Communication between healthcare professionals and deaf patients has been particularly challenging during the COVID-19 pandemic. We have explored the possibility to automatically translate phrases that are frequently used in the diagnosis and treatment of hospital patients, in particular phrases related to COVID-19, from Dutch or English to Dutch Sign Language (NGT). The prototype system we developed displays translations either by means of pre-recorded videos featuring a deaf human signer (for a limited number of sentences) or by means of animations featuring a computer-generated signing avatar (for a larger, though still restricted number of sentences). We evaluated the comprehensibility of the signing avatar, as compared to the human signer. We found that, while individual signs are recognized correctly when signed by the avatar almost as frequently as when signed by a human, sentence comprehension rates and clarity scores for the avatar are substantially lower than for the human signer. We identify a number of concrete limitations of the JASigning avatar engine that underlies our system. Namely, the engine currently does not offer sufficient control over mouth shapes, the relative speed and intensity of signs in a sentence (prosody), and transitions between signs. These limitations need to be overcome in future work for the engine to become usable in practice.
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The purpose of this literature study is to obtain information about educational approaches to teaching 11 to 12 years old children focusing on how to distinguish between real news and fake news. With this purpose we studied 16 academic papers about learning activities to make primary school children media-literate and able to recognise fake news. What we found is that having children create their own news messages seems to be the most effective approach. News messages that they create can be text messages as well as videos, audios, pictures and animations. Based on this conclusion, students from The Hague University of Applied Sciences Teacher Training Institute (PABO) have been asked to develop a set of learning materials that can be used for instruction in primary schools. The effectiveness of those materials is currently being tested at an elementary school in Rijswijk. The results of the literature and the field study will be shared in the Dutch centre of expertise for media literacy education, Mediawijzer.net.
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Deictic gestures are gestures we make during communication to point at objects or persons. Indicative acts of directing-to guide the addressee to an object, while placing-for acts place an object for the addressee’s attention. Commonly used presentation software tools, such as PowerPoint and Keynote, offer ample support for placing-for gestures, e.g. slide transitions, progressive disclosure of list items and animations. Such presentation tools, however, do not generally offer adequate support for the directing-to indicative act (i.e. pointing gestures). In this paper we argue the value of presenting deictic gestures to a remote audience. Our research approach is threefold: identify indicative acts that are naturally produced by presenters; design tangible gestures for multi-touch surfaces that replicate the intent of those indicative acts; and design a set of graphical effects for remote viewing that best represent these indicative acts for the audience. Clinton Jorge1, Jos P. van Leeuwen2, Dennis Dams3, Jan Bouwen4 1 University of Madeira, Madeira-ITI, Funchal, Portugal; 2 The Hague University of Applied Sciences, The Hague, Netherlands; 3,4 Bell Labs, Alcatel-Lucent, Antwerp, Belgium Copyright shared between: University of Madeira, Madeira-ITI, Funchal, Portugal; The Hague University of Applied Sciences, The Hague, Netherlands; Bell Labs, Alcatel-Lucent, Antwerp, Belgium
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Communication of climate-responsive urban design guidelines is becoming increasingly relevant in the light of climate adaptation challenges in cities. Widespread uptake in practice of such guidelines can be promoted by visualizations of the principles on which they are based. The “Really cooling water bodies in cities” research project developed and tested the required knowledge on visual communication. Evidence-based design guidelines assisting designers with creating cooler urban water environments were developed and communicated with 3D animations. The animations were shaped according to three core theoretical criteria about visual representations: “visual clarity”, “trust” and “interest”. We assessed in how far these criteria were met in an inquiry with design professionals, the target group of the design guidelines. The article concludes with recommendations for developing visual design guidelines in climate-responsive urban design: to weigh the level of detail, components and balance between site-specificity/abstraction (“visual clarity”); to make microclimatic processes visible without distorting them (“trust”); and to keep timing short and visual attractiveness high (“interest”). It is argued that taking these aspects into account and setting a clear correspondence between theoretical concepts, representation objectives and options, can largely benefit visual design guidelines communicating climate-responsive urban design knowledge.
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This paper presents the application of theories and experiences in the day-to-day environment of honours education in a so-called honours learning environment. In 2009, Windesheim University of Applied Sciences (UAS) started with honours education. An important question from the start was: what characterizes the honours learning environment? Based on experience, knowledge exchange and input from theory, the honours learning environment was developed, which is the fundament of honours and talent development at Windesheim UAS. The eight characteristics are illustrated by animations and explanations based on scientific studies.
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Shima Rezaei Rashnoodi (Project lead Universidad de Monterrey) & Marnix S. van Gisbergen (Project Lead), Felipe Lega (Animation), Guillermo Enrique Lavin Montero (Art).
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Understanding graphs representing dynamic events is a challenge for many students at all levels. And technological tools can provide support in overcoming some of these difficulties. In our research we developed a digital tool that enables students to create, modify and improve graphs from dynamic events using interactive animations and intrinsic feedback. In order to get insight about why the tool helped (or not), the students we conducted a qualitative study in which we interviewed nine students who used the tool. The results offer insight in students’ learning and thinking about dynamic graphs and how digital feedback can afford that. These results are useful for researchers, developers and teachers.
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An all-day series of talks on the topic of writing for games and other media. The talks cover the basics of character motivations, a solid plot structure that has been used as the basis of multiple commercial projects, and advice for improving scenes and dialogue.
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In mathematics, sciences and economics, understanding and working with graphs are important skills. However, developing these skills has been shown to be a challenge in secondary and higher education as it involves high order thinking processes such as analysis, reflection and creativity. In this study, we present Interactive Virtual Math, a tool that supports the learning of a specific kind of graphs: dynamic graphs which represent the relation between at least two quantities that covary. The tool supports learners in visualizing abstract relations through enabling them to draw, move and modify graphs, and by combining graphs with other representations, especially interactive animations and textual explanations. This paper reports a design experiment about students’ learning graphs with this tool. Results show that students with difficulty in generating acceptable graphs improve their ability while working with the tool.
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