online: Some Myths and Facts About Children's Digital Lives in Ireland Today B O'Neill - 2011 ... education, and increasing the time spent at home, financially dependent on parents for longer. ... respectively. Conduct activities, those involving more creative or technical skills, such as creating and sharing content, writing a blog, participating in virtual worlds, are the least used. ... ----- [PDF] Using Online Social Networking: Students' Purposes of Facebook Usage at the University of Turkey M Akyıldız… - International Conference-Las Vegas, 2011 ... Iqbal, A., Kankaanranta, M., Neittaanmaki, P. (2010). “Experiences and motivations of the young participation in virtual worlds”, Procedia Social and Behavioral Sciences, 2: 3190-3197. ... “Modeling educaitonal usage of Facebook”, Computers & Education, 55: 444-453. ... ----- [PDF] Educating the Digital Citizen in the 21st Century I Prologue - “Making Polarization a Last Resort,” Tikkun, winter …, 2011 ... This course has been substantially revised to include all of the recommended practices of digital and media literacy education, along with stronger ... Virtual worlds such as Second Life provide the student with anonymity–they may select an avatar name of their choice, and only ... ----- [PDF] ENABLING SOCIAL SOFTWARE-BASED MUSICAL CONTENT FOR COMPUTER GAMES AND VIRTUAL WORLDS I Deliyannis, I Karydis… ... In other words, problems may arise in the case of multi-player games and virtual worlds, where users with different musical preferences ... [6] J. Green, "Understanding the Score: Film Music Communicating to and Influencing the Audience", The Journal of Aesthetic Education, vol. ... ----- [PDF] Mapping the dynamics of citizenship: the articulation of identity in an immersive virtual environment S Martin ... to explore individual and collective values and behaviours, and model these in simulated real-world contexts, using immersive virtual worlds. ... They expect that the research and its educational outcomes will be valuable whether citizenship-related education is delivered within ... ----- [PDF] Virtual Culture: The Psychology of Cyberspace K Crowe ... How does progression in the world of technology influence how we achieve the goals of higher education? Understanding the individual and collective human experience is pertinent to achieving the overall purpose of higher education. ... ----- Migrating Processes from Physical to Virtual Environments: Process Virtualization Theory E Overby - Information Systems Theory ... Business and society are becoming increasingly digital, as processes in fields ranging from business to medicine to education are being ... relationship processes once reserved for face-to-face encounters are being conducted virtually via online social networks and virtual worlds. ... ----- [PDF] Gender Issues In Virtual Reality Learning Environments DF Ali… - journal of edupres ... we must first study its strengths, weaknesses, and capabilities, in order to determine how best to apply VR to engineering education, practical engineering ... be used to perform other computing tasks when it is not displaying a virtual model, and interaction with virtual worlds can be ... ----- [HTML] Forum Index>" Second Life is artificial W Sobkowiak ... in online discussion groups: testing three conceptions and their relations to perceived learning, Social Psychology of Education, 11:323 ... Phenomenology of Perception, Routledge, UK: Abingdon, 1-22 Taylor, TL (2002) Living Digitally: Embodiment in Virtual Worlds, in Schroeder ... ----- [PDF] Aptitude, 77 Arrow of time, 214 Artificial intelligence, 251–252 Artistry Unleashed: A Guide to Pursuing Great Performance in Work and Life (Austen) C by Design - Artificial intelligence ... Committee, 110–111 Greater Baltimore Committee's Leadership program, 61 The Grove Consultants International leadership and education group, 74 ... for, 193–196 differences, 193 process, universe as, 277 via reflection, 198–199 results generated by, 20 virtual worlds for, 246 ... ----- [PDF] Introductory Computing Course Content: Educator and Student Perspectives J Elarde… ... 1. INTRODUCTION For many non-majors, introductory computing courses may be the only involvement with computer related education during their ... Although virtual reality is an application of computer graphics, when applied to virtual worlds there is a social media/networks ... ----- [PDF] Improved Benchmarking for Steering Algorithms M Kapadia, M Wang, G Reinman… ... 1 Introduction Goal driven autonomous agents are used to populate dynamic virtual worlds in a wide variety of applications ranging from urban simulations, movies, games, and education. A large variety of approaches have ... ----- [PDF] A GLOBAL APPROACH TO THE DESIGN AND EVALUATION OF VIRTUAL REALITY MEDICAL SIMULATORS S Bayona, JM Fernandez-Arroyo, P Bayona… ... KEY WORDS Virtual Reality, Surgical Simulation, System Design, System Evaluation, Healthcare Education, Assessment, Experimental Research, Interactive Technology, Innovative Education ... In surgical education, many procedures are complex to perform. ... ----- Understanding IS Theory: An Interpretation of Key IS Theoretical Frameworks Using Social Cognitive Theory K Carillo - Information Systems Theory ... 245 13 Understanding IS Theory: An Interpretation of Key IS Theoretical Frameworks… media (Bandura 2001; Cantor 1994), public health (Bandura 1998; Holden 1991), and education (Dai et al. 1998; Zimmerman 1989). ... of articles Journal of Information Systems Education 6 ... ----- This Google Scholar Alert is brought to you by Google.

    about 5 months ago from web
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    # # # # # # # -- Computers in Human Behavior Volume 27, Issue 6, Pages 2067-2418 (November 2011) ----- 25. Teaching presence and regulation in an electronic portfolio Original Research Article Pages 2284-2291 M. Eulalia Torras, Rosa Mayordomo Highlights ► Modest levels of cognitive achievement associated with self-regulation are found. ► This study focus on the techno-pedagogical support and on the regulation process. ► Results show patterns of hetero-regulation and self-regulation. 26. Social and attitudinal determinants of viral marketing dynamics Original Research Article Pages 2292-2300 Carmen Camarero, Rebeca San José Highlights ► Viral dynamics is determined by the individual’s social capital and prior attitudes. ► Connectedness in the email network does not impact viral dynamics. ► Integration in the email network favors receiving and forwarding messages. ► Close relationships encourage opening and forwarding messages. ► The attitudes towards viral messages are critical to opening-forwarding messages. 27. Learning demand and job autonomy of IT personnel: Impact on turnover intention Original Research Article Pages 2301-2307 Sheng-Pao Shih, James J. Jiang, Gary Klein, Eric Wang Highlights ► Job-demand control theory adds interaction terms to IT worker turnover models. ► IT Job autonomy and IT job learning demands interact to impact motivation and exhaustion. ► Turnover intention is reduced with an increase to learning motivation. 28. Examining users’ preferences towards vertical graphical toolbars in simple search and point tasks Original Research Article Pages 2308-2321 Rafał Michalski Highlights ► Users’ preferences expressed towards toolbar-like graphical structures are examined. ► Both objective and subjective measures were employed. ► Users comparatively fast change their attitudes according to the experience gained. ► Different groups of behavior were identified before and after performing tasks. 29. Facebook as a toolkit: A uses and gratification approach to unbundling feature use Original Research Article Pages 2322-2329 Andrew D. Smock, Nicole B. Ellison, Cliff Lampe, Donghee Yvette Wohn Highlights ► We test motivational predictors of the use of specific Facebook features and overall use of Facebook. ► Different motivations for using Facebook predict the use of different features. ► Motivations for the general use of Facebook differ from motivations for the use of specific features. ► Granular approaches to studying Facebook use reveal patterns otherwise hidden when only general use is studied. 30. Team shared mental model as a contributing factor to team performance and students’ course satisfaction in blended courses Original Research Article Pages 2330-2338 Tristan E. Johnson, Ercan Top, Erman Yukselturk Highlights ► Examines shared mental model, team performance, and course satisfaction change. ► SMM and course satisfaction changed over time but not statistically significant. ► Team performance increased significantly over the courses. ► Teammates and task attitudes closely linked with performance and satisfaction. 31. The change in user and IT dynamics: Blogs as IT-enabled virtual self-presentation Original Research Article Pages 2339-2351 Jinyoung Min, Heeseok Lee Highlights ► We investigate how self-concept influences the virtual self-presentation behavior. ► We tested the research model and hypotheses with data collected from 312 bloggers. ► Self-concept affects IT-enabled virtual self-presentation and the use of IT artifacts. ► Our findings provide the new perspective of heterogeneous IT user concept. 32. The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital Original Research Article Pages 2352-2363 Zhi-Jin Zhong Highlights ► Collective MMORPG play positively influences gamers’ online social capital. ► Collective MMORPG play elicits positive impact on offline civic engagement. ► Effect of collective play on offline bonding social capital is not significant. ► Effect of collective play on offline bridging social capital is not significant. ► Effect of online social capital on offline social capital is not significant. 33. m-Brand loyalty and post-adoption variations for the mobile data services: Gender differences Original Research Article Pages 2364-2371 Ya-Ching Lee Highlights ► The author extends the value brand model in assessing post-adoption intentions for the MDS. ► Post-adoption intentions are positively and directly influenced by intangible attributes. ► Product deliverables and intangible attributes indirectly affect post-adoption intentions. ► Moderating effects of gender differences on post-adoption intentions are found. 34. Mediating roles of self-presentation desire in online game community commitment and trust behavior of Massive Multiplayer Online Role-Playing Games Original Research Article Pages 2372-2379 Seung-bae Park, Namho Chung Highlights ► We model on users self-presentation in Massive Multiplayer Online Role-Playing Games (MMORPGs). ► Game design quality, interactivity and personal innovativeness are antecedents of self-presentation. ► Interactivity in MMORPGs has the biggest impacts on self-presentation. ► Personal innovativeness and game design quality also are influential. ► Self-presentation desire caused trust of online games and eventually led to even stronger commitments to gamers. 35. Social evaluations of embodied agents and avatars Original Research Article Pages 2380-2385 Rosanna E. Guadagno, Kimberly R. Swinth, Jim Blascovich Highlights ► We examined social evaluations of women’s interactions with digital humans. ► Women interacted with a virtual “peer counselor” who smiled or not. ► Smiling affected social evaluations that varied by participants’ beliefs. ► Smiling enhanced social evaluations for agents but degraded them for avatars. ► People’s beliefs alone, not actual differences, can impact social evaluations. 36. Does online psychological test administration facilitate faking? Original Research Article Pages 2386-2391 Rachel Grieve, Hidee Tania de Groot Highlights ► We examined whether online or traditional test administration influences fakability. ► Administration mode did not influence scores when faking good. ► Administration mode did not influence scores when faking bad. ► Online and pen-and paper presentation appear equivalent when an individual is faking. ► Future research should investigate other measures and faking scenarios. 37. Computer skills instruction for pre-service teachers: A comparison of three instructional approaches Original Research Article Pages 2392-2400 Joyce Hwee Ling Koh Highlights ► Three approaches of computer skills instruction increased computer self-efficacy. ► Independent problem-solving had the largest effects on computer self-efficacy. ► Teachers were more motivated when independent problem-solving was used. ► Technology integration self-efficacy increased with mastery experiences. 38. Ethical decision-making in the Internet context: Development and test of an initial model based on moral philosophy Original Research Article Pages 2401-2409 Cheolho Yoon Highlights ► An ethical decision-making model was proposed based on moral theories. ► Four scenarios were developed. ► The five moral philosophy variables affected ethical judgment. ► Justice, utilitarianism, and ethical judgment affected behavioral intentions. Short Communication 39. Using eye-tracking technology to investigate the redundant effect of multimedia web pages on viewers’ cognitive processes Pages 2410-2417 Han-Chin Liu, Meng-Lung Lai, Hsueh-Hua Chuang Highlights ► Using voice-over reduced viewers’ cognitive load levels. ► Viewers were likely to filter out redundant onscreen text information. ► Viewers viewed pictorial information globally with a voice-over description.

    about 6 months ago from web
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    # # # # # # # 2 of 3 ----- 13. Exploring the value of purchasing online game items Original Research Article Pages 2178-2185 Bong-Won Park, Kun Chang Lee Highlights ► We develop a new construct – the “integrated value of purchasing game items”. ► This integrated value affects users’ intention to purchase game items. ► Character identification is related to the intention to purchase game items. 14. A comparative study of four input devices for desktop virtual walkthroughs Original Research Article Pages 2186-2191 J.-F. Lapointe, P. Savard, N.G. Vinson Highlights ► We compare four travel techniques for desktop virtual walkthroughs. ► Each travel technique uses a different input device and we used a directed search task. ► The four input devices are: mouse, keyboard, joystick, gamepad. ► The mouse interface reduces time, travel distance compared to the other techniques. ► The gamepad interface increases the number of collision with the environment. 15. Employee job attitudes and organizational characteristics as predictors of cyberloafing Original Research Article Pages 2192-2199 Benjamín Liberman, Gwendolyn Seidman, Katelyn Y.A. McKenna, Laura E. Buffardi Highlights ► Job attitudes of job involvement and intrinsic involvement negatively related to cyberloafing. ► Perceived cyberloafing of one’s coworkers positively related to cyberloafing. ► Managerial support for internet usage positively related to cyberloafing. ► Employee attitudes towards cyberloafing positively related to cyberloafing. ► Participation in non-Internet loafing behaviors positively related to cyberloafing. 16. Media multitasking and the effectiveness of combining online and radio advertising Original Research Article Pages 2200-2206 Hilde A.M. Voorveld Highlights ► I examine effects of combining banners and radio ads during media multitasking. ► In an experiment, participants were exposed to banners, radio ads, or both. ► Regarding affective and behavioral effects, combining online and radio ads was best. ► Regarding cognitive reactions, combining media is not better than using banners alone. ► Multitasking interfered with the ability to recall and recognize auditory information. 17. Smartphones as smart pedagogical tools: Implications for smartphones as u-learning devices Original Research Article Pages 2207-2214 Dong-Hee Shin, Youn-Joo Shin, Hyunseung Choo, Khisu Beom Highlights ► The factors influence users to use smartphones as a ubiquitous learning tool. ► A modified unified theory of acceptance and usage technology model is used. ► The results reveal the possibility of a smartphone as an enabler of u-learning. 18. Antecedents of an experienced sense of virtual community Original Research Article Pages 2215-2223 Lisbeth Tonteri, Miia Kosonen, Hanna-Kaisa Ellonen, Anssi Tarkiainen Highlights ► Reading and posting messages in virtual communities have a positive impact on sense of virtual community. ► The expected benefits of reading and posting messages are different. ► Reading messages is mainly driven by the expectation of cognitive benefits. ► Posting messages is driven by the anticipation of both social and personal integrative benefits. 19. The role of social motivations in e-learning: How do they affect usage and success of ICT interactive tools? Original Research Article Pages 2224-2232 Blanca Hernandez, Teresa Montaner, F. Javier Sese, Pilar Urquizu Highlights ► Social motivations determine e-learners’ attitude and their degree of usage of ICT interactive tools. ► Social influence and altruism are the most important social motivations. ► Recognition by the instructor exerts a positive effect on e-learners’ attitude. ► Sense of community and recognition by peers do not influence e-learners’ behavior. 20. I trust not therefore it must be risky: Determinants of the perceived risks of disclosing personal data for e-government transactions Original Research Article Pages 2233-2242 Ardion Beldad, Menno de Jong, Michaël Steehouder Highlights ► Trust in government organizations is negatively related to privacy risk perceptions. ► Personal data sensitivity strongly determines privacy risk perceptions. ► Level of Internet experience does not influence privacy risk perceptions. 21. The links that bind: Uncovering novel motivations for linking on Facebook Original Research Article Pages 2243-2248 Kanghui Baek, Avery Holton, Dustin Harp, Carolyn Yaschur Highlights ► 217 Facebook users’ primary motivation for linking on Facebook is information sharing. ► They also post links for convenience and entertainment, pass time, interpersonal utility, control, and promoting work. ► Users who desire to share information are more likely to post links on Facebook. ► Users with higher education who desire to share information are more likely to post news links. ► Users who are interested in promoting their work post job-related links. 22. A semantic analysis approach for assessing professionalism using free-form text entered online Original Research Article Pages 2249-2262 Roger Blake, Oscar Gutierrez Highlights ► We develop a conceptualization of professionalism from a known theoretical construct. ► We show a semantic method to measure the professionalism of free-form text responses. ► We demonstrate that method for assessing a professional development program. 23. Error analysis of task performance with laptop in vibration environment Original Research Article Pages 2263-2270 Ramasamy Narayanamoorthy, V. Huzur Saran Highlights ► Detailed study on the effect of vibration on accuracy of object selection task. ► Reports the effect of object sizes and its positions on accuracy of task under vibration. ► Multi-axis, higher magnitude vibration, and smaller size objects induce more errors. ► The effects of angle of approach are sensitive to mouse movement direction. 24. Conceptualizing personal web usage in work contexts: A preliminary framework Original Research Article Pages 2271-2283 Sunny Jung Kim, Sahara Byrne Highlights ► We investigate non-work-related internet usage in work contexts. ► Personal web usage (PWU) is an umbrella concept of this social phenomenon. ► PWU, cyberloafing, and non-work-related computing are relatively positive concepts. ► We develop three types of internet deviant behavior scales. ► We construct a framework of personal web usage in work contexts.

    about 6 months ago from web
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    # # # # # # # 1 of 3 ----- Computers in Human Behavior Volume 27, Issue 6, Pages 2067-2418 (November 2011) 1. Editorial Board / Publication information Page IFC Review 2. A meta-analysis of e-learning technology acceptance: The role of user types and e-learning technology types Review Article Pages 2067-2077 Boštjan Šumak, Marjan Heričko, Maja Pušnik Highlights ► We synthesize existing e-learning acceptance literature. ► TAM is the most common theory in e-learning acceptance literature. ► We conduct a meta-analysis of the causal effect sizes for TAM-related paths. ► User and technology related factors have a moderating role in several paths. ► PEOU and PU influence user’s ATU similarly for different user and e-learning types. Regular Articles 3. Fostering sharing of unshared knowledge by having access to the collaborators’ meta-knowledge structures Original Research Article Pages 2078-2087 Tanja Engelmann, Friedrich W. Hesse Highlights ► An empirical study was conducted in a computer-supported collaborative setting. ► Seeing the partners’ meta-knowledge structures is helpful for distributed groups. ► It fosters sharing, processing, and applying of unshared knowledge. ► However, it is not sufficient to increase collaborative problem-solving. 4. Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel Original Research Article Pages 2088-2097 Matti Mäntymäki, Jari Salo Highlights ► Millions of teenagers actively participate in social virtual worlds. ► Teenagers’ participation in social virtual worlds is strongly driven by their intrinsic motivation. ► Purchasing virtual items results from sustained participation and perceived network externalities. ► Attitude is a surprisingly weak predictor of teenagers’ usage of social virtual worlds. 5. Providing assistance to older users of dynamic Web content Original Research Article Pages 2098-2107 Darren Lunn, Simon Harper Highlights ► We highlight a tool designed to assist older users interacting with Web 2.0 content. ► We evaluate the tool with users. ► Some users perceive themselves to be better at using technology than they are. ► Technology can assist users when interacting with dynamic content. ► Involving users can lead to tools users think they want rather than tools they need. 6. Computer based assessment: Gender differences in perceptions and acceptance Original Research Article Pages 2108-2122 Vasileios Terzis, Anastasios A. Economides Highlights ► Gender differences regarding computer based assessment’s acceptance are examined. ► Perceived Ease of Use and Perceived Playfulness are the most important variables for women. ► Perceived Playfulness and Perceived Usefulness are the most important constructs for men. ► This model explains approximately 50% of the variance of behavioural intention for each gender. 7. Interactive gaming reduces experimental pain with or without a head mounted display Original Research Article Pages 2123-2128 Nakia S. Gordon, Junaid Merchant, Catherine Zanbaka, Larry F. Hodges, Paula Goolkasian Highlights ► Virtual gaming decreased subjective pain relative to positive emotion induction. ► Virtual gaming was equally effective whether presented on a HMD or blank wall. ► Virtual gaming is likely effective because of engagement in environment 8. Effects of IS characteristics on e-business success factors of small- and medium-sized enterprises Original Research Article Pages 2129-2140 Li-Min Chang, She-I Chang, Chin-Tsang Ho, David C. Yen, Mei-Chen Chiang Highlights ► System quality indicates a positive effect on computer self-efficacy. ► Both system quality and service quality have a strong impact on outcome expectations. ► Computer self-efficacy causes positive impact on outcome expectations. ► Outcome expectations is significantly correlated to user satisfaction. 9. The interaction effects of familiarity, breadth and media usage on web browsing experience Original Research Article Pages 2141-2152 Jengchung Victor Chen, Chinho Lin, David C. Yen, Kyaw-Phyo Linn Highlights ► We model 2 × 2 × 2 experimental design with content familiarity, site bread, and media richness in the website systems. ► Both main effects and the interaction effects of the experimental factors are significant. ► Website design should not be solely focus on one factor. ► Should assort all of the factors accordance with the objective of business. 10. A study on the goal value for massively multiplayer online role-playing games players Original Research Article Pages 2153-2160 Yu-Ling Lin, Hong-Wen Lin Highlights ► The study illustrates the values of massively multiplayer online role playing games (MMORPGs) players. ► We drew on the Means-end Chains (MECs) model as a theoretical basis. ► Content analysis was used to analyze the “Attribute-Consequence-Value” for MMORPGs players. ► We show how a value can be related to a MMORPGs’ consequence. ► The structures of values are set up by hierarchical value map. 11. The mediator role of self-disclosure and moderator roles of gender and social anxiety in the relationship between Chinese adolescents’ online communication and their real-world social relationships Original Research Article Pages 2161-2168 Jin-Liang Wang, Linda A. Jackson, Da-Jun Zhang Highlights ► We examined the predictive effect of online communication on self-disclosure. ► We examined if gender and social anxiety affect this predictive effect. ► Gender moderates the relationship between online communication and self-disclosure. ► Anxiety moderates online communication’s predictive effect on self-disclosure. 12. Introducing synchronous e-discussion tools in co-located classrooms: A study on the experiences of ‘active’ and ‘silent’ secondary school students Original Research Article Pages 2169-2177 Christa S.C. Asterhan, Tammy Eisenmann Highlights ► We report on an in vivo classroom study that compared secondary school students experiences with face-to-face and computer-mediated, synchronous formats for critical debate. ► Overall, synchronous online discussion format are found to have several advantages over their face-to-face counterparts, in particular in the social-interactive realm. ► Differences were found between students that are usually active or inactive in F2F classroom discussion formats. ► Students that are usually inactive in F2F discussions showed a stronger preference for the online format on most academic and social-interactive dimensions.

    about 6 months ago from web
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    # # # ----- Google Scholar Alerts scholaralerts-noreply@google.com to me show details Aug 31 (1 day ago) Scholar Alert: [ "virtual worlds" education ] ----- Second Life as a support element for learning electronic related subjects: A real case LM Beltrán S, RS Gutiérrez… - Computers & Education, 2011 ... The purpose of choosing this 126 type of frame is that it is not sought to provide a definite judgment about the applicability of 127 virtual worlds in education but the pedagogical potential and restrictions that the use of this 128 media can have. ... ----- Understanding student engagement in 3D virtual learning environments J Wan, M Reddy… - International Journal, 2011 ... ' Newport Business School, University of Wales, City Campus, Newport, NP20 2BP, UK. ' Newport School of Education, University of Wales, Caerleon Campus, Newport, NP18 3QT, UK. Journal: International Journal of Technology Enhanced Learning 2011 - Vol. 3, No.5 pp. ... ----- Language learning resources and developments in the Second Life metaverse S Dominguez-Noriega, JE Agudo, P Ferreira… - International Journal, 2011 Inderscience Publishers: publishers of distinguished academic, scientific and professional journals. ----- Managing Virtual Environments in Libraries: Second Life and Information Literacy N Tsoubrakakou… - Open access to STM information: trends, models, and …, 2011 ... This paper emphasizes on the educa- tional role of virtual games within library services and refers to Second Life, as one of the most widely known virtual worlds implemented by libraries. ... Through these worlds, user interaction is enhanced and distance education is empowered ... ----- Retail relationships in a digital age K Keeling, D Keeling… - Journal of Business Research, 2011 ... Though not widely used, they have been a feature of some websites for several years (eg, Anna on IKEA). Virtual sales assistants (3D avatars) in 3D virtual worlds are less known to many Internet users. ... Gender, Employment status, Education, Age, Income. ... ----- Localizing the Internet: An Anthropological Account J Postill - 2011. Anthropology Of Media Series Editors:John Postill and Mark Peterson The ubiquity of media across the ... [HTML] Do-it-yourself-whiteboards as a Creative Approach to Innovative Media Education: Exploring Wiimote Hacks as a Didactic Tool D Reimann, W Fütterer… ... and Practice of Integrated Art and Computer Science in Education” (ArtDe-Com) funded under the “Cultural Education in the Media Age” federal programme (KuBiM) of the Bund-Länder- Commission (BLK) with his class on digital media and virtual worlds in art education. ... ----- Confrontations: Philosophical Reflections and Aphorisms DF Ferrer ... of poetry. I have already learned to walk, run, dance, fly on earth, but I am also ready to go weightless. These writings are attempts to go from mountain peak to mountain peak in the whole process of self-education. Before I could ... -----

    about 6 months ago from web
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    # # # ----- Google Scholar Alerts scholaralerts-noreply@google.com to me Scholar Alert: [ "virtual worlds" education ] ----- [PDF] COI in Virtual Worlds-Survey R McKerlich… - 2011 COI in Virtual Worlds Thank you for taking the time to complete this survey. We are educational researchers at Athabasca University in Canada. We are working to develop tools that allow researchers, teachers and students to assess the learning that occurs in formal education ... ---------- [PDF] Managing Expectations in Complex Virtual Communities S Ranathunga, S Cranefield… - Postgraduate Day, 2011 ... of human social interactions. An increasing number of individuals and organisations are using virtual worlds for diverse applications in areas such as education, health, business, and entertainment. The co-existence of individuals ... ---------- Three-dimensions vs. two-dimensions intervention programs: the effect on the mediation level and behavioural aspects of children with intellectual disability S Eden, M Bezer - European Journal of Special Needs Education, 2011 ... was found that in most of the scenarios there was a distinct advantage for the participants in the 3D IVR group – they were more focused on the assignment, more immersed physically in the virtual worlds and were ... Journal of Cognitive Education and Psychology , 5(2): 144–157. ... ---------- University Librarians respond to changes in higher education: Discussions on three aspects SS Chang… - New Library World, 2011 ... (2007, p.xi): Most recognize that the convergence of the classroom and communications technology has the potential to transform higher education for the better. However, blended ... resources in virtual worlds, such as Second Life, academic librarians are ... ---------- Constructing the new classroom: College student perceptions of classes using Second Life KW Bowers - 2012 ... This is a valuable step in developing assessments forms and learning strategies that make the best use of all that virtual worlds have to offer education. Advisor: Cleary, Johanna. School: UNIVERSITY OF FLORIDA. Source: DAI-A 72/10, p. , Apr 2012. Source Type: Ph.D. ... ---------- A Review of “Teaching media in primary schools” SA Amasha - Language and Education, 2011 ... purpose, as Bazalgette candidly states, is to 'convert those (educators) who are still doubtful about the value of media education for younger ... texts as page based (eg newspapers, comic strips and web pages) or time based (eg non-print advertisements, virtual worlds and radio ... ---------- Pedagogy and praxis: simulations and skill sets SB Pettine, KA Cojanu… - On the Horizon, 2011 ... Chodos, D., Naeimi, P., Stroulia, E. (2009), "Pedagogy, education and innovation in 3-D virtual worlds", Journal of Virtual Worlds Research, available at: https://journals.tdl.org/jvwr/ article/view/375/450 (accessed February 12, 2011), Vol. 2 No.1, . ... ---------- Prosocial behaviour in avatar-mediated interaction: the influence of character gender on material versus emotional help-giving M Lehdonvirta, V Lehdonvirta… - On the Horizon, 2011 ... Journal search Search in this title: On the Horizon. ISSN : 1074-8121. Online from: 2000. Subject Area: Education. ... In online games and virtual worlds, this typically happens through the use of an avatar: a character that represents the user in the virtual environment. ... ---------- Proactive Ambient Social Media for Supporting Human Decision Making T Nakajima, T Yamabe… - Ubiquitous Intelligence and Computing, 2011 ... This research was supported by Waseda University Global COE Program 'International Research and Education Center for Ambient SoC' sponsored by MEXT, Japan. Page 2. ... The proactive ambient social media need to harmonize virtual worlds into the real world. ... ---------- A Behavior Model Based On Information Transmission for Crowd Simulation T Dong, Y Liu… - Transactions on Edutainment VI, 2011 ... 1 Introduction Crowd simulation now becomes an important research area, which has a wide application in education, entertainment, architecture, training, urban engineering and virtual heritage. ... Journal of Computer Animation and Virtual Worlds 15(3), 311–318 (2004) 16. ... ---------- [PDF] USING AHP FOR DETERMINING PRIORITY IN SEAMLESS STRATEGY: A CASE STUDY OF THE CLICK-AND-MORTAR BOOKSTORE CW Chen, CL Chan… - International Journal of Electronic Business, 2011 ... Gulati and Garino [4] also suggested that retailers who can execute click-and-mortar strategies that bridge the physical and virtual worlds will be success in the future. Page 2. 96 International Journal of Electronic Business Management, Vol. 9, No. 2 (2011) ... ---------- eGovernment Trends in the Web 2.0 Era and the Open Innovation Perspective: An Exploratory Field Study S Assar, I Boughzala… - Electronic Government, 2011 ... private arena, Web 2.0 technologies (eg blogs, wikis, RSS1 , social networking platforms, folksonomy, podcasting, mashups, virtual worlds, etc.) are ... based on a diverse set of characteristics, including organizational type, area of activities, their profile, education, work experience ... ---------- [PDF] INCREASING SAVING BEHAVIOR THROUGH AGE-PROGRESSED RENDERINGS OF THE FUTURE SELF H HERSHFIELD, DG GOLDSTEIN, WF SHARPE… - 2011 ... other people in the US Scores on the ladder have been predicted by employment grade, education, household and personal income, household wealth, satisfaction with standard of living, and feelings of financial security (Adler et al. 2008) (M = 7.08, SD = 1.70). ... ---------- Movement Classes from Human Motion Data K Lee, J Park… - Transactions on Edutainment VI, 2011 ... The motion capture technology opened a new way of expressing highly realistic motion within virtual worlds for computer games and movies ... Science Research Program through the National Research Foundation of Korea(NRF) funded by the Ministry of Education, Science and ... ---------- [DOC] Bridging the knowing-doing gap Episode 2: Taking Action Learning online with 3D virtual worlds, Learning Management Systems and discussion forums. L McKeown ... Action Learning online with 3D virtual worlds, Learning Management Systems and discussion forums. Lindy McKeown lindy@gil.com.au. Educational Consultant, PhD candidate, University of Southern Queensland, and part time Learning Place Mentor, Education Queensland. ... ---------- [PDF] A Brave New (Virtual) World! C Sarmma - Smart Learning-The Way ahead ... 1000 organizations [1]. Gartner estimates that by 2012, 70% of organizations would have established their own virtual worlds [2]. Despite ... Typically, motivation in such learning experiences is maintained because unlike most formal training or education experiences, learning is ... ---------- [PDF] Using Virtual World in Education: The case of Second Life V Appaneni… ... But certain aspects need to be examined thoroughly like how virtual spaces are influencing education, how students and teachers understand learning in virtual worlds while interacting through avatars where communication lacks body language and is limited to seeing, hearing ... ---------- [PDF] PRESENCE IN COMPUTER GAMES: DESIGN REQUIREMENTS B Bostan… ... According to Ondrejka (2006), since computer game players spend significant portions of their lives immersed within virtual worlds, computer games ... Education levels are, 32.2% high school or below, 31.8% some college or vocational school, 24.3% bachelors degree and 11.7 ... ---------- Investigating Video Game Characters as Role Models in Science, Technology, Engineering and Mathematics S Turkay, D Hoffman, N Gunbas… ... Paper presented at the annual meeting of the Association for Education in Journalism and Mass Communication, Marriott Downtown, Chicago, IL. ... researching the effects of customization, as a way of user control, on engagement and motivation in games and virtual worlds. ... ---------- [PDF] A Conceptual View Of The Building Blocks To Develop A Web-Based Training And Educational Tool T Sulbaran ... reality has been used successfully for many applications such as flight simulations, medical training, scientific simulations, education and more. Recently, virtual reality has made a significant impact on the Internet. People are able to not only create virtual worlds or environments ... ----- ----------

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    # # # ----- Google Scholar Alerts scholaralerts-noreply@google.com to me show details 10:21 PM (10 hours ago) Scholar Alert: [ "virtual worlds" education ] ----- [PDF] Learning Objects and Virtual Reality in Distance Education and its Aspects of Interactivity, Immersion and Simulation VM Nobre, CJ Haguenauer… - Revista EducaOnline, 2011 ... Virtual Reality Modeling Language - VRML and its use in education Virtual Reality Modeling Language (VRML-Virtual Reality Modeling Language) is a language used to describe objects in three dimensions and combine them into scenarios of virtual worlds. ... ----- Influence of the Auditory Localization Direction on the Haptic Estimation of Virtual Length M Stamm, M Altinsoy… - Haptic and Audio Interaction Design, 2011 ... strived to detect the basic principles of shape and object identification in virtual worlds while conducting haptic identification experiments with numerous vir- tual ... identification has great potential in the field of education, eg, if digitized mod- els or anatomical shapes are explored ... ----- [PDF] Proceedings of the 12th European Conference on Knowledge Management F Lehner… - 2011 ... Page No. A Framework for the Assessment of KM Readiness of an Organization While Transferring into a Learning Organization Leila Beig et al 8 74 Experiential Knowledge Creation Processes in the Higher Education Teaching-Learning Process Didiosky Benítez et al 8 88 ... ----- Designing Serious Games to Enhance Political Efficacy and Critical Thinking Disposition for College Students: The Case of Taiwan HL Yi - Games and Virtual Worlds for Serious Applications (VS … ... This paper appears in: Games and Virtual Worlds for Serious Applications (VS-GAMES), 2011 Third International Conference on Issue Date: 4 ... purposes of this study were to develop a serious game which integrated interactive narratives, entertainment-education and argument ... ----- An Immersive Mixed Reality Game for Learning Physics Concepts through Body-Based Metaphors R Lindgren… ... Hughes, CE, Stapleton, CB, Hughes, DE, & Smith, E. (2005). Mixed reality in education, entertainment and training: An interdisciplinary approach. IEEE Computer Graphics & Applications, 26(6), 24-30. ... In YOH Tamura (Ed.), Mixed reality: Merging real and virtual worlds. (pp. ... ----- Web 2.0 Technologies in Higher Education SM Barton, J Hedberg… ... Web 2.0 Technologies in Higher Education. ... Velupillai, V. (2011). Web 2.0 Technologies in Higher Education. In S. Barton et al. (Eds.), Proceedings of Global Learn Asia Pacific 2011 (pp. 1906-1908). AACE. Retrieved from http://www.editlib.org/p/37420. ... ----- Using Virtual Environments to Tell the Story: The Battle of Thermopylae D Christopoulos, P Mavridis, A Andreadis… - Games and Virtual Worlds for … ... This paper appears in: Games and Virtual Worlds for Serious Applications (VS-GAMES), 2011 Third International Conference on Issue Date ... motivating for learners and therefore are employed as an innovative, more accessible framework to deliver education and entertainment ... ----- Academic Adjustment: A pilot to assess the potential of a virtual mentoring scheme J Smailes… - Information Systems and Technologies (CISTI), 2011 … ... However, given the increasing number of higher education institutions using social media, might online models be beneficial in a support ... by a case study considered three virtual models: social networking sites (SNS), virtual learning environments (VLE) and virtual worlds. ... ----- [PDF] 24 WW@ Commonwealth of Australia S Sestito ... Building virtual environments is then discussed. Toolkits provide an easier manner in which to construct virtual worlds. Several examples of toolkits are provided, including a discussion of the WorldToolKit (WT K) which has won awards for excellence. ... ----- [HTML] CALICO-The Computer Assisted Language Instruction Consortium Y YEH… ... Before this study began, they had already completed 6 years of formal English instruction at secondary education level. ... In Proceedings of the 3 rd international conference on multimedia language education (pp. 89-99). Taipei: Crane Co. Chun, DM, & Plass, JL (1993). ... ----- [PDF] POTENTIALS OF INTERACTIVE DIGITAL STORYTELLIN G FOR PRESCHOOL CHILDREN IN DAILY READING ACTIVITY CUTN AZIZAH… ... 2 LITERATURE REVIEW 2.1 2.2 2.3 Introduction Storytelling Approach 2.2.1 Story principles 2.2.2 Benefit of storytelling 2.2.3 Implication of storytelling approach to this study Interactive Digital Storytelling 2.3.1 Advantages of using digital storytelling in education vi Page ii iii iv v ... ----- This Google Scholar Alert is brought to you by Google.

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    # ----- Google Scholar Alerts scholaralerts-noreply@google.com to me show details 6:03 PM (5 hours ago) Scholar Alert: [ "virtual worlds" co-presence ] ----- [HTML] 3D Visualization as a Communicative Aid in Pharmaceutical Advice-Giving over Distance M Östlund - J Med Internet Res, 2011 ... messaging systems, or for those that are very advanced, such as state-of-the-art video conferencing systems or virtual worlds. ... virtual 3D objects together with audio/video communication will support communicative efficiency by creating a sense of co-presence between the ...

    about 7 months ago from web
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    # ----- Google Scholar Alerts scholaralerts- ---- Scholar Alert: [ "virtual worlds" education ] ----- [PDF] A Possible Model for Developing Students' Skills within the Knowledge-Based Economy I Plumb… - The AMFITEATRU ECONOMIC journal, 2011 ... Blogs, podcasts, real time interaction, and virtual worlds could be incorporated in education to create a learning environment that strengthens teaching and motivates learners (Yoder, 2008) so as to gain the skills needed within the knowledge-based economy. ... ----- [HTML] ¿ Higher Education∞ Meta-education? A Judge - 2011 17 July 2011 | Draft ¿ Higher Education ∞ Meta-education ? Transforming cognitive enabling processes increasingly unfit for purpose. - / -. Introduction ... 2009). Images of education, learning and knowing. Maintenance learning vs. ... ----- [PDF] The Perception of Students from the Economic Area on the New Learning Methods in the Knowledge Society N Dospinescu, M Tătăruşanu, GI Butnaru… - The AMFITEATRU …, 2011 ... of learning involves results from the definitions determined by the statement ”In your opinion, e-leaning means…” : “on-line, virtual education” - 44% of ... 5, the daily time spent on virtual courses is in average 33 minute, while on applications such as: “virtual worlds” - 31 minutes ... ----- [PDF] Virtual Preaching: Using the Internet to Proclaim God's Word and Engage in Discipleship SP Roberts - 2012 ... effort to the cause. Finally, thank you to my wife, Jill, who has graciously given encouragement and support as I have pursued this one last push into formal education so that I might become better at my call and vocation as a servant of God. ii Page 5. ABSTRACT ... ----- [PDF] TE WHAKATU KORERO WORKING PAPERS S Maathuis-Smith… - 2011 ... For application in the distance education realm these headsets are not feasible so we opted for the 'magic mirror' visualisation technique. ... Augmented reality (AR) (also known as mixed reality): This is a blending of the real and virtual worlds. ... ----- [PDF] Citizenship, identity and experiential learning from the virtual world S Martin ... Abstract Virtual worlds can be effective in developing self-perception and identity (Bers, 2001) and technology is able to modify established and deep-rooted views (Martin ... Citizenship education, introduced in the UK largely to address such anxieties, has been of limited success. ... ----- [PDF] Distance Education Approach to Promoting Meaningful Use Case among Healthcare Providers R Zeng, M Zhu… ... Constructivist inspiration: A project model for L2 learning in virtual worlds. Foreign Language Education (ERIC Document Reproduction Service No. ED464498). Steinkuehler, C., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third ... ----- [PDF] The Contribution of Selected Instructional Methods Toward Graduate Student Understanding of Crisis Communication D Doerfert, T Rutherford, T Murphrey… ... Introduction to research in education. United States of America: Thomson Wadsworth. Atkinson, T. (2008). Second Life for educators: Inside Linden Labs. TechTrends, 52(3), 16-18. Bowers, KW, Ragas, MW & Neely, JC (2009). Assessing the value of virtual worlds for post ... ----- [DOC] Beyond the closed e-portfolio: Designing for the digital curation of professional identities for lifelong learning A Fenton… ... The rise of web 2.0 and virtual worlds such as Second Life have seen a myriad of options for creating showcases of student work. ... Some e-portfolio products offered in a higher education environment are used just for the duration of a course and are closed access systems ... ----- [PDF] E-LEARNING TOOLS AND RESOURCES: PUTTING PRINCIPLES INTO PRACTICE W CHAMBERS ... Page 3. INTRODUCTION What is e-learning? • Education and training that uses technology, eg, videoconferencing, computers & Internet ... GAMES Page 21. GAMING AND VIRTUAL WORLDS WELCOME ISLAND IN SECOND LIFE Page 22. MICROBLOGGING ... ----- [PDF] Adaptive e-Learning DLA Course: A Framework A STYLIADIS… ... Computers & Education, 51(2) Girvan, C. & T. Savage (2010): Identifying an appropriate pedagogy for Virtual Worlds: A Communal Constructivism case study. Computers & Education, 55(1) IEEE LTSC (2002): Draft Standard for Learning Object Metadata. ... ----- [PDF] Scenario Space: Characterizing Coverage, Quality, and Failure of Steering Algorithms M Kapadia, M Wang, S Singh, G Reinman… ... 1. Introduction Immersive virtual worlds have quickly come to the forefront in both industry and academia with their applicability being realized in a wide variety of areas from education, collab- oration, urban design, and entertainment. ... ----- [PDF] Apprendimento attraverso la rete: il ruolo di internet e delle interazioni on line A cura di Pomo Simonetta ... Educational Research Review, 1(2), 99–111. Dickey, MD (2003). Teaching in 3D: Pedagogical affordances and constraints of 3D virtual worlds for synchronous distance learning. Distance Education, 24, 105–121. Dillenbourg, P. (2000). Virtual learning environments. ... ----- [PDF] On Sensor Fusion for Head Tracking in Augmented Reality Applications AO Ercan… ... I. INTRODUCTION Augmented reality (AR) is applicable to many arenas such as medical education, remote robot control, entertainment, and cultural heritage [1]. In AR, the aim is to enrich the real world with virtual objects, rather than replacing it altogether (as in virtual reality). ... ----- [PDF] THE FADED AURA THEORY: LOOPHOLES AND CONTRADICTIONS C HUDSON ... 44. 6.1 Benjamin's Motive 44. 6.2 The Simulacravist and Virtual Worlds 44. 6.3 Copyright Information: Derivative Works 45-47 6.4 Notes 47. ... Page 13. 13 Fig 14 Virtual world identities: Simulacra. (bbc.internet.blog.co.uk,2008) Fig 15 Virtual worlds, (1999-2010 Learntogether.net) ... ----- [PDF] Pilot Scenarios IS ATC… ... affects) and the simulations. In particular +Spaces applications can be deployed into several Virtual spaces (Social Network Sites and Virtual Worlds) in order to support either fully open or ... and Virtual Worlds) like OpenWonderland1 , Twitter, Blogspot and Facebook, ... ----- [PDF] Bringing the Research Lab into Everyday Life: Exploiting Sensitive Environments to Acquire Data for Social Research G de Haan, S Choenni, I Mulder, S Kalidien… Page 1. 1 Bringing the Research Lab into Everyday Life: Exploiting Sensitive Environments to Acquire Data for Social Research Geert de Haan, Sunil Choenni, Ingrid Mulder, Sandra Kalidien and Peter van Waart INTRODUCTION ... ----- It's All About the Story AA Koch ... Education reformers followed the lead of John Dewey in striving to replace “reading” with “doing.” Dewey argued, “Change is the rule ... and anxious body language as people disconnect from their physical space and circumstances—slipping away into virtual worlds presided over ... ----- [PDF] Bakalárská práce O Plátek ... C/C++, Python, Java are the main supported languages. Player/Stage is one of the most frequently used simulators in the research and is good for education purposes. ... A lot of virtual worlds are already prepared, so it is not necessary to create them. ... -----

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    # # # ----- Computers in Human Behavior Volume 27, Issue 5, Pages 1467-2066 (September 2011) 2009 Fifth International Conference on Intelligent Computing - ICIC 2009, 2009 Fifth International Conference on Intelligent Computing Ulsan, Korea 16-19 September 2009 Edited by De-Shuang Huang ----- 65. Cognitive consequences of making computer-based learning activities more game-like Original Research Article Pages 2011-2016 Krista E. DeLeeuw, Richard E. Mayer Highlights ► We examine the added value of adding competition to an educational game. ► Students played the Circuit Game to learn about how electrical circuits work. ► Correct answers earned points toward a raffle (competition) or did not (control). ► Competition improved retention, but did not improve transfer of information. ► Competition decreased transfer performance for men, but not for women. 66. Blog scrubbing: Exploring triggers that change privacy rules Original Research Article Pages 2017-2027 Jeffrey T. Child, Sandra Petronio, Esther A. Agyeman-Budu, David A. Westermann Highlights ► Deletion types: impression mgmt, personal identity/safety, relational, and legal/disciplinary triggers. ► More participants made impression mgmt and personal identity/safety deletions. ► Fewer participants never made deletions, allowing privacy rules to remain intact. ► Privacy rule adaptations were more often proactive versus reactive deletion practices. ► Bloggers often recalibrate their privacy rules through post deletion practices. 67. The effect of an information ethics course on the information ethics values of students – A Chinese guanxi culture perspective Original Research Article Pages 2028-2038 Christina Ling-hsing Chang Highlights ► Utilizes Kohlberg’s CMD model to measure improvement in students’ IE values through TML models. ► The present study finds: e-learning improves female students’ some values more than males. ► However, the “intellectual property” for females in the higher stages remain lower than for males. ► These results are interpreted from a Chinese guanxi culture perspective. ► Educators should take account of the results to design effective teaching methods and incentives. 68. Realism, idealization, and potential negative impact of 3D virtual relationships Original Research Article Pages 2039-2046 Richard L. Gilbert, Nora A. Murphy, M. Clementina Ávalos Highlights ► The study involved 199 participants, each of whom was in an intimate relationship within the 3D virtual world of Second Life. ► Participants viewed their 3D relationship as real rather than as an exercise in fantasy or a form of game playing. ► Participants generally reported more positive or idealized personality traits for their virtual partner than their real life partner. Short Communications 69. Effect of high-level content organizers on hypertext learning Pages 2047-2055 Zsofia Vörös, Jean-François Rouet, Csaba Pléh Highlights ► Route and survey representations of the formal structure are more accurate with a map. ► Memory of the position of high-level pages is less accurate with a list. ► Organizers are used more frequently than the empty page for orientation purposes. ► Time on opening page grows when it exposes more orientation supporting information. 70. Comparison of 3D and 2D menus for cell phones Pages 2056-2066 Kyungdoh Kim, Robert W. Proctor, Gavriel Salvendy Highlights ► We compare performance and preference for different cell phone menus. ► A 3D revolving stage menu yielded better performance than other 3D menus. ► The 3D menu was preferred to a 2D overview menu at high breadth levels. ► Results suggest that the 3D revolving stage menu is viable for high breadth menus. ► Results suggest that the 2D overview menu is best for tasks with low memory load. Send my e-mail in plain text format Access the ScienceDirect Info site if you have questions about this message or other features of this service. This email has been sent to you by ScienceDirect, a division of Elsevier B.V., Radarweg 29, 1043 NX Amsterdam, The Netherlands, Tel.+31 20 485 3911. ScienceDirect respects your privacy and does not disclose, rent or sell your personal information to any non-affiliated third parties without your consent, except as may be stated in the ScienceDirect online privacy policy. By using email or alert services, you agree to comply with the ScienceDirect Terms and Conditions. To unsubscribe to alert services, please go to the Alerts page. ----- (this is # of ??) from http://www.sciencedirect.com/science/journal/07475632

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    # # # ----- Computers in Human Behavior Volume 27, Issue 5, Pages 1467-2066 (September 2011) 2009 Fifth International Conference on Intelligent Computing - ICIC 2009, 2009 Fifth International Conference on Intelligent Computing Ulsan, Korea 16-19 September 2009 Edited by De-Shuang Huang ----- 50. Reliability and validity of self-reported burnout in college students: A cross randomized comparison of paper-and-pencil vs. online administration Original Research Article Pages 1875-1883 Juliana Alvares Duarte Bonini Campos, Miriane Lucindo Zucoloto, Fernanda Salloume Sampaio Bonafé, Paula Cristina Jordani, João Maroco Highlights ► Psychometric properties of data on student burnout gathered on the internet vs. paper-and-pencil. ► Questionnaires used were the MBI-SS, OLBI-SS and CBI-SS. ► Data gathered through a within-subject cross randomized and counterbalanced design. ► No interference in application order, good reliability and factorial invariance for both formats. ► It’s feasible to use parallel versions of burnout inventories in both medial representations. 51. Core capabilities for practitioners in achieving e-business innovation Original Research Article Pages 1884-1891 Li-Min Lin, Tzyh-Lih Hsia Highlights ► We propose a tri-core e-business innovation model. ► The model knits together business technology, business model and value network. ► Thirteen core capabilities for achieving e-business innovation are identified. ► The results provide great insights for e-business practitioners. 52. ‘Migrating to a new virtual world’: Exploring MMORPG switching through human migration theory Original Research Article Pages 1892-1903 Avus C.Y. Hou, Ching-Chin Chern, Houn-Gee Chen, Yu-Chen Chen Highlights ► We apply the real-world PPM migration model to study the MMORPG switching of gamers. ► “Cyber migration” displays both similar and contrasting patterns compared to reality. ► The similarities lie in the dominant role played by mooring and pull effects. ► The “push effects” is no longer concerns for online gamers. 53. A generic dynamic control task for behavioral research and education Original Research Article Pages 1904-1914 Cleotilde Gonzalez, Varun Dutt Highlights ► Dynamic Stocks and Flows portray the basic building blocks of dynamic systems. ► Participants control the accumulation to a goal through inflow and outflow decisions. ► The slope of environmental inflow function had either positive or negative slope. ► Negative slope was harder for participants to control than positive slope. ► Overall accumulation was greater in negative slope condition than positive slope. 54. Do millennial undergraduates’ views of writing differ when surveyed online versus on paper? Original Research Article Pages 1915-1921 Ayshegul B. Musallam, Diane L. Schallert, Hyunjin Kim Highlights ► A randomized test of three different survey conditions was conducted. ► Survey assessed college students’ practices and experiences when writing. ► Conditions compared online (in lab or at home) versus paper-and-pencil. ► Conditions varied in participation rates, time spent, quality of open-ended answers. ► Otherwise, results showed few differences by condition to substantive questions. 55. Antecedents of computer self-efficacy: A study of the role of personality traits and gender Original Research Article Pages 1922-1936 Huma Saleem, Anne Beaudry, Anne-Marie Croteau Highlights ► Computer self-efficacy is important in user acceptance of information technology. ► We examine personality traits and gender as antecedents of computer self-efficacy. ► Neuroticism, extraversion, and agreeableness are significant for women. ► Men’s personality traits are not significantly related to computer self-efficacy. 56. Validity and reliability of the IAT: Measuring gender and ethnic stereotypes Original Research Article Pages 1937-1941 Ali R. Rezaei Highlights ► This article reports on the validity and reliability of the “Implicit Association Test” (IAT). ► The results showed that the temporal reliability of IAT is relatively low. ► Familiarity with similar tests, however, improves its reliability. ► Watching a video about stereotypes increased subjects’ trust in validity of IAT. ► IAT has the potential to be a remarkably powerful tool. 57. Attentional bias in excessive massively multiplayer online role-playing gamers using a modified Stroop task Original Research Article Pages 1942-1947 Olivia Metcalf, Kristen Pammer Highlights ► Addicted gamers showed an attentional bias whereas highly engaged gamers did not. ► Addicted gamers were identified using a polythetic method. ► Negative relationship was found between attentional bias and degree of addiction. ► No differences in depression, anxiety or stress between addicted gamers and controls. 58. Passively recognising human activities through lifelogging Original Research Article Pages 1948-1958 Aiden R. Doherty, Niamh Caprani, Ciarán Ó Conaire, Vaiva Kalnikaite, Cathal Gurrin, Alan F. Smeaton, Noel E. O’Connor Highlights ► Lifelogging has potential as a future tool to automatically capture human behaviour. ► Machine learning and image processing algorithms developed to recognise human activities. ► 95,000 images from five users manually annotated to develop computational algorithms. ► Many types of analyses possible on SenseCam observational study of 1 million min of daily living. 59. The associations between young adults’ face-to-face prosocial behaviors and their online prosocial behaviors Original Research Article Pages 1959-1962 Michelle F. Wright, Yan Li Highlights ► We examine the relationship between face-to-face and online prosocial behaviors among young adults. ► Face-to-face prosocial behaviors were found to relate to online prosocial behaviors. ► Young adults co-construct their online worlds similarly to their offline words. 60. To stick or not to stick: The social response theory in the development of continuance intention from organizational cross-level perspective Original Research Article Pages 1963-1973 Jyun-Wei Huang, Chieh-Peng Lin Highlights ► This study empirically investigates factors influencing users to continue using social network sites. ► This study proposes the social network site stick model by examining group-level social capital to continuance intention. ► This study refines social response theory using a specific model to advance the literature and predict continuance intention. ► This study presents a new stream that explains continuance intention through social response theory rather than the information system behavior model. 61. Effects of self-disclosure on relational intimacy in Facebook Original Research Article Pages 1974-1983 Namkee Park, Borae Jin, Seung-A Annie Jin Highlights ► This study examined the relation between self-disclosure and intimacy in Facebook. ► Self-disclosure amount and positivity were positively associated with intimacy. ► Self-disclosure honesty and intent were not associated with intimacy. ► The motivations for relationship maintenance and initiation affected intimacy. 62. Evaluation of complex and dynamic safety tasks in human learning using the ACT-R and SOAR skill acquisition theories Original Research Article Pages 1984-1995 Samuel A. Oyewole, Amey M. Farde, Joel M. Haight, Oladapo T. Okareh Highlights ► Human-centered analytical approach to learning dynamic and complex tasks. ► This research compares the task times of the model as well as the subjects. ► Subjects: 21 workers at a computer company (14 men and 7 women). ► Good performance and match between the model and the subjects. ► Human participants acquired additional learning information during the trials. 63. Intention to upload video content on the internet: The role of social norms and ego-involvement Original Research Article Pages 1996-2004 Namkee Park, Younbo Jung, Kwan Min Lee Highlights ► The study examined the factors of people’s intention to upload video content online. ► Individual descriptive norm was related to the intention to upload video online. ► Ego-involvement accounted for both attitude and intention to upload video online. 64. Measurement invariance in training evaluation: Old question, new context Original Research Article Pages 2005-2010 J. William Stoughton, Amanda Gissel, Andrew P. Clark, Thomas J. Whelan Highlights ► Examined the item functioning of parallel Web-based training and traditional paper-and-pencil evaluations. ► Item response theory (IRT) analyses revealed few differences between mediums. ► Confirms equivalence of paper-and-pencil and computer-mediated training evaluations. ----- (this is # of ??) from http://www.sciencedirect.com/science/journal/07475632

    about 8 months ago from web
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    # # # ----- Computers in Human Behavior Volume 27, Issue 5, Pages 1467-2066 (September 2011) 2009 Fifth International Conference on Intelligent Computing - ICIC 2009, 2009 Fifth International Conference on Intelligent Computing Ulsan, Korea 16-19 September 2009 Edited by De-Shuang Huang ------- 33. Inter-relationships among dominance, energetic and tense arousal, and pleasure, and differences in their impacts under online vs. offline environment Original Research Article Pages 1740-1750 Dong-Mo Koo, Ji-Hoon Lee Highlights ► Shoppers’ emotional responses have interrelationships among themselves. ► Energetic and tense arousal mediates effect of dominance on pleasure and intention. ► Energetic arousal affects intention directly and indirectly through pleasure. ► Tense arousal affects intention indirectly. ► Effects of emotions on intention are different under different shopping environment. 34. Personal Internet use at work: Understanding cyberslacking Original Research Article Pages 1751-1759 Jessica Vitak, Julia Crouse, Robert LaRose Highlights ► We test predictors of cyberslacking variety & frequency for nine behaviors. ► Being young, a racial minority & male positively predicts cyberslacking. ► Media habits positively predict cyberslacking variety & frequency. ► There is significant variance in predictors of individual behaviors. 35. Examining knowledge contribution from the perspective of an online identity in blogging communities Original Research Article Pages 1760-1770 Hee-Woong Kim, Jun Raymond Zheng, Sumeet Gupta Highlights ► Examined knowledge contribution from the perspective of online identity. ► Online identity consists of personal and social aspects. ► Personal aspect of online identity affects knowledge contribution. ► Social aspect of online identity affects knowledge contribution. ► Social aspect moderates the effect of personal aspect on knowledge contribution. 36. Flashlight – Recording information acquisition online Original Research Article Pages 1771-1782 Michael Schulte-Mecklenbeck, Ryan O. Murphy, Florian Hutzler Highlights ► Flashlight an open source process tracing tool is introduced. ► Comparison Flashlight versus an eye-tracker. ► Flashlight is validated. ► Instructions on the installation of Flashlight are provided. 37. Improving the scaffolds of a mobile-assisted Chinese character forming game via a design-based research cycle Original Research Article Pages 1783-1793 Lung-Hsiang Wong, Ivica Boticki, Jizhen Sun, Chee-Kit Looi Highlights ► We report on one cycle of design-based research for a mobile educational game. ► Both mobile and card mode games were observed, and students preferred card mode. ► We analyzed their game strategy from language learning and psychological aspects. ► We redesigned the game UI to accommodate student needs and improve the scaffolds. ► We accentuate the value of the interplay of theories, enactment and reflections. 38. Computer-mediated communication and risk-taking behaviour Original Research Article Pages 1794-1799 Lynette Y.Q. Goh, James G. Phillips, Alex Blaszczynski Highlights ► We considered whether videolinks influence perceived risk. ► A simulated gambling task was used to examine risk. ► People accepted greater risk when collocated. ► Videolinks potentiated perceived risk. 39. Parenting style and parental monitoring with information communication technology: A study on Japanese junior high school students and their parents Original Research Article Pages 1800-1805 Michiko Nakayama Highlights ► Parenting style and parental monitoring was examined. ► Monitoring system with GPS device or IC card was focused on. ► Japanese junior high school students and their parents were participated. ► Control was the predictor of parents’ intention to use monitoring system. ► The predictor of children’s intention to use was their perceived responsiveness. 40. The effect of informal social support: Face-to-face versus computer-mediated communication Original Research Article Pages 1806-1814 Joshua Lewandowski, Benjamin D. Rosenberg, M. Jordan Parks, Jason T. Siegel Highlights ► We examine disruptive life events using a military personnel. ► Increasing social support buffers disruptive life events in soldiers. ► FTF support buffers disruption more than CMC-derived support. 41. The role of trait emotional intelligence in gamers’ preferences for play and frequency of gaming Original Research Article Pages 1815-1819 Christothea Herodotou, Maria Kambouri, Niall Winters Highlights ► Trait EI, preferences for play and frequency of gaming were examined. ► Trait EI was positively correlated to a preference for social practices per se. ► Trait EI was negatively correlated to a preference for achievement practices. ► Lower scorers on trait EI were associated with more frequent game use. ► Trait EI more likely works motivationally reinforcing specific game uses. 42. Internet use and online social support among same sex attracted individuals of different ages Original Research Article Pages 1820-1827 L. Baams, K.J. Jonas, S. Utz, H.M.W. Bos, L. van der Vuurst Highlights ► Age differences in internet use among same sex attracted (SSA) individuals. ► Young SSA individuals use the internet for social interaction and support. ► Older SSA individuals use the internet more for sexual purposes. ► First time evidence of the relation between sexual orientation, age and internet use. 43. A picture is worth a thousand words: A content analysis of Facebook profile photographs Original Research Article Pages 1828-1833 Noelle J. Hum, Perrin E. Chamberlin, Brittany L. Hambright, Anne C. Portwood, Amanda C. Schat, Jennifer L. Bevan Highlights ► College students’ Facebook profile photographs are examined and compared by gender. ► Content analysis was used to code the 150 profile pictures for six categories. ► Profile photographs tend to be posed, inactive, appropriate, and contain only the subject. ► Profile picture albums typically contained more than 20 pictures. ► None of the profile picture categories significantly differed by gender. 44. Preventing human error: The impact of data entry methods on data accuracy and statistical results Original Research Article Pages 1834-1839 Kimberly A. Barchard, Larry A. Pace Highlights ► Participants checked data using double entry, visual checking, or single entry. ► Visual checking resulted in 2958% more data entry errors than double entry. ► Visual checking resulted in substantially more errors in statistical results than double entry. ► Visual checking was no better than single entry. ► Single entry and visual checking should be replaced with more effective data entry methods, such as double entry. 45. Understanding social networking sites adoption in China: A comparison of pre-adoption and post-adoption Original Research Article Pages 1840-1848 Ya Ping Chang, Dong Hong Zhu Highlights ► We develop a model to understand social networking sites adoption. ► We examine differences in pre-adoption and post-adoption intention models. ► Entertainment motivation has effect on pre-adopters but none on post-adopters. ► Connecting with old friends has effect on post-adopters but none on pre-adopters. 46. Evaluating learning, design, and engagement in web-based learning tools (WBLTs): The WBLT Evaluation Scale Original Research Article Pages 1849-1856 Robin Kay Highlights ► The Learning Object Evaluation Scale designed by Kay and Knaack (2009) was re-examined. ► Three main constructs were assessed including learning, design and engagement. ► The new WBLT Evaluation Scale showed high internal reliability. ► The new scale also demonstrated good construct validity and convergent validity. ► The three scale constructs were significant predictors of learning performance. 47. Internet use, happiness, social support and introversion: A more fine grained analysis of person variables and internet activity Original Research Article Pages 1857-1861 M.E. Mitchell, J.R. Lebow, R. Uribe, H. Grathouse, W. Shoger Highlights ► Study of specific Internet use in relation happiness, perceived social support, and introversion. ► Novel measures of six domains of internet use were developed. ► Specific on line activities were related to social support, happiness and introversion. ► Persons with high levels of gaming and or mischief may be at greater risk. 48. Rate My Expectations: How online evaluations of professors impact students’ perceived control Original Research Article Pages 1862-1867 Neneh Kowai-Bell, Rosanna E. Guadagno, Tannah Little, Najean Preiss, Rachel Hensley Highlights ► We examined use of Ratemyprofessors.com (RMP). ► RMP is a website through which students evaluate their professors. ► First, participants recalled taking a class from a RMP reviewed professor. ► Next, participants read a set of negative or positive comments about a professor. ► Our results suggest that content on RMP impacts classroom experiences. 49. E-Learning technologies: A key to Dynamic Capabilities Original Research Article Pages 1868-1874 Reychav Iris, Anand Vikas Highlights ► We study knowledge-related antecedents to Dynamic Capabilities (DC). ► Antecedents include E-Learning and Knowledge Sharing (KS). ► Knowledge Sharing found to mediate between E-Learning and Dynamic Capabilities. ► Positive contribution of E-Learning on Knowledge Sharing and Dynamic Capabilities. ► Results indicate potential reward to firms striving to share knowledge externally. ----- (this is # of ??) from http://www.sciencedirect.com/science/journal/07475632

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    # # # ----- Computers in Human Behavior Volume 27, Issue 5, Pages 1467-2066 (September 2011) 2009 Fifth International Conference on Intelligent Computing - ICIC 2009, 2009 Fifth International Conference on Intelligent Computing Ulsan, Korea 16-19 September 2009 Edited by De-Shuang Huang ------- Regular Articles 18. On the relation between cognitive and biological modelling of criminal behaviour Original Research Article Pages 1593-1611 Tibor Bosse, Charlotte Gerritsen, Jan Treur Highlights ► This article illustrates the benefit of computational modelling for the area of criminology. ► We show how a cognitive modelling approach can be related to a biological approach. ► A case study on violent behaviour illustrates the approach. ► We show how modelling and simulation can enhance criminological insight. ► The approach is supported by automated tools. 19. Age and technology innovation in the workplace: Does work context matter? Original Research Article Pages 1612-1620 Tracey E. Rizzuto Highlights ► Multi-institutional, multilevel field-setting workplace sample. ► Older workers are more positive about IT initiatives than younger counterparts. ► Age context shapes attitudes toward IT initiatives. 20. The lies we tell and what they say about us: Using behavioural characteristics to explain Facebook activity Original Research Article Pages 1621-1626 Jean D.M. Underwood, Lianne Kerlin, Lee Farrington-Flint Research highlights ► Broadcasters, communicators and high interaction FaceBook users were identified. ► Quality of interaction, deceptive behavior and acceptance of risk were group markers. ► Communicators lied to enhance the group but non-communicators self promoted. ► Acceptance of risk and low quality interaction marked out Broadcasters. ► Broadcasters’ behaviour raised their exposure to the ills of the Internet. 21. Enhancing graph production skills via programmed instruction: An experimental analysis of the effect of guided-practice on data-based graph production Original Research Article Pages 1627-1633 Darrel R. Davis Highlights ► Sixty-one students completed graphing instruction using a graphical simulator. ► Group one constructed graphs in the simulator using step-by-step instructions. ► Group two had the same instructions but did not have the construction requirement. ► All students constructed post-test graphs using pencil and paper. ► Response contingencies in the simulator increased graph construction performance. 22. Revealing only the superficial me: Exploring categorical self-disclosure online Original Research Article Pages 1634-1642 Alison Attrill, Rahul Jalil Research highlights ► We show online self-disclosure to be an exchange of superficial self-information in general communications. ► Self-disclosure can be mapped onto the controlled and hierarchical processing of self-information in the Self-memory-system model. ► Self-disclosure might vary according to Internet arena. ► Attitudes towards online relationship formation need more consideration in many areas of online research. 23. Designing motivational agents: The role of praise, social comparison, and embodiment in computer feedback Original Research Article Pages 1643-1650 Jonathan Mumm, Bilge Mutlu Research highlights ► Feedback in the form of praise or social comparison improves motivation. ► Praise improves motivation only when no social comparison is present. ► Praise improves motivation with low-performers, but not with high-performers. ► Presence of an on-screen agent improves motivation. 24. The effect of video feedback delay on frustration and emotion communication accuracy Original Research Article Pages 1651-1657 Stacie Renfro Powers, Christian Rauh, Robert A. Henning, Ross W. Buck, Tessa V. West Highlights ► We examined how video feedback delay affected frustration and emotion communication accuracy. ► Measures were taken after two 10-min conversation periods. ► In period one, subjects with video delay had less frustration and more accuracy than those without. ► In period two, subjects with video delay were more frustrated than those without. ► People may compensate less for video delay after an initial acquaintance period. 25. Who uses Facebook? An investigation into the relationship between the Big Five, shyness, narcissism, loneliness, and Facebook usage Original Research Article Pages 1658-1664 Tracii Ryan, Sophia Xenos Research highlights ► We investigated how personality influences usage or non-usage of Facebook. ► Facebook users were more extraverted and narcissistic than nonusers. ► Facebook nonusers were more conscientious and socially lonely than users. ► Facebook usage habits varied as a result of certain personality traits. 26. Effects of spatial ability and richness of motion cue on learning in mechanically complex domain Original Research Article Pages 1665-1674 Doo Young Lee, Dong-Hee Shin Highlights ► Examine the impact of individual differences in the spatial ability of learners. ► Presenting written explanations with animations did not improve performance. ► For the learners with low spatial ability, learning was enhanced by animations. ► Motion cues did not improve learning of the learners with low spatial ability. ► Use of animations did not help learners with low spatial ability. 27. Exposure to violent computer games and Chinese adolescents’ physical aggression: The role of beliefs about aggression, hostile expectations, and empathy Original Research Article Pages 1675-1687 Shuangju Zhen, Hongling Xie, Wei Zhang, Shujun Wang, Dongping Li Highlights ► We examined how violent computer games influence physical aggression in adolescents. ► We further determined if such influence varied across gender and age groups. ► Beliefs about aggression, hostile expectations, and empathy mediated the influence. ► Empathy was a prominent mediator among pre and middle adolescent females. ► Violent computer games had a greater influence the younger the age group. 28. Empirical investigation of customers’ channel extension behavior: Perceptions shift toward the online channel Original Research Article Pages 1688-1696 Shuiqing Yang, Yaobin Lu, Ling Zhao, Sumeet Gupta Research highlights ► The results validated the cross-channel synergies on customers’ channel extension evaluation. ► Offline channel service quality positively affects perceived online channel service quality. ► Perceived entitativity between channels enhances the effect of cross-channel synergies. ► Self-efficacy for change facilitates behavior towards the online channel extension. ► The results yield interesting implications for management of multiple-channel extension. 29. “Sexting” and adult romantic attachment Original Research Article Pages 1697-1701 Robert S. Weisskirch, Raquel Delevi Highlights ► Created sexting attitudes and behaviors measures; factor analyzed. ► Three attitudes subscales: Fun and Carefree, Perceived Risk, and Relational Expectations. ► Fun and Carefree and Relational Expectations correlated to sexting behaviors. ► Attachment anxiety predicted texts propositioning sex for those in couples. ► Attachment anxiety predicted Relational Expectations sexting attitudes. 30. Internet and mobile phone text-messaging dependency: Factor structure and correlation with dysphoric mood among Japanese adults Original Research Article Pages 1702-1709 Xi Lu, Junko Watanabe, Qingbo Liu, Masayo Uji, Masahiro Shono, Toshinori Kitamura Highlights ► A questionnaire study to examine the factor structures of the IAQ and STDS. ► We found a two-factor structure for the IAQ and a three-factor structure for the STDS. ► Depression was linked to both Internet Dependency and Text-message Dependency. ► Anxiety was associated negatively with Text-message Dependency. 31. The effect of the nonhuman external regulator’s answer-until-correct (AUC) versus knowledge-of-result (KR) task feedback on children’s behavioral regulation during learning tasks Original Research Article Pages 1710-1723 Adel M. Agina, Piet A.M. Kommers, Michael M. Steehouder Highlights ► Results generated by the game were inline with the statistical results. ► Both results did not confirm the hypothesis. ► Both results did not confirm Vygotsky’s view or Piaget’s view of SRL development. ► Thinking aloud and self-regulation have a reverse relationship. ► Thinking aloud can be used to explore problems that children may not talk about. 32. The effect of nonhuman’s external regulation on detecting the natural development process of young children’s self-regulation during learning tasks Original Research Article Pages 1724-1739 Adel M. Agina, Piet A.M. Kommers, Michael M. Steehouder Research highlights ► Three classes of self-regulation’s natural development were generated by computer. ► A new psychological view of self-regulation’s natural development was explored. ► Self-regulation is psychological (Piagetian) but not behavioral (Vygotskyian). ► Computer can detect psychological problem and calculate the net signed of SRL. ► The relationship between spontaneous thinking aloud and self-regulation is reverse. (this is # of ??) from http://www.sciencedirect.com/science/journal/07475632

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    # # # ----- Computers in Human Behavior Volume 27, Issue 5, Pages 1467-2066 (September 2011) 2009 Fifth International Conference on Intelligent Computing - ICIC 2009, 2009 Fifth International Conference on Intelligent Computing Ulsan, Korea 16-19 September 2009 Edited by De-Shuang Huang Modify or Remove My Alerts 1. Editorial Board / Publication information Page IFC Preface 2. Special issue on advanced intelligent computing theory and methodology Page 1467 De-Shuang Huang Special Section Articles 3. Missing data imputation in multivariate data by evolutionary algorithms Original Research Article Pages 1468-1474 Juan C. Figueroa García, Dusko Kalenatic, Cesar Amilcar Lopez Bello 4. DepthLimited crossover in GP for classifier evolution Original Research Article Pages 1475-1481 Hajira Jabeen, Abdul Rauf Baig 5. Interactive genetic algorithms with individual’s fuzzy fitness Original Research Article Pages 1482-1492 Dun-wei Gong, Jie Yuan, Xiao-yan Sun 6. Emergency resources scheduling based on adaptively mutate genetic algorithm Original Research Article Pages 1493-1498 Liming Zhang, Yuhua Lin, Guofeng Yang, Huiyou Chang 7. Machine learning approach to model sport training Original Research Article Pages 1499-1506 Edward Me¸żyk, Olgierd Unold 8. HDR Image Generation based on Intensity Clustering and Local Feature Analysis Original Research Article Pages 1507-1511 Kang-Hyun Jo, Andrey Vavilin 9. Interactive component extraction from fEEG, fNIRS and peripheral biosignals for affective brain–machine interfacing paradigms Original Research Article Pages 1512-1518 Tomasz M. Rutkowski, Toshihisa Tanaka, Andrzej Cichocki, Donna Erickson, Jianting Cao, Danilo P. Mandic 10. Analysis of shipbuilding fabrication process with enterprise ontology Original Research Article Pages 1519-1526 Ji-Hyun Park, Kyung-Hoon Kim, Jae-Hak J. Bae 11. Assisted-care robot based on sociological interaction analysis Original Research Article Pages 1527-1534 Wenxing Quan, Hitoshi Niwa, Naoto Ishikawa, Yoshinori Kobayashi, Yoshinori Kuno 12. Self-adaptation of learning rate in XCS working in noisy and dynamic environments Original Research Article Pages 1535-1544 Maciej Troć, Olgierd Unold 13. Segment-based emotion recognition from continuous Mandarin Chinese speech Original Research Article Pages 1545-1552 Jun-Heng Yeh, Tsang-Long Pao, Ching-Yi Lin, Yao-Wei Tsai, Yu-Te Chen 14. Estimation of word emotions based on part of speech and positional information Original Research Article Pages 1553-1564 Kazuyuki Matsumoto, Fuji Ren 15. Personal identification based on finger-vein features Original Research Article Pages 1565-1570 Jinfeng Yang, Yihua Shi, Jinli Yang 16. Shot retrieval based on fuzzy evolutionary aiNet and hybrid features Original Research Article Pages 1571-1578 Xian-Hui Li, Yong-Zhao Zhan, Jia Ke, Hong-Wei Zheng 17. A representation method for performance specifications in UML domain Original Research Article Pages 1579-1592 S. Distefano, A. Puliafito, M. Scarpa

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    # # # ----- Scholar Alert - [ "virtual worlds" education ] Inbox X SecondLife X VWsFBgroup X Reply Google Scholar Alerts scholaralerts-noreply@google.com to me show details 1:35 AM (7 hours ago) Scholar Alert: [ "virtual worlds" education ] The Influence of Virtual World Interactions toward Driving Real World Behaviors H Thiruvengada, P Derby, W Foslien, J Beane… - Virtual and Mixed Reality- …, 2011 ... In: Rothrock, L., Narayan, S. (eds.) Human-in-the-loop simulation: Methods to practice,(In Press) 17. Wankel, C., Kinsley, J.: Higher Education in Virtual Worlds: Teaching and learning in Second Life. Emerald Group Publishing Limited, UK (2009) Second Life as a Platform for Creating Intelligent Virtual Agents L Hodges, A Ulinski, T Bloodworth, A Hayes… - Digital Human Modeling, 2011 ... British Journal of Education Technology 36(3), 439–451 (2005) 16. Boulon, MN, Hetherington, L., Wheeler, S.: Second life: An overview of the potential of 3-D virtual worlds in medical and health education. Health Information Library J 24, 233– 245 (2007) 17. ... Gaining Insight into the Application of Second Life in a Computing Course: Students' Perspectives J Braman, A Dudley, K Colt, G Vincenti… - Online Communities and Social …, 2011 ... Pre and post surveys were distributed to the class to get student's feedback. The responses from these surveys are reported in this paper. Keywords: Virtual Worlds, Second Life, Education, Perception, Educational Tools. 1 Introduction ... Learning in Virtual Worlds: A New Path for Supporting Cognitive Impaired Children L Ripamonti… - Foundations of Augmented Cognition. Directing the …, 2011 ... Learning in Virtual Worlds: A New Path for Supporting Cognitive Impaired Children ... our goals: Serious Game: a mental contest, played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public ... Realism, idealization, and potential negative impact of 3D virtual relationships RL Gilbert, NA Murphy… - Computers in Human Behavior, 2011 ... The expanded possibilities for intimate relationships in advanced virtual worlds have prompted a set of blog postings and on-line press reports exploring ... not completed high school, 34% (n = 68) reported a high school diploma or GED as their highest level of education, 20% (n ... Educating the Patient: Challenges and Opportunities with Current Technology J Gordon - Nursing Clinics of North America, 2011 ... Three-dimensional first-person simulated worlds. Several institutions of higher education are now creating online training in virtual worlds. An example of such a world is Second Life. 26 In these worlds you create a “persona” called an avatar. ... A Virtual World Prototype for Interacting with a Music Collection J Holm… - Online Communities and Social Computing, 2011 ... 1 Introduction A virtual world is a persistent and shared online environment, where the users can interact and socialize with each other in real-time [3]. Virtual worlds are used for various purposes including gaming, social networking, education, marketing, and advertisement. ... Reflected in a Liquid Crystal Display: Personalization and the Use of Avatars in Serious Games S Lakhmani… - Virtual and Mixed Reality-Systems and Applications, 2011 ... In: 2nd IEEE International Conference on Digital Games and Intelligent Toys Based Education, pp. 28–35. ... Int. J. Hum-Comp. Stud. 68, 57–68 (2010) 15. Feldon, DF, Kafai, YB: Mixed methods for mixed reality: Understanding users' avatar activities in virtual worlds. Edu. Tech. ... Scent Trails: Countering Terrorism through Informed Surveillance A Sandham, T Ormerod, C Dando, R Bull… - … Psychology and Cognitive …, 2011 ... Serious games have been used for military training [14], health training [15], therapy and rehabilitation [16], education [17], and emergency response [18]. ... Paper presented at the Proceedings of the IEEE Virtual Worlds for Serious Applications, Coventry, UK (2009) 14. ... Designing for Cultural Connections A Peters, B Mennecke, J Camou, KC Herdem… - HCI International 2011– …, 2011 ... Designing for Cultural Connections 241 4. Ducheneaut, N., Wen, M., Lee, N., Wadley, G.: Body and Mind: A Study of Avatar Personalization in Three Virtual Worlds. ... Rodriquez, R.: Hunger of Memory: The Education of Richard Rodriquez. Bantam Dell, New York (1982) 13. ... Promoting Reflective Learning: The Role of Blogs in the Classroom R Ahmad… - Online Communities and Social Computing, 2011 ... This approach has been widely adopted in nursing and teacher education as it has been found to be helpful in promoting deeper ... The immersion in virtual worlds triggered some of the deepest reflective moments of the course which led to individualized knowledge construction ... Computer Interaction and the Benefits of Social Networking for People with Borderline Personality Disorder: Enlightening Mental Health Professionals A Good, A Sambhanthan, V Panjganj… - HCI International 2011–Posters' …, 2011 ... A recent survey on healthcare related activities using Second Life shows that patient education and awareness building as the major health ... the British Psychological Society (2009) 5. Norris, J.: The Growth and Direction of Healthcare Support Groups in Virtual Worlds (2009) 6 ... Designing Pervasive Games for Learning C Ardito, R Lanzilotti, D Raptis, C Sintoris… - Design, User Experience, …, 2011 ... Computer Education 52(2), 449–459 (2009) 2. Ardito, C., Buono, P., Costabile, MF, Lanzilotti, R., Piccinno, A.: Enabling interactive ... York (2008) 5. Bellotti, F., Berta, R., De Gloria, A., Zappi, V.: Exploring gaming mechanisms to enhance knowledge acquisition in virtual worlds. ... Impact of Blog Design Features on Blogging Satisfaction: An Impression Management Perspective WK Tan… - Online Communities and Social Computing, 2011 ... This model may be adapted to explain why and how individuals use social computing technologies that have the capability to reflect one's identity, eg, social networking sites and virtual worlds. ... Education, Communication & Information 5(1), 25–39 (2005) Page 10. ... [PDF] EMBODIED EXPERIENCES IN IMMERSIVE VIRTUAL ENVIRONMENTS: EFFECTS ON PRO-ENVIRONMENTAL ATTITUDE AND BEHAVIOR SJ Ahn - 2011 ... mediated experiences. Thus, the question of interest is whether sensorimotor experiences in virtual worlds are able to influence attitudes and behaviors in the physical world. Also of interest is how embodied experiences compare to mental ... [HTML] Using Technology to Support Struggling Students:" Doing" Science Like a Scientist JM Center ... Other virtual worlds are significantly more complex, allowing groups of students to work in the environment at the same time, making ... Remote labs enrich science and engineering education by vastly increasing the scope of experiments that students have access to in the course ... Immersive Role of Non-Required Social Actions in Virtual Settings: The Example of Trade Role-Play in the Second Life Gorean Community MJ Guitton ... groups in virtual words. Thus, the inter-individual and inter-group dimensions shall be taken into account in the design of efficient virtual worlds to optimise the immersive aspects of these environments. Keywords: Avatar, Social ... [PDF] This work was supported by the Grant of the Korean Ministry of Education, Science and Technology (The Regional Core Research Program/Biohousing Research … D Environments, SH Han… ... This work was supported by the Grant of the Korean Ministry of Education, Science and Technology (The Regional Core Research ... This research has focused on supporting the tasks of evaluating new distributed virtual worlds and reviewing existing shared environments. ... Free Access To E-books and'OER'S at The Open University Of Israel SM Barton, J Hedberg… ----- [HTML] Archive for open G Veletsianos This Google Scholar Alert is brought to you by Google.

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    # # # # # ----- Scholar Alert: [ "Second Life" co-presence ] ClearSpace: Mixed Reality Virtual Teamrooms A Hill, M Bonner… - Virtual and Mixed Reality-Systems and Applications, 2011 ... cumbersome. Presence disparity refers to the feeling of co-presence that exists between collaborators. ... regard. Some virtual environments such as Second Life do not enforce a linkage between user embodiment and viewpoint. ... http://www.springerlink.com/index/B2GH422U13548621.pdf ---------- [PDF] Understanding the potential of virtual environments for improving C2 performance K Hudson… ----- ... The simulated crossing, also developed in Second Life, accurately recreates a border checkpoint, and each student in the class is given ... the identification of self with avatar within the environment (presence), and the sense of sharing that environment with others (co-presence). ... http://www.nps.edu/Academics/Centers/CEP/docs/2011/ICCRTS_2011_paper_028_Hudson-Nissen.pdf

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    # # # ----- tripleC: Cognition, Communication, Co-operation. [Air-L] Content of tripleC: Journal for a Global Sustainable Information Society, Volume 9, Issue 1 Inbox X zzz X Reply christian.fuchs@uti.at christian.fuchs@uti.at to air-l show details 6:31 AM (1 hour ago) Dear colleagues, Please find attached the content list of tripleC: Journal for a Global Sustainable Information Society, Volume 9, Issue 1 (2011), http://www.triple-c.se/. tripleC content is now indexed in the databases “Scopus“ and “Communication and Mass Media Complete“. It is an open access journal specializing in critical studies of digital media, media, communication and information in the information society. It uses a Creative Commons-license and makes all articles available online without payment by authors and readers. tripleC especially encourages articles with normative, political and critical assessments of information, media, communication, the Internet and digital media and their societal contexts. Issue 2 (2011) will besides regular articles feature a special section about the China Conference on Foundations of Information Science, papers from the session “Political Economy and Critical Theory of the Internet“ at the Nordmedia Conference 2011, and a special section about “ICTs and Society - A New Transdiscipline?“. We welcome article submissions, reflections and provocations about books, articles, conferences, media politics as well as suggestions for special issues in areas such as Critical Internet Studies, Critial Media/Communication Studies, Critical Information Society Studies, Critical Information Systems Research, Critical Theory of Information/Media/Communication, Critical Political Economy/Marxist Studies of Communication/Culture/Digital Media/Information/Media, Critical Cultural Studies, or Critical Information Science. With kind regards, Christian Fuchs (Co-editor of tripleC) tripleC, Vol. 9, Issue 1 (2011), http://www.triple-c.se/ Articles (Peer-Reviewed) * Doing Research, Doing Politics: ICT Research as a Form of Activism Juliet Webster, pp. 1-10 * Embracing Technology and the Challenges of Complexity Alice Robbin, pp. 11-27 * Social Media for Digital and Social Inclusion: Challenges for Information Society 2.0 Research & Policies Pieter Verdegem, pp. 28-38 * From Financialization to Low and Non-Profit: Emerging Media Models for Freedom Nuria Almiron-Roig, pp. 39-61 * Deconstructing Bentham’s Panopticon: The New Metaphors of Surveillance in the Web 2.0 Environment Manuela Farinosi, pp. 62-76 * Information – is it Subjective or Objective? Andrzej Stanislaw Zaliwski, pp. 77-92 * The Need for an Informational Systems Approach to Security José María Díaz Nafría, pp. 93-122 Reflection Section (Non Peer-Reviewed) * Book Review: Signs of Science - Linguistics meets Biology Robert Prinz, pp. 123-125 tripleC, Vol. 9, Issue 2 (ongoing, further articles will be added), http://www.triple-c.se/ * Privacy as Invisibility: Pervasive Surveillance and the Privatization of Peer-to-Peer Systems Francesca Musiani, pp. 126-140 * Selling You and Your Clicks: Examining the Audience Commodification of Google Hyunjin Kang, Matthew P. McAllister, pp. 141-153 -- Prof. Christian Fuchs Chair in Media and Communication Studies Department of Informatics and Media Uppsala University Kyrkogårdsgatan 10 Box 513 751 20 Uppsala Sweden christian.fuchs@im.uu.se Tel +46 (0) 18 471 1019 http://fuchs.uti.at http://www.im.uu.se NetPolitics Blog: http://fuchs.uti.at/blog Editor of tripleC: http://www.triple-c.se Book "Foundations of Critical Media and Information Studies" (Routledge 2011) Book "Internet and Society" (Paperback, Routledge 2010) _______________________________________________ The Air-L@listserv.aoir.org mailing list is provided by the Association of Internet Researchers http://aoir.org Subscribe, change options or unsubscribe at: http://listserv.aoir.org/listinfo.cgi/air-l-aoir.org Join the Association of Internet Researchers: http://www.aoir.org/

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    # ----- Social Semiotics - informaworld new issue alert -- Social Semiotics: Volume 21 Issue 3 (http://www.informaworld.com/openurl?genre=issue&issn=1035-0330&volume=21&issue=3&uno_jumptype=alert&uno_alerttype=new_issue_alert,email) is now available online at informaworld (http://www.informaworld.com). ------- This new issue contains the following articles: RESEARCH ARTICLE The semiotics of religious space in Second Life®, Pages 337 - 357 Author: Massimo Leone DOI: 10.1080/10350330.2011.564385 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=337&uno_jumptype=alert&uno_alerttype=new_issue_alert,email Analysing multimodality in an interactive digital environment: software as a meta-semiotic tool, Pages 359 - 380 Authors: Bradley A. Smith; Sabine Tan; Alexey Podlasov; Kay L. O'Halloran DOI: 10.1080/10350330.2011.564386 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=359&uno_jumptype=alert&uno_alerttype=new_issue_alert,email Social action, dialogism and the imaginary community: toward a dialogical critique of political economy, Pages 381 - 398 Author: David Gleicher DOI: 10.1080/10350330.2011.564387 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=381&uno_jumptype=alert&uno_alerttype=new_issue_alert,email Towards a universal language of the built environment, Pages 399 - 416 Authors: Qi Wang; Tim Heath DOI: 10.1080/10350330.2011.564389 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=399&uno_jumptype=alert&uno_alerttype=new_issue_alert,email Ground zero – the semiotics of the boundary line, Pages 417 - 434 Author: Angus Cameron DOI: 10.1080/10350330.2011.564391 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=417&uno_jumptype=alert&uno_alerttype=new_issue_alert,email The aesthetic public sphere and the transformation of criticism, Pages 435 - 453 Author: Jonathan Roberge DOI: 10.1080/10350330.2011.564393 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=435&uno_jumptype=alert&uno_alerttype=new_issue_alert,email Book reviews BOOK REVIEWS, Pages 455 - 459 Authors: Maria Giannacopoulos; Rakesh Kaushal DOI: 10.1080/10350330.2011.564394 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=455&uno_jumptype=alert&uno_alerttype=new_issue_alert,email Should you wish to stop receiving these emails or update which email alerts you receive, please go to: http://www.informaworld.com/alerting

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    # ----- Social Semiotics - informaworld new issue alert -- Social Semiotics: Volume 21 Issue 3 (http://www.informaworld.com/openurl?genre=issue&issn=1035-0330&volume=21&issue=3&uno_jumptype=alert&uno_alerttype=new_issue_alert,email) is now available online at informaworld (http://www.informaworld.com). ------- This new issue contains the following articles: RESEARCH ARTICLE The semiotics of religious space in Second Life®, Pages 337 - 357 Author: Massimo Leone DOI: 10.1080/10350330.2011.564385 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=337&uno_jumptype=alert&uno_alerttype=new_issue_alert,email Analysing multimodality in an interactive digital environment: software as a meta-semiotic tool, Pages 359 - 380 Authors: Bradley A. Smith; Sabine Tan; Alexey Podlasov; Kay L. O'Halloran DOI: 10.1080/10350330.2011.564386 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=359&uno_jumptype=alert&uno_alerttype=new_issue_alert,email Social action, dialogism and the imaginary community: toward a dialogical critique of political economy, Pages 381 - 398 Author: David Gleicher DOI: 10.1080/10350330.2011.564387 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=381&uno_jumptype=alert&uno_alerttype=new_issue_alert,email Towards a universal language of the built environment, Pages 399 - 416 Authors: Qi Wang; Tim Heath DOI: 10.1080/10350330.2011.564389 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=399&uno_jumptype=alert&uno_alerttype=new_issue_alert,email Ground zero – the semiotics of the boundary line, Pages 417 - 434 Author: Angus Cameron DOI: 10.1080/10350330.2011.564391 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=417&uno_jumptype=alert&uno_alerttype=new_issue_alert,email The aesthetic public sphere and the transformation of criticism, Pages 435 - 453 Author: Jonathan Roberge DOI: 10.1080/10350330.2011.564393 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=435&uno_jumptype=alert&uno_alerttype=new_issue_alert,email Book reviews BOOK REVIEWS, Pages 455 - 459 Authors: Maria Giannacopoulos; Rakesh Kaushal DOI: 10.1080/10350330.2011.564394 Link: http://www.informaworld.com/openurl?genre=article&issn=1035-0330&volume=21&issue=3&spage=455&uno_jumptype=alert&uno_alerttype=new_issue_alert,email Should you wish to stop receiving these emails or update which email alerts you receive, please go to: http://www.informaworld.com/alerting

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    # ----- Scholar Alert - [ "virtual worlds" education ] Inbox X VWsFBgroup X Reply Google Scholar Alerts scholaralerts-noreply@google.com to me show details 10:05 PM (33 minutes ago) Scholar Alert: [ "virtual worlds" education ] Social networking for membership engagement in nonprofit organisations: a trade union study PP Panagiotopoulos, L Brooks, T Elliman… - 2011 ... to the particular characteristics of the medium-sized Greek union's audience, ie their relatively young age, high level of education and high ... 5. Blodgett, BM & Tapia, AH (2010) When Protests go Virtual: How Organizing Social Protest in Virtual Worlds Changes the Nature of ... Advancing Screencast Lectures: Summarization and Visual Navigation E Rivera… ... Feedback and Suggestions please email info@editlib.org. EdITLib is a development of Global U - Learning & Technology Innovation Sponsored by the Association for the Advancement of Computing in Education. © Copyright 2011 Global U, LLC. [PDF] Designing Learning Games For Multiple Stakeholders N Whitton, L Pannese… ... Examples of their use exist in many learning domains, including schools[1], universities[2], adult education[3] and business ... and challenge viewpoints[5]. Computer games can also create opportunities for learners to explore rich and immersive virtual worlds, and provide a place ... Knowledge complementarity and knowledge exchange in supply channel relationships KK Kim, NS Umanath, JY Kim, F Ahrens… - International Journal of Information …, 2011 [PDF] Extending Service Dominant Logic: Proposition, Lexicon and Framework CHT Chen ... would be value derived from customer-to-customer interaction (Nicholls, 2010), such as that seen with online communities, virtual worlds like Second Life, or with contributing video ... Furthermore, SD logic is claimed to be pro-environment and pro-education, which means it ... This Google Scholar Alert is brought to you by Google.

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