Search results for: news games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 859

Search results for: news games

769 Mining News Deserts: Impact of Local Newspaper's Closure on Political Participation and Engagement in Rural Australian Town of Lightning Ridge

Authors: Marco Magasic

Abstract:

This article examines how a local newspaper’s closure impacts the way everyday people in a rural Australian town are informed about and engage with political affairs. It draws on a two-month focused ethnographic study in the outback town of Lighting Ridge, New South Wales and explores people’s media-related practices following the closure of the towns’ only newspaper, The Ridge News, in 2015. While social media is considered to have partly filled the news void, there is an increasingly fragmented and less vibrant local public sphere that has led to growing complacency among individuals about political affairs. Local residents highlight a dearth of reliable, credible information and lament the loss of the newspaper and its role in community advocacy and fostering people’s engagement with political institutions, especially local government.

Keywords: public sphere, political participation, local news, democratic deficit

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768 Cilubaba: An Agriculture-Based Education Tool through Congklak Traditional Game as an Introduction of Home Garden for Children in Cibanteng, Bogor

Authors: Yoni Elviandri, Vivi Fitriyanti, Agung Surya Wijaya, Suryani Humayyah, Muhammad Alif Azizi

Abstract:

The massive development of computing power and internet access nowadays is marked by audiovisual games and computers which are known as electronic games, one of the examples is online games. This kind of game can be found everywhere in Indonesia, both in the cities and even the villages. In the present time, online games are becoming a popular games in various layers of the community, one of them does happen to elementary school students. As the online games spread over, the traditional games gradually fade away and even thought as an old-fashioned game. Contrary, traditional games actually have the better and higher educational values such as patience, honesty, integrity and togetherness value which cannot be found in online games which are more to individualist. A brand new set of education tools is necessary to provide a convenience, safe and fun place for children to play around but still contains educational values. One interesting example goes to Cilulaba is an agricultural-based playground. It is a good place for children to play and learn as it was planned to entertain children to play around as well as introducing agriculture to them. One of the games is a 1990’s well-known traditional game which its name is Congklak. Congklak is an agricultural-based traditional game and it also introduces the home garden to the children. Some of the Cilulaba’s aims are to protect the existence of nation’s cultural inheritance through Congklak traditional game, as a tool to introduce the agriculture to the children through the methods of Congklak traditional game and giving explanation related to the advantages of a “healthy home garden” to the children. The expected output from this place is to deliver a good understanding about agriculture to the children and make them begin to love it to make an aesthetic home garden and enhance the optimalisation usage of home garden that will support the availability of various edible plants in productive and health households. The proposed method in this Student Creative Program in Society Service is Participatory Rural Appraisal (PRA) method.

Keywords: Cilubaba, Congklak, traditional game, agricultural-based playground

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767 The Audience’s Satisfaction through Radio Channel Broadcasting of Suan Sunandha Rajabhat University

Authors: Piyakarn Apichaikul, Thep Muanfoo

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This research study aimed to survey the audience’s satisfaction of the radio channel broadcasting of Suan Sunandha Rajabhat University and to investigate the relationship between the satisfaction and the usage of the listeners to the news program. The study was a quantitative research using a survey research method and a cross-sectional description study to examine the satisfaction and the usage of the listeners. The instrument of the research was questionnaires which were delivered to 300 respondents by simple random sampling. For the analytical part, descriptive statistics and inferential statistic were used in this research. The result found that respondents agreed that they were satisfied with the news program (mean = 3.60). Moreover, respondents agreed that they used information from the news program in their daily life (mean = 3.47). However, the relationship between the satisfaction and the usage of the respondents were contrary.

Keywords: news program, radio channel broadcasting, Suan Sunandha Rajabhat University, audience satisfaction

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766 A Phenomenological Study of Sports for the Analysis of Soccer Game: On Embodiment of the Goal Type Ball Games of Team Sports

Authors: K. Kiniwa, S. Kitagawa, M. Kawamoto, H. Uchiyama

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This study aims to identify phenomenologically the embodiment of soccer in order to analyze soccer games. In this paper the authors focused on the embodiment of sports and the embodiment of the goal type ball games of team sports. The authors revealed that the embodiment of sports is represented by inverse proportional body. It is possible for this structure (body scheme) of intercorporeality of sports to be compared to the symbolic figure of Uroboros which is a monster connected the tails of two snakes. The embodiment of the goal type ball games of team sports has dependency on situation and complexity. In doing this, it revealed that soccer is sensitive and emotional sports.

Keywords: intercorporeality, structure, body scheme, Uroboros, inverse proportional body, dependency on situation, complexity

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765 Niche Authorities and Social Activism: Interrogating the Activities of Selected Bloggers in Ghana

Authors: Akosua Asantewaa Anane

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Social media and its networking sites have become beneficial to society. With the advent of Web 2.0, many people are becoming technologically savvy and attracted to internet-based activities. With the click of a button, users are now sharing more information on topics, events and issues than before. A new phenomenon in the Ghanaian journalism sphere is the advent of blogger and citizen journalism, some of whom have become niche authorities. Niche authorities have emerged through the habitual and persistent curation of news on specific topics, resulting in the steady growth and emergence of valuable contributions to news sharing. Minimal studies have been conducted on niche authorities and their role in social activism in Ghana. This study, anchored on Cialdini’s Six Principles of Persuasion (reciprocation, consistency, social proof, liking, authority and scarcity), explores the features of niche authorities, their areas of expertise, as well as their authoritative voices in the curation of news stories. Using qualitative content analysis, cyber ethnography and thematic analysis of purposively sampled social media posts of five niche authorities, the study interrogates how these niche authorities employ the six principles of persuasion on their platforms to spark conversations on development, social inclusion and gender-based issues in the country. The study discusses how niche authorities deploy the principles in social activism and further recommends nurturing and mentoring communication strategies to progressively guide the youth to become future niche authorities in news curation and news sharing.

Keywords: social activism, cialdini’s six principles of persuasion, news curation, niche authorities

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764 Development of Terrorist Threat Prediction Model in Indonesia by Using Bayesian Network

Authors: Hilya Mudrika Arini, Nur Aini Masruroh, Budi Hartono

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There are more than 20 terrorist threats from 2002 to 2012 in Indonesia. Despite of this fact, preventive solution through studies in the field of national security in Indonesia has not been conducted comprehensively. This study aims to provide a preventive solution by developing prediction model of the terrorist threat in Indonesia by using Bayesian network. There are eight stages to build the model, started from literature review, build and verify Bayesian belief network to what-if scenario. In order to build the model, four experts from different perspectives are utilized. This study finds several significant findings. First, news and the readiness of terrorist group are the most influent factor. Second, according to several scenarios of the news portion, it can be concluded that the higher positive news proportion, the higher probability of terrorist threat will occur. Therefore, the preventive solution to reduce the terrorist threat in Indonesia based on the model is by keeping the positive news portion to a maximum of 38%.

Keywords: Bayesian network, decision analysis, national security system, text mining

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763 Beyond the Jingoism of “Infodemic” in the Use of Language: Prospects for a Better Nigeria

Authors: Anacletus Ogbunkwu

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It is very disheartening that fake news or inaccurate information spread like wide fire and even with greater speed than fact based news/information. The peak of this anomaly is manifest in information management on the Corona virus pandemic, political/leadership based information, ethnic bigotry, unwarranted panics, false alarms, religious fanaticism, and business moguls in their advertorials, comedies, etc. This ugly situation has left Nigeria and her citizens with emotional trauma, unguided agitations, incessant tribal wars, lost of life and property, widened disunity among Nigerian ethnic and religious groups, amplified insecurity, aided election violence, etc. Unfortunately, among the major driving factors to this misinformation and conspiracy are the official/government and private news agencies, gossip, comedians, and social media handles such as; facebook, twitter, whatsapp, instagram, and online news agencies, etc. Thus this paper examines the impact of misinformation here referred to as infodemic. Also, it studies the epistemic effect of misinformation on the citizens of Nigeria in order to find ways of abating this anomaly for a better society. The methods of exposition and hermeneutics will be used in order to gain in-depth study of the details of infodemic in Nigeria and to offer philosophical analysis/interpretation of data as gathered, respectively. This paper concludes that misinformation or fake news has a perilous effect of epistemic mistrust to Nigeria and her citizens; hence infodemic is a cog in the wheel of National progress.

Keywords: nigeria, infodemic, language, media, news, progress

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762 The Flashnews as a Commercial Session of Political Marketing: The Content Analysis of the Embedded Political Narratives in Non-Political Media Products

Authors: Zsolt Szabolcsi

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Political communication in Hungary has undergone a significant change in the 2010s. One element of the transformation is the Flashnews. This media product was launched in March 2015 and since then 40-50 blocks are broadcasted, daily, on 5 channels. Flashnews blocks are condensed news sessions, containing the summary of political narratives. It starts with the introduction of the narrator, then, usually four news topics are presented and, finally, the narrator concludes the block. The block lasts only one minute and, therefore, it provides a blink session into the main narratives of political communication at the time. Beyond its rapid pace, what makes its avoidance difficult is that these blocks are always in the first position in the commercial break of a non-political media product. Although it is only one minute long, its significance is high. The content of the Flashnews reflects the main governmental narratives and, therefore, the Flashnews is part of the agenda-setting capacity of political communication. It reaches media consumers who have limited knowledge and interest in politics, and their use of media products is not politically related. For this audience, the Flashnews pops up in the same way as commercials. Due to its structure and appearance, the impact of Flashnews seems to be similar to commercials, imbedded into the break of media products. It activates existing knowledge constructs, builds up associational links and maintains their presence in a way that the recipient is not aware of the phenomenon. The research aims to examine the extent to which the Flashnews and the main news narratives are identical in their content. This aim is realized with the content analysis of the two news products by examining the Flashnews and the evening news during main sport events from 2016 to 2018. The initial hypothesis of the research is that Flashnews is a contribution to the news management technique for an effective articulation of political narratives in public service media channels.

Keywords: flashnews, political communication, political marketing, news management

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761 Accuracy of Trauma on Scene Triage Screen Tool (Shock Index, Reverse Shock Index Glasgow Coma Scale, and National Early Warning Score) to Predict the Severity of Emergency Department Triage

Authors: Chaiyaporn Yuksen, Tapanawat Chaiwan

Abstract:

Introduction: Emergency medical service (EMS) care for trauma patients must be provided on-scene assessment and essential treatment and have appropriate transporting to the trauma center. The shock index (SI), reverse shock index Glasgow Coma Scale (rSIG), and National Early Warning Score (NEWS) triage tools are easy to use in a prehospital setting. There is no standardized on-scene triage protocol in prehospital care. The primary objective was to determine the accuracy of SI, rSIG, and NEWS to predict the severity of trauma patients in the emergency department (ED). Methods: This was a retrospective cross-sectional and diagnostic research conducted on trauma patients transported by EMS to the ED of Ramathibodi Hospital, a university-affiliated super tertiary care hospital in Bangkok, Thailand, from January 2015 to September 2022. We included the injured patients receiving prehospital care and transport to the ED of Ramathibodi Hospital by the EMS team from January 2015 to September 2022. We compared the on-scene parameter (SI, rSIG, and NEWS) and ED (Emergency Severity Index) with the area under ROC. Results: 218 patients were traumatic patients transported by EMS to the ED. 161 was ESI level 1-2, and 57 was level 3-5. NEWS was a more accurate triage tool to discriminate the severity of trauma patients than rSIG and SI. The area under the ROC was 0.743 (95%CI 0.70-0.79), 0.649 (95%CI 0.59-0.70), and 0.582 (95%CI 0.52-0.65), respectively (P-value <0.001). The cut point of NEWS to discriminate was 6 points. Conclusions: The NEWs was the most accurate triage tool in prehospital seeing in trauma patients.

Keywords: on-scene triage, trauma patient, ED triage, accuracy, NEWS

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760 Narratives and Meta-Narratives in the News of People Killed in 2022 Iranian Protests

Authors: Abbas Rezaei Samarin

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In October 2022, protests began following the death of Mahsa Amini and were followed by the deaths of those arrested by Iran's morality police which Iran's official media and foreign Persian-language satellite channels presented to the audience different narratives of how they were killed. These two types of media produced two different and sometimes conflicting narratives when faced with the news of a certain person's death, and the conflict is found between the narratives in some cases. This study has focused on the semiotics of these narratives, the interpretation of discourses supporting the narratives, and finally, their analysis within the framework of narrative theories. In the present study, the researcher has used a qualitative approach and has concluded that the narrative of both types of media is structured around the functions of the existing and ideal political system.

Keywords: narrative, iran, fake news, protests, manipulation of reality

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759 The Interrelationship between Aggression and Frustration Brought about by Computer Games with Incentives among LPU Male Students

Authors: Dior Grita F. De Torres, Edielyn Gonzalvo, Jovielyn Manibo

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The experimental study aims to measure the level of aggression and frustration brought about by computer games with incentives and the interrelationship of the said variables. With 50 participants for each four groups, a total of 200 males who are avid of playing computer games participated in the study. The results and analyses presented in the study concluded that incentives differentially affect the level of aggression and frustration of the players with tobt = 7.18 and 6.521 > tcrit = 2.021 using t-test for dependent groups and Fobt = 4.527 and 8.340 > Fcrit = 3.89 using ANOVA with alpha level of 0.05, two tailed. At the same time, computer game’s level of difficulty also affects the level of aggression and frustration of the players with tobt = 7.53 and 4.783 > tcrit = 2.021 respectively and Fobt = 6.524 and 10.167 > Fcrit = 3.89. Moreover, there is also an interaction between incentive and the level of difficulty of computer game with tobt = 9.68 for aggression and tobt = 7.356 > 2.021 for frustration. Computer games and /with incentives has a large effect on the among male students of LPU.

Keywords: aggression, frustration, computer game, incentive

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758 Framing Mahsa Amini and Iran Protest: A Comparative Analysis of Tehran times and the Wall Street Journal

Authors: Nimmy Maria Joseph, Muhammed Hafiludheen

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On September 16, a 22-year-old Iranian woman, Mahsa Amini, died in Tehran after she was arrested by the ‘Morality police’ for an accusation of not wearing a hijab according to the standards laid down by the Iran Government. Suspicions aroused as the incident happened while Mahsa Amini was under the custody of Iran police. People of Iran accused that she was severely beaten up by the police, which led to her death. This initiated an array of women-led protests in Iran, leading to the ignition of massive uproars in the country. The Law Enforcement Command of Iran reported that she collapsed due to a heart attack and not due to police brutality. However, as a result, Iran faced a series of conflicts between the Government of Iran and the civilians, especially women. The research paper presents the framing analysis of online news stories on Mahsa Amini’s death and the resultant protest in Iran. The researcher analysed the online news stories of two popular newspapers, Tehran Times (Iran) and The Wall Street Journal (USA). The focus of the study is to have a comparative analysis of the frames of the news stories used and find out their agenda-setting pattern. It helps to comprehend how the news stories of popular news organisations try to channelise the perception of their audience on social issues. The researcher analysed the news stories considering their frames, valence, polysemy, rhetoric devices, and technical devices.

Keywords: mahsa amini, iran protest, framing analysis, valence, rhetoric device, tehran times, the wall street journal

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757 The Hallmarks of War Propaganda: The Case of Russia-Ukraine Conflict

Authors: Veronika Solopova, Oana-Iuliana Popescu, Tim Landgraf, Christoph Benzmüller

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Beginning in 2014, slowly building geopolitical tensions in Eastern Europe led to a full-blown conflict between the Russian Federation and Ukraine that generated an unprecedented amount of news articles and data from social media data, reflecting the opposing ideologies and narratives as a background and the essence of the ongoing war. These polarized informational campaigns have led to countless mutual accusations of misinformation and fake news, shaping an atmosphere of confusion and mistrust for many readers all over the world. In this study, we analyzed scraped news articles from Ukrainian, Russian, Romanian and English-speaking news outlets, on the eve of 24th of February 2022, compared to day five of the conflict (28th of February), to see how the media influenced and mirrored the changes in public opinion. We also contrast the sources opposing and supporting the stands of the Russian government in Ukrainian, Russian and Romanian media spaces. In a data-driven way, we describe how the narratives are spread throughout Eastern and Central Europe. We present predictive linguistic features surrounding war propaganda. Our results indicate that there are strong similarities in terms of rhetoric strategies in the pro-Kremlin media in both Ukraine and Russia, which, while being relatively neutral according to surface structure, use aggressive vocabulary. This suggests that automatic propaganda identification systems have to be tailored for each new case, as they have to rely on situationally specific words. Both Ukrainian and Russian outlets lean towards strongly opinionated news, pointing towards the use of war propaganda in order to achieve strategic goals.

Keywords: linguistic, news, propaganda, Russia, ukraine

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756 Effects of Handheld Video Games on Interpersonal Relationships: A Two-Wave Panel Study on Elementary School Students

Authors: Kanae Suzuki

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Handheld video games are popular communication tools among Japanese elementary school students today. This study aims to examine the effects of the use of handheld video games on interpersonal relationships of the students in real and virtual worlds. A two-wave panel survey was conducted for students of ten elementary schools at an interval of approximately six months. The survey questionnaire included questions about the average amount of time spent playing a handheld video game during the past one month, the frequency of communication with players during game play, and the interpersonal relationships, such as the number of real and virtual friends the students have. A multiple regression model was constructed for 324 students to examine causal relationships. The results indicated that the more frequently the students communicated with other players while playing games, the number of the real friends tended to increase. In contrast, no significant effect of the total time spent playing games was found on interpersonal relationships. The findings suggested that communication during game play is an important factor for improving interpersonal relationships of this age group.

Keywords: communication, real friend, social adjustment, virtual friend

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755 Understanding the Motivations behind the Assassination of Turkish Armenian Journalist, Hrant Dink

Authors: Nusret Mesut Sahin

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Hrant Dink, a prominent Turkish-Armenian journalist, and editor-in-chief of the bilingual Turkish-Armenian newspaper Agos was assassinated in Istanbul on January 19th, 2007 by a nationalist extremist, Ogun Samast. Dink had been voicing the atrocities against the Armenians between 1915 and 1922 during the Ottoman rule, and his comments on the issue appeared in the Turkish media many times before his assassination. It has been argued that the suffocating atmosphere created by the Turkish news media targeting Mr. Dink made him a target of an extremist Turkish juvenile. This study analyzes the media news to understand and explain why Hrant Dink became the target of a nationalist extremist. In this research, content analysis of news articles (N= 170) is conducted to identify whether there is a link between hate speech against Hrant Dink in the Turkish media and his assassination. The content of the newspaper articles is categorized and coded according to the hate language being used. The analysis suggested that Turkish media paved the way for Dink’s assassination. Hate speech against Hrant Dink on the media had risen gradually before the assassination. The study also found that the number of news stories covering hate speech and racist discourse against non-Muslim citizens of Turkey also increased dramatically before the assassination. Therefore, hate speech against minorities in media narratives and news reports should be monitored, and political figures or leaders of social groups who are targeted by some media outlets should be protected.

Keywords: Hrant Dink, assassination, Turkish Armenian journalist, media

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754 Player Experience: A Research on Cross-Platform Supported Games

Authors: Salih Akkemik

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User Experience has a characterized perspective based on two fundamentals: the usage process and the product. Digital games can be considered as a special interactive system. This system has a very specific purpose and this is to make the player feel good while playing. At this point, Player Experience (PX) and User Experience (UX) are similar. UX focuses on the user feels good, PX focuses on the player feels good. The most important difference between the two is the action taken. These are actions of using and playing. In this study, the player experience will be examined primarily. PX may differ on different platforms. Nowadays, companies are releasing the successful and high-income games that they have developed with cross-platform support. Cross-platform is the most common expression that an application can run on different operating systems, in other words, be developed to support different operating systems. In terms of digital games, cross-platform support means that a game can be played on a computer, console or mobile device environment, more specifically, the game developed is designed and programmed to be played in the same way on at least two different platforms, such as Windows, MacOS, Linux, iOS, Android, Orbis OS or Xbox OS. Different platforms also accommodate different player groups, profiles and preferences. This study aims to examine these different player profiles in terms of player experience and to determine the effects of cross-platform support on player experience.

Keywords: cross-platform, digital games, player experience, user experience

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753 Enhancing Technical Trading Strategy on the Bitcoin Market using News Headlines and Language Models

Authors: Mohammad Hosein Panahi, Naser Yazdani

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we present a technical trading strategy that leverages the FinBERT language model and financial news analysis with a focus on news related to a subset of Nasdaq 100 stocks. Our approach surpasses the baseline Range Break-out strategy in the Bitcoin market, yielding a remarkable 24.8% increase in the win ratio for all Friday trades and an impressive 48.9% surge in short trades specifically on Fridays. Moreover, we conduct rigorous hypothesis testing to establish the statistical significance of these improvements. Our findings underscore considerable potential of our NLP-driven approach in enhancing trading strategies and achieving greater profitability within financial markets.

Keywords: quantitative finance, technical analysis, bitcoin market, NLP, language models, FinBERT, technical trading

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752 Mental Health Representation in Video Games

Authors: Leonid Rybakovski

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Contemporary media offer a variety of themes for the diverse tastes of their audiences. The Digital games medium was mostly perceived as an instrument of entertainment. But being a part of global trends while constantly pushing the boundaries of storytelling in virtual reality and standing on the edge of technology also brings huge responsibility for game designers around the globe. A very recent emerging topic over the last years was an individual's mental state. In recent years there has been a shift in mental problems representations in commercial game releases such as Hell blade: Senua's Sacrifice and Sea of Solitude. The aim of this study is to research the approach of mental illness representation in media and digital games over the years and to suggest alternatives for putting characters who suffer from mental illness at the forefront of the storyline. This study traces dominant representations of characters with mental illness in digital games, reflecting the major change of the game industry toward inclusiveness. At the same time, the research embraces a hybrid approach to the academic study of digital games and includes the development of a game that follows a post-traumatic young girl, forcing the users to live her life through her eyes. The game prototype was developed as part of the Mdes Game Design and Development program and consisted of academic research and game development practices.

Keywords: framing analysis, mental condition, up keying, game mechanics

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751 Grounded Theory of Consumer Loyalty: A Perspective through Video Game Addiction

Authors: Bassam Shaikh, R. S. A. Jumain

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Game addiction has become an extremely important topic in psychology researchers, particularly in understanding and explaining why individuals become addicted (to video games). In previous studies, effect of online game addiction on social responsibilities, health problems, government action, and the behaviors of individuals to purchase and the causes of making individuals addicted on the video games has been discussed. Extending these concepts in marketing, it could be argued than the phenomenon could enlighten and extending our understanding on consumer loyalty. This study took the Grounded Theory approach, and found that motivation, satisfaction, fulfillments, exploration and achievements to be part of the important elements that builds consumer loyalty.

Keywords: grounded theory, consumer loyalty, video games, video game addiction

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750 Political Economy of Electronic News Media in Pakistan

Authors: Asad Ullah Khalid

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This paper encompasses the application of the concept of political economy of mass media in Pakistan. The media has developed at a massive pace and now is considered as one of the vital parts in having better administration furthermore helps in conveying the issues identified with the government to the public. Albeit Pakistani media has gained much independence after 2003 but there are many social, political and economy factors which influence the content of the media. The study employs triangulation of quantitative and qualitative methods. In terms of methods, content analysis and interview method both are used. The content of Pakistani media is analyzed quantitatively and qualitatively. Moreover, interviews with various journalists are conducted, and their findings are disclosed in this paper. Pakistan's communication landscape is neither well documented nor well understood, leaving its public off guard with regards to reviewing the role and impact of news inflow, correspondence and media in political, economic and social life. It has been found out that on particular issues some media channels have strong affiliations with certain political parties, moreover reporting and coverage have also been affected by the factors like terrorism, state policies(written and verbal), advertising/economic and demographic factors like the composition of the population.

Keywords: political economy, news media, Pakistan, electronic news media, journalism, mass media

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749 Physical Education Teacher's Interpretation toward Teaching Games for Understanding Model

Authors: Soni Nopembri

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The objective of this research is to evaluate the implementation of teaching games for Understanding model by conducting action to physical education teacher who have got long teaching experience. The research applied Participatory Action Research. The subjects of this research were 19 physical education teachers who had got training of Teaching Games for Understanding. Data collection was conducted intensively through a questionnaire, in-depth interview, Focus Group Discussion (FGD), observation, and documentation. The collected data was analysis zed qualitatively and quantitatively. The result showed that physical education teachers had got an appropriate interpretation on TGfU model. Some indicators that were the focus of this research indicated this points; they are: (1) physical education teachers had good understanding toward TGfU model, (2) PE teachers’ competence in applying TGfU model on Physical Education at school were adequate, though some improvement were needed, (3) the influence factors in the implementation of TGfU model, in sequence, were teacher, facilities, environment, and students factors, (4) PE teachers’ perspective toward TGfU model were positively good, although some teachers were less optimistic toward the development of TGfU model in the future.

Keywords: TGfU, physical education teacher, teaching games, FGD

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748 Infodemic Detection on Social Media with a Multi-Dimensional Deep Learning Framework

Authors: Raymond Xu, Cindy Jingru Wang

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Social media has become a globally connected and influencing platform. Social media data, such as tweets, can help predict the spread of pandemics and provide individuals and healthcare providers early warnings. Public psychological reactions and opinions can be efficiently monitored by AI models on the progression of dominant topics on Twitter. However, statistics show that as the coronavirus spreads, so does an infodemic of misinformation due to pandemic-related factors such as unemployment and lockdowns. Social media algorithms are often biased toward outrage by promoting content that people have an emotional reaction to and are likely to engage with. This can influence users’ attitudes and cause confusion. Therefore, social media is a double-edged sword. Combating fake news and biased content has become one of the essential tasks. This research analyzes the variety of methods used for fake news detection covering random forest, logistic regression, support vector machines, decision tree, naive Bayes, BoW, TF-IDF, LDA, CNN, RNN, LSTM, DeepFake, and hierarchical attention network. The performance of each method is analyzed. Based on these models’ achievements and limitations, a multi-dimensional AI framework is proposed to achieve higher accuracy in infodemic detection, especially pandemic-related news. The model is trained on contextual content, images, and news metadata.

Keywords: artificial intelligence, fake news detection, infodemic detection, image recognition, sentiment analysis

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747 The Image of Egypt in CNN, BBC and Al Jazeera News Channels in Terms of Democracy, Economic Status and Stability

Authors: Sarah El Mokadem

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Egypt has been the focus of international media since 2011 revolution and its repercussions. By the end of 2017, President Abdel Fattah El Sisi will have finished his first term of presidency. With an upcoming presidential election, all eyes are returning back to Egypt as there are speculations about whether the current regime will uphold or change points in the constitution determining the years of presidency term and the allowed number or reelections. In this paper, the researcher examines the reports related to Egypt in three international news channels with different ideologies. The research aims to identify the frames used to portray major issues in Egypt like the economic struggle, democracy levels and stability and safety of the country. All available reports from these three channels in 2017 on YouTube were analyzed which is the year before the presidential elections.

Keywords: content analysis, Egypt, image building, news channel ideology

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746 Fake News Domination and Threats on Democratic Systems

Authors: Laura Irimies, Cosmin Irimies

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The public space all over the world is currently confronted with the aggressive assault of fake news that have lately impacted public agenda setting, collective decisions and social attitudes. Top leaders constantly call out most mainstream news as “fake news” and the public opinion get more confused. "Fake news" are generally defined as false, often sensational, information disseminated under the guise of news reporting and has been declared the word of the year 2017 by Collins Dictionary and it also has been one of the most debated socio-political topics of recent years. Websites which, deliberately or not, publish misleading information are often shared on social media where they essentially increase their reach and influence. According to international reports, the exposure to fake news is an undeniable reality all over the world as the exposure to completely invented information goes up to the 31 percent in the US, and it is even bigger in Eastern Europe countries, such as Hungary (42%) and Romania (38%) or in Mediterranean countries, such as Greece (44%) or Turkey (49%), and lower in Northern and Western Europe countries – Germany (9%), Denmark (9%) or Holland (10%). While the study of fake news (mechanism and effects) is still in its infancy, it has become truly relevant as the phenomenon seems to have a growing impact on democratic systems. Studies conducted by the European Commission show that 83% of respondents out of a total of 26,576 interviewees consider the existence of news that misrepresent reality as a threat for democracy. Studies recently conducted at Arizona State University show that people with higher education can more easily spot fake headlines, but over 30 percent of them can still be trapped by fake information. If we were to refer only to some of the most recent situations in Romania, fake news issues and hidden agenda suspicions related to the massive and extremely violent public demonstrations held on August 10th, 2018 with a strong participation of the Romanian diaspora have been massively reflected by the international media and generated serious debates within the European Commission. Considering the above framework, the study raises four main research questions: 1. Is fake news a problem or just a natural consequence of mainstream media decline and the abundance of sources of information? 2. What are the implications for democracy? 3. Can fake news be controlled without restricting fundamental human rights? 4. How could the public be properly educated to detect fake news? The research uses mostly qualitative but also quantitative methods, content analysis of studies, websites and media content, official reports and interviews. The study will prove the real threat fake news represent and also the need for proper media literacy education and will draw basic guidelines for developing a new and essential skill: that of detecting fake in news in a society overwhelmed by sources of information that constantly roll massive amounts of information increasing the risk of misinformation and leading to inadequate public decisions that could affect democratic stability.

Keywords: agenda setting democracy, fake news, journalism, media literacy

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745 The Comparison of Dismount Skill between National and International Men’s Artistic Gymnastics in Parallel Bars Apparatus

Authors: Chen ChihYu, Tang Wen Tzu, Chen Kuang Hui

Abstract:

Aim —To compare the dismount skill between Taiwanese and elite international gymnastics in parallel bars following the 2017-2020 code of points. Methods—The gymnasts who advanced to the parallel bars event finals of these four competitions including World Championships, Universiade, the National Games of Taiwan, and the National Intercollegiate Athletic Games of Taiwan both 2017 and 2019 were selected in this study. The dismount skill of parallel bars was analyzed, and the average difficulty score was compared by one-way ANOVA. Descriptive statistics were applied to present the type of dismount skill and the difficulty of each gymnast in these four competitions. The data from World Championships and Universiade were combined as the international group (INT), and data of Taiwanese National Games and National Intercollegiate Athletic Games were also combined as the national group (NAT). The differences between INT and NAT were analyzed by the Chi-square test. The statistical significance of this study was set at α= 0.05. Results— i) There was a significant difference in the mean parallel bars dismount skill in these four competitions analyzed by one-way ANOVA. Both dismount scores of World Championships and Universiade were significantly higher than in Taiwanese National Games and National Intercollegiate Athletic Games (0.58±0.08 & 0.56±0.08 > 0.42±0.06 & 40±0.06, p < 0.05). ii) Most of the gymnasts in World Championships and Universiade selected the 0.6-point skill as the parallel bars dismount element, and for the Taiwanese National Games and the National Intercollegiate Athletic Games, most of the gymnasts performed the 0.4-point dismount skill. iii) The result of the Chi-square test has shown that there was a significant difference in the selection of parallel bars dismount skill. The INT group used the E or E+ difficulty element as the dismount skill, and the NAT group selected the D or D- difficulty element. Conclusion— The level of parallel bars dismount in Taiwanese gymnastics is inferior to elite international gymnastics. It is suggested that Taiwanese gymnastics must try to practice the F difficulty dismount (double salto forward tucked with half twist) in the future.

Keywords: Artistic Gymnastics World Championships, dismount, difficulty score, element

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744 Virtual Reality Based 3D Video Games and Speech-Lip Synchronization Superseding Algebraic Code Excited Linear Prediction

Authors: P. S. Jagadeesh Kumar, S. Meenakshi Sundaram, Wenli Hu, Yang Yung

Abstract:

In 3D video games, the dominance of production is unceasingly growing with a protruding level of affordability in terms of budget. Afterward, the automation of speech-lip synchronization technique is customarily onerous and has advanced a critical research subject in virtual reality based 3D video games. This paper presents one of these automatic tools, precisely riveted on the synchronization of the speech and the lip movement of the game characters. A robust and precise speech recognition segment that systematized with Algebraic Code Excited Linear Prediction method is developed which unconventionally delivers lip sync results. The Algebraic Code Excited Linear Prediction algorithm is constructed on that used in code-excited linear prediction, but Algebraic Code Excited Linear Prediction codebooks have an explicit algebraic structure levied upon them. This affords a quicker substitute to the software enactments of lip sync algorithms and thus advances the superiority of service factors abridged production cost.

Keywords: algebraic code excited linear prediction, speech-lip synchronization, video games, virtual reality

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743 Twitter's Impact on Print Media with Respect to Real World Events

Authors: Basit Shahzad, Abdullatif M. Abdullatif

Abstract:

Recent advancements in Information and Communication Technologies (ICT) and easy access to Internet have made social media the first choice for information sharing related to any important events or news. On Twitter, trend is a common feature that quantifies the level of popularity of a certain news or event. In this work, we examine the impact of Twitter trends on real world events by hypothesizing that Twitter trends have an influence on print media in Pakistan. For this, Twitter is used as a platform and Twitter trends as a base line. We first collect data from two sources (Twitter trends and print media) in the period May to August 2016. Obtained data from two sources is analyzed and it is observed that social media is significantly influencing the print media and majority of the news printed in newspaper are posted on Twitter earlier.

Keywords: twitter trends, text mining, effectiveness of trends, print media

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742 The Construction of Malaysian Airline Tragedies in Malaysian and British Online News: A Multidisciplinary Study

Authors: Theng Theng Ong

Abstract:

This study adopts a multidisciplinary method by combining the corpus-based discourse analysis study and language attitude study to explore the construction of Malaysia airline tragedies: MH370, MH17 and QZ8501 in the selected Malaysian and United Kingdom (UK) online news. The study aims to determine the ways in which Malaysian Airline tragedies MH370, MH17 and QZ8501 are linguistically defined and constructed in terms of keyword and collocation. The study also seeks to identify the types of discourse that are presented in the new articles. The differences or similarities in terms of keywords, topics or issues covered by the selected Malaysian and UK news media will also be examined. Finally, the language attitude study will be carried out to examine the Malaysia and UK university students’ attitudes toward the keywords, topics or issues covered by the selected Malaysian and UK news media pertaining to Malaysian Airline tragedies MH370, MH17 and QZ8501. The analysis is divided into two parts with the first part focusing on corpus-based discourse analysis on the media text. The second part of the study is to investigate Malaysians and UK news readers’ attitudes towards the online news being reported by the Malaysian and UK news media pertaining to the Airline tragedies. The main findings of corpus-based discourse analysis are essential in designing the questions in the questionnaires and interview and therefore led to the identification of the attitudes among Malaysian and UK news. This study adopts a multidisciplinary method by combining the corpus-based discourse analysis study and language attitude study to explore the construction of Malaysia airline tragedies: MH370, MH17 and QZ8501 in the selected Malaysian and United Kingdom (UK) online news. The study aims to determine the ways in which Malaysian Airline tragedies MH370, MH17 and QZ8501 are linguistically defined and constructed in terms of keyword and collocation. The study also seeks to identify the types of discourse that are presented in the new articles. The differences or similarities in terms of keywords, topics or issues covered by the selected Malaysian and UK news media will also be examined. Finally, the language attitude study will be carried out to examine the Malaysia and UK university students’ attitudes toward the keywords, topics or issues covered by the selected Malaysian and UK news media pertaining to Malaysian Airline tragedies MH370, MH17 and QZ8501. The analysis is divided into two parts with the first part focusing on corpus-based discourse analysis on the media text. The second part of the study is to investigate Malaysians and UK news readers’ attitudes towards the online news being reported by the Malaysian and UK news media pertaining to the Airline tragedies. The main findings of corpus-based discourse analysis are essential in designing the questions in the questionnaires and interview and therefore led to the identification of the attitudes among Malaysian and UK news.

Keywords: corpus linguistics, critical discourse analysis, news media, tragedies study

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741 Video Games Technologies Approach for Their Use in the Classroom

Authors: Daniel Vargas-Herrera, Ivette Caldelas, Fernando Brambila-Paz, Rodrigo Montufar-Chaveznava

Abstract:

In this paper, we present the advances corresponding to the implementation of a set of educational materials based on video games technologies. Essentially these materials correspond to projects developed and under development as bachelor thesis of some Computer Engineering students of the Engineering School. All materials are based on the Unity SDK; integrating some devices such as kinect, leap motion, oculus rift, data gloves and Google cardboard. In detail, we present a virtual reality application for neurosciences students (suitable for neural rehabilitation), and virtual scenes for the Google cardboard, which will be used by the psychology students for phobias treatment. The objective is these materials will be located at a server to be available for all students, in the classroom or in the cloud, considering the use of smartphones has been widely extended between students.

Keywords: virtual reality, interactive technologies, video games, educational materials

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740 The Fake News Impact on the Public Policy Cycle: A Systemic Analysis through Documentary Survey

Authors: Aron Miranda Burgos, Ergon Cugler de Moraes Silva

Abstract:

In the present article, it is observed that the constant advancement of issues related to misinformation impacts the guarantee of the public policy cycle. Thus, it is found that the dissemination of false information has a direct influence on each of the component stages of this cycle. Therefore, in order to maintain scientific and theoretical credibility in the qualitative analysis process, it was necessary to logically interpose the concepts of firehosing of falsehood, fake news, public policy cycle, as well as using the epistemological and pragmatic mechanism at the intersection of such academic concepts, such as the scientific method. It was found, through the analysis of official documents and public notes, how the multiple theoretical perspectives evidence the commitment of the provision and elaboration of public policies, verifying the way in which the fake news impact each part of the process in this atmosphere.

Keywords: firehosing of falsehood, governance, misinformation, post-truth

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