屏幕制作学生的数据驱动创造力:开发和测试涉及观众生物识别的学习材料

IF 1.3 4区 艺术学 0 ART
S. Bender, B. Sung
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引用次数: 3

摘要

摘要本文介绍了数据驱动创意项目(DDCP)材料,旨在增强屏幕学生对审美选择如何影响观众的理解。该项目首先收集了观众注意力(眼动追踪)、唤醒(皮肤电导水平)和情绪(使用面部表情)的数据。然后,这些数据被用于以讲座形式和电子学习包的形式向两个学生群体提供的教学材料。关于学生体验的自我报告调查数据表明,对DDCP概念的学习兴趣显著增加,对材料的可用性和知识应用性的评价也很高。我们还报告了关于DDCP优势和劣势的焦点小组讨论。我们表明,DDCP为当代屏幕创意教学法提供了一种创新和新颖的干预,在认知媒体理论研究领域的发现及其在学生生产领域的应用之间建立了有价值的教学研究联系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Data-driven creativity for screen production students: developing and testing learning materials involving audience biometrics
ABSTRACT This article presents the Data-Driven Creativity Project (DDCP) materials designed to enhance screen students’ understandings of how aesthetic choices impact the audience. The project first collected data on audience attention (eye-tracking), arousal (skin conductance level) and emotion (using facial expression). This data was then used in pedagogical materials delivered to two student cohorts in both lecture format and as an e-learning package. Self-reported survey data on the student experience indicates significant increase in Learning Interest toward the concepts of the DDCP, as well as strong ratings of the material’s Useability and Application to Knowledge. We also report on focus group discussions of the strengths and weaknesses of the DDCP. We show that the DDCP offers an innovative and novel intervention into contemporary screen creativity pedagogy, forging a valuable teaching-research nexus between the findings of the research field of cognitive media theory and their application in the field of student production.
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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