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  Subjects -> ELECTRONICS (Total: 158 journals)
Showing 1 - 200 of 277 Journals sorted alphabetically
Advances in Biosensors and Bioelectronics     Open Access   (Followers: 3)
Advances in Electronics     Open Access   (Followers: 11)
Advances in Magnetic and Optical Resonance     Full-text available via subscription   (Followers: 6)
Advances in Microelectronic Engineering     Open Access   (Followers: 8)
Advances in Power Electronics     Open Access   (Followers: 12)
Aerospace and Electronic Systems, IEEE Transactions on     Hybrid Journal   (Followers: 136)
American Journal of Electrical and Electronic Engineering     Open Access   (Followers: 17)
Annals of Telecommunications     Hybrid Journal   (Followers: 6)
APSIPA Transactions on Signal and Information Processing     Open Access   (Followers: 9)
Archives of Electrical Engineering     Open Access   (Followers: 10)
Autonomous Mental Development, IEEE Transactions on     Hybrid Journal   (Followers: 6)
Bell Labs Technical Journal     Hybrid Journal   (Followers: 19)
Biomedical Engineering, IEEE Reviews in     Full-text available via subscription   (Followers: 15)
Biomedical Engineering, IEEE Transactions on     Hybrid Journal   (Followers: 23)
Biomedical Instrumentation & Technology     Hybrid Journal   (Followers: 6)
Broadcasting, IEEE Transactions on     Hybrid Journal   (Followers: 8)
BULLETIN of National Technical University of Ukraine. Series RADIOTECHNIQUE. RADIOAPPARATUS BUILDING     Open Access   (Followers: 1)
Bulletin of the Polish Academy of Sciences : Technical Sciences     Open Access  
Canadian Journal of Remote Sensing     Full-text available via subscription   (Followers: 28)
China Communications     Full-text available via subscription   (Followers: 6)
Circuits and Systems     Open Access   (Followers: 10)
Consumer Electronics Times     Open Access   (Followers: 6)
Control Systems     Hybrid Journal   (Followers: 52)
Edu Elektrika Journal     Open Access  
Electronic Design     Partially Free   (Followers: 32)
Electronic Markets     Hybrid Journal   (Followers: 6)
Electronic Materials Letters     Hybrid Journal   (Followers: 1)
Electronics     Open Access   (Followers: 16)
Electronics and Communications in Japan     Hybrid Journal   (Followers: 5)
Electronics For You     Partially Free   (Followers: 8)
Electronics Letters     Hybrid Journal   (Followers: 20)
Embedded Systems Letters, IEEE     Hybrid Journal   (Followers: 31)
Energy Harvesting and Systems : Materials, Mechanisms, Circuits and Storage     Hybrid Journal   (Followers: 2)
EPJ Quantum Technology     Open Access  
EURASIP Journal on Embedded Systems     Open Access   (Followers: 9)
Facta Universitatis, Series : Electronics and Energetics     Open Access  
Foundations and Trends® in Communications and Information Theory     Full-text available via subscription   (Followers: 7)
Foundations and Trends® in Signal Processing     Full-text available via subscription   (Followers: 5)
Frequenz     Hybrid Journal   (Followers: 1)
Frontiers of Optoelectronics     Hybrid Journal  
Geoscience and Remote Sensing, IEEE Transactions on     Hybrid Journal   (Followers: 47)
Giroskopiya i Navigatsiya     Open Access  
Haptics, IEEE Transactions on     Hybrid Journal   (Followers: 2)
IEEE Antennas and Propagation Magazine     Hybrid Journal   (Followers: 35)
IEEE Antennas and Wireless Propagation Letters     Hybrid Journal   (Followers: 31)
IEEE Journal of Emerging and Selected Topics in Power Electronics     Hybrid Journal   (Followers: 22)
IEEE Journal of the Electron Devices Society     Open Access   (Followers: 6)
IEEE Journal on Exploratory Solid-State Computational Devices and Circuits     Hybrid Journal   (Followers: 1)
IEEE Power Electronics Magazine     Full-text available via subscription   (Followers: 27)
IEEE Transactions on Antennas and Propagation     Full-text available via subscription   (Followers: 26)
IEEE Transactions on Automatic Control     Hybrid Journal   (Followers: 43)
IEEE Transactions on Circuits and Systems for Video Technology     Hybrid Journal   (Followers: 11)
IEEE Transactions on Consumer Electronics     Hybrid Journal   (Followers: 21)
IEEE Transactions on Electron Devices     Hybrid Journal   (Followers: 10)
IEEE Transactions on Information Theory     Hybrid Journal   (Followers: 15)
IEEE Transactions on Power Electronics     Hybrid Journal   (Followers: 39)
IEEE Transactions on Signal and Information Processing over Networks     Full-text available via subscription   (Followers: 5)
IEICE - Transactions on Electronics     Full-text available via subscription   (Followers: 10)
IEICE - Transactions on Information and Systems     Full-text available via subscription   (Followers: 7)
IET Microwaves, Antennas & Propagation     Hybrid Journal   (Followers: 10)
IET Power Electronics     Hybrid Journal   (Followers: 19)
IET Wireless Sensor Systems     Hybrid Journal   (Followers: 13)
IETE Journal of Education     Open Access   (Followers: 2)
IETE Journal of Research     Open Access   (Followers: 8)
IETE Technical Review     Open Access   (Followers: 6)
Industrial Electronics, IEEE Transactions on     Hybrid Journal   (Followers: 20)
Industry Applications, IEEE Transactions on     Hybrid Journal   (Followers: 5)
Informatik-Spektrum     Hybrid Journal   (Followers: 1)
Instabilities in Silicon Devices     Full-text available via subscription  
Intelligent Transportation Systems Magazine, IEEE     Full-text available via subscription   (Followers: 6)
International Journal of Advanced Research in Computer Science and Electronics Engineering     Open Access   (Followers: 15)
International Journal of Advances in Telecommunications, Electrotechnics, Signals and Systems     Open Access   (Followers: 4)
International Journal of Aerospace Innovations     Full-text available via subscription   (Followers: 13)
International Journal of Antennas and Propagation     Open Access   (Followers: 7)
International Journal of Applied Electronics in Physics & Robotics     Open Access   (Followers: 3)
International Journal of Computational Vision and Robotics     Hybrid Journal   (Followers: 4)
International Journal of Computer & Electronics Research     Full-text available via subscription   (Followers: 1)
International Journal of Control     Hybrid Journal   (Followers: 12)
International Journal of Electronics     Hybrid Journal   (Followers: 1)
International Journal of Electronics & Data Communication     Open Access   (Followers: 6)
International Journal of Electronics and Telecommunications     Open Access   (Followers: 7)
International Journal of Granular Computing, Rough Sets and Intelligent Systems     Hybrid Journal  
International Journal of High Speed Electronics and Systems     Hybrid Journal  
International Journal of Image, Graphics and Signal Processing     Open Access   (Followers: 6)
International Journal of Microwave and Wireless Technologies     Hybrid Journal   (Followers: 2)
International Journal of Nano Devices, Sensors and Systems     Open Access   (Followers: 5)
International Journal of Nanoscience     Hybrid Journal   (Followers: 2)
International Journal of Numerical Modelling:Electronic Networks, Devices and Fields     Hybrid Journal   (Followers: 2)
International Journal of Power Electronics     Hybrid Journal   (Followers: 11)
International Journal of Review in Electronics & Communication Engineering     Open Access   (Followers: 4)
International Journal of Sensors, Wireless Communications and Control     Hybrid Journal   (Followers: 6)
International Journal of Systems, Control and Communications     Hybrid Journal   (Followers: 3)
International Journal of Wireless and Microwave Technologies     Open Access   (Followers: 3)
International Journal on Communication     Full-text available via subscription   (Followers: 12)
International Journal on Electrical and Power Engineering     Full-text available via subscription   (Followers: 7)
International Transaction of Electrical and Computer Engineers System     Open Access   (Followers: 1)
Journal of Biosensors & Bioelectronics     Open Access   (Followers: 3)
Journal of Advanced Dielectrics     Open Access   (Followers: 1)
Journal of Artificial Intelligence     Open Access   (Followers: 6)
Journal of Circuits, Systems, and Computers     Hybrid Journal   (Followers: 2)
Journal of Computational Intelligence and Electronic Systems     Full-text available via subscription  
Journal of Electrical and Electronics Engineering Research     Open Access   (Followers: 9)
Journal of Electrical Bioimpedance     Full-text available via subscription   (Followers: 2)
Journal of Electrical Engineering & Electronic Technology     Hybrid Journal   (Followers: 5)
Journal of Electromagnetic Analysis and Applications     Open Access   (Followers: 5)
Journal of Electromagnetic Waves and Applications     Hybrid Journal   (Followers: 4)
Journal of Electronic Design Technology     Full-text available via subscription   (Followers: 2)
Journal of Electronics (China)     Hybrid Journal   (Followers: 3)
Journal of Field Robotics     Hybrid Journal   (Followers: 2)
Journal of Guidance, Control, and Dynamics     Full-text available via subscription   (Followers: 106)
Journal of Intelligent Procedures in Electrical Technology     Open Access   (Followers: 3)
Journal of Low Power Electronics     Full-text available via subscription   (Followers: 5)
Journal of Low Power Electronics and Applications     Open Access   (Followers: 3)
Journal of Microwaves, Optoelectronics and Electromagnetic Applications     Open Access   (Followers: 7)
Journal of Nuclear Cardiology     Hybrid Journal  
Journal of Optoelectronics Engineering     Open Access   (Followers: 1)
Journal of Physics B: Atomic, Molecular and Optical Physics     Hybrid Journal   (Followers: 7)
Journal of Power Electronics & Power Systems     Full-text available via subscription   (Followers: 6)
Journal of Semiconductors     Full-text available via subscription   (Followers: 2)
Journal of Sensors     Open Access   (Followers: 15)
Journal of Signal and Information Processing     Open Access   (Followers: 7)
Jurnal Infotel     Open Access  
Jurnal Rekayasa Elektrika     Open Access  
Learning Technologies, IEEE Transactions on     Hybrid Journal   (Followers: 8)
Magnetics Letters, IEEE     Hybrid Journal   (Followers: 5)
Metrology and Measurement Systems     Open Access   (Followers: 3)
Microelectronics and Solid State Electronics     Open Access   (Followers: 12)
Nanotechnology Magazine, IEEE     Full-text available via subscription   (Followers: 30)
Nanotechnology, Science and Applications     Open Access   (Followers: 1)
Networks: an International Journal     Hybrid Journal   (Followers: 4)
Open Journal of Antennas and Propagation     Open Access   (Followers: 2)
Optical Communications and Networking, IEEE/OSA Journal of     Full-text available via subscription   (Followers: 7)
Paladyn, Journal of Behavioral Robotics     Open Access  
Progress in Quantum Electronics     Full-text available via subscription   (Followers: 7)
Pulse     Full-text available via subscription   (Followers: 4)
Radiophysics and Quantum Electronics     Hybrid Journal   (Followers: 2)
Recent Patents on Electrical & Electronic Engineering     Full-text available via subscription   (Followers: 5)
Recent Patents on Telecommunications     Full-text available via subscription   (Followers: 2)
Research & Reviews : Journal of Embedded System & Applications     Full-text available via subscription   (Followers: 2)
Security and Communication Networks     Hybrid Journal   (Followers: 2)
Selected Topics in Applied Earth Observations and Remote Sensing, IEEE Journal of     Hybrid Journal   (Followers: 30)
Semiconductors and Semimetals     Full-text available via subscription  
Sensing and Imaging : An International Journal     Hybrid Journal   (Followers: 1)
Services Computing, IEEE Transactions on     Hybrid Journal   (Followers: 4)
Software Engineering, IEEE Transactions on     Hybrid Journal   (Followers: 34)
Solid-State Circuits Magazine, IEEE     Hybrid Journal   (Followers: 9)
Solid-State Electronics     Hybrid Journal   (Followers: 5)
Superconductor Science and Technology     Hybrid Journal   (Followers: 1)
Synthesis Lectures on Power Electronics     Full-text available via subscription  
Technical Report Electronics and Computer Engineering     Open Access  
Telematique     Open Access  
TELKOMNIKA (Telecommunication, Computing, Electronics and Control)     Open Access   (Followers: 4)
Universal Journal of Electrical and Electronic Engineering     Open Access   (Followers: 4)
Visión Electrónica : algo más que un estado sólido     Open Access  
Wireless and Mobile Technologies     Open Access   (Followers: 3)
Wireless Power Transfer     Full-text available via subscription   (Followers: 2)
Women in Engineering Magazine, IEEE     Full-text available via subscription   (Followers: 9)
Електротехніка і Електромеханіка     Open Access  

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Journal Cover International Journal of Computational Vision and Robotics
  [SJR: 0.176]   [H-I: 2]   [4 followers]  Follow
    
   Hybrid Journal Hybrid journal (It can contain Open Access articles)
   ISSN (Print) 1752-9131 - ISSN (Online) 1752-914X
   Published by Inderscience Publishers Homepage  [415 journals]
  • Enhanced visual appearance, punch-style weight and physical
           characteristics based Leap Motion game
    • Authors: Chulhee Lee, Wonsun Lee, Seongdong Kim, Seongah Chin
      Pages: 195 - 204
      Abstract: The majority of existing gesture recognition games consist of gesture recognition and scoring, thus providing game content and interaction. This paper uses Leap Motion gesture recognition to present a game model that reflects gesture-dependent impact levels and the physical characteristics of players. A game was implemented in which gestures are recognised through the Leap Motion that accompanies a player's gesture by providing a gesture-specific weight, thereby considering the player's physical characteristics. Leap Motion is used as the interface with which to implement a natural punch-style for gesture generation and to stimulate a player's interest and immersion experience.
      Keywords: Leap Motion controller; gesture recognition; game modelling; virtual reality; visual appearance; punch style; gesture-dependent impact levels; player physical characteristics; gesture generation; immersion experience
      Citation: International Journal of Computational Vision and Robotics, Vol. 6, No. 3 (2016) pp. 195 - 204
      PubDate: 2016-06-29T23:20:50-05:00
      DOI: 10.1504/IJCVR.2016.077350
      Issue No: Vol. 6, No. 3 (2016)
       
  • Automatic image resizing in android application development
    • Pages: 205 - 213
      Abstract: Smartphones are produced in various sizes, resolutions, and designs, to address market expansion and customer demand. In the current smartphone market, developers of Android smartphone applications face difficulties when creating programs with varying specifications. This study proposes automatic image resizing to reduce the time and effort required for Android application development.
      Keywords: smartphones; Android application development; automatic image resizing; Android apps
      Citation: International Journal of Computational Vision and Robotics, Vol. 6, No. 3 (2016) pp. 205 - 213
      PubDate: 2016-06-29T23:20:50-05:00
      DOI: 10.1504/IJCVR.2016.077351
      Issue No: Vol. 6, No. 3 (2016)
       
  • Online hand gesture recognition using enhanced $N recogniser based on
           a depth camera
    • Pages: 214 - 222
      Abstract: In this paper, we propose a hand gesture recognition system using a depth camera for user notes correction. For this system, we developed a gesture recognition and hand tracking method. In tracking, we focus on the index finger tip point. To extract the point, we detect the hand region using depth information and determine the top point of the region. For recognition, we use the $N recogniser. However, the recogniser has a problem that it is too insensitive in rotation. Therefore, we propose an enhanced $N recogniser. We include the process of matching the angle between the starting gesture pose and the ending gesture pose. Through experimental results, we show that the performance improves with our methods.
      Keywords: hand gesture recognition; $N recogniser; hand tracking; depth camera; user notes correction; index finger tip point; gesture pose; rotation
      Citation: International Journal of Computational Vision and Robotics, Vol. 6, No. 3 (2016) pp. 214 - 222
      PubDate: 2016-06-29T23:20:50-05:00
      DOI: 10.1504/IJCVR.2016.077352
      Issue No: Vol. 6, No. 3 (2016)
       
  • An effective facial expression recognition approach for intelligent game
           systems
    • Pages: 223 - 234
      Abstract: This paper presents a novel facial expression recognition approach based on an improved model of completed local binary pattern and support vector machine classification to propose a method for applying to intelligence game applications as well as intelligence communication systems. The capturing emotion of players can be applied in interactive games with various purposes, such as transferring player's emotions to his or her avatar, or activating suitable action to communicate with players in order to obtain positive attitude of the players in educational games. Our experiments on two databases included JAFFE (213 images) and CK (2040 images) databases show the effectiveness of the proposed method in comparison with some other methods. The accuracy recognition rate of JAFFE database is 96.28% and CK database is 99.85%. The advantage of this technique is simple, fast and high accuracy.
      Keywords: facial expression recognition; completed local binary pattern; CLBP; intelligence game systems; support vector machines; SVM; intelligent gaming; biometrics; emotion capture; interactive games; player emotions; avatars; positive attitudes; educational games
      Citation: International Journal of Computational Vision and Robotics, Vol. 6, No. 3 (2016) pp. 223 - 234
      PubDate: 2016-06-29T23:20:50-05:00
      DOI: 10.1504/IJCVR.2016.077353
      Issue No: Vol. 6, No. 3 (2016)
       
  • Analysis of serious games based on pedagogical features and proposal of
           civil defence training game
    • Authors: Gunju Ra, Junghwan Sung, Huibeom Yu, Hyeongyu Min
      Pages: 235 - 243
      Abstract: This paper focuses on the analysis of serious games. We analysed and evaluated serious games, and particularly their training aspect, based on the classification method of Djaouti et al. (2011b). Further, we evaluated existing training games and based on the results developed a civil defence training game for Korea. The game has been designed to train professional civil defence personnel based on pedagogical features of serious games for training. This research can serve as the groundwork for future training in precautionary measures to be taken during disasters and warfare.
      Keywords: serious games; pedagogical features; civil defence training; training games; game-based training; safety education
      Citation: International Journal of Computational Vision and Robotics, Vol. 6, No. 3 (2016) pp. 235 - 243
      PubDate: 2016-06-29T23:20:50-05:00
      DOI: 10.1504/IJCVR.2016.077354
      Issue No: Vol. 6, No. 3 (2016)
       
  • Inventive problem-solving puzzle game design and development
    • Authors: Wee Hoe Tan, Nurul Fazmidar Mohd Noor, Yanzhen Wang
      Pages: 244 - 252
      Abstract: This paper depicts the production of a game for learning theory of inventive problem solving or TRIZ. The theory is meant for resolving engineering contradiction and forecasting trends and evolution of technologies. Despite being an effective invention tool, TRIZ has been criticised for its steep learning curve by people who have no engineering background. Beginning learners commonly face difficulties to comprehend TRIZ principles, not to mention using them to solve problems. To resolve this issue, a ten-level puzzle game was designed and developed. A key challenge was confronted by the production team as the game designers were trying to ensure transfer of knowledge, from solving in-game puzzles to understanding of the usage of each principle. This paper illustrates how the challenge was overcome in the gamification process. The insight might benefit content experts in other fields of study who intend to design and develop games for teaching and learning purposes.
      Keywords: inventive problem solving; TRIZ; puzzle games; game design; game development; gamification; games for teaching; games for learning; puzzles; knowledge transfer; engineering contradiction; technology forecasting
      Citation: International Journal of Computational Vision and Robotics, Vol. 6, No. 3 (2016) pp. 244 - 252
      PubDate: 2016-06-29T23:20:50-05:00
      DOI: 10.1504/IJCVR.2016.077355
      Issue No: Vol. 6, No. 3 (2016)
       
  • Effects of money simulation application on persons with intellectual
           disabilities with money transaction difficulties
    • Authors: Eunjin Lee, Jungmin Kwon
      Pages: 253 - 260
      Abstract: The ultimate purpose of educating students with disabilities is to help them acquire the ability to live independently within the community in adulthood. Money transaction skills are critical when making purchases and are essential to living independently. In this study, we used an A-B-A-B single-subject experimental design to measure the effects of a simulation application using smart phones on the acquisition of purchasing skills among students with intellectual disabilities, particularly with making monetary payments. Four participants who had previously not been able to independently make such payments were briefly trained to use the application. The results suggested that utilising the application enhanced participants' monetary skills when making purchases. Success relied on being able to look at the application and match the visuals with real money, rather than on participants' levels of academic preparedness. Furthermore, using the relatively discrete tool minimised the social stigma associated with difficulty performing money transactions successfully.
      Keywords: intellectual disability; simulation; monetary transactions; transaction difficulties; independent living; experimental design; smartphones; purchasing skills; monetary payments; social stigma; intellectual impairment; using money
      Citation: International Journal of Computational Vision and Robotics, Vol. 6, No. 3 (2016) pp. 253 - 260
      PubDate: 2016-06-29T23:20:50-05:00
      DOI: 10.1504/IJCVR.2016.077360
      Issue No: Vol. 6, No. 3 (2016)
       
  • Usability test of game-based learning in safe-medication education
           for older adults
    • Authors: Eunjin Lee, Jungmin Kwon
      Pages: 261 - 266
      Abstract: In the area of health education, an interactive game-based learning gains popularity with the development of computer technology. This study concentrated on developing game-based learning to enhance medication safety in an elderly population and testing its usability. This educational game included such medication-safety content as knowing the medication name, usage, side effects, interactions, and storage. Older adults were recruited for a pilot evaluation of the game's difficulty level, image sizes, and speed. The program was revised based on their feedback. The results in the pilot test suggested that the game's speed and texts' difficulty level need to be adjusted to the older adults' learning speeds to facilitate effective learning in older adults.
      Keywords: usability testing; learning games; game-based learning; safe medication; health education; elderly; older adults; interactive game; educational games; medication safety; game speed; text difficulty; learning speed; healthcare management
      Citation: International Journal of Computational Vision and Robotics, Vol. 6, No. 3 (2016) pp. 261 - 266
      PubDate: 2016-06-29T23:20:50-05:00
      DOI: 10.1504/IJCVR.2016.077357
      Issue No: Vol. 6, No. 3 (2016)
       
  • A study on the elements of game development using the content of the Nuri
           curriculum
    • Pages: 267 - 275
      Abstract: The Nuri curriculum is an integrated curriculum for early childhood education initiated by the Korean Government. Since 2011, the Korean Government set educational goals from preschool to college. The Nuri curriculum was designed to serve as a guideline for early childhood education. The goal of this study is to develop a standard for making video games for children by analysing the contents of the Nuri curriculum, and describe the effectiveness of a video game developed using the Nuri curriculum.
      Keywords: serious games; educational games; Nuri curriculum; game development; early childhood education; South Korea; video games; educational technology
      Citation: International Journal of Computational Vision and Robotics, Vol. 6, No. 3 (2016) pp. 267 - 275
      PubDate: 2016-06-29T23:20:50-05:00
      DOI: 10.1504/IJCVR.2016.077373
      Issue No: Vol. 6, No. 3 (2016)
       
  • Integrating serious games into the engineering curriculum - a
           game-based learning approach to power systems analysis
    • Authors: Sanjay Bahadoorsingh, Ronald Dyer, Chandrabhan Sharma
      Pages: 276 - 289
      Abstract: Essential to the toolset of modern power engineers are the business environment knowledge, an appreciation for customer service/satisfaction as well as the ability to analyse, negotiate and articulate clearly with technical and non-technical personnel. Whilst most engineering oriented universities recognise the role of practical experience, challenges exist with the students' ability to translate the theoretical into practical knowledge. This paper investigates the application of the game-based learning (GBL) instructional method, as an alternative method of enhancing the practical application of course delivery, through the integration of business thinking principles into the final year undergraduate power engineering curriculum. IBM's Innov8: CityOne Game was chosen as the game of preference as it embedded core course content material via a serious game. The Game was administered to two consecutive cohorts (2012 and 2013) of the level three undergraduate course power system analysis. A qualitative and quantitative review of both cohorts' feedback and performance are individually analysed and compared.
      Keywords: power systems planning; power engineering education; educational technology; serious games; learning games; game-based learning; power systems analysis; business thinking; higher education; e-learning; electronic learning; online learning
      Citation: International Journal of Computational Vision and Robotics, Vol. 6, No. 3 (2016) pp. 276 - 289
      PubDate: 2016-06-29T23:20:50-05:00
      DOI: 10.1504/IJCVR.2016.077372
      Issue No: Vol. 6, No. 3 (2016)
       
  • A case study of learning assessment, flow, satisfaction and expressiveness
           of the music game: focused on elementary students' music
           appreciation learning
    • Pages: 290 - 299
      Abstract: This study examines the effectiveness of a music game for music appreciation education on learners' learning assessment, learning flow, satisfaction, and expressiveness of elementary students. For the experiment, fourth grade students were divided into two groups; listening group and game group. Game group played a music game which was designed for music appreciation while the listening group listened to the music following lecture's instructions. Pre- and post-measurements of learning assessment were taken to compare the music appreciation scores between the groups. In the post-measurement, learning flow, satisfaction, and expression of music works were added. As a result, the students in the game group showed more enhanced learning assessment, learning flow, and satisfaction than those in the listening group and especially in terms of expressiveness they showed imaginative expression in their drawings or writings. The following result suggests that learning through game-playing have positive effect on students' self-directed learning and expressiveness.
      Keywords: game effectiveness; music games; music game design; learning assessment; learning flow; student satisfaction; expressiveness; serious games; music appreciation learning; music education; self-directed learning; elementary education; elementary schools; imagin
      Citation: International Journal of Computational Vision and Robotics, Vol. 6, No. 3 (2016) pp. 290 - 299
      PubDate: 2016-06-29T23:20:50-05:00
      DOI: 10.1504/IJCVR.2016.077375
      Issue No: Vol. 6, No. 3 (2016)
       
  • Reading comprehension by content-related audiovisual feedback in
           children's story application (app)
    • Pages: 300 - 308
      Abstract: This study presents the difference of children's reading comprehension by the relatedness of audiovisual feedback and the content in story applications (apps). Newly developed stories were published into three story apps. Story content in these electronic books were identical in all three conditions, but the type of audiovisual feedback (no-feedback, (content) related-feedback, (content) non-related feedback) varied in each medium. Results showed that users' reading comprehension was the highest when children used related-feedback app, and the lowest when they used non-related feedback app. Findings strongly suggest the significant effects of related audiovisual feedback for children's reading comprehension. Thus, story app developers should consider such findings when arranging audiovisual feedback in story application to help enhancing readers' comprehension.
      Keywords: audiovisual feedback; content relatedness; children's stories; story applications; story apps; electronic books; e-books; reading comprehension.
      Citation: International Journal of Computational Vision and Robotics, Vol. 6, No. 3 (2016) pp. 300 - 308
      PubDate: 2016-06-29T23:20:50-05:00
      DOI: 10.1504/IJCVR.2016.077382
      Issue No: Vol. 6, No. 3 (2016)
       
  • Study of relationship between a session of video games with respect to the
           permanent time frames of gaming process
    • Pages: 309 - 318
      Abstract: This paper observes the relationship between temporality and the gaming processes of video games that have particularly permanent timeframes. It argues that permanent temporality in social network games tends to affect players by encouraging continuous connection to the games and also stimulating players' consciousness. Permanent temporality also destroys any limits in game time-space and resists any external tampering to reverse the contents, thereby forming a complete world inside the game. Asynchronous play and the lack of competition in social network games results in low levels of difficulty and excessively loose gameplay. As opposed to asynchronous play, synchronous play simultaneously reflects the competition within the game allowing it to raise the tension inside the game.
      Keywords: permanent temporality; video games; social network games; multiplayer games; gaming process; narrative structure; synchronous play; asynchronous play; MMORPG; PvP
      Citation: International Journal of Computational Vision and Robotics, Vol. 6, No. 3 (2016) pp. 309 - 318
      PubDate: 2016-06-29T23:20:50-05:00
      DOI: 10.1504/IJCVR.2016.077392
      Issue No: Vol. 6, No. 3 (2016)
       
 
 
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