Search results for: Animated Videos
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 110

Search results for: Animated Videos

20 Key Frame Based Video Summarization via Dependency Optimization

Authors: Janya Sainui

Abstract:

As a rapid growth of digital videos and data communications, video summarization that provides a shorter version of the video for fast video browsing and retrieval is necessary. Key frame extraction is one of the mechanisms to generate video summary. In general, the extracted key frames should both represent the entire video content and contain minimum redundancy. However, most of the existing approaches heuristically select key frames; hence, the selected key frames may not be the most different frames and/or not cover the entire content of a video. In this paper, we propose a method of video summarization which provides the reasonable objective functions for selecting key frames. In particular, we apply a statistical dependency measure called quadratic mutual informaion as our objective functions for maximizing the coverage of the entire video content as well as minimizing the redundancy among selected key frames. The proposed key frame extraction algorithm finds key frames as an optimization problem. Through experiments, we demonstrate the success of the proposed video summarization approach that produces video summary with better coverage of the entire video content while less redundancy among key frames comparing to the state-of-the-art approaches.

Keywords: Video summarization, key frame extraction, dependency measure, quadratic mutual information, optimization.

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19 Semi-Automated Tracking of Vibrissal Movements in Free-Moving Rodents Captured by High-Speed Videos

Authors: Hyun June Kim, Tailong Shi, Seden Akdagli, Sam Most, Yuling Yan

Abstract:

Quantitative analyses of whisker movements provide a means to study functional recovery and regeneration of mouse facial nerve after an injury. However, accurate tracking of the mouse whisker movement is challenging. Most methods for whisker tracking require manual intervention, e.g. fixing the head of the mouse during a study. Here we describe a semi-automated image processing method, which is applied to high-speed video recordings of free-moving mice to track the whisker movements. We first track the head movement of a mouse by delineating the lower head contour frame-by-frame that allows for detection of the location and orientation of the head. Then, a region of interest is identified for each frame; the subsequent application of a mask and the Hough transform detects the selected whiskers on each side of the head. Our approach is used to examine the functional recovery of damaged facial nerves in mice over a course of 21 days.

Keywords: Mystacial macrovibrissae, whisker tracking, head tracking, facial nerve recovery.

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18 Collaborative Web Platform for Rich Media Educational Material Creation

Authors: I. Alberdi, H. Iribas, A. Martin, N. Aginako

Abstract:

This paper describes a platform that faces the main research areas for e-learning educational contents. Reusability tackles the possibility to use contents in different courses reducing costs and exploiting available data from repositories. In our approach the production of educational material is based on templates to reuse learning objects. In terms of interoperability the main challenge lays on reaching the audience through different platforms. E-learning solution must track social consumption evolution where nowadays lots of multimedia contents are accessed through the social networks. Our work faces it by implementing a platform for generation of multimedia presentations focused on the new paradigm related to social media. The system produces videos-courses on top of web standard SMIL (Synchronized Multimedia Integration Language) ready to be published and shared. Regarding interfaces it is mandatory to satisfy user needs and ease communication. To overcome it the platform deploys virtual teachers that provide natural interfaces while multimodal features remove barriers to pupils with disabilities.

Keywords: Collaborative, multimedia e-learning, reusability, SMIL, virtual teacher

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17 Multi-Modal Visualization of Working Instructions for Assembly Operations

Authors: Josef Wolfartsberger, Michael Heiml, Georg Schwarz, Sabrina Egger

Abstract:

Growing individualization and higher numbers of variants in industrial assembly products raise the complexity of manufacturing processes. Technical assistance systems considering both procedural and human factors allow for an increase in product quality and a decrease in required learning times by supporting workers with precise working instructions. Due to varying needs of workers, the presentation of working instructions leads to several challenges. This paper presents an approach for a multi-modal visualization application to support assembly work of complex parts. Our approach is integrated within an interconnected assistance system network and supports the presentation of cloud-streamed textual instructions, images, videos, 3D animations and audio files along with multi-modal user interaction, customizable UI, multi-platform support (e.g. tablet-PC, TV screen, smartphone or Augmented Reality devices), automated text translation and speech synthesis. The worker benefits from more accessible and up-to-date instructions presented in an easy-to-read way.

Keywords: Assembly, assistive technologies, augmented reality, manufacturing, visualization.

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16 Website Evaluation of Travel Agencies Class A in Saudi Arabia and Egypt Using Extended Version of Internet Commerce Adoption Model: A Comparative Study

Authors: Tarek Abdel Azim Ahmed, Eman Sarhan Shaker

Abstract:

This research aims to explore how well the extended model of internet commerce adoption (eMICA) model is often used to determine the extent of internet commerce adoption in the travel agencies sector in both Egypt and Kingdom of Saudi Arabia (KSA). The web content analysis method was used to analyze the level of adoption of Egyptian travel agencies and Saudi travel agencies according to data immensely available on their websites. Therefore, each site was categorized according to the phases and levels proposed. In order to achieve this, 120 websites were evaluated by the two authors over a three-month period, from August to October 2020, and then categorized according to the phases and levels of (eMICA). The results show that there are deficiencies in the application of the eMICA model by both KSA and Egyptian travel agencies, generally, updating their websites, the absence of quality certification, offering secure online payment, virtual tours, and videos using Flash animation. In general, the Egyptian companies slightly outperformed the KSA ones in applying eMICA model.

Keywords: e-commerce, eMICA, Internet marketing, travel agencies, websites.

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15 Advanced Travel Information System in Heterogeneous Networks

Authors: Hsu-Yung Cheng, Victor Gau, Chih-Wei Huang, Jenq-Neng Hwang, Chih-Chang Yu

Abstract:

In order to achieve better road utilization and traffic efficiency, there is an urgent need for a travel information delivery mechanism to assist the drivers in making better decisions in the emerging intelligent transportation system applications. In this paper, we propose a relayed multicast scheme under heterogeneous networks for this purpose. In the proposed system, travel information consisting of summarized traffic conditions, important events, real-time traffic videos, and local information service contents is formed into layers and multicasted through an integration of WiMAX infrastructure and Vehicular Ad hoc Networks (VANET). By the support of adaptive modulation and coding in WiMAX, the radio resources can be optimally allocated when performing multicast so as to dynamically adjust the number of data layers received by the users. In addition to multicast supported by WiMAX, a knowledge propagation and information relay scheme by VANET is designed. The experimental results validate the feasibility and effectiveness of the proposed scheme.

Keywords: Intelligent Transportation Systems, RelayedMulticast, WiMAX, Vehicular Ad hoc Networks (VANET).

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14 Experimental Film Class: Watbangkapom School, Samut Songkhram

Authors: Areerut J.

Abstract:

Experimental Film Class Project is supported by the Institute for Research and Development at Suan Sunandha Rajabhat University. This project is purported to provide academic and professional services to improve the quality standards of the community and locals in accordance with the mission of the university, which is to improve and expand knowledge for the community and to develop and transfer such knowledge and professions to the next generation. Eventually, it leads to sustainable development because the development of human resources is deemed as the key for sustainable development. Moreover, the Experimental Film Class is an integral part of the teaching of film production at Suan Sunandha International School of Art (SISA). By means of giving opportunities to students for participation in projects by sharing experience, skill and knowledge and participation in field activities, it helps students in the film production major to enhance their abilities and potentials as preparation for their readiness in the marketplace. Additionally, in this class, we provide basic film knowledge, screenwriting techniques, editing and subtitles including uploading videos on social media such as YouTube and Facebook for the participant students.

Keywords: Experimental Film Class, Watbangkapom School, Participant students, Basic of film production, Film Workshop.

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13 Gait Biometric for Person Re-Identification

Authors: Lavanya Srinivasan

Abstract:

Biometric identification is to identify unique features in a person like fingerprints, iris, ear, and voice recognition that need the subject's permission and physical contact. Gait biometric is used to identify the unique gait of the person by extracting moving features. The main advantage of gait biometric to identify the gait of a person at a distance, without any physical contact. In this work, the gait biometric is used for person re-identification. The person walking naturally compared with the same person walking with bag, coat and case recorded using long wave infrared, short wave infrared, medium wave infrared and visible cameras. The videos are recorded in rural and in urban environments. The pre-processing technique includes human identified using You Only Look Once, background subtraction, silhouettes extraction and synthesis Gait Entropy Image by averaging the silhouettes. The moving features are extracted from the Gait Entropy Energy Image. The extracted features are dimensionality reduced by the Principal Component Analysis and recognized using different classifiers. The comparative results with the different classifier show that Linear Discriminant Analysis outperform other classifiers with 95.8% for visible in the rural dataset and 94.8% for longwave infrared in the urban dataset.

Keywords: biometric, gait, silhouettes, You Only Look Once

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12 Cartoon Effect and Ambient Illumination Based Depth Perception Assessment of 3D Video

Authors: G. Nur

Abstract:

Monitored 3-Dimensional (3D) video experience can be utilized as “feedback information” to fine tune the service parameters for providing a better service to the demanding 3D service customers. The 3D video experience which includes both video quality and depth perception is influenced by several contextual and content related factors (e.g., ambient illumination condition, content characteristics, etc) due to the complex nature of the 3D video. Therefore, effective factors on this experience should be utilized while assessing it. In this paper, structural information of the depth map sequences of the 3D video is considered as content related factor effective on the depth perception assessment. Cartoon-like filter is utilized to abstract the significant depth levels in the depth map sequences to determine the structural information. Moreover, subjective experiments are conducted using 3D videos associated with cartoon-like depth map sequences to investigate the effectiveness of ambient illumination condition, which is a contextual factor, on depth perception. Using the knowledge gained through this study, 3D video experience metrics can be developed to deliver better service to the 3D video service users. 

Keywords: 3D Video, Ambient Illumination, Cartoon Effect, Depth Perception.

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11 Design of Mobile Teaching for Students Collaborative Learning in Distance Higher Education

Authors: Lisbeth Amhag

Abstract:

The aim of the study is to describe and analyze design of mobile teaching for students collaborative learning in distance higher education with a focus on mobile technologies as online webinars (web-based seminars or conferencing) by using laptops, smart phones, or tablets. These multimedia tools can provide face-toface interactions, recorded flipped classroom videos and parallel chat communications. The data collection consists of interviews with 22 students and observations of online face-to-face webinars, as well two surveys. Theoretically, the study joins the research tradition of Computer Supported Collaborative learning, CSCL, as well as Computer Self-Efficacy, CSE concerned with individuals’ media and information literacy. Important conclusions from the study demonstrated mobile interactions increased student centered learning. As the students were appreciating the working methods, they became more engaged and motivated. The mobile technology using among student also contributes to increased flexibility between space and place, as well as media and information literacy.

Keywords: Computer self-efficacy, computer supported collaborative learning, distance and open learning, educational design and technologies, media and information literacy, mobile learning.

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10 Hardware Implementation of Local Binary Pattern Based Two-Bit Transform Motion Estimation

Authors: Seda Yavuz, Anıl Çelebi, Aysun Taşyapı Çelebi, Oğuzhan Urhan

Abstract:

Nowadays, demand for using real-time video transmission capable devices is ever-increasing. So, high resolution videos have made efficient video compression techniques an essential component for capturing and transmitting video data. Motion estimation has a critical role in encoding raw video. Hence, various motion estimation methods are introduced to efficiently compress the video. Low bit‑depth representation based motion estimation methods facilitate computation of matching criteria and thus, provide small hardware footprint. In this paper, a hardware implementation of a two-bit transformation based low-complexity motion estimation method using local binary pattern approach is proposed. Image frames are represented in two-bit depth instead of full-depth by making use of the local binary pattern as a binarization approach and the binarization part of the hardware architecture is explained in detail. Experimental results demonstrate the difference between the proposed hardware architecture and the architectures of well-known low-complexity motion estimation methods in terms of important aspects such as resource utilization, energy and power consumption.

Keywords: Binarization, hardware architecture, local binary pattern, motion estimation, two-bit transform.

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9 Graph Codes-2D Projections of Multimedia Feature Graphs for Fast and Effective Retrieval

Authors: Stefan Wagenpfeil, Felix Engel, Paul McKevitt, Matthias Hemmje

Abstract:

Multimedia Indexing and Retrieval is generally de-signed and implemented by employing feature graphs. These graphs typically contain a significant number of nodes and edges to reflect the level of detail in feature detection. A higher level of detail increases the effectiveness of the results but also leads to more complex graph structures. However, graph-traversal-based algorithms for similarity are quite inefficient and computation intensive, espe-cially for large data structures. To deliver fast and effective retrieval, an efficient similarity algorithm, particularly for large graphs, is mandatory. Hence, in this paper, we define a graph-projection into a 2D space (Graph Code) as well as the corresponding algorithms for indexing and retrieval. We show that calculations in this space can be performed more efficiently than graph-traversals due to a simpler processing model and a high level of parallelisation. In consequence, we prove that the effectiveness of retrieval also increases substantially, as Graph Codes facilitate more levels of detail in feature fusion. Thus, Graph Codes provide a significant increase in efficiency and effectiveness (especially for Multimedia indexing and retrieval) and can be applied to images, videos, audio, and text information.

Keywords: indexing, retrieval, multimedia, graph code, graph algorithm

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8 Night-Time Traffic Light Detection Based On SVM with Geometric Moment Features

Authors: Hyun-Koo Kim, Young-Nam Shin, Sa-gong Kuk, Ju H. Park, Ho-Youl Jung

Abstract:

This paper presents an effective traffic lights detection method at the night-time. First, candidate blobs of traffic lights are extracted from RGB color image. Input image is represented on the dominant color domain by using color transform proposed by Ruta, then red and green color dominant regions are selected as candidates. After candidate blob selection, we carry out shape filter for noise reduction using information of blobs such as length, area, area of boundary box, etc. A multi-class classifier based on SVM (Support Vector Machine) applies into the candidates. Three kinds of features are used. We use basic features such as blob width, height, center coordinate, area, area of blob. Bright based stochastic features are also used. In particular, geometric based moment-s values between candidate region and adjacent region are proposed and used to improve the detection performance. The proposed system is implemented on Intel Core CPU with 2.80 GHz and 4 GB RAM and tested with the urban and rural road videos. Through the test, we show that the proposed method using PF, BMF, and GMF reaches up to 93 % of detection rate with computation time of in average 15 ms/frame.

Keywords: Night-time traffic light detection, multi-class classification, driving assistance system.

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7 Objects Extraction by Cooperating Optical Flow, Edge Detection and Region Growing Procedures

Authors: C. Lodato, S. Lopes

Abstract:

The image segmentation method described in this paper has been developed as a pre-processing stage to be used in methodologies and tools for video/image indexing and retrieval by content. This method solves the problem of whole objects extraction from background and it produces images of single complete objects from videos or photos. The extracted images are used for calculating the object visual features necessary for both indexing and retrieval processes. The segmentation algorithm is based on the cooperation among an optical flow evaluation method, edge detection and region growing procedures. The optical flow estimator belongs to the class of differential methods. It permits to detect motions ranging from a fraction of a pixel to a few pixels per frame, achieving good results in presence of noise without the need of a filtering pre-processing stage and includes a specialised model for moving object detection. The first task of the presented method exploits the cues from motion analysis for moving areas detection. Objects and background are then refined using respectively edge detection and seeded region growing procedures. All the tasks are iteratively performed until objects and background are completely resolved. The method has been applied to a variety of indoor and outdoor scenes where objects of different type and shape are represented on variously textured background.

Keywords: Image Segmentation, Motion Detection, Object Extraction, Optical Flow

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6 Early Depression Detection for Young Adults with a Psychiatric and AI Interdisciplinary Multimodal Framework

Authors: Raymond Xu, Ashley Hua, Andrew Wang, Yuru Lin

Abstract:

During COVID-19, the depression rate has increased dramatically. Young adults are most vulnerable to the mental health effects of the pandemic. Lower-income families have a higher ratio to be diagnosed with depression than the general population, but less access to clinics. This research aims to achieve early depression detection at low cost, large scale, and high accuracy with an interdisciplinary approach by incorporating clinical practices defined by American Psychiatric Association (APA) as well as multimodal AI framework. The proposed approach detected the nine depression symptoms with Natural Language Processing sentiment analysis and a symptom-based Lexicon uniquely designed for young adults. The experiments were conducted on the multimedia survey results from adolescents and young adults and unbiased Twitter communications. The result was further aggregated with the facial emotional cues analyzed by the Convolutional Neural Network on the multimedia survey videos. Five experiments each conducted on 10k data entries reached consistent results with an average accuracy of 88.31%, higher than the existing natural language analysis models. This approach can reach 300+ million daily active Twitter users and is highly accessible by low-income populations to promote early depression detection to raise awareness in adolescents and young adults and reveal complementary cues to assist clinical depression diagnosis.

Keywords: Artificial intelligence, depression detection, facial emotion recognition, natural language processing, mental disorder.

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5 The Effect of Iconic and Beat Gestures on Memory Recall in Greek’s First and Second Language

Authors: Eleni Ioanna Levantinou

Abstract:

Gestures play a major role in comprehension and memory recall due to the fact that aid the efficient channel of the meaning and support listeners’ comprehension and memory. In the present study, the assistance of two kinds of gestures (iconic and beat gestures) is tested in regards to memory and recall. The hypothesis investigated here is whether or not iconic and beat gestures provide assistance in memory and recall in Greek and in Greek speakers’ second language. Two groups of participants were formed, one comprising Greeks that reside in Athens and one with Greeks that reside in Copenhagen. Three kinds of stimuli were used: A video with words accompanied with iconic gestures, a video with words accompanied with beat gestures and a video with words alone. The languages used are Greek and English. The words in the English videos were spoken by a native English speaker and by a Greek speaker talking English. The reason for this is that when it comes to beat gestures that serve a meta-cognitive function and are generated according to the intonation of a language, prosody plays a major role. Thus, participants that have different influences in prosody may generate different results from rhythmic gestures. Memory recall was assessed by asking the participants to try to remember as many words as they could after viewing each video. Results show that iconic gestures provide significant assistance in memory and recall in Greek and in English whether they are produced by a native or a second language speaker. In the case of beat gestures though, the findings indicate that beat gestures may not play such a significant role in Greek language. As far as intonation is concerned, a significant difference was not found in the case of beat gestures produced by a native English speaker and by a Greek speaker talking English.

Keywords: First language, gestures, memory, second language acquisition.

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4 ARMrayan Multimedia Mobile CMS: a Simplified Approach towards Content-Oriented Mobile Application Designing

Authors: Ali Reza Manashty, Mohammad Reza Ahmadzadeh Raji, Zahra Forootan Jahromi, Amir Rajabzadeh

Abstract:

The ARMrayan Multimedia Mobile CMS (Content Management System) is the first mobile CMS that gives the opportunity to users for creating multimedia J2ME mobile applications with their desired content, design and logo; simply, without any need for writing even a line of code. The low-level programming and compatibility problems of the J2ME, along with UI designing difficulties, makes it hard for most people –even programmers- to broadcast their content to the widespread mobile phones used by nearly all people. This system provides user-friendly, PC-based tools for creating a tree index of pages and inserting multiple multimedia contents (e.g. sound, video and picture) in each page for creating a J2ME mobile application. The output is a standalone Java mobile application that has a user interface, shows texts and pictures and plays music and videos regardless of the type of devices used as long as the devices support the J2ME platform. Bitmap fonts have also been used thus Middle Eastern languages can be easily supported on all mobile phone devices. We omitted programming concepts for users in order to simplify multimedia content-oriented mobile applictaion designing for use in educational, cultural or marketing centers. Ordinary operators can now create a variety of multimedia mobile applications such as tutorials, catalogues, books, and guides in minutes rather than months. Simplicity and power has been the goal of this CMS. In this paper, we present the software engineered-designed concepts of the ARMrayan MCMS along with the implementation challenges faces and solutions adapted.

Keywords: Mobile CMS, MCMS, Mobile Content Builder, J2ME Application, Multimedia Mobile Application, MultimediaCMS, Multimedia Mobile CMS, Content Management System.

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3 After Schubert’s Winterreise: Contemporary Aesthetic Journeys

Authors: Maria de Fátima Lambert

Abstract:

Following previous studies about Writing and Seeing, this paper focuses on the aesthetic assumptions within the concept of Winter Journey (Voyage d’Hiver/Winterreise) both in Georges Perec’s Saga and the Oulipo Group vis-à-vis with the creations by William Kentridge and Michael Borremans. The aesthetic and artistic connections are widespread. Nevertheless, we can identify common poetical principles shared by these different authors, not only according to the notion of ekphrasis, but also following the procedures of contemporary creation in literature and visual arts. The analysis of the ongoing process of the French writers as individuals and as group and the visual artists’ acting might contribute for another crossed definition of contemporary conception. The same title/theme was a challenge and a goal for them. Let’s wonder how deep the concept encouraged them and which symbolic upbringings were directing their poetical achievements. The idea of an inner journey became the main point, and got “over” and “across” a shared path worth to be followed. The authors were chosen due to the resilient contents of their visual and written images, and looking for the reasons that might had driven their conceptual basis to be. In Pérec’s “Winter Journey” as for the following fictions by Jacques Roubaud, Hervé le Tellier, Jacques Jouet and Hugo Vernier (that emerges from Perec’s fiction and becomes a real author) powerful aesthetic and enigmatic reflections grow connected with a poetic (and aesthetic) understanding of Walkscapes. They might be assumed as ironic fictions and poetical drifts. Outstanding from different logics, the overwhelming impact of Winterreise Lied by Schubert after Wilhelm Müller’s poems is a major reference in present authorship creations. Both Perec and Oulipo’s author’s texts are powerfully ekphrastic, although we should not forget they follow goals, frameworks and identities. When acting as a reader, they induce powerful imageries - cinematic or cinematographic - that flow in our minds. It was well-matched with William Kentridge animated video Winter Journey (2014) and the creations (sharing the same title) of Michael Borremans (2014) for the KlaraFestival, Bozar, Cité de la musique, in Belgium. Both were taken by the foremost Schubert’s Winterreise. Several metaphors fulfil new Winter Journeys (or Travels) that were achieved in contemporary art and literature, as it once succeeded in the 19th century. Maybe the contemporary authors and artists were compelled by the consciousness of nothingness, although outstanding different aesthetics and ontological sources. The unbearable knowledge of the road’s end, and also the urge of fulfilling the void might be a common element to all of them. As Schopenhauer once wrote, after all, Art is the only human subjective power that we can call upon in life. These newer aesthetic meanings, released from these winter journeys are surely open to wider approaches that might happen in other poetic makings to be.

Keywords: Aesthetic, Voyage d’Hiver, Georges Perec & Oulipo, Schubert's Winterreise, William Kentridge & Michael Borremans.

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2 Collaborative Stylistic Group Project: A Drama Practical Analysis Application

Authors: Omnia F. Elkommos

Abstract:

In the course of teaching stylistics to undergraduate students of the Department of English Language and Literature, Faculty of Arts and Humanities, the linguistic tool kit of theories comes in handy and useful for the better understanding of the different literary genres: Poetry, drama, and short stories. In the present paper, a model of teaching of stylistics is compiled and suggested. It is a collaborative group project technique for use in the undergraduate diverse specialisms (Literature, Linguistics and Translation tracks) class. Students initially are introduced to the different linguistic tools and theories suitable for each literary genre. The second step is to apply these linguistic tools to texts. Students are required to watch videos performing the poems or play, for example, and search the net for interpretations of the texts by other authorities. They should be using a template (prepared by the researcher) that has guided questions leading students along in their analysis. Finally, a practical analysis would be written up using the practical analysis essay template (also prepared by the researcher). As per collaborative learning, all the steps include activities that are student-centered addressing differentiation and considering their three different specialisms. In the process of selecting the proper tools, the actual application and analysis discussion, students are given tasks that request their collaboration. They also work in small groups and the groups collaborate in seminars and group discussions. At the end of the course/module, students present their work also collaboratively and reflect and comment on their learning experience. The module/course uses a drama play that lends itself to the task: ‘The Bond’ by Amy Lowell and Robert Frost. The project results in an interpretation of its theme, characterization and plot. The linguistic tools are drawn from pragmatics, and discourse analysis among others.

Keywords: Applied linguistic theories, collaborative learning, cooperative principle, discourse analysis, drama analysis, group project, online acting performance, pragmatics, speech act theory, stylistics, technology enhanced learning.

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1 Co-Creational Model for Blended Learning in a Flipped Classroom Environment Focusing on the Combination of Coding and Drone-Building

Authors: A. Schuchter, M. Promegger

Abstract:

The outbreak of the COVID-19 pandemic has shown us that online education is so much more than just a cool feature for teachers – it is an essential part of modern teaching. In online math teaching, it is common to use tools to share screens, compute and calculate mathematical examples, while the students can watch the process. On the other hand, flipped classroom models are on the rise, with their focus on how students can gather knowledge by watching videos and on the teacher’s use of technological tools for information transfer. This paper proposes a co-educational teaching approach for coding and engineering subjects with the help of drone-building to spark interest in technology and create a platform for knowledge transfer. The project combines aspects from mathematics (matrices, vectors, shaders, trigonometry), physics (force, pressure and rotation) and coding (computational thinking, block-based programming, JavaScript and Python) and makes use of collaborative-shared 3D Modeling with clara.io, where students create mathematics knowhow. The instructor follows a problem-based learning approach and encourages their students to find solutions in their own time and in their own way, which will help them develop new skills intuitively and boost logically structured thinking. The collaborative aspect of working in groups will help the students develop communication skills as well as structural and computational thinking. Students are not just listeners as in traditional classroom settings, but play an active part in creating content together by compiling a Handbook of Knowledge (called “open book”) with examples and solutions. Before students start calculating, they have to write down all their ideas and working steps in full sentences so other students can easily follow their train of thought. Therefore, students will learn to formulate goals, solve problems, and create a ready-to use product with the help of “reverse engineering”, cross-referencing and creative thinking. The work on drones gives the students the opportunity to create a real-life application with a practical purpose, while going through all stages of product development.

Keywords: Flipped classroom, co-creational education, coding, making, drones, co-education, ARCS-model, problem-based learning.

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