Inspired with image based human eye tracking technique, this work combines the objective gaze estimation statistics with subjective user study to achieve a convincing conclusion - speaker-following subtitles are more suitable for online educational videos. In this paper, we investigate the relationship between subtitle position and the learning effect after watching the video on tablet devices. However, the effectiveness of such subtitle is still unclear. Besides traditional bottom-position subtitle accompany to the videos, in recent years, researchers try to develop more advanced algorithms to generate speaker-following style subtitles. One most important media type for MOOCs is course video. Online educational resources, such as MOOCs, is becoming increasingly popular, especially in higher education field. Gaze inspired subtitle position evaluation for MOOCs videosĬhen, Hongli Yan, Mengzhen Liu, Sijiang Jiang, Bo Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. "Sure, I Would Like to Continue": A Method for Mapping the Experience of Engagement in Video Games
Through screenings of ten different 'old' research videos accompanied by various prompt questions and activities we built. The setup we designed included large and small screens placed in a social space of a research environment, the communal kitchen. screens to colleague designers and researchers. In this paper we explore the potentials of using old research footage to stimulate reflection, conversations and creativity by presenting it on pervasive. as source of inspiration or knowledge of a particular context or user group - if it were practically feasible to engage with the material later on. The richness of such research video could, however, make it attractive for other project teams or researchers.
User-centred design projects that utilize ethnographic research tend to produce hours and hours of contextual video footage that seldom gets used again once the project is complete. Creating engagement with old research videos