TagLecture: The gamification of video lecture indexing through quality-based tags
暂无分享,去创建一个
[1] Marco Roccetti,et al. Beyond Standards: Unleashing Accessibility on a Learning Content Management System , 2011, Trans. Edutainment.
[2] Gordon I. McCalla,et al. Applying Collaborative Tagging to E-Learning , 2007 .
[3] Marco Furini,et al. Enhancing learning accessibility through fully automatic captioning , 2012, W4A.
[4] Jennifer Trant,et al. Studying Social Tagging and Folksonomy: A Review and Framework , 2009, J. Digit. Inf..
[5] Juho Hamari,et al. Defining gamification: a service marketing perspective , 2012, MindTrek.
[6] Marco Roccetti,et al. Fighting exclusion: a multimedia mobile app with zombies and maps as a medium for civic engagement and design , 2016, Multimedia Tools and Applications.
[7] Marco Roccetti,et al. Notes for a Collaboration: On the Design of a Wiki-type Educational Video Lecture Annotation System , 2007 .
[8] Fei Wang,et al. Automatic ROI Selection for JPEG2000 Compression of Remote Sensing Images , 2007 .
[9] Paola Salomoni,et al. From gamification to pervasive game in mapping urban accessibility , 2015, CHItaly.
[10] Ombretta Gaggi,et al. ClimbTheWorld: real-time stairstep counting to increase physical activity , 2014, MobiQuitous.
[11] T. Shinogi,et al. Video Scene Segmentation Using the State Recognition of Blackboard for Blended Learning , 2007, 2007 International Conference on Convergence Information Technology (ICCIT 2007).
[12] John R. Kender,et al. Lecture videos for e-learning: current research and challenges , 2004, IEEE Sixth International Symposium on Multimedia Software Engineering.
[13] Laura A. Dabbish,et al. Labeling images with a computer game , 2004, AAAI Spring Symposium: Knowledge Collection from Volunteer Contributors.
[14] Marco Furini,et al. TSentiment: On gamifying Twitter sentiment analysis , 2016, 2016 IEEE Symposium on Computers and Communication (ISCC).
[15] Marco Furini,et al. Fast play: a novel feature for digital consumer video devices , 2008, IEEE Transactions on Consumer Electronics.
[16] Silvia Mirri,et al. On using on-the-fly students' notes in video lecture indexing , 2017, 2017 14th IEEE Annual Consumer Communications & Networking Conference (CCNC).
[17] Laura A. Dabbish,et al. Designing games with a purpose , 2008, CACM.
[18] Matthias Jarke,et al. Tagging diversity in personal learning environments , 2015, Journal of Computers in Education.
[19] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[20] Marco Roccetti,et al. Entertainment beyond divertissment: using computer games for city road accessibility , 2011, CIE.
[21] Xavier Ochoa,et al. Exploratory Analysis of the Main Characteristics of Tags and Tagging of Educational Resources in a Multi-lingual Context , 2009, J. Digit. Inf..
[22] Marco Furini. On gamifying the transcription of digital video lectures , 2016, Entertain. Comput..
[23] Faouzi Alaya Cheikh,et al. Semantic Tags for Lecture Videos , 2012, 2012 IEEE Sixth International Conference on Semantic Computing.
[24] Jean Moulin Lyon. Social Tagging to Enhance Collaborative Learning , 2018 .
[25] Sridhar Iyer,et al. Automated Tagging to Enable Fine-Grained Browsing of Lecture Videos , 2011, 2011 IEEE International Conference on Technology for Education.
[26] Marco Furini,et al. An automatic caption alignment mechanism for off-the-shelf speech recognition technologies , 2012, Multimedia Tools and Applications.
[27] Marco Furini. On Ameliorating the Perceived Playout Quality in Chunk-Driven P2P Media Streaming Systems , 2007, 2007 IEEE International Conference on Communications.
[28] Marco Furini,et al. Secure, Portable, and Customizable Video Lectures for E-learning on the Move , 2009, Informatica.
[29] Marco Furini,et al. On introducing timed tag-clouds in video lectures indexing , 2016, Multimedia Tools and Applications.
[30] Ombretta Gaggi,et al. Using gamification to discover cultural heritage locations from geo-tagged photos , 2017, Personal and Ubiquitous Computing.
[31] Marco Roccetti,et al. Combining Web Squared and serious games for crossroad accessibility , 2011, 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH).
[32] Andrea Facoetti,et al. A Serious Game for Predicting the Risk of Developmental Dyslexia in Pre-Readers Children , 2012, 2012 21st International Conference on Computer Communications and Networks (ICCCN).
[33] Marco Roccetti,et al. Realizing the unexploited potential of games on serious challenges , 2010, CIE.
[34] M. Pellegrini,et al. On Using Clustering Algorithms to Produce Video Abstracts for the Web Scenario , 2008, 2008 5th IEEE Consumer Communications and Networking Conference.
[35] Shin Gyu Kim,et al. Ubiquitous City Technology & Applications , 2007 .
[36] Marco Roccetti,et al. Cooperative multimedia management for participative learning: A case study , 2008, New Rev. Hypermedia Multim..
[37] Marco Roccetti,et al. Profiling learners with special needs for custom e-learning experiences, a closed case? , 2007, W4A '07.
[38] Tatsuo Nakajima,et al. Gamifying intelligent environments , 2011, Ubi-MUI '11.
[39] Marco Furini,et al. The impact of incentive mechanisms in multi-channel mobile music distribution , 2008, Multimedia Tools and Applications.