Language:
English
繁體中文
Help
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Machinima and video-based soft skill...
~
ProQuest Information and Learning Co.
Machinima and video-based soft skills training.
Record Type:
Language materials, manuscript : Monograph/item
Title/Author:
Machinima and video-based soft skills training./
Author:
Conkey, Curtis A.
Description:
1 online resource (193 pages)
Notes:
Source: Dissertation Abstracts International, Volume: 71-07, Section: B, page: 4339.
Subject:
Computer science. -
Online resource:
click for full text (PQDT)
ISBN:
9781124090504
Machinima and video-based soft skills training.
Conkey, Curtis A.
Machinima and video-based soft skills training.
- 1 online resource (193 pages)
Source: Dissertation Abstracts International, Volume: 71-07, Section: B, page: 4339.
Thesis (Ph.D.)--University of Central Florida, 2010.
Includes bibliographical references
Multimedia training methods have traditionally relied heavily on video based technologies and significant research has shown these to be very effective training tools. However production of video is time and resource intensive. Machinima (pronounced "muh-sheen-eh-mah") technologies are based on video gaming technology. Machinima technology allows video game technology to be manipulated into unique scenarios based on entertainment or training and practice applications. Machinima is the converting of these unique scenarios into video vignettes that tell a story. These vignettes can be interconnected with branching points in much the same way that education videos are interconnected as vignettes between decision points. This study addressed the effectiveness of machinima based soft-skills education using avatar actors versus the traditional video teaching application using human actors. This research also investigated the difference between presence reactions when using avatar actor produced video vignettes as compared to human actor produced video vignettes. Results indicated that the difference in training and/or practice effectiveness is statistically insignificant for presence, interactivity, quality and the skill of assertiveness. The skill of active listening presented a mixed result indicating the need for careful attention to detail in situations where body language and facial expressions are critical to communication. This study demonstrates that a significant opportunity exists for the exploitation of avatar actors in video based instruction.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2018
Mode of access: World Wide Web
ISBN: 9781124090504Subjects--Topical Terms:
573171
Computer science.
Index Terms--Genre/Form:
554714
Electronic books.
Machinima and video-based soft skills training.
LDR
:02699ntm a2200313K 4500
001
915382
005
20180727125214.5
006
m o u
007
cr mn||||a|a||
008
190606s2010 xx obm 000 0 eng d
020
$a
9781124090504
035
$a
(MiAaPQ)AAI3415061
035
$a
AAI3415061
040
$a
MiAaPQ
$b
eng
$c
MiAaPQ
100
1
$a
Conkey, Curtis A.
$3
1188714
245
1 0
$a
Machinima and video-based soft skills training.
264
0
$c
2010
300
$a
1 online resource (193 pages)
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
500
$a
Source: Dissertation Abstracts International, Volume: 71-07, Section: B, page: 4339.
500
$a
Advisers: Clint Bowers; Jan Cannon-Bowers.
502
$a
Thesis (Ph.D.)--University of Central Florida, 2010.
504
$a
Includes bibliographical references
520
$a
Multimedia training methods have traditionally relied heavily on video based technologies and significant research has shown these to be very effective training tools. However production of video is time and resource intensive. Machinima (pronounced "muh-sheen-eh-mah") technologies are based on video gaming technology. Machinima technology allows video game technology to be manipulated into unique scenarios based on entertainment or training and practice applications. Machinima is the converting of these unique scenarios into video vignettes that tell a story. These vignettes can be interconnected with branching points in much the same way that education videos are interconnected as vignettes between decision points. This study addressed the effectiveness of machinima based soft-skills education using avatar actors versus the traditional video teaching application using human actors. This research also investigated the difference between presence reactions when using avatar actor produced video vignettes as compared to human actor produced video vignettes. Results indicated that the difference in training and/or practice effectiveness is statistically insignificant for presence, interactivity, quality and the skill of assertiveness. The skill of active listening presented a mixed result indicating the need for careful attention to detail in situations where body language and facial expressions are critical to communication. This study demonstrates that a significant opportunity exists for the exploitation of avatar actors in video based instruction.
533
$a
Electronic reproduction.
$b
Ann Arbor, Mich. :
$c
ProQuest,
$d
2018
538
$a
Mode of access: World Wide Web
650
4
$a
Computer science.
$3
573171
650
4
$a
Multimedia communications.
$3
655342
655
7
$a
Electronic books.
$2
local
$3
554714
690
$a
0984
690
$a
0558
710
2
$a
ProQuest Information and Learning Co.
$3
1178819
710
2
$a
University of Central Florida.
$3
1188715
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3415061
$z
click for full text (PQDT)
based on 0 review(s)
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login